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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.33 by root, Sun Dec 3 20:37:12 2006 UTC vs.
Revision 1.172 by root, Mon Sep 29 10:32:50 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24#include <cmath>
23 25
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <spells.h> 28#include <spells.h>
27#include <skills.h> 29#include <skills.h>
28#include <tod.h> 30#include <tod.h>
29 31
30#ifndef __CEXTRACT__
31# include <sproto.h> 32#include <sproto.h>
32#endif
33 33
34/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
35#include <sounds.h> 35#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 36
40/** 37/**
41 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 40 */
56 * subtype 5: arch or race 53 * subtype 5: arch or race
57 * subtype 7: all three 54 * subtype 7: all three
58 */ 55 */
59 if (op->subtype) 56 if (op->subtype)
60 { 57 {
61 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
62 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
63 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
64 } 61 }
65 else 62 else
66 { 63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 76 return 1;
80 } 77
81 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 79 * of arch, name, or race match.
83 */ 80 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 84 return 1;
89 } 85
90 return 0; 86 return 0;
91} 87}
92 88
93/** 89/**
94 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
96 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
97 */ 93 */
98static int 94static int
99apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
100{ 96{
101 object *id, *marked; 97 dynbuf_text buf;
102 int success = 0;
103 98
104 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
105 return 0; 100 return 0;
106 101
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
109 */ 104 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111 return 0; 106 return 0;
112 107
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
116 */ 110 */
111 if (object *marked = find_marked_object (pl))
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 { 113 {
119 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
120 { 115 {
121 identify (marked); 116 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
123 if (marked->msg) 119 if (marked->msg)
124 { 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
127 } 123 }
128 return money == NULL;
129 } 124 }
130 }
131 125
132 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
133 { 127 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 { 129 {
136 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
137 { 131 {
138 identify (id); 132 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
140 if (id->msg) 135 if (id->msg)
141 { 136 buf << "The item has a story:\r" << id->msg << "\n\n";
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
148 break; 140 break;
149 } 141 }
150 else 142 else
151 { 143 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break; 145 break;
154 } 146 }
155 } 147 }
156 } 148 }
157 if (!success) 149
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
159 return money == NULL; 155 return !money;
160} 156}
161 157
162/** 158/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item. 160 * matching item.
165 **/ 161 **/
166static void 162void
167handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
168{ 164{
169 const char *yield; 165 if (shstr yield = tmp->kv (shstr_on_use_yield))
170 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
171 yield = get_ob_key_value (tmp, "on_use_yield");
172 if (yield != NULL)
173 {
174 object *drop = get_archetype (yield);
175
176 if (tmp->env)
177 {
178 drop = insert_ob_in_ob (drop, tmp->env);
179 if (tmp->env->type == PLAYER)
180 esrv_send_item (tmp->env, drop);
181 }
182 else
183 {
184 drop->x = tmp->x;
185 drop->y = tmp->y;
186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
187 }
188 }
189} 167}
190 168
191/** 169/**
192 * Handles applying a potion. 170 * Handles applying a potion.
193 */ 171 */
195apply_potion (object *op, object *tmp) 173apply_potion (object *op, object *tmp)
196{ 174{
197 int got_one = 0, i; 175 int got_one = 0, i;
198 object *force = 0, *floor = 0; 176 object *force = 0, *floor = 0;
199 177
200 floor = get_map_ob (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
201 179
202 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)
203 { 181 {
204 if (op->type == PLAYER)
205 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
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 185 return 0;
208 } 186 }
209 187
210 if (op->type == PLAYER) 188 if (op->type == PLAYER)
211 {
212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213 identify (tmp); 190 identify (tmp);
214 }
215 191
216 handle_apply_yield (tmp); 192 handle_apply_yield (tmp);
217 193
218 /* Potion of restoration - only for players */ 194 /* Potion of restoration - only for players */
219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
221 object *depl; 197 object *depl;
222 archetype *at; 198 archetype *at;
223 199
224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 { 201 {
226 drain_stat (op); 202 op->drain_stat ();
227 fix_player (op); 203 op->update_stats ();
228 decrease_ob (tmp); 204 tmp->decrease ();
229 return 1; 205 return 1;
230 } 206 }
207
231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
232 { 209 {
233 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
234 return 0; 211 return 0;
235 } 212 }
213
236 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
215
237 if (depl != NULL) 216 if (depl)
238 { 217 {
239 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 219 if (depl->stats.stat (i))
241 { 220 op->statusmsg (restore_msg[i]);
242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221
243 } 222 depl->destroy ();
244 remove_ob (depl); 223 op->update_stats ();
245 free_object (depl);
246 fix_player (op);
247 } 224 }
248 else 225 else
249 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
250 227
251 decrease_ob (tmp); 228 tmp->decrease ();
252 return 1; 229 return 1;
253 } 230 }
254 231
255 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
257 { 234 {
258
259 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
260 { 236 {
261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 { 238 {
263 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
264 { 240 {
265 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
266 break; 242 break;
267 } 243 }
244
268 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
269 { 246 {
270 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
271 break; 248 break;
272 } 249 }
250
273 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
274 { 252 {
275 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
276 break; 254 break;
277 } 255 }
281 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
282 { 260 {
283 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
284 break; 262 break;
285 } 263 }
264
286 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
287 { 266 {
288 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
289 break; 268 break;
290 } 269 }
270
291 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
292 { 272 {
293 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
294 break; 274 break;
295 } 275 }
296 } 276 }
297 } 277 }
278
298 /* Just makes checking easier */ 279 /* Just makes checking easier */
299 if (i < MIN (11, op->level)) 280 if (i < MIN (11, op->level))
300 got_one = 1; 281 got_one = 1;
282
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 { 284 {
303 if (got_one) 285 if (got_one)
304 { 286 {
305 fix_player (op); 287 op->update_stats ();
306 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 "
307 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
308 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
309 } 291 }
310 else 292 else
311 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.");
312 } 294 }
313 else 295 else
314 { /* cursed potion */ 296 { /* cursed potion */
315 if (got_one) 297 if (got_one)
316 { 298 {
317 fix_player (op); 299 op->update_stats ();
318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
319 } 301 }
320 else 302 else
321 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);
322 } 304 }
305
323 decrease_ob (tmp); 306 tmp->decrease ();
324 return 1; 307 return 1;
325 } 308 }
326 309
327 310
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
334 { 317 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 319 {
337 object *fball; 320 object *fball;
338 321
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 322 op->failmsg ("Yech! Your lungs are on fire!");
323
340 /* Explodes a fireball centered at player */ 324 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL); 325 fball = get_archetype (EXPLODING_FIREBALL);
342 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;
343 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;
344 fball->x = op->x; 328 fball->x = op->x;
346 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
347 } 331 }
348 else 332 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 334
351 decrease_ob (tmp); 335 tmp->decrease ();
336
352 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 339 op->update_stats ();
340
355 return 1; 341 return 1;
356 } 342 }
357 343
358 /* Deal with protection potions */ 344 /* Deal with protection potions */
359 force = NULL; 345 force = NULL;
361 { 347 {
362 if (tmp->resist[i]) 348 if (tmp->resist[i])
363 { 349 {
364 if (!force) 350 if (!force)
365 force = get_archetype (FORCE_NAME); 351 force = get_archetype (FORCE_NAME);
352
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 354 force->type = POTION_EFFECT;
368 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 */
369 } 356 }
370 } 357 }
358
371 /* This is a protection potion */ 359 /* This is a protection potion */
372 if (force) 360 if (force)
373 { 361 {
374 /* cursed items last longer */ 362 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 365 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 366 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 367 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 368 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 369 }
370
382 force->speed_left = -1; 371 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 375 change_abil (op, force);
387 decrease_ob (tmp); 376 tmp->decrease ();
388 return 1; 377 return 1;
389 } 378 }
390 379
391 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
392 if (op->type == PLAYER) 381 if (op->type == PLAYER)
393 { /* only for players */ 382 { /* only for players */
394 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)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 384 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 385 else
397 SET_FLAG (tmp, FLAG_APPLIED); 386 SET_FLAG (tmp, FLAG_APPLIED);
387
398 if (!change_abil (op, tmp)) 388 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 389 op->statusmsg ("Nothing happened.");
400 } 390 }
401 391
402 /* CLEAR_FLAG is so that if the character has other potions 392 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 393 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 395 * up all the stats.
406 */ 396 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 398 op->update_stats ();
409 decrease_ob (tmp); 399 tmp->decrease ();
410 return 1; 400 return 1;
411} 401}
412 402
413/**************************************************************************** 403/****************************************************************************
414 * Weapon improvement code follows 404 * Weapon improvement code follows
420static int 410static int
421check_item (object *op, const char *item) 411check_item (object *op, const char *item)
422{ 412{
423 int count = 0; 413 int count = 0;
424 414
425 415 if (!item)
426 if (item == NULL)
427 return 0; 416 return 0;
428 op = op->below; 417
429 while (op != NULL) 418 for (op = op->below; op; op = op->below)
430 { 419 {
431 if (strcmp (op->arch->name, item) == 0) 420 if (strcmp (op->arch->archname, item) == 0)
432 { 421 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 { 424 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++; 426 count++;
438 else 427 else
439 count += op->nrof; 428 count += op->nrof;
440 } 429 }
441 } 430 }
442 op = op->below;
443 } 431 }
432
444 return count; 433 return count;
445} 434}
446 435
447/** 436/**
448 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
456 object *prev; 445 object *prev;
457 446
458 prev = op; 447 prev = op;
459 op = op->below; 448 op = op->below;
460 449
461 while (op != NULL) 450 while (op)
462 { 451 {
463 if (strcmp (op->arch->name, item) == 0) 452 if (strcmp (op->arch->archname, item) == 0)
464 { 453 {
465 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
466 { 455 {
467 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
468 return; 457 return;
469 } 458 }
470 else 459 else
471 { 460 {
472 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
473 nrof -= op->nrof; 462 nrof -= op->nrof;
474 } 463 }
464
475 op = prev; 465 op = prev;
476 } 466 }
467
477 prev = op; 468 prev = op;
478 op = op->below; 469 op = op->below;
479 } 470 }
480} 471}
481 472
487 * we return 1 (true) if the player can use the weapon. 478 * we return 1 (true) if the player can use the weapon.
488 */ 479 */
489static int 480static int
490check_weapon_power (const object *who, int improvs) 481check_weapon_power (const object *who, int improvs)
491{ 482{
492
493/* 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
494 * 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
495 * 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.
496 */ 486 */
497#if 1 487#if 1
538static int 528static int
539check_sacrifice (object *op, const object *improver) 529check_sacrifice (object *op, const object *improver)
540{ 530{
541 int count = 0; 531 int count = 0;
542 532
543 if (improver->slaying != NULL) 533 if (improver->slaying)
544 { 534 {
545 count = check_item (op, improver->slaying); 535 count = check_item (op, improver->slaying);
546 if (count < 1) 536 if (count < 1)
547 { 537 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 538 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 539 return 0;
553 } 540 }
554 } 541 }
555 else 542 else
556 count = 1; 543 count = 1;
559} 546}
560 547
561/** 548/**
562 * Actually improves the weapon, and tells user. 549 * Actually improves the weapon, and tells user.
563 */ 550 */
564int 551static int
565improve_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)
566{ 553{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 554 stat += sacrifice_count;
570 weapon->last_eat++; 555 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 556 improver->decrease ();
572 decrease_ob (improver);
573 557
574 /* So it updates the players stats and the window */ 558 /* So it updates the players stats and the window */
575 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
576 return 1; 567 return 1;
577} 568}
578 569
579/* Types of improvements, hidden in the sp field. */ 570/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 571#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 572#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 573#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 574#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 575#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 576#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 577#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 578#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 579#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 580#define IMPROVE_INT 10
590#define IMPROVE_POW 11 581#define IMPROVE_POW 11
591
592 582
593/** 583/**
594 * This does the prepare weapon scroll. 584 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 585 * Checks for sacrifice, and so on.
596 */ 586 */
597
598int 587int
599prepare_weapon (object *op, object *improver, object *weapon) 588prepare_weapon (object *op, object *improver, object *weapon)
600{ 589{
601 int sacrifice_count, i; 590 int sacrifice_count, i;
602 char buf[MAX_BUF]; 591 char buf[MAX_BUF];
603 592
604 if (weapon->level != 0) 593 if (weapon->level != 0)
605 { 594 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 595 op->failmsg ("Weapon is already prepared!");
607 return 0; 596 return 0;
608 } 597 }
598
609 for (i = 0; i < NROFATTACKS; i++) 599 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 600 if (weapon->resist[i])
611 break; 601 break;
612 602
613 /* If we break out, i will be less than nrofattacks, preventing 603 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 608 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 609 weapon->stats.ac) /* AC - only taifu's I think */
620 { 610 {
621 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.>");
622 return 0; 614 return 0;
623 } 615 }
616
624 sacrifice_count = check_sacrifice (op, improver); 617 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 618 if (sacrifice_count <= 0)
626 return 0; 619 return 0;
620
627 weapon->level = isqrt (sacrifice_count); 621 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 622 eat_item (op, improver->slaying, sacrifice_count);
630 623
631 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 ));
632 629
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 630 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 631 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 632 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 633 slot at once! */
637 decrease_ob (improver); 634 improver->decrease ();
638 weapon->last_eat = 0; 635 weapon->last_eat = 0;
639 return 1; 636 return 1;
640} 637}
641
642 638
643/** 639/**
644 * 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.
645 * This is the new improve weapon code. 641 * This is the new improve weapon code.
646 * 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.
655improve_weapon (object *op, object *improver, object *weapon) 651improve_weapon (object *op, object *improver, object *weapon)
656{ 652{
657 int sacrifice_count, sacrifice_needed = 0; 653 int sacrifice_count, sacrifice_needed = 0;
658 654
659 if (improver->stats.sp == IMPROVE_PREPARE) 655 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 656 return prepare_weapon (op, improver, weapon);
662 } 657
663 if (weapon->level == 0) 658 if (weapon->level == 0)
664 { 659 {
665 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.>");
666 return 0; 661 return 0;
667 } 662 }
663
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 665 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 666 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 667 return 0;
672 } 668 }
669
673 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))
674 { 671 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 672 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 673 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 674 "really want to improve it.");
678 return 0; 675 return 0;
679 } 676 }
677
680 /* 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
681 * 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,
682 * 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
683 * weapon can be improved. 681 * weapon can be improved.
684 */ 682 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 683 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 684 {
687 weapon->stats.dam += 5; 685 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 687 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 688 weapon->last_eat++;
691 689
692 weapon->item_power++; 690 weapon->item_power++;
693 decrease_ob (improver); 691 improver->decrease ();
694 return 1; 692 return 1;
695 } 693 }
694
696 if (improver->stats.sp == IMPROVE_WEIGHT) 695 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 696 {
698 /* Reduce weight by 20% */ 697 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 698 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 699 if (weapon->weight < 1)
701 weapon->weight = 1; 700 weapon->weight = 1;
701
702 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));
703 weapon->last_eat++; 703 weapon->last_eat++;
704 weapon->item_power++; 704 weapon->item_power++;
705 decrease_ob (improver); 705 improver->decrease ();
706 return 1; 706 return 1;
707 } 707 }
708
708 if (improver->stats.sp == IMPROVE_ENCHANT) 709 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 710 {
710 weapon->magic++; 711 weapon->magic++;
711 weapon->last_eat++; 712 weapon->last_eat++;
712 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));
713 decrease_ob (improver); 714 improver->decrease ();
714 weapon->item_power++; 715 weapon->item_power++;
715 return 1; 716 return 1;
716 } 717 }
717 718
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 724 sacrifice_needed *= 2;
724 725
725 sacrifice_count = check_sacrifice (op, improver); 726 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 727 if (sacrifice_count < sacrifice_needed)
727 { 728 {
728 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));
729 return 0; 730 return 0;
730 } 731 }
732
731 eat_item (op, improver->slaying, sacrifice_needed); 733 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 734 weapon->item_power++;
733 735
734 switch (improver->stats.sp) 736 switch (improver->stats.sp)
735 { 737 {
736 case IMPROVE_STR:
737 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");
738 case IMPROVE_DEX:
739 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");
740 case IMPROVE_CON:
741 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");
742 case IMPROVE_WIS:
743 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");
744 case IMPROVE_CHA:
745 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");
746 case IMPROVE_INT:
747 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");
748 case IMPROVE_POW:
749 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");
750 default: 745 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 746 op->failmsg ("Unknown improvement type.");
752 } 747 }
748
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 749 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 750 return 0;
755} 751}
756 752
757/** 753/**
764{ 760{
765 object *otmp; 761 object *otmp;
766 762
767 if (op->type != PLAYER) 763 if (op->type != PLAYER)
768 return 0; 764 return 0;
765
769 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))
770 { 767 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 768 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 769 return 0;
773 } 770 }
771
774 otmp = find_marked_object (op); 772 otmp = find_marked_object (op);
773
775 if (!otmp) 774 if (!otmp)
776 { 775 {
777 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.>");
778 return 0; 777 return 0;
779 } 778 }
779
780 if (otmp->type != WEAPON && otmp->type != BOW) 780 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 781 {
782 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!");
783 return 0; 783 return 0;
784 } 784 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 785
786 op->statusmsg ("Applied weapon builder.");
787
786 improve_weapon (op, tmp, otmp); 788 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 789 esrv_send_item (op, otmp);
788 return 1; 790 return 1;
789} 791}
790 792
815{ 817{
816 object *tmp; 818 object *tmp;
817 819
818 if (armour->magic >= settings.armor_max_enchant) 820 if (armour->magic >= settings.armor_max_enchant)
819 { 821 {
820 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!");
821 return 0; 823 return 0;
822 } 824 }
825
823 /* 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,
824 * 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.
