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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.22 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.172 by root, Mon Sep 29 10:32:50 2008 UTC

1
2/* 1/*
3 * static char *rcsid_apply_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: apply.C,v 1.22 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28*/ 22 */
23
24#include <cmath>
29 25
30#include <global.h> 26#include <global.h>
31#include <living.h> 27#include <living.h>
32#include <spells.h> 28#include <spells.h>
33#include <skills.h> 29#include <skills.h>
34#include <tod.h> 30#include <tod.h>
35 31
36#ifndef __CEXTRACT__
37# include <sproto.h> 32#include <sproto.h>
38#endif
39 33
40/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
41#include <sounds.h> 35#include <sounds.h>
42
43/* need math lib for double-precision and pow() in dragon_eat_flesh() */
44#include <math.h>
45 36
46/** 37/**
47 * 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.
48 * 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.
49 */ 40 */
62 * subtype 5: arch or race 53 * subtype 5: arch or race
63 * subtype 7: all three 54 * subtype 7: all three
64 */ 55 */
65 if (op->subtype) 56 if (op->subtype)
66 { 57 {
67 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
68 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
69 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
70 } 61 }
71 else 62 else
72 { 63 {
73 arch_flag = 1; 64 arch_flag = 1;
74 name_flag = 1; 65 name_flag = 1;
75 race_flag = 1; 66 race_flag = 1;
76 } 67 }
68
77 /* 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,
78 * name or race that matches. 70 * name or race that matches.
79 */ 71 */
80 if ((op->race) && 72 if ((op->race) &&
81 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
82 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
83 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
84 {
85 return 1; 76 return 1;
86 } 77
87 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
88 * of arch, name, or race match. 79 * of arch, name, or race match.
89 */ 80 */
90 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
91 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
92 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
93 {
94 return 1; 84 return 1;
95 } 85
96 return 0; 86 return 0;
97} 87}
98 88
99/** 89/**
100 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
102 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
103 */ 93 */
104static int 94static int
105apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
106{ 96{
107 object *id, *marked; 97 dynbuf_text buf;
108 int success = 0;
109 98
110 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
111 return 0; 100 return 0;
112 101
113 /* 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
114 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
115 */ 104 */
116 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
117 return 0; 106 return 0;
118 107
119 marked = find_marked_object (pl);
120 /* 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
121 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
122 */ 110 */
111 if (object *marked = find_marked_object (pl))
123 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
124 { 113 {
125 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
126 { 115 {
127 identify (marked); 116 identify (marked);
128 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
129 if (marked->msg) 119 if (marked->msg)
130 { 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
131 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
132 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
133 } 123 }
134 return money == NULL;
135 } 124 }
136 }
137 125
138 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
139 { 127 {
140 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
141 { 129 {
142 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
143 { 131 {
144 identify (id); 132 identify (id);
145 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
146 if (id->msg) 135 if (id->msg)
147 { 136 buf << "The item has a story:\r" << id->msg << "\n\n";
148 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
149 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
150 }
151 success = 1;
152 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
153 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
154 break; 140 break;
155 } 141 }
156 else 142 else
157 { 143 {
158 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");
159 break; 145 break;
160 } 146 }
161 } 147 }
162 } 148 }
163 if (!success) 149
164 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
165 return money == NULL; 155 return !money;
166} 156}
167 157
168/** 158/**
169 * 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
170 * matching item. 160 * matching item.
171 **/ 161 **/
172static void 162void
173handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
174{ 164{
175 const char *yield; 165 if (shstr yield = tmp->kv (shstr_on_use_yield))
176 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
177 yield = get_ob_key_value (tmp, "on_use_yield");
178 if (yield != NULL)
179 {
180 object *drop = get_archetype (yield);
181
182 if (tmp->env)
183 {
184 drop = insert_ob_in_ob (drop, tmp->env);
185 if (tmp->env->type == PLAYER)
186 esrv_send_item (tmp->env, drop);
187 }
188 else
189 {
190 drop->x = tmp->x;
191 drop->y = tmp->y;
192 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
193 }
194 }
195} 167}
196 168
197/** 169/**
198 * Handles applying a potion. 170 * Handles applying a potion.
199 */ 171 */
201apply_potion (object *op, object *tmp) 173apply_potion (object *op, object *tmp)
202{ 174{
203 int got_one = 0, i; 175 int got_one = 0, i;
204 object *force = 0, *floor = 0; 176 object *force = 0, *floor = 0;
205 177
206 floor = get_map_ob (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
207 179
208 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
209 { 181 {
210 if (op->type == PLAYER)
211 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
212 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
213 return 0; 185 return 0;
214 } 186 }
215 187
216 if (op->type == PLAYER) 188 if (op->type == PLAYER)
217 {
218 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
219 identify (tmp); 190 identify (tmp);
220 }
221 191
222 handle_apply_yield (tmp); 192 handle_apply_yield (tmp);
223 193
224 /* Potion of restoration - only for players */ 194 /* Potion of restoration - only for players */
225 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
227 object *depl; 197 object *depl;
228 archetype *at; 198 archetype *at;
229 199
230 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
231 { 201 {
232 drain_stat (op); 202 op->drain_stat ();
233 fix_player (op); 203 op->update_stats ();
234 decrease_ob (tmp); 204 tmp->decrease ();
235 return 1; 205 return 1;
236 } 206 }
207
237 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
238 { 209 {
239 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
240 return 0; 211 return 0;
241 } 212 }
213
242 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
215
243 if (depl != NULL) 216 if (depl)
244 { 217 {
245 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
246 if (get_attr_value (&depl->stats, i)) 219 if (depl->stats.stat (i))
247 { 220 op->statusmsg (restore_msg[i]);
248 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221
249 } 222 depl->destroy ();
250 remove_ob (depl); 223 op->update_stats ();
251 free_object (depl);
252 fix_player (op);
253 } 224 }
254 else 225 else
255 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
256 227
257 decrease_ob (tmp); 228 tmp->decrease ();
258 return 1; 229 return 1;
259 } 230 }
260 231
261 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
262 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
263 { 234 {
264
265 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
266 { 236 {
267 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
268 { 238 {
269 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
270 { 240 {
271 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
272 break; 242 break;
273 } 243 }
244
274 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
275 { 246 {
276 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
277 break; 248 break;
278 } 249 }
250
279 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
280 { 252 {
281 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
282 break; 254 break;
283 } 255 }
287 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
288 { 260 {
289 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
290 break; 262 break;
291 } 263 }
264
292 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
293 { 266 {
294 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
295 break; 268 break;
296 } 269 }
270
297 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
298 { 272 {
299 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
300 break; 274 break;
301 } 275 }
302 } 276 }
303 } 277 }
278
304 /* Just makes checking easier */ 279 /* Just makes checking easier */
305 if (i < MIN (11, op->level)) 280 if (i < MIN (11, op->level))
306 got_one = 1; 281 got_one = 1;
282
307 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
308 { 284 {
309 if (got_one) 285 if (got_one)
310 { 286 {
311 fix_player (op); 287 op->update_stats ();
312 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
313 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
314 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
315 } 291 }
316 else 292 else
317 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
318 } 294 }
319 else 295 else
320 { /* cursed potion */ 296 { /* cursed potion */
321 if (got_one) 297 if (got_one)
322 { 298 {
323 fix_player (op); 299 op->update_stats ();
324 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
325 } 301 }
326 else 302 else
327 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
328 } 304 }
305
329 decrease_ob (tmp); 306 tmp->decrease ();
330 return 1; 307 return 1;
331 } 308 }
332 309
333 310
334 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
340 { 317 {
341 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
342 { 319 {
343 object *fball; 320 object *fball;
344 321
345 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 322 op->failmsg ("Yech! Your lungs are on fire!");
323
346 /* Explodes a fireball centered at player */ 324 /* Explodes a fireball centered at player */
347 fball = get_archetype (EXPLODING_FIREBALL); 325 fball = get_archetype (EXPLODING_FIREBALL);
348 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
349 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
350 fball->x = op->x; 328 fball->x = op->x;
352 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
353 } 331 }
354 else 332 else
355 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
356 334
357 decrease_ob (tmp); 335 tmp->decrease ();
336
358 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
359 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
360 fix_player (op); 339 op->update_stats ();
340
361 return 1; 341 return 1;
362 } 342 }
363 343
364 /* Deal with protection potions */ 344 /* Deal with protection potions */
365 force = NULL; 345 force = NULL;
367 { 347 {
368 if (tmp->resist[i]) 348 if (tmp->resist[i])
369 { 349 {
370 if (!force) 350 if (!force)
371 force = get_archetype (FORCE_NAME); 351 force = get_archetype (FORCE_NAME);
352
372 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
373 force->type = POTION_EFFECT; 354 force->type = POTION_EFFECT;
374 break; /* Only need to find one protection since we copy entire batch */ 355 break; /* Only need to find one protection since we copy entire batch */
375 } 356 }
376 } 357 }
358
377 /* This is a protection potion */ 359 /* This is a protection potion */
378 if (force) 360 if (force)
379 { 361 {
380 /* cursed items last longer */ 362 /* cursed items last longer */
381 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
383 force->stats.food *= 10; 365 force->stats.food *= 10;
384 for (i = 0; i < NROFATTACKS; i++) 366 for (i = 0; i < NROFATTACKS; i++)
385 if (force->resist[i] > 0) 367 if (force->resist[i] > 0)
386 force->resist[i] = -force->resist[i]; /* prot => vuln */ 368 force->resist[i] = -force->resist[i]; /* prot => vuln */
387 } 369 }
370
388 force->speed_left = -1; 371 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 375 change_abil (op, force);
393 decrease_ob (tmp); 376 tmp->decrease ();
394 return 1; 377 return 1;
395 } 378 }
396 379
397 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 381 if (op->type == PLAYER)
399 { /* only for players */ 382 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 384 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 385 else
403 SET_FLAG (tmp, FLAG_APPLIED); 386 SET_FLAG (tmp, FLAG_APPLIED);
387
404 if (!change_abil (op, tmp)) 388 if (!change_abil (op, tmp))
405 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 389 op->statusmsg ("Nothing happened.");
406 } 390 }
407 391
408 /* CLEAR_FLAG is so that if the character has other potions 392 /* CLEAR_FLAG is so that if the character has other potions
409 * that were grouped with the one consumed, his 393 * that were grouped with the one consumed, his
410 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
411 * up all the stats. 395 * up all the stats.
412 */ 396 */
413 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
414 fix_player (op); 398 op->update_stats ();
415 decrease_ob (tmp); 399 tmp->decrease ();
416 return 1; 400 return 1;
417} 401}
418 402
419/**************************************************************************** 403/****************************************************************************
420 * Weapon improvement code follows 404 * Weapon improvement code follows
426static int 410static int
427check_item (object *op, const char *item) 411check_item (object *op, const char *item)
428{ 412{
429 int count = 0; 413 int count = 0;
430 414
431 415 if (!item)
432 if (item == NULL)
433 return 0; 416 return 0;
434 op = op->below; 417
435 while (op != NULL) 418 for (op = op->below; op; op = op->below)
436 { 419 {
437 if (strcmp (op->arch->name, item) == 0) 420 if (strcmp (op->arch->archname, item) == 0)
438 { 421 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
441 { 424 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++; 426 count++;
444 else 427 else
445 count += op->nrof; 428 count += op->nrof;
446 } 429 }
447 } 430 }
448 op = op->below;
449 } 431 }
432
450 return count; 433 return count;
451} 434}
452 435
453/** 436/**
454 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
462 object *prev; 445 object *prev;
463 446
464 prev = op; 447 prev = op;
465 op = op->below; 448 op = op->below;
466 449
467 while (op != NULL) 450 while (op)
468 { 451 {
469 if (strcmp (op->arch->name, item) == 0) 452 if (strcmp (op->arch->archname, item) == 0)
470 { 453 {
471 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
472 { 455 {
473 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
474 return; 457 return;
475 } 458 }
476 else 459 else
477 { 460 {
478 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
479 nrof -= op->nrof; 462 nrof -= op->nrof;
480 } 463 }
464
481 op = prev; 465 op = prev;
482 } 466 }
467
483 prev = op; 468 prev = op;
484 op = op->below; 469 op = op->below;
485 } 470 }
486} 471}
487 472
493 * we return 1 (true) if the player can use the weapon. 478 * we return 1 (true) if the player can use the weapon.
494 */ 479 */
495static int 480static int
496check_weapon_power (const object *who, int improvs) 481check_weapon_power (const object *who, int improvs)
497{ 482{
498
499/* Old code is below (commented out). Basically, since weapons are the only 483/* Old code is below (commented out). Basically, since weapons are the only
500 * object players really have any control to improve, it's a bit harsh to 484 * object players really have any control to improve, it's a bit harsh to
501 * require high level in some combat skill, so we just use overall level. 485 * require high level in some combat skill, so we just use overall level.
502 */ 486 */
503#if 1 487#if 1
544static int 528static int
545check_sacrifice (object *op, const object *improver) 529check_sacrifice (object *op, const object *improver)
546{ 530{
547 int count = 0; 531 int count = 0;
548 532
549 if (improver->slaying != NULL) 533 if (improver->slaying)
550 { 534 {
551 count = check_item (op, improver->slaying); 535 count = check_item (op, improver->slaying);
552 if (count < 1) 536 if (count < 1)
553 { 537 {
554 char buf[200];
555
556 sprintf (buf, "The gods want more %ss", &improver->slaying); 538 op->failmsg (format ("The gods want more %ss", &improver->slaying));
557 new_draw_info (NDI_UNIQUE, 0, op, buf);
558 return 0; 539 return 0;
559 } 540 }
560 } 541 }
561 else 542 else
562 count = 1; 543 count = 1;
565} 546}
566 547
567/** 548/**
568 * Actually improves the weapon, and tells user. 549 * Actually improves the weapon, and tells user.
569 */ 550 */
570int 551static int
571improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 552improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
572{ 553{
573
574 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
575 *stat += sacrifice_count; 554 stat += sacrifice_count;
576 weapon->last_eat++; 555 weapon->last_eat++;
577 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 556 improver->decrease ();
578 decrease_ob (improver);
579 557
580 /* So it updates the players stats and the window */ 558 /* So it updates the players stats and the window */
581 fix_player (op); 559 op->update_stats ();
560
561 op->statusmsg (format (
562 "Your sacrifice was accepted.\n"
563 "Weapon's bonus to %s improved by %d.",
564 statname, sacrifice_count
565 ));
566
582 return 1; 567 return 1;
583} 568}
584 569
585/* Types of improvements, hidden in the sp field. */ 570/* Types of improvements, hidden in the sp field. */
586#define IMPROVE_PREPARE 1 571#define IMPROVE_PREPARE 1
587#define IMPROVE_DAMAGE 2 572#define IMPROVE_DAMAGE 2
588#define IMPROVE_WEIGHT 3 573#define IMPROVE_WEIGHT 3
589#define IMPROVE_ENCHANT 4 574#define IMPROVE_ENCHANT 4
590#define IMPROVE_STR 5 575#define IMPROVE_STR 5
591#define IMPROVE_DEX 6 576#define IMPROVE_DEX 6
592#define IMPROVE_CON 7 577#define IMPROVE_CON 7
593#define IMPROVE_WIS 8 578#define IMPROVE_WIS 8
594#define IMPROVE_CHA 9 579#define IMPROVE_CHA 9
595#define IMPROVE_INT 10 580#define IMPROVE_INT 10
596#define IMPROVE_POW 11 581#define IMPROVE_POW 11
597
598 582
599/** 583/**
600 * This does the prepare weapon scroll. 584 * This does the prepare weapon scroll.
601 * Checks for sacrifice, and so on. 585 * Checks for sacrifice, and so on.
602 */ 586 */
603
604int 587int
605prepare_weapon (object *op, object *improver, object *weapon) 588prepare_weapon (object *op, object *improver, object *weapon)
606{ 589{
607 int sacrifice_count, i; 590 int sacrifice_count, i;
608 char buf[MAX_BUF]; 591 char buf[MAX_BUF];
609 592
610 if (weapon->level != 0) 593 if (weapon->level != 0)
611 { 594 {
612 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 595 op->failmsg ("Weapon is already prepared!");
613 return 0; 596 return 0;
614 } 597 }
598
615 for (i = 0; i < NROFATTACKS; i++) 599 for (i = 0; i < NROFATTACKS; i++)
616 if (weapon->resist[i]) 600 if (weapon->resist[i])
617 break; 601 break;
618 602
619 /* If we break out, i will be less than nrofattacks, preventing 603 /* If we break out, i will be less than nrofattacks, preventing
622 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
623 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
624 weapon->stats.exp || /* speed */ 608 weapon->stats.exp || /* speed */
625 weapon->stats.ac) /* AC - only taifu's I think */ 609 weapon->stats.ac) /* AC - only taifu's I think */
626 { 610 {
627 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 611 op->failmsg ("You cannot prepare magic weapons. "
612 "H<A weapon is considered magical if it changes regeneration, "
613 "speed or ac, or has other protections.>");
628 return 0; 614 return 0;
629 } 615 }
616
630 sacrifice_count = check_sacrifice (op, improver); 617 sacrifice_count = check_sacrifice (op, improver);
631 if (sacrifice_count <= 0) 618 if (sacrifice_count <= 0)
632 return 0; 619 return 0;
620
633 weapon->level = isqrt (sacrifice_count); 621 weapon->level = isqrt (sacrifice_count);
634 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
635 eat_item (op, improver->slaying, sacrifice_count); 622 eat_item (op, improver->slaying, sacrifice_count);
636 623
637 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 624 op->statusmsg (format (
625 "Your sacrifice was accepted."
626 "Your *%s may be improved %d times.",
627 &weapon->name, weapon->level
628 ));
638 629
639 sprintf (buf, "%s's %s", &op->name, &weapon->name); 630 sprintf (buf, "%s's %s", &op->name, &weapon->name);
640 weapon->name = weapon->name_pl = buf; 631 weapon->name = weapon->name_pl = buf;
641 weapon->nrof = 0; /* prevents preparing n weapons in the same 632 weapon->nrof = 0; /* prevents preparing n weapons in the same
642 slot at once! */ 633 slot at once! */
643 decrease_ob (improver); 634 improver->decrease ();
644 weapon->last_eat = 0; 635 weapon->last_eat = 0;
645 return 1; 636 return 1;
646} 637}
647
648 638
649/** 639/**
650 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 640 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
651 * This is the new improve weapon code. 641 * This is the new improve weapon code.
652 * Returns 0 if it was not able to work for some reason. 642 * Returns 0 if it was not able to work for some reason.
661improve_weapon (object *op, object *improver, object *weapon) 651improve_weapon (object *op, object *improver, object *weapon)
662{ 652{
663 int sacrifice_count, sacrifice_needed = 0; 653 int sacrifice_count, sacrifice_needed = 0;
664 654
665 if (improver->stats.sp == IMPROVE_PREPARE) 655 if (improver->stats.sp == IMPROVE_PREPARE)
666 {
667 return prepare_weapon (op, improver, weapon); 656 return prepare_weapon (op, improver, weapon);
668 } 657
669 if (weapon->level == 0) 658 if (weapon->level == 0)
670 { 659 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
672 return 0; 661 return 0;
673 } 662 }
663
674 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
675 { 665 {
676 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 666 op->failmsg ("This weapon cannot be improved any more.");
677 return 0; 667 return 0;
678 } 668 }
669
679 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
680 { 671 {
681 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 672 op->failmsg ("Improving the weapon will make it too "
682 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 673 "powerful for you to use. Unready it if you "
683 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 674 "really want to improve it.");
684 return 0; 675 return 0;
685 } 676 }
677
686 /* This just increases damage by 5 points, no matter what. No sacrifice 678 /* This just increases damage by 5 points, no matter what. No sacrifice
687 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 679 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
688 * don't put any maximum value on damage - the limit is how much the 680 * don't put any maximum value on damage - the limit is how much the
689 * weapon can be improved. 681 * weapon can be improved.
690 */ 682 */
691 if (improver->stats.sp == IMPROVE_DAMAGE) 683 if (improver->stats.sp == IMPROVE_DAMAGE)
692 { 684 {
693 weapon->stats.dam += 5; 685 weapon->stats.dam += 5;
694 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
695 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 687 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
696 weapon->last_eat++; 688 weapon->last_eat++;
697 689
698 weapon->item_power++; 690 weapon->item_power++;
699 decrease_ob (improver); 691 improver->decrease ();
700 return 1; 692 return 1;
701 } 693 }
694
702 if (improver->stats.sp == IMPROVE_WEIGHT) 695 if (improver->stats.sp == IMPROVE_WEIGHT)
703 { 696 {
704 /* Reduce weight by 20% */ 697 /* Reduce weight by 20% */
705 weapon->weight = (weapon->weight * 8) / 10; 698 weapon->weight = (weapon->weight * 8) / 10;
706 if (weapon->weight < 1) 699 if (weapon->weight < 1)
707 weapon->weight = 1; 700 weapon->weight = 1;
701
708 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 702 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
709 weapon->last_eat++; 703 weapon->last_eat++;
710 weapon->item_power++; 704 weapon->item_power++;
711 decrease_ob (improver); 705 improver->decrease ();
712 return 1; 706 return 1;
713 } 707 }
708
714 if (improver->stats.sp == IMPROVE_ENCHANT) 709 if (improver->stats.sp == IMPROVE_ENCHANT)
715 { 710 {
716 weapon->magic++; 711 weapon->magic++;
717 weapon->last_eat++; 712 weapon->last_eat++;
718 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 713 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
719 decrease_ob (improver); 714 improver->decrease ();
720 weapon->item_power++; 715 weapon->item_power++;
721 return 1; 716 return 1;
722 } 717 }
723 718
724 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
729 sacrifice_needed *= 2; 724 sacrifice_needed *= 2;
730 725
731 sacrifice_count = check_sacrifice (op, improver); 726 sacrifice_count = check_sacrifice (op, improver);
732 if (sacrifice_count < sacrifice_needed) 727 if (sacrifice_count < sacrifice_needed)
733 { 728 {
734 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 729 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
735 return 0; 730 return 0;
736 } 731 }
732
737 eat_item (op, improver->slaying, sacrifice_needed); 733 eat_item (op, improver->slaying, sacrifice_needed);
738 weapon->item_power++; 734 weapon->item_power++;
739 735
740 switch (improver->stats.sp) 736 switch (improver->stats.sp)
741 { 737 {
742 case IMPROVE_STR:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 738 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
744 case IMPROVE_DEX:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 739 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
746 case IMPROVE_CON:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 740 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
748 case IMPROVE_WIS:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 741 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
750 case IMPROVE_CHA:
751 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 742 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
752 case IMPROVE_INT:
753 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 743 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
754 case IMPROVE_POW:
755 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 744 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
756 default: 745 default:
757 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 746 op->failmsg ("Unknown improvement type.");
758 } 747 }
748
759 LOG (llevError, "improve_weapon: Got to end of function\n"); 749 LOG (llevError, "improve_weapon: Got to end of function\n");
760 return 0; 750 return 0;
761} 751}
762 752
763/** 753/**
770{ 760{
771 object *otmp; 761 object *otmp;
772 762
773 if (op->type != PLAYER) 763 if (op->type != PLAYER)
774 return 0; 764 return 0;
765
775 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 766 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
776 { 767 {
777 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 768 op->failmsg ("Something blocks the magic of the scroll!");
778 return 0; 769 return 0;
779 } 770 }
771
780 otmp = find_marked_object (op); 772 otmp = find_marked_object (op);
773
781 if (!otmp) 774 if (!otmp)
782 { 775 {
783 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 776 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
784 return 0; 777 return 0;
785 } 778 }
779
786 if (otmp->type != WEAPON && otmp->type != BOW) 780 if (otmp->type != WEAPON && otmp->type != BOW)
787 { 781 {
788 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 782 op->failmsg ("Marked item is not a weapon or bow!");
789 return 0; 783 return 0;
790 } 784 }
791 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 785
786 op->statusmsg ("Applied weapon builder.");
787
792 improve_weapon (op, tmp, otmp); 788 improve_weapon (op, tmp, otmp);
793 esrv_send_item (op, otmp); 789 esrv_send_item (op, otmp);
794 return 1; 790 return 1;
795} 791}
796 792
821{ 817{
822 object *tmp; 818 object *tmp;
823 819
824 if (armour->magic >= settings.armor_max_enchant) 820 if (armour->magic >= settings.armor_max_enchant)
825 { 821 {
826 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 822 op->failmsg ("This armour can not be enchanted any further!");
827 return 0; 823 return 0;
828 } 824 }
825
829 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 826 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
830 * etc), so take the easy way out and don't worry about it. 827 * etc), so take the easy way out and don't worry about it.
