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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.45 by elmex, Tue Dec 19 13:41:45 2006 UTC vs.
Revision 1.142 by root, Sun Apr 13 20:21:50 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24#include <cmath>
23 25
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <spells.h> 28#include <spells.h>
27#include <skills.h> 29#include <skills.h>
28#include <tod.h> 30#include <tod.h>
29 31
30#ifndef __CEXTRACT__
31# include <sproto.h> 32#include <sproto.h>
32#endif
33 33
34/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
35#include <sounds.h> 35#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 36
40/** 37/**
41 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 40 */
66 { 63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 76 return 1;
80 } 77
81 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 79 * of arch, name, or race match.
83 */ 80 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 84 return 1;
89 } 85
90 return 0; 86 return 0;
91} 87}
92 88
93/** 89/**
94 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
96 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
97 */ 93 */
98static int 94static int
99apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
100{ 96{
101 object *id, *marked; 97 dynbuf_text buf;
102 int success = 0;
103 98
104 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
105 return 0; 100 return 0;
106 101
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
109 */ 104 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111 return 0; 106 return 0;
112 107
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
116 */ 110 */
111 if (object *marked = find_marked_object (pl))
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 { 113 {
119 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
120 { 115 {
121 identify (marked); 116 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
123 if (marked->msg) 119 if (marked->msg)
124 { 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
127 } 123 }
128 return money == NULL;
129 } 124 }
130 }
131 125
132 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
133 { 127 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 { 129 {
136 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
137 { 131 {
138 identify (id); 132 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
140 if (id->msg) 135 if (id->msg)
141 { 136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
148 break; 140 break;
149 } 141 }
150 else 142 else
151 { 143 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break; 145 break;
154 } 146 }
155 } 147 }
156 } 148 }
157 if (!success) 149
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
159 return money == NULL; 155 return !money;
160} 156}
161 157
162/** 158/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item. 160 * matching item.
165 **/ 161 **/
166static void 162void
167handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
168{ 164{
169 const char *yield; 165 const char *yield;
170 166
171 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
195apply_potion (object *op, object *tmp) 191apply_potion (object *op, object *tmp)
196{ 192{
197 int got_one = 0, i; 193 int got_one = 0, i;
198 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
199 195
200 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
201 197
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 199 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 203 return 0;
208 } 204 }
209 205
210 if (op->type == PLAYER) 206 if (op->type == PLAYER)
219 object *depl; 215 object *depl;
220 archetype *at; 216 archetype *at;
221 217
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 219 {
224 drain_stat (op); 220 op->drain_stat ();
225 fix_player (op); 221 op->update_stats ();
226 decrease_ob (tmp); 222 decrease_ob (tmp);
227 return 1; 223 return 1;
228 } 224 }
229 225
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 227 {
232 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 229 return 0;
234 } 230 }
235 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
236 232
237 if (depl != NULL) 233 if (depl)
238 { 234 {
239 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 op->statusmsg (restore_msg[i]);
242 238
243 depl->destroy (); 239 depl->destroy ();
244 fix_player (op); 240 op->update_stats ();
245 } 241 }
246 else 242 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
248 244
249 decrease_ob (tmp); 245 decrease_ob (tmp);
250 return 1; 246 return 1;
251 } 247 }
252 248
253 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
254 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
255 { 251 {
256 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
257 { 253 {
258 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
259 { 255 {
260 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
261 { 257 {
262 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
263 break; 259 break;
264 } 260 }
261
265 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
266 { 263 {
267 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
268 break; 265 break;
269 } 266 }
267
270 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
271 { 269 {
272 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
273 break; 271 break;
274 } 272 }
278 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
279 { 277 {
280 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
281 break; 279 break;
282 } 280 }
281
283 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
284 { 283 {
285 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
286 break; 285 break;
287 } 286 }
287
288 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
289 { 289 {
290 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
291 break; 291 break;
292 } 292 }
299 299
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 301 {
302 if (got_one) 302 if (got_one)
303 { 303 {
304 fix_player (op); 304 op->update_stats ();
305 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 "
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 306 "a little more in their image. "
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
308 } 308 }
309 else 309 else
310 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.");
311 } 311 }
312 else 312 else
313 { /* cursed potion */ 313 { /* cursed potion */
314 if (got_one) 314 if (got_one)
315 { 315 {
316 fix_player (op); 316 op->update_stats ();
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
318 } 318 }
319 else 319 else
320 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);
321 } 321 }
322 322
323 decrease_ob (tmp); 323 decrease_ob (tmp);
324 return 1; 324 return 1;
325 } 325 }
334 { 334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 336 {
337 object *fball; 337 object *fball;
338 338
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
340 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x; 345 fball->x = op->x;
347 } 348 }
348 else 349 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 351
351 decrease_ob (tmp); 352 decrease_ob (tmp);
353
352 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 356 op->update_stats ();
357
355 return 1; 358 return 1;
356 } 359 }
357 360
358 /* Deal with protection potions */ 361 /* Deal with protection potions */
359 force = NULL; 362 force = NULL;
361 { 364 {
362 if (tmp->resist[i]) 365 if (tmp->resist[i])
363 { 366 {
364 if (!force) 367 if (!force)
365 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */ 372 break; /* Only need to find one protection since we copy entire batch */
369 } 373 }
370 } 374 }
375
371 /* This is a protection potion */ 376 /* This is a protection potion */
372 if (force) 377 if (force)
373 { 378 {
374 /* cursed items last longer */ 379 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 382 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 383 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 384 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 385 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 386 }
387
382 force->speed_left = -1; 388 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 389 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 391 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 392 change_abil (op, force);
393 { /* only for players */ 399 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 402 else
397 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
398 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
400 } 407 }
401 408
402 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 412 * up all the stats.
406 */ 413 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 414 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 415 op->update_stats ();
409 decrease_ob (tmp); 416 decrease_ob (tmp);
410 return 1; 417 return 1;
411} 418}
412 419
413/**************************************************************************** 420/****************************************************************************
420static int 427static int
421check_item (object *op, const char *item) 428check_item (object *op, const char *item)
422{ 429{
423 int count = 0; 430 int count = 0;
424 431
425 432 if (!item)
426 if (item == NULL)
427 return 0; 433 return 0;
428 op = op->below; 434
429 while (op != NULL) 435 for (op = op->below; op; op = op->below)
430 { 436 {
431 if (strcmp (op->arch->name, item) == 0) 437 if (strcmp (op->arch->archname, item) == 0)
432 { 438 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 { 441 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++; 443 count++;
438 else 444 else
439 count += op->nrof; 445 count += op->nrof;
440 } 446 }
441 } 447 }
442 op = op->below;
443 } 448 }
449
444 return count; 450 return count;
445} 451}
446 452
447/** 453/**
448 * This removes 'nrof' of what item->slaying says to remove. 454 * This removes 'nrof' of what item->slaying says to remove.
456 object *prev; 462 object *prev;
457 463
458 prev = op; 464 prev = op;
459 op = op->below; 465 op = op->below;
460 466
461 while (op != NULL) 467 while (op)
462 { 468 {
463 if (strcmp (op->arch->name, item) == 0) 469 if (strcmp (op->arch->archname, item) == 0)
464 { 470 {
465 if (op->nrof >= nrof) 471 if (op->nrof >= nrof)
466 { 472 {
467 decrease_ob_nr (op, nrof); 473 decrease_ob_nr (op, nrof);
468 return; 474 return;
470 else 476 else
471 { 477 {
472 decrease_ob_nr (op, op->nrof); 478 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof; 479 nrof -= op->nrof;
474 } 480 }
481
475 op = prev; 482 op = prev;
476 } 483 }
484
477 prev = op; 485 prev = op;
478 op = op->below; 486 op = op->below;
479 } 487 }
480} 488}
481 489
487 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
488 */ 496 */
489static int 497static int
490check_weapon_power (const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
491{ 499{
492
493/* Old code is below (commented out). Basically, since weapons are the only 500/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to 501 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level. 502 * require high level in some combat skill, so we just use overall level.
496 */ 503 */
497#if 1 504#if 1
538static int 545static int
539check_sacrifice (object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
540{ 547{
541 int count = 0; 548 int count = 0;
542 549
543 if (improver->slaying != NULL) 550 if (improver->slaying)
544 { 551 {
545 count = check_item (op, improver->slaying); 552 count = check_item (op, improver->slaying);
546 if (count < 1) 553 if (count < 1)
547 { 554 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 556 return 0;
553 } 557 }
554 } 558 }
555 else 559 else
556 count = 1; 560 count = 1;
559} 563}
560 564
561/** 565/**
562 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
563 */ 567 */
564int 568static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 570{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 571 stat += sacrifice_count;
570 weapon->last_eat++; 572 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 573 decrease_ob (improver);
573 574
574 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
575 fix_player (op); 576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
576 return 1; 584 return 1;
577} 585}
578 586
579/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 592#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 594#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 597#define IMPROVE_INT 10
590#define IMPROVE_POW 11 598#define IMPROVE_POW 11
591
592 599
593/** 600/**
594 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
596 */ 603 */
597
598int 604int
599prepare_weapon (object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
600{ 606{
601 int sacrifice_count, i; 607 int sacrifice_count, i;
602 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
603 609
604 if (weapon->level != 0) 610 if (weapon->level != 0)
605 { 611 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 612 op->failmsg ("Weapon is already prepared!");
607 return 0; 613 return 0;
608 } 614 }
615
609 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 617 if (weapon->resist[i])
611 break; 618 break;
612 619
613 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
620 { 627 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>");
622 return 0; 631 return 0;
623 } 632 }
633
624 sacrifice_count = check_sacrifice (op, improver); 634 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 635 if (sacrifice_count <= 0)
626 return 0; 636 return 0;
637
627 weapon->level = isqrt (sacrifice_count); 638 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 639 eat_item (op, improver->slaying, sacrifice_count);
630 640
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 641 op->statusmsg (format (
642 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level
645 ));
632 646
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 648 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 649 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 650 slot at once! */
655improve_weapon (object *op, object *improver, object *weapon) 669improve_weapon (object *op, object *improver, object *weapon)
656{ 670{
657 int sacrifice_count, sacrifice_needed = 0; 671 int sacrifice_count, sacrifice_needed = 0;
658 672
659 if (improver->stats.sp == IMPROVE_PREPARE) 673 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 674 return prepare_weapon (op, improver, weapon);
662 } 675
663 if (weapon->level == 0) 676 if (weapon->level == 0)
664 { 677 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 679 return 0;
667 } 680 }
681
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 683 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 684 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 685 return 0;
672 } 686 }
687
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 { 689 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 690 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 691 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 692 "really want to improve it.");
678 return 0; 693 return 0;
679 } 694 }
695
680 /* This just increases damage by 5 points, no matter what. No sacrifice 696 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 697 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 698 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 699 * weapon can be improved.
684 */ 700 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 701 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 702 {
687 weapon->stats.dam += 5; 703 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 704 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 706 weapon->last_eat++;
691 707
692 weapon->item_power++; 708 weapon->item_power++;
693 decrease_ob (improver); 709 decrease_ob (improver);
694 return 1; 710 return 1;
695 } 711 }
712
696 if (improver->stats.sp == IMPROVE_WEIGHT) 713 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 714 {
698 /* Reduce weight by 20% */ 715 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 716 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 717 if (weapon->weight < 1)
701 weapon->weight = 1; 718 weapon->weight = 1;
719
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 721 weapon->last_eat++;
704 weapon->item_power++; 722 weapon->item_power++;
705 decrease_ob (improver); 723 decrease_ob (improver);
706 return 1; 724 return 1;
707 } 725 }
708 if (improver->stats.sp == IMPROVE_ENCHANT) 726 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 727 {
710 weapon->magic++; 728 weapon->magic++;
711 weapon->last_eat++; 729 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 731 decrease_ob (improver);
714 weapon->item_power++; 732 weapon->item_power++;
715 return 1; 733 return 1;
716 } 734 }
717 735
723 sacrifice_needed *= 2; 741 sacrifice_needed *= 2;
724 742
725 sacrifice_count = check_sacrifice (op, improver); 743 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 744 if (sacrifice_count < sacrifice_needed)
727 { 745 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 746 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 747 return 0;
730 } 748 }
749
731 eat_item (op, improver->slaying, sacrifice_needed); 750 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 751 weapon->item_power++;
733 752
734 switch (improver->stats.sp) 753 switch (improver->stats.sp)
735 { 754 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 755 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 756 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 757 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 758 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 759 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 760 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 762 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 763 op->failmsg ("Unknown improvement type.");
752 } 764 }
765
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 766 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 767 return 0;
755} 768}
756 769
757/** 770/**
764{ 777{
765 object *otmp; 778 object *otmp;
766 779
767 if (op->type != PLAYER) 780 if (op->type != PLAYER)
768 return 0; 781 return 0;
782
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 783 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 784 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 785 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 786 return 0;
773 } 787 }
788
774 otmp = find_marked_object (op); 789 otmp = find_marked_object (op);
775 if (!otmp) 790 if (!otmp)
776 { 791 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
778 return 0; 793 return 0;
779 } 794 }
795
780 if (otmp->type != WEAPON && otmp->type != BOW) 796 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 797 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 798 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0; 799 return 0;
784 } 800 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 801
802 op->statusmsg ("Applied weapon builder.");
803
786 improve_weapon (op, tmp, otmp); 804 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 805 esrv_send_item (op, otmp);
788 return 1; 806 return 1;
789} 807}
790 808
815{ 833{
816 object *tmp; 834 object *tmp;
817 835
818 if (armour->magic >= settings.armor_max_enchant) 836 if (armour->magic >= settings.armor_max_enchant)
819 { 837 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 838 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 839 return 0;
822 } 840 }
841
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 842 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
824 * etc), so take the easy way out and don't worry about it. 843 * etc), so take the easy way out and don't worry about it.
825 * Note - maybe add scrolls which make the random artifact versions (eg, armour 844 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?) 845 * of gnarg and what not?)
827 */ 846 */
828 if (armour->title) 847 if (armour->title)
829 { 848 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 849 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 850 return 0;
832 } 851 }
833 852
834 /* Split objects if needed. Can't insert tmp until the 853 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 854 * end of this function - otherwise it will just re-merge.
836 */ 855 */
837 if (armour->nrof > 1) 856 if (armour->nrof > 1)
838 tmp = get_split_ob (armour, armour->nrof - 1); 857 tmp = get_split_ob (armour, armour->nrof - 1);
839 else 858 else
850 { 869 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 870 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 871 pow++;
853 } 872 }
854 873
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 875 }
857 else 876 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 877 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 878
860 if (!settings.armor_weight_linear) 879 if (!settings.armor_weight_linear)
861 { 880 {
862 int base = 100; 881 int base = 100;
863 int pow = 0; 882 int pow = 0;
866 { 885 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 886 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 887 pow++;
869 } 888 }
870 889
871 armour->weight = (armour->arch->clone.weight * base) / 100; 890 armour->weight = (armour->arch->weight * base) / 100;
872 } 891 }
873 else 892 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 893 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 894
876 if (armour->weight <= 0) 895 if (armour->weight <= 0)
877 { 896 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 897 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 898 armour->weight = 1;
880 } 899 }
881 900
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 901 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 902
884 if (op->type == PLAYER) 903 if (op->type == PLAYER)
885 { 904 {
886 esrv_send_item (op, armour); 905 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 906 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 907 op->update_stats ();
889 } 908 }
909
890 decrease_ob (improver); 910 decrease_ob (improver);
911
891 if (tmp) 912 if (tmp)
892 { 913 {
893 insert_ob_in_ob (tmp, op); 914 insert_ob_in_ob (tmp, op);
894 esrv_send_item (op, tmp); 915 esrv_send_item (op, tmp);
895 } 916 }
917
896 return 1; 918 return 1;
897} 919}
898
899 920
900/* 921/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 922 * convert_item() returns 1 if anything was converted, 0 if the item was not
902 * what the converter wants, -1 if the converter is broken. 923 * what the converter wants, -1 if the converter is broken.
903 */ 924 *
904#define CONV_FROM(xyz) xyz->slaying
905#define CONV_TO(xyz) xyz->other_arch
906#define CONV_NR(xyz) xyz->stats.sp
907#define CONV_NEED(xyz) xyz->stats.food
908
909/* Takes one items and makes another. 925 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 926 * converter is the object that is doing the conversion.
911 * item is the object that triggered the converter - if it is not 927 * item is the object that triggered the converter - if it is not
912 * what the converter wants, this will not do anything. 928 * what the converter wants, this will not do anything.
