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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 1.122 by root, Sun Aug 12 05:59:25 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))
898 insert_ob_in_ob (tmp, op); 898 insert_ob_in_ob (tmp, op);
899 esrv_send_item (op, tmp); 899 esrv_send_item (op, tmp);
900 } 900 }
901 return 1; 901 return 1;
902} 902}
903
904 903
905/* 904/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 905 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken. 906 * what the converter wants, -1 if the converter is broken.
908 */ 907 */
924 923
925 /* We make some assumptions - we assume if it takes money as it type, 924 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs 925 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 926 * 3 gp and player drops a platinum, tough luck)
928 */ 927 */
929 if (!strcmp (CONV_FROM (converter), "money")) 928 if (CONV_FROM (converter) == shstr_money)
930 { 929 {
931 int cost;
932
933 if (item->type != MONEY) 930 if (item->type != MONEY)
934 return 0; 931 return 0;
935 932
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 933 nr = (item->nrof * item->value) / CONV_NEED (converter);
937 if (!nr) 934 if (!nr)
938 return 0; 935 return 0;
936
937 converter->play_sound (sound_find ("shop_buy"));
938
939 cost = nr * CONV_NEED (converter) / item->value; 939 int cost = nr * CONV_NEED (converter) / item->value;
940 /* take into account rounding errors */ 940 /* take into account rounding errors */
941 if (nr * CONV_NEED (converter) % item->value) 941 if (nr * CONV_NEED (converter) % item->value)
942 cost++; 942 cost++;
943
943 decrease_ob_nr (item, cost); 944 decrease_ob_nr (item, cost);
944 945
945 price_in = cost * item->value; 946 price_in = cost * item->value;
946 } 947 }
947 else 948 else
948 { 949 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 950 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 951 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951 return 0; 952 return 0;
953
954 converter->play_sound (sound_find ("convert_item"));
952 955
953 if (CONV_NEED (converter)) 956 if (CONV_NEED (converter))
954 { 957 {
955 nr = item->nrof / CONV_NEED (converter); 958 nr = item->nrof / CONV_NEED (converter);
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 959 decrease_ob_nr (item, nr * CONV_NEED (converter));
961 price_in = item->value; 964 price_in = item->value;
962 item->destroy (); 965 item->destroy ();
963 } 966 }
964 } 967 }
965 968
966 if (converter->inv != NULL) 969 if (converter->inv)
967 { 970 {
968 object *ob; 971 object *ob;
969 int i; 972 int i;
970 object *ob_to_copy; 973 object *ob_to_copy;
971 974
972 /* select random object from inventory to copy */ 975 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 976 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 977 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 978 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 979 ob_to_copy = ob;
979 } 980
980 }
981 item = object_create_clone (ob_to_copy); 981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 983 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 984 }
985 else 985 else
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 996 }
997 997
998 if (CONV_NR (converter)) 998 if (CONV_NR (converter))
999 item->nrof = CONV_NR (converter); 999 item->nrof = CONV_NR (converter);
1000
1000 if (nr) 1001 if (nr)
1001 item->nrof *= nr; 1002 item->nrof *= nr;
1003
1002 if (is_in_shop (converter)) 1004 if (is_in_shop (converter))
1003 SET_FLAG (item, FLAG_UNPAID); 1005 SET_FLAG (item, FLAG_UNPAID);
1004 else if (price_in < item->nrof * item->value) 1006 else if (price_in < item->nrof * item->value)
1005 { 1007 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1008 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); 1009 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 1010 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 1011 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this 1012 * hopefully had something in mind when doing this.
1012 */ 1013 */
1013 } 1014 }
1015
1016 SET_FLAG (item, FLAG_IDENTIFIED);
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1017 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 1018 return 1;
1016} 1019}
1017 1020
1018/** 1021/**
1139 double opinion; 1142 double opinion;
1140 object *tmp, *next; 1143 object *tmp, *next;
1141 1144
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 1146
1147 bool has_unpaid = false;
1148
1149 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1150 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID])
1153 {
1154 has_unpaid = true;
1155 break;
1156 }
1157
1144 if (op->type != PLAYER) 1158 if (op->type != PLAYER)
1145 { 1159 {
1146 /* Remove all the unpaid objects that may be carried here. 1160 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 1161 * This could be pets or monsters that are somehow in
1148 * the shop. 1162 * the shop.
1174 /* unpaid objects, or non living objects, can't transfer by 1188 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 1189 * shop mats. Instead, put it on a nearby space.
1176 */ 1190 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1191 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 1192 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1193 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1194 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 1195
1183 if (i != -1) 1196 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1197 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1192 } 1205 }
1193 else if (can_pay (op) && get_payment (op)) 1206 else if (can_pay (op) && get_payment (op))
1194 { 1207 {
1195 /* this is only used for players */ 1208 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 1209 rv = teleport (shop_mat, SHOP_MAT, op);
1210
1211 if (has_unpaid)
1212 op->contr->play_sound (sound_find ("shop_buy"));
1213 else if (is_in_shop (op))
1214 op->contr->play_sound (sound_find ("shop_enter"));
1215 else
1216 op->contr->play_sound (sound_find ("shop_leave"));
1197 1217
1198 if (shop_mat->msg) 1218 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1219 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 1220 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is 1221 * but there is never a guarantee that the bottom space on the map is
1216 } 1236 }
1217 } 1237 }
1218 else 1238 else
1219 { 1239 {
1220 /* if we get here, a player tried to leave a shop but was not able 1240 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that 1241 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 1242 * they are not on the mat anymore
1223 */ 1243 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1244 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 1245
1226 if (i == -1) 1246 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 1247 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 1248 else
1231 { 1249 {
1232 op->remove (); 1250 op->remove ();
1233 op->x += freearr_x[i]; 1251 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 1252 op->y += freearr_y[i];
1245 */ 1263 */
1246static void 1264static void
1247apply_sign (object *op, object *sign, int autoapply) 1265apply_sign (object *op, object *sign, int autoapply)
1248{ 1266{
1249 readable_message_type *msgType; 1267 readable_message_type *msgType;
1250 char newbuf[HUGE_BUF];
1251 1268
1252 if (sign->msg == NULL) 1269 if (sign->msg == NULL)
1253 { 1270 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1271 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1255 return; 1272 return;
1259 { 1276 {
1260 if (sign->last_eat >= sign->stats.food) 1277 if (sign->last_eat >= sign->stats.food)
1261 { 1278 {
1262 if (!sign->move_on) 1279 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1280 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1281
1264 return; 1282 return;
1265 } 1283 }
1266 1284
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1285 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1286 sign->last_eat++;
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1294 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 1295 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1296 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1279 return; 1297 return;
1280 } 1298 }
1299
1300 if (op->contr)
1301 if (client *ns = op->contr->ns)
1302 {
1303 ns->play_sound (sign->sound);
1281 msgType = get_readable_message_type (sign); 1304 msgType = get_readable_message_type (sign);
1305
1306 if (ns->can_msg)
1307 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1308 else
1309 {
1310 char newbuf[HUGE_BUF];
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1311 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); 1312 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1313 }
1314 }
1284} 1315}
1285 1316
1286/** 1317/**
1287 * 'victim' moves onto 'trap' 1318 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1319 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1342 * proper. This code was causing needless crashes.
