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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.63 by root, Mon Jan 29 15:36:25 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
23
24#include <cmath>
24 25
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
27#include <spells.h> 28#include <spells.h>
28#include <skills.h> 29#include <skills.h>
30 31
31#include <sproto.h> 32#include <sproto.h>
32 33
33/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
34#include <sounds.h> 35#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 36
39/** 37/**
40 * 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.
41 * 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.
42 */ 40 */
65 { 63 {
66 arch_flag = 1; 64 arch_flag = 1;
67 name_flag = 1; 65 name_flag = 1;
68 race_flag = 1; 66 race_flag = 1;
69 } 67 }
68
70 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 70 * name or race that matches.
72 */ 71 */
73 if ((op->race) && 72 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
77 {
78 return 1; 76 return 1;
79 } 77
80 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 79 * of arch, name, or race match.
82 */ 80 */
83 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))) ||
84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
86 {
87 return 1; 84 return 1;
88 } 85
89 return 0; 86 return 0;
90} 87}
91 88
92/** 89/**
93 * 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.
95 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
96 */ 93 */
97static int 94static int
98apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
99{ 96{
100 object *id, *marked; 97 dynbuf_text buf;
101 int success = 0;
102 98
103 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
104 return 0; 100 return 0;
105 101
106 /* 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
107 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
108 */ 104 */
109 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
110 return 0; 106 return 0;
111 107
112 marked = find_marked_object (pl);
113 /* 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
114 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
115 */ 110 */
111 if (object *marked = find_marked_object (pl))
116 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117 { 113 {
118 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
119 { 115 {
120 identify (marked); 116 identify (marked);
121 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));
122 if (marked->msg) 119 if (marked->msg)
123 { 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
124 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
125 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
126 } 123 }
127 return money == NULL;
128 } 124 }
129 }
130 125
131 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
132 { 127 {
133 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
134 { 129 {
135 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
136 { 131 {
137 identify (id); 132 identify (id);
138 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));
139 if (id->msg) 135 if (id->msg)
140 { 136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
141 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
142 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
143 }
144 success = 1;
145 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
146 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
147 break; 140 break;
148 } 141 }
149 else 142 else
150 { 143 {
151 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");
152 break; 145 break;
153 } 146 }
154 } 147 }
155 } 148 }
156 if (!success) 149
157 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
158 return money == NULL; 155 return !money;
159} 156}
160 157
161/** 158/**
162 * 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
163 * matching item. 160 * matching item.
164 **/ 161 **/
165static void 162void
166handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
167{ 164{
168 const char *yield; 165 const char *yield;
169 166
170 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
198 195
199 floor = GET_MAP_OB (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
200 197
201 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)
202 { 199 {
203 if (op->type == PLAYER)
204 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
205 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
206 return 0; 203 return 0;
207 } 204 }
208 205
209 if (op->type == PLAYER) 206 if (op->type == PLAYER)
234 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
235 232
236 if (depl) 233 if (depl)
237 { 234 {
238 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
239 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 op->statusmsg (restore_msg[i]);
241 238
242 depl->destroy (); 239 depl->destroy ();
243 op->update_stats (); 240 op->update_stats ();
244 } 241 }
245 else 242 else
246 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
247 244
248 decrease_ob (tmp); 245 decrease_ob (tmp);
249 return 1; 246 return 1;
250 } 247 }
251 248
252 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
253 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
254 { 251 {
255 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
256 { 253 {
257 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
258 { 255 {
259 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
260 { 257 {
261 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
262 break; 259 break;
263 } 260 }
261
264 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
265 { 263 {
266 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
267 break; 265 break;
268 } 266 }
267
269 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
270 { 269 {
271 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
272 break; 271 break;
273 } 272 }
277 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
278 { 277 {
279 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
280 break; 279 break;
281 } 280 }
281
282 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
283 { 283 {
284 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
285 break; 285 break;
286 } 286 }
287
287 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
288 { 289 {
289 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
290 break; 291 break;
291 } 292 }
299 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
300 { 301 {
301 if (got_one) 302 if (got_one)
302 { 303 {
303 op->update_stats (); 304 op->update_stats ();
304 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 "
305 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 306 "a little more in their image. "
306 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
307 } 308 }
308 else 309 else
309 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.");
310 } 311 }
311 else 312 else
312 { /* cursed potion */ 313 { /* cursed potion */
313 if (got_one) 314 if (got_one)
314 { 315 {
315 op->update_stats (); 316 op->update_stats ();
316 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
317 } 318 }
318 else 319 else
319 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);
320 } 321 }
321 322
322 decrease_ob (tmp); 323 decrease_ob (tmp);
323 return 1; 324 return 1;
324 } 325 }
333 { 334 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 { 336 {
336 object *fball; 337 object *fball;
337 338
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
339 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
341 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;
342 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;
343 fball->x = op->x; 345 fball->x = op->x;
346 } 348 }
347 else 349 else
348 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
349 351
350 decrease_ob (tmp); 352 decrease_ob (tmp);
353
351 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
352 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
353 op->update_stats (); 356 op->update_stats ();
357
354 return 1; 358 return 1;
355 } 359 }
356 360
357 /* Deal with protection potions */ 361 /* Deal with protection potions */
358 force = NULL; 362 force = NULL;
360 { 364 {
361 if (tmp->resist[i]) 365 if (tmp->resist[i])
362 { 366 {
363 if (!force) 367 if (!force)
364 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
365 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
366 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
367 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 */
368 } 373 }
369 } 374 }
375
370 /* This is a protection potion */ 376 /* This is a protection potion */
371 if (force) 377 if (force)
372 { 378 {
373 /* cursed items last longer */ 379 /* cursed items last longer */
374 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
376 force->stats.food *= 10; 382 force->stats.food *= 10;
377 for (i = 0; i < NROFATTACKS; i++) 383 for (i = 0; i < NROFATTACKS; i++)
378 if (force->resist[i] > 0) 384 if (force->resist[i] > 0)
379 force->resist[i] = -force->resist[i]; /* prot => vuln */ 385 force->resist[i] = -force->resist[i]; /* prot => vuln */
380 } 386 }
387
381 force->speed_left = -1; 388 force->speed_left = -1;
382 force = insert_ob_in_ob (force, op); 389 force = insert_ob_in_ob (force, op);
383 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
384 SET_FLAG (force, FLAG_APPLIED); 391 SET_FLAG (force, FLAG_APPLIED);
385 change_abil (op, force); 392 change_abil (op, force);
392 { /* only for players */ 399 { /* only for players */
393 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)
394 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
395 else 402 else
396 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
397 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
398 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
399 } 407 }
400 408
401 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
402 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
403 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
419static int 427static int
420check_item (object *op, const char *item) 428check_item (object *op, const char *item)
421{ 429{
422 int count = 0; 430 int count = 0;
423 431
424 432 if (!item)
425 if (item == NULL)
426 return 0; 433 return 0;
427 op = op->below; 434
428 while (op != NULL) 435 for (op = op->below; op; op = op->below)
429 { 436 {
430 if (strcmp (op->arch->name, item) == 0) 437 if (strcmp (op->arch->archname, item) == 0)
431 { 438 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 441 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++; 443 count++;
437 else 444 else
438 count += op->nrof; 445 count += op->nrof;
439 } 446 }
440 } 447 }
441 op = op->below;
442 } 448 }
449
443 return count; 450 return count;
444} 451}
445 452
446/** 453/**
447 * This removes 'nrof' of what item->slaying says to remove. 454 * This removes 'nrof' of what item->slaying says to remove.
455 object *prev; 462 object *prev;
456 463
457 prev = op; 464 prev = op;
458 op = op->below; 465 op = op->below;
459 466
460 while (op != NULL) 467 while (op)
461 { 468 {
462 if (strcmp (op->arch->name, item) == 0) 469 if (strcmp (op->arch->archname, item) == 0)
463 { 470 {
464 if (op->nrof >= nrof) 471 if (op->nrof >= nrof)
465 { 472 {
466 decrease_ob_nr (op, nrof); 473 decrease_ob_nr (op, nrof);
467 return; 474 return;
469 else 476 else
470 { 477 {
471 decrease_ob_nr (op, op->nrof); 478 decrease_ob_nr (op, op->nrof);
472 nrof -= op->nrof; 479 nrof -= op->nrof;
473 } 480 }
481
474 op = prev; 482 op = prev;
475 } 483 }
484
476 prev = op; 485 prev = op;
477 op = op->below; 486 op = op->below;
478 } 487 }
479} 488}
480 489
486 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
487 */ 496 */
488static int 497static int
489check_weapon_power (const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
490{ 499{
491
492/* 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
493 * 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
494 * 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.
495 */ 503 */
496#if 1 504#if 1
537static int 545static int
538check_sacrifice (object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
539{ 547{
540 int count = 0; 548 int count = 0;
541 549
542 if (improver->slaying != NULL) 550 if (improver->slaying)
543 { 551 {
544 count = check_item (op, improver->slaying); 552 count = check_item (op, improver->slaying);
545 if (count < 1) 553 if (count < 1)
546 { 554 {
547 char buf[200];
548
549 sprintf (buf, "The gods want more %ss", &improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
550 new_draw_info (NDI_UNIQUE, 0, op, buf);
551 return 0; 556 return 0;
552 } 557 }
553 } 558 }
554 else 559 else
555 count = 1; 560 count = 1;
558} 563}
559 564
560/** 565/**
561 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
562 */ 567 */
563int 568static int
564improve_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)
565{ 570{
566
567 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
568 *stat += sacrifice_count; 571 stat += sacrifice_count;
569 weapon->last_eat++; 572 weapon->last_eat++;
570 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
571 decrease_ob (improver); 573 decrease_ob (improver);
572 574
573 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
574 op->update_stats (); 576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
575 return 1; 584 return 1;
576} 585}
577 586
578/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
579#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
580#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
581#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
582#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
583#define IMPROVE_STR 5 592#define IMPROVE_STR 5
584#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
585#define IMPROVE_CON 7 594#define IMPROVE_CON 7
586#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
587#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
588#define IMPROVE_INT 10 597#define IMPROVE_INT 10
589#define IMPROVE_POW 11 598#define IMPROVE_POW 11
590
591 599
592/** 600/**
593 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
594 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
595 */ 603 */
596
597int 604int
598prepare_weapon (object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
599{ 606{
600 int sacrifice_count, i; 607 int sacrifice_count, i;
601 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
602 609
603 if (weapon->level != 0) 610 if (weapon->level != 0)
604 { 611 {
605 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 612 op->failmsg ("Weapon is already prepared!");
606 return 0; 613 return 0;
607 } 614 }
615
608 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i]) 617 if (weapon->resist[i])
610 break; 618 break;
611 619
612 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
619 { 627 {
620 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.>");
621 return 0; 631 return 0;
622 } 632 }
633
623 sacrifice_count = check_sacrifice (op, improver); 634 sacrifice_count = check_sacrifice (op, improver);
624 if (sacrifice_count <= 0) 635 if (sacrifice_count <= 0)
625 return 0; 636 return 0;
637
626 weapon->level = isqrt (sacrifice_count); 638 weapon->level = isqrt (sacrifice_count);
627 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
628 eat_item (op, improver->slaying, sacrifice_count); 639 eat_item (op, improver->slaying, sacrifice_count);
629 640
630 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 ));
631 646
632 sprintf (buf, "%s's %s", &op->name, &weapon->name); 647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
633 weapon->name = weapon->name_pl = buf; 648 weapon->name = weapon->name_pl = buf;
634 weapon->nrof = 0; /* prevents preparing n weapons in the same 649 weapon->nrof = 0; /* prevents preparing n weapons in the same
635 slot at once! */ 650 slot at once! */
654improve_weapon (object *op, object *improver, object *weapon) 669improve_weapon (object *op, object *improver, object *weapon)
655{ 670{
656 int sacrifice_count, sacrifice_needed = 0; 671 int sacrifice_count, sacrifice_needed = 0;
657 672
658 if (improver->stats.sp == IMPROVE_PREPARE) 673 if (improver->stats.sp == IMPROVE_PREPARE)
659 {
660 return prepare_weapon (op, improver, weapon); 674 return prepare_weapon (op, improver, weapon);
661 } 675
662 if (weapon->level == 0) 676 if (weapon->level == 0)
663 { 677 {
664 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.>");
665 return 0; 679 return 0;
666 } 680 }
681
667 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
668 { 683 {
669 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 684 op->failmsg ("This weapon cannot be improved any more.");
670 return 0; 685 return 0;
671 } 686 }
687
672 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))
673 { 689 {
674 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 690 op->failmsg ("Improving the weapon will make it too "
675 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 "
676 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 692 "really want to improve it.");
677 return 0; 693 return 0;
678 } 694 }
695
679 /* 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
680 * 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,
681 * 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
682 * weapon can be improved. 699 * weapon can be improved.
