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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.63 by root, Mon Jan 29 15:36:25 2007 UTC vs.
Revision 1.172 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
23
24#include <cmath>
24 25
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
27#include <spells.h> 28#include <spells.h>
28#include <skills.h> 29#include <skills.h>
30 31
31#include <sproto.h> 32#include <sproto.h>
32 33
33/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
34#include <sounds.h> 35#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 36
39/** 37/**
40 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
42 */ 40 */
55 * subtype 5: arch or race 53 * subtype 5: arch or race
56 * subtype 7: all three 54 * subtype 7: all three
57 */ 55 */
58 if (op->subtype) 56 if (op->subtype)
59 { 57 {
60 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
61 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
62 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
63 } 61 }
64 else 62 else
65 { 63 {
66 arch_flag = 1; 64 arch_flag = 1;
67 name_flag = 1; 65 name_flag = 1;
68 race_flag = 1; 66 race_flag = 1;
69 } 67 }
68
70 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 70 * name or race that matches.
72 */ 71 */
73 if ((op->race) && 72 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
77 {
78 return 1; 76 return 1;
79 } 77
80 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 79 * of arch, name, or race match.
82 */ 80 */
83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
86 {
87 return 1; 84 return 1;
88 } 85
89 return 0; 86 return 0;
90} 87}
91 88
92/** 89/**
93 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
95 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
96 */ 93 */
97static int 94static int
98apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
99{ 96{
100 object *id, *marked; 97 dynbuf_text buf;
101 int success = 0;
102 98
103 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
104 return 0; 100 return 0;
105 101
106 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
107 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
108 */ 104 */
109 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
110 return 0; 106 return 0;
111 107
112 marked = find_marked_object (pl);
113 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
114 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
115 */ 110 */
111 if (object *marked = find_marked_object (pl))
116 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117 { 113 {
118 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
119 { 115 {
120 identify (marked); 116 identify (marked);
121 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
122 if (marked->msg) 119 if (marked->msg)
123 { 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
124 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
125 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
126 } 123 }
127 return money == NULL;
128 } 124 }
129 }
130 125
131 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
132 { 127 {
133 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
134 { 129 {
135 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
136 { 131 {
137 identify (id); 132 identify (id);
138 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
139 if (id->msg) 135 if (id->msg)
140 { 136 buf << "The item has a story:\r" << id->msg << "\n\n";
141 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
142 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
143 }
144 success = 1;
145 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
146 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
147 break; 140 break;
148 } 141 }
149 else 142 else
150 { 143 {
151 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
152 break; 145 break;
153 } 146 }
154 } 147 }
155 } 148 }
156 if (!success) 149
157 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
158 return money == NULL; 155 return !money;
159} 156}
160 157
161/** 158/**
162 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
163 * matching item. 160 * matching item.
164 **/ 161 **/
165static void 162void
166handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
167{ 164{
168 const char *yield; 165 if (shstr yield = tmp->kv (shstr_on_use_yield))
169 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
170 yield = get_ob_key_value (tmp, "on_use_yield");
171 if (yield != NULL)
172 {
173 object *drop = get_archetype (yield);
174
175 if (tmp->env)
176 {
177 drop = insert_ob_in_ob (drop, tmp->env);
178 if (tmp->env->type == PLAYER)
179 esrv_send_item (tmp->env, drop);
180 }
181 else
182 {
183 drop->x = tmp->x;
184 drop->y = tmp->y;
185 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
186 }
187 }
188} 167}
189 168
190/** 169/**
191 * Handles applying a potion. 170 * Handles applying a potion.
192 */ 171 */
198 177
199 floor = GET_MAP_OB (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
200 179
201 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)
202 { 181 {
203 if (op->type == PLAYER)
204 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
205 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
206 return 0; 185 return 0;
207 } 186 }
208 187
209 if (op->type == PLAYER) 188 if (op->type == PLAYER)
220 199
221 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
222 { 201 {
223 op->drain_stat (); 202 op->drain_stat ();
224 op->update_stats (); 203 op->update_stats ();
225 decrease_ob (tmp); 204 tmp->decrease ();
226 return 1; 205 return 1;
227 } 206 }
228 207
229 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
230 { 209 {
231 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
232 return 0; 211 return 0;
233 } 212 }
213
234 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
235 215
236 if (depl) 216 if (depl)
237 { 217 {
238 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
239 if (get_attr_value (&depl->stats, i)) 219 if (depl->stats.stat (i))
240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 220 op->statusmsg (restore_msg[i]);
241 221
242 depl->destroy (); 222 depl->destroy ();
243 op->update_stats (); 223 op->update_stats ();
244 } 224 }
245 else 225 else
246 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
247 227
248 decrease_ob (tmp); 228 tmp->decrease ();
249 return 1; 229 return 1;
250 } 230 }
251 231
252 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
253 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
254 { 234 {
255 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
256 { 236 {
257 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
258 { 238 {
259 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
260 { 240 {
261 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
262 break; 242 break;
263 } 243 }
244
264 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
265 { 246 {
266 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
267 break; 248 break;
268 } 249 }
250
269 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
270 { 252 {
