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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.67 by root, Thu Feb 8 03:09:32 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 */
70 68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
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 && 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 && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
86 return 1; 84 return 1;
87 85
88 return 0; 86 return 0;
94 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
95 */ 93 */
96static int 94static int
97apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
98{ 96{
99 object *id, *marked; 97 dynbuf_text buf;
100 int success = 0;
101 98
102 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
103 return 0; 100 return 0;
104 101
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
107 */ 104 */
108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 106 return 0;
110 107
111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
114 */ 110 */
111 if (object *marked = find_marked_object (pl))
115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 { 113 {
117 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
118 { 115 {
119 identify (marked); 116 identify (marked);
120 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
121 if (marked->msg) 119 if (marked->msg)
122 { 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
125 } 123 }
126 return money == NULL;
127 } 124 }
128 }
129 125
130 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
131 { 127 {
132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133 { 129 {
134 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
135 { 131 {
136 identify (id); 132 identify (id);
137 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
138 if (id->msg) 135 if (id->msg)
139 { 136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 }
143 success = 1;
144 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
145 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
146 break; 140 break;
147 } 141 }
148 else 142 else
149 { 143 {
150 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
151 break; 145 break;
152 } 146 }
153 } 147 }
154 } 148 }
155 if (!success) 149
156 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
157 return money == NULL; 155 return !money;
158} 156}
159 157
160/** 158/**
161 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
162 * matching item. 160 * matching item.
163 **/ 161 **/
164static void 162void
165handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
166{ 164{
167 const char *yield; 165 const char *yield;
168 166
169 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
197 195
198 floor = GET_MAP_OB (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
199 197
200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
201 { 199 {
202 if (op->type == PLAYER)
203 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
204 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0; 203 return 0;
206 } 204 }
207 205
208 if (op->type == PLAYER) 206 if (op->type == PLAYER)
233 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
234 232
235 if (depl) 233 if (depl)
236 { 234 {
237 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 op->statusmsg (restore_msg[i]);
240 238
241 depl->destroy (); 239 depl->destroy ();
242 op->update_stats (); 240 op->update_stats ();
243 } 241 }
244 else 242 else
245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
246 244
247 decrease_ob (tmp); 245 decrease_ob (tmp);
248 return 1; 246 return 1;
249 } 247 }
250 248
251 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
253 { 251 {
254 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
255 { 253 {
256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 { 255 {
258 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
259 { 257 {
260 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
261 break; 259 break;
262 } 260 }
261
263 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
264 { 263 {
265 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
266 break; 265 break;
267 } 266 }
267
268 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
269 { 269 {
270 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
271 break; 271 break;
272 } 272 }
276 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
277 { 277 {
278 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
279 break; 279 break;
280 } 280 }
281
281 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
282 { 283 {
283 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
284 break; 285 break;
285 } 286 }
287
286 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
287 { 289 {
288 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
289 break; 291 break;
290 } 292 }
298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 { 301 {
300 if (got_one) 302 if (got_one)
301 { 303 {
302 op->update_stats (); 304 op->update_stats ();
303 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 305 op->statusmsg ("The Gods smile upon you and remake you "
304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 306 "a little more in their image. "
305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
306 } 308 }
307 else 309 else
308 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 310 op->statusmsg ("The potion had no effect - you are already perfect.");
309 } 311 }
310 else 312 else
311 { /* cursed potion */ 313 { /* cursed potion */
312 if (got_one) 314 if (got_one)
313 { 315 {
314 op->update_stats (); 316 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
316 } 318 }
317 else 319 else
318 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
319 } 321 }
320 322
321 decrease_ob (tmp); 323 decrease_ob (tmp);
322 return 1; 324 return 1;
323 } 325 }
332 { 334 {
333 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 { 336 {
335 object *fball; 337 object *fball;
336 338
337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
338 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
339 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
340 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
341 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
342 fball->x = op->x; 345 fball->x = op->x;
345 } 348 }
346 else 349 else
347 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348 351
349 decrease_ob (tmp); 352 decrease_ob (tmp);
353
350 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
351 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
352 op->update_stats (); 356 op->update_stats ();
357
353 return 1; 358 return 1;
354 } 359 }
355 360
356 /* Deal with protection potions */ 361 /* Deal with protection potions */
357 force = NULL; 362 force = NULL;
359 { 364 {
360 if (tmp->resist[i]) 365 if (tmp->resist[i])
361 { 366 {
362 if (!force) 367 if (!force)
363 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
364 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
366 break; /* Only need to find one protection since we copy entire batch */ 372 break; /* Only need to find one protection since we copy entire batch */
367 } 373 }
368 } 374 }
375
369 /* This is a protection potion */ 376 /* This is a protection potion */
370 if (force) 377 if (force)
371 { 378 {
372 /* cursed items last longer */ 379 /* cursed items last longer */
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
375 force->stats.food *= 10; 382 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 383 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 384 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 385 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 386 }
387
380 force->speed_left = -1; 388 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 389 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 391 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 392 change_abil (op, force);
391 { /* only for players */ 399 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 402 else
395 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
396 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
398 } 407 }
399 408
400 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
418static int 427static int
419check_item (object *op, const char *item) 428check_item (object *op, const char *item)
420{ 429{
421 int count = 0; 430 int count = 0;
422 431
423 432 if (!item)
424 if (item == NULL)
425 return 0; 433 return 0;
426 434
427 op = op->below; 435 for (op = op->below; op; op = op->below)
428 while (op != NULL)
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
442 op = op->below;
443 } 448 }
444 449
445 return count; 450 return count;
446} 451}
447 452
457 object *prev; 462 object *prev;
458 463
459 prev = op; 464 prev = op;
460 op = op->below; 465 op = op->below;
461 466
462 while (op != NULL) 467 while (op)
463 { 468 {
464 if (strcmp (op->arch->name, item) == 0) 469 if (strcmp (op->arch->archname, item) == 0)
465 { 470 {
466 if (op->nrof >= nrof) 471 if (op->nrof >= nrof)
467 { 472 {
468 decrease_ob_nr (op, nrof); 473 decrease_ob_nr (op, nrof);
469 return; 474 return;
471 else 476 else
472 { 477 {
473 decrease_ob_nr (op, op->nrof); 478 decrease_ob_nr (op, op->nrof);
474 nrof -= op->nrof; 479 nrof -= op->nrof;
475 } 480 }
481
476 op = prev; 482 op = prev;
477 } 483 }
484
478 prev = op; 485 prev = op;
479 op = op->below; 486 op = op->below;
480 } 487 }
481} 488}
482 489
488 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
489 */ 496 */
490static int 497static int
491check_weapon_power (const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
492{ 499{
493
494/* 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
495 * 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
496 * 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.
497 */ 503 */
498#if 1 504#if 1
539static int 545static int
540check_sacrifice (object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
541{ 547{
542 int count = 0; 548 int count = 0;
543 549
544 if (improver->slaying != NULL) 550 if (improver->slaying)
545 { 551 {
546 count = check_item (op, improver->slaying); 552 count = check_item (op, improver->slaying);
547 if (count < 1) 553 if (count < 1)
548 { 554 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 556 return 0;
554 } 557 }
555 } 558 }
556 else 559 else
557 count = 1; 560 count = 1;
560} 563}
561 564
562/** 565/**
563 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
564 */ 567 */
565int 568static int
566improve_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)
567{ 570{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 571 stat += sacrifice_count;
571 weapon->last_eat++; 572 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
573 decrease_ob (improver); 573 decrease_ob (improver);
574 574
575 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
576 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
577 return 1; 584 return 1;
578} 585}
579 586
580/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 592#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 594#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 597#define IMPROVE_INT 10
591#define IMPROVE_POW 11 598#define IMPROVE_POW 11
592
593 599
594/** 600/**
595 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
597 */ 603 */
598
599int 604int
600prepare_weapon (object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
601{ 606{
602 int sacrifice_count, i; 607 int sacrifice_count, i;
603 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
604 609
605 if (weapon->level != 0) 610 if (weapon->level != 0)
606 { 611 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 612 op->failmsg ("Weapon is already prepared!");
608 return 0; 613 return 0;
609 } 614 }
615
610 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 617 if (weapon->resist[i])
612 break; 618 break;
613 619
614 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
621 { 627 {
622 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.>");
623 return 0; 631 return 0;
624 } 632 }
633
625 sacrifice_count = check_sacrifice (op, improver); 634 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 635 if (sacrifice_count <= 0)
627 return 0; 636 return 0;
637
628 weapon->level = isqrt (sacrifice_count); 638 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 639 eat_item (op, improver->slaying, sacrifice_count);
631 640
632 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 ));
633 646
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 648 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 649 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 650 slot at once! */
656improve_weapon (object *op, object *improver, object *weapon) 669improve_weapon (object *op, object *improver, object *weapon)
657{ 670{
658 int sacrifice_count, sacrifice_needed = 0; 671 int sacrifice_count, sacrifice_needed = 0;
659 672
660 if (improver->stats.sp == IMPROVE_PREPARE) 673 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 674 return prepare_weapon (op, improver, weapon);
663 } 675
664 if (weapon->level == 0) 676 if (weapon->level == 0)
665 { 677 {
666 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.>");
667 return 0; 679 return 0;
668 } 680 }
681
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 { 683 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 684 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 685 return 0;
673 } 686 }
687
674 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))
675 { 689 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 690 op->failmsg ("Improving the weapon will make it too "
677 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 "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 692 "really want to improve it.");
679 return 0; 693 return 0;
680 } 694 }
695
681 /* 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
682 * 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,
683 * 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
684 * weapon can be improved. 699 * weapon can be improved.
685 */ 700 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 701 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 702 {
688 weapon->stats.dam += 5; 703 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 704 weapon->weight += 5000; /* 5 KG's */
690 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));
691 weapon->last_eat++; 706 weapon->last_eat++;
692 707
693 weapon->item_power++; 708 weapon->item_power++;
694 decrease_ob (improver); 709 decrease_ob (improver);
695 return 1; 710 return 1;
696 } 711 }
712
697 if (improver->stats.sp == IMPROVE_WEIGHT) 713 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 714 {
699 /* Reduce weight by 20% */ 715 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 716 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 717 if (weapon->weight < 1)
702 weapon->weight = 1; 718 weapon->weight = 1;
719
703 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));
704 weapon->last_eat++; 721 weapon->last_eat++;
705 weapon->item_power++; 722 weapon->item_power++;
706 decrease_ob (improver); 723 decrease_ob (improver);
707 return 1; 724 return 1;
708 } 725 }
709 if (improver->stats.sp == IMPROVE_ENCHANT) 726 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 727 {
711 weapon->magic++; 728 weapon->magic++;
712 weapon->last_eat++; 729 weapon->last_eat++;
713 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));
714 decrease_ob (improver); 731 decrease_ob (improver);
715 weapon->item_power++; 732 weapon->item_power++;
716 return 1; 733 return 1;
717 } 734 }
718 735
724 sacrifice_needed *= 2; 741 sacrifice_needed *= 2;
725 742
726 sacrifice_count = check_sacrifice (op, improver); 743 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 744 if (sacrifice_count < sacrifice_needed)
728 { 745 {
729 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));
730 return 0; 747 return 0;
731 } 748 }
749
732 eat_item (op, improver->slaying, sacrifice_needed); 750 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 751 weapon->item_power++;
734 752
735 switch (improver->stats.sp) 753 switch (improver->stats.sp)
736 { 754 {
737 case IMPROVE_STR:
738 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");
739 case IMPROVE_DEX:
740 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");
741 case IMPROVE_CON:
742 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");
743 case IMPROVE_WIS:
744 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");
745 case IMPROVE_CHA:
746 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");
747 case IMPROVE_INT:
748 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");
749 case IMPROVE_POW:
750 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");
751 default: 762 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 763 op->failmsg ("Unknown improvement type.");
753 } 764 }
765
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 766 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 767 return 0;
756} 768}
757 769
758/** 770/**
765{ 777{
766 object *otmp; 778 object *otmp;
767 779
768 if (op->type != PLAYER) 780 if (op->type != PLAYER)
769 return 0; 781 return 0;
782
770 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))
771 { 784 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 785 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 786 return 0;
774 } 787 }
788
775 otmp = find_marked_object (op); 789 otmp = find_marked_object (op);
776 if (!otmp) 790 if (!otmp)
777 { 791 {
778 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.>");
779 return 0; 793 return 0;
780 } 794 }
795
781 if (otmp->type != WEAPON && otmp->type != BOW) 796 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 797 {
783 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!");
784 return 0; 799 return 0;
785 } 800 }
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 801
802 op->statusmsg ("Applied weapon builder.");
803
787 improve_weapon (op, tmp, otmp); 804 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 805 esrv_send_item (op, otmp);
789 return 1; 806 return 1;
790} 807}
791 808
816{ 833{
817 object *tmp; 834 object *tmp;
818 835
819 if (armour->magic >= settings.armor_max_enchant) 836 if (armour->magic >= settings.armor_max_enchant)
820 { 837 {
821 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!");
822 return 0; 839 return 0;
823 } 840 }
841
824 /* 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,
825 * 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.
826 * 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
827 * of gnarg and what not?) 845 * of gnarg and what not?)
828 */ 846 */
829 if (armour->title) 847 if (armour->title)
830 { 848 {
831 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 849 op->failmsg ("This armour will not accept further enchantment.");
832 return 0; 850 return 0;
833 } 851 }
834 852
835 /* Split objects if needed. Can't insert tmp until the 853 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge. 854 * end of this function - otherwise it will just re-merge.
837 */ 855 */
838 if (armour->nrof > 1) 856 if (armour->nrof > 1)
839 tmp = get_split_ob (armour, armour->nrof - 1); 857 tmp = get_split_ob (armour, armour->nrof - 1);
840 else 858 else
851 { 869 {
852 base = base - (base * settings.armor_speed_improvement) / 100; 870 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++; 871 pow++;
854 } 872 }
855 873
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
857 } 875 }
858 else 876 else
859 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;
860 878
861 if (!settings.armor_weight_linear) 879 if (!settings.armor_weight_linear)
862 { 880 {
863 int base = 100; 881 int base = 100;
864 int pow = 0; 882 int pow = 0;
867 { 885 {
868 base = base - (base * settings.armor_weight_reduction) / 100; 886 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++; 887 pow++;
870 } 888 }
871 889
872 armour->weight = (armour->arch->clone.weight * base) / 100; 890 armour->weight = (armour->arch->weight * base) / 100;
873 } 891 }
874 else 892 else
875 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;
876 894
877 if (armour->weight <= 0) 895 if (armour->weight <= 0)
878 { 896 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 897 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1; 898 armour->weight = 1;
881 } 899 }
882 900
883 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);
884 902
885 if (op->type == PLAYER) 903 if (op->type == PLAYER)
886 { 904 {
887 esrv_send_item (op, armour); 905 esrv_send_item (op, armour);
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 906 if (QUERY_FLAG (armour, FLAG_APPLIED))
889 op->update_stats (); 907 op->update_stats ();
890 } 908 }
909
891 decrease_ob (improver); 910 decrease_ob (improver);
911
892 if (tmp) 912 if (tmp)
893 { 913 {
894 insert_ob_in_ob (tmp, op); 914 insert_ob_in_ob (tmp, op);
895 esrv_send_item (op, tmp); 915 esrv_send_item (op, tmp);
896 } 916 }
917
897 return 1; 918 return 1;
898} 919}
899
900 920
901/* 921/*
902 * 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
903 * what the converter wants, -1 if the converter is broken. 923 * what the converter wants, -1 if the converter is broken.