913 */ 929 */
914int 930static int
915convert_item (object *item, object *converter) 931convert_item (object *item, object *converter)
916{ 932{
917 int nr = 0;
918 uint32 price_in; 933 sint64 nr, price_in;
934
935 if (item->flag [FLAG_UNPAID])
936 return 0;
937
938 shstr conv_from = converter->slaying;
939 archetype *conv_to = converter->other_arch;
940 sint64 need = converter->stats.food;
941 sint64 give = converter->stats.sp;
919 942
920 /* We make some assumptions - we assume if it takes money as it type, 943 /* We make some assumptions - we assume if it takes money as it type,
921 * it wants some amount. We don't make change (ie, if something costs 944 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 945 * 3 gp and player drops a platinum, tough luck)
923 */ 946 */
924 if (!strcmp (CONV_FROM (converter), "money")) 947 if (conv_from == shstr_money)
925 { 948 {
926 int cost;
927
928 if (item->type != MONEY) 949 if (item->type != MONEY)
929 return 0; 950 return 0;
930 951
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 952 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 953 if (!nr)
933 return 0; 954 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 955
935 /* take into account rounding errors */ 956 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 957
937 cost++; 958 sint64 cost = (nr * need + item->value - 1) / item->value;
959
938 decrease_ob_nr (item, cost); 960 decrease_ob_nr (item, cost);
939 961
940 price_in = cost * item->value; 962 price_in = cost * item->value;
941 } 963 }
942 else 964 else
943 { 965 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 966 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 967 || conv_from != item->arch->archname
968 || (need && need > (uint16) item->nrof))
946 return 0; 969 return 0;
947 970
948 if (CONV_NEED (converter)) 971 converter->play_sound (sound_find ("convert_item"));
972
973 if (need)
949 { 974 {
950 nr = item->nrof / CONV_NEED (converter); 975 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 976 decrease_ob_nr (item, nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 977 price_in = nr * need * item->value;
953 } 978 }
954 else 979 else
955 { 980 {
956 price_in = item->value; 981 price_in = item->value;
957 item->destroy (); 982 item->destroy ();
958 } 983 }
959 } 984 }
960 985
961 if (converter->inv != NULL) 986 if (converter->inv)
962 { 987 {
963 object *ob; 988 object *ob;
964 int i; 989 int i;
965 object *ob_to_copy; 990 object *ob_to_copy;
966 991
967 /* select random object from inventory to copy */ 992 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv; 993 ob_to_copy = converter->inv;
969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 994 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
970 {
971 if (rndm (0, i) == 0) 995 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob; 996 ob_to_copy = ob;
974 } 997
975 }
976 item = object_create_clone (ob_to_copy); 998 item = object_create_clone (ob_to_copy);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 999 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE); 1000 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 } 1001 }
980 else 1002 else
981 { 1003 {
982 if (converter->other_arch == NULL) 1004 if (!conv_to)
983 { 1005 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 1006 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 1007 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 1008 return -1;
987 } 1009 }
988 1010
989 item = object_create_arch (converter->other_arch); 1011 item = object_create_arch (conv_to);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1012 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 } 1013 }
992 1014
993 if (CONV_NR (converter)) 1015 if (give)
994 item->nrof = CONV_NR (converter); 1016 item->nrof = give;
1017
995 if (nr) 1018 if (nr)
996 item->nrof *= nr; 1019 item->nrof *= nr;
1020
997 if (is_in_shop (converter)) 1021 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID); 1022 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value) 1023 else if (price_in < sint64 (item->nrof) * item->value)
1000 { 1024 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1025 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1026 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /** 1027 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 1028 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 1029 * hopefully had something in mind when doing this.
1007 */ 1030 */
1008 } 1031 }
1032
1033 SET_FLAG (item, FLAG_IDENTIFIED);
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1034 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1; 1035 return 1;
1011} 1036}
1012 1037
1013/** 1038/**
1014 * Handle apply on containers. 1039 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 1040 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1041 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 1042 * added the alchemical cauldron to the code -b.t.
1018 */ 1043 */
1019
1020int 1044int
1021apply_container (object *op, object *sack) 1045apply_container (object *op, object *sack)
1022{ 1046{
1023 char buf[MAX_BUF]; 1047 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 1048 return 0; /* This might change */
1028 1049
1029 if (sack == NULL || sack->type != CONTAINER) 1050 if (!sack || sack->type != CONTAINER)
1030 { 1051 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1052 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1053 return 0;
1033 } 1054 }
1034 1055
1035 op->contr->last_used = 0; 1056 op->contr->last_used = 0;
1036 1057
1037 if (sack->env != op) 1058 if (sack->env && sack->env != op)
1059 {
1060 op->failmsg ("You must put it onto the floor or into your inventory first.");
1061 return 1;
1038 { 1062 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1063
1064 // already applied == open on ground, or open in inv, or active in inv
1065 if (sack->flag [FLAG_APPLIED])
1066 {
1067 if (op->container == sack)
1040 { 1068 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1069 // open on ground or inv, so close
1070 op->close_container ();
1042 return 1; 1071 return 1;
1043 } 1072 }
1044 1073 else if (!sack->env)
1045 /* It's on the ground, the problems begin */
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1;
1057 }
1058 }
1059 } 1074 {
1060 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1075 // active, but not ours: some other player has opened it
1076 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1077 return 1;
1061 { 1078 }
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 1079
1082 if (tmp && tmp->type == CLOSE_CON) 1080 // fall through to opening it (active in inv)
1083 tmp->destroy ();
1084 }
1085 }
1086 }
1087
1088 if (QUERY_FLAG (sack, FLAG_APPLIED))
1089 { 1081 }
1082 else if (sack->env)
1083 {
1084 // it is in our env, so activate it, do not open yet
1090 if (op->container) 1085 op->close_container ();
1091 { 1086 sack->flag [FLAG_APPLIED] = 1;
1092 if (op->container != sack) 1087 esrv_update_item (UPD_FLAGS, op, sack);
1093 { 1088 op->statusmsg (format ("You ready %s.", query_name (sack)));
1094 tmp = op->container; 1089 return 1;
1095 apply_container (op, tmp); 1090 }
1096 sprintf (buf, "You close %s and open ", query_name (tmp)); 1091
1097 op->container = sack; 1092 // it's locked?
1098 strcat (buf, query_name (sack)); 1093 if (sack->slaying)
1099 strcat (buf, "."); 1094 {
1100 } 1095 if (object *tmp = find_key (op, op, sack))
1101 else 1096 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1102 {
1103 CLEAR_FLAG (sack, FLAG_APPLIED);
1104 op->container = NULL;
1105 sprintf (buf, "You close %s.", query_name (sack));
1106 }
1107 }
1108 else 1097 else
1109 { 1098 {
1110 CLEAR_FLAG (sack, FLAG_APPLIED);
1111 sprintf (buf, "You open %s.", query_name (sack));
1112 SET_FLAG (sack, FLAG_APPLIED);
1113 op->container = sack;
1114 }
1115 }
1116 else
1117 { /* not applied */
1118 if (sack->slaying)
1119 { /* it's locked */
1120 tmp = find_key (op, op, sack);
1121 if (tmp)
1122 {
1123 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1124 SET_FLAG (sack, FLAG_APPLIED);
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 {
1134 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1099 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1135 }
1136 }
1137 else
1138 {
1139 sprintf (buf, "You readied %s.", query_name (sack));
1140 SET_FLAG (sack, FLAG_APPLIED);
1141 if (sack->env == NULL)
1142 { /* if it's on ground,open it also */
1143 new_draw_info (NDI_UNIQUE, 0, op, buf);
1144 apply_container (op, sack);
1145 return 1; 1100 return 1;
1146 } 1101 }
1147 }
1148 } 1102 }
1149 1103
1150 new_draw_info (NDI_UNIQUE, 0, op, buf); 1104 op->open_container (sack);
1151
1152 if (op->contr)
1153 op->contr->socket->floorbox_update ();
1154 1105
1155 return 1; 1106 return 1;
1156} 1107}
1157
1158/**
1159 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1160 * the player has in their inventory, eg, sacks, luggages, etc.
1161 *
1162 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1163 * This version is for client/server mode.
1164 * op is the player, sack is the container the player is opening or closing.
1165 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1166 *
1167 * Reminder - there are three states for any container - closed (non applied),
1168 * applied (not open, but objects that match get tossed into it), and open
1169 * (applied flag set, and op->container points to the open container)
1170 */
1171
1172int
1173esrv_apply_container (object *op, object *sack)
1174{
1175 object *tmp = op->container;
1176
1177 if (op->type != PLAYER)
1178 return 0; /* This might change */
1179
1180 if (sack == NULL || sack->type != CONTAINER)
1181 {
1182 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1183 return 0;
1184 }
1185
1186 /* If we have a currently open container, then it needs to be closed in all cases
1187 * if we are opening this one up. We then fall through if appropriate for
1188 * openening the new container.
1189 */
1190
1191 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1192 {
1193 if (op->container->env != op)
1194 { /* if container is on the ground */
1195 op->container->move_off = 0;
1196 }
1197
1198 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1199 return 1;
1200
1201 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1202 CLEAR_FLAG (op->container, FLAG_APPLIED);
1203 op->container = NULL;
1204 esrv_update_item (UPD_FLAGS, op, tmp);
1205 if (tmp == sack)
1206 return 1;
1207 }
1208
1209
1210 /* If the player is trying to open it (which he must be doing if we got here),
1211 * and it is locked, check to see if player has the equipment to open it.
1212 */
1213
1214 if (sack->slaying)
1215 { /* it's locked */
1216 tmp = find_key (op, op, sack);
1217 if (tmp)
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1220 }
1221 else
1222 {
1223 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1224 return 0;
1225 }
1226 }
1227
1228 /* By the time we get here, we have made sure any other container has been closed and
1229 * if this is a locked container, the player they key to open it.
1230 */
1231
1232 /* There are really two cases - the sack is either on the ground, or the sack is
1233 * part of the players inventory. If on the ground, we assume that the player is
1234 * opening it, since if it was being closed, that would have been taken care of above.
1235 */
1236
1237
1238 if (sack->env != op)
1239 {
1240 /* Hypothetical case - the player is trying to open a sack that belong to someone
1241 * else. This normally should not happen, but a misbehaving client/player could
1242 * try to do it, so lets handle it gracefully.
1243 */
1244 if (sack->env)
1245 {
1246 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1247 return 0;
1248 }
1249 /* set these so when the player walks off, we can unapply the sack */
1250 sack->move_off = MOVE_ALL; /* trying force closing it */
1251
1252 CLEAR_FLAG (sack, FLAG_APPLIED);
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1254 SET_FLAG (sack, FLAG_APPLIED);
1255 op->container = sack;
1256 esrv_update_item (UPD_FLAGS, op, sack);
1257 esrv_send_inventory (op, sack);
1258
1259 }
1260 else
1261 { /* sack is in players inventory */
1262 if (QUERY_FLAG (sack, FLAG_APPLIED))
1263 { /* readied sack becoming open */
1264 CLEAR_FLAG (sack, FLAG_APPLIED);
1265 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1266 SET_FLAG (sack, FLAG_APPLIED);
1267 op->container = sack;
1268 esrv_update_item (UPD_FLAGS, op, sack);
1269 esrv_send_inventory (op, sack);
1270 }
1271 else
1272 {
1273 CLEAR_FLAG (sack, FLAG_APPLIED);
1274 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1275 SET_FLAG (sack, FLAG_APPLIED);
1276 esrv_update_item (UPD_FLAGS, op, sack);
1277 }
1278 }
1279 return 1;
1280}
1281
1282 1108
1283/** 1109/**
1284 * Handles dropping things on altar. 1110 * Handles dropping things on altar.
1285 * Returns true if sacrifice was accepted. 1111 * Returns true if sacrifice was accepted.
1286 */ 1112 */
1297 * with an altar. We call it a Potion - altars are stationary - it 1123 * with an altar. We call it a Potion - altars are stationary - it
1298 * is up to map designers to use them properly. 1124 * is up to map designers to use them properly.
1299 */ 1125 */
1300 if (altar->inv && altar->inv->type == SPELL) 1126 if (altar->inv && altar->inv->type == SPELL)
1301 { 1127 {
1302 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1128 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1303 cast_spell (originator, altar, 0, altar->inv, NULL); 1129 cast_spell (originator, altar, 0, altar->inv, NULL);
1304 /* If it is connected, push the button. Fixes some problems with 1130 /* If it is connected, push the button. Fixes some problems with
1305 * old maps. 1131 * old maps.
1306 */ 1132 */
1307 1133
1308/* push_button (altar);*/ 1134/* push_button (altar);*/
1309 } 1135 }
1333 double opinion; 1159 double opinion;
1334 object *tmp, *next; 1160 object *tmp, *next;
1335 1161
1336 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1162 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1337 1163
1164 bool has_unpaid = false;
1165
1166 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1167 // a quick and small change :(
1168 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1169 if (item->flag [FLAG_UNPAID])
1170 {
1171 has_unpaid = true;
1172 break;
1173 }
1174
1338 if (op->type != PLAYER) 1175 if (op->type != PLAYER)
1339 { 1176 {
1340 /* Remove all the unpaid objects that may be carried here. 1177 /* Remove all the unpaid objects that may be carried here.
1341 * This could be pets or monsters that are somehow in 1178 * This could be pets or monsters that are somehow in
1342 * the shop. 1179 * the shop.
1368 /* unpaid objects, or non living objects, can't transfer by 1205 /* unpaid objects, or non living objects, can't transfer by
1369 * shop mats. Instead, put it on a nearby space. 1206 * shop mats. Instead, put it on a nearby space.
1370 */ 1207 */
1371 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1208 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1372 { 1209 {
1373
1374 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1210 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1375 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1211 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1376 1212
1377 if (i != -1) 1213 if (i != -1)
1378 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1214 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1387 else if (can_pay (op) && get_payment (op)) 1223 else if (can_pay (op) && get_payment (op))
1388 { 1224 {
1389 /* this is only used for players */ 1225 /* this is only used for players */
1390 rv = teleport (shop_mat, SHOP_MAT, op); 1226 rv = teleport (shop_mat, SHOP_MAT, op);
1391 1227
1228 if (has_unpaid)
1229 op->contr->play_sound (sound_find ("shop_buy"));
1230 else if (is_in_shop (op))
1231 op->contr->play_sound (sound_find ("shop_enter"));
1232 else
1233 op->contr->play_sound (sound_find ("shop_leave"));
1234
1392 if (shop_mat->msg) 1235 if (shop_mat->msg)
1393 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1236 op->statusmsg (shop_mat->msg);
1394 /* This check below is a bit simplistic - generally it should be correct, 1237 /* This check below is a bit simplistic - generally it should be correct,
1395 * but there is never a guarantee that the bottom space on the map is 1238 * but there is never a guarantee that the bottom space on the map is
1396 * actually the shop floor. 1239 * actually the shop floor.
1397 */ 1240 */
1398 else if (!rv && !is_in_shop (op)) 1241 else if (!rv && !is_in_shop (op))
1399 { 1242 {
1400 opinion = shopkeeper_approval (op->map, op); 1243 opinion = shopkeeper_approval (op->map, op);
1401 1244
1402 if (opinion > 0.9) 1245 op->statusmsg (
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1246 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1404 else if (opinion > 0.75) 1247 : opinion >= 0.75 ? "The shopkeeper waves to you."
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1248 : opinion >= 0.50 ? "The shopkeeper ignores you."
1406 else if (opinion > 0.5) 1249 : "The shopkeeper glares at you with contempt."
1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1408 else 1250 );
1409 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1410 } 1251 }
1411 } 1252 }
1412 else 1253 else
1413 { 1254 {
1414 /* if we get here, a player tried to leave a shop but was not able 1255 /* if we get here, a player tried to leave a shop but was not able
1415 * to afford the items he has. We try to move the player so that 1256 * to afford the items he has. We try to move the player so that
1416 * they are not on the mat anymore 1257 * they are not on the mat anymore
1417 */ 1258 */
1418 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1259 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1419 1260
1420 if (i == -1) 1261 if (i == -1)
1421 {
1422 LOG (llevError, "Internal shop-mat problem.\n"); 1262 LOG (llevError, "Internal shop-mat problem.\n");
1423 }
1424 else 1263 else
1425 { 1264 {
1426 op->remove (); 1265 op->remove ();
1427 op->x += freearr_x[i]; 1266 op->x += freearr_x[i];
1428 op->y += freearr_y[i]; 1267 op->y += freearr_y[i];
1439 */ 1278 */
1440static void 1279static void
1441apply_sign (object *op, object *sign, int autoapply) 1280apply_sign (object *op, object *sign, int autoapply)
1442{ 1281{
1443 readable_message_type *msgType; 1282 readable_message_type *msgType;
1444 char newbuf[HUGE_BUF];
1445 1283
1446 if (sign->msg == NULL) 1284 if (!sign->msg)
1447 { 1285 {
1448 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1286 op->statusmsg ("Nothing is written on it.");
1449 return; 1287 return;
1450 } 1288 }
1451 1289
1452 if (sign->stats.food) 1290 if (sign->stats.food)
1453 { 1291 {
1454 if (sign->last_eat >= sign->stats.food) 1292 if (sign->last_eat >= sign->stats.food)
1455 { 1293 {
1456 if (!sign->move_on) 1294 if (!sign->move_on)
1457 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1295 op->statusmsg ("You cannot read it anymore.");
1296
1458 return; 1297 return;
1459 } 1298 }
1460 1299
1461 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1300 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1462 sign->last_eat++; 1301 sign->last_eat++;
1467 * move_on is zero, it needs to be manually applied (doesn't talk 1306 * move_on is zero, it needs to be manually applied (doesn't talk
1468 * to us). 1307 * to us).
1469 */ 1308 */
1470 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1309 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1471 { 1310 {
1472 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1311 op->failmsg ("You are unable to read while blind!");
1473 return; 1312 return;
1474 } 1313 }
1314
1315 if (op->contr)
1316 if (client *ns = op->contr->ns)
1317 {
1318 if (sign->sound)
1319 ns->play_sound (sign->sound);
1320 else if (autoapply)
1321 ns->play_sound (sound_find ("msg_voice"));
1322
1323 if (ns->can_msg)
1324 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1325 else
1326 {
1475 msgType = get_readable_message_type (sign); 1327 msgType = get_readable_message_type (sign);
1476 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1328 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1477 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1329 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1330 }
1331 }
1478} 1332}
1479 1333
1480/** 1334/**
1481 * 'victim' moves onto 'trap' 1335 * 'victim' moves onto 'trap'
1482 * 'victim' leaves 'trap' 1336 * 'victim' leaves 'trap'
1485 * originator: Player, monster or other object that caused 'victim' to move 1339 * originator: Player, monster or other object that caused 'victim' to move
1486 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1340 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1487 * However, some types of traps require an originator to function. 1341 * However, some types of traps require an originator to function.
1488 */ 1342 */
1489void 1343void
1490move_apply (object *trap, object *victim, object *originator, bool move_on) 1344move_apply (object *trap, object *victim, object *originator)
1491{ 1345{
1492 static int recursion_depth = 0; 1346 static int recursion_depth = 0;
1493 1347
1494 /* Only exits affect DMs. */ 1348 /* Only exits affect DMs. */
1495 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1349 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1505 * proper. This code was causing needless crashes. 1359 * proper. This code was causing needless crashes.
1506 */ 1360 */
1507 if (recursion_depth >= 500) 1361 if (recursion_depth >= 500)
1508 { 1362 {
1509 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1363 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1510 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1364 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1511 return; 1365 return;
1512 } 1366 }
1367
1513 recursion_depth++; 1368 recursion_depth++;
1514 if (trap->head) 1369 if (trap->head)
1515 trap = trap->head; 1370 trap = trap->head;
1516 1371
1517 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1372 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1532 1387
1533 /* Just put in some sanity check. I think there is a bug in the 1388 /* Just put in some sanity check. I think there is a bug in the
1534 * above with some objects have zero speed, and thus the player 1389 * above with some objects have zero speed, and thus the player
1535 * getting permanently paralyzed. 1390 * getting permanently paralyzed.