271 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
272 break; 254 break;
273 } 255 }
277 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
278 { 260 {
279 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
280 break; 262 break;
281 } 263 }
264
282 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
283 { 266 {
284 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
285 break; 268 break;
286 } 269 }
270
287 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
288 { 272 {
289 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
290 break; 274 break;
291 } 275 }
299 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
300 { 284 {
301 if (got_one) 285 if (got_one)
302 { 286 {
303 op->update_stats (); 287 op->update_stats ();
304 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 "
305 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
306 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
307 } 291 }
308 else 292 else
309 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.");
310 } 294 }
311 else 295 else
312 { /* cursed potion */ 296 { /* cursed potion */
313 if (got_one) 297 if (got_one)
314 { 298 {
315 op->update_stats (); 299 op->update_stats ();
316 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
317 } 301 }
318 else 302 else
319 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);
320 } 304 }
321 305
322 decrease_ob (tmp); 306 tmp->decrease ();
323 return 1; 307 return 1;
324 } 308 }
325 309
326 310
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
333 { 317 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 { 319 {
336 object *fball; 320 object *fball;
337 321
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 322 op->failmsg ("Yech! Your lungs are on fire!");
323
339 /* Explodes a fireball centered at player */ 324 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL); 325 fball = get_archetype (EXPLODING_FIREBALL);
341 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;
342 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;
343 fball->x = op->x; 328 fball->x = op->x;
345 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
346 } 331 }
347 else 332 else
348 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
349 334
350 decrease_ob (tmp); 335 tmp->decrease ();
336
351 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
352 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
353 op->update_stats (); 339 op->update_stats ();
340
354 return 1; 341 return 1;
355 } 342 }
356 343
357 /* Deal with protection potions */ 344 /* Deal with protection potions */
358 force = NULL; 345 force = NULL;
360 { 347 {
361 if (tmp->resist[i]) 348 if (tmp->resist[i])
362 { 349 {
363 if (!force) 350 if (!force)
364 force = get_archetype (FORCE_NAME); 351 force = get_archetype (FORCE_NAME);
352
365 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
366 force->type = POTION_EFFECT; 354 force->type = POTION_EFFECT;
367 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 */
368 } 356 }
369 } 357 }
358
370 /* This is a protection potion */ 359 /* This is a protection potion */
371 if (force) 360 if (force)
372 { 361 {
373 /* cursed items last longer */ 362 /* cursed items last longer */
374 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
376 force->stats.food *= 10; 365 force->stats.food *= 10;
377 for (i = 0; i < NROFATTACKS; i++) 366 for (i = 0; i < NROFATTACKS; i++)
378 if (force->resist[i] > 0) 367 if (force->resist[i] > 0)
379 force->resist[i] = -force->resist[i]; /* prot => vuln */ 368 force->resist[i] = -force->resist[i]; /* prot => vuln */
380 } 369 }
370
381 force->speed_left = -1; 371 force->speed_left = -1;
382 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
383 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
384 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
385 change_abil (op, force); 375 change_abil (op, force);
386 decrease_ob (tmp); 376 tmp->decrease ();
387 return 1; 377 return 1;
388 } 378 }
389 379
390 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
391 if (op->type == PLAYER) 381 if (op->type == PLAYER)
392 { /* only for players */ 382 { /* only for players */
393 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)
394 CLEAR_FLAG (tmp, FLAG_APPLIED); 384 CLEAR_FLAG (tmp, FLAG_APPLIED);
395 else 385 else
396 SET_FLAG (tmp, FLAG_APPLIED); 386 SET_FLAG (tmp, FLAG_APPLIED);
387
397 if (!change_abil (op, tmp)) 388 if (!change_abil (op, tmp))
398 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 389 op->statusmsg ("Nothing happened.");
399 } 390 }
400 391
401 /* CLEAR_FLAG is so that if the character has other potions 392 /* CLEAR_FLAG is so that if the character has other potions
402 * that were grouped with the one consumed, his 393 * that were grouped with the one consumed, his
403 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
404 * up all the stats. 395 * up all the stats.
405 */ 396 */
406 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
407 op->update_stats (); 398 op->update_stats ();
408 decrease_ob (tmp); 399 tmp->decrease ();
409 return 1; 400 return 1;
410} 401}
411 402
412/**************************************************************************** 403/****************************************************************************
413 * Weapon improvement code follows 404 * Weapon improvement code follows
419static int 410static int
420check_item (object *op, const char *item) 411check_item (object *op, const char *item)
421{ 412{
422 int count = 0; 413 int count = 0;
423 414
424 415 if (!item)
425 if (item == NULL)
426 return 0; 416 return 0;
427 op = op->below; 417
428 while (op != NULL) 418 for (op = op->below; op; op = op->below)
429 { 419 {
430 if (strcmp (op->arch->name, item) == 0) 420 if (strcmp (op->arch->archname, item) == 0)
431 { 421 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 424 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++; 426 count++;
437 else 427 else
438 count += op->nrof; 428 count += op->nrof;
439 } 429 }
440 } 430 }
441 op = op->below;
442 } 431 }
432
443 return count; 433 return count;
444} 434}
445 435
446/** 436/**
447 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
455 object *prev; 445 object *prev;
456 446
457 prev = op; 447 prev = op;
458 op = op->below; 448 op = op->below;
459 449
460 while (op != NULL) 450 while (op)
461 { 451 {
462 if (strcmp (op->arch->name, item) == 0) 452 if (strcmp (op->arch->archname, item) == 0)
463 { 453 {
464 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
465 { 455 {
466 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
467 return; 457 return;
468 } 458 }
469 else 459 else
470 { 460 {
471 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
472 nrof -= op->nrof; 462 nrof -= op->nrof;
473 } 463 }
464
474 op = prev; 465 op = prev;
475 } 466 }
467
476 prev = op; 468 prev = op;
477 op = op->below; 469 op = op->below;
478 } 470 }
479} 471}
480 472
486 * we return 1 (true) if the player can use the weapon. 478 * we return 1 (true) if the player can use the weapon.