904 */ 924 *
905#define CONV_FROM(xyz) xyz->slaying
906#define CONV_TO(xyz) xyz->other_arch
907#define CONV_NR(xyz) xyz->stats.sp
908#define CONV_NEED(xyz) xyz->stats.food
909
910/* Takes one items and makes another. 925 * Takes one type of items and makes another.
911 * converter is the object that is doing the conversion. 926 * converter is the object that is doing the conversion.
912 * 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
913 * what the converter wants, this will not do anything. 928 * what the converter wants, this will not do anything.
914 */ 929 */
915int 930static int
916convert_item (object *item, object *converter) 931convert_item (object *item, object *converter)
917{ 932{
918 int nr = 0;
919 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;
920 942
921 /* 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,
922 * 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
923 * 3 gp and player drops a platinum, tough luck) 945 * 3 gp and player drops a platinum, tough luck)
924 */ 946 */
925 if (!strcmp (CONV_FROM (converter), "money")) 947 if (conv_from == shstr_money)
926 { 948 {
927 int cost;
928
929 if (item->type != MONEY) 949 if (item->type != MONEY)
930 return 0; 950 return 0;
931 951
932 nr = (item->nrof * item->value) / CONV_NEED (converter); 952 nr = sint64 (item->nrof) * item->value / need;
933 if (!nr) 953 if (!nr)
934 return 0; 954 return 0;
935 cost = nr * CONV_NEED (converter) / item->value; 955
936 /* take into account rounding errors */ 956 converter->play_sound (sound_find ("shop_buy"));
937 if (nr * CONV_NEED (converter) % item->value) 957
938 cost++; 958 sint64 cost = (nr * need + item->value - 1) / item->value;
959
939 decrease_ob_nr (item, cost); 960 decrease_ob_nr (item, cost);
940 961
941 price_in = cost * item->value; 962 price_in = cost * item->value;
942 } 963 }
943 else 964 else
944 { 965 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 966 if (item->type == PLAYER
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 967 || conv_from != item->arch->archname
968 || (need && need > (uint16) item->nrof))
947 return 0; 969 return 0;
948 970
949 if (CONV_NEED (converter)) 971 converter->play_sound (sound_find ("convert_item"));
972
973 if (need)
950 { 974 {
951 nr = item->nrof / CONV_NEED (converter); 975 nr = sint64 (item->nrof) / need;
952 decrease_ob_nr (item, nr * CONV_NEED (converter)); 976 decrease_ob_nr (item, nr * need);
953 price_in = nr * CONV_NEED (converter) * item->value; 977 price_in = nr * need * item->value;
954 } 978 }
955 else 979 else
956 { 980 {
957 price_in = item->value; 981 price_in = item->value;
958 item->destroy (); 982 item->destroy ();
959 } 983 }
960 } 984 }
961 985
962 if (converter->inv != NULL) 986 if (converter->inv)
963 { 987 {
964 object *ob; 988 object *ob;
965 int i; 989 int i;
966 object *ob_to_copy; 990 object *ob_to_copy;
967 991
968 /* select random object from inventory to copy */ 992 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 993 ob_to_copy = converter->inv;
970 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++)
971 {
972 if (rndm (0, i) == 0) 995 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 996 ob_to_copy = ob;
975 } 997
976 }
977 item = object_create_clone (ob_to_copy); 998 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 999 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 1000 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 1001 }
981 else 1002 else
982 { 1003 {
983 if (converter->other_arch == NULL) 1004 if (!conv_to)
984 { 1005 {
985 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",
986 &converter->name, &converter->map->path, converter->x, converter->y); 1007 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 1008 return -1;
988 } 1009 }
989 1010
990 item = object_create_arch (converter->other_arch); 1011 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1012 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 1013 }
993 1014
994 if (CONV_NR (converter)) 1015 if (give)
995 item->nrof = CONV_NR (converter); 1016 item->nrof = give;
1017
996 if (nr) 1018 if (nr)
997 item->nrof *= nr; 1019 item->nrof *= nr;
1020
998 if (is_in_shop (converter)) 1021 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID); 1022 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value) 1023 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 1024 {
1002 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",
1003 &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);
1004
1005 /** 1027 /**
1006 * 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
1007 * propably had something in mind when doing this 1029 * hopefully had something in mind when doing this.
1008 */ 1030 */
1009 } 1031 }
1032
1033 SET_FLAG (item, FLAG_IDENTIFIED);
1010 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);
1011 return 1; 1035 return 1;
1012} 1036}
1013 1037
1014/** 1038/**
1015 * Handle apply on containers. 1039 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 1040 * By Eneq(@csd.uu.se).
1017 * 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]
1018 * added the alchemical cauldron to the code -b.t. 1042 * added the alchemical cauldron to the code -b.t.
1019 */ 1043 */
1020
1021int 1044int
1022apply_container (object *op, object *sack) 1045apply_container (object *op, object *sack)
1023{ 1046{
1024 char buf[MAX_BUF]; 1047 if (op->type != PLAYER || !op->contr->ns)
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */ 1048 return 0; /* This might change */
1029 1049
1030 if (sack == NULL || sack->type != CONTAINER) 1050 if (!sack || sack->type != CONTAINER)
1031 { 1051 {
1032 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]");
1033 return 0; 1053 return 0;
1034 } 1054 }
1035 1055
1036 op->contr->last_used = 0; 1056 op->contr->last_used = 0;
1037 1057
1038 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;
1039 { 1062 }
1040 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)
1041 { 1068 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1069 // open on ground or inv, so close
1070 op->close_container ();
1043 return 1; 1071 return 1;
1044 } 1072 }
1045 1073 else if (!sack->env)
1046 /* It's on the ground, the problems begin */
1047 if (op->container != sack)
1048 {
1049 /* it's closed OR some player has opened it */
1050 if (QUERY_FLAG (sack, FLAG_APPLIED))
1051 {
1052 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1053 if (tmp)
1054 {
1055 /* some other player have opened it */
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1057 return 1;
1058 }
1059 }
1060 } 1074 {
1061 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;
1062 { 1078 }
1063 if (op->container == NULL)
1064 {
1065 tmp = arch_to_object (sack->other_arch);
1066 /* not good, but insert_ob_in_ob() is too smart */
1067 CLEAR_FLAG (tmp, FLAG_REMOVED);
1068 tmp->x = tmp->y = 0;
1069 tmp->map = NULL;
1070 tmp->env = sack;
1071 if (sack->inv)
1072 sack->inv->above = tmp;
1073 tmp->below = sack->inv;
1074 tmp->above = NULL;
1075 sack->inv = tmp;
1076 sack->move_off = MOVE_ALL; /* trying force closing it */
1077 }
1078 else
1079 {
1080 sack->move_off = 0;
1081 tmp = sack->inv;
1082 1079
1083 if (tmp && tmp->type == CLOSE_CON) 1080 // fall through to opening it (active in inv)
1084 tmp->destroy ();
1085 }
1086 }
1087 }
1088
1089 if (QUERY_FLAG (sack, FLAG_APPLIED))
1090 { 1081 }
1082 else if (sack->env)
1083 {
1084 // it is in our env, so activate it, do not open yet
1091 if (op->container) 1085 op->close_container ();
1092 { 1086 sack->flag [FLAG_APPLIED] = 1;
1093 if (op->container != sack) 1087 esrv_update_item (UPD_FLAGS, op, sack);
1094 { 1088 op->statusmsg (format ("You ready %s.", query_name (sack)));
1095 tmp = op->container; 1089 return 1;
1096 apply_container (op, tmp); 1090 }
1097 sprintf (buf, "You close %s and open ", query_name (tmp)); 1091
1098 op->container = sack; 1092 // it's locked?
1099 strcat (buf, query_name (sack)); 1093 if (sack->slaying)
1100 strcat (buf, "."); 1094 {
1101 } 1095 if (object *tmp = find_key (op, op, sack))
1102 else 1096 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1103 {
1104 CLEAR_FLAG (sack, FLAG_APPLIED);
1105 op->container = NULL;
1106 sprintf (buf, "You close %s.", query_name (sack));
1107 }
1108 }
1109 else 1097 else
1110 { 1098 {
1111 CLEAR_FLAG (sack, FLAG_APPLIED);
1112 sprintf (buf, "You open %s.", query_name (sack));
1113 SET_FLAG (sack, FLAG_APPLIED);
1114 op->container = sack;
1115 }
1116 }
1117 else
1118 { /* not applied */
1119 if (sack->slaying)
1120 { /* it's locked */
1121 tmp = find_key (op, op, sack);
1122 if (tmp)
1123 {
1124 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1125 SET_FLAG (sack, FLAG_APPLIED);
1126
1127 if (sack->env == NULL)
1128 { /* if it's on ground,open it also */
1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1130 apply_container (op, sack);
1131 return 1;
1132 }
1133 }
1134 else
1135 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)));
1136 }
1137 else
1138 {
1139 sprintf (buf, "You readied %s.", query_name (sack));
1140 SET_FLAG (sack, FLAG_APPLIED);
1141
1142 if (sack->env == NULL)
1143 { /* if it's on ground,open it also */
1144 new_draw_info (NDI_UNIQUE, 0, op, buf);
1145 apply_container (op, sack);
1146 return 1; 1100 return 1;
1147 } 1101 }
1148 }
1149 } 1102 }
1150 1103
1151 new_draw_info (NDI_UNIQUE, 0, op, buf); 1104 op->open_container (sack);
1152
1153 if (op->contr)
1154 op->contr->ns->floorbox_update ();
1155 1105
1156 return 1; 1106 return 1;
1157} 1107}
1158
1159/**
1160 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1161 * the player has in their inventory, eg, sacks, luggages, etc.
1162 *
1163 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1164 * This version is for client/server mode.
1165 * op is the player, sack is the container the player is opening or closing.
1166 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1167 *
1168 * Reminder - there are three states for any container - closed (non applied),
1169 * applied (not open, but objects that match get tossed into it), and open
1170 * (applied flag set, and op->container points to the open container)
1171 */
1172
1173int
1174esrv_apply_container (object *op, object *sack)
1175{
1176 object *tmp = op->container;
1177
1178 if (op->type != PLAYER)
1179 return 0; /* This might change */
1180
1181 if (sack == NULL || sack->type != CONTAINER)
1182 {
1183 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1184 return 0;
1185 }
1186
1187 /* If we have a currently open container, then it needs to be closed in all cases
1188 * if we are opening this one up. We then fall through if appropriate for
1189 * openening the new container.
1190 */
1191
1192 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1193 {
1194 if (op->container->env != op)
1195 { /* if container is on the ground */
1196 op->container->move_off = 0;
1197 }
1198
1199 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1200 return 1;
1201
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1203 CLEAR_FLAG (op->container, FLAG_APPLIED);
1204 op->container = NULL;
1205 esrv_update_item (UPD_FLAGS, op, tmp);
1206 if (tmp == sack)
1207 return 1;
1208 }
1209
1210
1211 /* If the player is trying to open it (which he must be doing if we got here),
1212 * and it is locked, check to see if player has the equipment to open it.
1213 */
1214
1215 if (sack->slaying)
1216 { /* it's locked */
1217 tmp = find_key (op, op, sack);
1218 if (tmp)
1219 {
1220 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1221 }
1222 else
1223 {
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1225 return 0;
1226 }
1227 }
1228
1229 /* By the time we get here, we have made sure any other container has been closed and
1230 * if this is a locked container, the player they key to open it.
1231 */
1232
1233 /* There are really two cases - the sack is either on the ground, or the sack is
1234 * part of the players inventory. If on the ground, we assume that the player is
1235 * opening it, since if it was being closed, that would have been taken care of above.
1236 */
1237
1238
1239 if (sack->env != op)
1240 {
1241 /* Hypothetical case - the player is trying to open a sack that belong to someone
1242 * else. This normally should not happen, but a misbehaving client/player could
1243 * try to do it, so lets handle it gracefully.
1244 */
1245 if (sack->env)
1246 {
1247 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1248 return 0;
1249 }
1250 /* set these so when the player walks off, we can unapply the sack */
1251 sack->move_off = MOVE_ALL; /* trying force closing it */
1252
1253 CLEAR_FLAG (sack, FLAG_APPLIED);
1254 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1255 SET_FLAG (sack, FLAG_APPLIED);
1256 op->container = sack;
1257 esrv_update_item (UPD_FLAGS, op, sack);
1258 esrv_send_inventory (op, sack);
1259
1260 }
1261 else
1262 { /* sack is in players inventory */
1263 if (QUERY_FLAG (sack, FLAG_APPLIED))
1264 { /* readied sack becoming open */
1265 CLEAR_FLAG (sack, FLAG_APPLIED);
1266 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1267 SET_FLAG (sack, FLAG_APPLIED);
1268 op->container = sack;
1269 esrv_update_item (UPD_FLAGS, op, sack);
1270 esrv_send_inventory (op, sack);
1271 }
1272 else
1273 {
1274 CLEAR_FLAG (sack, FLAG_APPLIED);
1275 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1276 SET_FLAG (sack, FLAG_APPLIED);
1277 esrv_update_item (UPD_FLAGS, op, sack);
1278 }
1279 }
1280 return 1;
1281}
1282
1283 1108
1284/** 1109/**
1285 * Handles dropping things on altar. 1110 * Handles dropping things on altar.
1286 * Returns true if sacrifice was accepted. 1111 * Returns true if sacrifice was accepted.
1287 */ 1112 */
1298 * 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
1299 * is up to map designers to use them properly. 1124 * is up to map designers to use them properly.
1300 */ 1125 */
1301 if (altar->inv && altar->inv->type == SPELL) 1126 if (altar->inv && altar->inv->type == SPELL)
1302 { 1127 {
1303 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));
1304 cast_spell (originator, altar, 0, altar->inv, NULL); 1129 cast_spell (originator, altar, 0, altar->inv, NULL);
1305 /* If it is connected, push the button. Fixes some problems with 1130 /* If it is connected, push the button. Fixes some problems with
1306 * old maps. 1131 * old maps.
1307 */ 1132 */
1308 1133
1309/* push_button (altar);*/ 1134/* push_button (altar);*/
1310 } 1135 }
1334 double opinion; 1159 double opinion;
1335 object *tmp, *next; 1160 object *tmp, *next;
1336 1161
1337 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1162 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1338 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
1339 if (op->type != PLAYER) 1175 if (op->type != PLAYER)
1340 { 1176 {
1341 /* Remove all the unpaid objects that may be carried here. 1177 /* Remove all the unpaid objects that may be carried here.
