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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.35 by root, Mon Dec 4 01:55:46 2006 UTC vs.
Revision 1.127 by root, Fri Aug 17 21:18:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24#include <cmath>
23 25
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <spells.h> 28#include <spells.h>
27#include <skills.h> 29#include <skills.h>
28#include <tod.h> 30#include <tod.h>
29 31
30#ifndef __CEXTRACT__
31# include <sproto.h> 32#include <sproto.h>
32#endif
33 33
34/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
35#include <sounds.h> 35#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 36
40/** 37/**
41 * 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.
42 * 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.
43 */ 40 */
66 { 63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* 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,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(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)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 76 return 1;
80 } 77
81 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 79 * of arch, name, or race match.
83 */ 80 */
84 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))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 84 return 1;
89 } 85
90 return 0; 86 return 0;
91} 87}
92 88
93/** 89/**
94 * 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.
96 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
97 */ 93 */
98static int 94static int
99apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
100{ 96{
101 object *id, *marked; 97 dynbuf_text buf;
102 int success = 0;
103 98
104 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
105 return 0; 100 return 0;
106 101
107 /* 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
108 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
109 */ 104 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111 return 0; 106 return 0;
112 107
113 marked = find_marked_object (pl);
114 /* 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
115 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
116 */ 110 */
111 if (object *marked = find_marked_object (pl))
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 { 113 {
119 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
120 { 115 {
121 identify (marked); 116 identify (marked);
122 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));
123 if (marked->msg) 119 if (marked->msg)
124 { 120 buf << "The item has a story:\n" << marked->msg;
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
127 } 123 }
128 return money == NULL;
129 } 124 }
130 }
131 125
132 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
133 { 127 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 { 129 {
136 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
137 { 131 {
138 identify (id); 132 identify (id);
139 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));
140 if (id->msg) 135 if (id->msg)
141 { 136 buf << "The item has a story:\n" << id->msg;
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
148 break; 140 break;
149 } 141 }
150 else 142 else
151 { 143 {
152 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");
153 break; 145 break;
154 } 146 }
155 } 147 }
156 } 148 }
157 if (!success) 149
158 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
159 return money == NULL; 155 return !money;
160} 156}
161 157
162/** 158/**
163 * 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
164 * matching item. 160 * matching item.
165 **/ 161 **/
166static void 162void
167handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
168{ 164{
169 const char *yield; 165 const char *yield;
170 166
171 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
195apply_potion (object *op, object *tmp) 191apply_potion (object *op, object *tmp)
196{ 192{
197 int got_one = 0, i; 193 int got_one = 0, i;
198 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
199 195
200 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
201 197
202 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)
203 { 199 {
204 if (op->type == PLAYER)
205 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
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 203 return 0;
208 } 204 }
209 205
210 if (op->type == PLAYER) 206 if (op->type == PLAYER)
211 {
212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213 identify (tmp); 208 identify (tmp);
214 }
215 209
216 handle_apply_yield (tmp); 210 handle_apply_yield (tmp);
217 211
218 /* Potion of restoration - only for players */ 212 /* Potion of restoration - only for players */
219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
221 object *depl; 215 object *depl;
222 archetype *at; 216 archetype *at;
223 217
224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 { 219 {
226 drain_stat (op); 220 op->drain_stat ();
227 fix_player (op); 221 op->update_stats ();
228 decrease_ob (tmp); 222 decrease_ob (tmp);
229 return 1; 223 return 1;
230 } 224 }
225
231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
232 { 227 {
233 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
234 return 0; 229 return 0;
235 } 230 }
236 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
232
237 if (depl != NULL) 233 if (depl)
238 { 234 {
239 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
241 { 237 op->statusmsg (restore_msg[i]);
242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238
243 } 239 depl->destroy ();
244 remove_ob (depl); 240 op->update_stats ();
245 free_object (depl);
246 fix_player (op);
247 } 241 }
248 else 242 else
249 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
250 244
251 decrease_ob (tmp); 245 decrease_ob (tmp);
252 return 1; 246 return 1;
253 } 247 }
254 248
255 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
257 { 251 {
258
259 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
260 { 253 {
261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 { 255 {
263 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
264 { 257 {
265 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
266 break; 259 break;
267 } 260 }
261
268 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
269 { 263 {
270 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
271 break; 265 break;
272 } 266 }
267
273 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
274 { 269 {
275 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
276 break; 271 break;
277 } 272 }
281 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
282 { 277 {
283 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
284 break; 279 break;
285 } 280 }
281
286 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
287 { 283 {
288 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
289 break; 285 break;
290 } 286 }
287
291 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
292 { 289 {
293 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
294 break; 291 break;
295 } 292 }
296 } 293 }
297 } 294 }
295
298 /* Just makes checking easier */ 296 /* Just makes checking easier */
299 if (i < MIN (11, op->level)) 297 if (i < MIN (11, op->level))
300 got_one = 1; 298 got_one = 1;
299
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 { 301 {
303 if (got_one) 302 if (got_one)
304 { 303 {
305 fix_player (op); 304 op->update_stats ();
306 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 "
307 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 306 "a little more in their image. "
308 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
309 } 308 }
310 else 309 else
311 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.");
312 } 311 }
313 else 312 else
314 { /* cursed potion */ 313 { /* cursed potion */
315 if (got_one) 314 if (got_one)
316 { 315 {
317 fix_player (op); 316 op->update_stats ();
318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
319 } 318 }
320 else 319 else
321 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);
322 } 321 }
322
323 decrease_ob (tmp); 323 decrease_ob (tmp);
324 return 1; 324 return 1;
325 } 325 }
326 326
327 327
334 { 334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 336 {
337 object *fball; 337 object *fball;
338 338
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
340 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
342 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;
343 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;
344 fball->x = op->x; 345 fball->x = op->x;
347 } 348 }
348 else 349 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 351
351 decrease_ob (tmp); 352 decrease_ob (tmp);
353
352 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 356 op->update_stats ();
357
355 return 1; 358 return 1;
356 } 359 }
357 360
358 /* Deal with protection potions */ 361 /* Deal with protection potions */
359 force = NULL; 362 force = NULL;
361 { 364 {
362 if (tmp->resist[i]) 365 if (tmp->resist[i])
363 { 366 {
364 if (!force) 367 if (!force)
365 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
368 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 */
369 } 373 }
370 } 374 }
375
371 /* This is a protection potion */ 376 /* This is a protection potion */
372 if (force) 377 if (force)
373 { 378 {
374 /* cursed items last longer */ 379 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 382 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 383 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 384 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 385 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 386 }
387
382 force->speed_left = -1; 388 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 389 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 391 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 392 change_abil (op, force);
393 { /* only for players */ 399 { /* only for players */
394 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)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 402 else
397 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
398 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
400 } 407 }
401 408
402 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 412 * up all the stats.
406 */ 413 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 414 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 415 op->update_stats ();
409 decrease_ob (tmp); 416 decrease_ob (tmp);
410 return 1; 417 return 1;
411} 418}
412 419
413/**************************************************************************** 420/****************************************************************************
420static int 427static int
421check_item (object *op, const char *item) 428check_item (object *op, const char *item)
422{ 429{
423 int count = 0; 430 int count = 0;
424 431
425 432 if (!item)
426 if (item == NULL)
427 return 0; 433 return 0;
428 op = op->below; 434
429 while (op != NULL) 435 for (op = op->below; op; op = op->below)
430 { 436 {
431 if (strcmp (op->arch->name, item) == 0) 437 if (strcmp (op->arch->archname, item) == 0)
432 { 438 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 { 441 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++; 443 count++;
438 else 444 else
439 count += op->nrof; 445 count += op->nrof;
440 } 446 }
441 } 447 }
442 op = op->below;
443 } 448 }
449
444 return count; 450 return count;
445} 451}
446 452
447/** 453/**
448 * This removes 'nrof' of what item->slaying says to remove. 454 * This removes 'nrof' of what item->slaying says to remove.
456 object *prev; 462 object *prev;
457 463
458 prev = op; 464 prev = op;
459 op = op->below; 465 op = op->below;
460 466
461 while (op != NULL) 467 while (op)
462 { 468 {
463 if (strcmp (op->arch->name, item) == 0) 469 if (strcmp (op->arch->archname, item) == 0)
464 { 470 {
465 if (op->nrof >= nrof) 471 if (op->nrof >= nrof)
466 { 472 {
467 decrease_ob_nr (op, nrof); 473 decrease_ob_nr (op, nrof);
468 return; 474 return;
470 else 476 else
471 { 477 {
472 decrease_ob_nr (op, op->nrof); 478 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof; 479 nrof -= op->nrof;
474 } 480 }
481
475 op = prev; 482 op = prev;
476 } 483 }
484
477 prev = op; 485 prev = op;
478 op = op->below; 486 op = op->below;
479 } 487 }
480} 488}
481 489
487 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
488 */ 496 */
489static int 497static int
490check_weapon_power (const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
491{ 499{
492
493/* 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
494 * 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
495 * 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.
496 */ 503 */
497#if 1 504#if 1
538static int 545static int
539check_sacrifice (object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
540{ 547{
541 int count = 0; 548 int count = 0;
542 549
543 if (improver->slaying != NULL) 550 if (improver->slaying)
544 { 551 {
545 count = check_item (op, improver->slaying); 552 count = check_item (op, improver->slaying);
546 if (count < 1) 553 if (count < 1)
547 { 554 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 556 return 0;
553 } 557 }
554 } 558 }
555 else 559 else
556 count = 1; 560 count = 1;
559} 563}
560 564
561/** 565/**
562 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
563 */ 567 */
564int 568static int
565improve_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)
566{ 570{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 571 stat += sacrifice_count;
570 weapon->last_eat++; 572 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 573 decrease_ob (improver);
573 574
574 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
575 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
576 return 1; 584 return 1;
577} 585}
578 586
579/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 592#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 594#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 597#define IMPROVE_INT 10
590#define IMPROVE_POW 11 598#define IMPROVE_POW 11
591
592 599
593/** 600/**
594 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
596 */ 603 */
597
598int 604int
599prepare_weapon (object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
600{ 606{
601 int sacrifice_count, i; 607 int sacrifice_count, i;
602 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
603 609
604 if (weapon->level != 0) 610 if (weapon->level != 0)
605 { 611 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 612 op->failmsg ("Weapon is already prepared!");
607 return 0; 613 return 0;
608 } 614 }
615
609 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 617 if (weapon->resist[i])
611 break; 618 break;
612 619
613 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
620 { 627 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons.");
622 return 0; 629 return 0;
623 } 630 }
631
624 sacrifice_count = check_sacrifice (op, improver); 632 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 633 if (sacrifice_count <= 0)
626 return 0; 634 return 0;
635
627 weapon->level = isqrt (sacrifice_count); 636 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 637 eat_item (op, improver->slaying, sacrifice_count);
630 638
631 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 ));
632 644
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 646 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 647 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 648 slot at once! */
655improve_weapon (object *op, object *improver, object *weapon) 667improve_weapon (object *op, object *improver, object *weapon)
656{ 668{
657 int sacrifice_count, sacrifice_needed = 0; 669 int sacrifice_count, sacrifice_needed = 0;
658 670
659 if (improver->stats.sp == IMPROVE_PREPARE) 671 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 672 return prepare_weapon (op, improver, weapon);
662 } 673
663 if (weapon->level == 0) 674 if (weapon->level == 0)
664 { 675 {
665 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.>");
666 return 0; 677 return 0;
667 } 678 }
679
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 681 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 682 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 683 return 0;
672 } 684 }
685
673 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))
674 { 687 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 688 op->failmsg ("Improving the weapon will make it too "
676 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 "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 690 "really want to improve it.");
678 return 0; 691 return 0;
679 } 692 }
693
680 /* 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
681 * 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,
682 * 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
683 * weapon can be improved. 697 * weapon can be improved.
684 */ 698 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 699 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 700 {
687 weapon->stats.dam += 5; 701 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 702 weapon->weight += 5000; /* 5 KG's */
689 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));
690 weapon->last_eat++; 704 weapon->last_eat++;
691 705
692 weapon->item_power++; 706 weapon->item_power++;
693 decrease_ob (improver); 707 decrease_ob (improver);
694 return 1; 708 return 1;
695 } 709 }
710
696 if (improver->stats.sp == IMPROVE_WEIGHT) 711 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 712 {
698 /* Reduce weight by 20% */ 713 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 714 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 715 if (weapon->weight < 1)
701 weapon->weight = 1; 716 weapon->weight = 1;
717
702 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));
703 weapon->last_eat++; 719 weapon->last_eat++;
704 weapon->item_power++; 720 weapon->item_power++;
705 decrease_ob (improver); 721 decrease_ob (improver);
706 return 1; 722 return 1;
707 } 723 }
708 if (improver->stats.sp == IMPROVE_ENCHANT) 724 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 725 {
710 weapon->magic++; 726 weapon->magic++;
711 weapon->last_eat++; 727 weapon->last_eat++;
712 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));
713 decrease_ob (improver); 729 decrease_ob (improver);
714 weapon->item_power++; 730 weapon->item_power++;
715 return 1; 731 return 1;
716 } 732 }
717 733
723 sacrifice_needed *= 2; 739 sacrifice_needed *= 2;
724 740
725 sacrifice_count = check_sacrifice (op, improver); 741 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 742 if (sacrifice_count < sacrifice_needed)
727 { 743 {
728 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));
729 return 0; 745 return 0;
730 } 746 }
747
731 eat_item (op, improver->slaying, sacrifice_needed); 748 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 749 weapon->item_power++;
733 750
734 switch (improver->stats.sp) 751 switch (improver->stats.sp)
735 { 752 {
736 case IMPROVE_STR:
737 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");
738 case IMPROVE_DEX:
739 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");
740 case IMPROVE_CON:
741 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");
742 case IMPROVE_WIS:
743 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");
744 case IMPROVE_CHA:
745 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");
746 case IMPROVE_INT:
747 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");
748 case IMPROVE_POW:
749 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");
750 default: 760 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 761 op->failmsg ("Unknown improvement type.");
752 } 762 }
763
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 764 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 765 return 0;
755} 766}
756 767
757/** 768/**
764{ 775{
765 object *otmp; 776 object *otmp;
766 777
767 if (op->type != PLAYER) 778 if (op->type != PLAYER)
768 return 0; 779 return 0;
780
769 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))
770 { 782 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 783 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 784 return 0;
773 } 785 }
786
774 otmp = find_marked_object (op); 787 otmp = find_marked_object (op);
775 if (!otmp) 788 if (!otmp)
776 { 789 {
777 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.>");
778 return 0; 791 return 0;
779 } 792 }
793
780 if (otmp->type != WEAPON && otmp->type != BOW) 794 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 795 {
782 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!");
783 return 0; 797 return 0;
784 } 798 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 799
800 op->statusmsg ("Applied weapon builder.");
801
786 improve_weapon (op, tmp, otmp); 802 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 803 esrv_send_item (op, otmp);
788 return 1; 804 return 1;
789} 805}
790 806
815{ 831{
816 object *tmp; 832 object *tmp;
817 833
818 if (armour->magic >= settings.armor_max_enchant) 834 if (armour->magic >= settings.armor_max_enchant)
819 { 835 {
820 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!");
821 return 0; 837 return 0;
822 } 838 }
823 /* 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,
824 * 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.
825 * 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
826 * of gnarg and what not?) 842 * of gnarg and what not?)
827 */ 843 */
828 if (armour->title) 844 if (armour->title)
829 { 845 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 846 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 847 return 0;
832 } 848 }
833 849
834 /* Split objects if needed. Can't insert tmp until the 850 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 851 * end of this function - otherwise it will just re-merge.
850 { 866 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 867 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 868 pow++;
853 } 869 }
854 870
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 871 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 872 }
857 else 873 else
858 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;
859 875
860 if (!settings.armor_weight_linear) 876 if (!settings.armor_weight_linear)
861 { 877 {
862 int base = 100; 878 int base = 100;
863 int pow = 0; 879 int pow = 0;
866 { 882 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 883 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 884 pow++;
869 } 885 }
870 886
871 armour->weight = (armour->arch->clone.weight * base) / 100; 887 armour->weight = (armour->arch->weight * base) / 100;
872 } 888 }
873 else 889 else
874 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;
875 891
876 if (armour->weight <= 0) 892 if (armour->weight <= 0)
877 { 893 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 894 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 895 armour->weight = 1;
880 } 896 }
881 897
882 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);
883 899
884 if (op->type == PLAYER) 900 if (op->type == PLAYER)
885 { 901 {
886 esrv_send_item (op, armour); 902 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 903 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 904 op->update_stats ();
889 } 905 }
906
890 decrease_ob (improver); 907 decrease_ob (improver);
908
891 if (tmp) 909 if (tmp)
892 { 910 {
893 insert_ob_in_ob (tmp, op); 911 insert_ob_in_ob (tmp, op);
894 esrv_send_item (op, tmp); 912 esrv_send_item (op, tmp);
895 } 913 }
914
896 return 1; 915 return 1;
897} 916}
898
899 917
900/* 918/*
901 * 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
902 * what the converter wants, -1 if the converter is broken. 920 * what the converter wants, -1 if the converter is broken.