487 */ 479 */
488static int 480static int
489check_weapon_power (const object *who, int improvs) 481check_weapon_power (const object *who, int improvs)
490{ 482{
491
492/* 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
493 * 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
494 * 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.
495 */ 486 */
496#if 1 487#if 1
537static int 528static int
538check_sacrifice (object *op, const object *improver) 529check_sacrifice (object *op, const object *improver)
539{ 530{
540 int count = 0; 531 int count = 0;
541 532
542 if (improver->slaying != NULL) 533 if (improver->slaying)
543 { 534 {
544 count = check_item (op, improver->slaying); 535 count = check_item (op, improver->slaying);
545 if (count < 1) 536 if (count < 1)
546 { 537 {
547 char buf[200];
548
549 sprintf (buf, "The gods want more %ss", &improver->slaying); 538 op->failmsg (format ("The gods want more %ss", &improver->slaying));
550 new_draw_info (NDI_UNIQUE, 0, op, buf);
551 return 0; 539 return 0;
552 } 540 }
553 } 541 }
554 else 542 else
555 count = 1; 543 count = 1;
558} 546}
559 547
560/** 548/**
561 * Actually improves the weapon, and tells user. 549 * Actually improves the weapon, and tells user.
562 */ 550 */
563int 551static int
564improve_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)
565{ 553{
566
567 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
568 *stat += sacrifice_count; 554 stat += sacrifice_count;
569 weapon->last_eat++; 555 weapon->last_eat++;
570 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 556 improver->decrease ();
571 decrease_ob (improver);
572 557
573 /* So it updates the players stats and the window */ 558 /* So it updates the players stats and the window */
574 op->update_stats (); 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
575 return 1; 567 return 1;
576} 568}
577 569
578/* Types of improvements, hidden in the sp field. */ 570/* Types of improvements, hidden in the sp field. */
579#define IMPROVE_PREPARE 1 571#define IMPROVE_PREPARE 1
580#define IMPROVE_DAMAGE 2 572#define IMPROVE_DAMAGE 2
581#define IMPROVE_WEIGHT 3 573#define IMPROVE_WEIGHT 3
582#define IMPROVE_ENCHANT 4 574#define IMPROVE_ENCHANT 4
583#define IMPROVE_STR 5 575#define IMPROVE_STR 5
584#define IMPROVE_DEX 6 576#define IMPROVE_DEX 6
585#define IMPROVE_CON 7 577#define IMPROVE_CON 7
586#define IMPROVE_WIS 8 578#define IMPROVE_WIS 8
587#define IMPROVE_CHA 9 579#define IMPROVE_CHA 9
588#define IMPROVE_INT 10 580#define IMPROVE_INT 10
589#define IMPROVE_POW 11 581#define IMPROVE_POW 11
590
591 582
592/** 583/**
593 * This does the prepare weapon scroll. 584 * This does the prepare weapon scroll.
594 * Checks for sacrifice, and so on. 585 * Checks for sacrifice, and so on.
595 */ 586 */
596
597int 587int
598prepare_weapon (object *op, object *improver, object *weapon) 588prepare_weapon (object *op, object *improver, object *weapon)
599{ 589{
600 int sacrifice_count, i; 590 int sacrifice_count, i;
601 char buf[MAX_BUF]; 591 char buf[MAX_BUF];
602 592
603 if (weapon->level != 0) 593 if (weapon->level != 0)
604 { 594 {
605 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 595 op->failmsg ("Weapon is already prepared!");
606 return 0; 596 return 0;
607 } 597 }
598
608 for (i = 0; i < NROFATTACKS; i++) 599 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i]) 600 if (weapon->resist[i])
610 break; 601 break;
611 602
612 /* If we break out, i will be less than nrofattacks, preventing 603 /* If we break out, i will be less than nrofattacks, preventing
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */ 608 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */ 609 weapon->stats.ac) /* AC - only taifu's I think */
619 { 610 {
620 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.>");
621 return 0; 614 return 0;
622 } 615 }
616
623 sacrifice_count = check_sacrifice (op, improver); 617 sacrifice_count = check_sacrifice (op, improver);
624 if (sacrifice_count <= 0) 618 if (sacrifice_count <= 0)
625 return 0; 619 return 0;
620
626 weapon->level = isqrt (sacrifice_count); 621 weapon->level = isqrt (sacrifice_count);
627 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
628 eat_item (op, improver->slaying, sacrifice_count); 622 eat_item (op, improver->slaying, sacrifice_count);
629 623
630 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 ));
631 629
632 sprintf (buf, "%s's %s", &op->name, &weapon->name); 630 sprintf (buf, "%s's %s", &op->name, &weapon->name);
633 weapon->name = weapon->name_pl = buf; 631 weapon->name = weapon->name_pl = buf;
634 weapon->nrof = 0; /* prevents preparing n weapons in the same 632 weapon->nrof = 0; /* prevents preparing n weapons in the same
635 slot at once! */ 633 slot at once! */
636 decrease_ob (improver); 634 improver->decrease ();
637 weapon->last_eat = 0; 635 weapon->last_eat = 0;
638 return 1; 636 return 1;
639} 637}
640
641 638
642/** 639/**
643 * 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.