1342 * This could be pets or monsters that are somehow in 1178 * This could be pets or monsters that are somehow in
1343 * the shop. 1179 * the shop.
1369 /* unpaid objects, or non living objects, can't transfer by 1205 /* unpaid objects, or non living objects, can't transfer by
1370 * shop mats. Instead, put it on a nearby space. 1206 * shop mats. Instead, put it on a nearby space.
1371 */ 1207 */
1372 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1208 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1373 { 1209 {
1374
1375 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1210 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1376 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);
1377 1212
1378 if (i != -1) 1213 if (i != -1)
1379 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);
1388 else if (can_pay (op) && get_payment (op)) 1223 else if (can_pay (op) && get_payment (op))
1389 { 1224 {
1390 /* this is only used for players */ 1225 /* this is only used for players */
1391 rv = teleport (shop_mat, SHOP_MAT, op); 1226 rv = teleport (shop_mat, SHOP_MAT, op);
1392 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
1393 if (shop_mat->msg) 1235 if (shop_mat->msg)
1394 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1236 op->statusmsg (shop_mat->msg);
1395 /* 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,
1396 * 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
1397 * actually the shop floor. 1239 * actually the shop floor.
1398 */ 1240 */
1399 else if (!rv && !is_in_shop (op)) 1241 else if (!rv && !is_in_shop (op))
1400 { 1242 {
1401 opinion = shopkeeper_approval (op->map, op); 1243 opinion = shopkeeper_approval (op->map, op);
1402 1244
1403 if (opinion > 0.9) 1245 op->statusmsg (
1404 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."
1405 else if (opinion > 0.75) 1247 : opinion >= 0.75 ? "The shopkeeper waves to you."
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1248 : opinion >= 0.50 ? "The shopkeeper ignores you."
1407 else if (opinion > 0.5) 1249 : "The shopkeeper glares at you with contempt."
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1409 else 1250 );
1410 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1411 } 1251 }
1412 } 1252 }
1413 else 1253 else
1414 { 1254 {
1415 /* 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
1416 * 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
1417 * they are not on the mat anymore 1257 * they are not on the mat anymore
1418 */ 1258 */
1419 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);
1420 1260
1421 if (i == -1) 1261 if (i == -1)
1422 {
1423 LOG (llevError, "Internal shop-mat problem.\n"); 1262 LOG (llevError, "Internal shop-mat problem.\n");
1424 }
1425 else 1263 else
1426 { 1264 {
1427 op->remove (); 1265 op->remove ();
1428 op->x += freearr_x[i]; 1266 op->x += freearr_x[i];
1429 op->y += freearr_y[i]; 1267 op->y += freearr_y[i];
1440 */ 1278 */
1441static void 1279static void
1442apply_sign (object *op, object *sign, int autoapply) 1280apply_sign (object *op, object *sign, int autoapply)
1443{ 1281{
1444 readable_message_type *msgType; 1282 readable_message_type *msgType;
1445 char newbuf[HUGE_BUF];
1446 1283
1447 if (sign->msg == NULL) 1284 if (!sign->msg)
1448 { 1285 {
1449 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1286 op->statusmsg ("Nothing is written on it.");
1450 return; 1287 return;
1451 } 1288 }
1452 1289
1453 if (sign->stats.food) 1290 if (sign->stats.food)
1454 { 1291 {
1455 if (sign->last_eat >= sign->stats.food) 1292 if (sign->last_eat >= sign->stats.food)
1456 { 1293 {
1457 if (!sign->move_on) 1294 if (!sign->move_on)
1458 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1295 op->statusmsg ("You cannot read it anymore.");
1296
1459 return; 1297 return;
1460 } 1298 }
1461 1299
1462 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1300 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1463 sign->last_eat++; 1301 sign->last_eat++;
1468 * 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
1469 * to us). 1307 * to us).
1470 */ 1308 */
1471 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)
1472 { 1310 {
1473 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1311 op->failmsg ("You are unable to read while blind!");
1474 return; 1312 return;
1475 } 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 {
1476 msgType = get_readable_message_type (sign); 1327 msgType = get_readable_message_type (sign);
1477 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1328 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1478 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 }
1479} 1332}
1480 1333
1481/** 1334/**
1482 * 'victim' moves onto 'trap' 1335 * 'victim' moves onto 'trap'
1483 * 'victim' leaves 'trap' 1336 * 'victim' leaves 'trap'
1506 * proper. This code was causing needless crashes. 1359 * proper. This code was causing needless crashes.
1507 */ 1360 */
1508 if (recursion_depth >= 500) 1361 if (recursion_depth >= 500)
1509 { 1362 {
1510 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1363 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1511 "[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);
1512 return; 1365 return;
1513 } 1366 }
1367
1514 recursion_depth++; 1368 recursion_depth++;
1515 if (trap->head) 1369 if (trap->head)
1516 trap = trap->head; 1370 trap = trap->head;
1517 1371
1518 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)))
1533 1387
1534 /* 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
1535 * above with some objects have zero speed, and thus the player 1389 * above with some objects have zero speed, and thus the player
1536 * getting permanently paralyzed. 1390 * getting permanently paralyzed.
1537 */ 1391 */
1538 if (victim->speed_left < -50.0) 1392 if (victim->speed_left < -50.f)
1539 victim->speed_left = -50.0; 1393 victim->speed_left = -50.f;
1540 /* 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); */
1541 } 1395 }
1542 goto leave; 1396 goto leave;
1543 1397
1544 case SPINNER: 1398 case SPINNER:
1616 1470
1617 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1471 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1618 { 1472 {
1619 if (!sound_was_played) 1473 if (!sound_was_played)
1620 { 1474 {
1621 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1475 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1622 sound_was_played = 1; 1476 sound_was_played = 1;
1623 } 1477 }
1624 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1478
1479 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1625 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);
1626 } 1481 }
1627 } 1482 }
1628 goto leave; 1483 goto leave;
1629 } 1484 }
1630 1485
1631
1632 case CONVERTER: 1486 case CONVERTER:
1633 if (convert_item (victim, trap) < 0) 1487 if (convert_item (victim, trap) < 0)
1634 { 1488 {
1635 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)));
1636 get_archetype ("burnout")->insert_at (trap, trap); 1490 get_archetype ("burnout")->insert_at (trap, trap);
1637 } 1491 }
1638 1492
1639 goto leave; 1493 goto leave;
1640 1494
1661 * Processing will happen if the head runs into the pit 1515 * Processing will happen if the head runs into the pit
1662 */ 1516 */
1663 if (victim->head) 1517 if (victim->head)
1664 goto leave; 1518 goto leave;
1665 1519
1666 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1520 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1667 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1521 victim->statusmsg ("You fall through the hole!", NDI_RED);
1668 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1522 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1669 goto leave; 1523 goto leave;
1670 1524
1671 case EXIT: 1525 case EXIT:
1672 if (victim->type == PLAYER && EXIT_PATH (trap)) 1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1673 { 1527 {
1674 /* Basically, don't show exits leading to random maps the 1528 /* Basically, don't show exits leading to random maps the
1675 * players output. 1529 * players output.
1676 */ 1530 */
1677 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1531 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1678 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1532 victim->statusmsg (trap->msg, NDI_NAVY);
1679 1533
1534 trap->play_sound (trap->sound);
1680 victim->enter_exit (trap); 1535 victim->enter_exit (trap);
1681 } 1536 }
1682 goto leave; 1537 goto leave;
1683 1538
1684 case ENCOUNTER: 1539 case ENCOUNTER:
1700 1555
1701 apply_sign (victim, trap, 1); 1556 apply_sign (victim, trap, 1);
1702 goto leave; 1557 goto leave;
1703 1558
1704 case CONTAINER: 1559 case CONTAINER:
1705 if (victim->type == PLAYER)
1706 (void) esrv_apply_container (victim, trap);
1707 else
1708 (void) apply_container (victim, trap); 1560 apply_container (victim, trap);
1709 goto leave; 1561 goto leave;
1710 1562
1711 case RUNE: 1563 case RUNE:
1712 case TRAP: 1564 case TRAP:
1713 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1714 {
1715 spring_trap (trap, victim); 1566 spring_trap (trap, victim);
1716 }
1717 goto leave; 1567 goto leave;
1718 1568
1719 default: 1569 default:
1720 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 "
1721 "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);
1722 goto leave; 1572 goto leave;
1723 } 1573 }
1724 1574
1725leave: 1575leave:
1726 recursion_depth--; 1576 recursion_depth--;
1735 int lev_diff; 1585 int lev_diff;
1736 object *skill_ob; 1586 object *skill_ob;
1737 1587
1738 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1739 { 1589 {
1740 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1590 op->failmsg ("You are unable to read while blind!");
1741 return; 1591 return;
1742 } 1592 }
1593
1743 if (tmp->msg == NULL) 1594 if (!tmp->msg)
1744 { 1595 {
1745 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));
1746 return; 1597 return;
1747 } 1598 }
1748 1599
1749 /* need a literacy skill to read stuff! */ 1600 /* need a literacy skill to read stuff! */
1750 skill_ob = find_skill_by_name (op, tmp->skill); 1601 skill_ob = find_skill_by_name (op, tmp->skill);
1751 if (!skill_ob) 1602 if (!skill_ob)
1752 { 1603 {
1753 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));
1754 return; 1605 return;
1755 } 1606 }
1607
1756 lev_diff = tmp->level - (skill_ob->level + 5); 1608 lev_diff = tmp->level - (skill_ob->level + 5);
1757 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1758 { 1610 {
1759 if (lev_diff < 2) 1611 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1760 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."
1761 else if (lev_diff < 3) 1613 : lev_diff < 5 ? "This book is beyond your comprehension."
1762 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."
1763 else if (lev_diff < 5) 1615 : lev_diff < 15 ? "This book is way beyond your comprehension."
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1616 : "This book is totally beyond your comprehension.");
1765 else if (lev_diff < 8) 1617 return;
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1618 }
1767 else if (lev_diff < 15) 1619
1768 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));
1769 else 1626 else
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1771 return;
1772 }
1773
1774 readable_message_type *msgType = get_readable_message_type (tmp);
1775
1776 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1627 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1777 msgType->message_type, msgType->message_subtype, 1628 msgType->message_type, msgType->message_subtype,
1778 "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);
1779 1631
1780 /* gain xp from reading */ 1632 /* gain xp from reading */
1781 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1782 { /* only if not read before */ 1634 { /* only if not read before */
1783 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1804 * 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
1805 */ 1657 */
1806static void 1658static void
1807apply_skillscroll (object *op, object *tmp) 1659apply_skillscroll (object *op, object *tmp)
1808{ 1660{
1809 switch ((int) learn_skill (op, tmp)) 1661 switch (learn_skill (op, tmp))
1810 { 1662 {
1811 case 0: 1663 case 0:
1812 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1664 op->play_sound (sound_find ("generic_fail"));
1813 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)));
1814 return; 1666 break;
1815 1667
1816 case 1: 1668 case 1:
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1818 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));
1819 return; 1672 break;
1820 1673
1821 default: 1674 default:
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1823 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)));
1824 return; 1678 break;
1825 } 1679 }
1826} 1680}
1827 1681
1828/** 1682/**
1829 * Actually makes op learn spell. 1683 * Actually makes op learn spell.
1849 return; 1703 return;
1850 } 1704 }
1851 return; 1705 return;
1852 } 1706 }
1853 1707
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1708 op->contr->play_sound (sound_find ("learn_spell"));
1709
1855 tmp = spell->clone (); 1710 tmp = spell->clone ();
1856 insert_ob_in_ob (tmp, op); 1711 insert_ob_in_ob (tmp, op);
1857 1712
1858 if (special_prayer) 1713 if (special_prayer)
1859 SET_FLAG (tmp, FLAG_STARTEQUIP); 1714 SET_FLAG (tmp, FLAG_STARTEQUIP);
1878 { 1733 {
1879 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1734 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1880 return; 1735 return;
1881 } 1736 }
1882 1737
1883 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));
1884 player_unready_range_ob (op->contr, spob); 1739 player_unready_range_ob (op->contr, spob);
1885 esrv_remove_spell (op->contr, spob); 1740 esrv_remove_spell (op->contr, spob);
1886 spob->destroy (); 1741 spob->destroy ();
1887} 1742}
1888 1743
1896{ 1751{
1897 object *skop, *spell, *spell_skill; 1752 object *skop, *spell, *spell_skill;
1898 1753
1899 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1754 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1900 { 1755 {
1901 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1756 op->failmsg ("You are unable to read while blind.");
1902 return; 1757 return;
1903 } 1758 }
1904 1759
1905 /* artifact_spellbooks have 'slaying' field point to a spell name, 1760 /* artifact_spellbooks have 'slaying' field point to a spell name,
1906 * instead of having their spell stored in stats.sp. These are 1761 * instead of having their spell stored in stats.sp. These are
1907 * legacy spellbooks 1762 * legacy spellbooks
1908 */ 1763 */
1909
1910 if (tmp->slaying != NULL) 1764 if (tmp->slaying)
1911 { 1765 {
1912 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1913 if (!spell) 1767 if (!spell)
1914 { 1768 {
1915 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));
1916 return; 1770 return;
1917 } 1771 }
1918 else 1772 else
1919 insert_ob_in_ob (spell, tmp); 1773 insert_ob_in_ob (spell, tmp);
1774
1920 tmp->slaying = NULL; 1775 tmp->slaying = 0;
1921 } 1776 }
1922 1777
1923 skop = find_skill_by_name (op, tmp->skill); 1778 skop = find_skill_by_name (op, tmp->skill);
1924 1779
1925 /* 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
1926 * lower than the spell will make learning the spell more difficult */ 1781 * lower than the spell will make learning the spell more difficult */
1927 if (!skop) 1782 if (!skop)
1928 { 1783 {
1929 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));
1930 return; 1785 return;
1931 } 1786 }
1932 1787
1933 spell = tmp->inv; 1788 spell = tmp->inv;
1934 1789
1935 if (!spell) 1790 if (!spell)
1936 { 1791 {
1937 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);
1938 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!");
1939 return; 1794 return;
1940 } 1795 }
1941 1796
1942 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1797 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1943 { 1798 {
1944 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));
1945 return; 1800 return;
1946 } 1801 }
1947 1802
1948 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));
1949 1804
1950 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1951 { 1806 {
1952 identify (tmp); 1807 identify (tmp);
1953 1808
1962 * 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
1963 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1964 */ 1819 */
1965 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1966 { 1821 {
1967 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");
1968 return; 1823 return;
1969 } 1824 }
1970 1825
1971 if (spell->skill) 1826 if (spell->skill)
1972 { 1827 {
1973 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1974 1829
1975 if (!spell_skill) 1830 if (!spell_skill)
1976 { 1831 {
1977 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));
1978 return; 1833 return;
1979 } 1834 }
1980 1835
1981 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1982 { 1837 {
1983 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));
1984 return; 1839 return;
1985 } 1840 }
1986 } 1841 }
1987 1842
1988 /* Logic as follows 1843 /* Logic as follows
1997 * 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
1998 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1999 */ 1854 */
2000 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
2001 { 1856 {
2002 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!");
2003 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));
2004 } 1859 }
2005 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2006 (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])
2007 { 1862 {
2008 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2009 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2010 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
2011 1865
2012 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
2013 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2014 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);
2015 } 1869 }
2016 else 1870 else
2017 { 1871 {
2018 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
2019 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");
2020 } 1874 }
1875
2021 decrease_ob (tmp); 1876 decrease_ob (tmp);
2022} 1877}
2023 1878
2024/** 1879/**
2025 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
2029{ 1884{
2030 object *skop; 1885 object *skop;
2031 1886
2032 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2033 { 1888 {
2034 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
2035 return; 1890 return;
2036 } 1891 }
2037 1892
2038 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
2039 { 1894 {
2040 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.>");
2041 return; 1896 return;
2042 } 1897 }
2043 1898
2044 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
2045 { 1900 {
2051 */ 1906 */
2052 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2053 1908
2054 if (!skop) 1909 if (!skop)
2055 { 1910 {
2056 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]));
2057 return; 1912 return;
2058 } 1913 }
2059 1914
2060 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2061 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
2062 } 1917 }
2063 1918
2064 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2065 identify (tmp); 1920 identify (tmp);
2066 1921
2067 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));
2068
2069 1923
2070 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
2071 decrease_ob (tmp); 1925 decrease_ob (tmp);
2072} 1926}
2073 1927
2077 * chest. 1931 * chest.