1312 */ 1343 */
1313 if (recursion_depth >= 500) 1344 if (recursion_depth >= 500)
1314 { 1345 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1346 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); 1347 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1348 return;
1318 } 1349 }
1350
1319 recursion_depth++; 1351 recursion_depth++;
1320 if (trap->head) 1352 if (trap->head)
1321 trap = trap->head; 1353 trap = trap->head;
1322 1354
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1355 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1338 1370
1339 /* Just put in some sanity check. I think there is a bug in the 1371 /* 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 1372 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed. 1373 * getting permanently paralyzed.
1342 */ 1374 */
1343 if (victim->speed_left < -50.0) 1375 if (victim->speed_left < -50.f)
1344 victim->speed_left = -50.0; 1376 victim->speed_left = -50.f;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1377 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 } 1378 }
1347 goto leave; 1379 goto leave;
1348 1380
1349 case SPINNER: 1381 case SPINNER:
1421 1453
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 { 1455 {
1424 if (!sound_was_played) 1456 if (!sound_was_played)
1425 { 1457 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1458 trap->play_sound (sound_find ("fall_hole"));
1427 sound_was_played = 1; 1459 sound_was_played = 1;
1428 } 1460 }
1461
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1462 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); 1463 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1431 } 1464 }
1432 } 1465 }
1433 goto leave; 1466 goto leave;
1434 } 1467 }
1435 1468
1436
1437 case CONVERTER: 1469 case CONVERTER:
1438 if (convert_item (victim, trap) < 0) 1470 if (convert_item (victim, trap) < 0)
1439 { 1471 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1472 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1441 get_archetype ("burnout")->insert_at (trap, trap); 1473 get_archetype ("burnout")->insert_at (trap, trap);
1466 * Processing will happen if the head runs into the pit 1498 * Processing will happen if the head runs into the pit
1467 */ 1499 */
1468 if (victim->head) 1500 if (victim->head)
1469 goto leave; 1501 goto leave;
1470 1502
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1503 victim->play_sound (sound_find ("fall_hole"));
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1504 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); 1505 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave; 1506 goto leave;
1475 1507
1476 case EXIT: 1508 case EXIT:
1518 } 1550 }
1519 goto leave; 1551 goto leave;
1520 1552
1521 default: 1553 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1554 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); 1555 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1524 goto leave; 1556 goto leave;
1525 } 1557 }
1526 1558
1527leave: 1559leave:
1528 recursion_depth--; 1560 recursion_depth--;
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1572 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1573 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1574 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1543 return; 1575 return;
1544 } 1576 }
1577
1545 if (tmp->msg == NULL) 1578 if (!tmp->msg)
1546 { 1579 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1548 return; 1581 return;
1549 } 1582 }
1550 1583
1551 /* need a literacy skill to read stuff! */ 1584 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1585 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob) 1586 if (!skill_ob)
1554 { 1587 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1588 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; 1589 return;
1557 } 1590 }
1591
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1592 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1593 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1594 {
1561 if (lev_diff < 2) 1595 if (lev_diff < 2)
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1596 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1573 return; 1607 return;
1574 } 1608 }
1575 1609
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1610 readable_message_type *msgType = get_readable_message_type (tmp);
1577 1611
1612 if (player *pl = op->contr)
1613 if (client *ns = pl->ns)
1614 if (ns->can_msg)
1615 {
1616 dynbuf_text buf;
1617 buf << long_desc (tmp, op)
1618 << "\n\n"
1619 << tmp->msg
1620 << '\0';
1621 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1622 }
1623 else
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1624 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1579 msgType->message_type, msgType->message_subtype, 1625 msgType->message_type, msgType->message_subtype,
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1626 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg); 1627 long_desc (tmp, op), &tmp->msg);
1582 1628
1583 /* gain xp from reading */ 1629 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1630 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1631 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1632 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1652 return; 1698 return;
1653 } 1699 }
1654 return; 1700 return;
1655 } 1701 }
1656 1702
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1703 op->contr->play_sound (sound_find ("learn_spell"));
1704
1658 tmp = spell->clone (); 1705 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op); 1706 insert_ob_in_ob (tmp, op);
1660 1707
1661 if (special_prayer) 1708 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP); 1709 SET_FLAG (tmp, FLAG_STARTEQUIP);
1707 1754
1708 /* artifact_spellbooks have 'slaying' field point to a spell name, 1755 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are 1756 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks 1757 * legacy spellbooks
1711 */ 1758 */
1712
1713 if (tmp->slaying != NULL) 1759 if (tmp->slaying)
1714 { 1760 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1761 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell) 1762 if (!spell)
1717 { 1763 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1719 return; 1765 return;
1720 } 1766 }
1721 else 1767 else
1722 insert_ob_in_ob (spell, tmp); 1768 insert_ob_in_ob (spell, tmp);
1769
1723 tmp->slaying = NULL; 1770 tmp->slaying = 0;
1724 } 1771 }
1725 1772
1726 skop = find_skill_by_name (op, tmp->skill); 1773 skop = find_skill_by_name (op, tmp->skill);
1727 1774
1728 /* need a literacy skill to learn spells. Also, having a literacy level 1775 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */ 1776 * lower than the spell will make learning the spell more difficult */
1730 if (!skop) 1777 if (!skop)
1731 { 1778 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1779 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1733 return; 1780 return;
1734 } 1781 }
1735 1782
1736 spell = tmp->inv; 1783 spell = tmp->inv;
1737 1784
1738 if (!spell) 1785 if (!spell)
1739 { 1786 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1787 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."); 1788 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1742 return; 1789 return;
1743 } 1790 }
1744 1791
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1792 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 { 1793 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1794 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1748 return; 1795 return;
1749 } 1796 }
1750 1797
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1752 1799
1765 * if the player doesn't know the spell, doesn't make a lot of sense that 1812 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark. 1813 * they would have a special prayer mark.