644 * This is the new improve weapon code. 641 * This is the new improve weapon code.
645 * 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.
654improve_weapon (object *op, object *improver, object *weapon) 651improve_weapon (object *op, object *improver, object *weapon)
655{ 652{
656 int sacrifice_count, sacrifice_needed = 0; 653 int sacrifice_count, sacrifice_needed = 0;
657 654
658 if (improver->stats.sp == IMPROVE_PREPARE) 655 if (improver->stats.sp == IMPROVE_PREPARE)
659 {
660 return prepare_weapon (op, improver, weapon); 656 return prepare_weapon (op, improver, weapon);
661 } 657
662 if (weapon->level == 0) 658 if (weapon->level == 0)
663 { 659 {
664 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.>");
665 return 0; 661 return 0;
666 } 662 }
663
667 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
668 { 665 {
669 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 666 op->failmsg ("This weapon cannot be improved any more.");
670 return 0; 667 return 0;
671 } 668 }
669
672 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))
673 { 671 {
674 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 672 op->failmsg ("Improving the weapon will make it too "
675 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 673 "powerful for you to use. Unready it if you "
676 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 674 "really want to improve it.");
677 return 0; 675 return 0;
678 } 676 }
677
679 /* 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
680 * 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,
681 * 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
682 * weapon can be improved. 681 * weapon can be improved.
683 */ 682 */
684 if (improver->stats.sp == IMPROVE_DAMAGE) 683 if (improver->stats.sp == IMPROVE_DAMAGE)
685 { 684 {
686 weapon->stats.dam += 5; 685 weapon->stats.dam += 5;
687 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
688 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 687 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
689 weapon->last_eat++; 688 weapon->last_eat++;
690 689
691 weapon->item_power++; 690 weapon->item_power++;
692 decrease_ob (improver); 691 improver->decrease ();
693 return 1; 692 return 1;
694 } 693 }
694
695 if (improver->stats.sp == IMPROVE_WEIGHT) 695 if (improver->stats.sp == IMPROVE_WEIGHT)
696 { 696 {
697 /* Reduce weight by 20% */ 697 /* Reduce weight by 20% */
698 weapon->weight = (weapon->weight * 8) / 10; 698 weapon->weight = (weapon->weight * 8) / 10;
699 if (weapon->weight < 1) 699 if (weapon->weight < 1)
700 weapon->weight = 1; 700 weapon->weight = 1;
701
701 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));
702 weapon->last_eat++; 703 weapon->last_eat++;
703 weapon->item_power++; 704 weapon->item_power++;
704 decrease_ob (improver); 705 improver->decrease ();
705 return 1; 706 return 1;
706 } 707 }
708
707 if (improver->stats.sp == IMPROVE_ENCHANT) 709 if (improver->stats.sp == IMPROVE_ENCHANT)
708 { 710 {
709 weapon->magic++; 711 weapon->magic++;
710 weapon->last_eat++; 712 weapon->last_eat++;
711 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));
712 decrease_ob (improver); 714 improver->decrease ();
713 weapon->item_power++; 715 weapon->item_power++;
714 return 1; 716 return 1;
715 } 717 }
716 718
717 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
722 sacrifice_needed *= 2; 724 sacrifice_needed *= 2;
723 725
724 sacrifice_count = check_sacrifice (op, improver); 726 sacrifice_count = check_sacrifice (op, improver);
725 if (sacrifice_count < sacrifice_needed) 727 if (sacrifice_count < sacrifice_needed)
726 { 728 {
727 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));
728 return 0; 730 return 0;
729 } 731 }
732
730 eat_item (op, improver->slaying, sacrifice_needed); 733 eat_item (op, improver->slaying, sacrifice_needed);
731 weapon->item_power++; 734 weapon->item_power++;
732 735
733 switch (improver->stats.sp) 736 switch (improver->stats.sp)
734 { 737 {
735 case IMPROVE_STR:
736 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");
737 case IMPROVE_DEX:
738 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");
739 case IMPROVE_CON:
740 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");
741 case IMPROVE_WIS:
742 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");
743 case IMPROVE_CHA:
744 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");
745 case IMPROVE_INT:
746 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");
747 case IMPROVE_POW:
748 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");
749 default: 745 default:
750 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 746 op->failmsg ("Unknown improvement type.");
751 } 747 }
748
752 LOG (llevError, "improve_weapon: Got to end of function\n"); 749 LOG (llevError, "improve_weapon: Got to end of function\n");
753 return 0; 750 return 0;
754} 751}
755 752
756/** 753/**
763{ 760{
764 object *otmp; 761 object *otmp;
765 762
766 if (op->type != PLAYER) 763 if (op->type != PLAYER)
767 return 0; 764 return 0;
765
768 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))
769 { 767 {
770 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 768 op->failmsg ("Something blocks the magic of the scroll!");
771 return 0; 769 return 0;
772 } 770 }
771
773 otmp = find_marked_object (op); 772 otmp = find_marked_object (op);
773
774 if (!otmp) 774 if (!otmp)
775 { 775 {
776 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.>");
777 return 0; 777 return 0;
778 } 778 }
779
779 if (otmp->type != WEAPON && otmp->type != BOW) 780 if (otmp->type != WEAPON && otmp->type != BOW)
780 { 781 {
781 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!");
782 return 0; 783 return 0;
783 } 784 }
784 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 785
786 op->statusmsg ("Applied weapon builder.");
787
785 improve_weapon (op, tmp, otmp); 788 improve_weapon (op, tmp, otmp);
786 esrv_send_item (op, otmp); 789 esrv_send_item (op, otmp);
787 return 1; 790 return 1;
788} 791}
789 792
814{ 817{
815 object *tmp; 818 object *tmp;
816 819
817 if (armour->magic >= settings.armor_max_enchant) 820 if (armour->magic >= settings.armor_max_enchant)
818 { 821 {
819 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!");
820 return 0; 823 return 0;
821 } 824 }
825
822 /* 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,
823 * 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.