1536 */ 1391 */
1537 if (victim->speed_left < -50.0) 1392 if (victim->speed_left < -50.f)
1538 victim->speed_left = -50.0; 1393 victim->speed_left = -50.f;
1539 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1394 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1540 } 1395 }
1541 goto leave; 1396 goto leave;
1542 1397
1543 case SPINNER: 1398 case SPINNER:
1615 1470
1616 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1471 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1617 { 1472 {
1618 if (!sound_was_played) 1473 if (!sound_was_played)
1619 { 1474 {
1620 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1475 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1621 sound_was_played = 1; 1476 sound_was_played = 1;
1622 } 1477 }
1623 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1478
1479 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1624 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1480 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1625 } 1481 }
1626 } 1482 }
1627 goto leave; 1483 goto leave;
1628 } 1484 }
1629 1485
1630
1631 case CONVERTER: 1486 case CONVERTER:
1632 if (convert_item (victim, trap) < 0) 1487 if (convert_item (victim, trap) < 0)
1633 { 1488 {
1634 object *op; 1489 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1635 1490 get_archetype ("burnout")->insert_at (trap, trap);
1636 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1637
1638 op = get_archetype ("burnout");
1639 if (op != NULL)
1640 {
1641 op->x = trap->x;
1642 op->y = trap->y;
1643 insert_ob_in_map (op, trap->map, trap, 0);
1644 }
1645 } 1491 }
1492
1646 goto leave; 1493 goto leave;
1647 1494
1648 case TRIGGER_BUTTON: 1495 case TRIGGER_BUTTON:
1649 case TRIGGER_PEDESTAL: 1496 case TRIGGER_PEDESTAL:
1650 case TRIGGER_ALTAR: 1497 case TRIGGER_ALTAR:
1654 case DEEP_SWAMP: 1501 case DEEP_SWAMP:
1655 walk_on_deep_swamp (trap, victim); 1502 walk_on_deep_swamp (trap, victim);
1656 goto leave; 1503 goto leave;
1657 1504
1658 case CHECK_INV: 1505 case CHECK_INV:
1659 check_inv (victim, trap, move_on); 1506 check_inv (victim, trap);
1660 goto leave; 1507 goto leave;
1661 1508
1662 case HOLE: 1509 case HOLE:
1663 /* Hole not open? */ 1510 /* Hole not open? */
1664 if (trap->stats.wc > 0) 1511 if (trap->stats.wc > 0)
1668 * Processing will happen if the head runs into the pit 1515 * Processing will happen if the head runs into the pit
1669 */ 1516 */
1670 if (victim->head) 1517 if (victim->head)
1671 goto leave; 1518 goto leave;
1672 1519
1673 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1520 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1674 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1521 victim->statusmsg ("You fall through the hole!", NDI_RED);
1675 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1522 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1676 goto leave; 1523 goto leave;
1677 1524
1678 case EXIT: 1525 case EXIT:
1679 if (victim->type == PLAYER && EXIT_PATH (trap)) 1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1680 { 1527 {
1681 /* Basically, don't show exits leading to random maps the 1528 /* Basically, don't show exits leading to random maps the
1682 * players output. 1529 * players output.
1683 */ 1530 */
1684 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1531 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1685 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1532 victim->statusmsg (trap->msg, NDI_NAVY);
1533
1534 trap->play_sound (trap->sound);
1686 enter_exit (victim, trap); 1535 victim->enter_exit (trap);
1687 } 1536 }
1688 goto leave; 1537 goto leave;
1689 1538
1690 case ENCOUNTER: 1539 case ENCOUNTER:
1691 /* may be some leftovers on this */ 1540 /* may be some leftovers on this */
1706 1555
1707 apply_sign (victim, trap, 1); 1556 apply_sign (victim, trap, 1);
1708 goto leave; 1557 goto leave;
1709 1558
1710 case CONTAINER: 1559 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1560 apply_container (victim, trap);
1715 goto leave; 1561 goto leave;
1716 1562
1717 case RUNE: 1563 case RUNE:
1718 case TRAP: 1564 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 {
1721 spring_trap (trap, victim); 1566 spring_trap (trap, victim);
1722 }
1723 goto leave; 1567 goto leave;
1724 1568
1725 default: 1569 default:
1726 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1728 goto leave; 1572 goto leave;
1729 } 1573 }
1730 1574
1731leave: 1575leave:
1732 recursion_depth--; 1576 recursion_depth--;
1741 int lev_diff; 1585 int lev_diff;
1742 object *skill_ob; 1586 object *skill_ob;
1743 1587
1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 { 1589 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1590 op->failmsg ("You are unable to read while blind!");
1747 return; 1591 return;
1748 } 1592 }
1593
1749 if (tmp->msg == NULL) 1594 if (!tmp->msg)
1750 { 1595 {
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1596 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1752 return; 1597 return;
1753 } 1598 }
1754 1599
1755 /* need a literacy skill to read stuff! */ 1600 /* need a literacy skill to read stuff! */
1756 skill_ob = find_skill_by_name (op, tmp->skill); 1601 skill_ob = find_skill_by_name (op, tmp->skill);
1757 if (!skill_ob) 1602 if (!skill_ob)
1758 { 1603 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1604 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1760 return; 1605 return;
1761 } 1606 }
1607
1762 lev_diff = tmp->level - (skill_ob->level + 5); 1608 lev_diff = tmp->level - (skill_ob->level + 5);
1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 { 1610 {
1765 if (lev_diff < 2) 1611 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1612 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1767 else if (lev_diff < 3) 1613 : lev_diff < 5 ? "This book is beyond your comprehension."
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1614 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1769 else if (lev_diff < 5) 1615 : lev_diff < 15 ? "This book is way beyond your comprehension."
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1616 : "This book is totally beyond your comprehension.");
1771 else if (lev_diff < 8) 1617 return;
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1618 }
1773 else if (lev_diff < 15) 1619
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1620 readable_message_type *msgType = get_readable_message_type (tmp);
1621
1622 if (player *pl = op->contr)
1623 if (client *ns = pl->ns)
1624 if (ns->can_msg)
1625 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1775 else 1626 else
1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1777 return;
1778 }
1779
1780 readable_message_type *msgType = get_readable_message_type (tmp);
1781
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1627 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1783 msgType->message_type, msgType->message_subtype, 1628 msgType->message_type, msgType->message_subtype,
1784 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1629 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1630 long_desc (tmp, op), &tmp->msg);
1785 1631
1786 /* gain xp from reading */ 1632 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */ 1634 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1795 1641
1796 /* If in a container, update how it looks */ 1642 /* If in a container, update how it looks */
1797 if (tmp->env) 1643 if (tmp->env)
1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1644 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1799 else 1645 else
1800 op->contr->socket->floorbox_update (); 1646 op->contr->ns->floorbox_update ();
1801 } 1647 }
1802 1648
1803 change_exp (op, exp_gain, skill_ob->skill, 0); 1649 change_exp (op, exp_gain, skill_ob->skill, 0);
1804 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1650 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1805 } 1651 }
1810 * op is the person learning the skill, tmp is the skill scroll object 1656 * op is the person learning the skill, tmp is the skill scroll object
1811 */ 1657 */
1812static void 1658static void
1813apply_skillscroll (object *op, object *tmp) 1659apply_skillscroll (object *op, object *tmp)
1814{ 1660{
1815 switch ((int) learn_skill (op, tmp)) 1661 switch (learn_skill (op, tmp))
1816 { 1662 {
1817 case 0: 1663 case 0:
1818 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1664 op->play_sound (sound_find ("generic_fail"));
1819 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1665 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1820 return; 1666 break;
1821 1667
1822 case 1: 1668 case 1:
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1824 decrease_ob (tmp); 1669 decrease_ob (tmp);
1670 op->play_sound (sound_find ("skill_learn"));
1671 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1825 return; 1672 break;
1826 1673
1827 default: 1674 default:
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1829 decrease_ob (tmp); 1675 decrease_ob (tmp);
1676 op->play_sound (sound_find ("generic_fail"));
1677 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1830 return; 1678 break;
1831 } 1679 }
1832} 1680}
1833 1681
1834/** 1682/**
1835 * Actually makes op learn spell. 1683 * Actually makes op learn spell.
1855 return; 1703 return;
1856 } 1704 }
1857 return; 1705 return;
1858 } 1706 }
1859 1707
1860 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1708 op->contr->play_sound (sound_find ("learn_spell"));
1709
1861 tmp = spell->clone (); 1710 tmp = spell->clone ();
1862 insert_ob_in_ob (tmp, op); 1711 insert_ob_in_ob (tmp, op);
1863 1712
1864 if (special_prayer) 1713 if (special_prayer)
1865 SET_FLAG (tmp, FLAG_STARTEQUIP); 1714 SET_FLAG (tmp, FLAG_STARTEQUIP);
1884 { 1733 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1734 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return; 1735 return;
1887 } 1736 }
1888 1737
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1738 op->failmsg (format ("You lose knowledge of %s.", spell));
1890 player_unready_range_ob (op->contr, spob); 1739 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1740 esrv_remove_spell (op->contr, spob);
1892 spob->destroy (); 1741 spob->destroy ();
1893} 1742}
1894 1743
1902{ 1751{
1903 object *skop, *spell, *spell_skill; 1752 object *skop, *spell, *spell_skill;
1904 1753
1905 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1754 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906 { 1755 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1756 op->failmsg ("You are unable to read while blind.");
1908 return; 1757 return;
1909 } 1758 }
1910 1759
1911 /* artifact_spellbooks have 'slaying' field point to a spell name, 1760 /* artifact_spellbooks have 'slaying' field point to a spell name,
1912 * instead of having their spell stored in stats.sp. These are 1761 * instead of having their spell stored in stats.sp. These are
1913 * legacy spellbooks 1762 * legacy spellbooks
1914 */ 1763 */
1915
1916 if (tmp->slaying != NULL) 1764 if (tmp->slaying)
1917 { 1765 {
1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1919 if (!spell) 1767 if (!spell)
1920 { 1768 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1769 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1922 return; 1770 return;
1923 } 1771 }
1924 else 1772 else
1925 insert_ob_in_ob (spell, tmp); 1773 insert_ob_in_ob (spell, tmp);
1774
1926 tmp->slaying = NULL; 1775 tmp->slaying = 0;
1927 } 1776 }
1928 1777
1929 skop = find_skill_by_name (op, tmp->skill); 1778 skop = find_skill_by_name (op, tmp->skill);
1930 1779
1931 /* need a literacy skill to learn spells. Also, having a literacy level 1780 /* need a literacy skill to learn spells. Also, having a literacy level
1932 * lower than the spell will make learning the spell more difficult */ 1781 * lower than the spell will make learning the spell more difficult */
1933 if (!skop) 1782 if (!skop)
1934 { 1783 {
1935 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1784 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1936 return; 1785 return;
1937 } 1786 }
1938 1787
1939 spell = tmp->inv; 1788 spell = tmp->inv;
1940 1789
1941 if (!spell) 1790 if (!spell)
1942 { 1791 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1792 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1793 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1945 return; 1794 return;
1946 } 1795 }
1947 1796
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1797 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1798 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1799 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1951 return; 1800 return;
1952 } 1801 }
1953 1802
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1803 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1955 1804
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 { 1806 {
1958 identify (tmp); 1807 identify (tmp);
1959 1808
1960 if (tmp->env) 1809 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1810 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else 1811 else
1963 op->contr->socket->floorbox_update (); 1812 op->contr->ns->floorbox_update ();
1964 } 1813 }
1965 1814
1966 /* I removed the check for special_prayer_mark here - it didn't make 1815 /* I removed the check for special_prayer_mark here - it didn't make
1967 * a lot of sense - special prayers are not found in spellbooks, and 1816 * a lot of sense - special prayers are not found in spellbooks, and
1968 * if the player doesn't know the spell, doesn't make a lot of sense that 1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1969 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1970 */ 1819 */
1971 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1972 { 1821 {
1973 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1974 return; 1823 return;
1975 } 1824 }
1976 1825
1977 if (spell->skill) 1826 if (spell->skill)
1978 { 1827 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1980 1829
1981 if (!spell_skill) 1830 if (!spell_skill)
1982 { 1831 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1832 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1984 return; 1833 return;
1985 } 1834 }
1986 1835
1987 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1988 { 1837 {
1989 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1990 return; 1839 return;
1991 } 1840 }
1992 } 1841 }
1993 1842
1994 /* Logic as follows 1843 /* Logic as follows
2003 * Overall, chances are the same but a player will find having a high 1852 * Overall, chances are the same but a player will find having a high
2004 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
2005 */ 1854 */
2006 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 { 1856 {
2008 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1857 op->failmsg ("In your confused state you flub the wording of the text!");
2009 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2010 } 1859 }
2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2012 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2013 { 1862 {
2014 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2015 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2016 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
2017 1865
2018 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2020 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2021 } 1869 }
2022 else 1870 else
2023 { 1871 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2026 } 1874 }
1875
2027 decrease_ob (tmp); 1876 decrease_ob (tmp);
2028} 1877}
2029 1878
2030/** 1879/**
2031 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
2035{ 1884{
2036 object *skop; 1885 object *skop;
2037 1886
2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 { 1888 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
2041 return; 1890 return;
2042 } 1891 }
2043 1892
2044 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
2045 { 1894 {
2046 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2047 return; 1896 return;
2048 } 1897 }
2049 1898
2050 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
2051 { 1900 {
2057 */ 1906 */
2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059 1908
2060 if (!skop) 1909 if (!skop)
2061 { 1910 {
2062 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2063 return; 1912 return;
2064 } 1913 }
2065 1914
2066 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
2068 } 1917 }
2069 1918
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp); 1920 identify (tmp);
2072 1921
2073 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2074
2075 1923
2076 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp); 1925 decrease_ob (tmp);
2078} 1926}
2079 1927
2083 * chest. 1931 * chest.
2084 */ 1932 */
2085static void 1933static void
2086apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
2087{ 1935{
2088 object *treas;
2089
2090
2091 /* Nice side effect of new treasure creation method is that the treasure 1936 /* Nice side effect of this treasure creation method is that the treasure
2092 * for the chest is done when the chest is created, and put into the chest 1937 * for the chest is done when the chest is created, and put into the chest
2093 * inventory. So that when the chest burns up, the items still exist. Also 1938 * inventory. So that when the chest burns up, the items still exist. Also
2094 * prevents people fromt moving chests to more difficult maps to get better 1939 * prevents people from moving chests to more difficult maps to get better
2095 * treasure 1940 * treasure
2096 */ 1941 */
2097
2098 treas = tmp->inv; 1942 object *treas = tmp->inv;
2099 if (treas == NULL) 1943
1944 if (!treas)
2100 { 1945 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
2102 decrease_ob (tmp); 1947 decrease_ob (tmp);
2103 return; 1948 return;
2104 } 1949 }
1950
2105 while (tmp->inv) 1951 while (tmp->inv)
2106 { 1952 {
2107 treas = tmp->inv; 1953 treas = tmp->inv;
2108
2109 treas->remove (); 1954 treas->remove ();
2110 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111 1955
2112 treas->x = op->x; 1956 treas->x = op->x;
2113 treas->y = op->y; 1957 treas->y = op->y;
2114 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2115 1959
2116 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2117 spring_trap (treas, op); 1961 spring_trap (treas, op);
2118 1962
2119 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
2120 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
2121 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
2122 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
2123 */ 1967 */
2124 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
2125 break; 1969 break;
2126 } 1970 }
2127 1971
2128 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
2129 decrease_ob (tmp); 1973 decrease_ob (tmp);
2130
2131} 1974}
2132 1975
2133/** 1976/**
2134 * op eats food. 1977 * op eats food.
2135 * If player, takes care of messages and dragon special food. 1978 * If player, takes care of messages and dragon special food.
