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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.56 by root, Sun Dec 31 10:28:36 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>
29 31
30#include <sproto.h> 32#include <sproto.h>
31 33
32/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
33#include <sounds.h> 35#include <sounds.h>
34
35/* need math lib for double-precision and pow() in dragon_eat_flesh() */
36#include <math.h>
37 36
38/** 37/**
39 * 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.
40 * 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.
41 */ 40 */
64 { 63 {
65 arch_flag = 1; 64 arch_flag = 1;
66 name_flag = 1; 65 name_flag = 1;
67 race_flag = 1; 66 race_flag = 1;
68 } 67 }
68
69 /* 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,
70 * name or race that matches. 70 * name or race that matches.
71 */ 71 */
72 if ((op->race) && 72 if ((op->race) &&
73 ((!(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)) &&
74 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 {
77 return 1; 76 return 1;
78 } 77
79 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 79 * of arch, name, or race match.
81 */ 80 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
85 {
86 return 1; 84 return 1;
87 } 85
88 return 0; 86 return 0;
89} 87}
90 88
91/** 89/**
92 * 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.
94 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
95 */ 93 */
96static int 94static int
97apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
98{ 96{
99 object *id, *marked; 97 dynbuf_text buf;
100 int success = 0;
101 98
102 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
103 return 0; 100 return 0;
104 101
105 /* 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
106 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
107 */ 104 */
108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 106 return 0;
110 107
111 marked = find_marked_object (pl);
112 /* 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
113 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
114 */ 110 */
111 if (object *marked = find_marked_object (pl))
115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 { 113 {
117 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
118 { 115 {
119 identify (marked); 116 identify (marked);
120 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));
121 if (marked->msg) 119 if (marked->msg)
122 { 120 buf << "The item has a story:\n" << marked->msg;
123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
125 } 123 }
126 return money == NULL;
127 } 124 }
128 }
129 125
130 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
131 { 127 {
132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133 { 129 {
134 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
135 { 131 {
136 identify (id); 132 identify (id);
137 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));
138 if (id->msg) 135 if (id->msg)
139 { 136 buf << "The item has a story:\n" << id->msg;
140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 }
143 success = 1;
144 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
145 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
146 break; 140 break;
147 } 141 }
148 else 142 else
149 { 143 {
150 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");
151 break; 145 break;
152 } 146 }
153 } 147 }
154 } 148 }
155 if (!success) 149
156 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
157 return money == NULL; 155 return !money;
158} 156}
159 157
160/** 158/**
161 * 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
162 * matching item. 160 * matching item.
163 **/ 161 **/
164static void 162void
165handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
166{ 164{
167 const char *yield; 165 const char *yield;
168 166
169 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
197 195
198 floor = GET_MAP_OB (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
199 197
200 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)
201 { 199 {
202 if (op->type == PLAYER)
203 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
204 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0; 203 return 0;
206 } 204 }
207 205
208 if (op->type == PLAYER) 206 if (op->type == PLAYER)
233 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
234 232
235 if (depl) 233 if (depl)
236 { 234 {
237 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 op->statusmsg (restore_msg[i]);
240 238
241 depl->destroy (); 239 depl->destroy ();
242 op->update_stats (); 240 op->update_stats ();
243 } 241 }
244 else 242 else
245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
246 244
247 decrease_ob (tmp); 245 decrease_ob (tmp);
248 return 1; 246 return 1;
249 } 247 }
250 248
251 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
253 { 251 {
254 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
255 { 253 {
256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 { 255 {
258 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
259 { 257 {
260 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
261 break; 259 break;
262 } 260 }
261
263 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
264 { 263 {
265 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
266 break; 265 break;
267 } 266 }
267
268 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
269 { 269 {
270 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
271 break; 271 break;
272 } 272 }
276 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
277 { 277 {
278 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
279 break; 279 break;
280 } 280 }
281
281 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
282 { 283 {
283 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
284 break; 285 break;
285 } 286 }
287
286 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
287 { 289 {
288 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
289 break; 291 break;
290 } 292 }
298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 { 301 {
300 if (got_one) 302 if (got_one)
301 { 303 {
302 op->update_stats (); 304 op->update_stats ();
303 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 "
304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 306 "a little more in their image. "
305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
306 } 308 }
307 else 309 else
308 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.");
309 } 311 }
310 else 312 else
311 { /* cursed potion */ 313 { /* cursed potion */
312 if (got_one) 314 if (got_one)
313 { 315 {
314 op->update_stats (); 316 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
316 } 318 }
317 else 319 else
318 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);
319 } 321 }
320 322
321 decrease_ob (tmp); 323 decrease_ob (tmp);
322 return 1; 324 return 1;
323 } 325 }
332 { 334 {
333 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 { 336 {
335 object *fball; 337 object *fball;
336 338
337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
338 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
339 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
340 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;
341 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;
342 fball->x = op->x; 345 fball->x = op->x;
345 } 348 }
346 else 349 else
347 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348 351
349 decrease_ob (tmp); 352 decrease_ob (tmp);
353
350 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
351 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
352 op->update_stats (); 356 op->update_stats ();
357
353 return 1; 358 return 1;
354 } 359 }
355 360
356 /* Deal with protection potions */ 361 /* Deal with protection potions */
357 force = NULL; 362 force = NULL;
359 { 364 {
360 if (tmp->resist[i]) 365 if (tmp->resist[i])
361 { 366 {
362 if (!force) 367 if (!force)
363 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
364 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
366 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 */
367 } 373 }
368 } 374 }
375
369 /* This is a protection potion */ 376 /* This is a protection potion */
370 if (force) 377 if (force)
371 { 378 {
372 /* cursed items last longer */ 379 /* cursed items last longer */
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
375 force->stats.food *= 10; 382 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 383 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 384 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 385 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 386 }
387
380 force->speed_left = -1; 388 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 389 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 391 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 392 change_abil (op, force);
391 { /* only for players */ 399 { /* only for players */
392 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)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 402 else
395 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
396 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
398 } 407 }
399 408
400 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
418static int 427static int
419check_item (object *op, const char *item) 428check_item (object *op, const char *item)
420{ 429{
421 int count = 0; 430 int count = 0;
422 431
423 432 if (!item)
424 if (item == NULL)
425 return 0; 433 return 0;
426 op = op->below; 434
427 while (op != NULL) 435 for (op = op->below; op; op = op->below)
428 { 436 {
429 if (strcmp (op->arch->name, item) == 0) 437 if (strcmp (op->arch->archname, item) == 0)
430 { 438 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 441 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 443 count++;
436 else 444 else
437 count += op->nrof; 445 count += op->nrof;
438 } 446 }
439 } 447 }
440 op = op->below;
441 } 448 }
449
442 return count; 450 return count;
443} 451}
444 452
445/** 453/**
446 * This removes 'nrof' of what item->slaying says to remove. 454 * This removes 'nrof' of what item->slaying says to remove.
454 object *prev; 462 object *prev;
455 463
456 prev = op; 464 prev = op;
457 op = op->below; 465 op = op->below;
458 466
459 while (op != NULL) 467 while (op)
460 { 468 {
461 if (strcmp (op->arch->name, item) == 0) 469 if (strcmp (op->arch->archname, item) == 0)
462 { 470 {
463 if (op->nrof >= nrof) 471 if (op->nrof >= nrof)
464 { 472 {
465 decrease_ob_nr (op, nrof); 473 decrease_ob_nr (op, nrof);
466 return; 474 return;
468 else 476 else
469 { 477 {
470 decrease_ob_nr (op, op->nrof); 478 decrease_ob_nr (op, op->nrof);
471 nrof -= op->nrof; 479 nrof -= op->nrof;
472 } 480 }
481
473 op = prev; 482 op = prev;
474 } 483 }
484
475 prev = op; 485 prev = op;
476 op = op->below; 486 op = op->below;
477 } 487 }
478} 488}
479 489
485 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
486 */ 496 */
487static int 497static int
488check_weapon_power (const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
489{ 499{
490
491/* 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
492 * 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
493 * 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.
494 */ 503 */
495#if 1 504#if 1
536static int 545static int
537check_sacrifice (object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
538{ 547{
539 int count = 0; 548 int count = 0;
540 549
541 if (improver->slaying != NULL) 550 if (improver->slaying)
542 { 551 {
543 count = check_item (op, improver->slaying); 552 count = check_item (op, improver->slaying);
544 if (count < 1) 553 if (count < 1)
545 { 554 {
546 char buf[200];
547
548 sprintf (buf, "The gods want more %ss", &improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
549 new_draw_info (NDI_UNIQUE, 0, op, buf);
550 return 0; 556 return 0;
551 } 557 }
552 } 558 }
553 else 559 else
554 count = 1; 560 count = 1;
557} 563}
558 564
559/** 565/**
560 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
561 */ 567 */
562int 568static int
563improve_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)
564{ 570{
565
566 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
567 *stat += sacrifice_count; 571 stat += sacrifice_count;
568 weapon->last_eat++; 572 weapon->last_eat++;
569 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
570 decrease_ob (improver); 573 decrease_ob (improver);
571 574
572 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
573 op->update_stats (); 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
574 return 1; 584 return 1;
575} 585}
576 586
577/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
578#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
579#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
580#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
581#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
582#define IMPROVE_STR 5 592#define IMPROVE_STR 5
583#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
584#define IMPROVE_CON 7 594#define IMPROVE_CON 7
585#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
586#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
587#define IMPROVE_INT 10 597#define IMPROVE_INT 10
588#define IMPROVE_POW 11 598#define IMPROVE_POW 11
589
590 599
591/** 600/**
592 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
593 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
594 */ 603 */
595
596int 604int
597prepare_weapon (object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
598{ 606{
599 int sacrifice_count, i; 607 int sacrifice_count, i;
600 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
601 609
602 if (weapon->level != 0) 610 if (weapon->level != 0)
603 { 611 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 612 op->failmsg ("Weapon is already prepared!");
605 return 0; 613 return 0;
606 } 614 }
615
607 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
608 if (weapon->resist[i]) 617 if (weapon->resist[i])
609 break; 618 break;
610 619
611 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
614 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
615 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
616 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
617 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
618 { 627 {
619 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons.");
620 return 0; 629 return 0;
621 } 630 }
631
622 sacrifice_count = check_sacrifice (op, improver); 632 sacrifice_count = check_sacrifice (op, improver);
623 if (sacrifice_count <= 0) 633 if (sacrifice_count <= 0)
624 return 0; 634 return 0;
635
625 weapon->level = isqrt (sacrifice_count); 636 weapon->level = isqrt (sacrifice_count);
626 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
627 eat_item (op, improver->slaying, sacrifice_count); 637 eat_item (op, improver->slaying, sacrifice_count);
628 638
629 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 ));
630 644
631 sprintf (buf, "%s's %s", &op->name, &weapon->name); 645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
632 weapon->name = weapon->name_pl = buf; 646 weapon->name = weapon->name_pl = buf;
633 weapon->nrof = 0; /* prevents preparing n weapons in the same 647 weapon->nrof = 0; /* prevents preparing n weapons in the same
634 slot at once! */ 648 slot at once! */
653improve_weapon (object *op, object *improver, object *weapon) 667improve_weapon (object *op, object *improver, object *weapon)
654{ 668{
655 int sacrifice_count, sacrifice_needed = 0; 669 int sacrifice_count, sacrifice_needed = 0;
656 670
657 if (improver->stats.sp == IMPROVE_PREPARE) 671 if (improver->stats.sp == IMPROVE_PREPARE)
658 {
659 return prepare_weapon (op, improver, weapon); 672 return prepare_weapon (op, improver, weapon);
660 } 673
661 if (weapon->level == 0) 674 if (weapon->level == 0)
662 { 675 {
663 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.>");
664 return 0; 677 return 0;
665 } 678 }
679
666 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
667 { 681 {
668 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 682 op->failmsg ("This weapon cannot be improved any more.");
669 return 0; 683 return 0;
670 } 684 }
685
671 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))
672 { 687 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 688 op->failmsg ("Improving the weapon will make it too "
674 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 "
675 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 690 "really want to improve it.");
676 return 0; 691 return 0;
677 } 692 }
693
678 /* 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
679 * 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,
680 * 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
681 * weapon can be improved. 697 * weapon can be improved.