824 * 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
825 * of gnarg and what not?) 829 * of gnarg and what not?)
826 */ 830 */
827 if (armour->title) 831 if (armour->title)
828 { 832 {
829 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 833 op->failmsg ("This armour will not accept further enchantment.");
830 return 0; 834 return 0;
831 } 835 }
832 836
833 /* Split objects if needed. Can't insert tmp until the 837 /* Split objects if needed. Can't insert tmp until the
834 * end of this function - otherwise it will just re-merge. 838 * end of this function - otherwise it will just re-merge.
835 */ 839 */
836 if (armour->nrof > 1) 840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
837 tmp = get_split_ob (armour, armour->nrof - 1);
838 else
839 tmp = NULL;
840 841
841 armour->magic++; 842 armour->magic++;
842 843
843 if (!settings.armor_speed_linear) 844 if (!settings.armor_speed_linear)
844 { 845 {
849 { 850 {
850 base = base - (base * settings.armor_speed_improvement) / 100; 851 base = base - (base * settings.armor_speed_improvement) / 100;
851 pow++; 852 pow++;
852 } 853 }
853 854
854 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
855 } 856 }
856 else 857 else
857 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;
858 859
859 if (!settings.armor_weight_linear) 860 if (!settings.armor_weight_linear)
860 { 861 {
861 int base = 100; 862 int base = 100;
862 int pow = 0; 863 int pow = 0;
865 { 866 {
866 base = base - (base * settings.armor_weight_reduction) / 100; 867 base = base - (base * settings.armor_weight_reduction) / 100;
867 pow++; 868 pow++;
868 } 869 }
869 870
870 armour->weight = (armour->arch->clone.weight * base) / 100; 871 armour->weight = (armour->arch->weight * base) / 100;
871 } 872 }
872 else 873 else
873 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;
874 875
875 if (armour->weight <= 0) 876 if (armour->weight <= 0)
876 { 877 {
877 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
878 armour->weight = 1; 879 armour->weight = 1;
879 } 880 }
880 881
881 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);
882 883
883 if (op->type == PLAYER) 884 if (op->type == PLAYER)
884 { 885 {
885 esrv_send_item (op, armour); 886 esrv_send_item (op, armour);
887
886 if (QUERY_FLAG (armour, FLAG_APPLIED)) 888 if (QUERY_FLAG (armour, FLAG_APPLIED))
887 op->update_stats (); 889 op->update_stats ();
888 } 890 }
889 decrease_ob (improver); 891
892 improver->decrease ();
893
890 if (tmp) 894 if (tmp)
891 { 895 op->insert (tmp);
892 insert_ob_in_ob (tmp, op); 896
893 esrv_send_item (op, tmp);
894 }
895 return 1; 897 return 1;
896} 898}
897
898 899
899/* 900/*
900 * 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
901 * what the converter wants, -1 if the converter is broken. 902 * what the converter wants, -1 if the converter is broken.
902 */ 903 *
903#define CONV_FROM(xyz) xyz->slaying
904#define CONV_TO(xyz) xyz->other_arch
905#define CONV_NR(xyz) xyz->stats.sp
906#define CONV_NEED(xyz) xyz->stats.food
907
908/* Takes one items and makes another. 904 * Takes one type of items and makes another.
909 * converter is the object that is doing the conversion. 905 * converter is the object that is doing the conversion.
910 * 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
911 * what the converter wants, this will not do anything. 907 * what the converter wants, this will not do anything.