825 * 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
826 * of gnarg and what not?) 829 * of gnarg and what not?)
827 */ 830 */
828 if (armour->title) 831 if (armour->title)
829 { 832 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 833 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 834 return 0;
832 } 835 }
833 836
834 /* Split objects if needed. Can't insert tmp until the 837 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 838 * end of this function - otherwise it will just re-merge.
836 */ 839 */
837 if (armour->nrof > 1) 840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841 841
842 armour->magic++; 842 armour->magic++;
843 843
844 if (!settings.armor_speed_linear) 844 if (!settings.armor_speed_linear)
845 { 845 {
850 { 850 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 851 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 852 pow++;
853 } 853 }
854 854
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 856 }
857 else 857 else
858 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;
859 859
860 if (!settings.armor_weight_linear) 860 if (!settings.armor_weight_linear)
861 { 861 {
862 int base = 100; 862 int base = 100;
863 int pow = 0; 863 int pow = 0;
866 { 866 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 867 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 868 pow++;
869 } 869 }
870 870
871 armour->weight = (armour->arch->clone.weight * base) / 100; 871 armour->weight = (armour->arch->weight * base) / 100;
872 } 872 }
873 else 873 else
874 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;
875 875
876 if (armour->weight <= 0) 876 if (armour->weight <= 0)
877 { 877 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 879 armour->weight = 1;
880 } 880 }
881 881
882 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);
883 883
884 if (op->type == PLAYER) 884 if (op->type == PLAYER)
885 { 885 {
886 esrv_send_item (op, armour); 886 esrv_send_item (op, armour);
887
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 888 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 889 op->update_stats ();
889 } 890 }
890 decrease_ob (improver); 891
892 improver->decrease ();
893
891 if (tmp) 894 if (tmp)
892 { 895 op->insert (tmp);
893 insert_ob_in_ob (tmp, op); 896
894 esrv_send_item (op, tmp);
895 }
896 return 1; 897 return 1;
897} 898}
898
899 899
900/* 900/*
901 * 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
902 * what the converter wants, -1 if the converter is broken. 902 * what the converter wants, -1 if the converter is broken.
903 */ 903 *
904#define CONV_FROM(xyz) xyz->slaying
905#define CONV_TO(xyz) xyz->other_arch
906#define CONV_NR(xyz) xyz->stats.sp
907#define CONV_NEED(xyz) xyz->stats.food
908
909/* Takes one items and makes another. 904 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 905 * converter is the object that is doing the conversion.
911 * 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
912 * what the converter wants, this will not do anything. 907 * what the converter wants, this will not do anything.
913 */ 908 */
914int 909static int
915convert_item (object *item, object *converter) 910convert_item (object *item, object *converter)
916{ 911{
917 int nr = 0;
918 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;
919 921
920 /* 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,
921 * 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
922 * 3 gp and player drops a platinum, tough luck) 924 * 3 gp and player drops a platinum, tough luck)
923 */ 925 */
924 if (!strcmp (CONV_FROM (converter), "money")) 926 if (conv_from == shstr_money)
925 { 927 {
926 int cost;
927
928 if (item->type != MONEY) 928 if (item->type != MONEY)
929 return 0; 929 return 0;
930 930
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 931 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 932 if (!nr)
933 return 0; 933 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 934
935 /* take into account rounding errors */ 935 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 936
937 cost++; 937 sint64 cost = (nr * need + item->value - 1) / item->value;
938 decrease_ob_nr (item, cost); 938
939 item->decrease (cost);
939 940
940 price_in = cost * item->value; 941 price_in = cost * item->value;
941 } 942 }
942 else 943 else
943 { 944 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 945 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 946 || conv_from != item->arch->archname
947 || (need && need > (uint16) item->nrof))
946 return 0; 948 return 0;
947 949
948 if (CONV_NEED (converter)) 950 converter->play_sound (sound_find ("convert_item"));
951
952 if (need)
949 { 953 {
950 nr = item->nrof / CONV_NEED (converter); 954 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 955 item->decrease (nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 956 price_in = nr * need * item->value;
953 } 957 }
954 else 958 else
955 { 959 {
956 price_in = item->value; 960 price_in = item->value;
957 remove_ob (item); 961 item->destroy ();
958 free_object (item);
959 } 962 }
960 } 963 }
961 964
962 if (converter->inv != NULL) 965 if (converter->inv)
963 { 966 {
964 object *ob; 967 object *ob;
965 int i; 968 int i;
966 object *ob_to_copy; 969 object *ob_to_copy;
967 970
968 /* select random object from inventory to copy */ 971 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 972 ob_to_copy = converter->inv;
970 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++)
971 {
972 if (rndm (0, i) == 0) 974 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 975 ob_to_copy = ob;
975 } 976
976 } 977 item = ob_to_copy->deep_clone ();
977 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 980 }
981 else 981 else
982 { 982 {
983 if (converter->other_arch == NULL) 983 if (!conv_to)
984 { 984 {
985 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",
986 &converter->name, converter->map->path, converter->x, converter->y); 986 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 987 return -1;
988 } 988 }
989 989
990 item = object_create_arch (converter->other_arch); 990 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 992 }
993 993
994 if (CONV_NR (converter)) 994 if (give)
995 item->nrof = CONV_NR (converter); 995 item->nrof = give;
996
996 if (nr) 997 if (nr)
997 item->nrof *= nr; 998 item->nrof *= nr;
999
998 if (is_in_shop (converter)) 1000 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID); 1001 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value) 1002 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 1003 {
1002 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",
1003 &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);
1004
1005 /** 1006 /**
1006 * 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
1007 * propably had something in mind when doing this 1008 * hopefully had something in mind when doing this.
1008 */ 1009 */
1009 } 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
1010 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);
1011 return 1; 1018 return 1;
1012} 1019}
1013 1020
1014/** 1021/**
1015 * Handle apply on containers. 1022 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 1023 * By Eneq(@csd.uu.se).
1017 * 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]
1018 * added the alchemical cauldron to the code -b.t. 1025 * added the alchemical cauldron to the code -b.t.
1019 */ 1026 */
1020
1021int 1027int
1022apply_container (object *op, object *sack) 1028apply_container (object *op, object *sack)
1023{ 1029{
1024 char buf[MAX_BUF]; 1030 if (op->type != PLAYER || !op->contr->ns)
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */ 1031 return 0; /* This might change */
1029 1032
1030 if (sack == NULL || sack->type != CONTAINER) 1033 if (!sack || sack->type != CONTAINER)
1031 { 1034 {
1032 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]");
1033 return 0; 1036 return 0;
1034 } 1037 }
1035 op->contr->last_used = NULL; 1038
1036 op->contr->last_used_id = 0; 1039 op->contr->last_used = 0;
1037 1040
1038 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;
1039 { 1045 }
1040 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)
1041 { 1051 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1052 // open on ground or inv, so close
1053 op->close_container ();
1043 return 1; 1054 return 1;
1044 } 1055 }
1045 /* It's on the ground, the problems begin */ 1056 else if (!sack->env)
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1;
1057 }
1058 }
1059 } 1057 {
1060 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;
1061 { 1061 }
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 if (tmp && tmp->type == CLOSE_CON)
1082 {
1083 remove_ob (tmp);
1084 free_object (tmp);
1085 }
1086 }
1087 }
1088 }
1089 1062
1090 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1063 // fall through to opening it (active in inv)
1091 { 1064 }
1065 else if (sack->env)
1066 {
1067 // it is in our env, so activate it, do not open yet
1092 if (op->container) 1068 op->close_container ();
1093 { 1069 sack->flag [FLAG_APPLIED] = 1;
1094 if (op->container != sack) 1070 esrv_update_item (UPD_FLAGS, op, sack);
1095 { 1071 op->statusmsg (format ("You ready %s.", query_name (sack)));
1096 tmp = op->container; 1072 return 1;
1097 apply_container (op, tmp); 1073 }
1098 sprintf (buf, "You close %s and open ", query_name (tmp)); 1074
1099 op->container = sack; 1075 // it's locked?
1100 strcat (buf, query_name (sack)); 1076 if (sack->slaying)
1101 strcat (buf, "."); 1077 {
1102 } 1078 if (object *tmp = find_key (op, op, sack))
1103 else 1079 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1104 {
1105 CLEAR_FLAG (sack, FLAG_APPLIED);
1106 op->container = NULL;
1107 sprintf (buf, "You close %s.", query_name (sack));
1108 }
1109 }
1110 else 1080 else
1111 { 1081 {
1112 CLEAR_FLAG (sack, FLAG_APPLIED);
1113 sprintf (buf, "You open %s.", query_name (sack));
1114 SET_FLAG (sack, FLAG_APPLIED);
1115 op->container = sack;
1116 }
1117 }
1118 else
1119 { /* not applied */
1120 if (sack->slaying)
1121 { /* it's locked */
1122 tmp = find_key (op, op, sack);
1123 if (tmp)
1124 {
1125 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1126 SET_FLAG (sack, FLAG_APPLIED);
1127 if (sack->env == NULL)
1128 { /* if it's on ground,open it also */
1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1130 apply_container (op, sack);
1131 return 1;
1132 }
1133 }
1134 else
1135 {
1136 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)));
1137 }
1138 }
1139 else
1140 {
1141 sprintf (buf, "You readied %s.", query_name (sack));
1142 SET_FLAG (sack, FLAG_APPLIED);
1143 if (sack->env == NULL)
1144 { /* if it's on ground,open it also */
1145 new_draw_info (NDI_UNIQUE, 0, op, buf);
1146 apply_container (op, sack);
1147 return 1; 1083 return 1;
1148 } 1084 }
1149 }
1150 } 1085 }
1151 new_draw_info (NDI_UNIQUE, 0, op, buf); 1086
1152 if (op->contr) 1087 op->open_container (sack);
1153 op->contr->socket.update_look = 1; 1088
1154 return 1; 1089 return 1;
1155} 1090}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1091
1282/** 1092/**
1283 * Handles dropping things on altar. 1093 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1094 * Returns true if sacrifice was accepted.
1285 */ 1095 */
1296 * 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
1297 * is up to map designers to use them properly. 1107 * is up to map designers to use them properly.
1298 */ 1108 */
1299 if (altar->inv && altar->inv->type == SPELL) 1109 if (altar->inv && altar->inv->type == SPELL)
1300 { 1110 {
1301 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));
1302 cast_spell (originator, altar, 0, altar->inv, NULL); 1112 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with 1113 /* If it is connected, push the button. Fixes some problems with
1304 * old maps. 1114 * old maps.
1305 */ 1115 */
1306 1116
1307/* push_button (altar);*/ 1117/* push_button (altar);*/
1308 } 1118 }
1332 double opinion; 1142 double opinion;
1333 object *tmp, *next; 1143 object *tmp, *next;
1334 1144
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1336 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
1337 if (op->type != PLAYER) 1158 if (op->type != PLAYER)
1338 { 1159 {
1339 /* Remove all the unpaid objects that may be carried here. 1160 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in 1161 * This could be pets or monsters that are somehow in
1341 * the shop. 1162 * the shop.
1346 1167
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1168 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 { 1169 {
1349 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);
1350 1171
1351 remove_ob (tmp); 1172 tmp->remove ();
1352 1173
1353 if (i == -1) 1174 if (i == -1)
1354 i = 0; 1175 i = 0;
1355 1176
1356 tmp->map = op->map; 1177 tmp->map = op->map;
1367 /* unpaid objects, or non living objects, can't transfer by 1188 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space. 1189 * shop mats. Instead, put it on a nearby space.
1369 */ 1190 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1191 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 { 1192 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1193 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1194 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375 1195
1376 if (i != -1) 1196 if (i != -1)
1377 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);
1386 else if (can_pay (op) && get_payment (op)) 1206 else if (can_pay (op) && get_payment (op))
1387 { 1207 {
1388 /* this is only used for players */ 1208 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op); 1209 rv = teleport (shop_mat, SHOP_MAT, op);
1390 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
1391 if (shop_mat->msg) 1218 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1219 op->statusmsg (shop_mat->msg);
1393 /* 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,
1394 * 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
1395 * actually the shop floor. 1222 * actually the shop floor.
1396 */ 1223 */
1397 else if (!rv && !is_in_shop (op)) 1224 else if (!rv && !is_in_shop (op))
1398 { 1225 {
1399 opinion = shopkeeper_approval (op->map, op); 1226 opinion = shopkeeper_approval (op->map, op);
1400 1227
1401 if (opinion > 0.9) 1228 op->statusmsg (
1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1229 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1403 else if (opinion > 0.75) 1230 : opinion >= 0.75 ? "The shopkeeper waves to you."
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1231 : opinion >= 0.50 ? "The shopkeeper ignores you."
1405 else if (opinion > 0.5) 1232 : "The shopkeeper glares at you with contempt."
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else 1233 );
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 } 1234 }
1410 } 1235 }
1411 else 1236 else
1412 { 1237 {
1413 /* 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
1414 * 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
1415 * they are not on the mat anymore 1240 * they are not on the mat anymore
1416 */ 1241 */
1417 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);
1418 1243
1419 if (i == -1) 1244 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1245 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else 1246 else
1424 { 1247 {
1425 remove_ob (op); 1248 op->remove ();
1426 op->x += freearr_x[i]; 1249 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1250 op->y += freearr_y[i];
1428 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;
1429 } 1252 }
1430 } 1253 }
1437 * Handles applying a sign. 1260 * Handles applying a sign.
1438 */ 1261 */
1439static void 1262static void
1440apply_sign (object *op, object *sign, int autoapply) 1263apply_sign (object *op, object *sign, int autoapply)
1441{ 1264{
1442 readable_message_type *msgType; 1265 if (sign->has_dialogue ())
1443 char newbuf[HUGE_BUF];
1444
1445 if (sign->msg == NULL)
1446 { 1266 {
1447 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));
1448 return; 1268 return;
1449 } 1269 }
1450 1270
1271 if (!sign->msg)
1272 {
1273 op->statusmsg ("Nothing is written on it.");
1274 return;
1275 }
1276
1451 if (sign->stats.food) 1277 if (sign->stats.food)
1452 { 1278 {
1453 if (sign->last_eat >= sign->stats.food) 1279 if (sign->last_eat >= sign->stats.food)
1454 { 1280 {
1455 if (!sign->move_on) 1281 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1282 op->statusmsg ("You cannot read it anymore.");
1283
1457 return; 1284 return;
1458 } 1285 }
1459 1286
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1287 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1461 sign->last_eat++; 1288 sign->last_eat++;
1466 * 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
1467 * to us). 1294 * to us).
1468 */ 1295 */
1469 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)
1470 { 1297 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1298 op->failmsg ("You are unable to read while blind!");
1472 return; 1299 return;
1473 } 1300 }
1474 msgType = get_readable_message_type (sign); 1301
1475 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);
1476 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);
1477} 1351}
1478 1352
1479/** 1353/**
1480 * 'victim' moves onto 'trap' 1354 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap' 1355 * 'victim' leaves 'trap'
1504 * proper. This code was causing needless crashes. 1378 * proper. This code was causing needless crashes.
1505 */ 1379 */
1506 if (recursion_depth >= 500) 1380 if (recursion_depth >= 500)
1507 { 1381 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1382 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1383 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1510 return; 1384 return;
1511 } 1385 }
1386
1512 recursion_depth++; 1387 recursion_depth++;
1513 if (trap->head) 1388 if (trap->head)
1514 trap = trap->head; 1389 trap = trap->head;
1515 1390
1516 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)))
1531 1406
1532 /* Just put in some sanity check. I think there is a bug in the 1407 /* Just put in some sanity check. I think there is a bug in the
1533 * above with some objects have zero speed, and thus the player 1408 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed. 1409 * getting permanently paralyzed.
1535 */ 1410 */
1536 if (victim->speed_left < -50.0) 1411 if (victim->speed_left < -50.f)
1537 victim->speed_left = -50.0; 1412 victim->speed_left = -50.f;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1413 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 } 1414 }
1540 goto leave; 1415 goto leave;
1541 1416
1542 case SPINNER: 1417 case SPINNER:
1592 1467
1593 if (!trap->value) 1468 if (!trap->value)
1594 { 1469 {
1595 int tot; 1470 int tot;
1596 1471
1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1472 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1473 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1474 tot += ab->head_ ()->total_weight ();
1600 1475
1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1476 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1602 goto leave; 1477 goto leave;
1603 1478
1604 SET_ANIMATION (trap, trap->value); 1479 SET_ANIMATION (trap, trap->value);
1614 1489
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1490 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 { 1491 {
1617 if (!sound_was_played) 1492 if (!sound_was_played)
1618 { 1493 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1494 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1620 sound_was_played = 1; 1495 sound_was_played = 1;
1621 } 1496 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1497
1498 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1499 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1624 } 1500 }
1625 } 1501 }
1626 goto leave; 1502 goto leave;
1627 } 1503 }
1628 1504
1629
1630 case CONVERTER: 1505 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1506 if (convert_item (victim, trap) < 0)
1632 { 1507 {
1633 object *op; 1508 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1634 1509 archetype::get (shstr_burnout)->insert_at (trap, trap);
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 }
1644 } 1510 }
1511
1645 goto leave; 1512 goto leave;
1646 1513
1647 case TRIGGER_BUTTON: 1514 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1515 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1516 case TRIGGER_ALTAR:
1657 case CHECK_INV: 1524 case CHECK_INV:
1658 check_inv (victim, trap); 1525 check_inv (victim, trap);
1659 goto leave; 1526 goto leave;
1660 1527
1661 case HOLE: 1528 case HOLE:
1662 /* Hole not open? */ 1529 move_apply_hole (trap, victim);
1663 if (trap->stats.wc > 0)
1664 goto leave;
1665
1666 /* Is this a multipart monster and not the head? If so, return.