1767 */ 1814 */
1768 if (check_spell_known (op, spell->name)) 1815 if (check_spell_known (op, spell->name))
1769 { 1816 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1817 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; 1818 return;
1772 } 1819 }
1773 1820
1774 if (spell->skill) 1821 if (spell->skill)
1775 { 1822 {
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1863 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1864 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 } 1865 }
1819 else 1866 else
1820 { 1867 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1868 op->contr->play_sound (sound_find ("fumble_spell"));
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1869 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 } 1870 }
1824 1871
1825 decrease_ob (tmp); 1872 decrease_ob (tmp);
1826} 1873}
1827 1874
1839 return; 1886 return;
1840 } 1887 }
1841 1888
1842 if (!tmp->inv || tmp->inv->type != SPELL) 1889 if (!tmp->inv || tmp->inv->type != SPELL)
1843 { 1890 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1891 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1845 return; 1892 return;
1846 } 1893 }
1847 1894
1848 if (op->type == PLAYER) 1895 if (op->type == PLAYER)
1849 { 1896 {
1855 */ 1902 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1903 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 1904
1858 if (!skop) 1905 if (!skop)
1859 { 1906 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1861 return; 1908 return;
1862 } 1909 }
1863 1910
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1911 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0); 1912 change_exp (op, exp_gain, skop->skill, 0);
1867 1914
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1915 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1916 identify (tmp);
1870 1917
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1918 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1872
1873 1919
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1920 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1921 decrease_ob (tmp);
1876} 1922}
1877 1923
1881 * chest. 1927 * chest.
1882 */ 1928 */
1883static void 1929static void
1884apply_treasure (object *op, object *tmp) 1930apply_treasure (object *op, object *tmp)
1885{ 1931{
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure 1932 /* 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 1933 * 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 1934 * 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 1935 * prevents people fromt moving chests to more difficult maps to get better
1893 * treasure 1936 * treasure
1894 */ 1937 */
1895
1896 treas = tmp->inv; 1938 object *treas = tmp->inv;
1897 if (treas == NULL) 1939
1940 if (!treas)
1898 { 1941 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1942 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1900 decrease_ob (tmp); 1943 decrease_ob (tmp);
1901 return; 1944 return;
1902 } 1945 }
1946
1903 while (tmp->inv) 1947 while (tmp->inv)
1904 { 1948 {
1905 treas = tmp->inv; 1949 treas = tmp->inv;
1906 1950
1907 treas->remove (); 1951 treas->remove ();
1989 /* special food hack -b.t. */ 2033 /* special food hack -b.t. */
1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2034 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1991 eat_special_food (op, tmp); 2035 eat_special_food (op, tmp);
1992 } 2036 }
1993 } 2037 }
2038
1994 handle_apply_yield (tmp); 2039 handle_apply_yield (tmp);
1995 decrease_ob (tmp); 2040 decrease_ob (tmp);
1996} 2041}
1997 2042
1998/** 2043/**
2025 if (meal->type != FLESH || !is_dragon_pl (op)) 2070 if (meal->type != FLESH || !is_dragon_pl (op))
2026 return 0; 2071 return 0;
2027 2072
2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2073 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2029 from the player's inventory */ 2074 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) 2075 for (tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == FORCE) 2076 if (tmp->type == FORCE)
2035 if (tmp->arch->name == dragon_skin_force) 2077 if (tmp->arch->archname == shstr_dragon_skin_force)
2036 skin = tmp; 2078 skin = tmp;
2037 else if (tmp->arch->name == dragon_ability_force) 2079 else if (tmp->arch->archname == shstr_dragon_ability_force)
2038 abil = tmp; 2080 abil = tmp;
2039 2081
2040 /* if either skin or ability are missing, this is an old player 2082 /* if either skin or ability are missing, this is an old player
2041 which is not to be considered a dragon -> bail out */ 2083 which is not to be considered a dragon -> bail out */
2042 if (skin == NULL || abil == NULL) 2084 if (skin == NULL || abil == NULL)
2163static void 2205static void
2164apply_armour_improver (object *op, object *tmp) 2206apply_armour_improver (object *op, object *tmp)
2165{ 2207{
2166 object *armor; 2208 object *armor;
2167 2209
2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2210 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2169 { 2211 {
2170 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2212 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2171 return; 2213 return;
2172 } 2214 }
2173 2215
2174 armor = find_marked_object (op); 2216 armor = find_marked_object (op);
2175 2217
2176 if (!armor) 2218 if (!armor)
2177 { 2219 {
2178 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2220 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; 2221 return;
2180 } 2222 }
2181 2223
2182 if (armor->type != ARMOUR 2224 if (armor->type != ARMOUR
2183 && armor->type != CLOAK 2225 && armor->type != CLOAK
2194extern void 2236extern void
2195apply_poison (object *op, object *tmp) 2237apply_poison (object *op, object *tmp)
2196{ 2238{
2197 if (op->type == PLAYER) 2239 if (op->type == PLAYER)
2198 { 2240 {
2199 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2241 op->contr->play_sound (sound_find ("drink_poison"));
2200 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2242 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2201 strcpy (op->contr->killer, "poisonous booze"); 2243 strcpy (op->contr->killer, "poisonous booze");
2202 } 2244 }
2245
2203 if (tmp->stats.hp > 0) 2246 if (tmp->stats.hp > 0)
2204 { 2247 {
2205 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2248 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); 2249 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2207 } 2250 }
2251
2208 op->stats.food -= op->stats.food / 4; 2252 op->stats.food -= op->stats.food / 4;
2209 handle_apply_yield (tmp); 2253 handle_apply_yield (tmp);
2210 decrease_ob (tmp); 2254 decrease_ob (tmp);
2211} 2255}
2212 2256
2322 2366
2323 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2367 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2324 { 2368 {
2325 if (op->type == PLAYER) 2369 if (op->type == PLAYER)
2326 { 2370 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2371 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2328 return 1; 2372 return 1;
2329 } 2373 }
2330 else 2374 else
2331 return 0; /* monsters just skip unpaid items */ 2375 return 0; /* monsters just skip unpaid items */
2332 } 2376 }
2336 2380
2337 switch (tmp->type) 2381 switch (tmp->type)
2338 { 2382 {
2339 case CF_HANDLE: 2383 case CF_HANDLE:
2340 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2384 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2341 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2385 op->play_sound (sound_find ("turn_handle"));
2342 tmp->value = tmp->value ? 0 : 1; 2386 tmp->value = tmp->value ? 0 : 1;
2343 SET_ANIMATION (tmp, tmp->value); 2387 SET_ANIMATION (tmp, tmp->value);
2344 update_object (tmp, UP_OBJ_FACE); 2388 update_object (tmp, UP_OBJ_FACE);
2345 push_button (tmp); 2389 push_button (tmp);
2346 return 1; 2390 return 1;
2347 2391
2348 case TRIGGER: 2392 case TRIGGER:
2349 if (check_trigger (tmp, op)) 2393 if (check_trigger (tmp, op))
2350 { 2394 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2395 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2352 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2396 op->play_sound (sound_find ("turn_handle"));
2353 } 2397 }
2354 else 2398 else