2078 */ 1932 */
2079static void 1933static void
2080apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
2081{ 1935{
2082 object *treas;
2083
2084
2085 /* 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
2086 * 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
2087 * 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
2088 * 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
2089 * treasure 1940 * treasure
2090 */ 1941 */
2091
2092 treas = tmp->inv; 1942 object *treas = tmp->inv;
2093 if (treas == NULL) 1943
1944 if (!treas)
2094 { 1945 {
2095 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
2096 decrease_ob (tmp); 1947 decrease_ob (tmp);
2097 return; 1948 return;
2098 } 1949 }
1950
2099 while (tmp->inv) 1951 while (tmp->inv)
2100 { 1952 {
2101 treas = tmp->inv; 1953 treas = tmp->inv;
2102
2103 treas->remove (); 1954 treas->remove ();
2104 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2105 1955
2106 treas->x = op->x; 1956 treas->x = op->x;
2107 treas->y = op->y; 1957 treas->y = op->y;
2108 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);
2109 1959
2110 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))
2111 spring_trap (treas, op); 1961 spring_trap (treas, op);
2112 1962
2113 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
2114 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
2115 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
2116 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
2117 */ 1967 */
2118 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
2119 break; 1969 break;
2120 } 1970 }
2121 1971
2122 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
2123 decrease_ob (tmp); 1973 decrease_ob (tmp);
2124
2125} 1974}
2126 1975
2127/** 1976/**
2128 * op eats food. 1977 * op eats food.
2129 * If player, takes care of messages and dragon special food. 1978 * If player, takes care of messages and dragon special food.
2144 { 1993 {
2145 /* usual case - no dragon meal: */ 1994 /* usual case - no dragon meal: */
2146 if (op->stats.food + tmp->stats.food > 999) 1995 if (op->stats.food + tmp->stats.food > 999)
2147 { 1996 {
2148 if (tmp->type == FOOD || tmp->type == FLESH) 1997 if (tmp->type == FOOD || tmp->type == FLESH)
2149 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!");
2150 else 1999 else
2151 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!");
2152 } 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 );
2153 2010
2154 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2011 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2155 { 2012 {
2156 char buf[MAX_BUF]; 2013 const char *buf;
2157 2014
2158 if (!is_dragon_pl (op)) 2015 if (!is_dragon_pl (op))
2159 { 2016 {
2160 /* eating message for normal players */ 2017 /* eating message for normal players */
2161 if (tmp->type == DRINK) 2018 if (tmp->type == DRINK)
2162 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2019 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2163 else 2020 else
2164 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.");
2165 } 2022 }
2166 else 2023 else
2167 {
2168 /* eating message for dragon players */ 2024 /* eating message for dragon players */
2169 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2025 buf = format ("The %s tasted terrible!", &tmp->name);
2170 }
2171 2026
2172 new_draw_info (NDI_UNIQUE, 0, op, buf); 2027 op->statusmsg (buf);
2028
2173 capacity_remaining = 999 - op->stats.food; 2029 capacity_remaining = 999 - op->stats.food;
2174 op->stats.food += tmp->stats.food; 2030 op->stats.food += tmp->stats.food;
2175 if (capacity_remaining < tmp->stats.food) 2031 if (capacity_remaining < tmp->stats.food)
2176 op->stats.hp += capacity_remaining / 50; 2032 op->stats.hp += capacity_remaining / 50;
2177 else 2033 else
2178 op->stats.hp += tmp->stats.food / 50; 2034 op->stats.hp += tmp->stats.food / 50;
2035
2179 if (op->stats.hp > op->stats.maxhp) 2036 if (op->stats.hp > op->stats.maxhp)
2180 op->stats.hp = op->stats.maxhp; 2037 op->stats.hp = op->stats.maxhp;
2181 if (op->stats.food > 999) 2038 if (op->stats.food > 999)
2182 op->stats.food = 999; 2039 op->stats.food = 999;
2183 } 2040 }
2185 /* special food hack -b.t. */ 2042 /* special food hack -b.t. */
2186 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2043 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2187 eat_special_food (op, tmp); 2044 eat_special_food (op, tmp);
2188 } 2045 }
2189 } 2046 }
2047
2190 handle_apply_yield (tmp); 2048 handle_apply_yield (tmp);
2191 decrease_ob (tmp); 2049 decrease_ob (tmp);
2192} 2050}
2193 2051
2194/** 2052/**
2206{ 2064{
2207 object *skin = NULL; /* pointer to dragon skin force */ 2065 object *skin = NULL; /* pointer to dragon skin force */
2208 object *abil = NULL; /* pointer to dragon ability force */ 2066 object *abil = NULL; /* pointer to dragon ability force */
2209 object *tmp = NULL; /* tmp. object */ 2067 object *tmp = NULL; /* tmp. object */
2210 2068
2211 char buf[MAX_BUF]; /* tmp. string buffer */
2212 double chance; /* improvement-chance of one resistance type */ 2069 double chance; /* improvement-chance of one resistance type */
2213 double totalchance = 1; /* total chance of gaining one resistance */ 2070 double totalchance = 1; /* total chance of gaining one resistance */
2214 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2071 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2215 double mbonus = 0; /* monster bonus */ 2072 double mbonus = 0; /* monster bonus */
2216 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2073 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2221 if (meal->type != FLESH || !is_dragon_pl (op)) 2078 if (meal->type != FLESH || !is_dragon_pl (op))
2222 return 0; 2079 return 0;
2223 2080
2224 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2081 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2225 from the player's inventory */ 2082 from the player's inventory */
2226 shstr_cmp dragon_ability_force ("dragon_ability_force");
2227 shstr_cmp dragon_skin_force ("dragon_skin_force");
2228
2229 for (tmp = op->inv; tmp; tmp = tmp->below) 2083 for (tmp = op->inv; tmp; tmp = tmp->below)
2230 if (tmp->type == FORCE) 2084 if (tmp->type == FORCE)
2231 if (tmp->arch->name == dragon_skin_force) 2085 if (tmp->arch->archname == shstr_dragon_skin_force)
2232 skin = tmp; 2086 skin = tmp;
2233 else if (tmp->arch->name == dragon_ability_force) 2087 else if (tmp->arch->archname == shstr_dragon_ability_force)
2234 abil = tmp; 2088 abil = tmp;
2235 2089
2236 /* 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
2237 which is not to be considered a dragon -> bail out */ 2091 which is not to be considered a dragon -> bail out */
2238 if (skin == NULL || abil == NULL) 2092 if (skin == NULL || abil == NULL)
2241 /* now start by filling stomache and health, according to food-value */ 2095 /* now start by filling stomache and health, according to food-value */
2242 if ((999 - op->stats.food) < meal->stats.food) 2096 if ((999 - op->stats.food) < meal->stats.food)
2243 op->stats.hp += (999 - op->stats.food) / 50; 2097 op->stats.hp += (999 - op->stats.food) / 50;
2244 else 2098 else
2245 op->stats.hp += meal->stats.food / 50; 2099 op->stats.hp += meal->stats.food / 50;
2100
2246 if (op->stats.hp > op->stats.maxhp) 2101 if (op->stats.hp > op->stats.maxhp)
2247 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2248 2103
2249 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2104 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2250 2105
2280 /* doubled chance for resistance of ability-focus */ 2135 /* doubled chance for resistance of ability-focus */
2281 if (i == abil->stats.exp) 2136 if (i == abil->stats.exp)
2282 chance = MIN (100., chance * 2.); 2137 chance = MIN (100., chance * 2.);
2283 2138
2284 /* 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!) */
2285 if (rndm (10000) < (int) (chance * 100)) 2140 if (rndm (10000) < (unsigned int) (chance * 100))
2286 { 2141 {
2287 atnr_winner[winners] = i; 2142 atnr_winner[winners] = i;
2288 winners++; 2143 winners++;
2289 } 2144 }
2290 2145
2295 } 2150 }
2296 } 2151 }
2297 2152
2298 /* inverse totalchance as until now we have the failure-chance */ 2153 /* inverse totalchance as until now we have the failure-chance */
2299 totalchance = 100 - totalchance * 100; 2154 totalchance = 100 - totalchance * 100;
2155
2300 /* print message according to totalchance */ 2156 /* print message according to totalchance */
2157 const char *buf;
2301 if (totalchance > 50.) 2158 if (totalchance > 50.)
2302 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2159 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2303 else if (totalchance > 10.) 2160 else if (totalchance > 10.)
2304 sprintf (buf, "The %s tasted very good.", &meal->name); 2161 buf = format ("The %s tasted very good.", &meal->name);
2305 else if (totalchance > 1.) 2162 else if (totalchance > 1.)
2306 sprintf (buf, "The %s tasted good.", &meal->name); 2163 buf = format ("The %s tasted good.", &meal->name);
2307 else if (totalchance > 0.1) 2164 else if (totalchance > 0.1)
2308 sprintf (buf, "The %s tasted bland.", &meal->name); 2165 buf = format ("The %s tasted bland.", &meal->name);
2309 else if (totalchance >= 0.01) 2166 else if (totalchance >= 0.01)
2310 sprintf (buf, "The %s had a boring taste.", &meal->name); 2167 buf = format ("The %s had a boring taste.", &meal->name);
2311 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))
2312 sprintf (buf, "The %s tasted strange.", &meal->name); 2169 buf = format ("The %s tasted strange.", &meal->name);
2313 else 2170 else
2314 sprintf (buf, "The %s had no taste.", &meal->name); 2171 buf = format ("The %s had no taste.", &meal->name);
2315 new_draw_info (NDI_UNIQUE, 0, op, buf); 2172
2173 op->statusmsg (buf);
2316 2174
2317 /* now choose a winner if we have any */ 2175 /* now choose a winner if we have any */
2318 i = -1; 2176 i = -1;
2319 if (winners > 0) 2177 if (winners > 0)
2320 i = atnr_winner[RANDOM () % winners]; 2178 i = atnr_winner[RANDOM () % winners];
2323 { 2181 {
2324 /* resistance increased! */ 2182 /* resistance increased! */
2325 skin->resist[i]++; 2183 skin->resist[i]++;
2326 op->update_stats (); 2184 op->update_stats ();
2327 2185
2328 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]));
2329 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2330 } 2187 }
2331 2188
2332 /* if this flesh contains a new ability focus, we mark it 2189 /* if this flesh contains a new ability focus, we mark it
2333 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 */
2334 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)
2335 { 2192 {
2336 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> */
2337 2194
2338 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
2339 { 2201 ));
2340 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2341 new_draw_info (NDI_UNIQUE, 0, op, buf);
2342 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2343 new_draw_info (NDI_UNIQUE, 0, op, buf);
2344 }
2345 else 2202 else
2346 { 2203 {
2347 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]));
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 abil->last_eat = 0; 2205 abil->last_eat = 0;
2350 } 2206 }
2351 } 2207 }
2208
2352 return 1; 2209 return 1;
2353} 2210}
2354 2211
2355/** 2212/**
2356 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2359static void 2216static void
2360apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2361{ 2218{
2362 object *armor; 2219 object *armor;
2363 2220
2364 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))
2365 { 2222 {
2366 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.>");
2367 return; 2224 return;
2368 } 2225 }
2369 2226
2370 armor = find_marked_object (op); 2227 armor = find_marked_object (op);
2371 2228
2372 if (!armor) 2229 if (!armor)
2373 { 2230 {
2374 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.");
2375 return; 2232 return;
2376 } 2233 }
2377 2234
2378 if (armor->type != ARMOUR 2235 if (armor->type != ARMOUR
2379 && armor->type != CLOAK 2236 && armor->type != CLOAK
2380 && 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)
2381 { 2238 {
2382 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2239 op->failmsg ("Your marked item is not armour!\n");
2383 return; 2240 return;
2384 } 2241 }
2385 2242
2386 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2243 op->statusmsg ("Applying armour enchantment.");
2387 improve_armour (op, tmp, armor); 2244 improve_armour (op, tmp, armor);
2388} 2245}
2389 2246
2390extern void 2247extern void
2391apply_poison (object *op, object *tmp) 2248apply_poison (object *op, object *tmp)
2392{ 2249{
2393 if (op->type == PLAYER) 2250 if (op->type == PLAYER)
2394 { 2251 {
2395 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2252 op->contr->play_sound (sound_find ("drink_poison"));
2396 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2253 op->failmsg ("Yech! That tasted poisonous!");
2397 strcpy (op->contr->killer, "poisonous booze"); 2254 strcpy (op->contr->killer, "poisonous booze");
2398 } 2255 }
2256
2399 if (tmp->stats.hp > 0) 2257 if (tmp->stats.hp > 0)
2400 { 2258 {
2401 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);
2402 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2260 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2403 } 2261 }
2262
2404 op->stats.food -= op->stats.food / 4; 2263 op->stats.food -= op->stats.food / 4;
2405 handle_apply_yield (tmp); 2264 handle_apply_yield (tmp);
2406 decrease_ob (tmp); 2265 decrease_ob (tmp);
2407} 2266}
2408 2267
2427#if 0 //TODO 2286#if 0 //TODO
2428 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2287 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2429 return 0; /* This is a reset town portal */ 2288 return 0; /* This is a reset town portal */
2430#endif 2289#endif
2431 2290
2291 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2292
2432 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2293 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2433 2294
2434 if (exitmap) 2295 if (exitmap)
2435 { 2296 {
2436 exitmap->load_sync (); 2297 exitmap->load_sync ();
2491 } 2352 }
2492 } 2353 }
2493 2354
2494 return 0; 2355 return 0;
2495} 2356}
2496
2497 2357
2498/** 2358/**
2499 * Main apply handler. 2359 * Main apply handler.
2500 * 2360 *
2501 * Checks for unpaid items before applying. 2361 * Checks for unpaid items before applying.