1667 * Processing will happen if the head runs into the pit
1668 */
1669 if (victim->head)
1670 goto leave;
1671
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave; 1530 goto leave;
1676 1531
1677 case EXIT: 1532 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap)) 1533 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 { 1534 {
1680 /* Basically, don't show exits leading to random maps the 1535 /* Basically, don't show exits leading to random maps the
1681 * players output. 1536 * players output.
1682 */ 1537 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1538 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1539 victim->statusmsg (trap->msg, NDI_NAVY);
1540
1541 trap->play_sound (trap->sound);
1685 enter_exit (victim, trap); 1542 victim->enter_exit (trap);
1686 } 1543 }
1687 goto leave; 1544 goto leave;
1688 1545
1689 case ENCOUNTER: 1546 case ENCOUNTER:
1690 /* may be some leftovers on this */ 1547 /* may be some leftovers on this */
1705 1562
1706 apply_sign (victim, trap, 1); 1563 apply_sign (victim, trap, 1);
1707 goto leave; 1564 goto leave;
1708 1565
1709 case CONTAINER: 1566 case CONTAINER:
1710 if (victim->type == PLAYER)
1711 (void) esrv_apply_container (victim, trap);
1712 else
1713 (void) apply_container (victim, trap); 1567 apply_container (victim, trap);
1714 goto leave; 1568 goto leave;
1715 1569
1716 case RUNE: 1570 case RUNE:
1717 case TRAP: 1571 case TRAP:
1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1572 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1719 {
1720 spring_trap (trap, victim); 1573 spring_trap (trap, victim);
1721 }
1722 goto leave; 1574 goto leave;
1723 1575
1724 default: 1576 default:
1725 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 "
1726 "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);
1727 goto leave; 1579 goto leave;
1728 } 1580 }
1729 1581
1730leave: 1582leave:
1731 recursion_depth--; 1583 recursion_depth--;
1740 int lev_diff; 1592 int lev_diff;
1741 object *skill_ob; 1593 object *skill_ob;
1742 1594
1743 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1595 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744 { 1596 {
1745 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1597 op->failmsg ("You are unable to read while blind!");
1746 return; 1598 return;
1747 } 1599 }
1600
1748 if (tmp->msg == NULL) 1601 if (!tmp->msg)
1749 { 1602 {
1750 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));
1751 return; 1604 return;
1752 } 1605 }
1753 1606
1754 /* need a literacy skill to read stuff! */ 1607 /* need a literacy skill to read stuff! */
1755 skill_ob = find_skill_by_name (op, tmp->skill); 1608 skill_ob = find_skill_by_name (op, tmp->skill);
1756 if (!skill_ob) 1609 if (!skill_ob)
1757 { 1610 {
1758 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));
1759 return; 1612 return;
1760 } 1613 }
1614
1761 lev_diff = tmp->level - (skill_ob->level + 5); 1615 lev_diff = tmp->level - (skill_ob->level + 5);
1762 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1616 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763 { 1617 {
1764 if (lev_diff < 2) 1618 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1765 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1619 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1766 else if (lev_diff < 3) 1620 : lev_diff < 5 ? "This book is beyond your comprehension."
1767 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."
1768 else if (lev_diff < 5) 1622 : lev_diff < 15 ? "This book is way beyond your comprehension."
1769 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1623 : "This book is totally beyond your comprehension.");
1770 else if (lev_diff < 8) 1624 return;
1771 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1625 }
1772 else if (lev_diff < 15) 1626
1773 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));
1774 else 1633 else
1775 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1776 return;
1777 }
1778
1779 readable_message_type *msgType = get_readable_message_type (tmp);
1780
1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1634 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1782 msgType->message_type, msgType->message_subtype, 1635 msgType->message_type, msgType->message_subtype,
1783 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1636 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1637 long_desc (tmp, op), &tmp->msg);
1784 1638
1785 /* gain xp from reading */ 1639 /* gain xp from reading */
1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1640 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */ 1641 { /* only if not read before */
1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1642 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789 1643
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1644 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 { 1645 {
1792 /*exp_gain *= 2; because they just identified it too */ 1646 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED); 1647 SET_FLAG (tmp, FLAG_IDENTIFIED);
1794 /* If in a container, update how it looks */ 1648
1795 if (tmp->env) 1649 if (object *pl = tmp->visible_to ())
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1650 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1797 else
1798 op->contr->socket.update_look = 1;
1799 } 1651 }
1652
1800 change_exp (op, exp_gain, skill_ob->skill, 0); 1653 change_exp (op, exp_gain, skill_ob->skill, 0);
1801 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 */
1802 } 1655 }
1803} 1656}
1804 1657
1807 * 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
1808 */ 1661 */
1809static void 1662static void
1810apply_skillscroll (object *op, object *tmp) 1663apply_skillscroll (object *op, object *tmp)
1811{ 1664{
1812 switch ((int) learn_skill (op, tmp)) 1665 switch (learn_skill (op, tmp))
1813 { 1666 {
1814 case 0: 1667 case 0:
1815 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1668 op->play_sound (sound_find ("generic_fail"));
1816 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)));
1817 return; 1670 break;
1818 1671
1819 case 1: 1672 case 1:
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1821 decrease_ob (tmp); 1673 tmp->decrease ();
1674 op->play_sound (sound_find ("skill_learn"));
1675 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1822 return; 1676 break;
1823 1677
1824 default: 1678 default:
1679 tmp->decrease ();
1680 op->play_sound (sound_find ("generic_fail"));
1825 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)));
1826 decrease_ob (tmp);
1827 return; 1682 break;
1828 } 1683 }
1829} 1684}
1830 1685
1831/** 1686/**
1832 * Actually makes op learn spell. 1687 * Actually makes op learn spell.
1852 return; 1707 return;
1853 } 1708 }
1854 return; 1709 return;
1855 } 1710 }
1856 1711
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1712 op->contr->play_sound (sound_find ("learn_spell"));
1858 tmp = get_object (); 1713
1859 copy_object (spell, tmp); 1714 tmp = spell->clone ();
1860 insert_ob_in_ob (tmp, op); 1715 insert_ob_in_ob (tmp, op);
1861 1716
1862 if (special_prayer) 1717 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP); 1718 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866 1719
1867 esrv_add_spells (op->contr, tmp); 1720 esrv_add_spells (op->contr, tmp);
1868} 1721}
1869 1722
1870/** 1723/**
1884 { 1737 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1738 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return; 1739 return;
1887 } 1740 }
1888 1741
1889 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));
1890 player_unready_range_ob (op->contr, spob); 1743 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1892 remove_ob (spob); 1745 spob->destroy ();
1893 free_object (spob);
1894} 1746}
1895 1747
1896/** 1748/**
1897 * Handles player applying a spellbook. 1749 * Handles player applying a spellbook.
1898 * 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,
1903{ 1755{
1904 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1905 1757
1906 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1907 { 1759 {
1908 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1760 op->failmsg ("You are unable to read while blind.");
1909 return; 1761 return;
1910 } 1762 }
1911 1763
1912 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1913 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1914 * legacy spellbooks 1766 * legacy spellbooks
1915 */ 1767 */
1916
1917 if (tmp->slaying != NULL) 1768 if (tmp->slaying)
1918 { 1769 {
1919 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1920 if (!spell) 1771 if (!spell)
1921 { 1772 {
1922 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));
1923 return; 1774 return;
1924 } 1775 }
1925 else 1776 else
1926 insert_ob_in_ob (spell, tmp); 1777 insert_ob_in_ob (spell, tmp);
1778
1927 tmp->slaying = NULL; 1779 tmp->slaying = 0;
1928 } 1780 }
1929 1781
1930 skop = find_skill_by_name (op, tmp->skill); 1782 skop = find_skill_by_name (op, tmp->skill);
1931 1783
1932 /* 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
1933 * lower than the spell will make learning the spell more difficult */ 1785 * lower than the spell will make learning the spell more difficult */
1934 if (!skop) 1786 if (!skop)
1935 { 1787 {
1936 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));
1937 return; 1789 return;
1938 } 1790 }
1939 1791
1940 spell = tmp->inv; 1792 spell = tmp->inv;
1941 1793
1942 if (!spell) 1794 if (!spell)
1943 { 1795 {
1944 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);
1945 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!");
1946 return; 1798 return;
1947 } 1799 }
1948 1800
1949 if (kop->level < floorf (sqrtf (spell->level) * 1.5f)) 1801 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1950 { 1802 {
1951 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: 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));
1952 return; 1804 return;
1953 } 1805 }
1954 1806
1955 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));
1956 1808
1957 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1809 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1958 {
1959 identify (tmp); 1810 identify (tmp);
1960 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else
1963 op->contr->socket.update_look = 1;
1964 }
1965 1811
1966 /* 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
1967 * 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
1968 * 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
1969 * they would have a special prayer mark. 1815 * they would have a special prayer mark.
1970 */ 1816 */
1971 if (check_spell_known (op, spell->name)) 1817 if (check_spell_known (op, spell->name))
1972 { 1818 {
1973 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");
1974 return; 1820 return;
1975 } 1821 }
1976 1822
1977 if (spell->skill) 1823 if (spell->skill)
1978 { 1824 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1825 spell_skill = find_skill_by_name (op, spell->skill);
1980 1826
1981 if (!spell_skill) 1827 if (!spell_skill)
1982 { 1828 {
1983 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));
1984 return; 1830 return;
1985 } 1831 }
1986 1832
1987 if (spell_skill->level < spell->level) 1833 if (spell_skill->level < spell->level)
1988 { 1834 {
1989 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1835 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1990 return; 1836 return;
1991 } 1837 }
1992 } 1838 }
1993 1839
1994 /* Logic as follows 1840 /* Logic as follows
2003 * 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
2004 * literacy rate very useful! -b.t. 1850 * literacy rate very useful! -b.t.
2005 */ 1851 */
2006 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1852 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 { 1853 {
2008 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!");
2009 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));
2010 } 1856 }
2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1857 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2012 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1858 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2013 { 1859 {
2014 1860 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2015 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2016 do_learn_spell (op, spell, 0); 1861 do_learn_spell (op, spell, 0);
2017 1862
2018 /* xp gain to literacy for spell learning */ 1863 /* xp gain to literacy for spell learning */
2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1864 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2020 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);
2021 } 1866 }
2022 else 1867 else
2023 { 1868 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1869 op->contr->play_sound (sound_find ("fumble_spell"));
2025 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");
2026 } 1871 }
2027 decrease_ob (tmp); 1872
1873 tmp->decrease ();
2028} 1874}
2029 1875
2030/** 1876/**
2031 * Handles applying a spell scroll. 1877 * Handles applying a spell scroll.
2032 */ 1878 */
2035{ 1881{
2036 object *skop; 1882 object *skop;
2037 1883
2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1884 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 { 1885 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1886 op->failmsg ("You are unable to read while blind.");
2041 return; 1887 return;
2042 } 1888 }
2043 1889
2044 if (!tmp->inv || tmp->inv->type != SPELL) 1890 if (!tmp->inv || tmp->inv->type != SPELL)
2045 { 1891 {
2046 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.>");
2047 return; 1893 return;
2048 } 1894 }
2049 1895
2050 if (op->type == PLAYER) 1896 if (op->type == PLAYER)
2051 { 1897 {
2057 */ 1903 */
2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1904 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059 1905
2060 if (!skop) 1906 if (!skop)
2061 { 1907 {
2062 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]));
2063 return; 1909 return;
2064 } 1910 }
2065 1911
2066 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1912 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067 change_exp (op, exp_gain, skop->skill, 0); 1913 change_exp (op, exp_gain, skop->skill, 0);
2068 } 1914 }
2069 1915
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1916 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp); 1917 identify (tmp);
2072 1918
2073 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));
2074
2075 1920
2076 cast_spell (op, tmp, dir, tmp->inv, NULL); 1921 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp); 1922 tmp->decrease ();
2078} 1923}
2079 1924
2080/** 1925/**
2081 * Applies a treasure object - by default, chest. op 1926 * Applies a treasure object - by default, chest. op
2082 * is the person doing the applying, tmp is the treasure 1927 * is the person doing the applying, tmp is the treasure
2083 * chest. 1928 * chest.
2084 */ 1929 */
2085static void 1930static void
2086apply_treasure (object *op, object *tmp) 1931apply_treasure (object *op, object *tmp)
2087{ 1932{
2088 object *treas;
2089
2090
2091 /* 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
2092 * 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
2093 * 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
2094 * 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
2095 * treasure 1937 * treasure
2096 */ 1938 */
2097
2098 treas = tmp->inv; 1939 object *treas = tmp->inv;
2099 if (treas == NULL) 1940
1941 if (!treas)
2100 { 1942 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1943 op->statusmsg ("The chest was empty.");
2102 decrease_ob (tmp); 1944 tmp->decrease ();
2103 return; 1945 return;
2104 } 1946 }
1947
2105 while (tmp->inv) 1948 while (tmp->inv)
2106 { 1949 {
2107 treas = tmp->inv; 1950 treas = tmp->inv;
2108 1951 treas->remove ();
2109 remove_ob (treas);
2110 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111 1952
2112 treas->x = op->x; 1953 treas->x = op->x;
2113 treas->y = op->y; 1954 treas->y = op->y;
2114 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);
2115 1956
2116 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))
2117 spring_trap (treas, op); 1958 spring_trap (treas, op);
1959
2118 /* If either player or container was destroyed, no need to do 1960 /* If either player or container was destroyed, no need to do
2119 * further processing. I think this should be enclused with 1961 * further processing. I think this should be enclused with
2120 * spring trap above, as I don't think there is otherwise 1962 * spring trap above, as I don't think there is otherwise
2121 * any way for the treasure chest or player to get killed 1963 * any way for the treasure chest or player to get killed.
2122 */ 1964 */
2123 if (op->destroyed () || tmp->destroyed ()) 1965 if (op->destroyed () || tmp->destroyed ())
2124 break; 1966 break;
2125 } 1967 }
2126 1968
2127 if (!tmp->destroyed () && tmp->inv == NULL) 1969 if (!tmp->destroyed () && !tmp->inv)
2128 decrease_ob (tmp); 1970 tmp->decrease (true);
2129
2130} 1971}
2131 1972
2132/** 1973/**
2133 * op eats food. 1974 * op eats food.
2134 * If player, takes care of messages and dragon special food. 1975 * If player, takes care of messages and dragon special food.
2149 { 1990 {
2150 /* usual case - no dragon meal: */ 1991 /* usual case - no dragon meal: */
2151 if (op->stats.food + tmp->stats.food > 999) 1992 if (op->stats.food + tmp->stats.food > 999)
2152 { 1993 {
2153 if (tmp->type == FOOD || tmp->type == FLESH) 1994 if (tmp->type == FOOD || tmp->type == FLESH)
2154 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!");
2155 else 1996 else
2156 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!");
2157 } 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 );
2158 2007
2159 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2008 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2160 { 2009 {
2161 char buf[MAX_BUF]; 2010 const char *buf;
2162 2011
2163 if (!is_dragon_pl (op)) 2012 if (!is_dragon_pl (op))
2164 { 2013 {
2165 /* eating message for normal players */ 2014 /* eating message for normal players */
2166 if (tmp->type == DRINK) 2015 if (tmp->type == DRINK)
2167 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2016 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2168 else 2017 else
2169 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.");
2170 } 2019 }
2171 else 2020 else
2172 {
2173 /* eating message for dragon players */ 2021 /* eating message for dragon players */
2174 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2022 buf = format ("The %s tasted terrible!", &tmp->name);
2175 }
2176 2023
2177 new_draw_info (NDI_UNIQUE, 0, op, buf); 2024 op->statusmsg (buf);
2025
2178 capacity_remaining = 999 - op->stats.food; 2026 capacity_remaining = 999 - op->stats.food;
2179 op->stats.food += tmp->stats.food; 2027 op->stats.food += tmp->stats.food;
2180 if (capacity_remaining < tmp->stats.food) 2028 if (capacity_remaining < tmp->stats.food)
2181 op->stats.hp += capacity_remaining / 50; 2029 op->stats.hp += capacity_remaining / 50;
2182 else 2030 else
2183 op->stats.hp += tmp->stats.food / 50; 2031 op->stats.hp += tmp->stats.food / 50;
2032
2184 if (op->stats.hp > op->stats.maxhp) 2033 if (op->stats.hp > op->stats.maxhp)
2185 op->stats.hp = op->stats.maxhp; 2034 op->stats.hp = op->stats.maxhp;
2186 if (op->stats.food > 999) 2035 if (op->stats.food > 999)
2187 op->stats.food = 999; 2036 op->stats.food = 999;
2188 } 2037 }
2190 /* special food hack -b.t. */ 2039 /* special food hack -b.t. */
2191 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2040 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2192 eat_special_food (op, tmp); 2041 eat_special_food (op, tmp);
2193 } 2042 }
2194 } 2043 }
2044
2195 handle_apply_yield (tmp); 2045 handle_apply_yield (tmp);
2196 decrease_ob (tmp); 2046 tmp->decrease ();
2197} 2047}
2198 2048
2199/** 2049/**
2200 * A dragon is eating some flesh. If the flesh contains resistances, 2050 * A dragon is eating some flesh. If the flesh contains resistances,
2201 * 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.