831 * Note - maybe add scrolls which make the random artifact versions (eg, armour 828 * Note - maybe add scrolls which make the random artifact versions (eg, armour
832 * of gnarg and what not?) 829 * of gnarg and what not?)
833 */ 830 */
834 if (armour->title) 831 if (armour->title)
835 { 832 {
836 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 833 op->failmsg ("This armour will not accept further enchantment.");
837 return 0; 834 return 0;
838 } 835 }
839 836
840 /* Split objects if needed. Can't insert tmp until the 837 /* Split objects if needed. Can't insert tmp until the
841 * end of this function - otherwise it will just re-merge. 838 * end of this function - otherwise it will just re-merge.
842 */ 839 */
843 if (armour->nrof > 1) 840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
844 tmp = get_split_ob (armour, armour->nrof - 1);
845 else
846 tmp = NULL;
847 841
848 armour->magic++; 842 armour->magic++;
849 843
850 if (!settings.armor_speed_linear) 844 if (!settings.armor_speed_linear)
851 { 845 {
856 { 850 {
857 base = base - (base * settings.armor_speed_improvement) / 100; 851 base = base - (base * settings.armor_speed_improvement) / 100;
858 pow++; 852 pow++;
859 } 853 }
860 854
861 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
862 } 856 }
863 else 857 else
864 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
865 859
866 if (!settings.armor_weight_linear) 860 if (!settings.armor_weight_linear)
867 { 861 {
868 int base = 100; 862 int base = 100;
869 int pow = 0; 863 int pow = 0;
872 { 866 {
873 base = base - (base * settings.armor_weight_reduction) / 100; 867 base = base - (base * settings.armor_weight_reduction) / 100;
874 pow++; 868 pow++;
875 } 869 }
876 870
877 armour->weight = (armour->arch->clone.weight * base) / 100; 871 armour->weight = (armour->arch->weight * base) / 100;
878 } 872 }
879 else 873 else
880 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 874 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
881 875
882 if (armour->weight <= 0) 876 if (armour->weight <= 0)
883 { 877 {
884 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
885 armour->weight = 1; 879 armour->weight = 1;
886 } 880 }
887 881
888 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 882 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
889 883
890 if (op->type == PLAYER) 884 if (op->type == PLAYER)
891 { 885 {
892 esrv_send_item (op, armour); 886 esrv_send_item (op, armour);
887
893 if (QUERY_FLAG (armour, FLAG_APPLIED)) 888 if (QUERY_FLAG (armour, FLAG_APPLIED))
894 fix_player (op); 889 op->update_stats ();
895 } 890 }
896 decrease_ob (improver); 891
892 improver->decrease ();
893
897 if (tmp) 894 if (tmp)
898 { 895 op->insert (tmp);
899 insert_ob_in_ob (tmp, op); 896
900 esrv_send_item (op, tmp);
901 }
902 return 1; 897 return 1;
903} 898}
904
905 899
906/* 900/*
907 * convert_item() returns 1 if anything was converted, 0 if the item was not 901 * convert_item() returns 1 if anything was converted, 0 if the item was not
908 * what the converter wants, -1 if the converter is broken. 902 * what the converter wants, -1 if the converter is broken.
909 */ 903 *
910#define CONV_FROM(xyz) xyz->slaying
911#define CONV_TO(xyz) xyz->other_arch
912#define CONV_NR(xyz) xyz->stats.sp
913#define CONV_NEED(xyz) xyz->stats.food
914
915/* Takes one items and makes another. 904 * Takes one type of items and makes another.
916 * converter is the object that is doing the conversion. 905 * converter is the object that is doing the conversion.
917 * item is the object that triggered the converter - if it is not 906 * item is the object that triggered the converter - if it is not
918 * what the converter wants, this will not do anything. 907 * what the converter wants, this will not do anything.
919 */ 908 */
920int 909static int
921convert_item (object *item, object *converter) 910convert_item (object *item, object *converter)
922{ 911{
923 int nr = 0;
924 uint32 price_in; 912 sint64 nr, price_in;
913
914 if (item->flag [FLAG_UNPAID])
915 return 0;
916
917 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp;
925 921
926 /* We make some assumptions - we assume if it takes money as it type, 922 /* We make some assumptions - we assume if it takes money as it type,
927 * it wants some amount. We don't make change (ie, if something costs 923 * it wants some amount. We don't make change (ie, if something costs
928 * 3 gp and player drops a platinum, tough luck) 924 * 3 gp and player drops a platinum, tough luck)
929 */ 925 */
930 if (!strcmp (CONV_FROM (converter), "money")) 926 if (conv_from == shstr_money)
931 { 927 {
932 int cost;
933
934 if (item->type != MONEY) 928 if (item->type != MONEY)
935 return 0; 929 return 0;
936 930
937 nr = (item->nrof * item->value) / CONV_NEED (converter); 931 nr = sint64 (item->nrof) * item->value / need;
938 if (!nr) 932 if (!nr)
939 return 0; 933 return 0;
940 cost = nr * CONV_NEED (converter) / item->value; 934
941 /* take into account rounding errors */ 935 converter->play_sound (sound_find ("shop_buy"));
942 if (nr * CONV_NEED (converter) % item->value) 936
943 cost++; 937 sint64 cost = (nr * need + item->value - 1) / item->value;
944 decrease_ob_nr (item, cost); 938
939 item->decrease (cost);
945 940
946 price_in = cost * item->value; 941 price_in = cost * item->value;
947 } 942 }
948 else 943 else
949 { 944 {
950 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 945 if (item->type == PLAYER
951 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 946 || conv_from != item->arch->archname
947 || (need && need > (uint16) item->nrof))
952 return 0; 948 return 0;
953 949
954 if (CONV_NEED (converter)) 950 converter->play_sound (sound_find ("convert_item"));
951
952 if (need)
955 { 953 {
956 nr = item->nrof / CONV_NEED (converter); 954 nr = sint64 (item->nrof) / need;
957 decrease_ob_nr (item, nr * CONV_NEED (converter)); 955 item->decrease (nr * need);
958 price_in = nr * CONV_NEED (converter) * item->value; 956 price_in = nr * need * item->value;
959 } 957 }
960 else 958 else
961 { 959 {
962 price_in = item->value; 960 price_in = item->value;
963 remove_ob (item); 961 item->destroy ();
964 free_object (item);
965 } 962 }
966 } 963 }
967 964
968 if (converter->inv != NULL) 965 if (converter->inv)
969 { 966 {
970 object *ob; 967 object *ob;
971 int i; 968 int i;
972 object *ob_to_copy; 969 object *ob_to_copy;
973 970
974 /* select random object from inventory to copy */ 971 /* select random object from inventory to copy */
975 ob_to_copy = converter->inv; 972 ob_to_copy = converter->inv;
976 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 973 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
977 {
978 if (rndm (0, i) == 0) 974 if (rndm (0, i) == 0)
979 {
980 ob_to_copy = ob; 975 ob_to_copy = ob;
981 } 976
982 } 977 item = ob_to_copy->deep_clone ();
983 item = object_create_clone (ob_to_copy);
984 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
985 unflag_inv (item, FLAG_IS_A_TEMPLATE); 979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
986 } 980 }
987 else 981 else
988 { 982 {
989 if (converter->other_arch == NULL) 983 if (!conv_to)
990 { 984 {
991 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
992 &converter->name, converter->map->path, converter->x, converter->y); 986 &converter->name, &converter->map->path, converter->x, converter->y);
993 return -1; 987 return -1;
994 } 988 }
995 989
996 item = object_create_arch (converter->other_arch); 990 item = object_create_arch (conv_to);
997 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
998 } 992 }
999 993
1000 if (CONV_NR (converter)) 994 if (give)
1001 item->nrof = CONV_NR (converter); 995 item->nrof = give;
996
1002 if (nr) 997 if (nr)
1003 item->nrof *= nr; 998 item->nrof *= nr;
999
1004 if (is_in_shop (converter)) 1000 if (is_in_shop (converter))
1005 SET_FLAG (item, FLAG_UNPAID); 1001 SET_FLAG (item, FLAG_UNPAID);
1006 else if (price_in < item->nrof * item->value) 1002 else if (price_in < sint64 (item->nrof) * item->value)
1007 { 1003 {
1008 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1004 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1009 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1005 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1010
1011 /** 1006 /**
1012 * elmex: we are going to let the game continue, as the mapcreator 1007 * elmex: we are going to let the game continue, as the mapcreator
1013 * propably had something in mind when doing this 1008 * hopefully had something in mind when doing this.
1014 */ 1009 */
1015 } 1010 }
1011
1012 // elmex: only identify if we need to, for example so that generated money doesn't
1013 // get an 'identified' flag so easily.
1014 if (need_identify (item))
1015 identify (item);
1016
1016 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1017 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1017 return 1; 1018 return 1;
1018} 1019}
1019 1020
1020/** 1021/**
1021 * Handle apply on containers. 1022 * Handle apply on containers.
1022 * By Eneq(@csd.uu.se). 1023 * By Eneq(@csd.uu.se).
1023 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1024 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1024 * added the alchemical cauldron to the code -b.t. 1025 * added the alchemical cauldron to the code -b.t.
1025 */ 1026 */
1026
1027int 1027int
1028apply_container (object *op, object *sack) 1028apply_container (object *op, object *sack)
1029{ 1029{
1030 char buf[MAX_BUF]; 1030 if (op->type != PLAYER || !op->contr->ns)
1031 object *tmp;
1032
1033 if (op->type != PLAYER)
1034 return 0; /* This might change */ 1031 return 0; /* This might change */
1035 1032
1036 if (sack == NULL || sack->type != CONTAINER) 1033 if (!sack || sack->type != CONTAINER)
1037 { 1034 {
1038 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1035 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1039 return 0; 1036 return 0;
1040 } 1037 }
1041 op->contr->last_used = NULL; 1038
1042 op->contr->last_used_id = 0; 1039 op->contr->last_used = 0;
1043 1040
1044 if (sack->env != op) 1041 if (sack->env && sack->env != op)
1042 {
1043 op->failmsg ("You must put it onto the floor or into your inventory first.");
1044 return 1;
1045 { 1045 }
1046 if (sack->other_arch == NULL || sack->env != NULL) 1046
1047 // already applied == open on ground, or open in inv, or active in inv
1048 if (sack->flag [FLAG_APPLIED])
1049 {
1050 if (op->container == sack)
1047 { 1051 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1052 // open on ground or inv, so close
1053 op->close_container ();
1049 return 1; 1054 return 1;
1050 } 1055 }
1051 /* It's on the ground, the problems begin */ 1056 else if (!sack->env)
1052 if (op->container != sack)
1053 {
1054 /* it's closed OR some player has opened it */
1055 if (QUERY_FLAG (sack, FLAG_APPLIED))
1056 {
1057 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1058 if (tmp)
1059 {
1060 /* some other player have opened it */
1061 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1062 return 1;
1063 }
1064 }
1065 } 1057 {
1066 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1058 // active, but not ours: some other player has opened it
1059 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1060 return 1;
1067 { 1061 }
1068 if (op->container == NULL)
1069 {
1070 tmp = arch_to_object (sack->other_arch);
1071 /* not good, but insert_ob_in_ob() is too smart */
1072 CLEAR_FLAG (tmp, FLAG_REMOVED);
1073 tmp->x = tmp->y = 0;
1074 tmp->map = NULL;
1075 tmp->env = sack;
1076 if (sack->inv)
1077 sack->inv->above = tmp;
1078 tmp->below = sack->inv;
1079 tmp->above = NULL;
1080 sack->inv = tmp;
1081 sack->move_off = MOVE_ALL; /* trying force closing it */
1082 }
1083 else
1084 {
1085 sack->move_off = 0;
1086 tmp = sack->inv;
1087 if (tmp && tmp->type == CLOSE_CON)
1088 {
1089 remove_ob (tmp);
1090 free_object (tmp);
1091 }
1092 }
1093 }
1094 }
1095 1062
1096 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1063 // fall through to opening it (active in inv)
1097 { 1064 }
1065 else if (sack->env)
1066 {
1067 // it is in our env, so activate it, do not open yet
1098 if (op->container) 1068 op->close_container ();
1099 { 1069 sack->flag [FLAG_APPLIED] = 1;
1100 if (op->container != sack) 1070 esrv_update_item (UPD_FLAGS, op, sack);
1101 { 1071 op->statusmsg (format ("You ready %s.", query_name (sack)));
1102 tmp = op->container; 1072 return 1;
1103 apply_container (op, tmp); 1073 }
1104 sprintf (buf, "You close %s and open ", query_name (tmp)); 1074
1105 op->container = sack; 1075 // it's locked?
1106 strcat (buf, query_name (sack)); 1076 if (sack->slaying)
1107 strcat (buf, "."); 1077 {
1108 } 1078 if (object *tmp = find_key (op, op, sack))
1109 else 1079 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1110 {
1111 CLEAR_FLAG (sack, FLAG_APPLIED);
1112 op->container = NULL;
1113 sprintf (buf, "You close %s.", query_name (sack));
1114 }
1115 }
1116 else 1080 else
1117 { 1081 {
1118 CLEAR_FLAG (sack, FLAG_APPLIED);
1119 sprintf (buf, "You open %s.", query_name (sack));
1120 SET_FLAG (sack, FLAG_APPLIED);
1121 op->container = sack;
1122 }
1123 }
1124 else
1125 { /* not applied */
1126 if (sack->slaying)
1127 { /* it's locked */
1128 tmp = find_key (op, op, sack);
1129 if (tmp)
1130 {
1131 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1132 SET_FLAG (sack, FLAG_APPLIED);
1133 if (sack->env == NULL)
1134 { /* if it's on ground,open it also */
1135 new_draw_info (NDI_UNIQUE, 0, op, buf);
1136 apply_container (op, sack);
1137 return 1;
1138 }
1139 }
1140 else
1141 {
1142 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1082 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1143 }
1144 }
1145 else
1146 {
1147 sprintf (buf, "You readied %s.", query_name (sack));
1148 SET_FLAG (sack, FLAG_APPLIED);
1149 if (sack->env == NULL)
1150 { /* if it's on ground,open it also */
1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152 apply_container (op, sack);
1153 return 1; 1083 return 1;
1154 } 1084 }
1155 }
1156 } 1085 }
1157 new_draw_info (NDI_UNIQUE, 0, op, buf); 1086
1158 if (op->contr) 1087 op->open_container (sack);
1159 op->contr->socket.update_look = 1; 1088
1160 return 1; 1089 return 1;
1161} 1090}
1162
1163/**
1164 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1165 * the player has in their inventory, eg, sacks, luggages, etc.
1166 *
1167 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1168 * This version is for client/server mode.
1169 * op is the player, sack is the container the player is opening or closing.
1170 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1171 *
1172 * Reminder - there are three states for any container - closed (non applied),
1173 * applied (not open, but objects that match get tossed into it), and open
1174 * (applied flag set, and op->container points to the open container)
1175 */
1176
1177int
1178esrv_apply_container (object *op, object *sack)
1179{
1180 object *tmp = op->container;
1181
1182 if (op->type != PLAYER)
1183 return 0; /* This might change */
1184
1185 if (sack == NULL || sack->type != CONTAINER)
1186 {
1187 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1188 return 0;
1189 }
1190
1191 /* If we have a currently open container, then it needs to be closed in all cases
1192 * if we are opening this one up. We then fall through if appropriate for
1193 * openening the new container.
1194 */
1195
1196 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1197 {
1198 if (op->container->env != op)
1199 { /* if container is on the ground */
1200 op->container->move_off = 0;
1201 }
1202
1203 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1204 return 1;
1205
1206 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1207 CLEAR_FLAG (op->container, FLAG_APPLIED);
1208 op->container = NULL;
1209 esrv_update_item (UPD_FLAGS, op, tmp);
1210 if (tmp == sack)
1211 return 1;
1212 }
1213
1214
1215 /* If the player is trying to open it (which he must be doing if we got here),
1216 * and it is locked, check to see if player has the equipment to open it.
1217 */
1218
1219 if (sack->slaying)
1220 { /* it's locked */
1221 tmp = find_key (op, op, sack);
1222 if (tmp)
1223 {
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1225 }
1226 else
1227 {
1228 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1229 return 0;
1230 }
1231 }
1232
1233 /* By the time we get here, we have made sure any other container has been closed and
1234 * if this is a locked container, the player they key to open it.
1235 */
1236
1237 /* There are really two cases - the sack is either on the ground, or the sack is
1238 * part of the players inventory. If on the ground, we assume that the player is
1239 * opening it, since if it was being closed, that would have been taken care of above.
1240 */
1241
1242
1243 if (sack->env != op)
1244 {
1245 /* Hypothetical case - the player is trying to open a sack that belong to someone
1246 * else. This normally should not happen, but a misbehaving client/player could
1247 * try to do it, so lets handle it gracefully.
1248 */
1249 if (sack->env)
1250 {
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1252 return 0;
1253 }
1254 /* set these so when the player walks off, we can unapply the sack */
1255 sack->move_off = MOVE_ALL; /* trying force closing it */
1256
1257 CLEAR_FLAG (sack, FLAG_APPLIED);
1258 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1259 SET_FLAG (sack, FLAG_APPLIED);
1260 op->container = sack;
1261 esrv_update_item (UPD_FLAGS, op, sack);
1262 esrv_send_inventory (op, sack);
1263
1264 }
1265 else
1266 { /* sack is in players inventory */
1267 if (QUERY_FLAG (sack, FLAG_APPLIED))
1268 { /* readied sack becoming open */
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 op->container = sack;
1273 esrv_update_item (UPD_FLAGS, op, sack);
1274 esrv_send_inventory (op, sack);
1275 }
1276 else
1277 {
1278 CLEAR_FLAG (sack, FLAG_APPLIED);
1279 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1280 SET_FLAG (sack, FLAG_APPLIED);
1281 esrv_update_item (UPD_FLAGS, op, sack);
1282 }
1283 }
1284 return 1;
1285}
1286
1287 1091
1288/** 1092/**
1289 * Handles dropping things on altar. 1093 * Handles dropping things on altar.
1290 * Returns true if sacrifice was accepted. 1094 * Returns true if sacrifice was accepted.
1291 */ 1095 */
1302 * with an altar. We call it a Potion - altars are stationary - it 1106 * with an altar. We call it a Potion - altars are stationary - it
1303 * is up to map designers to use them properly. 1107 * is up to map designers to use them properly.
1304 */ 1108 */
1305 if (altar->inv && altar->inv->type == SPELL) 1109 if (altar->inv && altar->inv->type == SPELL)
1306 { 1110 {
1307 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1111 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1308 cast_spell (originator, altar, 0, altar->inv, NULL); 1112 cast_spell (originator, altar, 0, altar->inv, NULL);
1309 /* If it is connected, push the button. Fixes some problems with 1113 /* If it is connected, push the button. Fixes some problems with
1310 * old maps. 1114 * old maps.
1311 */ 1115 */
1312 1116
1313/* push_button (altar);*/ 1117/* push_button (altar);*/
1314 } 1118 }
1315 else 1119 else
1316 { 1120 {
1317 altar->value = 1; /* works only once */ 1121 altar->value = 1; /* works only once */
1318 push_button (altar); 1122 push_button (altar);
1319 } 1123 }
1124
1320 return sacrifice == NULL; 1125 return !sacrifice;
1321 } 1126 }
1322 else 1127 else
1323 {
1324 return 0; 1128 return 0;
1325 }
1326} 1129}
1327
1328 1130
1329/** 1131/**
1330 * Handles 'movement' of shop mats. 1132 * Handles 'movement' of shop mats.
1331 * Returns 1 if 'op' was destroyed, 0 if not. 1133 * Returns 1 if 'op' was destroyed, 0 if not.
1332 * Largely re-written to not use nearly as many gotos, plus 1134 * Largely re-written to not use nearly as many gotos, plus
1340 double opinion; 1142 double opinion;
1341 object *tmp, *next; 1143 object *tmp, *next;
1342 1144
1343 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1344 1146
1147 bool has_unpaid = false;
1148
1149 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1150 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID])
1153 {
1154 has_unpaid = true;
1155 break;
1156 }
1157
1345 if (op->type != PLAYER) 1158 if (op->type != PLAYER)
1346 { 1159 {
1347 /* Remove all the unpaid objects that may be carried here. 1160 /* Remove all the unpaid objects that may be carried here.
1348 * This could be pets or monsters that are somehow in 1161 * This could be pets or monsters that are somehow in
1349 * the shop. 1162 * the shop.
