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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.25 by root, Mon Sep 11 23:33:30 2006 UTC vs.
Revision 1.127 by root, Fri Aug 17 21:18:01 2007 UTC

1
2/* 1/*
3 * static char *rcsid_apply_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: apply.C,v 1.25 2006/09/11 23:33:30 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
28*/ 22 */
23
24#include <cmath>
29 25
30#include <global.h> 26#include <global.h>
31#include <living.h> 27#include <living.h>
32#include <spells.h> 28#include <spells.h>
33#include <skills.h> 29#include <skills.h>
34#include <tod.h> 30#include <tod.h>
35 31
36#ifndef __CEXTRACT__
37# include <sproto.h> 32#include <sproto.h>
38#endif
39 33
40/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
41#include <sounds.h> 35#include <sounds.h>
42
43/* need math lib for double-precision and pow() in dragon_eat_flesh() */
44#include <math.h>
45 36
46/** 37/**
47 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
48 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
49 */ 40 */
72 { 63 {
73 arch_flag = 1; 64 arch_flag = 1;
74 name_flag = 1; 65 name_flag = 1;
75 race_flag = 1; 66 race_flag = 1;
76 } 67 }
68
77 /* 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,
78 * name or race that matches. 70 * name or race that matches.
79 */ 71 */
80 if ((op->race) && 72 if ((op->race) &&
81 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
82 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
83 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
84 {
85 return 1; 76 return 1;
86 } 77
87 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
88 * of arch, name, or race match. 79 * of arch, name, or race match.
89 */ 80 */
90 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
91 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
92 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
93 {
94 return 1; 84 return 1;
95 } 85
96 return 0; 86 return 0;
97} 87}
98 88
99/** 89/**
100 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
102 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
103 */ 93 */
104static int 94static int
105apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
106{ 96{
107 object *id, *marked; 97 dynbuf_text buf;
108 int success = 0;
109 98
110 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
111 return 0; 100 return 0;
112 101
113 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
114 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
115 */ 104 */
116 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
117 return 0; 106 return 0;
118 107
119 marked = find_marked_object (pl);
120 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
121 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
122 */ 110 */
111 if (object *marked = find_marked_object (pl))
123 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
124 { 113 {
125 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
126 { 115 {
127 identify (marked); 116 identify (marked);
128 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.", long_desc (marked, pl));
129 if (marked->msg) 119 if (marked->msg)
130 { 120 buf << "The item has a story:\n" << marked->msg;
131 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
132 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
133 } 123 }
134 return money == NULL;
135 } 124 }
136 }
137 125
138 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
139 { 127 {
140 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
141 { 129 {
142 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
143 { 131 {
144 identify (id); 132 identify (id);
145 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.", long_desc (id, pl));
146 if (id->msg) 135 if (id->msg)
147 { 136 buf << "The item has a story:\n" << id->msg;
148 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
149 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
150 }
151 success = 1;
152 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
153 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
154 break; 140 break;
155 } 141 }
156 else 142 else
157 { 143 {
158 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
159 break; 145 break;
160 } 146 }
161 } 147 }
162 } 148 }
163 if (!success) 149
164 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 buf << ("You have nothing that needs identifying");
152
153 pl->contr->infobox ("Identify", buf);
154
165 return money == NULL; 155 return !money;
166} 156}
167 157
168/** 158/**
169 * 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
170 * matching item. 160 * matching item.
171 **/ 161 **/
172static void 162void
173handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
174{ 164{
175 const char *yield; 165 const char *yield;
176 166
177 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
201apply_potion (object *op, object *tmp) 191apply_potion (object *op, object *tmp)
202{ 192{
203 int got_one = 0, i; 193 int got_one = 0, i;
204 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
205 195
206 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
207 197
208 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
209 { 199 {
210 if (op->type == PLAYER)
211 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
212 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
213 return 0; 203 return 0;
214 } 204 }
215 205
216 if (op->type == PLAYER) 206 if (op->type == PLAYER)
217 {
218 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
219 identify (tmp); 208 identify (tmp);
220 }
221 209
222 handle_apply_yield (tmp); 210 handle_apply_yield (tmp);
223 211
224 /* Potion of restoration - only for players */ 212 /* Potion of restoration - only for players */
225 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
227 object *depl; 215 object *depl;
228 archetype *at; 216 archetype *at;
229 217
230 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
231 { 219 {
232 drain_stat (op); 220 op->drain_stat ();
233 fix_player (op); 221 op->update_stats ();
234 decrease_ob (tmp); 222 decrease_ob (tmp);
235 return 1; 223 return 1;
236 } 224 }
225
237 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
238 { 227 {
239 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
240 return 0; 229 return 0;
241 } 230 }
242 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
232
243 if (depl != NULL) 233 if (depl)
244 { 234 {
245 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
246 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
247 { 237 op->statusmsg (restore_msg[i]);
248 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238
249 } 239 depl->destroy ();
250 remove_ob (depl); 240 op->update_stats ();
251 free_object (depl);
252 fix_player (op);
253 } 241 }
254 else 242 else
255 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
256 244
257 decrease_ob (tmp); 245 decrease_ob (tmp);
258 return 1; 246 return 1;
259 } 247 }
260 248
261 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
262 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
263 { 251 {
264
265 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
266 { 253 {
267 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
268 { 255 {
269 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
270 { 257 {
271 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
272 break; 259 break;
273 } 260 }
261
274 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
275 { 263 {
276 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
277 break; 265 break;
278 } 266 }
267
279 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
280 { 269 {
281 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
282 break; 271 break;
283 } 272 }
287 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
288 { 277 {
289 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
290 break; 279 break;
291 } 280 }
281
292 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
293 { 283 {
294 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
295 break; 285 break;
296 } 286 }
287
297 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
298 { 289 {
299 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
300 break; 291 break;
301 } 292 }
302 } 293 }
303 } 294 }
295
304 /* Just makes checking easier */ 296 /* Just makes checking easier */
305 if (i < MIN (11, op->level)) 297 if (i < MIN (11, op->level))
306 got_one = 1; 298 got_one = 1;
299
307 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
308 { 301 {
309 if (got_one) 302 if (got_one)
310 { 303 {
311 fix_player (op); 304 op->update_stats ();
312 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 305 op->statusmsg ("The Gods smile upon you and remake you "
313 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 306 "a little more in their image. "
314 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
315 } 308 }
316 else 309 else
317 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 310 op->statusmsg ("The potion had no effect - you are already perfect.");
318 } 311 }
319 else 312 else
320 { /* cursed potion */ 313 { /* cursed potion */
321 if (got_one) 314 if (got_one)
322 { 315 {
323 fix_player (op); 316 op->update_stats ();
324 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
325 } 318 }
326 else 319 else
327 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
328 } 321 }
322
329 decrease_ob (tmp); 323 decrease_ob (tmp);
330 return 1; 324 return 1;
331 } 325 }
332 326
333 327
340 { 334 {
341 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
342 { 336 {
343 object *fball; 337 object *fball;
344 338
345 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
346 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
347 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
348 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
349 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
350 fball->x = op->x; 345 fball->x = op->x;
353 } 348 }
354 else 349 else
355 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
356 351
357 decrease_ob (tmp); 352 decrease_ob (tmp);
353
358 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
359 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
360 fix_player (op); 356 op->update_stats ();
357
361 return 1; 358 return 1;
362 } 359 }
363 360
364 /* Deal with protection potions */ 361 /* Deal with protection potions */
365 force = NULL; 362 force = NULL;
367 { 364 {
368 if (tmp->resist[i]) 365 if (tmp->resist[i])
369 { 366 {
370 if (!force) 367 if (!force)
371 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
372 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
373 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
374 break; /* Only need to find one protection since we copy entire batch */ 372 break; /* Only need to find one protection since we copy entire batch */
375 } 373 }
376 } 374 }
375
377 /* This is a protection potion */ 376 /* This is a protection potion */
378 if (force) 377 if (force)
379 { 378 {
380 /* cursed items last longer */ 379 /* cursed items last longer */
381 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
383 force->stats.food *= 10; 382 force->stats.food *= 10;
384 for (i = 0; i < NROFATTACKS; i++) 383 for (i = 0; i < NROFATTACKS; i++)
385 if (force->resist[i] > 0) 384 if (force->resist[i] > 0)
386 force->resist[i] = -force->resist[i]; /* prot => vuln */ 385 force->resist[i] = -force->resist[i]; /* prot => vuln */
387 } 386 }
387
388 force->speed_left = -1; 388 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 389 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 391 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 392 change_abil (op, force);
399 { /* only for players */ 399 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 402 else
403 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
404 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
405 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
406 } 407 }
407 408
408 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
409 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
410 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
411 * up all the stats. 412 * up all the stats.
412 */ 413 */
413 CLEAR_FLAG (tmp, FLAG_APPLIED); 414 CLEAR_FLAG (tmp, FLAG_APPLIED);
414 fix_player (op); 415 op->update_stats ();
415 decrease_ob (tmp); 416 decrease_ob (tmp);
416 return 1; 417 return 1;
417} 418}
418 419
419/**************************************************************************** 420/****************************************************************************
426static int 427static int
427check_item (object *op, const char *item) 428check_item (object *op, const char *item)
428{ 429{
429 int count = 0; 430 int count = 0;
430 431
431 432 if (!item)
432 if (item == NULL)
433 return 0; 433 return 0;
434 op = op->below; 434
435 while (op != NULL) 435 for (op = op->below; op; op = op->below)
436 { 436 {
437 if (strcmp (op->arch->name, item) == 0) 437 if (strcmp (op->arch->archname, item) == 0)
438 { 438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
441 { 441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++; 443 count++;
444 else 444 else
445 count += op->nrof; 445 count += op->nrof;
446 } 446 }
447 } 447 }
448 op = op->below;
449 } 448 }
449
450 return count; 450 return count;
451} 451}
452 452
453/** 453/**
454 * This removes 'nrof' of what item->slaying says to remove. 454 * This removes 'nrof' of what item->slaying says to remove.
462 object *prev; 462 object *prev;
463 463
464 prev = op; 464 prev = op;
465 op = op->below; 465 op = op->below;
466 466
467 while (op != NULL) 467 while (op)
468 { 468 {
469 if (strcmp (op->arch->name, item) == 0) 469 if (strcmp (op->arch->archname, item) == 0)
470 { 470 {
471 if (op->nrof >= nrof) 471 if (op->nrof >= nrof)
472 { 472 {
473 decrease_ob_nr (op, nrof); 473 decrease_ob_nr (op, nrof);
474 return; 474 return;
476 else 476 else
477 { 477 {
478 decrease_ob_nr (op, op->nrof); 478 decrease_ob_nr (op, op->nrof);
479 nrof -= op->nrof; 479 nrof -= op->nrof;
480 } 480 }
481
481 op = prev; 482 op = prev;
482 } 483 }
484
483 prev = op; 485 prev = op;
484 op = op->below; 486 op = op->below;
485 } 487 }
486} 488}
487 489
493 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
494 */ 496 */
495static int 497static int
496check_weapon_power (const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
497{ 499{
498
499/* Old code is below (commented out). Basically, since weapons are the only 500/* Old code is below (commented out). Basically, since weapons are the only
500 * object players really have any control to improve, it's a bit harsh to 501 * object players really have any control to improve, it's a bit harsh to
501 * require high level in some combat skill, so we just use overall level. 502 * require high level in some combat skill, so we just use overall level.
502 */ 503 */
503#if 1 504#if 1
544static int 545static int
545check_sacrifice (object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
546{ 547{
547 int count = 0; 548 int count = 0;
548 549
549 if (improver->slaying != NULL) 550 if (improver->slaying)
550 { 551 {
551 count = check_item (op, improver->slaying); 552 count = check_item (op, improver->slaying);
552 if (count < 1) 553 if (count < 1)
553 { 554 {
554 char buf[200];
555
556 sprintf (buf, "The gods want more %ss", &improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
557 new_draw_info (NDI_UNIQUE, 0, op, buf);
558 return 0; 556 return 0;
559 } 557 }
560 } 558 }
561 else 559 else
562 count = 1; 560 count = 1;
565} 563}
566 564
567/** 565/**
568 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
569 */ 567 */
570int 568static int
571improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
572{ 570{
573
574 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
575 *stat += sacrifice_count; 571 stat += sacrifice_count;
576 weapon->last_eat++; 572 weapon->last_eat++;
577 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
578 decrease_ob (improver); 573 decrease_ob (improver);
579 574
580 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
581 fix_player (op); 576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
582 return 1; 584 return 1;
583} 585}
584 586
585/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
586#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
587#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
588#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
589#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
590#define IMPROVE_STR 5 592#define IMPROVE_STR 5
591#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
592#define IMPROVE_CON 7 594#define IMPROVE_CON 7
593#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
594#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
595#define IMPROVE_INT 10 597#define IMPROVE_INT 10
596#define IMPROVE_POW 11 598#define IMPROVE_POW 11
597
598 599
599/** 600/**
600 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
601 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
602 */ 603 */
603
604int 604int
605prepare_weapon (object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
606{ 606{
607 int sacrifice_count, i; 607 int sacrifice_count, i;
608 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
609 609
610 if (weapon->level != 0) 610 if (weapon->level != 0)
611 { 611 {
612 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 612 op->failmsg ("Weapon is already prepared!");
613 return 0; 613 return 0;
614 } 614 }
615
615 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
616 if (weapon->resist[i]) 617 if (weapon->resist[i])
617 break; 618 break;
618 619
619 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
622 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
623 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
624 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
625 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
626 { 627 {
627 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons.");
628 return 0; 629 return 0;
629 } 630 }
631
630 sacrifice_count = check_sacrifice (op, improver); 632 sacrifice_count = check_sacrifice (op, improver);
631 if (sacrifice_count <= 0) 633 if (sacrifice_count <= 0)
632 return 0; 634 return 0;
635
633 weapon->level = isqrt (sacrifice_count); 636 weapon->level = isqrt (sacrifice_count);
634 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
635 eat_item (op, improver->slaying, sacrifice_count); 637 eat_item (op, improver->slaying, sacrifice_count);
636 638
637 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 639 op->statusmsg (format (
640 "Your sacrifice was accepted."
641 "Your *%s may be improved %d times.",
642 &weapon->name, weapon->level
643 ));
638 644
639 sprintf (buf, "%s's %s", &op->name, &weapon->name); 645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
640 weapon->name = weapon->name_pl = buf; 646 weapon->name = weapon->name_pl = buf;
641 weapon->nrof = 0; /* prevents preparing n weapons in the same 647 weapon->nrof = 0; /* prevents preparing n weapons in the same
642 slot at once! */ 648 slot at once! */
661improve_weapon (object *op, object *improver, object *weapon) 667improve_weapon (object *op, object *improver, object *weapon)
662{ 668{
663 int sacrifice_count, sacrifice_needed = 0; 669 int sacrifice_count, sacrifice_needed = 0;
664 670
665 if (improver->stats.sp == IMPROVE_PREPARE) 671 if (improver->stats.sp == IMPROVE_PREPARE)
666 {
667 return prepare_weapon (op, improver, weapon); 672 return prepare_weapon (op, improver, weapon);
668 } 673
669 if (weapon->level == 0) 674 if (weapon->level == 0)
670 { 675 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
672 return 0; 677 return 0;
673 } 678 }
679
674 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
675 { 681 {
676 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 682 op->failmsg ("This weapon cannot be improved any more.");
677 return 0; 683 return 0;
678 } 684 }
685
679 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
680 { 687 {
681 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 688 op->failmsg ("Improving the weapon will make it too "
682 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 689 "powerful for you to use. Unready it if you "
683 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 690 "really want to improve it.");
684 return 0; 691 return 0;
685 } 692 }
693
686 /* This just increases damage by 5 points, no matter what. No sacrifice 694 /* This just increases damage by 5 points, no matter what. No sacrifice
687 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 695 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
688 * don't put any maximum value on damage - the limit is how much the 696 * don't put any maximum value on damage - the limit is how much the
689 * weapon can be improved. 697 * weapon can be improved.
690 */ 698 */
691 if (improver->stats.sp == IMPROVE_DAMAGE) 699 if (improver->stats.sp == IMPROVE_DAMAGE)
692 { 700 {
693 weapon->stats.dam += 5; 701 weapon->stats.dam += 5;
694 weapon->weight += 5000; /* 5 KG's */ 702 weapon->weight += 5000; /* 5 KG's */
695 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
696 weapon->last_eat++; 704 weapon->last_eat++;
697 705
698 weapon->item_power++; 706 weapon->item_power++;
699 decrease_ob (improver); 707 decrease_ob (improver);
700 return 1; 708 return 1;
701 } 709 }
710
702 if (improver->stats.sp == IMPROVE_WEIGHT) 711 if (improver->stats.sp == IMPROVE_WEIGHT)
703 { 712 {
704 /* Reduce weight by 20% */ 713 /* Reduce weight by 20% */
705 weapon->weight = (weapon->weight * 8) / 10; 714 weapon->weight = (weapon->weight * 8) / 10;
706 if (weapon->weight < 1) 715 if (weapon->weight < 1)
707 weapon->weight = 1; 716 weapon->weight = 1;
717
708 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
709 weapon->last_eat++; 719 weapon->last_eat++;
710 weapon->item_power++; 720 weapon->item_power++;
711 decrease_ob (improver); 721 decrease_ob (improver);
712 return 1; 722 return 1;
713 } 723 }
714 if (improver->stats.sp == IMPROVE_ENCHANT) 724 if (improver->stats.sp == IMPROVE_ENCHANT)
715 { 725 {
716 weapon->magic++; 726 weapon->magic++;
717 weapon->last_eat++; 727 weapon->last_eat++;
718 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
719 decrease_ob (improver); 729 decrease_ob (improver);
720 weapon->item_power++; 730 weapon->item_power++;
721 return 1; 731 return 1;
722 } 732 }
723 733
729 sacrifice_needed *= 2; 739 sacrifice_needed *= 2;
730 740
731 sacrifice_count = check_sacrifice (op, improver); 741 sacrifice_count = check_sacrifice (op, improver);
732 if (sacrifice_count < sacrifice_needed) 742 if (sacrifice_count < sacrifice_needed)
733 { 743 {
734 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
735 return 0; 745 return 0;
736 } 746 }
747
737 eat_item (op, improver->slaying, sacrifice_needed); 748 eat_item (op, improver->slaying, sacrifice_needed);
738 weapon->item_power++; 749 weapon->item_power++;
739 750
740 switch (improver->stats.sp) 751 switch (improver->stats.sp)
741 { 752 {
742 case IMPROVE_STR:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 753 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
744 case IMPROVE_DEX:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 754 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
746 case IMPROVE_CON:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 755 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
748 case IMPROVE_WIS:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 756 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
750 case IMPROVE_CHA:
751 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 757 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
752 case IMPROVE_INT:
753 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 758 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
754 case IMPROVE_POW:
755 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 759 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
756 default: 760 default:
757 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 761 op->failmsg ("Unknown improvement type.");
758 } 762 }
763
759 LOG (llevError, "improve_weapon: Got to end of function\n"); 764 LOG (llevError, "improve_weapon: Got to end of function\n");
760 return 0; 765 return 0;
761} 766}
762 767
763/** 768/**
770{ 775{
771 object *otmp; 776 object *otmp;
772 777
773 if (op->type != PLAYER) 778 if (op->type != PLAYER)
774 return 0; 779 return 0;
780
775 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 781 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
776 { 782 {
777 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 783 op->failmsg ("Something blocks the magic of the scroll!");
778 return 0; 784 return 0;
779 } 785 }
786
780 otmp = find_marked_object (op); 787 otmp = find_marked_object (op);
781 if (!otmp) 788 if (!otmp)
782 { 789 {
783 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
784 return 0; 791 return 0;
785 } 792 }
793
786 if (otmp->type != WEAPON && otmp->type != BOW) 794 if (otmp->type != WEAPON && otmp->type != BOW)
787 { 795 {
788 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 796 op->failmsg ("Marked item is not a weapon or bow!");
789 return 0; 797 return 0;
790 } 798 }
791 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 799
800 op->statusmsg ("Applied weapon builder.");
801
792 improve_weapon (op, tmp, otmp); 802 improve_weapon (op, tmp, otmp);
793 esrv_send_item (op, otmp); 803 esrv_send_item (op, otmp);
794 return 1; 804 return 1;
795} 805}
796 806
821{ 831{
822 object *tmp; 832 object *tmp;
823 833
824 if (armour->magic >= settings.armor_max_enchant) 834 if (armour->magic >= settings.armor_max_enchant)
825 { 835 {
826 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 836 op->failmsg ("This armour can not be enchanted any further!");
827 return 0; 837 return 0;
828 } 838 }
829 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
830 * etc), so take the easy way out and don't worry about it. 840 * etc), so take the easy way out and don't worry about it.