2211{ 2061{
2212 object *skin = NULL; /* pointer to dragon skin force */ 2062 object *skin = NULL; /* pointer to dragon skin force */
2213 object *abil = NULL; /* pointer to dragon ability force */ 2063 object *abil = NULL; /* pointer to dragon ability force */
2214 object *tmp = NULL; /* tmp. object */ 2064 object *tmp = NULL; /* tmp. object */
2215 2065
2216 char buf[MAX_BUF]; /* tmp. string buffer */
2217 double chance; /* improvement-chance of one resistance type */ 2066 double chance; /* improvement-chance of one resistance type */
2218 double totalchance = 1; /* total chance of gaining one resistance */ 2067 double totalchance = 1; /* total chance of gaining one resistance */
2219 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2068 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2220 double mbonus = 0; /* monster bonus */ 2069 double mbonus = 0; /* monster bonus */
2221 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2070 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2226 if (meal->type != FLESH || !is_dragon_pl (op)) 2075 if (meal->type != FLESH || !is_dragon_pl (op))
2227 return 0; 2076 return 0;
2228 2077
2229 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2078 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2230 from the player's inventory */ 2079 from the player's inventory */
2231 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2080 for (tmp = op->inv; tmp; tmp = tmp->below)
2232 {
2233 if (tmp->type == FORCE) 2081 if (tmp->type == FORCE)
2234 { 2082 if (tmp->arch->archname == shstr_dragon_skin_force)
2235 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2236 skin = tmp; 2083 skin = tmp;
2237 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2084 else if (tmp->arch->archname == shstr_dragon_ability_force)
2238 abil = tmp; 2085 abil = tmp;
2239 }
2240 }
2241 2086
2242 /* 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
2243 which is not to be considered a dragon -> bail out */ 2088 which is not to be considered a dragon -> bail out */
2244 if (skin == NULL || abil == NULL) 2089 if (skin == NULL || abil == NULL)
2245 return 0; 2090 return 0;
2247 /* now start by filling stomache and health, according to food-value */ 2092 /* now start by filling stomache and health, according to food-value */
2248 if ((999 - op->stats.food) < meal->stats.food) 2093 if ((999 - op->stats.food) < meal->stats.food)
2249 op->stats.hp += (999 - op->stats.food) / 50; 2094 op->stats.hp += (999 - op->stats.food) / 50;
2250 else 2095 else
2251 op->stats.hp += meal->stats.food / 50; 2096 op->stats.hp += meal->stats.food / 50;
2097
2252 if (op->stats.hp > op->stats.maxhp) 2098 if (op->stats.hp > op->stats.maxhp)
2253 op->stats.hp = op->stats.maxhp; 2099 op->stats.hp = op->stats.maxhp;
2254 2100
2255 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2101 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2256 2102
2286 /* doubled chance for resistance of ability-focus */ 2132 /* doubled chance for resistance of ability-focus */
2287 if (i == abil->stats.exp) 2133 if (i == abil->stats.exp)
2288 chance = MIN (100., chance * 2.); 2134 chance = MIN (100., chance * 2.);
2289 2135
2290 /* 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!) */
2291 if (RANDOM () % 10000 < (int) (chance * 100)) 2137 if (rndm (10000) < (unsigned int) (chance * 100))
2292 { 2138 {
2293 atnr_winner[winners] = i; 2139 atnr_winner[winners] = i;
2294 winners++; 2140 winners++;
2295 } 2141 }
2296 2142
2301 } 2147 }
2302 } 2148 }
2303 2149
2304 /* inverse totalchance as until now we have the failure-chance */ 2150 /* inverse totalchance as until now we have the failure-chance */
2305 totalchance = 100 - totalchance * 100; 2151 totalchance = 100 - totalchance * 100;
2152
2306 /* print message according to totalchance */ 2153 /* print message according to totalchance */
2154 const char *buf;
2307 if (totalchance > 50.) 2155 if (totalchance > 50.)
2308 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2156 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2309 else if (totalchance > 10.) 2157 else if (totalchance > 10.)
2310 sprintf (buf, "The %s tasted very good.", &meal->name); 2158 buf = format ("The %s tasted very good.", &meal->name);
2311 else if (totalchance > 1.) 2159 else if (totalchance > 1.)
2312 sprintf (buf, "The %s tasted good.", &meal->name); 2160 buf = format ("The %s tasted good.", &meal->name);
2313 else if (totalchance > 0.1) 2161 else if (totalchance > 0.1)
2314 sprintf (buf, "The %s tasted bland.", &meal->name); 2162 buf = format ("The %s tasted bland.", &meal->name);
2315 else if (totalchance >= 0.01) 2163 else if (totalchance >= 0.01)
2316 sprintf (buf, "The %s had a boring taste.", &meal->name); 2164 buf = format ("The %s had a boring taste.", &meal->name);
2317 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))
2318 sprintf (buf, "The %s tasted strange.", &meal->name); 2166 buf = format ("The %s tasted strange.", &meal->name);
2319 else 2167 else
2320 sprintf (buf, "The %s had no taste.", &meal->name); 2168 buf = format ("The %s had no taste.", &meal->name);
2321 new_draw_info (NDI_UNIQUE, 0, op, buf); 2169
2170 op->statusmsg (buf);
2322 2171
2323 /* now choose a winner if we have any */ 2172 /* now choose a winner if we have any */
2324 i = -1; 2173 i = -1;
2325 if (winners > 0) 2174 if (winners > 0)
2326 i = atnr_winner[RANDOM () % winners]; 2175 i = atnr_winner[RANDOM () % winners];
2327 2176
2328 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2177 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2329 { 2178 {
2330 /* resistance increased! */ 2179 /* resistance increased! */
2331 skin->resist[i]++; 2180 skin->resist[i]++;
2332 fix_player (op); 2181 op->update_stats ();
2333 2182
2334 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]));
2335 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2336 } 2184 }
2337 2185
2338 /* if this flesh contains a new ability focus, we mark it 2186 /* if this flesh contains a new ability focus, we mark it
2339 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 */
2340 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)
2341 { 2189 {
2342 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> */
2343 2191
2344 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
2345 { 2198 ));
2346 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2347 new_draw_info (NDI_UNIQUE, 0, op, buf);
2348 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2349 new_draw_info (NDI_UNIQUE, 0, op, buf);
2350 }
2351 else 2199 else
2352 { 2200 {
2353 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]));
2354 new_draw_info (NDI_UNIQUE, 0, op, buf);
2355 abil->last_eat = 0; 2202 abil->last_eat = 0;
2356 } 2203 }
2357 } 2204 }
2205
2358 return 1; 2206 return 1;
2359}
2360
2361static void
2362apply_savebed (object *pl)
2363{
2364#ifndef COZY_SERVER
2365 if (!pl->contr->name_changed || !pl->stats.exp)
2366 {
2367 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2368 return;
2369 }
2370#endif
2371 INVOKE_PLAYER (LOGOUT, pl->contr);
2372 /* Need to call terminate_all_pets() before we remove the player ob */
2373 terminate_all_pets (pl);
2374 remove_ob (pl);
2375 pl->direction = 0;
2376 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2377
2378 /* update respawn position */
2379 strcpy (pl->contr->savebed_map, pl->map->path);
2380 pl->contr->bed_x = pl->x;
2381 pl->contr->bed_y = pl->y;
2382
2383 strcpy (pl->contr->killer, "left");
2384 check_score (pl); /* Always check score */
2385 (void) save_player (pl, 0);
2386 pl->map->players--;
2387#if MAP_MAXTIMEOUT
2388 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2389#endif
2390 play_again (pl);
2391 pl->speed = 0;
2392 update_ob_speed (pl);
2393} 2207}
2394 2208
2395/** 2209/**
2396 * Handles applying an improve armor scroll. 2210 * Handles applying an improve armor scroll.
2397 * Does some sanity checks, then calls improve_armour. 2211 * Does some sanity checks, then calls improve_armour.
2399static void 2213static void
2400apply_armour_improver (object *op, object *tmp) 2214apply_armour_improver (object *op, object *tmp)
2401{ 2215{
2402 object *armor; 2216 object *armor;
2403 2217
2404 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))
2405 { 2219 {
2406 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.>");
2407 return; 2221 return;
2408 } 2222 }
2223
2409 armor = find_marked_object (op); 2224 armor = find_marked_object (op);
2225
2410 if (!armor) 2226 if (!armor)
2411 { 2227 {
2412 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.");
2413 return; 2229 return;
2414 } 2230 }
2231
2415 if (armor->type != ARMOUR 2232 if (armor->type != ARMOUR
2416 && armor->type != CLOAK 2233 && armor->type != CLOAK
2417 && 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)
2418 { 2235 {
2419 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2236 op->failmsg ("Your marked item is not armour!\n");
2420 return; 2237 return;
2421 } 2238 }
2422 2239
2423 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2240 op->statusmsg ("Applying armour enchantment.");
2424 improve_armour (op, tmp, armor); 2241 improve_armour (op, tmp, armor);
2425} 2242}
2426 2243
2427 2244void
2428extern void
2429apply_poison (object *op, object *tmp) 2245apply_poison (object *op, object *tmp)
2430{ 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
2431 if (op->type == PLAYER) 2252 if (op->type == PLAYER)
2432 { 2253 {
2433 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2254 op->contr->play_sound (sound_find ("drink_poison"));
2434 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2255 op->failmsg ("Yech! That tasted poisonous!");
2435 strcpy (op->contr->killer, "poisonous booze"); 2256 op->contr->killer = poison;
2436 } 2257 }
2258
2437 if (tmp->stats.hp > 0) 2259 if (poison->stats.hp > 0)
2438 { 2260 {
2439 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);
2440 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2262 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2441 } 2263 }
2264
2442 op->stats.food -= op->stats.food / 4; 2265 op->stats.food -= op->stats.food / 4;
2443 handle_apply_yield (tmp); 2266 poison->destroy ();
2444 decrease_ob (tmp);
2445} 2267}
2446 2268
2447/** 2269/**
2448 * 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.
2449 * A valid 2 way exit means: 2271 * A valid 2 way exit means:
2450 * -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)
2451 * -You are 2273 * -You are
2452 * ° the owner of the exit 2274 * ° the owner of the exit
2453 * ° or in the same party as the owner 2275 * ° or in the same party as the owner
2454 * 2276 *
2455 * 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
2456 * 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
2457 * 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).
2458 */ 2280 */
2459int 2281int
2460is_legal_2ways_exit (object *op, object *exit) 2282is_legal_2ways_exit (object *op, object *exit)
2461{ 2283{
2462 object *tmp;
2463 object *exit_owner;
2464 player *pp;
2465 maptile *exitmap;
2466
2467 if (exit->stats.exp != 1) 2284 if (exit->stats.exp != 1)
2468 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
2469 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2288 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2470 return 0; /* This is a reset town portal */ 2289 return 0; /* This is a reset town portal */
2471 /* To know if an exit has a correspondant, we look at 2290#endif
2472 * all the exits in destination and try to find one with same path as 2291
2473 * the current exit's position */ 2292 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2474 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2293
2475 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2294 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2476 else 2295
2477 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2478 if (exitmap) 2296 if (exitmap)
2479 { 2297 {
2298 exitmap->load_sync ();
2299
2480 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2300 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2301
2481 if (!tmp) 2302 if (!tmp)
2482 return 0; 2303 return 0;
2483 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2304
2305 for (; tmp; tmp = tmp->above)
2484 { 2306 {
2485 if (tmp->type != EXIT) 2307 if (tmp->type != EXIT)
2486 continue; /*Not an exit */ 2308 continue; /*Not an exit */
2309
2487 if (!EXIT_PATH (tmp)) 2310 if (!EXIT_PATH (tmp))
2488 continue; /*Not a valid exit */ 2311 continue; /*Not a valid exit */
2312
2489 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2313 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2490 continue; /*Not in the same place */ 2314 continue; /*Not in the same place */
2315
2491 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2316 if (exit->map->path != EXIT_PATH (tmp))
2492 continue; /*Not in the same map */ 2317 continue; /*Not in the same map */
2493 2318
2494 /* 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
2495 * 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
2496 * town portals to prevent strangers from visiting your appartments 2321 * town portals to prevent strangers from visiting your appartments
2497 */ 2322 */
2498 if (!exit->race) 2323 if (!exit->race)
2499 return 1; /*No owner, free for all! */ 2324 return 1; /*No owner, free for all! */
2325
2500 exit_owner = NULL; 2326 object *exit_owner = 0;
2501 for (pp = first_player; pp; pp = pp->next) 2327
2328 for_all_players (pp)
2502 { 2329 {
2503 if (!pp->ob) 2330 if (!pp->ob)
2504 continue; 2331 continue;
2332
2505 if (pp->ob->name != exit->race) 2333 if (pp->ob->name != exit->race)
2506 continue; 2334 continue;
2335
2507 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 */
2508 break; 2337 break;
2509 } 2338 }
2339
2510 if (!exit_owner) 2340 if (!exit_owner)
2511 return 0; /* No more owner */ 2341 return 0; /* No more owner */
2342
2512 if (exit_owner->contr == op->contr) 2343 if (exit_owner->contr == op->contr)
2513 return 1; /*It is your exit */ 2344 return 1; /*It is your exit */
2345
2514 if (exit_owner && /*There is a owner */ 2346 if (exit_owner && /*There is a owner */
2515 (op->contr) && /*A player tries to pass */ 2347 (op->contr) && /*A player tries to pass */
2516 ((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 */
2517 (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 */
2518 return 0; 2350 return 0;
2351
2519 return 1; 2352 return 1;
2520 } 2353 }
2521 } 2354 }
2355
2522 return 0; 2356 return 0;
2523} 2357}
2524
2525 2358
2526/** 2359/**
2527 * Main apply handler. 2360 * Main apply handler.
2528 * 2361 *
2529 * Checks for unpaid items before applying. 2362 * Checks for unpaid items before applying.
2537 * being applied. 2370 * being applied.
2538 * 2371 *
2539 * aflag is special (always apply/unapply) flags. Nothing is done with 2372 * aflag is special (always apply/unapply) flags. Nothing is done with
2540 * them in this function - they are passed to apply_special 2373 * them in this function - they are passed to apply_special
2541 */ 2374 */
2542
2543int 2375int
2544manual_apply (object *op, object *tmp, int aflag) 2376manual_apply (object *op, object *tmp, int aflag)
2545{ 2377{
2546 if (tmp->head)
2547 tmp = tmp->head; 2378 tmp = tmp->head_ ();
2548 2379
2549 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2550 { 2381 {
2551 if (op->type == PLAYER) 2382 if (op->type == PLAYER)
2552 { 2383 {
2553 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.>");
2554 return 1; 2385 return 1;
2555 } 2386 }
2556 else 2387 else
2557 {
2558 return 0; /* monsters just skip unpaid items */ 2388 return 0; /* monsters just skip unpaid items */
2559 }
2560 } 2389 }
2561 2390
2562 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2563 return RESULT_INT (0); 2392 return RESULT_INT (0);
2564 2393
2565 switch (tmp->type) 2394 switch (tmp->type)
2566 { 2395 {
2567
2568 case CF_HANDLE: 2396 case CF_HANDLE:
2569 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2397 op->play_sound (sound_find ("turn_handle"));
2570 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2398 op->statusmsg ("You turn the handle.");
2571 tmp->value = tmp->value ? 0 : 1; 2399 tmp->value = tmp->value ? 0 : 1;
2572 SET_ANIMATION (tmp, tmp->value); 2400 SET_ANIMATION (tmp, tmp->value);
2573 update_object (tmp, UP_OBJ_FACE); 2401 update_object (tmp, UP_OBJ_FACE);
2574 push_button (tmp); 2402 push_button (tmp);
2575 return 1; 2403 return 1;
2576 2404
2577 case TRIGGER: 2405 case TRIGGER:
2578 if (check_trigger (tmp, op)) 2406 if (check_trigger (tmp, op))
2579 { 2407 {
2580 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2408 op->statusmsg ("You turn the handle.");
2581 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2409 op->play_sound (sound_find ("turn_handle"));
2582 } 2410 }
2583 else 2411 else
2584 { 2412 op->failmsg ("The handle doesn't move.");
2585 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2413
2586 }
2587 return 1; 2414 return 1;
2588 2415
2589 case EXIT: 2416 case EXIT:
2590 if (op->type != PLAYER) 2417 if (op->type != PLAYER)
2591 return 0; 2418 return 0;
2419
2592 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2593 { 2421 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2594 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2595 }
2596 else 2422 else
2597 { 2423 {
2598 /* Don't display messages for random maps. */ 2424 /* Don't display messages for random maps. */
2599 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2600 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2426 op->statusmsg (tmp->msg, NDI_NAVY);
2427
2601 enter_exit (op, tmp); 2428 op->enter_exit (tmp);
2602 } 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
2603 return 1; 2436 return 1;
2604 2437
2605 case SIGN: 2438 case SIGN:
2606 apply_sign (op, tmp, 0); 2439 apply_sign (op, tmp, 0);
2607 return 1; 2440 return 1;
2611 { 2444 {
2612 apply_book (op, tmp); 2445 apply_book (op, tmp);
2613 return 1; 2446 return 1;
2614 } 2447 }
2615 else 2448 else
2616 {
2617 return 0; 2449 return 0;
2618 }
2619 2450
2620 case SKILLSCROLL: 2451 case SKILLSCROLL:
2621 if (op->type == PLAYER) 2452 if (op->type == PLAYER)
2622 { 2453 {
2623 apply_skillscroll (op, tmp); 2454 apply_skillscroll (op, tmp);
2624 return 1; 2455 return 1;
2625 } 2456 }
2457 else
2626 return 0; 2458 return 0;
2627 2459
2628 case SPELLBOOK: 2460 case SPELLBOOK:
2629 if (op->type == PLAYER) 2461 if (op->type == PLAYER)
2630 { 2462 {
2631 apply_spellbook (op, tmp); 2463 apply_spellbook (op, tmp);
2632 return 1; 2464 return 1;
2633 } 2465 }
2466 else
2634 return 0; 2467 return 0;
2635 2468
2636 case SCROLL: 2469 case SCROLL:
2637 apply_scroll (op, tmp, 0); 2470 apply_scroll (op, tmp, 0);
2638 return 1; 2471 return 1;
2639 2472
2640 case POTION: 2473 case POTION:
2641 (void) apply_potion (op, tmp); 2474 apply_potion (op, tmp);
2642 return 1; 2475 return 1;
2643 2476
2644 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2477 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed?