912 */ 908 */
913int 909static int
914convert_item (object *item, object *converter) 910convert_item (object *item, object *converter)
915{ 911{
916 int nr = 0;
917 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;
918 921
919 /* 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,
920 * 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
921 * 3 gp and player drops a platinum, tough luck) 924 * 3 gp and player drops a platinum, tough luck)
922 */ 925 */
923 if (!strcmp (CONV_FROM (converter), "money")) 926 if (conv_from == shstr_money)
924 { 927 {
925 int cost;
926
927 if (item->type != MONEY) 928 if (item->type != MONEY)
928 return 0; 929 return 0;
929 930
930 nr = (item->nrof * item->value) / CONV_NEED (converter); 931 nr = sint64 (item->nrof) * item->value / need;
931 if (!nr) 932 if (!nr)
932 return 0; 933 return 0;
933 cost = nr * CONV_NEED (converter) / item->value; 934
934 /* take into account rounding errors */ 935 converter->play_sound (sound_find ("shop_buy"));
935 if (nr * CONV_NEED (converter) % item->value) 936
936 cost++; 937 sint64 cost = (nr * need + item->value - 1) / item->value;
937 decrease_ob_nr (item, cost); 938
939 item->decrease (cost);
938 940
939 price_in = cost * item->value; 941 price_in = cost * item->value;
940 } 942 }
941 else 943 else
942 { 944 {
943 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 945 if (item->type == PLAYER
944 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 946 || conv_from != item->arch->archname
947 || (need && need > (uint16) item->nrof))
945 return 0; 948 return 0;
946 949
947 if (CONV_NEED (converter)) 950 converter->play_sound (sound_find ("convert_item"));
951
952 if (need)
948 { 953 {
949 nr = item->nrof / CONV_NEED (converter); 954 nr = sint64 (item->nrof) / need;
950 decrease_ob_nr (item, nr * CONV_NEED (converter)); 955 item->decrease (nr * need);
951 price_in = nr * CONV_NEED (converter) * item->value; 956 price_in = nr * need * item->value;
952 } 957 }
953 else 958 else
954 { 959 {
955 price_in = item->value; 960 price_in = item->value;
956 item->destroy (); 961 item->destroy ();
957 } 962 }
958 } 963 }
959 964
960 if (converter->inv != NULL) 965 if (converter->inv)
961 { 966 {
962 object *ob; 967 object *ob;
963 int i; 968 int i;
964 object *ob_to_copy; 969 object *ob_to_copy;
965 970
966 /* select random object from inventory to copy */ 971 /* select random object from inventory to copy */
967 ob_to_copy = converter->inv; 972 ob_to_copy = converter->inv;
968 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++)
969 {
970 if (rndm (0, i) == 0) 974 if (rndm (0, i) == 0)
971 {
972 ob_to_copy = ob; 975 ob_to_copy = ob;
973 } 976
974 } 977 item = ob_to_copy->deep_clone ();
975 item = object_create_clone (ob_to_copy);
976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
977 unflag_inv (item, FLAG_IS_A_TEMPLATE); 979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
978 } 980 }
979 else 981 else
980 { 982 {
981 if (converter->other_arch == NULL) 983 if (!conv_to)
982 { 984 {
983 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",
984 &converter->name, &converter->map->path, converter->x, converter->y); 986 &converter->name, &converter->map->path, converter->x, converter->y);
985 return -1; 987 return -1;
986 } 988 }
987 989
988 item = object_create_arch (converter->other_arch); 990 item = object_create_arch (conv_to);
989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
990 } 992 }
991 993
992 if (CONV_NR (converter)) 994 if (give)
993 item->nrof = CONV_NR (converter); 995 item->nrof = give;
996
994 if (nr) 997 if (nr)
995 item->nrof *= nr; 998 item->nrof *= nr;
999
996 if (is_in_shop (converter)) 1000 if (is_in_shop (converter))
997 SET_FLAG (item, FLAG_UNPAID); 1001 SET_FLAG (item, FLAG_UNPAID);
998 else if (price_in < item->nrof * item->value) 1002 else if (price_in < sint64 (item->nrof) * item->value)
999 { 1003 {
1000 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",
1001 &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);
1002
1003 /** 1006 /**
1004 * 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
1005 * propably had something in mind when doing this 1008 * hopefully had something in mind when doing this.
1006 */ 1009 */
1007 } 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
1008 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);
1009 return 1; 1018 return 1;
1010} 1019}
1011 1020
1012/** 1021/**
1013 * Handle apply on containers. 1022 * Handle apply on containers.
1014 * By Eneq(@csd.uu.se). 1023 * By Eneq(@csd.uu.se).
1015 * 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]
1016 * added the alchemical cauldron to the code -b.t. 1025 * added the alchemical cauldron to the code -b.t.