2509 * being applied. 2369 * being applied.
2510 * 2370 *
2511 * aflag is special (always apply/unapply) flags. Nothing is done with 2371 * aflag is special (always apply/unapply) flags. Nothing is done with
2512 * them in this function - they are passed to apply_special 2372 * them in this function - they are passed to apply_special
2513 */ 2373 */
2514
2515int 2374int
2516manual_apply (object *op, object *tmp, int aflag) 2375manual_apply (object *op, object *tmp, int aflag)
2517{ 2376{
2518 if (tmp->head) 2377 if (tmp->head)
2519 tmp = tmp->head; 2378 tmp = tmp->head;
2520 2379
2521 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2522 { 2381 {
2523 if (op->type == PLAYER) 2382 if (op->type == PLAYER)
2524 { 2383 {
2525 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.>");
2526 return 1; 2385 return 1;
2527 } 2386 }
2528 else 2387 else
2529 return 0; /* monsters just skip unpaid items */ 2388 return 0; /* monsters just skip unpaid items */
2530 } 2389 }
2533 return RESULT_INT (0); 2392 return RESULT_INT (0);
2534 2393
2535 switch (tmp->type) 2394 switch (tmp->type)
2536 { 2395 {
2537 case CF_HANDLE: 2396 case CF_HANDLE:
2538 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2397 op->play_sound (sound_find ("turn_handle"));
2539 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2398 op->statusmsg ("You turn the handle.");
2540 tmp->value = tmp->value ? 0 : 1; 2399 tmp->value = tmp->value ? 0 : 1;
2541 SET_ANIMATION (tmp, tmp->value); 2400 SET_ANIMATION (tmp, tmp->value);
2542 update_object (tmp, UP_OBJ_FACE); 2401 update_object (tmp, UP_OBJ_FACE);
2543 push_button (tmp); 2402 push_button (tmp);
2544 return 1; 2403 return 1;
2545 2404
2546 case TRIGGER: 2405 case TRIGGER:
2547 if (check_trigger (tmp, op)) 2406 if (check_trigger (tmp, op))
2548 { 2407 {
2549 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2408 op->statusmsg ("You turn the handle.");
2550 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2409 op->play_sound (sound_find ("turn_handle"));
2551 } 2410 }
2552 else 2411 else
2553 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2412 op->failmsg ("The handle doesn't move.");
2554 2413
2555 return 1; 2414 return 1;
2556 2415
2557 case EXIT: 2416 case EXIT:
2558 if (op->type != PLAYER) 2417 if (op->type != PLAYER)
2559 return 0; 2418 return 0;
2560 2419
2561 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2562 { 2421 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2563 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2564 }
2565 else 2422 else
2566 { 2423 {
2567 /* Don't display messages for random maps. */ 2424 /* Don't display messages for random maps. */
2568 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2569 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2426 op->statusmsg (tmp->msg, NDI_NAVY);
2570 2427
2571 op->enter_exit (tmp); 2428 op->enter_exit (tmp);
2572 } 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
2573 return 1; 2436 return 1;
2574 2437
2575 case SIGN: 2438 case SIGN:
2576 apply_sign (op, tmp, 0); 2439 apply_sign (op, tmp, 0);
2577 return 1; 2440 return 1;
2581 { 2444 {
2582 apply_book (op, tmp); 2445 apply_book (op, tmp);
2583 return 1; 2446 return 1;
2584 } 2447 }
2585 else 2448 else
2586 {
2587 return 0; 2449 return 0;
2588 }
2589 2450
2590 case SKILLSCROLL: 2451 case SKILLSCROLL:
2591 if (op->type == PLAYER) 2452 if (op->type == PLAYER)
2592 { 2453 {
2593 apply_skillscroll (op, tmp); 2454 apply_skillscroll (op, tmp);
2594 return 1; 2455 return 1;
2595 } 2456 }
2457 else
2596 return 0; 2458 return 0;
2597 2459
2598 case SPELLBOOK: 2460 case SPELLBOOK:
2599 if (op->type == PLAYER) 2461 if (op->type == PLAYER)
2600 { 2462 {
2601 apply_spellbook (op, tmp); 2463 apply_spellbook (op, tmp);
2602 return 1; 2464 return 1;
2603 } 2465 }
2466 else
2604 return 0; 2467 return 0;
2605 2468
2606 case SCROLL: 2469 case SCROLL:
2607 apply_scroll (op, tmp, 0); 2470 apply_scroll (op, tmp, 0);
2608 return 1; 2471 return 1;
2609 2472
2610 case POTION: 2473 case POTION:
2611 (void) apply_potion (op, tmp); 2474 apply_potion (op, tmp);
2612 return 1; 2475 return 1;
2613 2476
2614 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2477 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed?
2615 case CLOSE_CON: 2479 case CLOSE_CON:
2616 if (op->type == PLAYER)
2617 (void) esrv_apply_container (op, tmp->env);
2618 else
2619 (void) apply_container (op, tmp->env); 2480 apply_container (op, tmp->env);
2620 return 1; 2481 return 1;
2621 2482
2622 case CONTAINER: 2483 case CONTAINER:
2623 if (op->type == PLAYER)
2624 (void) esrv_apply_container (op, tmp);
2625 else
2626 (void) apply_container (op, tmp); 2484 apply_container (op, tmp);
2627 return 1; 2485 return 1;
2628 2486
2629 case TREASURE: 2487 case TREASURE:
2630 if (op->type == PLAYER) 2488 if (op->type == PLAYER)
2631 { 2489 {
2632 apply_treasure (op, tmp); 2490 apply_treasure (op, tmp);
2633 return 1; 2491 return 1;
2634 } 2492 }
2635 else 2493 else
2636 {
2637 return 0; 2494 return 0;
2638 }
2639 2495
2640 case WEAPON: 2496 case WEAPON:
2641 case ARMOUR: 2497 case ARMOUR:
2642 case BOOTS: 2498 case BOOTS:
2643 case GLOVES: 2499 case GLOVES:
2656 case LAMP: 2512 case LAMP:
2657 case BUILDER: 2513 case BUILDER:
2658 case SKILL_TOOL: 2514 case SKILL_TOOL:
2659 if (tmp->env != op) 2515 if (tmp->env != op)
2660 return 2; /* not in inventory */ 2516 return 2; /* not in inventory */
2517
2661 (void) apply_special (op, tmp, aflag); 2518 apply_special (op, tmp, aflag);
2662 return 1; 2519 return 1;
2663 2520
2664 case DRINK: 2521 case DRINK:
2665 case FOOD: 2522 case FOOD:
2666 case FLESH: 2523 case FLESH:
2682 } 2539 }
2683 else 2540 else
2684 return 0; 2541 return 0;
2685 2542
2686 case WEAPON_IMPROVER: 2543 case WEAPON_IMPROVER:
2687 (void) check_improve_weapon (op, tmp); 2544 check_improve_weapon (op, tmp);
2688 return 1; 2545 return 1;
2689 2546
2690 case CLOCK: 2547 case CLOCK:
2691 if (op->type == PLAYER) 2548 if (op->type == PLAYER)
2692 { 2549 {
2693 char buf[MAX_BUF]; 2550 char buf[MAX_BUF];
2694 timeofday_t tod; 2551 timeofday_t tod;
2695 2552
2696 get_tod (&tod); 2553 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format (
2697 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2556 "It is %d minute%s past %d o'clock %s",
2698 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2699 ((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")
2700 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2559 ));
2701 new_draw_info (NDI_UNIQUE, 0, op, buf);
2702 return 1; 2560 return 1;
2703 } 2561 }
2704 else 2562 else
2705 {
2706 return 0; 2563 return 0;
2707 }
2708 2564
2709 case MENU: 2565 case MENU:
2710 if (op->type == PLAYER) 2566 if (op->type == PLAYER)
2711 { 2567 {
2712 shop_listing (op); 2568 shop_listing (tmp, op);
2713 return 1; 2569 return 1;
2714 } 2570 }
2715 else 2571 else
2716 {
2717 return 0; 2572 return 0;
2718 }
2719 2573
2720 case POWER_CRYSTAL: 2574 case POWER_CRYSTAL:
2721 apply_power_crystal (op, tmp); /* see egoitem.c */ 2575 apply_power_crystal (op, tmp); /* see egoitem.c */
2722 return 1; 2576 return 1;
2723 2577
2726 { 2580 {
2727 apply_lighter (op, tmp); 2581 apply_lighter (op, tmp);
2728 return 1; 2582 return 1;
2729 } 2583 }
2730 else 2584 else
2731 {
2732 return 0; 2585 return 0;
2733 }
2734 2586
2735 case ITEM_TRANSFORMER: 2587 case ITEM_TRANSFORMER:
2736 apply_item_transformer (op, tmp); 2588 apply_item_transformer (op, tmp);
2737 return 1; 2589 return 1;
2738 2590
2751int 2603int
2752player_apply (object *pl, object *op, int aflag, int quiet) 2604player_apply (object *pl, object *op, int aflag, int quiet)
2753{ 2605{
2754 int tmp; 2606 int tmp;
2755 2607
2756 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2608 if (op->env && (pl->move_type & MOVE_FLYING))
2757 { 2609 {
2758 /* player is flying and applying object not in inventory */ 2610 /* player is flying and applying object not in inventory */
2759 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2611 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2760 { 2612 {
2761 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.>");
2762 return 0; 2614 return 0;
2763 } 2615 }
2764 }
2765
2766 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2767 * applied.
2768 */
2769 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2770 {
2771 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2772 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2773 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2774 op->destroy ();
2775 return 1;
2776 } 2616 }
2777 2617
2778 pl->contr->last_used = op; 2618 pl->contr->last_used = op;
2779 2619
2780 tmp = manual_apply (pl, op, aflag); 2620 tmp = manual_apply (pl, op, aflag);
2781 if (!quiet) 2621 if (!quiet)
2782 { 2622 {
2783 if (tmp == 0) 2623 if (tmp == 0)
2784 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)));
2785 else if (tmp == 2) 2625 else if (tmp == 2)
2786 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2626 pl->failmsg ("You must get it first!\n");
2787 } 2627 }
2628
2788 return tmp; 2629 return tmp;
2789} 2630}
2790 2631
2791/** 2632/**
2792 * player_apply_below attempts to apply the object 'below' the player. 2633 * player_apply_below attempts to apply the object 'below' the player.
2793 * 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
2794 * we use the ground. 2635 * we use the ground.
2795 */ 2636 */
2796
2797void 2637void
2798player_apply_below (object *pl) 2638player_apply_below (object *pl)
2799{ 2639{
2800 object *tmp, *next;
2801 int floors; 2640 int floors = 0;
2802 2641
2803 /* 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
2804 * item in the container. Otherwise, use the map. 2643 * item in the container. Otherwise, use the map.
2805 */
2806 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2807
2808 /* 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
2809 * 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
2810 * 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
2811 * 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
2812 * not return a proper value. 2648 * not return a proper value.
2813 */ 2649 */
2814 for (floors = 0; tmp != NULL; tmp = next) 2650 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2815 { 2651 {
2816 next = tmp->below; 2652 next = tmp->below;
2653
2817 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2654 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2818 floors++; 2655 floors++;
2819 else if (floors > 0) 2656 else if (floors > 0)
2820 return; /* process only floor objects after first floor object */ 2657 return; /* process only floor objects after first floor object */
2821 2658
2841 * 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.
2842 */ 2679 */
2843static int 2680static int
2844unapply_special (object *who, object *op, int aflags) 2681unapply_special (object *who, object *op, int aflags)
2845{ 2682{
2846 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)))
2847 return RESULT_INT (0); 2685 return RESULT_INT (0);
2848 2686
2849 object *tmp2;
2850
2851 CLEAR_FLAG (op, FLAG_APPLIED); 2687 CLEAR_FLAG (op, FLAG_APPLIED);
2688
2852 switch (op->type) 2689 switch (op->type)
2853 { 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
2854 case WEAPON: 2705 case WEAPON:
2855 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 }
2856 2712
2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714
2857 (void) change_abil (who, op); 2715 change_abil (who, op);
2858 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2859 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2860 clear_skill (who);
2861 break; 2717 break;
2862 2718
2863 case SKILL: /* allows objects to impart skills */
2864 case SKILL_TOOL: 2719 case SKILL:
2865 if (op != who->chosen_skill) 2720 if (who->contr)
2866 { 2721 {
2867 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));
2868 } 2726 }
2869 if (who->type == PLAYER) 2727
2870 {
2871 if (who->contr->shoottype == range_skill)
2872 who->contr->shoottype = range_none;
2873 if (!op->invisible)
2874 {
2875 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2876 }
2877 else
2878 {
2879 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2880 }
2881 }
2882 (void) change_abil (who, op); 2728 change_abil (who, op);
2883 who->chosen_skill = NULL;
2884 CLEAR_FLAG (who, FLAG_READY_SKILL); 2729 CLEAR_FLAG (who, FLAG_READY_SKILL);
2885 break; 2730 break;
2886 2731
2887 case ARMOUR: 2732 case ARMOUR:
2888 case HELMET: 2733 case HELMET:
2892 case GLOVES: 2737 case GLOVES:
2893 case AMULET: 2738 case AMULET:
2894 case GIRDLE: 2739 case GIRDLE:
2895 case BRACERS: 2740 case BRACERS:
2896 case CLOAK: 2741 case CLOAK:
2897 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2742 who->statusmsg (format ("You unwear %s.", query_name (op)));
2898 (void) change_abil (who, op); 2743 change_abil (who, op);
2899 break; 2744 break;
2745
2900 case LAMP: 2746 case LAMP:
2901 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
2902 tmp2 = arch_to_object (op->other_arch); 2750 object *tmp2 = arch_to_object (op->other_arch);
2903 tmp2->x = op->x; 2751 tmp2->x = op->x;
2904 tmp2->y = op->y; 2752 tmp2->y = op->y;
2905 tmp2->map = op->map; 2753 tmp2->map = op->map;
2906 tmp2->below = op->below; 2754 tmp2->below = op->below;
2907 tmp2->above = op->above; 2755 tmp2->above = op->above;
2908 tmp2->stats.food = op->stats.food; 2756 tmp2->stats.food = op->stats.food;
2909 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2910 2758
2911 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2912 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2913 2761
2914 if (who->type == PLAYER) 2762 if (who->contr)
2915 esrv_del_item (who->contr, op->count); 2763 esrv_del_item (who->contr, op->count);
2916 2764
2917 op->destroy (); 2765 op->destroy ();
2918 insert_ob_in_ob (tmp2, who); 2766 insert_ob_in_ob (tmp2, who);
2919 who->update_stats (); 2767 who->update_stats ();
2768
2920 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2769 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2921 { 2770 {
2922 if (who->type == PLAYER) 2771 if (who->contr)
2923 { 2772 {
2924 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2773 who->failmsg ("Oops, it feels deadly cold!");
2925 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2774 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2926 } 2775 }
2927 } 2776 }
2928 if (who->type == PLAYER) 2777
2778 if (who->contr)
2929 esrv_send_item (who, tmp2); 2779 esrv_send_item (who, tmp2);
2780 }
2781
2930 return 1; /* otherwise, an attempt to drop causes problems */ 2782 return 1; /* otherwise, an attempt to drop causes problems */
2931 break; 2783
2932 case BOW: 2784 case BOW:
2933 case WAND: 2785 case WAND:
2934 case ROD: 2786 case ROD:
2935 case HORN: 2787 case HORN:
2936 clear_skill (who); 2788 if (player *pl = who->contr)
2937 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2938 if (who->type == PLAYER)
2939 { 2789 {
2940 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)));
2941 } 2797 }
2942 else 2798 else
2943 { 2799 {
2800 who->change_skill (0);
2801
2944 if (op->type == BOW) 2802 if (op->type == BOW)
2945 CLEAR_FLAG (who, FLAG_READY_BOW); 2803 CLEAR_FLAG (who, FLAG_READY_BOW);
2946 else 2804 else
2947 CLEAR_FLAG (who, FLAG_READY_RANGE); 2805 CLEAR_FLAG (who, FLAG_READY_RANGE);
2948 } 2806 }
2807
2949 break; 2808 break;
2950 2809
2951 case BUILDER: 2810 case BUILDER:
2952 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2811 if (who->contr)
2953 who->contr->shoottype = range_none; 2812 who->statusmsg (format ("You unready %s.", query_name (op)));
2954 who->contr->ranges[range_builder] = NULL;
2955 break; 2813 break;
2956 2814
2957 default: 2815 default:
2958 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2816 who->statusmsg (format ("You unapply %s.", query_name (op)));
2959 break; 2817 break;
2960 } 2818 }
2961 2819
2962 who->update_stats (); 2820 who->update_stats ();
2963 2821
2964 if (!(aflags & AP_NO_MERGE)) 2822 if (!(aflags & AP_NO_MERGE))
2965 { 2823 {
2966 object *tmp;
2967
2968 tmp = merge_ob (op, NULL); 2824 object *tmp = merge_ob (op, 0);
2969 if (who->type == PLAYER) 2825
2826 if (who->contr)
2970 { 2827 {
2971 if (tmp) 2828 if (tmp)
2972 { /* it was merged */ 2829 { /* it was merged */
2973 esrv_del_item (who->contr, op->count); 2830 esrv_del_item (who->contr, op->count);
2974 op = tmp; 2831 op = tmp;
2975 } 2832 }
2976 2833
2977 esrv_send_item (who, op); 2834 esrv_send_item (who, op);
2978 } 2835 }
2979 } 2836 }
2837
2980 return 0; 2838 return 0;
2981} 2839}
2982 2840
2983/** 2841/**
2984 * Returns the object that is using location 'loc'. 2842 * Returns the object that is using location 'loc'.