2645 case CLOSE_CON: 2479 case CLOSE_CON:
2646 if (op->type == PLAYER)
2647 (void) esrv_apply_container (op, tmp->env);
2648 else
2649 (void) apply_container (op, tmp->env); 2480 apply_container (op, tmp->env);
2650 return 1; 2481 return 1;
2651 2482
2652 case CONTAINER: 2483 case CONTAINER:
2653 if (op->type == PLAYER)
2654 (void) esrv_apply_container (op, tmp);
2655 else
2656 (void) apply_container (op, tmp); 2484 apply_container (op, tmp);
2657 return 1; 2485 return 1;
2658 2486
2659 case TREASURE: 2487 case TREASURE:
2660 if (op->type == PLAYER) 2488 if (op->type == PLAYER)
2661 { 2489 {
2662 apply_treasure (op, tmp); 2490 apply_treasure (op, tmp);
2663 return 1; 2491 return 1;
2664 } 2492 }
2665 else 2493 else
2666 {
2667 return 0; 2494 return 0;
2668 }
2669 2495
2670 case WEAPON: 2496 case WEAPON:
2671 case ARMOUR: 2497 case ARMOUR:
2672 case BOOTS: 2498 case BOOTS:
2673 case GLOVES: 2499 case GLOVES:
2686 case LAMP: 2512 case LAMP:
2687 case BUILDER: 2513 case BUILDER:
2688 case SKILL_TOOL: 2514 case SKILL_TOOL:
2689 if (tmp->env != op) 2515 if (tmp->env != op)
2690 return 2; /* not in inventory */ 2516 return 2; /* not in inventory */
2517
2691 (void) apply_special (op, tmp, aflag); 2518 apply_special (op, tmp, aflag);
2692 return 1; 2519 return 1;
2693 2520
2694 case DRINK: 2521 case DRINK:
2695 case FOOD: 2522 case FOOD:
2696 case FLESH: 2523 case FLESH:
2700 case POISON: 2527 case POISON:
2701 apply_poison (op, tmp); 2528 apply_poison (op, tmp);
2702 return 1; 2529 return 1;
2703 2530
2704 case SAVEBED: 2531 case SAVEBED:
2705 if (op->type == PLAYER)
2706 {
2707 apply_savebed (op);
2708 return 1; 2532 return 1;
2709 }
2710 else
2711 {
2712 return 0;
2713 }
2714 2533
2715 case ARMOUR_IMPROVER: 2534 case ARMOUR_IMPROVER:
2716 if (op->type == PLAYER) 2535 if (op->type == PLAYER)
2717 { 2536 {
2718 apply_armour_improver (op, tmp); 2537 apply_armour_improver (op, tmp);
2719 return 1; 2538 return 1;
2720 } 2539 }
2721 else 2540 else
2722 {
2723 return 0; 2541 return 0;
2724 }
2725 2542
2726 case WEAPON_IMPROVER: 2543 case WEAPON_IMPROVER:
2727 (void) check_improve_weapon (op, tmp); 2544 check_improve_weapon (op, tmp);
2728 return 1; 2545 return 1;
2729 2546
2730 case CLOCK: 2547 case CLOCK:
2731 if (op->type == PLAYER) 2548 if (op->type == PLAYER)
2732 { 2549 {
2733 char buf[MAX_BUF]; 2550 char buf[MAX_BUF];
2734 timeofday_t tod; 2551 timeofday_t tod;
2735 2552
2736 get_tod (&tod); 2553 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format (
2737 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2556 "It is %d minute%s past %d o'clock %s",
2738 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2739 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2740 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2559 ));
2741 new_draw_info (NDI_UNIQUE, 0, op, buf);
2742 return 1; 2560 return 1;
2743 } 2561 }
2744 else 2562 else
2745 {
2746 return 0; 2563 return 0;
2747 }
2748 2564
2749 case MENU: 2565 case MENU:
2750 if (op->type == PLAYER) 2566 if (op->type == PLAYER)
2751 { 2567 {
2752 shop_listing (op); 2568 shop_listing (tmp, op);
2753 return 1; 2569 return 1;
2754 } 2570 }
2755 else 2571 else
2756 {
2757 return 0; 2572 return 0;
2758 }
2759 2573
2760 case POWER_CRYSTAL: 2574 case POWER_CRYSTAL:
2761 apply_power_crystal (op, tmp); /* see egoitem.c */ 2575 apply_power_crystal (op, tmp); /* see egoitem.c */
2762 return 1; 2576 return 1;
2763 2577
2766 { 2580 {
2767 apply_lighter (op, tmp); 2581 apply_lighter (op, tmp);
2768 return 1; 2582 return 1;
2769 } 2583 }
2770 else 2584 else
2771 {
2772 return 0; 2585 return 0;
2773 }
2774 2586
2775 case ITEM_TRANSFORMER: 2587 case ITEM_TRANSFORMER:
2776 apply_item_transformer (op, tmp); 2588 apply_item_transformer (op, tmp);
2777 return 1; 2589 return 1;
2778 2590
2779 default: 2591 default:
2780 return 0; 2592 return 0;
2781 } 2593 }
2782} 2594}
2783
2784 2595
2785/* 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"
2786 * 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
2787 * "but you are floating high above the ground" messages. 2598 * "but you are floating high above the ground" messages.
2788 * 2599 *
2789 * Same return value as apply() function. 2600 * Same return value as apply() function.
2790 */ 2601 */
2791int 2602int
2792player_apply (object *pl, object *op, int aflag, int quiet) 2603player_apply (object *pl, object *op, int aflag, int quiet)
2793{ 2604{
2794 int tmp;
2795
2796 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2605 if (!op->env && (pl->move_type & MOVE_FLYING))
2797 { 2606 {
2798 /* player is flying and applying object not in inventory */ 2607 /* player is flying and applying object not in inventory */
2799 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2608 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2800 { 2609 {
2801 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.>");
2802 return 0; 2613 return 0;
2803 } 2614 }
2804 } 2615 }
2805 2616
2806 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2807 * applied.
2808 */
2809 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2810 {
2811 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2812 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2813 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2814 remove_ob (op);
2815 free_object (op);
2816 return 1;
2817 }
2818
2819 pl->contr->last_used = op; 2617 pl->contr->last_used = op;
2820 pl->contr->last_used_id = op->count;
2821 2618
2822 tmp = manual_apply (pl, op, aflag); 2619 int tmp = manual_apply (pl, op, aflag);
2620
2823 if (!quiet) 2621 if (!quiet)
2824 { 2622 {
2825 if (tmp == 0) 2623 if (tmp == 0)
2826 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)));
2827 else if (tmp == 2) 2625 else if (tmp == 2)
2828 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2626 pl->failmsg ("You must get it first!\n");
2829 } 2627 }
2628
2830 return tmp; 2629 return tmp;
2831} 2630}
2832 2631
2833/** 2632/**
2834 * player_apply_below attempts to apply the object 'below' the player. 2633 * player_apply_below attempts to apply the object 'below' the player.
2835 * 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
2836 * we use the ground. 2635 * we use the ground.
2837 */ 2636 */
2838
2839void 2637void
2840player_apply_below (object *pl) 2638player_apply_below (object *pl)
2841{ 2639{
2842 object *tmp, *next;
2843 int floors; 2640 int floors = 0;
2844 2641
2845 /* 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
2846 * item in the container. Otherwise, use the map. 2643 * item in the container. Otherwise, use the map.
2847 */
2848 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2849
2850 /* 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
2851 * 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
2852 * 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
2853 * 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
2854 * not return a proper value. 2648 * not return a proper value.
2855 */ 2649 */
2856 for (floors = 0; tmp != NULL; tmp = next) 2650 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2857 { 2651 {
2858 next = tmp->below; 2652 next = tmp->below;
2653
2859 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2654 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2860 floors++; 2655 floors++;
2861 else if (floors > 0) 2656 else if (floors > 0)
2862 return; /* process only floor objects after first floor object */ 2657 return; /* process only floor objects after first floor object */
2863 2658
2883 * 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.
2884 */ 2679 */
2885static int 2680static int
2886unapply_special (object *who, object *op, int aflags) 2681unapply_special (object *who, object *op, int aflags)
2887{ 2682{
2888 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)))
2889 return RESULT_INT (0); 2685 return RESULT_INT (0);
2890 2686
2891 object *tmp2;
2892
2893 CLEAR_FLAG (op, FLAG_APPLIED); 2687 CLEAR_FLAG (op, FLAG_APPLIED);
2688
2894 switch (op->type) 2689 switch (op->type)
2895 { 2690 {
2691 case SKILL_TOOL:
2692 // unapplying a skill tool should also unapply the skill it governs
2693 // but this is hard, as it shouldn't do so when the skill can
2694 // be used for other reasons
2695 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2696 if (tmp->skill == op->skill
2697 && tmp->type == SKILL
2698 && tmp->flag [FLAG_APPLIED]
2699 && !tmp->flag [FLAG_CAN_USE_SKILL])
2700 unapply_special (who, tmp, 0);
2701
2702 change_abil (who, op);
2703 break;
2704
2896 case WEAPON: 2705 case WEAPON:
2897 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2706 if (player *pl = who->contr)
2707 if (op == pl->combat_ob)
2708 {
2709 pl->combat_ob = 0;
2710 who->change_weapon (pl->ranged_ob);
2711 }
2898 2712
2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714
2899 (void) change_abil (who, op); 2715 change_abil (who, op);
2900 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2901 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2902 clear_skill (who);
2903 break; 2717 break;
2904 2718
2905 case SKILL: /* allows objects to impart skills */
2906 case SKILL_TOOL: 2719 case SKILL:
2907 if (op != who->chosen_skill) 2720 if (who->contr)
2908 { 2721 {
2909 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2722 if (IS_COMBAT_SKILL (op->subtype))
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
2727 if (op->invisible)
2728 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2729 else
2730 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2910 } 2731 }
2911 if (who->type == PLAYER) 2732
2912 {
2913 if (who->contr->shoottype == range_skill)
2914 who->contr->shoottype = range_none;
2915 if (!op->invisible)
2916 {
2917 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2918 }
2919 else
2920 {
2921 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2922 }
2923 }
2924 (void) change_abil (who, op); 2733 change_abil (who, op);
2925 who->chosen_skill = NULL;
2926 CLEAR_FLAG (who, FLAG_READY_SKILL); 2734 CLEAR_FLAG (who, FLAG_READY_SKILL);
2927 break; 2735 break;
2928 2736
2929 case ARMOUR: 2737 case ARMOUR:
2930 case HELMET: 2738 case HELMET:
2934 case GLOVES: 2742 case GLOVES:
2935 case AMULET: 2743 case AMULET:
2936 case GIRDLE: 2744 case GIRDLE:
2937 case BRACERS: 2745 case BRACERS:
2938 case CLOAK: 2746 case CLOAK:
2939 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2747 who->statusmsg (format ("You unwear %s.", query_name (op)));
2940 (void) change_abil (who, op); 2748 change_abil (who, op);
2941 break; 2749 break;
2750
2942 case LAMP: 2751 case LAMP:
2943 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
2944 tmp2 = arch_to_object (op->other_arch); 2755 object *tmp2 = arch_to_object (op->other_arch);
2945 tmp2->x = op->x; 2756 tmp2->x = op->x;
2946 tmp2->y = op->y; 2757 tmp2->y = op->y;
2947 tmp2->map = op->map; 2758 tmp2->map = op->map;
2948 tmp2->below = op->below; 2759 tmp2->below = op->below;
2949 tmp2->above = op->above; 2760 tmp2->above = op->above;
2950 tmp2->stats.food = op->stats.food; 2761 tmp2->stats.food = op->stats.food;
2951 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2762 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2952 2763
2953 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2764 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2954 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2765 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2955 2766
2956 if (who->type == PLAYER) 2767 op->destroy ();
2957 esrv_del_item (who->contr, op->count); 2768 who->insert (tmp2);
2769 who->update_stats ();
2958 2770
2959 remove_ob (op); 2771 if (who->contr)
2960 free_object (op); 2772 {
2961 insert_ob_in_ob (tmp2, who);
2962 fix_player (who);
2963 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2773 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2964 {
2965 if (who->type == PLAYER)
2966 { 2774 {
2967 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2775 who->failmsg ("Oops, it feels deadly cold!");
2968 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2969 } 2777 }
2970 } 2778 }
2971 if (who->type == PLAYER) 2779 }
2972 esrv_send_item (who, tmp2); 2780
2973 return 1; /* otherwise, an attempt to drop causes problems */ 2781 return 1; /* otherwise, an attempt to drop causes problems */
2974 break; 2782
2975 case BOW: 2783 case BOW:
2976 case WAND: 2784 case WAND:
2977 case ROD: 2785 case ROD:
2978 case HORN: 2786 case HORN:
2979 clear_skill (who); 2787 if (player *pl = who->contr)
2980 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2981 if (who->type == PLAYER)
2982 { 2788 {
2983 who->contr->shoottype = range_none; 2789 if (op == pl->ranged_ob)
2790 {
2791 pl->ranged_ob = 0;
2792 who->change_weapon (pl->combat_ob);
2793 }
2794
2795 who->statusmsg (format ("You unready %s.", query_name (op)));
2984 } 2796 }
2985 else 2797 else
2986 { 2798 {
2799 who->change_skill (0);
2800
2987 if (op->type == BOW) 2801 if (op->type == BOW)
2988 CLEAR_FLAG (who, FLAG_READY_BOW); 2802 CLEAR_FLAG (who, FLAG_READY_BOW);
2989 else 2803 else
2990 CLEAR_FLAG (who, FLAG_READY_RANGE); 2804 CLEAR_FLAG (who, FLAG_READY_RANGE);
2991 } 2805 }
2806
2992 break; 2807 break;
2993 2808
2994 case BUILDER: 2809 case BUILDER:
2995 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2810 if (who->contr)
2996 who->contr->shoottype = range_none; 2811 who->statusmsg (format ("You unready %s.", query_name (op)));
2997 who->contr->ranges[range_builder] = NULL;
2998 break; 2812 break;
2999 2813
3000 default: 2814 default:
3001 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2815 who->statusmsg (format ("You unapply %s.", query_name (op)));
3002 break; 2816 break;
3003 } 2817 }
3004 2818
3005 fix_player (who); 2819 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3006 2820 if (object *pl = op->visible_to ())
3007 if (!(aflags & AP_NO_MERGE))
3008 {
3009 object *tmp;
3010
3011 tmp = merge_ob (op, NULL);
3012 if (who->type == PLAYER)
3013 {
3014 if (tmp)
3015 { /* it was merged */
3016 esrv_del_item (who->contr, op->count);
3017 op = tmp;
3018 }
3019
3020 esrv_send_item (who, op); 2821 esrv_send_item (pl, op);
3021 } 2822
3022 } 2823 who->update_stats ();
2824
3023 return 0; 2825 return 0;
3024} 2826}
3025 2827
3026/** 2828/**
3027 * Returns the object that is using location 'loc'. 2829 * Returns the object that is using location 'loc'.
3028 * Note that 'start' is the first object to start examing - we 2830 * Note that 'start' is the first object to start examing - we
3029 * 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
3030 * something like: 2832 * something like:
3031 * tmp = get_item_from_body_location(who->inv, 1); 2833 * tmp = get_next_item_from_body_location(who->inv, 1);
3032 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2834 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3033 * to find the second object that may use this location, etc. 2835 * to find the second object that may use this location, etc.
3034 * Returns NULL if no match is found. 2836 * Returns NULL if no match is found.
3035 * 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.