682 */ 698 */
683 if (improver->stats.sp == IMPROVE_DAMAGE) 699 if (improver->stats.sp == IMPROVE_DAMAGE)
684 { 700 {
685 weapon->stats.dam += 5; 701 weapon->stats.dam += 5;
686 weapon->weight += 5000; /* 5 KG's */ 702 weapon->weight += 5000; /* 5 KG's */
687 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));
688 weapon->last_eat++; 704 weapon->last_eat++;
689 705
690 weapon->item_power++; 706 weapon->item_power++;
691 decrease_ob (improver); 707 decrease_ob (improver);
692 return 1; 708 return 1;
693 } 709 }
710
694 if (improver->stats.sp == IMPROVE_WEIGHT) 711 if (improver->stats.sp == IMPROVE_WEIGHT)
695 { 712 {
696 /* Reduce weight by 20% */ 713 /* Reduce weight by 20% */
697 weapon->weight = (weapon->weight * 8) / 10; 714 weapon->weight = (weapon->weight * 8) / 10;
698 if (weapon->weight < 1) 715 if (weapon->weight < 1)
699 weapon->weight = 1; 716 weapon->weight = 1;
717
700 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));
701 weapon->last_eat++; 719 weapon->last_eat++;
702 weapon->item_power++; 720 weapon->item_power++;
703 decrease_ob (improver); 721 decrease_ob (improver);
704 return 1; 722 return 1;
705 } 723 }
706 if (improver->stats.sp == IMPROVE_ENCHANT) 724 if (improver->stats.sp == IMPROVE_ENCHANT)
707 { 725 {
708 weapon->magic++; 726 weapon->magic++;
709 weapon->last_eat++; 727 weapon->last_eat++;
710 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));
711 decrease_ob (improver); 729 decrease_ob (improver);
712 weapon->item_power++; 730 weapon->item_power++;
713 return 1; 731 return 1;
714 } 732 }
715 733
721 sacrifice_needed *= 2; 739 sacrifice_needed *= 2;
722 740
723 sacrifice_count = check_sacrifice (op, improver); 741 sacrifice_count = check_sacrifice (op, improver);
724 if (sacrifice_count < sacrifice_needed) 742 if (sacrifice_count < sacrifice_needed)
725 { 743 {
726 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));
727 return 0; 745 return 0;
728 } 746 }
747
729 eat_item (op, improver->slaying, sacrifice_needed); 748 eat_item (op, improver->slaying, sacrifice_needed);
730 weapon->item_power++; 749 weapon->item_power++;
731 750
732 switch (improver->stats.sp) 751 switch (improver->stats.sp)
733 { 752 {
734 case IMPROVE_STR:
735 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");
736 case IMPROVE_DEX:
737 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");
738 case IMPROVE_CON:
739 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");
740 case IMPROVE_WIS:
741 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");
742 case IMPROVE_CHA:
743 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");
744 case IMPROVE_INT:
745 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");
746 case IMPROVE_POW:
747 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");
748 default: 760 default:
749 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 761 op->failmsg ("Unknown improvement type.");
750 } 762 }
763
751 LOG (llevError, "improve_weapon: Got to end of function\n"); 764 LOG (llevError, "improve_weapon: Got to end of function\n");
752 return 0; 765 return 0;
753} 766}
754 767
755/** 768/**
762{ 775{
763 object *otmp; 776 object *otmp;
764 777
765 if (op->type != PLAYER) 778 if (op->type != PLAYER)
766 return 0; 779 return 0;
780
767 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))
768 { 782 {
769 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 783 op->failmsg ("Something blocks the magic of the scroll!");
770 return 0; 784 return 0;
771 } 785 }
786
772 otmp = find_marked_object (op); 787 otmp = find_marked_object (op);
773 if (!otmp) 788 if (!otmp)
774 { 789 {
775 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.>");
776 return 0; 791 return 0;
777 } 792 }
793
778 if (otmp->type != WEAPON && otmp->type != BOW) 794 if (otmp->type != WEAPON && otmp->type != BOW)
779 { 795 {
780 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!");
781 return 0; 797 return 0;
782 } 798 }
783 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 799
800 op->statusmsg ("Applied weapon builder.");
801
784 improve_weapon (op, tmp, otmp); 802 improve_weapon (op, tmp, otmp);
785 esrv_send_item (op, otmp); 803 esrv_send_item (op, otmp);
786 return 1; 804 return 1;
787} 805}
788 806
813{ 831{
814 object *tmp; 832 object *tmp;
815 833
816 if (armour->magic >= settings.armor_max_enchant) 834 if (armour->magic >= settings.armor_max_enchant)
817 { 835 {
818 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!");
819 return 0; 837 return 0;
820 } 838 }
821 /* 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,
822 * 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.
823 * 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
824 * of gnarg and what not?) 842 * of gnarg and what not?)
825 */ 843 */
826 if (armour->title) 844 if (armour->title)
827 { 845 {
828 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 846 op->failmsg ("This armour will not accept further enchantment.");
829 return 0; 847 return 0;
830 } 848 }
831 849
832 /* Split objects if needed. Can't insert tmp until the 850 /* Split objects if needed. Can't insert tmp until the
833 * end of this function - otherwise it will just re-merge. 851 * end of this function - otherwise it will just re-merge.
848 { 866 {
849 base = base - (base * settings.armor_speed_improvement) / 100; 867 base = base - (base * settings.armor_speed_improvement) / 100;
850 pow++; 868 pow++;
851 } 869 }
852 870
853 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 871 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
854 } 872 }
855 else 873 else
856 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;
857 875
858 if (!settings.armor_weight_linear) 876 if (!settings.armor_weight_linear)
859 { 877 {
860 int base = 100; 878 int base = 100;
861 int pow = 0; 879 int pow = 0;
864 { 882 {
865 base = base - (base * settings.armor_weight_reduction) / 100; 883 base = base - (base * settings.armor_weight_reduction) / 100;
866 pow++; 884 pow++;
867 } 885 }
868 886
869 armour->weight = (armour->arch->clone.weight * base) / 100; 887 armour->weight = (armour->arch->weight * base) / 100;
870 } 888 }
871 else 889 else
872 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;
873 891
874 if (armour->weight <= 0) 892 if (armour->weight <= 0)
875 { 893 {
876 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 894 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
877 armour->weight = 1; 895 armour->weight = 1;
878 } 896 }
879 897
880 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);
881 899
882 if (op->type == PLAYER) 900 if (op->type == PLAYER)
883 { 901 {
884 esrv_send_item (op, armour); 902 esrv_send_item (op, armour);
885 if (QUERY_FLAG (armour, FLAG_APPLIED)) 903 if (QUERY_FLAG (armour, FLAG_APPLIED))
886 op->update_stats (); 904 op->update_stats ();
887 } 905 }
906
888 decrease_ob (improver); 907 decrease_ob (improver);
908
889 if (tmp) 909 if (tmp)
890 { 910 {
891 insert_ob_in_ob (tmp, op); 911 insert_ob_in_ob (tmp, op);
892 esrv_send_item (op, tmp); 912 esrv_send_item (op, tmp);
893 } 913 }
914
894 return 1; 915 return 1;
895} 916}
896
897 917
898/* 918/*
899 * 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
900 * what the converter wants, -1 if the converter is broken. 920 * what the converter wants, -1 if the converter is broken.
901 */ 921 */
917 937
918 /* 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,
919 * 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
920 * 3 gp and player drops a platinum, tough luck) 940 * 3 gp and player drops a platinum, tough luck)
921 */ 941 */
922 if (!strcmp (CONV_FROM (converter), "money")) 942 if (CONV_FROM (converter) == shstr_money)
923 { 943 {
924 int cost;
925
926 if (item->type != MONEY) 944 if (item->type != MONEY)
927 return 0; 945 return 0;
928 946
929 nr = (item->nrof * item->value) / CONV_NEED (converter); 947 nr = (item->nrof * item->value) / CONV_NEED (converter);
930 if (!nr) 948 if (!nr)
931 return 0; 949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
932 cost = nr * CONV_NEED (converter) / item->value; 953 int cost = nr * CONV_NEED (converter) / item->value;
933 /* take into account rounding errors */ 954 /* take into account rounding errors */
934 if (nr * CONV_NEED (converter) % item->value) 955 if (nr * CONV_NEED (converter) % item->value)
935 cost++; 956 cost++;
957
936 decrease_ob_nr (item, cost); 958 decrease_ob_nr (item, cost);
937 959
938 price_in = cost * item->value; 960 price_in = cost * item->value;
939 } 961 }
940 else 962 else
941 { 963 {
942 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
943 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
944 return 0; 966 return 0;
967
968 converter->play_sound (sound_find ("convert_item"));
945 969
946 if (CONV_NEED (converter)) 970 if (CONV_NEED (converter))
947 { 971 {
948 nr = item->nrof / CONV_NEED (converter); 972 nr = item->nrof / CONV_NEED (converter);
949 decrease_ob_nr (item, nr * CONV_NEED (converter)); 973 decrease_ob_nr (item, nr * CONV_NEED (converter));
954 price_in = item->value; 978 price_in = item->value;
955 item->destroy (); 979 item->destroy ();
956 } 980 }
957 } 981 }
958 982
959 if (converter->inv != NULL) 983 if (converter->inv)
960 { 984 {
961 object *ob; 985 object *ob;
962 int i; 986 int i;
963 object *ob_to_copy; 987 object *ob_to_copy;
964 988
965 /* select random object from inventory to copy */ 989 /* select random object from inventory to copy */
966 ob_to_copy = converter->inv; 990 ob_to_copy = converter->inv;
967 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++)
968 {
969 if (rndm (0, i) == 0) 992 if (rndm (0, i) == 0)
970 {
971 ob_to_copy = ob; 993 ob_to_copy = ob;
972 } 994
973 }
974 item = object_create_clone (ob_to_copy); 995 item = object_create_clone (ob_to_copy);
975 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
976 unflag_inv (item, FLAG_IS_A_TEMPLATE); 997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
977 } 998 }
978 else 999 else
988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
989 } 1010 }
990 1011
991 if (CONV_NR (converter)) 1012 if (CONV_NR (converter))
992 item->nrof = CONV_NR (converter); 1013 item->nrof = CONV_NR (converter);
1014
993 if (nr) 1015 if (nr)
994 item->nrof *= nr; 1016 item->nrof *= nr;
1017
995 if (is_in_shop (converter)) 1018 if (is_in_shop (converter))
996 SET_FLAG (item, FLAG_UNPAID); 1019 SET_FLAG (item, FLAG_UNPAID);
997 else if (price_in < item->nrof * item->value) 1020 else if (price_in < item->nrof * item->value)
998 { 1021 {
999 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",
1000 &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);
1001
1002 /** 1024 /**
1003 * 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
1004 * propably had something in mind when doing this 1026 * hopefully had something in mind when doing this.
1005 */ 1027 */
1006 } 1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
1007 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);
1008 return 1; 1032 return 1;
1009} 1033}
1010 1034
1011/** 1035/**
1012 * Handle apply on containers. 1036 * Handle apply on containers.
1013 * By Eneq(@csd.uu.se). 1037 * By Eneq(@csd.uu.se).
1014 * 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]
1015 * added the alchemical cauldron to the code -b.t. 1039 * added the alchemical cauldron to the code -b.t.
1016 */ 1040 */
1017
1018int 1041int
1019apply_container (object *op, object *sack) 1042apply_container (object *op, object *sack)
1020{ 1043{
1021 char buf[MAX_BUF]; 1044 if (op->type != PLAYER || !op->contr->ns)
1022 object *tmp;
1023
1024 if (op->type != PLAYER)
1025 return 0; /* This might change */ 1045 return 0; /* This might change */
1026 1046
1027 if (sack == NULL || sack->type != CONTAINER) 1047 if (!sack || sack->type != CONTAINER)
1028 { 1048 {
1029 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]");
1030 return 0; 1050 return 0;
1031 } 1051 }
1032 1052
1033 op->contr->last_used = 0; 1053 op->contr->last_used = 0;
1034 1054
1035 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;
1036 { 1059 }
1037 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)
1038 { 1065 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1066 // open on ground or inv, so close
1067 op->close_container ();
1040 return 1; 1068 return 1;
1041 } 1069 }
1042 1070 else if (!sack->env)
1043 /* It's on the ground, the problems begin */
1044 if (op->container != sack)
1045 {
1046 /* it's closed OR some player has opened it */
1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1048 {
1049 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1050 if (tmp)
1051 {
1052 /* some other player have opened it */
1053 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1054 return 1;
1055 }
1056 }
1057 } 1071 {
1058 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;
1059 { 1075 }
1060 if (op->container == NULL)
1061 {
1062 tmp = arch_to_object (sack->other_arch);
1063 /* not good, but insert_ob_in_ob() is too smart */
1064 CLEAR_FLAG (tmp, FLAG_REMOVED);
1065 tmp->x = tmp->y = 0;
1066 tmp->map = NULL;
1067 tmp->env = sack;
1068 if (sack->inv)
1069 sack->inv->above = tmp;
1070 tmp->below = sack->inv;
1071 tmp->above = NULL;
1072 sack->inv = tmp;
1073 sack->move_off = MOVE_ALL; /* trying force closing it */
1074 }
1075 else
1076 {
1077 sack->move_off = 0;
1078 tmp = sack->inv;
1079 1076
1080 if (tmp && tmp->type == CLOSE_CON) 1077 // fall through to opening it (active in inv)
1081 tmp->destroy ();
1082 }
1083 }
1084 }
1085
1086 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087 { 1078 }
1079 else if (sack->env)
1080 {
1081 // it is in our env, so activate it, do not open yet
1088 if (op->container) 1082 op->close_container ();
1089 { 1083 sack->flag [FLAG_APPLIED] = 1;
1090 if (op->container != sack) 1084 esrv_update_item (UPD_FLAGS, op, sack);
1091 { 1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1092 tmp = op->container; 1086 return 1;
1093 apply_container (op, tmp); 1087 }
1094 sprintf (buf, "You close %s and open ", query_name (tmp)); 1088
1095 op->container = sack; 1089 // it's locked?
1096 strcat (buf, query_name (sack)); 1090 if (sack->slaying)
1097 strcat (buf, "."); 1091 {
1098 } 1092 if (object *tmp = find_key (op, op, sack))
1099 else 1093 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1100 {
1101 CLEAR_FLAG (sack, FLAG_APPLIED);
1102 op->container = NULL;
1103 sprintf (buf, "You close %s.", query_name (sack));
1104 }
1105 }
1106 else 1094 else
1107 { 1095 {
1108 CLEAR_FLAG (sack, FLAG_APPLIED);
1109 sprintf (buf, "You open %s.", query_name (sack));
1110 SET_FLAG (sack, FLAG_APPLIED);
1111 op->container = sack;
1112 }
1113 }
1114 else
1115 { /* not applied */
1116 if (sack->slaying)
1117 { /* it's locked */
1118 tmp = find_key (op, op, sack);
1119 if (tmp)
1120 {
1121 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1122 SET_FLAG (sack, FLAG_APPLIED);
1123
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 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)));
1133 }
1134 else
1135 {
1136 sprintf (buf, "You readied %s.", query_name (sack));
1137 SET_FLAG (sack, FLAG_APPLIED);
1138
1139 if (sack->env == NULL)
1140 { /* if it's on ground,open it also */
1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1142 apply_container (op, sack);
1143 return 1; 1097 return 1;
1144 } 1098 }
1145 }
1146 } 1099 }
1147 1100
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1101 op->open_container (sack);
1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152 1102
1153 return 1; 1103 return 1;
1154} 1104}
1155
1156/**
1157 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1158 * the player has in their inventory, eg, sacks, luggages, etc.
1159 *
1160 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1161 * This version is for client/server mode.
1162 * op is the player, sack is the container the player is opening or closing.