683 */ 700 */
684 if (improver->stats.sp == IMPROVE_DAMAGE) 701 if (improver->stats.sp == IMPROVE_DAMAGE)
685 { 702 {
686 weapon->stats.dam += 5; 703 weapon->stats.dam += 5;
687 weapon->weight += 5000; /* 5 KG's */ 704 weapon->weight += 5000; /* 5 KG's */
688 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));
689 weapon->last_eat++; 706 weapon->last_eat++;
690 707
691 weapon->item_power++; 708 weapon->item_power++;
692 decrease_ob (improver); 709 decrease_ob (improver);
693 return 1; 710 return 1;
694 } 711 }
712
695 if (improver->stats.sp == IMPROVE_WEIGHT) 713 if (improver->stats.sp == IMPROVE_WEIGHT)
696 { 714 {
697 /* Reduce weight by 20% */ 715 /* Reduce weight by 20% */
698 weapon->weight = (weapon->weight * 8) / 10; 716 weapon->weight = (weapon->weight * 8) / 10;
699 if (weapon->weight < 1) 717 if (weapon->weight < 1)
700 weapon->weight = 1; 718 weapon->weight = 1;
719
701 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));
702 weapon->last_eat++; 721 weapon->last_eat++;
703 weapon->item_power++; 722 weapon->item_power++;
704 decrease_ob (improver); 723 decrease_ob (improver);
705 return 1; 724 return 1;
706 } 725 }
707 if (improver->stats.sp == IMPROVE_ENCHANT) 726 if (improver->stats.sp == IMPROVE_ENCHANT)
708 { 727 {
709 weapon->magic++; 728 weapon->magic++;
710 weapon->last_eat++; 729 weapon->last_eat++;
711 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));
712 decrease_ob (improver); 731 decrease_ob (improver);
713 weapon->item_power++; 732 weapon->item_power++;
714 return 1; 733 return 1;
715 } 734 }
716 735
722 sacrifice_needed *= 2; 741 sacrifice_needed *= 2;
723 742
724 sacrifice_count = check_sacrifice (op, improver); 743 sacrifice_count = check_sacrifice (op, improver);
725 if (sacrifice_count < sacrifice_needed) 744 if (sacrifice_count < sacrifice_needed)
726 { 745 {
727 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));
728 return 0; 747 return 0;
729 } 748 }
749
730 eat_item (op, improver->slaying, sacrifice_needed); 750 eat_item (op, improver->slaying, sacrifice_needed);
731 weapon->item_power++; 751 weapon->item_power++;
732 752
733 switch (improver->stats.sp) 753 switch (improver->stats.sp)
734 { 754 {
735 case IMPROVE_STR:
736 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");
737 case IMPROVE_DEX:
738 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");
739 case IMPROVE_CON:
740 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");
741 case IMPROVE_WIS:
742 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");
743 case IMPROVE_CHA:
744 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");
745 case IMPROVE_INT:
746 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");
747 case IMPROVE_POW:
748 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");
749 default: 762 default:
750 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 763 op->failmsg ("Unknown improvement type.");
751 } 764 }
765
752 LOG (llevError, "improve_weapon: Got to end of function\n"); 766 LOG (llevError, "improve_weapon: Got to end of function\n");
753 return 0; 767 return 0;
754} 768}
755 769
756/** 770/**
763{ 777{
764 object *otmp; 778 object *otmp;
765 779
766 if (op->type != PLAYER) 780 if (op->type != PLAYER)
767 return 0; 781 return 0;
782
768 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))
769 { 784 {
770 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 785 op->failmsg ("Something blocks the magic of the scroll!");
771 return 0; 786 return 0;
772 } 787 }
788
773 otmp = find_marked_object (op); 789 otmp = find_marked_object (op);
774 if (!otmp) 790 if (!otmp)
775 { 791 {
776 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.>");
777 return 0; 793 return 0;
778 } 794 }
795
779 if (otmp->type != WEAPON && otmp->type != BOW) 796 if (otmp->type != WEAPON && otmp->type != BOW)
780 { 797 {
781 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!");
782 return 0; 799 return 0;
783 } 800 }
784 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 801
802 op->statusmsg ("Applied weapon builder.");
803
785 improve_weapon (op, tmp, otmp); 804 improve_weapon (op, tmp, otmp);
786 esrv_send_item (op, otmp); 805 esrv_send_item (op, otmp);
787 return 1; 806 return 1;
788} 807}
789 808
814{ 833{
815 object *tmp; 834 object *tmp;
816 835
817 if (armour->magic >= settings.armor_max_enchant) 836 if (armour->magic >= settings.armor_max_enchant)
818 { 837 {
819 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!");
820 return 0; 839 return 0;
821 } 840 }
841
822 /* 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,
823 * 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.
824 * 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
825 * of gnarg and what not?) 845 * of gnarg and what not?)
826 */ 846 */
827 if (armour->title) 847 if (armour->title)
828 { 848 {
829 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 849 op->failmsg ("This armour will not accept further enchantment.");
830 return 0; 850 return 0;
831 } 851 }
832 852
833 /* Split objects if needed. Can't insert tmp until the 853 /* Split objects if needed. Can't insert tmp until the
834 * end of this function - otherwise it will just re-merge. 854 * end of this function - otherwise it will just re-merge.
835 */ 855 */
836 if (armour->nrof > 1) 856 if (armour->nrof > 1)
837 tmp = get_split_ob (armour, armour->nrof - 1); 857 tmp = get_split_ob (armour, armour->nrof - 1);
838 else 858 else
849 { 869 {
850 base = base - (base * settings.armor_speed_improvement) / 100; 870 base = base - (base * settings.armor_speed_improvement) / 100;
851 pow++; 871 pow++;
852 } 872 }
853 873
854 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
855 } 875 }
856 else 876 else
857 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;
858 878
859 if (!settings.armor_weight_linear) 879 if (!settings.armor_weight_linear)
860 { 880 {
861 int base = 100; 881 int base = 100;
862 int pow = 0; 882 int pow = 0;
865 { 885 {
866 base = base - (base * settings.armor_weight_reduction) / 100; 886 base = base - (base * settings.armor_weight_reduction) / 100;
867 pow++; 887 pow++;
868 } 888 }
869 889
870 armour->weight = (armour->arch->clone.weight * base) / 100; 890 armour->weight = (armour->arch->weight * base) / 100;
871 } 891 }
872 else 892 else
873 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;
874 894
875 if (armour->weight <= 0) 895 if (armour->weight <= 0)
876 { 896 {
877 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 897 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
878 armour->weight = 1; 898 armour->weight = 1;
879 } 899 }
880 900
881 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);
882 902
883 if (op->type == PLAYER) 903 if (op->type == PLAYER)
884 { 904 {
885 esrv_send_item (op, armour); 905 esrv_send_item (op, armour);
886 if (QUERY_FLAG (armour, FLAG_APPLIED)) 906 if (QUERY_FLAG (armour, FLAG_APPLIED))
887 op->update_stats (); 907 op->update_stats ();
888 } 908 }
909
889 decrease_ob (improver); 910 decrease_ob (improver);
911
890 if (tmp) 912 if (tmp)
891 { 913 {
892 insert_ob_in_ob (tmp, op); 914 insert_ob_in_ob (tmp, op);
893 esrv_send_item (op, tmp); 915 esrv_send_item (op, tmp);
894 } 916 }
917
895 return 1; 918 return 1;
896} 919}
897
898 920
899/* 921/*
900 * 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
901 * what the converter wants, -1 if the converter is broken. 923 * what the converter wants, -1 if the converter is broken.
902 */ 924 *
903#define CONV_FROM(xyz) xyz->slaying
904#define CONV_TO(xyz) xyz->other_arch
905#define CONV_NR(xyz) xyz->stats.sp
906#define CONV_NEED(xyz) xyz->stats.food
907
908/* Takes one items and makes another. 925 * Takes one type of items and makes another.
909 * converter is the object that is doing the conversion. 926 * converter is the object that is doing the conversion.
910 * 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
911 * what the converter wants, this will not do anything. 928 * what the converter wants, this will not do anything.
912 */ 929 */
913int 930static int
914convert_item (object *item, object *converter) 931convert_item (object *item, object *converter)
915{ 932{
916 int nr = 0;
917 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;
918 942
919 /* 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,
920 * 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
921 * 3 gp and player drops a platinum, tough luck) 945 * 3 gp and player drops a platinum, tough luck)
922 */ 946 */
923 if (!strcmp (CONV_FROM (converter), "money")) 947 if (conv_from == shstr_money)
924 { 948 {
925 int cost;
926
927 if (item->type != MONEY) 949 if (item->type != MONEY)
928 return 0; 950 return 0;
929 951
930 nr = (item->nrof * item->value) / CONV_NEED (converter); 952 nr = sint64 (item->nrof) * item->value / need;
931 if (!nr) 953 if (!nr)
932 return 0; 954 return 0;
933 cost = nr * CONV_NEED (converter) / item->value; 955
934 /* take into account rounding errors */ 956 converter->play_sound (sound_find ("shop_buy"));
935 if (nr * CONV_NEED (converter) % item->value) 957
936 cost++; 958 sint64 cost = (nr * need + item->value - 1) / item->value;
959
937 decrease_ob_nr (item, cost); 960 decrease_ob_nr (item, cost);
938 961
939 price_in = cost * item->value; 962 price_in = cost * item->value;
940 } 963 }
941 else 964 else
942 { 965 {
943 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 966 if (item->type == PLAYER
944 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 967 || conv_from != item->arch->archname
968 || (need && need > (uint16) item->nrof))
945 return 0; 969 return 0;
946 970
947 if (CONV_NEED (converter)) 971 converter->play_sound (sound_find ("convert_item"));
972
973 if (need)
948 { 974 {
949 nr = item->nrof / CONV_NEED (converter); 975 nr = sint64 (item->nrof) / need;
950 decrease_ob_nr (item, nr * CONV_NEED (converter)); 976 decrease_ob_nr (item, nr * need);
951 price_in = nr * CONV_NEED (converter) * item->value; 977 price_in = nr * need * item->value;
952 } 978 }
953 else 979 else
954 { 980 {
955 price_in = item->value; 981 price_in = item->value;
956 item->destroy (); 982 item->destroy ();
957 } 983 }
958 } 984 }
959 985
960 if (converter->inv != NULL) 986 if (converter->inv)
961 { 987 {
962 object *ob; 988 object *ob;
963 int i; 989 int i;
964 object *ob_to_copy; 990 object *ob_to_copy;
965 991
966 /* select random object from inventory to copy */ 992 /* select random object from inventory to copy */
967 ob_to_copy = converter->inv; 993 ob_to_copy = converter->inv;
968 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++)
969 {
970 if (rndm (0, i) == 0) 995 if (rndm (0, i) == 0)
971 {
972 ob_to_copy = ob; 996 ob_to_copy = ob;
973 } 997
974 }
975 item = object_create_clone (ob_to_copy); 998 item = object_create_clone (ob_to_copy);
976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 999 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
977 unflag_inv (item, FLAG_IS_A_TEMPLATE); 1000 unflag_inv (item, FLAG_IS_A_TEMPLATE);
978 } 1001 }
979 else 1002 else
980 { 1003 {
981 if (converter->other_arch == NULL) 1004 if (!conv_to)
982 { 1005 {
983 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",
984 &converter->name, &converter->map->path, converter->x, converter->y); 1007 &converter->name, &converter->map->path, converter->x, converter->y);
985 return -1; 1008 return -1;
986 } 1009 }
987 1010
988 item = object_create_arch (converter->other_arch); 1011 item = object_create_arch (conv_to);
989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1012 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
990 } 1013 }
991 1014
992 if (CONV_NR (converter)) 1015 if (give)
993 item->nrof = CONV_NR (converter); 1016 item->nrof = give;
1017
994 if (nr) 1018 if (nr)
995 item->nrof *= nr; 1019 item->nrof *= nr;
1020
996 if (is_in_shop (converter)) 1021 if (is_in_shop (converter))
997 SET_FLAG (item, FLAG_UNPAID); 1022 SET_FLAG (item, FLAG_UNPAID);
998 else if (price_in < item->nrof * item->value) 1023 else if (price_in < sint64 (item->nrof) * item->value)
999 { 1024 {
1000 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",
1001 &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);
1002
1003 /** 1027 /**
1004 * 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
1005 * propably had something in mind when doing this 1029 * hopefully had something in mind when doing this.
1006 */ 1030 */
1007 } 1031 }
1032
1033 SET_FLAG (item, FLAG_IDENTIFIED);
1008 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);
1009 return 1; 1035 return 1;
1010} 1036}
1011 1037
1012/** 1038/**
1013 * Handle apply on containers. 1039 * Handle apply on containers.
1014 * By Eneq(@csd.uu.se). 1040 * By Eneq(@csd.uu.se).
1015 * 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]
1016 * added the alchemical cauldron to the code -b.t. 1042 * added the alchemical cauldron to the code -b.t.
1017 */ 1043 */
1018
1019int 1044int
1020apply_container (object *op, object *sack) 1045apply_container (object *op, object *sack)
1021{ 1046{
1022 char buf[MAX_BUF]; 1047 if (op->type != PLAYER || !op->contr->ns)
1023 object *tmp;
1024
1025 if (op->type != PLAYER)
1026 return 0; /* This might change */ 1048 return 0; /* This might change */
1027 1049
1028 if (sack == NULL || sack->type != CONTAINER) 1050 if (!sack || sack->type != CONTAINER)
1029 { 1051 {
1030 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]");
1031 return 0; 1053 return 0;
1032 } 1054 }
1033 1055
1034 op->contr->last_used = 0; 1056 op->contr->last_used = 0;
1035 1057
1036 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;
1037 { 1062 }
1038 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)
1039 { 1068 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1069 // open on ground or inv, so close
1070 op->close_container ();
1041 return 1; 1071 return 1;
1042 } 1072 }
1043 1073 else if (!sack->env)
1044 /* It's on the ground, the problems begin */
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 } 1074 {
1059 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;
1060 { 1078 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1079
1081 if (tmp && tmp->type == CLOSE_CON) 1080 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1081 }
1082 else if (sack->env)
1083 {
1084 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1085 op->close_container ();
1090 { 1086 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1087 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1088 op->statusmsg (format ("You ready %s.", query_name (sack)));
1093 tmp = op->container; 1089 return 1;
1094 apply_container (op, tmp); 1090 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1091
1096 op->container = sack; 1092 // it's locked?
1097 strcat (buf, query_name (sack)); 1093 if (sack->slaying)
1098 strcat (buf, "."); 1094 {
1099 } 1095 if (object *tmp = find_key (op, op, sack))
1100 else 1096 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1097 else
1108 { 1098 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124
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 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)));
1134 }
1135 else
1136 {
1137 sprintf (buf, "You readied %s.", query_name (sack));
1138 SET_FLAG (sack, FLAG_APPLIED);
1139
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1100 return 1;
1145 } 1101 }
1146 }
1147 } 1102 }
1148 1103
1149 new_draw_info (NDI_UNIQUE, 0, op, buf); 1104 op->open_container (sack);
1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153 1105
1154 return 1; 1106 return 1;
1155} 1107}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1108
1282/** 1109/**
1283 * Handles dropping things on altar. 1110 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1111 * Returns true if sacrifice was accepted.
1285 */ 1112 */
1296 * 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
1297 * is up to map designers to use them properly. 1124 * is up to map designers to use them properly.
1298 */ 1125 */
1299 if (altar->inv && altar->inv->type == SPELL) 1126 if (altar->inv && altar->inv->type == SPELL)
1300 { 1127 {
1301 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));
1302 cast_spell (originator, altar, 0, altar->inv, NULL); 1129 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with 1130 /* If it is connected, push the button. Fixes some problems with
1304 * old maps. 1131 * old maps.
1305 */ 1132 */
1306 1133
1307/* push_button (altar);*/ 1134/* push_button (altar);*/
1308 } 1135 }
1332 double opinion; 1159 double opinion;
1333 object *tmp, *next; 1160 object *tmp, *next;
1334 1161
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1162 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1336 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
1337 if (op->type != PLAYER) 1175 if (op->type != PLAYER)
1338 { 1176 {
1339 /* Remove all the unpaid objects that may be carried here. 1177 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in 1178 * This could be pets or monsters that are somehow in
1341 * the shop. 1179 * the shop.
1367 /* unpaid objects, or non living objects, can't transfer by 1205 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space. 1206 * shop mats. Instead, put it on a nearby space.
1369 */ 1207 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1208 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 { 1209 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1210 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1211 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375 1212
1376 if (i != -1) 1213 if (i != -1)
1377 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);
1386 else if (can_pay (op) && get_payment (op)) 1223 else if (can_pay (op) && get_payment (op))
1387 { 1224 {
1388 /* this is only used for players */ 1225 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op); 1226 rv = teleport (shop_mat, SHOP_MAT, op);
1390 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
1391 if (shop_mat->msg) 1235 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1236 op->statusmsg (shop_mat->msg);
1393 /* 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,
1394 * 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
1395 * actually the shop floor. 1239 * actually the shop floor.