2355 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2399 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2356 2400
2357 return 1; 2401 return 1;
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2413 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370 2414
2371 op->enter_exit (tmp); 2415 op->enter_exit (tmp);
2372 } 2416 }
2373 2417
2418 return 1;
2419
2420 case INSCRIBABLE:
2421 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2422 // maybe show a spell menu to chose from or something like that
2374 return 1; 2423 return 1;
2375 2424
2376 case SIGN: 2425 case SIGN:
2377 apply_sign (op, tmp, 0); 2426 apply_sign (op, tmp, 0);
2378 return 1; 2427 return 1;
2490 2539
2491 get_tod (&tod); 2540 get_tod (&tod);
2492 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2541 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2493 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2542 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2494 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2543 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2544 op->play_sound (sound_find ("sound_clock"));
2496 new_draw_info (NDI_UNIQUE, 0, op, buf); 2545 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1; 2546 return 1;
2498 } 2547 }
2499 else 2548 else
2500 return 0; 2549 return 0;
2540int 2589int
2541player_apply (object *pl, object *op, int aflag, int quiet) 2590player_apply (object *pl, object *op, int aflag, int quiet)
2542{ 2591{
2543 int tmp; 2592 int tmp;
2544 2593
2545 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2594 if (op->env && (pl->move_type & MOVE_FLYING))
2546 { 2595 {
2547 /* player is flying and applying object not in inventory */ 2596 /* player is flying and applying object not in inventory */
2548 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2597 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2549 { 2598 {
2550 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2599 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; 2600 return 0;
2552 } 2601 }
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 } 2602 }
2566 2603
2567 pl->contr->last_used = op; 2604 pl->contr->last_used = op;
2568 2605
2569 tmp = manual_apply (pl, op, aflag); 2606 tmp = manual_apply (pl, op, aflag);
2572 if (tmp == 0) 2609 if (tmp == 0)
2573 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2610 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) 2611 else if (tmp == 2)
2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2612 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2576 } 2613 }
2614
2577 return tmp; 2615 return tmp;
2578} 2616}
2579 2617
2580/** 2618/**
2581 * player_apply_below attempts to apply the object 'below' the player. 2619 * player_apply_below attempts to apply the object 'below' the player.
2630{ 2668{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2669 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2670 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2671 return RESULT_INT (0);
2634 2672
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2673 CLEAR_FLAG (op, FLAG_APPLIED);
2638 2674
2639 switch (op->type) 2675 switch (op->type)
2640 { 2676 {
2677 case SKILL_TOOL:
2678 // unapplying a skill tool should also unapply the skill it governs
2679 // but this is hard, as it shouldn't do so when the skill can
2680 // be used for other reasons
2681 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2682 if (tmp->skill == op->skill
2683 && tmp->type == SKILL
2684 && tmp->flag [FLAG_APPLIED]
2685 && !tmp->flag [FLAG_CAN_USE_SKILL])
2686 unapply_special (who, tmp, 0);
2687
2688 change_abil (who, op);
2689 break;
2690
2641 case WEAPON: 2691 case WEAPON:
2692 if (player *pl = who->contr)
2693 if (op == pl->combat_ob)
2694 {
2695 pl->combat_ob = 0;
2696 who->change_weapon (pl->ranged_ob);
2697 }
2698
2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2699 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2643 2700
2644 change_abil (who, op); 2701 change_abil (who, op);
2645 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2702 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; 2703 break;
2658 2704
2659 case SKILL: /* allows objects to impart skills */
2660 case SKILL_TOOL: 2705 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) 2706 if (who->contr)
2665 { 2707 {
2666 if (!op->invisible) 2708 if (!op->invisible)
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2709 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2668 else 2710 else
2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2711 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2670 } 2712 }
2671 2713
2672 change_abil (who, op); 2714 change_abil (who, op);
2673 who->chosen_skill = 0;
2674 CLEAR_FLAG (who, FLAG_READY_SKILL); 2715 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break; 2716 break;
2676 2717
2677 case ARMOUR: 2718 case ARMOUR:
2678 case HELMET: 2719 case HELMET:
2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2728 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2688 change_abil (who, op); 2729 change_abil (who, op);
2689 break; 2730 break;
2690 2731
2691 case LAMP: 2732 case LAMP:
2733 {
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2735
2693 tmp2 = arch_to_object (op->other_arch); 2736 object *tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2737 tmp2->x = op->x;
2695 tmp2->y = op->y; 2738 tmp2->y = op->y;
2696 tmp2->map = op->map; 2739 tmp2->map = op->map;
2697 tmp2->below = op->below; 2740 tmp2->below = op->below;
2698 tmp2->above = op->above; 2741 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food; 2742 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2743 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2744
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2745 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2746 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2747
2705 if (who->contr) 2748 if (who->contr)
2706 esrv_del_item (who->contr, op->count); 2749 esrv_del_item (who->contr, op->count);
2707 2750
2708 op->destroy (); 2751 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2752 insert_ob_in_ob (tmp2, who);
2710 who->update_stats (); 2753 who->update_stats ();
2711 2754
2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2755 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2713 { 2756 {
2714 if (who->contr) 2757 if (who->contr)
2715 { 2758 {
2716 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2759 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2760 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2718 } 2761 }
2719 } 2762 }
2720 2763
2721 if (who->contr) 2764 if (who->contr)
2722 esrv_send_item (who, tmp2); 2765 esrv_send_item (who, tmp2);
2766 }
2723 2767
2724 return 1; /* otherwise, an attempt to drop causes problems */ 2768 return 1; /* otherwise, an attempt to drop causes problems */
2725 2769
2726 case BOW: 2770 case BOW:
2727 case WAND: 2771 case WAND:
2728 case ROD: 2772 case ROD:
2729 case HORN: 2773 case HORN:
2730 clear_skill (who);
2731
2732 if (who->contr) 2774 if (player *pl = who->contr)
2775 {
2776 if (op == pl->ranged_ob)
2733 { 2777 {
2778 pl->ranged_ob = 0;
2779 who->change_weapon (pl->combat_ob);
2780 }
2781
2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2782 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 } 2783 }
2742 else 2784 else
2743 { 2785 {
2786 who->change_skill (0);
2787
2744 if (op->type == BOW) 2788 if (op->type == BOW)
2745 CLEAR_FLAG (who, FLAG_READY_BOW); 2789 CLEAR_FLAG (who, FLAG_READY_BOW);
2746 else 2790 else
2747 CLEAR_FLAG (who, FLAG_READY_RANGE); 2791 CLEAR_FLAG (who, FLAG_READY_RANGE);
2748 } 2792 }
2749 2793
2750 break; 2794 break;
2751 2795
2752 case BUILDER: 2796 case BUILDER:
2753 if (who->contr) 2797 if (who->contr)
2754 {
2755 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2798 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; 2799 break;
2761 2800
2762 default: 2801 default:
2763 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2802 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2764 break; 2803 break;
2788/** 2827/**
2789 * Returns the object that is using location 'loc'. 2828 * Returns the object that is using location 'loc'.