3036 * don't return invisible objects unless they are skill objects 2838 * don't return invisible objects unless they are skill objects
3037 * invisible other objects that use 2839 * invisible other objects that use
3038 * up body locations can be used as restrictions. 2840 * up body locations can be used as restrictions.
3039 */ 2841 */
3040object * 2842static object *
3041get_item_from_body_location (object *start, int loc) 2843get_next_item_from_body_location (int loc, object *start)
3042{ 2844{
3043 object *tmp;
3044
3045 if (!start)
3046 return NULL;
3047
3048 for (tmp = start; tmp; tmp = tmp->below) 2845 for (object *tmp = start; tmp; tmp = tmp->below)
3049 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))
3050 return tmp; 2849 return tmp;
3051 2850
3052 return NULL; 2851 return 0;
3053} 2852}
3054
3055
3056 2853
3057/** 2854/**
3058 * '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.
3059 * This should only be called when it is known 2856 * This should only be called when it is known
3060 * that there are objects to unapply. This makes pretty heavy 2857 * that there are objects to unapply. This makes pretty heavy
3063 * Returns 0 on success, returns 1 if there is some problem. 2860 * Returns 0 on success, returns 1 if there is some problem.
3064 * 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
3065 * 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
3066 * another function that does just that. 2863 * another function that does just that.
3067 */ 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
3068int 2871int
3069unapply_for_ob (object *who, object *op, int aflags) 2872unapply_for_ob (object *who, object *op, int aflags)
3070{ 2873{
3071 int i; 2874 if (op->is_range ())
3072 object *tmp = NULL, *last;
3073
3074 /* If we are applying a shield or weapon, unapply any equipped shield
3075 * or weapons first - only allowed to use one weapon/shield at a time.
3076 */
3077 if (op->type == WEAPON || op->type == SHIELD)
3078 {
3079 for (tmp = who->inv; tmp; tmp = tmp->below) 2875 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3080 {
3081 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2876 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3082 {
3083 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)))
3084 { 2878 {
3085 if (aflags & AP_PRINT) 2879 if (aflags & AP_PRINT)
3086 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2880 who->failmsg (query_name (tmp));
3087 else 2881 else
3088 unapply_special (who, tmp, aflags); 2882 unapply_special (who, tmp, aflags);
3089 } 2883 }
3090 else 2884 else
3091 { 2885 {
3092 /* 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.
3093 * 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
3094 * at least generate the message. 2888 * at least generate the message.
3095 */ 2889 */
3096 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)));
3097 return 1; 2891 return 1;
3098 }
3099
3100 } 2892 }
3101 }
3102 }
3103 2893
3104 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2894 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3105 { 2895 {
3106 /* this used up a slot that we need to free */ 2896 /* this used up a slot that we need to free */
3107 if (op->body_info[i]) 2897 if (op->slot[i].info)
3108 { 2898 {
3109 last = who->inv; 2899 object *last = who->inv;
3110 2900
3111 /* 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
3112 * to free up enough slots. 2902 * to free up enough slots.
3113 */ 2903 */
3114 while ((who->body_used[i] + op->body_info[i]) < 0) 2904 while ((who->slot[i].used + op->slot[i].info) < 0)
3115 { 2905 {
3116 tmp = get_item_from_body_location (last, i); 2906 object *tmp = get_next_item_from_body_location (i, last);
2907
3117 if (!tmp) 2908 if (!tmp)
3118 { 2909 {
3119#if 0 2910#if 0
3120 /* 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
3121 * equipped. 2912 * equipped.
3122 */ 2913 */
3123 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);
3124#endif 2915#endif
3125 return 1; 2916 return 1;
3126 } 2917 }
2918
3127 /* 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 */
3128 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))))
3129 { 2921 {
3130 if (aflags & AP_PRINT) 2922 if (aflags & AP_PRINT)
3131 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2923 who->failmsg (query_name (tmp));
3132 else 2924 else
3133 unapply_special (who, tmp, aflags); 2925 unapply_special (who, tmp, aflags);
3134 } 2926 }
3135 else 2927 else
3136 { 2928 {
3137 /* Cursed item that we can't unequip - tell the player. 2929 /* Cursed item that we can't unequip - tell the player.
3138 * 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,
3139 * 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
3140 * one cursed ring.) 2932 * one cursed ring.)
3141 */ 2933 */
3142 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)));
3143 } 2935 }
2936
3144 last = tmp->below; 2937 last = tmp->below;
3145 } 2938 }
3146 /* 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
3147 * return in the !tmp would have kicked in. 2940 * return in the !tmp would have kicked in.
3148 */ 2941 */
3149 } /* if op is using this body location */ 2942 } /* if op is using this body location */
3150 } /* for body lcoations */ 2943 } /* for body lcoations */
2944
3151 return 0; 2945 return 0;
3152} 2946}
3153 2947
3154/** 2948/**
3155 * Checks to see if 'who' can apply object 'op'. 2949 * Checks to see if 'who' can apply object 'op'.
3156 * Returns 0 if apply can be done without anything special. 2950 * Returns 0 if apply can be done without anything special.
3157 * Otherwise returns a bitmask - potentially several of these may be 2951 * Otherwise returns a bitmask - potentially several of these may be
3158 * set, but largely depends on circumstance - in the future, processing 2952 * set, but largely depends on circumstance - in the future, processing
3159 * 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
3160 * 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?)
3161 * 2955 *
3162 * See include/define.h for detailed description of the meaning of 2956 * See include/define.h for detailed description of the meaning of
3163 * these return values. 2957 * these return values.
3164 */ 2958 */
3165int 2959int
3166can_apply_object (object *who, object *op) 2960can_apply_object (object *who, object *op)
3167{ 2961{
3168 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)))
3169 return RESULT_INT (0); 2963 return RESULT_INT (0);
3170 2964
3171 int i, retval = 0; 2965 int retval = 0;
3172 object *tmp = NULL, *ws = NULL; 2966 object *tmp = 0, *ws = 0;
3173 2967
3174 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2968 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3175 * 2 weapons, but we don't want to let them do that. So if they are
3176 * trying to equip a weapon or shield, see if they already have one
3177 * in place and store that way.
3178 */
3179 if (op->type == WEAPON || op->type == SHIELD)
3180 { 2969 {
3181 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2970 if (op->slot[i].info)
3182 { 2971 {
3183 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)
3184 { 2974 {
3185 retval = CAN_APPLY_UNAPPLY;
3186 ws = tmp;
3187 }
3188 }
3189 }
3190
3191
3192 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3193 {
3194 if (op->body_info[i])
3195 {
3196 /* Item uses more slots than we have */
3197 if (FABS (op->body_info[i]) > who->body_info[i])
3198 {
3199 /* Could return now for efficiently - rest of info below isn' 2975 /* Could return now for efficiency - rest of info below isn't
3200 * really needed. 2976 * really needed.
3201 */ 2977 */
3202 retval |= CAN_APPLY_NEVER; 2978 retval |= CAN_APPLY_NEVER;
3203 } 2979 }
3204 else if ((who->body_used[i] + op->body_info[i]) < 0) 2980 else if (who->slot[i].used + op->slot[i].info < 0)
3205 { 2981 {
3206 /* in this case, equipping this would use more free spots than 2982 /* in this case, equipping this would use more free spots than
3207 * we have. 2983 * we have.
3208 */ 2984 */
3209 object *tmp1;
3210
3211 2985
3212 /* 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
3213 * enough slots to equip the new item, then just set this can 2987 * enough slots to equip the new item, then just set "can
3214 * 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
3215 * shield equipped and try to equip another shield, there is only 2989 * shield equipped and try to equip another shield, there is only
3216 * one choice. However, the check for the number of body locations 2990 * one choice. However, the check for the number of body locations
3217 * does take into the account cases where what is being applied 2991 * does take into the account cases where what is being applied
3218 * may be two handed for example. 2992 * may be two handed for example.
3219 */ 2993 */
3220 if (ws) 2994 if (ws)
3221 { 2995 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3222 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3223 { 2996 {
3224 retval |= CAN_APPLY_UNAPPLY; 2997 retval |= CAN_APPLY_UNAPPLY;
3225 continue; 2998 continue;
3226 } 2999 }
3227 }
3228 3000
3229 tmp1 = get_item_from_body_location (who->inv, i); 3001 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3230 if (!tmp1) 3002 if (!tmp1)
3231 { 3003 {
3232#if 0 3004#if 0
3233 /* 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
3234 * join in with more stuff equipped than they are now allowed. 3006 * join in with more stuff equipped than they are now allowed.
3242 /* need to unapply something. However, if this something 3014 /* need to unapply something. However, if this something
3243 * is different than we had found before, it means they need 3015 * is different than we had found before, it means they need
3244 * to apply multiple objects 3016 * to apply multiple objects
3245 */ 3017 */
3246 retval |= CAN_APPLY_UNAPPLY; 3018 retval |= CAN_APPLY_UNAPPLY;
3019
3247 if (!tmp) 3020 if (!tmp)
3248 tmp = tmp1; 3021 tmp = tmp1;
3249 else if (tmp != tmp1) 3022 else if (tmp != tmp1)
3250 {
3251 retval |= CAN_APPLY_UNAPPLY_MULT; 3023 retval |= CAN_APPLY_UNAPPLY_MULT;
3252 } 3024
3253 /* 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
3254 * 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
3255 * the slots, the player then has a choice. 3027 * the slots, the player then has a choice.
3256 */ 3028 */
3257 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)
3258 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3031 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3259 3032
3260 /* Does unequippint 'tmp1' free up enough slots for this to be 3033 /* Does unequippint 'tmp1' free up enough slots for this to be
3261 * equipped? If not, there must be something else to unapply. 3034 * equipped? If not, there must be something else to unapply.
3262 */ 3035 */
3263 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)
3264 retval |= CAN_APPLY_UNAPPLY_MULT; 3037 retval |= CAN_APPLY_UNAPPLY_MULT;
3265
3266 } 3038 }
3267 } /* if not enough free slots */ 3039 } /* if not enough free slots */
3268 } /* if this object uses location i */ 3040 } /* if this object uses location i */
3269 } /* for i -> num_body_locations loop */ 3041 } /* for i -> num_body_locations loop */
3270 3042
3275 * 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
3276 * all use the same location. 3048 * all use the same location.
3277 */ 3049 */
3278 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3050 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3279 retval |= CAN_APPLY_RESTRICTION; 3051 retval |= CAN_APPLY_RESTRICTION;
3052
3280 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3053 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3281 retval |= CAN_APPLY_RESTRICTION; 3054 retval |= CAN_APPLY_RESTRICTION;
3282 3055
3283
3284 if (who->type != PLAYER) 3056 if (who->type != PLAYER)
3285 { 3057 {
3286 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))
3287 retval |= CAN_APPLY_RESTRICTION; 3059 retval |= CAN_APPLY_RESTRICTION;
3060
3288 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3061 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3289 retval |= CAN_APPLY_RESTRICTION; 3062 retval |= CAN_APPLY_RESTRICTION;
3063
3290 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3064 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3291 retval |= CAN_APPLY_RESTRICTION; 3065 retval |= CAN_APPLY_RESTRICTION;
3066
3292 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3067 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3293 retval |= CAN_APPLY_RESTRICTION; 3068 retval |= CAN_APPLY_RESTRICTION;
3294 } 3069 }
3070
3295 return retval; 3071 return retval;
3296} 3072}
3297
3298
3299 3073
3300/** 3074/**
3301 * 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.
3302 * 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,
3303 * 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
3312 * AP_UNAPPLY=always unapply). 3086 * AP_UNAPPLY=always unapply).
3313 * 3087 *
3314 * Optional flags: 3088 * Optional flags:
3315 * 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
3316 * 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
3317 * 3092 *
3318 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3093 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3319 * 3094 *
3320 * apply_special() doesn't check for unpaid items. 3095 * apply_special() doesn't check for unpaid items.
3321 */ 3096 */
3097
3098#define LACK_ITEM_POWER \
3099 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3100
3322int 3101int
3323apply_special (object *who, object *op, int aflags) 3102apply_special (object *who, object *op, int aflags)
3324{ 3103{
3325 int basic_flag = aflags & AP_BASIC_FLAGS; 3104 int basic_flag = aflags & AP_BASIC_FLAGS;
3326 object *tmp, *tmp2, *skop = NULL; 3105 object *tmp, *tmp2, *skop = NULL;
3327 int i;
3328 3106
3329 if (who == NULL) 3107 if (who == NULL)
3330 { 3108 {
3331 LOG (llevError, "apply_special() from object without environment.\n"); 3109 LOG (llevError, "apply_special() from object without environment.\n");
3332 return 1; 3110 return 1;
3342 if (basic_flag == AP_APPLY) 3120 if (basic_flag == AP_APPLY)
3343 return 0; 3121 return 0;
3344 3122
3345 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)))
3346 { 3124 {
3347 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)));
3348 return 1; 3126 return 1;
3349 } 3127 }
3128
3350 return unapply_special (who, op, aflags); 3129 return unapply_special (who, op, aflags);
3351 } 3130 }
3352
3353 if (basic_flag == AP_UNAPPLY) 3131 else if (basic_flag == AP_UNAPPLY)
3354 return 0; 3132 return 0;
3355 3133
3356 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);
3357 3144
3358 /* 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 */
3359 if (i) 3146 if (int i = can_apply_object (who, op))
3360 { 3147 {
3361 if (i & CAN_APPLY_NEVER) 3148 if (i & CAN_APPLY_NEVER)
3362 { 3149 {
3363 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)));
3364 return 1; 3151 return 1;
3365 } 3152 }
3366 else if (i & CAN_APPLY_RESTRICTION) 3153 else if (i & CAN_APPLY_RESTRICTION)
3367 { 3154 {
3368 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 ));
3369 return 1; 3160 return 1;
3370 } 3161 }
3162
3371 if (who->type != PLAYER) 3163 if (who->type != PLAYER)
3372 { 3164 {
3373 /* Some error, so don't try to equip something more */ 3165 /* Some error, so don't try to equip something more */
3374 if (unapply_for_ob (who, op, aflags)) 3166 if (unapply_for_ob (who, op, aflags))
3375 return 1; 3167 return 1;
3376 } 3168 }
3377 else 3169 else
3378 { 3170 {
3379 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))
3380 { 3172 {
3381 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:");
3382 unapply_for_ob (who, op, AP_PRINT); 3174 unapply_for_ob (who, op, AP_PRINT);
3383 return 1; 3175 return 1;
3384 } 3176 }
3385 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))
3386 {
3387 i = unapply_for_ob (who, op, aflags); 3178 if (unapply_for_ob (who, op, aflags))
3388 if (i)
3389 return 1; 3179 return 1;
3390 } 3180 }
3391 }
3392 } 3181 }
3182
3393 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3183 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3394 { 3184 {
3395 skop = find_skill_by_name (who, op->skill); 3185 skop = find_skill_by_name (who, op->skill);
3186
3396 if (!skop) 3187 if (!skop)
3397 { 3188 {
3398 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));
3399 return 1; 3190 return 1;
3400 } 3191 }
3401 else 3192 else
3402 {
3403 /* While experience will be credited properly, we want to change the 3193 /* While experience will be credited properly, we want to change the
3404 * skill so that the dam and wc get updated 3194 * skill so that the dam and wc get updated
3405 */ 3195 */
3406 change_skill (who, skop, 0); 3196 who->change_skill (skop);
3407 }
3408 }
3409
3410 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3411 { 3197 }
3412 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);
3413 return 1; 3204 return 1;
3414 } 3205 }
3415
3416 3206
3417 /* 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.
3418 * Note that we don't have the checks for can_use_... 3208 * Note that we don't have the checks for can_use_...
3419 * below - that is already taken care of by can_apply_object. 3209 * below - that is already taken care of by can_apply_object.
3420 */ 3210 */
3421 3211 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3422
3423 if (op->nrof > 1)
3424 tmp = get_split_ob (op, op->nrof - 1);
3425 else
3426 tmp = NULL;
3427 3212
3428 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)))
3429 return RESULT_INT (0); 3214 return RESULT_INT (0);
3430 3215
3431 switch (op->type) 3216 switch (op->type)
3432 { 3217 {
3433 case WEAPON: 3218 case WEAPON:
3434 if (!check_weapon_power (who, op->last_eat)) 3219 if (!check_weapon_power (who, op->last_eat))
3435 { 3220 {
3436 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);
3437 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3222
3438 if (tmp != NULL) 3223 if (tmp)
3439 (void) insert_ob_in_ob (tmp, who); 3224 insert_ob_in_ob (tmp, who);
3225
3440 return 1; 3226 return 1;
3441 } 3227 }
3228
3229 //TODO: this obviously fails for players using a shorter prefix
3230 // i.e. "R" can use Ragnarok's sword.