1017 */ 1026 */
1018
1019int 1027int
1020apply_container (object *op, object *sack) 1028apply_container (object *op, object *sack)
1021{ 1029{
1022 char buf[MAX_BUF]; 1030 if (op->type != PLAYER || !op->contr->ns)
1023 object *tmp;
1024
1025 if (op->type != PLAYER)
1026 return 0; /* This might change */ 1031 return 0; /* This might change */
1027 1032
1028 if (sack == NULL || sack->type != CONTAINER) 1033 if (!sack || sack->type != CONTAINER)
1029 { 1034 {
1030 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1035 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1031 return 0; 1036 return 0;
1032 } 1037 }
1033 1038
1034 op->contr->last_used = 0; 1039 op->contr->last_used = 0;
1035 1040
1036 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;
1037 { 1045 }
1038 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)
1039 { 1051 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1052 // open on ground or inv, so close
1053 op->close_container ();
1041 return 1; 1054 return 1;
1042 } 1055 }
1043 1056 else if (!sack->env)
1044 /* It's on the ground, the problems begin */
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 } 1057 {
1059 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;
1060 { 1061 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1062
1081 if (tmp && tmp->type == CLOSE_CON) 1063 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1064 }
1065 else if (sack->env)
1066 {
1067 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1068 op->close_container ();
1090 { 1069 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1070 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1071 op->statusmsg (format ("You ready %s.", query_name (sack)));
1093 tmp = op->container; 1072 return 1;
1094 apply_container (op, tmp); 1073 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1074
1096 op->container = sack; 1075 // it's locked?
1097 strcat (buf, query_name (sack)); 1076 if (sack->slaying)
1098 strcat (buf, "."); 1077 {
1099 } 1078 if (object *tmp = find_key (op, op, sack))
1100 else 1079 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1080 else
1108 { 1081 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1082 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1134 }
1135 else
1136 {
1137 sprintf (buf, "You readied %s.", query_name (sack));
1138 SET_FLAG (sack, FLAG_APPLIED);
1139
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1083 return 1;
1145 } 1084 }
1146 }
1147 } 1085 }
1148 1086
1149 new_draw_info (NDI_UNIQUE, 0, op, buf); 1087 op->open_container (sack);
1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153 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 ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 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.
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 op->remove (); 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];
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 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1508 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1634 get_archetype ("burnout")->insert_at (trap, trap); 1509 archetype::get (shstr_burnout)->insert_at (trap, trap);
1635 } 1510 }
1636 1511
1637 goto leave; 1512 goto leave;
1638 1513
1639 case TRIGGER_BUTTON: 1514 case TRIGGER_BUTTON:
1649 case CHECK_INV: 1524 case CHECK_INV:
1650 check_inv (victim, trap); 1525 check_inv (victim, trap);
1651 goto leave; 1526 goto leave;
1652 1527
1653 case HOLE: 1528 case HOLE:
1654 /* Hole not open? */ 1529 move_apply_hole (trap, victim);
1655 if (trap->stats.wc > 0)
1656 goto leave;
1657
1658 /* Is this a multipart monster and not the head? If so, return.
1659 * Processing will happen if the head runs into the pit
1660 */
1661 if (victim->head)
1662 goto leave;
1663
1664 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1665 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1666 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1667 goto leave; 1530 goto leave;
1668 1531
1669 case EXIT: 1532 case EXIT:
1670 if (victim->type == PLAYER && EXIT_PATH (trap)) 1533 if (victim->type == PLAYER && EXIT_PATH (trap))
1671 { 1534 {
1672 /* Basically, don't show exits leading to random maps the 1535 /* Basically, don't show exits leading to random maps the
1673 * players output. 1536 * players output.
1674 */ 1537 */
1675 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1538 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1676 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1539 victim->statusmsg (trap->msg, NDI_NAVY);
1677 1540
1541 trap->play_sound (trap->sound);
1678 victim->enter_exit (trap); 1542 victim->enter_exit (trap);
1679 } 1543 }
1680 goto leave; 1544 goto leave;
1681 1545
1682 case ENCOUNTER: 1546 case ENCOUNTER:
1698 1562
1699 apply_sign (victim, trap, 1); 1563 apply_sign (victim, trap, 1);
1700 goto leave; 1564 goto leave;
1701 1565
1702 case CONTAINER: 1566 case CONTAINER:
1703 if (victim->type == PLAYER)
1704 (void) esrv_apply_container (victim, trap);
1705 else
1706 (void) apply_container (victim, trap); 1567 apply_container (victim, trap);
1707 goto leave; 1568 goto leave;
1708 1569
1709 case RUNE: 1570 case RUNE:
1710 case TRAP: 1571 case TRAP:
1711 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1572 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1712 {
1713 spring_trap (trap, victim); 1573 spring_trap (trap, victim);
1714 }
1715 goto leave; 1574 goto leave;
1716 1575
1717 default: 1576 default:
1718 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 "
1719 "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);
1720 goto leave; 1579 goto leave;
1721 } 1580 }
1722 1581
1723leave: 1582leave:
1724 recursion_depth--; 1583 recursion_depth--;
1733 int lev_diff; 1592 int lev_diff;
1734 object *skill_ob; 1593 object *skill_ob;
1735 1594
1736 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1595 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1737 { 1596 {
1738 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1597 op->failmsg ("You are unable to read while blind!");
1739 return; 1598 return;
1740 } 1599 }
1600
1741 if (tmp->msg == NULL) 1601 if (!tmp->msg)
1742 { 1602 {
1743 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));
1744 return; 1604 return;
1745 } 1605 }
1746 1606
1747 /* need a literacy skill to read stuff! */ 1607 /* need a literacy skill to read stuff! */
1748 skill_ob = find_skill_by_name (op, tmp->skill); 1608 skill_ob = find_skill_by_name (op, tmp->skill);
1749 if (!skill_ob) 1609 if (!skill_ob)
1750 { 1610 {
1751 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));
1752 return; 1612 return;
1753 } 1613 }
1614
1754 lev_diff = tmp->level - (skill_ob->level + 5); 1615 lev_diff = tmp->level - (skill_ob->level + 5);
1755 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1616 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1756 { 1617 {
1757 if (lev_diff < 2) 1618 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1758 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1619 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1759 else if (lev_diff < 3) 1620 : lev_diff < 5 ? "This book is beyond your comprehension."