1350 */ 1163 */
1351 for (tmp = op->inv; tmp; tmp = next) 1164 for (tmp = op->inv; tmp; tmp = next)
1352 { 1165 {
1353 next = tmp->below; 1166 next = tmp->below;
1167
1354 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1168 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1355 { 1169 {
1356 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1170 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1357 1171
1358 remove_ob (tmp); 1172 tmp->remove ();
1173
1359 if (i == -1) 1174 if (i == -1)
1360 i = 0; 1175 i = 0;
1176
1361 tmp->map = op->map; 1177 tmp->map = op->map;
1362 tmp->x = op->x + freearr_x[i]; 1178 tmp->x = op->x + freearr_x[i];
1363 tmp->y = op->y + freearr_y[i]; 1179 tmp->y = op->y + freearr_y[i];
1364 insert_ob_in_map (tmp, op->map, op, 0); 1180 insert_ob_in_map (tmp, op->map, op, 0);
1365 } 1181 }
1372 /* unpaid objects, or non living objects, can't transfer by 1188 /* unpaid objects, or non living objects, can't transfer by
1373 * shop mats. Instead, put it on a nearby space. 1189 * shop mats. Instead, put it on a nearby space.
1374 */ 1190 */
1375 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1191 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1376 { 1192 {
1377
1378 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1193 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1379 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1194 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1380 1195
1381 if (i != -1) 1196 if (i != -1)
1382 {
1383 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1197 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1384 } 1198
1385 return 0; 1199 return 0;
1386 } 1200 }
1387 /* Removed code that checked for multipart objects - it appears that 1201 /* Removed code that checked for multipart objects - it appears that
1388 * the teleport function should be able to handle this just fine. 1202 * the teleport function should be able to handle this just fine.
1389 */ 1203 */
1390 rv = teleport (shop_mat, SHOP_MAT, op); 1204 rv = teleport (shop_mat, SHOP_MAT, op);
1391 } 1205 }
1392 /* immediate block below is only used for players */ 1206 else if (can_pay (op) && get_payment (op))
1393 else if (can_pay (op))
1394 { 1207 {
1395 get_payment (op, op->inv); 1208 /* this is only used for players */
1396 rv = teleport (shop_mat, SHOP_MAT, op); 1209 rv = teleport (shop_mat, SHOP_MAT, op);
1397 1210
1211 if (has_unpaid)
1212 op->contr->play_sound (sound_find ("shop_buy"));
1213 else if (is_in_shop (op))
1214 op->contr->play_sound (sound_find ("shop_enter"));
1215 else
1216 op->contr->play_sound (sound_find ("shop_leave"));
1217
1398 if (shop_mat->msg) 1218 if (shop_mat->msg)
1399 { 1219 op->statusmsg (shop_mat->msg);
1400 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1401 }
1402 /* This check below is a bit simplistic - generally it should be correct, 1220 /* This check below is a bit simplistic - generally it should be correct,
1403 * but there is never a guarantee that the bottom space on the map is 1221 * but there is never a guarantee that the bottom space on the map is
1404 * actually the shop floor. 1222 * actually the shop floor.
1405 */ 1223 */
1406 else if (!rv && !is_in_shop (op)) 1224 else if (!rv && !is_in_shop (op))
1407 { 1225 {
1408 opinion = shopkeeper_approval (op->map, op); 1226 opinion = shopkeeper_approval (op->map, op);
1409 if (opinion > 0.9) 1227
1410 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1228 op->statusmsg (
1411 else if (opinion > 0.75) 1229 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1412 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1230 : opinion >= 0.75 ? "The shopkeeper waves to you."
1413 else if (opinion > 0.5) 1231 : opinion >= 0.50 ? "The shopkeeper ignores you."
1414 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1232 : "The shopkeeper glares at you with contempt."
1415 else 1233 );
1416 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1417 } 1234 }
1418 } 1235 }
1419 else 1236 else
1420 { 1237 {
1421 /* if we get here, a player tried to leave a shop but was not able 1238 /* if we get here, a player tried to leave a shop but was not able
1422 * to afford the items he has. We try to move the player so that 1239 * to afford the items he has. We try to move the player so that
1423 * they are not on the mat anymore 1240 * they are not on the mat anymore
1424 */ 1241 */
1425
1426 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1242 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1427 1243
1428 if (i == -1) 1244 if (i == -1)
1429 {
1430 LOG (llevError, "Internal shop-mat problem.\n"); 1245 LOG (llevError, "Internal shop-mat problem.\n");
1431 }
1432 else 1246 else
1433 { 1247 {
1434 remove_ob (op); 1248 op->remove ();
1435 op->x += freearr_x[i]; 1249 op->x += freearr_x[i];
1436 op->y += freearr_y[i]; 1250 op->y += freearr_y[i];
1437 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1251 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1438 } 1252 }
1439 } 1253 }
1254
1440 CLEAR_FLAG (op, FLAG_NO_APPLY); 1255 CLEAR_FLAG (op, FLAG_NO_APPLY);
1441 return rv; 1256 return rv;
1442} 1257}
1443 1258
1444/** 1259/**
1445 * Handles applying a sign. 1260 * Handles applying a sign.
1446 */ 1261 */
1447static void 1262static void
1448apply_sign (object *op, object *sign, int autoapply) 1263apply_sign (object *op, object *sign, int autoapply)
1449{ 1264{
1450 readable_message_type *msgType; 1265 if (sign->has_dialogue ())
1451 char newbuf[HUGE_BUF];
1452
1453 if (sign->msg == NULL)
1454 { 1266 {
1455 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1267 op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name));
1456 return; 1268 return;
1457 } 1269 }
1458 1270
1271 if (!sign->msg)
1272 {
1273 op->statusmsg ("Nothing is written on it.");
1274 return;
1275 }
1276
1459 if (sign->stats.food) 1277 if (sign->stats.food)
1460 { 1278 {
1461 if (sign->last_eat >= sign->stats.food) 1279 if (sign->last_eat >= sign->stats.food)
1462 { 1280 {
1463 if (!sign->move_on) 1281 if (!sign->move_on)
1464 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1282 op->statusmsg ("You cannot read it anymore.");
1283
1465 return; 1284 return;
1466 } 1285 }
1467 1286
1468 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1287 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1469 sign->last_eat++; 1288 sign->last_eat++;
1474 * move_on is zero, it needs to be manually applied (doesn't talk 1293 * move_on is zero, it needs to be manually applied (doesn't talk
1475 * to us). 1294 * to us).
1476 */ 1295 */
1477 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1296 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1478 { 1297 {
1479 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1298 op->failmsg ("You are unable to read while blind!");
1480 return; 1299 return;
1481 } 1300 }
1482 msgType = get_readable_message_type (sign); 1301
1483 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1302 if (op->contr)
1303 if (client *ns = op->contr->ns)
1304 {
1305 if (sign->sound)
1306 ns->play_sound (sign->sound);
1307 else if (autoapply)
1308 ns->play_sound (sound_find ("msg_voice"));
1309
1310 if (ns->can_msg)
1311 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1312 else
1313 {
1314 readable_message_type *msgType = get_readable_message_type (sign);
1315 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1484 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1316 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1317 }
1318 }
1319}
1320
1321static void
1322move_apply_hole (object *trap, object *victim)
1323{
1324 /* Hole not open? */
1325 if (trap->stats.wc > 0)
1326 return;
1327
1328 /* Is this a multipart monster and not the head? If so, return.
1329 * Processing will happen if the head runs into the pit
1330 */
1331 if (victim->head)
1332 return;
1333
1334 // now find all possible locations and randomly pick one
1335 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1336 trap->range >= 3 ? SIZEOFFREE3 + 1
1337 : trap->range >= 2 ? SIZEOFFREE2 + 1
1338 : trap->range >= 1 ? SIZEOFFREE1 + 1
1339 : SIZEOFFREE0 + 1);
1340
1341 if (dir < 0)
1342 return;
1343
1344 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1345 victim->statusmsg ("You fall through the hole!", NDI_RED);
1346
1347 transfer_ob (victim,
1348 EXIT_X (trap) + freearr_x[dir],
1349 EXIT_Y (trap) + freearr_y[dir],
1350 0, victim);
1485} 1351}
1486 1352
1487/** 1353/**
1488 * 'victim' moves onto 'trap' 1354 * 'victim' moves onto 'trap'
1489 * 'victim' leaves 'trap' 1355 * 'victim' leaves 'trap'
1512 * proper. This code was causing needless crashes. 1378 * proper. This code was causing needless crashes.
1513 */ 1379 */
1514 if (recursion_depth >= 500) 1380 if (recursion_depth >= 500)
1515 { 1381 {
1516 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1382 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1517 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1383 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1518 return; 1384 return;
1519 } 1385 }
1386
1520 recursion_depth++; 1387 recursion_depth++;
1521 if (trap->head) 1388 if (trap->head)
1522 trap = trap->head; 1389 trap = trap->head;
1523 1390
1524 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1391 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1525 goto leave; 1392 goto leave;
1526 1393
1527 switch (trap->type) 1394 switch (trap->type)
1528 { 1395 {
1529 case PLAYERMOVER: 1396 case PLAYERMOVER:
1530 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1397 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1398 {
1399 if (!trap->stats.maxsp)
1400 trap->stats.maxsp = 2;
1401
1402 /* Is this correct? From the docs, it doesn't look like it
1403 * should be divided by trap->speed
1404 */
1405 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1406
1407 /* Just put in some sanity check. I think there is a bug in the
1408 * above with some objects have zero speed, and thus the player
1409 * getting permanently paralyzed.
1410 */
1411 if (victim->speed_left < -50.f)
1412 victim->speed_left = -50.f;
1413 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1414 }
1415 goto leave;
1416
1417 case SPINNER:
1418 if (victim->direction)
1419 {
1420 victim->direction = absdir (victim->direction - trap->stats.sp);
1421 update_turn_face (victim);
1422 }
1423 goto leave;
1424
1425 case DIRECTOR:
1426 if (victim->direction && !should_director_abort (trap, victim))
1427 {
1428 victim->direction = trap->stats.sp;
1429 update_turn_face (victim);
1430 }
1431 goto leave;
1432
1433 case BUTTON:
1434 case PEDESTAL:
1435 update_button (trap);
1436 goto leave;
1437
1438 case ALTAR:
1439 /* sacrifice victim on trap */
1440 apply_altar (trap, victim, originator);
1441 goto leave;
1442
1443 case THROWN_OBJ:
1444 if (trap->inv == NULL)
1445 goto leave;
1446 /* fallthrough */
1447
1448 case ARROW:
1449 /* bad bug: monster throw a object, make a step forwards, step on object ,
1450 * trigger this here and get hit by own missile - and will be own enemy.
1451 * Victim then is his own enemy and will start to kill herself (this is
1452 * removed) but we have not synced victim and his missile. To avoid senseless
1453 * action, we avoid hits here
1454 */
1455 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1456 hit_with_arrow (trap, victim);
1457 goto leave;
1458
1459 case SPELL_EFFECT:
1460 apply_spell_effect (trap, victim);
1461 goto leave;
1462
1463 case TRAPDOOR:
1464 {
1465 int max, sound_was_played;
1466 object *ab, *ab_next;
1467
1468 if (!trap->value)
1531 { 1469 {
1532 if (!trap->stats.maxsp) 1470 int tot;
1533 trap->stats.maxsp = 2;
1534 1471
1535 /* Is this correct? From the docs, it doesn't look like it 1472 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1536 * should be divided by trap->speed 1473 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1474 tot += ab->head_ ()->total_weight ();
1475
1476 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1477 goto leave;
1478
1479 SET_ANIMATION (trap, trap->value);
1480 update_object (trap, UP_OBJ_FACE);
1481 }
1482
1483 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1484 {
1485 /* need to set this up, since if we do transfer the object,
1486 * ab->above would be bogus
1537 */ 1487 */
1538 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1539
1540 /* Just put in some sanity check. I think there is a bug in the
1541 * above with some objects have zero speed, and thus the player
1542 * getting permanently paralyzed.
1543 */
1544 if (victim->speed_left < -50.0)
1545 victim->speed_left = -50.0;
1546 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1547 }
1548 goto leave;
1549
1550 case SPINNER:
1551 if (victim->direction)
1552 {
1553 victim->direction = absdir (victim->direction - trap->stats.sp);
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case DIRECTOR:
1559 if (victim->direction && !should_director_abort (trap, victim))
1560 {
1561 victim->direction = trap->stats.sp;
1562 update_turn_face (victim);
1563 }
1564 goto leave;
1565
1566 case BUTTON:
1567 case PEDESTAL:
1568 update_button (trap);
1569 goto leave;
1570
1571 case ALTAR:
1572 /* sacrifice victim on trap */
1573 apply_altar (trap, victim, originator);
1574 goto leave;
1575
1576 case THROWN_OBJ:
1577 if (trap->inv == NULL)
1578 goto leave;
1579 /* fallthrough */
1580
1581 case ARROW:
1582
1583 /* bad bug: monster throw a object, make a step forwards, step on object ,
1584 * trigger this here and get hit by own missile - and will be own enemy.
1585 * Victim then is his own enemy and will start to kill herself (this is
1586 * removed) but we have not synced victim and his missile. To avoid senseless
1587 * action, we avoid hits here
1588 */
1589 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1590 hit_with_arrow (trap, victim);
1591 goto leave;
1592
1593 case SPELL_EFFECT:
1594 apply_spell_effect (trap, victim);
1595 goto leave;
1596
1597 case TRAPDOOR:
1598 {
1599 int max, sound_was_played;
1600 object *ab, *ab_next;
1601
1602 if (!trap->value)
1603 {
1604 int tot;
1605
1606 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1607 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1608 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1609
1610 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1611 goto leave;
1612
1613 SET_ANIMATION (trap, trap->value);
1614 update_object (trap, UP_OBJ_FACE);
1615 }
1616
1617 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1618 {
1619 /* need to set this up, since if we do transfer the object,
1620 * ab->above would be bogus
1621 */
1622 ab_next = ab->above; 1488 ab_next = ab->above;
1623 1489
1624 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1490 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1625 {
1626 if (!sound_was_played)
1627 {
1628 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1629 sound_was_played = 1;
1630 }
1631 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1632 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1633 }
1634 }
1635 goto leave;
1636 }
1637
1638
1639 case CONVERTER:
1640 if (convert_item (victim, trap) < 0)
1641 {
1642 object *op;
1643
1644 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1645
1646 op = get_archetype ("burnout");
1647 if (op != NULL)
1648 { 1491 {
1649 op->x = trap->x; 1492 if (!sound_was_played)
1650 op->y = trap->y; 1493 {
1651 insert_ob_in_map (op, trap->map, trap, 0); 1494 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1495 sound_was_played = 1;
1496 }
1497
1498 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1499 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1652 } 1500 }
1653 } 1501 }
1654 goto leave; 1502 goto leave;
1503 }
1655 1504
1505 case CONVERTER:
1506 if (convert_item (victim, trap) < 0)
1507 {
1508 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1509 archetype::get (shstr_burnout)->insert_at (trap, trap);
1510 }
1511
1512 goto leave;
1513
1656 case TRIGGER_BUTTON: 1514 case TRIGGER_BUTTON:
1657 case TRIGGER_PEDESTAL: 1515 case TRIGGER_PEDESTAL:
1658 case TRIGGER_ALTAR: 1516 case TRIGGER_ALTAR:
1659 check_trigger (trap, victim); 1517 check_trigger (trap, victim);
1660 goto leave; 1518 goto leave;
1661 1519
1662 case DEEP_SWAMP: 1520 case DEEP_SWAMP:
1663 walk_on_deep_swamp (trap, victim); 1521 walk_on_deep_swamp (trap, victim);
1664 goto leave; 1522 goto leave;
1665 1523
1666 case CHECK_INV: 1524 case CHECK_INV:
1667 check_inv (victim, trap); 1525 check_inv (victim, trap);
1668 goto leave; 1526 goto leave;
1669 1527
1670 case HOLE: 1528 case HOLE:
1671 /* Hole not open? */ 1529 move_apply_hole (trap, victim);
1672 if (trap->stats.wc > 0)
1673 goto leave;
1674
1675 /* Is this a multipart monster and not the head? If so, return.
1676 * Processing will happen if the head runs into the pit
1677 */
1678 if (victim->head)
1679 goto leave;
1680
1681 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1682 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1683 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1684 goto leave; 1530 goto leave;
1685 1531
1686 case EXIT: 1532 case EXIT:
1687 if (victim->type == PLAYER && EXIT_PATH (trap)) 1533 if (victim->type == PLAYER && EXIT_PATH (trap))
1688 { 1534 {
1689 /* Basically, don't show exits leading to random maps the 1535 /* Basically, don't show exits leading to random maps the
1690 * players output. 1536 * players output.
1691 */ 1537 */
1692 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1538 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1693 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1539 victim->statusmsg (trap->msg, NDI_NAVY);
1540
1541 trap->play_sound (trap->sound);
1694 enter_exit (victim, trap); 1542 victim->enter_exit (trap);
1695 } 1543 }
1696 goto leave; 1544 goto leave;
1697 1545
1698 case ENCOUNTER: 1546 case ENCOUNTER:
1699 /* may be some leftovers on this */ 1547 /* may be some leftovers on this */
1700 goto leave; 1548 goto leave;
1701 1549
1702 case SHOP_MAT: 1550 case SHOP_MAT:
1703 apply_shop_mat (trap, victim); 1551 apply_shop_mat (trap, victim);
1704 goto leave; 1552 goto leave;
1705 1553
1706 /* Drop a certain amount of gold, and have one item identified */ 1554 /* Drop a certain amount of gold, and have one item identified */
1707 case IDENTIFY_ALTAR: 1555 case IDENTIFY_ALTAR:
1708 apply_id_altar (victim, trap, originator); 1556 apply_id_altar (victim, trap, originator);
1709 goto leave; 1557 goto leave;
1710 1558
1711 case SIGN: 1559 case SIGN:
1712 if (victim->type != PLAYER && trap->stats.food > 0) 1560 if (victim->type != PLAYER && trap->stats.food > 0)
1713 goto leave; /* monsters musn't apply magic_mouths with counters */ 1561 goto leave; /* monsters musn't apply magic_mouths with counters */
1714 1562
1715 apply_sign (victim, trap, 1); 1563 apply_sign (victim, trap, 1);
1716 goto leave; 1564 goto leave;
1717 1565
1718 case CONTAINER: 1566 case CONTAINER:
1719 if (victim->type == PLAYER)
1720 (void) esrv_apply_container (victim, trap);
1721 else
1722 (void) apply_container (victim, trap); 1567 apply_container (victim, trap);
1723 goto leave; 1568 goto leave;
1724 1569
1725 case RUNE: 1570 case RUNE:
1726 case TRAP: 1571 case TRAP:
1727 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1572 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1728 {
1729 spring_trap (trap, victim); 1573 spring_trap (trap, victim);
1730 }
1731 goto leave; 1574 goto leave;
1732 1575
1733 default: 1576 default:
1734 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1577 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1735 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1578 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1736 goto leave; 1579 goto leave;
1737 } 1580 }
1738 1581
1739leave: 1582leave:
1740 recursion_depth--; 1583 recursion_depth--;
1741} 1584}
1749 int lev_diff; 1592 int lev_diff;
1750 object *skill_ob; 1593 object *skill_ob;
1751 1594
1752 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1595 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1753 { 1596 {
1754 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1597 op->failmsg ("You are unable to read while blind!");
1755 return; 1598 return;
1756 } 1599 }
1600
1757 if (tmp->msg == NULL) 1601 if (!tmp->msg)
1758 { 1602 {
1759 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1603 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1760 return; 1604 return;
1761 } 1605 }
1762 1606
1763 /* need a literacy skill to read stuff! */ 1607 /* need a literacy skill to read stuff! */
1764 skill_ob = find_skill_by_name (op, tmp->skill); 1608 skill_ob = find_skill_by_name (op, tmp->skill);
1765 if (!skill_ob) 1609 if (!skill_ob)
1766 { 1610 {
1767 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1611 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1768 return; 1612 return;
1769 } 1613 }
1614
1770 lev_diff = tmp->level - (skill_ob->level + 5); 1615 lev_diff = tmp->level - (skill_ob->level + 5);
1771 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1616 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1772 { 1617 {
1773 if (lev_diff < 2) 1618 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1619 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1775 else if (lev_diff < 3) 1620 : lev_diff < 5 ? "This book is beyond your comprehension."
1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1621 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1777 else if (lev_diff < 5) 1622 : lev_diff < 15 ? "This book is way beyond your comprehension."
1778 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1623 : "This book is totally beyond your comprehension.");
1779 else if (lev_diff < 8) 1624 return;
1780 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1625 }
1781 else if (lev_diff < 15) 1626
1782 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1627 readable_message_type *msgType = get_readable_message_type (tmp);
1628
1629 if (player *pl = op->contr)
1630 if (client *ns = pl->ns)
1631 if (ns->can_msg)
1632 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1783 else 1633 else
1784 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1785 return;
1786 }
1787
1788 readable_message_type *msgType = get_readable_message_type (tmp);
1789
1790 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1634 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1791 msgType->message_type, msgType->message_subtype, 1635 msgType->message_type, msgType->message_subtype,
1792 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1636 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1637 long_desc (tmp, op), &tmp->msg);
1793 1638
1794 /* gain xp from reading */ 1639 /* gain xp from reading */
1795 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1640 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1796 { /* only if not read before */ 1641 { /* only if not read before */
1797 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1642 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1798 1643
1799 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1644 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1800 { 1645 {
1801 /*exp_gain *= 2; because they just identified it too */ 1646 /*exp_gain *= 2; because they just identified it too */
1802 SET_FLAG (tmp, FLAG_IDENTIFIED); 1647 SET_FLAG (tmp, FLAG_IDENTIFIED);
1803 /* If in a container, update how it looks */ 1648
1804 if (tmp->env) 1649 if (object *pl = tmp->visible_to ())
1805 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1650 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1806 else
1807 op->contr->socket.update_look = 1;
1808 } 1651 }
1652
1809 change_exp (op, exp_gain, skill_ob->skill, 0); 1653 change_exp (op, exp_gain, skill_ob->skill, 0);
1810 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1654 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1811 } 1655 }
1812} 1656}
1813 1657
1816 * op is the person learning the skill, tmp is the skill scroll object 1660 * op is the person learning the skill, tmp is the skill scroll object
1817 */ 1661 */
1818static void 1662static void
1819apply_skillscroll (object *op, object *tmp) 1663apply_skillscroll (object *op, object *tmp)
1820{ 1664{
1821 switch ((int) learn_skill (op, tmp)) 1665 switch (learn_skill (op, tmp))
1822 { 1666 {
1823 case 0: 1667 case 0:
1824 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1668 op->play_sound (sound_find ("generic_fail"));
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1669 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1826 return; 1670 break;
1827 1671
1828 case 1: 1672 case 1:
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1830 decrease_ob (tmp); 1673 tmp->decrease ();
1831 return; 1674 op->play_sound (sound_find ("skill_learn"));
1675 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1676 break;
1832 1677
1833 default: 1678 default:
1679 tmp->decrease ();
1680 op->play_sound (sound_find ("generic_fail"));
1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1681 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1835 decrease_ob (tmp); 1682 break;
1836 return;
1837 } 1683 }
1838} 1684}
1839 1685
1840/** 1686/**
1841 * Actually makes op learn spell. 1687 * Actually makes op learn spell.