831 * Note - maybe add scrolls which make the random artifact versions (eg, armour 841 * Note - maybe add scrolls which make the random artifact versions (eg, armour
832 * of gnarg and what not?) 842 * of gnarg and what not?)
833 */ 843 */
834 if (armour->title) 844 if (armour->title)
835 { 845 {
836 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 846 op->failmsg ("This armour will not accept further enchantment.");
837 return 0; 847 return 0;
838 } 848 }
839 849
840 /* Split objects if needed. Can't insert tmp until the 850 /* Split objects if needed. Can't insert tmp until the
841 * end of this function - otherwise it will just re-merge. 851 * end of this function - otherwise it will just re-merge.
856 { 866 {
857 base = base - (base * settings.armor_speed_improvement) / 100; 867 base = base - (base * settings.armor_speed_improvement) / 100;
858 pow++; 868 pow++;
859 } 869 }
860 870
861 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 871 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
862 } 872 }
863 else 873 else
864 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
865 875
866 if (!settings.armor_weight_linear) 876 if (!settings.armor_weight_linear)
867 { 877 {
868 int base = 100; 878 int base = 100;
869 int pow = 0; 879 int pow = 0;
872 { 882 {
873 base = base - (base * settings.armor_weight_reduction) / 100; 883 base = base - (base * settings.armor_weight_reduction) / 100;
874 pow++; 884 pow++;
875 } 885 }
876 886
877 armour->weight = (armour->arch->clone.weight * base) / 100; 887 armour->weight = (armour->arch->weight * base) / 100;
878 } 888 }
879 else 889 else
880 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 890 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
881 891
882 if (armour->weight <= 0) 892 if (armour->weight <= 0)
883 { 893 {
884 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 894 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
885 armour->weight = 1; 895 armour->weight = 1;
886 } 896 }
887 897
888 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
889 899
890 if (op->type == PLAYER) 900 if (op->type == PLAYER)
891 { 901 {
892 esrv_send_item (op, armour); 902 esrv_send_item (op, armour);
893 if (QUERY_FLAG (armour, FLAG_APPLIED)) 903 if (QUERY_FLAG (armour, FLAG_APPLIED))
894 fix_player (op); 904 op->update_stats ();
895 } 905 }
906
896 decrease_ob (improver); 907 decrease_ob (improver);
908
897 if (tmp) 909 if (tmp)
898 { 910 {
899 insert_ob_in_ob (tmp, op); 911 insert_ob_in_ob (tmp, op);
900 esrv_send_item (op, tmp); 912 esrv_send_item (op, tmp);
901 } 913 }
914
902 return 1; 915 return 1;
903} 916}
904
905 917
906/* 918/*
907 * convert_item() returns 1 if anything was converted, 0 if the item was not 919 * convert_item() returns 1 if anything was converted, 0 if the item was not
908 * what the converter wants, -1 if the converter is broken. 920 * what the converter wants, -1 if the converter is broken.
909 */ 921 */
925 937
926 /* We make some assumptions - we assume if it takes money as it type, 938 /* We make some assumptions - we assume if it takes money as it type,
927 * it wants some amount. We don't make change (ie, if something costs 939 * it wants some amount. We don't make change (ie, if something costs
928 * 3 gp and player drops a platinum, tough luck) 940 * 3 gp and player drops a platinum, tough luck)
929 */ 941 */
930 if (!strcmp (CONV_FROM (converter), "money")) 942 if (CONV_FROM (converter) == shstr_money)
931 { 943 {
932 int cost;
933
934 if (item->type != MONEY) 944 if (item->type != MONEY)
935 return 0; 945 return 0;
936 946
937 nr = (item->nrof * item->value) / CONV_NEED (converter); 947 nr = (item->nrof * item->value) / CONV_NEED (converter);
938 if (!nr) 948 if (!nr)
939 return 0; 949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
940 cost = nr * CONV_NEED (converter) / item->value; 953 int cost = nr * CONV_NEED (converter) / item->value;
941 /* take into account rounding errors */ 954 /* take into account rounding errors */
942 if (nr * CONV_NEED (converter) % item->value) 955 if (nr * CONV_NEED (converter) % item->value)
943 cost++; 956 cost++;
957
944 decrease_ob_nr (item, cost); 958 decrease_ob_nr (item, cost);
945 959
946 price_in = cost * item->value; 960 price_in = cost * item->value;
947 } 961 }
948 else 962 else
949 { 963 {
950 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
951 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
952 return 0; 966 return 0;
967
968 converter->play_sound (sound_find ("convert_item"));
953 969
954 if (CONV_NEED (converter)) 970 if (CONV_NEED (converter))
955 { 971 {
956 nr = item->nrof / CONV_NEED (converter); 972 nr = item->nrof / CONV_NEED (converter);
957 decrease_ob_nr (item, nr * CONV_NEED (converter)); 973 decrease_ob_nr (item, nr * CONV_NEED (converter));
958 price_in = nr * CONV_NEED (converter) * item->value; 974 price_in = nr * CONV_NEED (converter) * item->value;
959 } 975 }
960 else 976 else
961 { 977 {
962 price_in = item->value; 978 price_in = item->value;
963 remove_ob (item); 979 item->destroy ();
964 free_object (item);
965 } 980 }
966 } 981 }
967 982
968 if (converter->inv != NULL) 983 if (converter->inv)
969 { 984 {
970 object *ob; 985 object *ob;
971 int i; 986 int i;
972 object *ob_to_copy; 987 object *ob_to_copy;
973 988
974 /* select random object from inventory to copy */ 989 /* select random object from inventory to copy */
975 ob_to_copy = converter->inv; 990 ob_to_copy = converter->inv;
976 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
977 {
978 if (rndm (0, i) == 0) 992 if (rndm (0, i) == 0)
979 {
980 ob_to_copy = ob; 993 ob_to_copy = ob;
981 } 994
982 }
983 item = object_create_clone (ob_to_copy); 995 item = object_create_clone (ob_to_copy);
984 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
985 unflag_inv (item, FLAG_IS_A_TEMPLATE); 997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
986 } 998 }
987 else 999 else
988 { 1000 {
989 if (converter->other_arch == NULL) 1001 if (converter->other_arch == NULL)
990 { 1002 {
991 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
992 &converter->name, converter->map->path, converter->x, converter->y); 1004 &converter->name, &converter->map->path, converter->x, converter->y);
993 return -1; 1005 return -1;
994 } 1006 }
995 1007
996 item = object_create_arch (converter->other_arch); 1008 item = object_create_arch (converter->other_arch);
997 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
998 } 1010 }
999 1011
1000 if (CONV_NR (converter)) 1012 if (CONV_NR (converter))
1001 item->nrof = CONV_NR (converter); 1013 item->nrof = CONV_NR (converter);
1014
1002 if (nr) 1015 if (nr)
1003 item->nrof *= nr; 1016 item->nrof *= nr;
1017
1004 if (is_in_shop (converter)) 1018 if (is_in_shop (converter))
1005 SET_FLAG (item, FLAG_UNPAID); 1019 SET_FLAG (item, FLAG_UNPAID);
1006 else if (price_in < item->nrof * item->value) 1020 else if (price_in < item->nrof * item->value)
1007 { 1021 {
1008 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1009 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1010
1011 /** 1024 /**
1012 * elmex: we are going to let the game continue, as the mapcreator 1025 * elmex: we are going to let the game continue, as the mapcreator
1013 * propably had something in mind when doing this 1026 * hopefully had something in mind when doing this.
1014 */ 1027 */
1015 } 1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
1016 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1017 return 1; 1032 return 1;
1018} 1033}
1019 1034
1020/** 1035/**
1021 * Handle apply on containers. 1036 * Handle apply on containers.
1022 * By Eneq(@csd.uu.se). 1037 * By Eneq(@csd.uu.se).
1023 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1038 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1024 * added the alchemical cauldron to the code -b.t. 1039 * added the alchemical cauldron to the code -b.t.
1025 */ 1040 */
1026
1027int 1041int
1028apply_container (object *op, object *sack) 1042apply_container (object *op, object *sack)
1029{ 1043{
1030 char buf[MAX_BUF]; 1044 if (op->type != PLAYER || !op->contr->ns)
1031 object *tmp;
1032
1033 if (op->type != PLAYER)
1034 return 0; /* This might change */ 1045 return 0; /* This might change */
1035 1046
1036 if (sack == NULL || sack->type != CONTAINER) 1047 if (!sack || sack->type != CONTAINER)
1037 { 1048 {
1038 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1049 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1039 return 0; 1050 return 0;
1040 } 1051 }
1041 op->contr->last_used = NULL; 1052
1042 op->contr->last_used_id = 0; 1053 op->contr->last_used = 0;
1043 1054
1044 if (sack->env != op) 1055 if (sack->env && sack->env != op)
1056 {
1057 op->failmsg ("You must put it onto the floor or into your inventory first.");
1058 return 1;
1045 { 1059 }
1046 if (sack->other_arch == NULL || sack->env != NULL) 1060
1061 // already applied == open on ground, or open in inv, or active in inv
1062 if (sack->flag [FLAG_APPLIED])
1063 {
1064 if (op->container == sack)
1047 { 1065 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1066 // open on ground or inv, so close
1067 op->close_container ();
1049 return 1; 1068 return 1;
1050 } 1069 }
1051 /* It's on the ground, the problems begin */ 1070 else if (!sack->env)
1052 if (op->container != sack)
1053 {
1054 /* it's closed OR some player has opened it */
1055 if (QUERY_FLAG (sack, FLAG_APPLIED))
1056 {
1057 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1058 if (tmp)
1059 {
1060 /* some other player have opened it */
1061 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1062 return 1;
1063 }
1064 }
1065 } 1071 {
1066 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1072 // active, but not ours: some other player has opened it
1073 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1074 return 1;
1067 { 1075 }
1068 if (op->container == NULL)
1069 {
1070 tmp = arch_to_object (sack->other_arch);
1071 /* not good, but insert_ob_in_ob() is too smart */
1072 CLEAR_FLAG (tmp, FLAG_REMOVED);
1073 tmp->x = tmp->y = 0;
1074 tmp->map = NULL;
1075 tmp->env = sack;
1076 if (sack->inv)
1077 sack->inv->above = tmp;
1078 tmp->below = sack->inv;
1079 tmp->above = NULL;
1080 sack->inv = tmp;
1081 sack->move_off = MOVE_ALL; /* trying force closing it */
1082 }
1083 else
1084 {
1085 sack->move_off = 0;
1086 tmp = sack->inv;
1087 if (tmp && tmp->type == CLOSE_CON)
1088 {
1089 remove_ob (tmp);
1090 free_object (tmp);
1091 }
1092 }
1093 }
1094 }
1095 1076
1096 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1077 // fall through to opening it (active in inv)
1097 { 1078 }
1079 else if (sack->env)
1080 {
1081 // it is in our env, so activate it, do not open yet
1098 if (op->container) 1082 op->close_container ();
1099 { 1083 sack->flag [FLAG_APPLIED] = 1;
1100 if (op->container != sack) 1084 esrv_update_item (UPD_FLAGS, op, sack);
1101 { 1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1102 tmp = op->container; 1086 return 1;
1103 apply_container (op, tmp); 1087 }
1104 sprintf (buf, "You close %s and open ", query_name (tmp)); 1088
1105 op->container = sack; 1089 // it's locked?
1106 strcat (buf, query_name (sack)); 1090 if (sack->slaying)
1107 strcat (buf, "."); 1091 {
1108 } 1092 if (object *tmp = find_key (op, op, sack))
1109 else 1093 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1110 {
1111 CLEAR_FLAG (sack, FLAG_APPLIED);
1112 op->container = NULL;
1113 sprintf (buf, "You close %s.", query_name (sack));
1114 }
1115 }
1116 else 1094 else
1117 { 1095 {
1118 CLEAR_FLAG (sack, FLAG_APPLIED);
1119 sprintf (buf, "You open %s.", query_name (sack));
1120 SET_FLAG (sack, FLAG_APPLIED);
1121 op->container = sack;
1122 }
1123 }
1124 else
1125 { /* not applied */
1126 if (sack->slaying)
1127 { /* it's locked */
1128 tmp = find_key (op, op, sack);
1129 if (tmp)
1130 {
1131 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1132 SET_FLAG (sack, FLAG_APPLIED);
1133 if (sack->env == NULL)
1134 { /* if it's on ground,open it also */
1135 new_draw_info (NDI_UNIQUE, 0, op, buf);
1136 apply_container (op, sack);
1137 return 1;
1138 }
1139 }
1140 else
1141 {
1142 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1096 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1143 }
1144 }
1145 else
1146 {
1147 sprintf (buf, "You readied %s.", query_name (sack));
1148 SET_FLAG (sack, FLAG_APPLIED);
1149 if (sack->env == NULL)
1150 { /* if it's on ground,open it also */
1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152 apply_container (op, sack);
1153 return 1; 1097 return 1;
1154 } 1098 }
1155 }
1156 } 1099 }
1157 new_draw_info (NDI_UNIQUE, 0, op, buf); 1100
1158 if (op->contr) 1101 op->open_container (sack);
1159 op->contr->socket.update_look = 1; 1102
1160 return 1; 1103 return 1;
1161} 1104}
1162
1163/**
1164 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1165 * the player has in their inventory, eg, sacks, luggages, etc.
1166 *
1167 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1168 * This version is for client/server mode.
1169 * op is the player, sack is the container the player is opening or closing.
1170 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1171 *
1172 * Reminder - there are three states for any container - closed (non applied),
1173 * applied (not open, but objects that match get tossed into it), and open
1174 * (applied flag set, and op->container points to the open container)
1175 */
1176
1177int
1178esrv_apply_container (object *op, object *sack)
1179{
1180 object *tmp = op->container;
1181
1182 if (op->type != PLAYER)
1183 return 0; /* This might change */
1184
1185 if (sack == NULL || sack->type != CONTAINER)
1186 {
1187 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1188 return 0;
1189 }
1190
1191 /* If we have a currently open container, then it needs to be closed in all cases
1192 * if we are opening this one up. We then fall through if appropriate for
1193 * openening the new container.
1194 */
1195
1196 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1197 {
1198 if (op->container->env != op)
1199 { /* if container is on the ground */
1200 op->container->move_off = 0;
1201 }
1202
1203 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1204 return 1;
1205
1206 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1207 CLEAR_FLAG (op->container, FLAG_APPLIED);
1208 op->container = NULL;
1209 esrv_update_item (UPD_FLAGS, op, tmp);
1210 if (tmp == sack)
1211 return 1;
1212 }
1213
1214
1215 /* If the player is trying to open it (which he must be doing if we got here),
1216 * and it is locked, check to see if player has the equipment to open it.
1217 */
1218
1219 if (sack->slaying)
1220 { /* it's locked */
1221 tmp = find_key (op, op, sack);
1222 if (tmp)
1223 {
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1225 }
1226 else
1227 {
1228 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1229 return 0;
1230 }
1231 }
1232
1233 /* By the time we get here, we have made sure any other container has been closed and
1234 * if this is a locked container, the player they key to open it.
1235 */
1236
1237 /* There are really two cases - the sack is either on the ground, or the sack is
1238 * part of the players inventory. If on the ground, we assume that the player is
1239 * opening it, since if it was being closed, that would have been taken care of above.
1240 */
1241
1242
1243 if (sack->env != op)
1244 {
1245 /* Hypothetical case - the player is trying to open a sack that belong to someone
1246 * else. This normally should not happen, but a misbehaving client/player could
1247 * try to do it, so lets handle it gracefully.
1248 */
1249 if (sack->env)
1250 {
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1252 return 0;
1253 }
1254 /* set these so when the player walks off, we can unapply the sack */
1255 sack->move_off = MOVE_ALL; /* trying force closing it */
1256
1257 CLEAR_FLAG (sack, FLAG_APPLIED);
1258 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1259 SET_FLAG (sack, FLAG_APPLIED);
1260 op->container = sack;
1261 esrv_update_item (UPD_FLAGS, op, sack);
1262 esrv_send_inventory (op, sack);
1263
1264 }
1265 else
1266 { /* sack is in players inventory */
1267 if (QUERY_FLAG (sack, FLAG_APPLIED))
1268 { /* readied sack becoming open */
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 op->container = sack;
1273 esrv_update_item (UPD_FLAGS, op, sack);
1274 esrv_send_inventory (op, sack);
1275 }
1276 else
1277 {
1278 CLEAR_FLAG (sack, FLAG_APPLIED);
1279 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1280 SET_FLAG (sack, FLAG_APPLIED);
1281 esrv_update_item (UPD_FLAGS, op, sack);
1282 }
1283 }
1284 return 1;
1285}
1286
1287 1105
1288/** 1106/**
1289 * Handles dropping things on altar. 1107 * Handles dropping things on altar.
1290 * Returns true if sacrifice was accepted. 1108 * Returns true if sacrifice was accepted.
1291 */ 1109 */
1302 * with an altar. We call it a Potion - altars are stationary - it 1120 * with an altar. We call it a Potion - altars are stationary - it
1303 * is up to map designers to use them properly. 1121 * is up to map designers to use them properly.
1304 */ 1122 */
1305 if (altar->inv && altar->inv->type == SPELL) 1123 if (altar->inv && altar->inv->type == SPELL)
1306 { 1124 {
1307 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1125 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1308 cast_spell (originator, altar, 0, altar->inv, NULL); 1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1309 /* If it is connected, push the button. Fixes some problems with 1127 /* If it is connected, push the button. Fixes some problems with
1310 * old maps. 1128 * old maps.
1311 */ 1129 */
1312 1130
1313/* push_button (altar);*/ 1131/* push_button (altar);*/
1314 } 1132 }
1315 else 1133 else
1316 { 1134 {
1317 altar->value = 1; /* works only once */ 1135 altar->value = 1; /* works only once */
1318 push_button (altar); 1136 push_button (altar);
1319 } 1137 }
1138
1320 return sacrifice == NULL; 1139 return !sacrifice;
1321 } 1140 }
1322 else 1141 else
1323 {
1324 return 0; 1142 return 0;
1325 }
1326} 1143}
1327 1144
1328/** 1145/**
1329 * Handles 'movement' of shop mats. 1146 * Handles 'movement' of shop mats.
1330 * Returns 1 if 'op' was destroyed, 0 if not. 1147 * Returns 1 if 'op' was destroyed, 0 if not.
1339 double opinion; 1156 double opinion;
1340 object *tmp, *next; 1157 object *tmp, *next;
1341 1158
1342 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1343 1160
1161 bool has_unpaid = false;
1162
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1164 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID])
1167 {
1168 has_unpaid = true;
1169 break;
1170 }
1171
1344 if (op->type != PLAYER) 1172 if (op->type != PLAYER)
1345 { 1173 {
1346 /* Remove all the unpaid objects that may be carried here. 1174 /* Remove all the unpaid objects that may be carried here.
1347 * This could be pets or monsters that are somehow in 1175 * This could be pets or monsters that are somehow in
1348 * the shop. 1176 * the shop.
1353 1181
1354 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1182 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1355 { 1183 {
1356 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1184 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1357 1185
1358 remove_ob (tmp); 1186 tmp->remove ();
1359 1187
1360 if (i == -1) 1188 if (i == -1)
1361 i = 0; 1189 i = 0;
1362 1190
1363 tmp->map = op->map; 1191 tmp->map = op->map;
1374 /* unpaid objects, or non living objects, can't transfer by 1202 /* unpaid objects, or non living objects, can't transfer by
1375 * shop mats. Instead, put it on a nearby space. 1203 * shop mats. Instead, put it on a nearby space.