2150 { 1993 {
2151 /* usual case - no dragon meal: */ 1994 /* usual case - no dragon meal: */
2152 if (op->stats.food + tmp->stats.food > 999) 1995 if (op->stats.food + tmp->stats.food > 999)
2153 { 1996 {
2154 if (tmp->type == FOOD || tmp->type == FLESH) 1997 if (tmp->type == FOOD || tmp->type == FLESH)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1998 op->failmsg ("You feel full, but what a waste of food!");
2156 else 1999 else
2157 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 2000 op->statusmsg ("Most of the drink goes down your face not your throat!");
2158 } 2001 }
2002
2003 tmp->play_sound (
2004 tmp->sound
2005 ? tmp->sound
2006 : tmp->type == DRINK
2007 ? sound_find ("eat_drink")
2008 : sound_find ("eat_food")
2009 );
2159 2010
2160 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2011 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2161 { 2012 {
2162 char buf[MAX_BUF]; 2013 const char *buf;
2163 2014
2164 if (!is_dragon_pl (op)) 2015 if (!is_dragon_pl (op))
2165 { 2016 {
2166 /* eating message for normal players */ 2017 /* eating message for normal players */
2167 if (tmp->type == DRINK) 2018 if (tmp->type == DRINK)
2168 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2019 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2169 else 2020 else
2170 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2021 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2171 } 2022 }
2172 else 2023 else
2173 {
2174 /* eating message for dragon players */ 2024 /* eating message for dragon players */
2175 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2025 buf = format ("The %s tasted terrible!", &tmp->name);
2176 }
2177 2026
2178 new_draw_info (NDI_UNIQUE, 0, op, buf); 2027 op->statusmsg (buf);
2028
2179 capacity_remaining = 999 - op->stats.food; 2029 capacity_remaining = 999 - op->stats.food;
2180 op->stats.food += tmp->stats.food; 2030 op->stats.food += tmp->stats.food;
2181 if (capacity_remaining < tmp->stats.food) 2031 if (capacity_remaining < tmp->stats.food)
2182 op->stats.hp += capacity_remaining / 50; 2032 op->stats.hp += capacity_remaining / 50;
2183 else 2033 else
2184 op->stats.hp += tmp->stats.food / 50; 2034 op->stats.hp += tmp->stats.food / 50;
2035
2185 if (op->stats.hp > op->stats.maxhp) 2036 if (op->stats.hp > op->stats.maxhp)
2186 op->stats.hp = op->stats.maxhp; 2037 op->stats.hp = op->stats.maxhp;
2187 if (op->stats.food > 999) 2038 if (op->stats.food > 999)
2188 op->stats.food = 999; 2039 op->stats.food = 999;
2189 } 2040 }
2191 /* special food hack -b.t. */ 2042 /* special food hack -b.t. */
2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2043 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2193 eat_special_food (op, tmp); 2044 eat_special_food (op, tmp);
2194 } 2045 }
2195 } 2046 }
2047
2196 handle_apply_yield (tmp); 2048 handle_apply_yield (tmp);
2197 decrease_ob (tmp); 2049 decrease_ob (tmp);
2198} 2050}
2199 2051
2200/** 2052/**
2212{ 2064{
2213 object *skin = NULL; /* pointer to dragon skin force */ 2065 object *skin = NULL; /* pointer to dragon skin force */
2214 object *abil = NULL; /* pointer to dragon ability force */ 2066 object *abil = NULL; /* pointer to dragon ability force */
2215 object *tmp = NULL; /* tmp. object */ 2067 object *tmp = NULL; /* tmp. object */
2216 2068
2217 char buf[MAX_BUF]; /* tmp. string buffer */
2218 double chance; /* improvement-chance of one resistance type */ 2069 double chance; /* improvement-chance of one resistance type */
2219 double totalchance = 1; /* total chance of gaining one resistance */ 2070 double totalchance = 1; /* total chance of gaining one resistance */
2220 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2071 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2221 double mbonus = 0; /* monster bonus */ 2072 double mbonus = 0; /* monster bonus */
2222 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2073 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2078 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2079 return 0;
2229 2080
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2081 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */ 2082 from the player's inventory */
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2083 for (tmp = op->inv; tmp; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE) 2084 if (tmp->type == FORCE)
2235 { 2085 if (tmp->arch->archname == shstr_dragon_skin_force)
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2237 skin = tmp; 2086 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2087 else if (tmp->arch->archname == shstr_dragon_ability_force)
2239 abil = tmp; 2088 abil = tmp;
2240 }
2241 }
2242 2089
2243 /* if either skin or ability are missing, this is an old player 2090 /* if either skin or ability are missing, this is an old player
2244 which is not to be considered a dragon -> bail out */ 2091 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL) 2092 if (skin == NULL || abil == NULL)
2246 return 0; 2093 return 0;
2248 /* now start by filling stomache and health, according to food-value */ 2095 /* now start by filling stomache and health, according to food-value */
2249 if ((999 - op->stats.food) < meal->stats.food) 2096 if ((999 - op->stats.food) < meal->stats.food)
2250 op->stats.hp += (999 - op->stats.food) / 50; 2097 op->stats.hp += (999 - op->stats.food) / 50;
2251 else 2098 else
2252 op->stats.hp += meal->stats.food / 50; 2099 op->stats.hp += meal->stats.food / 50;
2100
2253 if (op->stats.hp > op->stats.maxhp) 2101 if (op->stats.hp > op->stats.maxhp)
2254 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2255 2103
2256 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2104 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2257 2105
2287 /* doubled chance for resistance of ability-focus */ 2135 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp) 2136 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.); 2137 chance = MIN (100., chance * 2.);
2290 2138
2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2139 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100)) 2140 if (rndm (10000) < (unsigned int) (chance * 100))
2293 { 2141 {
2294 atnr_winner[winners] = i; 2142 atnr_winner[winners] = i;
2295 winners++; 2143 winners++;
2296 } 2144 }
2297 2145
2302 } 2150 }
2303 } 2151 }
2304 2152
2305 /* inverse totalchance as until now we have the failure-chance */ 2153 /* inverse totalchance as until now we have the failure-chance */
2306 totalchance = 100 - totalchance * 100; 2154 totalchance = 100 - totalchance * 100;
2155
2307 /* print message according to totalchance */ 2156 /* print message according to totalchance */
2157 const char *buf;
2308 if (totalchance > 50.) 2158 if (totalchance > 50.)
2309 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2159 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2310 else if (totalchance > 10.) 2160 else if (totalchance > 10.)
2311 sprintf (buf, "The %s tasted very good.", &meal->name); 2161 buf = format ("The %s tasted very good.", &meal->name);
2312 else if (totalchance > 1.) 2162 else if (totalchance > 1.)
2313 sprintf (buf, "The %s tasted good.", &meal->name); 2163 buf = format ("The %s tasted good.", &meal->name);
2314 else if (totalchance > 0.1) 2164 else if (totalchance > 0.1)
2315 sprintf (buf, "The %s tasted bland.", &meal->name); 2165 buf = format ("The %s tasted bland.", &meal->name);
2316 else if (totalchance >= 0.01) 2166 else if (totalchance >= 0.01)
2317 sprintf (buf, "The %s had a boring taste.", &meal->name); 2167 buf = format ("The %s had a boring taste.", &meal->name);
2318 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2168 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2319 sprintf (buf, "The %s tasted strange.", &meal->name); 2169 buf = format ("The %s tasted strange.", &meal->name);
2320 else 2170 else
2321 sprintf (buf, "The %s had no taste.", &meal->name); 2171 buf = format ("The %s had no taste.", &meal->name);
2322 new_draw_info (NDI_UNIQUE, 0, op, buf); 2172
2173 op->statusmsg (buf);
2323 2174
2324 /* now choose a winner if we have any */ 2175 /* now choose a winner if we have any */
2325 i = -1; 2176 i = -1;
2326 if (winners > 0) 2177 if (winners > 0)
2327 i = atnr_winner[RANDOM () % winners]; 2178 i = atnr_winner[RANDOM () % winners];
2328 2179
2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2180 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 { 2181 {
2331 /* resistance increased! */ 2182 /* resistance increased! */
2332 skin->resist[i]++; 2183 skin->resist[i]++;
2333 fix_player (op); 2184 op->update_stats ();
2334 2185
2335 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2186 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2337 } 2187 }
2338 2188
2339 /* if this flesh contains a new ability focus, we mark it 2189 /* if this flesh contains a new ability focus, we mark it
2340 into the ability_force and it will take effect on next level */ 2190 into the ability_force and it will take effect on next level */
2341 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2191 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2342 { 2192 {
2343 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2193 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2344 2194
2345 if (meal->last_eat != abil->stats.exp) 2195 if (meal->last_eat != abil->stats.exp)
2196 op->statusmsg (format (
2197 "Your metabolism prepares to focus on %s!\n"
2198 "The change will happen at level %d.",
2199 change_resist_msg[meal->last_eat],
2200 abil->level + 1
2346 { 2201 ));
2347 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2350 new_draw_info (NDI_UNIQUE, 0, op, buf);
2351 }
2352 else 2202 else
2353 { 2203 {
2354 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2204 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2356 abil->last_eat = 0; 2205 abil->last_eat = 0;
2357 } 2206 }
2358 } 2207 }
2208
2359 return 1; 2209 return 1;
2360}
2361
2362static void
2363apply_savebed (object *pl)
2364{
2365#ifndef COZY_SERVER
2366 if (!pl->contr->name_changed || !pl->stats.exp)
2367 {
2368 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2369 return;
2370 }
2371#endif
2372 INVOKE_PLAYER (LOGOUT, pl->contr);
2373 /* Need to call terminate_all_pets() before we remove the player ob */
2374 terminate_all_pets (pl);
2375 pl->remove ();
2376 pl->direction = 0;
2377 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2378
2379 /* update respawn position */
2380 strcpy (pl->contr->savebed_map, pl->map->path);
2381 pl->contr->bed_x = pl->x;
2382 pl->contr->bed_y = pl->y;
2383
2384 strcpy (pl->contr->killer, "left");
2385 check_score (pl); /* Always check score */
2386 (void) save_player (pl, 0);
2387 pl->map->players--;
2388#if MAP_MAXTIMEOUT
2389 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2390#endif
2391 play_again (pl);
2392 pl->speed = 0;
2393 update_ob_speed (pl);
2394} 2210}
2395 2211
2396/** 2212/**
2397 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2398 * Does some sanity checks, then calls improve_armour. 2214 * Does some sanity checks, then calls improve_armour.
2400static void 2216static void
2401apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2402{ 2218{
2403 object *armor; 2219 object *armor;
2404 2220
2405 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2221 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2406 { 2222 {
2407 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2223 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2408 return; 2224 return;
2409 } 2225 }
2226
2410 armor = find_marked_object (op); 2227 armor = find_marked_object (op);
2228
2411 if (!armor) 2229 if (!armor)
2412 { 2230 {
2413 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2231 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2414 return; 2232 return;
2415 } 2233 }
2234
2416 if (armor->type != ARMOUR 2235 if (armor->type != ARMOUR
2417 && armor->type != CLOAK 2236 && armor->type != CLOAK
2418 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2237 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2419 { 2238 {
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2239 op->failmsg ("Your marked item is not armour!\n");
2421 return; 2240 return;
2422 } 2241 }
2423 2242
2424 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2243 op->statusmsg ("Applying armour enchantment.");
2425 improve_armour (op, tmp, armor); 2244 improve_armour (op, tmp, armor);
2426} 2245}
2427
2428 2246
2429extern void 2247extern void
2430apply_poison (object *op, object *tmp) 2248apply_poison (object *op, object *tmp)
2431{ 2249{
2432 if (op->type == PLAYER) 2250 if (op->type == PLAYER)
2433 { 2251 {
2434 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2252 op->contr->play_sound (sound_find ("drink_poison"));
2435 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2253 op->failmsg ("Yech! That tasted poisonous!");
2436 strcpy (op->contr->killer, "poisonous booze"); 2254 strcpy (op->contr->killer, "poisonous booze");
2437 } 2255 }
2256
2438 if (tmp->stats.hp > 0) 2257 if (tmp->stats.hp > 0)
2439 { 2258 {
2440 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2259 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2441 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2260 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2442 } 2261 }
2262
2443 op->stats.food -= op->stats.food / 4; 2263 op->stats.food -= op->stats.food / 4;
2444 handle_apply_yield (tmp); 2264 handle_apply_yield (tmp);
2445 decrease_ob (tmp); 2265 decrease_ob (tmp);
2446} 2266}
2447 2267
2448/** 2268/**
2449 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2269 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2450 * A valid 2 way exit means: 2270 * A valid 2 way exit means:
2451 * -You can come back (there is another exit at the other side) 2271 * -You can come back (there is another exit at the other side)
2452 * -You are 2272 * -You are
2453 * ° the owner of the exit 2273 * ° the owner of the exit
2454 * ° or in the same party as the owner 2274 * ° or in the same party as the owner
2458 * survive in the swapping (in fact the whole exit doesn't survive). 2278 * survive in the swapping (in fact the whole exit doesn't survive).
2459 */ 2279 */
2460int 2280int
2461is_legal_2ways_exit (object *op, object *exit) 2281is_legal_2ways_exit (object *op, object *exit)
2462{ 2282{
2463 object *tmp;
2464 object *exit_owner;
2465 player *pp;
2466 maptile *exitmap;
2467
2468 if (exit->stats.exp != 1) 2283 if (exit->stats.exp != 1)
2469 return 1; /*This is not a 2 way, so it is legal */ 2284 return 1; /*This is not a 2 way, so it is legal */
2285
2286#if 0 //TODO
2470 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2287 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2471 return 0; /* This is a reset town portal */ 2288 return 0; /* This is a reset town portal */
2472 /* To know if an exit has a correspondant, we look at 2289#endif
2473 * all the exits in destination and try to find one with same path as 2290
2474 * the current exit's position */ 2291 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2475 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2292
2476 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2293 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2477 else 2294
2478 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2479 if (exitmap) 2295 if (exitmap)
2480 { 2296 {
2297 exitmap->load_sync ();
2298
2481 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2299 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2300
2482 if (!tmp) 2301 if (!tmp)
2483 return 0; 2302 return 0;
2484 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2303
2304 for (; tmp; tmp = tmp->above)
2485 { 2305 {
2486 if (tmp->type != EXIT) 2306 if (tmp->type != EXIT)
2487 continue; /*Not an exit */ 2307 continue; /*Not an exit */
2308
2488 if (!EXIT_PATH (tmp)) 2309 if (!EXIT_PATH (tmp))
2489 continue; /*Not a valid exit */ 2310 continue; /*Not a valid exit */
2311
2490 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2312 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2491 continue; /*Not in the same place */ 2313 continue; /*Not in the same place */
2314
2492 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2315 if (exit->map->path != EXIT_PATH (tmp))
2493 continue; /*Not in the same map */ 2316 continue; /*Not in the same map */
2494 2317
2495 /* From here we have found the exit is valid. However we do 2318 /* From here we have found the exit is valid. However we do
2496 * here the check of the exit owner. It is important for the 2319 * here the check of the exit owner. It is important for the
2497 * town portals to prevent strangers from visiting your appartments 2320 * town portals to prevent strangers from visiting your appartments
2498 */ 2321 */
2499 if (!exit->race) 2322 if (!exit->race)
2500 return 1; /*No owner, free for all! */ 2323 return 1; /*No owner, free for all! */
2324
2501 exit_owner = NULL; 2325 object *exit_owner = 0;
2502 for (pp = first_player; pp; pp = pp->next) 2326
2327 for_all_players (pp)
2503 { 2328 {
2504 if (!pp->ob) 2329 if (!pp->ob)
2505 continue; 2330 continue;
2331
2506 if (pp->ob->name != exit->race) 2332 if (pp->ob->name != exit->race)
2507 continue; 2333 continue;
2334
2508 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2335 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2509 break; 2336 break;
2510 } 2337 }
2338
2511 if (!exit_owner) 2339 if (!exit_owner)
2512 return 0; /* No more owner */ 2340 return 0; /* No more owner */
2341
2513 if (exit_owner->contr == op->contr) 2342 if (exit_owner->contr == op->contr)
2514 return 1; /*It is your exit */ 2343 return 1; /*It is your exit */
2344
2515 if (exit_owner && /*There is a owner */ 2345 if (exit_owner && /*There is a owner */
2516 (op->contr) && /*A player tries to pass */ 2346 (op->contr) && /*A player tries to pass */
2517 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2347 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2518 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2348 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2519 return 0; 2349 return 0;
2350
2520 return 1; 2351 return 1;
2521 } 2352 }
2522 } 2353 }
2354
2523 return 0; 2355 return 0;
2524} 2356}
2525
2526 2357
2527/** 2358/**
2528 * Main apply handler. 2359 * Main apply handler.
2529 * 2360 *
2530 * Checks for unpaid items before applying. 2361 * Checks for unpaid items before applying.
2538 * being applied. 2369 * being applied.
2539 * 2370 *
2540 * aflag is special (always apply/unapply) flags. Nothing is done with 2371 * aflag is special (always apply/unapply) flags. Nothing is done with
2541 * them in this function - they are passed to apply_special 2372 * them in this function - they are passed to apply_special
2542 */ 2373 */
2543
2544int 2374int
2545manual_apply (object *op, object *tmp, int aflag) 2375manual_apply (object *op, object *tmp, int aflag)
2546{ 2376{
2547 if (tmp->head) 2377 if (tmp->head)
2548 tmp = tmp->head; 2378 tmp = tmp->head;
2549 2379
2550 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2551 { 2381 {
2552 if (op->type == PLAYER) 2382 if (op->type == PLAYER)
2553 { 2383 {
2554 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2555 return 1; 2385 return 1;
2556 } 2386 }
2557 else 2387 else
2558 {
2559 return 0; /* monsters just skip unpaid items */ 2388 return 0; /* monsters just skip unpaid items */
2560 }
2561 } 2389 }
2562 2390
2563 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2564 return RESULT_INT (0); 2392 return RESULT_INT (0);
2565 2393
2566 switch (tmp->type) 2394 switch (tmp->type)
2567 { 2395 {
2568
2569 case CF_HANDLE: 2396 case CF_HANDLE:
2570 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2397 op->play_sound (sound_find ("turn_handle"));
2571 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2398 op->statusmsg ("You turn the handle.");
2572 tmp->value = tmp->value ? 0 : 1; 2399 tmp->value = tmp->value ? 0 : 1;
2573 SET_ANIMATION (tmp, tmp->value); 2400 SET_ANIMATION (tmp, tmp->value);
2574 update_object (tmp, UP_OBJ_FACE); 2401 update_object (tmp, UP_OBJ_FACE);
2575 push_button (tmp); 2402 push_button (tmp);
2576 return 1; 2403 return 1;
2577 2404
2578 case TRIGGER: 2405 case TRIGGER:
2579 if (check_trigger (tmp, op)) 2406 if (check_trigger (tmp, op))
2580 { 2407 {
2581 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2408 op->statusmsg ("You turn the handle.");
2582 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2409 op->play_sound (sound_find ("turn_handle"));
2583 } 2410 }
2584 else 2411 else
2585 { 2412 op->failmsg ("The handle doesn't move.");
2586 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2413
2587 }
2588 return 1; 2414 return 1;
2589 2415
2590 case EXIT: 2416 case EXIT:
2591 if (op->type != PLAYER) 2417 if (op->type != PLAYER)
2592 return 0; 2418 return 0;
2419
2593 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2594 { 2421 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2595 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2596 }
2597 else 2422 else
2598 { 2423 {
2599 /* Don't display messages for random maps. */ 2424 /* Don't display messages for random maps. */
2600 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2601 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2426 op->statusmsg (tmp->msg, NDI_NAVY);
2427
2602 enter_exit (op, tmp); 2428 op->enter_exit (tmp);
2603 } 2429 }
2430
2431 return 1;
2432
2433 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg);
2435 // maybe show a spell menu to chose from or something like that
2604 return 1; 2436 return 1;
2605 2437
2606 case SIGN: 2438 case SIGN:
2607 apply_sign (op, tmp, 0); 2439 apply_sign (op, tmp, 0);
2608 return 1; 2440 return 1;
2612 { 2444 {
2613 apply_book (op, tmp); 2445 apply_book (op, tmp);
2614 return 1; 2446 return 1;
2615 } 2447 }
2616 else 2448 else
2617 {
2618 return 0; 2449 return 0;
2619 }
2620 2450
2621 case SKILLSCROLL: 2451 case SKILLSCROLL:
2622 if (op->type == PLAYER) 2452 if (op->type == PLAYER)
2623 { 2453 {
2624 apply_skillscroll (op, tmp); 2454 apply_skillscroll (op, tmp);
2625 return 1; 2455 return 1;
2626 } 2456 }
2457 else
2627 return 0; 2458 return 0;
2628 2459
2629 case SPELLBOOK: 2460 case SPELLBOOK:
2630 if (op->type == PLAYER) 2461 if (op->type == PLAYER)
2631 { 2462 {
2632 apply_spellbook (op, tmp); 2463 apply_spellbook (op, tmp);
2633 return 1; 2464 return 1;
2634 } 2465 }
2466 else
2635 return 0; 2467 return 0;
2636 2468
2637 case SCROLL: 2469 case SCROLL:
2638 apply_scroll (op, tmp, 0); 2470 apply_scroll (op, tmp, 0);
2639 return 1; 2471 return 1;
2640 2472
2641 case POTION: 2473 case POTION:
2642 (void) apply_potion (op, tmp); 2474 apply_potion (op, tmp);
2643 return 1; 2475 return 1;
2644 2476
2645 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2477 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed?