1163 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1164 *
1165 * Reminder - there are three states for any container - closed (non applied),
1166 * applied (not open, but objects that match get tossed into it), and open
1167 * (applied flag set, and op->container points to the open container)
1168 */
1169
1170int
1171esrv_apply_container (object *op, object *sack)
1172{
1173 object *tmp = op->container;
1174
1175 if (op->type != PLAYER)
1176 return 0; /* This might change */
1177
1178 if (sack == NULL || sack->type != CONTAINER)
1179 {
1180 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1181 return 0;
1182 }
1183
1184 /* If we have a currently open container, then it needs to be closed in all cases
1185 * if we are opening this one up. We then fall through if appropriate for
1186 * openening the new container.
1187 */
1188
1189 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1190 {
1191 if (op->container->env != op)
1192 { /* if container is on the ground */
1193 op->container->move_off = 0;
1194 }
1195
1196 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1197 return 1;
1198
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1200 CLEAR_FLAG (op->container, FLAG_APPLIED);
1201 op->container = NULL;
1202 esrv_update_item (UPD_FLAGS, op, tmp);
1203 if (tmp == sack)
1204 return 1;
1205 }
1206
1207
1208 /* If the player is trying to open it (which he must be doing if we got here),
1209 * and it is locked, check to see if player has the equipment to open it.
1210 */
1211
1212 if (sack->slaying)
1213 { /* it's locked */
1214 tmp = find_key (op, op, sack);
1215 if (tmp)
1216 {
1217 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1218 }
1219 else
1220 {
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1222 return 0;
1223 }
1224 }
1225
1226 /* By the time we get here, we have made sure any other container has been closed and
1227 * if this is a locked container, the player they key to open it.
1228 */
1229
1230 /* There are really two cases - the sack is either on the ground, or the sack is
1231 * part of the players inventory. If on the ground, we assume that the player is
1232 * opening it, since if it was being closed, that would have been taken care of above.
1233 */
1234
1235
1236 if (sack->env != op)
1237 {
1238 /* Hypothetical case - the player is trying to open a sack that belong to someone
1239 * else. This normally should not happen, but a misbehaving client/player could
1240 * try to do it, so lets handle it gracefully.
1241 */
1242 if (sack->env)
1243 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1245 return 0;
1246 }
1247 /* set these so when the player walks off, we can unapply the sack */
1248 sack->move_off = MOVE_ALL; /* trying force closing it */
1249
1250 CLEAR_FLAG (sack, FLAG_APPLIED);
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1252 SET_FLAG (sack, FLAG_APPLIED);
1253 op->container = sack;
1254 esrv_update_item (UPD_FLAGS, op, sack);
1255 esrv_send_inventory (op, sack);
1256
1257 }
1258 else
1259 { /* sack is in players inventory */
1260 if (QUERY_FLAG (sack, FLAG_APPLIED))
1261 { /* readied sack becoming open */
1262 CLEAR_FLAG (sack, FLAG_APPLIED);
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1264 SET_FLAG (sack, FLAG_APPLIED);
1265 op->container = sack;
1266 esrv_update_item (UPD_FLAGS, op, sack);
1267 esrv_send_inventory (op, sack);
1268 }
1269 else
1270 {
1271 CLEAR_FLAG (sack, FLAG_APPLIED);
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1273 SET_FLAG (sack, FLAG_APPLIED);
1274 esrv_update_item (UPD_FLAGS, op, sack);
1275 }
1276 }
1277 return 1;
1278}
1279
1280 1105
1281/** 1106/**
1282 * Handles dropping things on altar. 1107 * Handles dropping things on altar.
1283 * Returns true if sacrifice was accepted. 1108 * Returns true if sacrifice was accepted.
1284 */ 1109 */
1295 * 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
1296 * is up to map designers to use them properly. 1121 * is up to map designers to use them properly.
1297 */ 1122 */
1298 if (altar->inv && altar->inv->type == SPELL) 1123 if (altar->inv && altar->inv->type == SPELL)
1299 { 1124 {
1300 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));
1301 cast_spell (originator, altar, 0, altar->inv, NULL); 1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1302 /* If it is connected, push the button. Fixes some problems with 1127 /* If it is connected, push the button. Fixes some problems with
1303 * old maps. 1128 * old maps.
1304 */ 1129 */
1305 1130
1306/* push_button (altar);*/ 1131/* push_button (altar);*/
1307 } 1132 }
1331 double opinion; 1156 double opinion;
1332 object *tmp, *next; 1157 object *tmp, *next;
1333 1158
1334 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1335 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
1336 if (op->type != PLAYER) 1172 if (op->type != PLAYER)
1337 { 1173 {
1338 /* Remove all the unpaid objects that may be carried here. 1174 /* Remove all the unpaid objects that may be carried here.
1339 * This could be pets or monsters that are somehow in 1175 * This could be pets or monsters that are somehow in
1340 * the shop. 1176 * the shop.
1366 /* unpaid objects, or non living objects, can't transfer by 1202 /* unpaid objects, or non living objects, can't transfer by
1367 * shop mats. Instead, put it on a nearby space. 1203 * shop mats. Instead, put it on a nearby space.
1368 */ 1204 */
1369 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1370 { 1206 {
1371
1372 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1373 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);
1374 1209
1375 if (i != -1) 1210 if (i != -1)
1376 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);
1385 else if (can_pay (op) && get_payment (op)) 1220 else if (can_pay (op) && get_payment (op))
1386 { 1221 {
1387 /* this is only used for players */ 1222 /* this is only used for players */
1388 rv = teleport (shop_mat, SHOP_MAT, op); 1223 rv = teleport (shop_mat, SHOP_MAT, op);
1389 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
1390 if (shop_mat->msg) 1232 if (shop_mat->msg)
1391 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1233 op->statusmsg (shop_mat->msg);
1392 /* 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,
1393 * 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
1394 * actually the shop floor. 1236 * actually the shop floor.
1395 */ 1237 */
1396 else if (!rv && !is_in_shop (op)) 1238 else if (!rv && !is_in_shop (op))
1397 { 1239 {
1398 opinion = shopkeeper_approval (op->map, op); 1240 opinion = shopkeeper_approval (op->map, op);
1399 1241
1400 if (opinion > 0.9) 1242 op->statusmsg (
1401 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."
1402 else if (opinion > 0.75) 1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1404 else if (opinion > 0.5) 1246 : "The shopkeeper glares at you with contempt."
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1406 else 1247 );
1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1408 } 1248 }
1409 } 1249 }
1410 else 1250 else
1411 { 1251 {
1412 /* 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
1413 * 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
1414 * they are not on the mat anymore 1254 * they are not on the mat anymore
1415 */ 1255 */
1416 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);
1417 1257
1418 if (i == -1) 1258 if (i == -1)
1419 {
1420 LOG (llevError, "Internal shop-mat problem.\n"); 1259 LOG (llevError, "Internal shop-mat problem.\n");
1421 }
1422 else 1260 else
1423 { 1261 {
1424 op->remove (); 1262 op->remove ();
1425 op->x += freearr_x[i]; 1263 op->x += freearr_x[i];
1426 op->y += freearr_y[i]; 1264 op->y += freearr_y[i];
1437 */ 1275 */
1438static void 1276static void
1439apply_sign (object *op, object *sign, int autoapply) 1277apply_sign (object *op, object *sign, int autoapply)
1440{ 1278{
1441 readable_message_type *msgType; 1279 readable_message_type *msgType;
1442 char newbuf[HUGE_BUF];
1443 1280
1444 if (sign->msg == NULL) 1281 if (!sign->msg)
1445 { 1282 {
1446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1283 op->statusmsg ("Nothing is written on it.");
1447 return; 1284 return;
1448 } 1285 }
1449 1286
1450 if (sign->stats.food) 1287 if (sign->stats.food)
1451 { 1288 {
1452 if (sign->last_eat >= sign->stats.food) 1289 if (sign->last_eat >= sign->stats.food)
1453 { 1290 {
1454 if (!sign->move_on) 1291 if (!sign->move_on)
1455 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1292 op->statusmsg ("You cannot read it anymore.");
1293
1456 return; 1294 return;
1457 } 1295 }
1458 1296
1459 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1460 sign->last_eat++; 1298 sign->last_eat++;
1465 * 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
1466 * to us). 1304 * to us).
1467 */ 1305 */
1468 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)
1469 { 1307 {
1470 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1308 op->failmsg ("You are unable to read while blind!");
1471 return; 1309 return;
1472 } 1310 }
1311
1312 if (op->contr)
1313 if (client *ns = op->contr->ns)
1314 {
1315 ns->play_sound (sign->sound);
1473 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];
1474 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1323 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1475 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 }
1476} 1327}
1477 1328
1478/** 1329/**
1479 * 'victim' moves onto 'trap' 1330 * 'victim' moves onto 'trap'
1480 * 'victim' leaves 'trap' 1331 * 'victim' leaves 'trap'
1503 * proper. This code was causing needless crashes. 1354 * proper. This code was causing needless crashes.
1504 */ 1355 */
1505 if (recursion_depth >= 500) 1356 if (recursion_depth >= 500)
1506 { 1357 {
1507 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1358 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1508 "[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);
1509 return; 1360 return;
1510 } 1361 }
1362
1511 recursion_depth++; 1363 recursion_depth++;
1512 if (trap->head) 1364 if (trap->head)
1513 trap = trap->head; 1365 trap = trap->head;
1514 1366
1515 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)))
1530 1382
1531 /* 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
1532 * above with some objects have zero speed, and thus the player 1384 * above with some objects have zero speed, and thus the player
1533 * getting permanently paralyzed. 1385 * getting permanently paralyzed.
1534 */ 1386 */
1535 if (victim->speed_left < -50.0) 1387 if (victim->speed_left < -50.f)
1536 victim->speed_left = -50.0; 1388 victim->speed_left = -50.f;
1537 /* 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); */
1538 } 1390 }
1539 goto leave; 1391 goto leave;
1540 1392
1541 case SPINNER: 1393 case SPINNER:
1613 1465
1614 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1615 { 1467 {
1616 if (!sound_was_played) 1468 if (!sound_was_played)
1617 { 1469 {
1618 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1470 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1619 sound_was_played = 1; 1471 sound_was_played = 1;
1620 } 1472 }
1621 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1473
1474 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1622 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);
1623 } 1476 }
1624 } 1477 }
1625 goto leave; 1478 goto leave;
1626 } 1479 }
1627 1480
1628
1629 case CONVERTER: 1481 case CONVERTER:
1630 if (convert_item (victim, trap) < 0) 1482 if (convert_item (victim, trap) < 0)
1631 { 1483 {
1632 object *op; 1484 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1633 1485 get_archetype ("burnout")->insert_at (trap, trap);
1634 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1635
1636 op = get_archetype ("burnout");
1637 if (op != NULL)
1638 {
1639 op->x = trap->x;
1640 op->y = trap->y;
1641 insert_ob_in_map (op, trap->map, trap, 0);
1642 }
1643 } 1486 }
1487
1644 goto leave; 1488 goto leave;
1645 1489
1646 case TRIGGER_BUTTON: 1490 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL: 1491 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR: 1492 case TRIGGER_ALTAR:
1666 * Processing will happen if the head runs into the pit 1510 * Processing will happen if the head runs into the pit
1667 */ 1511 */
1668 if (victim->head) 1512 if (victim->head)
1669 goto leave; 1513 goto leave;
1670 1514
1671 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1515 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1672 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1516 victim->statusmsg ("You fall through the hole!", NDI_RED);
1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674 goto leave; 1518 goto leave;
1675 1519
1676 case EXIT: 1520 case EXIT:
1677 if (victim->type == PLAYER && EXIT_PATH (trap)) 1521 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 { 1522 {
1679 /* Basically, don't show exits leading to random maps the 1523 /* Basically, don't show exits leading to random maps the
1680 * players output. 1524 * players output.
1681 */ 1525 */
1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1527 victim->statusmsg (trap->msg, NDI_NAVY);
1684 1528
1685 victim->enter_exit (trap); 1529 victim->enter_exit (trap);
1686 } 1530 }
1687 goto leave; 1531 goto leave;
1688 1532
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);
1809 * 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
1810 */ 1658 */
1811static void 1659static void
1812apply_skillscroll (object *op, object *tmp) 1660apply_skillscroll (object *op, object *tmp)
1813{ 1661{
1814 switch ((int) learn_skill (op, tmp)) 1662 switch (learn_skill (op, tmp))
1815 { 1663 {
1816 case 0: 1664 case 0:
1817 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1665 op->play_sound (sound_find ("generic_fail"));
1818 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)));
1819 return; 1667 break;
1820 1668
1821 case 1: 1669 case 1:
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1823 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));
1824 return; 1673 break;
1825 1674
1826 default: 1675 default:
1827 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1828 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)));
1829 return; 1679 break;
1830 } 1680 }
1831} 1681}
1832 1682
1833/** 1683/**
1834 * Actually makes op learn spell. 1684 * Actually makes op learn spell.