903 */ 921 */
919 937
920 /* 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,
921 * 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
922 * 3 gp and player drops a platinum, tough luck) 940 * 3 gp and player drops a platinum, tough luck)
923 */ 941 */
924 if (!strcmp (CONV_FROM (converter), "money")) 942 if (CONV_FROM (converter) == shstr_money)
925 { 943 {
926 int cost;
927
928 if (item->type != MONEY) 944 if (item->type != MONEY)
929 return 0; 945 return 0;
930 946
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 947 nr = (item->nrof * item->value) / CONV_NEED (converter);
932 if (!nr) 948 if (!nr)
933 return 0; 949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
934 cost = nr * CONV_NEED (converter) / item->value; 953 int cost = nr * CONV_NEED (converter) / item->value;
935 /* take into account rounding errors */ 954 /* take into account rounding errors */
936 if (nr * CONV_NEED (converter) % item->value) 955 if (nr * CONV_NEED (converter) % item->value)
937 cost++; 956 cost++;
957
938 decrease_ob_nr (item, cost); 958 decrease_ob_nr (item, cost);
939 959
940 price_in = cost * item->value; 960 price_in = cost * item->value;
941 } 961 }
942 else 962 else
943 { 963 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
946 return 0; 966 return 0;
967
968 converter->play_sound (sound_find ("convert_item"));
947 969
948 if (CONV_NEED (converter)) 970 if (CONV_NEED (converter))
949 { 971 {
950 nr = item->nrof / CONV_NEED (converter); 972 nr = item->nrof / CONV_NEED (converter);
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 973 decrease_ob_nr (item, nr * CONV_NEED (converter));
952 price_in = nr * CONV_NEED (converter) * item->value; 974 price_in = nr * CONV_NEED (converter) * item->value;
953 } 975 }
954 else 976 else
955 { 977 {
956 price_in = item->value; 978 price_in = item->value;
957 remove_ob (item); 979 item->destroy ();
958 free_object (item);
959 } 980 }
960 } 981 }
961 982
962 if (converter->inv != NULL) 983 if (converter->inv)
963 { 984 {
964 object *ob; 985 object *ob;
965 int i; 986 int i;
966 object *ob_to_copy; 987 object *ob_to_copy;
967 988
968 /* select random object from inventory to copy */ 989 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 990 ob_to_copy = converter->inv;
970 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++)
971 {
972 if (rndm (0, i) == 0) 992 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 993 ob_to_copy = ob;
975 } 994
976 }
977 item = object_create_clone (ob_to_copy); 995 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 998 }
981 else 999 else
982 { 1000 {
983 if (converter->other_arch == NULL) 1001 if (converter->other_arch == NULL)
984 { 1002 {
985 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",
986 &converter->name, converter->map->path, converter->x, converter->y); 1004 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 1005 return -1;
988 } 1006 }
989 1007
990 item = object_create_arch (converter->other_arch); 1008 item = object_create_arch (converter->other_arch);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 1010 }
993 1011
994 if (CONV_NR (converter)) 1012 if (CONV_NR (converter))
995 item->nrof = CONV_NR (converter); 1013 item->nrof = CONV_NR (converter);
1014
996 if (nr) 1015 if (nr)
997 item->nrof *= nr; 1016 item->nrof *= nr;
1017
998 if (is_in_shop (converter)) 1018 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID); 1019 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value) 1020 else if (price_in < item->nrof * item->value)
1001 { 1021 {
1002 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",
1003 &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);
1004
1005 /** 1024 /**
1006 * 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
1007 * propably had something in mind when doing this 1026 * hopefully had something in mind when doing this.
1008 */ 1027 */
1009 } 1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
1010 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);
1011 return 1; 1032 return 1;
1012} 1033}
1013 1034
1014/** 1035/**
1015 * Handle apply on containers. 1036 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 1037 * By Eneq(@csd.uu.se).
1017 * 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]
1018 * added the alchemical cauldron to the code -b.t. 1039 * added the alchemical cauldron to the code -b.t.
1019 */ 1040 */
1020
1021int 1041int
1022apply_container (object *op, object *sack) 1042apply_container (object *op, object *sack)
1023{ 1043{
1024 char buf[MAX_BUF]; 1044 if (op->type != PLAYER || !op->contr->ns)
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */ 1045 return 0; /* This might change */
1029 1046
1030 if (sack == NULL || sack->type != CONTAINER) 1047 if (!sack || sack->type != CONTAINER)
1031 { 1048 {
1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1049 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0; 1050 return 0;
1034 } 1051 }
1035 op->contr->last_used = NULL; 1052
1036 op->contr->last_used_id = 0; 1053 op->contr->last_used = 0;
1037 1054
1038 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;
1039 { 1059 }
1040 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)
1041 { 1065 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1066 // open on ground or inv, so close
1067 op->close_container ();
1043 return 1; 1068 return 1;
1044 } 1069 }
1045 /* It's on the ground, the problems begin */ 1070 else if (!sack->env)
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1;
1057 }
1058 }
1059 } 1071 {
1060 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;
1061 { 1075 }
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 if (tmp && tmp->type == CLOSE_CON)
1082 {
1083 remove_ob (tmp);
1084 free_object (tmp);
1085 }
1086 }
1087 }
1088 }
1089 1076
1090 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1077 // fall through to opening it (active in inv)
1091 { 1078 }
1079 else if (sack->env)
1080 {
1081 // it is in our env, so activate it, do not open yet
1092 if (op->container) 1082 op->close_container ();
1093 { 1083 sack->flag [FLAG_APPLIED] = 1;
1094 if (op->container != sack) 1084 esrv_update_item (UPD_FLAGS, op, sack);
1095 { 1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1096 tmp = op->container; 1086 return 1;
1097 apply_container (op, tmp); 1087 }
1098 sprintf (buf, "You close %s and open ", query_name (tmp)); 1088
1099 op->container = sack; 1089 // it's locked?
1100 strcat (buf, query_name (sack)); 1090 if (sack->slaying)
1101 strcat (buf, "."); 1091 {
1102 } 1092 if (object *tmp = find_key (op, op, sack))
1103 else 1093 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1104 {
1105 CLEAR_FLAG (sack, FLAG_APPLIED);
1106 op->container = NULL;
1107 sprintf (buf, "You close %s.", query_name (sack));
1108 }
1109 }
1110 else 1094 else
1111 { 1095 {
1112 CLEAR_FLAG (sack, FLAG_APPLIED);
1113 sprintf (buf, "You open %s.", query_name (sack));
1114 SET_FLAG (sack, FLAG_APPLIED);
1115 op->container = sack;
1116 }
1117 }
1118 else
1119 { /* not applied */
1120 if (sack->slaying)
1121 { /* it's locked */
1122 tmp = find_key (op, op, sack);
1123 if (tmp)
1124 {
1125 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1126 SET_FLAG (sack, FLAG_APPLIED);
1127 if (sack->env == NULL)
1128 { /* if it's on ground,open it also */
1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1130 apply_container (op, sack);
1131 return 1;
1132 }
1133 }
1134 else
1135 {
1136 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)));
1137 }
1138 }
1139 else
1140 {
1141 sprintf (buf, "You readied %s.", query_name (sack));
1142 SET_FLAG (sack, FLAG_APPLIED);
1143 if (sack->env == NULL)
1144 { /* if it's on ground,open it also */
1145 new_draw_info (NDI_UNIQUE, 0, op, buf);
1146 apply_container (op, sack);
1147 return 1; 1097 return 1;
1148 } 1098 }
1149 }
1150 } 1099 }
1151 new_draw_info (NDI_UNIQUE, 0, op, buf); 1100
1152 if (op->contr) 1101 op->open_container (sack);
1153 op->contr->socket.update_look = 1; 1102
1154 return 1; 1103 return 1;
1155} 1104}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1105
1282/** 1106/**
1283 * Handles dropping things on altar. 1107 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1108 * Returns true if sacrifice was accepted.
1285 */ 1109 */
1296 * 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
1297 * is up to map designers to use them properly. 1121 * is up to map designers to use them properly.
1298 */ 1122 */
1299 if (altar->inv && altar->inv->type == SPELL) 1123 if (altar->inv && altar->inv->type == SPELL)
1300 { 1124 {
1301 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));
1302 cast_spell (originator, altar, 0, altar->inv, NULL); 1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with 1127 /* If it is connected, push the button. Fixes some problems with
1304 * old maps. 1128 * old maps.
1305 */ 1129 */
1306 1130
1307/* push_button (altar);*/ 1131/* push_button (altar);*/
1308 } 1132 }
1332 double opinion; 1156 double opinion;
1333 object *tmp, *next; 1157 object *tmp, *next;
1334 1158
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1336 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
1337 if (op->type != PLAYER) 1172 if (op->type != PLAYER)
1338 { 1173 {
1339 /* Remove all the unpaid objects that may be carried here. 1174 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in 1175 * This could be pets or monsters that are somehow in
1341 * the shop. 1176 * the shop.
1346 1181
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1182 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 { 1183 {
1349 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);
1350 1185
1351 remove_ob (tmp); 1186 tmp->remove ();
1352 1187
1353 if (i == -1) 1188 if (i == -1)
1354 i = 0; 1189 i = 0;
1355 1190
1356 tmp->map = op->map; 1191 tmp->map = op->map;
1367 /* unpaid objects, or non living objects, can't transfer by 1202 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space. 1203 * shop mats. Instead, put it on a nearby space.
1369 */ 1204 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 { 1206 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 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);
1375 1209
1376 if (i != -1) 1210 if (i != -1)
1377 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);
1386 else if (can_pay (op) && get_payment (op)) 1220 else if (can_pay (op) && get_payment (op))
1387 { 1221 {
1388 /* this is only used for players */ 1222 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op); 1223 rv = teleport (shop_mat, SHOP_MAT, op);
1390 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
1391 if (shop_mat->msg) 1232 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1233 op->statusmsg (shop_mat->msg);
1393 /* 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,
1394 * 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
1395 * actually the shop floor. 1236 * actually the shop floor.
1396 */ 1237 */
1397 else if (!rv && !is_in_shop (op)) 1238 else if (!rv && !is_in_shop (op))
1398 { 1239 {
1399 opinion = shopkeeper_approval (op->map, op); 1240 opinion = shopkeeper_approval (op->map, op);
1400 1241
1401 if (opinion > 0.9) 1242 op->statusmsg (
1402 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."
1403 else if (opinion > 0.75) 1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1405 else if (opinion > 0.5) 1246 : "The shopkeeper glares at you with contempt."
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else 1247 );
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 } 1248 }
1410 } 1249 }
1411 else 1250 else
1412 { 1251 {
1413 /* 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
1414 * 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
1415 * they are not on the mat anymore 1254 * they are not on the mat anymore
1416 */ 1255 */
1417 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);
1418 1257
1419 if (i == -1) 1258 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1259 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else 1260 else
1424 { 1261 {
1425 remove_ob (op); 1262 op->remove ();
1426 op->x += freearr_x[i]; 1263 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1264 op->y += freearr_y[i];
1428 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;
1429 } 1266 }
1430 } 1267 }
1438 */ 1275 */
1439static void 1276static void
1440apply_sign (object *op, object *sign, int autoapply) 1277apply_sign (object *op, object *sign, int autoapply)
1441{ 1278{
1442 readable_message_type *msgType; 1279 readable_message_type *msgType;
1443 char newbuf[HUGE_BUF];
1444 1280
1445 if (sign->msg == NULL) 1281 if (!sign->msg)
1446 { 1282 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1283 op->statusmsg ("Nothing is written on it.");
1448 return; 1284 return;
1449 } 1285 }
1450 1286
1451 if (sign->stats.food) 1287 if (sign->stats.food)
1452 { 1288 {
1453 if (sign->last_eat >= sign->stats.food) 1289 if (sign->last_eat >= sign->stats.food)
1454 { 1290 {
1455 if (!sign->move_on) 1291 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1292 op->statusmsg ("You cannot read it anymore.");
1293
1457 return; 1294 return;
1458 } 1295 }
1459 1296
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1461 sign->last_eat++; 1298 sign->last_eat++;
1466 * 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
1467 * to us). 1304 * to us).
1468 */ 1305 */
1469 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)
1470 { 1307 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1308 op->failmsg ("You are unable to read while blind!");
1472 return; 1309 return;
1473 } 1310 }
1311
1312 if (op->contr)
1313 if (client *ns = op->contr->ns)
1314 {
1315 ns->play_sound (sign->sound);
1474 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];
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1323 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1476 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 }
1477} 1327}
1478 1328
1479/** 1329/**
1480 * 'victim' moves onto 'trap' 1330 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap' 1331 * 'victim' leaves 'trap'
1504 * proper. This code was causing needless crashes. 1354 * proper. This code was causing needless crashes.
1505 */ 1355 */
1506 if (recursion_depth >= 500) 1356 if (recursion_depth >= 500)
1507 { 1357 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1358 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[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);
1510 return; 1360 return;
1511 } 1361 }
1362
1512 recursion_depth++; 1363 recursion_depth++;
1513 if (trap->head) 1364 if (trap->head)
1514 trap = trap->head; 1365 trap = trap->head;
1515 1366
1516 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)))
1531 1382
1532 /* 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
1533 * above with some objects have zero speed, and thus the player 1384 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed. 1385 * getting permanently paralyzed.
1535 */ 1386 */
1536 if (victim->speed_left < -50.0) 1387 if (victim->speed_left < -50.f)
1537 victim->speed_left = -50.0; 1388 victim->speed_left = -50.f;
1538 /* 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); */
1539 } 1390 }
1540 goto leave; 1391 goto leave;
1541 1392
1542 case SPINNER: 1393 case SPINNER:
1614 1465
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 { 1467 {
1617 if (!sound_was_played) 1468 if (!sound_was_played)
1618 { 1469 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1470 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1620 sound_was_played = 1; 1471 sound_was_played = 1;
1621 } 1472 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1473
1474 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1623 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);
1624 } 1476 }
1625 } 1477 }
1626 goto leave; 1478 goto leave;
1627 } 1479 }
1628 1480
1629
1630 case CONVERTER: 1481 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1482 if (convert_item (victim, trap) < 0)
1632 { 1483 {
1633 object *op; 1484 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1634 1485 get_archetype ("burnout")->insert_at (trap, trap);
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 }
1644 } 1486 }
1487
1645 goto leave; 1488 goto leave;
1646 1489
1647 case TRIGGER_BUTTON: 1490 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1491 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1492 case TRIGGER_ALTAR:
1667 * Processing will happen if the head runs into the pit 1510 * Processing will happen if the head runs into the pit
1668 */ 1511 */
1669 if (victim->head) 1512 if (victim->head)
1670 goto leave; 1513 goto leave;
1671 1514
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1515 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1516 victim->statusmsg ("You fall through the hole!", NDI_RED);
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave; 1518 goto leave;
1676 1519
1677 case EXIT: 1520 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap)) 1521 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 { 1522 {
1680 /* Basically, don't show exits leading to random maps the 1523 /* Basically, don't show exits leading to random maps the
1681 * players output. 1524 * players output.