2790 * Note that 'start' is the first object to start examing - we 2829 * 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 2830 * then go through the below of this. In this way, you can do
2792 * something like: 2831 * something like:
2793 * tmp = get_item_from_body_location(who->inv, 1); 2832 * tmp = get_next_item_from_body_location(who->inv, 1);
2794 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2833 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2795 * to find the second object that may use this location, etc. 2834 * to find the second object that may use this location, etc.
2796 * Returns NULL if no match is found. 2835 * Returns NULL if no match is found.
2797 * loc is the index into the array we are looking for a match. 2836 * loc is the index into the array we are looking for a match.
2798 * don't return invisible objects unless they are skill objects 2837 * don't return invisible objects unless they are skill objects
2799 * invisible other objects that use 2838 * invisible other objects that use
2800 * up body locations can be used as restrictions. 2839 * up body locations can be used as restrictions.
2801 */ 2840 */
2802static object * 2841static object *
2803get_item_from_body_location (int loc, object *start) 2842get_next_item_from_body_location (int loc, object *start)
2804{ 2843{
2805 if (start)
2806 for (object *tmp = start; tmp; tmp = tmp->below) 2844 for (object *tmp = start; tmp; tmp = tmp->below)
2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 2845 if (tmp->flag [FLAG_APPLIED]
2846 && tmp->slot[loc].info
2847 && (!tmp->invisible || tmp->type == SKILL))
2808 return tmp; 2848 return tmp;
2809 2849
2810 return 0; 2850 return 0;
2811} 2851}
2812 2852
2813/** 2853/**
2819 * Returns 0 on success, returns 1 if there is some problem. 2859 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 2860 * 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 2861 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 2862 * another function that does just that.
2823 */ 2863 */
2864
2865#define CANNOT_REMOVE_CURSED \
2866 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2867 "Praying over an altar, scrolls of remove curse/damnation, " \
2868 "priests or even other players might help.>"
2869
2824int 2870int
2825unapply_for_ob (object *who, object *op, int aflags) 2871unapply_for_ob (object *who, object *op, int aflags)
2826{ 2872{
2827 if (op->is_range ()) 2873 if (op->is_range ())
2828 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2874 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2838 { 2884 {
2839 /* In this case, we want to try and remove a cursed item. 2885 /* 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 2886 * While we know it won't work, we want unapply_special to
2841 * at least generate the message. 2887 * at least generate the message.
2842 */ 2888 */
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)); 2889 new_draw_info_format (NDI_UNIQUE, 0, who,
2890 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2891 query_name (tmp));
2844 return 1; 2892 return 1;
2845 } 2893 }
2846 2894
2847 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2895 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2848 { 2896 {
2854 /* We do a while loop - may need to remove several items in order 2902 /* We do a while loop - may need to remove several items in order
2855 * to free up enough slots. 2903 * to free up enough slots.
2856 */ 2904 */
2857 while ((who->slot[i].used + op->slot[i].info) < 0) 2905 while ((who->slot[i].used + op->slot[i].info) < 0)
2858 { 2906 {
2859 object *tmp = get_item_from_body_location (i, last); 2907 object *tmp = get_next_item_from_body_location (i, last);
2860 2908
2861 if (!tmp) 2909 if (!tmp)
2862 { 2910 {
2863#if 0 2911#if 0
2864 /* Not a bug - we'll get this if the player has cursed items 2912 /* Not a bug - we'll get this if the player has cursed items
2882 /* Cursed item that we can't unequip - tell the player. 2930 /* Cursed item that we can't unequip - tell the player.
2883 * Note this could be annoying if this is just one of a few, 2931 * 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 2932 * so it may not be critical (eg, putting on a ring and you have
2885 * one cursed ring.) 2933 * one cursed ring.)
2886 */ 2934 */
2887 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2935 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2888 } 2936 }
2889 2937
2890 last = tmp->below; 2938 last = tmp->below;
2891 } 2939 }
2892 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2940 /* 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'. 2950 * Checks to see if 'who' can apply object 'op'.
2903 * Returns 0 if apply can be done without anything special. 2951 * Returns 0 if apply can be done without anything special.
2904 * Otherwise returns a bitmask - potentially several of these may be 2952 * Otherwise returns a bitmask - potentially several of these may be
2905 * set, but largely depends on circumstance - in the future, processing 2953 * set, but largely depends on circumstance - in the future, processing
2906 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2954 * 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?) 2955 * is set, do we really care what the other flags may be?)
2908 * 2956 *
2909 * See include/define.h for detailed description of the meaning of 2957 * See include/define.h for detailed description of the meaning of
2910 * these return values. 2958 * these return values.
2911 */ 2959 */
2912int 2960int
2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2969 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2922 { 2970 {
2923 if (op->slot[i].info) 2971 if (op->slot[i].info)
2924 { 2972 {
2925 /* Item uses more slots than we have */ 2973 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info) 2974 if (who->slot[i].info + op->slot [i].info < 0)
2927 { 2975 {
2928 /* Could return now for efficiency - rest of info below isn't 2976 /* Could return now for efficiency - rest of info below isn't
2929 * really needed. 2977 * really needed.
2930 */ 2978 */
2931 retval |= CAN_APPLY_NEVER; 2979 retval |= CAN_APPLY_NEVER;
2932 } 2980 }
2933 else if ((who->slot[i].used + op->slot[i].info) < 0) 2981 else if (who->slot[i].used + op->slot[i].info < 0)
2934 { 2982 {
2935 /* in this case, equipping this would use more free spots than 2983 /* in this case, equipping this would use more free spots than
2936 * we have. 2984 * we have.
2937 */ 2985 */
2938 2986
2949 { 2997 {
2950 retval |= CAN_APPLY_UNAPPLY; 2998 retval |= CAN_APPLY_UNAPPLY;
2951 continue; 2999 continue;
2952 } 3000 }
2953 3001
2954 object *tmp1 = get_item_from_body_location (i, who->inv); 3002 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2955 if (!tmp1) 3003 if (!tmp1)
2956 { 3004 {
2957#if 0 3005#if 0
2958 /* This is sort of an error, but happens a lot when old players 3006 /* 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. 3007 * join in with more stuff equipped than they are now allowed.