1376 */ 1204 */
1377 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1378 { 1206 {
1379
1380 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1381 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1208 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1382 1209
1383 if (i != -1) 1210 if (i != -1)
1384 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1393 else if (can_pay (op) && get_payment (op)) 1220 else if (can_pay (op) && get_payment (op))
1394 { 1221 {
1395 /* this is only used for players */ 1222 /* this is only used for players */
1396 rv = teleport (shop_mat, SHOP_MAT, op); 1223 rv = teleport (shop_mat, SHOP_MAT, op);
1397 1224
1225 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op))
1228 op->contr->play_sound (sound_find ("shop_enter"));
1229 else
1230 op->contr->play_sound (sound_find ("shop_leave"));
1231
1398 if (shop_mat->msg) 1232 if (shop_mat->msg)
1399 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1233 op->statusmsg (shop_mat->msg);
1400 /* This check below is a bit simplistic - generally it should be correct, 1234 /* This check below is a bit simplistic - generally it should be correct,
1401 * but there is never a guarantee that the bottom space on the map is 1235 * but there is never a guarantee that the bottom space on the map is
1402 * actually the shop floor. 1236 * actually the shop floor.
1403 */ 1237 */
1404 else if (!rv && !is_in_shop (op)) 1238 else if (!rv && !is_in_shop (op))
1405 { 1239 {
1406 opinion = shopkeeper_approval (op->map, op); 1240 opinion = shopkeeper_approval (op->map, op);
1407 1241
1408 if (opinion > 0.9) 1242 op->statusmsg (
1409 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1410 else if (opinion > 0.75) 1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1411 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1412 else if (opinion > 0.5) 1246 : "The shopkeeper glares at you with contempt."
1413 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1414 else 1247 );
1415 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1416 } 1248 }
1417 } 1249 }
1418 else 1250 else
1419 { 1251 {
1420 /* if we get here, a player tried to leave a shop but was not able 1252 /* if we get here, a player tried to leave a shop but was not able
1421 * to afford the items he has. We try to move the player so that 1253 * to afford the items he has. We try to move the player so that
1422 * they are not on the mat anymore 1254 * they are not on the mat anymore
1423 */ 1255 */
1424 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1256 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1425 1257
1426 if (i == -1) 1258 if (i == -1)
1427 {
1428 LOG (llevError, "Internal shop-mat problem.\n"); 1259 LOG (llevError, "Internal shop-mat problem.\n");
1429 }
1430 else 1260 else
1431 { 1261 {
1432 remove_ob (op); 1262 op->remove ();
1433 op->x += freearr_x[i]; 1263 op->x += freearr_x[i];
1434 op->y += freearr_y[i]; 1264 op->y += freearr_y[i];
1435 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1265 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1436 } 1266 }
1437 } 1267 }
1445 */ 1275 */
1446static void 1276static void
1447apply_sign (object *op, object *sign, int autoapply) 1277apply_sign (object *op, object *sign, int autoapply)
1448{ 1278{
1449 readable_message_type *msgType; 1279 readable_message_type *msgType;
1450 char newbuf[HUGE_BUF];
1451 1280
1452 if (sign->msg == NULL) 1281 if (!sign->msg)
1453 { 1282 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1283 op->statusmsg ("Nothing is written on it.");
1455 return; 1284 return;
1456 } 1285 }
1457 1286
1458 if (sign->stats.food) 1287 if (sign->stats.food)
1459 { 1288 {
1460 if (sign->last_eat >= sign->stats.food) 1289 if (sign->last_eat >= sign->stats.food)
1461 { 1290 {
1462 if (!sign->move_on) 1291 if (!sign->move_on)
1463 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1292 op->statusmsg ("You cannot read it anymore.");
1293
1464 return; 1294 return;
1465 } 1295 }
1466 1296
1467 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1468 sign->last_eat++; 1298 sign->last_eat++;
1473 * move_on is zero, it needs to be manually applied (doesn't talk 1303 * move_on is zero, it needs to be manually applied (doesn't talk
1474 * to us). 1304 * to us).
1475 */ 1305 */
1476 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1306 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1477 { 1307 {
1478 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1308 op->failmsg ("You are unable to read while blind!");
1479 return; 1309 return;
1480 } 1310 }
1311
1312 if (op->contr)
1313 if (client *ns = op->contr->ns)
1314 {
1315 ns->play_sound (sign->sound);
1481 msgType = get_readable_message_type (sign); 1316 msgType = get_readable_message_type (sign);
1317
1318 if (ns->can_msg)
1319 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1320 else
1321 {
1322 char newbuf[HUGE_BUF];
1482 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1323 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1483 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1324 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1325 }
1326 }
1484} 1327}
1485 1328
1486/** 1329/**
1487 * 'victim' moves onto 'trap' 1330 * 'victim' moves onto 'trap'
1488 * 'victim' leaves 'trap' 1331 * 'victim' leaves 'trap'
1511 * proper. This code was causing needless crashes. 1354 * proper. This code was causing needless crashes.
1512 */ 1355 */
1513 if (recursion_depth >= 500) 1356 if (recursion_depth >= 500)
1514 { 1357 {
1515 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1358 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1516 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1359 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1517 return; 1360 return;
1518 } 1361 }
1362
1519 recursion_depth++; 1363 recursion_depth++;
1520 if (trap->head) 1364 if (trap->head)
1521 trap = trap->head; 1365 trap = trap->head;
1522 1366
1523 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1367 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1538 1382
1539 /* Just put in some sanity check. I think there is a bug in the 1383 /* Just put in some sanity check. I think there is a bug in the
1540 * above with some objects have zero speed, and thus the player 1384 * above with some objects have zero speed, and thus the player
1541 * getting permanently paralyzed. 1385 * getting permanently paralyzed.
1542 */ 1386 */
1543 if (victim->speed_left < -50.0) 1387 if (victim->speed_left < -50.f)
1544 victim->speed_left = -50.0; 1388 victim->speed_left = -50.f;
1545 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1389 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1546 } 1390 }
1547 goto leave; 1391 goto leave;
1548 1392
1549 case SPINNER: 1393 case SPINNER:
1621 1465
1622 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1623 { 1467 {
1624 if (!sound_was_played) 1468 if (!sound_was_played)
1625 { 1469 {
1626 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1470 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1627 sound_was_played = 1; 1471 sound_was_played = 1;
1628 } 1472 }
1629 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1473
1474 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1630 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1475 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1631 } 1476 }
1632 } 1477 }
1633 goto leave; 1478 goto leave;
1634 } 1479 }
1635 1480
1636
1637 case CONVERTER: 1481 case CONVERTER:
1638 if (convert_item (victim, trap) < 0) 1482 if (convert_item (victim, trap) < 0)
1639 { 1483 {
1640 object *op; 1484 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1641 1485 get_archetype ("burnout")->insert_at (trap, trap);
1642 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1643
1644 op = get_archetype ("burnout");
1645 if (op != NULL)
1646 {
1647 op->x = trap->x;
1648 op->y = trap->y;
1649 insert_ob_in_map (op, trap->map, trap, 0);
1650 }
1651 } 1486 }
1487
1652 goto leave; 1488 goto leave;
1653 1489
1654 case TRIGGER_BUTTON: 1490 case TRIGGER_BUTTON:
1655 case TRIGGER_PEDESTAL: 1491 case TRIGGER_PEDESTAL:
1656 case TRIGGER_ALTAR: 1492 case TRIGGER_ALTAR:
1674 * Processing will happen if the head runs into the pit 1510 * Processing will happen if the head runs into the pit
1675 */ 1511 */
1676 if (victim->head) 1512 if (victim->head)
1677 goto leave; 1513 goto leave;
1678 1514
1679 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1515 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1680 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1516 victim->statusmsg ("You fall through the hole!", NDI_RED);
1681 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1682 goto leave; 1518 goto leave;
1683 1519
1684 case EXIT: 1520 case EXIT:
1685 if (victim->type == PLAYER && EXIT_PATH (trap)) 1521 if (victim->type == PLAYER && EXIT_PATH (trap))
1686 { 1522 {
1687 /* Basically, don't show exits leading to random maps the 1523 /* Basically, don't show exits leading to random maps the
1688 * players output. 1524 * players output.
1689 */ 1525 */
1690 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1691 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1527 victim->statusmsg (trap->msg, NDI_NAVY);
1528
1692 enter_exit (victim, trap); 1529 victim->enter_exit (trap);
1693 } 1530 }
1694 goto leave; 1531 goto leave;
1695 1532
1696 case ENCOUNTER: 1533 case ENCOUNTER:
1697 /* may be some leftovers on this */ 1534 /* may be some leftovers on this */
1712 1549
1713 apply_sign (victim, trap, 1); 1550 apply_sign (victim, trap, 1);
1714 goto leave; 1551 goto leave;
1715 1552
1716 case CONTAINER: 1553 case CONTAINER:
1717 if (victim->type == PLAYER)
1718 (void) esrv_apply_container (victim, trap);
1719 else
1720 (void) apply_container (victim, trap); 1554 apply_container (victim, trap);
1721 goto leave; 1555 goto leave;
1722 1556
1723 case RUNE: 1557 case RUNE:
1724 case TRAP: 1558 case TRAP:
1725 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1726 {
1727 spring_trap (trap, victim); 1560 spring_trap (trap, victim);
1728 }
1729 goto leave; 1561 goto leave;
1730 1562
1731 default: 1563 default:
1732 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1564 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1733 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1565 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1734 goto leave; 1566 goto leave;
1735 } 1567 }
1736 1568
1737leave: 1569leave:
1738 recursion_depth--; 1570 recursion_depth--;
1747 int lev_diff; 1579 int lev_diff;
1748 object *skill_ob; 1580 object *skill_ob;
1749 1581
1750 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1751 { 1583 {
1752 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1584 op->failmsg ("You are unable to read while blind!");
1753 return; 1585 return;
1754 } 1586 }
1587
1755 if (tmp->msg == NULL) 1588 if (!tmp->msg)
1756 { 1589 {
1757 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1590 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1758 return; 1591 return;
1759 } 1592 }
1760 1593
1761 /* need a literacy skill to read stuff! */ 1594 /* need a literacy skill to read stuff! */
1762 skill_ob = find_skill_by_name (op, tmp->skill); 1595 skill_ob = find_skill_by_name (op, tmp->skill);
1763 if (!skill_ob) 1596 if (!skill_ob)
1764 { 1597 {
1765 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1598 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1766 return; 1599 return;
1767 } 1600 }
1601
1768 lev_diff = tmp->level - (skill_ob->level + 5); 1602 lev_diff = tmp->level - (skill_ob->level + 5);
1769 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1770 { 1604 {
1771 if (lev_diff < 2) 1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1773 else if (lev_diff < 3) 1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1775 else if (lev_diff < 5) 1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1610 : "This book is totally beyond your comprehension.");
1777 else if (lev_diff < 8) 1611 return;
1778 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1612 }
1779 else if (lev_diff < 15) 1613
1780 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1614 readable_message_type *msgType = get_readable_message_type (tmp);
1615
1616 if (player *pl = op->contr)
1617 if (client *ns = pl->ns)
1618 if (ns->can_msg)
1619 {
1620 dynbuf_text buf;
1621 buf << long_desc (tmp, op)
1622 << "\n\n"
1623 << tmp->msg
1624 << '\0';
1625 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1626 }
1781 else 1627 else
1782 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1783 return;
1784 }
1785
1786 readable_message_type *msgType = get_readable_message_type (tmp);
1787
1788 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1789 msgType->message_type, msgType->message_subtype, 1629 msgType->message_type, msgType->message_subtype,
1790 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1630 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1631 long_desc (tmp, op), &tmp->msg);
1791 1632
1792 /* gain xp from reading */ 1633 /* gain xp from reading */
1793 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1794 { /* only if not read before */ 1635 { /* only if not read before */
1795 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1796 1637
1797 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1798 { 1639 {
1799 /*exp_gain *= 2; because they just identified it too */ 1640 /*exp_gain *= 2; because they just identified it too */
1800 SET_FLAG (tmp, FLAG_IDENTIFIED); 1641 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642
1801 /* If in a container, update how it looks */ 1643 /* If in a container, update how it looks */
1802 if (tmp->env) 1644 if (tmp->env)
1803 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1804 else 1646 else
1805 op->contr->socket.update_look = 1; 1647 op->contr->ns->floorbox_update ();
1806 } 1648 }
1649
1807 change_exp (op, exp_gain, skill_ob->skill, 0); 1650 change_exp (op, exp_gain, skill_ob->skill, 0);
1808 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1651 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1809 } 1652 }
1810} 1653}
1811 1654
1814 * op is the person learning the skill, tmp is the skill scroll object 1657 * op is the person learning the skill, tmp is the skill scroll object
1815 */ 1658 */
1816static void 1659static void
1817apply_skillscroll (object *op, object *tmp) 1660apply_skillscroll (object *op, object *tmp)
1818{ 1661{
1819 switch ((int) learn_skill (op, tmp)) 1662 switch (learn_skill (op, tmp))
1820 { 1663 {
1821 case 0: 1664 case 0:
1822 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1665 op->play_sound (sound_find ("generic_fail"));
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1824 return; 1667 break;
1825 1668
1826 case 1: 1669 case 1:
1827 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1828 decrease_ob (tmp); 1670 decrease_ob (tmp);
1671 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1829 return; 1673 break;
1830 1674
1831 default: 1675 default:
1832 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1833 decrease_ob (tmp); 1676 decrease_ob (tmp);
1677 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1834 return; 1679 break;
1835 } 1680 }
1836} 1681}
1837 1682
1838/** 1683/**
1839 * Actually makes op learn spell. 1684 * Actually makes op learn spell.
1859 return; 1704 return;
1860 } 1705 }
1861 return; 1706 return;
1862 } 1707 }
1863 1708
1864 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1709 op->contr->play_sound (sound_find ("learn_spell"));
1865 tmp = get_object (); 1710
1866 copy_object (spell, tmp); 1711 tmp = spell->clone ();
1867 insert_ob_in_ob (tmp, op); 1712 insert_ob_in_ob (tmp, op);
1868 1713
1869 if (special_prayer) 1714 if (special_prayer)
1870 {
1871 SET_FLAG (tmp, FLAG_STARTEQUIP); 1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1872 }
1873 1716
1874 esrv_add_spells (op->contr, tmp); 1717 esrv_add_spells (op->contr, tmp);
1875} 1718}
1876 1719
1877/** 1720/**
1891 { 1734 {
1892 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1893 return; 1736 return;
1894 } 1737 }
1895 1738
1896 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1739 op->failmsg (format ("You lose knowledge of %s.", spell));
1897 player_unready_range_ob (op->contr, spob); 1740 player_unready_range_ob (op->contr, spob);
1898 esrv_remove_spell (op->contr, spob); 1741 esrv_remove_spell (op->contr, spob);
1899 remove_ob (spob); 1742 spob->destroy ();
1900 free_object (spob);
1901} 1743}
1902 1744
1903/** 1745/**
1904 * Handles player applying a spellbook. 1746 * Handles player applying a spellbook.
1905 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1747 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1910{ 1752{
1911 object *skop, *spell, *spell_skill; 1753 object *skop, *spell, *spell_skill;
1912 1754
1913 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1914 { 1756 {
1915 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1757 op->failmsg ("You are unable to read while blind.");
1916 return; 1758 return;
1917 } 1759 }
1918 1760
1919 /* artifact_spellbooks have 'slaying' field point to a spell name, 1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1920 * instead of having their spell stored in stats.sp. These are 1762 * instead of having their spell stored in stats.sp. These are
1921 * legacy spellbooks 1763 * legacy spellbooks
1922 */ 1764 */
1923
1924 if (tmp->slaying != NULL) 1765 if (tmp->slaying)
1925 { 1766 {
1926 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1927 if (!spell) 1768 if (!spell)
1928 { 1769 {
1929 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1770 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1930 return; 1771 return;
1931 } 1772 }
1932 else 1773 else
1933 insert_ob_in_ob (spell, tmp); 1774 insert_ob_in_ob (spell, tmp);
1775
1934 tmp->slaying = NULL; 1776 tmp->slaying = 0;
1935 } 1777 }
1936 1778
1937 skop = find_skill_by_name (op, tmp->skill); 1779 skop = find_skill_by_name (op, tmp->skill);
1938 1780
1939 /* need a literacy skill to learn spells. Also, having a literacy level 1781 /* need a literacy skill to learn spells. Also, having a literacy level
1940 * lower than the spell will make learning the spell more difficult */ 1782 * lower than the spell will make learning the spell more difficult */
1941 if (!skop) 1783 if (!skop)
1942 { 1784 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1785 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1944 return; 1786 return;
1945 } 1787 }
1946 1788
1947 spell = tmp->inv; 1789 spell = tmp->inv;
1790
1948 if (!spell) 1791 if (!spell)
1949 { 1792 {
1950 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1793 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1951 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1794 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1952 return; 1795 return;
1953 } 1796 }
1954 if (spell->level > (skop->level + 10)) 1797
1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1955 { 1799 {
1956 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1800 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1957 return; 1801 return;
1958 } 1802 }
1959 1803
1960 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1961 1805
1962 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1963 { 1807 {
1964 identify (tmp); 1808 identify (tmp);
1809
1965 if (tmp->env) 1810 if (tmp->env)
1966 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1811 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1967 else 1812 else
1968 op->contr->socket.update_look = 1; 1813 op->contr->ns->floorbox_update ();
1969 } 1814 }
1970 1815
1971 /* I removed the check for special_prayer_mark here - it didn't make 1816 /* I removed the check for special_prayer_mark here - it didn't make
1972 * a lot of sense - special prayers are not found in spellbooks, and 1817 * a lot of sense - special prayers are not found in spellbooks, and
1973 * if the player doesn't know the spell, doesn't make a lot of sense that 1818 * if the player doesn't know the spell, doesn't make a lot of sense that
1974 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1975 */ 1820 */
1976 if (check_spell_known (op, spell->name)) 1821 if (check_spell_known (op, spell->name))
1977 { 1822 {
1978 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1823 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1979 return; 1824 return;
1980 } 1825 }
1981 1826
1982 if (spell->skill) 1827 if (spell->skill)
1983 { 1828 {
1984 spell_skill = find_skill_by_name (op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1985 1830
1986 if (!spell_skill) 1831 if (!spell_skill)
1987 { 1832 {
1988 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1989 return; 1834 return;
1990 } 1835 }
1991 1836
1992 if (spell_skill->level < spell->level) 1837 if (spell_skill->level < spell->level)
1993 { 1838 {
1994 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1839 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1995 return; 1840 return;
1996 } 1841 }
1997 } 1842 }
1998 1843
1999 /* Logic as follows 1844 /* Logic as follows
2008 * Overall, chances are the same but a player will find having a high 1853 * Overall, chances are the same but a player will find having a high
2009 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
2010 */ 1855 */
2011 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
2012 { 1857 {
2013 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1858 op->failmsg ("In your confused state you flub the wording of the text!");
2014 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2015 } 1860 }
2016 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2017 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2018 { 1863 {
2019 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2020 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2021 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
2022 1866
2023 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
2024 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2025 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1869 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2026 } 1870 }
2027 else 1871 else
2028 { 1872 {
2029 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
2030 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2031 } 1875 }
1876
2032 decrease_ob (tmp); 1877 decrease_ob (tmp);
2033} 1878}
2034 1879
2035/** 1880/**
2036 * Handles applying a spell scroll. 1881 * Handles applying a spell scroll.
2040{ 1885{
2041 object *skop; 1886 object *skop;
2042 1887
2043 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2044 { 1889 {
2045 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1890 op->failmsg ("You are unable to read while blind.");
2046 return; 1891 return;
2047 } 1892 }
2048 1893
2049 if (!tmp->inv || tmp->inv->type != SPELL) 1894 if (!tmp->inv || tmp->inv->type != SPELL)
2050 { 1895 {
2051 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2052 return; 1897 return;
2053 } 1898 }
2054 1899
2055 if (op->type == PLAYER) 1900 if (op->type == PLAYER)
2056 { 1901 {
2062 */ 1907 */
2063 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2064 1909
2065 if (!skop) 1910 if (!skop)
2066 { 1911 {
2067 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2068 return; 1913 return;
2069 } 1914 }
2070 1915
2071 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2072 change_exp (op, exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
2073 } 1918 }
2074 1919
2075 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2076 identify (tmp); 1921 identify (tmp);
2077 1922
2078 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2079
2080 1924
2081 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
2082 decrease_ob (tmp); 1926 decrease_ob (tmp);
2083} 1927}
2084 1928
2088 * chest. 1932 * chest.