1682 */ 1525 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1527 victim->statusmsg (trap->msg, NDI_NAVY);
1528
1685 enter_exit (victim, trap); 1529 victim->enter_exit (trap);
1686 } 1530 }
1687 goto leave; 1531 goto leave;
1688 1532
1689 case ENCOUNTER: 1533 case ENCOUNTER:
1690 /* may be some leftovers on this */ 1534 /* may be some leftovers on this */
1705 1549
1706 apply_sign (victim, trap, 1); 1550 apply_sign (victim, trap, 1);
1707 goto leave; 1551 goto leave;
1708 1552
1709 case CONTAINER: 1553 case CONTAINER:
1710 if (victim->type == PLAYER)
1711 (void) esrv_apply_container (victim, trap);
1712 else
1713 (void) apply_container (victim, trap); 1554 apply_container (victim, trap);
1714 goto leave; 1555 goto leave;
1715 1556
1716 case RUNE: 1557 case RUNE:
1717 case TRAP: 1558 case TRAP:
1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1719 {
1720 spring_trap (trap, victim); 1560 spring_trap (trap, victim);
1721 }
1722 goto leave; 1561 goto leave;
1723 1562
1724 default: 1563 default:
1725 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 "
1726 "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);
1727 goto leave; 1566 goto leave;
1728 } 1567 }
1729 1568
1730leave: 1569leave:
1731 recursion_depth--; 1570 recursion_depth--;
1740 int lev_diff; 1579 int lev_diff;
1741 object *skill_ob; 1580 object *skill_ob;
1742 1581
1743 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744 { 1583 {
1745 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1584 op->failmsg ("You are unable to read while blind!");
1746 return; 1585 return;
1747 } 1586 }
1587
1748 if (tmp->msg == NULL) 1588 if (!tmp->msg)
1749 { 1589 {
1750 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));
1751 return; 1591 return;
1752 } 1592 }
1753 1593
1754 /* need a literacy skill to read stuff! */ 1594 /* need a literacy skill to read stuff! */
1755 skill_ob = find_skill_by_name (op, tmp->skill); 1595 skill_ob = find_skill_by_name (op, tmp->skill);
1756 if (!skill_ob) 1596 if (!skill_ob)
1757 { 1597 {
1758 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));
1759 return; 1599 return;
1760 } 1600 }
1601
1761 lev_diff = tmp->level - (skill_ob->level + 5); 1602 lev_diff = tmp->level - (skill_ob->level + 5);
1762 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763 { 1604 {
1764 if (lev_diff < 2) 1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1765 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."
1766 else if (lev_diff < 3) 1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1767 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."
1768 else if (lev_diff < 5) 1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1769 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1610 : "This book is totally beyond your comprehension.");
1770 else if (lev_diff < 8) 1611 return;
1771 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1612 }
1772 else if (lev_diff < 15) 1613
1773 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 }
1774 else 1627 else
1775 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1776 return;
1777 }
1778
1779 readable_message_type *msgType = get_readable_message_type (tmp);
1780
1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1782 msgType->message_type, msgType->message_subtype, 1629 msgType->message_type, msgType->message_subtype,
1783 "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);
1784 1632
1785 /* gain xp from reading */ 1633 /* gain xp from reading */
1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */ 1635 { /* only if not read before */
1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789 1637
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 { 1639 {
1792 /*exp_gain *= 2; because they just identified it too */ 1640 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED); 1641 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642
1794 /* If in a container, update how it looks */ 1643 /* If in a container, update how it looks */
1795 if (tmp->env) 1644 if (tmp->env)
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else 1646 else
1798 op->contr->socket.update_look = 1; 1647 op->contr->ns->floorbox_update ();
1799 } 1648 }
1649
1800 change_exp (op, exp_gain, skill_ob->skill, 0); 1650 change_exp (op, exp_gain, skill_ob->skill, 0);
1801 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 */
1802 } 1652 }
1803} 1653}
1804 1654
1807 * 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
1808 */ 1658 */
1809static void 1659static void
1810apply_skillscroll (object *op, object *tmp) 1660apply_skillscroll (object *op, object *tmp)
1811{ 1661{
1812 switch ((int) learn_skill (op, tmp)) 1662 switch (learn_skill (op, tmp))
1813 { 1663 {
1814 case 0: 1664 case 0:
1815 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1665 op->play_sound (sound_find ("generic_fail"));
1816 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)));
1817 return; 1667 break;
1818 1668
1819 case 1: 1669 case 1:
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1821 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));
1822 return; 1673 break;
1823 1674
1824 default: 1675 default:
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1826 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)));
1827 return; 1679 break;
1828 } 1680 }
1829} 1681}
1830 1682
1831/** 1683/**
1832 * Actually makes op learn spell. 1684 * Actually makes op learn spell.
1852 return; 1704 return;
1853 } 1705 }
1854 return; 1706 return;
1855 } 1707 }
1856 1708
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1709 op->contr->play_sound (sound_find ("learn_spell"));
1858 tmp = get_object (); 1710
1859 copy_object (spell, tmp); 1711 tmp = spell->clone ();
1860 insert_ob_in_ob (tmp, op); 1712 insert_ob_in_ob (tmp, op);
1861 1713
1862 if (special_prayer) 1714 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP); 1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866 1716
1867 esrv_add_spells (op->contr, tmp); 1717 esrv_add_spells (op->contr, tmp);
1868} 1718}
1869 1719
1870/** 1720/**
1884 { 1734 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return; 1736 return;
1887 } 1737 }
1888 1738
1889 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));
1890 player_unready_range_ob (op->contr, spob); 1740 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1741 esrv_remove_spell (op->contr, spob);
1892 remove_ob (spob); 1742 spob->destroy ();
1893 free_object (spob);
1894} 1743}
1895 1744
1896/** 1745/**
1897 * Handles player applying a spellbook. 1746 * Handles player applying a spellbook.
1898 * 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,
1903{ 1752{
1904 object *skop, *spell, *spell_skill; 1753 object *skop, *spell, *spell_skill;
1905 1754
1906 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1907 { 1756 {
1908 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1757 op->failmsg ("You are unable to read while blind.");
1909 return; 1758 return;
1910 } 1759 }
1911 1760
1912 /* artifact_spellbooks have 'slaying' field point to a spell name, 1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1913 * instead of having their spell stored in stats.sp. These are 1762 * instead of having their spell stored in stats.sp. These are
1914 * legacy spellbooks 1763 * legacy spellbooks
1915 */ 1764 */
1916
1917 if (tmp->slaying != NULL) 1765 if (tmp->slaying)
1918 { 1766 {
1919 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1920 if (!spell) 1768 if (!spell)
1921 { 1769 {
1922 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));
1923 return; 1771 return;
1924 } 1772 }
1925 else 1773 else
1926 insert_ob_in_ob (spell, tmp); 1774 insert_ob_in_ob (spell, tmp);
1775
1927 tmp->slaying = NULL; 1776 tmp->slaying = 0;
1928 } 1777 }
1929 1778
1930 skop = find_skill_by_name (op, tmp->skill); 1779 skop = find_skill_by_name (op, tmp->skill);
1931 1780
1932 /* 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
1933 * lower than the spell will make learning the spell more difficult */ 1782 * lower than the spell will make learning the spell more difficult */
1934 if (!skop) 1783 if (!skop)
1935 { 1784 {
1936 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));
1937 return; 1786 return;
1938 } 1787 }
1939 1788
1940 spell = tmp->inv; 1789 spell = tmp->inv;
1941 1790
1942 if (!spell) 1791 if (!spell)
1943 { 1792 {
1944 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);
1945 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!");
1946 return; 1795 return;
1947 } 1796 }
1948 1797
1949 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1950 { 1799 {
1951 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: 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));
1952 return; 1801 return;
1953 } 1802 }
1954 1803
1955 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));
1956 1805
1957 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1958 { 1807 {
1959 identify (tmp); 1808 identify (tmp);
1809
1960 if (tmp->env) 1810 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1811 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else 1812 else
1963 op->contr->socket.update_look = 1; 1813 op->contr->ns->floorbox_update ();
1964 } 1814 }
1965 1815
1966 /* 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
1967 * 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
1968 * 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
1969 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1970 */ 1820 */
1971 if (check_spell_known (op, spell->name)) 1821 if (check_spell_known (op, spell->name))
1972 { 1822 {
1973 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");
1974 return; 1824 return;
1975 } 1825 }
1976 1826
1977 if (spell->skill) 1827 if (spell->skill)
1978 { 1828 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1980 1830
1981 if (!spell_skill) 1831 if (!spell_skill)
1982 { 1832 {
1983 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));
1984 return; 1834 return;
1985 } 1835 }
1986 1836
1987 if (spell_skill->level < spell->level) 1837 if (spell_skill->level < spell->level)
1988 { 1838 {
1989 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));
1990 return; 1840 return;
1991 } 1841 }
1992 } 1842 }
1993 1843
1994 /* Logic as follows 1844 /* Logic as follows
2003 * 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
2004 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
2005 */ 1855 */
2006 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 { 1857 {
2008 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!");
2009 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));
2010 } 1860 }
2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2012 (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])
2013 { 1863 {
2014 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2015 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2016 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
2017 1866
2018 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2020 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);
2021 } 1870 }
2022 else 1871 else
2023 { 1872 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
2025 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");
2026 } 1875 }
1876
2027 decrease_ob (tmp); 1877 decrease_ob (tmp);
2028} 1878}
2029 1879
2030/** 1880/**
2031 * Handles applying a spell scroll. 1881 * Handles applying a spell scroll.
2035{ 1885{
2036 object *skop; 1886 object *skop;
2037 1887
2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 { 1889 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1890 op->failmsg ("You are unable to read while blind.");
2041 return; 1891 return;
2042 } 1892 }
2043 1893
2044 if (!tmp->inv || tmp->inv->type != SPELL) 1894 if (!tmp->inv || tmp->inv->type != SPELL)
2045 { 1895 {
2046 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.>");
2047 return; 1897 return;
2048 } 1898 }
2049 1899
2050 if (op->type == PLAYER) 1900 if (op->type == PLAYER)
2051 { 1901 {
2057 */ 1907 */
2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059 1909
2060 if (!skop) 1910 if (!skop)
2061 { 1911 {
2062 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]));
2063 return; 1913 return;
2064 } 1914 }
2065 1915
2066 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067 change_exp (op, exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
2068 } 1918 }
2069 1919
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp); 1921 identify (tmp);
2072 1922
2073 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));
2074
2075 1924
2076 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp); 1926 decrease_ob (tmp);
2078} 1927}
2079 1928
2083 * chest. 1932 * chest.
2084 */ 1933 */
2085static void 1934static void
2086apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
2087{ 1936{
2088 object *treas;
2089
2090
2091 /* 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
2092 * 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
2093 * 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
2094 * 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
2095 * treasure 1941 * treasure
2096 */ 1942 */
2097
2098 treas = tmp->inv; 1943 object *treas = tmp->inv;
2099 if (treas == NULL) 1944
1945 if (!treas)
2100 { 1946 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
2102 decrease_ob (tmp); 1948 decrease_ob (tmp);
2103 return; 1949 return;
2104 } 1950 }
1951
2105 while (tmp->inv) 1952 while (tmp->inv)
2106 { 1953 {
2107 treas = tmp->inv; 1954 treas = tmp->inv;
2108 1955 treas->remove ();
2109 remove_ob (treas);
2110 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111 1956
2112 treas->x = op->x; 1957 treas->x = op->x;
2113 treas->y = op->y; 1958 treas->y = op->y;
2114 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);
2115 1960
2116 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))
2117 spring_trap (treas, op); 1962 spring_trap (treas, op);
1963
2118 /* If either player or container was destroyed, no need to do 1964 /* If either player or container was destroyed, no need to do
2119 * further processing. I think this should be enclused with 1965 * further processing. I think this should be enclused with
2120 * spring trap above, as I don't think there is otherwise 1966 * spring trap above, as I don't think there is otherwise
2121 * any way for the treasure chest or player to get killed 1967 * any way for the treasure chest or player to get killed.
2122 */ 1968 */
2123 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
2124 break; 1970 break;
2125 } 1971 }
2126 1972
2127 if (!tmp->destroyed () && tmp->inv == NULL) 1973 if (!tmp->destroyed () && !tmp->inv)
2128 decrease_ob (tmp); 1974 decrease_ob (tmp);
2129
2130} 1975}
2131 1976
2132/** 1977/**
2133 * op eats food. 1978 * op eats food.
2134 * If player, takes care of messages and dragon special food. 1979 * If player, takes care of messages and dragon special food.
2149 { 1994 {
2150 /* usual case - no dragon meal: */ 1995 /* usual case - no dragon meal: */
2151 if (op->stats.food + tmp->stats.food > 999) 1996 if (op->stats.food + tmp->stats.food > 999)
2152 { 1997 {
2153 if (tmp->type == FOOD || tmp->type == FLESH) 1998 if (tmp->type == FOOD || tmp->type == FLESH)
2154 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!");
2155 else 2000 else
2156 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!");
2157 } 2002 }
2158 2003
2159 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2160 { 2005 {
2161 char buf[MAX_BUF]; 2006 const char *buf;
2162 2007
2163 if (!is_dragon_pl (op)) 2008 if (!is_dragon_pl (op))
2164 { 2009 {
2165 /* eating message for normal players */ 2010 /* eating message for normal players */
2166 if (tmp->type == DRINK) 2011 if (tmp->type == DRINK)
2167 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2168 else 2013 else
2169 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.");
2170 } 2015 }
2171 else 2016 else
2172 {
2173 /* eating message for dragon players */ 2017 /* eating message for dragon players */
2174 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2018 buf = format ("The %s tasted terrible!", &tmp->name);
2175 }
2176 2019
2177 new_draw_info (NDI_UNIQUE, 0, op, buf); 2020 op->statusmsg (buf);
2021
2178 capacity_remaining = 999 - op->stats.food; 2022 capacity_remaining = 999 - op->stats.food;
2179 op->stats.food += tmp->stats.food; 2023 op->stats.food += tmp->stats.food;
2180 if (capacity_remaining < tmp->stats.food) 2024 if (capacity_remaining < tmp->stats.food)
2181 op->stats.hp += capacity_remaining / 50; 2025 op->stats.hp += capacity_remaining / 50;
2182 else 2026 else
2183 op->stats.hp += tmp->stats.food / 50; 2027 op->stats.hp += tmp->stats.food / 50;
2028
2184 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2185 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2186 if (op->stats.food > 999) 2031 if (op->stats.food > 999)
2187 op->stats.food = 999; 2032 op->stats.food = 999;
2188 } 2033 }
2190 /* special food hack -b.t. */ 2035 /* special food hack -b.t. */
2191 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2192 eat_special_food (op, tmp); 2037 eat_special_food (op, tmp);
2193 } 2038 }
2194 } 2039 }
2040
2195 handle_apply_yield (tmp); 2041 handle_apply_yield (tmp);
2196 decrease_ob (tmp); 2042 decrease_ob (tmp);
2197} 2043}
2198 2044
2199/** 2045/**
2211{ 2057{
2212 object *skin = NULL; /* pointer to dragon skin force */ 2058 object *skin = NULL; /* pointer to dragon skin force */
2213 object *abil = NULL; /* pointer to dragon ability force */ 2059 object *abil = NULL; /* pointer to dragon ability force */
2214 object *tmp = NULL; /* tmp. object */ 2060 object *tmp = NULL; /* tmp. object */
2215 2061
2216 char buf[MAX_BUF]; /* tmp. string buffer */
2217 double chance; /* improvement-chance of one resistance type */ 2062 double chance; /* improvement-chance of one resistance type */
2218 double totalchance = 1; /* total chance of gaining one resistance */ 2063 double totalchance = 1; /* total chance of gaining one resistance */
2219 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2220 double mbonus = 0; /* monster bonus */ 2065 double mbonus = 0; /* monster bonus */
2221 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2226 if (meal->type != FLESH || !is_dragon_pl (op)) 2071 if (meal->type != FLESH || !is_dragon_pl (op))
2227 return 0; 2072 return 0;
2228 2073
2229 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2230 from the player's inventory */ 2075 from the player's inventory */
2231 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2076 for (tmp = op->inv; tmp; tmp = tmp->below)
2232 {
2233 if (tmp->type == FORCE) 2077 if (tmp->type == FORCE)
2234 { 2078 if (tmp->arch->archname == shstr_dragon_skin_force)
2235 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2236 skin = tmp; 2079 skin = tmp;
2237 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2080 else if (tmp->arch->archname == shstr_dragon_ability_force)
2238 abil = tmp; 2081 abil = tmp;
2239 }
2240 }
2241 2082
2242 /* 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
2243 which is not to be considered a dragon -> bail out */ 2084 which is not to be considered a dragon -> bail out */
2244 if (skin == NULL || abil == NULL) 2085 if (skin == NULL || abil == NULL)
2245 return 0; 2086 return 0;
2247 /* now start by filling stomache and health, according to food-value */ 2088 /* now start by filling stomache and health, according to food-value */
2248 if ((999 - op->stats.food) < meal->stats.food) 2089 if ((999 - op->stats.food) < meal->stats.food)
2249 op->stats.hp += (999 - op->stats.food) / 50; 2090 op->stats.hp += (999 - op->stats.food) / 50;
2250 else 2091 else
2251 op->stats.hp += meal->stats.food / 50; 2092 op->stats.hp += meal->stats.food / 50;
2093
2252 if (op->stats.hp > op->stats.maxhp) 2094 if (op->stats.hp > op->stats.maxhp)
2253 op->stats.hp = op->stats.maxhp; 2095 op->stats.hp = op->stats.maxhp;
2254 2096
2255 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2256 2098
2286 /* doubled chance for resistance of ability-focus */ 2128 /* doubled chance for resistance of ability-focus */
2287 if (i == abil->stats.exp) 2129 if (i == abil->stats.exp)
2288 chance = MIN (100., chance * 2.); 2130 chance = MIN (100., chance * 2.);
2289 2131
2290 /* 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!) */
2291 if (RANDOM () % 10000 < (int) (chance * 100)) 2133 if (rndm (10000) < (unsigned int) (chance * 100))
2292 { 2134 {
2293 atnr_winner[winners] = i; 2135 atnr_winner[winners] = i;
2294 winners++; 2136 winners++;
2295 } 2137 }
2296 2138
2301 } 2143 }
2302 } 2144 }
2303 2145
2304 /* inverse totalchance as until now we have the failure-chance */ 2146 /* inverse totalchance as until now we have the failure-chance */
2305 totalchance = 100 - totalchance * 100; 2147 totalchance = 100 - totalchance * 100;
2148
2306 /* print message according to totalchance */ 2149 /* print message according to totalchance */
2150 const char *buf;
2307 if (totalchance > 50.) 2151 if (totalchance > 50.)