1861 return; 1707 return;
1862 } 1708 }
1863 return; 1709 return;
1864 } 1710 }
1865 1711
1866 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1712 op->contr->play_sound (sound_find ("learn_spell"));
1867 tmp = get_object (); 1713
1868 copy_object (spell, tmp); 1714 tmp = spell->clone ();
1869 insert_ob_in_ob (tmp, op); 1715 insert_ob_in_ob (tmp, op);
1870 1716
1871 if (special_prayer) 1717 if (special_prayer)
1872 {
1873 SET_FLAG (tmp, FLAG_STARTEQUIP); 1718 SET_FLAG (tmp, FLAG_STARTEQUIP);
1874 }
1875 1719
1876 esrv_add_spells (op->contr, tmp); 1720 esrv_add_spells (op->contr, tmp);
1877} 1721}
1878 1722
1879/** 1723/**
1893 { 1737 {
1894 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1738 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1895 return; 1739 return;
1896 } 1740 }
1897 1741
1898 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1742 op->failmsg (format ("You lose knowledge of %s.", spell));
1899 player_unready_range_ob (op->contr, spob); 1743 player_unready_range_ob (op->contr, spob);
1900 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1901 remove_ob (spob); 1745 spob->destroy ();
1902 free_object (spob);
1903} 1746}
1904 1747
1905/** 1748/**
1906 * Handles player applying a spellbook. 1749 * Handles player applying a spellbook.
1907 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1750 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1912{ 1755{
1913 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1914 1757
1915 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1916 { 1759 {
1917 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1760 op->failmsg ("You are unable to read while blind.");
1918 return; 1761 return;
1919 } 1762 }
1920 1763
1921 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1922 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1923 * legacy spellbooks 1766 * legacy spellbooks
1924 */ 1767 */
1925
1926 if (tmp->slaying != NULL) 1768 if (tmp->slaying)
1927 { 1769 {
1928 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1929 if (!spell) 1771 if (!spell)
1930 { 1772 {
1931 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1773 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1932 return; 1774 return;
1933 } 1775 }
1934 else 1776 else
1935 insert_ob_in_ob (spell, tmp); 1777 insert_ob_in_ob (spell, tmp);
1778
1936 tmp->slaying = NULL; 1779 tmp->slaying = 0;
1937 } 1780 }
1938 1781
1939 skop = find_skill_by_name (op, tmp->skill); 1782 skop = find_skill_by_name (op, tmp->skill);
1940 1783
1941 /* need a literacy skill to learn spells. Also, having a literacy level 1784 /* need a literacy skill to learn spells. Also, having a literacy level
1942 * lower than the spell will make learning the spell more difficult */ 1785 * lower than the spell will make learning the spell more difficult */
1943 if (!skop) 1786 if (!skop)
1944 { 1787 {
1945 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1788 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1946 return; 1789 return;
1947 } 1790 }
1948 1791
1949 spell = tmp->inv; 1792 spell = tmp->inv;
1793
1950 if (!spell) 1794 if (!spell)
1951 { 1795 {
1952 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1796 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1953 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1797 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1954 return; 1798 return;
1955 } 1799 }
1956 if (spell->level > (skop->level + 10)) 1800
1801 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1957 { 1802 {
1958 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1803 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1959 return; 1804 return;
1960 } 1805 }
1961 1806
1962 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1807 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1963 1808
1964 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1809 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1965 {
1966 identify (tmp); 1810 identify (tmp);
1967 if (tmp->env)
1968 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1969 else
1970 op->contr->socket.update_look = 1;
1971 }
1972 1811
1973 /* I removed the check for special_prayer_mark here - it didn't make 1812 /* I removed the check for special_prayer_mark here - it didn't make
1974 * a lot of sense - special prayers are not found in spellbooks, and 1813 * a lot of sense - special prayers are not found in spellbooks, and
1975 * if the player doesn't know the spell, doesn't make a lot of sense that 1814 * if the player doesn't know the spell, doesn't make a lot of sense that
1976 * they would have a special prayer mark. 1815 * they would have a special prayer mark.
1977 */ 1816 */
1978 if (check_spell_known (op, spell->name)) 1817 if (check_spell_known (op, spell->name))
1979 { 1818 {
1980 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1819 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1981 return; 1820 return;
1982 } 1821 }
1983 1822
1984 if (spell->skill) 1823 if (spell->skill)
1985 { 1824 {
1986 spell_skill = find_skill_by_name (op, spell->skill); 1825 spell_skill = find_skill_by_name (op, spell->skill);
1826
1987 if (!spell_skill) 1827 if (!spell_skill)
1988 { 1828 {
1989 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1829 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1990 return; 1830 return;
1991 } 1831 }
1832
1992 if (spell_skill->level < spell->level) 1833 if (spell_skill->level < spell->level)
1993 { 1834 {
1994 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1835 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1995 return; 1836 return;
1996 } 1837 }
1997 } 1838 }
1998 1839
1999 /* Logic as follows 1840 /* Logic as follows
2008 * Overall, chances are the same but a player will find having a high 1849 * Overall, chances are the same but a player will find having a high
2009 * literacy rate very useful! -b.t. 1850 * literacy rate very useful! -b.t.
2010 */ 1851 */
2011 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1852 if (QUERY_FLAG (op, FLAG_CONFUSED))
2012 { 1853 {
2013 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1854 op->failmsg ("In your confused state you flub the wording of the text!");
2014 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1855 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2015 } 1856 }
2016 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1857 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2017 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1858 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2018 { 1859 {
2019 1860 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2020 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2021 do_learn_spell (op, spell, 0); 1861 do_learn_spell (op, spell, 0);
2022 1862
2023 /* xp gain to literacy for spell learning */ 1863 /* xp gain to literacy for spell learning */
2024 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1864 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2025 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1865 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2026 } 1866 }
2027 else 1867 else
2028 { 1868 {
2029 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1869 op->contr->play_sound (sound_find ("fumble_spell"));
2030 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1870 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2031 } 1871 }
2032 decrease_ob (tmp); 1872
1873 tmp->decrease ();
2033} 1874}
2034 1875
2035/** 1876/**
2036 * Handles applying a spell scroll. 1877 * Handles applying a spell scroll.
2037 */ 1878 */
2040{ 1881{
2041 object *skop; 1882 object *skop;
2042 1883
2043 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1884 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2044 { 1885 {
2045 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1886 op->failmsg ("You are unable to read while blind.");
2046 return; 1887 return;
2047 } 1888 }
2048 1889
2049 if (!tmp->inv || tmp->inv->type != SPELL) 1890 if (!tmp->inv || tmp->inv->type != SPELL)
2050 { 1891 {
2051 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1892 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2052 return; 1893 return;
2053 } 1894 }
2054 1895
2055 if (op->type == PLAYER) 1896 if (op->type == PLAYER)
2056 { 1897 {
2062 */ 1903 */
2063 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1904 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2064 1905
2065 if (!skop) 1906 if (!skop)
2066 { 1907 {
2067 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1908 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2068 return; 1909 return;
2069 } 1910 }
2070 1911
2071 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1912 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2072 change_exp (op, exp_gain, skop->skill, 0); 1913 change_exp (op, exp_gain, skop->skill, 0);
2073 } 1914 }
2074 1915
2075 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1916 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2076 identify (tmp); 1917 identify (tmp);
2077 1918
2078 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1919 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2079
2080 1920
2081 cast_spell (op, tmp, dir, tmp->inv, NULL); 1921 cast_spell (op, tmp, dir, tmp->inv, NULL);
2082 decrease_ob (tmp); 1922 tmp->decrease ();
2083} 1923}
2084 1924
2085/** 1925/**
2086 * Applies a treasure object - by default, chest. op 1926 * Applies a treasure object - by default, chest. op
2087 * is the person doing the applying, tmp is the treasure 1927 * is the person doing the applying, tmp is the treasure
2088 * chest. 1928 * chest.
2089 */ 1929 */
2090static void 1930static void
2091apply_treasure (object *op, object *tmp) 1931apply_treasure (object *op, object *tmp)
2092{ 1932{
2093 object *treas;
2094 tag_t tmp_tag = tmp->count, op_tag = op->count;
2095
2096
2097 /* Nice side effect of new treasure creation method is that the treasure 1933 /* Nice side effect of this treasure creation method is that the treasure
2098 * for the chest is done when the chest is created, and put into the chest 1934 * for the chest is done when the chest is created, and put into the chest
2099 * inventory. So that when the chest burns up, the items still exist. Also 1935 * inventory. So that when the chest burns up, the items still exist. Also
2100 * prevents people fromt moving chests to more difficult maps to get better 1936 * prevents people from moving chests to more difficult maps to get better
2101 * treasure 1937 * treasure
2102 */ 1938 */
2103
2104 treas = tmp->inv; 1939 object *treas = tmp->inv;
2105 if (treas == NULL) 1940
1941 if (!treas)
2106 { 1942 {
2107 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1943 op->statusmsg ("The chest was empty.");
2108 decrease_ob (tmp); 1944 tmp->decrease ();
2109 return; 1945 return;
2110 } 1946 }
1947
2111 while (tmp->inv) 1948 while (tmp->inv)
2112 { 1949 {
2113 treas = tmp->inv; 1950 treas = tmp->inv;
2114 1951 treas->remove ();
2115 remove_ob (treas);
2116 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2117 1952
2118 treas->x = op->x; 1953 treas->x = op->x;
2119 treas->y = op->y; 1954 treas->y = op->y;
2120 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1955 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2121 1956
2122 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1957 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2123 spring_trap (treas, op); 1958 spring_trap (treas, op);
1959
2124 /* If either player or container was destroyed, no need to do 1960 /* If either player or container was destroyed, no need to do
2125 * further processing. I think this should be enclused with 1961 * further processing. I think this should be enclused with
2126 * spring trap above, as I don't think there is otherwise 1962 * spring trap above, as I don't think there is otherwise
2127 * any way for the treasure chest or player to get killed 1963 * any way for the treasure chest or player to get killed.
2128 */ 1964 */
2129 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1965 if (op->destroyed () || tmp->destroyed ())
2130 break; 1966 break;
2131 } 1967 }
2132 1968
2133 if (!was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1969 if (!tmp->destroyed () && !tmp->inv)
2134 decrease_ob (tmp); 1970 tmp->decrease (true);
2135
2136} 1971}
2137 1972
2138/** 1973/**
2139 * op eats food. 1974 * op eats food.
2140 * If player, takes care of messages and dragon special food. 1975 * If player, takes care of messages and dragon special food.
2155 { 1990 {
2156 /* usual case - no dragon meal: */ 1991 /* usual case - no dragon meal: */
2157 if (op->stats.food + tmp->stats.food > 999) 1992 if (op->stats.food + tmp->stats.food > 999)
2158 { 1993 {
2159 if (tmp->type == FOOD || tmp->type == FLESH) 1994 if (tmp->type == FOOD || tmp->type == FLESH)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1995 op->failmsg ("You feel full, but what a waste of food!");
2161 else 1996 else
2162 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1997 op->statusmsg ("Most of the drink goes down your face not your throat!");
2163 } 1998 }
1999
2000 tmp->play_sound (
2001 tmp->sound
2002 ? tmp->sound
2003 : tmp->type == DRINK
2004 ? sound_find ("eat_drink")
2005 : sound_find ("eat_food")
2006 );
2164 2007
2165 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2008 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2166 { 2009 {
2167 char buf[MAX_BUF]; 2010 const char *buf;
2168 2011
2169 if (!is_dragon_pl (op)) 2012 if (!is_dragon_pl (op))
2170 { 2013 {
2171 /* eating message for normal players */ 2014 /* eating message for normal players */
2172 if (tmp->type == DRINK) 2015 if (tmp->type == DRINK)
2173 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2016 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2174 else 2017 else
2175 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2018 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2176 } 2019 }
2177 else 2020 else
2178 {
2179 /* eating message for dragon players */ 2021 /* eating message for dragon players */
2180 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2022 buf = format ("The %s tasted terrible!", &tmp->name);
2181 }
2182 2023
2183 new_draw_info (NDI_UNIQUE, 0, op, buf); 2024 op->statusmsg (buf);
2025
2184 capacity_remaining = 999 - op->stats.food; 2026 capacity_remaining = 999 - op->stats.food;
2185 op->stats.food += tmp->stats.food; 2027 op->stats.food += tmp->stats.food;
2186 if (capacity_remaining < tmp->stats.food) 2028 if (capacity_remaining < tmp->stats.food)
2187 op->stats.hp += capacity_remaining / 50; 2029 op->stats.hp += capacity_remaining / 50;
2188 else 2030 else
2189 op->stats.hp += tmp->stats.food / 50; 2031 op->stats.hp += tmp->stats.food / 50;
2032
2190 if (op->stats.hp > op->stats.maxhp) 2033 if (op->stats.hp > op->stats.maxhp)
2191 op->stats.hp = op->stats.maxhp; 2034 op->stats.hp = op->stats.maxhp;
2192 if (op->stats.food > 999) 2035 if (op->stats.food > 999)
2193 op->stats.food = 999; 2036 op->stats.food = 999;
2194 } 2037 }
2196 /* special food hack -b.t. */ 2039 /* special food hack -b.t. */
2197 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2040 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2198 eat_special_food (op, tmp); 2041 eat_special_food (op, tmp);
2199 } 2042 }
2200 } 2043 }
2044
2201 handle_apply_yield (tmp); 2045 handle_apply_yield (tmp);
2202 decrease_ob (tmp); 2046 tmp->decrease ();
2203} 2047}
2204 2048
2205/** 2049/**
2206 * A dragon is eating some flesh. If the flesh contains resistances, 2050 * A dragon is eating some flesh. If the flesh contains resistances,
2207 * there is a chance for the dragon's skin to get improved. 2051 * there is a chance for the dragon's skin to get improved.
2217{ 2061{
2218 object *skin = NULL; /* pointer to dragon skin force */ 2062 object *skin = NULL; /* pointer to dragon skin force */
2219 object *abil = NULL; /* pointer to dragon ability force */ 2063 object *abil = NULL; /* pointer to dragon ability force */
2220 object *tmp = NULL; /* tmp. object */ 2064 object *tmp = NULL; /* tmp. object */
2221 2065
2222 char buf[MAX_BUF]; /* tmp. string buffer */
2223 double chance; /* improvement-chance of one resistance type */ 2066 double chance; /* improvement-chance of one resistance type */
2224 double totalchance = 1; /* total chance of gaining one resistance */ 2067 double totalchance = 1; /* total chance of gaining one resistance */
2225 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2068 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2226 double mbonus = 0; /* monster bonus */ 2069 double mbonus = 0; /* monster bonus */
2227 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2070 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2232 if (meal->type != FLESH || !is_dragon_pl (op)) 2075 if (meal->type != FLESH || !is_dragon_pl (op))
2233 return 0; 2076 return 0;
2234 2077
2235 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2078 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2236 from the player's inventory */ 2079 from the player's inventory */
2237 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2080 for (tmp = op->inv; tmp; tmp = tmp->below)
2238 {
2239 if (tmp->type == FORCE) 2081 if (tmp->type == FORCE)
2240 { 2082 if (tmp->arch->archname == shstr_dragon_skin_force)
2241 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2242 skin = tmp; 2083 skin = tmp;
2243 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2084 else if (tmp->arch->archname == shstr_dragon_ability_force)
2244 abil = tmp; 2085 abil = tmp;
2245 }
2246 }
2247 2086
2248 /* if either skin or ability are missing, this is an old player 2087 /* if either skin or ability are missing, this is an old player
2249 which is not to be considered a dragon -> bail out */ 2088 which is not to be considered a dragon -> bail out */
2250 if (skin == NULL || abil == NULL) 2089 if (skin == NULL || abil == NULL)
2251 return 0; 2090 return 0;
2253 /* now start by filling stomache and health, according to food-value */ 2092 /* now start by filling stomache and health, according to food-value */
2254 if ((999 - op->stats.food) < meal->stats.food) 2093 if ((999 - op->stats.food) < meal->stats.food)
2255 op->stats.hp += (999 - op->stats.food) / 50; 2094 op->stats.hp += (999 - op->stats.food) / 50;
2256 else 2095 else
2257 op->stats.hp += meal->stats.food / 50; 2096 op->stats.hp += meal->stats.food / 50;
2097
2258 if (op->stats.hp > op->stats.maxhp) 2098 if (op->stats.hp > op->stats.maxhp)
2259 op->stats.hp = op->stats.maxhp; 2099 op->stats.hp = op->stats.maxhp;
2260 2100
2261 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2101 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2262 2102
2292 /* doubled chance for resistance of ability-focus */ 2132 /* doubled chance for resistance of ability-focus */
2293 if (i == abil->stats.exp) 2133 if (i == abil->stats.exp)
2294 chance = MIN (100., chance * 2.); 2134 chance = MIN (100., chance * 2.);
2295 2135
2296 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2136 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2297 if (RANDOM () % 10000 < (int) (chance * 100)) 2137 if (rndm (10000) < (unsigned int) (chance * 100))
2298 { 2138 {
2299 atnr_winner[winners] = i; 2139 atnr_winner[winners] = i;
2300 winners++; 2140 winners++;
2301 } 2141 }
2302 2142
2307 } 2147 }
2308 } 2148 }
2309 2149
2310 /* inverse totalchance as until now we have the failure-chance */ 2150 /* inverse totalchance as until now we have the failure-chance */
2311 totalchance = 100 - totalchance * 100; 2151 totalchance = 100 - totalchance * 100;
2152
2312 /* print message according to totalchance */ 2153 /* print message according to totalchance */
2154 const char *buf;
2313 if (totalchance > 50.) 2155 if (totalchance > 50.)
2314 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2156 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2315 else if (totalchance > 10.) 2157 else if (totalchance > 10.)
2316 sprintf (buf, "The %s tasted very good.", &meal->name); 2158 buf = format ("The %s tasted very good.", &meal->name);
2317 else if (totalchance > 1.) 2159 else if (totalchance > 1.)
2318 sprintf (buf, "The %s tasted good.", &meal->name); 2160 buf = format ("The %s tasted good.", &meal->name);
2319 else if (totalchance > 0.1) 2161 else if (totalchance > 0.1)
2320 sprintf (buf, "The %s tasted bland.", &meal->name); 2162 buf = format ("The %s tasted bland.", &meal->name);
2321 else if (totalchance >= 0.01) 2163 else if (totalchance >= 0.01)
2322 sprintf (buf, "The %s had a boring taste.", &meal->name); 2164 buf = format ("The %s had a boring taste.", &meal->name);
2323 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2165 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2324 sprintf (buf, "The %s tasted strange.", &meal->name); 2166 buf = format ("The %s tasted strange.", &meal->name);
2325 else 2167 else
2326 sprintf (buf, "The %s had no taste.", &meal->name); 2168 buf = format ("The %s had no taste.", &meal->name);
2327 new_draw_info (NDI_UNIQUE, 0, op, buf); 2169
2170 op->statusmsg (buf);
2328 2171
2329 /* now choose a winner if we have any */ 2172 /* now choose a winner if we have any */
2330 i = -1; 2173 i = -1;
2331 if (winners > 0) 2174 if (winners > 0)
2332 i = atnr_winner[RANDOM () % winners]; 2175 i = atnr_winner[RANDOM () % winners];
2333 2176
2334 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2177 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2335 { 2178 {
2336 /* resistance increased! */ 2179 /* resistance increased! */
2337 skin->resist[i]++; 2180 skin->resist[i]++;
2338 fix_player (op); 2181 op->update_stats ();
2339 2182
2340 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2183 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2341 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2342 } 2184 }
2343 2185
2344 /* if this flesh contains a new ability focus, we mark it 2186 /* if this flesh contains a new ability focus, we mark it
2345 into the ability_force and it will take effect on next level */ 2187 into the ability_force and it will take effect on next level */
2346 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2188 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2347 { 2189 {
2348 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2190 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2349 2191
2350 if (meal->last_eat != abil->stats.exp) 2192 if (meal->last_eat != abil->stats.exp)
2193 op->statusmsg (format (
2194 "Your metabolism prepares to focus on %s!\n"
2195 "The change will happen at level %d.",
2196 change_resist_msg[meal->last_eat],
2197 abil->level + 1
2351 { 2198 ));
2352 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2354 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2356 }
2357 else 2199 else
2358 { 2200 {
2359 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2201 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2360 new_draw_info (NDI_UNIQUE, 0, op, buf);
2361 abil->last_eat = 0; 2202 abil->last_eat = 0;
2362 } 2203 }
2363 } 2204 }
2205
2364 return 1; 2206 return 1;
2365}
2366
2367static void
2368apply_savebed (object *pl)
2369{
2370#ifndef COZY_SERVER
2371 if (!pl->contr->name_changed || !pl->stats.exp)
2372 {
2373 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2374 return;
2375 }
2376#endif
2377 INVOKE_PLAYER (LOGOUT, pl->contr);
2378 /* Need to call terminate_all_pets() before we remove the player ob */
2379 terminate_all_pets (pl);
2380 remove_ob (pl);
2381 pl->direction = 0;
2382 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2383
2384 /* update respawn position */
2385 strcpy (pl->contr->savebed_map, pl->map->path);
2386 pl->contr->bed_x = pl->x;
2387 pl->contr->bed_y = pl->y;
2388
2389 strcpy (pl->contr->killer, "left");
2390 check_score (pl); /* Always check score */
2391 (void) save_player (pl, 0);
2392 pl->map->players--;
2393#if MAP_MAXTIMEOUT
2394 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2395#endif
2396 play_again (pl);
2397 pl->speed = 0;
2398 update_ob_speed (pl);
2399} 2207}
2400 2208
2401/** 2209/**
2402 * Handles applying an improve armor scroll. 2210 * Handles applying an improve armor scroll.
2403 * Does some sanity checks, then calls improve_armour. 2211 * Does some sanity checks, then calls improve_armour.