2646 case CLOSE_CON: 2479 case CLOSE_CON:
2647 if (op->type == PLAYER)
2648 (void) esrv_apply_container (op, tmp->env);
2649 else
2650 (void) apply_container (op, tmp->env); 2480 apply_container (op, tmp->env);
2651 return 1; 2481 return 1;
2652 2482
2653 case CONTAINER: 2483 case CONTAINER:
2654 if (op->type == PLAYER)
2655 (void) esrv_apply_container (op, tmp);
2656 else
2657 (void) apply_container (op, tmp); 2484 apply_container (op, tmp);
2658 return 1; 2485 return 1;
2659 2486
2660 case TREASURE: 2487 case TREASURE:
2661 if (op->type == PLAYER) 2488 if (op->type == PLAYER)
2662 { 2489 {
2663 apply_treasure (op, tmp); 2490 apply_treasure (op, tmp);
2664 return 1; 2491 return 1;
2665 } 2492 }
2666 else 2493 else
2667 {
2668 return 0; 2494 return 0;
2669 }
2670 2495
2671 case WEAPON: 2496 case WEAPON:
2672 case ARMOUR: 2497 case ARMOUR:
2673 case BOOTS: 2498 case BOOTS:
2674 case GLOVES: 2499 case GLOVES:
2687 case LAMP: 2512 case LAMP:
2688 case BUILDER: 2513 case BUILDER:
2689 case SKILL_TOOL: 2514 case SKILL_TOOL:
2690 if (tmp->env != op) 2515 if (tmp->env != op)
2691 return 2; /* not in inventory */ 2516 return 2; /* not in inventory */
2517
2692 (void) apply_special (op, tmp, aflag); 2518 apply_special (op, tmp, aflag);
2693 return 1; 2519 return 1;
2694 2520
2695 case DRINK: 2521 case DRINK:
2696 case FOOD: 2522 case FOOD:
2697 case FLESH: 2523 case FLESH:
2701 case POISON: 2527 case POISON:
2702 apply_poison (op, tmp); 2528 apply_poison (op, tmp);
2703 return 1; 2529 return 1;
2704 2530
2705 case SAVEBED: 2531 case SAVEBED:
2706 if (op->type == PLAYER)
2707 {
2708 apply_savebed (op);
2709 return 1; 2532 return 1;
2710 }
2711 else
2712 {
2713 return 0;
2714 }
2715 2533
2716 case ARMOUR_IMPROVER: 2534 case ARMOUR_IMPROVER:
2717 if (op->type == PLAYER) 2535 if (op->type == PLAYER)
2718 { 2536 {
2719 apply_armour_improver (op, tmp); 2537 apply_armour_improver (op, tmp);
2720 return 1; 2538 return 1;
2721 } 2539 }
2722 else 2540 else
2723 {
2724 return 0; 2541 return 0;
2725 }
2726 2542
2727 case WEAPON_IMPROVER: 2543 case WEAPON_IMPROVER:
2728 (void) check_improve_weapon (op, tmp); 2544 check_improve_weapon (op, tmp);
2729 return 1; 2545 return 1;
2730 2546
2731 case CLOCK: 2547 case CLOCK:
2732 if (op->type == PLAYER) 2548 if (op->type == PLAYER)
2733 { 2549 {
2734 char buf[MAX_BUF]; 2550 char buf[MAX_BUF];
2735 timeofday_t tod; 2551 timeofday_t tod;
2736 2552
2737 get_tod (&tod); 2553 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format (
2738 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2556 "It is %d minute%s past %d o'clock %s",
2739 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2740 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2741 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2559 ));
2742 new_draw_info (NDI_UNIQUE, 0, op, buf);
2743 return 1; 2560 return 1;
2744 } 2561 }
2745 else 2562 else
2746 {
2747 return 0; 2563 return 0;
2748 }
2749 2564
2750 case MENU: 2565 case MENU:
2751 if (op->type == PLAYER) 2566 if (op->type == PLAYER)
2752 { 2567 {
2753 shop_listing (op); 2568 shop_listing (tmp, op);
2754 return 1; 2569 return 1;
2755 } 2570 }
2756 else 2571 else
2757 {
2758 return 0; 2572 return 0;
2759 }
2760 2573
2761 case POWER_CRYSTAL: 2574 case POWER_CRYSTAL:
2762 apply_power_crystal (op, tmp); /* see egoitem.c */ 2575 apply_power_crystal (op, tmp); /* see egoitem.c */
2763 return 1; 2576 return 1;
2764 2577
2767 { 2580 {
2768 apply_lighter (op, tmp); 2581 apply_lighter (op, tmp);
2769 return 1; 2582 return 1;
2770 } 2583 }
2771 else 2584 else
2772 {
2773 return 0; 2585 return 0;
2774 }
2775 2586
2776 case ITEM_TRANSFORMER: 2587 case ITEM_TRANSFORMER:
2777 apply_item_transformer (op, tmp); 2588 apply_item_transformer (op, tmp);
2778 return 1; 2589 return 1;
2779 2590
2792int 2603int
2793player_apply (object *pl, object *op, int aflag, int quiet) 2604player_apply (object *pl, object *op, int aflag, int quiet)
2794{ 2605{
2795 int tmp; 2606 int tmp;
2796 2607
2797 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2608 if (op->env && (pl->move_type & MOVE_FLYING))
2798 { 2609 {
2799 /* player is flying and applying object not in inventory */ 2610 /* player is flying and applying object not in inventory */
2800 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2611 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2801 { 2612 {
2802 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2613 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2803 return 0; 2614 return 0;
2804 } 2615 }
2805 }
2806
2807 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2808 * applied.
2809 */
2810 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2811 {
2812 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2813 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2814 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2815 op->destroy ();
2816 return 1;
2817 } 2616 }
2818 2617
2819 pl->contr->last_used = op; 2618 pl->contr->last_used = op;
2820 2619
2821 tmp = manual_apply (pl, op, aflag); 2620 tmp = manual_apply (pl, op, aflag);
2822 if (!quiet) 2621 if (!quiet)
2823 { 2622 {
2824 if (tmp == 0) 2623 if (tmp == 0)
2825 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2826 else if (tmp == 2) 2625 else if (tmp == 2)
2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2626 pl->failmsg ("You must get it first!\n");
2828 } 2627 }
2628
2829 return tmp; 2629 return tmp;
2830} 2630}
2831 2631
2832/** 2632/**
2833 * player_apply_below attempts to apply the object 'below' the player. 2633 * player_apply_below attempts to apply the object 'below' the player.
2834 * If the player has an open container, we use that for below, otherwise 2634 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground. 2635 * we use the ground.
2836 */ 2636 */
2837
2838void 2637void
2839player_apply_below (object *pl) 2638player_apply_below (object *pl)
2840{ 2639{
2841 object *tmp, *next;
2842 int floors; 2640 int floors = 0;
2843 2641
2844 /* If using a container, set the starting item to be the top 2642 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map. 2643 * item in the container. Otherwise, use the map.
2846 */
2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2848
2849 /* This is perhaps more complicated. However, I want to make sure that 2644 * This is perhaps more complicated. However, I want to make sure that
2850 * we don't use a corrupt pointer for the next object, so we get the 2645 * we don't use a corrupt pointer for the next object, so we get the
2851 * next object in the stack before applying. This is can only be a 2646 * next object in the stack before applying. This is can only be a
2852 * problem if player_apply() has a bug in that it uses the object but does 2647 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value. 2648 * not return a proper value.
2854 */ 2649 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2650 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2856 { 2651 {
2857 next = tmp->below; 2652 next = tmp->below;
2653
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2654 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2655 floors++;
2860 else if (floors > 0) 2656 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2657 return; /* process only floor objects after first floor object */
2862 2658
2882 * to keep the size of apply_special to a more managable size. 2678 * to keep the size of apply_special to a more managable size.
2883 */ 2679 */
2884static int 2680static int
2885unapply_special (object *who, object *op, int aflags) 2681unapply_special (object *who, object *op, int aflags)
2886{ 2682{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2683 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2684 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0); 2685 return RESULT_INT (0);
2889 2686
2890 object *tmp2;
2891
2892 CLEAR_FLAG (op, FLAG_APPLIED); 2687 CLEAR_FLAG (op, FLAG_APPLIED);
2688
2893 switch (op->type) 2689 switch (op->type)
2894 { 2690 {
2691 case SKILL_TOOL:
2692 // unapplying a skill tool should also unapply the skill it governs
2693 // but this is hard, as it shouldn't do so when the skill can
2694 // be used for other reasons
2695 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2696 if (tmp->skill == op->skill
2697 && tmp->type == SKILL
2698 && tmp->flag [FLAG_APPLIED]
2699 && !tmp->flag [FLAG_CAN_USE_SKILL])
2700 unapply_special (who, tmp, 0);
2701
2702 change_abil (who, op);
2703 break;
2704
2895 case WEAPON: 2705 case WEAPON:
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2706 if (player *pl = who->contr)
2707 if (op == pl->combat_ob)
2708 {
2709 pl->combat_ob = 0;
2710 who->change_weapon (pl->ranged_ob);
2711 }
2897 2712
2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714
2898 (void) change_abil (who, op); 2715 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break; 2717 break;
2903 2718
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 2719 case SKILL:
2906 if (op != who->chosen_skill) 2720 if (who->contr)
2907 { 2721 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2722 if (!op->invisible)
2723 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2724 else
2725 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2909 } 2726 }
2910 if (who->type == PLAYER) 2727
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else
2919 {
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 }
2922 }
2923 (void) change_abil (who, op); 2728 change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 2729 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 2730 break;
2927 2731
2928 case ARMOUR: 2732 case ARMOUR:
2929 case HELMET: 2733 case HELMET:
2933 case GLOVES: 2737 case GLOVES:
2934 case AMULET: 2738 case AMULET:
2935 case GIRDLE: 2739 case GIRDLE:
2936 case BRACERS: 2740 case BRACERS:
2937 case CLOAK: 2741 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2742 who->statusmsg (format ("You unwear %s.", query_name (op)));
2939 (void) change_abil (who, op); 2743 change_abil (who, op);
2940 break; 2744 break;
2745
2941 case LAMP: 2746 case LAMP:
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2747 {
2748 who->statusmsg (format ("You turn off your %s.", &op->name));
2749
2943 tmp2 = arch_to_object (op->other_arch); 2750 object *tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x; 2751 tmp2->x = op->x;
2945 tmp2->y = op->y; 2752 tmp2->y = op->y;
2946 tmp2->map = op->map; 2753 tmp2->map = op->map;
2947 tmp2->below = op->below; 2754 tmp2->below = op->below;
2948 tmp2->above = op->above; 2755 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food; 2756 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 2758
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 2761
2955 if (who->type == PLAYER) 2762 if (who->contr)
2956 esrv_del_item (who->contr, op->count); 2763 esrv_del_item (who->contr, op->count);
2957 2764
2958 op->destroy (); 2765 op->destroy ();
2959 insert_ob_in_ob (tmp2, who); 2766 insert_ob_in_ob (tmp2, who);
2960 fix_player (who); 2767 who->update_stats ();
2768
2961 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2769 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2962 { 2770 {
2963 if (who->type == PLAYER) 2771 if (who->contr)
2964 { 2772 {
2965 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2773 who->failmsg ("Oops, it feels deadly cold!");
2966 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2774 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2967 } 2775 }
2968 } 2776 }
2969 if (who->type == PLAYER) 2777
2778 if (who->contr)
2970 esrv_send_item (who, tmp2); 2779 esrv_send_item (who, tmp2);
2780 }
2781
2971 return 1; /* otherwise, an attempt to drop causes problems */ 2782 return 1; /* otherwise, an attempt to drop causes problems */
2972 break; 2783
2973 case BOW: 2784 case BOW:
2974 case WAND: 2785 case WAND:
2975 case ROD: 2786 case ROD:
2976 case HORN: 2787 case HORN:
2977 clear_skill (who); 2788 if (player *pl = who->contr)
2978 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2979 if (who->type == PLAYER)
2980 { 2789 {
2981 who->contr->shoottype = range_none; 2790 if (op == pl->ranged_ob)
2791 {
2792 pl->ranged_ob = 0;
2793 who->change_weapon (pl->combat_ob);
2794 }
2795
2796 who->statusmsg (format ("You unready %s.", query_name (op)));
2982 } 2797 }
2983 else 2798 else
2984 { 2799 {
2800 who->change_skill (0);
2801
2985 if (op->type == BOW) 2802 if (op->type == BOW)
2986 CLEAR_FLAG (who, FLAG_READY_BOW); 2803 CLEAR_FLAG (who, FLAG_READY_BOW);
2987 else 2804 else
2988 CLEAR_FLAG (who, FLAG_READY_RANGE); 2805 CLEAR_FLAG (who, FLAG_READY_RANGE);
2989 } 2806 }
2807
2990 break; 2808 break;
2991 2809
2992 case BUILDER: 2810 case BUILDER:
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2811 if (who->contr)
2994 who->contr->shoottype = range_none; 2812 who->statusmsg (format ("You unready %s.", query_name (op)));
2995 who->contr->ranges[range_builder] = NULL;
2996 break; 2813 break;
2997 2814
2998 default: 2815 default:
2999 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2816 who->statusmsg (format ("You unapply %s.", query_name (op)));
3000 break; 2817 break;
3001 } 2818 }
3002 2819
3003 fix_player (who); 2820 who->update_stats ();
3004 2821
3005 if (!(aflags & AP_NO_MERGE)) 2822 if (!(aflags & AP_NO_MERGE))
3006 { 2823 {
3007 object *tmp;
3008
3009 tmp = merge_ob (op, NULL); 2824 object *tmp = merge_ob (op, 0);
3010 if (who->type == PLAYER) 2825
2826 if (who->contr)
3011 { 2827 {
3012 if (tmp) 2828 if (tmp)
3013 { /* it was merged */ 2829 { /* it was merged */
3014 esrv_del_item (who->contr, op->count); 2830 esrv_del_item (who->contr, op->count);
3015 op = tmp; 2831 op = tmp;
3016 } 2832 }
3017 2833
3018 esrv_send_item (who, op); 2834 esrv_send_item (who, op);
3019 } 2835 }
3020 } 2836 }
2837
3021 return 0; 2838 return 0;
3022} 2839}
3023 2840
3024/** 2841/**
3025 * Returns the object that is using location 'loc'. 2842 * Returns the object that is using location 'loc'.
3026 * Note that 'start' is the first object to start examing - we 2843 * Note that 'start' is the first object to start examing - we
3027 * then go through the below of this. In this way, you can do 2844 * then go through the below of this. In this way, you can do
3028 * something like: 2845 * something like:
3029 * tmp = get_item_from_body_location(who->inv, 1); 2846 * tmp = get_next_item_from_body_location(who->inv, 1);
3030 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2847 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3031 * to find the second object that may use this location, etc. 2848 * to find the second object that may use this location, etc.
3032 * Returns NULL if no match is found. 2849 * Returns NULL if no match is found.
3033 * loc is the index into the array we are looking for a match. 2850 * loc is the index into the array we are looking for a match.
3034 * don't return invisible objects unless they are skill objects 2851 * don't return invisible objects unless they are skill objects
3035 * invisible other objects that use 2852 * invisible other objects that use
3036 * up body locations can be used as restrictions. 2853 * up body locations can be used as restrictions.
3037 */ 2854 */
3038object * 2855static object *
3039get_item_from_body_location (object *start, int loc) 2856get_next_item_from_body_location (int loc, object *start)
3040{ 2857{
3041 object *tmp;
3042
3043 if (!start)
3044 return NULL;
3045
3046 for (tmp = start; tmp; tmp = tmp->below) 2858 for (object *tmp = start; tmp; tmp = tmp->below)
3047 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2859 if (tmp->flag [FLAG_APPLIED]
2860 && tmp->slot[loc].info
2861 && (!tmp->invisible || tmp->type == SKILL))
3048 return tmp; 2862 return tmp;
3049 2863
3050 return NULL; 2864 return 0;
3051} 2865}
3052
3053
3054 2866
3055/** 2867/**
3056 * 'op' wants to apply an object, but can't because of other equipment. 2868 * 'op' wants to apply an object, but can't because of other equipment.
3057 * This should only be called when it is known 2869 * This should only be called when it is known
3058 * that there are objects to unapply. This makes pretty heavy 2870 * that there are objects to unapply. This makes pretty heavy
3061 * Returns 0 on success, returns 1 if there is some problem. 2873 * Returns 0 on success, returns 1 if there is some problem.
3062 * if aflags is AP_PRINT, we instead print out waht to unapply 2874 * if aflags is AP_PRINT, we instead print out waht to unapply
3063 * instead of doing it. This is a lot less code than having 2875 * instead of doing it. This is a lot less code than having
3064 * another function that does just that. 2876 * another function that does just that.