2967 /* need to unapply something. However, if this something 3015 /* need to unapply something. However, if this something
2968 * is different than we had found before, it means they need 3016 * is different than we had found before, it means they need
2969 * to apply multiple objects 3017 * to apply multiple objects
2970 */ 3018 */
2971 retval |= CAN_APPLY_UNAPPLY; 3019 retval |= CAN_APPLY_UNAPPLY;
3020
2972 if (!tmp) 3021 if (!tmp)
2973 tmp = tmp1; 3022 tmp = tmp1;
2974 else if (tmp != tmp1) 3023 else if (tmp != tmp1)
2975 retval |= CAN_APPLY_UNAPPLY_MULT; 3024 retval |= CAN_APPLY_UNAPPLY_MULT;
2976 3025
3038 * AP_UNAPPLY=always unapply). 3087 * AP_UNAPPLY=always unapply).
3039 * 3088 *
3040 * Optional flags: 3089 * Optional flags:
3041 * AP_NO_MERGE: don't merge an unapplied object with other objects 3090 * AP_NO_MERGE: don't merge an unapplied object with other objects
3042 * AP_IGNORE_CURSE: unapply cursed items 3091 * AP_IGNORE_CURSE: unapply cursed items
3092 * AP_NO_READY: do not ready skills when applying skill tools
3043 * 3093 *
3044 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3094 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3045 * 3095 *
3046 * apply_special() doesn't check for unpaid items. 3096 * apply_special() doesn't check for unpaid items.
3047 */ 3097 */
3098
3099#define LACK_ITEM_POWER \
3100 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3101
3048int 3102int
3049apply_special (object *who, object *op, int aflags) 3103apply_special (object *who, object *op, int aflags)
3050{ 3104{
3051 int basic_flag = aflags & AP_BASIC_FLAGS; 3105 int basic_flag = aflags & AP_BASIC_FLAGS;
3052 object *tmp, *tmp2, *skop = NULL; 3106 object *tmp, *tmp2, *skop = NULL;
3067 if (basic_flag == AP_APPLY) 3121 if (basic_flag == AP_APPLY)
3068 return 0; 3122 return 0;
3069 3123
3070 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3124 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3071 { 3125 {
3072 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3126 new_draw_info_format (NDI_UNIQUE, 0, who,
3127 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3128 query_name (op));
3073 return 1; 3129 return 1;
3074 } 3130 }
3075 3131
3076 return unapply_special (who, op, aflags); 3132 return unapply_special (who, op, aflags);
3077 } 3133 }
3080 return 0; 3136 return 0;
3081 3137
3082 // if the item is combat/ranged, wield the relevant slot first 3138 // if the item is combat/ranged, wield the relevant slot first
3083 // to resolve conflicts. 3139 // to resolve conflicts.
3084 if (player *pl = who->contr) 3140 if (player *pl = who->contr)
3085 switch (op->type) 3141 switch (op->slottype ())
3086 { 3142 {
3087 case WEAPON:
3088 who->change_weapon (pl->combat_ob); 3143 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); 3144 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 } 3145 }
3146
3147 splay (op);
3106 3148
3107 /* Can't just apply this object. Lets see what not and what to do */ 3149 /* Can't just apply this object. Lets see what not and what to do */
3108 if (int i = can_apply_object (who, op)) 3150 if (int i = can_apply_object (who, op))
3109 { 3151 {
3110 if (i & CAN_APPLY_NEVER) 3152 if (i & CAN_APPLY_NEVER)
3111 { 3153 {
3112 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3154 new_draw_info_format (NDI_UNIQUE, 0, who,
3155 "You don't have the body to use a %s. H<You can never apply this item.>",
3156 query_name (op));
3113 return 1; 3157 return 1;
3114 } 3158 }
3115 else if (i & CAN_APPLY_RESTRICTION) 3159 else if (i & CAN_APPLY_RESTRICTION)
3116 { 3160 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3161 new_draw_info_format (NDI_UNIQUE, 0, who,
3162 "You have a prohibition against using a %s. "
3163 "H<Your belief, profession or class prevents you from applying this item.>",
3164 query_name (op));
3118 return 1; 3165 return 1;
3119 } 3166 }
3120 3167
3121 if (who->type != PLAYER) 3168 if (who->type != PLAYER)
3122 { 3169 {
3149 } 3196 }
3150 else 3197 else
3151 /* While experience will be credited properly, we want to change the 3198 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated 3199 * skill so that the dam and wc get updated
3153 */ 3200 */
3154 change_skill (who, skop, 0); 3201 who->change_skill (skop);
3155 } 3202 }
3156 3203
3157 if (who->type == PLAYER 3204 if (who->type == PLAYER
3158 && op->item_power 3205 && op->item_power
3159 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3206 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3160 { 3207 {
3161 new_draw_info (NDI_UNIQUE, 0, who, 3208 new_draw_info (NDI_UNIQUE, 0, who,
3162 "Equipping that combined with other items would consume your soul! " 3209 "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; 3210 return 1;
3165 } 3211 }
3166 3212
3167 /* Ok. We are now at the state where we can apply the new object. 3213 /* 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_... 3214 * Note that we don't have the checks for can_use_...
3179 switch (op->type) 3225 switch (op->type)
3180 { 3226 {
3181 case WEAPON: 3227 case WEAPON:
3182 if (!check_weapon_power (who, op->last_eat)) 3228 if (!check_weapon_power (who, op->last_eat))
3183 { 3229 {
3184 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n" 3230 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3185 "It would consume your soul!."); 3231 "It would consume your soul!." LACK_ITEM_POWER);
3186 3232
3187 if (tmp) 3233 if (tmp)
3188 insert_ob_in_ob (tmp, who); 3234 insert_ob_in_ob (tmp, who);
3189 3235
3190 return 1; 3236 return 1;
3194 // i.e. "R" can use Ragnarok's sword. 3240 // i.e. "R" can use Ragnarok's sword.