1854 return; 1704 return;
1855 } 1705 }
1856 return; 1706 return;
1857 } 1707 }
1858 1708
1859 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1709 op->contr->play_sound (sound_find ("learn_spell"));
1710
1860 tmp = spell->clone (); 1711 tmp = spell->clone ();
1861 insert_ob_in_ob (tmp, op); 1712 insert_ob_in_ob (tmp, op);
1862 1713
1863 if (special_prayer) 1714 if (special_prayer)
1864 SET_FLAG (tmp, FLAG_STARTEQUIP); 1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1883 { 1734 {
1884 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1885 return; 1736 return;
1886 } 1737 }
1887 1738
1888 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));
1889 player_unready_range_ob (op->contr, spob); 1740 player_unready_range_ob (op->contr, spob);
1890 esrv_remove_spell (op->contr, spob); 1741 esrv_remove_spell (op->contr, spob);
1891 spob->destroy (); 1742 spob->destroy ();
1892} 1743}
1893 1744
1901{ 1752{
1902 object *skop, *spell, *spell_skill; 1753 object *skop, *spell, *spell_skill;
1903 1754
1904 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1905 { 1756 {
1906 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1757 op->failmsg ("You are unable to read while blind.");
1907 return; 1758 return;
1908 } 1759 }
1909 1760
1910 /* artifact_spellbooks have 'slaying' field point to a spell name, 1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1911 * instead of having their spell stored in stats.sp. These are 1762 * instead of having their spell stored in stats.sp. These are
1912 * legacy spellbooks 1763 * legacy spellbooks
1913 */ 1764 */
1914
1915 if (tmp->slaying != NULL) 1765 if (tmp->slaying)
1916 { 1766 {
1917 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1918 if (!spell) 1768 if (!spell)
1919 { 1769 {
1920 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));
1921 return; 1771 return;
1922 } 1772 }
1923 else 1773 else
1924 insert_ob_in_ob (spell, tmp); 1774 insert_ob_in_ob (spell, tmp);
1775
1925 tmp->slaying = NULL; 1776 tmp->slaying = 0;
1926 } 1777 }
1927 1778
1928 skop = find_skill_by_name (op, tmp->skill); 1779 skop = find_skill_by_name (op, tmp->skill);
1929 1780
1930 /* 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
1931 * lower than the spell will make learning the spell more difficult */ 1782 * lower than the spell will make learning the spell more difficult */
1932 if (!skop) 1783 if (!skop)
1933 { 1784 {
1934 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));
1935 return; 1786 return;
1936 } 1787 }
1937 1788
1938 spell = tmp->inv; 1789 spell = tmp->inv;
1939 1790
1940 if (!spell) 1791 if (!spell)
1941 { 1792 {
1942 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);
1943 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!");
1944 return; 1795 return;
1945 } 1796 }
1946 1797
1947 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1948 { 1799 {
1949 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));
1950 return; 1801 return;
1951 } 1802 }
1952 1803
1953 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));
1954 1805
1955 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1956 { 1807 {
1957 identify (tmp); 1808 identify (tmp);
1958 1809
1967 * 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
1968 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1969 */ 1820 */
1970 if (check_spell_known (op, spell->name)) 1821 if (check_spell_known (op, spell->name))
1971 { 1822 {
1972 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");
1973 return; 1824 return;
1974 } 1825 }
1975 1826
1976 if (spell->skill) 1827 if (spell->skill)
1977 { 1828 {
1978 spell_skill = find_skill_by_name (op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1979 1830
1980 if (!spell_skill) 1831 if (!spell_skill)
1981 { 1832 {
1982 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));
1983 return; 1834 return;
1984 } 1835 }
1985 1836
1986 if (spell_skill->level < spell->level) 1837 if (spell_skill->level < spell->level)
1987 { 1838 {
1988 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));
1989 return; 1840 return;
1990 } 1841 }
1991 } 1842 }
1992 1843
1993 /* Logic as follows 1844 /* Logic as follows
2002 * 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
2003 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
2004 */ 1855 */
2005 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
2006 { 1857 {
2007 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!");
2008 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));
2009 } 1860 }
2010 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2011 (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])
2012 { 1863 {
2013 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2014 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2015 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
2016 1866
2017 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
2018 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2019 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);
2020 } 1870 }
2021 else 1871 else
2022 { 1872 {
2023 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
2024 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");
2025 } 1875 }
1876
2026 decrease_ob (tmp); 1877 decrease_ob (tmp);
2027} 1878}
2028 1879
2029/** 1880/**
2030 * Handles applying a spell scroll. 1881 * Handles applying a spell scroll.
2034{ 1885{
2035 object *skop; 1886 object *skop;
2036 1887
2037 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2038 { 1889 {
2039 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1890 op->failmsg ("You are unable to read while blind.");
2040 return; 1891 return;
2041 } 1892 }
2042 1893
2043 if (!tmp->inv || tmp->inv->type != SPELL) 1894 if (!tmp->inv || tmp->inv->type != SPELL)
2044 { 1895 {
2045 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.>");
2046 return; 1897 return;
2047 } 1898 }
2048 1899
2049 if (op->type == PLAYER) 1900 if (op->type == PLAYER)
2050 { 1901 {
2056 */ 1907 */
2057 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2058 1909
2059 if (!skop) 1910 if (!skop)
2060 { 1911 {
2061 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]));
2062 return; 1913 return;
2063 } 1914 }
2064 1915
2065 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2066 change_exp (op, exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
2067 } 1918 }
2068 1919
2069 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2070 identify (tmp); 1921 identify (tmp);
2071 1922
2072 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));
2073
2074 1924
2075 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
2076 decrease_ob (tmp); 1926 decrease_ob (tmp);
2077} 1927}
2078 1928
2082 * chest. 1932 * chest.
2083 */ 1933 */
2084static void 1934static void
2085apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
2086{ 1936{
2087 object *treas;
2088
2089
2090 /* 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
2091 * 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
2092 * 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
2093 * 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
2094 * treasure 1941 * treasure
2095 */ 1942 */
2096
2097 treas = tmp->inv; 1943 object *treas = tmp->inv;
2098 if (treas == NULL) 1944
1945 if (!treas)
2099 { 1946 {
2100 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
2101 decrease_ob (tmp); 1948 decrease_ob (tmp);
2102 return; 1949 return;
2103 } 1950 }
1951
2104 while (tmp->inv) 1952 while (tmp->inv)
2105 { 1953 {
2106 treas = tmp->inv; 1954 treas = tmp->inv;
2107
2108 treas->remove (); 1955 treas->remove ();
2109 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2110 1956
2111 treas->x = op->x; 1957 treas->x = op->x;
2112 treas->y = op->y; 1958 treas->y = op->y;
2113 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);
2114 1960
2115 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))
2116 spring_trap (treas, op); 1962 spring_trap (treas, op);
2117 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];
2329 { 2174 {
2330 /* resistance increased! */ 2175 /* resistance increased! */
2331 skin->resist[i]++; 2176 skin->resist[i]++;
2332 op->update_stats (); 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} 2203}
2360 2204
2361/** 2205/**
2362 * Handles applying an improve armor scroll. 2206 * Handles applying an improve armor scroll.
2365static void 2209static void
2366apply_armour_improver (object *op, object *tmp) 2210apply_armour_improver (object *op, object *tmp)
2367{ 2211{
2368 object *armor; 2212 object *armor;
2369 2213
2370 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))
2371 { 2215 {
2372 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.>");
2373 return; 2217 return;
2374 } 2218 }
2375 2219
2376 armor = find_marked_object (op); 2220 armor = find_marked_object (op);
2377 2221
2378 if (!armor) 2222 if (!armor)
2379 { 2223 {
2380 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.");
2381 return; 2225 return;
2382 } 2226 }
2383 2227
2384 if (armor->type != ARMOUR 2228 if (armor->type != ARMOUR
2385 && armor->type != CLOAK 2229 && armor->type != CLOAK
2386 && 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)
2387 { 2231 {
2388 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2232 op->failmsg ("Your marked item is not armour!\n");
2389 return; 2233 return;
2390 } 2234 }
2391 2235
2392 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2236 op->statusmsg ("Applying armour enchantment.");
2393 improve_armour (op, tmp, armor); 2237 improve_armour (op, tmp, armor);
2394} 2238}
2395 2239
2396extern void 2240extern void
2397apply_poison (object *op, object *tmp) 2241apply_poison (object *op, object *tmp)
2398{ 2242{
2399 if (op->type == PLAYER) 2243 if (op->type == PLAYER)
2400 { 2244 {
2401 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2245 op->contr->play_sound (sound_find ("drink_poison"));
2402 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2246 op->failmsg ("Yech! That tasted poisonous!");
2403 strcpy (op->contr->killer, "poisonous booze"); 2247 strcpy (op->contr->killer, "poisonous booze");
2404 } 2248 }
2249
2405 if (tmp->stats.hp > 0) 2250 if (tmp->stats.hp > 0)
2406 { 2251 {
2407 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);
2408 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2409 } 2254 }
2255
2410 op->stats.food -= op->stats.food / 4; 2256 op->stats.food -= op->stats.food / 4;
2411 handle_apply_yield (tmp); 2257 handle_apply_yield (tmp);
2412 decrease_ob (tmp); 2258 decrease_ob (tmp);
2413} 2259}
2414 2260
2433#if 0 //TODO 2279#if 0 //TODO
2434 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2280 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2435 return 0; /* This is a reset town portal */ 2281 return 0; /* This is a reset town portal */
2436#endif 2282#endif
2437 2283
2438 maptile *exitmap = maptile::load_map_sync (EXIT_PATH (exit), exit->map); 2284 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2439
2440 object *tmp;
2441 object *exit_owner;
2442 2285
2443 if (exitmap) 2286 if (exitmap)
2444 { 2287 {
2288 exitmap->load_sync ();
2289
2445 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2290 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2446 2291
2447 if (!tmp) 2292 if (!tmp)
2448 return 0; 2293 return 0;
2449 2294
2450 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2295 for (; tmp; tmp = tmp->above)
2451 { 2296 {
2452 if (tmp->type != EXIT) 2297 if (tmp->type != EXIT)
2453 continue; /*Not an exit */ 2298 continue; /*Not an exit */
2454 2299
2455 if (!EXIT_PATH (tmp)) 2300 if (!EXIT_PATH (tmp))
2456 continue; /*Not a valid exit */ 2301 continue; /*Not a valid exit */
2457 2302
2458 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2303 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2459 continue; /*Not in the same place */ 2304 continue; /*Not in the same place */
2460 2305
2461 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2306 if (exit->map->path != EXIT_PATH (tmp))
2462 continue; /*Not in the same map */ 2307 continue; /*Not in the same map */
2463 2308
2464 /* 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
2465 * 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
2466 * town portals to prevent strangers from visiting your appartments 2311 * town portals to prevent strangers from visiting your appartments
2467 */ 2312 */
2468 if (!exit->race) 2313 if (!exit->race)
2469 return 1; /*No owner, free for all! */ 2314 return 1; /*No owner, free for all! */
2470 2315
2471 exit_owner = NULL; 2316 object *exit_owner = 0;
2472 2317
2473 for_all_players (pp) 2318 for_all_players (pp)
2474 { 2319 {
2475 if (!pp->ob) 2320 if (!pp->ob)
2476 continue; 2321 continue;
2498 } 2343 }
2499 } 2344 }
2500 2345
2501 return 0; 2346 return 0;
2502} 2347}
2503
2504 2348
2505/** 2349/**
2506 * Main apply handler. 2350 * Main apply handler.
2507 * 2351 *
2508 * Checks for unpaid items before applying. 2352 * Checks for unpaid items before applying.
2516 * being applied. 2360 * being applied.
2517 * 2361 *
2518 * aflag is special (always apply/unapply) flags. Nothing is done with 2362 * aflag is special (always apply/unapply) flags. Nothing is done with
2519 * them in this function - they are passed to apply_special 2363 * them in this function - they are passed to apply_special
2520 */ 2364 */
2521
2522int 2365int
2523manual_apply (object *op, object *tmp, int aflag) 2366manual_apply (object *op, object *tmp, int aflag)
2524{ 2367{
2525 if (tmp->head) 2368 if (tmp->head)
2526 tmp = tmp->head; 2369 tmp = tmp->head;
2527 2370
2528 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2529 { 2372 {
2530 if (op->type == PLAYER) 2373 if (op->type == PLAYER)
2531 { 2374 {
2532 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.>");
2533 return 1; 2376 return 1;
2534 } 2377 }
2535 else 2378 else
2536 return 0; /* monsters just skip unpaid items */ 2379 return 0; /* monsters just skip unpaid items */
2537 } 2380 }
2540 return RESULT_INT (0); 2383 return RESULT_INT (0);
2541 2384
2542 switch (tmp->type) 2385 switch (tmp->type)
2543 { 2386 {
2544 case CF_HANDLE: 2387 case CF_HANDLE:
2545 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2388 op->play_sound (sound_find ("turn_handle"));
2546 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2389 op->statusmsg ("You turn the handle.");
2547 tmp->value = tmp->value ? 0 : 1; 2390 tmp->value = tmp->value ? 0 : 1;
2548 SET_ANIMATION (tmp, tmp->value); 2391 SET_ANIMATION (tmp, tmp->value);
2549 update_object (tmp, UP_OBJ_FACE); 2392 update_object (tmp, UP_OBJ_FACE);
2550 push_button (tmp); 2393 push_button (tmp);
2551 return 1; 2394 return 1;
2552 2395
2553 case TRIGGER: 2396 case TRIGGER:
2554 if (check_trigger (tmp, op)) 2397 if (check_trigger (tmp, op))
2555 { 2398 {
2556 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2399 op->statusmsg ("You turn the handle.");
2557 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2400 op->play_sound (sound_find ("turn_handle"));
2558 } 2401 }
2559 else 2402 else
2560 { 2403 op->failmsg ("The handle doesn't move.");
2561 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2404
2562 }
2563 return 1; 2405 return 1;
2564 2406
2565 case EXIT: 2407 case EXIT:
2566 if (op->type != PLAYER) 2408 if (op->type != PLAYER)
2567 return 0; 2409 return 0;
2410
2568 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2569 { 2412 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2571 }
2572 else 2413 else
2573 { 2414 {
2574 /* Don't display messages for random maps. */ 2415 /* Don't display messages for random maps. */
2575 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2576 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2417 op->statusmsg (tmp->msg, NDI_NAVY);
2418
2577 op->enter_exit (tmp); 2419 op->enter_exit (tmp);
2578 } 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
2579 return 1; 2427 return 1;
2580 2428
2581 case SIGN: 2429 case SIGN:
2582 apply_sign (op, tmp, 0); 2430 apply_sign (op, tmp, 0);
2583 return 1; 2431 return 1;
2587 { 2435 {
2588 apply_book (op, tmp); 2436 apply_book (op, tmp);
2589 return 1; 2437 return 1;
2590 } 2438 }
2591 else 2439 else
2592 {
2593 return 0; 2440 return 0;
2594 }
2595 2441
2596 case SKILLSCROLL: 2442 case SKILLSCROLL:
2597 if (op->type == PLAYER) 2443 if (op->type == PLAYER)
2598 { 2444 {
2599 apply_skillscroll (op, tmp); 2445 apply_skillscroll (op, tmp);
2600 return 1; 2446 return 1;
2601 } 2447 }
2448 else
2602 return 0; 2449 return 0;
2603 2450
2604 case SPELLBOOK: 2451 case SPELLBOOK:
2605 if (op->type == PLAYER) 2452 if (op->type == PLAYER)
2606 { 2453 {
2607 apply_spellbook (op, tmp); 2454 apply_spellbook (op, tmp);
2608 return 1; 2455 return 1;
2609 } 2456 }
2457 else
2610 return 0; 2458 return 0;
2611 2459
2612 case SCROLL: 2460 case SCROLL:
2613 apply_scroll (op, tmp, 0); 2461 apply_scroll (op, tmp, 0);
2614 return 1; 2462 return 1;
2615 2463
2616 case POTION: 2464 case POTION:
2617 (void) apply_potion (op, tmp); 2465 apply_potion (op, tmp);
2618 return 1; 2466 return 1;
2619 2467
2620 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2468 /* Eneq(@csd.uu.se): Handle apply on containers. */
2469 //TODO: remove, as it is unsed?