2985 * Note that 'start' is the first object to start examing - we 2843 * Note that 'start' is the first object to start examing - we
2986 * 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
2987 * something like: 2845 * something like:
2988 * tmp = get_item_from_body_location(who->inv, 1); 2846 * tmp = get_next_item_from_body_location(who->inv, 1);
2989 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2847 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2990 * to find the second object that may use this location, etc. 2848 * to find the second object that may use this location, etc.
2991 * Returns NULL if no match is found. 2849 * Returns NULL if no match is found.
2992 * 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.
2993 * don't return invisible objects unless they are skill objects 2851 * don't return invisible objects unless they are skill objects
2994 * invisible other objects that use 2852 * invisible other objects that use
2995 * up body locations can be used as restrictions. 2853 * up body locations can be used as restrictions.
2996 */ 2854 */
2997object * 2855static object *
2998get_item_from_body_location (object *start, int loc) 2856get_next_item_from_body_location (int loc, object *start)
2999{ 2857{
3000 object *tmp;
3001
3002 if (!start)
3003 return NULL;
3004
3005 for (tmp = start; tmp; tmp = tmp->below) 2858 for (object *tmp = start; tmp; tmp = tmp->below)
3006 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))
3007 return tmp; 2862 return tmp;
3008 2863
3009 return NULL; 2864 return 0;
3010} 2865}
3011
3012
3013 2866
3014/** 2867/**
3015 * '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.
3016 * This should only be called when it is known 2869 * This should only be called when it is known
3017 * that there are objects to unapply. This makes pretty heavy 2870 * that there are objects to unapply. This makes pretty heavy
3020 * Returns 0 on success, returns 1 if there is some problem. 2873 * Returns 0 on success, returns 1 if there is some problem.
3021 * 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
3022 * 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
3023 * another function that does just that. 2876 * another function that does just that.
3024 */ 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
3025int 2884int
3026unapply_for_ob (object *who, object *op, int aflags) 2885unapply_for_ob (object *who, object *op, int aflags)
3027{ 2886{
3028 int i; 2887 if (op->is_range ())
3029 object *tmp = NULL, *last;
3030
3031 /* If we are applying a shield or weapon, unapply any equipped shield
3032 * or weapons first - only allowed to use one weapon/shield at a time.
3033 */
3034 if (op->type == WEAPON || op->type == SHIELD)
3035 {
3036 for (tmp = who->inv; tmp; tmp = tmp->below) 2888 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3037 {
3038 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2889 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3039 {
3040 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)))
3041 { 2891 {
3042 if (aflags & AP_PRINT) 2892 if (aflags & AP_PRINT)
3043 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2893 who->failmsg (query_name (tmp));
3044 else 2894 else
3045 unapply_special (who, tmp, aflags); 2895 unapply_special (who, tmp, aflags);
3046 } 2896 }
3047 else 2897 else
3048 { 2898 {
3049 /* 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.
3050 * 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
3051 * at least generate the message. 2901 * at least generate the message.
3052 */ 2902 */
3053 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)));
3054 return 1; 2904 return 1;
3055 }
3056
3057 } 2905 }
3058 }
3059 }
3060 2906
3061 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2907 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3062 { 2908 {
3063 /* this used up a slot that we need to free */ 2909 /* this used up a slot that we need to free */
3064 if (op->body_info[i]) 2910 if (op->slot[i].info)
3065 { 2911 {
3066 last = who->inv; 2912 object *last = who->inv;
3067 2913
3068 /* 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
3069 * to free up enough slots. 2915 * to free up enough slots.
3070 */ 2916 */
3071 while ((who->body_used[i] + op->body_info[i]) < 0) 2917 while ((who->slot[i].used + op->slot[i].info) < 0)
3072 { 2918 {
3073 tmp = get_item_from_body_location (last, i); 2919 object *tmp = get_next_item_from_body_location (i, last);
2920
3074 if (!tmp) 2921 if (!tmp)
3075 { 2922 {
3076#if 0 2923#if 0
3077 /* 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
3078 * equipped. 2925 * equipped.
3079 */ 2926 */
3080 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);
3081#endif 2928#endif
3082 return 1; 2929 return 1;
3083 } 2930 }
2931
3084 /* 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 */
3085 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))))
3086 { 2934 {
3087 if (aflags & AP_PRINT) 2935 if (aflags & AP_PRINT)
3088 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2936 who->failmsg (query_name (tmp));
3089 else 2937 else
3090 unapply_special (who, tmp, aflags); 2938 unapply_special (who, tmp, aflags);
3091 } 2939 }
3092 else 2940 else
3093 { 2941 {
3094 /* Cursed item that we can't unequip - tell the player. 2942 /* Cursed item that we can't unequip - tell the player.
3095 * 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,
3096 * 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
3097 * one cursed ring.) 2945 * one cursed ring.)
3098 */ 2946 */
3099 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)));
3100 } 2948 }
2949
3101 last = tmp->below; 2950 last = tmp->below;
3102 } 2951 }
3103 /* 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
3104 * return in the !tmp would have kicked in. 2953 * return in the !tmp would have kicked in.
3105 */ 2954 */
3106 } /* if op is using this body location */ 2955 } /* if op is using this body location */
3107 } /* for body lcoations */ 2956 } /* for body lcoations */
2957
3108 return 0; 2958 return 0;
3109} 2959}
3110 2960
3111/** 2961/**
3112 * Checks to see if 'who' can apply object 'op'. 2962 * Checks to see if 'who' can apply object 'op'.
3113 * Returns 0 if apply can be done without anything special. 2963 * Returns 0 if apply can be done without anything special.
3114 * Otherwise returns a bitmask - potentially several of these may be 2964 * Otherwise returns a bitmask - potentially several of these may be
3115 * set, but largely depends on circumstance - in the future, processing 2965 * set, but largely depends on circumstance - in the future, processing
3116 * 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
3117 * 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?)
3118 * 2968 *
3119 * See include/define.h for detailed description of the meaning of 2969 * See include/define.h for detailed description of the meaning of
3120 * these return values. 2970 * these return values.
3121 */ 2971 */
3122int 2972int
3123can_apply_object (object *who, object *op) 2973can_apply_object (object *who, object *op)
3124{ 2974{
3125 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)))
3126 return RESULT_INT (0); 2976 return RESULT_INT (0);
3127 2977
3128 int i, retval = 0; 2978 int retval = 0;
3129 object *tmp = NULL, *ws = NULL; 2979 object *tmp = 0, *ws = 0;
3130 2980
3131 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2981 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3132 * 2 weapons, but we don't want to let them do that. So if they are
3133 * trying to equip a weapon or shield, see if they already have one
3134 * in place and store that way.
3135 */
3136 if (op->type == WEAPON || op->type == SHIELD)
3137 { 2982 {
3138 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2983 if (op->slot[i].info)
3139 { 2984 {
3140 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)
3141 { 2987 {
3142 retval = CAN_APPLY_UNAPPLY;
3143 ws = tmp;
3144 }
3145 }
3146 }
3147
3148
3149 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3150 {
3151 if (op->body_info[i])
3152 {
3153 /* Item uses more slots than we have */
3154 if (FABS (op->body_info[i]) > who->body_info[i])
3155 {
3156 /* Could return now for efficiently - rest of info below isn' 2988 /* Could return now for efficiency - rest of info below isn't
3157 * really needed. 2989 * really needed.
3158 */ 2990 */
3159 retval |= CAN_APPLY_NEVER; 2991 retval |= CAN_APPLY_NEVER;
3160 } 2992 }
3161 else if ((who->body_used[i] + op->body_info[i]) < 0) 2993 else if (who->slot[i].used + op->slot[i].info < 0)
3162 { 2994 {
3163 /* in this case, equipping this would use more free spots than 2995 /* in this case, equipping this would use more free spots than
3164 * we have. 2996 * we have.
3165 */ 2997 */
3166 object *tmp1;
3167
3168 2998
3169 /* 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
3170 * enough slots to equip the new item, then just set this can 3000 * enough slots to equip the new item, then just set "can
3171 * 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
3172 * shield equipped and try to equip another shield, there is only 3002 * shield equipped and try to equip another shield, there is only
3173 * one choice. However, the check for the number of body locations 3003 * one choice. However, the check for the number of body locations
3174 * does take into the account cases where what is being applied 3004 * does take into the account cases where what is being applied
3175 * may be two handed for example. 3005 * may be two handed for example.
3176 */ 3006 */
3177 if (ws) 3007 if (ws)
3178 { 3008 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3179 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3180 { 3009 {
3181 retval |= CAN_APPLY_UNAPPLY; 3010 retval |= CAN_APPLY_UNAPPLY;
3182 continue; 3011 continue;
3183 } 3012 }
3184 }
3185 3013
3186 tmp1 = get_item_from_body_location (who->inv, i); 3014 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3187 if (!tmp1) 3015 if (!tmp1)
3188 { 3016 {
3189#if 0 3017#if 0
3190 /* 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
3191 * join in with more stuff equipped than they are now allowed. 3019 * join in with more stuff equipped than they are now allowed.
3199 /* need to unapply something. However, if this something 3027 /* need to unapply something. However, if this something
3200 * is different than we had found before, it means they need 3028 * is different than we had found before, it means they need
3201 * to apply multiple objects 3029 * to apply multiple objects
3202 */ 3030 */
3203 retval |= CAN_APPLY_UNAPPLY; 3031 retval |= CAN_APPLY_UNAPPLY;
3032
3204 if (!tmp) 3033 if (!tmp)
3205 tmp = tmp1; 3034 tmp = tmp1;
3206 else if (tmp != tmp1) 3035 else if (tmp != tmp1)
3207 {
3208 retval |= CAN_APPLY_UNAPPLY_MULT; 3036 retval |= CAN_APPLY_UNAPPLY_MULT;
3209 } 3037
3210 /* 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
3211 * 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
3212 * the slots, the player then has a choice. 3040 * the slots, the player then has a choice.
3213 */ 3041 */
3214 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)
3215 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3044 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3216 3045
3217 /* Does unequippint 'tmp1' free up enough slots for this to be 3046 /* Does unequippint 'tmp1' free up enough slots for this to be
3218 * equipped? If not, there must be something else to unapply. 3047 * equipped? If not, there must be something else to unapply.
3219 */ 3048 */
3220 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)
3221 retval |= CAN_APPLY_UNAPPLY_MULT; 3050 retval |= CAN_APPLY_UNAPPLY_MULT;
3222
3223 } 3051 }
3224 } /* if not enough free slots */ 3052 } /* if not enough free slots */
3225 } /* if this object uses location i */ 3053 } /* if this object uses location i */
3226 } /* for i -> num_body_locations loop */ 3054 } /* for i -> num_body_locations loop */
3227 3055
3232 * 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
3233 * all use the same location. 3061 * all use the same location.
3234 */ 3062 */
3235 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3063 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3236 retval |= CAN_APPLY_RESTRICTION; 3064 retval |= CAN_APPLY_RESTRICTION;
3065
3237 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3066 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3238 retval |= CAN_APPLY_RESTRICTION; 3067 retval |= CAN_APPLY_RESTRICTION;
3239 3068
3240
3241 if (who->type != PLAYER) 3069 if (who->type != PLAYER)
3242 { 3070 {
3243 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))
3244 retval |= CAN_APPLY_RESTRICTION; 3072 retval |= CAN_APPLY_RESTRICTION;
3073
3245 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3074 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3246 retval |= CAN_APPLY_RESTRICTION; 3075 retval |= CAN_APPLY_RESTRICTION;
3076
3247 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3077 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3248 retval |= CAN_APPLY_RESTRICTION; 3078 retval |= CAN_APPLY_RESTRICTION;
3079
3249 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3080 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3250 retval |= CAN_APPLY_RESTRICTION; 3081 retval |= CAN_APPLY_RESTRICTION;
3251 } 3082 }
3083
3252 return retval; 3084 return retval;
3253} 3085}
3254
3255
3256 3086
3257/** 3087/**
3258 * 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.
3259 * 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,
3260 * 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
3269 * AP_UNAPPLY=always unapply). 3099 * AP_UNAPPLY=always unapply).
3270 * 3100 *
3271 * Optional flags: 3101 * Optional flags:
3272 * 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
3273 * 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
3274 * 3105 *
3275 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3106 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3276 * 3107 *
3277 * apply_special() doesn't check for unpaid items. 3108 * apply_special() doesn't check for unpaid items.