2089 */ 1933 */
2090static void 1934static void
2091apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
2092{ 1936{
2093 object *treas;
2094 tag_t tmp_tag = tmp->count, op_tag = op->count;
2095
2096
2097 /* Nice side effect of new treasure creation method is that the treasure 1937 /* Nice side effect of this treasure creation method is that the treasure
2098 * for the chest is done when the chest is created, and put into the chest 1938 * for the chest is done when the chest is created, and put into the chest
2099 * inventory. So that when the chest burns up, the items still exist. Also 1939 * inventory. So that when the chest burns up, the items still exist. Also
2100 * prevents people fromt moving chests to more difficult maps to get better 1940 * prevents people from moving chests to more difficult maps to get better
2101 * treasure 1941 * treasure
2102 */ 1942 */
2103
2104 treas = tmp->inv; 1943 object *treas = tmp->inv;
2105 if (treas == NULL) 1944
1945 if (!treas)
2106 { 1946 {
2107 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
2108 decrease_ob (tmp); 1948 decrease_ob (tmp);
2109 return; 1949 return;
2110 } 1950 }
1951
2111 while (tmp->inv) 1952 while (tmp->inv)
2112 { 1953 {
2113 treas = tmp->inv; 1954 treas = tmp->inv;
2114 1955 treas->remove ();
2115 remove_ob (treas);
2116 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2117 1956
2118 treas->x = op->x; 1957 treas->x = op->x;
2119 treas->y = op->y; 1958 treas->y = op->y;
2120 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1959 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2121 1960
2122 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1961 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2123 spring_trap (treas, op); 1962 spring_trap (treas, op);
1963
2124 /* If either player or container was destroyed, no need to do 1964 /* If either player or container was destroyed, no need to do
2125 * further processing. I think this should be enclused with 1965 * further processing. I think this should be enclused with
2126 * spring trap above, as I don't think there is otherwise 1966 * spring trap above, as I don't think there is otherwise
2127 * any way for the treasure chest or player to get killed 1967 * any way for the treasure chest or player to get killed.
2128 */ 1968 */
2129 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1969 if (op->destroyed () || tmp->destroyed ())
2130 break; 1970 break;
2131 } 1971 }
2132 1972
2133 if (!was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1973 if (!tmp->destroyed () && !tmp->inv)
2134 decrease_ob (tmp); 1974 decrease_ob (tmp);
2135
2136} 1975}
2137 1976
2138/** 1977/**
2139 * op eats food. 1978 * op eats food.
2140 * If player, takes care of messages and dragon special food. 1979 * If player, takes care of messages and dragon special food.
2155 { 1994 {
2156 /* usual case - no dragon meal: */ 1995 /* usual case - no dragon meal: */
2157 if (op->stats.food + tmp->stats.food > 999) 1996 if (op->stats.food + tmp->stats.food > 999)
2158 { 1997 {
2159 if (tmp->type == FOOD || tmp->type == FLESH) 1998 if (tmp->type == FOOD || tmp->type == FLESH)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1999 op->failmsg ("You feel full, but what a waste of food!");
2161 else 2000 else
2162 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 2001 op->statusmsg ("Most of the drink goes down your face not your throat!");
2163 } 2002 }
2164 2003
2165 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2166 { 2005 {
2167 char buf[MAX_BUF]; 2006 const char *buf;
2168 2007
2169 if (!is_dragon_pl (op)) 2008 if (!is_dragon_pl (op))
2170 { 2009 {
2171 /* eating message for normal players */ 2010 /* eating message for normal players */
2172 if (tmp->type == DRINK) 2011 if (tmp->type == DRINK)
2173 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2174 else 2013 else
2175 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2176 } 2015 }
2177 else 2016 else
2178 {
2179 /* eating message for dragon players */ 2017 /* eating message for dragon players */
2180 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2018 buf = format ("The %s tasted terrible!", &tmp->name);
2181 }
2182 2019
2183 new_draw_info (NDI_UNIQUE, 0, op, buf); 2020 op->statusmsg (buf);
2021
2184 capacity_remaining = 999 - op->stats.food; 2022 capacity_remaining = 999 - op->stats.food;
2185 op->stats.food += tmp->stats.food; 2023 op->stats.food += tmp->stats.food;
2186 if (capacity_remaining < tmp->stats.food) 2024 if (capacity_remaining < tmp->stats.food)
2187 op->stats.hp += capacity_remaining / 50; 2025 op->stats.hp += capacity_remaining / 50;
2188 else 2026 else
2189 op->stats.hp += tmp->stats.food / 50; 2027 op->stats.hp += tmp->stats.food / 50;
2028
2190 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2191 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2192 if (op->stats.food > 999) 2031 if (op->stats.food > 999)
2193 op->stats.food = 999; 2032 op->stats.food = 999;
2194 } 2033 }
2196 /* special food hack -b.t. */ 2035 /* special food hack -b.t. */
2197 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2198 eat_special_food (op, tmp); 2037 eat_special_food (op, tmp);
2199 } 2038 }
2200 } 2039 }
2040
2201 handle_apply_yield (tmp); 2041 handle_apply_yield (tmp);
2202 decrease_ob (tmp); 2042 decrease_ob (tmp);
2203} 2043}
2204 2044
2205/** 2045/**
2217{ 2057{
2218 object *skin = NULL; /* pointer to dragon skin force */ 2058 object *skin = NULL; /* pointer to dragon skin force */
2219 object *abil = NULL; /* pointer to dragon ability force */ 2059 object *abil = NULL; /* pointer to dragon ability force */
2220 object *tmp = NULL; /* tmp. object */ 2060 object *tmp = NULL; /* tmp. object */
2221 2061
2222 char buf[MAX_BUF]; /* tmp. string buffer */
2223 double chance; /* improvement-chance of one resistance type */ 2062 double chance; /* improvement-chance of one resistance type */
2224 double totalchance = 1; /* total chance of gaining one resistance */ 2063 double totalchance = 1; /* total chance of gaining one resistance */
2225 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2226 double mbonus = 0; /* monster bonus */ 2065 double mbonus = 0; /* monster bonus */
2227 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2232 if (meal->type != FLESH || !is_dragon_pl (op)) 2071 if (meal->type != FLESH || !is_dragon_pl (op))
2233 return 0; 2072 return 0;
2234 2073
2235 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2236 from the player's inventory */ 2075 from the player's inventory */
2237 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2076 for (tmp = op->inv; tmp; tmp = tmp->below)
2238 {
2239 if (tmp->type == FORCE) 2077 if (tmp->type == FORCE)
2240 { 2078 if (tmp->arch->archname == shstr_dragon_skin_force)
2241 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2242 skin = tmp; 2079 skin = tmp;
2243 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2080 else if (tmp->arch->archname == shstr_dragon_ability_force)
2244 abil = tmp; 2081 abil = tmp;
2245 }
2246 }
2247 2082
2248 /* if either skin or ability are missing, this is an old player 2083 /* if either skin or ability are missing, this is an old player
2249 which is not to be considered a dragon -> bail out */ 2084 which is not to be considered a dragon -> bail out */
2250 if (skin == NULL || abil == NULL) 2085 if (skin == NULL || abil == NULL)
2251 return 0; 2086 return 0;
2253 /* now start by filling stomache and health, according to food-value */ 2088 /* now start by filling stomache and health, according to food-value */
2254 if ((999 - op->stats.food) < meal->stats.food) 2089 if ((999 - op->stats.food) < meal->stats.food)
2255 op->stats.hp += (999 - op->stats.food) / 50; 2090 op->stats.hp += (999 - op->stats.food) / 50;
2256 else 2091 else
2257 op->stats.hp += meal->stats.food / 50; 2092 op->stats.hp += meal->stats.food / 50;
2093
2258 if (op->stats.hp > op->stats.maxhp) 2094 if (op->stats.hp > op->stats.maxhp)
2259 op->stats.hp = op->stats.maxhp; 2095 op->stats.hp = op->stats.maxhp;
2260 2096
2261 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2262 2098
2292 /* doubled chance for resistance of ability-focus */ 2128 /* doubled chance for resistance of ability-focus */
2293 if (i == abil->stats.exp) 2129 if (i == abil->stats.exp)
2294 chance = MIN (100., chance * 2.); 2130 chance = MIN (100., chance * 2.);
2295 2131
2296 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2132 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2297 if (RANDOM () % 10000 < (int) (chance * 100)) 2133 if (rndm (10000) < (unsigned int) (chance * 100))
2298 { 2134 {
2299 atnr_winner[winners] = i; 2135 atnr_winner[winners] = i;
2300 winners++; 2136 winners++;
2301 } 2137 }
2302 2138
2307 } 2143 }
2308 } 2144 }
2309 2145
2310 /* inverse totalchance as until now we have the failure-chance */ 2146 /* inverse totalchance as until now we have the failure-chance */
2311 totalchance = 100 - totalchance * 100; 2147 totalchance = 100 - totalchance * 100;
2148
2312 /* print message according to totalchance */ 2149 /* print message according to totalchance */
2150 const char *buf;
2313 if (totalchance > 50.) 2151 if (totalchance > 50.)
2314 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2315 else if (totalchance > 10.) 2153 else if (totalchance > 10.)
2316 sprintf (buf, "The %s tasted very good.", &meal->name); 2154 buf = format ("The %s tasted very good.", &meal->name);
2317 else if (totalchance > 1.) 2155 else if (totalchance > 1.)
2318 sprintf (buf, "The %s tasted good.", &meal->name); 2156 buf = format ("The %s tasted good.", &meal->name);
2319 else if (totalchance > 0.1) 2157 else if (totalchance > 0.1)
2320 sprintf (buf, "The %s tasted bland.", &meal->name); 2158 buf = format ("The %s tasted bland.", &meal->name);
2321 else if (totalchance >= 0.01) 2159 else if (totalchance >= 0.01)
2322 sprintf (buf, "The %s had a boring taste.", &meal->name); 2160 buf = format ("The %s had a boring taste.", &meal->name);
2323 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2161 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2324 sprintf (buf, "The %s tasted strange.", &meal->name); 2162 buf = format ("The %s tasted strange.", &meal->name);
2325 else 2163 else
2326 sprintf (buf, "The %s had no taste.", &meal->name); 2164 buf = format ("The %s had no taste.", &meal->name);
2327 new_draw_info (NDI_UNIQUE, 0, op, buf); 2165
2166 op->statusmsg (buf);
2328 2167
2329 /* now choose a winner if we have any */ 2168 /* now choose a winner if we have any */
2330 i = -1; 2169 i = -1;
2331 if (winners > 0) 2170 if (winners > 0)
2332 i = atnr_winner[RANDOM () % winners]; 2171 i = atnr_winner[RANDOM () % winners];
2333 2172
2334 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2335 { 2174 {
2336 /* resistance increased! */ 2175 /* resistance increased! */
2337 skin->resist[i]++; 2176 skin->resist[i]++;
2338 fix_player (op); 2177 op->update_stats ();
2339 2178
2340 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2179 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2341 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2342 } 2180 }
2343 2181
2344 /* if this flesh contains a new ability focus, we mark it 2182 /* if this flesh contains a new ability focus, we mark it
2345 into the ability_force and it will take effect on next level */ 2183 into the ability_force and it will take effect on next level */
2346 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2184 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2347 { 2185 {
2348 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2186 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2349 2187
2350 if (meal->last_eat != abil->stats.exp) 2188 if (meal->last_eat != abil->stats.exp)
2189 op->statusmsg (format (
2190 "Your metabolism prepares to focus on %s!\n"
2191 "The change will happen at level %d.",
2192 change_resist_msg[meal->last_eat],
2193 abil->level + 1
2351 { 2194 ));
2352 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2354 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2356 }
2357 else 2195 else
2358 { 2196 {
2359 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2197 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2360 new_draw_info (NDI_UNIQUE, 0, op, buf);
2361 abil->last_eat = 0; 2198 abil->last_eat = 0;
2362 } 2199 }
2363 } 2200 }
2201
2364 return 1; 2202 return 1;
2365}
2366
2367static void
2368apply_savebed (object *pl)
2369{
2370#ifndef COZY_SERVER
2371 if (!pl->contr->name_changed || !pl->stats.exp)
2372 {
2373 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2374 return;
2375 }
2376#endif
2377 INVOKE_PLAYER (LOGOUT, pl->contr);
2378 /* Need to call terminate_all_pets() before we remove the player ob */
2379 terminate_all_pets (pl);
2380 remove_ob (pl);
2381 pl->direction = 0;
2382 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2383
2384 /* update respawn position */
2385 strcpy (pl->contr->savebed_map, pl->map->path);
2386 pl->contr->bed_x = pl->x;
2387 pl->contr->bed_y = pl->y;
2388
2389 strcpy (pl->contr->killer, "left");
2390 check_score (pl); /* Always check score */
2391 (void) save_player (pl, 0);
2392 pl->map->players--;
2393#if MAP_MAXTIMEOUT
2394 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2395#endif
2396 play_again (pl);
2397 pl->speed = 0;
2398 update_ob_speed (pl);
2399} 2203}
2400 2204
2401/** 2205/**
2402 * Handles applying an improve armor scroll. 2206 * Handles applying an improve armor scroll.
2403 * Does some sanity checks, then calls improve_armour. 2207 * Does some sanity checks, then calls improve_armour.
2405static void 2209static void
2406apply_armour_improver (object *op, object *tmp) 2210apply_armour_improver (object *op, object *tmp)
2407{ 2211{
2408 object *armor; 2212 object *armor;
2409 2213
2410 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2214 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2411 { 2215 {
2412 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2216 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2413 return; 2217 return;
2414 } 2218 }
2219
2415 armor = find_marked_object (op); 2220 armor = find_marked_object (op);
2221
2416 if (!armor) 2222 if (!armor)
2417 { 2223 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2224 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2419 return; 2225 return;
2420 } 2226 }
2227
2421 if (armor->type != ARMOUR 2228 if (armor->type != ARMOUR
2422 && armor->type != CLOAK 2229 && armor->type != CLOAK
2423 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2230 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2424 { 2231 {
2425 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2232 op->failmsg ("Your marked item is not armour!\n");
2426 return; 2233 return;
2427 } 2234 }
2428 2235
2429 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2236 op->statusmsg ("Applying armour enchantment.");
2430 improve_armour (op, tmp, armor); 2237 improve_armour (op, tmp, armor);
2431} 2238}
2432
2433 2239
2434extern void 2240extern void
2435apply_poison (object *op, object *tmp) 2241apply_poison (object *op, object *tmp)
2436{ 2242{
2437 if (op->type == PLAYER) 2243 if (op->type == PLAYER)
2438 { 2244 {
2439 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2245 op->contr->play_sound (sound_find ("drink_poison"));
2440 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2246 op->failmsg ("Yech! That tasted poisonous!");
2441 strcpy (op->contr->killer, "poisonous booze"); 2247 strcpy (op->contr->killer, "poisonous booze");
2442 } 2248 }
2249
2443 if (tmp->stats.hp > 0) 2250 if (tmp->stats.hp > 0)
2444 { 2251 {
2445 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2252 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2446 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2447 } 2254 }
2255
2448 op->stats.food -= op->stats.food / 4; 2256 op->stats.food -= op->stats.food / 4;
2449 handle_apply_yield (tmp); 2257 handle_apply_yield (tmp);
2450 decrease_ob (tmp); 2258 decrease_ob (tmp);
2451} 2259}
2452 2260
2453/** 2261/**
2454 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2262 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2455 * A valid 2 way exit means: 2263 * A valid 2 way exit means:
2456 * -You can come back (there is another exit at the other side) 2264 * -You can come back (there is another exit at the other side)
2457 * -You are 2265 * -You are
2458 * ° the owner of the exit 2266 * ° the owner of the exit
2459 * ° or in the same party as the owner 2267 * ° or in the same party as the owner
2460 * 2268 *
2461 * Note: a owner in a 2 way exit is saved as the owner's name 2269 * Note: a owner in a 2 way exit is saved as the owner's name
2462 * in the field exit->name cause the field exit->owner doesn't 2270 * in the field exit->name cause the field exit->owner doesn't
2463 * survive in the swapping (in fact the whole exit doesn't survive). 2271 * survive in the swapping (in fact the whole exit doesn't survive).
2464 */ 2272 */
2465int 2273int
2466is_legal_2ways_exit (object *op, object *exit) 2274is_legal_2ways_exit (object *op, object *exit)
2467{ 2275{
2468 object *tmp;
2469 object *exit_owner;
2470 player *pp;
2471 mapstruct *exitmap;
2472
2473 if (exit->stats.exp != 1) 2276 if (exit->stats.exp != 1)
2474 return 1; /*This is not a 2 way, so it is legal */ 2277 return 1; /*This is not a 2 way, so it is legal */
2278
2279#if 0 //TODO
2475 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2280 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2476 return 0; /* This is a reset town portal */ 2281 return 0; /* This is a reset town portal */
2477 /* To know if an exit has a correspondant, we look at 2282#endif
2478 * all the exits in destination and try to find one with same path as 2283
2479 * the current exit's position */ 2284 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2480 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2285
2481 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2482 else
2483 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2484 if (exitmap) 2286 if (exitmap)
2485 { 2287 {
2288 exitmap->load_sync ();
2289
2486 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2290 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2291
2487 if (!tmp) 2292 if (!tmp)
2488 return 0; 2293 return 0;
2489 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2294
2295 for (; tmp; tmp = tmp->above)
2490 { 2296 {
2491 if (tmp->type != EXIT) 2297 if (tmp->type != EXIT)
2492 continue; /*Not an exit */ 2298 continue; /*Not an exit */
2299
2493 if (!EXIT_PATH (tmp)) 2300 if (!EXIT_PATH (tmp))
2494 continue; /*Not a valid exit */ 2301 continue; /*Not a valid exit */
2302
2495 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2303 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2496 continue; /*Not in the same place */ 2304 continue; /*Not in the same place */
2305
2497 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2306 if (exit->map->path != EXIT_PATH (tmp))
2498 continue; /*Not in the same map */ 2307 continue; /*Not in the same map */
2499 2308
2500 /* From here we have found the exit is valid. However we do 2309 /* From here we have found the exit is valid. However we do
2501 * here the check of the exit owner. It is important for the 2310 * here the check of the exit owner. It is important for the
2502 * town portals to prevent strangers from visiting your appartments 2311 * town portals to prevent strangers from visiting your appartments
2503 */ 2312 */
2504 if (!exit->race) 2313 if (!exit->race)
2505 return 1; /*No owner, free for all! */ 2314 return 1; /*No owner, free for all! */
2315
2506 exit_owner = NULL; 2316 object *exit_owner = 0;
2507 for (pp = first_player; pp; pp = pp->next) 2317
2318 for_all_players (pp)
2508 { 2319 {
2509 if (!pp->ob) 2320 if (!pp->ob)
2510 continue; 2321 continue;
2322
2511 if (pp->ob->name != exit->race) 2323 if (pp->ob->name != exit->race)
2512 continue; 2324 continue;
2325
2513 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2326 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2514 break; 2327 break;
2515 } 2328 }
2329
2516 if (!exit_owner) 2330 if (!exit_owner)
2517 return 0; /* No more owner */ 2331 return 0; /* No more owner */
2332
2518 if (exit_owner->contr == op->contr) 2333 if (exit_owner->contr == op->contr)
2519 return 1; /*It is your exit */ 2334 return 1; /*It is your exit */
2335
2520 if (exit_owner && /*There is a owner */ 2336 if (exit_owner && /*There is a owner */
2521 (op->contr) && /*A player tries to pass */ 2337 (op->contr) && /*A player tries to pass */
2522 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2338 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2523 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2339 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2524 return 0; 2340 return 0;
2341
2525 return 1; 2342 return 1;
2526 } 2343 }
2527 } 2344 }
2345
2528 return 0; 2346 return 0;
2529} 2347}
2530
2531 2348
2532/** 2349/**
2533 * Main apply handler. 2350 * Main apply handler.
2534 * 2351 *
2535 * Checks for unpaid items before applying. 2352 * Checks for unpaid items before applying.
2543 * being applied. 2360 * being applied.