3065 */ 2877 */
2878
2879#define CANNOT_REMOVE_CURSED \
2880 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2881 "Praying over an altar, scrolls of remove curse/damnation, " \
2882 "priests or even other players might help.>"
2883
3066int 2884int
3067unapply_for_ob (object *who, object *op, int aflags) 2885unapply_for_ob (object *who, object *op, int aflags)
3068{ 2886{
3069 int i; 2887 if (op->is_range ())
3070 object *tmp = NULL, *last;
3071
3072 /* If we are applying a shield or weapon, unapply any equipped shield
3073 * or weapons first - only allowed to use one weapon/shield at a time.
3074 */
3075 if (op->type == WEAPON || op->type == SHIELD)
3076 {
3077 for (tmp = who->inv; tmp; tmp = tmp->below) 2888 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3078 {
3079 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2889 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3080 {
3081 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2890 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3082 { 2891 {
3083 if (aflags & AP_PRINT) 2892 if (aflags & AP_PRINT)
3084 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2893 who->failmsg (query_name (tmp));
3085 else 2894 else
3086 unapply_special (who, tmp, aflags); 2895 unapply_special (who, tmp, aflags);
3087 } 2896 }
3088 else 2897 else
3089 { 2898 {
3090 /* In this case, we want to try and remove a cursed item. 2899 /* In this case, we want to try and remove a cursed item.
3091 * While we know it won't work, we want unapply_special to 2900 * While we know it won't work, we want unapply_special to
3092 * at least generate the message. 2901 * at least generate the message.
3093 */ 2902 */
3094 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2903 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3095 return 1; 2904 return 1;
3096 }
3097
3098 } 2905 }
3099 }
3100 }
3101 2906
3102 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2907 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3103 { 2908 {
3104 /* this used up a slot that we need to free */ 2909 /* this used up a slot that we need to free */
3105 if (op->body_info[i]) 2910 if (op->slot[i].info)
3106 { 2911 {
3107 last = who->inv; 2912 object *last = who->inv;
3108 2913
3109 /* We do a while loop - may need to remove several items in order 2914 /* We do a while loop - may need to remove several items in order
3110 * to free up enough slots. 2915 * to free up enough slots.
3111 */ 2916 */
3112 while ((who->body_used[i] + op->body_info[i]) < 0) 2917 while ((who->slot[i].used + op->slot[i].info) < 0)
3113 { 2918 {
3114 tmp = get_item_from_body_location (last, i); 2919 object *tmp = get_next_item_from_body_location (i, last);
2920
3115 if (!tmp) 2921 if (!tmp)
3116 { 2922 {
3117#if 0 2923#if 0
3118 /* Not a bug - we'll get this if the player has cursed items 2924 /* Not a bug - we'll get this if the player has cursed items
3119 * equipped. 2925 * equipped.
3120 */ 2926 */
3121 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2927 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3122#endif 2928#endif
3123 return 1; 2929 return 1;
3124 } 2930 }
2931
3125 /* If we are just printing, we don't care about cursed status */ 2932 /* If we are just printing, we don't care about cursed status */
3126 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2933 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3127 { 2934 {
3128 if (aflags & AP_PRINT) 2935 if (aflags & AP_PRINT)
3129 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2936 who->failmsg (query_name (tmp));
3130 else 2937 else
3131 unapply_special (who, tmp, aflags); 2938 unapply_special (who, tmp, aflags);
3132 } 2939 }
3133 else 2940 else
3134 { 2941 {
3135 /* Cursed item that we can't unequip - tell the player. 2942 /* Cursed item that we can't unequip - tell the player.
3136 * Note this could be annoying if this is just one of a few, 2943 * Note this could be annoying if this is just one of a few,
3137 * so it may not be critical (eg, putting on a ring and you have 2944 * so it may not be critical (eg, putting on a ring and you have
3138 * one cursed ring.) 2945 * one cursed ring.)
3139 */ 2946 */
3140 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2947 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3141 } 2948 }
2949
3142 last = tmp->below; 2950 last = tmp->below;
3143 } 2951 }
3144 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2952 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3145 * return in the !tmp would have kicked in. 2953 * return in the !tmp would have kicked in.
3146 */ 2954 */
3147 } /* if op is using this body location */ 2955 } /* if op is using this body location */
3148 } /* for body lcoations */ 2956 } /* for body lcoations */
2957
3149 return 0; 2958 return 0;
3150} 2959}
3151 2960
3152/** 2961/**
3153 * Checks to see if 'who' can apply object 'op'. 2962 * Checks to see if 'who' can apply object 'op'.
3154 * Returns 0 if apply can be done without anything special. 2963 * Returns 0 if apply can be done without anything special.
3155 * Otherwise returns a bitmask - potentially several of these may be 2964 * Otherwise returns a bitmask - potentially several of these may be
3156 * set, but largely depends on circumstance - in the future, processing 2965 * set, but largely depends on circumstance - in the future, processing
3157 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2966 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3158 * is set, do we really are what the other flags may be?) 2967 * is set, do we really care what the other flags may be?)
3159 * 2968 *
3160 * See include/define.h for detailed description of the meaning of 2969 * See include/define.h for detailed description of the meaning of
3161 * these return values. 2970 * these return values.
3162 */ 2971 */
3163int 2972int
3164can_apply_object (object *who, object *op) 2973can_apply_object (object *who, object *op)
3165{ 2974{
3166 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2975 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3167 return RESULT_INT (0); 2976 return RESULT_INT (0);
3168 2977
3169 int i, retval = 0; 2978 int retval = 0;
3170 object *tmp = NULL, *ws = NULL; 2979 object *tmp = 0, *ws = 0;
3171 2980
3172 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2981 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3173 * 2 weapons, but we don't want to let them do that. So if they are
3174 * trying to equip a weapon or shield, see if they already have one
3175 * in place and store that way.
3176 */
3177 if (op->type == WEAPON || op->type == SHIELD)
3178 { 2982 {
3179 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2983 if (op->slot[i].info)
3180 { 2984 {
3181 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2985 /* Item uses more slots than we have */
2986 if (who->slot[i].info + op->slot [i].info < 0)
3182 { 2987 {
3183 retval = CAN_APPLY_UNAPPLY;
3184 ws = tmp;
3185 }
3186 }
3187 }
3188
3189
3190 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3191 {
3192 if (op->body_info[i])
3193 {
3194 /* Item uses more slots than we have */
3195 if (FABS (op->body_info[i]) > who->body_info[i])
3196 {
3197 /* Could return now for efficiently - rest of info below isn' 2988 /* Could return now for efficiency - rest of info below isn't
3198 * really needed. 2989 * really needed.
3199 */ 2990 */
3200 retval |= CAN_APPLY_NEVER; 2991 retval |= CAN_APPLY_NEVER;
3201 } 2992 }
3202 else if ((who->body_used[i] + op->body_info[i]) < 0) 2993 else if (who->slot[i].used + op->slot[i].info < 0)
3203 { 2994 {
3204 /* in this case, equipping this would use more free spots than 2995 /* in this case, equipping this would use more free spots than
3205 * we have. 2996 * we have.
3206 */ 2997 */
3207 object *tmp1;
3208
3209 2998
3210 /* if we have an applied weapon/shield, and unapply it would free 2999 /* if we have an applied weapon/shield, and unapply it would free
3211 * enough slots to equip the new item, then just set this can 3000 * enough slots to equip the new item, then just set "can
3212 * continue. We don't care about the logic below - if you have 3001 * apply unapply". We don't care about the logic below - if you have a
3213 * shield equipped and try to equip another shield, there is only 3002 * shield equipped and try to equip another shield, there is only
3214 * one choice. However, the check for the number of body locations 3003 * one choice. However, the check for the number of body locations
3215 * does take into the account cases where what is being applied 3004 * does take into the account cases where what is being applied
3216 * may be two handed for example. 3005 * may be two handed for example.
3217 */ 3006 */
3218 if (ws) 3007 if (ws)
3219 { 3008 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3220 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3221 { 3009 {
3222 retval |= CAN_APPLY_UNAPPLY; 3010 retval |= CAN_APPLY_UNAPPLY;
3223 continue; 3011 continue;
3224 } 3012 }
3225 }
3226 3013
3227 tmp1 = get_item_from_body_location (who->inv, i); 3014 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3228 if (!tmp1) 3015 if (!tmp1)
3229 { 3016 {
3230#if 0 3017#if 0
3231 /* This is sort of an error, but happens a lot when old players 3018 /* This is sort of an error, but happens a lot when old players
3232 * join in with more stuff equipped than they are now allowed. 3019 * join in with more stuff equipped than they are now allowed.
3240 /* need to unapply something. However, if this something 3027 /* need to unapply something. However, if this something
3241 * is different than we had found before, it means they need 3028 * is different than we had found before, it means they need
3242 * to apply multiple objects 3029 * to apply multiple objects
3243 */ 3030 */
3244 retval |= CAN_APPLY_UNAPPLY; 3031 retval |= CAN_APPLY_UNAPPLY;
3032
3245 if (!tmp) 3033 if (!tmp)
3246 tmp = tmp1; 3034 tmp = tmp1;
3247 else if (tmp != tmp1) 3035 else if (tmp != tmp1)
3248 {
3249 retval |= CAN_APPLY_UNAPPLY_MULT; 3036 retval |= CAN_APPLY_UNAPPLY_MULT;
3250 } 3037
3251 /* This object isn't using up all the slots, so there must 3038 /* This object isn't using up all the slots, so there must
3252 * be another. If so, and it the new item doesn't need all 3039 * be another. If so, and it the new item doesn't need all
3253 * the slots, the player then has a choice. 3040 * the slots, the player then has a choice.
3254 */ 3041 */
3255 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3042 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3043 && abs (op->slot[i].info) < who->slot[i].info)
3256 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3044 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3257 3045
3258 /* Does unequippint 'tmp1' free up enough slots for this to be 3046 /* Does unequippint 'tmp1' free up enough slots for this to be
3259 * equipped? If not, there must be something else to unapply. 3047 * equipped? If not, there must be something else to unapply.
3260 */ 3048 */
3261 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3049 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3262 retval |= CAN_APPLY_UNAPPLY_MULT; 3050 retval |= CAN_APPLY_UNAPPLY_MULT;
3263
3264 } 3051 }
3265 } /* if not enough free slots */ 3052 } /* if not enough free slots */
3266 } /* if this object uses location i */ 3053 } /* if this object uses location i */
3267 } /* for i -> num_body_locations loop */ 3054 } /* for i -> num_body_locations loop */
3268 3055
3273 * and weapons all use the same slot. Similar for horn/rod/wand - they 3060 * and weapons all use the same slot. Similar for horn/rod/wand - they
3274 * all use the same location. 3061 * all use the same location.
3275 */ 3062 */
3276 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3063 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3277 retval |= CAN_APPLY_RESTRICTION; 3064 retval |= CAN_APPLY_RESTRICTION;
3065
3278 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3066 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3279 retval |= CAN_APPLY_RESTRICTION; 3067 retval |= CAN_APPLY_RESTRICTION;
3280 3068
3281
3282 if (who->type != PLAYER) 3069 if (who->type != PLAYER)
3283 { 3070 {
3284 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3071 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3285 retval |= CAN_APPLY_RESTRICTION; 3072 retval |= CAN_APPLY_RESTRICTION;
3073
3286 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3074 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3287 retval |= CAN_APPLY_RESTRICTION; 3075 retval |= CAN_APPLY_RESTRICTION;
3076
3288 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3077 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3289 retval |= CAN_APPLY_RESTRICTION; 3078 retval |= CAN_APPLY_RESTRICTION;
3079
3290 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3080 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3291 retval |= CAN_APPLY_RESTRICTION; 3081 retval |= CAN_APPLY_RESTRICTION;
3292 } 3082 }
3083
3293 return retval; 3084 return retval;
3294} 3085}
3295
3296
3297 3086
3298/** 3087/**
3299 * who is the object using the object. It can be a monster. 3088 * who is the object using the object. It can be a monster.
3300 * op is the object they are using. op is an equipment type item, 3089 * op is the object they are using. op is an equipment type item,
3301 * eg, one which you put on and keep on for a while, and not something 3090 * eg, one which you put on and keep on for a while, and not something
3310 * AP_UNAPPLY=always unapply). 3099 * AP_UNAPPLY=always unapply).
3311 * 3100 *
3312 * Optional flags: 3101 * Optional flags:
3313 * AP_NO_MERGE: don't merge an unapplied object with other objects 3102 * AP_NO_MERGE: don't merge an unapplied object with other objects
3314 * AP_IGNORE_CURSE: unapply cursed items 3103 * AP_IGNORE_CURSE: unapply cursed items
3104 * AP_NO_READY: do not ready skills when applying skill tools
3315 * 3105 *
3316 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3106 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3317 * 3107 *
3318 * apply_special() doesn't check for unpaid items. 3108 * apply_special() doesn't check for unpaid items.
3319 */ 3109 */
3110
3111#define LACK_ITEM_POWER \
3112 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3113
3320int 3114int
3321apply_special (object *who, object *op, int aflags) 3115apply_special (object *who, object *op, int aflags)
3322{ 3116{
3323 int basic_flag = aflags & AP_BASIC_FLAGS; 3117 int basic_flag = aflags & AP_BASIC_FLAGS;
3324 object *tmp, *tmp2, *skop = NULL; 3118 object *tmp, *tmp2, *skop = NULL;
3325 int i;
3326 3119
3327 if (who == NULL) 3120 if (who == NULL)
3328 { 3121 {
3329 LOG (llevError, "apply_special() from object without environment.\n"); 3122 LOG (llevError, "apply_special() from object without environment.\n");
3330 return 1; 3123 return 1;
3340 if (basic_flag == AP_APPLY) 3133 if (basic_flag == AP_APPLY)
3341 return 0; 3134 return 0;
3342 3135
3343 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3136 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3344 { 3137 {
3345 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3138 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3346 return 1; 3139 return 1;
3347 } 3140 }
3141
3348 return unapply_special (who, op, aflags); 3142 return unapply_special (who, op, aflags);
3349 } 3143 }
3350 3144
3351 if (basic_flag == AP_UNAPPLY) 3145 if (basic_flag == AP_UNAPPLY)
3352 return 0; 3146 return 0;
3353 3147
3354 i = can_apply_object (who, op); 3148 // if the item is combat/ranged, wield the relevant slot first
3149 // to resolve conflicts.
3150 if (player *pl = who->contr)
3151 switch (op->slottype ())
3152 {
3153 case slot_combat: who->change_weapon (pl->combat_ob); break;
3154 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3155 }
3156
3157 splay (op);
3355 3158
3356 /* Can't just apply this object. Lets see what not and what to do */ 3159 /* Can't just apply this object. Lets see what not and what to do */
3357 if (i) 3160 if (int i = can_apply_object (who, op))
3358 { 3161 {
3359 if (i & CAN_APPLY_NEVER) 3162 if (i & CAN_APPLY_NEVER)
3360 { 3163 {
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3164 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3362 return 1; 3165 return 1;
3363 } 3166 }
3364 else if (i & CAN_APPLY_RESTRICTION) 3167 else if (i & CAN_APPLY_RESTRICTION)
3365 { 3168 {
3366 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3169 who->failmsg (format (
3170 "You have a prohibition against using a %s. "
3171 "H<Your belief, profession or class prevents you from applying this item.>",
3172 query_name (op)
3173 ));
3367 return 1; 3174 return 1;
3368 } 3175 }
3176
3369 if (who->type != PLAYER) 3177 if (who->type != PLAYER)
3370 { 3178 {
3371 /* Some error, so don't try to equip something more */ 3179 /* Some error, so don't try to equip something more */
3372 if (unapply_for_ob (who, op, aflags)) 3180 if (unapply_for_ob (who, op, aflags))
3373 return 1; 3181 return 1;
3374 } 3182 }
3375 else 3183 else
3376 { 3184 {
3377 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3185 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3378 { 3186 {
3379 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3187 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3380 unapply_for_ob (who, op, AP_PRINT); 3188 unapply_for_ob (who, op, AP_PRINT);
3381 return 1; 3189 return 1;
3382 } 3190 }
3383 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3191 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3384 {
3385 i = unapply_for_ob (who, op, aflags); 3192 if (unapply_for_ob (who, op, aflags))
3386 if (i)
3387 return 1; 3193 return 1;
3388 } 3194 }
3389 }
3390 } 3195 }
3196
3391 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3197 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392 { 3198 {
3393 skop = find_skill_by_name (who, op->skill); 3199 skop = find_skill_by_name (who, op->skill);
3200
3394 if (!skop) 3201 if (!skop)
3395 { 3202 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3203 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3397 return 1; 3204 return 1;
3398 } 3205 }
3399 else 3206 else
3400 {
3401 /* While experience will be credited properly, we want to change the 3207 /* While experience will be credited properly, we want to change the
3402 * skill so that the dam and wc get updated 3208 * skill so that the dam and wc get updated
3403 */ 3209 */
3404 change_skill (who, skop, 0); 3210 who->change_skill (skop);
3405 }
3406 }
3407
3408 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3409 { 3211 }
3410 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3212
3213 if (who->type == PLAYER
3214 && op->item_power
3215 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3216 {
3217 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3411 return 1; 3218 return 1;
3412 } 3219 }
3413
3414 3220
3415 /* Ok. We are now at the state where we can apply the new object. 3221 /* Ok. We are now at the state where we can apply the new object.
3416 * Note that we don't have the checks for can_use_... 3222 * Note that we don't have the checks for can_use_...
3417 * below - that is already taken care of by can_apply_object. 3223 * below - that is already taken care of by can_apply_object.
3418 */ 3224 */
3419
3420
3421 if (op->nrof > 1) 3225 if (op->nrof > 1)
3422 tmp = get_split_ob (op, op->nrof - 1); 3226 tmp = get_split_ob (op, op->nrof - 1);
3423 else 3227 else
3424 tmp = NULL; 3228 tmp = 0;
3425 3229
3426 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3230 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3427 return RESULT_INT (0); 3231 return RESULT_INT (0);
3428 3232
3429 switch (op->type) 3233 switch (op->type)
3430 { 3234 {
3431 case WEAPON: 3235 case WEAPON:
3432 if (!check_weapon_power (who, op->last_eat)) 3236 if (!check_weapon_power (who, op->last_eat))
3433 { 3237 {
3434 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3238 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3435 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3239
3436 if (tmp != NULL) 3240 if (tmp)
3437 (void) insert_ob_in_ob (tmp, who); 3241 insert_ob_in_ob (tmp, who);
3242
3438 return 1; 3243 return 1;
3439 } 3244 }
3245
3246 //TODO: this obviously fails for players using a shorter prefix
3247 // i.e. "R" can use Ragnarok's sword.