1396 */ 1240 */
1397 else if (!rv && !is_in_shop (op)) 1241 else if (!rv && !is_in_shop (op))
1398 { 1242 {
1399 opinion = shopkeeper_approval (op->map, op); 1243 opinion = shopkeeper_approval (op->map, op);
1400 1244
1401 if (opinion > 0.9) 1245 op->statusmsg (
1402 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."
1403 else if (opinion > 0.75) 1247 : opinion >= 0.75 ? "The shopkeeper waves to you."
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1248 : opinion >= 0.50 ? "The shopkeeper ignores you."
1405 else if (opinion > 0.5) 1249 : "The shopkeeper glares at you with contempt."
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else 1250 );
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 } 1251 }
1410 } 1252 }
1411 else 1253 else
1412 { 1254 {
1413 /* 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
1414 * 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
1415 * they are not on the mat anymore 1257 * they are not on the mat anymore
1416 */ 1258 */
1417 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);
1418 1260
1419 if (i == -1) 1261 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1262 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else 1263 else
1424 { 1264 {
1425 op->remove (); 1265 op->remove ();
1426 op->x += freearr_x[i]; 1266 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1267 op->y += freearr_y[i];
1438 */ 1278 */
1439static void 1279static void
1440apply_sign (object *op, object *sign, int autoapply) 1280apply_sign (object *op, object *sign, int autoapply)
1441{ 1281{
1442 readable_message_type *msgType; 1282 readable_message_type *msgType;
1443 char newbuf[HUGE_BUF];
1444 1283
1445 if (sign->msg == NULL) 1284 if (!sign->msg)
1446 { 1285 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1286 op->statusmsg ("Nothing is written on it.");
1448 return; 1287 return;
1449 } 1288 }
1450 1289
1451 if (sign->stats.food) 1290 if (sign->stats.food)
1452 { 1291 {
1453 if (sign->last_eat >= sign->stats.food) 1292 if (sign->last_eat >= sign->stats.food)
1454 { 1293 {
1455 if (!sign->move_on) 1294 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1295 op->statusmsg ("You cannot read it anymore.");
1296
1457 return; 1297 return;
1458 } 1298 }
1459 1299
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1300 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1461 sign->last_eat++; 1301 sign->last_eat++;
1466 * 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
1467 * to us). 1307 * to us).
1468 */ 1308 */
1469 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)
1470 { 1310 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1311 op->failmsg ("You are unable to read while blind!");
1472 return; 1312 return;
1473 } 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 {
1474 msgType = get_readable_message_type (sign); 1327 msgType = get_readable_message_type (sign);
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1328 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1329 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1330 }
1331 }
1477} 1332}
1478 1333
1479/** 1334/**
1480 * 'victim' moves onto 'trap' 1335 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap' 1336 * 'victim' leaves 'trap'
1504 * proper. This code was causing needless crashes. 1359 * proper. This code was causing needless crashes.
1505 */ 1360 */
1506 if (recursion_depth >= 500) 1361 if (recursion_depth >= 500)
1507 { 1362 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1363 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1364 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1510 return; 1365 return;
1511 } 1366 }
1367
1512 recursion_depth++; 1368 recursion_depth++;
1513 if (trap->head) 1369 if (trap->head)
1514 trap = trap->head; 1370 trap = trap->head;
1515 1371
1516 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)))
1531 1387
1532 /* 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
1533 * above with some objects have zero speed, and thus the player 1389 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed. 1390 * getting permanently paralyzed.
1535 */ 1391 */
1536 if (victim->speed_left < -50.0) 1392 if (victim->speed_left < -50.f)
1537 victim->speed_left = -50.0; 1393 victim->speed_left = -50.f;
1538 /* 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); */
1539 } 1395 }
1540 goto leave; 1396 goto leave;
1541 1397
1542 case SPINNER: 1398 case SPINNER:
1614 1470
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1471 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 { 1472 {
1617 if (!sound_was_played) 1473 if (!sound_was_played)
1618 { 1474 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1475 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1620 sound_was_played = 1; 1476 sound_was_played = 1;
1621 } 1477 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1478
1479 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1623 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);
1624 } 1481 }
1625 } 1482 }
1626 goto leave; 1483 goto leave;
1627 } 1484 }
1628 1485
1629
1630 case CONVERTER: 1486 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1487 if (convert_item (victim, trap) < 0)
1632 { 1488 {
1633 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1489 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1634 get_archetype ("burnout")->insert_at (trap, trap); 1490 get_archetype ("burnout")->insert_at (trap, trap);
1635 } 1491 }
1636 1492
1637 goto leave; 1493 goto leave;
1638 1494
1659 * Processing will happen if the head runs into the pit 1515 * Processing will happen if the head runs into the pit
1660 */ 1516 */
1661 if (victim->head) 1517 if (victim->head)
1662 goto leave; 1518 goto leave;
1663 1519
1664 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1520 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1665 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1521 victim->statusmsg ("You fall through the hole!", NDI_RED);
1666 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1522 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1667 goto leave; 1523 goto leave;
1668 1524
1669 case EXIT: 1525 case EXIT:
1670 if (victim->type == PLAYER && EXIT_PATH (trap)) 1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1671 { 1527 {
1672 /* Basically, don't show exits leading to random maps the 1528 /* Basically, don't show exits leading to random maps the
1673 * players output. 1529 * players output.
1674 */ 1530 */
1675 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1531 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1676 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1532 victim->statusmsg (trap->msg, NDI_NAVY);
1677 1533
1534 trap->play_sound (trap->sound);
1678 victim->enter_exit (trap); 1535 victim->enter_exit (trap);
1679 } 1536 }
1680 goto leave; 1537 goto leave;
1681 1538
1682 case ENCOUNTER: 1539 case ENCOUNTER:
1698 1555
1699 apply_sign (victim, trap, 1); 1556 apply_sign (victim, trap, 1);
1700 goto leave; 1557 goto leave;
1701 1558
1702 case CONTAINER: 1559 case CONTAINER:
1703 if (victim->type == PLAYER)
1704 (void) esrv_apply_container (victim, trap);
1705 else
1706 (void) apply_container (victim, trap); 1560 apply_container (victim, trap);
1707 goto leave; 1561 goto leave;
1708 1562
1709 case RUNE: 1563 case RUNE:
1710 case TRAP: 1564 case TRAP:
1711 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1712 {
1713 spring_trap (trap, victim); 1566 spring_trap (trap, victim);
1714 }
1715 goto leave; 1567 goto leave;
1716 1568
1717 default: 1569 default:
1718 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 "
1719 "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);
1720 goto leave; 1572 goto leave;
1721 } 1573 }
1722 1574
1723leave: 1575leave:
1724 recursion_depth--; 1576 recursion_depth--;
1733 int lev_diff; 1585 int lev_diff;
1734 object *skill_ob; 1586 object *skill_ob;
1735 1587
1736 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1737 { 1589 {
1738 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1590 op->failmsg ("You are unable to read while blind!");
1739 return; 1591 return;
1740 } 1592 }
1593
1741 if (tmp->msg == NULL) 1594 if (!tmp->msg)
1742 { 1595 {
1743 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));
1744 return; 1597 return;
1745 } 1598 }
1746 1599
1747 /* need a literacy skill to read stuff! */ 1600 /* need a literacy skill to read stuff! */
1748 skill_ob = find_skill_by_name (op, tmp->skill); 1601 skill_ob = find_skill_by_name (op, tmp->skill);
1749 if (!skill_ob) 1602 if (!skill_ob)
1750 { 1603 {
1751 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));
1752 return; 1605 return;
1753 } 1606 }
1607
1754 lev_diff = tmp->level - (skill_ob->level + 5); 1608 lev_diff = tmp->level - (skill_ob->level + 5);
1755 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1756 { 1610 {
1757 if (lev_diff < 2) 1611 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1758 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."
1759 else if (lev_diff < 3) 1613 : lev_diff < 5 ? "This book is beyond your comprehension."
1760 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."
1761 else if (lev_diff < 5) 1615 : lev_diff < 15 ? "This book is way beyond your comprehension."
1762 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1616 : "This book is totally beyond your comprehension.");
1763 else if (lev_diff < 8) 1617 return;
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1618 }
1765 else if (lev_diff < 15) 1619
1766 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));
1767 else 1626 else
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1769 return;
1770 }
1771
1772 readable_message_type *msgType = get_readable_message_type (tmp);
1773
1774 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1627 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1775 msgType->message_type, msgType->message_subtype, 1628 msgType->message_type, msgType->message_subtype,
1776 "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);
1777 1631
1778 /* gain xp from reading */ 1632 /* gain xp from reading */
1779 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1780 { /* only if not read before */ 1634 { /* only if not read before */
1781 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1802 * 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
1803 */ 1657 */
1804static void 1658static void
1805apply_skillscroll (object *op, object *tmp) 1659apply_skillscroll (object *op, object *tmp)
1806{ 1660{
1807 switch ((int) learn_skill (op, tmp)) 1661 switch (learn_skill (op, tmp))
1808 { 1662 {
1809 case 0: 1663 case 0:
1810 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1664 op->play_sound (sound_find ("generic_fail"));
1811 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)));
1812 return; 1666 break;
1813 1667
1814 case 1: 1668 case 1:
1815 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1816 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));
1817 return; 1672 break;
1818 1673
1819 default: 1674 default:
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1821 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)));
1822 return; 1678 break;
1823 } 1679 }
1824} 1680}
1825 1681
1826/** 1682/**
1827 * Actually makes op learn spell. 1683 * Actually makes op learn spell.
1847 return; 1703 return;
1848 } 1704 }
1849 return; 1705 return;
1850 } 1706 }
1851 1707
1852 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1708 op->contr->play_sound (sound_find ("learn_spell"));
1709
1853 tmp = spell->clone (); 1710 tmp = spell->clone ();
1854 insert_ob_in_ob (tmp, op); 1711 insert_ob_in_ob (tmp, op);
1855 1712
1856 if (special_prayer) 1713 if (special_prayer)
1857 SET_FLAG (tmp, FLAG_STARTEQUIP); 1714 SET_FLAG (tmp, FLAG_STARTEQUIP);
1876 { 1733 {
1877 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1734 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1878 return; 1735 return;
1879 } 1736 }
1880 1737
1881 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));
1882 player_unready_range_ob (op->contr, spob); 1739 player_unready_range_ob (op->contr, spob);
1883 esrv_remove_spell (op->contr, spob); 1740 esrv_remove_spell (op->contr, spob);
1884 spob->destroy (); 1741 spob->destroy ();
1885} 1742}
1886 1743
1894{ 1751{
1895 object *skop, *spell, *spell_skill; 1752 object *skop, *spell, *spell_skill;
1896 1753
1897 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1754 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1898 { 1755 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1756 op->failmsg ("You are unable to read while blind.");
1900 return; 1757 return;
1901 } 1758 }
1902 1759
1903 /* artifact_spellbooks have 'slaying' field point to a spell name, 1760 /* artifact_spellbooks have 'slaying' field point to a spell name,
1904 * instead of having their spell stored in stats.sp. These are 1761 * instead of having their spell stored in stats.sp. These are
1905 * legacy spellbooks 1762 * legacy spellbooks
1906 */ 1763 */
1907
1908 if (tmp->slaying != NULL) 1764 if (tmp->slaying)
1909 { 1765 {
1910 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1911 if (!spell) 1767 if (!spell)
1912 { 1768 {
1913 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));
1914 return; 1770 return;
1915 } 1771 }
1916 else 1772 else
1917 insert_ob_in_ob (spell, tmp); 1773 insert_ob_in_ob (spell, tmp);
1774
1918 tmp->slaying = NULL; 1775 tmp->slaying = 0;
1919 } 1776 }
1920 1777
1921 skop = find_skill_by_name (op, tmp->skill); 1778 skop = find_skill_by_name (op, tmp->skill);
1922 1779
1923 /* 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
1924 * lower than the spell will make learning the spell more difficult */ 1781 * lower than the spell will make learning the spell more difficult */
1925 if (!skop) 1782 if (!skop)
1926 { 1783 {
1927 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));
1928 return; 1785 return;
1929 } 1786 }
1930 1787
1931 spell = tmp->inv; 1788 spell = tmp->inv;
1932 1789
1933 if (!spell) 1790 if (!spell)
1934 { 1791 {
1935 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);
1936 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!");
1937 return; 1794 return;
1938 } 1795 }
1939 1796
1940 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1797 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1941 { 1798 {
1942 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));
1943 return; 1800 return;
1944 } 1801 }
1945 1802
1946 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));
1947 1804
1948 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1949 { 1806 {
1950 identify (tmp); 1807 identify (tmp);
1951 1808
1960 * 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
1961 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1962 */ 1819 */
1963 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1964 { 1821 {
1965 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");
1966 return; 1823 return;
1967 } 1824 }
1968 1825
1969 if (spell->skill) 1826 if (spell->skill)
1970 { 1827 {
1971 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1972 1829
1973 if (!spell_skill) 1830 if (!spell_skill)
1974 { 1831 {
1975 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));
1976 return; 1833 return;
1977 } 1834 }
1978 1835
1979 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1980 { 1837 {
1981 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));
1982 return; 1839 return;
1983 } 1840 }
1984 } 1841 }
1985 1842
1986 /* Logic as follows 1843 /* Logic as follows
1995 * 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
1996 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1997 */ 1854 */
1998 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1999 { 1856 {
2000 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!");
2001 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));
2002 } 1859 }
2003 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2004 (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])
2005 { 1862 {
2006 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2007 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2008 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
2009 1865
2010 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
2011 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2012 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);
2013 } 1869 }
2014 else 1870 else
2015 { 1871 {
2016 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
2017 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");
2018 } 1874 }
1875
2019 decrease_ob (tmp); 1876 decrease_ob (tmp);
2020} 1877}
2021 1878
2022/** 1879/**
2023 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
2027{ 1884{
2028 object *skop; 1885 object *skop;
2029 1886
2030 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2031 { 1888 {
2032 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
2033 return; 1890 return;
2034 } 1891 }
2035 1892
2036 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
2037 { 1894 {
2038 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.>");
2039 return; 1896 return;
2040 } 1897 }
2041 1898
2042 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
2043 { 1900 {
2049 */ 1906 */
2050 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2051 1908
2052 if (!skop) 1909 if (!skop)
2053 { 1910 {
2054 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]));
2055 return; 1912 return;
2056 } 1913 }
2057 1914
2058 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2059 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
2060 } 1917 }
2061 1918
2062 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2063 identify (tmp); 1920 identify (tmp);
2064 1921
2065 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));
2066
2067 1923
2068 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
2069 decrease_ob (tmp); 1925 decrease_ob (tmp);
2070} 1926}
2071 1927
2075 * chest. 1931 * chest.