2308 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2309 else if (totalchance > 10.) 2153 else if (totalchance > 10.)
2310 sprintf (buf, "The %s tasted very good.", &meal->name); 2154 buf = format ("The %s tasted very good.", &meal->name);
2311 else if (totalchance > 1.) 2155 else if (totalchance > 1.)
2312 sprintf (buf, "The %s tasted good.", &meal->name); 2156 buf = format ("The %s tasted good.", &meal->name);
2313 else if (totalchance > 0.1) 2157 else if (totalchance > 0.1)
2314 sprintf (buf, "The %s tasted bland.", &meal->name); 2158 buf = format ("The %s tasted bland.", &meal->name);
2315 else if (totalchance >= 0.01) 2159 else if (totalchance >= 0.01)
2316 sprintf (buf, "The %s had a boring taste.", &meal->name); 2160 buf = format ("The %s had a boring taste.", &meal->name);
2317 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))
2318 sprintf (buf, "The %s tasted strange.", &meal->name); 2162 buf = format ("The %s tasted strange.", &meal->name);
2319 else 2163 else
2320 sprintf (buf, "The %s had no taste.", &meal->name); 2164 buf = format ("The %s had no taste.", &meal->name);
2321 new_draw_info (NDI_UNIQUE, 0, op, buf); 2165
2166 op->statusmsg (buf);
2322 2167
2323 /* now choose a winner if we have any */ 2168 /* now choose a winner if we have any */
2324 i = -1; 2169 i = -1;
2325 if (winners > 0) 2170 if (winners > 0)
2326 i = atnr_winner[RANDOM () % winners]; 2171 i = atnr_winner[RANDOM () % winners];
2327 2172
2328 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2329 { 2174 {
2330 /* resistance increased! */ 2175 /* resistance increased! */
2331 skin->resist[i]++; 2176 skin->resist[i]++;
2332 fix_player (op); 2177 op->update_stats ();
2333 2178
2334 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]));
2335 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2336 } 2180 }
2337 2181
2338 /* if this flesh contains a new ability focus, we mark it 2182 /* if this flesh contains a new ability focus, we mark it
2339 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 */
2340 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)
2341 { 2185 {
2342 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> */
2343 2187
2344 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
2345 { 2194 ));
2346 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2347 new_draw_info (NDI_UNIQUE, 0, op, buf);
2348 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2349 new_draw_info (NDI_UNIQUE, 0, op, buf);
2350 }
2351 else 2195 else
2352 { 2196 {
2353 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]));
2354 new_draw_info (NDI_UNIQUE, 0, op, buf);
2355 abil->last_eat = 0; 2198 abil->last_eat = 0;
2356 } 2199 }
2357 } 2200 }
2201
2358 return 1; 2202 return 1;
2359}
2360
2361static void
2362apply_savebed (object *pl)
2363{
2364#ifndef COZY_SERVER
2365 if (!pl->contr->name_changed || !pl->stats.exp)
2366 {
2367 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2368 return;
2369 }
2370#endif
2371 INVOKE_PLAYER (LOGOUT, pl->contr);
2372 /* Need to call terminate_all_pets() before we remove the player ob */
2373 terminate_all_pets (pl);
2374 remove_ob (pl);
2375 pl->direction = 0;
2376 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2377
2378 /* update respawn position */
2379 strcpy (pl->contr->savebed_map, pl->map->path);
2380 pl->contr->bed_x = pl->x;
2381 pl->contr->bed_y = pl->y;
2382
2383 strcpy (pl->contr->killer, "left");
2384 check_score (pl); /* Always check score */
2385 (void) save_player (pl, 0);
2386 pl->map->players--;
2387#if MAP_MAXTIMEOUT
2388 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2389#endif
2390 play_again (pl);
2391 pl->speed = 0;
2392 update_ob_speed (pl);
2393} 2203}
2394 2204
2395/** 2205/**
2396 * Handles applying an improve armor scroll. 2206 * Handles applying an improve armor scroll.
2397 * Does some sanity checks, then calls improve_armour. 2207 * Does some sanity checks, then calls improve_armour.
2399static void 2209static void
2400apply_armour_improver (object *op, object *tmp) 2210apply_armour_improver (object *op, object *tmp)
2401{ 2211{
2402 object *armor; 2212 object *armor;
2403 2213
2404 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))
2405 { 2215 {
2406 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.>");
2407 return; 2217 return;
2408 } 2218 }
2219
2409 armor = find_marked_object (op); 2220 armor = find_marked_object (op);
2221
2410 if (!armor) 2222 if (!armor)
2411 { 2223 {
2412 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.");
2413 return; 2225 return;
2414 } 2226 }
2227
2415 if (armor->type != ARMOUR 2228 if (armor->type != ARMOUR
2416 && armor->type != CLOAK 2229 && armor->type != CLOAK
2417 && 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)
2418 { 2231 {
2419 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2232 op->failmsg ("Your marked item is not armour!\n");
2420 return; 2233 return;
2421 } 2234 }
2422 2235
2423 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2236 op->statusmsg ("Applying armour enchantment.");
2424 improve_armour (op, tmp, armor); 2237 improve_armour (op, tmp, armor);
2425} 2238}
2426
2427 2239
2428extern void 2240extern void
2429apply_poison (object *op, object *tmp) 2241apply_poison (object *op, object *tmp)
2430{ 2242{
2431 if (op->type == PLAYER) 2243 if (op->type == PLAYER)
2432 { 2244 {
2433 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2245 op->contr->play_sound (sound_find ("drink_poison"));
2434 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2246 op->failmsg ("Yech! That tasted poisonous!");
2435 strcpy (op->contr->killer, "poisonous booze"); 2247 strcpy (op->contr->killer, "poisonous booze");
2436 } 2248 }
2249
2437 if (tmp->stats.hp > 0) 2250 if (tmp->stats.hp > 0)
2438 { 2251 {
2439 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);
2440 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2441 } 2254 }
2255
2442 op->stats.food -= op->stats.food / 4; 2256 op->stats.food -= op->stats.food / 4;
2443 handle_apply_yield (tmp); 2257 handle_apply_yield (tmp);
2444 decrease_ob (tmp); 2258 decrease_ob (tmp);
2445} 2259}
2446 2260
2447/** 2261/**
2448 * 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.
2449 * A valid 2 way exit means: 2263 * A valid 2 way exit means:
2450 * -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)
2451 * -You are 2265 * -You are
2452 * ° the owner of the exit 2266 * ° the owner of the exit
2453 * ° or in the same party as the owner 2267 * ° or in the same party as the owner
2454 * 2268 *
2455 * 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
2456 * 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
2457 * 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).
2458 */ 2272 */
2459int 2273int
2460is_legal_2ways_exit (object *op, object *exit) 2274is_legal_2ways_exit (object *op, object *exit)
2461{ 2275{
2462 object *tmp;
2463 object *exit_owner;
2464 player *pp;
2465 maptile *exitmap;
2466
2467 if (exit->stats.exp != 1) 2276 if (exit->stats.exp != 1)
2468 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
2469 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2280 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2470 return 0; /* This is a reset town portal */ 2281 return 0; /* This is a reset town portal */
2471 /* To know if an exit has a correspondant, we look at 2282#endif
2472 * all the exits in destination and try to find one with same path as 2283
2473 * the current exit's position */ 2284 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2474 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2285
2475 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2476 else
2477 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2478 if (exitmap) 2286 if (exitmap)
2479 { 2287 {
2288 exitmap->load_sync ();
2289
2480 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2290 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2291
2481 if (!tmp) 2292 if (!tmp)
2482 return 0; 2293 return 0;
2483 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2294
2295 for (; tmp; tmp = tmp->above)
2484 { 2296 {
2485 if (tmp->type != EXIT) 2297 if (tmp->type != EXIT)
2486 continue; /*Not an exit */ 2298 continue; /*Not an exit */
2299
2487 if (!EXIT_PATH (tmp)) 2300 if (!EXIT_PATH (tmp))
2488 continue; /*Not a valid exit */ 2301 continue; /*Not a valid exit */
2302
2489 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2303 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2490 continue; /*Not in the same place */ 2304 continue; /*Not in the same place */
2305
2491 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2306 if (exit->map->path != EXIT_PATH (tmp))
2492 continue; /*Not in the same map */ 2307 continue; /*Not in the same map */
2493 2308
2494 /* 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
2495 * 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
2496 * town portals to prevent strangers from visiting your appartments 2311 * town portals to prevent strangers from visiting your appartments
2497 */ 2312 */
2498 if (!exit->race) 2313 if (!exit->race)
2499 return 1; /*No owner, free for all! */ 2314 return 1; /*No owner, free for all! */
2315
2500 exit_owner = NULL; 2316 object *exit_owner = 0;
2501 for (pp = first_player; pp; pp = pp->next) 2317
2318 for_all_players (pp)
2502 { 2319 {
2503 if (!pp->ob) 2320 if (!pp->ob)
2504 continue; 2321 continue;
2322
2505 if (pp->ob->name != exit->race) 2323 if (pp->ob->name != exit->race)
2506 continue; 2324 continue;
2325
2507 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 */
2508 break; 2327 break;
2509 } 2328 }
2329
2510 if (!exit_owner) 2330 if (!exit_owner)
2511 return 0; /* No more owner */ 2331 return 0; /* No more owner */
2332
2512 if (exit_owner->contr == op->contr) 2333 if (exit_owner->contr == op->contr)
2513 return 1; /*It is your exit */ 2334 return 1; /*It is your exit */
2335
2514 if (exit_owner && /*There is a owner */ 2336 if (exit_owner && /*There is a owner */
2515 (op->contr) && /*A player tries to pass */ 2337 (op->contr) && /*A player tries to pass */
2516 ((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 */
2517 (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 */
2518 return 0; 2340 return 0;
2341
2519 return 1; 2342 return 1;
2520 } 2343 }
2521 } 2344 }
2345
2522 return 0; 2346 return 0;
2523} 2347}
2524
2525 2348
2526/** 2349/**
2527 * Main apply handler. 2350 * Main apply handler.
2528 * 2351 *
2529 * Checks for unpaid items before applying. 2352 * Checks for unpaid items before applying.
2537 * being applied. 2360 * being applied.
2538 * 2361 *
2539 * aflag is special (always apply/unapply) flags. Nothing is done with 2362 * aflag is special (always apply/unapply) flags. Nothing is done with
2540 * them in this function - they are passed to apply_special 2363 * them in this function - they are passed to apply_special
2541 */ 2364 */
2542
2543int 2365int
2544manual_apply (object *op, object *tmp, int aflag) 2366manual_apply (object *op, object *tmp, int aflag)
2545{ 2367{
2546 if (tmp->head) 2368 if (tmp->head)
2547 tmp = tmp->head; 2369 tmp = tmp->head;
2548 2370
2549 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2550 { 2372 {
2551 if (op->type == PLAYER) 2373 if (op->type == PLAYER)
2552 { 2374 {
2553 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.>");
2554 return 1; 2376 return 1;
2555 } 2377 }
2556 else 2378 else
2557 {
2558 return 0; /* monsters just skip unpaid items */ 2379 return 0; /* monsters just skip unpaid items */
2559 }
2560 } 2380 }
2561 2381
2562 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2382 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2563 return RESULT_INT (0); 2383 return RESULT_INT (0);
2564 2384
2565 switch (tmp->type) 2385 switch (tmp->type)
2566 { 2386 {
2567
2568 case CF_HANDLE: 2387 case CF_HANDLE:
2569 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2388 op->play_sound (sound_find ("turn_handle"));
2570 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2389 op->statusmsg ("You turn the handle.");
2571 tmp->value = tmp->value ? 0 : 1; 2390 tmp->value = tmp->value ? 0 : 1;
2572 SET_ANIMATION (tmp, tmp->value); 2391 SET_ANIMATION (tmp, tmp->value);
2573 update_object (tmp, UP_OBJ_FACE); 2392 update_object (tmp, UP_OBJ_FACE);
2574 push_button (tmp); 2393 push_button (tmp);
2575 return 1; 2394 return 1;
2576 2395
2577 case TRIGGER: 2396 case TRIGGER:
2578 if (check_trigger (tmp, op)) 2397 if (check_trigger (tmp, op))
2579 { 2398 {
2580 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2399 op->statusmsg ("You turn the handle.");
2581 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2400 op->play_sound (sound_find ("turn_handle"));
2582 } 2401 }
2583 else 2402 else
2584 { 2403 op->failmsg ("The handle doesn't move.");
2585 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2404
2586 }
2587 return 1; 2405 return 1;
2588 2406
2589 case EXIT: 2407 case EXIT:
2590 if (op->type != PLAYER) 2408 if (op->type != PLAYER)
2591 return 0; 2409 return 0;
2410
2592 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2593 { 2412 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2594 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2595 }
2596 else 2413 else
2597 { 2414 {
2598 /* Don't display messages for random maps. */ 2415 /* Don't display messages for random maps. */
2599 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2600 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2417 op->statusmsg (tmp->msg, NDI_NAVY);
2418
2601 enter_exit (op, tmp); 2419 op->enter_exit (tmp);
2602 } 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
2603 return 1; 2427 return 1;
2604 2428
2605 case SIGN: 2429 case SIGN:
2606 apply_sign (op, tmp, 0); 2430 apply_sign (op, tmp, 0);
2607 return 1; 2431 return 1;
2611 { 2435 {
2612 apply_book (op, tmp); 2436 apply_book (op, tmp);
2613 return 1; 2437 return 1;
2614 } 2438 }
2615 else 2439 else
2616 {
2617 return 0; 2440 return 0;
2618 }
2619 2441
2620 case SKILLSCROLL: 2442 case SKILLSCROLL:
2621 if (op->type == PLAYER) 2443 if (op->type == PLAYER)
2622 { 2444 {
2623 apply_skillscroll (op, tmp); 2445 apply_skillscroll (op, tmp);
2624 return 1; 2446 return 1;
2625 } 2447 }
2448 else
2626 return 0; 2449 return 0;
2627 2450
2628 case SPELLBOOK: 2451 case SPELLBOOK:
2629 if (op->type == PLAYER) 2452 if (op->type == PLAYER)
2630 { 2453 {
2631 apply_spellbook (op, tmp); 2454 apply_spellbook (op, tmp);
2632 return 1; 2455 return 1;
2633 } 2456 }
2457 else
2634 return 0; 2458 return 0;
2635 2459
2636 case SCROLL: 2460 case SCROLL:
2637 apply_scroll (op, tmp, 0); 2461 apply_scroll (op, tmp, 0);
2638 return 1; 2462 return 1;
2639 2463
2640 case POTION: 2464 case POTION:
2641 (void) apply_potion (op, tmp); 2465 apply_potion (op, tmp);
2642 return 1; 2466 return 1;
2643 2467
2644 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2468 /* Eneq(@csd.uu.se): Handle apply on containers. */
2469 //TODO: remove, as it is unsed?