2621 case CLOSE_CON: 2470 case CLOSE_CON:
2622 if (op->type == PLAYER)
2623 (void) esrv_apply_container (op, tmp->env);
2624 else
2625 (void) apply_container (op, tmp->env); 2471 apply_container (op, tmp->env);
2626 return 1; 2472 return 1;
2627 2473
2628 case CONTAINER: 2474 case CONTAINER:
2629 if (op->type == PLAYER)
2630 (void) esrv_apply_container (op, tmp);
2631 else
2632 (void) apply_container (op, tmp); 2475 apply_container (op, tmp);
2633 return 1; 2476 return 1;
2634 2477
2635 case TREASURE: 2478 case TREASURE:
2636 if (op->type == PLAYER) 2479 if (op->type == PLAYER)
2637 { 2480 {
2638 apply_treasure (op, tmp); 2481 apply_treasure (op, tmp);
2639 return 1; 2482 return 1;
2640 } 2483 }
2641 else 2484 else
2642 {
2643 return 0; 2485 return 0;
2644 }
2645 2486
2646 case WEAPON: 2487 case WEAPON:
2647 case ARMOUR: 2488 case ARMOUR:
2648 case BOOTS: 2489 case BOOTS:
2649 case GLOVES: 2490 case GLOVES:
2662 case LAMP: 2503 case LAMP:
2663 case BUILDER: 2504 case BUILDER:
2664 case SKILL_TOOL: 2505 case SKILL_TOOL:
2665 if (tmp->env != op) 2506 if (tmp->env != op)
2666 return 2; /* not in inventory */ 2507 return 2; /* not in inventory */
2508
2667 (void) apply_special (op, tmp, aflag); 2509 apply_special (op, tmp, aflag);
2668 return 1; 2510 return 1;
2669 2511
2670 case DRINK: 2512 case DRINK:
2671 case FOOD: 2513 case FOOD:
2672 case FLESH: 2514 case FLESH:
2688 } 2530 }
2689 else 2531 else
2690 return 0; 2532 return 0;
2691 2533
2692 case WEAPON_IMPROVER: 2534 case WEAPON_IMPROVER:
2693 (void) check_improve_weapon (op, tmp); 2535 check_improve_weapon (op, tmp);
2694 return 1; 2536 return 1;
2695 2537
2696 case CLOCK: 2538 case CLOCK:
2697 if (op->type == PLAYER) 2539 if (op->type == PLAYER)
2698 { 2540 {
2699 char buf[MAX_BUF]; 2541 char buf[MAX_BUF];
2700 timeofday_t tod; 2542 timeofday_t tod;
2701 2543
2702 get_tod (&tod); 2544 get_tod (&tod);
2545 op->play_sound (sound_find ("sound_clock"));
2546 op->statusmsg (format (
2703 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2547 "It is %d minute%s past %d o'clock %s",
2704 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2548 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2705 ((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")
2706 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2550 ));
2707 new_draw_info (NDI_UNIQUE, 0, op, buf);
2708 return 1; 2551 return 1;
2709 } 2552 }
2710 else 2553 else
2711 {
2712 return 0; 2554 return 0;
2713 }
2714 2555
2715 case MENU: 2556 case MENU:
2716 if (op->type == PLAYER) 2557 if (op->type == PLAYER)
2717 { 2558 {
2718 shop_listing (op); 2559 shop_listing (tmp, op);
2719 return 1; 2560 return 1;
2720 } 2561 }
2721 else 2562 else
2722 {
2723 return 0; 2563 return 0;
2724 }
2725 2564
2726 case POWER_CRYSTAL: 2565 case POWER_CRYSTAL:
2727 apply_power_crystal (op, tmp); /* see egoitem.c */ 2566 apply_power_crystal (op, tmp); /* see egoitem.c */
2728 return 1; 2567 return 1;
2729 2568
2732 { 2571 {
2733 apply_lighter (op, tmp); 2572 apply_lighter (op, tmp);
2734 return 1; 2573 return 1;
2735 } 2574 }
2736 else 2575 else
2737 {
2738 return 0; 2576 return 0;
2739 }
2740 2577
2741 case ITEM_TRANSFORMER: 2578 case ITEM_TRANSFORMER:
2742 apply_item_transformer (op, tmp); 2579 apply_item_transformer (op, tmp);
2743 return 1; 2580 return 1;
2744 2581
2757int 2594int
2758player_apply (object *pl, object *op, int aflag, int quiet) 2595player_apply (object *pl, object *op, int aflag, int quiet)
2759{ 2596{
2760 int tmp; 2597 int tmp;
2761 2598
2762 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2599 if (op->env && (pl->move_type & MOVE_FLYING))
2763 { 2600 {
2764 /* player is flying and applying object not in inventory */ 2601 /* player is flying and applying object not in inventory */
2765 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2766 { 2603 {
2767 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.>");
2768 return 0; 2605 return 0;
2769 } 2606 }
2770 }
2771
2772 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2773 * applied.
2774 */
2775 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2776 {
2777 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2778 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2779 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2780 op->destroy ();
2781 return 1;
2782 } 2607 }
2783 2608
2784 pl->contr->last_used = op; 2609 pl->contr->last_used = op;
2785 2610
2786 tmp = manual_apply (pl, op, aflag); 2611 tmp = manual_apply (pl, op, aflag);
2787 if (!quiet) 2612 if (!quiet)
2788 { 2613 {
2789 if (tmp == 0) 2614 if (tmp == 0)
2790 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)));
2791 else if (tmp == 2) 2616 else if (tmp == 2)
2792 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2617 op->failmsg ("You must get it first!\n");
2793 } 2618 }
2619
2794 return tmp; 2620 return tmp;
2795} 2621}
2796 2622
2797/** 2623/**
2798 * player_apply_below attempts to apply the object 'below' the player. 2624 * player_apply_below attempts to apply the object 'below' the player.
2799 * 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
2800 * we use the ground. 2626 * we use the ground.
2801 */ 2627 */
2802
2803void 2628void
2804player_apply_below (object *pl) 2629player_apply_below (object *pl)
2805{ 2630{
2806 object *tmp, *next;
2807 int floors; 2631 int floors = 0;
2808 2632
2809 /* 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
2810 * item in the container. Otherwise, use the map. 2634 * item in the container. Otherwise, use the map.
2811 */
2812 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2813
2814 /* 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
2815 * 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
2816 * 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
2817 * 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
2818 * not return a proper value. 2639 * not return a proper value.
2819 */ 2640 */
2820 for (floors = 0; tmp != NULL; tmp = next) 2641 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2821 { 2642 {
2822 next = tmp->below; 2643 next = tmp->below;
2644
2823 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2645 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2824 floors++; 2646 floors++;
2825 else if (floors > 0) 2647 else if (floors > 0)
2826 return; /* process only floor objects after first floor object */ 2648 return; /* process only floor objects after first floor object */
2827 2649
2847 * 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.
2848 */ 2670 */
2849static int 2671static int
2850unapply_special (object *who, object *op, int aflags) 2672unapply_special (object *who, object *op, int aflags)
2851{ 2673{
2852 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)))
2853 return RESULT_INT (0); 2676 return RESULT_INT (0);
2854 2677
2855 object *tmp2;
2856
2857 CLEAR_FLAG (op, FLAG_APPLIED); 2678 CLEAR_FLAG (op, FLAG_APPLIED);
2679
2858 switch (op->type) 2680 switch (op->type)
2859 { 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
2860 case WEAPON: 2696 case WEAPON:
2861 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 }
2862 2703
2704 who->statusmsg (format ("You unwield %s.", query_name (op)));
2705
2863 (void) change_abil (who, op); 2706 change_abil (who, op);
2864 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2865 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2707 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2866 clear_skill (who);
2867 break; 2708 break;
2868 2709
2869 case SKILL: /* allows objects to impart skills */
2870 case SKILL_TOOL: 2710 case SKILL:
2871 if (op != who->chosen_skill) 2711 if (who->contr)
2872 { 2712 {
2873 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));
2874 } 2717 }
2875 if (who->type == PLAYER) 2718
2876 {
2877 if (who->contr->shoottype == range_skill)
2878 who->contr->shoottype = range_none;
2879 if (!op->invisible)
2880 {
2881 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2882 }
2883 else
2884 {
2885 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2886 }
2887 }
2888 (void) change_abil (who, op); 2719 change_abil (who, op);
2889 who->chosen_skill = NULL;
2890 CLEAR_FLAG (who, FLAG_READY_SKILL); 2720 CLEAR_FLAG (who, FLAG_READY_SKILL);
2891 break; 2721 break;
2892 2722
2893 case ARMOUR: 2723 case ARMOUR:
2894 case HELMET: 2724 case HELMET:
2898 case GLOVES: 2728 case GLOVES:
2899 case AMULET: 2729 case AMULET:
2900 case GIRDLE: 2730 case GIRDLE:
2901 case BRACERS: 2731 case BRACERS:
2902 case CLOAK: 2732 case CLOAK:
2903 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2733 who->statusmsg (format ("You unwear %s.", query_name (op)));
2904 (void) change_abil (who, op); 2734 change_abil (who, op);
2905 break; 2735 break;
2736
2906 case LAMP: 2737 case LAMP:
2907 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
2908 tmp2 = arch_to_object (op->other_arch); 2741 object *tmp2 = arch_to_object (op->other_arch);
2909 tmp2->x = op->x; 2742 tmp2->x = op->x;
2910 tmp2->y = op->y; 2743 tmp2->y = op->y;
2911 tmp2->map = op->map; 2744 tmp2->map = op->map;
2912 tmp2->below = op->below; 2745 tmp2->below = op->below;
2913 tmp2->above = op->above; 2746 tmp2->above = op->above;
2914 tmp2->stats.food = op->stats.food; 2747 tmp2->stats.food = op->stats.food;
2915 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2748 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2916 2749
2917 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2750 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2918 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2751 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2919 2752
2920 if (who->type == PLAYER) 2753 if (who->contr)
2921 esrv_del_item (who->contr, op->count); 2754 esrv_del_item (who->contr, op->count);
2922 2755
2923 op->destroy (); 2756 op->destroy ();
2924 insert_ob_in_ob (tmp2, who); 2757 insert_ob_in_ob (tmp2, who);
2925 who->update_stats (); 2758 who->update_stats ();
2759
2926 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2760 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2927 { 2761 {
2928 if (who->type == PLAYER) 2762 if (who->contr)
2929 { 2763 {
2930 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2764 who->failmsg ("Oops, it feels deadly cold!");
2931 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2765 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2932 } 2766 }
2933 } 2767 }
2934 if (who->type == PLAYER) 2768
2769 if (who->contr)
2935 esrv_send_item (who, tmp2); 2770 esrv_send_item (who, tmp2);
2771 }
2772
2936 return 1; /* otherwise, an attempt to drop causes problems */ 2773 return 1; /* otherwise, an attempt to drop causes problems */
2937 break; 2774
2938 case BOW: 2775 case BOW:
2939 case WAND: 2776 case WAND:
2940 case ROD: 2777 case ROD:
2941 case HORN: 2778 case HORN:
2942 clear_skill (who); 2779 if (player *pl = who->contr)
2943 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2944 if (who->type == PLAYER)
2945 { 2780 {
2946 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)));
2947 } 2788 }
2948 else 2789 else
2949 { 2790 {
2791 who->change_skill (0);
2792
2950 if (op->type == BOW) 2793 if (op->type == BOW)
2951 CLEAR_FLAG (who, FLAG_READY_BOW); 2794 CLEAR_FLAG (who, FLAG_READY_BOW);
2952 else 2795 else
2953 CLEAR_FLAG (who, FLAG_READY_RANGE); 2796 CLEAR_FLAG (who, FLAG_READY_RANGE);
2954 } 2797 }
2798
2955 break; 2799 break;
2956 2800
2957 case BUILDER: 2801 case BUILDER:
2958 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2802 if (who->contr)
2959 who->contr->shoottype = range_none; 2803 who->statusmsg (format ("You unready %s.", query_name (op)));
2960 who->contr->ranges[range_builder] = NULL;
2961 break; 2804 break;
2962 2805
2963 default: 2806 default:
2964 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2807 who->statusmsg (format ("You unapply %s.", query_name (op)));
2965 break; 2808 break;
2966 } 2809 }
2967 2810
2968 who->update_stats (); 2811 who->update_stats ();
2969 2812
2970 if (!(aflags & AP_NO_MERGE)) 2813 if (!(aflags & AP_NO_MERGE))
2971 { 2814 {
2972 object *tmp;
2973
2974 tmp = merge_ob (op, NULL); 2815 object *tmp = merge_ob (op, 0);
2975 if (who->type == PLAYER) 2816
2817 if (who->contr)
2976 { 2818 {
2977 if (tmp) 2819 if (tmp)
2978 { /* it was merged */ 2820 { /* it was merged */
2979 esrv_del_item (who->contr, op->count); 2821 esrv_del_item (who->contr, op->count);
2980 op = tmp; 2822 op = tmp;
2981 } 2823 }
2982 2824
2983 esrv_send_item (who, op); 2825 esrv_send_item (who, op);
2984 } 2826 }
2985 } 2827 }
2828
2986 return 0; 2829 return 0;
2987} 2830}
2988 2831
2989/** 2832/**
2990 * Returns the object that is using location 'loc'. 2833 * Returns the object that is using location 'loc'.