3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3248 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 { 3249 {
3442 /* if the weapon does not have the name as the character, can't use it. */ 3250 /* if the weapon does not have the name as the character, can't use it. */
3443 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3251 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3444 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3252 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3253
3445 if (tmp != NULL) 3254 if (tmp)
3446 (void) insert_ob_in_ob (tmp, who); 3255 insert_ob_in_ob (tmp, who);
3256
3447 return 1; 3257 return 1;
3448 } 3258 }
3259
3260 if (!skop)
3261 {
3262 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3263 return 1;
3264 }
3265
3449 SET_FLAG (op, FLAG_APPLIED); 3266 SET_FLAG (op, FLAG_APPLIED);
3450
3451 if (skop)
3452 change_skill (who, skop, 1); 3267 who->change_skill (skop);
3453 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3268
3269 if (who->contr)
3270 who->change_weapon (who->contr->combat_ob = op);
3271
3272 who->statusmsg (format ("You wield %s.", query_name (op)));
3273
3454 SET_FLAG (who, FLAG_READY_WEAPON); 3274 SET_FLAG (who, FLAG_READY_WEAPON);
3455
3456 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3457
3458 (void) change_abil (who, op); 3275 change_abil (who, op);
3459 break; 3276 break;
3460 3277
3461 case ARMOUR: 3278 case ARMOUR:
3462 case HELMET: 3279 case HELMET:
3463 case SHIELD: 3280 case SHIELD:
3467 case BRACERS: 3284 case BRACERS:
3468 case CLOAK: 3285 case CLOAK:
3469 case RING: 3286 case RING:
3470 case AMULET: 3287 case AMULET:
3471 SET_FLAG (op, FLAG_APPLIED); 3288 SET_FLAG (op, FLAG_APPLIED);
3472 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3289 who->statusmsg (format ("You wear %s.", query_name (op)));
3473 (void) change_abil (who, op); 3290 change_abil (who, op);
3474 break; 3291 break;
3292
3475 case LAMP: 3293 case LAMP:
3476 if (op->stats.food < 1) 3294 if (op->stats.food < 1)
3477 { 3295 {
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3296 who->failmsg (format (
3297 "Your %s is out of fuel! "
3298 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3299 &op->name
3300 ));
3479 return 1; 3301 return 1;
3480 } 3302 }
3481 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3303
3304 who->statusmsg (format ("You turn on your %s.", &op->name));
3305
3482 tmp2 = arch_to_object (op->other_arch); 3306 tmp2 = arch_to_object (op->other_arch);
3483 tmp2->stats.food = op->stats.food; 3307 tmp2->stats.food = op->stats.food;
3484 SET_FLAG (tmp2, FLAG_APPLIED); 3308 SET_FLAG (tmp2, FLAG_APPLIED);
3309
3485 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3310 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3486 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3311 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3312
3487 insert_ob_in_ob (tmp2, who); 3313 insert_ob_in_ob (tmp2, who);
3488 3314
3489 /* Remove the old lantern */ 3315 /* Remove the old lantern */
3490 if (who->type == PLAYER) 3316 if (who->type == PLAYER)
3491 esrv_del_item (who->contr, op->count); 3317 esrv_del_item (who->contr, op->count);
3492 3318
3493 op->destroy (); 3319 op->destroy ();
3494 3320
3495 /* insert the portion that was split off */ 3321 /* insert the portion that was split off */
3496 if (tmp != NULL) 3322 if (tmp)
3497 { 3323 {
3498 (void) insert_ob_in_ob (tmp, who); 3324 insert_ob_in_ob (tmp, who);
3499 if (who->type == PLAYER) 3325 if (who->type == PLAYER)
3500 esrv_send_item (who, tmp); 3326 esrv_send_item (who, tmp);
3501 } 3327 }
3502 fix_player (who); 3328
3329 who->update_stats ();
3330
3503 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3331 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3504 {
3505 if (who->type == PLAYER) 3332 if (who->type == PLAYER)
3506 { 3333 {
3507 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3334 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3508 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3335 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3509 } 3336 }
3510 } 3337
3511 if (who->type == PLAYER) 3338 if (who->type == PLAYER)
3512 esrv_send_item (who, tmp2); 3339 esrv_send_item (who, tmp2);
3340
3513 return 0; 3341 return 0;
3342
3343 case SKILL_TOOL:
3344 // applying a skill tool also readies the skill
3345 SET_FLAG (op, FLAG_APPLIED);
3346
3347 if (!(aflags & AP_NO_READY))
3348 {
3349 skop = find_skill_by_name (who, op->skill);
3350 if (!skop->flag [FLAG_APPLIED])
3351 apply_special (who, skop, AP_APPLY);
3352 }
3514 break; 3353 break;
3515 3354
3516 /* this part is needed for skill-tools */
3517 case SKILL: 3355 case SKILL:
3518 case SKILL_TOOL: 3356 if (player *pl = who->contr)
3519 if (who->chosen_skill)
3520 { 3357 {
3521 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3358 if (IS_COMBAT_SKILL (op->subtype))
3522 return 1;
3523 }
3524 if (who->type == PLAYER)
3525 { 3359 {
3526 who->contr->shoottype = range_skill; 3360 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3527 who->contr->ranges[range_skill] = op; 3361 {
3362 for (object *item = who->inv; item; item = item->below)
3363 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3364 {
3365 if (item->skill == op->skill)
3366 {
3367 who->change_weapon (pl->combat_ob = item);
3368 goto found_weapon;
3369 }
3370 }
3371
3372 who->failmsg (format (
3373 "You need to apply a '%s' melee weapon before readying this skill. "
3374 "H<Some skills need an item, in this case a melee weapon, to function.>",
3375 &op->skill
3376 ));
3377 return 1;
3378
3379 found_weapon:;
3380 }
3381 else
3382 who->change_weapon (pl->combat_ob = op);
3383 }
3384 else if (IS_RANGED_SKILL (op->subtype))
3385 {
3386 if (skill_flags [op->subtype] & SF_NEED_BOW)
3387 {
3388 for (object *item = who->inv; item; item = item->below)
3389 if (item->type == BOW && item->flag [FLAG_APPLIED])
3390 {
3391 //TODO: bows should/must all have skill missile weapon right now
3392 who->change_weapon (pl->ranged_ob = item);
3393 goto found_bow;
3394 }
3395
3396 who->failmsg (
3397 "You need to apply a missile weapon before readying this skill. "
3398 "H<Some skills need an item, in this case a missile weapon, to function.>"
3399 );
3400 return 1;
3401
3402 found_bow:;
3403 }
3404 else
3405 who->change_weapon (pl->ranged_ob = op);
3406 }
3407
3528 if (!op->invisible) 3408 if (!op->invisible)
3529 { 3409 {
3530 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3410 who->statusmsg (format (
3531 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3411 "You ready %s."
3412 "You can now use the skill: %s.",
3413 query_name (op),
3414 &op->skill
3415 ));
3532 } 3416 }
3533 else 3417 else
3534 {
3535 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3418 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3536 }
3537 } 3419 }
3420 else
3421 {
3538 SET_FLAG (op, FLAG_APPLIED); 3422 SET_FLAG (op, FLAG_APPLIED);
3539 (void) change_abil (who, op); 3423 change_abil (who, op);
3540 who->chosen_skill = op; 3424 who->chosen_skill = op;
3541 SET_FLAG (who, FLAG_READY_SKILL); 3425 SET_FLAG (who, FLAG_READY_SKILL);
3426 }
3427
3542 break; 3428 break;
3543 3429
3544 case BOW: 3430 case BOW:
3545 if (!check_weapon_power (who, op->last_eat)) 3431 if (!check_weapon_power (who, op->last_eat))
3546 { 3432 {
3547 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3433 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3548 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3434
3549 if (tmp != NULL) 3435 if (tmp)
3550 (void) insert_ob_in_ob (tmp, who); 3436 insert_ob_in_ob (tmp, who);
3437
3551 return 1; 3438 return 1;
3552 } 3439 }
3440
3553 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3554 { 3442 {
3555 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3443 who->failmsg ("The weapon does not recognize you as its owner. "
3444 "H<Its name indicates that it belongs to somebody else.>");
3556 if (tmp != NULL) 3445 if (tmp)
3557 (void) insert_ob_in_ob (tmp, who); 3446 insert_ob_in_ob (tmp, who);
3447
3558 return 1; 3448 return 1;
3559 } 3449 }
3450
3560 /*FALLTHROUGH*/ case WAND: 3451 /*FALLTHROUGH*/
3452 case WAND:
3561 case ROD: 3453 case ROD:
3562 case HORN: 3454 case HORN:
3563 /* check for skill, alter player status */ 3455 /* check for skill, alter player status */
3456
3457 if (!skop)
3458 {
3459 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3460 return 1;
3461 }
3462
3564 SET_FLAG (op, FLAG_APPLIED); 3463 SET_FLAG (op, FLAG_APPLIED);
3565 if (skop)
3566 change_skill (who, skop, 0); 3464 who->change_skill (skop);
3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3568 3465
3569 if (who->type == PLAYER) 3466 if (who->contr)
3570 { 3467 {
3468 who->contr->ranged_ob = op;
3469
3470 who->statusmsg (format ("You ready %s.", query_name (op)));
3471
3571 if (op->type == BOW) 3472 if (op->type == BOW)
3572 { 3473 {
3474 who->current_weapon = op;
3573 (void) change_abil (who, op); 3475 change_abil (who, op);
3574 new_draw_info_format (NDI_UNIQUE, 0, who,
3575 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3476 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3576 who->contr->shoottype = range_bow;
3577 }
3578 else
3579 {
3580 who->contr->shoottype = range_misc;
3581 } 3477 }
3582 } 3478 }
3583 else 3479 else
3584 { 3480 {
3585 if (op->type == BOW) 3481 if (op->type == BOW)
3586 SET_FLAG (who, FLAG_READY_BOW); 3482 SET_FLAG (who, FLAG_READY_BOW);
3587 else 3483 else
3588 SET_FLAG (who, FLAG_READY_RANGE); 3484 SET_FLAG (who, FLAG_READY_RANGE);
3589 } 3485 }
3486
3590 break; 3487 break;
3591 3488
3592 case BUILDER: 3489 case BUILDER:
3593 if (who->contr->ranges[range_builder]) 3490 if (who->type == PLAYER)
3491 {
3492 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3493 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3594 unapply_special (who, who->contr->ranges[range_builder], 0); 3494 unapply_special (who, who->contr->ranged_ob, 0);
3595 who->contr->shoottype = range_builder; 3495
3496 who->statusmsg (format ("You ready your %s.", query_name (op)));
3497
3596 who->contr->ranges[range_builder] = op; 3498 who->contr->ranged_ob = op;
3597 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3499 }
3598 break; 3500 break;
3599 3501
3600 default: 3502 default:
3601 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3503 who->statusmsg (format ("You apply %s.", query_name (op)));
3602 } /* end of switch op->type */ 3504 }
3603 3505
3604 SET_FLAG (op, FLAG_APPLIED); 3506 SET_FLAG (op, FLAG_APPLIED);
3605 3507
3606 if (tmp != NULL) 3508 if (tmp)
3607 tmp = insert_ob_in_ob (tmp, who); 3509 tmp = insert_ob_in_ob (tmp, who);
3608 3510
3609 fix_player (who); 3511 who->update_stats ();
3610 3512
3611 /* We exclude spell casting objects. The fire code will set the 3513 /* We exclude spell casting objects. The fire code will set the
3612 * been applied flag when they are used - until that point, 3514 * been applied flag when they are used - until that point,
3613 * you don't know anything about them. 3515 * you don't know anything about them.
3614 */ 3516 */
3615 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3517 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3616 SET_FLAG (op, FLAG_BEEN_APPLIED); 3518 SET_FLAG (op, FLAG_BEEN_APPLIED);
3617 3519
3618 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3619 {
3620 if (who->type == PLAYER) 3521 if (who->type == PLAYER)
3621 { 3522 {
3622 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3523 who->failmsg (
3524 "Oops, it feels deadly cold! "
3525 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3526 );
3623 SET_FLAG (op, FLAG_KNOWN_CURSED); 3527 SET_FLAG (op, FLAG_KNOWN_CURSED);
3624 } 3528 }
3625 } 3529
3626 if (who->type == PLAYER) 3530 if (who->type == PLAYER)
3627 { 3531 {
3628 /* if multiple objects were applied, update both slots */ 3532 /* if multiple objects were applied, update both slots */
3629 if (tmp) 3533 if (tmp)
3630 esrv_send_item (who, tmp); 3534 esrv_send_item (who, tmp);
3535
3631 esrv_send_item (who, op); 3536 esrv_send_item (who, op);
3632 } 3537 }
3538
3633 return 0; 3539 return 0;
3634} 3540}
3635
3636 3541
3637int 3542int
3638monster_apply_special (object *who, object *op, int aflags) 3543monster_apply_special (object *who, object *op, int aflags)
3639{ 3544{
3640 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3545 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3641 return 1; 3546 return 1;
3547
3642 return apply_special (who, op, aflags); 3548 return apply_special (who, op, aflags);
3643} 3549}
3644 3550
3645/** 3551/**
3646 * Map was just loaded, handle op's initialisation. 3552 * Map was just loaded, handle op's initialisation.
3684 3590
3685 case TREASURE: 3591 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3592 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3593 return 0;
3688 3594
3689 while ((op->stats.hp--) > 0) 3595 while (op->stats.hp-- > 0)
3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3596 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3691 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3597 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3692 3598
3693 /* If we generated an object and put it in this object inventory, 3599 /* If we generated an object and put it in this object inventory,
3694 * move it to the parent object as the current object is about 3600 * move it to the parent object as the current object is about
3711 } 3617 }
3712 return tmp ? 1 : 0; 3618 return tmp ? 1 : 0;
3713} 3619}
3714 3620
3715/** 3621/**
3716 * fix_auto_apply goes through the entire map (only the first time 3622 * fix_auto_apply goes through the entire map every time a map
3717 * when an original map is loaded) and performs special actions for 3623 * is loaded or swapped in and performs special actions for
3718 * certain objects (most initialization of chests and creation of 3624 * certain objects (most initialization of chests and creation of
3719 * treasures and stuff). Calls auto_apply if appropriate. 3625 * treasures and stuff). Calls auto_apply if appropriate.
3720 */ 3626 */
3721void 3627void
3722fix_auto_apply (maptile *m) 3628maptile::fix_auto_apply ()
3723{ 3629{
3724 object *tmp, *above = NULL; 3630 if (!spaces)
3725 int x, y;
3726
3727 if (m == NULL)
3728 return; 3631 return;
3729 3632
3730 for (x = 0; x < MAP_WIDTH (m); x++) 3633 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3731 for (y = 0; y < MAP_HEIGHT (m); y++) 3634 for (object *tmp = ms->bot; tmp; )
3732 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3733 { 3635 {
3734 above = tmp->above; 3636 object *above = tmp->above;
3735 3637
3736 if (tmp->inv) 3638 if (tmp->inv)
3737 { 3639 {
3738 object *invtmp, *invnext; 3640 object *invtmp, *invnext;
3739 3641
3740 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3642 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3741 { 3643 {
3742 invnext = invtmp->below; 3644 invnext = invtmp->below;
3743 3645
3744 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3646 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3745 auto_apply (invtmp); 3647 auto_apply (invtmp);
3746 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3648 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3747 { 3649 {
3748 while ((invtmp->stats.hp--) > 0) 3650 while ((invtmp->stats.hp--) > 0)
3749 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3651 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3750 3652
3751 invtmp->randomitems = NULL; 3653 invtmp->randomitems = NULL;
3752 } 3654 }
3753 else if (invtmp && invtmp->arch 3655 else if (invtmp && invtmp->arch
3754 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3656 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3755 { 3657 {
3756 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3658 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3757 /* Need to clear this so that we never try to create 3659 /* Need to clear this so that we never try to create
3758 * treasure again for this object 3660 * treasure again for this object
3759 */ 3661 */
3760 invtmp->randomitems = NULL; 3662 invtmp->randomitems = NULL;
3761 } 3663 }
3762 } 3664 }
3763 /* This is really temporary - the code at the bottom will 3665 /* This is really temporary - the code at the bottom will
3764 * also set randomitems to null. The problem is there are bunches 3666 * also set randomitems to null. The problem is there are bunches
3765 * of maps/players already out there with items that have spells 3667 * of maps/players already out there with items that have spells
3766 * which haven't had the randomitems set to null yet. 3668 * which haven't had the randomitems set to null yet.
3767 * MSW 2004-05-13 3669 * MSW 2004-05-13
3768 * 3670 *
3769 * And if it's a spellbook, it's better to set randomitems to NULL too, 3671 * And if it's a spellbook, it's better to set randomitems to NULL too,
3770 * else you get two spells in the book ^_- 3672 * else you get two spells in the book ^_-
3771 * Ryo 2004-08-16 3673 * Ryo 2004-08-16
3772 */ 3674 */
3773 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3675 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3774 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3676 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3775 tmp->randomitems = NULL;
3776
3777 }
3778
3779 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3780 auto_apply (tmp);
3781 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3782 {
3783 while ((tmp->stats.hp--) > 0)
3784 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3785 tmp->randomitems = NULL; 3677 tmp->randomitems = NULL;
3678
3786 } 3679 }
3680
3681 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3682 auto_apply (tmp);
3683 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3684 {
3685 while ((tmp->stats.hp--) > 0)
3686 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3687 tmp->randomitems = NULL;
3688 }
3787 else if (tmp->type == TIMED_GATE) 3689 else if (tmp->type == TIMED_GATE)
3788 { 3690 {
3789 object *head = tmp->head != NULL ? tmp->head : tmp; 3691 object *head = tmp->head != NULL ? tmp->head : tmp;
3790 3692
3791 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3693 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3792 {
3793 tmp->speed = 0; 3694 tmp->set_speed (0);
3794 update_ob_speed (tmp);
3795 }
3796 } 3695 }
3797 /* This function can be called everytime a map is loaded, even when 3696 /* This function can be called everytime a map is loaded, even when
3798 * swapping back in. As such, we don't want to create the treasure 3697 * swapping back in. As such, we don't want to create the treasure
3799 * over and ove again, so after we generate the treasure, blank out 3698 * over and ove again, so after we generate the treasure, blank out
3800 * randomitems so if it is swapped in again, it won't make anything. 3699 * randomitems so if it is swapped in again, it won't make anything.