2645 case CLOSE_CON: 2470 case CLOSE_CON:
2646 if (op->type == PLAYER)
2647 (void) esrv_apply_container (op, tmp->env);
2648 else
2649 (void) apply_container (op, tmp->env); 2471 apply_container (op, tmp->env);
2650 return 1; 2472 return 1;
2651 2473
2652 case CONTAINER: 2474 case CONTAINER:
2653 if (op->type == PLAYER)
2654 (void) esrv_apply_container (op, tmp);
2655 else
2656 (void) apply_container (op, tmp); 2475 apply_container (op, tmp);
2657 return 1; 2476 return 1;
2658 2477
2659 case TREASURE: 2478 case TREASURE:
2660 if (op->type == PLAYER) 2479 if (op->type == PLAYER)
2661 { 2480 {
2662 apply_treasure (op, tmp); 2481 apply_treasure (op, tmp);
2663 return 1; 2482 return 1;
2664 } 2483 }
2665 else 2484 else
2666 {
2667 return 0; 2485 return 0;
2668 }
2669 2486
2670 case WEAPON: 2487 case WEAPON:
2671 case ARMOUR: 2488 case ARMOUR:
2672 case BOOTS: 2489 case BOOTS:
2673 case GLOVES: 2490 case GLOVES:
2686 case LAMP: 2503 case LAMP:
2687 case BUILDER: 2504 case BUILDER:
2688 case SKILL_TOOL: 2505 case SKILL_TOOL:
2689 if (tmp->env != op) 2506 if (tmp->env != op)
2690 return 2; /* not in inventory */ 2507 return 2; /* not in inventory */
2508
2691 (void) apply_special (op, tmp, aflag); 2509 apply_special (op, tmp, aflag);
2692 return 1; 2510 return 1;
2693 2511
2694 case DRINK: 2512 case DRINK:
2695 case FOOD: 2513 case FOOD:
2696 case FLESH: 2514 case FLESH:
2700 case POISON: 2518 case POISON:
2701 apply_poison (op, tmp); 2519 apply_poison (op, tmp);
2702 return 1; 2520 return 1;
2703 2521
2704 case SAVEBED: 2522 case SAVEBED:
2705 if (op->type == PLAYER)
2706 {
2707 apply_savebed (op);
2708 return 1; 2523 return 1;
2709 }
2710 else
2711 {
2712 return 0;
2713 }
2714 2524
2715 case ARMOUR_IMPROVER: 2525 case ARMOUR_IMPROVER:
2716 if (op->type == PLAYER) 2526 if (op->type == PLAYER)
2717 { 2527 {
2718 apply_armour_improver (op, tmp); 2528 apply_armour_improver (op, tmp);
2719 return 1; 2529 return 1;
2720 } 2530 }
2721 else 2531 else
2722 {
2723 return 0; 2532 return 0;
2724 }
2725 2533
2726 case WEAPON_IMPROVER: 2534 case WEAPON_IMPROVER:
2727 (void) check_improve_weapon (op, tmp); 2535 check_improve_weapon (op, tmp);
2728 return 1; 2536 return 1;
2729 2537
2730 case CLOCK: 2538 case CLOCK:
2731 if (op->type == PLAYER) 2539 if (op->type == PLAYER)
2732 { 2540 {
2733 char buf[MAX_BUF]; 2541 char buf[MAX_BUF];
2734 timeofday_t tod; 2542 timeofday_t tod;
2735 2543
2736 get_tod (&tod); 2544 get_tod (&tod);
2545 op->play_sound (sound_find ("sound_clock"));
2546 op->statusmsg (format (
2737 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2547 "It is %d minute%s past %d o'clock %s",
2738 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2548 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2739 ((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")
2740 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2550 ));
2741 new_draw_info (NDI_UNIQUE, 0, op, buf);
2742 return 1; 2551 return 1;
2743 } 2552 }
2744 else 2553 else
2745 {
2746 return 0; 2554 return 0;
2747 }
2748 2555
2749 case MENU: 2556 case MENU:
2750 if (op->type == PLAYER) 2557 if (op->type == PLAYER)
2751 { 2558 {
2752 shop_listing (op); 2559 shop_listing (tmp, op);
2753 return 1; 2560 return 1;
2754 } 2561 }
2755 else 2562 else
2756 {
2757 return 0; 2563 return 0;
2758 }
2759 2564
2760 case POWER_CRYSTAL: 2565 case POWER_CRYSTAL:
2761 apply_power_crystal (op, tmp); /* see egoitem.c */ 2566 apply_power_crystal (op, tmp); /* see egoitem.c */
2762 return 1; 2567 return 1;
2763 2568
2766 { 2571 {
2767 apply_lighter (op, tmp); 2572 apply_lighter (op, tmp);
2768 return 1; 2573 return 1;
2769 } 2574 }
2770 else 2575 else
2771 {
2772 return 0; 2576 return 0;
2773 }
2774 2577
2775 case ITEM_TRANSFORMER: 2578 case ITEM_TRANSFORMER:
2776 apply_item_transformer (op, tmp); 2579 apply_item_transformer (op, tmp);
2777 return 1; 2580 return 1;
2778 2581
2791int 2594int
2792player_apply (object *pl, object *op, int aflag, int quiet) 2595player_apply (object *pl, object *op, int aflag, int quiet)
2793{ 2596{
2794 int tmp; 2597 int tmp;
2795 2598
2796 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2599 if (op->env && (pl->move_type & MOVE_FLYING))
2797 { 2600 {
2798 /* player is flying and applying object not in inventory */ 2601 /* player is flying and applying object not in inventory */
2799 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2800 { 2603 {
2801 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.>");
2802 return 0; 2605 return 0;
2803 } 2606 }
2804 } 2607 }
2805 2608
2806 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2807 * applied.
2808 */
2809 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2810 {
2811 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2812 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2813 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2814 remove_ob (op);
2815 free_object (op);
2816 return 1;
2817 }
2818
2819 pl->contr->last_used = op; 2609 pl->contr->last_used = op;
2820 pl->contr->last_used_id = op->count;
2821 2610
2822 tmp = manual_apply (pl, op, aflag); 2611 tmp = manual_apply (pl, op, aflag);
2823 if (!quiet) 2612 if (!quiet)
2824 { 2613 {
2825 if (tmp == 0) 2614 if (tmp == 0)
2826 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)));
2827 else if (tmp == 2) 2616 else if (tmp == 2)
2828 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2617 op->failmsg ("You must get it first!\n");
2829 } 2618 }
2619
2830 return tmp; 2620 return tmp;
2831} 2621}
2832 2622
2833/** 2623/**
2834 * player_apply_below attempts to apply the object 'below' the player. 2624 * player_apply_below attempts to apply the object 'below' the player.
2835 * 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
2836 * we use the ground. 2626 * we use the ground.
2837 */ 2627 */
2838
2839void 2628void
2840player_apply_below (object *pl) 2629player_apply_below (object *pl)
2841{ 2630{
2842 object *tmp, *next;
2843 int floors; 2631 int floors = 0;
2844 2632
2845 /* 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
2846 * item in the container. Otherwise, use the map. 2634 * item in the container. Otherwise, use the map.
2847 */
2848 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2849
2850 /* 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
2851 * 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
2852 * 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
2853 * 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
2854 * not return a proper value. 2639 * not return a proper value.
2855 */ 2640 */
2856 for (floors = 0; tmp != NULL; tmp = next) 2641 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2857 { 2642 {
2858 next = tmp->below; 2643 next = tmp->below;
2644
2859 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2645 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2860 floors++; 2646 floors++;
2861 else if (floors > 0) 2647 else if (floors > 0)
2862 return; /* process only floor objects after first floor object */ 2648 return; /* process only floor objects after first floor object */
2863 2649
2883 * 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.
2884 */ 2670 */
2885static int 2671static int
2886unapply_special (object *who, object *op, int aflags) 2672unapply_special (object *who, object *op, int aflags)
2887{ 2673{
2888 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)))
2889 return RESULT_INT (0); 2676 return RESULT_INT (0);
2890 2677
2891 object *tmp2;
2892
2893 CLEAR_FLAG (op, FLAG_APPLIED); 2678 CLEAR_FLAG (op, FLAG_APPLIED);
2679
2894 switch (op->type) 2680 switch (op->type)
2895 { 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
2896 case WEAPON: 2696 case WEAPON:
2897 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 }
2898 2703
2704 who->statusmsg (format ("You unwield %s.", query_name (op)));
2705
2899 (void) change_abil (who, op); 2706 change_abil (who, op);
2900 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2901 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2707 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2902 clear_skill (who);
2903 break; 2708 break;
2904 2709
2905 case SKILL: /* allows objects to impart skills */
2906 case SKILL_TOOL: 2710 case SKILL:
2907 if (op != who->chosen_skill) 2711 if (who->contr)
2908 { 2712 {
2909 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));
2910 } 2717 }
2911 if (who->type == PLAYER) 2718
2912 {
2913 if (who->contr->shoottype == range_skill)
2914 who->contr->shoottype = range_none;
2915 if (!op->invisible)
2916 {
2917 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2918 }
2919 else
2920 {
2921 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2922 }
2923 }
2924 (void) change_abil (who, op); 2719 change_abil (who, op);
2925 who->chosen_skill = NULL;
2926 CLEAR_FLAG (who, FLAG_READY_SKILL); 2720 CLEAR_FLAG (who, FLAG_READY_SKILL);
2927 break; 2721 break;
2928 2722
2929 case ARMOUR: 2723 case ARMOUR:
2930 case HELMET: 2724 case HELMET:
2934 case GLOVES: 2728 case GLOVES:
2935 case AMULET: 2729 case AMULET:
2936 case GIRDLE: 2730 case GIRDLE:
2937 case BRACERS: 2731 case BRACERS:
2938 case CLOAK: 2732 case CLOAK:
2939 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2733 who->statusmsg (format ("You unwear %s.", query_name (op)));
2940 (void) change_abil (who, op); 2734 change_abil (who, op);
2941 break; 2735 break;
2736
2942 case LAMP: 2737 case LAMP:
2943 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
2944 tmp2 = arch_to_object (op->other_arch); 2741 object *tmp2 = arch_to_object (op->other_arch);
2945 tmp2->x = op->x; 2742 tmp2->x = op->x;
2946 tmp2->y = op->y; 2743 tmp2->y = op->y;
2947 tmp2->map = op->map; 2744 tmp2->map = op->map;
2948 tmp2->below = op->below; 2745 tmp2->below = op->below;
2949 tmp2->above = op->above; 2746 tmp2->above = op->above;
2950 tmp2->stats.food = op->stats.food; 2747 tmp2->stats.food = op->stats.food;
2951 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2748 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2952 2749
2953 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2750 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2954 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2751 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2955 2752
2956 if (who->type == PLAYER) 2753 if (who->contr)
2957 esrv_del_item (who->contr, op->count); 2754 esrv_del_item (who->contr, op->count);
2958 2755
2959 remove_ob (op); 2756 op->destroy ();
2960 free_object (op);
2961 insert_ob_in_ob (tmp2, who); 2757 insert_ob_in_ob (tmp2, who);
2962 fix_player (who); 2758 who->update_stats ();
2759
2963 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2760 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2964 { 2761 {
2965 if (who->type == PLAYER) 2762 if (who->contr)
2966 { 2763 {
2967 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2764 who->failmsg ("Oops, it feels deadly cold!");
2968 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2765 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2969 } 2766 }
2970 } 2767 }
2971 if (who->type == PLAYER) 2768
2769 if (who->contr)
2972 esrv_send_item (who, tmp2); 2770 esrv_send_item (who, tmp2);
2771 }
2772
2973 return 1; /* otherwise, an attempt to drop causes problems */ 2773 return 1; /* otherwise, an attempt to drop causes problems */
2974 break; 2774
2975 case BOW: 2775 case BOW:
2976 case WAND: 2776 case WAND:
2977 case ROD: 2777 case ROD:
2978 case HORN: 2778 case HORN:
2979 clear_skill (who); 2779 if (player *pl = who->contr)
2980 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2981 if (who->type == PLAYER)
2982 { 2780 {
2983 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)));
2984 } 2788 }
2985 else 2789 else
2986 { 2790 {
2791 who->change_skill (0);
2792
2987 if (op->type == BOW) 2793 if (op->type == BOW)
2988 CLEAR_FLAG (who, FLAG_READY_BOW); 2794 CLEAR_FLAG (who, FLAG_READY_BOW);
2989 else 2795 else
2990 CLEAR_FLAG (who, FLAG_READY_RANGE); 2796 CLEAR_FLAG (who, FLAG_READY_RANGE);
2991 } 2797 }
2798
2992 break; 2799 break;
2993 2800
2994 case BUILDER: 2801 case BUILDER:
2995 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2802 if (who->contr)
2996 who->contr->shoottype = range_none; 2803 who->statusmsg (format ("You unready %s.", query_name (op)));
2997 who->contr->ranges[range_builder] = NULL;
2998 break; 2804 break;
2999 2805
3000 default: 2806 default:
3001 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2807 who->statusmsg (format ("You unapply %s.", query_name (op)));
3002 break; 2808 break;
3003 } 2809 }
3004 2810
3005 fix_player (who); 2811 who->update_stats ();
3006 2812
3007 if (!(aflags & AP_NO_MERGE)) 2813 if (!(aflags & AP_NO_MERGE))
3008 { 2814 {
3009 object *tmp;
3010
3011 tmp = merge_ob (op, NULL); 2815 object *tmp = merge_ob (op, 0);
3012 if (who->type == PLAYER) 2816
2817 if (who->contr)
3013 { 2818 {
3014 if (tmp) 2819 if (tmp)
3015 { /* it was merged */ 2820 { /* it was merged */
3016 esrv_del_item (who->contr, op->count); 2821 esrv_del_item (who->contr, op->count);
3017 op = tmp; 2822 op = tmp;
3018 } 2823 }
3019 2824
3020 esrv_send_item (who, op); 2825 esrv_send_item (who, op);
3021 } 2826 }
3022 } 2827 }
2828
3023 return 0; 2829 return 0;
3024} 2830}
3025 2831
3026/** 2832/**
3027 * Returns the object that is using location 'loc'. 2833 * Returns the object that is using location 'loc'.
3028 * Note that 'start' is the first object to start examing - we 2834 * Note that 'start' is the first object to start examing - we
3029 * 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
3030 * something like: 2836 * something like:
3031 * tmp = get_item_from_body_location(who->inv, 1); 2837 * tmp = get_next_item_from_body_location(who->inv, 1);
3032 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2838 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3033 * to find the second object that may use this location, etc. 2839 * to find the second object that may use this location, etc.
3034 * Returns NULL if no match is found. 2840 * Returns NULL if no match is found.
3035 * 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.
3036 * don't return invisible objects unless they are skill objects 2842 * don't return invisible objects unless they are skill objects
3037 * invisible other objects that use 2843 * invisible other objects that use
3038 * up body locations can be used as restrictions. 2844 * up body locations can be used as restrictions.
3039 */ 2845 */
3040object * 2846static object *
3041get_item_from_body_location (object *start, int loc) 2847get_next_item_from_body_location (int loc, object *start)
3042{ 2848{
3043 object *tmp;
3044
3045 if (!start)
3046 return NULL;
3047
3048 for (tmp = start; tmp; tmp = tmp->below) 2849 for (object *tmp = start; tmp; tmp = tmp->below)
3049 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))
3050 return tmp; 2853 return tmp;
3051 2854
3052 return NULL; 2855 return 0;
3053} 2856}
3054
3055
3056 2857
3057/** 2858/**
3058 * '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.
3059 * This should only be called when it is known 2860 * This should only be called when it is known
3060 * that there are objects to unapply. This makes pretty heavy 2861 * that there are objects to unapply. This makes pretty heavy
3063 * Returns 0 on success, returns 1 if there is some problem. 2864 * Returns 0 on success, returns 1 if there is some problem.
3064 * 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
3065 * 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
3066 * another function that does just that. 2867 * another function that does just that.
3067 */ 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
3068int 2875int
3069unapply_for_ob (object *who, object *op, int aflags) 2876unapply_for_ob (object *who, object *op, int aflags)
3070{ 2877{
3071 int i; 2878 if (op->is_range ())
3072 object *tmp = NULL, *last;
3073
3074 /* If we are applying a shield or weapon, unapply any equipped shield
3075 * or weapons first - only allowed to use one weapon/shield at a time.
3076 */
3077 if (op->type == WEAPON || op->type == SHIELD)
3078 {
3079 for (tmp = who->inv; tmp; tmp = tmp->below) 2879 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3080 {
3081 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3082 {
3083 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)))
3084 { 2882 {
3085 if (aflags & AP_PRINT) 2883 if (aflags & AP_PRINT)
3086 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2884 who->failmsg (query_name (tmp));
3087 else 2885 else
3088 unapply_special (who, tmp, aflags); 2886 unapply_special (who, tmp, aflags);
3089 } 2887 }
3090 else 2888 else
3091 { 2889 {
3092 /* 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.