3278 */ 3109 */
3110
3111#define LACK_ITEM_POWER \
3112 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3113
3279int 3114int
3280apply_special (object *who, object *op, int aflags) 3115apply_special (object *who, object *op, int aflags)
3281{ 3116{
3282 int basic_flag = aflags & AP_BASIC_FLAGS; 3117 int basic_flag = aflags & AP_BASIC_FLAGS;
3283 object *tmp, *tmp2, *skop = NULL; 3118 object *tmp, *tmp2, *skop = NULL;
3284 int i;
3285 3119
3286 if (who == NULL) 3120 if (who == NULL)
3287 { 3121 {
3288 LOG (llevError, "apply_special() from object without environment.\n"); 3122 LOG (llevError, "apply_special() from object without environment.\n");
3289 return 1; 3123 return 1;
3299 if (basic_flag == AP_APPLY) 3133 if (basic_flag == AP_APPLY)
3300 return 0; 3134 return 0;
3301 3135
3302 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)))
3303 { 3137 {
3304 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)));
3305 return 1; 3139 return 1;
3306 } 3140 }
3141
3307 return unapply_special (who, op, aflags); 3142 return unapply_special (who, op, aflags);
3308 } 3143 }
3309 3144
3310 if (basic_flag == AP_UNAPPLY) 3145 if (basic_flag == AP_UNAPPLY)
3311 return 0; 3146 return 0;
3312 3147
3313 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);
3314 3158
3315 /* 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 */
3316 if (i) 3160 if (int i = can_apply_object (who, op))
3317 { 3161 {
3318 if (i & CAN_APPLY_NEVER) 3162 if (i & CAN_APPLY_NEVER)
3319 { 3163 {
3320 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)));
3321 return 1; 3165 return 1;
3322 } 3166 }
3323 else if (i & CAN_APPLY_RESTRICTION) 3167 else if (i & CAN_APPLY_RESTRICTION)
3324 { 3168 {
3325 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 ));
3326 return 1; 3174 return 1;
3327 } 3175 }
3176
3328 if (who->type != PLAYER) 3177 if (who->type != PLAYER)
3329 { 3178 {
3330 /* Some error, so don't try to equip something more */ 3179 /* Some error, so don't try to equip something more */
3331 if (unapply_for_ob (who, op, aflags)) 3180 if (unapply_for_ob (who, op, aflags))
3332 return 1; 3181 return 1;
3333 } 3182 }
3334 else 3183 else
3335 { 3184 {
3336 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))
3337 { 3186 {
3338 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:");
3339 unapply_for_ob (who, op, AP_PRINT); 3188 unapply_for_ob (who, op, AP_PRINT);
3340 return 1; 3189 return 1;
3341 } 3190 }
3342 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))
3343 {
3344 i = unapply_for_ob (who, op, aflags); 3192 if (unapply_for_ob (who, op, aflags))
3345 if (i)
3346 return 1; 3193 return 1;
3347 }
3348 } 3194 }
3349 } 3195 }
3350 3196
3351 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3197 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3352 { 3198 {
3353 skop = find_skill_by_name (who, op->skill); 3199 skop = find_skill_by_name (who, op->skill);
3200
3354 if (!skop) 3201 if (!skop)
3355 { 3202 {
3356 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));
3357 return 1; 3204 return 1;
3358 } 3205 }
3359 else 3206 else
3360 {
3361 /* While experience will be credited properly, we want to change the 3207 /* While experience will be credited properly, we want to change the
3362 * skill so that the dam and wc get updated 3208 * skill so that the dam and wc get updated
3363 */ 3209 */
3364 change_skill (who, skop, 0); 3210 who->change_skill (skop);
3365 }
3366 }
3367
3368 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3369 { 3211 }
3370 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);
3371 return 1; 3218 return 1;
3372 } 3219 }
3373
3374 3220
3375 /* 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.
3376 * Note that we don't have the checks for can_use_... 3222 * Note that we don't have the checks for can_use_...
3377 * below - that is already taken care of by can_apply_object. 3223 * below - that is already taken care of by can_apply_object.
3378 */ 3224 */
3379
3380
3381 if (op->nrof > 1) 3225 if (op->nrof > 1)
3382 tmp = get_split_ob (op, op->nrof - 1); 3226 tmp = get_split_ob (op, op->nrof - 1);
3383 else 3227 else
3384 tmp = NULL; 3228 tmp = 0;
3385 3229
3386 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)))
3387 return RESULT_INT (0); 3231 return RESULT_INT (0);
3388 3232
3389 switch (op->type) 3233 switch (op->type)
3390 { 3234 {
3391 case WEAPON: 3235 case WEAPON:
3392 if (!check_weapon_power (who, op->last_eat)) 3236 if (!check_weapon_power (who, op->last_eat))
3393 { 3237 {
3394 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);
3395 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3239
3396 if (tmp != NULL) 3240 if (tmp)
3397 (void) insert_ob_in_ob (tmp, who); 3241 insert_ob_in_ob (tmp, who);
3242
3398 return 1; 3243 return 1;
3399 } 3244 }
3400 3245
3401 //TODO: this obviously fails for players using a shiorter prefix 3246 //TODO: this obviously fails for players using a shorter prefix
3402 // i.e. "R" can use Ragnarok's swors. 3247 // i.e. "R" can use Ragnarok's sword.
3403 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3248 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3404 { 3249 {
3405 /* 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. */
3406 /* (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) */
3407 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.>");
3408 3253
3409 if (tmp) 3254 if (tmp)
3410 insert_ob_in_ob (tmp, who); 3255 insert_ob_in_ob (tmp, who);
3411 3256
3412 return 1; 3257 return 1;
3413 } 3258 }
3414 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
3415 SET_FLAG (op, FLAG_APPLIED); 3266 SET_FLAG (op, FLAG_APPLIED);
3416
3417 if (skop)
3418 change_skill (who, skop, 1); 3267 who->change_skill (skop);
3419 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
3420 SET_FLAG (who, FLAG_READY_WEAPON); 3274 SET_FLAG (who, FLAG_READY_WEAPON);
3421
3422 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3423
3424 (void) change_abil (who, op); 3275 change_abil (who, op);
3425 break; 3276 break;
3426 3277
3427 case ARMOUR: 3278 case ARMOUR:
3428 case HELMET: 3279 case HELMET:
3429 case SHIELD: 3280 case SHIELD:
3433 case BRACERS: 3284 case BRACERS:
3434 case CLOAK: 3285 case CLOAK:
3435 case RING: 3286 case RING:
3436 case AMULET: 3287 case AMULET:
3437 SET_FLAG (op, FLAG_APPLIED); 3288 SET_FLAG (op, FLAG_APPLIED);
3438 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3289 who->statusmsg (format ("You wear %s.", query_name (op)));
3439 (void) change_abil (who, op); 3290 change_abil (who, op);
3440 break; 3291 break;
3292
3441 case LAMP: 3293 case LAMP:
3442 if (op->stats.food < 1) 3294 if (op->stats.food < 1)
3443 { 3295 {
3444 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 ));
3445 return 1; 3301 return 1;
3446 } 3302 }
3447 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
3448 tmp2 = arch_to_object (op->other_arch); 3306 tmp2 = arch_to_object (op->other_arch);
3449 tmp2->stats.food = op->stats.food; 3307 tmp2->stats.food = op->stats.food;
3450 SET_FLAG (tmp2, FLAG_APPLIED); 3308 SET_FLAG (tmp2, FLAG_APPLIED);
3309
3451 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3310 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3452 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3311 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3312
3453 insert_ob_in_ob (tmp2, who); 3313 insert_ob_in_ob (tmp2, who);
3454 3314
3455 /* Remove the old lantern */ 3315 /* Remove the old lantern */
3456 if (who->type == PLAYER) 3316 if (who->type == PLAYER)
3457 esrv_del_item (who->contr, op->count); 3317 esrv_del_item (who->contr, op->count);
3458 3318
3459 op->destroy (); 3319 op->destroy ();
3460 3320
3461 /* insert the portion that was split off */ 3321 /* insert the portion that was split off */
3462 if (tmp != NULL) 3322 if (tmp)
3463 { 3323 {
3464 (void) insert_ob_in_ob (tmp, who); 3324 insert_ob_in_ob (tmp, who);
3465 if (who->type == PLAYER) 3325 if (who->type == PLAYER)
3466 esrv_send_item (who, tmp); 3326 esrv_send_item (who, tmp);
3467 } 3327 }
3328
3468 who->update_stats (); 3329 who->update_stats ();
3330
3469 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3331 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3470 {
3471 if (who->type == PLAYER) 3332 if (who->type == PLAYER)
3472 { 3333 {
3473 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.>");
3474 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3335 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3475 } 3336 }
3476 } 3337
3477 if (who->type == PLAYER) 3338 if (who->type == PLAYER)
3478 esrv_send_item (who, tmp2); 3339 esrv_send_item (who, tmp2);
3340
3479 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 }
3480 break; 3353 break;
3481 3354
3482 /* this part is needed for skill-tools */
3483 case SKILL: 3355 case SKILL:
3484 case SKILL_TOOL: 3356 if (player *pl = who->contr)
3485 if (who->chosen_skill)
3486 { 3357 {
3487 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3358 if (IS_COMBAT_SKILL (op->subtype))
3488 return 1;
3489 }
3490 if (who->type == PLAYER)
3491 { 3359 {
3492 who->contr->shoottype = range_skill; 3360 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3493 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
3494 if (!op->invisible) 3408 if (!op->invisible)
3495 { 3409 {
3496 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3410 who->statusmsg (format (
3497 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 ));
3498 } 3416 }
3499 else 3417 else
3500 {
3501 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));
3502 }
3503 } 3419 }
3420 else
3421 {
3504 SET_FLAG (op, FLAG_APPLIED); 3422 SET_FLAG (op, FLAG_APPLIED);
3505 (void) change_abil (who, op); 3423 change_abil (who, op);
3506 who->chosen_skill = op; 3424 who->chosen_skill = op;
3507 SET_FLAG (who, FLAG_READY_SKILL); 3425 SET_FLAG (who, FLAG_READY_SKILL);
3426 }
3427
3508 break; 3428 break;
3509 3429
3510 case BOW: 3430 case BOW:
3511 if (!check_weapon_power (who, op->last_eat)) 3431 if (!check_weapon_power (who, op->last_eat))
3512 { 3432 {
3513 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);
3514 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3434
3515 if (tmp != NULL) 3435 if (tmp)
3516 (void) insert_ob_in_ob (tmp, who); 3436 insert_ob_in_ob (tmp, who);
3437
3517 return 1; 3438 return 1;
3518 } 3439 }
3440
3519 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3520 { 3442 {
3521 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.>");
3522 if (tmp != NULL) 3445 if (tmp)
3523 (void) insert_ob_in_ob (tmp, who); 3446 insert_ob_in_ob (tmp, who);
3447
3524 return 1; 3448 return 1;
3525 } 3449 }
3450
3526 /*FALLTHROUGH*/ case WAND: 3451 /*FALLTHROUGH*/
3452 case WAND:
3527 case ROD: 3453 case ROD:
3528 case HORN: 3454 case HORN:
3529 /* 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
3530 SET_FLAG (op, FLAG_APPLIED); 3463 SET_FLAG (op, FLAG_APPLIED);
3531 if (skop)
3532 change_skill (who, skop, 0); 3464 who->change_skill (skop);
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3534 3465
3535 if (who->type == PLAYER) 3466 if (who->contr)
3536 { 3467 {
3468 who->contr->ranged_ob = op;
3469
3470 who->statusmsg (format ("You ready %s.", query_name (op)));
3471
3537 if (op->type == BOW) 3472 if (op->type == BOW)
3538 { 3473 {
3474 who->current_weapon = op;
3539 (void) change_abil (who, op); 3475 change_abil (who, op);
3540 new_draw_info_format (NDI_UNIQUE, 0, who,
3541 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3476 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3542 who->contr->shoottype = range_bow;
3543 }
3544 else
3545 {
3546 who->contr->shoottype = range_misc;
3547 } 3477 }
3548 } 3478 }
3549 else 3479 else
3550 { 3480 {
3551 if (op->type == BOW) 3481 if (op->type == BOW)
3552 SET_FLAG (who, FLAG_READY_BOW); 3482 SET_FLAG (who, FLAG_READY_BOW);
3553 else 3483 else
3554 SET_FLAG (who, FLAG_READY_RANGE); 3484 SET_FLAG (who, FLAG_READY_RANGE);
3555 } 3485 }
3486
3556 break; 3487 break;
3557 3488
3558 case BUILDER: 3489 case BUILDER:
3559 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)
3560 unapply_special (who, who->contr->ranges[range_builder], 0); 3494 unapply_special (who, who->contr->ranged_ob, 0);
3561 who->contr->shoottype = range_builder; 3495
3496 who->statusmsg (format ("You ready your %s.", query_name (op)));
3497
3562 who->contr->ranges[range_builder] = op; 3498 who->contr->ranged_ob = op;
3563 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3499 }
3564 break; 3500 break;
3565 3501
3566 default: 3502 default:
3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3503 who->statusmsg (format ("You apply %s.", query_name (op)));
3568 } /* end of switch op->type */ 3504 }
3569 3505
3570 SET_FLAG (op, FLAG_APPLIED); 3506 SET_FLAG (op, FLAG_APPLIED);
3571 3507
3572 if (tmp != NULL) 3508 if (tmp)
3573 tmp = insert_ob_in_ob (tmp, who); 3509 tmp = insert_ob_in_ob (tmp, who);
3574 3510
3575 who->update_stats (); 3511 who->update_stats ();
3576 3512
3577 /* We exclude spell casting objects. The fire code will set the 3513 /* We exclude spell casting objects. The fire code will set the
3580 */ 3516 */
3581 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)
3582 SET_FLAG (op, FLAG_BEEN_APPLIED); 3518 SET_FLAG (op, FLAG_BEEN_APPLIED);
3583 3519
3584 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3585 {
3586 if (who->type == PLAYER) 3521 if (who->type == PLAYER)
3587 { 3522 {
3588 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 );
3589 SET_FLAG (op, FLAG_KNOWN_CURSED); 3527 SET_FLAG (op, FLAG_KNOWN_CURSED);
3590 } 3528 }
3591 } 3529
3592 if (who->type == PLAYER) 3530 if (who->type == PLAYER)
3593 { 3531 {
3594 /* if multiple objects were applied, update both slots */ 3532 /* if multiple objects were applied, update both slots */
3595 if (tmp) 3533 if (tmp)
3596 esrv_send_item (who, tmp); 3534 esrv_send_item (who, tmp);
3535
3597 esrv_send_item (who, op); 3536 esrv_send_item (who, op);
3598 } 3537 }
3538
3599 return 0; 3539 return 0;
3600} 3540}
3601
3602 3541
3603int 3542int
3604monster_apply_special (object *who, object *op, int aflags) 3543monster_apply_special (object *who, object *op, int aflags)
3605{ 3544{
3606 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3545 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3607 return 1; 3546 return 1;
3547
3608 return apply_special (who, op, aflags); 3548 return apply_special (who, op, aflags);
3609} 3549}
3610 3550
3611/** 3551/**
3612 * Map was just loaded, handle op's initialisation. 3552 * Map was just loaded, handle op's initialisation.