2405static void 2213static void
2406apply_armour_improver (object *op, object *tmp) 2214apply_armour_improver (object *op, object *tmp)
2407{ 2215{
2408 object *armor; 2216 object *armor;
2409 2217
2410 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2218 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2411 { 2219 {
2412 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2220 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2413 return; 2221 return;
2414 } 2222 }
2223
2415 armor = find_marked_object (op); 2224 armor = find_marked_object (op);
2225
2416 if (!armor) 2226 if (!armor)
2417 { 2227 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2228 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2419 return; 2229 return;
2420 } 2230 }
2231
2421 if (armor->type != ARMOUR 2232 if (armor->type != ARMOUR
2422 && armor->type != CLOAK 2233 && armor->type != CLOAK
2423 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2234 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2424 { 2235 {
2425 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2236 op->failmsg ("Your marked item is not armour!\n");
2426 return; 2237 return;
2427 } 2238 }
2428 2239
2429 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2240 op->statusmsg ("Applying armour enchantment.");
2430 improve_armour (op, tmp, armor); 2241 improve_armour (op, tmp, armor);
2431} 2242}
2432 2243
2433 2244void
2434extern void
2435apply_poison (object *op, object *tmp) 2245apply_poison (object *op, object *tmp)
2436{ 2246{
2247 // need to do it now when it is still on the map
2248 handle_apply_yield (tmp);
2249
2250 object *poison = tmp->split (1);
2251
2437 if (op->type == PLAYER) 2252 if (op->type == PLAYER)
2438 { 2253 {
2439 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2254 op->contr->play_sound (sound_find ("drink_poison"));
2440 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2255 op->failmsg ("Yech! That tasted poisonous!");
2441 strcpy (op->contr->killer, "poisonous booze"); 2256 op->contr->killer = poison;
2442 } 2257 }
2258
2443 if (tmp->stats.hp > 0) 2259 if (poison->stats.hp > 0)
2444 { 2260 {
2445 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2261 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2446 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2262 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2447 } 2263 }
2264
2448 op->stats.food -= op->stats.food / 4; 2265 op->stats.food -= op->stats.food / 4;
2449 handle_apply_yield (tmp); 2266 poison->destroy ();
2450 decrease_ob (tmp);
2451} 2267}
2452 2268
2453/** 2269/**
2454 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2270 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2455 * A valid 2 way exit means: 2271 * A valid 2 way exit means:
2456 * -You can come back (there is another exit at the other side) 2272 * -You can come back (there is another exit at the other side)
2457 * -You are 2273 * -You are
2458 * ° the owner of the exit 2274 * ° the owner of the exit
2459 * ° or in the same party as the owner 2275 * ° or in the same party as the owner
2460 * 2276 *
2461 * Note: a owner in a 2 way exit is saved as the owner's name 2277 * Note: a owner in a 2 way exit is saved as the owner's name
2462 * in the field exit->name cause the field exit->owner doesn't 2278 * in the field exit->name cause the field exit->owner doesn't
2463 * survive in the swapping (in fact the whole exit doesn't survive). 2279 * survive in the swapping (in fact the whole exit doesn't survive).
2464 */ 2280 */
2465int 2281int
2466is_legal_2ways_exit (object *op, object *exit) 2282is_legal_2ways_exit (object *op, object *exit)
2467{ 2283{
2468 object *tmp;
2469 object *exit_owner;
2470 player *pp;
2471 mapstruct *exitmap;
2472
2473 if (exit->stats.exp != 1) 2284 if (exit->stats.exp != 1)
2474 return 1; /*This is not a 2 way, so it is legal */ 2285 return 1; /*This is not a 2 way, so it is legal */
2286
2287#if 0 //TODO
2475 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2288 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2476 return 0; /* This is a reset town portal */ 2289 return 0; /* This is a reset town portal */
2477 /* To know if an exit has a correspondant, we look at 2290#endif
2478 * all the exits in destination and try to find one with same path as 2291
2479 * the current exit's position */ 2292 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2480 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2293
2481 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2294 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2482 else 2295
2483 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2484 if (exitmap) 2296 if (exitmap)
2485 { 2297 {
2298 exitmap->load_sync ();
2299
2486 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2300 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2301
2487 if (!tmp) 2302 if (!tmp)
2488 return 0; 2303 return 0;
2489 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2304
2305 for (; tmp; tmp = tmp->above)
2490 { 2306 {
2491 if (tmp->type != EXIT) 2307 if (tmp->type != EXIT)
2492 continue; /*Not an exit */ 2308 continue; /*Not an exit */
2309
2493 if (!EXIT_PATH (tmp)) 2310 if (!EXIT_PATH (tmp))
2494 continue; /*Not a valid exit */ 2311 continue; /*Not a valid exit */
2312
2495 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2313 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2496 continue; /*Not in the same place */ 2314 continue; /*Not in the same place */
2315
2497 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2316 if (exit->map->path != EXIT_PATH (tmp))
2498 continue; /*Not in the same map */ 2317 continue; /*Not in the same map */
2499 2318
2500 /* From here we have found the exit is valid. However we do 2319 /* From here we have found the exit is valid. However we do
2501 * here the check of the exit owner. It is important for the 2320 * here the check of the exit owner. It is important for the
2502 * town portals to prevent strangers from visiting your appartments 2321 * town portals to prevent strangers from visiting your appartments
2503 */ 2322 */
2504 if (!exit->race) 2323 if (!exit->race)
2505 return 1; /*No owner, free for all! */ 2324 return 1; /*No owner, free for all! */
2325
2506 exit_owner = NULL; 2326 object *exit_owner = 0;
2507 for (pp = first_player; pp; pp = pp->next) 2327
2328 for_all_players (pp)
2508 { 2329 {
2509 if (!pp->ob) 2330 if (!pp->ob)
2510 continue; 2331 continue;
2332
2511 if (pp->ob->name != exit->race) 2333 if (pp->ob->name != exit->race)
2512 continue; 2334 continue;
2335
2513 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2336 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2514 break; 2337 break;
2515 } 2338 }
2339
2516 if (!exit_owner) 2340 if (!exit_owner)
2517 return 0; /* No more owner */ 2341 return 0; /* No more owner */
2342
2518 if (exit_owner->contr == op->contr) 2343 if (exit_owner->contr == op->contr)
2519 return 1; /*It is your exit */ 2344 return 1; /*It is your exit */
2345
2520 if (exit_owner && /*There is a owner */ 2346 if (exit_owner && /*There is a owner */
2521 (op->contr) && /*A player tries to pass */ 2347 (op->contr) && /*A player tries to pass */
2522 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2348 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2523 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2349 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2524 return 0; 2350 return 0;
2351
2525 return 1; 2352 return 1;
2526 } 2353 }
2527 } 2354 }
2355
2528 return 0; 2356 return 0;
2529} 2357}
2530
2531 2358
2532/** 2359/**
2533 * Main apply handler. 2360 * Main apply handler.
2534 * 2361 *
2535 * Checks for unpaid items before applying. 2362 * Checks for unpaid items before applying.
2543 * being applied. 2370 * being applied.
2544 * 2371 *
2545 * aflag is special (always apply/unapply) flags. Nothing is done with 2372 * aflag is special (always apply/unapply) flags. Nothing is done with
2546 * them in this function - they are passed to apply_special 2373 * them in this function - they are passed to apply_special
2547 */ 2374 */
2548
2549int 2375int
2550manual_apply (object *op, object *tmp, int aflag) 2376manual_apply (object *op, object *tmp, int aflag)
2551{ 2377{
2552 if (tmp->head)
2553 tmp = tmp->head; 2378 tmp = tmp->head_ ();
2554 2379
2555 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2556 { 2381 {
2557 if (op->type == PLAYER) 2382 if (op->type == PLAYER)
2558 { 2383 {
2559 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.>");
2560 return 1; 2385 return 1;
2561 } 2386 }
2562 else 2387 else
2563 {
2564 return 0; /* monsters just skip unpaid items */ 2388 return 0; /* monsters just skip unpaid items */
2565 }
2566 } 2389 }
2567 2390
2568 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2569 return RESULT_INT (0); 2392 return RESULT_INT (0);
2570 2393
2571 switch (tmp->type) 2394 switch (tmp->type)
2572 { 2395 {
2573
2574 case CF_HANDLE: 2396 case CF_HANDLE:
2575 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2397 op->play_sound (sound_find ("turn_handle"));
2576 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2398 op->statusmsg ("You turn the handle.");
2577 tmp->value = tmp->value ? 0 : 1; 2399 tmp->value = tmp->value ? 0 : 1;
2578 SET_ANIMATION (tmp, tmp->value); 2400 SET_ANIMATION (tmp, tmp->value);
2579 update_object (tmp, UP_OBJ_FACE); 2401 update_object (tmp, UP_OBJ_FACE);
2580 push_button (tmp); 2402 push_button (tmp);
2581 return 1; 2403 return 1;
2582 2404
2583 case TRIGGER: 2405 case TRIGGER:
2584 if (check_trigger (tmp, op)) 2406 if (check_trigger (tmp, op))
2585 { 2407 {
2586 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2408 op->statusmsg ("You turn the handle.");
2587 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2409 op->play_sound (sound_find ("turn_handle"));
2588 } 2410 }
2589 else 2411 else
2590 { 2412 op->failmsg ("The handle doesn't move.");
2591 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2413
2592 }
2593 return 1; 2414 return 1;
2594 2415
2595 case EXIT: 2416 case EXIT:
2596 if (op->type != PLAYER) 2417 if (op->type != PLAYER)
2597 return 0;
2598 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2599 {
2600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2601 }
2602 else
2603 {
2604 /* Don't display messages for random maps. */
2605 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2606 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2607 enter_exit (op, tmp);
2608 }
2609 return 1;
2610
2611 case SIGN:
2612 apply_sign (op, tmp, 0);
2613 return 1;
2614
2615 case BOOK:
2616 if (op->type == PLAYER)
2617 {
2618 apply_book (op, tmp);
2619 return 1;
2620 }
2621 else
2622 {
2623 return 0;
2624 }
2625
2626 case SKILLSCROLL:
2627 if (op->type == PLAYER)
2628 {
2629 apply_skillscroll (op, tmp);
2630 return 1;
2631 }
2632 return 0; 2418 return 0;
2633 2419
2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2421 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2422 else
2423 {
2424 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2426 op->statusmsg (tmp->msg, NDI_NAVY);
2427
2428 op->enter_exit (tmp);
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
2436 return 1;
2437
2438 case SIGN:
2439 apply_sign (op, tmp, 0);
2440 return 1;
2441
2634 case SPELLBOOK: 2442 case BOOK:
2635 if (op->type == PLAYER) 2443 if (op->type == PLAYER)
2636 { 2444 {
2637 apply_spellbook (op, tmp); 2445 apply_book (op, tmp);
2638 return 1; 2446 return 1;
2639 } 2447 }
2448 else
2640 return 0; 2449 return 0;
2641 2450
2642 case SCROLL: 2451 case SKILLSCROLL:
2643 apply_scroll (op, tmp, 0);
2644 return 1;
2645
2646 case POTION:
2647 (void) apply_potion (op, tmp);
2648 return 1;
2649
2650 /* Eneq(@csd.uu.se): Handle apply on containers. */
2651 case CLOSE_CON:
2652 if (op->type == PLAYER) 2452 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp->env);
2654 else
2655 (void) apply_container (op, tmp->env);
2656 return 1;
2657
2658 case CONTAINER:
2659 if (op->type == PLAYER)
2660 (void) esrv_apply_container (op, tmp);
2661 else
2662 (void) apply_container (op, tmp);
2663 return 1;
2664
2665 case TREASURE:
2666 if (op->type == PLAYER)
2667 { 2453 {
2668 apply_treasure (op, tmp); 2454 apply_skillscroll (op, tmp);
2669 return 1; 2455 return 1;
2670 } 2456 }
2671 else 2457 else
2672 {
2673 return 0;
2674 }
2675
2676 case WEAPON:
2677 case ARMOUR:
2678 case BOOTS:
2679 case GLOVES:
2680 case AMULET:
2681 case GIRDLE:
2682 case BRACERS:
2683 case SHIELD:
2684 case HELMET:
2685 case RING:
2686 case CLOAK:
2687 case WAND:
2688 case ROD:
2689 case HORN:
2690 case SKILL:
2691 case BOW:
2692 case LAMP:
2693 case BUILDER:
2694 case SKILL_TOOL:
2695 if (tmp->env != op)
2696 return 2; /* not in inventory */
2697 (void) apply_special (op, tmp, aflag);
2698 return 1;
2699
2700 case DRINK:
2701 case FOOD:
2702 case FLESH:
2703 apply_food (op, tmp);
2704 return 1;
2705
2706 case POISON:
2707 apply_poison (op, tmp);
2708 return 1;
2709
2710 case SAVEBED:
2711 if (op->type == PLAYER)
2712 {
2713 apply_savebed (op);
2714 return 1;
2715 }
2716 else
2717 {
2718 return 0;
2719 }
2720
2721 case ARMOUR_IMPROVER:
2722 if (op->type == PLAYER)
2723 {
2724 apply_armour_improver (op, tmp);
2725 return 1;
2726 }
2727 else
2728 {
2729 return 0;
2730 }
2731
2732 case WEAPON_IMPROVER:
2733 (void) check_improve_weapon (op, tmp);
2734 return 1;
2735
2736 case CLOCK:
2737 if (op->type == PLAYER)
2738 {
2739 char buf[MAX_BUF];
2740 timeofday_t tod;
2741
2742 get_tod (&tod);
2743 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2744 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2745 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2746 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2747 new_draw_info (NDI_UNIQUE, 0, op, buf);
2748 return 1;
2749 }
2750 else
2751 {
2752 return 0;
2753 }
2754
2755 case MENU:
2756 if (op->type == PLAYER)
2757 {
2758 shop_listing (op);
2759 return 1;
2760 }
2761 else
2762 {
2763 return 0;
2764 }
2765
2766 case POWER_CRYSTAL:
2767 apply_power_crystal (op, tmp); /* see egoitem.c */
2768 return 1;
2769
2770 case LIGHTER: /* for lighting torches/lanterns/etc */
2771 if (op->type == PLAYER)
2772 {
2773 apply_lighter (op, tmp);
2774 return 1;
2775 }
2776 else
2777 {
2778 return 0;
2779 }
2780
2781 case ITEM_TRANSFORMER:
2782 apply_item_transformer (op, tmp);
2783 return 1;
2784
2785 default:
2786 return 0; 2458 return 0;
2787 }
2788}
2789 2459
2460 case SPELLBOOK:
2461 if (op->type == PLAYER)
2462 {
2463 apply_spellbook (op, tmp);
2464 return 1;
2465 }
2466 else
2467 return 0;
2468
2469 case SCROLL:
2470 apply_scroll (op, tmp, 0);
2471 return 1;
2472
2473 case POTION:
2474 apply_potion (op, tmp);
2475 return 1;
2476
2477 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed?
2479 case CLOSE_CON:
2480 apply_container (op, tmp->env);
2481 return 1;
2482
2483 case CONTAINER:
2484 apply_container (op, tmp);
2485 return 1;
2486
2487 case TREASURE:
2488 if (op->type == PLAYER)
2489 {
2490 apply_treasure (op, tmp);
2491 return 1;
2492 }
2493 else
2494 return 0;
2495
2496 case WEAPON:
2497 case ARMOUR:
2498 case BOOTS:
2499 case GLOVES:
2500 case AMULET:
2501 case GIRDLE:
2502 case BRACERS:
2503 case SHIELD:
2504 case HELMET:
2505 case RING:
2506 case CLOAK:
2507 case WAND:
2508 case ROD:
2509 case HORN:
2510 case SKILL:
2511 case BOW:
2512 case LAMP:
2513 case BUILDER:
2514 case SKILL_TOOL:
2515 if (tmp->env != op)
2516 return 2; /* not in inventory */
2517
2518 apply_special (op, tmp, aflag);
2519 return 1;
2520
2521 case DRINK:
2522 case FOOD:
2523 case FLESH:
2524 apply_food (op, tmp);
2525 return 1;
2526
2527 case POISON:
2528 apply_poison (op, tmp);
2529 return 1;
2530
2531 case SAVEBED:
2532 return 1;
2533
2534 case ARMOUR_IMPROVER:
2535 if (op->type == PLAYER)
2536 {
2537 apply_armour_improver (op, tmp);
2538 return 1;
2539 }
2540 else
2541 return 0;
2542
2543 case WEAPON_IMPROVER:
2544 check_improve_weapon (op, tmp);
2545 return 1;
2546
2547 case CLOCK:
2548 if (op->type == PLAYER)
2549 {
2550 char buf[MAX_BUF];
2551 timeofday_t tod;
2552
2553 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format (
2556 "It is %d minute%s past %d o'clock %s",
2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 ));
2560 return 1;
2561 }
2562 else
2563 return 0;
2564
2565 case MENU:
2566 if (op->type == PLAYER)
2567 {
2568 shop_listing (tmp, op);
2569 return 1;
2570 }
2571 else
2572 return 0;
2573
2574 case POWER_CRYSTAL:
2575 apply_power_crystal (op, tmp); /* see egoitem.c */
2576 return 1;
2577
2578 case LIGHTER: /* for lighting torches/lanterns/etc */
2579 if (op->type == PLAYER)
2580 {
2581 apply_lighter (op, tmp);
2582 return 1;
2583 }
2584 else
2585 return 0;
2586
2587 case ITEM_TRANSFORMER:
2588 apply_item_transformer (op, tmp);
2589 return 1;
2590
2591 default:
2592 return 0;
2593 }
2594}
2790 2595
2791/* quiet suppresses the "don't know how to apply" and "you must get it first" 2596/* quiet suppresses the "don't know how to apply" and "you must get it first"
2792 * messages as needed by player_apply_below(). But there can still be 2597 * messages as needed by player_apply_below(). But there can still be
2793 * "but you are floating high above the ground" messages. 2598 * "but you are floating high above the ground" messages.
2794 * 2599 *
2795 * Same return value as apply() function. 2600 * Same return value as apply() function.
2796 */ 2601 */
2797int 2602int
2798player_apply (object *pl, object *op, int aflag, int quiet) 2603player_apply (object *pl, object *op, int aflag, int quiet)
2799{ 2604{
2800 int tmp;
2801
2802 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2605 if (!op->env && (pl->move_type & MOVE_FLYING))
2803 { 2606 {
2804 /* player is flying and applying object not in inventory */ 2607 /* player is flying and applying object not in inventory */
2805 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2608 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2806 { 2609 {
2807 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2610 pl->failmsg ("But you are floating high above the ground! "
2611 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2612 "or waiting till the levitation effect wears off.>");
2808 return 0; 2613 return 0;
2809 } 2614 }
2810 } 2615 }
2811 2616
2812 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2813 * applied.
2814 */
2815 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2816 {
2817 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2818 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2819 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2820 remove_ob (op);
2821 free_object (op);
2822 return 1;
2823 }
2824
2825 pl->contr->last_used = op; 2617 pl->contr->last_used = op;
2826 pl->contr->last_used_id = op->count;
2827 2618
2828 tmp = manual_apply (pl, op, aflag); 2619 int tmp = manual_apply (pl, op, aflag);
2620
2829 if (!quiet) 2621 if (!quiet)
2830 { 2622 {
2831 if (tmp == 0) 2623 if (tmp == 0)
2832 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)));
2833 else if (tmp == 2) 2625 else if (tmp == 2)
2834 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2626 pl->failmsg ("You must get it first!\n");
2835 } 2627 }
2628
2836 return tmp; 2629 return tmp;
2837} 2630}
2838 2631
2839/** 2632/**
2840 * player_apply_below attempts to apply the object 'below' the player. 2633 * player_apply_below attempts to apply the object 'below' the player.
2841 * 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
2842 * we use the ground. 2635 * we use the ground.
2843 */ 2636 */
2844
2845void 2637void
2846player_apply_below (object *pl) 2638player_apply_below (object *pl)
2847{ 2639{
2848 object *tmp, *next;
2849 int floors; 2640 int floors = 0;
2850 2641
2851 /* 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
2852 * item in the container. Otherwise, use the map. 2643 * item in the container. Otherwise, use the map.
2853 */
2854 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2855
2856 /* 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
2857 * 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
2858 * 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
2859 * 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
2860 * not return a proper value. 2648 * not return a proper value.
2861 */ 2649 */
2862 for (floors = 0; tmp != NULL; tmp = next) 2650 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2863 { 2651 {
2864 next = tmp->below; 2652 next = tmp->below;
2653
2865 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2654 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2866 floors++; 2655 floors++;
2867 else if (floors > 0) 2656 else if (floors > 0)
2868 return; /* process only floor objects after first floor object */ 2657 return; /* process only floor objects after first floor object */
2869 2658
2889 * 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.