2076 */ 1932 */
2077static void 1933static void
2078apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
2079{ 1935{
2080 object *treas;
2081
2082
2083 /* 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
2084 * 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
2085 * 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
2086 * 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
2087 * treasure 1940 * treasure
2088 */ 1941 */
2089
2090 treas = tmp->inv; 1942 object *treas = tmp->inv;
2091 if (treas == NULL) 1943
1944 if (!treas)
2092 { 1945 {
2093 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
2094 decrease_ob (tmp); 1947 decrease_ob (tmp);
2095 return; 1948 return;
2096 } 1949 }
1950
2097 while (tmp->inv) 1951 while (tmp->inv)
2098 { 1952 {
2099 treas = tmp->inv; 1953 treas = tmp->inv;
2100
2101 treas->remove (); 1954 treas->remove ();
2102 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2103 1955
2104 treas->x = op->x; 1956 treas->x = op->x;
2105 treas->y = op->y; 1957 treas->y = op->y;
2106 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);
2107 1959
2108 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))
2109 spring_trap (treas, op); 1961 spring_trap (treas, op);
2110 1962
2111 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
2112 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
2113 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
2114 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
2115 */ 1967 */
2116 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
2117 break; 1969 break;
2118 } 1970 }
2119 1971
2120 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
2121 decrease_ob (tmp); 1973 decrease_ob (tmp);
2122
2123} 1974}
2124 1975
2125/** 1976/**
2126 * op eats food. 1977 * op eats food.
2127 * If player, takes care of messages and dragon special food. 1978 * If player, takes care of messages and dragon special food.
2142 { 1993 {
2143 /* usual case - no dragon meal: */ 1994 /* usual case - no dragon meal: */
2144 if (op->stats.food + tmp->stats.food > 999) 1995 if (op->stats.food + tmp->stats.food > 999)
2145 { 1996 {
2146 if (tmp->type == FOOD || tmp->type == FLESH) 1997 if (tmp->type == FOOD || tmp->type == FLESH)
2147 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!");
2148 else 1999 else
2149 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!");
2150 } 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 );
2151 2010
2152 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2011 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2153 { 2012 {
2154 char buf[MAX_BUF]; 2013 const char *buf;
2155 2014
2156 if (!is_dragon_pl (op)) 2015 if (!is_dragon_pl (op))
2157 { 2016 {
2158 /* eating message for normal players */ 2017 /* eating message for normal players */
2159 if (tmp->type == DRINK) 2018 if (tmp->type == DRINK)
2160 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2019 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2161 else 2020 else
2162 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.");
2163 } 2022 }
2164 else 2023 else
2165 {
2166 /* eating message for dragon players */ 2024 /* eating message for dragon players */
2167 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2025 buf = format ("The %s tasted terrible!", &tmp->name);
2168 }
2169 2026
2170 new_draw_info (NDI_UNIQUE, 0, op, buf); 2027 op->statusmsg (buf);
2028
2171 capacity_remaining = 999 - op->stats.food; 2029 capacity_remaining = 999 - op->stats.food;
2172 op->stats.food += tmp->stats.food; 2030 op->stats.food += tmp->stats.food;
2173 if (capacity_remaining < tmp->stats.food) 2031 if (capacity_remaining < tmp->stats.food)
2174 op->stats.hp += capacity_remaining / 50; 2032 op->stats.hp += capacity_remaining / 50;
2175 else 2033 else
2176 op->stats.hp += tmp->stats.food / 50; 2034 op->stats.hp += tmp->stats.food / 50;
2035
2177 if (op->stats.hp > op->stats.maxhp) 2036 if (op->stats.hp > op->stats.maxhp)
2178 op->stats.hp = op->stats.maxhp; 2037 op->stats.hp = op->stats.maxhp;
2179 if (op->stats.food > 999) 2038 if (op->stats.food > 999)
2180 op->stats.food = 999; 2039 op->stats.food = 999;
2181 } 2040 }
2183 /* special food hack -b.t. */ 2042 /* special food hack -b.t. */
2184 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2043 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2185 eat_special_food (op, tmp); 2044 eat_special_food (op, tmp);
2186 } 2045 }
2187 } 2046 }
2047
2188 handle_apply_yield (tmp); 2048 handle_apply_yield (tmp);
2189 decrease_ob (tmp); 2049 decrease_ob (tmp);
2190} 2050}
2191 2051
2192/** 2052/**
2204{ 2064{
2205 object *skin = NULL; /* pointer to dragon skin force */ 2065 object *skin = NULL; /* pointer to dragon skin force */
2206 object *abil = NULL; /* pointer to dragon ability force */ 2066 object *abil = NULL; /* pointer to dragon ability force */
2207 object *tmp = NULL; /* tmp. object */ 2067 object *tmp = NULL; /* tmp. object */
2208 2068
2209 char buf[MAX_BUF]; /* tmp. string buffer */
2210 double chance; /* improvement-chance of one resistance type */ 2069 double chance; /* improvement-chance of one resistance type */
2211 double totalchance = 1; /* total chance of gaining one resistance */ 2070 double totalchance = 1; /* total chance of gaining one resistance */
2212 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2071 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2213 double mbonus = 0; /* monster bonus */ 2072 double mbonus = 0; /* monster bonus */
2214 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2073 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2219 if (meal->type != FLESH || !is_dragon_pl (op)) 2078 if (meal->type != FLESH || !is_dragon_pl (op))
2220 return 0; 2079 return 0;
2221 2080
2222 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2081 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2223 from the player's inventory */ 2082 from the player's inventory */
2224 shstr_cmp dragon_ability_force ("dragon_ability_force");
2225 shstr_cmp dragon_skin_force ("dragon_skin_force");
2226
2227 for (tmp = op->inv; tmp; tmp = tmp->below) 2083 for (tmp = op->inv; tmp; tmp = tmp->below)
2228 if (tmp->type == FORCE) 2084 if (tmp->type == FORCE)
2229 if (tmp->arch->name == dragon_skin_force) 2085 if (tmp->arch->archname == shstr_dragon_skin_force)
2230 skin = tmp; 2086 skin = tmp;
2231 else if (tmp->arch->name == dragon_ability_force) 2087 else if (tmp->arch->archname == shstr_dragon_ability_force)
2232 abil = tmp; 2088 abil = tmp;
2233 2089
2234 /* 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
2235 which is not to be considered a dragon -> bail out */ 2091 which is not to be considered a dragon -> bail out */
2236 if (skin == NULL || abil == NULL) 2092 if (skin == NULL || abil == NULL)
2239 /* now start by filling stomache and health, according to food-value */ 2095 /* now start by filling stomache and health, according to food-value */
2240 if ((999 - op->stats.food) < meal->stats.food) 2096 if ((999 - op->stats.food) < meal->stats.food)
2241 op->stats.hp += (999 - op->stats.food) / 50; 2097 op->stats.hp += (999 - op->stats.food) / 50;
2242 else 2098 else
2243 op->stats.hp += meal->stats.food / 50; 2099 op->stats.hp += meal->stats.food / 50;
2100
2244 if (op->stats.hp > op->stats.maxhp) 2101 if (op->stats.hp > op->stats.maxhp)
2245 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2246 2103
2247 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2104 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2248 2105
2278 /* doubled chance for resistance of ability-focus */ 2135 /* doubled chance for resistance of ability-focus */
2279 if (i == abil->stats.exp) 2136 if (i == abil->stats.exp)
2280 chance = MIN (100., chance * 2.); 2137 chance = MIN (100., chance * 2.);
2281 2138
2282 /* 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!) */
2283 if (rndm (10000) < (int) (chance * 100)) 2140 if (rndm (10000) < (unsigned int) (chance * 100))
2284 { 2141 {
2285 atnr_winner[winners] = i; 2142 atnr_winner[winners] = i;
2286 winners++; 2143 winners++;
2287 } 2144 }
2288 2145
2293 } 2150 }
2294 } 2151 }
2295 2152
2296 /* inverse totalchance as until now we have the failure-chance */ 2153 /* inverse totalchance as until now we have the failure-chance */
2297 totalchance = 100 - totalchance * 100; 2154 totalchance = 100 - totalchance * 100;
2155
2298 /* print message according to totalchance */ 2156 /* print message according to totalchance */
2157 const char *buf;
2299 if (totalchance > 50.) 2158 if (totalchance > 50.)
2300 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2159 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2301 else if (totalchance > 10.) 2160 else if (totalchance > 10.)
2302 sprintf (buf, "The %s tasted very good.", &meal->name); 2161 buf = format ("The %s tasted very good.", &meal->name);
2303 else if (totalchance > 1.) 2162 else if (totalchance > 1.)
2304 sprintf (buf, "The %s tasted good.", &meal->name); 2163 buf = format ("The %s tasted good.", &meal->name);
2305 else if (totalchance > 0.1) 2164 else if (totalchance > 0.1)
2306 sprintf (buf, "The %s tasted bland.", &meal->name); 2165 buf = format ("The %s tasted bland.", &meal->name);
2307 else if (totalchance >= 0.01) 2166 else if (totalchance >= 0.01)
2308 sprintf (buf, "The %s had a boring taste.", &meal->name); 2167 buf = format ("The %s had a boring taste.", &meal->name);
2309 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))
2310 sprintf (buf, "The %s tasted strange.", &meal->name); 2169 buf = format ("The %s tasted strange.", &meal->name);
2311 else 2170 else
2312 sprintf (buf, "The %s had no taste.", &meal->name); 2171 buf = format ("The %s had no taste.", &meal->name);
2313 new_draw_info (NDI_UNIQUE, 0, op, buf); 2172
2173 op->statusmsg (buf);
2314 2174
2315 /* now choose a winner if we have any */ 2175 /* now choose a winner if we have any */
2316 i = -1; 2176 i = -1;
2317 if (winners > 0) 2177 if (winners > 0)
2318 i = atnr_winner[RANDOM () % winners]; 2178 i = atnr_winner[RANDOM () % winners];
2321 { 2181 {
2322 /* resistance increased! */ 2182 /* resistance increased! */
2323 skin->resist[i]++; 2183 skin->resist[i]++;
2324 op->update_stats (); 2184 op->update_stats ();
2325 2185
2326 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]));
2327 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2328 } 2187 }
2329 2188
2330 /* if this flesh contains a new ability focus, we mark it 2189 /* if this flesh contains a new ability focus, we mark it
2331 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 */
2332 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)
2333 { 2192 {
2334 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> */
2335 2194
2336 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
2337 { 2201 ));
2338 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2339 new_draw_info (NDI_UNIQUE, 0, op, buf);
2340 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2341 new_draw_info (NDI_UNIQUE, 0, op, buf);
2342 }
2343 else 2202 else
2344 { 2203 {
2345 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]));
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 abil->last_eat = 0; 2205 abil->last_eat = 0;
2348 } 2206 }
2349 } 2207 }
2208
2350 return 1; 2209 return 1;
2351} 2210}
2352 2211
2353/** 2212/**
2354 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2357static void 2216static void
2358apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2359{ 2218{
2360 object *armor; 2219 object *armor;
2361 2220
2362 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))
2363 { 2222 {
2364 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.>");
2365 return; 2224 return;
2366 } 2225 }
2367 2226
2368 armor = find_marked_object (op); 2227 armor = find_marked_object (op);
2369 2228
2370 if (!armor) 2229 if (!armor)
2371 { 2230 {
2372 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.");
2373 return; 2232 return;
2374 } 2233 }
2375 2234
2376 if (armor->type != ARMOUR 2235 if (armor->type != ARMOUR
2377 && armor->type != CLOAK 2236 && armor->type != CLOAK
2378 && 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)
2379 { 2238 {
2380 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2239 op->failmsg ("Your marked item is not armour!\n");
2381 return; 2240 return;
2382 } 2241 }
2383 2242
2384 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2243 op->statusmsg ("Applying armour enchantment.");
2385 improve_armour (op, tmp, armor); 2244 improve_armour (op, tmp, armor);
2386} 2245}
2387 2246
2388extern void 2247extern void
2389apply_poison (object *op, object *tmp) 2248apply_poison (object *op, object *tmp)
2390{ 2249{
2391 if (op->type == PLAYER) 2250 if (op->type == PLAYER)
2392 { 2251 {
2393 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2252 op->contr->play_sound (sound_find ("drink_poison"));
2394 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2253 op->failmsg ("Yech! That tasted poisonous!");
2395 strcpy (op->contr->killer, "poisonous booze"); 2254 strcpy (op->contr->killer, "poisonous booze");
2396 } 2255 }
2256
2397 if (tmp->stats.hp > 0) 2257 if (tmp->stats.hp > 0)
2398 { 2258 {
2399 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);
2400 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2260 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2401 } 2261 }
2262
2402 op->stats.food -= op->stats.food / 4; 2263 op->stats.food -= op->stats.food / 4;
2403 handle_apply_yield (tmp); 2264 handle_apply_yield (tmp);
2404 decrease_ob (tmp); 2265 decrease_ob (tmp);
2405} 2266}
2406 2267
2425#if 0 //TODO 2286#if 0 //TODO
2426 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2287 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2427 return 0; /* This is a reset town portal */ 2288 return 0; /* This is a reset town portal */
2428#endif 2289#endif
2429 2290
2291 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2292
2430 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2293 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2431 2294
2432 if (exitmap) 2295 if (exitmap)
2433 { 2296 {
2434 exitmap->load_sync (); 2297 exitmap->load_sync ();
2447 continue; /*Not a valid exit */ 2310 continue; /*Not a valid exit */
2448 2311
2449 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2312 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2450 continue; /*Not in the same place */ 2313 continue; /*Not in the same place */
2451 2314
2452 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2315 if (exit->map->path != EXIT_PATH (tmp))
2453 continue; /*Not in the same map */ 2316 continue; /*Not in the same map */
2454 2317
2455 /* 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
2456 * 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
2457 * town portals to prevent strangers from visiting your appartments 2320 * town portals to prevent strangers from visiting your appartments
2489 } 2352 }
2490 } 2353 }
2491 2354
2492 return 0; 2355 return 0;
2493} 2356}
2494
2495 2357
2496/** 2358/**
2497 * Main apply handler. 2359 * Main apply handler.
2498 * 2360 *
2499 * Checks for unpaid items before applying. 2361 * Checks for unpaid items before applying.
2507 * being applied. 2369 * being applied.