3677 } 3617 }
3678 return tmp ? 1 : 0; 3618 return tmp ? 1 : 0;
3679} 3619}
3680 3620
3681/** 3621/**
3682 * 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
3683 * when an original map is loaded) and performs special actions for 3623 * is loaded or swapped in and performs special actions for
3684 * certain objects (most initialization of chests and creation of 3624 * certain objects (most initialization of chests and creation of
3685 * treasures and stuff). Calls auto_apply if appropriate. 3625 * treasures and stuff). Calls auto_apply if appropriate.
3686 */ 3626 */
3687void 3627void
3688maptile::fix_auto_apply () 3628maptile::fix_auto_apply ()
3766 { 3706 {
3767 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3707 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3768 tmp->randomitems = NULL; 3708 tmp->randomitems = NULL;
3769 } 3709 }
3770 3710
3711 // close all containers
3712 else if (tmp->type == CONTAINER)
3713 tmp->flag [FLAG_APPLIED] = 0;
3714
3771 tmp = above; 3715 tmp = above;
3772 } 3716 }
3773 3717
3774 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3718 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3775 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3719 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3781 * Handles player eating food that temporarily changes status (resistances, stats). 3725 * Handles player eating food that temporarily changes status (resistances, stats).
3782 * This used to call cast_change_attr(), but 3726 * This used to call cast_change_attr(), but
3783 * 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
3784 * the food changes, just grab a force and use that instead. 3728 * the food changes, just grab a force and use that instead.
3785 */ 3729 */
3786
3787void 3730void
3788eat_special_food (object *who, object *food) 3731eat_special_food (object *who, object *food)
3789{ 3732{
3790 object *force; 3733 object *force;
3791 int i, did_one = 0; 3734 int i, did_one = 0;
3792 sint8 k;
3793 3735
3794 force = get_archetype (FORCE_NAME); 3736 force = get_archetype (FORCE_NAME);
3795 3737
3796 for (i = 0; i < NUM_STATS; i++) 3738 for (i = 0; i < NUM_STATS; i++)
3797 { 3739 if (sint8 k = food->stats.stat (i))
3798 k = get_attr_value (&food->stats, i);
3799 if (k)
3800 { 3740 {
3801 set_attr_value (&force->stats, i, k); 3741 force->stats.stat (i) = k;
3802 did_one = 1; 3742 did_one = 1;
3803 } 3743 }
3804 }
3805 3744
3806 /* check if we can protect the eater */ 3745 /* check if we can protect the eater */
3807 for (i = 0; i < NROFATTACKS; i++) 3746 for (i = 0; i < NROFATTACKS; i++)
3808 { 3747 {
3809 if (food->resist[i] > 0) 3748 if (food->resist[i] > 0)
3830 { 3769 {
3831 if (QUERY_FLAG (food, FLAG_CURSED)) 3770 if (QUERY_FLAG (food, FLAG_CURSED))
3832 { 3771 {
3833 assign (who->contr->killer, food->name); 3772 assign (who->contr->killer, food->name);
3834 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3773 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3835 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3774 who->failmsg ("Eck!...that was poisonous!");
3836 } 3775 }
3837 else 3776 else
3838 { 3777 {
3839 if (food->stats.hp > 0) 3778 if (food->stats.hp > 0)
3840 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3779 who->statusmsg ("You begin to feel better.");
3841 else 3780 else
3842 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3781 who->failmsg ("Eck!...that was poisonous!");
3782
3843 who->stats.hp += food->stats.hp; 3783 who->stats.hp += food->stats.hp;
3844 } 3784 }
3845 } 3785 }
3846 if (food->stats.sp != 0) 3786 if (food->stats.sp != 0)
3847 { 3787 {
3848 if (QUERY_FLAG (food, FLAG_CURSED)) 3788 if (QUERY_FLAG (food, FLAG_CURSED))
3849 { 3789 {
3850 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3790 who->failmsg ("You are drained of mana!");
3851 who->stats.sp -= food->stats.sp; 3791 who->stats.sp -= food->stats.sp;
3852 if (who->stats.sp < 0) 3792 if (who->stats.sp < 0)
3853 who->stats.sp = 0; 3793 who->stats.sp = 0;
3854 } 3794 }
3855 else 3795 else
3856 { 3796 {
3857 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3797 who->statusmsg ("You feel a rush of magical energy!");
3858 who->stats.sp += food->stats.sp; 3798 who->stats.sp += food->stats.sp;
3859 /* place limit on max sp from food? */ 3799 /* place limit on max sp from food? */
3860 } 3800 }
3861 } 3801 }
3802
3862 who->update_stats (); 3803 who->update_stats ();
3863} 3804}
3864 3805
3865/** 3806/**
3866 * Designed primarily to light torches/lanterns/etc. 3807 * Designed primarily to light torches/lanterns/etc.
3893 } 3834 }
3894 else 3835 else
3895 lighter->stats.food--; 3836 lighter->stats.food--;
3896 } 3837 }
3897 else if (lighter->last_eat) 3838 else if (lighter->last_eat)
3839 {
3898 { /* no charges left in lighter */ 3840 /* no charges left in lighter */
3899 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3841 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3900 return; 3842 return;
3901 } 3843 }
3902 3844
3903 /* 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?
3904 * 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
3910 3852
3911 save_throw_object (item, AT_FIRE, who); 3853 save_throw_object (item, AT_FIRE, who);
3912 3854
3913 if (item->destroyed ()) 3855 if (item->destroyed ())
3914 { 3856 {
3915 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));
3916 /* Need to update the player so that the players glow radius 3858 /* Need to update the player so that the players glow radius
3917 * gets changed. 3859 * gets changed.
3918 */ 3860 */
3919 if (is_player_env) 3861 if (is_player_env)
3920 who->update_stats (); 3862 who->update_stats ();
3921 } 3863 }
3922 else 3864 else
3923 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3865 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3924 } 3866 }
3925 else /* nothing to light */ 3867 else
3926 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3868 who->failmsg ("You need to mark a lightable object.");
3927
3928} 3869}
3929 3870
3930/** 3871/**
3931 * 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.
3932 * scroll_failure()- hacked directly from spell_failure 3873 * scroll_failure()- hacked directly from spell_failure
3939 3880
3940 if (failure <= -1 && failure > -15) 3881 if (failure <= -1 && failure > -15)
3941 { /* wonder */ 3882 { /* wonder */
3942 object *tmp; 3883 object *tmp;
3943 3884
3944 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3885 op->failmsg ("Your spell warps!");
3945 tmp = get_archetype (SPELL_WONDER); 3886 tmp = get_archetype (SPELL_WONDER);
3946 cast_wonder (op, op, 0, tmp); 3887 cast_wonder (op, op, 0, tmp);
3947 tmp->destroy (); 3888 tmp->destroy ();
3948 } 3889 }
3949 else if (failure <= -15 && failure > -35) 3890 else if (failure <= -15 && failure > -35)
3950 { /* drain mana */ 3891 { /* drain mana */
3951 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3892 op->failmsg ("Your mana is drained!");
3952 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3893 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3953 if (op->stats.sp < 0) 3894 if (op->stats.sp < 0)
3954 op->stats.sp = 0; 3895 op->stats.sp = 0;
3955 } 3896 }
3956 else if (settings.spell_failure_effects == TRUE) 3897 else if (settings.spell_failure_effects == TRUE)
3957 { 3898 {
3958 if (failure <= -35 && failure > -60) 3899 if (failure <= -35 && failure > -60)
3959 { /* confusion */ 3900 { /* confusion */
3960 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3901 op->failmsg ("The magic recoils on you!");
3961 confuse_player (op, op, power); 3902 confuse_player (op, op, power);
3962 } 3903 }
3963 else if (failure <= -60 && failure > -70) 3904 else if (failure <= -60 && failure > -70)
3964 { /* paralysis */ 3905 { /* paralysis */
3965 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3906 op->failmsg ("The magic recoils and paralyzes you!");
3966 paralyze_player (op, op, power); 3907 paralyze_player (op, op, power);
3967 } 3908 }
3968 else if (failure <= -70 && failure > -80) 3909 else if (failure <= -70 && failure > -80)
3969 { /* blind */ 3910 { /* blind */
3970 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3911 op->failmsg ("The magic recoils on you!");
3971 blind_player (op, op, power); 3912 blind_player (op, op, power);
3972 } 3913 }
3973 else if (failure <= -80) 3914 else if (failure <= -80)
3974 { /* blast the immediate area */ 3915 { /* blast the immediate area */
3975 object *tmp;
3976
3977 tmp = get_archetype (LOOSE_MANA); 3916 object *tmp = get_archetype (LOOSE_MANA);
3978 cast_magic_storm (op, tmp, power); 3917 cast_magic_storm (op, tmp, power);
3979 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3918 op->failmsg ("You unleash uncontrolled mana!");
3980 tmp->destroy (); 3919 tmp->destroy ();
3981 } 3920 }
3982 } 3921 }
3983} 3922}
3984 3923
4004 */ 3943 */
4005 int i, j; 3944 int i, j;
4006 3945
4007 for (i = 0; i < NUM_STATS; i++) 3946 for (i = 0; i < NUM_STATS; i++)
4008 { 3947 {
4009 sint8 stat = get_attr_value (stats, i); 3948 int race_bonus = pl->arch->stats.stat (i);
4010 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3949 sint8 stat = stats->stat (i) + ns->stat (i);
4011 3950
4012 stat += get_attr_value (ns, i);
4013 if (stat > 20 + race_bonus) 3951 if (stat > 20 + race_bonus)
4014 { 3952 {
4015 excess_stat++; 3953 excess_stat++;
4016 stat = 20 + race_bonus; 3954 stat = 20 + race_bonus;
4017 } 3955 }
4018 set_attr_value (stats, i, stat); 3956
3957 stats->stat (i) = stat;
4019 } 3958 }
4020 3959
4021 for (j = 0; excess_stat > 0 && j < 100; j++) 3960 for (j = 0; excess_stat > 0 && j < 100; j++)
4022 { /* try 100 times to assign excess stats */ 3961 { /* try 100 times to assign excess stats */
4023 int i = rndm (0, 6); 3962 int i = rndm (0, 6);
4024 int stat = get_attr_value (stats, i);
4025 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4026 3963
4027 if (i == CHA) 3964 if (i == CHA)
4028 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);
4029 if (stat < 20 + race_bonus) 3969 if (stat < 20 + race_bonus)
4030 { 3970 {
4031 change_attr_value (stats, i, 1); 3971 change_attr_value (stats, i, 1);
4032 excess_stat--; 3972 excess_stat--;
4033 } 3973 }
4036 /* insert the randomitems from the change's treasurelist into 3976 /* insert the randomitems from the change's treasurelist into
4037 * the player ref: player.c 3977 * the player ref: player.c
4038 */ 3978 */
4039 if (change->randomitems != NULL) 3979 if (change->randomitems != NULL)
4040 give_initial_items (pl, change->randomitems); 3980 give_initial_items (pl, change->randomitems);
4041
4042 3981
4043 /* set up the face, for some races. */ 3982 /* set up the face, for some races. */
4044 3983
4045 /* first, look for the force object banning 3984 /* first, look for the force object banning
4046 * changing the face. Certain races never change face with class. 3985 * changing the face. Certain races never change face with class.
4091 char got[MAX_BUF]; 4030 char got[MAX_BUF];
4092 int len; 4031 int len;
4093 4032
4094 if (!pl || !transformer) 4033 if (!pl || !transformer)
4095 return; 4034 return;
4035
4096 marked = find_marked_object (pl); 4036 marked = find_marked_object (pl);
4037
4097 if (!marked) 4038 if (!marked)
4098 { 4039 {
4099 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)));
4100 return; 4041 return;
4101 } 4042 }
4043
4102 if (!marked->slaying) 4044 if (!marked->slaying)
4103 { 4045 {
4104 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)));
4105 return; 4047 return;
4106 } 4048 }
4049
4107 /* check whether they are compatible or not */ 4050 /* check whether they are compatible or not */
4108 find = strstr (marked->slaying, transformer->arch->name); 4051 find = strstr (marked->slaying, transformer->arch->archname);
4109 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4052 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4110 { 4053 {
4111 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)));
4112 return; 4055 return;
4113 } 4056 }
4057
4114 find += strlen (transformer->arch->name) + 1; 4058 find += strlen (transformer->arch->archname) + 1;
4115 /* 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 */
4116 if (isdigit (*(find))) 4060 if (isdigit (*(find)))
4117 { 4061 {
4118 yield = atoi (find); 4062 yield = atoi (find);
4119 if (yield < 1) 4063 if (yield < 1)
4125 else 4069 else
4126 yield = 1; 4070 yield = 1;
4127 4071
4128 while (isdigit (*find)) 4072 while (isdigit (*find))
4129 find++; 4073 find++;
4074
4130 while (*find == ' ') 4075 while (*find == ' ')
4131 find++; 4076 find++;
4077
4132 memset (got, 0, MAX_BUF); 4078 memset (got, 0, MAX_BUF);
4079
4133 if ((separator = strchr (find, ';')) != NULL) 4080 if ((separator = strchr (find, ';')) != NULL)
4134 {
4135 len = separator - find; 4081 len = separator - find;
4136 }
4137 else 4082 else
4138 {
4139 len = strlen (find); 4083 len = strlen (find);
4140 } 4084
4141 if (len > MAX_BUF - 1) 4085 if (len > MAX_BUF - 1)
4142 len = MAX_BUF - 1; 4086 len = MAX_BUF - 1;
4087
4143 strcpy (got, find); 4088 strcpy (got, find);
4144 got[len] = '\0'; 4089 got[len] = '\0';
4145 4090
4146 /* Now create new item, remove used ones when required. */ 4091 /* Now create new item, remove used ones when required. */
4147 new_item = get_archetype (got); 4092 new_item = get_archetype (got);
4148 if (!new_item) 4093 if (!new_item)
4149 { 4094 {
4150 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)));
4151 return; 4096 return;
4152 } 4097 }
4153 4098
4154 new_item->nrof = yield; 4099 new_item->nrof = yield;
4100
4155 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
4156 insert_ob_in_ob (new_item, pl); 4103 insert_ob_in_ob (new_item, pl);
4157 esrv_send_inventory (pl, pl); 4104 esrv_send_inventory (pl, pl);
4158 /* Eat up one item */ 4105 /* Eat up one item */
4159 decrease_ob_nr (marked, 1); 4106 decrease_ob_nr (marked, 1);
4107
4160 /* Eat one transformer if needed */ 4108 /* Eat one transformer if needed */
4161 if (transformer->stats.food) 4109 if (transformer->stats.food)
4162 if (--transformer->stats.food == 0) 4110 if (--transformer->stats.food == 0)
4163 decrease_ob_nr (transformer, 1); 4111 decrease_ob_nr (transformer, 1);
4164} 4112}
4113

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