2991 * Note that 'start' is the first object to start examing - we 2834 * Note that 'start' is the first object to start examing - we
2992 * 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
2993 * something like: 2836 * something like:
2994 * tmp = get_item_from_body_location(who->inv, 1); 2837 * tmp = get_next_item_from_body_location(who->inv, 1);
2995 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2838 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2996 * to find the second object that may use this location, etc. 2839 * to find the second object that may use this location, etc.
2997 * Returns NULL if no match is found. 2840 * Returns NULL if no match is found.
2998 * 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.
2999 * don't return invisible objects unless they are skill objects 2842 * don't return invisible objects unless they are skill objects
3000 * invisible other objects that use 2843 * invisible other objects that use
3001 * up body locations can be used as restrictions. 2844 * up body locations can be used as restrictions.
3002 */ 2845 */
3003object * 2846static object *
3004get_item_from_body_location (object *start, int loc) 2847get_next_item_from_body_location (int loc, object *start)
3005{ 2848{
3006 object *tmp;
3007
3008 if (!start)
3009 return NULL;
3010
3011 for (tmp = start; tmp; tmp = tmp->below) 2849 for (object *tmp = start; tmp; tmp = tmp->below)
3012 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))
3013 return tmp; 2853 return tmp;
3014 2854
3015 return NULL; 2855 return 0;
3016} 2856}
3017
3018
3019 2857
3020/** 2858/**
3021 * '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.
3022 * This should only be called when it is known 2860 * This should only be called when it is known
3023 * that there are objects to unapply. This makes pretty heavy 2861 * that there are objects to unapply. This makes pretty heavy
3026 * Returns 0 on success, returns 1 if there is some problem. 2864 * Returns 0 on success, returns 1 if there is some problem.
3027 * 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
3028 * 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
3029 * another function that does just that. 2867 * another function that does just that.
3030 */ 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
3031int 2875int
3032unapply_for_ob (object *who, object *op, int aflags) 2876unapply_for_ob (object *who, object *op, int aflags)
3033{ 2877{
3034 int i; 2878 if (op->is_range ())
3035 object *tmp = NULL, *last;
3036
3037 /* If we are applying a shield or weapon, unapply any equipped shield
3038 * or weapons first - only allowed to use one weapon/shield at a time.
3039 */
3040 if (op->type == WEAPON || op->type == SHIELD)
3041 {
3042 for (tmp = who->inv; tmp; tmp = tmp->below) 2879 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3043 {
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3045 {
3046 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)))
3047 { 2882 {
3048 if (aflags & AP_PRINT) 2883 if (aflags & AP_PRINT)
3049 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2884 who->failmsg (query_name (tmp));
3050 else 2885 else
3051 unapply_special (who, tmp, aflags); 2886 unapply_special (who, tmp, aflags);
3052 } 2887 }
3053 else 2888 else
3054 { 2889 {
3055 /* 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.
3056 * 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
3057 * at least generate the message. 2892 * at least generate the message.
3058 */ 2893 */
3059 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)));
3060 return 1; 2895 return 1;
3061 }
3062
3063 } 2896 }
3064 }
3065 }
3066 2897
3067 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2898 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3068 { 2899 {
3069 /* this used up a slot that we need to free */ 2900 /* this used up a slot that we need to free */
3070 if (op->body_info[i]) 2901 if (op->slot[i].info)
3071 { 2902 {
3072 last = who->inv; 2903 object *last = who->inv;
3073 2904
3074 /* 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
3075 * to free up enough slots. 2906 * to free up enough slots.
3076 */ 2907 */
3077 while ((who->body_used[i] + op->body_info[i]) < 0) 2908 while ((who->slot[i].used + op->slot[i].info) < 0)
3078 { 2909 {
3079 tmp = get_item_from_body_location (last, i); 2910 object *tmp = get_next_item_from_body_location (i, last);
2911
3080 if (!tmp) 2912 if (!tmp)
3081 { 2913 {
3082#if 0 2914#if 0
3083 /* 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
3084 * equipped. 2916 * equipped.
3085 */ 2917 */
3086 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);
3087#endif 2919#endif
3088 return 1; 2920 return 1;
3089 } 2921 }
2922
3090 /* 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 */
3091 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))))
3092 { 2925 {
3093 if (aflags & AP_PRINT) 2926 if (aflags & AP_PRINT)
3094 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2927 who->failmsg (query_name (tmp));
3095 else 2928 else
3096 unapply_special (who, tmp, aflags); 2929 unapply_special (who, tmp, aflags);
3097 } 2930 }
3098 else 2931 else
3099 { 2932 {
3100 /* Cursed item that we can't unequip - tell the player. 2933 /* Cursed item that we can't unequip - tell the player.
3101 * 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,
3102 * 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
3103 * one cursed ring.) 2936 * one cursed ring.)
3104 */ 2937 */
3105 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)));
3106 } 2939 }
2940
3107 last = tmp->below; 2941 last = tmp->below;
3108 } 2942 }
3109 /* 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
3110 * return in the !tmp would have kicked in. 2944 * return in the !tmp would have kicked in.
3111 */ 2945 */
3112 } /* if op is using this body location */ 2946 } /* if op is using this body location */
3113 } /* for body lcoations */ 2947 } /* for body lcoations */
2948
3114 return 0; 2949 return 0;
3115} 2950}
3116 2951
3117/** 2952/**
3118 * Checks to see if 'who' can apply object 'op'. 2953 * Checks to see if 'who' can apply object 'op'.
3119 * Returns 0 if apply can be done without anything special. 2954 * Returns 0 if apply can be done without anything special.
3120 * Otherwise returns a bitmask - potentially several of these may be 2955 * Otherwise returns a bitmask - potentially several of these may be
3121 * set, but largely depends on circumstance - in the future, processing 2956 * set, but largely depends on circumstance - in the future, processing
3122 * 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
3123 * 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?)
3124 * 2959 *
3125 * See include/define.h for detailed description of the meaning of 2960 * See include/define.h for detailed description of the meaning of
3126 * these return values. 2961 * these return values.
3127 */ 2962 */
3128int 2963int
3129can_apply_object (object *who, object *op) 2964can_apply_object (object *who, object *op)
3130{ 2965{
3131 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)))
3132 return RESULT_INT (0); 2967 return RESULT_INT (0);
3133 2968
3134 int i, retval = 0; 2969 int retval = 0;
3135 object *tmp = NULL, *ws = NULL; 2970 object *tmp = 0, *ws = 0;
3136 2971
3137 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2972 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3138 * 2 weapons, but we don't want to let them do that. So if they are
3139 * trying to equip a weapon or shield, see if they already have one
3140 * in place and store that way.
3141 */
3142 if (op->type == WEAPON || op->type == SHIELD)
3143 { 2973 {
3144 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2974 if (op->slot[i].info)
3145 { 2975 {
3146 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)
3147 { 2978 {
3148 retval = CAN_APPLY_UNAPPLY;
3149 ws = tmp;
3150 }
3151 }
3152 }
3153
3154
3155 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3156 {
3157 if (op->body_info[i])
3158 {
3159 /* Item uses more slots than we have */
3160 if (FABS (op->body_info[i]) > who->body_info[i])
3161 {
3162 /* Could return now for efficiently - rest of info below isn' 2979 /* Could return now for efficiency - rest of info below isn't
3163 * really needed. 2980 * really needed.
3164 */ 2981 */
3165 retval |= CAN_APPLY_NEVER; 2982 retval |= CAN_APPLY_NEVER;
3166 } 2983 }
3167 else if ((who->body_used[i] + op->body_info[i]) < 0) 2984 else if (who->slot[i].used + op->slot[i].info < 0)
3168 { 2985 {
3169 /* in this case, equipping this would use more free spots than 2986 /* in this case, equipping this would use more free spots than
3170 * we have. 2987 * we have.
3171 */ 2988 */
3172 object *tmp1;
3173
3174 2989
3175 /* 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
3176 * enough slots to equip the new item, then just set this can 2991 * enough slots to equip the new item, then just set "can
3177 * 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
3178 * shield equipped and try to equip another shield, there is only 2993 * shield equipped and try to equip another shield, there is only
3179 * one choice. However, the check for the number of body locations 2994 * one choice. However, the check for the number of body locations
3180 * does take into the account cases where what is being applied 2995 * does take into the account cases where what is being applied
3181 * may be two handed for example. 2996 * may be two handed for example.
3182 */ 2997 */
3183 if (ws) 2998 if (ws)
3184 { 2999 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3185 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3186 { 3000 {
3187 retval |= CAN_APPLY_UNAPPLY; 3001 retval |= CAN_APPLY_UNAPPLY;
3188 continue; 3002 continue;
3189 } 3003 }
3190 }
3191 3004
3192 tmp1 = get_item_from_body_location (who->inv, i); 3005 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3193 if (!tmp1) 3006 if (!tmp1)
3194 { 3007 {
3195#if 0 3008#if 0
3196 /* 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
3197 * join in with more stuff equipped than they are now allowed. 3010 * join in with more stuff equipped than they are now allowed.
3205 /* need to unapply something. However, if this something 3018 /* need to unapply something. However, if this something
3206 * is different than we had found before, it means they need 3019 * is different than we had found before, it means they need
3207 * to apply multiple objects 3020 * to apply multiple objects
3208 */ 3021 */
3209 retval |= CAN_APPLY_UNAPPLY; 3022 retval |= CAN_APPLY_UNAPPLY;
3023
3210 if (!tmp) 3024 if (!tmp)
3211 tmp = tmp1; 3025 tmp = tmp1;
3212 else if (tmp != tmp1) 3026 else if (tmp != tmp1)
3213 {
3214 retval |= CAN_APPLY_UNAPPLY_MULT; 3027 retval |= CAN_APPLY_UNAPPLY_MULT;
3215 } 3028
3216 /* 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
3217 * 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
3218 * the slots, the player then has a choice. 3031 * the slots, the player then has a choice.
3219 */ 3032 */
3220 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)
3221 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3035 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3222 3036
3223 /* Does unequippint 'tmp1' free up enough slots for this to be 3037 /* Does unequippint 'tmp1' free up enough slots for this to be
3224 * equipped? If not, there must be something else to unapply. 3038 * equipped? If not, there must be something else to unapply.
3225 */ 3039 */
3226 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)
3227 retval |= CAN_APPLY_UNAPPLY_MULT; 3041 retval |= CAN_APPLY_UNAPPLY_MULT;
3228
3229 } 3042 }
3230 } /* if not enough free slots */ 3043 } /* if not enough free slots */
3231 } /* if this object uses location i */ 3044 } /* if this object uses location i */
3232 } /* for i -> num_body_locations loop */ 3045 } /* for i -> num_body_locations loop */
3233 3046
3238 * 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
3239 * all use the same location. 3052 * all use the same location.
3240 */ 3053 */
3241 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3054 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3242 retval |= CAN_APPLY_RESTRICTION; 3055 retval |= CAN_APPLY_RESTRICTION;
3056
3243 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3057 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3244 retval |= CAN_APPLY_RESTRICTION; 3058 retval |= CAN_APPLY_RESTRICTION;
3245 3059
3246
3247 if (who->type != PLAYER) 3060 if (who->type != PLAYER)
3248 { 3061 {
3249 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))
3250 retval |= CAN_APPLY_RESTRICTION; 3063 retval |= CAN_APPLY_RESTRICTION;
3064
3251 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3065 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3252 retval |= CAN_APPLY_RESTRICTION; 3066 retval |= CAN_APPLY_RESTRICTION;
3067
3253 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3068 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3254 retval |= CAN_APPLY_RESTRICTION; 3069 retval |= CAN_APPLY_RESTRICTION;
3070
3255 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3071 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3256 retval |= CAN_APPLY_RESTRICTION; 3072 retval |= CAN_APPLY_RESTRICTION;
3257 } 3073 }
3074
3258 return retval; 3075 return retval;
3259} 3076}
3260
3261
3262 3077
3263/** 3078/**
3264 * 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.
3265 * 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,
3266 * 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
3275 * AP_UNAPPLY=always unapply). 3090 * AP_UNAPPLY=always unapply).
3276 * 3091 *
3277 * Optional flags: 3092 * Optional flags:
3278 * 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
3279 * 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
3280 * 3096 *
3281 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3097 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3282 * 3098 *
3283 * apply_special() doesn't check for unpaid items. 3099 * apply_special() doesn't check for unpaid items.
3284 */ 3100 */
3101
3102#define LACK_ITEM_POWER \
3103 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3104
3285int 3105int
3286apply_special (object *who, object *op, int aflags) 3106apply_special (object *who, object *op, int aflags)
3287{ 3107{
3288 int basic_flag = aflags & AP_BASIC_FLAGS; 3108 int basic_flag = aflags & AP_BASIC_FLAGS;
3289 object *tmp, *tmp2, *skop = NULL; 3109 object *tmp, *tmp2, *skop = NULL;
3290 int i;
3291 3110
3292 if (who == NULL) 3111 if (who == NULL)
3293 { 3112 {
3294 LOG (llevError, "apply_special() from object without environment.\n"); 3113 LOG (llevError, "apply_special() from object without environment.\n");
3295 return 1; 3114 return 1;
3305 if (basic_flag == AP_APPLY) 3124 if (basic_flag == AP_APPLY)
3306 return 0; 3125 return 0;
3307 3126
3308 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)))
3309 { 3128 {
3310 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)));
3311 return 1; 3130 return 1;
3312 } 3131 }
3132
3313 return unapply_special (who, op, aflags); 3133 return unapply_special (who, op, aflags);
3314 } 3134 }
3315 3135
3316 if (basic_flag == AP_UNAPPLY) 3136 if (basic_flag == AP_UNAPPLY)
3317 return 0; 3137 return 0;
3318 3138
3319 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);
3320 3149
3321 /* 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 */
3322 if (i) 3151 if (int i = can_apply_object (who, op))
3323 { 3152 {
3324 if (i & CAN_APPLY_NEVER) 3153 if (i & CAN_APPLY_NEVER)
3325 { 3154 {
3326 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)));
3327 return 1; 3156 return 1;
3328 } 3157 }
3329 else if (i & CAN_APPLY_RESTRICTION) 3158 else if (i & CAN_APPLY_RESTRICTION)
3330 { 3159 {
3331 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 ));
3332 return 1; 3165 return 1;
3333 } 3166 }
3167
3334 if (who->type != PLAYER) 3168 if (who->type != PLAYER)
3335 { 3169 {
3336 /* Some error, so don't try to equip something more */ 3170 /* Some error, so don't try to equip something more */
3337 if (unapply_for_ob (who, op, aflags)) 3171 if (unapply_for_ob (who, op, aflags))
3338 return 1; 3172 return 1;
3339 } 3173 }
3340 else 3174 else
3341 { 3175 {
3342 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))
3343 { 3177 {
3344 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3178 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3345 unapply_for_ob (who, op, AP_PRINT); 3179 unapply_for_ob (who, op, AP_PRINT);
3346 return 1; 3180 return 1;
3347 } 3181 }
3348 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))
3349 {
3350 i = unapply_for_ob (who, op, aflags); 3183 if (unapply_for_ob (who, op, aflags))
3351 if (i)
3352 return 1; 3184 return 1;
3353 }
3354 } 3185 }
3355 } 3186 }
3356 3187
3357 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3188 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3358 { 3189 {
3359 skop = find_skill_by_name (who, op->skill); 3190 skop = find_skill_by_name (who, op->skill);
3191
3360 if (!skop) 3192 if (!skop)
3361 { 3193 {
3362 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));
3363 return 1; 3195 return 1;
3364 } 3196 }
3365 else 3197 else
3366 {
3367 /* While experience will be credited properly, we want to change the 3198 /* While experience will be credited properly, we want to change the
3368 * skill so that the dam and wc get updated 3199 * skill so that the dam and wc get updated
3369 */ 3200 */
3370 change_skill (who, skop, 0); 3201 who->change_skill (skop);
3371 }
3372 }
3373
3374 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3375 { 3202 }
3376 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);
3377 return 1; 3209 return 1;
3378 } 3210 }
3379
3380 3211
3381 /* 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.