3093 * 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
3094 * at least generate the message. 2892 * at least generate the message.
3095 */ 2893 */
3096 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)));
3097 return 1; 2895 return 1;
3098 }
3099
3100 } 2896 }
3101 }
3102 }
3103 2897
3104 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2898 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3105 { 2899 {
3106 /* this used up a slot that we need to free */ 2900 /* this used up a slot that we need to free */
3107 if (op->body_info[i]) 2901 if (op->slot[i].info)
3108 { 2902 {
3109 last = who->inv; 2903 object *last = who->inv;
3110 2904
3111 /* 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
3112 * to free up enough slots. 2906 * to free up enough slots.
3113 */ 2907 */
3114 while ((who->body_used[i] + op->body_info[i]) < 0) 2908 while ((who->slot[i].used + op->slot[i].info) < 0)
3115 { 2909 {
3116 tmp = get_item_from_body_location (last, i); 2910 object *tmp = get_next_item_from_body_location (i, last);
2911
3117 if (!tmp) 2912 if (!tmp)
3118 { 2913 {
3119#if 0 2914#if 0
3120 /* 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
3121 * equipped. 2916 * equipped.
3122 */ 2917 */
3123 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);
3124#endif 2919#endif
3125 return 1; 2920 return 1;
3126 } 2921 }
2922
3127 /* 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 */
3128 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))))
3129 { 2925 {
3130 if (aflags & AP_PRINT) 2926 if (aflags & AP_PRINT)
3131 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2927 who->failmsg (query_name (tmp));
3132 else 2928 else
3133 unapply_special (who, tmp, aflags); 2929 unapply_special (who, tmp, aflags);
3134 } 2930 }
3135 else 2931 else
3136 { 2932 {
3137 /* Cursed item that we can't unequip - tell the player. 2933 /* Cursed item that we can't unequip - tell the player.
3138 * 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,
3139 * 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
3140 * one cursed ring.) 2936 * one cursed ring.)
3141 */ 2937 */
3142 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)));
3143 } 2939 }
2940
3144 last = tmp->below; 2941 last = tmp->below;
3145 } 2942 }
3146 /* 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
3147 * return in the !tmp would have kicked in. 2944 * return in the !tmp would have kicked in.
3148 */ 2945 */
3149 } /* if op is using this body location */ 2946 } /* if op is using this body location */
3150 } /* for body lcoations */ 2947 } /* for body lcoations */
2948
3151 return 0; 2949 return 0;
3152} 2950}
3153 2951
3154/** 2952/**
3155 * Checks to see if 'who' can apply object 'op'. 2953 * Checks to see if 'who' can apply object 'op'.
3156 * Returns 0 if apply can be done without anything special. 2954 * Returns 0 if apply can be done without anything special.
3157 * Otherwise returns a bitmask - potentially several of these may be 2955 * Otherwise returns a bitmask - potentially several of these may be
3158 * set, but largely depends on circumstance - in the future, processing 2956 * set, but largely depends on circumstance - in the future, processing
3159 * 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
3160 * 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?)
3161 * 2959 *
3162 * See include/define.h for detailed description of the meaning of 2960 * See include/define.h for detailed description of the meaning of
3163 * these return values. 2961 * these return values.
3164 */ 2962 */
3165int 2963int
3166can_apply_object (object *who, object *op) 2964can_apply_object (object *who, object *op)
3167{ 2965{
3168 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)))
3169 return RESULT_INT (0); 2967 return RESULT_INT (0);
3170 2968
3171 int i, retval = 0; 2969 int retval = 0;
3172 object *tmp = NULL, *ws = NULL; 2970 object *tmp = 0, *ws = 0;
3173 2971
3174 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2972 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3175 * 2 weapons, but we don't want to let them do that. So if they are
3176 * trying to equip a weapon or shield, see if they already have one
3177 * in place and store that way.
3178 */
3179 if (op->type == WEAPON || op->type == SHIELD)
3180 { 2973 {
3181 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2974 if (op->slot[i].info)
3182 { 2975 {
3183 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)
3184 { 2978 {
3185 retval = CAN_APPLY_UNAPPLY;
3186 ws = tmp;
3187 }
3188 }
3189 }
3190
3191
3192 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3193 {
3194 if (op->body_info[i])
3195 {
3196 /* Item uses more slots than we have */
3197 if (FABS (op->body_info[i]) > who->body_info[i])
3198 {
3199 /* Could return now for efficiently - rest of info below isn' 2979 /* Could return now for efficiency - rest of info below isn't
3200 * really needed. 2980 * really needed.
3201 */ 2981 */
3202 retval |= CAN_APPLY_NEVER; 2982 retval |= CAN_APPLY_NEVER;
3203 } 2983 }
3204 else if ((who->body_used[i] + op->body_info[i]) < 0) 2984 else if (who->slot[i].used + op->slot[i].info < 0)
3205 { 2985 {
3206 /* in this case, equipping this would use more free spots than 2986 /* in this case, equipping this would use more free spots than
3207 * we have. 2987 * we have.
3208 */ 2988 */
3209 object *tmp1;
3210
3211 2989
3212 /* 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
3213 * enough slots to equip the new item, then just set this can 2991 * enough slots to equip the new item, then just set "can
3214 * 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
3215 * shield equipped and try to equip another shield, there is only 2993 * shield equipped and try to equip another shield, there is only
3216 * one choice. However, the check for the number of body locations 2994 * one choice. However, the check for the number of body locations
3217 * does take into the account cases where what is being applied 2995 * does take into the account cases where what is being applied
3218 * may be two handed for example. 2996 * may be two handed for example.
3219 */ 2997 */
3220 if (ws) 2998 if (ws)
3221 { 2999 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3222 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3223 { 3000 {
3224 retval |= CAN_APPLY_UNAPPLY; 3001 retval |= CAN_APPLY_UNAPPLY;
3225 continue; 3002 continue;
3226 } 3003 }
3227 }
3228 3004
3229 tmp1 = get_item_from_body_location (who->inv, i); 3005 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3230 if (!tmp1) 3006 if (!tmp1)
3231 { 3007 {
3232#if 0 3008#if 0
3233 /* 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
3234 * join in with more stuff equipped than they are now allowed. 3010 * join in with more stuff equipped than they are now allowed.
3242 /* need to unapply something. However, if this something 3018 /* need to unapply something. However, if this something
3243 * is different than we had found before, it means they need 3019 * is different than we had found before, it means they need
3244 * to apply multiple objects 3020 * to apply multiple objects
3245 */ 3021 */
3246 retval |= CAN_APPLY_UNAPPLY; 3022 retval |= CAN_APPLY_UNAPPLY;
3023
3247 if (!tmp) 3024 if (!tmp)
3248 tmp = tmp1; 3025 tmp = tmp1;
3249 else if (tmp != tmp1) 3026 else if (tmp != tmp1)
3250 {
3251 retval |= CAN_APPLY_UNAPPLY_MULT; 3027 retval |= CAN_APPLY_UNAPPLY_MULT;
3252 } 3028
3253 /* 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
3254 * 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
3255 * the slots, the player then has a choice. 3031 * the slots, the player then has a choice.
3256 */ 3032 */
3257 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)
3258 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3035 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3259 3036
3260 /* Does unequippint 'tmp1' free up enough slots for this to be 3037 /* Does unequippint 'tmp1' free up enough slots for this to be
3261 * equipped? If not, there must be something else to unapply. 3038 * equipped? If not, there must be something else to unapply.
3262 */ 3039 */
3263 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)
3264 retval |= CAN_APPLY_UNAPPLY_MULT; 3041 retval |= CAN_APPLY_UNAPPLY_MULT;
3265
3266 } 3042 }
3267 } /* if not enough free slots */ 3043 } /* if not enough free slots */
3268 } /* if this object uses location i */ 3044 } /* if this object uses location i */
3269 } /* for i -> num_body_locations loop */ 3045 } /* for i -> num_body_locations loop */
3270 3046
3275 * 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
3276 * all use the same location. 3052 * all use the same location.
3277 */ 3053 */
3278 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3054 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3279 retval |= CAN_APPLY_RESTRICTION; 3055 retval |= CAN_APPLY_RESTRICTION;
3056
3280 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3057 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3281 retval |= CAN_APPLY_RESTRICTION; 3058 retval |= CAN_APPLY_RESTRICTION;
3282 3059
3283
3284 if (who->type != PLAYER) 3060 if (who->type != PLAYER)
3285 { 3061 {
3286 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))
3287 retval |= CAN_APPLY_RESTRICTION; 3063 retval |= CAN_APPLY_RESTRICTION;
3064
3288 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3065 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3289 retval |= CAN_APPLY_RESTRICTION; 3066 retval |= CAN_APPLY_RESTRICTION;
3067
3290 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3068 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3291 retval |= CAN_APPLY_RESTRICTION; 3069 retval |= CAN_APPLY_RESTRICTION;
3070
3292 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3071 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3293 retval |= CAN_APPLY_RESTRICTION; 3072 retval |= CAN_APPLY_RESTRICTION;
3294 } 3073 }
3074
3295 return retval; 3075 return retval;
3296} 3076}
3297
3298
3299 3077
3300/** 3078/**
3301 * 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.
3302 * 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,
3303 * 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
3312 * AP_UNAPPLY=always unapply). 3090 * AP_UNAPPLY=always unapply).
3313 * 3091 *
3314 * Optional flags: 3092 * Optional flags:
3315 * 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
3316 * 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
3317 * 3096 *
3318 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3097 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3319 * 3098 *
3320 * apply_special() doesn't check for unpaid items. 3099 * apply_special() doesn't check for unpaid items.
3321 */ 3100 */
3101
3102#define LACK_ITEM_POWER \
3103 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3104
3322int 3105int
3323apply_special (object *who, object *op, int aflags) 3106apply_special (object *who, object *op, int aflags)
3324{ 3107{
3325 int basic_flag = aflags & AP_BASIC_FLAGS; 3108 int basic_flag = aflags & AP_BASIC_FLAGS;
3326 object *tmp, *tmp2, *skop = NULL; 3109 object *tmp, *tmp2, *skop = NULL;
3327 int i;
3328 3110
3329 if (who == NULL) 3111 if (who == NULL)
3330 { 3112 {
3331 LOG (llevError, "apply_special() from object without environment.\n"); 3113 LOG (llevError, "apply_special() from object without environment.\n");
3332 return 1; 3114 return 1;
3342 if (basic_flag == AP_APPLY) 3124 if (basic_flag == AP_APPLY)
3343 return 0; 3125 return 0;
3344 3126
3345 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)))
3346 { 3128 {
3347 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)));
3348 return 1; 3130 return 1;
3349 } 3131 }
3132
3350 return unapply_special (who, op, aflags); 3133 return unapply_special (who, op, aflags);
3351 } 3134 }
3352 3135
3353 if (basic_flag == AP_UNAPPLY) 3136 if (basic_flag == AP_UNAPPLY)
3354 return 0; 3137 return 0;
3355 3138
3356 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);
3357 3149
3358 /* 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 */
3359 if (i) 3151 if (int i = can_apply_object (who, op))
3360 { 3152 {
3361 if (i & CAN_APPLY_NEVER) 3153 if (i & CAN_APPLY_NEVER)
3362 { 3154 {
3363 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)));
3364 return 1; 3156 return 1;
3365 } 3157 }
3366 else if (i & CAN_APPLY_RESTRICTION) 3158 else if (i & CAN_APPLY_RESTRICTION)
3367 { 3159 {
3368 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 ));
3369 return 1; 3165 return 1;
3370 } 3166 }
3167
3371 if (who->type != PLAYER) 3168 if (who->type != PLAYER)
3372 { 3169 {
3373 /* Some error, so don't try to equip something more */ 3170 /* Some error, so don't try to equip something more */
3374 if (unapply_for_ob (who, op, aflags)) 3171 if (unapply_for_ob (who, op, aflags))
3375 return 1; 3172 return 1;
3376 } 3173 }
3377 else 3174 else
3378 { 3175 {
3379 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))
3380 { 3177 {
3381 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:");
3382 unapply_for_ob (who, op, AP_PRINT); 3179 unapply_for_ob (who, op, AP_PRINT);
3383 return 1; 3180 return 1;
3384 } 3181 }
3385 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))
3386 {
3387 i = unapply_for_ob (who, op, aflags); 3183 if (unapply_for_ob (who, op, aflags))
3388 if (i)
3389 return 1; 3184 return 1;
3390 } 3185 }
3391 }
3392 } 3186 }
3187
3393 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3188 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3394 { 3189 {
3395 skop = find_skill_by_name (who, op->skill); 3190 skop = find_skill_by_name (who, op->skill);
3191
3396 if (!skop) 3192 if (!skop)
3397 { 3193 {
3398 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));
3399 return 1; 3195 return 1;
3400 } 3196 }
3401 else 3197 else
3402 {
3403 /* While experience will be credited properly, we want to change the 3198 /* While experience will be credited properly, we want to change the
3404 * skill so that the dam and wc get updated 3199 * skill so that the dam and wc get updated
3405 */ 3200 */
3406 change_skill (who, skop, 0); 3201 who->change_skill (skop);
3407 }
3408 }
3409
3410 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3411 { 3202 }
3412 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);
3413 return 1; 3209 return 1;
3414 } 3210 }
3415
3416 3211
3417 /* 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.
3418 * Note that we don't have the checks for can_use_... 3213 * Note that we don't have the checks for can_use_...
3419 * below - that is already taken care of by can_apply_object. 3214 * below - that is already taken care of by can_apply_object.
3420 */ 3215 */
3421
3422
3423 if (op->nrof > 1) 3216 if (op->nrof > 1)
3424 tmp = get_split_ob (op, op->nrof - 1); 3217 tmp = get_split_ob (op, op->nrof - 1);
3425 else 3218 else
3426 tmp = NULL; 3219 tmp = 0;
3427 3220
3428 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)))
3429 return RESULT_INT (0); 3222 return RESULT_INT (0);
3430 3223
3431 switch (op->type) 3224 switch (op->type)
3432 { 3225 {
3433 case WEAPON: 3226 case WEAPON:
3434 if (!check_weapon_power (who, op->last_eat)) 3227 if (!check_weapon_power (who, op->last_eat))
3435 { 3228 {
3436 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);
3437 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3230
3438 if (tmp != NULL) 3231 if (tmp)
3439 (void) insert_ob_in_ob (tmp, who); 3232 insert_ob_in_ob (tmp, who);
3233
3440 return 1; 3234 return 1;
3441 } 3235 }
3236
3237 //TODO: this obviously fails for players using a shorter prefix
3238 // i.e. "R" can use Ragnarok's sword.