2544 * 2361 *
2545 * aflag is special (always apply/unapply) flags. Nothing is done with 2362 * aflag is special (always apply/unapply) flags. Nothing is done with
2546 * them in this function - they are passed to apply_special 2363 * them in this function - they are passed to apply_special
2547 */ 2364 */
2548
2549int 2365int
2550manual_apply (object *op, object *tmp, int aflag) 2366manual_apply (object *op, object *tmp, int aflag)
2551{ 2367{
2552 if (tmp->head) 2368 if (tmp->head)
2553 tmp = tmp->head; 2369 tmp = tmp->head;
2554 2370
2555 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2556 { 2372 {
2557 if (op->type == PLAYER) 2373 if (op->type == PLAYER)
2558 { 2374 {
2559 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2375 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2560 return 1; 2376 return 1;
2561 } 2377 }
2562 else 2378 else
2563 {
2564 return 0; /* monsters just skip unpaid items */ 2379 return 0; /* monsters just skip unpaid items */
2565 }
2566 } 2380 }
2567 2381
2568 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2382 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2569 return RESULT_INT (0); 2383 return RESULT_INT (0);
2570 2384
2571 switch (tmp->type) 2385 switch (tmp->type)
2572 { 2386 {
2573
2574 case CF_HANDLE: 2387 case CF_HANDLE:
2575 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2388 op->play_sound (sound_find ("turn_handle"));
2576 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2389 op->statusmsg ("You turn the handle.");
2577 tmp->value = tmp->value ? 0 : 1; 2390 tmp->value = tmp->value ? 0 : 1;
2578 SET_ANIMATION (tmp, tmp->value); 2391 SET_ANIMATION (tmp, tmp->value);
2579 update_object (tmp, UP_OBJ_FACE); 2392 update_object (tmp, UP_OBJ_FACE);
2580 push_button (tmp); 2393 push_button (tmp);
2581 return 1; 2394 return 1;
2582 2395
2583 case TRIGGER: 2396 case TRIGGER:
2584 if (check_trigger (tmp, op)) 2397 if (check_trigger (tmp, op))
2585 { 2398 {
2586 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2399 op->statusmsg ("You turn the handle.");
2587 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2400 op->play_sound (sound_find ("turn_handle"));
2588 } 2401 }
2589 else 2402 else
2590 { 2403 op->failmsg ("The handle doesn't move.");
2591 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2404
2592 }
2593 return 1; 2405 return 1;
2594 2406
2595 case EXIT: 2407 case EXIT:
2596 if (op->type != PLAYER) 2408 if (op->type != PLAYER)
2597 return 0; 2409 return 0;
2410
2598 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2599 { 2412 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2601 }
2602 else 2413 else
2603 { 2414 {
2604 /* Don't display messages for random maps. */ 2415 /* Don't display messages for random maps. */
2605 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2606 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2417 op->statusmsg (tmp->msg, NDI_NAVY);
2418
2607 enter_exit (op, tmp); 2419 op->enter_exit (tmp);
2608 } 2420 }
2421
2422 return 1;
2423
2424 case INSCRIBABLE:
2425 op->statusmsg (tmp->msg);
2426 // maybe show a spell menu to chose from or something like that
2609 return 1; 2427 return 1;
2610 2428
2611 case SIGN: 2429 case SIGN:
2612 apply_sign (op, tmp, 0); 2430 apply_sign (op, tmp, 0);
2613 return 1; 2431 return 1;
2617 { 2435 {
2618 apply_book (op, tmp); 2436 apply_book (op, tmp);
2619 return 1; 2437 return 1;
2620 } 2438 }
2621 else 2439 else
2622 {
2623 return 0; 2440 return 0;
2624 }
2625 2441
2626 case SKILLSCROLL: 2442 case SKILLSCROLL:
2627 if (op->type == PLAYER) 2443 if (op->type == PLAYER)
2628 { 2444 {
2629 apply_skillscroll (op, tmp); 2445 apply_skillscroll (op, tmp);
2630 return 1; 2446 return 1;
2631 } 2447 }
2448 else
2632 return 0; 2449 return 0;
2633 2450
2634 case SPELLBOOK: 2451 case SPELLBOOK:
2635 if (op->type == PLAYER) 2452 if (op->type == PLAYER)
2636 { 2453 {
2637 apply_spellbook (op, tmp); 2454 apply_spellbook (op, tmp);
2638 return 1; 2455 return 1;
2639 } 2456 }
2457 else
2640 return 0; 2458 return 0;
2641 2459
2642 case SCROLL: 2460 case SCROLL:
2643 apply_scroll (op, tmp, 0); 2461 apply_scroll (op, tmp, 0);
2644 return 1; 2462 return 1;
2645 2463
2646 case POTION: 2464 case POTION:
2647 (void) apply_potion (op, tmp); 2465 apply_potion (op, tmp);
2648 return 1; 2466 return 1;
2649 2467
2650 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2468 /* Eneq(@csd.uu.se): Handle apply on containers. */
2469 //TODO: remove, as it is unsed?
2651 case CLOSE_CON: 2470 case CLOSE_CON:
2652 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp->env);
2654 else
2655 (void) apply_container (op, tmp->env); 2471 apply_container (op, tmp->env);
2656 return 1; 2472 return 1;
2657 2473
2658 case CONTAINER: 2474 case CONTAINER:
2659 if (op->type == PLAYER)
2660 (void) esrv_apply_container (op, tmp);
2661 else
2662 (void) apply_container (op, tmp); 2475 apply_container (op, tmp);
2663 return 1; 2476 return 1;
2664 2477
2665 case TREASURE: 2478 case TREASURE:
2666 if (op->type == PLAYER) 2479 if (op->type == PLAYER)
2667 { 2480 {
2668 apply_treasure (op, tmp); 2481 apply_treasure (op, tmp);
2669 return 1; 2482 return 1;
2670 } 2483 }
2671 else 2484 else
2672 {
2673 return 0; 2485 return 0;
2674 }
2675 2486
2676 case WEAPON: 2487 case WEAPON:
2677 case ARMOUR: 2488 case ARMOUR:
2678 case BOOTS: 2489 case BOOTS:
2679 case GLOVES: 2490 case GLOVES:
2692 case LAMP: 2503 case LAMP:
2693 case BUILDER: 2504 case BUILDER:
2694 case SKILL_TOOL: 2505 case SKILL_TOOL:
2695 if (tmp->env != op) 2506 if (tmp->env != op)
2696 return 2; /* not in inventory */ 2507 return 2; /* not in inventory */
2508
2697 (void) apply_special (op, tmp, aflag); 2509 apply_special (op, tmp, aflag);
2698 return 1; 2510 return 1;
2699 2511
2700 case DRINK: 2512 case DRINK:
2701 case FOOD: 2513 case FOOD:
2702 case FLESH: 2514 case FLESH:
2706 case POISON: 2518 case POISON:
2707 apply_poison (op, tmp); 2519 apply_poison (op, tmp);
2708 return 1; 2520 return 1;
2709 2521
2710 case SAVEBED: 2522 case SAVEBED:
2711 if (op->type == PLAYER)
2712 {
2713 apply_savebed (op);
2714 return 1; 2523 return 1;
2715 }
2716 else
2717 {
2718 return 0;
2719 }
2720 2524
2721 case ARMOUR_IMPROVER: 2525 case ARMOUR_IMPROVER:
2722 if (op->type == PLAYER) 2526 if (op->type == PLAYER)
2723 { 2527 {
2724 apply_armour_improver (op, tmp); 2528 apply_armour_improver (op, tmp);
2725 return 1; 2529 return 1;
2726 } 2530 }
2727 else 2531 else
2728 {
2729 return 0; 2532 return 0;
2730 }
2731 2533
2732 case WEAPON_IMPROVER: 2534 case WEAPON_IMPROVER:
2733 (void) check_improve_weapon (op, tmp); 2535 check_improve_weapon (op, tmp);
2734 return 1; 2536 return 1;
2735 2537
2736 case CLOCK: 2538 case CLOCK:
2737 if (op->type == PLAYER) 2539 if (op->type == PLAYER)
2738 { 2540 {
2739 char buf[MAX_BUF]; 2541 char buf[MAX_BUF];
2740 timeofday_t tod; 2542 timeofday_t tod;
2741 2543
2742 get_tod (&tod); 2544 get_tod (&tod);
2545 op->play_sound (sound_find ("sound_clock"));
2546 op->statusmsg (format (
2743 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2547 "It is %d minute%s past %d o'clock %s",
2744 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2548 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2745 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2746 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2550 ));
2747 new_draw_info (NDI_UNIQUE, 0, op, buf);
2748 return 1; 2551 return 1;
2749 } 2552 }
2750 else 2553 else
2751 {
2752 return 0; 2554 return 0;
2753 }
2754 2555
2755 case MENU: 2556 case MENU:
2756 if (op->type == PLAYER) 2557 if (op->type == PLAYER)
2757 { 2558 {
2758 shop_listing (op); 2559 shop_listing (tmp, op);
2759 return 1; 2560 return 1;
2760 } 2561 }
2761 else 2562 else
2762 {
2763 return 0; 2563 return 0;
2764 }
2765 2564
2766 case POWER_CRYSTAL: 2565 case POWER_CRYSTAL:
2767 apply_power_crystal (op, tmp); /* see egoitem.c */ 2566 apply_power_crystal (op, tmp); /* see egoitem.c */
2768 return 1; 2567 return 1;
2769 2568
2772 { 2571 {
2773 apply_lighter (op, tmp); 2572 apply_lighter (op, tmp);
2774 return 1; 2573 return 1;
2775 } 2574 }
2776 else 2575 else
2777 {
2778 return 0; 2576 return 0;
2779 }
2780 2577
2781 case ITEM_TRANSFORMER: 2578 case ITEM_TRANSFORMER:
2782 apply_item_transformer (op, tmp); 2579 apply_item_transformer (op, tmp);
2783 return 1; 2580 return 1;
2784 2581
2797int 2594int
2798player_apply (object *pl, object *op, int aflag, int quiet) 2595player_apply (object *pl, object *op, int aflag, int quiet)
2799{ 2596{
2800 int tmp; 2597 int tmp;
2801 2598
2802 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2599 if (op->env && (pl->move_type & MOVE_FLYING))
2803 { 2600 {
2804 /* player is flying and applying object not in inventory */ 2601 /* player is flying and applying object not in inventory */
2805 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2806 { 2603 {
2807 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2604 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2808 return 0; 2605 return 0;
2809 } 2606 }
2810 } 2607 }
2811 2608
2812 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2813 * applied.
2814 */
2815 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2816 {
2817 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2818 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2819 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2820 remove_ob (op);
2821 free_object (op);
2822 return 1;
2823 }
2824
2825 pl->contr->last_used = op; 2609 pl->contr->last_used = op;
2826 pl->contr->last_used_id = op->count;
2827 2610
2828 tmp = manual_apply (pl, op, aflag); 2611 tmp = manual_apply (pl, op, aflag);
2829 if (!quiet) 2612 if (!quiet)
2830 { 2613 {
2831 if (tmp == 0) 2614 if (tmp == 0)
2832 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2615 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2833 else if (tmp == 2) 2616 else if (tmp == 2)
2834 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2617 op->failmsg ("You must get it first!\n");
2835 } 2618 }
2619
2836 return tmp; 2620 return tmp;
2837} 2621}
2838 2622
2839/** 2623/**
2840 * player_apply_below attempts to apply the object 'below' the player. 2624 * player_apply_below attempts to apply the object 'below' the player.
2841 * If the player has an open container, we use that for below, otherwise 2625 * If the player has an open container, we use that for below, otherwise
2842 * we use the ground. 2626 * we use the ground.
2843 */ 2627 */
2844
2845void 2628void
2846player_apply_below (object *pl) 2629player_apply_below (object *pl)
2847{ 2630{
2848 object *tmp, *next;
2849 int floors; 2631 int floors = 0;
2850 2632
2851 /* If using a container, set the starting item to be the top 2633 /* If using a container, set the starting item to be the top
2852 * item in the container. Otherwise, use the map. 2634 * item in the container. Otherwise, use the map.
2853 */
2854 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2855
2856 /* This is perhaps more complicated. However, I want to make sure that 2635 * This is perhaps more complicated. However, I want to make sure that
2857 * we don't use a corrupt pointer for the next object, so we get the 2636 * we don't use a corrupt pointer for the next object, so we get the
2858 * next object in the stack before applying. This is can only be a 2637 * next object in the stack before applying. This is can only be a
2859 * problem if player_apply() has a bug in that it uses the object but does 2638 * problem if player_apply() has a bug in that it uses the object but does
2860 * not return a proper value. 2639 * not return a proper value.
2861 */ 2640 */
2862 for (floors = 0; tmp != NULL; tmp = next) 2641 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2863 { 2642 {
2864 next = tmp->below; 2643 next = tmp->below;
2644
2865 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2645 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2866 floors++; 2646 floors++;
2867 else if (floors > 0) 2647 else if (floors > 0)
2868 return; /* process only floor objects after first floor object */ 2648 return; /* process only floor objects after first floor object */
2869 2649
2889 * to keep the size of apply_special to a more managable size. 2669 * to keep the size of apply_special to a more managable size.
2890 */ 2670 */
2891static int 2671static int
2892unapply_special (object *who, object *op, int aflags) 2672unapply_special (object *who, object *op, int aflags)
2893{ 2673{
2894 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2674 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2675 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2895 return RESULT_INT (0); 2676 return RESULT_INT (0);
2896 2677
2897 object *tmp2;
2898
2899 CLEAR_FLAG (op, FLAG_APPLIED); 2678 CLEAR_FLAG (op, FLAG_APPLIED);
2679
2900 switch (op->type) 2680 switch (op->type)
2901 { 2681 {
2682 case SKILL_TOOL:
2683 // unapplying a skill tool should also unapply the skill it governs
2684 // but this is hard, as it shouldn't do so when the skill can
2685 // be used for other reasons
2686 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2687 if (tmp->skill == op->skill
2688 && tmp->type == SKILL
2689 && tmp->flag [FLAG_APPLIED]
2690 && !tmp->flag [FLAG_CAN_USE_SKILL])
2691 unapply_special (who, tmp, 0);
2692
2693 change_abil (who, op);
2694 break;
2695
2902 case WEAPON: 2696 case WEAPON:
2903 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2697 if (player *pl = who->contr)
2698 if (op == pl->combat_ob)
2699 {
2700 pl->combat_ob = 0;
2701 who->change_weapon (pl->ranged_ob);
2702 }
2904 2703
2704 who->statusmsg (format ("You unwield %s.", query_name (op)));
2705
2905 (void) change_abil (who, op); 2706 change_abil (who, op);
2906 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2907 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2707 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2908 clear_skill (who);
2909 break; 2708 break;
2910 2709
2911 case SKILL: /* allows objects to impart skills */
2912 case SKILL_TOOL: 2710 case SKILL:
2913 if (op != who->chosen_skill) 2711 if (who->contr)
2914 { 2712 {
2915 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2713 if (!op->invisible)
2714 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2715 else
2716 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2916 } 2717 }
2917 if (who->type == PLAYER) 2718
2918 {
2919 if (who->contr->shoottype == range_skill)
2920 who->contr->shoottype = range_none;
2921 if (!op->invisible)
2922 {
2923 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2924 }
2925 else
2926 {
2927 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2928 }
2929 }
2930 (void) change_abil (who, op); 2719 change_abil (who, op);
2931 who->chosen_skill = NULL;
2932 CLEAR_FLAG (who, FLAG_READY_SKILL); 2720 CLEAR_FLAG (who, FLAG_READY_SKILL);
2933 break; 2721 break;
2934 2722
2935 case ARMOUR: 2723 case ARMOUR:
2936 case HELMET: 2724 case HELMET:
2940 case GLOVES: 2728 case GLOVES:
2941 case AMULET: 2729 case AMULET:
2942 case GIRDLE: 2730 case GIRDLE:
2943 case BRACERS: 2731 case BRACERS:
2944 case CLOAK: 2732 case CLOAK:
2945 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2733 who->statusmsg (format ("You unwear %s.", query_name (op)));
2946 (void) change_abil (who, op); 2734 change_abil (who, op);
2947 break; 2735 break;
2736
2948 case LAMP: 2737 case LAMP:
2949 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2738 {
2739 who->statusmsg (format ("You turn off your %s.", &op->name));
2740
2950 tmp2 = arch_to_object (op->other_arch); 2741 object *tmp2 = arch_to_object (op->other_arch);
2951 tmp2->x = op->x; 2742 tmp2->x = op->x;
2952 tmp2->y = op->y; 2743 tmp2->y = op->y;
2953 tmp2->map = op->map; 2744 tmp2->map = op->map;
2954 tmp2->below = op->below; 2745 tmp2->below = op->below;
2955 tmp2->above = op->above; 2746 tmp2->above = op->above;
2956 tmp2->stats.food = op->stats.food; 2747 tmp2->stats.food = op->stats.food;
2957 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2748 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2749
2958 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2750 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2959 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2751 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2960 if (who->type == PLAYER) 2752
2753 if (who->contr)
2961 esrv_del_item (who->contr, (tag_t) op->count); 2754 esrv_del_item (who->contr, op->count);
2962 remove_ob (op); 2755
2963 free_object (op); 2756 op->destroy ();
2964 insert_ob_in_ob (tmp2, who); 2757 insert_ob_in_ob (tmp2, who);
2965 fix_player (who); 2758 who->update_stats ();
2759
2966 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2760 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2967 { 2761 {
2968 if (who->type == PLAYER) 2762 if (who->contr)
2969 { 2763 {
2970 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2764 who->failmsg ("Oops, it feels deadly cold!");
2971 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2765 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2972 } 2766 }
2973 } 2767 }
2974 if (who->type == PLAYER) 2768
2769 if (who->contr)
2975 esrv_send_item (who, tmp2); 2770 esrv_send_item (who, tmp2);
2771 }
2772
2976 return 1; /* otherwise, an attempt to drop causes problems */ 2773 return 1; /* otherwise, an attempt to drop causes problems */
2977 break; 2774
2978 case BOW: 2775 case BOW:
2979 case WAND: 2776 case WAND:
2980 case ROD: 2777 case ROD:
2981 case HORN: 2778 case HORN:
2982 clear_skill (who); 2779 if (player *pl = who->contr)
2983 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2984 if (who->type == PLAYER)
2985 { 2780 {
2986 who->contr->shoottype = range_none; 2781 if (op == pl->ranged_ob)
2782 {
2783 pl->ranged_ob = 0;
2784 who->change_weapon (pl->combat_ob);
2785 }
2786
2787 who->statusmsg (format ("You unready %s.", query_name (op)));
2987 } 2788 }
2988 else 2789 else
2989 { 2790 {
2791 who->change_skill (0);
2792
2990 if (op->type == BOW) 2793 if (op->type == BOW)
2991 CLEAR_FLAG (who, FLAG_READY_BOW); 2794 CLEAR_FLAG (who, FLAG_READY_BOW);
2992 else 2795 else
2993 CLEAR_FLAG (who, FLAG_READY_RANGE); 2796 CLEAR_FLAG (who, FLAG_READY_RANGE);
2994 } 2797 }
2798
2995 break; 2799 break;
2996 2800
2997 case BUILDER: 2801 case BUILDER:
2998 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2802 if (who->contr)
2999 who->contr->shoottype = range_none; 2803 who->statusmsg (format ("You unready %s.", query_name (op)));
3000 who->contr->ranges[range_builder] = NULL;
3001 break; 2804 break;
3002 2805
3003 default: 2806 default:
3004 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2807 who->statusmsg (format ("You unapply %s.", query_name (op)));
3005 break; 2808 break;
3006 } 2809 }
3007 2810
3008 fix_player (who); 2811 who->update_stats ();
3009 2812
3010 if (!(aflags & AP_NO_MERGE)) 2813 if (!(aflags & AP_NO_MERGE))
3011 { 2814 {
3012 object *tmp;
3013
3014 tag_t del_tag = op->count;
3015
3016 tmp = merge_ob (op, NULL); 2815 object *tmp = merge_ob (op, 0);
3017 if (who->type == PLAYER) 2816
2817 if (who->contr)
3018 { 2818 {
3019 if (tmp) 2819 if (tmp)
3020 { /* it was merged */ 2820 { /* it was merged */
3021 esrv_del_item (who->contr, del_tag); 2821 esrv_del_item (who->contr, op->count);
3022 op = tmp; 2822 op = tmp;
3023 } 2823 }
2824
3024 esrv_send_item (who, op); 2825 esrv_send_item (who, op);
3025 } 2826 }
3026 } 2827 }
2828
3027 return 0; 2829 return 0;
3028} 2830}
3029 2831
3030/** 2832/**
3031 * Returns the object that is using location 'loc'. 2833 * Returns the object that is using location 'loc'.