2890 */ 2679 */
2891static int 2680static int
2892unapply_special (object *who, object *op, int aflags) 2681unapply_special (object *who, object *op, int aflags)
2893{ 2682{
2894 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)))
2895 return RESULT_INT (0); 2685 return RESULT_INT (0);
2896 2686
2897 object *tmp2;
2898
2899 CLEAR_FLAG (op, FLAG_APPLIED); 2687 CLEAR_FLAG (op, FLAG_APPLIED);
2688
2900 switch (op->type) 2689 switch (op->type)
2901 { 2690 {
2902 case WEAPON:
2903 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2904
2905 (void) change_abil (who, op);
2906 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2907 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2908 clear_skill (who);
2909 break;
2910
2911 case SKILL: /* allows objects to impart skills */
2912 case SKILL_TOOL: 2691 case SKILL_TOOL:
2913 if (op != who->chosen_skill) 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
2705 case WEAPON:
2706 if (player *pl = who->contr)
2707 if (op == pl->combat_ob)
2914 { 2708 {
2915 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2709 pl->combat_ob = 0;
2710 who->change_weapon (pl->ranged_ob);
2916 } 2711 }
2917 if (who->type == PLAYER) 2712
2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714
2715 change_abil (who, op);
2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2717 break;
2718
2719 case SKILL:
2720 if (who->contr)
2918 { 2721 {
2919 if (who->contr->shoottype == range_skill) 2722 if (IS_COMBAT_SKILL (op->subtype))
2920 who->contr->shoottype = range_none; 2723 who->change_weapon (who->contr->combat_ob = 0);
2724 else if (IS_RANGED_SKILL (op->subtype))
2725 who->change_weapon (who->contr->ranged_ob = 0);
2726
2921 if (!op->invisible) 2727 if (op->invisible)
2922 { 2728 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2923 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2924 }
2925 else 2729 else
2926 { 2730 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2927 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2928 }
2929 } 2731 }
2732
2930 (void) change_abil (who, op); 2733 change_abil (who, op);
2931 who->chosen_skill = NULL;
2932 CLEAR_FLAG (who, FLAG_READY_SKILL); 2734 CLEAR_FLAG (who, FLAG_READY_SKILL);
2933 break; 2735 break;
2934 2736
2935 case ARMOUR: 2737 case ARMOUR:
2936 case HELMET: 2738 case HELMET:
2937 case SHIELD: 2739 case SHIELD:
2938 case RING: 2740 case RING:
2939 case BOOTS: 2741 case BOOTS:
2940 case GLOVES: 2742 case GLOVES:
2941 case AMULET: 2743 case AMULET:
2942 case GIRDLE: 2744 case GIRDLE:
2943 case BRACERS: 2745 case BRACERS:
2944 case CLOAK: 2746 case CLOAK:
2945 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2747 who->statusmsg (format ("You unwear %s.", query_name (op)));
2946 (void) change_abil (who, op); 2748 change_abil (who, op);
2947 break; 2749 break;
2750
2948 case LAMP: 2751 case LAMP:
2949 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2752 {
2753 who->statusmsg (format ("You turn off your %s.", &op->name));
2754
2950 tmp2 = arch_to_object (op->other_arch); 2755 object *tmp2 = arch_to_object (op->other_arch);
2951 tmp2->x = op->x; 2756 tmp2->x = op->x;
2952 tmp2->y = op->y; 2757 tmp2->y = op->y;
2953 tmp2->map = op->map; 2758 tmp2->map = op->map;
2954 tmp2->below = op->below; 2759 tmp2->below = op->below;
2955 tmp2->above = op->above; 2760 tmp2->above = op->above;
2956 tmp2->stats.food = op->stats.food; 2761 tmp2->stats.food = op->stats.food;
2957 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2762 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2763
2958 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2764 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2959 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2765 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2960 if (who->type == PLAYER) 2766
2961 esrv_del_item (who->contr, (tag_t) op->count); 2767 op->destroy ();
2962 remove_ob (op); 2768 who->insert (tmp2);
2963 free_object (op); 2769 who->update_stats ();
2964 insert_ob_in_ob (tmp2, who); 2770
2965 fix_player (who); 2771 if (who->contr)
2966 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2967 { 2772 {
2968 if (who->type == PLAYER) 2773 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2969 { 2774 {
2970 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2775 who->failmsg ("Oops, it feels deadly cold!");
2971 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2972 } 2777 }
2973 } 2778 }
2974 if (who->type == PLAYER) 2779 }
2975 esrv_send_item (who, tmp2); 2780
2976 return 1; /* otherwise, an attempt to drop causes problems */ 2781 return 1; /* otherwise, an attempt to drop causes problems */
2977 break; 2782
2978 case BOW: 2783 case BOW:
2979 case WAND: 2784 case WAND:
2980 case ROD: 2785 case ROD:
2981 case HORN: 2786 case HORN:
2982 clear_skill (who); 2787 if (player *pl = who->contr)
2983 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2788 {
2984 if (who->type == PLAYER) 2789 if (op == pl->ranged_ob)
2985 { 2790 {
2986 who->contr->shoottype = range_none; 2791 pl->ranged_ob = 0;
2792 who->change_weapon (pl->combat_ob);
2987 } 2793 }
2794
2795 who->statusmsg (format ("You unready %s.", query_name (op)));
2796 }
2988 else 2797 else
2989 { 2798 {
2799 who->change_skill (0);
2800
2990 if (op->type == BOW) 2801 if (op->type == BOW)
2991 CLEAR_FLAG (who, FLAG_READY_BOW); 2802 CLEAR_FLAG (who, FLAG_READY_BOW);
2992 else 2803 else
2993 CLEAR_FLAG (who, FLAG_READY_RANGE); 2804 CLEAR_FLAG (who, FLAG_READY_RANGE);
2994 } 2805 }
2806
2995 break; 2807 break;
2996 2808
2997 case BUILDER: 2809 case BUILDER:
2998 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2810 if (who->contr)
2999 who->contr->shoottype = range_none; 2811 who->statusmsg (format ("You unready %s.", query_name (op)));
3000 who->contr->ranges[range_builder] = NULL;
3001 break; 2812 break;
3002 2813
3003 default: 2814 default:
3004 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2815 who->statusmsg (format ("You unapply %s.", query_name (op)));
3005 break; 2816 break;
3006 }
3007
3008 fix_player (who);
3009
3010 if (!(aflags & AP_NO_MERGE))
3011 { 2817 }
3012 object *tmp;
3013 2818
3014 tag_t del_tag = op->count; 2819 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3015 2820 if (object *pl = op->visible_to ())
3016 tmp = merge_ob (op, NULL);
3017 if (who->type == PLAYER)
3018 {
3019 if (tmp)
3020 { /* it was merged */
3021 esrv_del_item (who->contr, del_tag);
3022 op = tmp;
3023 }
3024 esrv_send_item (who, op); 2821 esrv_send_item (pl, op);
3025 } 2822
3026 } 2823 who->update_stats ();
2824
3027 return 0; 2825 return 0;
3028} 2826}
3029 2827
3030/** 2828/**
3031 * Returns the object that is using location 'loc'. 2829 * Returns the object that is using location 'loc'.
3032 * Note that 'start' is the first object to start examing - we 2830 * Note that 'start' is the first object to start examing - we
3033 * then go through the below of this. In this way, you can do 2831 * then go through the below of this. In this way, you can do
3034 * something like: 2832 * something like:
3035 * tmp = get_item_from_body_location(who->inv, 1); 2833 * tmp = get_next_item_from_body_location(who->inv, 1);
3036 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2834 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3037 * to find the second object that may use this location, etc. 2835 * to find the second object that may use this location, etc.
3038 * Returns NULL if no match is found. 2836 * Returns NULL if no match is found.
3039 * loc is the index into the array we are looking for a match. 2837 * loc is the index into the array we are looking for a match.
3040 * don't return invisible objects unless they are skill objects 2838 * don't return invisible objects unless they are skill objects
3041 * invisible other objects that use 2839 * invisible other objects that use
3042 * up body locations can be used as restrictions. 2840 * up body locations can be used as restrictions.
3043 */ 2841 */
3044object * 2842static object *
3045get_item_from_body_location (object *start, int loc) 2843get_next_item_from_body_location (int loc, object *start)
3046{ 2844{
3047 object *tmp;
3048
3049 if (!start)
3050 return NULL;
3051
3052 for (tmp = start; tmp; tmp = tmp->below) 2845 for (object *tmp = start; tmp; tmp = tmp->below)
3053 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2846 if (tmp->flag [FLAG_APPLIED]
2847 && tmp->slot[loc].info
2848 && (!tmp->invisible || tmp->type == SKILL))
3054 return tmp; 2849 return tmp;
3055 2850
3056 return NULL; 2851 return 0;
3057} 2852}
3058
3059
3060 2853
3061/** 2854/**
3062 * 'op' wants to apply an object, but can't because of other equipment. 2855 * 'op' wants to apply an object, but can't because of other equipment.
3063 * This should only be called when it is known 2856 * This should only be called when it is known
3064 * that there are objects to unapply. This makes pretty heavy 2857 * that there are objects to unapply. This makes pretty heavy
3067 * Returns 0 on success, returns 1 if there is some problem. 2860 * Returns 0 on success, returns 1 if there is some problem.
3068 * if aflags is AP_PRINT, we instead print out waht to unapply 2861 * if aflags is AP_PRINT, we instead print out waht to unapply
3069 * instead of doing it. This is a lot less code than having 2862 * instead of doing it. This is a lot less code than having
3070 * another function that does just that. 2863 * another function that does just that.
3071 */ 2864 */
2865
2866#define CANNOT_REMOVE_CURSED \
2867 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2868 "Praying over an altar, scrolls of remove curse/damnation, " \
2869 "priests or even other players might help.>"
2870
3072int 2871int
3073unapply_for_ob (object *who, object *op, int aflags) 2872unapply_for_ob (object *who, object *op, int aflags)
3074{ 2873{
3075 int i; 2874 if (op->is_range ())
3076 object *tmp = NULL, *last;
3077
3078 /* If we are applying a shield or weapon, unapply any equipped shield
3079 * or weapons first - only allowed to use one weapon/shield at a time.
3080 */
3081 if (op->type == WEAPON || op->type == SHIELD)
3082 {
3083 for (tmp = who->inv; tmp; tmp = tmp->below) 2875 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3084 {
3085 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2876 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3086 {
3087 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2877 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3088 { 2878 {
3089 if (aflags & AP_PRINT) 2879 if (aflags & AP_PRINT)
3090 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2880 who->failmsg (query_name (tmp));
3091 else 2881 else
3092 unapply_special (who, tmp, aflags); 2882 unapply_special (who, tmp, aflags);
3093 } 2883 }
3094 else 2884 else
3095 { 2885 {
3096 /* In this case, we want to try and remove a cursed item. 2886 /* In this case, we want to try and remove a cursed item.
3097 * While we know it won't work, we want unapply_special to 2887 * While we know it won't work, we want unapply_special to
3098 * at least generate the message. 2888 * at least generate the message.
3099 */ 2889 */
3100 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2890 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3101 return 1; 2891 return 1;
3102 }
3103
3104 } 2892 }
3105 }
3106 }
3107 2893
3108 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2894 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3109 { 2895 {
3110 /* this used up a slot that we need to free */ 2896 /* this used up a slot that we need to free */
3111 if (op->body_info[i]) 2897 if (op->slot[i].info)
3112 { 2898 {
3113 last = who->inv; 2899 object *last = who->inv;
3114 2900
3115 /* We do a while loop - may need to remove several items in order 2901 /* We do a while loop - may need to remove several items in order
3116 * to free up enough slots. 2902 * to free up enough slots.
3117 */ 2903 */
3118 while ((who->body_used[i] + op->body_info[i]) < 0) 2904 while ((who->slot[i].used + op->slot[i].info) < 0)
3119 { 2905 {
3120 tmp = get_item_from_body_location (last, i); 2906 object *tmp = get_next_item_from_body_location (i, last);
2907
3121 if (!tmp) 2908 if (!tmp)
3122 { 2909 {
3123#if 0 2910#if 0
3124 /* Not a bug - we'll get this if the player has cursed items 2911 /* Not a bug - we'll get this if the player has cursed items
3125 * equipped. 2912 * equipped.
3126 */ 2913 */
3127 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2914 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3128#endif 2915#endif
3129 return 1; 2916 return 1;
3130 } 2917 }
2918
3131 /* If we are just printing, we don't care about cursed status */ 2919 /* If we are just printing, we don't care about cursed status */
3132 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2920 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3133 { 2921 {
3134 if (aflags & AP_PRINT) 2922 if (aflags & AP_PRINT)
3135 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2923 who->failmsg (query_name (tmp));
3136 else 2924 else
3137 unapply_special (who, tmp, aflags); 2925 unapply_special (who, tmp, aflags);
3138 } 2926 }
3139 else 2927 else
3140 { 2928 {
3141 /* Cursed item that we can't unequip - tell the player. 2929 /* Cursed item that we can't unequip - tell the player.
3142 * Note this could be annoying if this is just one of a few, 2930 * Note this could be annoying if this is just one of a few,
3143 * so it may not be critical (eg, putting on a ring and you have 2931 * so it may not be critical (eg, putting on a ring and you have
3144 * one cursed ring.) 2932 * one cursed ring.)
3145 */ 2933 */
3146 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2934 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3147 } 2935 }
2936
3148 last = tmp->below; 2937 last = tmp->below;
3149 } 2938 }
3150 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2939 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3151 * return in the !tmp would have kicked in. 2940 * return in the !tmp would have kicked in.
3152 */ 2941 */
3153 } /* if op is using this body location */ 2942 } /* if op is using this body location */
3154 } /* for body lcoations */ 2943 } /* for body lcoations */
2944
3155 return 0; 2945 return 0;
3156} 2946}
3157 2947
3158/** 2948/**
3159 * Checks to see if 'who' can apply object 'op'. 2949 * Checks to see if 'who' can apply object 'op'.
3160 * Returns 0 if apply can be done without anything special. 2950 * Returns 0 if apply can be done without anything special.
3161 * Otherwise returns a bitmask - potentially several of these may be 2951 * Otherwise returns a bitmask - potentially several of these may be
3162 * set, but largely depends on circumstance - in the future, processing 2952 * set, but largely depends on circumstance - in the future, processing
3163 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2953 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3164 * is set, do we really are what the other flags may be?) 2954 * is set, do we really care what the other flags may be?)
3165 * 2955 *
3166 * See include/define.h for detailed description of the meaning of 2956 * See include/define.h for detailed description of the meaning of
3167 * these return values. 2957 * these return values.
3168 */ 2958 */
3169int 2959int
3170can_apply_object (object *who, object *op) 2960can_apply_object (object *who, object *op)
3171{ 2961{
3172 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2962 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3173 return RESULT_INT (0); 2963 return RESULT_INT (0);
3174 2964
3175 int i, retval = 0; 2965 int retval = 0;
3176 object *tmp = NULL, *ws = NULL; 2966 object *tmp = 0, *ws = 0;
3177 2967
3178 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2968 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3179 * 2 weapons, but we don't want to let them do that. So if they are
3180 * trying to equip a weapon or shield, see if they already have one
3181 * in place and store that way.
3182 */
3183 if (op->type == WEAPON || op->type == SHIELD)
3184 { 2969 {
3185 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2970 if (op->slot[i].info)
3186 { 2971 {
3187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2972 /* Item uses more slots than we have */
2973 if (who->slot[i].info + op->slot [i].info < 0)
3188 { 2974 {
3189 retval = CAN_APPLY_UNAPPLY;
3190 ws = tmp;
3191 }
3192 }
3193 }
3194
3195
3196 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3197 {
3198 if (op->body_info[i])
3199 {
3200 /* Item uses more slots than we have */
3201 if (FABS (op->body_info[i]) > who->body_info[i])
3202 {
3203 /* Could return now for efficiently - rest of info below isn' 2975 /* Could return now for efficiency - rest of info below isn't
3204 * really needed. 2976 * really needed.
3205 */ 2977 */
3206 retval |= CAN_APPLY_NEVER; 2978 retval |= CAN_APPLY_NEVER;
3207 } 2979 }
3208 else if ((who->body_used[i] + op->body_info[i]) < 0) 2980 else if (who->slot[i].used + op->slot[i].info < 0)
3209 { 2981 {
3210 /* in this case, equipping this would use more free spots than 2982 /* in this case, equipping this would use more free spots than
3211 * we have. 2983 * we have.
3212 */ 2984 */
3213 object *tmp1;
3214
3215 2985
3216 /* if we have an applied weapon/shield, and unapply it would free 2986 /* if we have an applied weapon/shield, and unapply it would free
3217 * enough slots to equip the new item, then just set this can 2987 * enough slots to equip the new item, then just set "can
3218 * continue. We don't care about the logic below - if you have 2988 * apply unapply". We don't care about the logic below - if you have a
3219 * shield equipped and try to equip another shield, there is only 2989 * shield equipped and try to equip another shield, there is only
3220 * one choice. However, the check for the number of body locations 2990 * one choice. However, the check for the number of body locations
3221 * does take into the account cases where what is being applied 2991 * does take into the account cases where what is being applied
3222 * may be two handed for example. 2992 * may be two handed for example.
3223 */ 2993 */
3224 if (ws) 2994 if (ws)
3225 { 2995 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3226 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3227 { 2996 {
3228 retval |= CAN_APPLY_UNAPPLY; 2997 retval |= CAN_APPLY_UNAPPLY;
3229 continue; 2998 continue;
3230 } 2999 }
3231 }
3232 3000
3233 tmp1 = get_item_from_body_location (who->inv, i); 3001 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3234 if (!tmp1) 3002 if (!tmp1)
3235 { 3003 {
3236#if 0 3004#if 0
3237 /* This is sort of an error, but happens a lot when old players 3005 /* This is sort of an error, but happens a lot when old players
3238 * join in with more stuff equipped than they are now allowed. 3006 * join in with more stuff equipped than they are now allowed.
3246 /* need to unapply something. However, if this something 3014 /* need to unapply something. However, if this something
3247 * is different than we had found before, it means they need 3015 * is different than we had found before, it means they need
3248 * to apply multiple objects 3016 * to apply multiple objects
3249 */ 3017 */
3250 retval |= CAN_APPLY_UNAPPLY; 3018 retval |= CAN_APPLY_UNAPPLY;
3019
3251 if (!tmp) 3020 if (!tmp)
3252 tmp = tmp1; 3021 tmp = tmp1;
3253 else if (tmp != tmp1) 3022 else if (tmp != tmp1)
3254 {
3255 retval |= CAN_APPLY_UNAPPLY_MULT; 3023 retval |= CAN_APPLY_UNAPPLY_MULT;
3256 } 3024
3257 /* This object isn't using up all the slots, so there must 3025 /* This object isn't using up all the slots, so there must
3258 * be another. If so, and it the new item doesn't need all 3026 * be another. If so, and it the new item doesn't need all
3259 * the slots, the player then has a choice. 3027 * the slots, the player then has a choice.
3260 */ 3028 */
3261 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3029 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3030 && abs (op->slot[i].info) < who->slot[i].info)
3262 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3031 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3263 3032
3264 /* Does unequippint 'tmp1' free up enough slots for this to be 3033 /* Does unequippint 'tmp1' free up enough slots for this to be
3265 * equipped? If not, there must be something else to unapply. 3034 * equipped? If not, there must be something else to unapply.
3266 */ 3035 */
3267 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3036 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3268 retval |= CAN_APPLY_UNAPPLY_MULT; 3037 retval |= CAN_APPLY_UNAPPLY_MULT;
3269
3270 } 3038 }
3271 } /* if not enough free slots */ 3039 } /* if not enough free slots */
3272 } /* if this object uses location i */ 3040 } /* if this object uses location i */
3273 } /* for i -> num_body_locations loop */ 3041 } /* for i -> num_body_locations loop */
3274 3042
3279 * and weapons all use the same slot. Similar for horn/rod/wand - they 3047 * and weapons all use the same slot. Similar for horn/rod/wand - they
3280 * all use the same location. 3048 * all use the same location.
3281 */ 3049 */
3282 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3050 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3283 retval |= CAN_APPLY_RESTRICTION; 3051 retval |= CAN_APPLY_RESTRICTION;
3052
3284 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3053 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3285 retval |= CAN_APPLY_RESTRICTION; 3054 retval |= CAN_APPLY_RESTRICTION;
3286 3055
3287
3288 if (who->type != PLAYER) 3056 if (who->type != PLAYER)
3289 { 3057 {
3290 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3058 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3291 retval |= CAN_APPLY_RESTRICTION; 3059 retval |= CAN_APPLY_RESTRICTION;
3060
3292 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3061 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3293 retval |= CAN_APPLY_RESTRICTION; 3062 retval |= CAN_APPLY_RESTRICTION;
3063
3294 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3064 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3295 retval |= CAN_APPLY_RESTRICTION; 3065 retval |= CAN_APPLY_RESTRICTION;
3066
3296 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3067 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3297 retval |= CAN_APPLY_RESTRICTION; 3068 retval |= CAN_APPLY_RESTRICTION;
3298 } 3069 }
3070
3299 return retval; 3071 return retval;
3300} 3072}
3301
3302
3303 3073
3304/** 3074/**
3305 * who is the object using the object. It can be a monster. 3075 * who is the object using the object. It can be a monster.
3306 * op is the object they are using. op is an equipment type item, 3076 * op is the object they are using. op is an equipment type item,
3307 * eg, one which you put on and keep on for a while, and not something 3077 * eg, one which you put on and keep on for a while, and not something
3316 * AP_UNAPPLY=always unapply). 3086 * AP_UNAPPLY=always unapply).
3317 * 3087 *
3318 * Optional flags: 3088 * Optional flags:
3319 * AP_NO_MERGE: don't merge an unapplied object with other objects 3089 * AP_NO_MERGE: don't merge an unapplied object with other objects
3320 * AP_IGNORE_CURSE: unapply cursed items 3090 * AP_IGNORE_CURSE: unapply cursed items
3091 * AP_NO_READY: do not ready skills when applying skill tools
3321 * 3092 *
3322 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3093 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3323 * 3094 *
3324 * apply_special() doesn't check for unpaid items. 3095 * apply_special() doesn't check for unpaid items.
3325 */ 3096 */
3097
3098#define LACK_ITEM_POWER \
3099 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3100
3326int 3101int
3327apply_special (object *who, object *op, int aflags) 3102apply_special (object *who, object *op, int aflags)
3328{ 3103{
3329 int basic_flag = aflags & AP_BASIC_FLAGS; 3104 int basic_flag = aflags & AP_BASIC_FLAGS;
3330 object *tmp, *tmp2, *skop = NULL; 3105 object *tmp, *tmp2, *skop = NULL;
3331 int i;
3332 3106
3333 if (who == NULL) 3107 if (who == NULL)
3334 { 3108 {
3335 LOG (llevError, "apply_special() from object without environment.\n"); 3109 LOG (llevError, "apply_special() from object without environment.\n");
3336 return 1; 3110 return 1;
3346 if (basic_flag == AP_APPLY) 3120 if (basic_flag == AP_APPLY)
3347 return 0; 3121 return 0;
3348 3122
3349 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3123 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3350 { 3124 {
3351 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3352 return 1; 3126 return 1;
3353 } 3127 }
3128
3354 return unapply_special (who, op, aflags); 3129 return unapply_special (who, op, aflags);
3355 } 3130 }
3356
3357 if (basic_flag == AP_UNAPPLY) 3131 else if (basic_flag == AP_UNAPPLY)
3358 return 0; 3132 return 0;
3359 3133
3360 i = can_apply_object (who, op); 3134 // if the item is combat/ranged, wield the relevant slot first
3135 // to resolve conflicts.