2508 * 2370 *
2509 * aflag is special (always apply/unapply) flags. Nothing is done with 2371 * aflag is special (always apply/unapply) flags. Nothing is done with
2510 * them in this function - they are passed to apply_special 2372 * them in this function - they are passed to apply_special
2511 */ 2373 */
2512
2513int 2374int
2514manual_apply (object *op, object *tmp, int aflag) 2375manual_apply (object *op, object *tmp, int aflag)
2515{ 2376{
2516 if (tmp->head) 2377 if (tmp->head)
2517 tmp = tmp->head; 2378 tmp = tmp->head;
2518 2379
2519 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2520 { 2381 {
2521 if (op->type == PLAYER) 2382 if (op->type == PLAYER)
2522 { 2383 {
2523 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.>");
2524 return 1; 2385 return 1;
2525 } 2386 }
2526 else 2387 else
2527 return 0; /* monsters just skip unpaid items */ 2388 return 0; /* monsters just skip unpaid items */
2528 } 2389 }
2531 return RESULT_INT (0); 2392 return RESULT_INT (0);
2532 2393
2533 switch (tmp->type) 2394 switch (tmp->type)
2534 { 2395 {
2535 case CF_HANDLE: 2396 case CF_HANDLE:
2536 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2397 op->play_sound (sound_find ("turn_handle"));
2537 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2398 op->statusmsg ("You turn the handle.");
2538 tmp->value = tmp->value ? 0 : 1; 2399 tmp->value = tmp->value ? 0 : 1;
2539 SET_ANIMATION (tmp, tmp->value); 2400 SET_ANIMATION (tmp, tmp->value);
2540 update_object (tmp, UP_OBJ_FACE); 2401 update_object (tmp, UP_OBJ_FACE);
2541 push_button (tmp); 2402 push_button (tmp);
2542 return 1; 2403 return 1;
2543 2404
2544 case TRIGGER: 2405 case TRIGGER:
2545 if (check_trigger (tmp, op)) 2406 if (check_trigger (tmp, op))
2546 { 2407 {
2547 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2408 op->statusmsg ("You turn the handle.");
2548 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2409 op->play_sound (sound_find ("turn_handle"));
2549 } 2410 }
2550 else 2411 else
2551 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2412 op->failmsg ("The handle doesn't move.");
2552 2413
2553 return 1; 2414 return 1;
2554 2415
2555 case EXIT: 2416 case EXIT:
2556 if (op->type != PLAYER) 2417 if (op->type != PLAYER)
2557 return 0; 2418 return 0;
2558 2419
2559 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2560 { 2421 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2561 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2562 }
2563 else 2422 else
2564 { 2423 {
2565 /* Don't display messages for random maps. */ 2424 /* Don't display messages for random maps. */
2566 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2567 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2426 op->statusmsg (tmp->msg, NDI_NAVY);
2568 2427
2569 op->enter_exit (tmp); 2428 op->enter_exit (tmp);
2570 } 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
2571 return 1; 2436 return 1;
2572 2437
2573 case SIGN: 2438 case SIGN:
2574 apply_sign (op, tmp, 0); 2439 apply_sign (op, tmp, 0);
2575 return 1; 2440 return 1;
2579 { 2444 {
2580 apply_book (op, tmp); 2445 apply_book (op, tmp);
2581 return 1; 2446 return 1;
2582 } 2447 }
2583 else 2448 else
2584 {
2585 return 0; 2449 return 0;
2586 }
2587 2450
2588 case SKILLSCROLL: 2451 case SKILLSCROLL:
2589 if (op->type == PLAYER) 2452 if (op->type == PLAYER)
2590 { 2453 {
2591 apply_skillscroll (op, tmp); 2454 apply_skillscroll (op, tmp);
2592 return 1; 2455 return 1;
2593 } 2456 }
2457 else
2594 return 0; 2458 return 0;
2595 2459
2596 case SPELLBOOK: 2460 case SPELLBOOK:
2597 if (op->type == PLAYER) 2461 if (op->type == PLAYER)
2598 { 2462 {
2599 apply_spellbook (op, tmp); 2463 apply_spellbook (op, tmp);
2600 return 1; 2464 return 1;
2601 } 2465 }
2466 else
2602 return 0; 2467 return 0;
2603 2468
2604 case SCROLL: 2469 case SCROLL:
2605 apply_scroll (op, tmp, 0); 2470 apply_scroll (op, tmp, 0);
2606 return 1; 2471 return 1;
2607 2472
2608 case POTION: 2473 case POTION:
2609 (void) apply_potion (op, tmp); 2474 apply_potion (op, tmp);
2610 return 1; 2475 return 1;
2611 2476
2612 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2477 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed?
2613 case CLOSE_CON: 2479 case CLOSE_CON:
2614 if (op->type == PLAYER)
2615 (void) esrv_apply_container (op, tmp->env);
2616 else
2617 (void) apply_container (op, tmp->env); 2480 apply_container (op, tmp->env);
2618 return 1; 2481 return 1;
2619 2482
2620 case CONTAINER: 2483 case CONTAINER:
2621 if (op->type == PLAYER)
2622 (void) esrv_apply_container (op, tmp);
2623 else
2624 (void) apply_container (op, tmp); 2484 apply_container (op, tmp);
2625 return 1; 2485 return 1;
2626 2486
2627 case TREASURE: 2487 case TREASURE:
2628 if (op->type == PLAYER) 2488 if (op->type == PLAYER)
2629 { 2489 {
2630 apply_treasure (op, tmp); 2490 apply_treasure (op, tmp);
2631 return 1; 2491 return 1;
2632 } 2492 }
2633 else 2493 else
2634 {
2635 return 0; 2494 return 0;
2636 }
2637 2495
2638 case WEAPON: 2496 case WEAPON:
2639 case ARMOUR: 2497 case ARMOUR:
2640 case BOOTS: 2498 case BOOTS:
2641 case GLOVES: 2499 case GLOVES:
2654 case LAMP: 2512 case LAMP:
2655 case BUILDER: 2513 case BUILDER:
2656 case SKILL_TOOL: 2514 case SKILL_TOOL:
2657 if (tmp->env != op) 2515 if (tmp->env != op)
2658 return 2; /* not in inventory */ 2516 return 2; /* not in inventory */
2517
2659 (void) apply_special (op, tmp, aflag); 2518 apply_special (op, tmp, aflag);
2660 return 1; 2519 return 1;
2661 2520
2662 case DRINK: 2521 case DRINK:
2663 case FOOD: 2522 case FOOD:
2664 case FLESH: 2523 case FLESH:
2680 } 2539 }
2681 else 2540 else
2682 return 0; 2541 return 0;
2683 2542
2684 case WEAPON_IMPROVER: 2543 case WEAPON_IMPROVER:
2685 (void) check_improve_weapon (op, tmp); 2544 check_improve_weapon (op, tmp);
2686 return 1; 2545 return 1;
2687 2546
2688 case CLOCK: 2547 case CLOCK:
2689 if (op->type == PLAYER) 2548 if (op->type == PLAYER)
2690 { 2549 {
2691 char buf[MAX_BUF]; 2550 char buf[MAX_BUF];
2692 timeofday_t tod; 2551 timeofday_t tod;
2693 2552
2694 get_tod (&tod); 2553 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format (
2695 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2556 "It is %d minute%s past %d o'clock %s",
2696 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2697 ((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")
2698 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2559 ));
2699 new_draw_info (NDI_UNIQUE, 0, op, buf);
2700 return 1; 2560 return 1;
2701 } 2561 }
2702 else 2562 else
2703 {
2704 return 0; 2563 return 0;
2705 }
2706 2564
2707 case MENU: 2565 case MENU:
2708 if (op->type == PLAYER) 2566 if (op->type == PLAYER)
2709 { 2567 {
2710 shop_listing (op); 2568 shop_listing (tmp, op);
2711 return 1; 2569 return 1;
2712 } 2570 }
2713 else 2571 else
2714 {
2715 return 0; 2572 return 0;
2716 }
2717 2573
2718 case POWER_CRYSTAL: 2574 case POWER_CRYSTAL:
2719 apply_power_crystal (op, tmp); /* see egoitem.c */ 2575 apply_power_crystal (op, tmp); /* see egoitem.c */
2720 return 1; 2576 return 1;
2721 2577
2724 { 2580 {
2725 apply_lighter (op, tmp); 2581 apply_lighter (op, tmp);
2726 return 1; 2582 return 1;
2727 } 2583 }
2728 else 2584 else
2729 {
2730 return 0; 2585 return 0;
2731 }
2732 2586
2733 case ITEM_TRANSFORMER: 2587 case ITEM_TRANSFORMER:
2734 apply_item_transformer (op, tmp); 2588 apply_item_transformer (op, tmp);
2735 return 1; 2589 return 1;
2736 2590
2749int 2603int
2750player_apply (object *pl, object *op, int aflag, int quiet) 2604player_apply (object *pl, object *op, int aflag, int quiet)
2751{ 2605{
2752 int tmp; 2606 int tmp;
2753 2607
2754 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2608 if (op->env && (pl->move_type & MOVE_FLYING))
2755 { 2609 {
2756 /* player is flying and applying object not in inventory */ 2610 /* player is flying and applying object not in inventory */
2757 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2611 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2758 { 2612 {
2759 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.>");
2760 return 0; 2614 return 0;
2761 } 2615 }
2762 }
2763
2764 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2765 * applied.
2766 */
2767 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2768 {
2769 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2770 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2771 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2772 op->destroy ();
2773 return 1;
2774 } 2616 }
2775 2617
2776 pl->contr->last_used = op; 2618 pl->contr->last_used = op;
2777 2619
2778 tmp = manual_apply (pl, op, aflag); 2620 tmp = manual_apply (pl, op, aflag);
2779 if (!quiet) 2621 if (!quiet)
2780 { 2622 {
2781 if (tmp == 0) 2623 if (tmp == 0)
2782 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)));
2783 else if (tmp == 2) 2625 else if (tmp == 2)
2784 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2626 pl->failmsg ("You must get it first!\n");
2785 } 2627 }
2628
2786 return tmp; 2629 return tmp;
2787} 2630}
2788 2631
2789/** 2632/**
2790 * player_apply_below attempts to apply the object 'below' the player. 2633 * player_apply_below attempts to apply the object 'below' the player.
2791 * 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
2792 * we use the ground. 2635 * we use the ground.
2793 */ 2636 */
2794
2795void 2637void
2796player_apply_below (object *pl) 2638player_apply_below (object *pl)
2797{ 2639{
2798 object *tmp, *next;
2799 int floors; 2640 int floors = 0;
2800 2641
2801 /* 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
2802 * item in the container. Otherwise, use the map. 2643 * item in the container. Otherwise, use the map.
2803 */
2804 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2805
2806 /* 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
2807 * 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
2808 * 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
2809 * 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
2810 * not return a proper value. 2648 * not return a proper value.
2811 */ 2649 */
2812 for (floors = 0; tmp != NULL; tmp = next) 2650 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2813 { 2651 {
2814 next = tmp->below; 2652 next = tmp->below;
2653
2815 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2654 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2816 floors++; 2655 floors++;
2817 else if (floors > 0) 2656 else if (floors > 0)
2818 return; /* process only floor objects after first floor object */ 2657 return; /* process only floor objects after first floor object */
2819 2658
2839 * 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.
2840 */ 2679 */
2841static int 2680static int
2842unapply_special (object *who, object *op, int aflags) 2681unapply_special (object *who, object *op, int aflags)
2843{ 2682{
2844 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)))
2845 return RESULT_INT (0); 2685 return RESULT_INT (0);
2846 2686
2847 object *tmp2;
2848
2849 CLEAR_FLAG (op, FLAG_APPLIED); 2687 CLEAR_FLAG (op, FLAG_APPLIED);
2688
2850 switch (op->type) 2689 switch (op->type)
2851 { 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
2852 case WEAPON: 2705 case WEAPON:
2853 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 }
2854 2712
2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714
2855 (void) change_abil (who, op); 2715 change_abil (who, op);
2856 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2857 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2858 clear_skill (who);
2859 break; 2717 break;
2860 2718
2861 case SKILL: /* allows objects to impart skills */
2862 case SKILL_TOOL: 2719 case SKILL:
2863 if (op != who->chosen_skill) 2720 if (who->contr)
2864 { 2721 {
2865 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));
2866 } 2726 }
2867 if (who->type == PLAYER) 2727
2868 {
2869 if (who->contr->shoottype == range_skill)
2870 who->contr->shoottype = range_none;
2871 if (!op->invisible)
2872 {
2873 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2874 }
2875 else
2876 {
2877 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2878 }
2879 }
2880 (void) change_abil (who, op); 2728 change_abil (who, op);
2881 who->chosen_skill = NULL;
2882 CLEAR_FLAG (who, FLAG_READY_SKILL); 2729 CLEAR_FLAG (who, FLAG_READY_SKILL);
2883 break; 2730 break;
2884 2731
2885 case ARMOUR: 2732 case ARMOUR:
2886 case HELMET: 2733 case HELMET:
2890 case GLOVES: 2737 case GLOVES:
2891 case AMULET: 2738 case AMULET:
2892 case GIRDLE: 2739 case GIRDLE:
2893 case BRACERS: 2740 case BRACERS:
2894 case CLOAK: 2741 case CLOAK:
2895 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2742 who->statusmsg (format ("You unwear %s.", query_name (op)));
2896 (void) change_abil (who, op); 2743 change_abil (who, op);
2897 break; 2744 break;
2745
2898 case LAMP: 2746 case LAMP:
2899 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
2900 tmp2 = arch_to_object (op->other_arch); 2750 object *tmp2 = arch_to_object (op->other_arch);
2901 tmp2->x = op->x; 2751 tmp2->x = op->x;
2902 tmp2->y = op->y; 2752 tmp2->y = op->y;
2903 tmp2->map = op->map; 2753 tmp2->map = op->map;
2904 tmp2->below = op->below; 2754 tmp2->below = op->below;
2905 tmp2->above = op->above; 2755 tmp2->above = op->above;
2906 tmp2->stats.food = op->stats.food; 2756 tmp2->stats.food = op->stats.food;
2907 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2908 2758
2909 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2910 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2911 2761
2912 if (who->type == PLAYER) 2762 if (who->contr)
2913 esrv_del_item (who->contr, op->count); 2763 esrv_del_item (who->contr, op->count);
2914 2764
2915 op->destroy (); 2765 op->destroy ();
2916 insert_ob_in_ob (tmp2, who); 2766 insert_ob_in_ob (tmp2, who);
2917 who->update_stats (); 2767 who->update_stats ();
2768
2918 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2769 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2919 { 2770 {
2920 if (who->type == PLAYER) 2771 if (who->contr)
2921 { 2772 {
2922 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2773 who->failmsg ("Oops, it feels deadly cold!");
2923 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2774 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2924 } 2775 }
2925 } 2776 }
2926 if (who->type == PLAYER) 2777
2778 if (who->contr)
2927 esrv_send_item (who, tmp2); 2779 esrv_send_item (who, tmp2);
2780 }
2781
2928 return 1; /* otherwise, an attempt to drop causes problems */ 2782 return 1; /* otherwise, an attempt to drop causes problems */
2929 break; 2783
2930 case BOW: 2784 case BOW:
2931 case WAND: 2785 case WAND:
2932 case ROD: 2786 case ROD:
2933 case HORN: 2787 case HORN:
2934 clear_skill (who); 2788 if (player *pl = who->contr)
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2936 if (who->type == PLAYER)
2937 { 2789 {
2938 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)));
2939 } 2797 }
2940 else 2798 else
2941 { 2799 {
2800 who->change_skill (0);
2801
2942 if (op->type == BOW) 2802 if (op->type == BOW)
2943 CLEAR_FLAG (who, FLAG_READY_BOW); 2803 CLEAR_FLAG (who, FLAG_READY_BOW);
2944 else 2804 else
2945 CLEAR_FLAG (who, FLAG_READY_RANGE); 2805 CLEAR_FLAG (who, FLAG_READY_RANGE);
2946 } 2806 }
2807
2947 break; 2808 break;
2948 2809
2949 case BUILDER: 2810 case BUILDER:
2950 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2811 if (who->contr)
2951 who->contr->shoottype = range_none; 2812 who->statusmsg (format ("You unready %s.", query_name (op)));
2952 who->contr->ranges[range_builder] = NULL;
2953 break; 2813 break;
2954 2814
2955 default: 2815 default:
2956 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2816 who->statusmsg (format ("You unapply %s.", query_name (op)));
2957 break; 2817 break;
2958 } 2818 }
2959 2819
2960 who->update_stats (); 2820 who->update_stats ();
2961 2821
2962 if (!(aflags & AP_NO_MERGE)) 2822 if (!(aflags & AP_NO_MERGE))
2963 { 2823 {
2964 object *tmp;
2965
2966 tmp = merge_ob (op, NULL); 2824 object *tmp = merge_ob (op, 0);
2967 if (who->type == PLAYER) 2825
2826 if (who->contr)
2968 { 2827 {
2969 if (tmp) 2828 if (tmp)
2970 { /* it was merged */ 2829 { /* it was merged */
2971 esrv_del_item (who->contr, op->count); 2830 esrv_del_item (who->contr, op->count);
2972 op = tmp; 2831 op = tmp;
2973 } 2832 }
2974 2833
2975 esrv_send_item (who, op); 2834 esrv_send_item (who, op);
2976 } 2835 }
2977 } 2836 }
2837
2978 return 0; 2838 return 0;
2979} 2839}
2980 2840
2981/** 2841/**
2982 * Returns the object that is using location 'loc'. 2842 * Returns the object that is using location 'loc'.