3442 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3443 { 3240 {
3444 /* 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. */
3445 /* (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) */
3446 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
3447 if (tmp != NULL) 3245 if (tmp)
3448 (void) insert_ob_in_ob (tmp, who); 3246 insert_ob_in_ob (tmp, who);
3247
3449 return 1; 3248 return 1;
3450 } 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
3451 SET_FLAG (op, FLAG_APPLIED); 3257 SET_FLAG (op, FLAG_APPLIED);
3452
3453 if (skop)
3454 change_skill (who, skop, 1); 3258 who->change_skill (skop);
3455 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
3456 SET_FLAG (who, FLAG_READY_WEAPON); 3265 SET_FLAG (who, FLAG_READY_WEAPON);
3457
3458 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3459
3460 (void) change_abil (who, op); 3266 change_abil (who, op);
3461 break; 3267 break;
3462 3268
3463 case ARMOUR: 3269 case ARMOUR:
3464 case HELMET: 3270 case HELMET:
3465 case SHIELD: 3271 case SHIELD:
3469 case BRACERS: 3275 case BRACERS:
3470 case CLOAK: 3276 case CLOAK:
3471 case RING: 3277 case RING:
3472 case AMULET: 3278 case AMULET:
3473 SET_FLAG (op, FLAG_APPLIED); 3279 SET_FLAG (op, FLAG_APPLIED);
3474 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3280 who->statusmsg (format ("You wear %s.", query_name (op)));
3475 (void) change_abil (who, op); 3281 change_abil (who, op);
3476 break; 3282 break;
3283
3477 case LAMP: 3284 case LAMP:
3478 if (op->stats.food < 1) 3285 if (op->stats.food < 1)
3479 { 3286 {
3480 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 ));
3481 return 1; 3292 return 1;
3482 } 3293 }
3483 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
3484 tmp2 = arch_to_object (op->other_arch); 3297 tmp2 = arch_to_object (op->other_arch);
3485 tmp2->stats.food = op->stats.food; 3298 tmp2->stats.food = op->stats.food;
3486 SET_FLAG (tmp2, FLAG_APPLIED); 3299 SET_FLAG (tmp2, FLAG_APPLIED);
3300
3487 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3301 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3488 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3302 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3303
3489 insert_ob_in_ob (tmp2, who); 3304 insert_ob_in_ob (tmp2, who);
3490 3305
3491 /* Remove the old lantern */ 3306 /* Remove the old lantern */
3492 if (who->type == PLAYER) 3307 if (who->type == PLAYER)
3493 esrv_del_item (who->contr, op->count); 3308 esrv_del_item (who->contr, op->count);
3494 3309
3495 remove_ob (op); 3310 op->destroy ();
3496 free_object (op);
3497 3311
3498 /* insert the portion that was split off */ 3312 /* insert the portion that was split off */
3499 if (tmp != NULL) 3313 if (tmp)
3500 { 3314 {
3501 (void) insert_ob_in_ob (tmp, who); 3315 insert_ob_in_ob (tmp, who);
3502 if (who->type == PLAYER) 3316 if (who->type == PLAYER)
3503 esrv_send_item (who, tmp); 3317 esrv_send_item (who, tmp);
3504 } 3318 }
3505 fix_player (who); 3319
3320 who->update_stats ();
3321
3506 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3322 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3507 {
3508 if (who->type == PLAYER) 3323 if (who->type == PLAYER)
3509 { 3324 {
3510 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.>");
3511 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3326 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3512 } 3327 }
3513 } 3328
3514 if (who->type == PLAYER) 3329 if (who->type == PLAYER)
3515 esrv_send_item (who, tmp2); 3330 esrv_send_item (who, tmp2);
3331
3516 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 }
3517 break; 3344 break;
3518 3345
3519 /* this part is needed for skill-tools */
3520 case SKILL: 3346 case SKILL:
3521 case SKILL_TOOL: 3347 if (player *pl = who->contr)
3522 if (who->chosen_skill)
3523 { 3348 {
3524 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3349 if (IS_COMBAT_SKILL (op->subtype))
3525 return 1;
3526 }
3527 if (who->type == PLAYER)
3528 { 3350 {
3529 who->contr->shoottype = range_skill; 3351 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3530 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
3531 if (!op->invisible) 3399 if (!op->invisible)
3532 { 3400 {
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3401 who->statusmsg (format (
3534 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 ));
3535 } 3407 }
3536 else 3408 else
3537 {
3538 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));
3539 }
3540 } 3410 }
3411 else
3412 {
3541 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3542 (void) change_abil (who, op); 3414 change_abil (who, op);
3543 who->chosen_skill = op; 3415 who->chosen_skill = op;
3544 SET_FLAG (who, FLAG_READY_SKILL); 3416 SET_FLAG (who, FLAG_READY_SKILL);
3417 }
3418
3545 break; 3419 break;
3546 3420
3547 case BOW: 3421 case BOW:
3548 if (!check_weapon_power (who, op->last_eat)) 3422 if (!check_weapon_power (who, op->last_eat))
3549 { 3423 {
3550 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);
3551 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3425
3552 if (tmp != NULL) 3426 if (tmp)
3553 (void) insert_ob_in_ob (tmp, who); 3427 insert_ob_in_ob (tmp, who);
3428
3554 return 1; 3429 return 1;
3555 } 3430 }
3431
3556 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3432 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3557 { 3433 {
3558 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.>");
3559 if (tmp != NULL) 3436 if (tmp)
3560 (void) insert_ob_in_ob (tmp, who); 3437 insert_ob_in_ob (tmp, who);
3438
3561 return 1; 3439 return 1;
3562 } 3440 }
3441
3563 /*FALLTHROUGH*/ case WAND: 3442 /*FALLTHROUGH*/
3443 case WAND:
3564 case ROD: 3444 case ROD:
3565 case HORN: 3445 case HORN:
3566 /* 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
3567 SET_FLAG (op, FLAG_APPLIED); 3454 SET_FLAG (op, FLAG_APPLIED);
3568 if (skop)
3569 change_skill (who, skop, 0); 3455 who->change_skill (skop);
3570 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3571 3456
3572 if (who->type == PLAYER) 3457 if (who->contr)
3573 { 3458 {
3459 who->contr->ranged_ob = op;
3460
3461 who->statusmsg (format ("You ready %s.", query_name (op)));
3462
3574 if (op->type == BOW) 3463 if (op->type == BOW)
3575 { 3464 {
3465 who->current_weapon = op;
3576 (void) change_abil (who, op); 3466 change_abil (who, op);
3577 new_draw_info_format (NDI_UNIQUE, 0, who,
3578 "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)));
3579 who->contr->shoottype = range_bow;
3580 }
3581 else
3582 {
3583 who->contr->shoottype = range_misc;
3584 } 3468 }
3585 } 3469 }
3586 else 3470 else
3587 { 3471 {
3588 if (op->type == BOW) 3472 if (op->type == BOW)
3589 SET_FLAG (who, FLAG_READY_BOW); 3473 SET_FLAG (who, FLAG_READY_BOW);
3590 else 3474 else
3591 SET_FLAG (who, FLAG_READY_RANGE); 3475 SET_FLAG (who, FLAG_READY_RANGE);
3592 } 3476 }
3477
3593 break; 3478 break;
3594 3479
3595 case BUILDER: 3480 case BUILDER:
3596 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)
3597 unapply_special (who, who->contr->ranges[range_builder], 0); 3485 unapply_special (who, who->contr->ranged_ob, 0);
3598 who->contr->shoottype = range_builder; 3486
3487 who->statusmsg (format ("You ready your %s.", query_name (op)));
3488
3599 who->contr->ranges[range_builder] = op; 3489 who->contr->ranged_ob = op;
3600 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3490 }
3601 break; 3491 break;
3602 3492
3603 default: 3493 default:
3604 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3494 who->statusmsg (format ("You apply %s.", query_name (op)));
3605 } /* end of switch op->type */ 3495 }
3606 3496
3607 SET_FLAG (op, FLAG_APPLIED); 3497 SET_FLAG (op, FLAG_APPLIED);
3608 3498
3609 if (tmp != NULL) 3499 if (tmp)
3610 tmp = insert_ob_in_ob (tmp, who); 3500 tmp = insert_ob_in_ob (tmp, who);
3611 3501
3612 fix_player (who); 3502 who->update_stats ();
3613 3503
3614 /* We exclude spell casting objects. The fire code will set the 3504 /* We exclude spell casting objects. The fire code will set the
3615 * been applied flag when they are used - until that point, 3505 * been applied flag when they are used - until that point,
3616 * you don't know anything about them. 3506 * you don't know anything about them.
3617 */ 3507 */
3618 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)
3619 SET_FLAG (op, FLAG_BEEN_APPLIED); 3509 SET_FLAG (op, FLAG_BEEN_APPLIED);
3620 3510
3621 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3622 {
3623 if (who->type == PLAYER) 3512 if (who->type == PLAYER)
3624 { 3513 {
3625 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 );
3626 SET_FLAG (op, FLAG_KNOWN_CURSED); 3518 SET_FLAG (op, FLAG_KNOWN_CURSED);
3627 } 3519 }
3628 } 3520
3629 if (who->type == PLAYER) 3521 if (who->type == PLAYER)
3630 { 3522 {
3631 /* if multiple objects were applied, update both slots */ 3523 /* if multiple objects were applied, update both slots */
3632 if (tmp) 3524 if (tmp)
3633 esrv_send_item (who, tmp); 3525 esrv_send_item (who, tmp);
3526
3634 esrv_send_item (who, op); 3527 esrv_send_item (who, op);
3635 } 3528 }
3529
3636 return 0; 3530 return 0;
3637} 3531}
3638
3639 3532
3640int 3533int
3641monster_apply_special (object *who, object *op, int aflags) 3534monster_apply_special (object *who, object *op, int aflags)
3642{ 3535{
3643 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3536 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3644 return 1; 3537 return 1;
3538
3645 return apply_special (who, op, aflags); 3539 return apply_special (who, op, aflags);
3646} 3540}
3647 3541
3648/** 3542/**
3649 * Map was just loaded, handle op's initialisation. 3543 * Map was just loaded, handle op's initialisation.
3657 int i; 3551 int i;
3658 3552
3659 switch (op->type) 3553 switch (op->type)
3660 { 3554 {
3661 case SHOP_FLOOR: 3555 case SHOP_FLOOR:
3662 if (!HAS_RANDOM_ITEMS (op)) 3556 if (!op->has_random_items ())
3663 return 0; 3557 return 0;
3558
3664 do 3559 do
3665 { 3560 {
3666 i = 10; /* let's give it 10 tries */ 3561 i = 10; /* let's give it 10 tries */
3667 while ((tmp = generate_treasure (op->randomitems, 3562 while ((tmp = generate_treasure (op->randomitems,
3668 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);
3669 if (tmp == NULL) 3564 if (tmp == NULL)
3670 return 0; 3565 return 0;
3671 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3566 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3672 { 3567 {
3673 free_object (tmp); 3568 tmp->destroy ();
3674 tmp = NULL; 3569 tmp = NULL;
3675 } 3570 }
3676 } 3571 }
3677 while (!tmp); 3572 while (!tmp);
3573
3678 tmp->x = op->x; 3574 tmp->x = op->x;
3679 tmp->y = op->y; 3575 tmp->y = op->y;
3680 SET_FLAG (tmp, FLAG_UNPAID); 3576 SET_FLAG (tmp, FLAG_UNPAID);
3681 insert_ob_in_map (tmp, op->map, NULL, 0); 3577 insert_ob_in_map (tmp, op->map, NULL, 0);
3682 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3578 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3684 break; 3580 break;
3685 3581
3686 case TREASURE: 3582 case TREASURE:
3687 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3583 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3688 return 0; 3584 return 0;
3585
3689 while ((op->stats.hp--) > 0) 3586 while (op->stats.hp-- > 0)
3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3587 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3691 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);
3692 3589
3693 /* 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,
3694 * 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
3696 * that is put inside other objects. 3593 * that is put inside other objects.
3697 */ 3594 */
3698 for (tmp = op->inv; tmp; tmp = tmp2) 3595 for (tmp = op->inv; tmp; tmp = tmp2)
3699 { 3596 {
3700 tmp2 = tmp->below; 3597 tmp2 = tmp->below;
3701 remove_ob (tmp); 3598 tmp->remove ();
3599
3702 if (op->env) 3600 if (op->env)
3703 insert_ob_in_ob (tmp, op->env); 3601 insert_ob_in_ob (tmp, op->env);
3704 else 3602 else
3705 free_object (tmp); 3603 tmp->destroy ();
3706 } 3604 }
3707 remove_ob (op); 3605
3708 free_object (op); 3606 op->destroy ();
3709 break; 3607 break;
3710 } 3608 }
3711 return tmp ? 1 : 0; 3609 return tmp ? 1 : 0;
3712} 3610}
3713 3611
3714/** 3612/**
3715 * 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
3716 * when an original map is loaded) and performs special actions for 3614 * is loaded or swapped in and performs special actions for
3717 * certain objects (most initialization of chests and creation of 3615 * certain objects (most initialization of chests and creation of
3718 * treasures and stuff). Calls auto_apply if appropriate. 3616 * treasures and stuff). Calls auto_apply if appropriate.
3719 */ 3617 */
3720void 3618void
3721fix_auto_apply (maptile *m) 3619maptile::fix_auto_apply ()
3722{ 3620{
3723 object *tmp, *above = NULL; 3621 if (!spaces)
3724 int x, y;
3725
3726 if (m == NULL)
3727 return; 3622 return;
3728 3623
3729 for (x = 0; x < MAP_WIDTH (m); x++) 3624 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3730 for (y = 0; y < MAP_HEIGHT (m); y++) 3625 for (object *tmp = ms->bot; tmp; )
3731 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3732 { 3626 {
3733 above = tmp->above; 3627 object *above = tmp->above;
3734 3628
3735 if (tmp->inv) 3629 if (tmp->inv)
3736 { 3630 {
3737 object *invtmp, *invnext; 3631 object *invtmp, *invnext;
3738 3632
3739 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3633 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3740 { 3634 {
3741 invnext = invtmp->below; 3635 invnext = invtmp->below;
3742 3636
3743 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3637 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3744 auto_apply (invtmp); 3638 auto_apply (invtmp);
3745 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3639 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3746 { 3640 {
3747 while ((invtmp->stats.hp--) > 0) 3641 while ((invtmp->stats.hp--) > 0)
3748 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3749
3750 invtmp->randomitems = NULL;
3751 }
3752 else if (invtmp && invtmp->arch
3753 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3754 {
3755 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);
3756 /* Need to clear this so that we never try to create 3650 /* Need to clear this so that we never try to create
3757 * treasure again for this object 3651 * treasure again for this object
3758 */ 3652 */
3759 invtmp->randomitems = NULL; 3653 invtmp->randomitems = NULL;
3760 } 3654 }
3761 } 3655 }
3762 /* This is really temporary - the code at the bottom will 3656 /* This is really temporary - the code at the bottom will
3763 * also set randomitems to null. The problem is there are bunches 3657 * also set randomitems to null. The problem is there are bunches
3764 * of maps/players already out there with items that have spells 3658 * of maps/players already out there with items that have spells
3765 * which haven't had the randomitems set to null yet. 3659 * which haven't had the randomitems set to null yet.
3766 * MSW 2004-05-13 3660 * MSW 2004-05-13
3767 * 3661 *
3768 * 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,
3769 * else you get two spells in the book ^_- 3663 * else you get two spells in the book ^_-
3770 * Ryo 2004-08-16 3664 * Ryo 2004-08-16
3771 */ 3665 */
3772 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3773 || 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)
3774 tmp->randomitems = NULL;
3775
3776 }
3777
3778 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3779 auto_apply (tmp);
3780 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3781 {
3782 while ((tmp->stats.hp--) > 0)
3783 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3784 tmp->randomitems = NULL; 3668 tmp->randomitems = NULL;
3669
3785 } 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 }
3786 else if (tmp->type == TIMED_GATE) 3680 else if (tmp->type == TIMED_GATE)
3787 { 3681 {
3788 object *head = tmp->head != NULL ? tmp->head : tmp; 3682 object *head = tmp->head != NULL ? tmp->head : tmp;
3789 3683
3790 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3684 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3791 {
3792 tmp->speed = 0; 3685 tmp->set_speed (0);
3793 update_ob_speed (tmp);
3794 }
3795 } 3686 }
3796 /* 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
3797 * 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
3798 * 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
3799 * 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.
3800 * 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
3801 * which say how many times to make the treasure. 3692 * which say how many times to make the treasure.
3802 */ 3693 */
3803 else if (tmp && tmp->arch && tmp->type != PLAYER 3694 else if (tmp && tmp->arch && tmp->type != PLAYER
3804 && tmp->type != TREASURE && tmp->type != SPELL 3695 && tmp->type != TREASURE && tmp->type != SPELL
3805 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3696 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3806 { 3697 {
3807 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3698 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3808 tmp->randomitems = NULL; 3699 tmp->randomitems = NULL;
3809 } 3700 }
3701
3702 // close all containers
3703 else if (tmp->type == CONTAINER)
3704 tmp->flag [FLAG_APPLIED] = 0;
3705
3706 tmp = above;
3810 } 3707 }
3811 3708
3812 for (x = 0; x < MAP_WIDTH (m); x++) 3709 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3813 for (y = 0; y < MAP_HEIGHT (m); y++) 3710 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3814 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3815 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3711 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3816 check_trigger (tmp, tmp->above); 3712 check_trigger (tmp, tmp->above);
3817} 3713}
3818 3714
3819/** 3715/**
3820 * Handles player eating food that temporarily changes status (resistances, stats). 3716 * Handles player eating food that temporarily changes status (resistances, stats).
3821 * This used to call cast_change_attr(), but 3717 * This used to call cast_change_attr(), but
3822 * 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
3823 * the food changes, just grab a force and use that instead. 3719 * the food changes, just grab a force and use that instead.