3032 * Note that 'start' is the first object to start examing - we 2834 * Note that 'start' is the first object to start examing - we
3033 * then go through the below of this. In this way, you can do 2835 * then go through the below of this. In this way, you can do
3034 * something like: 2836 * something like:
3035 * tmp = get_item_from_body_location(who->inv, 1); 2837 * tmp = get_next_item_from_body_location(who->inv, 1);
3036 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2838 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3037 * to find the second object that may use this location, etc. 2839 * to find the second object that may use this location, etc.
3038 * Returns NULL if no match is found. 2840 * Returns NULL if no match is found.
3039 * loc is the index into the array we are looking for a match. 2841 * loc is the index into the array we are looking for a match.
3040 * don't return invisible objects unless they are skill objects 2842 * don't return invisible objects unless they are skill objects
3041 * invisible other objects that use 2843 * invisible other objects that use
3042 * up body locations can be used as restrictions. 2844 * up body locations can be used as restrictions.
3043 */ 2845 */
3044object * 2846static object *
3045get_item_from_body_location (object *start, int loc) 2847get_next_item_from_body_location (int loc, object *start)
3046{ 2848{
3047 object *tmp;
3048
3049 if (!start)
3050 return NULL;
3051
3052 for (tmp = start; tmp; tmp = tmp->below) 2849 for (object *tmp = start; tmp; tmp = tmp->below)
3053 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2850 if (tmp->flag [FLAG_APPLIED]
2851 && tmp->slot[loc].info
2852 && (!tmp->invisible || tmp->type == SKILL))
3054 return tmp; 2853 return tmp;
3055 2854
3056 return NULL; 2855 return 0;
3057} 2856}
3058
3059
3060 2857
3061/** 2858/**
3062 * 'op' wants to apply an object, but can't because of other equipment. 2859 * 'op' wants to apply an object, but can't because of other equipment.
3063 * This should only be called when it is known 2860 * This should only be called when it is known
3064 * that there are objects to unapply. This makes pretty heavy 2861 * that there are objects to unapply. This makes pretty heavy
3067 * Returns 0 on success, returns 1 if there is some problem. 2864 * Returns 0 on success, returns 1 if there is some problem.
3068 * if aflags is AP_PRINT, we instead print out waht to unapply 2865 * if aflags is AP_PRINT, we instead print out waht to unapply
3069 * instead of doing it. This is a lot less code than having 2866 * instead of doing it. This is a lot less code than having
3070 * another function that does just that. 2867 * another function that does just that.
3071 */ 2868 */
2869
2870#define CANNOT_REMOVE_CURSED \
2871 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2872 "Praying over an altar, scrolls of remove curse/damnation, " \
2873 "priests or even other players might help.>"
2874
3072int 2875int
3073unapply_for_ob (object *who, object *op, int aflags) 2876unapply_for_ob (object *who, object *op, int aflags)
3074{ 2877{
3075 int i; 2878 if (op->is_range ())
3076 object *tmp = NULL, *last;
3077
3078 /* If we are applying a shield or weapon, unapply any equipped shield
3079 * or weapons first - only allowed to use one weapon/shield at a time.
3080 */
3081 if (op->type == WEAPON || op->type == SHIELD)
3082 {
3083 for (tmp = who->inv; tmp; tmp = tmp->below) 2879 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3084 {
3085 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3086 {
3087 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2881 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3088 { 2882 {
3089 if (aflags & AP_PRINT) 2883 if (aflags & AP_PRINT)
3090 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2884 who->failmsg (query_name (tmp));
3091 else 2885 else
3092 unapply_special (who, tmp, aflags); 2886 unapply_special (who, tmp, aflags);
3093 } 2887 }
3094 else 2888 else
3095 { 2889 {
3096 /* In this case, we want to try and remove a cursed item. 2890 /* In this case, we want to try and remove a cursed item.
3097 * While we know it won't work, we want unapply_special to 2891 * While we know it won't work, we want unapply_special to
3098 * at least generate the message. 2892 * at least generate the message.
3099 */ 2893 */
3100 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2894 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3101 return 1; 2895 return 1;
3102 }
3103
3104 } 2896 }
3105 }
3106 }
3107 2897
3108 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2898 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3109 { 2899 {
3110 /* this used up a slot that we need to free */ 2900 /* this used up a slot that we need to free */
3111 if (op->body_info[i]) 2901 if (op->slot[i].info)
3112 { 2902 {
3113 last = who->inv; 2903 object *last = who->inv;
3114 2904
3115 /* We do a while loop - may need to remove several items in order 2905 /* We do a while loop - may need to remove several items in order
3116 * to free up enough slots. 2906 * to free up enough slots.
3117 */ 2907 */
3118 while ((who->body_used[i] + op->body_info[i]) < 0) 2908 while ((who->slot[i].used + op->slot[i].info) < 0)
3119 { 2909 {
3120 tmp = get_item_from_body_location (last, i); 2910 object *tmp = get_next_item_from_body_location (i, last);
2911
3121 if (!tmp) 2912 if (!tmp)
3122 { 2913 {
3123#if 0 2914#if 0
3124 /* Not a bug - we'll get this if the player has cursed items 2915 /* Not a bug - we'll get this if the player has cursed items
3125 * equipped. 2916 * equipped.
3126 */ 2917 */
3127 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2918 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3128#endif 2919#endif
3129 return 1; 2920 return 1;
3130 } 2921 }
2922
3131 /* If we are just printing, we don't care about cursed status */ 2923 /* If we are just printing, we don't care about cursed status */
3132 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2924 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3133 { 2925 {
3134 if (aflags & AP_PRINT) 2926 if (aflags & AP_PRINT)
3135 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2927 who->failmsg (query_name (tmp));
3136 else 2928 else
3137 unapply_special (who, tmp, aflags); 2929 unapply_special (who, tmp, aflags);
3138 } 2930 }
3139 else 2931 else
3140 { 2932 {
3141 /* Cursed item that we can't unequip - tell the player. 2933 /* Cursed item that we can't unequip - tell the player.
3142 * Note this could be annoying if this is just one of a few, 2934 * Note this could be annoying if this is just one of a few,
3143 * so it may not be critical (eg, putting on a ring and you have 2935 * so it may not be critical (eg, putting on a ring and you have
3144 * one cursed ring.) 2936 * one cursed ring.)
3145 */ 2937 */
3146 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2938 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3147 } 2939 }
2940
3148 last = tmp->below; 2941 last = tmp->below;
3149 } 2942 }
3150 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2943 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3151 * return in the !tmp would have kicked in. 2944 * return in the !tmp would have kicked in.
3152 */ 2945 */
3153 } /* if op is using this body location */ 2946 } /* if op is using this body location */
3154 } /* for body lcoations */ 2947 } /* for body lcoations */
2948
3155 return 0; 2949 return 0;
3156} 2950}
3157 2951
3158/** 2952/**
3159 * Checks to see if 'who' can apply object 'op'. 2953 * Checks to see if 'who' can apply object 'op'.
3160 * Returns 0 if apply can be done without anything special. 2954 * Returns 0 if apply can be done without anything special.
3161 * Otherwise returns a bitmask - potentially several of these may be 2955 * Otherwise returns a bitmask - potentially several of these may be
3162 * set, but largely depends on circumstance - in the future, processing 2956 * set, but largely depends on circumstance - in the future, processing
3163 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2957 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3164 * is set, do we really are what the other flags may be?) 2958 * is set, do we really care what the other flags may be?)
3165 * 2959 *
3166 * See include/define.h for detailed description of the meaning of 2960 * See include/define.h for detailed description of the meaning of
3167 * these return values. 2961 * these return values.
3168 */ 2962 */
3169int 2963int
3170can_apply_object (object *who, object *op) 2964can_apply_object (object *who, object *op)
3171{ 2965{
3172 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2966 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3173 return RESULT_INT (0); 2967 return RESULT_INT (0);
3174 2968
3175 int i, retval = 0; 2969 int retval = 0;
3176 object *tmp = NULL, *ws = NULL; 2970 object *tmp = 0, *ws = 0;
3177 2971
3178 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2972 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3179 * 2 weapons, but we don't want to let them do that. So if they are
3180 * trying to equip a weapon or shield, see if they already have one
3181 * in place and store that way.
3182 */
3183 if (op->type == WEAPON || op->type == SHIELD)
3184 { 2973 {
3185 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2974 if (op->slot[i].info)
3186 { 2975 {
3187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2976 /* Item uses more slots than we have */
2977 if (who->slot[i].info + op->slot [i].info < 0)
3188 { 2978 {
3189 retval = CAN_APPLY_UNAPPLY;
3190 ws = tmp;
3191 }
3192 }
3193 }
3194
3195
3196 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3197 {
3198 if (op->body_info[i])
3199 {
3200 /* Item uses more slots than we have */
3201 if (FABS (op->body_info[i]) > who->body_info[i])
3202 {
3203 /* Could return now for efficiently - rest of info below isn' 2979 /* Could return now for efficiency - rest of info below isn't
3204 * really needed. 2980 * really needed.
3205 */ 2981 */
3206 retval |= CAN_APPLY_NEVER; 2982 retval |= CAN_APPLY_NEVER;
3207 } 2983 }
3208 else if ((who->body_used[i] + op->body_info[i]) < 0) 2984 else if (who->slot[i].used + op->slot[i].info < 0)
3209 { 2985 {
3210 /* in this case, equipping this would use more free spots than 2986 /* in this case, equipping this would use more free spots than
3211 * we have. 2987 * we have.
3212 */ 2988 */
3213 object *tmp1;
3214
3215 2989
3216 /* if we have an applied weapon/shield, and unapply it would free 2990 /* if we have an applied weapon/shield, and unapply it would free
3217 * enough slots to equip the new item, then just set this can 2991 * enough slots to equip the new item, then just set "can
3218 * continue. We don't care about the logic below - if you have 2992 * apply unapply". We don't care about the logic below - if you have a
3219 * shield equipped and try to equip another shield, there is only 2993 * shield equipped and try to equip another shield, there is only
3220 * one choice. However, the check for the number of body locations 2994 * one choice. However, the check for the number of body locations
3221 * does take into the account cases where what is being applied 2995 * does take into the account cases where what is being applied
3222 * may be two handed for example. 2996 * may be two handed for example.
3223 */ 2997 */
3224 if (ws) 2998 if (ws)
3225 { 2999 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3226 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3227 { 3000 {
3228 retval |= CAN_APPLY_UNAPPLY; 3001 retval |= CAN_APPLY_UNAPPLY;
3229 continue; 3002 continue;
3230 } 3003 }
3231 }
3232 3004
3233 tmp1 = get_item_from_body_location (who->inv, i); 3005 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3234 if (!tmp1) 3006 if (!tmp1)
3235 { 3007 {
3236#if 0 3008#if 0
3237 /* This is sort of an error, but happens a lot when old players 3009 /* This is sort of an error, but happens a lot when old players
3238 * join in with more stuff equipped than they are now allowed. 3010 * join in with more stuff equipped than they are now allowed.
3246 /* need to unapply something. However, if this something 3018 /* need to unapply something. However, if this something
3247 * is different than we had found before, it means they need 3019 * is different than we had found before, it means they need
3248 * to apply multiple objects 3020 * to apply multiple objects
3249 */ 3021 */
3250 retval |= CAN_APPLY_UNAPPLY; 3022 retval |= CAN_APPLY_UNAPPLY;
3023
3251 if (!tmp) 3024 if (!tmp)
3252 tmp = tmp1; 3025 tmp = tmp1;
3253 else if (tmp != tmp1) 3026 else if (tmp != tmp1)
3254 {
3255 retval |= CAN_APPLY_UNAPPLY_MULT; 3027 retval |= CAN_APPLY_UNAPPLY_MULT;
3256 } 3028
3257 /* This object isn't using up all the slots, so there must 3029 /* This object isn't using up all the slots, so there must
3258 * be another. If so, and it the new item doesn't need all 3030 * be another. If so, and it the new item doesn't need all
3259 * the slots, the player then has a choice. 3031 * the slots, the player then has a choice.
3260 */ 3032 */
3261 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3033 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3034 && abs (op->slot[i].info) < who->slot[i].info)
3262 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3035 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3263 3036
3264 /* Does unequippint 'tmp1' free up enough slots for this to be 3037 /* Does unequippint 'tmp1' free up enough slots for this to be
3265 * equipped? If not, there must be something else to unapply. 3038 * equipped? If not, there must be something else to unapply.
3266 */ 3039 */
3267 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3040 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3268 retval |= CAN_APPLY_UNAPPLY_MULT; 3041 retval |= CAN_APPLY_UNAPPLY_MULT;
3269
3270 } 3042 }
3271 } /* if not enough free slots */ 3043 } /* if not enough free slots */
3272 } /* if this object uses location i */ 3044 } /* if this object uses location i */
3273 } /* for i -> num_body_locations loop */ 3045 } /* for i -> num_body_locations loop */
3274 3046
3279 * and weapons all use the same slot. Similar for horn/rod/wand - they 3051 * and weapons all use the same slot. Similar for horn/rod/wand - they
3280 * all use the same location. 3052 * all use the same location.
3281 */ 3053 */
3282 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3054 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3283 retval |= CAN_APPLY_RESTRICTION; 3055 retval |= CAN_APPLY_RESTRICTION;
3056
3284 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3057 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3285 retval |= CAN_APPLY_RESTRICTION; 3058 retval |= CAN_APPLY_RESTRICTION;
3286 3059
3287
3288 if (who->type != PLAYER) 3060 if (who->type != PLAYER)
3289 { 3061 {
3290 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3062 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3291 retval |= CAN_APPLY_RESTRICTION; 3063 retval |= CAN_APPLY_RESTRICTION;
3064
3292 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3065 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3293 retval |= CAN_APPLY_RESTRICTION; 3066 retval |= CAN_APPLY_RESTRICTION;
3067
3294 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3068 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3295 retval |= CAN_APPLY_RESTRICTION; 3069 retval |= CAN_APPLY_RESTRICTION;
3070
3296 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3071 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3297 retval |= CAN_APPLY_RESTRICTION; 3072 retval |= CAN_APPLY_RESTRICTION;
3298 } 3073 }
3074
3299 return retval; 3075 return retval;
3300} 3076}
3301
3302
3303 3077
3304/** 3078/**
3305 * who is the object using the object. It can be a monster. 3079 * who is the object using the object. It can be a monster.
3306 * op is the object they are using. op is an equipment type item, 3080 * op is the object they are using. op is an equipment type item,
3307 * eg, one which you put on and keep on for a while, and not something 3081 * eg, one which you put on and keep on for a while, and not something
3316 * AP_UNAPPLY=always unapply). 3090 * AP_UNAPPLY=always unapply).
3317 * 3091 *
3318 * Optional flags: 3092 * Optional flags:
3319 * AP_NO_MERGE: don't merge an unapplied object with other objects 3093 * AP_NO_MERGE: don't merge an unapplied object with other objects
3320 * AP_IGNORE_CURSE: unapply cursed items 3094 * AP_IGNORE_CURSE: unapply cursed items
3095 * AP_NO_READY: do not ready skills when applying skill tools
3321 * 3096 *
3322 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3097 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3323 * 3098 *
3324 * apply_special() doesn't check for unpaid items. 3099 * apply_special() doesn't check for unpaid items.
3325 */ 3100 */
3101
3102#define LACK_ITEM_POWER \
3103 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3104
3326int 3105int
3327apply_special (object *who, object *op, int aflags) 3106apply_special (object *who, object *op, int aflags)
3328{ 3107{
3329 int basic_flag = aflags & AP_BASIC_FLAGS; 3108 int basic_flag = aflags & AP_BASIC_FLAGS;
3330 object *tmp, *tmp2, *skop = NULL; 3109 object *tmp, *tmp2, *skop = NULL;
3331 int i;
3332 3110
3333 if (who == NULL) 3111 if (who == NULL)
3334 { 3112 {
3335 LOG (llevError, "apply_special() from object without environment.\n"); 3113 LOG (llevError, "apply_special() from object without environment.\n");
3336 return 1; 3114 return 1;
3346 if (basic_flag == AP_APPLY) 3124 if (basic_flag == AP_APPLY)
3347 return 0; 3125 return 0;
3348 3126
3349 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3127 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3350 { 3128 {
3351 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3129 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3352 return 1; 3130 return 1;
3353 } 3131 }
3132
3354 return unapply_special (who, op, aflags); 3133 return unapply_special (who, op, aflags);
3355 } 3134 }
3356 3135
3357 if (basic_flag == AP_UNAPPLY) 3136 if (basic_flag == AP_UNAPPLY)
3358 return 0; 3137 return 0;
3359 3138
3360 i = can_apply_object (who, op); 3139 // if the item is combat/ranged, wield the relevant slot first
3140 // to resolve conflicts.
3141 if (player *pl = who->contr)
3142 switch (op->slottype ())
3143 {
3144 case slot_combat: who->change_weapon (pl->combat_ob); break;
3145 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3146 }
3147
3148 splay (op);
3361 3149
3362 /* Can't just apply this object. Lets see what not and what to do */ 3150 /* Can't just apply this object. Lets see what not and what to do */
3363 if (i) 3151 if (int i = can_apply_object (who, op))
3364 { 3152 {
3365 if (i & CAN_APPLY_NEVER) 3153 if (i & CAN_APPLY_NEVER)
3366 { 3154 {
3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3155 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3368 return 1; 3156 return 1;
3369 } 3157 }
3370 else if (i & CAN_APPLY_RESTRICTION) 3158 else if (i & CAN_APPLY_RESTRICTION)
3371 { 3159 {
3372 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3160 who->failmsg (format (
3161 "You have a prohibition against using a %s. "
3162 "H<Your belief, profession or class prevents you from applying this item.>",
3163 query_name (op)
3164 ));
3373 return 1; 3165 return 1;
3374 } 3166 }
3167
3375 if (who->type != PLAYER) 3168 if (who->type != PLAYER)
3376 { 3169 {
3377 /* Some error, so don't try to equip something more */ 3170 /* Some error, so don't try to equip something more */
3378 if (unapply_for_ob (who, op, aflags)) 3171 if (unapply_for_ob (who, op, aflags))
3379 return 1; 3172 return 1;
3380 } 3173 }
3381 else 3174 else
3382 { 3175 {
3383 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3176 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3384 { 3177 {
3385 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3178 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3386 unapply_for_ob (who, op, AP_PRINT); 3179 unapply_for_ob (who, op, AP_PRINT);
3387 return 1; 3180 return 1;
3388 } 3181 }
3389 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3182 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3390 {
3391 i = unapply_for_ob (who, op, aflags); 3183 if (unapply_for_ob (who, op, aflags))
3392 if (i)
3393 return 1; 3184 return 1;
3394 } 3185 }
3395 }
3396 } 3186 }
3187
3397 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3188 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3398 { 3189 {
3399 skop = find_skill_by_name (who, op->skill); 3190 skop = find_skill_by_name (who, op->skill);
3191
3400 if (!skop) 3192 if (!skop)
3401 { 3193 {
3402 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3194 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3403 return 1; 3195 return 1;
3404 } 3196 }
3405 else 3197 else
3406 {
3407 /* While experience will be credited properly, we want to change the 3198 /* While experience will be credited properly, we want to change the
3408 * skill so that the dam and wc get updated 3199 * skill so that the dam and wc get updated
3409 */ 3200 */
3410 change_skill (who, skop, 0); 3201 who->change_skill (skop);
3411 }
3412 }
3413
3414 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3415 { 3202 }
3416 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3203
3204 if (who->type == PLAYER
3205 && op->item_power
3206 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3207 {
3208 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3417 return 1; 3209 return 1;
3418 } 3210 }
3419
3420 3211
3421 /* Ok. We are now at the state where we can apply the new object. 3212 /* Ok. We are now at the state where we can apply the new object.
3422 * Note that we don't have the checks for can_use_... 3213 * Note that we don't have the checks for can_use_...
3423 * below - that is already taken care of by can_apply_object. 3214 * below - that is already taken care of by can_apply_object.