3382 * Note that we don't have the checks for can_use_... 3213 * Note that we don't have the checks for can_use_...
3383 * below - that is already taken care of by can_apply_object. 3214 * below - that is already taken care of by can_apply_object.
3384 */ 3215 */
3385
3386
3387 if (op->nrof > 1) 3216 if (op->nrof > 1)
3388 tmp = get_split_ob (op, op->nrof - 1); 3217 tmp = get_split_ob (op, op->nrof - 1);
3389 else 3218 else
3390 tmp = NULL; 3219 tmp = 0;
3391 3220
3392 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)))
3393 return RESULT_INT (0); 3222 return RESULT_INT (0);
3394 3223
3395 switch (op->type) 3224 switch (op->type)
3396 { 3225 {
3397 case WEAPON: 3226 case WEAPON:
3398 if (!check_weapon_power (who, op->last_eat)) 3227 if (!check_weapon_power (who, op->last_eat))
3399 { 3228 {
3400 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);
3401 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3230
3402 if (tmp != NULL) 3231 if (tmp)
3403 (void) insert_ob_in_ob (tmp, who); 3232 insert_ob_in_ob (tmp, who);
3233
3404 return 1; 3234 return 1;
3405 } 3235 }
3236
3237 //TODO: this obviously fails for players using a shorter prefix
3238 // i.e. "R" can use Ragnarok's sword.
3406 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3407 { 3240 {
3408 /* 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. */
3409 /* (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) */
3410 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
3411 if (tmp != NULL) 3245 if (tmp)
3412 (void) insert_ob_in_ob (tmp, who); 3246 insert_ob_in_ob (tmp, who);
3247
3413 return 1; 3248 return 1;
3414 } 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
3415 SET_FLAG (op, FLAG_APPLIED); 3257 SET_FLAG (op, FLAG_APPLIED);
3416
3417 if (skop)
3418 change_skill (who, skop, 1); 3258 who->change_skill (skop);
3419 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
3420 SET_FLAG (who, FLAG_READY_WEAPON); 3265 SET_FLAG (who, FLAG_READY_WEAPON);
3421
3422 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3423
3424 (void) change_abil (who, op); 3266 change_abil (who, op);
3425 break; 3267 break;
3426 3268
3427 case ARMOUR: 3269 case ARMOUR:
3428 case HELMET: 3270 case HELMET:
3429 case SHIELD: 3271 case SHIELD:
3433 case BRACERS: 3275 case BRACERS:
3434 case CLOAK: 3276 case CLOAK:
3435 case RING: 3277 case RING:
3436 case AMULET: 3278 case AMULET:
3437 SET_FLAG (op, FLAG_APPLIED); 3279 SET_FLAG (op, FLAG_APPLIED);
3438 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3280 who->statusmsg (format ("You wear %s.", query_name (op)));
3439 (void) change_abil (who, op); 3281 change_abil (who, op);
3440 break; 3282 break;
3283
3441 case LAMP: 3284 case LAMP:
3442 if (op->stats.food < 1) 3285 if (op->stats.food < 1)
3443 { 3286 {
3444 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 ));
3445 return 1; 3292 return 1;
3446 } 3293 }
3447 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
3448 tmp2 = arch_to_object (op->other_arch); 3297 tmp2 = arch_to_object (op->other_arch);
3449 tmp2->stats.food = op->stats.food; 3298 tmp2->stats.food = op->stats.food;
3450 SET_FLAG (tmp2, FLAG_APPLIED); 3299 SET_FLAG (tmp2, FLAG_APPLIED);
3300
3451 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3301 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3452 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3302 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3303
3453 insert_ob_in_ob (tmp2, who); 3304 insert_ob_in_ob (tmp2, who);
3454 3305
3455 /* Remove the old lantern */ 3306 /* Remove the old lantern */
3456 if (who->type == PLAYER) 3307 if (who->type == PLAYER)
3457 esrv_del_item (who->contr, op->count); 3308 esrv_del_item (who->contr, op->count);
3458 3309
3459 op->destroy (); 3310 op->destroy ();
3460 3311
3461 /* insert the portion that was split off */ 3312 /* insert the portion that was split off */
3462 if (tmp != NULL) 3313 if (tmp)
3463 { 3314 {
3464 (void) insert_ob_in_ob (tmp, who); 3315 insert_ob_in_ob (tmp, who);
3465 if (who->type == PLAYER) 3316 if (who->type == PLAYER)
3466 esrv_send_item (who, tmp); 3317 esrv_send_item (who, tmp);
3467 } 3318 }
3319
3468 who->update_stats (); 3320 who->update_stats ();
3321
3469 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3322 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3470 {
3471 if (who->type == PLAYER) 3323 if (who->type == PLAYER)
3472 { 3324 {
3473 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.>");
3474 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3326 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3475 } 3327 }
3476 } 3328
3477 if (who->type == PLAYER) 3329 if (who->type == PLAYER)
3478 esrv_send_item (who, tmp2); 3330 esrv_send_item (who, tmp2);
3331
3479 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 }
3480 break; 3344 break;
3481 3345
3482 /* this part is needed for skill-tools */
3483 case SKILL: 3346 case SKILL:
3484 case SKILL_TOOL: 3347 if (player *pl = who->contr)
3485 if (who->chosen_skill)
3486 { 3348 {
3487 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3349 if (IS_COMBAT_SKILL (op->subtype))
3488 return 1;
3489 }
3490 if (who->type == PLAYER)
3491 { 3350 {
3492 who->contr->shoottype = range_skill; 3351 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3493 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
3494 if (!op->invisible) 3399 if (!op->invisible)
3495 { 3400 {
3496 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3401 who->statusmsg (format (
3497 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 ));
3498 } 3407 }
3499 else 3408 else
3500 {
3501 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));
3502 }
3503 } 3410 }
3411 else
3412 {
3504 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3505 (void) change_abil (who, op); 3414 change_abil (who, op);
3506 who->chosen_skill = op; 3415 who->chosen_skill = op;
3507 SET_FLAG (who, FLAG_READY_SKILL); 3416 SET_FLAG (who, FLAG_READY_SKILL);
3417 }
3418
3508 break; 3419 break;
3509 3420
3510 case BOW: 3421 case BOW:
3511 if (!check_weapon_power (who, op->last_eat)) 3422 if (!check_weapon_power (who, op->last_eat))
3512 { 3423 {
3513 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);
3514 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3425
3515 if (tmp != NULL) 3426 if (tmp)
3516 (void) insert_ob_in_ob (tmp, who); 3427 insert_ob_in_ob (tmp, who);
3428
3517 return 1; 3429 return 1;
3518 } 3430 }
3431
3519 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3432 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3520 { 3433 {
3521 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.>");
3522 if (tmp != NULL) 3436 if (tmp)
3523 (void) insert_ob_in_ob (tmp, who); 3437 insert_ob_in_ob (tmp, who);
3438
3524 return 1; 3439 return 1;
3525 } 3440 }
3441
3526 /*FALLTHROUGH*/ case WAND: 3442 /*FALLTHROUGH*/
3443 case WAND:
3527 case ROD: 3444 case ROD:
3528 case HORN: 3445 case HORN:
3529 /* 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
3530 SET_FLAG (op, FLAG_APPLIED); 3454 SET_FLAG (op, FLAG_APPLIED);
3531 if (skop)
3532 change_skill (who, skop, 0); 3455 who->change_skill (skop);
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3534 3456
3535 if (who->type == PLAYER) 3457 if (who->contr)
3536 { 3458 {
3459 who->contr->ranged_ob = op;
3460
3461 who->statusmsg (format ("You ready %s.", query_name (op)));
3462
3537 if (op->type == BOW) 3463 if (op->type == BOW)
3538 { 3464 {
3465 who->current_weapon = op;
3539 (void) change_abil (who, op); 3466 change_abil (who, op);
3540 new_draw_info_format (NDI_UNIQUE, 0, who,
3541 "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)));
3542 who->contr->shoottype = range_bow;
3543 }
3544 else
3545 {
3546 who->contr->shoottype = range_misc;
3547 } 3468 }
3548 } 3469 }
3549 else 3470 else
3550 { 3471 {
3551 if (op->type == BOW) 3472 if (op->type == BOW)
3552 SET_FLAG (who, FLAG_READY_BOW); 3473 SET_FLAG (who, FLAG_READY_BOW);
3553 else 3474 else
3554 SET_FLAG (who, FLAG_READY_RANGE); 3475 SET_FLAG (who, FLAG_READY_RANGE);
3555 } 3476 }
3477
3556 break; 3478 break;
3557 3479
3558 case BUILDER: 3480 case BUILDER:
3559 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)
3560 unapply_special (who, who->contr->ranges[range_builder], 0); 3485 unapply_special (who, who->contr->ranged_ob, 0);
3561 who->contr->shoottype = range_builder; 3486
3487 who->statusmsg (format ("You ready your %s.", query_name (op)));
3488
3562 who->contr->ranges[range_builder] = op; 3489 who->contr->ranged_ob = op;
3563 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3490 }
3564 break; 3491 break;
3565 3492
3566 default: 3493 default:
3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3494 who->statusmsg (format ("You apply %s.", query_name (op)));
3568 } /* end of switch op->type */ 3495 }
3569 3496
3570 SET_FLAG (op, FLAG_APPLIED); 3497 SET_FLAG (op, FLAG_APPLIED);
3571 3498
3572 if (tmp != NULL) 3499 if (tmp)
3573 tmp = insert_ob_in_ob (tmp, who); 3500 tmp = insert_ob_in_ob (tmp, who);
3574 3501
3575 who->update_stats (); 3502 who->update_stats ();
3576 3503
3577 /* We exclude spell casting objects. The fire code will set the 3504 /* We exclude spell casting objects. The fire code will set the
3580 */ 3507 */
3581 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)
3582 SET_FLAG (op, FLAG_BEEN_APPLIED); 3509 SET_FLAG (op, FLAG_BEEN_APPLIED);
3583 3510
3584 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3585 {
3586 if (who->type == PLAYER) 3512 if (who->type == PLAYER)
3587 { 3513 {
3588 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 );
3589 SET_FLAG (op, FLAG_KNOWN_CURSED); 3518 SET_FLAG (op, FLAG_KNOWN_CURSED);
3590 } 3519 }
3591 } 3520
3592 if (who->type == PLAYER) 3521 if (who->type == PLAYER)
3593 { 3522 {
3594 /* if multiple objects were applied, update both slots */ 3523 /* if multiple objects were applied, update both slots */
3595 if (tmp) 3524 if (tmp)
3596 esrv_send_item (who, tmp); 3525 esrv_send_item (who, tmp);
3526
3597 esrv_send_item (who, op); 3527 esrv_send_item (who, op);
3598 } 3528 }
3529
3599 return 0; 3530 return 0;
3600} 3531}
3601
3602 3532
3603int 3533int
3604monster_apply_special (object *who, object *op, int aflags) 3534monster_apply_special (object *who, object *op, int aflags)
3605{ 3535{
3606 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3536 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3607 return 1; 3537 return 1;
3538
3608 return apply_special (who, op, aflags); 3539 return apply_special (who, op, aflags);
3609} 3540}
3610 3541
3611/** 3542/**
3612 * Map was just loaded, handle op's initialisation. 3543 * Map was just loaded, handle op's initialisation.
3650 3581
3651 case TREASURE: 3582 case TREASURE:
3652 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3583 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3653 return 0; 3584 return 0;
3654 3585
3655 while ((op->stats.hp--) > 0) 3586 while (op->stats.hp-- > 0)
3656 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3587 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3657 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);
3658 3589
3659 /* 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,
3660 * 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
3677 } 3608 }
3678 return tmp ? 1 : 0; 3609 return tmp ? 1 : 0;
3679} 3610}
3680 3611
3681/** 3612/**
3682 * 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
3683 * when an original map is loaded) and performs special actions for 3614 * is loaded or swapped in and performs special actions for
3684 * certain objects (most initialization of chests and creation of 3615 * certain objects (most initialization of chests and creation of
3685 * treasures and stuff). Calls auto_apply if appropriate. 3616 * treasures and stuff). Calls auto_apply if appropriate.