3801 * This is a problem for the above objects, because they have counters 3700 * This is a problem for the above objects, because they have counters
3802 * which say how many times to make the treasure. 3701 * which say how many times to make the treasure.
3803 */ 3702 */
3804 else if (tmp && tmp->arch && tmp->type != PLAYER 3703 else if (tmp && tmp->arch && tmp->type != PLAYER
3805 && tmp->type != TREASURE && tmp->type != SPELL 3704 && tmp->type != TREASURE && tmp->type != SPELL
3806 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3705 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3807 { 3706 {
3808 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3707 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3809 tmp->randomitems = NULL; 3708 tmp->randomitems = NULL;
3810 } 3709 }
3710
3711 // close all containers
3712 else if (tmp->type == CONTAINER)
3713 tmp->flag [FLAG_APPLIED] = 0;
3714
3715 tmp = above;
3811 } 3716 }
3812 3717
3813 for (x = 0; x < MAP_WIDTH (m); x++) 3718 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3814 for (y = 0; y < MAP_HEIGHT (m); y++) 3719 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3815 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3816 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3720 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3817 check_trigger (tmp, tmp->above); 3721 check_trigger (tmp, tmp->above);
3818} 3722}
3819 3723
3820/** 3724/**
3821 * Handles player eating food that temporarily changes status (resistances, stats). 3725 * Handles player eating food that temporarily changes status (resistances, stats).
3822 * This used to call cast_change_attr(), but 3726 * This used to call cast_change_attr(), but
3823 * that doesn't work with the new spell code. Since we know what 3727 * that doesn't work with the new spell code. Since we know what
3824 * the food changes, just grab a force and use that instead. 3728 * the food changes, just grab a force and use that instead.
3825 */ 3729 */
3826
3827void 3730void
3828eat_special_food (object *who, object *food) 3731eat_special_food (object *who, object *food)
3829{ 3732{
3830 object *force; 3733 object *force;
3831 int i, did_one = 0; 3734 int i, did_one = 0;
3832 sint8 k;
3833 3735
3834 force = get_archetype (FORCE_NAME); 3736 force = get_archetype (FORCE_NAME);
3835 3737
3836 for (i = 0; i < NUM_STATS; i++) 3738 for (i = 0; i < NUM_STATS; i++)
3837 { 3739 if (sint8 k = food->stats.stat (i))
3838 k = get_attr_value (&food->stats, i);
3839 if (k)
3840 { 3740 {
3841 set_attr_value (&force->stats, i, k); 3741 force->stats.stat (i) = k;
3842 did_one = 1; 3742 did_one = 1;
3843 } 3743 }
3844 }
3845 3744
3846 /* check if we can protect the eater */ 3745 /* check if we can protect the eater */
3847 for (i = 0; i < NROFATTACKS; i++) 3746 for (i = 0; i < NROFATTACKS; i++)
3848 { 3747 {
3849 if (food->resist[i] > 0) 3748 if (food->resist[i] > 0)
3850 { 3749 {
3851 force->resist[i] = food->resist[i] / 2; 3750 force->resist[i] = food->resist[i] / 2;
3852 did_one = 1; 3751 did_one = 1;
3853 } 3752 }
3854 } 3753 }
3754
3855 if (did_one) 3755 if (did_one)
3856 { 3756 {
3857 force->speed = 0.1; 3757 force->set_speed (0.1);
3858 update_ob_speed (force);
3859 /* bigger morsel of food = longer effect time */ 3758 /* bigger morsel of food = longer effect time */
3860 force->stats.food = food->stats.food / 5; 3759 force->duration = food->stats.food / 5;
3861 SET_FLAG (force, FLAG_IS_USED_UP);
3862 SET_FLAG (force, FLAG_APPLIED); 3760 SET_FLAG (force, FLAG_APPLIED);
3863 change_abil (who, force); 3761 change_abil (who, force);
3864 insert_ob_in_ob (force, who); 3762 insert_ob_in_ob (force, who);
3865 } 3763 }
3866 else 3764 else
3869 /* check for hp, sp change */ 3767 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3768 if (food->stats.hp != 0)
3871 { 3769 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3770 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3771 {
3874 strcpy (who->contr->killer, food->name); 3772 assign (who->contr->killer, food->name);
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3773 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3774 who->failmsg ("Eck!...that was poisonous!");
3877 } 3775 }
3878 else 3776 else
3879 { 3777 {
3880 if (food->stats.hp > 0) 3778 if (food->stats.hp > 0)
3881 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3779 who->statusmsg ("You begin to feel better.");
3882 else 3780 else
3883 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3781 who->failmsg ("Eck!...that was poisonous!");
3782
3884 who->stats.hp += food->stats.hp; 3783 who->stats.hp += food->stats.hp;
3885 } 3784 }
3886 } 3785 }
3887 if (food->stats.sp != 0) 3786 if (food->stats.sp != 0)
3888 { 3787 {
3889 if (QUERY_FLAG (food, FLAG_CURSED)) 3788 if (QUERY_FLAG (food, FLAG_CURSED))
3890 { 3789 {
3891 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3790 who->failmsg ("You are drained of mana!");
3892 who->stats.sp -= food->stats.sp; 3791 who->stats.sp -= food->stats.sp;
3893 if (who->stats.sp < 0) 3792 if (who->stats.sp < 0)
3894 who->stats.sp = 0; 3793 who->stats.sp = 0;
3895 } 3794 }
3896 else 3795 else
3897 { 3796 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3797 who->statusmsg ("You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3798 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3799 /* place limit on max sp from food? */
3901 } 3800 }
3902 } 3801 }
3903 fix_player (who);
3904}
3905 3802
3803 who->update_stats ();
3804}
3906 3805
3907/** 3806/**
3908 * Designed primarily to light torches/lanterns/etc. 3807 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3808 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3809 * the selected object to "burn". -b.t.
3911 */ 3810 */
3912
3913void 3811void
3914apply_lighter (object *who, object *lighter) 3812apply_lighter (object *who, object *lighter)
3915{ 3813{
3916 object *item; 3814 object *item;
3917 int is_player_env = 0; 3815 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3816
3920 item = find_marked_object (who); 3817 item = find_marked_object (who);
3921 if (item) 3818 if (item)
3922 { 3819 {
3923 if (lighter->last_eat && lighter->stats.food) 3820 if (lighter->last_eat && lighter->stats.food)
3937 } 3834 }
3938 else 3835 else
3939 lighter->stats.food--; 3836 lighter->stats.food--;
3940 } 3837 }
3941 else if (lighter->last_eat) 3838 else if (lighter->last_eat)
3839 {
3942 { /* no charges left in lighter */ 3840 /* no charges left in lighter */
3943 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3841 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3944 return; 3842 return;
3945 } 3843 }
3844
3946 /* Perhaps we should split what we are trying to light on fire? 3845 /* Perhaps we should split what we are trying to light on fire?
3947 * I can't see many times when you would want to light multiple 3846 * I can't see many times when you would want to light multiple
3948 * objects at once. 3847 * objects at once.
3949 */ 3848 */
3950 /* If the item is destroyed, we don't have a valid pointer to the 3849
3951 * name object, so make a copy so the message we print out makes
3952 * some sense.
3953 */
3954 strcpy (item_name, item->name);
3955 if (who == is_player_inv (item)) 3850 if (who == item->in_player ())
3956 is_player_env = 1; 3851 is_player_env = 1;
3957 3852
3958 save_throw_object (item, AT_FIRE, who); 3853 save_throw_object (item, AT_FIRE, who);
3959 /* Change to check count and not freed, since the object pointer 3854
3960 * may have gotten recycled
3961 */
3962 if (item->destroyed ()) 3855 if (item->destroyed ())
3963 { 3856 {
3964 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3857 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3965 /* Need to update the player so that the players glow radius 3858 /* Need to update the player so that the players glow radius
3966 * gets changed. 3859 * gets changed.
3967 */ 3860 */
3968 if (is_player_env) 3861 if (is_player_env)
3969 fix_player (who); 3862 who->update_stats ();
3970 } 3863 }
3971 else 3864 else
3972 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3865 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3973 } 3866 }
3974 else /* nothing to light */ 3867 else
3975 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3868 who->failmsg ("You need to mark a lightable object.");
3976
3977} 3869}
3978 3870
3979/** 3871/**
3980 * op made some mistake with a scroll, this takes care of punishment. 3872 * op made some mistake with a scroll, this takes care of punishment.
3981 * scroll_failure()- hacked directly from spell_failure 3873 * scroll_failure()- hacked directly from spell_failure
3988 3880
3989 if (failure <= -1 && failure > -15) 3881 if (failure <= -1 && failure > -15)
3990 { /* wonder */ 3882 { /* wonder */
3991 object *tmp; 3883 object *tmp;
3992 3884
3993 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3885 op->failmsg ("Your spell warps!");
3994 tmp = get_archetype (SPELL_WONDER); 3886 tmp = get_archetype (SPELL_WONDER);
3995 cast_wonder (op, op, 0, tmp); 3887 cast_wonder (op, op, 0, tmp);
3996 tmp->destroy (); 3888 tmp->destroy ();
3997 } 3889 }
3998 else if (failure <= -15 && failure > -35) 3890 else if (failure <= -15 && failure > -35)
3999 { /* drain mana */ 3891 { /* drain mana */
4000 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3892 op->failmsg ("Your mana is drained!");
4001 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3893 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4002 if (op->stats.sp < 0) 3894 if (op->stats.sp < 0)
4003 op->stats.sp = 0; 3895 op->stats.sp = 0;
4004 } 3896 }
4005 else if (settings.spell_failure_effects == TRUE) 3897 else if (settings.spell_failure_effects == TRUE)
4006 { 3898 {
4007 if (failure <= -35 && failure > -60) 3899 if (failure <= -35 && failure > -60)
4008 { /* confusion */ 3900 { /* confusion */
4009 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3901 op->failmsg ("The magic recoils on you!");
4010 confuse_player (op, op, power); 3902 confuse_player (op, op, power);
4011 } 3903 }
4012 else if (failure <= -60 && failure > -70) 3904 else if (failure <= -60 && failure > -70)
4013 { /* paralysis */ 3905 { /* paralysis */
4014 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3906 op->failmsg ("The magic recoils and paralyzes you!");
4015 paralyze_player (op, op, power); 3907 paralyze_player (op, op, power);
4016 } 3908 }
4017 else if (failure <= -70 && failure > -80) 3909 else if (failure <= -70 && failure > -80)
4018 { /* blind */ 3910 { /* blind */
4019 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3911 op->failmsg ("The magic recoils on you!");
4020 blind_player (op, op, power); 3912 blind_player (op, op, power);
4021 } 3913 }
4022 else if (failure <= -80) 3914 else if (failure <= -80)
4023 { /* blast the immediate area */ 3915 { /* blast the immediate area */
4024 object *tmp;
4025
4026 tmp = get_archetype (LOOSE_MANA); 3916 object *tmp = get_archetype (LOOSE_MANA);
4027 cast_magic_storm (op, tmp, power); 3917 cast_magic_storm (op, tmp, power);
4028 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3918 op->failmsg ("You unleash uncontrolled mana!");
4029 tmp->destroy (); 3919 tmp->destroy ();
4030 } 3920 }
4031 } 3921 }
4032} 3922}
4033 3923
4053 */ 3943 */
4054 int i, j; 3944 int i, j;
4055 3945
4056 for (i = 0; i < NUM_STATS; i++) 3946 for (i = 0; i < NUM_STATS; i++)
4057 { 3947 {
4058 sint8 stat = get_attr_value (stats, i); 3948 int race_bonus = pl->arch->stats.stat (i);
4059 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3949 sint8 stat = stats->stat (i) + ns->stat (i);
4060 3950
4061 stat += get_attr_value (ns, i);
4062 if (stat > 20 + race_bonus) 3951 if (stat > 20 + race_bonus)
4063 { 3952 {
4064 excess_stat++; 3953 excess_stat++;
4065 stat = 20 + race_bonus; 3954 stat = 20 + race_bonus;
4066 } 3955 }
4067 set_attr_value (stats, i, stat); 3956
3957 stats->stat (i) = stat;
4068 } 3958 }
4069 3959
4070 for (j = 0; excess_stat > 0 && j < 100; j++) 3960 for (j = 0; excess_stat > 0 && j < 100; j++)
4071 { /* try 100 times to assign excess stats */ 3961 { /* try 100 times to assign excess stats */
4072 int i = rndm (0, 6); 3962 int i = rndm (0, 6);
4073 int stat = get_attr_value (stats, i);
4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4075 3963
4076 if (i == CHA) 3964 if (i == CHA)
4077 continue; /* exclude cha from this */ 3965 continue; /* exclude cha from this */
3966
3967 int stat = stats->stat (i);
3968 int race_bonus = pl->arch->stats.stat (i);
4078 if (stat < 20 + race_bonus) 3969 if (stat < 20 + race_bonus)
4079 { 3970 {
4080 change_attr_value (stats, i, 1); 3971 change_attr_value (stats, i, 1);
4081 excess_stat--; 3972 excess_stat--;
4082 } 3973 }
4085 /* insert the randomitems from the change's treasurelist into 3976 /* insert the randomitems from the change's treasurelist into
4086 * the player ref: player.c 3977 * the player ref: player.c
4087 */ 3978 */
4088 if (change->randomitems != NULL) 3979 if (change->randomitems != NULL)
4089 give_initial_items (pl, change->randomitems); 3980 give_initial_items (pl, change->randomitems);
4090
4091 3981
4092 /* set up the face, for some races. */ 3982 /* set up the face, for some races. */
4093 3983
4094 /* first, look for the force object banning 3984 /* first, look for the force object banning
4095 * changing the face. Certain races never change face with class. 3985 * changing the face. Certain races never change face with class.
4140 char got[MAX_BUF]; 4030 char got[MAX_BUF];
4141 int len; 4031 int len;
4142 4032
4143 if (!pl || !transformer) 4033 if (!pl || !transformer)
4144 return; 4034 return;
4035
4145 marked = find_marked_object (pl); 4036 marked = find_marked_object (pl);
4037
4146 if (!marked) 4038 if (!marked)
4147 { 4039 {
4148 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4040 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4149 return; 4041 return;
4150 } 4042 }
4043
4151 if (!marked->slaying) 4044 if (!marked->slaying)
4152 { 4045 {
4153 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4046 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4154 return; 4047 return;
4155 } 4048 }
4049
4156 /* check whether they are compatible or not */ 4050 /* check whether they are compatible or not */
4157 find = strstr (marked->slaying, transformer->arch->name); 4051 find = strstr (marked->slaying, transformer->arch->archname);
4158 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4052 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4159 { 4053 {
4160 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4054 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4161 return; 4055 return;
4162 } 4056 }
4057
4163 find += strlen (transformer->arch->name) + 1; 4058 find += strlen (transformer->arch->archname) + 1;
4164 /* Item can be used, now find how many and what it yields */ 4059 /* Item can be used, now find how many and what it yields */
4165 if (isdigit (*(find))) 4060 if (isdigit (*(find)))
4166 { 4061 {
4167 yield = atoi (find); 4062 yield = atoi (find);
4168 if (yield < 1) 4063 if (yield < 1)
4174 else 4069 else
4175 yield = 1; 4070 yield = 1;
4176 4071
4177 while (isdigit (*find)) 4072 while (isdigit (*find))
4178 find++; 4073 find++;
4074
4179 while (*find == ' ') 4075 while (*find == ' ')
4180 find++; 4076 find++;
4077
4181 memset (got, 0, MAX_BUF); 4078 memset (got, 0, MAX_BUF);
4079
4182 if ((separator = strchr (find, ';')) != NULL) 4080 if ((separator = strchr (find, ';')) != NULL)
4183 {
4184 len = separator - find; 4081 len = separator - find;
4185 }
4186 else 4082 else
4187 {
4188 len = strlen (find); 4083 len = strlen (find);
4189 } 4084
4190 if (len > MAX_BUF - 1) 4085 if (len > MAX_BUF - 1)
4191 len = MAX_BUF - 1; 4086 len = MAX_BUF - 1;
4087
4192 strcpy (got, find); 4088 strcpy (got, find);
4193 got[len] = '\0'; 4089 got[len] = '\0';
4194 4090
4195 /* Now create new item, remove used ones when required. */ 4091 /* Now create new item, remove used ones when required. */
4196 new_item = get_archetype (got); 4092 new_item = get_archetype (got);
4197 if (!new_item) 4093 if (!new_item)
4198 { 4094 {
4199 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4095 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4200 return; 4096 return;
4201 } 4097 }
4202 4098
4203 new_item->nrof = yield; 4099 new_item->nrof = yield;
4100
4204 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4101 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4102
4205 insert_ob_in_ob (new_item, pl); 4103 insert_ob_in_ob (new_item, pl);
4206 esrv_send_inventory (pl, pl); 4104 esrv_send_inventory (pl, pl);
4207 /* Eat up one item */ 4105 /* Eat up one item */
4208 decrease_ob_nr (marked, 1); 4106 decrease_ob_nr (marked, 1);
4107
4209 /* Eat one transformer if needed */ 4108 /* Eat one transformer if needed */
4210 if (transformer->stats.food) 4109 if (transformer->stats.food)
4211 if (--transformer->stats.food == 0) 4110 if (--transformer->stats.food == 0)
4212 decrease_ob_nr (transformer, 1); 4111 decrease_ob_nr (transformer, 1);
4213} 4112}
4113

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