3442 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3231 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3443 { 3232 {
3444 /* 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. */
3445 /* (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) */
3446 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
3447 if (tmp != NULL) 3237 if (tmp)
3448 (void) insert_ob_in_ob (tmp, who); 3238 insert_ob_in_ob (tmp, who);
3239
3449 return 1; 3240 return 1;
3450 } 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
3451 SET_FLAG (op, FLAG_APPLIED); 3249 SET_FLAG (op, FLAG_APPLIED);
3452
3453 if (skop)
3454 change_skill (who, skop, 1); 3250 who->change_skill (skop);
3455 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
3456 SET_FLAG (who, FLAG_READY_WEAPON); 3257 SET_FLAG (who, FLAG_READY_WEAPON);
3457
3458 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3459
3460 (void) change_abil (who, op); 3258 change_abil (who, op);
3461 break; 3259 break;
3462 3260
3463 case ARMOUR: 3261 case ARMOUR:
3464 case HELMET: 3262 case HELMET:
3465 case SHIELD: 3263 case SHIELD:
3469 case BRACERS: 3267 case BRACERS:
3470 case CLOAK: 3268 case CLOAK:
3471 case RING: 3269 case RING:
3472 case AMULET: 3270 case AMULET:
3473 SET_FLAG (op, FLAG_APPLIED); 3271 SET_FLAG (op, FLAG_APPLIED);
3474 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3272 who->statusmsg (format ("You wear %s.", query_name (op)));
3475 (void) change_abil (who, op); 3273 change_abil (who, op);
3476 break; 3274 break;
3275
3477 case LAMP: 3276 case LAMP:
3478 if (op->stats.food < 1) 3277 if (op->stats.food < 1)
3479 { 3278 {
3480 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 ));
3481 return 1; 3284 return 1;
3482 } 3285 }
3483 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
3484 tmp2 = arch_to_object (op->other_arch); 3289 tmp2 = arch_to_object (op->other_arch);
3485 tmp2->stats.food = op->stats.food; 3290 tmp2->stats.food = op->stats.food;
3486 SET_FLAG (tmp2, FLAG_APPLIED); 3291 SET_FLAG (tmp2, FLAG_APPLIED);
3292
3487 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3293 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3488 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3294 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3489 insert_ob_in_ob (tmp2, who); 3295
3296 who->insert (tmp2);
3490 3297
3491 /* Remove the old lantern */ 3298 /* Remove the old lantern */
3492 if (who->type == PLAYER) 3299 op->destroy ();
3493 esrv_del_item (who->contr, op->count);
3494
3495 remove_ob (op);
3496 free_object (op);
3497 3300
3498 /* insert the portion that was split off */ 3301 /* insert the portion that was split off */
3499 if (tmp != NULL) 3302 if (tmp)
3303 who->insert (tmp);
3304
3305 who->update_stats ();
3306
3307 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3308 if (who->type == PLAYER)
3309 {
3310 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3311 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
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))
3500 { 3321 {
3501 (void) insert_ob_in_ob (tmp, who); 3322 skop = find_skill_by_name (who, op->skill);
3502 if (who->type == PLAYER) 3323 if (!skop->flag [FLAG_APPLIED])
3503 esrv_send_item (who, tmp); 3324 apply_special (who, skop, AP_APPLY);
3504 } 3325 }
3505 fix_player (who); 3326 break;
3506 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3327
3328 case SKILL:
3329 if (player *pl = who->contr)
3507 { 3330 {
3508 if (who->type == PLAYER) 3331 if (IS_COMBAT_SKILL (op->subtype))
3509 { 3332 {
3510 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3333 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3511 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 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);
3512 } 3356 }
3513 } 3357 else if (IS_RANGED_SKILL (op->subtype))
3514 if (who->type == PLAYER)
3515 esrv_send_item (who, tmp2);
3516 return 0;
3517 break;
3518
3519 /* this part is needed for skill-tools */
3520 case SKILL:
3521 case SKILL_TOOL:
3522 if (who->chosen_skill)
3523 { 3358 {
3524 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 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 );
3525 return 1; 3373 return 1;
3374
3375 found_bow:;
3376 }
3377 else
3378 who->change_weapon (pl->ranged_ob = op);
3526 } 3379 }
3527 if (who->type == PLAYER) 3380
3528 {
3529 who->contr->shoottype = range_skill;
3530 who->contr->ranges[range_skill] = op;
3531 if (!op->invisible) 3381 if (!op->invisible)
3532 { 3382 {
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3383 who->statusmsg (format (
3534 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3384 "You ready %s."
3385 "You can now use the skill: %s.",
3386 query_name (op),
3387 &op->skill
3388 ));
3535 } 3389 }
3536 else 3390 else
3537 {
3538 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3391 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3539 }
3540 } 3392 }
3393 else
3394 {
3541 SET_FLAG (op, FLAG_APPLIED); 3395 SET_FLAG (op, FLAG_APPLIED);
3542 (void) change_abil (who, op); 3396 change_abil (who, op);
3543 who->chosen_skill = op; 3397 who->chosen_skill = op;
3544 SET_FLAG (who, FLAG_READY_SKILL); 3398 SET_FLAG (who, FLAG_READY_SKILL);
3399 }
3400
3545 break; 3401 break;
3546 3402
3547 case BOW: 3403 case BOW:
3548 if (!check_weapon_power (who, op->last_eat)) 3404 if (!check_weapon_power (who, op->last_eat))
3549 { 3405 {
3550 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);
3551 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3407
3552 if (tmp != NULL) 3408 if (tmp)
3553 (void) insert_ob_in_ob (tmp, who); 3409 insert_ob_in_ob (tmp, who);
3410
3554 return 1; 3411 return 1;
3555 } 3412 }
3413
3556 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3414 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3557 { 3415 {
3558 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.>");
3559 if (tmp != NULL) 3418 if (tmp)
3560 (void) insert_ob_in_ob (tmp, who); 3419 insert_ob_in_ob (tmp, who);
3420
3561 return 1; 3421 return 1;
3562 } 3422 }
3423
3563 /*FALLTHROUGH*/ case WAND: 3424 /*FALLTHROUGH*/
3425 case WAND:
3564 case ROD: 3426 case ROD:
3565 case HORN: 3427 case HORN:
3566 /* 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
3567 SET_FLAG (op, FLAG_APPLIED); 3436 SET_FLAG (op, FLAG_APPLIED);
3568 if (skop)
3569 change_skill (who, skop, 0); 3437 who->change_skill (skop);
3570 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3571 3438
3572 if (who->type == PLAYER) 3439 if (who->contr)
3573 { 3440 {
3441 who->contr->ranged_ob = op;
3442
3443 who->statusmsg (format ("You ready %s.", query_name (op)));
3444
3574 if (op->type == BOW) 3445 if (op->type == BOW)
3575 { 3446 {
3447 who->current_weapon = op;
3576 (void) change_abil (who, op); 3448 change_abil (who, op);
3577 new_draw_info_format (NDI_UNIQUE, 0, who,
3578 "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)));
3579 who->contr->shoottype = range_bow;
3580 }
3581 else
3582 {
3583 who->contr->shoottype = range_misc;
3584 } 3450 }
3585 } 3451 }
3586 else 3452 else
3587 { 3453 {
3588 if (op->type == BOW) 3454 if (op->type == BOW)
3589 SET_FLAG (who, FLAG_READY_BOW); 3455 SET_FLAG (who, FLAG_READY_BOW);
3590 else 3456 else
3591 SET_FLAG (who, FLAG_READY_RANGE); 3457 SET_FLAG (who, FLAG_READY_RANGE);
3592 } 3458 }
3459
3593 break; 3460 break;
3594 3461
3595 case BUILDER: 3462 case BUILDER:
3596 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)
3597 unapply_special (who, who->contr->ranges[range_builder], 0); 3467 unapply_special (who, who->contr->ranged_ob, 0);
3598 who->contr->shoottype = range_builder; 3468
3469 who->statusmsg (format ("You ready your %s.", query_name (op)));
3470
3599 who->contr->ranges[range_builder] = op; 3471 who->contr->ranged_ob = op;
3600 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3472 }
3601 break; 3473 break;
3602 3474
3603 default: 3475 default:
3604 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3476 who->statusmsg (format ("You apply %s.", query_name (op)));
3605 } /* end of switch op->type */ 3477 }
3606 3478
3607 SET_FLAG (op, FLAG_APPLIED); 3479 SET_FLAG (op, FLAG_APPLIED);
3608 3480
3609 if (tmp != NULL) 3481 if (tmp)
3610 tmp = insert_ob_in_ob (tmp, who); 3482 who->insert (tmp);
3611 3483
3612 fix_player (who); 3484 who->update_stats ();
3613 3485
3614 /* We exclude spell casting objects. The fire code will set the 3486 /* We exclude spell casting objects. The fire code will set the
3615 * been applied flag when they are used - until that point, 3487 * been applied flag when they are used - until that point,
3616 * you don't know anything about them. 3488 * you don't know anything about them.
3617 */ 3489 */
3618 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)
3619 SET_FLAG (op, FLAG_BEEN_APPLIED); 3491 SET_FLAG (op, FLAG_BEEN_APPLIED);
3620 3492
3621 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3493 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3622 {
3623 if (who->type == PLAYER) 3494 if (who->type == PLAYER)
3624 { 3495 {
3625 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 );
3626 SET_FLAG (op, FLAG_KNOWN_CURSED); 3500 SET_FLAG (op, FLAG_KNOWN_CURSED);
3627 } 3501 }
3628 } 3502
3629 if (who->type == PLAYER) 3503 if (object *pl = op->visible_to ())
3630 {
3631 /* if multiple objects were applied, update both slots */
3632 if (tmp)
3633 esrv_send_item (who, tmp);
3634 esrv_send_item (who, op); 3504 esrv_send_item (pl, op);
3635 } 3505
3636 return 0; 3506 return 0;
3637} 3507}
3638
3639 3508
3640int 3509int
3641monster_apply_special (object *who, object *op, int aflags) 3510monster_apply_special (object *who, object *op, int aflags)
3642{ 3511{
3643 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3512 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3644 return 1; 3513 return 1;
3514
3645 return apply_special (who, op, aflags); 3515 return apply_special (who, op, aflags);
3646} 3516}
3647 3517
3648/** 3518/**
3649 * Map was just loaded, handle op's initialisation. 3519 * Map was just loaded, handle op's initialisation.
3654auto_apply (object *op) 3524auto_apply (object *op)
3655{ 3525{
3656 object *tmp = NULL, *tmp2; 3526 object *tmp = NULL, *tmp2;
3657 int i; 3527 int i;
3658 3528
3529 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3530
3659 switch (op->type) 3531 switch (op->type)
3660 { 3532 {
3661 case SHOP_FLOOR: 3533 case SHOP_FLOOR:
3662 if (!HAS_RANDOM_ITEMS (op)) 3534 if (!op->has_random_items ())
3663 return 0; 3535 return 0;
3536
3664 do 3537 do
3665 { 3538 {
3666 i = 10; /* let's give it 10 tries */ 3539 i = 10; /* let's give it 10 tries */
3667 while ((tmp = generate_treasure (op->randomitems, 3540 while ((tmp = generate_treasure (op->randomitems,
3668 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
3669 if (tmp == NULL) 3546 if (tmp == NULL)
3670 return 0; 3547 return 0;
3548
3671 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3549 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3672 { 3550 {
3673 free_object (tmp); 3551 tmp->destroy ();
3674 tmp = NULL; 3552 tmp = NULL;
3675 } 3553 }
3676 } 3554 }
3677 while (!tmp); 3555 while (!tmp);
3556
3678 tmp->x = op->x; 3557 tmp->x = op->x;
3679 tmp->y = op->y; 3558 tmp->y = op->y;
3680 SET_FLAG (tmp, FLAG_UNPAID); 3559 SET_FLAG (tmp, FLAG_UNPAID);
3681 insert_ob_in_map (tmp, op->map, NULL, 0); 3560 insert_ob_in_map (tmp, op->map, NULL, 0);
3682 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3683 identify (tmp); 3561 identify (tmp);
3684 break; 3562 break;
3685 3563
3686 case TREASURE: 3564 case TREASURE:
3687 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3565 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3688 return 0; 3566 return 0;
3567
3689 while ((op->stats.hp--) > 0) 3568 while (op->stats.hp-- > 0)
3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3569 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3691 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3570 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3692 3571
3693 /* 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,
3694 * 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
3695 * to disappear. An example of this item is the random_* stuff 3574 * to disappear. An example of this item is the random_* stuff
3696 * that is put inside other objects. 3575 * that is put inside other objects.
3697 */ 3576 */
3698 for (tmp = op->inv; tmp; tmp = tmp2)
3699 {
3700 tmp2 = tmp->below;
3701 remove_ob (tmp);
3702 if (op->env) 3577 if (op->env)
3703 insert_ob_in_ob (tmp, op->env); 3578 while (op->inv)
3704 else 3579 op->env->insert (op->inv);
3705 free_object (tmp); 3580
3706 } 3581 op->destroy ();
3707 remove_ob (op);
3708 free_object (op);
3709 break; 3582 break;
3710 } 3583 }
3711 return tmp ? 1 : 0;
3712}
3713 3584
3585 return !!tmp;
3586}
3587
3714/** 3588/**
3715 * 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
3716 * when an original map is loaded) and performs special actions for 3590 * is loaded or swapped in and performs special actions for
3717 * certain objects (most initialization of chests and creation of 3591 * certain objects (most initialization of chests and creation of
3718 * treasures and stuff). Calls auto_apply if appropriate. 3592 * treasures and stuff). Calls auto_apply if appropriate.
3719 */ 3593 */
3720void 3594void
3721fix_auto_apply (maptile *m) 3595maptile::fix_auto_apply ()
3722{ 3596{
3723 object *tmp, *above = NULL; 3597 if (!spaces)
3724 int x, y;
3725
3726 if (m == NULL)
3727 return; 3598 return;
3728 3599
3729 for (x = 0; x < MAP_WIDTH (m); x++) 3600 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3730 for (y = 0; y < MAP_HEIGHT (m); y++) 3601 for (object *tmp = ms->bot; tmp; )
3731 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3732 { 3602 {
3733 above = tmp->above; 3603 object *above = tmp->above;
3734 3604
3735 if (tmp->inv) 3605 if (tmp->inv)
3736 { 3606 {
3737 object *invtmp, *invnext; 3607 object *invtmp, *invnext;
3738 3608
3739 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3609 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3740 { 3610 {
3741 invnext = invtmp->below; 3611 invnext = invtmp->below;
3742 3612
3743 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3613 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3744 auto_apply (invtmp); 3614 auto_apply (invtmp);
3745 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3615 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3746 { 3616 {
3747 while ((invtmp->stats.hp--) > 0) 3617 while (invtmp->stats.hp-- > 0)
3748 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3749
3750 invtmp->randomitems = NULL;
3751 }
3752 else if (invtmp && invtmp->arch
3753 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3754 {
3755 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);
3756 /* Need to clear this so that we never try to create 3626 /* Need to clear this so that we never try to create
3757 * treasure again for this object 3627 * treasure again for this object
3758 */ 3628 */
3759 invtmp->randomitems = NULL; 3629 invtmp->randomitems = NULL;
3760 } 3630 }
3761 } 3631 }
3762 /* This is really temporary - the code at the bottom will 3632 /* This is really temporary - the code at the bottom will
3763 * also set randomitems to null. The problem is there are bunches 3633 * also set randomitems to null. The problem is there are bunches
3764 * of maps/players already out there with items that have spells 3634 * of maps/players already out there with items that have spells
3765 * which haven't had the randomitems set to null yet. 3635 * which haven't had the randomitems set to null yet.
3766 * MSW 2004-05-13 3636 * MSW 2004-05-13
3767 * 3637 *
3768 * 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,
3769 * else you get two spells in the book ^_- 3639 * else you get two spells in the book ^_-
3770 * Ryo 2004-08-16 3640 * Ryo 2004-08-16
3771 */ 3641 */
3772 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3642 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3773 || 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)
3774 tmp->randomitems = NULL;
3775
3776 }
3777
3778 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3779 auto_apply (tmp);
3780 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3781 {
3782 while ((tmp->stats.hp--) > 0)
3783 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3784 tmp->randomitems = NULL; 3644 tmp->randomitems = NULL;
3645
3785 } 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 }
3786 else if (tmp->type == TIMED_GATE) 3656 else if (tmp->type == TIMED_GATE)
3787 { 3657 {
3788 object *head = tmp->head != NULL ? tmp->head : tmp; 3658 object *head = tmp->head != NULL ? tmp->head : tmp;
3789 3659
3790 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3660 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3791 {
3792 tmp->speed = 0; 3661 tmp->set_speed (0);
3793 update_ob_speed (tmp);
3794 }
3795 } 3662 }
3796 /* 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
3797 * 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
3798 * 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
3799 * 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.
3800 * 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
3801 * which say how many times to make the treasure. 3668 * which say how many times to make the treasure.
3802 */ 3669 */
3803 else if (tmp && tmp->arch && tmp->type != PLAYER 3670 else if (tmp && tmp->arch && tmp->type != PLAYER
3804 && tmp->type != TREASURE && tmp->type != SPELL 3671 && tmp->type != TREASURE && tmp->type != SPELL
3805 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3672 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3806 { 3673 {
3807 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3674 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3808 tmp->randomitems = NULL; 3675 tmp->randomitems = NULL;
3809 } 3676 }
3677
3678 // close all containers
3679 else if (tmp->type == CONTAINER)
3680 tmp->flag [FLAG_APPLIED] = 0;
3681
3682 tmp = above;
3810 } 3683 }
3811 3684
3812 for (x = 0; x < MAP_WIDTH (m); x++) 3685 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3813 for (y = 0; y < MAP_HEIGHT (m); y++) 3686 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3814 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3815 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3687 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3816 check_trigger (tmp, tmp->above); 3688 check_trigger (tmp, tmp->above);
3817} 3689}
3818 3690
3819/** 3691/**
3820 * Handles player eating food that temporarily changes status (resistances, stats). 3692 * Handles player eating food that temporarily changes status (resistances, stats).