3824 */ 3720 */
3825
3826void 3721void
3827eat_special_food (object *who, object *food) 3722eat_special_food (object *who, object *food)
3828{ 3723{
3829 object *force; 3724 object *force;
3830 int i, did_one = 0; 3725 int i, did_one = 0;
3831 sint8 k;
3832 3726
3833 force = get_archetype (FORCE_NAME); 3727 force = get_archetype (FORCE_NAME);
3834 3728
3835 for (i = 0; i < NUM_STATS; i++) 3729 for (i = 0; i < NUM_STATS; i++)
3836 { 3730 if (sint8 k = food->stats.stat (i))
3837 k = get_attr_value (&food->stats, i);
3838 if (k)
3839 { 3731 {
3840 set_attr_value (&force->stats, i, k); 3732 force->stats.stat (i) = k;
3841 did_one = 1; 3733 did_one = 1;
3842 } 3734 }
3843 }
3844 3735
3845 /* check if we can protect the eater */ 3736 /* check if we can protect the eater */
3846 for (i = 0; i < NROFATTACKS; i++) 3737 for (i = 0; i < NROFATTACKS; i++)
3847 { 3738 {
3848 if (food->resist[i] > 0) 3739 if (food->resist[i] > 0)
3849 { 3740 {
3850 force->resist[i] = food->resist[i] / 2; 3741 force->resist[i] = food->resist[i] / 2;
3851 did_one = 1; 3742 did_one = 1;
3852 } 3743 }
3853 } 3744 }
3745
3854 if (did_one) 3746 if (did_one)
3855 { 3747 {
3856 force->speed = 0.1; 3748 force->set_speed (0.1);
3857 update_ob_speed (force);
3858 /* bigger morsel of food = longer effect time */ 3749 /* bigger morsel of food = longer effect time */
3859 force->stats.food = food->stats.food / 5; 3750 force->duration = food->stats.food / 5;
3860 SET_FLAG (force, FLAG_IS_USED_UP);
3861 SET_FLAG (force, FLAG_APPLIED); 3751 SET_FLAG (force, FLAG_APPLIED);
3862 change_abil (who, force); 3752 change_abil (who, force);
3863 insert_ob_in_ob (force, who); 3753 insert_ob_in_ob (force, who);
3864 } 3754 }
3865 else 3755 else
3866 { 3756 force->destroy ();
3867 free_object (force);
3868 }
3869 3757
3870 /* check for hp, sp change */ 3758 /* check for hp, sp change */
3871 if (food->stats.hp != 0) 3759 if (food->stats.hp != 0)
3872 { 3760 {
3873 if (QUERY_FLAG (food, FLAG_CURSED)) 3761 if (QUERY_FLAG (food, FLAG_CURSED))
3874 { 3762 {
3875 strcpy (who->contr->killer, food->name); 3763 assign (who->contr->killer, food->name);
3876 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3764 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3877 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3765 who->failmsg ("Eck!...that was poisonous!");
3878 } 3766 }
3879 else 3767 else
3880 { 3768 {
3881 if (food->stats.hp > 0) 3769 if (food->stats.hp > 0)
3882 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3770 who->statusmsg ("You begin to feel better.");
3883 else 3771 else
3884 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3772 who->failmsg ("Eck!...that was poisonous!");
3773
3885 who->stats.hp += food->stats.hp; 3774 who->stats.hp += food->stats.hp;
3886 } 3775 }
3887 } 3776 }
3888 if (food->stats.sp != 0) 3777 if (food->stats.sp != 0)
3889 { 3778 {
3890 if (QUERY_FLAG (food, FLAG_CURSED)) 3779 if (QUERY_FLAG (food, FLAG_CURSED))
3891 { 3780 {
3892 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3781 who->failmsg ("You are drained of mana!");
3893 who->stats.sp -= food->stats.sp; 3782 who->stats.sp -= food->stats.sp;
3894 if (who->stats.sp < 0) 3783 if (who->stats.sp < 0)
3895 who->stats.sp = 0; 3784 who->stats.sp = 0;
3896 } 3785 }
3897 else 3786 else
3898 { 3787 {
3899 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3788 who->statusmsg ("You feel a rush of magical energy!");
3900 who->stats.sp += food->stats.sp; 3789 who->stats.sp += food->stats.sp;
3901 /* place limit on max sp from food? */ 3790 /* place limit on max sp from food? */
3902 } 3791 }
3903 } 3792 }
3904 fix_player (who);
3905}
3906 3793
3794 who->update_stats ();
3795}
3907 3796
3908/** 3797/**
3909 * Designed primarily to light torches/lanterns/etc. 3798 * Designed primarily to light torches/lanterns/etc.
3910 * 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
3911 * the selected object to "burn". -b.t. 3800 * the selected object to "burn". -b.t.
3912 */ 3801 */
3913
3914void 3802void
3915apply_lighter (object *who, object *lighter) 3803apply_lighter (object *who, object *lighter)
3916{ 3804{
3917 object *item; 3805 object *item;
3918 int is_player_env = 0; 3806 int is_player_env = 0;
3919 char item_name[MAX_BUF];
3920 3807
3921 item = find_marked_object (who); 3808 item = find_marked_object (who);
3922 if (item) 3809 if (item)
3923 { 3810 {
3924 if (lighter->last_eat && lighter->stats.food) 3811 if (lighter->last_eat && lighter->stats.food)
3925 { /* lighter gets used up */ 3812 { /* lighter gets used up */
3926 /* Split multiple lighters if they're being used up. Otherwise * 3813 /* Split multiple lighters if they're being used up. Otherwise *
3927 * one charge from each would be used up. --DAMN */ 3814 * one charge from each would be used up. --DAMN */
3928 if (lighter->nrof > 1) 3815 if (lighter->nrof > 1)
3929 { 3816 {
3930 object *oneLighter = get_object (); 3817 object *oneLighter = lighter->clone ();
3931 3818
3932 copy_object (lighter, oneLighter);
3933 lighter->nrof -= 1; 3819 lighter->nrof -= 1;
3934 oneLighter->nrof = 1; 3820 oneLighter->nrof = 1;
3935 oneLighter->stats.food--; 3821 oneLighter->stats.food--;
3936 esrv_send_item (who, lighter); 3822 esrv_send_item (who, lighter);
3937 oneLighter = insert_ob_in_ob (oneLighter, who); 3823 oneLighter = insert_ob_in_ob (oneLighter, who);
3939 } 3825 }
3940 else 3826 else
3941 lighter->stats.food--; 3827 lighter->stats.food--;
3942 } 3828 }
3943 else if (lighter->last_eat) 3829 else if (lighter->last_eat)
3830 {
3944 { /* no charges left in lighter */ 3831 /* no charges left in lighter */
3945 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));
3946 return; 3833 return;
3947 } 3834 }
3835
3948 /* 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?
3949 * 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
3950 * objects at once. 3838 * objects at once.
3951 */ 3839 */
3952 /* If the item is destroyed, we don't have a valid pointer to the 3840
3953 * name object, so make a copy so the message we print out makes
3954 * some sense.
3955 */
3956 strcpy (item_name, item->name);
3957 if (who == is_player_inv (item)) 3841 if (who == item->in_player ())
3958 is_player_env = 1; 3842 is_player_env = 1;
3959 3843
3960 save_throw_object (item, AT_FIRE, who); 3844 save_throw_object (item, AT_FIRE, who);
3961 /* Change to check count and not freed, since the object pointer 3845
3962 * may have gotten recycled
3963 */
3964 if (item->destroyed ()) 3846 if (item->destroyed ())
3965 { 3847 {
3966 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));
3967 /* Need to update the player so that the players glow radius 3849 /* Need to update the player so that the players glow radius
3968 * gets changed. 3850 * gets changed.
3969 */ 3851 */
3970 if (is_player_env) 3852 if (is_player_env)
3971 fix_player (who); 3853 who->update_stats ();
3972 } 3854 }
3973 else 3855 else
3974 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));
3975 } 3857 }
3976 else /* nothing to light */ 3858 else
3977 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3859 who->failmsg ("You need to mark a lightable object.");
3978
3979} 3860}
3980 3861
3981/** 3862/**
3982 * 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.
3983 * scroll_failure()- hacked directly from spell_failure 3864 * scroll_failure()- hacked directly from spell_failure
3990 3871
3991 if (failure <= -1 && failure > -15) 3872 if (failure <= -1 && failure > -15)
3992 { /* wonder */ 3873 { /* wonder */
3993 object *tmp; 3874 object *tmp;
3994 3875
3995 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3876 op->failmsg ("Your spell warps!");
3996 tmp = get_archetype (SPELL_WONDER); 3877 tmp = get_archetype (SPELL_WONDER);
3997 cast_wonder (op, op, 0, tmp); 3878 cast_wonder (op, op, 0, tmp);
3998 free_object (tmp); 3879 tmp->destroy ();
3999 } 3880 }
4000 else if (failure <= -15 && failure > -35) 3881 else if (failure <= -15 && failure > -35)
4001 { /* drain mana */ 3882 { /* drain mana */
4002 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3883 op->failmsg ("Your mana is drained!");
4003 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3884 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4004 if (op->stats.sp < 0) 3885 if (op->stats.sp < 0)
4005 op->stats.sp = 0; 3886 op->stats.sp = 0;
4006 } 3887 }
4007 else if (settings.spell_failure_effects == TRUE) 3888 else if (settings.spell_failure_effects == TRUE)
4008 { 3889 {
4009 if (failure <= -35 && failure > -60) 3890 if (failure <= -35 && failure > -60)
4010 { /* confusion */ 3891 { /* confusion */
4011 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3892 op->failmsg ("The magic recoils on you!");
4012 confuse_player (op, op, power); 3893 confuse_player (op, op, power);
4013 } 3894 }
4014 else if (failure <= -60 && failure > -70) 3895 else if (failure <= -60 && failure > -70)
4015 { /* paralysis */ 3896 { /* paralysis */
4016 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3897 op->failmsg ("The magic recoils and paralyzes you!");
4017 paralyze_player (op, op, power); 3898 paralyze_player (op, op, power);
4018 } 3899 }
4019 else if (failure <= -70 && failure > -80) 3900 else if (failure <= -70 && failure > -80)
4020 { /* blind */ 3901 { /* blind */
4021 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3902 op->failmsg ("The magic recoils on you!");
4022 blind_player (op, op, power); 3903 blind_player (op, op, power);
4023 } 3904 }
4024 else if (failure <= -80) 3905 else if (failure <= -80)
4025 { /* blast the immediate area */ 3906 { /* blast the immediate area */
4026 object *tmp;
4027
4028 tmp = get_archetype (LOOSE_MANA); 3907 object *tmp = get_archetype (LOOSE_MANA);
4029 cast_magic_storm (op, tmp, power); 3908 cast_magic_storm (op, tmp, power);
4030 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3909 op->failmsg ("You unleash uncontrolled mana!");
4031 free_object (tmp); 3910 tmp->destroy ();
4032 } 3911 }
4033 } 3912 }
4034} 3913}
4035 3914
4036void 3915void
4055 */ 3934 */
4056 int i, j; 3935 int i, j;
4057 3936
4058 for (i = 0; i < NUM_STATS; i++) 3937 for (i = 0; i < NUM_STATS; i++)
4059 { 3938 {
4060 sint8 stat = get_attr_value (stats, i); 3939 int race_bonus = pl->arch->stats.stat (i);
4061 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3940 sint8 stat = stats->stat (i) + ns->stat (i);
4062 3941
4063 stat += get_attr_value (ns, i);
4064 if (stat > 20 + race_bonus) 3942 if (stat > 20 + race_bonus)
4065 { 3943 {
4066 excess_stat++; 3944 excess_stat++;
4067 stat = 20 + race_bonus; 3945 stat = 20 + race_bonus;
4068 } 3946 }
4069 set_attr_value (stats, i, stat); 3947
3948 stats->stat (i) = stat;
4070 } 3949 }
4071 3950
4072 for (j = 0; excess_stat > 0 && j < 100; j++) 3951 for (j = 0; excess_stat > 0 && j < 100; j++)
4073 { /* try 100 times to assign excess stats */ 3952 { /* try 100 times to assign excess stats */
4074 int i = rndm (0, 6); 3953 int i = rndm (0, 6);
4075 int stat = get_attr_value (stats, i);
4076 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4077 3954
4078 if (i == CHA) 3955 if (i == CHA)
4079 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);
4080 if (stat < 20 + race_bonus) 3960 if (stat < 20 + race_bonus)
4081 { 3961 {
4082 change_attr_value (stats, i, 1); 3962 change_attr_value (stats, i, 1);
4083 excess_stat--; 3963 excess_stat--;
4084 } 3964 }
4087 /* insert the randomitems from the change's treasurelist into 3967 /* insert the randomitems from the change's treasurelist into
4088 * the player ref: player.c 3968 * the player ref: player.c
4089 */ 3969 */
4090 if (change->randomitems != NULL) 3970 if (change->randomitems != NULL)
4091 give_initial_items (pl, change->randomitems); 3971 give_initial_items (pl, change->randomitems);
4092
4093 3972
4094 /* set up the face, for some races. */ 3973 /* set up the face, for some races. */
4095 3974
4096 /* first, look for the force object banning 3975 /* first, look for the force object banning
4097 * changing the face. Certain races never change face with class. 3976 * changing the face. Certain races never change face with class.
4142 char got[MAX_BUF]; 4021 char got[MAX_BUF];
4143 int len; 4022 int len;
4144 4023
4145 if (!pl || !transformer) 4024 if (!pl || !transformer)
4146 return; 4025 return;
4026
4147 marked = find_marked_object (pl); 4027 marked = find_marked_object (pl);
4028
4148 if (!marked) 4029 if (!marked)
4149 { 4030 {
4150 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)));
4151 return; 4032 return;
4152 } 4033 }
4034
4153 if (!marked->slaying) 4035 if (!marked->slaying)
4154 { 4036 {
4155 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)));
4156 return; 4038 return;
4157 } 4039 }
4040
4158 /* check whether they are compatible or not */ 4041 /* check whether they are compatible or not */
4159 find = strstr (marked->slaying, transformer->arch->name); 4042 find = strstr (marked->slaying, transformer->arch->archname);
4160 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4161 { 4044 {
4162 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)));
4163 return; 4046 return;
4164 } 4047 }
4048
4165 find += strlen (transformer->arch->name) + 1; 4049 find += strlen (transformer->arch->archname) + 1;
4166 /* 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 */
4167 if (isdigit (*(find))) 4051 if (isdigit (*(find)))
4168 { 4052 {
4169 yield = atoi (find); 4053 yield = atoi (find);
4170 if (yield < 1) 4054 if (yield < 1)
4176 else 4060 else
4177 yield = 1; 4061 yield = 1;
4178 4062
4179 while (isdigit (*find)) 4063 while (isdigit (*find))
4180 find++; 4064 find++;
4065
4181 while (*find == ' ') 4066 while (*find == ' ')
4182 find++; 4067 find++;
4068
4183 memset (got, 0, MAX_BUF); 4069 memset (got, 0, MAX_BUF);
4070
4184 if ((separator = strchr (find, ';')) != NULL) 4071 if ((separator = strchr (find, ';')) != NULL)
4185 {
4186 len = separator - find; 4072 len = separator - find;
4187 }
4188 else 4073 else
4189 {
4190 len = strlen (find); 4074 len = strlen (find);
4191 } 4075
4192 if (len > MAX_BUF - 1) 4076 if (len > MAX_BUF - 1)
4193 len = MAX_BUF - 1; 4077 len = MAX_BUF - 1;
4078
4194 strcpy (got, find); 4079 strcpy (got, find);
4195 got[len] = '\0'; 4080 got[len] = '\0';
4196 4081
4197 /* Now create new item, remove used ones when required. */ 4082 /* Now create new item, remove used ones when required. */
4198 new_item = get_archetype (got); 4083 new_item = get_archetype (got);
4199 if (!new_item) 4084 if (!new_item)
4200 { 4085 {
4201 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)));
4202 return; 4087 return;
4203 } 4088 }
4204 4089
4205 new_item->nrof = yield; 4090 new_item->nrof = yield;
4091
4206 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
4207 insert_ob_in_ob (new_item, pl); 4094 insert_ob_in_ob (new_item, pl);
4208 esrv_send_inventory (pl, pl); 4095 esrv_send_inventory (pl, pl);
4209 /* Eat up one item */ 4096 /* Eat up one item */
4210 decrease_ob_nr (marked, 1); 4097 decrease_ob_nr (marked, 1);
4098
4211 /* Eat one transformer if needed */ 4099 /* Eat one transformer if needed */
4212 if (transformer->stats.food) 4100 if (transformer->stats.food)
4213 if (--transformer->stats.food == 0) 4101 if (--transformer->stats.food == 0)
4214 decrease_ob_nr (transformer, 1); 4102 decrease_ob_nr (transformer, 1);
4215} 4103}
4104

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