3136 if (player *pl = who->contr)
3137 switch (op->slottype ())
3138 {
3139 case slot_combat: who->change_weapon (pl->combat_ob); break;
3140 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3141 }
3142
3143 splay (op);
3361 3144
3362 /* Can't just apply this object. Lets see what not and what to do */ 3145 /* Can't just apply this object. Lets see what not and what to do */
3363 if (i) 3146 if (int i = can_apply_object (who, op))
3364 { 3147 {
3365 if (i & CAN_APPLY_NEVER) 3148 if (i & CAN_APPLY_NEVER)
3366 { 3149 {
3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3150 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3368 return 1; 3151 return 1;
3369 } 3152 }
3370 else if (i & CAN_APPLY_RESTRICTION) 3153 else if (i & CAN_APPLY_RESTRICTION)
3371 { 3154 {
3372 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3155 who->failmsg (format (
3156 "You have a prohibition against using a %s. "
3157 "H<Your belief, profession or class prevents you from applying this item.>",
3158 query_name (op)
3159 ));
3373 return 1; 3160 return 1;
3374 } 3161 }
3162
3375 if (who->type != PLAYER) 3163 if (who->type != PLAYER)
3376 { 3164 {
3377 /* Some error, so don't try to equip something more */ 3165 /* Some error, so don't try to equip something more */
3378 if (unapply_for_ob (who, op, aflags)) 3166 if (unapply_for_ob (who, op, aflags))
3379 return 1; 3167 return 1;
3380 } 3168 }
3381 else 3169 else
3382 { 3170 {
3383 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3171 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3384 { 3172 {
3385 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3173 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3386 unapply_for_ob (who, op, AP_PRINT); 3174 unapply_for_ob (who, op, AP_PRINT);
3387 return 1; 3175 return 1;
3388 } 3176 }
3389 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3177 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3390 {
3391 i = unapply_for_ob (who, op, aflags); 3178 if (unapply_for_ob (who, op, aflags))
3392 if (i)
3393 return 1; 3179 return 1;
3394 } 3180 }
3395 }
3396 } 3181 }
3182
3397 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3183 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3398 { 3184 {
3399 skop = find_skill_by_name (who, op->skill); 3185 skop = find_skill_by_name (who, op->skill);
3186
3400 if (!skop) 3187 if (!skop)
3401 { 3188 {
3402 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3189 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3403 return 1; 3190 return 1;
3404 } 3191 }
3405 else 3192 else
3406 {
3407 /* While experience will be credited properly, we want to change the 3193 /* While experience will be credited properly, we want to change the
3408 * skill so that the dam and wc get updated 3194 * skill so that the dam and wc get updated
3409 */ 3195 */
3410 change_skill (who, skop, 0); 3196 who->change_skill (skop);
3411 }
3412 }
3413
3414 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3415 { 3197 }
3416 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3198
3199 if (who->type == PLAYER
3200 && op->item_power
3201 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3202 {
3203 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3417 return 1; 3204 return 1;
3418 } 3205 }
3419
3420 3206
3421 /* Ok. We are now at the state where we can apply the new object. 3207 /* Ok. We are now at the state where we can apply the new object.
3422 * Note that we don't have the checks for can_use_... 3208 * Note that we don't have the checks for can_use_...
3423 * below - that is already taken care of by can_apply_object. 3209 * below - that is already taken care of by can_apply_object.
3424 */ 3210 */
3425 3211 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3426
3427 if (op->nrof > 1)
3428 tmp = get_split_ob (op, op->nrof - 1);
3429 else
3430 tmp = NULL;
3431 3212
3432 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3213 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3433 return RESULT_INT (0); 3214 return RESULT_INT (0);
3434 3215
3435 switch (op->type) 3216 switch (op->type)
3436 { 3217 {
3437 case WEAPON: 3218 case WEAPON:
3438 if (!check_weapon_power (who, op->last_eat)) 3219 if (!check_weapon_power (who, op->last_eat))
3439 { 3220 {
3440 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3221 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3441 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3222
3442 if (tmp != NULL) 3223 if (tmp)
3443 (void) insert_ob_in_ob (tmp, who); 3224 insert_ob_in_ob (tmp, who);
3225
3444 return 1; 3226 return 1;
3445 } 3227 }
3228
3229 //TODO: this obviously fails for players using a shorter prefix
3230 // i.e. "R" can use Ragnarok's sword.
3446 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3231 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3447 { 3232 {
3448 /* if the weapon does not have the name as the character, can't use it. */ 3233 /* if the weapon does not have the name as the character, can't use it. */
3449 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3234 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3450 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3235 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3236
3451 if (tmp != NULL) 3237 if (tmp)
3452 (void) insert_ob_in_ob (tmp, who); 3238 insert_ob_in_ob (tmp, who);
3239
3453 return 1; 3240 return 1;
3454 } 3241 }
3242
3243 if (!skop)
3244 {
3245 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3246 return 1;
3247 }
3248
3455 SET_FLAG (op, FLAG_APPLIED); 3249 SET_FLAG (op, FLAG_APPLIED);
3456
3457 if (skop)
3458 change_skill (who, skop, 1); 3250 who->change_skill (skop);
3459 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3251
3252 if (who->contr)
3253 who->change_weapon (who->contr->combat_ob = op);
3254
3255 who->statusmsg (format ("You wield %s.", query_name (op)));
3256
3460 SET_FLAG (who, FLAG_READY_WEAPON); 3257 SET_FLAG (who, FLAG_READY_WEAPON);
3461
3462 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3463
3464 (void) change_abil (who, op); 3258 change_abil (who, op);
3465 break; 3259 break;
3466 3260
3467 case ARMOUR: 3261 case ARMOUR:
3468 case HELMET: 3262 case HELMET:
3469 case SHIELD: 3263 case SHIELD:
3470 case BOOTS: 3264 case BOOTS:
3471 case GLOVES: 3265 case GLOVES:
3472 case GIRDLE: 3266 case GIRDLE:
3473 case BRACERS: 3267 case BRACERS:
3474 case CLOAK: 3268 case CLOAK:
3475 case RING: 3269 case RING:
3476 case AMULET: 3270 case AMULET:
3477 SET_FLAG (op, FLAG_APPLIED); 3271 SET_FLAG (op, FLAG_APPLIED);
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3272 who->statusmsg (format ("You wear %s.", query_name (op)));
3479 (void) change_abil (who, op); 3273 change_abil (who, op);
3480 break; 3274 break;
3275
3481 case LAMP: 3276 case LAMP:
3482 if (op->stats.food < 1) 3277 if (op->stats.food < 1)
3483 { 3278 {
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3279 who->failmsg (format (
3280 "Your %s is out of fuel! "
3281 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3282 &op->name
3283 ));
3485 return 1; 3284 return 1;
3486 } 3285 }
3487 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3286
3287 who->statusmsg (format ("You turn on your %s.", &op->name));
3288
3488 tmp2 = arch_to_object (op->other_arch); 3289 tmp2 = arch_to_object (op->other_arch);
3489 tmp2->stats.food = op->stats.food; 3290 tmp2->stats.food = op->stats.food;
3490 SET_FLAG (tmp2, FLAG_APPLIED); 3291 SET_FLAG (tmp2, FLAG_APPLIED);
3292
3491 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3293 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3492 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3294 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3493 insert_ob_in_ob (tmp2, who);
3494 3295
3296 who->insert (tmp2);
3297
3495 /* Remove the old lantern */ 3298 /* Remove the old lantern */
3496 if (who->type == PLAYER) 3299 op->destroy ();
3497 esrv_del_item (who->contr, (tag_t) op->count);
3498 remove_ob (op);
3499 free_object (op);
3500 3300
3501 /* insert the portion that was split off */ 3301 /* insert the portion that was split off */
3502 if (tmp != NULL) 3302 if (tmp)
3503 { 3303 who->insert (tmp);
3504 (void) insert_ob_in_ob (tmp, who); 3304
3505 if (who->type == PLAYER) 3305 who->update_stats ();
3506 esrv_send_item (who, tmp); 3306
3507 }
3508 fix_player (who);
3509 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3307 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3510 {
3511 if (who->type == PLAYER)
3512 {
3513 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3514 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3515 }
3516 }
3517 if (who->type == PLAYER)
3518 esrv_send_item (who, tmp2);
3519 return 0;
3520 break;
3521
3522 /* this part is needed for skill-tools */
3523 case SKILL:
3524 case SKILL_TOOL:
3525 if (who->chosen_skill)
3526 {
3527 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3528 return 1;
3529 }
3530 if (who->type == PLAYER) 3308 if (who->type == PLAYER)
3531 { 3309 {
3532 who->contr->shoottype = range_skill; 3310 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3533 who->contr->ranges[range_skill] = op; 3311 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3534 if (!op->invisible)
3535 {
3536 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3537 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3538 }
3539 else
3540 {
3541 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3542 }
3543 } 3312 }
3313
3314 return 0;
3315
3316 case SKILL_TOOL:
3317 // applying a skill tool also readies the skill
3318 SET_FLAG (op, FLAG_APPLIED);
3319
3320 if (!(aflags & AP_NO_READY))
3321 {
3322 skop = find_skill_by_name (who, op->skill);
3323 if (!skop->flag [FLAG_APPLIED])
3324 apply_special (who, skop, AP_APPLY);
3325 }
3326 break;
3327
3328 case SKILL:
3329 if (player *pl = who->contr)
3330 {
3331 if (IS_COMBAT_SKILL (op->subtype))
3332 {
3333 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3334 {
3335 for (object *item = who->inv; item; item = item->below)
3336 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3337 {
3338 if (item->skill == op->skill)
3339 {
3340 who->change_weapon (pl->combat_ob = item);
3341 goto found_weapon;
3342 }
3343 }
3344
3345 who->failmsg (format (
3346 "You need to apply a '%s' melee weapon before readying this skill. "
3347 "H<Some skills need an item, in this case a melee weapon, to function.>",
3348 &op->skill
3349 ));
3350 return 1;
3351
3352 found_weapon:;
3353 }
3354 else
3355 who->change_weapon (pl->combat_ob = op);
3356 }
3357 else if (IS_RANGED_SKILL (op->subtype))
3358 {
3359 if (skill_flags [op->subtype] & SF_NEED_BOW)
3360 {
3361 for (object *item = who->inv; item; item = item->below)
3362 if (item->type == BOW && item->flag [FLAG_APPLIED])
3363 {
3364 //TODO: bows should/must all have skill missile weapon right now
3365 who->change_weapon (pl->ranged_ob = item);
3366 goto found_bow;
3367 }
3368
3369 who->failmsg (
3370 "You need to apply a missile weapon before readying this skill. "
3371 "H<Some skills need an item, in this case a missile weapon, to function.>"
3372 );
3373 return 1;
3374
3375 found_bow:;
3376 }
3377 else
3378 who->change_weapon (pl->ranged_ob = op);
3379 }
3380
3381 if (!op->invisible)
3382 {
3383 who->statusmsg (format (
3384 "You ready %s."
3385 "You can now use the skill: %s.",
3386 query_name (op),
3387 &op->skill
3388 ));
3389 }
3390 else
3391 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3392 }
3393 else
3394 {
3544 SET_FLAG (op, FLAG_APPLIED); 3395 SET_FLAG (op, FLAG_APPLIED);
3545 (void) change_abil (who, op); 3396 change_abil (who, op);
3546 who->chosen_skill = op; 3397 who->chosen_skill = op;
3547 SET_FLAG (who, FLAG_READY_SKILL); 3398 SET_FLAG (who, FLAG_READY_SKILL);
3399 }
3400
3548 break; 3401 break;
3549 3402
3550 case BOW: 3403 case BOW:
3551 if (!check_weapon_power (who, op->last_eat)) 3404 if (!check_weapon_power (who, op->last_eat))
3552 { 3405 {
3553 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3406 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3554 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3407
3555 if (tmp != NULL) 3408 if (tmp)
3556 (void) insert_ob_in_ob (tmp, who); 3409 insert_ob_in_ob (tmp, who);
3410
3557 return 1; 3411 return 1;
3558 } 3412 }
3413
3559 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3414 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3560 { 3415 {
3561 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3416 who->failmsg ("The weapon does not recognize you as its owner. "
3417 "H<Its name indicates that it belongs to somebody else.>");
3562 if (tmp != NULL) 3418 if (tmp)
3563 (void) insert_ob_in_ob (tmp, who); 3419 insert_ob_in_ob (tmp, who);
3420
3564 return 1; 3421 return 1;
3565 } 3422 }
3423
3566 /*FALLTHROUGH*/ case WAND: 3424 /*FALLTHROUGH*/
3425 case WAND:
3567 case ROD: 3426 case ROD:
3568 case HORN: 3427 case HORN:
3569 /* check for skill, alter player status */ 3428 /* check for skill, alter player status */
3429
3430 if (!skop)
3431 {
3432 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3433 return 1;
3434 }
3435
3570 SET_FLAG (op, FLAG_APPLIED); 3436 SET_FLAG (op, FLAG_APPLIED);
3571 if (skop)
3572 change_skill (who, skop, 0); 3437 who->change_skill (skop);
3573 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3574 3438
3575 if (who->type == PLAYER) 3439 if (who->contr)
3576 { 3440 {
3441 who->contr->ranged_ob = op;
3442
3443 who->statusmsg (format ("You ready %s.", query_name (op)));
3444
3577 if (op->type == BOW) 3445 if (op->type == BOW)
3578 { 3446 {
3447 who->current_weapon = op;
3579 (void) change_abil (who, op); 3448 change_abil (who, op);
3580 new_draw_info_format (NDI_UNIQUE, 0, who,
3581 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3449 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3582 who->contr->shoottype = range_bow;
3583 } 3450 }
3584 else
3585 {
3586 who->contr->shoottype = range_misc;
3587 }
3588 } 3451 }
3589 else 3452 else
3590 { 3453 {
3591 if (op->type == BOW) 3454 if (op->type == BOW)
3592 SET_FLAG (who, FLAG_READY_BOW); 3455 SET_FLAG (who, FLAG_READY_BOW);
3593 else 3456 else
3594 SET_FLAG (who, FLAG_READY_RANGE); 3457 SET_FLAG (who, FLAG_READY_RANGE);
3595 } 3458 }
3459
3596 break; 3460 break;
3597 3461
3598 case BUILDER: 3462 case BUILDER:
3599 if (who->contr->ranges[range_builder]) 3463 if (who->type == PLAYER)
3464 {
3465 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3466 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3600 unapply_special (who, who->contr->ranges[range_builder], 0); 3467 unapply_special (who, who->contr->ranged_ob, 0);
3601 who->contr->shoottype = range_builder; 3468
3469 who->statusmsg (format ("You ready your %s.", query_name (op)));
3470
3602 who->contr->ranges[range_builder] = op; 3471 who->contr->ranged_ob = op;
3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3472 }
3604 break; 3473 break;
3605 3474
3606 default: 3475 default:
3607 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3476 who->statusmsg (format ("You apply %s.", query_name (op)));
3608 } /* end of switch op->type */ 3477 }
3609 3478
3610 SET_FLAG (op, FLAG_APPLIED); 3479 SET_FLAG (op, FLAG_APPLIED);
3611 3480
3612 if (tmp != NULL) 3481 if (tmp)
3613 tmp = insert_ob_in_ob (tmp, who); 3482 who->insert (tmp);
3614 3483
3615 fix_player (who); 3484 who->update_stats ();
3616 3485
3617 /* We exclude spell casting objects. The fire code will set the 3486 /* We exclude spell casting objects. The fire code will set the
3618 * been applied flag when they are used - until that point, 3487 * been applied flag when they are used - until that point,
3619 * you don't know anything about them. 3488 * you don't know anything about them.
3620 */ 3489 */
3621 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3490 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3622 SET_FLAG (op, FLAG_BEEN_APPLIED); 3491 SET_FLAG (op, FLAG_BEEN_APPLIED);
3623 3492
3624 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3493 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3625 {
3626 if (who->type == PLAYER) 3494 if (who->type == PLAYER)
3627 { 3495 {
3628 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3496 who->failmsg (
3497 "Oops, it feels deadly cold! "
3498 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3499 );
3629 SET_FLAG (op, FLAG_KNOWN_CURSED); 3500 SET_FLAG (op, FLAG_KNOWN_CURSED);
3630 } 3501 }
3631 } 3502
3632 if (who->type == PLAYER) 3503 if (object *pl = op->visible_to ())
3633 {
3634 /* if multiple objects were applied, update both slots */
3635 if (tmp)
3636 esrv_send_item (who, tmp);
3637 esrv_send_item (who, op); 3504 esrv_send_item (pl, op);
3638 } 3505
3639 return 0; 3506 return 0;
3640} 3507}
3641
3642 3508
3643int 3509int
3644monster_apply_special (object *who, object *op, int aflags) 3510monster_apply_special (object *who, object *op, int aflags)
3645{ 3511{
3646 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3512 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3647 return 1; 3513 return 1;
3514
3648 return apply_special (who, op, aflags); 3515 return apply_special (who, op, aflags);
3649} 3516}
3650 3517
3651/** 3518/**
3652 * Map was just loaded, handle op's initialisation. 3519 * Map was just loaded, handle op's initialisation.
3657auto_apply (object *op) 3524auto_apply (object *op)
3658{ 3525{
3659 object *tmp = NULL, *tmp2; 3526 object *tmp = NULL, *tmp2;
3660 int i; 3527 int i;
3661 3528
3529 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3530
3662 switch (op->type) 3531 switch (op->type)
3663 { 3532 {
3664 case SHOP_FLOOR: 3533 case SHOP_FLOOR:
3665 if (!HAS_RANDOM_ITEMS (op)) 3534 if (!op->has_random_items ())
3666 return 0; 3535 return 0;
3536
3667 do 3537 do
3668 { 3538 {
3669 i = 10; /* let's give it 10 tries */ 3539 i = 10; /* let's give it 10 tries */
3670 while ((tmp = generate_treasure (op->randomitems, 3540 while ((tmp = generate_treasure (op->randomitems,
3671 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3541 op->stats.exp
3542 ? (int) op->stats.exp
3543 : max (op->map->difficulty, 5)))
3544 == NULL && --i);
3545
3672 if (tmp == NULL) 3546 if (tmp == NULL)
3673 return 0; 3547 return 0;
3548
3674 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3549 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3675 { 3550 {
3676 free_object (tmp); 3551 tmp->destroy ();
3677 tmp = NULL; 3552 tmp = NULL;
3678 } 3553 }
3679 } 3554 }
3680 while (!tmp); 3555 while (!tmp);
3556
3681 tmp->x = op->x; 3557 tmp->x = op->x;
3682 tmp->y = op->y; 3558 tmp->y = op->y;
3683 SET_FLAG (tmp, FLAG_UNPAID); 3559 SET_FLAG (tmp, FLAG_UNPAID);
3684 insert_ob_in_map (tmp, op->map, NULL, 0); 3560 insert_ob_in_map (tmp, op->map, NULL, 0);
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3686 identify (tmp); 3561 identify (tmp);
3687 break; 3562 break;
3688 3563
3689 case TREASURE: 3564 case TREASURE:
3690 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3565 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3691 return 0; 3566 return 0;
3567
3692 while ((op->stats.hp--) > 0) 3568 while (op->stats.hp-- > 0)
3693 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3569 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3694 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3570 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3695 3571
3696 /* If we generated an object and put it in this object inventory, 3572 /* If we generated an object and put it in this object inventory,
3697 * move it to the parent object as the current object is about 3573 * move it to the parent object as the current object is about
3698 * to disappear. An example of this item is the random_* stuff 3574 * to disappear. An example of this item is the random_* stuff
3699 * that is put inside other objects. 3575 * that is put inside other objects.
3700 */ 3576 */
3701 for (tmp = op->inv; tmp; tmp = tmp2)
3702 {
3703 tmp2 = tmp->below;
3704 remove_ob (tmp);
3705 if (op->env) 3577 if (op->env)
3706 insert_ob_in_ob (tmp, op->env); 3578 while (op->inv)
3707 else 3579 op->env->insert (op->inv);
3708 free_object (tmp); 3580
3709 } 3581 op->destroy ();
3710 remove_ob (op);
3711 free_object (op);
3712 break; 3582 break;
3713 } 3583 }
3714 return tmp ? 1 : 0;
3715}
3716 3584
3585 return !!tmp;
3586}
3587
3717/** 3588/**
3718 * fix_auto_apply goes through the entire map (only the first time 3589 * fix_auto_apply goes through the entire map every time a map
3719 * when an original map is loaded) and performs special actions for 3590 * is loaded or swapped in and performs special actions for
3720 * certain objects (most initialization of chests and creation of 3591 * certain objects (most initialization of chests and creation of
3721 * treasures and stuff). Calls auto_apply if appropriate. 3592 * treasures and stuff). Calls auto_apply if appropriate.
3722 */ 3593 */
3723void 3594void
3724fix_auto_apply (mapstruct *m) 3595maptile::fix_auto_apply ()
3725{ 3596{
3726 object *tmp, *above = NULL; 3597 if (!spaces)
3727 int x, y;
3728
3729 if (m == NULL)
3730 return; 3598 return;
3731 3599
3732 for (x = 0; x < MAP_WIDTH (m); x++) 3600 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3733 for (y = 0; y < MAP_HEIGHT (m); y++) 3601 for (object *tmp = ms->bot; tmp; )
3734 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3735 { 3602 {
3736 above = tmp->above; 3603 object *above = tmp->above;
3737 3604
3738 if (tmp->inv) 3605 if (tmp->inv)
3739 { 3606 {
3740 object *invtmp, *invnext; 3607 object *invtmp, *invnext;
3741 3608
3742 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3609 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3743 { 3610 {
3744 invnext = invtmp->below; 3611 invnext = invtmp->below;
3745 3612
3746 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3613 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3747 auto_apply (invtmp); 3614 auto_apply (invtmp);
3748 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3615 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3749 { 3616 {
3750 while ((invtmp->stats.hp--) > 0) 3617 while (invtmp->stats.hp-- > 0)
3751 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3752
3753 invtmp->randomitems = NULL;
3754 }
3755 else if (invtmp && invtmp->arch
3756 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3757 {
3758 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3618 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3619
3620 invtmp->randomitems = NULL;
3621 }
3622 else if (invtmp && invtmp->arch
3623 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3624 {
3625 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3759 /* Need to clear this so that we never try to create 3626 /* Need to clear this so that we never try to create
3760 * treasure again for this object 3627 * treasure again for this object
3761 */ 3628 */
3762 invtmp->randomitems = NULL; 3629 invtmp->randomitems = NULL;
3763 } 3630 }
3764 } 3631 }
3765 /* This is really temporary - the code at the bottom will 3632 /* This is really temporary - the code at the bottom will
3766 * also set randomitems to null. The problem is there are bunches 3633 * also set randomitems to null. The problem is there are bunches
3767 * of maps/players already out there with items that have spells 3634 * of maps/players already out there with items that have spells
3768 * which haven't had the randomitems set to null yet. 3635 * which haven't had the randomitems set to null yet.