3424 */ 3215 */
3425
3426
3427 if (op->nrof > 1) 3216 if (op->nrof > 1)
3428 tmp = get_split_ob (op, op->nrof - 1); 3217 tmp = get_split_ob (op, op->nrof - 1);
3429 else 3218 else
3430 tmp = NULL; 3219 tmp = 0;
3431 3220
3432 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3221 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3433 return RESULT_INT (0); 3222 return RESULT_INT (0);
3434 3223
3435 switch (op->type) 3224 switch (op->type)
3436 { 3225 {
3437 case WEAPON: 3226 case WEAPON:
3438 if (!check_weapon_power (who, op->last_eat)) 3227 if (!check_weapon_power (who, op->last_eat))
3439 { 3228 {
3440 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3229 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3441 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3230
3442 if (tmp != NULL) 3231 if (tmp)
3443 (void) insert_ob_in_ob (tmp, who); 3232 insert_ob_in_ob (tmp, who);
3233
3444 return 1; 3234 return 1;
3445 } 3235 }
3236
3237 //TODO: this obviously fails for players using a shorter prefix
3238 // i.e. "R" can use Ragnarok's sword.
3446 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3447 { 3240 {
3448 /* if the weapon does not have the name as the character, can't use it. */ 3241 /* if the weapon does not have the name as the character, can't use it. */
3449 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3242 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3450 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3243 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3244
3451 if (tmp != NULL) 3245 if (tmp)
3452 (void) insert_ob_in_ob (tmp, who); 3246 insert_ob_in_ob (tmp, who);
3247
3453 return 1; 3248 return 1;
3454 } 3249 }
3250
3251 if (!skop)
3252 {
3253 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3254 return 1;
3255 }
3256
3455 SET_FLAG (op, FLAG_APPLIED); 3257 SET_FLAG (op, FLAG_APPLIED);
3456
3457 if (skop)
3458 change_skill (who, skop, 1); 3258 who->change_skill (skop);
3459 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3259
3260 if (who->contr)
3261 who->change_weapon (who->contr->combat_ob = op);
3262
3263 who->statusmsg (format ("You wield %s.", query_name (op)));
3264
3460 SET_FLAG (who, FLAG_READY_WEAPON); 3265 SET_FLAG (who, FLAG_READY_WEAPON);
3461
3462 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3463
3464 (void) change_abil (who, op); 3266 change_abil (who, op);
3465 break; 3267 break;
3466 3268
3467 case ARMOUR: 3269 case ARMOUR:
3468 case HELMET: 3270 case HELMET:
3469 case SHIELD: 3271 case SHIELD:
3473 case BRACERS: 3275 case BRACERS:
3474 case CLOAK: 3276 case CLOAK:
3475 case RING: 3277 case RING:
3476 case AMULET: 3278 case AMULET:
3477 SET_FLAG (op, FLAG_APPLIED); 3279 SET_FLAG (op, FLAG_APPLIED);
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3280 who->statusmsg (format ("You wear %s.", query_name (op)));
3479 (void) change_abil (who, op); 3281 change_abil (who, op);
3480 break; 3282 break;
3283
3481 case LAMP: 3284 case LAMP:
3482 if (op->stats.food < 1) 3285 if (op->stats.food < 1)
3483 { 3286 {
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3287 who->failmsg (format (
3288 "Your %s is out of fuel! "
3289 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3290 &op->name
3291 ));
3485 return 1; 3292 return 1;
3486 } 3293 }
3487 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3294
3295 who->statusmsg (format ("You turn on your %s.", &op->name));
3296
3488 tmp2 = arch_to_object (op->other_arch); 3297 tmp2 = arch_to_object (op->other_arch);
3489 tmp2->stats.food = op->stats.food; 3298 tmp2->stats.food = op->stats.food;
3490 SET_FLAG (tmp2, FLAG_APPLIED); 3299 SET_FLAG (tmp2, FLAG_APPLIED);
3300
3491 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3301 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3492 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3302 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3303
3493 insert_ob_in_ob (tmp2, who); 3304 insert_ob_in_ob (tmp2, who);
3494 3305
3495 /* Remove the old lantern */ 3306 /* Remove the old lantern */
3496 if (who->type == PLAYER) 3307 if (who->type == PLAYER)
3497 esrv_del_item (who->contr, (tag_t) op->count); 3308 esrv_del_item (who->contr, op->count);
3498 remove_ob (op); 3309
3499 free_object (op); 3310 op->destroy ();
3500 3311
3501 /* insert the portion that was split off */ 3312 /* insert the portion that was split off */
3502 if (tmp != NULL) 3313 if (tmp)
3503 { 3314 {
3504 (void) insert_ob_in_ob (tmp, who); 3315 insert_ob_in_ob (tmp, who);
3505 if (who->type == PLAYER) 3316 if (who->type == PLAYER)
3506 esrv_send_item (who, tmp); 3317 esrv_send_item (who, tmp);
3507 } 3318 }
3508 fix_player (who); 3319
3320 who->update_stats ();
3321
3509 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3322 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3510 {
3511 if (who->type == PLAYER) 3323 if (who->type == PLAYER)
3512 { 3324 {
3513 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3325 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3514 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3326 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3515 } 3327 }
3516 } 3328
3517 if (who->type == PLAYER) 3329 if (who->type == PLAYER)
3518 esrv_send_item (who, tmp2); 3330 esrv_send_item (who, tmp2);
3331
3519 return 0; 3332 return 0;
3333
3334 case SKILL_TOOL:
3335 // applying a skill tool also readies the skill
3336 SET_FLAG (op, FLAG_APPLIED);
3337
3338 if (!(aflags & AP_NO_READY))
3339 {
3340 skop = find_skill_by_name (who, op->skill);
3341 if (!skop->flag [FLAG_APPLIED])
3342 apply_special (who, skop, AP_APPLY);
3343 }
3520 break; 3344 break;
3521 3345
3522 /* this part is needed for skill-tools */
3523 case SKILL: 3346 case SKILL:
3524 case SKILL_TOOL: 3347 if (player *pl = who->contr)
3525 if (who->chosen_skill)
3526 { 3348 {
3527 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3349 if (IS_COMBAT_SKILL (op->subtype))
3528 return 1;
3529 }
3530 if (who->type == PLAYER)
3531 { 3350 {
3532 who->contr->shoottype = range_skill; 3351 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3533 who->contr->ranges[range_skill] = op; 3352 {
3353 for (object *item = who->inv; item; item = item->below)
3354 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3355 {
3356 if (item->skill == op->skill)
3357 {
3358 who->change_weapon (pl->combat_ob = item);
3359 goto found_weapon;
3360 }
3361 }
3362
3363 who->failmsg (format (
3364 "You need to apply a '%s' melee weapon before readying this skill. "
3365 "H<Some skills need an item, in this case a melee weapon, to function.>",
3366 &op->skill
3367 ));
3368 return 1;
3369
3370 found_weapon:;
3371 }
3372 else
3373 who->change_weapon (pl->combat_ob = op);
3374 }
3375 else if (IS_RANGED_SKILL (op->subtype))
3376 {
3377 if (skill_flags [op->subtype] & SF_NEED_BOW)
3378 {
3379 for (object *item = who->inv; item; item = item->below)
3380 if (item->type == BOW && item->flag [FLAG_APPLIED])
3381 {
3382 //TODO: bows should/must all have skill missile weapon right now
3383 who->change_weapon (pl->ranged_ob = item);
3384 goto found_bow;
3385 }
3386
3387 who->failmsg (
3388 "You need to apply a missile weapon before readying this skill. "
3389 "H<Some skills need an item, in this case a missile weapon, to function.>"
3390 );
3391 return 1;
3392
3393 found_bow:;
3394 }
3395 else
3396 who->change_weapon (pl->ranged_ob = op);
3397 }
3398
3534 if (!op->invisible) 3399 if (!op->invisible)
3535 { 3400 {
3536 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3401 who->statusmsg (format (
3537 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3402 "You ready %s."
3403 "You can now use the skill: %s.",
3404 query_name (op),
3405 &op->skill
3406 ));
3538 } 3407 }
3539 else 3408 else
3540 {
3541 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3409 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3542 }
3543 } 3410 }
3411 else
3412 {
3544 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3545 (void) change_abil (who, op); 3414 change_abil (who, op);
3546 who->chosen_skill = op; 3415 who->chosen_skill = op;
3547 SET_FLAG (who, FLAG_READY_SKILL); 3416 SET_FLAG (who, FLAG_READY_SKILL);
3417 }
3418
3548 break; 3419 break;
3549 3420
3550 case BOW: 3421 case BOW:
3551 if (!check_weapon_power (who, op->last_eat)) 3422 if (!check_weapon_power (who, op->last_eat))
3552 { 3423 {
3553 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3424 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3554 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3425
3555 if (tmp != NULL) 3426 if (tmp)
3556 (void) insert_ob_in_ob (tmp, who); 3427 insert_ob_in_ob (tmp, who);
3428
3557 return 1; 3429 return 1;
3558 } 3430 }
3431
3559 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3432 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3560 { 3433 {
3561 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3434 who->failmsg ("The weapon does not recognize you as its owner. "
3435 "H<Its name indicates that it belongs to somebody else.>");
3562 if (tmp != NULL) 3436 if (tmp)
3563 (void) insert_ob_in_ob (tmp, who); 3437 insert_ob_in_ob (tmp, who);
3438
3564 return 1; 3439 return 1;
3565 } 3440 }
3441
3566 /*FALLTHROUGH*/ case WAND: 3442 /*FALLTHROUGH*/
3443 case WAND:
3567 case ROD: 3444 case ROD:
3568 case HORN: 3445 case HORN:
3569 /* check for skill, alter player status */ 3446 /* check for skill, alter player status */
3447
3448 if (!skop)
3449 {
3450 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3451 return 1;
3452 }
3453
3570 SET_FLAG (op, FLAG_APPLIED); 3454 SET_FLAG (op, FLAG_APPLIED);
3571 if (skop)
3572 change_skill (who, skop, 0); 3455 who->change_skill (skop);
3573 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3574 3456
3575 if (who->type == PLAYER) 3457 if (who->contr)
3576 { 3458 {
3459 who->contr->ranged_ob = op;
3460
3461 who->statusmsg (format ("You ready %s.", query_name (op)));
3462
3577 if (op->type == BOW) 3463 if (op->type == BOW)
3578 { 3464 {
3465 who->current_weapon = op;
3579 (void) change_abil (who, op); 3466 change_abil (who, op);
3580 new_draw_info_format (NDI_UNIQUE, 0, who,
3581 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3467 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3582 who->contr->shoottype = range_bow;
3583 }
3584 else
3585 {
3586 who->contr->shoottype = range_misc;
3587 } 3468 }
3588 } 3469 }
3589 else 3470 else
3590 { 3471 {
3591 if (op->type == BOW) 3472 if (op->type == BOW)
3592 SET_FLAG (who, FLAG_READY_BOW); 3473 SET_FLAG (who, FLAG_READY_BOW);
3593 else 3474 else
3594 SET_FLAG (who, FLAG_READY_RANGE); 3475 SET_FLAG (who, FLAG_READY_RANGE);
3595 } 3476 }
3477
3596 break; 3478 break;
3597 3479
3598 case BUILDER: 3480 case BUILDER:
3599 if (who->contr->ranges[range_builder]) 3481 if (who->type == PLAYER)
3482 {
3483 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3484 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3600 unapply_special (who, who->contr->ranges[range_builder], 0); 3485 unapply_special (who, who->contr->ranged_ob, 0);
3601 who->contr->shoottype = range_builder; 3486
3487 who->statusmsg (format ("You ready your %s.", query_name (op)));
3488
3602 who->contr->ranges[range_builder] = op; 3489 who->contr->ranged_ob = op;
3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3490 }
3604 break; 3491 break;
3605 3492
3606 default: 3493 default:
3607 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3494 who->statusmsg (format ("You apply %s.", query_name (op)));
3608 } /* end of switch op->type */ 3495 }
3609 3496
3610 SET_FLAG (op, FLAG_APPLIED); 3497 SET_FLAG (op, FLAG_APPLIED);
3611 3498
3612 if (tmp != NULL) 3499 if (tmp)
3613 tmp = insert_ob_in_ob (tmp, who); 3500 tmp = insert_ob_in_ob (tmp, who);
3614 3501
3615 fix_player (who); 3502 who->update_stats ();
3616 3503
3617 /* We exclude spell casting objects. The fire code will set the 3504 /* We exclude spell casting objects. The fire code will set the
3618 * been applied flag when they are used - until that point, 3505 * been applied flag when they are used - until that point,
3619 * you don't know anything about them. 3506 * you don't know anything about them.
3620 */ 3507 */
3621 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)
3622 SET_FLAG (op, FLAG_BEEN_APPLIED); 3509 SET_FLAG (op, FLAG_BEEN_APPLIED);
3623 3510
3624 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3625 {
3626 if (who->type == PLAYER) 3512 if (who->type == PLAYER)
3627 { 3513 {
3628 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3514 who->failmsg (
3515 "Oops, it feels deadly cold! "
3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3517 );
3629 SET_FLAG (op, FLAG_KNOWN_CURSED); 3518 SET_FLAG (op, FLAG_KNOWN_CURSED);
3630 } 3519 }
3631 } 3520
3632 if (who->type == PLAYER) 3521 if (who->type == PLAYER)
3633 { 3522 {
3634 /* if multiple objects were applied, update both slots */ 3523 /* if multiple objects were applied, update both slots */
3635 if (tmp) 3524 if (tmp)
3636 esrv_send_item (who, tmp); 3525 esrv_send_item (who, tmp);
3526
3637 esrv_send_item (who, op); 3527 esrv_send_item (who, op);
3638 } 3528 }
3529
3639 return 0; 3530 return 0;
3640} 3531}
3641
3642 3532
3643int 3533int
3644monster_apply_special (object *who, object *op, int aflags) 3534monster_apply_special (object *who, object *op, int aflags)
3645{ 3535{
3646 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3536 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3647 return 1; 3537 return 1;
3538
3648 return apply_special (who, op, aflags); 3539 return apply_special (who, op, aflags);
3649} 3540}
3650 3541
3651/** 3542/**
3652 * Map was just loaded, handle op's initialisation. 3543 * Map was just loaded, handle op's initialisation.
3660 int i; 3551 int i;
3661 3552
3662 switch (op->type) 3553 switch (op->type)
3663 { 3554 {
3664 case SHOP_FLOOR: 3555 case SHOP_FLOOR:
3665 if (!HAS_RANDOM_ITEMS (op)) 3556 if (!op->has_random_items ())
3666 return 0; 3557 return 0;
3558
3667 do 3559 do
3668 { 3560 {
3669 i = 10; /* let's give it 10 tries */ 3561 i = 10; /* let's give it 10 tries */
3670 while ((tmp = generate_treasure (op->randomitems, 3562 while ((tmp = generate_treasure (op->randomitems,
3671 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3563 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3672 if (tmp == NULL) 3564 if (tmp == NULL)
3673 return 0; 3565 return 0;
3674 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3566 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3675 { 3567 {
3676 free_object (tmp); 3568 tmp->destroy ();
3677 tmp = NULL; 3569 tmp = NULL;
3678 } 3570 }
3679 } 3571 }
3680 while (!tmp); 3572 while (!tmp);
3573
3681 tmp->x = op->x; 3574 tmp->x = op->x;
3682 tmp->y = op->y; 3575 tmp->y = op->y;
3683 SET_FLAG (tmp, FLAG_UNPAID); 3576 SET_FLAG (tmp, FLAG_UNPAID);
3684 insert_ob_in_map (tmp, op->map, NULL, 0); 3577 insert_ob_in_map (tmp, op->map, NULL, 0);
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3578 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3687 break; 3580 break;
3688 3581
3689 case TREASURE: 3582 case TREASURE:
3690 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3583 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3691 return 0; 3584 return 0;
3585
3692 while ((op->stats.hp--) > 0) 3586 while (op->stats.hp-- > 0)
3693 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3587 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3694 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3588 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3695 3589
3696 /* If we generated an object and put it in this object inventory, 3590 /* If we generated an object and put it in this object inventory,
3697 * move it to the parent object as the current object is about 3591 * move it to the parent object as the current object is about
3699 * that is put inside other objects. 3593 * that is put inside other objects.
3700 */ 3594 */
3701 for (tmp = op->inv; tmp; tmp = tmp2) 3595 for (tmp = op->inv; tmp; tmp = tmp2)
3702 { 3596 {
3703 tmp2 = tmp->below; 3597 tmp2 = tmp->below;
3704 remove_ob (tmp); 3598 tmp->remove ();
3599
3705 if (op->env) 3600 if (op->env)
3706 insert_ob_in_ob (tmp, op->env); 3601 insert_ob_in_ob (tmp, op->env);
3707 else 3602 else
3708 free_object (tmp); 3603 tmp->destroy ();
3709 } 3604 }
3710 remove_ob (op); 3605
3711 free_object (op); 3606 op->destroy ();
3712 break; 3607 break;
3713 } 3608 }
3714 return tmp ? 1 : 0; 3609 return tmp ? 1 : 0;
3715} 3610}
3716 3611
3717/** 3612/**
3718 * fix_auto_apply goes through the entire map (only the first time 3613 * fix_auto_apply goes through the entire map every time a map
3719 * when an original map is loaded) and performs special actions for 3614 * is loaded or swapped in and performs special actions for
3720 * certain objects (most initialization of chests and creation of 3615 * certain objects (most initialization of chests and creation of
3721 * treasures and stuff). Calls auto_apply if appropriate. 3616 * treasures and stuff). Calls auto_apply if appropriate.
3722 */ 3617 */
3723void 3618void
3724fix_auto_apply (mapstruct *m) 3619maptile::fix_auto_apply ()
3725{ 3620{
3726 object *tmp, *above = NULL; 3621 if (!spaces)
3727 int x, y;
3728
3729 if (m == NULL)
3730 return; 3622 return;
3731 3623
3732 for (x = 0; x < MAP_WIDTH (m); x++) 3624 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3733 for (y = 0; y < MAP_HEIGHT (m); y++) 3625 for (object *tmp = ms->bot; tmp; )
3734 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3735 { 3626 {
3736 above = tmp->above; 3627 object *above = tmp->above;
3737 3628
3738 if (tmp->inv) 3629 if (tmp->inv)
3739 { 3630 {
3740 object *invtmp, *invnext; 3631 object *invtmp, *invnext;
3741 3632
3742 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3633 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3743 { 3634 {
3744 invnext = invtmp->below; 3635 invnext = invtmp->below;
3745 3636
3746 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3637 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3747 auto_apply (invtmp); 3638 auto_apply (invtmp);
3748 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3639 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3749 { 3640 {
3750 while ((invtmp->stats.hp--) > 0) 3641 while ((invtmp->stats.hp--) > 0)
3751 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3752
3753 invtmp->randomitems = NULL;
3754 }
3755 else if (invtmp && invtmp->arch
3756 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3757 {
3758 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3642 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3643
3644 invtmp->randomitems = NULL;
3645 }
3646 else if (invtmp && invtmp->arch
3647 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3648 {
3649 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3759 /* Need to clear this so that we never try to create 3650 /* Need to clear this so that we never try to create
3760 * treasure again for this object 3651 * treasure again for this object
3761 */ 3652 */
3762 invtmp->randomitems = NULL; 3653 invtmp->randomitems = NULL;
3763 } 3654 }
3764 } 3655 }
3765 /* This is really temporary - the code at the bottom will 3656 /* This is really temporary - the code at the bottom will
3766 * also set randomitems to null. The problem is there are bunches 3657 * also set randomitems to null. The problem is there are bunches
3767 * of maps/players already out there with items that have spells 3658 * of maps/players already out there with items that have spells
3768 * which haven't had the randomitems set to null yet. 3659 * which haven't had the randomitems set to null yet.
3769 * MSW 2004-05-13 3660 * MSW 2004-05-13
3770 * 3661 *
3771 * And if it's a spellbook, it's better to set randomitems to NULL too, 3662 * And if it's a spellbook, it's better to set randomitems to NULL too,
3772 * else you get two spells in the book ^_- 3663 * else you get two spells in the book ^_-
3773 * Ryo 2004-08-16 3664 * Ryo 2004-08-16
3774 */ 3665 */
3775 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3776 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3667 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3777 tmp->randomitems = NULL;
3778
3779 }
3780
3781 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3782 auto_apply (tmp);
3783 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3784 {
3785 while ((tmp->stats.hp--) > 0)
3786 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3787 tmp->randomitems = NULL; 3668 tmp->randomitems = NULL;
3669
3788 } 3670 }
3671
3672 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3673 auto_apply (tmp);
3674 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3675 {
3676 while ((tmp->stats.hp--) > 0)
3677 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3678 tmp->randomitems = NULL;
3679 }
3789 else if (tmp->type == TIMED_GATE) 3680 else if (tmp->type == TIMED_GATE)
3790 { 3681 {
3791 object *head = tmp->head != NULL ? tmp->head : tmp; 3682 object *head = tmp->head != NULL ? tmp->head : tmp;
3792 3683
3793 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3684 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3794 {
3795 tmp->speed = 0; 3685 tmp->set_speed (0);
3796 update_ob_speed (tmp);
3797 }
3798 } 3686 }
3799 /* This function can be called everytime a map is loaded, even when 3687 /* This function can be called everytime a map is loaded, even when
3800 * swapping back in. As such, we don't want to create the treasure 3688 * swapping back in. As such, we don't want to create the treasure
3801 * over and ove again, so after we generate the treasure, blank out 3689 * over and ove again, so after we generate the treasure, blank out
3802 * randomitems so if it is swapped in again, it won't make anything. 3690 * randomitems so if it is swapped in again, it won't make anything.