3195 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3241 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3196 { 3242 {
3197 /* if the weapon does not have the name as the character, can't use it. */ 3243 /* 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) */ 3244 /* (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."); 3245 new_draw_info (NDI_UNIQUE, 0, who,
3246 "The weapon does not recognize you as its owner. "
3247 "H<Its name indicates that it belongs to somebody else.>");
3200 3248
3201 if (tmp) 3249 if (tmp)
3202 insert_ob_in_ob (tmp, who); 3250 insert_ob_in_ob (tmp, who);
3203 3251
3204 return 1; 3252 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 3257 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; 3258 return 1;
3211 } 3259 }
3212 3260
3213 SET_FLAG (op, FLAG_APPLIED); 3261 SET_FLAG (op, FLAG_APPLIED);
3214 change_skill (who, skop, 1); 3262 who->change_skill (skop);
3215 3263
3216 if (who->contr) 3264 if (who->contr)
3217 who->change_weapon (who->contr->combat_ob = op); 3265 who->change_weapon (who->contr->combat_ob = op);
3218 3266
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)); 3267 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3223 3268
3269 SET_FLAG (who, FLAG_READY_WEAPON);
3224 change_abil (who, op); 3270 change_abil (who, op);
3225 break; 3271 break;
3226 3272
3227 case ARMOUR: 3273 case ARMOUR:
3228 case HELMET: 3274 case HELMET:
3240 break; 3286 break;
3241 3287
3242 case LAMP: 3288 case LAMP:
3243 if (op->stats.food < 1) 3289 if (op->stats.food < 1)
3244 { 3290 {
3245 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3291 new_draw_info_format (NDI_UNIQUE, 0, who,
3292 "Your %s is out of fuel! "
3293 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3246 return 1; 3294 return 1;
3247 } 3295 }
3248 3296
3249 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3297 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3250 tmp2 = arch_to_object (op->other_arch); 3298 tmp2 = arch_to_object (op->other_arch);
3273 who->update_stats (); 3321 who->update_stats ();
3274 3322
3275 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3323 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3276 if (who->type == PLAYER) 3324 if (who->type == PLAYER)
3277 { 3325 {
3278 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3326 new_draw_info (NDI_UNIQUE, 0, who,
3327 "Oops, it feels deadly cold! "
3328 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3279 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3329 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3280 } 3330 }
3281 3331
3282 if (who->type == PLAYER) 3332 if (who->type == PLAYER)
3283 esrv_send_item (who, tmp2); 3333 esrv_send_item (who, tmp2);
3284 3334
3285 return 0; 3335 return 0;
3286 3336
3287 /* this part is needed for skill-tools */ 3337 case SKILL_TOOL:
3338 // applying a skill tool also readies the skill
3339 SET_FLAG (op, FLAG_APPLIED);
3340
3341 if (!(aflags & AP_NO_READY))
3342 {
3343 skop = find_skill_by_name (who, op->skill);
3344 if (!skop->flag [FLAG_APPLIED])
3345 apply_special (who, skop, AP_APPLY);
3346 }
3347 break;
3348
3288 case SKILL: 3349 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) 3350 if (player *pl = who->contr)
3297 { 3351 {
3298 if (IS_COMBAT_SKILL (op->subtype)) 3352 if (IS_COMBAT_SKILL (op->subtype))
3299 { 3353 {
3300 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3354 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3301 { 3355 {
3302 for (object *item = who->inv; item; item = item->below) 3356 for (object *item = who->inv; item; item = item->below)
3303 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3357 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3304 { 3358 {
3359 if (item->skill == op->skill)
3360 {
3305 who->change_weapon (pl->combat_ob = item); 3361 who->change_weapon (pl->combat_ob = item);
3306 goto found_weapon; 3362 goto found_weapon;
3363 }
3307 } 3364 }
3308 3365
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3366 new_draw_info_format (NDI_UNIQUE, 0, who,
3367 "You need to apply a '%s' melee weapon before readying this skill. "
3368 "H<Some skills need an item, in this case a melee weapon, to function.>",
3369 &op->skill);
3310 return 1; 3370 return 1;
3311 3371
3312 found_weapon:; 3372 found_weapon:;
3313 } 3373 }
3314 else 3374 else
3319 if (skill_flags [op->subtype] & SF_NEED_BOW) 3379 if (skill_flags [op->subtype] & SF_NEED_BOW)
3320 { 3380 {
3321 for (object *item = who->inv; item; item = item->below) 3381 for (object *item = who->inv; item; item = item->below)
3322 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3382 if (item->type == BOW && item->flag [FLAG_APPLIED])
3323 { 3383 {
3384 //TODO: bows should/must all have skill missile weapon right now
3324 who->change_weapon (pl->ranged_ob = item); 3385 who->change_weapon (pl->ranged_ob = item);
3325 goto found_bow; 3386 goto found_bow;
3326 } 3387 }
3327 3388
3389 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"); 3390 "You need to apply a missile weapon before readying this skill. "
3391 "H<Some skills need an item, in this case a missile weapon, to function.>");
3329 return 1; 3392 return 1;
3330 3393
3331 found_bow:; 3394 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 } 3395 }
3348 else 3396 else
3349 who->change_weapon (pl->ranged_ob = op); 3397 who->change_weapon (pl->ranged_ob = op);
3350 } 3398 }
3351 3399
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3403 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3356 } 3404 }
3357 else 3405 else
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3406 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3359 } 3407 }
3360 3408 else
3409 {
3361 SET_FLAG (op, FLAG_APPLIED); 3410 SET_FLAG (op, FLAG_APPLIED);
3362 change_abil (who, op); 3411 change_abil (who, op);
3363 who->chosen_skill = op; 3412 who->chosen_skill = op;
3364 SET_FLAG (who, FLAG_READY_SKILL); 3413 SET_FLAG (who, FLAG_READY_SKILL);
3414 }
3415
3365 break; 3416 break;
3366 3417
3367 case BOW: 3418 case BOW:
3368 if (!check_weapon_power (who, op->last_eat)) 3419 if (!check_weapon_power (who, op->last_eat))
3369 { 3420 {
3370 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3421 new_draw_info (NDI_UNIQUE, 0, who,
3371 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3422 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3372 3423
3373 if (tmp) 3424 if (tmp)
3374 insert_ob_in_ob (tmp, who); 3425 insert_ob_in_ob (tmp, who);
3375 3426
3376 return 1; 3427 return 1;
3377 } 3428 }
3378 3429
3379 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3430 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3380 { 3431 {
3381 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3432 new_draw_info (NDI_UNIQUE, 0, who,
3433 "The weapon does not recognize you as its owner. "
3434 "H<Its name indicates that it belongs to somebody else.>");
3382 if (tmp) 3435 if (tmp)
3383 insert_ob_in_ob (tmp, who); 3436 insert_ob_in_ob (tmp, who);
3384 3437
3385 return 1; 3438 return 1;
3386 } 3439 }
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3449 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; 3450 return 1;
3398 } 3451 }
3399 3452
3400 SET_FLAG (op, FLAG_APPLIED); 3453 SET_FLAG (op, FLAG_APPLIED);
3401 change_skill (who, skop, 0); 3454 who->change_skill (skop);
3402 3455
3403 if (who->contr) 3456 if (who->contr)
3404 { 3457 {
3405 who->contr->ranged_ob = op; 3458 who->contr->ranged_ob = op;
3406 3459
3425 break; 3478 break;
3426 3479
3427 case BUILDER: 3480 case BUILDER:
3428 if (who->type == PLAYER) 3481 if (who->type == PLAYER)
3429 { 3482 {
3483 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3430 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3484 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3431 unapply_special (who, who->contr->ranged_ob, 0); 3485 unapply_special (who, who->contr->ranged_ob, 0);
3432 3486
3433 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3487 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3434 3488
3453 */ 3507 */
3454 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3508 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3455 SET_FLAG (op, FLAG_BEEN_APPLIED); 3509 SET_FLAG (op, FLAG_BEEN_APPLIED);
3456 3510
3457 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3458 {
3459 if (who->type == PLAYER) 3512 if (who->type == PLAYER)
3460 { 3513 {
3461 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3514 new_draw_info (NDI_UNIQUE, 0, who,
3515 "Oops, it feels deadly cold! "
3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3462 SET_FLAG (op, FLAG_KNOWN_CURSED); 3517 SET_FLAG (op, FLAG_KNOWN_CURSED);
3463 } 3518 }
3464 }
3465 3519
3466 if (who->type == PLAYER) 3520 if (who->type == PLAYER)
3467 { 3521 {
3468 /* if multiple objects were applied, update both slots */ 3522 /* if multiple objects were applied, update both slots */
3469 if (tmp) 3523 if (tmp)
3478int 3532int
3479monster_apply_special (object *who, object *op, int aflags) 3533monster_apply_special (object *who, object *op, int aflags)
3480{ 3534{
3481 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3535 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3482 return 1; 3536 return 1;
3537
3483 return apply_special (who, op, aflags); 3538 return apply_special (who, op, aflags);
3484} 3539}
3485 3540
3486/** 3541/**
3487 * Map was just loaded, handle op's initialisation. 3542 * Map was just loaded, handle op's initialisation.