3821 * This used to call cast_change_attr(), but 3693 * This used to call cast_change_attr(), but
3822 * 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
3823 * the food changes, just grab a force and use that instead. 3695 * the food changes, just grab a force and use that instead.
3824 */ 3696 */
3825
3826void 3697void
3827eat_special_food (object *who, object *food) 3698eat_special_food (object *who, object *food)
3828{ 3699{
3829 object *force; 3700 object *force;
3830 int i, did_one = 0; 3701 int i, did_one = 0;
3831 sint8 k;
3832 3702
3833 force = get_archetype (FORCE_NAME); 3703 force = get_archetype (FORCE_NAME);
3834 3704
3835 for (i = 0; i < NUM_STATS; i++) 3705 for (i = 0; i < NUM_STATS; i++)
3836 { 3706 if (sint8 k = food->stats.stat (i))
3837 k = get_attr_value (&food->stats, i);
3838 if (k)
3839 { 3707 {
3840 set_attr_value (&force->stats, i, k); 3708 force->stats.stat (i) = k;
3841 did_one = 1; 3709 did_one = 1;
3842 } 3710 }
3843 }
3844 3711
3845 /* check if we can protect the eater */ 3712 /* check if we can protect the eater */
3846 for (i = 0; i < NROFATTACKS; i++) 3713 for (i = 0; i < NROFATTACKS; i++)
3847 { 3714 {
3848 if (food->resist[i] > 0) 3715 if (food->resist[i] > 0)
3849 { 3716 {
3850 force->resist[i] = food->resist[i] / 2; 3717 force->resist[i] = food->resist[i] / 2;
3851 did_one = 1; 3718 did_one = 1;
3852 } 3719 }
3853 } 3720 }
3721
3854 if (did_one) 3722 if (did_one)
3855 { 3723 {
3856 force->speed = 0.1; 3724 force->set_speed (0.1);
3857 update_ob_speed (force);
3858 /* bigger morsel of food = longer effect time */ 3725 /* bigger morsel of food = longer effect time */
3859 force->stats.food = food->stats.food / 5; 3726 force->duration = food->stats.food / 5;
3860 SET_FLAG (force, FLAG_IS_USED_UP);
3861 SET_FLAG (force, FLAG_APPLIED); 3727 SET_FLAG (force, FLAG_APPLIED);
3862 change_abil (who, force); 3728 change_abil (who, force);
3863 insert_ob_in_ob (force, who); 3729 insert_ob_in_ob (force, who);
3864 } 3730 }
3865 else 3731 else
3866 { 3732 force->destroy ();
3867 free_object (force);
3868 }
3869 3733
3870 /* check for hp, sp change */ 3734 /* check for hp, sp change */
3871 if (food->stats.hp != 0) 3735 if (food->stats.hp != 0)
3872 { 3736 {
3873 if (QUERY_FLAG (food, FLAG_CURSED)) 3737 if (QUERY_FLAG (food, FLAG_CURSED))
3874 { 3738 {
3875 strcpy (who->contr->killer, food->name); 3739 who->contr->killer = food;
3876 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3740 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3877 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3741 who->failmsg ("Eck!...that was poisonous!");
3878 } 3742 }
3879 else 3743 else
3880 { 3744 {
3881 if (food->stats.hp > 0) 3745 if (food->stats.hp > 0)
3882 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3746 who->statusmsg ("You begin to feel better.");
3883 else 3747 else
3884 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3748 who->failmsg ("Eck!...that was poisonous!");
3749
3885 who->stats.hp += food->stats.hp; 3750 who->stats.hp += food->stats.hp;
3886 } 3751 }
3887 } 3752 }
3753
3888 if (food->stats.sp != 0) 3754 if (food->stats.sp != 0)
3889 { 3755 {
3890 if (QUERY_FLAG (food, FLAG_CURSED)) 3756 if (QUERY_FLAG (food, FLAG_CURSED))
3891 { 3757 {
3892 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3758 who->failmsg ("You are drained of mana!");
3893 who->stats.sp -= food->stats.sp; 3759 who->stats.sp -= food->stats.sp;
3894 if (who->stats.sp < 0) 3760 if (who->stats.sp < 0)
3895 who->stats.sp = 0; 3761 who->stats.sp = 0;
3896 } 3762 }
3897 else 3763 else
3898 { 3764 {
3899 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3765 who->statusmsg ("You feel a rush of magical energy!");
3900 who->stats.sp += food->stats.sp; 3766 who->stats.sp += food->stats.sp;
3901 /* place limit on max sp from food? */ 3767 /* place limit on max sp from food? */
3902 } 3768 }
3903 } 3769 }
3904 fix_player (who);
3905}
3906 3770
3771 who->update_stats ();
3772}
3907 3773
3908/** 3774/**
3909 * Designed primarily to light torches/lanterns/etc. 3775 * Designed primarily to light torches/lanterns/etc.
3910 * 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
3911 * the selected object to "burn". -b.t. 3777 * the selected object to "burn". -b.t.
3912 */ 3778 */
3913
3914void 3779void
3915apply_lighter (object *who, object *lighter) 3780apply_lighter (object *who, object *lighter)
3916{ 3781{
3917 object *item; 3782 object *item;
3918 int is_player_env = 0; 3783 int is_player_env = 0;
3919 char item_name[MAX_BUF];
3920 3784
3921 item = find_marked_object (who); 3785 item = find_marked_object (who);
3922 if (item) 3786 if (item)
3923 { 3787 {
3924 if (lighter->last_eat && lighter->stats.food) 3788 if (lighter->last_eat && lighter->stats.food)
3925 { /* lighter gets used up */ 3789 { /* lighter gets used up */
3926 /* Split multiple lighters if they're being used up. Otherwise *
3927 * one charge from each would be used up. --DAMN */
3928 if (lighter->nrof > 1)
3929 {
3930 object *oneLighter = get_object (); 3790 object *oneLighter = lighter->split ();
3931
3932 copy_object (lighter, oneLighter);
3933 lighter->nrof -= 1;
3934 oneLighter->nrof = 1;
3935 oneLighter->stats.food--; 3791 oneLighter->stats.food--;
3936 esrv_send_item (who, lighter); 3792 who->insert (oneLighter);
3937 oneLighter = insert_ob_in_ob (oneLighter, who);
3938 esrv_send_item (who, oneLighter);
3939 }
3940 else
3941 lighter->stats.food--;
3942 } 3793 }
3943 else if (lighter->last_eat) 3794 else if (lighter->last_eat)
3795 {
3944 { /* no charges left in lighter */ 3796 /* no charges left in lighter */
3945 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));
3946 return; 3798 return;
3947 } 3799 }
3800
3948 /* 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?
3949 * 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
3950 * objects at once. 3803 * objects at once.
3951 */ 3804 */
3952 /* If the item is destroyed, we don't have a valid pointer to the 3805
3953 * name object, so make a copy so the message we print out makes
3954 * some sense.
3955 */
3956 strcpy (item_name, item->name);
3957 if (who == is_player_inv (item)) 3806 if (who == item->in_player ())
3958 is_player_env = 1; 3807 is_player_env = 1;
3959 3808
3960 save_throw_object (item, AT_FIRE, who); 3809 save_throw_object (item, AT_FIRE, who);
3961 /* Change to check count and not freed, since the object pointer 3810
3962 * may have gotten recycled
3963 */
3964 if (item->destroyed ()) 3811 if (item->destroyed ())
3965 { 3812 {
3966 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));
3967 /* Need to update the player so that the players glow radius 3814 /* Need to update the player so that the players glow radius
3968 * gets changed. 3815 * gets changed.
3969 */ 3816 */
3970 if (is_player_env) 3817 if (is_player_env)
3971 fix_player (who); 3818 who->update_stats ();
3972 } 3819 }
3973 else 3820 else
3974 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));
3975 } 3822 }
3976 else /* nothing to light */ 3823 else
3977 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3824 who->failmsg ("You need to mark a lightable object.");
3978
3979} 3825}
3980 3826
3981/** 3827/**
3982 * 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.
3983 * scroll_failure()- hacked directly from spell_failure 3829 * scroll_failure()- hacked directly from spell_failure
3990 3836
3991 if (failure <= -1 && failure > -15) 3837 if (failure <= -1 && failure > -15)
3992 { /* wonder */ 3838 { /* wonder */
3993 object *tmp; 3839 object *tmp;
3994 3840
3995 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3841 op->failmsg ("Your spell warps!");
3996 tmp = get_archetype (SPELL_WONDER); 3842 tmp = get_archetype (SPELL_WONDER);
3997 cast_wonder (op, op, 0, tmp); 3843 cast_wonder (op, op, 0, tmp);
3998 free_object (tmp); 3844 tmp->destroy ();
3999 } 3845 }
4000 else if (failure <= -15 && failure > -35) 3846 else if (failure <= -15 && failure > -35)
4001 { /* drain mana */ 3847 { /* drain mana */
4002 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3848 op->failmsg ("Your mana is drained!");
4003 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3849 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4004 if (op->stats.sp < 0) 3850 if (op->stats.sp < 0)
4005 op->stats.sp = 0; 3851 op->stats.sp = 0;
4006 } 3852 }
4007 else if (settings.spell_failure_effects == TRUE) 3853 else if (settings.spell_failure_effects == TRUE)
4008 { 3854 {
4009 if (failure <= -35 && failure > -60) 3855 if (failure <= -35 && failure > -60)
4010 { /* confusion */ 3856 { /* confusion */
4011 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3857 op->failmsg ("The magic recoils on you!");
4012 confuse_player (op, op, power); 3858 confuse_player (op, op, power);
4013 } 3859 }
4014 else if (failure <= -60 && failure > -70) 3860 else if (failure <= -60 && failure > -70)
4015 { /* paralysis */ 3861 { /* paralysis */
4016 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3862 op->failmsg ("The magic recoils and paralyzes you!");
4017 paralyze_player (op, op, power); 3863 paralyze_player (op, op, power);
4018 } 3864 }
4019 else if (failure <= -70 && failure > -80) 3865 else if (failure <= -70 && failure > -80)
4020 { /* blind */ 3866 { /* blind */
4021 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3867 op->failmsg ("The magic recoils on you!");
4022 blind_player (op, op, power); 3868 blind_player (op, op, power);
4023 } 3869 }
4024 else if (failure <= -80) 3870 else if (failure <= -80)
4025 { /* blast the immediate area */ 3871 { /* blast the immediate area */
4026 object *tmp;
4027
4028 tmp = get_archetype (LOOSE_MANA); 3872 object *tmp = get_archetype (LOOSE_MANA);
4029 cast_magic_storm (op, tmp, power); 3873 cast_magic_storm (op, tmp, power);
4030 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3874 op->failmsg ("You unleash uncontrolled mana!");
4031 free_object (tmp); 3875 tmp->destroy ();
4032 } 3876 }
4033 } 3877 }
4034} 3878}
4035 3879
4036void 3880void
4055 */ 3899 */
4056 int i, j; 3900 int i, j;
4057 3901
4058 for (i = 0; i < NUM_STATS; i++) 3902 for (i = 0; i < NUM_STATS; i++)
4059 { 3903 {
4060 sint8 stat = get_attr_value (stats, i); 3904 int race_bonus = pl->arch->stats.stat (i);
4061 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3905 sint8 stat = stats->stat (i) + ns->stat (i);
4062 3906
4063 stat += get_attr_value (ns, i);
4064 if (stat > 20 + race_bonus) 3907 if (stat > 20 + race_bonus)
4065 { 3908 {
4066 excess_stat++; 3909 excess_stat++;
4067 stat = 20 + race_bonus; 3910 stat = 20 + race_bonus;
4068 } 3911 }
4069 set_attr_value (stats, i, stat); 3912
3913 stats->stat (i) = stat;
4070 } 3914 }
4071 3915
4072 for (j = 0; excess_stat > 0 && j < 100; j++) 3916 for (j = 0; excess_stat > 0 && j < 100; j++)
4073 { /* try 100 times to assign excess stats */ 3917 { /* try 100 times to assign excess stats */
4074 int i = rndm (0, 6); 3918 int i = rndm (0, 6);
4075 int stat = get_attr_value (stats, i);
4076 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4077 3919
4078 if (i == CHA) 3920 if (i == CHA)
4079 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);
4080 if (stat < 20 + race_bonus) 3925 if (stat < 20 + race_bonus)
4081 { 3926 {
4082 change_attr_value (stats, i, 1); 3927 change_attr_value (stats, i, 1);
4083 excess_stat--; 3928 excess_stat--;
4084 } 3929 }
4088 * the player ref: player.c 3933 * the player ref: player.c
4089 */ 3934 */
4090 if (change->randomitems != NULL) 3935 if (change->randomitems != NULL)
4091 give_initial_items (pl, change->randomitems); 3936 give_initial_items (pl, change->randomitems);
4092 3937
4093
4094 /* set up the face, for some races. */ 3938 /* set up the face, for some races. */
4095 3939
4096 /* first, look for the force object banning 3940 /* first, look for the force object banning
4097 * changing the face. Certain races never change face with class. 3941 * changing the face. Certain races never change face with class.
4098 */ 3942 */
4100 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3944 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4101 flag_change_face = 0; 3945 flag_change_face = 0;
4102 3946
4103 if (flag_change_face) 3947 if (flag_change_face)
4104 { 3948 {
4105 pl->animation_id = GET_ANIM_ID (change);
4106 pl->face = change->face; 3949 pl->face = change->face;
4107 3950 pl->animation_id = change->animation_id;
4108 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3951 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4109 SET_FLAG (pl, FLAG_ANIMATE);
4110 else
4111 CLEAR_FLAG (pl, FLAG_ANIMATE);
4112 } 3952 }
4113 3953
4114 /* check the special case of can't use weapons */ 3954 /* check the special case of can't use weapons */
4115 /*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); */
4116 if (!strcmp (change->name, "monk")) 3956 if (!strcmp (change->name, "monk"))
4142 char got[MAX_BUF]; 3982 char got[MAX_BUF];
4143 int len; 3983 int len;
4144 3984
4145 if (!pl || !transformer) 3985 if (!pl || !transformer)
4146 return; 3986 return;
3987
4147 marked = find_marked_object (pl); 3988 marked = find_marked_object (pl);
3989
4148 if (!marked) 3990 if (!marked)
4149 { 3991 {
4150 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)));
4151 return; 3993 return;
4152 } 3994 }
3995
4153 if (!marked->slaying) 3996 if (!marked->slaying)
4154 { 3997 {
4155 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)));
4156 return; 3999 return;
4157 } 4000 }
4001
4158 /* check whether they are compatible or not */ 4002 /* check whether they are compatible or not */
4159 find = strstr (marked->slaying, transformer->arch->name); 4003 find = strstr (marked->slaying, transformer->arch->archname);
4160 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4004 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4161 { 4005 {
4162 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)));
4163 return; 4007 return;
4164 } 4008 }
4009
4165 find += strlen (transformer->arch->name) + 1; 4010 find += strlen (transformer->arch->archname) + 1;
4166 /* 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 */
4167 if (isdigit (*(find))) 4012 if (isdigit (*(find)))
4168 { 4013 {
4169 yield = atoi (find); 4014 yield = atoi (find);
4170 if (yield < 1) 4015 if (yield < 1)
4176 else 4021 else
4177 yield = 1; 4022 yield = 1;
4178 4023
4179 while (isdigit (*find)) 4024 while (isdigit (*find))
4180 find++; 4025 find++;
4026
4181 while (*find == ' ') 4027 while (*find == ' ')
4182 find++; 4028 find++;
4029
4183 memset (got, 0, MAX_BUF); 4030 memset (got, 0, MAX_BUF);
4031
4184 if ((separator = strchr (find, ';')) != NULL) 4032 if ((separator = strchr (find, ';')) != NULL)
4185 {
4186 len = separator - find; 4033 len = separator - find;
4187 }
4188 else 4034 else
4189 {
4190 len = strlen (find); 4035 len = strlen (find);
4191 } 4036
4192 if (len > MAX_BUF - 1) 4037 if (len > MAX_BUF - 1)
4193 len = MAX_BUF - 1; 4038 len = MAX_BUF - 1;
4039
4194 strcpy (got, find); 4040 strcpy (got, find);
4195 got[len] = '\0'; 4041 got[len] = '\0';
4196 4042
4197 /* Now create new item, remove used ones when required. */ 4043 /* Now create new item, remove used ones when required. */
4198 new_item = get_archetype (got); 4044 new_item = get_archetype (got);
4199 if (!new_item) 4045 if (!new_item)
4200 { 4046 {
4201 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)));
4202 return; 4048 return;
4203 } 4049 }
4204 4050
4205 new_item->nrof = yield; 4051 new_item->nrof = yield;
4052
4206 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)));
4207 insert_ob_in_ob (new_item, pl); 4054
4208 esrv_send_inventory (pl, pl); 4055 pl->insert (new_item);
4209 /* Eat up one item */ 4056 /* Eat up one item */
4210 decrease_ob_nr (marked, 1); 4057 marked->decrease ();
4058
4211 /* Eat one transformer if needed */ 4059 /* Eat one transformer if needed */
4212 if (transformer->stats.food) 4060 if (transformer->stats.food)
4213 if (--transformer->stats.food == 0) 4061 if (--transformer->stats.food == 0)
4214 decrease_ob_nr (transformer, 1); 4062 transformer->decrease ();
4215} 4063}
4064

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