2983 * Note that 'start' is the first object to start examing - we 2843 * Note that 'start' is the first object to start examing - we
2984 * 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
2985 * something like: 2845 * something like:
2986 * tmp = get_item_from_body_location(who->inv, 1); 2846 * tmp = get_next_item_from_body_location(who->inv, 1);
2987 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2847 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2988 * to find the second object that may use this location, etc. 2848 * to find the second object that may use this location, etc.
2989 * Returns NULL if no match is found. 2849 * Returns NULL if no match is found.
2990 * 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.
2991 * don't return invisible objects unless they are skill objects 2851 * don't return invisible objects unless they are skill objects
2992 * invisible other objects that use 2852 * invisible other objects that use
2993 * up body locations can be used as restrictions. 2853 * up body locations can be used as restrictions.
2994 */ 2854 */
2995object * 2855static object *
2996get_item_from_body_location (object *start, int loc) 2856get_next_item_from_body_location (int loc, object *start)
2997{ 2857{
2998 object *tmp;
2999
3000 if (!start)
3001 return NULL;
3002
3003 for (tmp = start; tmp; tmp = tmp->below) 2858 for (object *tmp = start; tmp; tmp = tmp->below)
3004 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))
3005 return tmp; 2862 return tmp;
3006 2863
3007 return NULL; 2864 return 0;
3008} 2865}
3009
3010
3011 2866
3012/** 2867/**
3013 * '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.
3014 * This should only be called when it is known 2869 * This should only be called when it is known
3015 * that there are objects to unapply. This makes pretty heavy 2870 * that there are objects to unapply. This makes pretty heavy
3018 * Returns 0 on success, returns 1 if there is some problem. 2873 * Returns 0 on success, returns 1 if there is some problem.
3019 * 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
3020 * 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
3021 * another function that does just that. 2876 * another function that does just that.
3022 */ 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
3023int 2884int
3024unapply_for_ob (object *who, object *op, int aflags) 2885unapply_for_ob (object *who, object *op, int aflags)
3025{ 2886{
3026 int i; 2887 if (op->is_range ())
3027 object *tmp = NULL, *last;
3028
3029 /* If we are applying a shield or weapon, unapply any equipped shield
3030 * or weapons first - only allowed to use one weapon/shield at a time.
3031 */
3032 if (op->type == WEAPON || op->type == SHIELD)
3033 {
3034 for (tmp = who->inv; tmp; tmp = tmp->below) 2888 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3035 {
3036 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2889 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3037 {
3038 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)))
3039 { 2891 {
3040 if (aflags & AP_PRINT) 2892 if (aflags & AP_PRINT)
3041 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2893 who->failmsg (query_name (tmp));
3042 else 2894 else
3043 unapply_special (who, tmp, aflags); 2895 unapply_special (who, tmp, aflags);
3044 } 2896 }
3045 else 2897 else
3046 { 2898 {
3047 /* 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.
3048 * 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
3049 * at least generate the message. 2901 * at least generate the message.
3050 */ 2902 */
3051 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)));
3052 return 1; 2904 return 1;
3053 }
3054
3055 } 2905 }
3056 }
3057 }
3058 2906
3059 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2907 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3060 { 2908 {
3061 /* this used up a slot that we need to free */ 2909 /* this used up a slot that we need to free */
3062 if (op->body_info[i]) 2910 if (op->slot[i].info)
3063 { 2911 {
3064 last = who->inv; 2912 object *last = who->inv;
3065 2913
3066 /* 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
3067 * to free up enough slots. 2915 * to free up enough slots.
3068 */ 2916 */
3069 while ((who->body_used[i] + op->body_info[i]) < 0) 2917 while ((who->slot[i].used + op->slot[i].info) < 0)
3070 { 2918 {
3071 tmp = get_item_from_body_location (last, i); 2919 object *tmp = get_next_item_from_body_location (i, last);
2920
3072 if (!tmp) 2921 if (!tmp)
3073 { 2922 {
3074#if 0 2923#if 0
3075 /* 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
3076 * equipped. 2925 * equipped.
3077 */ 2926 */
3078 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);
3079#endif 2928#endif
3080 return 1; 2929 return 1;
3081 } 2930 }
2931
3082 /* 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 */
3083 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))))
3084 { 2934 {
3085 if (aflags & AP_PRINT) 2935 if (aflags & AP_PRINT)
3086 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2936 who->failmsg (query_name (tmp));
3087 else 2937 else
3088 unapply_special (who, tmp, aflags); 2938 unapply_special (who, tmp, aflags);
3089 } 2939 }
3090 else 2940 else
3091 { 2941 {
3092 /* Cursed item that we can't unequip - tell the player. 2942 /* Cursed item that we can't unequip - tell the player.
3093 * 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,
3094 * 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
3095 * one cursed ring.) 2945 * one cursed ring.)
3096 */ 2946 */
3097 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)));
3098 } 2948 }
2949
3099 last = tmp->below; 2950 last = tmp->below;
3100 } 2951 }
3101 /* 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
3102 * return in the !tmp would have kicked in. 2953 * return in the !tmp would have kicked in.
3103 */ 2954 */
3104 } /* if op is using this body location */ 2955 } /* if op is using this body location */
3105 } /* for body lcoations */ 2956 } /* for body lcoations */
2957
3106 return 0; 2958 return 0;
3107} 2959}
3108 2960
3109/** 2961/**
3110 * Checks to see if 'who' can apply object 'op'. 2962 * Checks to see if 'who' can apply object 'op'.
3111 * Returns 0 if apply can be done without anything special. 2963 * Returns 0 if apply can be done without anything special.
3112 * Otherwise returns a bitmask - potentially several of these may be 2964 * Otherwise returns a bitmask - potentially several of these may be
3113 * set, but largely depends on circumstance - in the future, processing 2965 * set, but largely depends on circumstance - in the future, processing
3114 * 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
3115 * 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?)
3116 * 2968 *
3117 * See include/define.h for detailed description of the meaning of 2969 * See include/define.h for detailed description of the meaning of
3118 * these return values. 2970 * these return values.
3119 */ 2971 */
3120int 2972int
3121can_apply_object (object *who, object *op) 2973can_apply_object (object *who, object *op)
3122{ 2974{
3123 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)))
3124 return RESULT_INT (0); 2976 return RESULT_INT (0);
3125 2977
3126 int i, retval = 0; 2978 int retval = 0;
3127 object *tmp = NULL, *ws = NULL; 2979 object *tmp = 0, *ws = 0;
3128 2980
3129 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2981 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3130 * 2 weapons, but we don't want to let them do that. So if they are
3131 * trying to equip a weapon or shield, see if they already have one
3132 * in place and store that way.
3133 */
3134 if (op->type == WEAPON || op->type == SHIELD)
3135 { 2982 {
3136 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2983 if (op->slot[i].info)
3137 { 2984 {
3138 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)
3139 { 2987 {
3140 retval = CAN_APPLY_UNAPPLY;
3141 ws = tmp;
3142 }
3143 }
3144 }
3145
3146
3147 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3148 {
3149 if (op->body_info[i])
3150 {
3151 /* Item uses more slots than we have */
3152 if (FABS (op->body_info[i]) > who->body_info[i])
3153 {
3154 /* Could return now for efficiently - rest of info below isn' 2988 /* Could return now for efficiency - rest of info below isn't
3155 * really needed. 2989 * really needed.
3156 */ 2990 */
3157 retval |= CAN_APPLY_NEVER; 2991 retval |= CAN_APPLY_NEVER;
3158 } 2992 }
3159 else if ((who->body_used[i] + op->body_info[i]) < 0) 2993 else if (who->slot[i].used + op->slot[i].info < 0)
3160 { 2994 {
3161 /* in this case, equipping this would use more free spots than 2995 /* in this case, equipping this would use more free spots than
3162 * we have. 2996 * we have.
3163 */ 2997 */
3164 object *tmp1;
3165
3166 2998
3167 /* 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
3168 * enough slots to equip the new item, then just set this can 3000 * enough slots to equip the new item, then just set "can
3169 * 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
3170 * shield equipped and try to equip another shield, there is only 3002 * shield equipped and try to equip another shield, there is only
3171 * one choice. However, the check for the number of body locations 3003 * one choice. However, the check for the number of body locations
3172 * does take into the account cases where what is being applied 3004 * does take into the account cases where what is being applied
3173 * may be two handed for example. 3005 * may be two handed for example.
3174 */ 3006 */
3175 if (ws) 3007 if (ws)
3176 { 3008 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3177 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3178 { 3009 {
3179 retval |= CAN_APPLY_UNAPPLY; 3010 retval |= CAN_APPLY_UNAPPLY;
3180 continue; 3011 continue;
3181 } 3012 }
3182 }
3183 3013
3184 tmp1 = get_item_from_body_location (who->inv, i); 3014 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3185 if (!tmp1) 3015 if (!tmp1)
3186 { 3016 {
3187#if 0 3017#if 0
3188 /* 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
3189 * join in with more stuff equipped than they are now allowed. 3019 * join in with more stuff equipped than they are now allowed.
3197 /* need to unapply something. However, if this something 3027 /* need to unapply something. However, if this something
3198 * is different than we had found before, it means they need 3028 * is different than we had found before, it means they need
3199 * to apply multiple objects 3029 * to apply multiple objects
3200 */ 3030 */
3201 retval |= CAN_APPLY_UNAPPLY; 3031 retval |= CAN_APPLY_UNAPPLY;
3032
3202 if (!tmp) 3033 if (!tmp)
3203 tmp = tmp1; 3034 tmp = tmp1;
3204 else if (tmp != tmp1) 3035 else if (tmp != tmp1)
3205 {
3206 retval |= CAN_APPLY_UNAPPLY_MULT; 3036 retval |= CAN_APPLY_UNAPPLY_MULT;
3207 } 3037
3208 /* 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
3209 * 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
3210 * the slots, the player then has a choice. 3040 * the slots, the player then has a choice.
3211 */ 3041 */
3212 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)
3213 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3044 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3214 3045
3215 /* Does unequippint 'tmp1' free up enough slots for this to be 3046 /* Does unequippint 'tmp1' free up enough slots for this to be
3216 * equipped? If not, there must be something else to unapply. 3047 * equipped? If not, there must be something else to unapply.
3217 */ 3048 */
3218 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)
3219 retval |= CAN_APPLY_UNAPPLY_MULT; 3050 retval |= CAN_APPLY_UNAPPLY_MULT;
3220
3221 } 3051 }
3222 } /* if not enough free slots */ 3052 } /* if not enough free slots */
3223 } /* if this object uses location i */ 3053 } /* if this object uses location i */
3224 } /* for i -> num_body_locations loop */ 3054 } /* for i -> num_body_locations loop */
3225 3055
3230 * 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
3231 * all use the same location. 3061 * all use the same location.
3232 */ 3062 */
3233 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3063 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3234 retval |= CAN_APPLY_RESTRICTION; 3064 retval |= CAN_APPLY_RESTRICTION;
3065
3235 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3066 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3236 retval |= CAN_APPLY_RESTRICTION; 3067 retval |= CAN_APPLY_RESTRICTION;
3237 3068
3238
3239 if (who->type != PLAYER) 3069 if (who->type != PLAYER)
3240 { 3070 {
3241 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))
3242 retval |= CAN_APPLY_RESTRICTION; 3072 retval |= CAN_APPLY_RESTRICTION;
3073
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3074 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3244 retval |= CAN_APPLY_RESTRICTION; 3075 retval |= CAN_APPLY_RESTRICTION;
3076
3245 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3077 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3246 retval |= CAN_APPLY_RESTRICTION; 3078 retval |= CAN_APPLY_RESTRICTION;
3079
3247 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3080 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3248 retval |= CAN_APPLY_RESTRICTION; 3081 retval |= CAN_APPLY_RESTRICTION;
3249 } 3082 }
3083
3250 return retval; 3084 return retval;
3251} 3085}
3252
3253
3254 3086
3255/** 3087/**
3256 * 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.
3257 * 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,
3258 * 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
3267 * AP_UNAPPLY=always unapply). 3099 * AP_UNAPPLY=always unapply).
3268 * 3100 *
3269 * Optional flags: 3101 * Optional flags:
3270 * 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
3271 * 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
3272 * 3105 *
3273 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3106 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3274 * 3107 *
3275 * apply_special() doesn't check for unpaid items. 3108 * apply_special() doesn't check for unpaid items.