3813 3868
3814 if (failure <= -1 && failure > -15) 3869 if (failure <= -1 && failure > -15)
3815 { /* wonder */ 3870 { /* wonder */
3816 object *tmp; 3871 object *tmp;
3817 3872
3818 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3873 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3819 tmp = get_archetype (SPELL_WONDER); 3874 tmp = get_archetype (SPELL_WONDER);
3820 cast_wonder (op, op, 0, tmp); 3875 cast_wonder (op, op, 0, tmp);
3821 tmp->destroy (); 3876 tmp->destroy ();
3822 } 3877 }
3823 else if (failure <= -15 && failure > -35) 3878 else if (failure <= -15 && failure > -35)
3876 */ 3931 */
3877 int i, j; 3932 int i, j;
3878 3933
3879 for (i = 0; i < NUM_STATS; i++) 3934 for (i = 0; i < NUM_STATS; i++)
3880 { 3935 {
3881 int race_bonus = pl->arch->clone.stats.stat (i); 3936 int race_bonus = pl->arch->stats.stat (i);
3882 sint8 stat = stats->stat (i) + ns->stat (i); 3937 sint8 stat = stats->stat (i) + ns->stat (i);
3883 3938
3884 if (stat > 20 + race_bonus) 3939 if (stat > 20 + race_bonus)
3885 { 3940 {
3886 excess_stat++; 3941 excess_stat++;
3896 3951
3897 if (i == CHA) 3952 if (i == CHA)
3898 continue; /* exclude cha from this */ 3953 continue; /* exclude cha from this */
3899 3954
3900 int stat = stats->stat (i); 3955 int stat = stats->stat (i);
3901 int race_bonus = pl->arch->clone.stats.stat (i); 3956 int race_bonus = pl->arch->stats.stat (i);
3902 if (stat < 20 + race_bonus) 3957 if (stat < 20 + race_bonus)
3903 { 3958 {
3904 change_attr_value (stats, i, 1); 3959 change_attr_value (stats, i, 1);
3905 excess_stat--; 3960 excess_stat--;
3906 } 3961 }
3963 char got[MAX_BUF]; 4018 char got[MAX_BUF];
3964 int len; 4019 int len;
3965 4020
3966 if (!pl || !transformer) 4021 if (!pl || !transformer)
3967 return; 4022 return;
4023
3968 marked = find_marked_object (pl); 4024 marked = find_marked_object (pl);
4025
3969 if (!marked) 4026 if (!marked)
3970 { 4027 {
3971 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4028 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3972 return; 4029 return;
3973 } 4030 }
4031
3974 if (!marked->slaying) 4032 if (!marked->slaying)
3975 { 4033 {
3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4034 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; 4035 return;
3978 } 4036 }
4037
3979 /* check whether they are compatible or not */ 4038 /* check whether they are compatible or not */
3980 find = strstr (marked->slaying, transformer->arch->name); 4039 find = strstr (marked->slaying, transformer->arch->archname);
3981 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4040 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3982 { 4041 {
3983 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4042 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; 4043 return;
3985 } 4044 }
4045
3986 find += strlen (transformer->arch->name) + 1; 4046 find += strlen (transformer->arch->archname) + 1;
3987 /* Item can be used, now find how many and what it yields */ 4047 /* Item can be used, now find how many and what it yields */
3988 if (isdigit (*(find))) 4048 if (isdigit (*(find)))
3989 { 4049 {
3990 yield = atoi (find); 4050 yield = atoi (find);
3991 if (yield < 1) 4051 if (yield < 1)
3999 4059
4000 while (isdigit (*find)) 4060 while (isdigit (*find))
4001 find++; 4061 find++;
4002 while (*find == ' ') 4062 while (*find == ' ')
4003 find++; 4063 find++;
4064
4004 memset (got, 0, MAX_BUF); 4065 memset (got, 0, MAX_BUF);
4066
4005 if ((separator = strchr (find, ';')) != NULL) 4067 if ((separator = strchr (find, ';')) != NULL)
4006 {
4007 len = separator - find; 4068 len = separator - find;
4008 }
4009 else 4069 else
4010 {
4011 len = strlen (find); 4070 len = strlen (find);
4012 } 4071
4013 if (len > MAX_BUF - 1) 4072 if (len > MAX_BUF - 1)
4014 len = MAX_BUF - 1; 4073 len = MAX_BUF - 1;
4074
4015 strcpy (got, find); 4075 strcpy (got, find);
4016 got[len] = '\0'; 4076 got[len] = '\0';
4017 4077
4018 /* Now create new item, remove used ones when required. */ 4078 /* Now create new item, remove used ones when required. */
4019 new_item = get_archetype (got); 4079 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)); 4087 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); 4088 insert_ob_in_ob (new_item, pl);
4029 esrv_send_inventory (pl, pl); 4089 esrv_send_inventory (pl, pl);
4030 /* Eat up one item */ 4090 /* Eat up one item */
4031 decrease_ob_nr (marked, 1); 4091 decrease_ob_nr (marked, 1);
4092
4032 /* Eat one transformer if needed */ 4093 /* Eat one transformer if needed */
4033 if (transformer->stats.food) 4094 if (transformer->stats.food)
4034 if (--transformer->stats.food == 0) 4095 if (--transformer->stats.food == 0)
4035 decrease_ob_nr (transformer, 1); 4096 decrease_ob_nr (transformer, 1);
4036} 4097}

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