3769 * MSW 2004-05-13 3636 * MSW 2004-05-13
3770 * 3637 *
3771 * And if it's a spellbook, it's better to set randomitems to NULL too, 3638 * And if it's a spellbook, it's better to set randomitems to NULL too,
3772 * else you get two spells in the book ^_- 3639 * else you get two spells in the book ^_-
3773 * Ryo 2004-08-16 3640 * Ryo 2004-08-16
3774 */ 3641 */
3775 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3642 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3776 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3643 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3777 tmp->randomitems = NULL;
3778
3779 }
3780
3781 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3782 auto_apply (tmp);
3783 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3784 {
3785 while ((tmp->stats.hp--) > 0)
3786 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3787 tmp->randomitems = NULL; 3644 tmp->randomitems = NULL;
3645
3788 } 3646 }
3647
3648 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3649 auto_apply (tmp);
3650 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3651 {
3652 while ((tmp->stats.hp--) > 0)
3653 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3654 tmp->randomitems = NULL;
3655 }
3789 else if (tmp->type == TIMED_GATE) 3656 else if (tmp->type == TIMED_GATE)
3790 { 3657 {
3791 object *head = tmp->head != NULL ? tmp->head : tmp; 3658 object *head = tmp->head != NULL ? tmp->head : tmp;
3792 3659
3793 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3660 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3794 {
3795 tmp->speed = 0; 3661 tmp->set_speed (0);
3796 update_ob_speed (tmp);
3797 }
3798 } 3662 }
3799 /* This function can be called everytime a map is loaded, even when 3663 /* This function can be called everytime a map is loaded, even when
3800 * swapping back in. As such, we don't want to create the treasure 3664 * swapping back in. As such, we don't want to create the treasure
3801 * over and ove again, so after we generate the treasure, blank out 3665 * over and ove again, so after we generate the treasure, blank out
3802 * randomitems so if it is swapped in again, it won't make anything. 3666 * randomitems so if it is swapped in again, it won't make anything.
3803 * This is a problem for the above objects, because they have counters 3667 * This is a problem for the above objects, because they have counters
3804 * which say how many times to make the treasure. 3668 * which say how many times to make the treasure.
3805 */ 3669 */
3806 else if (tmp && tmp->arch && tmp->type != PLAYER 3670 else if (tmp && tmp->arch && tmp->type != PLAYER
3807 && tmp->type != TREASURE && tmp->type != SPELL 3671 && tmp->type != TREASURE && tmp->type != SPELL
3808 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3672 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3809 { 3673 {
3810 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3674 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3811 tmp->randomitems = NULL; 3675 tmp->randomitems = NULL;
3812 } 3676 }
3677
3678 // close all containers
3679 else if (tmp->type == CONTAINER)
3680 tmp->flag [FLAG_APPLIED] = 0;
3681
3682 tmp = above;
3813 } 3683 }
3814 3684
3815 for (x = 0; x < MAP_WIDTH (m); x++) 3685 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3816 for (y = 0; y < MAP_HEIGHT (m); y++) 3686 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3817 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3818 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3687 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3819 check_trigger (tmp, tmp->above); 3688 check_trigger (tmp, tmp->above);
3820} 3689}
3821 3690
3822/** 3691/**
3823 * Handles player eating food that temporarily changes status (resistances, stats). 3692 * Handles player eating food that temporarily changes status (resistances, stats).
3824 * This used to call cast_change_attr(), but 3693 * This used to call cast_change_attr(), but
3825 * that doesn't work with the new spell code. Since we know what 3694 * that doesn't work with the new spell code. Since we know what
3826 * the food changes, just grab a force and use that instead. 3695 * the food changes, just grab a force and use that instead.
3827 */ 3696 */
3828
3829void 3697void
3830eat_special_food (object *who, object *food) 3698eat_special_food (object *who, object *food)
3831{ 3699{
3832 object *force; 3700 object *force;
3833 int i, did_one = 0; 3701 int i, did_one = 0;
3834 sint8 k;
3835 3702
3836 force = get_archetype (FORCE_NAME); 3703 force = get_archetype (FORCE_NAME);
3837 3704
3838 for (i = 0; i < NUM_STATS; i++) 3705 for (i = 0; i < NUM_STATS; i++)
3839 { 3706 if (sint8 k = food->stats.stat (i))
3840 k = get_attr_value (&food->stats, i);
3841 if (k)
3842 { 3707 {
3843 set_attr_value (&force->stats, i, k); 3708 force->stats.stat (i) = k;
3844 did_one = 1; 3709 did_one = 1;
3845 } 3710 }
3846 }
3847 3711
3848 /* check if we can protect the eater */ 3712 /* check if we can protect the eater */
3849 for (i = 0; i < NROFATTACKS; i++) 3713 for (i = 0; i < NROFATTACKS; i++)
3850 { 3714 {
3851 if (food->resist[i] > 0) 3715 if (food->resist[i] > 0)
3852 { 3716 {
3853 force->resist[i] = food->resist[i] / 2; 3717 force->resist[i] = food->resist[i] / 2;
3854 did_one = 1; 3718 did_one = 1;
3855 } 3719 }
3856 } 3720 }
3721
3857 if (did_one) 3722 if (did_one)
3858 { 3723 {
3859 force->speed = 0.1; 3724 force->set_speed (0.1);
3860 update_ob_speed (force);
3861 /* bigger morsel of food = longer effect time */ 3725 /* bigger morsel of food = longer effect time */
3862 force->stats.food = food->stats.food / 5; 3726 force->duration = food->stats.food / 5;
3863 SET_FLAG (force, FLAG_IS_USED_UP);
3864 SET_FLAG (force, FLAG_APPLIED); 3727 SET_FLAG (force, FLAG_APPLIED);
3865 change_abil (who, force); 3728 change_abil (who, force);
3866 insert_ob_in_ob (force, who); 3729 insert_ob_in_ob (force, who);
3867 } 3730 }
3868 else 3731 else
3869 { 3732 force->destroy ();
3870 free_object (force);
3871 }
3872 3733
3873 /* check for hp, sp change */ 3734 /* check for hp, sp change */
3874 if (food->stats.hp != 0) 3735 if (food->stats.hp != 0)
3875 { 3736 {
3876 if (QUERY_FLAG (food, FLAG_CURSED)) 3737 if (QUERY_FLAG (food, FLAG_CURSED))
3877 { 3738 {
3878 strcpy (who->contr->killer, food->name); 3739 who->contr->killer = food;
3879 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3740 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3880 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3741 who->failmsg ("Eck!...that was poisonous!");
3881 } 3742 }
3882 else 3743 else
3883 { 3744 {
3884 if (food->stats.hp > 0) 3745 if (food->stats.hp > 0)
3885 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3746 who->statusmsg ("You begin to feel better.");
3886 else 3747 else
3887 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3748 who->failmsg ("Eck!...that was poisonous!");
3749
3888 who->stats.hp += food->stats.hp; 3750 who->stats.hp += food->stats.hp;
3889 } 3751 }
3890 } 3752 }
3753
3891 if (food->stats.sp != 0) 3754 if (food->stats.sp != 0)
3892 { 3755 {
3893 if (QUERY_FLAG (food, FLAG_CURSED)) 3756 if (QUERY_FLAG (food, FLAG_CURSED))
3894 { 3757 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3758 who->failmsg ("You are drained of mana!");
3896 who->stats.sp -= food->stats.sp; 3759 who->stats.sp -= food->stats.sp;
3897 if (who->stats.sp < 0) 3760 if (who->stats.sp < 0)
3898 who->stats.sp = 0; 3761 who->stats.sp = 0;
3899 } 3762 }
3900 else 3763 else
3901 { 3764 {
3902 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3765 who->statusmsg ("You feel a rush of magical energy!");
3903 who->stats.sp += food->stats.sp; 3766 who->stats.sp += food->stats.sp;
3904 /* place limit on max sp from food? */ 3767 /* place limit on max sp from food? */
3905 } 3768 }
3906 } 3769 }
3907 fix_player (who);
3908}
3909 3770
3771 who->update_stats ();
3772}
3910 3773
3911/** 3774/**
3912 * Designed primarily to light torches/lanterns/etc. 3775 * Designed primarily to light torches/lanterns/etc.
3913 * Also burns up burnable material too. First object in the inventory is 3776 * Also burns up burnable material too. First object in the inventory is
3914 * the selected object to "burn". -b.t. 3777 * the selected object to "burn". -b.t.
3915 */ 3778 */
3916
3917void 3779void
3918apply_lighter (object *who, object *lighter) 3780apply_lighter (object *who, object *lighter)
3919{ 3781{
3920 object *item; 3782 object *item;
3921 int is_player_env = 0; 3783 int is_player_env = 0;
3922 uint32 nrof;
3923 tag_t count;
3924 char item_name[MAX_BUF];
3925 3784
3926 item = find_marked_object (who); 3785 item = find_marked_object (who);
3927 if (item) 3786 if (item)
3928 { 3787 {
3929 if (lighter->last_eat && lighter->stats.food) 3788 if (lighter->last_eat && lighter->stats.food)
3930 { /* lighter gets used up */ 3789 { /* lighter gets used up */
3931 /* Split multiple lighters if they're being used up. Otherwise *
3932 * one charge from each would be used up. --DAMN */
3933 if (lighter->nrof > 1)
3934 {
3935 object *oneLighter = get_object (); 3790 object *oneLighter = lighter->split ();
3936
3937 copy_object (lighter, oneLighter);
3938 lighter->nrof -= 1;
3939 oneLighter->nrof = 1;
3940 oneLighter->stats.food--; 3791 oneLighter->stats.food--;
3941 esrv_send_item (who, lighter); 3792 who->insert (oneLighter);
3942 oneLighter = insert_ob_in_ob (oneLighter, who);
3943 esrv_send_item (who, oneLighter);
3944 }
3945 else
3946 {
3947 lighter->stats.food--;
3948 }
3949
3950 } 3793 }
3951 else if (lighter->last_eat) 3794 else if (lighter->last_eat)
3795 {
3952 { /* no charges left in lighter */ 3796 /* no charges left in lighter */
3953 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3797 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3954 return; 3798 return;
3955 } 3799 }
3800
3956 /* Perhaps we should split what we are trying to light on fire? 3801 /* Perhaps we should split what we are trying to light on fire?
3957 * I can't see many times when you would want to light multiple 3802 * I can't see many times when you would want to light multiple
3958 * objects at once. 3803 * objects at once.
3959 */ 3804 */
3960 nrof = item->nrof; 3805
3961 count = item->count;
3962 /* If the item is destroyed, we don't have a valid pointer to the
3963 * name object, so make a copy so the message we print out makes
3964 * some sense.
3965 */
3966 strcpy (item_name, item->name);
3967 if (who == is_player_inv (item)) 3806 if (who == item->in_player ())
3968 is_player_env = 1; 3807 is_player_env = 1;
3969 3808
3970 save_throw_object (item, AT_FIRE, who); 3809 save_throw_object (item, AT_FIRE, who);
3971 /* Change to check count and not freed, since the object pointer 3810
3972 * may have gotten recycled 3811 if (item->destroyed ())
3973 */ 3812 {
3974 if ((nrof != item->nrof) || (count != item->count))
3975 {
3976 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3813 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3977 /* Need to update the player so that the players glow radius 3814 /* Need to update the player so that the players glow radius
3978 * gets changed. 3815 * gets changed.
3979 */ 3816 */
3980 if (is_player_env) 3817 if (is_player_env)
3981 fix_player (who); 3818 who->update_stats ();
3982 } 3819 }
3983 else 3820 else
3984 {
3985 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3821 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3986 }
3987
3988 } 3822 }
3989 else /* nothing to light */ 3823 else
3990 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3824 who->failmsg ("You need to mark a lightable object.");
3991
3992} 3825}
3993 3826
3994/** 3827/**
3995 * op made some mistake with a scroll, this takes care of punishment. 3828 * op made some mistake with a scroll, this takes care of punishment.
3996 * scroll_failure()- hacked directly from spell_failure 3829 * scroll_failure()- hacked directly from spell_failure
4003 3836
4004 if (failure <= -1 && failure > -15) 3837 if (failure <= -1 && failure > -15)
4005 { /* wonder */ 3838 { /* wonder */
4006 object *tmp; 3839 object *tmp;
4007 3840
4008 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3841 op->failmsg ("Your spell warps!");
4009 tmp = get_archetype (SPELL_WONDER); 3842 tmp = get_archetype (SPELL_WONDER);
4010 cast_wonder (op, op, 0, tmp); 3843 cast_wonder (op, op, 0, tmp);
4011 free_object (tmp); 3844 tmp->destroy ();
4012 } 3845 }
4013 else if (failure <= -15 && failure > -35) 3846 else if (failure <= -15 && failure > -35)
4014 { /* drain mana */ 3847 { /* drain mana */
4015 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3848 op->failmsg ("Your mana is drained!");
4016 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3849 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4017 if (op->stats.sp < 0) 3850 if (op->stats.sp < 0)
4018 op->stats.sp = 0; 3851 op->stats.sp = 0;
4019 } 3852 }
4020 else if (settings.spell_failure_effects == TRUE) 3853 else if (settings.spell_failure_effects == TRUE)
4021 { 3854 {
4022 if (failure <= -35 && failure > -60) 3855 if (failure <= -35 && failure > -60)
4023 { /* confusion */ 3856 { /* confusion */
4024 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3857 op->failmsg ("The magic recoils on you!");
4025 confuse_player (op, op, power); 3858 confuse_player (op, op, power);
4026 } 3859 }
4027 else if (failure <= -60 && failure > -70) 3860 else if (failure <= -60 && failure > -70)
4028 { /* paralysis */ 3861 { /* paralysis */
4029 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3862 op->failmsg ("The magic recoils and paralyzes you!");
4030 paralyze_player (op, op, power); 3863 paralyze_player (op, op, power);
4031 } 3864 }
4032 else if (failure <= -70 && failure > -80) 3865 else if (failure <= -70 && failure > -80)
4033 { /* blind */ 3866 { /* blind */
4034 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3867 op->failmsg ("The magic recoils on you!");
4035 blind_player (op, op, power); 3868 blind_player (op, op, power);
4036 } 3869 }
4037 else if (failure <= -80) 3870 else if (failure <= -80)
4038 { /* blast the immediate area */ 3871 { /* blast the immediate area */
4039 object *tmp;
4040
4041 tmp = get_archetype (LOOSE_MANA); 3872 object *tmp = get_archetype (LOOSE_MANA);
4042 cast_magic_storm (op, tmp, power); 3873 cast_magic_storm (op, tmp, power);
4043 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3874 op->failmsg ("You unleash uncontrolled mana!");
4044 free_object (tmp); 3875 tmp->destroy ();
4045 } 3876 }
4046 } 3877 }
4047} 3878}
4048 3879
4049void 3880void
4053 for the race, put the excess stat some 3884 for the race, put the excess stat some
4054 where else. */ 3885 where else. */
4055 3886
4056 switch (change->type) 3887 switch (change->type)
4057 { 3888 {
4058 case CLASS: 3889 case CLASS:
4059 { 3890 {
4060 living *stats = &(pl->contr->orig_stats); 3891 living *stats = &(pl->contr->orig_stats);
4061 living *ns = &(change->stats); 3892 living *ns = &(change->stats);
4062 object *walk; 3893 object *walk;
4063 int flag_change_face = 1; 3894 int flag_change_face = 1;
4064 3895
4065 /* the following code assigns stats up to the stat max 3896 /* the following code assigns stats up to the stat max
4066 * for the race, and if the stat max is exceeded, 3897 * for the race, and if the stat max is exceeded,
4067 * tries to randomly reassign the excess stat 3898 * tries to randomly reassign the excess stat
4068 */ 3899 */
4069 int i, j; 3900 int i, j;
4070 3901
4071 for (i = 0; i < NUM_STATS; i++) 3902 for (i = 0; i < NUM_STATS; i++)
4072 { 3903 {
4073 sint8 stat = get_attr_value (stats, i); 3904 int race_bonus = pl->arch->stats.stat (i);
4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3905 sint8 stat = stats->stat (i) + ns->stat (i);
4075 3906
4076 stat += get_attr_value (ns, i);
4077 if (stat > 20 + race_bonus) 3907 if (stat > 20 + race_bonus)
4078 { 3908 {
4079 excess_stat++; 3909 excess_stat++;
4080 stat = 20 + race_bonus; 3910 stat = 20 + race_bonus;
4081 } 3911 }
4082 set_attr_value (stats, i, stat); 3912
3913 stats->stat (i) = stat;
4083 } 3914 }
4084 3915
4085 for (j = 0; excess_stat > 0 && j < 100; j++) 3916 for (j = 0; excess_stat > 0 && j < 100; j++)
4086 { /* try 100 times to assign excess stats */ 3917 { /* try 100 times to assign excess stats */
4087 int i = rndm (0, 6); 3918 int i = rndm (0, 6);
4088 int stat = get_attr_value (stats, i);
4089 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4090 3919
4091 if (i == CHA) 3920 if (i == CHA)
4092 continue; /* exclude cha from this */ 3921 continue; /* exclude cha from this */
3922
3923 int stat = stats->stat (i);
3924 int race_bonus = pl->arch->stats.stat (i);
4093 if (stat < 20 + race_bonus) 3925 if (stat < 20 + race_bonus)
4094 { 3926 {
4095 change_attr_value (stats, i, 1); 3927 change_attr_value (stats, i, 1);
4096 excess_stat--; 3928 excess_stat--;
4097 } 3929 }
4098 } 3930 }
4099 3931
4100 /* insert the randomitems from the change's treasurelist into 3932 /* insert the randomitems from the change's treasurelist into
4101 * the player ref: player.c 3933 * the player ref: player.c
4102 */ 3934 */
4103 if (change->randomitems != NULL) 3935 if (change->randomitems != NULL)
4104 give_initial_items (pl, change->randomitems); 3936 give_initial_items (pl, change->randomitems);
4105 3937
4106
4107 /* set up the face, for some races. */ 3938 /* set up the face, for some races. */
4108 3939
4109 /* first, look for the force object banning 3940 /* first, look for the force object banning
4110 * changing the face. Certain races never change face with class. 3941 * changing the face. Certain races never change face with class.
4111 */ 3942 */
4112 for (walk = pl->inv; walk != NULL; walk = walk->below) 3943 for (walk = pl->inv; walk != NULL; walk = walk->below)
4113 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3944 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4114 flag_change_face = 0; 3945 flag_change_face = 0;
4115 3946
4116 if (flag_change_face) 3947 if (flag_change_face)
4117 { 3948 {
4118 pl->animation_id = GET_ANIM_ID (change);
4119 pl->face = change->face; 3949 pl->face = change->face;
4120 3950 pl->animation_id = change->animation_id;
4121 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3951 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4122 SET_FLAG (pl, FLAG_ANIMATE);
4123 else
4124 CLEAR_FLAG (pl, FLAG_ANIMATE);
4125 } 3952 }
4126 3953
4127 /* check the special case of can't use weapons */ 3954 /* check the special case of can't use weapons */
4128 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3955 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4129 if (!strcmp (change->name, "monk")) 3956 if (!strcmp (change->name, "monk"))
4130 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 3957 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4131 3958
4132 break; 3959 break;
4133 } 3960 }
4134 } 3961 }
4135} 3962}
4136 3963
4137/** 3964/**
4138 * This handles items of type 'transformer'. 3965 * This handles items of type 'transformer'.
4155 char got[MAX_BUF]; 3982 char got[MAX_BUF];
4156 int len; 3983 int len;
4157 3984
4158 if (!pl || !transformer) 3985 if (!pl || !transformer)
4159 return; 3986 return;
3987
4160 marked = find_marked_object (pl); 3988 marked = find_marked_object (pl);
3989
4161 if (!marked) 3990 if (!marked)
4162 { 3991 {
4163 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3992 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4164 return; 3993 return;
4165 } 3994 }
3995
4166 if (!marked->slaying) 3996 if (!marked->slaying)
4167 { 3997 {
4168 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3998 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4169 return; 3999 return;
4170 } 4000 }
4001
4171 /* check whether they are compatible or not */ 4002 /* check whether they are compatible or not */
4172 find = strstr (marked->slaying, transformer->arch->name); 4003 find = strstr (marked->slaying, transformer->arch->archname);
4173 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4004 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4174 { 4005 {
4175 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4006 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4176 return; 4007 return;
4177 } 4008 }
4009
4178 find += strlen (transformer->arch->name) + 1; 4010 find += strlen (transformer->arch->archname) + 1;
4179 /* Item can be used, now find how many and what it yields */ 4011 /* Item can be used, now find how many and what it yields */
4180 if (isdigit (*(find))) 4012 if (isdigit (*(find)))
4181 { 4013 {
4182 yield = atoi (find); 4014 yield = atoi (find);
4183 if (yield < 1) 4015 if (yield < 1)
4189 else 4021 else
4190 yield = 1; 4022 yield = 1;
4191 4023
4192 while (isdigit (*find)) 4024 while (isdigit (*find))
4193 find++; 4025 find++;
4026
4194 while (*find == ' ') 4027 while (*find == ' ')
4195 find++; 4028 find++;
4029
4196 memset (got, 0, MAX_BUF); 4030 memset (got, 0, MAX_BUF);
4031
4197 if ((separator = strchr (find, ';')) != NULL) 4032 if ((separator = strchr (find, ';')) != NULL)
4198 {
4199 len = separator - find; 4033 len = separator - find;
4200 }
4201 else 4034 else
4202 {
4203 len = strlen (find); 4035 len = strlen (find);
4204 } 4036
4205 if (len > MAX_BUF - 1) 4037 if (len > MAX_BUF - 1)
4206 len = MAX_BUF - 1; 4038 len = MAX_BUF - 1;
4039
4207 strcpy (got, find); 4040 strcpy (got, find);
4208 got[len] = '\0'; 4041 got[len] = '\0';
4209 4042
4210 /* Now create new item, remove used ones when required. */ 4043 /* Now create new item, remove used ones when required. */
4211 new_item = get_archetype (got); 4044 new_item = get_archetype (got);
4212 if (!new_item) 4045 if (!new_item)
4213 { 4046 {
4214 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4047 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4215 return; 4048 return;
4216 } 4049 }
4050
4217 new_item->nrof = yield; 4051 new_item->nrof = yield;
4052
4218 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4053 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4219 insert_ob_in_ob (new_item, pl); 4054
4220 esrv_send_inventory (pl, pl); 4055 pl->insert (new_item);
4221 /* Eat up one item */ 4056 /* Eat up one item */
4222 decrease_ob_nr (marked, 1); 4057 marked->decrease ();
4058
4223 /* Eat one transformer if needed */ 4059 /* Eat one transformer if needed */
4224 if (transformer->stats.food) 4060 if (transformer->stats.food)
4225 if (--transformer->stats.food == 0) 4061 if (--transformer->stats.food == 0)
4226 decrease_ob_nr (transformer, 1); 4062 transformer->decrease ();
4227} 4063}
4064

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