3276 */ 3109 */
3110
3111#define LACK_ITEM_POWER \
3112 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3113
3277int 3114int
3278apply_special (object *who, object *op, int aflags) 3115apply_special (object *who, object *op, int aflags)
3279{ 3116{
3280 int basic_flag = aflags & AP_BASIC_FLAGS; 3117 int basic_flag = aflags & AP_BASIC_FLAGS;
3281 object *tmp, *tmp2, *skop = NULL; 3118 object *tmp, *tmp2, *skop = NULL;
3282 int i;
3283 3119
3284 if (who == NULL) 3120 if (who == NULL)
3285 { 3121 {
3286 LOG (llevError, "apply_special() from object without environment.\n"); 3122 LOG (llevError, "apply_special() from object without environment.\n");
3287 return 1; 3123 return 1;
3297 if (basic_flag == AP_APPLY) 3133 if (basic_flag == AP_APPLY)
3298 return 0; 3134 return 0;
3299 3135
3300 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)))
3301 { 3137 {
3302 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)));
3303 return 1; 3139 return 1;
3304 } 3140 }
3141
3305 return unapply_special (who, op, aflags); 3142 return unapply_special (who, op, aflags);
3306 } 3143 }
3307 3144
3308 if (basic_flag == AP_UNAPPLY) 3145 if (basic_flag == AP_UNAPPLY)
3309 return 0; 3146 return 0;
3310 3147
3311 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);
3312 3158
3313 /* 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 */
3314 if (i) 3160 if (int i = can_apply_object (who, op))
3315 { 3161 {
3316 if (i & CAN_APPLY_NEVER) 3162 if (i & CAN_APPLY_NEVER)
3317 { 3163 {
3318 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)));
3319 return 1; 3165 return 1;
3320 } 3166 }
3321 else if (i & CAN_APPLY_RESTRICTION) 3167 else if (i & CAN_APPLY_RESTRICTION)
3322 { 3168 {
3323 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 ));
3324 return 1; 3174 return 1;
3325 } 3175 }
3176
3326 if (who->type != PLAYER) 3177 if (who->type != PLAYER)
3327 { 3178 {
3328 /* Some error, so don't try to equip something more */ 3179 /* Some error, so don't try to equip something more */
3329 if (unapply_for_ob (who, op, aflags)) 3180 if (unapply_for_ob (who, op, aflags))
3330 return 1; 3181 return 1;
3331 } 3182 }
3332 else 3183 else
3333 { 3184 {
3334 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))
3335 { 3186 {
3336 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3187 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3337 unapply_for_ob (who, op, AP_PRINT); 3188 unapply_for_ob (who, op, AP_PRINT);
3338 return 1; 3189 return 1;
3339 } 3190 }
3340 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))
3341 {
3342 i = unapply_for_ob (who, op, aflags); 3192 if (unapply_for_ob (who, op, aflags))
3343 if (i)
3344 return 1; 3193 return 1;
3345 }
3346 } 3194 }
3347 } 3195 }
3348 3196
3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3197 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3350 { 3198 {
3351 skop = find_skill_by_name (who, op->skill); 3199 skop = find_skill_by_name (who, op->skill);
3200
3352 if (!skop) 3201 if (!skop)
3353 { 3202 {
3354 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));
3355 return 1; 3204 return 1;
3356 } 3205 }
3357 else 3206 else
3358 {
3359 /* While experience will be credited properly, we want to change the 3207 /* While experience will be credited properly, we want to change the
3360 * skill so that the dam and wc get updated 3208 * skill so that the dam and wc get updated
3361 */ 3209 */
3362 change_skill (who, skop, 0); 3210 who->change_skill (skop);
3363 }
3364 }
3365
3366 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3367 { 3211 }
3368 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);
3369 return 1; 3218 return 1;
3370 } 3219 }
3371
3372 3220
3373 /* 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.
3374 * Note that we don't have the checks for can_use_... 3222 * Note that we don't have the checks for can_use_...
3375 * below - that is already taken care of by can_apply_object. 3223 * below - that is already taken care of by can_apply_object.
3376 */ 3224 */
3377
3378
3379 if (op->nrof > 1) 3225 if (op->nrof > 1)
3380 tmp = get_split_ob (op, op->nrof - 1); 3226 tmp = get_split_ob (op, op->nrof - 1);
3381 else 3227 else
3382 tmp = NULL; 3228 tmp = 0;
3383 3229
3384 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)))
3385 return RESULT_INT (0); 3231 return RESULT_INT (0);
3386 3232
3387 switch (op->type) 3233 switch (op->type)
3388 { 3234 {
3389 case WEAPON: 3235 case WEAPON:
3390 if (!check_weapon_power (who, op->last_eat)) 3236 if (!check_weapon_power (who, op->last_eat))
3391 { 3237 {
3392 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);
3393 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3239
3394 if (tmp != NULL) 3240 if (tmp)
3395 (void) insert_ob_in_ob (tmp, who); 3241 insert_ob_in_ob (tmp, who);
3242
3396 return 1; 3243 return 1;
3397 } 3244 }
3245
3246 //TODO: this obviously fails for players using a shorter prefix
3247 // i.e. "R" can use Ragnarok's sword.
3398 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3248 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3399 { 3249 {
3400 /* 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. */
3401 /* (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) */
3402 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
3403 if (tmp != NULL) 3254 if (tmp)
3404 (void) insert_ob_in_ob (tmp, who); 3255 insert_ob_in_ob (tmp, who);
3256
3405 return 1; 3257 return 1;
3406 } 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
3407 SET_FLAG (op, FLAG_APPLIED); 3266 SET_FLAG (op, FLAG_APPLIED);
3408
3409 if (skop)
3410 change_skill (who, skop, 1); 3267 who->change_skill (skop);
3411 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
3412 SET_FLAG (who, FLAG_READY_WEAPON); 3274 SET_FLAG (who, FLAG_READY_WEAPON);
3413
3414 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3415
3416 (void) change_abil (who, op); 3275 change_abil (who, op);
3417 break; 3276 break;
3418 3277
3419 case ARMOUR: 3278 case ARMOUR:
3420 case HELMET: 3279 case HELMET:
3421 case SHIELD: 3280 case SHIELD:
3425 case BRACERS: 3284 case BRACERS:
3426 case CLOAK: 3285 case CLOAK:
3427 case RING: 3286 case RING:
3428 case AMULET: 3287 case AMULET:
3429 SET_FLAG (op, FLAG_APPLIED); 3288 SET_FLAG (op, FLAG_APPLIED);
3430 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3289 who->statusmsg (format ("You wear %s.", query_name (op)));
3431 (void) change_abil (who, op); 3290 change_abil (who, op);
3432 break; 3291 break;
3292
3433 case LAMP: 3293 case LAMP:
3434 if (op->stats.food < 1) 3294 if (op->stats.food < 1)
3435 { 3295 {
3436 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 ));
3437 return 1; 3301 return 1;
3438 } 3302 }
3439 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
3440 tmp2 = arch_to_object (op->other_arch); 3306 tmp2 = arch_to_object (op->other_arch);
3441 tmp2->stats.food = op->stats.food; 3307 tmp2->stats.food = op->stats.food;
3442 SET_FLAG (tmp2, FLAG_APPLIED); 3308 SET_FLAG (tmp2, FLAG_APPLIED);
3309
3443 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3310 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3444 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3311 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3312
3445 insert_ob_in_ob (tmp2, who); 3313 insert_ob_in_ob (tmp2, who);
3446 3314
3447 /* Remove the old lantern */ 3315 /* Remove the old lantern */
3448 if (who->type == PLAYER) 3316 if (who->type == PLAYER)
3449 esrv_del_item (who->contr, op->count); 3317 esrv_del_item (who->contr, op->count);
3450 3318
3451 op->destroy (); 3319 op->destroy ();
3452 3320
3453 /* insert the portion that was split off */ 3321 /* insert the portion that was split off */
3454 if (tmp != NULL) 3322 if (tmp)
3455 { 3323 {
3456 (void) insert_ob_in_ob (tmp, who); 3324 insert_ob_in_ob (tmp, who);
3457 if (who->type == PLAYER) 3325 if (who->type == PLAYER)
3458 esrv_send_item (who, tmp); 3326 esrv_send_item (who, tmp);
3459 } 3327 }
3328
3460 who->update_stats (); 3329 who->update_stats ();
3330
3461 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3331 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3462 {
3463 if (who->type == PLAYER) 3332 if (who->type == PLAYER)
3464 { 3333 {
3465 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.>");
3466 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3335 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3467 } 3336 }
3468 } 3337
3469 if (who->type == PLAYER) 3338 if (who->type == PLAYER)
3470 esrv_send_item (who, tmp2); 3339 esrv_send_item (who, tmp2);
3340
3471 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 }
3472 break; 3353 break;
3473 3354
3474 /* this part is needed for skill-tools */
3475 case SKILL: 3355 case SKILL:
3476 case SKILL_TOOL: 3356 if (player *pl = who->contr)
3477 if (who->chosen_skill)
3478 { 3357 {
3479 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3358 if (IS_COMBAT_SKILL (op->subtype))
3480 return 1;
3481 }
3482 if (who->type == PLAYER)
3483 { 3359 {
3484 who->contr->shoottype = range_skill; 3360 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3485 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
3486 if (!op->invisible) 3408 if (!op->invisible)
3487 { 3409 {
3488 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3410 who->statusmsg (format (
3489 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 ));
3490 } 3416 }
3491 else 3417 else
3492 {
3493 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));
3494 }
3495 } 3419 }
3420 else
3421 {
3496 SET_FLAG (op, FLAG_APPLIED); 3422 SET_FLAG (op, FLAG_APPLIED);
3497 (void) change_abil (who, op); 3423 change_abil (who, op);
3498 who->chosen_skill = op; 3424 who->chosen_skill = op;
3499 SET_FLAG (who, FLAG_READY_SKILL); 3425 SET_FLAG (who, FLAG_READY_SKILL);
3426 }
3427
3500 break; 3428 break;
3501 3429
3502 case BOW: 3430 case BOW:
3503 if (!check_weapon_power (who, op->last_eat)) 3431 if (!check_weapon_power (who, op->last_eat))
3504 { 3432 {
3505 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);
3506 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3434
3507 if (tmp != NULL) 3435 if (tmp)
3508 (void) insert_ob_in_ob (tmp, who); 3436 insert_ob_in_ob (tmp, who);
3437
3509 return 1; 3438 return 1;
3510 } 3439 }
3440
3511 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3512 { 3442 {
3513 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.>");
3514 if (tmp != NULL) 3445 if (tmp)
3515 (void) insert_ob_in_ob (tmp, who); 3446 insert_ob_in_ob (tmp, who);
3447
3516 return 1; 3448 return 1;
3517 } 3449 }
3450
3518 /*FALLTHROUGH*/ case WAND: 3451 /*FALLTHROUGH*/
3452 case WAND:
3519 case ROD: 3453 case ROD:
3520 case HORN: 3454 case HORN:
3521 /* 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
3522 SET_FLAG (op, FLAG_APPLIED); 3463 SET_FLAG (op, FLAG_APPLIED);
3523 if (skop)
3524 change_skill (who, skop, 0); 3464 who->change_skill (skop);
3525 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3526 3465
3527 if (who->type == PLAYER) 3466 if (who->contr)
3528 { 3467 {
3468 who->contr->ranged_ob = op;
3469
3470 who->statusmsg (format ("You ready %s.", query_name (op)));
3471
3529 if (op->type == BOW) 3472 if (op->type == BOW)
3530 { 3473 {
3474 who->current_weapon = op;
3531 (void) change_abil (who, op); 3475 change_abil (who, op);
3532 new_draw_info_format (NDI_UNIQUE, 0, who,
3533 "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)));
3534 who->contr->shoottype = range_bow;
3535 }
3536 else
3537 {
3538 who->contr->shoottype = range_misc;
3539 } 3477 }
3540 } 3478 }
3541 else 3479 else
3542 { 3480 {
3543 if (op->type == BOW) 3481 if (op->type == BOW)
3544 SET_FLAG (who, FLAG_READY_BOW); 3482 SET_FLAG (who, FLAG_READY_BOW);
3545 else 3483 else
3546 SET_FLAG (who, FLAG_READY_RANGE); 3484 SET_FLAG (who, FLAG_READY_RANGE);
3547 } 3485 }
3486
3548 break; 3487 break;
3549 3488
3550 case BUILDER: 3489 case BUILDER:
3551 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)
3552 unapply_special (who, who->contr->ranges[range_builder], 0); 3494 unapply_special (who, who->contr->ranged_ob, 0);
3553 who->contr->shoottype = range_builder; 3495
3496 who->statusmsg (format ("You ready your %s.", query_name (op)));
3497
3554 who->contr->ranges[range_builder] = op; 3498 who->contr->ranged_ob = op;
3555 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3499 }
3556 break; 3500 break;
3557 3501
3558 default: 3502 default:
3559 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3503 who->statusmsg (format ("You apply %s.", query_name (op)));
3560 } /* end of switch op->type */ 3504 }
3561 3505
3562 SET_FLAG (op, FLAG_APPLIED); 3506 SET_FLAG (op, FLAG_APPLIED);
3563 3507
3564 if (tmp != NULL) 3508 if (tmp)
3565 tmp = insert_ob_in_ob (tmp, who); 3509 tmp = insert_ob_in_ob (tmp, who);
3566 3510
3567 who->update_stats (); 3511 who->update_stats ();
3568 3512
3569 /* We exclude spell casting objects. The fire code will set the 3513 /* We exclude spell casting objects. The fire code will set the
3572 */ 3516 */
3573 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)
3574 SET_FLAG (op, FLAG_BEEN_APPLIED); 3518 SET_FLAG (op, FLAG_BEEN_APPLIED);
3575 3519
3576 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3577 {
3578 if (who->type == PLAYER) 3521 if (who->type == PLAYER)
3579 { 3522 {
3580 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 );
3581 SET_FLAG (op, FLAG_KNOWN_CURSED); 3527 SET_FLAG (op, FLAG_KNOWN_CURSED);
3582 } 3528 }
3583 } 3529
3584 if (who->type == PLAYER) 3530 if (who->type == PLAYER)
3585 { 3531 {
3586 /* if multiple objects were applied, update both slots */ 3532 /* if multiple objects were applied, update both slots */
3587 if (tmp) 3533 if (tmp)
3588 esrv_send_item (who, tmp); 3534 esrv_send_item (who, tmp);
3535
3589 esrv_send_item (who, op); 3536 esrv_send_item (who, op);
3590 } 3537 }
3538
3591 return 0; 3539 return 0;
3592} 3540}
3593
3594 3541
3595int 3542int
3596monster_apply_special (object *who, object *op, int aflags) 3543monster_apply_special (object *who, object *op, int aflags)
3597{ 3544{
3598 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3545 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3599 return 1; 3546 return 1;
3547
3600 return apply_special (who, op, aflags); 3548 return apply_special (who, op, aflags);
3601} 3549}
3602 3550
3603/** 3551/**
3604 * Map was just loaded, handle op's initialisation. 3552 * Map was just loaded, handle op's initialisation.