3803 * This is a problem for the above objects, because they have counters 3691 * This is a problem for the above objects, because they have counters
3804 * which say how many times to make the treasure. 3692 * which say how many times to make the treasure.
3805 */ 3693 */
3806 else if (tmp && tmp->arch && tmp->type != PLAYER 3694 else if (tmp && tmp->arch && tmp->type != PLAYER
3807 && tmp->type != TREASURE && tmp->type != SPELL 3695 && tmp->type != TREASURE && tmp->type != SPELL
3808 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3696 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3809 { 3697 {
3810 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3698 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3811 tmp->randomitems = NULL; 3699 tmp->randomitems = NULL;
3812 } 3700 }
3701
3702 // close all containers
3703 else if (tmp->type == CONTAINER)
3704 tmp->flag [FLAG_APPLIED] = 0;
3705
3706 tmp = above;
3813 } 3707 }
3814 3708
3815 for (x = 0; x < MAP_WIDTH (m); x++) 3709 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3816 for (y = 0; y < MAP_HEIGHT (m); y++) 3710 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3817 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3818 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3711 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3819 check_trigger (tmp, tmp->above); 3712 check_trigger (tmp, tmp->above);
3820} 3713}
3821 3714
3822/** 3715/**
3823 * Handles player eating food that temporarily changes status (resistances, stats). 3716 * Handles player eating food that temporarily changes status (resistances, stats).
3824 * This used to call cast_change_attr(), but 3717 * This used to call cast_change_attr(), but
3825 * that doesn't work with the new spell code. Since we know what 3718 * that doesn't work with the new spell code. Since we know what
3826 * the food changes, just grab a force and use that instead. 3719 * the food changes, just grab a force and use that instead.
3827 */ 3720 */
3828
3829void 3721void
3830eat_special_food (object *who, object *food) 3722eat_special_food (object *who, object *food)
3831{ 3723{
3832 object *force; 3724 object *force;
3833 int i, did_one = 0; 3725 int i, did_one = 0;
3834 sint8 k;
3835 3726
3836 force = get_archetype (FORCE_NAME); 3727 force = get_archetype (FORCE_NAME);
3837 3728
3838 for (i = 0; i < NUM_STATS; i++) 3729 for (i = 0; i < NUM_STATS; i++)
3839 { 3730 if (sint8 k = food->stats.stat (i))
3840 k = get_attr_value (&food->stats, i);
3841 if (k)
3842 { 3731 {
3843 set_attr_value (&force->stats, i, k); 3732 force->stats.stat (i) = k;
3844 did_one = 1; 3733 did_one = 1;
3845 } 3734 }
3846 }
3847 3735
3848 /* check if we can protect the eater */ 3736 /* check if we can protect the eater */
3849 for (i = 0; i < NROFATTACKS; i++) 3737 for (i = 0; i < NROFATTACKS; i++)
3850 { 3738 {
3851 if (food->resist[i] > 0) 3739 if (food->resist[i] > 0)
3852 { 3740 {
3853 force->resist[i] = food->resist[i] / 2; 3741 force->resist[i] = food->resist[i] / 2;
3854 did_one = 1; 3742 did_one = 1;
3855 } 3743 }
3856 } 3744 }
3745
3857 if (did_one) 3746 if (did_one)
3858 { 3747 {
3859 force->speed = 0.1; 3748 force->set_speed (0.1);
3860 update_ob_speed (force);
3861 /* bigger morsel of food = longer effect time */ 3749 /* bigger morsel of food = longer effect time */
3862 force->stats.food = food->stats.food / 5; 3750 force->duration = food->stats.food / 5;
3863 SET_FLAG (force, FLAG_IS_USED_UP);
3864 SET_FLAG (force, FLAG_APPLIED); 3751 SET_FLAG (force, FLAG_APPLIED);
3865 change_abil (who, force); 3752 change_abil (who, force);
3866 insert_ob_in_ob (force, who); 3753 insert_ob_in_ob (force, who);
3867 } 3754 }
3868 else 3755 else
3869 { 3756 force->destroy ();
3870 free_object (force);
3871 }
3872 3757
3873 /* check for hp, sp change */ 3758 /* check for hp, sp change */
3874 if (food->stats.hp != 0) 3759 if (food->stats.hp != 0)
3875 { 3760 {
3876 if (QUERY_FLAG (food, FLAG_CURSED)) 3761 if (QUERY_FLAG (food, FLAG_CURSED))
3877 { 3762 {
3878 strcpy (who->contr->killer, food->name); 3763 assign (who->contr->killer, food->name);
3879 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3764 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3880 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3765 who->failmsg ("Eck!...that was poisonous!");
3881 } 3766 }
3882 else 3767 else
3883 { 3768 {
3884 if (food->stats.hp > 0) 3769 if (food->stats.hp > 0)
3885 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3770 who->statusmsg ("You begin to feel better.");
3886 else 3771 else
3887 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3772 who->failmsg ("Eck!...that was poisonous!");
3773
3888 who->stats.hp += food->stats.hp; 3774 who->stats.hp += food->stats.hp;
3889 } 3775 }
3890 } 3776 }
3891 if (food->stats.sp != 0) 3777 if (food->stats.sp != 0)
3892 { 3778 {
3893 if (QUERY_FLAG (food, FLAG_CURSED)) 3779 if (QUERY_FLAG (food, FLAG_CURSED))
3894 { 3780 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3781 who->failmsg ("You are drained of mana!");
3896 who->stats.sp -= food->stats.sp; 3782 who->stats.sp -= food->stats.sp;
3897 if (who->stats.sp < 0) 3783 if (who->stats.sp < 0)
3898 who->stats.sp = 0; 3784 who->stats.sp = 0;
3899 } 3785 }
3900 else 3786 else
3901 { 3787 {
3902 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3788 who->statusmsg ("You feel a rush of magical energy!");
3903 who->stats.sp += food->stats.sp; 3789 who->stats.sp += food->stats.sp;
3904 /* place limit on max sp from food? */ 3790 /* place limit on max sp from food? */
3905 } 3791 }
3906 } 3792 }
3907 fix_player (who);
3908}
3909 3793
3794 who->update_stats ();
3795}
3910 3796
3911/** 3797/**
3912 * Designed primarily to light torches/lanterns/etc. 3798 * Designed primarily to light torches/lanterns/etc.
3913 * Also burns up burnable material too. First object in the inventory is 3799 * Also burns up burnable material too. First object in the inventory is
3914 * the selected object to "burn". -b.t. 3800 * the selected object to "burn". -b.t.
3915 */ 3801 */
3916
3917void 3802void
3918apply_lighter (object *who, object *lighter) 3803apply_lighter (object *who, object *lighter)
3919{ 3804{
3920 object *item; 3805 object *item;
3921 int is_player_env = 0; 3806 int is_player_env = 0;
3922 uint32 nrof;
3923 tag_t count;
3924 char item_name[MAX_BUF];
3925 3807
3926 item = find_marked_object (who); 3808 item = find_marked_object (who);
3927 if (item) 3809 if (item)
3928 { 3810 {
3929 if (lighter->last_eat && lighter->stats.food) 3811 if (lighter->last_eat && lighter->stats.food)
3930 { /* lighter gets used up */ 3812 { /* lighter gets used up */
3931 /* Split multiple lighters if they're being used up. Otherwise * 3813 /* Split multiple lighters if they're being used up. Otherwise *
3932 * one charge from each would be used up. --DAMN */ 3814 * one charge from each would be used up. --DAMN */
3933 if (lighter->nrof > 1) 3815 if (lighter->nrof > 1)
3934 { 3816 {
3935 object *oneLighter = get_object (); 3817 object *oneLighter = lighter->clone ();
3936 3818
3937 copy_object (lighter, oneLighter);
3938 lighter->nrof -= 1; 3819 lighter->nrof -= 1;
3939 oneLighter->nrof = 1; 3820 oneLighter->nrof = 1;
3940 oneLighter->stats.food--; 3821 oneLighter->stats.food--;
3941 esrv_send_item (who, lighter); 3822 esrv_send_item (who, lighter);
3942 oneLighter = insert_ob_in_ob (oneLighter, who); 3823 oneLighter = insert_ob_in_ob (oneLighter, who);
3943 esrv_send_item (who, oneLighter); 3824 esrv_send_item (who, oneLighter);
3944 } 3825 }
3945 else 3826 else
3946 {
3947 lighter->stats.food--; 3827 lighter->stats.food--;
3948 }
3949
3950 } 3828 }
3951 else if (lighter->last_eat) 3829 else if (lighter->last_eat)
3830 {
3952 { /* no charges left in lighter */ 3831 /* no charges left in lighter */
3953 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3832 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3954 return; 3833 return;
3955 } 3834 }
3835
3956 /* Perhaps we should split what we are trying to light on fire? 3836 /* Perhaps we should split what we are trying to light on fire?
3957 * I can't see many times when you would want to light multiple 3837 * I can't see many times when you would want to light multiple
3958 * objects at once. 3838 * objects at once.
3959 */ 3839 */
3960 nrof = item->nrof; 3840
3961 count = item->count;
3962 /* If the item is destroyed, we don't have a valid pointer to the
3963 * name object, so make a copy so the message we print out makes
3964 * some sense.
3965 */
3966 strcpy (item_name, item->name);
3967 if (who == is_player_inv (item)) 3841 if (who == item->in_player ())
3968 is_player_env = 1; 3842 is_player_env = 1;
3969 3843
3970 save_throw_object (item, AT_FIRE, who); 3844 save_throw_object (item, AT_FIRE, who);
3971 /* Change to check count and not freed, since the object pointer 3845
3972 * may have gotten recycled 3846 if (item->destroyed ())
3973 */ 3847 {
3974 if ((nrof != item->nrof) || (count != item->count))
3975 {
3976 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3848 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3977 /* Need to update the player so that the players glow radius 3849 /* Need to update the player so that the players glow radius
3978 * gets changed. 3850 * gets changed.
3979 */ 3851 */
3980 if (is_player_env) 3852 if (is_player_env)
3981 fix_player (who); 3853 who->update_stats ();
3982 } 3854 }
3983 else 3855 else
3984 {
3985 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3856 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3986 }
3987
3988 } 3857 }
3989 else /* nothing to light */ 3858 else
3990 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3859 who->failmsg ("You need to mark a lightable object.");
3991
3992} 3860}
3993 3861
3994/** 3862/**
3995 * op made some mistake with a scroll, this takes care of punishment. 3863 * op made some mistake with a scroll, this takes care of punishment.
3996 * scroll_failure()- hacked directly from spell_failure 3864 * scroll_failure()- hacked directly from spell_failure
4003 3871
4004 if (failure <= -1 && failure > -15) 3872 if (failure <= -1 && failure > -15)
4005 { /* wonder */ 3873 { /* wonder */
4006 object *tmp; 3874 object *tmp;
4007 3875
4008 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3876 op->failmsg ("Your spell warps!");
4009 tmp = get_archetype (SPELL_WONDER); 3877 tmp = get_archetype (SPELL_WONDER);
4010 cast_wonder (op, op, 0, tmp); 3878 cast_wonder (op, op, 0, tmp);
4011 free_object (tmp); 3879 tmp->destroy ();
4012 } 3880 }
4013 else if (failure <= -15 && failure > -35) 3881 else if (failure <= -15 && failure > -35)
4014 { /* drain mana */ 3882 { /* drain mana */
4015 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3883 op->failmsg ("Your mana is drained!");
4016 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3884 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4017 if (op->stats.sp < 0) 3885 if (op->stats.sp < 0)
4018 op->stats.sp = 0; 3886 op->stats.sp = 0;
4019 } 3887 }
4020 else if (settings.spell_failure_effects == TRUE) 3888 else if (settings.spell_failure_effects == TRUE)
4021 { 3889 {
4022 if (failure <= -35 && failure > -60) 3890 if (failure <= -35 && failure > -60)
4023 { /* confusion */ 3891 { /* confusion */
4024 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3892 op->failmsg ("The magic recoils on you!");
4025 confuse_player (op, op, power); 3893 confuse_player (op, op, power);
4026 } 3894 }
4027 else if (failure <= -60 && failure > -70) 3895 else if (failure <= -60 && failure > -70)
4028 { /* paralysis */ 3896 { /* paralysis */
4029 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3897 op->failmsg ("The magic recoils and paralyzes you!");
4030 paralyze_player (op, op, power); 3898 paralyze_player (op, op, power);
4031 } 3899 }
4032 else if (failure <= -70 && failure > -80) 3900 else if (failure <= -70 && failure > -80)
4033 { /* blind */ 3901 { /* blind */
4034 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3902 op->failmsg ("The magic recoils on you!");
4035 blind_player (op, op, power); 3903 blind_player (op, op, power);
4036 } 3904 }
4037 else if (failure <= -80) 3905 else if (failure <= -80)
4038 { /* blast the immediate area */ 3906 { /* blast the immediate area */
4039 object *tmp;
4040
4041 tmp = get_archetype (LOOSE_MANA); 3907 object *tmp = get_archetype (LOOSE_MANA);
4042 cast_magic_storm (op, tmp, power); 3908 cast_magic_storm (op, tmp, power);
4043 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3909 op->failmsg ("You unleash uncontrolled mana!");
4044 free_object (tmp); 3910 tmp->destroy ();
4045 } 3911 }
4046 } 3912 }
4047} 3913}
4048 3914
4049void 3915void
4068 */ 3934 */
4069 int i, j; 3935 int i, j;
4070 3936
4071 for (i = 0; i < NUM_STATS; i++) 3937 for (i = 0; i < NUM_STATS; i++)
4072 { 3938 {
4073 sint8 stat = get_attr_value (stats, i); 3939 int race_bonus = pl->arch->stats.stat (i);
4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3940 sint8 stat = stats->stat (i) + ns->stat (i);
4075 3941
4076 stat += get_attr_value (ns, i);
4077 if (stat > 20 + race_bonus) 3942 if (stat > 20 + race_bonus)
4078 { 3943 {
4079 excess_stat++; 3944 excess_stat++;
4080 stat = 20 + race_bonus; 3945 stat = 20 + race_bonus;
4081 } 3946 }
4082 set_attr_value (stats, i, stat); 3947
3948 stats->stat (i) = stat;
4083 } 3949 }
4084 3950
4085 for (j = 0; excess_stat > 0 && j < 100; j++) 3951 for (j = 0; excess_stat > 0 && j < 100; j++)
4086 { /* try 100 times to assign excess stats */ 3952 { /* try 100 times to assign excess stats */
4087 int i = rndm (0, 6); 3953 int i = rndm (0, 6);
4088 int stat = get_attr_value (stats, i);
4089 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4090 3954
4091 if (i == CHA) 3955 if (i == CHA)
4092 continue; /* exclude cha from this */ 3956 continue; /* exclude cha from this */
3957
3958 int stat = stats->stat (i);
3959 int race_bonus = pl->arch->stats.stat (i);
4093 if (stat < 20 + race_bonus) 3960 if (stat < 20 + race_bonus)
4094 { 3961 {
4095 change_attr_value (stats, i, 1); 3962 change_attr_value (stats, i, 1);
4096 excess_stat--; 3963 excess_stat--;
4097 } 3964 }
4100 /* insert the randomitems from the change's treasurelist into 3967 /* insert the randomitems from the change's treasurelist into
4101 * the player ref: player.c 3968 * the player ref: player.c
4102 */ 3969 */
4103 if (change->randomitems != NULL) 3970 if (change->randomitems != NULL)
4104 give_initial_items (pl, change->randomitems); 3971 give_initial_items (pl, change->randomitems);
4105
4106 3972
4107 /* set up the face, for some races. */ 3973 /* set up the face, for some races. */
4108 3974
4109 /* first, look for the force object banning 3975 /* first, look for the force object banning
4110 * changing the face. Certain races never change face with class. 3976 * changing the face. Certain races never change face with class.
4155 char got[MAX_BUF]; 4021 char got[MAX_BUF];
4156 int len; 4022 int len;
4157 4023
4158 if (!pl || !transformer) 4024 if (!pl || !transformer)
4159 return; 4025 return;
4026
4160 marked = find_marked_object (pl); 4027 marked = find_marked_object (pl);
4028
4161 if (!marked) 4029 if (!marked)
4162 { 4030 {
4163 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4031 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4164 return; 4032 return;
4165 } 4033 }
4034
4166 if (!marked->slaying) 4035 if (!marked->slaying)
4167 { 4036 {
4168 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4037 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4169 return; 4038 return;
4170 } 4039 }
4040
4171 /* check whether they are compatible or not */ 4041 /* check whether they are compatible or not */
4172 find = strstr (marked->slaying, transformer->arch->name); 4042 find = strstr (marked->slaying, transformer->arch->archname);
4173 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4174 { 4044 {
4175 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4045 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4176 return; 4046 return;
4177 } 4047 }
4048
4178 find += strlen (transformer->arch->name) + 1; 4049 find += strlen (transformer->arch->archname) + 1;
4179 /* Item can be used, now find how many and what it yields */ 4050 /* Item can be used, now find how many and what it yields */
4180 if (isdigit (*(find))) 4051 if (isdigit (*(find)))
4181 { 4052 {
4182 yield = atoi (find); 4053 yield = atoi (find);
4183 if (yield < 1) 4054 if (yield < 1)
4189 else 4060 else
4190 yield = 1; 4061 yield = 1;
4191 4062
4192 while (isdigit (*find)) 4063 while (isdigit (*find))
4193 find++; 4064 find++;
4065
4194 while (*find == ' ') 4066 while (*find == ' ')
4195 find++; 4067 find++;
4068
4196 memset (got, 0, MAX_BUF); 4069 memset (got, 0, MAX_BUF);
4070
4197 if ((separator = strchr (find, ';')) != NULL) 4071 if ((separator = strchr (find, ';')) != NULL)
4198 {
4199 len = separator - find; 4072 len = separator - find;
4200 }
4201 else 4073 else
4202 {
4203 len = strlen (find); 4074 len = strlen (find);
4204 } 4075
4205 if (len > MAX_BUF - 1) 4076 if (len > MAX_BUF - 1)
4206 len = MAX_BUF - 1; 4077 len = MAX_BUF - 1;
4078
4207 strcpy (got, find); 4079 strcpy (got, find);
4208 got[len] = '\0'; 4080 got[len] = '\0';
4209 4081
4210 /* Now create new item, remove used ones when required. */ 4082 /* Now create new item, remove used ones when required. */
4211 new_item = get_archetype (got); 4083 new_item = get_archetype (got);
4212 if (!new_item) 4084 if (!new_item)
4213 { 4085 {
4214 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4086 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4215 return; 4087 return;
4216 } 4088 }
4089
4217 new_item->nrof = yield; 4090 new_item->nrof = yield;
4091
4218 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4092 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4093
4219 insert_ob_in_ob (new_item, pl); 4094 insert_ob_in_ob (new_item, pl);
4220 esrv_send_inventory (pl, pl); 4095 esrv_send_inventory (pl, pl);
4221 /* Eat up one item */ 4096 /* Eat up one item */
4222 decrease_ob_nr (marked, 1); 4097 decrease_ob_nr (marked, 1);
4098
4223 /* Eat one transformer if needed */ 4099 /* Eat one transformer if needed */
4224 if (transformer->stats.food) 4100 if (transformer->stats.food)
4225 if (--transformer->stats.food == 0) 4101 if (--transformer->stats.food == 0)
4226 decrease_ob_nr (transformer, 1); 4102 decrease_ob_nr (transformer, 1);
4227} 4103}
4104

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