3686 */ 3617 */
3687void 3618void
3688maptile::fix_auto_apply () 3619maptile::fix_auto_apply ()
3766 { 3697 {
3767 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3698 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3768 tmp->randomitems = NULL; 3699 tmp->randomitems = NULL;
3769 } 3700 }
3770 3701
3702 // close all containers
3703 else if (tmp->type == CONTAINER)
3704 tmp->flag [FLAG_APPLIED] = 0;
3705
3771 tmp = above; 3706 tmp = above;
3772 } 3707 }
3773 3708
3774 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3709 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3775 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3710 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3781 * Handles player eating food that temporarily changes status (resistances, stats). 3716 * Handles player eating food that temporarily changes status (resistances, stats).
3782 * This used to call cast_change_attr(), but 3717 * This used to call cast_change_attr(), but
3783 * 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
3784 * the food changes, just grab a force and use that instead. 3719 * the food changes, just grab a force and use that instead.
3785 */ 3720 */
3786
3787void 3721void
3788eat_special_food (object *who, object *food) 3722eat_special_food (object *who, object *food)
3789{ 3723{
3790 object *force; 3724 object *force;
3791 int i, did_one = 0; 3725 int i, did_one = 0;
3792 sint8 k;
3793 3726
3794 force = get_archetype (FORCE_NAME); 3727 force = get_archetype (FORCE_NAME);
3795 3728
3796 for (i = 0; i < NUM_STATS; i++) 3729 for (i = 0; i < NUM_STATS; i++)
3797 { 3730 if (sint8 k = food->stats.stat (i))
3798 k = get_attr_value (&food->stats, i);
3799 if (k)
3800 { 3731 {
3801 set_attr_value (&force->stats, i, k); 3732 force->stats.stat (i) = k;
3802 did_one = 1; 3733 did_one = 1;
3803 } 3734 }
3804 }
3805 3735
3806 /* check if we can protect the eater */ 3736 /* check if we can protect the eater */
3807 for (i = 0; i < NROFATTACKS; i++) 3737 for (i = 0; i < NROFATTACKS; i++)
3808 { 3738 {
3809 if (food->resist[i] > 0) 3739 if (food->resist[i] > 0)
3828 /* check for hp, sp change */ 3758 /* check for hp, sp change */
3829 if (food->stats.hp != 0) 3759 if (food->stats.hp != 0)
3830 { 3760 {
3831 if (QUERY_FLAG (food, FLAG_CURSED)) 3761 if (QUERY_FLAG (food, FLAG_CURSED))
3832 { 3762 {
3833 strcpy (who->contr->killer, food->name); 3763 assign (who->contr->killer, food->name);
3834 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3764 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3835 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3765 who->failmsg ("Eck!...that was poisonous!");
3836 } 3766 }
3837 else 3767 else
3838 { 3768 {
3839 if (food->stats.hp > 0) 3769 if (food->stats.hp > 0)
3840 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3770 who->statusmsg ("You begin to feel better.");
3841 else 3771 else
3842 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3772 who->failmsg ("Eck!...that was poisonous!");
3773
3843 who->stats.hp += food->stats.hp; 3774 who->stats.hp += food->stats.hp;
3844 } 3775 }
3845 } 3776 }
3846 if (food->stats.sp != 0) 3777 if (food->stats.sp != 0)
3847 { 3778 {
3848 if (QUERY_FLAG (food, FLAG_CURSED)) 3779 if (QUERY_FLAG (food, FLAG_CURSED))
3849 { 3780 {
3850 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3781 who->failmsg ("You are drained of mana!");
3851 who->stats.sp -= food->stats.sp; 3782 who->stats.sp -= food->stats.sp;
3852 if (who->stats.sp < 0) 3783 if (who->stats.sp < 0)
3853 who->stats.sp = 0; 3784 who->stats.sp = 0;
3854 } 3785 }
3855 else 3786 else
3856 { 3787 {
3857 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3788 who->statusmsg ("You feel a rush of magical energy!");
3858 who->stats.sp += food->stats.sp; 3789 who->stats.sp += food->stats.sp;
3859 /* place limit on max sp from food? */ 3790 /* place limit on max sp from food? */
3860 } 3791 }
3861 } 3792 }
3793
3862 who->update_stats (); 3794 who->update_stats ();
3863} 3795}
3864 3796
3865/** 3797/**
3866 * Designed primarily to light torches/lanterns/etc. 3798 * Designed primarily to light torches/lanterns/etc.
3893 } 3825 }
3894 else 3826 else
3895 lighter->stats.food--; 3827 lighter->stats.food--;
3896 } 3828 }
3897 else if (lighter->last_eat) 3829 else if (lighter->last_eat)
3830 {
3898 { /* no charges left in lighter */ 3831 /* no charges left in lighter */
3899 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));
3900 return; 3833 return;
3901 } 3834 }
3902 3835
3903 /* 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?
3904 * 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
3910 3843
3911 save_throw_object (item, AT_FIRE, who); 3844 save_throw_object (item, AT_FIRE, who);
3912 3845
3913 if (item->destroyed ()) 3846 if (item->destroyed ())
3914 { 3847 {
3915 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));
3916 /* Need to update the player so that the players glow radius 3849 /* Need to update the player so that the players glow radius
3917 * gets changed. 3850 * gets changed.
3918 */ 3851 */
3919 if (is_player_env) 3852 if (is_player_env)
3920 who->update_stats (); 3853 who->update_stats ();
3921 } 3854 }
3922 else 3855 else
3923 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));
3924 } 3857 }
3925 else /* nothing to light */ 3858 else
3926 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3859 who->failmsg ("You need to mark a lightable object.");
3927
3928} 3860}
3929 3861
3930/** 3862/**
3931 * 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.
3932 * scroll_failure()- hacked directly from spell_failure 3864 * scroll_failure()- hacked directly from spell_failure
3939 3871
3940 if (failure <= -1 && failure > -15) 3872 if (failure <= -1 && failure > -15)
3941 { /* wonder */ 3873 { /* wonder */
3942 object *tmp; 3874 object *tmp;
3943 3875
3944 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3876 op->failmsg ("Your spell warps!");
3945 tmp = get_archetype (SPELL_WONDER); 3877 tmp = get_archetype (SPELL_WONDER);
3946 cast_wonder (op, op, 0, tmp); 3878 cast_wonder (op, op, 0, tmp);
3947 tmp->destroy (); 3879 tmp->destroy ();
3948 } 3880 }
3949 else if (failure <= -15 && failure > -35) 3881 else if (failure <= -15 && failure > -35)
3950 { /* drain mana */ 3882 { /* drain mana */
3951 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3883 op->failmsg ("Your mana is drained!");
3952 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3884 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3953 if (op->stats.sp < 0) 3885 if (op->stats.sp < 0)
3954 op->stats.sp = 0; 3886 op->stats.sp = 0;
3955 } 3887 }
3956 else if (settings.spell_failure_effects == TRUE) 3888 else if (settings.spell_failure_effects == TRUE)
3957 { 3889 {
3958 if (failure <= -35 && failure > -60) 3890 if (failure <= -35 && failure > -60)
3959 { /* confusion */ 3891 { /* confusion */
3960 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3892 op->failmsg ("The magic recoils on you!");
3961 confuse_player (op, op, power); 3893 confuse_player (op, op, power);
3962 } 3894 }
3963 else if (failure <= -60 && failure > -70) 3895 else if (failure <= -60 && failure > -70)
3964 { /* paralysis */ 3896 { /* paralysis */
3965 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3897 op->failmsg ("The magic recoils and paralyzes you!");
3966 paralyze_player (op, op, power); 3898 paralyze_player (op, op, power);
3967 } 3899 }
3968 else if (failure <= -70 && failure > -80) 3900 else if (failure <= -70 && failure > -80)
3969 { /* blind */ 3901 { /* blind */
3970 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3902 op->failmsg ("The magic recoils on you!");
3971 blind_player (op, op, power); 3903 blind_player (op, op, power);
3972 } 3904 }
3973 else if (failure <= -80) 3905 else if (failure <= -80)
3974 { /* blast the immediate area */ 3906 { /* blast the immediate area */
3975 object *tmp;
3976
3977 tmp = get_archetype (LOOSE_MANA); 3907 object *tmp = get_archetype (LOOSE_MANA);
3978 cast_magic_storm (op, tmp, power); 3908 cast_magic_storm (op, tmp, power);
3979 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3909 op->failmsg ("You unleash uncontrolled mana!");
3980 tmp->destroy (); 3910 tmp->destroy ();
3981 } 3911 }
3982 } 3912 }
3983} 3913}
3984 3914
4004 */ 3934 */
4005 int i, j; 3935 int i, j;
4006 3936
4007 for (i = 0; i < NUM_STATS; i++) 3937 for (i = 0; i < NUM_STATS; i++)
4008 { 3938 {
4009 sint8 stat = get_attr_value (stats, i); 3939 int race_bonus = pl->arch->stats.stat (i);
4010 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3940 sint8 stat = stats->stat (i) + ns->stat (i);
4011 3941
4012 stat += get_attr_value (ns, i);
4013 if (stat > 20 + race_bonus) 3942 if (stat > 20 + race_bonus)
4014 { 3943 {
4015 excess_stat++; 3944 excess_stat++;
4016 stat = 20 + race_bonus; 3945 stat = 20 + race_bonus;
4017 } 3946 }
4018 set_attr_value (stats, i, stat); 3947
3948 stats->stat (i) = stat;
4019 } 3949 }
4020 3950
4021 for (j = 0; excess_stat > 0 && j < 100; j++) 3951 for (j = 0; excess_stat > 0 && j < 100; j++)
4022 { /* try 100 times to assign excess stats */ 3952 { /* try 100 times to assign excess stats */
4023 int i = rndm (0, 6); 3953 int i = rndm (0, 6);
4024 int stat = get_attr_value (stats, i);
4025 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4026 3954
4027 if (i == CHA) 3955 if (i == CHA)
4028 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);
4029 if (stat < 20 + race_bonus) 3960 if (stat < 20 + race_bonus)
4030 { 3961 {
4031 change_attr_value (stats, i, 1); 3962 change_attr_value (stats, i, 1);
4032 excess_stat--; 3963 excess_stat--;
4033 } 3964 }
4036 /* insert the randomitems from the change's treasurelist into 3967 /* insert the randomitems from the change's treasurelist into
4037 * the player ref: player.c 3968 * the player ref: player.c
4038 */ 3969 */
4039 if (change->randomitems != NULL) 3970 if (change->randomitems != NULL)
4040 give_initial_items (pl, change->randomitems); 3971 give_initial_items (pl, change->randomitems);
4041
4042 3972
4043 /* set up the face, for some races. */ 3973 /* set up the face, for some races. */
4044 3974
4045 /* first, look for the force object banning 3975 /* first, look for the force object banning
4046 * changing the face. Certain races never change face with class. 3976 * changing the face. Certain races never change face with class.
4091 char got[MAX_BUF]; 4021 char got[MAX_BUF];
4092 int len; 4022 int len;
4093 4023
4094 if (!pl || !transformer) 4024 if (!pl || !transformer)
4095 return; 4025 return;
4026
4096 marked = find_marked_object (pl); 4027 marked = find_marked_object (pl);
4028
4097 if (!marked) 4029 if (!marked)
4098 { 4030 {
4099 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)));
4100 return; 4032 return;
4101 } 4033 }
4034
4102 if (!marked->slaying) 4035 if (!marked->slaying)
4103 { 4036 {
4104 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)));
4105 return; 4038 return;
4106 } 4039 }
4040
4107 /* check whether they are compatible or not */ 4041 /* check whether they are compatible or not */
4108 find = strstr (marked->slaying, transformer->arch->name); 4042 find = strstr (marked->slaying, transformer->arch->archname);
4109 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4110 { 4044 {
4111 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)));
4112 return; 4046 return;
4113 } 4047 }
4048
4114 find += strlen (transformer->arch->name) + 1; 4049 find += strlen (transformer->arch->archname) + 1;
4115 /* 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 */
4116 if (isdigit (*(find))) 4051 if (isdigit (*(find)))
4117 { 4052 {
4118 yield = atoi (find); 4053 yield = atoi (find);
4119 if (yield < 1) 4054 if (yield < 1)
4125 else 4060 else
4126 yield = 1; 4061 yield = 1;
4127 4062
4128 while (isdigit (*find)) 4063 while (isdigit (*find))
4129 find++; 4064 find++;
4065
4130 while (*find == ' ') 4066 while (*find == ' ')
4131 find++; 4067 find++;
4068
4132 memset (got, 0, MAX_BUF); 4069 memset (got, 0, MAX_BUF);
4070
4133 if ((separator = strchr (find, ';')) != NULL) 4071 if ((separator = strchr (find, ';')) != NULL)
4134 {
4135 len = separator - find; 4072 len = separator - find;
4136 }
4137 else 4073 else
4138 {
4139 len = strlen (find); 4074 len = strlen (find);
4140 } 4075
4141 if (len > MAX_BUF - 1) 4076 if (len > MAX_BUF - 1)
4142 len = MAX_BUF - 1; 4077 len = MAX_BUF - 1;
4078
4143 strcpy (got, find); 4079 strcpy (got, find);
4144 got[len] = '\0'; 4080 got[len] = '\0';
4145 4081
4146 /* Now create new item, remove used ones when required. */ 4082 /* Now create new item, remove used ones when required. */
4147 new_item = get_archetype (got); 4083 new_item = get_archetype (got);
4148 if (!new_item) 4084 if (!new_item)
4149 { 4085 {
4150 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)));
4151 return; 4087 return;
4152 } 4088 }
4153 4089
4154 new_item->nrof = yield; 4090 new_item->nrof = yield;
4091
4155 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
4156 insert_ob_in_ob (new_item, pl); 4094 insert_ob_in_ob (new_item, pl);
4157 esrv_send_inventory (pl, pl); 4095 esrv_send_inventory (pl, pl);
4158 /* Eat up one item */ 4096 /* Eat up one item */
4159 decrease_ob_nr (marked, 1); 4097 decrease_ob_nr (marked, 1);
4098
4160 /* Eat one transformer if needed */ 4099 /* Eat one transformer if needed */
4161 if (transformer->stats.food) 4100 if (transformer->stats.food)
4162 if (--transformer->stats.food == 0) 4101 if (--transformer->stats.food == 0)
4163 decrease_ob_nr (transformer, 1); 4102 decrease_ob_nr (transformer, 1);
4164} 4103}
4104

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