3642 3590
3643 case TREASURE: 3591 case TREASURE:
3644 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3592 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3645 return 0; 3593 return 0;
3646 3594
3647 while ((op->stats.hp--) > 0) 3595 while (op->stats.hp-- > 0)
3648 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3596 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3649 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);
3650 3598
3651 /* 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,
3652 * 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
3669 } 3617 }
3670 return tmp ? 1 : 0; 3618 return tmp ? 1 : 0;
3671} 3619}
3672 3620
3673/** 3621/**
3674 * 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
3675 * when an original map is loaded) and performs special actions for 3623 * is loaded or swapped in and performs special actions for
3676 * certain objects (most initialization of chests and creation of 3624 * certain objects (most initialization of chests and creation of
3677 * treasures and stuff). Calls auto_apply if appropriate. 3625 * treasures and stuff). Calls auto_apply if appropriate.
3678 */ 3626 */
3679void 3627void
3680maptile::fix_auto_apply () 3628maptile::fix_auto_apply ()
3758 { 3706 {
3759 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3707 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3760 tmp->randomitems = NULL; 3708 tmp->randomitems = NULL;
3761 } 3709 }
3762 3710
3711 // close all containers
3712 else if (tmp->type == CONTAINER)
3713 tmp->flag [FLAG_APPLIED] = 0;
3714
3763 tmp = above; 3715 tmp = above;
3764 } 3716 }
3765 3717
3766 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3718 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3767 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3719 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3773 * Handles player eating food that temporarily changes status (resistances, stats). 3725 * Handles player eating food that temporarily changes status (resistances, stats).
3774 * This used to call cast_change_attr(), but 3726 * This used to call cast_change_attr(), but
3775 * 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
3776 * the food changes, just grab a force and use that instead. 3728 * the food changes, just grab a force and use that instead.
3777 */ 3729 */
3778
3779void 3730void
3780eat_special_food (object *who, object *food) 3731eat_special_food (object *who, object *food)
3781{ 3732{
3782 object *force; 3733 object *force;
3783 int i, did_one = 0; 3734 int i, did_one = 0;
3784 sint8 k;
3785 3735
3786 force = get_archetype (FORCE_NAME); 3736 force = get_archetype (FORCE_NAME);
3787 3737
3788 for (i = 0; i < NUM_STATS; i++) 3738 for (i = 0; i < NUM_STATS; i++)
3789 { 3739 if (sint8 k = food->stats.stat (i))
3790 k = get_attr_value (&food->stats, i);
3791 if (k)
3792 { 3740 {
3793 set_attr_value (&force->stats, i, k); 3741 force->stats.stat (i) = k;
3794 did_one = 1; 3742 did_one = 1;
3795 } 3743 }
3796 }
3797 3744
3798 /* check if we can protect the eater */ 3745 /* check if we can protect the eater */
3799 for (i = 0; i < NROFATTACKS; i++) 3746 for (i = 0; i < NROFATTACKS; i++)
3800 { 3747 {
3801 if (food->resist[i] > 0) 3748 if (food->resist[i] > 0)
3820 /* check for hp, sp change */ 3767 /* check for hp, sp change */
3821 if (food->stats.hp != 0) 3768 if (food->stats.hp != 0)
3822 { 3769 {
3823 if (QUERY_FLAG (food, FLAG_CURSED)) 3770 if (QUERY_FLAG (food, FLAG_CURSED))
3824 { 3771 {
3825 strcpy (who->contr->killer, food->name); 3772 assign (who->contr->killer, food->name);
3826 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3773 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3827 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3774 who->failmsg ("Eck!...that was poisonous!");
3828 } 3775 }
3829 else 3776 else
3830 { 3777 {
3831 if (food->stats.hp > 0) 3778 if (food->stats.hp > 0)
3832 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3779 who->statusmsg ("You begin to feel better.");
3833 else 3780 else
3834 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3781 who->failmsg ("Eck!...that was poisonous!");
3782
3835 who->stats.hp += food->stats.hp; 3783 who->stats.hp += food->stats.hp;
3836 } 3784 }
3837 } 3785 }
3838 if (food->stats.sp != 0) 3786 if (food->stats.sp != 0)
3839 { 3787 {
3840 if (QUERY_FLAG (food, FLAG_CURSED)) 3788 if (QUERY_FLAG (food, FLAG_CURSED))
3841 { 3789 {
3842 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3790 who->failmsg ("You are drained of mana!");
3843 who->stats.sp -= food->stats.sp; 3791 who->stats.sp -= food->stats.sp;
3844 if (who->stats.sp < 0) 3792 if (who->stats.sp < 0)
3845 who->stats.sp = 0; 3793 who->stats.sp = 0;
3846 } 3794 }
3847 else 3795 else
3848 { 3796 {
3849 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3797 who->statusmsg ("You feel a rush of magical energy!");
3850 who->stats.sp += food->stats.sp; 3798 who->stats.sp += food->stats.sp;
3851 /* place limit on max sp from food? */ 3799 /* place limit on max sp from food? */
3852 } 3800 }
3853 } 3801 }
3802
3854 who->update_stats (); 3803 who->update_stats ();
3855} 3804}
3856 3805
3857/** 3806/**
3858 * Designed primarily to light torches/lanterns/etc. 3807 * Designed primarily to light torches/lanterns/etc.
3885 } 3834 }
3886 else 3835 else
3887 lighter->stats.food--; 3836 lighter->stats.food--;
3888 } 3837 }
3889 else if (lighter->last_eat) 3838 else if (lighter->last_eat)
3839 {
3890 { /* no charges left in lighter */ 3840 /* no charges left in lighter */
3891 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));
3892 return; 3842 return;
3893 } 3843 }
3894 3844
3895 /* 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?
3896 * 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
3902 3852
3903 save_throw_object (item, AT_FIRE, who); 3853 save_throw_object (item, AT_FIRE, who);
3904 3854
3905 if (item->destroyed ()) 3855 if (item->destroyed ())
3906 { 3856 {
3907 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));
3908 /* Need to update the player so that the players glow radius 3858 /* Need to update the player so that the players glow radius
3909 * gets changed. 3859 * gets changed.
3910 */ 3860 */
3911 if (is_player_env) 3861 if (is_player_env)
3912 who->update_stats (); 3862 who->update_stats ();
3913 } 3863 }
3914 else 3864 else
3915 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));
3916 } 3866 }
3917 else /* nothing to light */ 3867 else
3918 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3868 who->failmsg ("You need to mark a lightable object.");
3919
3920} 3869}
3921 3870
3922/** 3871/**
3923 * 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.
3924 * scroll_failure()- hacked directly from spell_failure 3873 * scroll_failure()- hacked directly from spell_failure
3931 3880
3932 if (failure <= -1 && failure > -15) 3881 if (failure <= -1 && failure > -15)
3933 { /* wonder */ 3882 { /* wonder */
3934 object *tmp; 3883 object *tmp;
3935 3884
3936 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3885 op->failmsg ("Your spell warps!");
3937 tmp = get_archetype (SPELL_WONDER); 3886 tmp = get_archetype (SPELL_WONDER);
3938 cast_wonder (op, op, 0, tmp); 3887 cast_wonder (op, op, 0, tmp);
3939 tmp->destroy (); 3888 tmp->destroy ();
3940 } 3889 }
3941 else if (failure <= -15 && failure > -35) 3890 else if (failure <= -15 && failure > -35)
3942 { /* drain mana */ 3891 { /* drain mana */
3943 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3892 op->failmsg ("Your mana is drained!");
3944 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3893 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3945 if (op->stats.sp < 0) 3894 if (op->stats.sp < 0)
3946 op->stats.sp = 0; 3895 op->stats.sp = 0;
3947 } 3896 }
3948 else if (settings.spell_failure_effects == TRUE) 3897 else if (settings.spell_failure_effects == TRUE)
3949 { 3898 {
3950 if (failure <= -35 && failure > -60) 3899 if (failure <= -35 && failure > -60)
3951 { /* confusion */ 3900 { /* confusion */
3952 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3901 op->failmsg ("The magic recoils on you!");
3953 confuse_player (op, op, power); 3902 confuse_player (op, op, power);
3954 } 3903 }
3955 else if (failure <= -60 && failure > -70) 3904 else if (failure <= -60 && failure > -70)
3956 { /* paralysis */ 3905 { /* paralysis */
3957 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3906 op->failmsg ("The magic recoils and paralyzes you!");
3958 paralyze_player (op, op, power); 3907 paralyze_player (op, op, power);
3959 } 3908 }
3960 else if (failure <= -70 && failure > -80) 3909 else if (failure <= -70 && failure > -80)
3961 { /* blind */ 3910 { /* blind */
3962 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3911 op->failmsg ("The magic recoils on you!");
3963 blind_player (op, op, power); 3912 blind_player (op, op, power);
3964 } 3913 }
3965 else if (failure <= -80) 3914 else if (failure <= -80)
3966 { /* blast the immediate area */ 3915 { /* blast the immediate area */
3967 object *tmp;
3968
3969 tmp = get_archetype (LOOSE_MANA); 3916 object *tmp = get_archetype (LOOSE_MANA);
3970 cast_magic_storm (op, tmp, power); 3917 cast_magic_storm (op, tmp, power);
3971 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3918 op->failmsg ("You unleash uncontrolled mana!");
3972 tmp->destroy (); 3919 tmp->destroy ();
3973 } 3920 }
3974 } 3921 }
3975} 3922}
3976 3923
3996 */ 3943 */
3997 int i, j; 3944 int i, j;
3998 3945
3999 for (i = 0; i < NUM_STATS; i++) 3946 for (i = 0; i < NUM_STATS; i++)
4000 { 3947 {
4001 sint8 stat = get_attr_value (stats, i); 3948 int race_bonus = pl->arch->stats.stat (i);
4002 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3949 sint8 stat = stats->stat (i) + ns->stat (i);
4003 3950
4004 stat += get_attr_value (ns, i);
4005 if (stat > 20 + race_bonus) 3951 if (stat > 20 + race_bonus)
4006 { 3952 {
4007 excess_stat++; 3953 excess_stat++;
4008 stat = 20 + race_bonus; 3954 stat = 20 + race_bonus;
4009 } 3955 }
4010 set_attr_value (stats, i, stat); 3956
3957 stats->stat (i) = stat;
4011 } 3958 }
4012 3959
4013 for (j = 0; excess_stat > 0 && j < 100; j++) 3960 for (j = 0; excess_stat > 0 && j < 100; j++)
4014 { /* try 100 times to assign excess stats */ 3961 { /* try 100 times to assign excess stats */
4015 int i = rndm (0, 6); 3962 int i = rndm (0, 6);
4016 int stat = get_attr_value (stats, i);
4017 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4018 3963
4019 if (i == CHA) 3964 if (i == CHA)
4020 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);
4021 if (stat < 20 + race_bonus) 3969 if (stat < 20 + race_bonus)
4022 { 3970 {
4023 change_attr_value (stats, i, 1); 3971 change_attr_value (stats, i, 1);
4024 excess_stat--; 3972 excess_stat--;
4025 } 3973 }
4028 /* insert the randomitems from the change's treasurelist into 3976 /* insert the randomitems from the change's treasurelist into
4029 * the player ref: player.c 3977 * the player ref: player.c
4030 */ 3978 */
4031 if (change->randomitems != NULL) 3979 if (change->randomitems != NULL)
4032 give_initial_items (pl, change->randomitems); 3980 give_initial_items (pl, change->randomitems);
4033
4034 3981
4035 /* set up the face, for some races. */ 3982 /* set up the face, for some races. */
4036 3983
4037 /* first, look for the force object banning 3984 /* first, look for the force object banning
4038 * changing the face. Certain races never change face with class. 3985 * changing the face. Certain races never change face with class.
4083 char got[MAX_BUF]; 4030 char got[MAX_BUF];
4084 int len; 4031 int len;
4085 4032
4086 if (!pl || !transformer) 4033 if (!pl || !transformer)
4087 return; 4034 return;
4035
4088 marked = find_marked_object (pl); 4036 marked = find_marked_object (pl);
4037
4089 if (!marked) 4038 if (!marked)
4090 { 4039 {
4091 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)));
4092 return; 4041 return;
4093 } 4042 }
4043
4094 if (!marked->slaying) 4044 if (!marked->slaying)
4095 { 4045 {
4096 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)));
4097 return; 4047 return;
4098 } 4048 }
4049
4099 /* check whether they are compatible or not */ 4050 /* check whether they are compatible or not */
4100 find = strstr (marked->slaying, transformer->arch->name); 4051 find = strstr (marked->slaying, transformer->arch->archname);
4101 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4052 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4102 { 4053 {
4103 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)));
4104 return; 4055 return;
4105 } 4056 }
4057
4106 find += strlen (transformer->arch->name) + 1; 4058 find += strlen (transformer->arch->archname) + 1;
4107 /* 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 */
4108 if (isdigit (*(find))) 4060 if (isdigit (*(find)))
4109 { 4061 {
4110 yield = atoi (find); 4062 yield = atoi (find);
4111 if (yield < 1) 4063 if (yield < 1)
4117 else 4069 else
4118 yield = 1; 4070 yield = 1;
4119 4071
4120 while (isdigit (*find)) 4072 while (isdigit (*find))
4121 find++; 4073 find++;
4074
4122 while (*find == ' ') 4075 while (*find == ' ')
4123 find++; 4076 find++;
4077
4124 memset (got, 0, MAX_BUF); 4078 memset (got, 0, MAX_BUF);
4079
4125 if ((separator = strchr (find, ';')) != NULL) 4080 if ((separator = strchr (find, ';')) != NULL)
4126 {
4127 len = separator - find; 4081 len = separator - find;
4128 }
4129 else 4082 else
4130 {
4131 len = strlen (find); 4083 len = strlen (find);
4132 } 4084
4133 if (len > MAX_BUF - 1) 4085 if (len > MAX_BUF - 1)
4134 len = MAX_BUF - 1; 4086 len = MAX_BUF - 1;
4087
4135 strcpy (got, find); 4088 strcpy (got, find);
4136 got[len] = '\0'; 4089 got[len] = '\0';
4137 4090
4138 /* Now create new item, remove used ones when required. */ 4091 /* Now create new item, remove used ones when required. */
4139 new_item = get_archetype (got); 4092 new_item = get_archetype (got);
4140 if (!new_item) 4093 if (!new_item)
4141 { 4094 {
4142 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)));
4143 return; 4096 return;
4144 } 4097 }
4145 4098
4146 new_item->nrof = yield; 4099 new_item->nrof = yield;
4100
4147 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
4148 insert_ob_in_ob (new_item, pl); 4103 insert_ob_in_ob (new_item, pl);
4149 esrv_send_inventory (pl, pl); 4104 esrv_send_inventory (pl, pl);
4150 /* Eat up one item */ 4105 /* Eat up one item */
4151 decrease_ob_nr (marked, 1); 4106 decrease_ob_nr (marked, 1);
4107
4152 /* Eat one transformer if needed */ 4108 /* Eat one transformer if needed */
4153 if (transformer->stats.food) 4109 if (transformer->stats.food)
4154 if (--transformer->stats.food == 0) 4110 if (--transformer->stats.food == 0)
4155 decrease_ob_nr (transformer, 1); 4111 decrease_ob_nr (transformer, 1);
4156} 4112}
4113

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