1760 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."
1761 else if (lev_diff < 5) 1622 : lev_diff < 15 ? "This book is way beyond your comprehension."
1762 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1623 : "This book is totally beyond your comprehension.");
1763 else if (lev_diff < 8) 1624 return;
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1625 }
1765 else if (lev_diff < 15) 1626
1766 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));
1767 else 1633 else
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1769 return;
1770 }
1771
1772 readable_message_type *msgType = get_readable_message_type (tmp);
1773
1774 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1634 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1775 msgType->message_type, msgType->message_subtype, 1635 msgType->message_type, msgType->message_subtype,
1776 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1636 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1637 long_desc (tmp, op), &tmp->msg);
1777 1638
1778 /* gain xp from reading */ 1639 /* gain xp from reading */
1779 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1640 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1780 { /* only if not read before */ 1641 { /* only if not read before */
1781 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1642 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1783 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1644 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1784 { 1645 {
1785 /*exp_gain *= 2; because they just identified it too */ 1646 /*exp_gain *= 2; because they just identified it too */
1786 SET_FLAG (tmp, FLAG_IDENTIFIED); 1647 SET_FLAG (tmp, FLAG_IDENTIFIED);
1787 1648
1788 /* If in a container, update how it looks */ 1649 if (object *pl = tmp->visible_to ())
1789 if (tmp->env)
1790 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1650 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1791 else
1792 op->contr->ns->floorbox_update ();
1793 } 1651 }
1794 1652
1795 change_exp (op, exp_gain, skill_ob->skill, 0); 1653 change_exp (op, exp_gain, skill_ob->skill, 0);
1796 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 */
1797 } 1655 }
1802 * 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
1803 */ 1661 */
1804static void 1662static void
1805apply_skillscroll (object *op, object *tmp) 1663apply_skillscroll (object *op, object *tmp)
1806{ 1664{
1807 switch ((int) learn_skill (op, tmp)) 1665 switch (learn_skill (op, tmp))
1808 { 1666 {
1809 case 0: 1667 case 0:
1810 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1668 op->play_sound (sound_find ("generic_fail"));
1811 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)));
1812 return; 1670 break;
1813 1671
1814 case 1: 1672 case 1:
1815 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1816 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));
1817 return; 1676 break;
1818 1677
1819 default: 1678 default:
1679 tmp->decrease ();
1680 op->play_sound (sound_find ("generic_fail"));
1820 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)));
1821 decrease_ob (tmp);
1822 return; 1682 break;
1823 } 1683 }
1824} 1684}
1825 1685
1826/** 1686/**
1827 * Actually makes op learn spell. 1687 * Actually makes op learn spell.
1847 return; 1707 return;
1848 } 1708 }
1849 return; 1709 return;
1850 } 1710 }
1851 1711
1852 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1712 op->contr->play_sound (sound_find ("learn_spell"));
1713
1853 tmp = spell->clone (); 1714 tmp = spell->clone ();
1854 insert_ob_in_ob (tmp, op); 1715 insert_ob_in_ob (tmp, op);
1855 1716
1856 if (special_prayer) 1717 if (special_prayer)
1857 SET_FLAG (tmp, FLAG_STARTEQUIP); 1718 SET_FLAG (tmp, FLAG_STARTEQUIP);
1876 { 1737 {
1877 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1738 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1878 return; 1739 return;
1879 } 1740 }
1880 1741
1881 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));
1882 player_unready_range_ob (op->contr, spob); 1743 player_unready_range_ob (op->contr, spob);
1883 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1884 spob->destroy (); 1745 spob->destroy ();
1885} 1746}
1886 1747
1894{ 1755{
1895 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1896 1757
1897 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1898 { 1759 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1760 op->failmsg ("You are unable to read while blind.");
1900 return; 1761 return;
1901 } 1762 }
1902 1763
1903 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1904 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1905 * legacy spellbooks 1766 * legacy spellbooks
1906 */ 1767 */
1907
1908 if (tmp->slaying != NULL) 1768 if (tmp->slaying)
1909 { 1769 {
1910 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1911 if (!spell) 1771 if (!spell)
1912 { 1772 {
1913 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));
1914 return; 1774 return;
1915 } 1775 }
1916 else 1776 else
1917 insert_ob_in_ob (spell, tmp); 1777 insert_ob_in_ob (spell, tmp);
1778
1918 tmp->slaying = NULL; 1779 tmp->slaying = 0;
1919 } 1780 }
1920 1781
1921 skop = find_skill_by_name (op, tmp->skill); 1782 skop = find_skill_by_name (op, tmp->skill);
1922 1783
1923 /* 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
1924 * lower than the spell will make learning the spell more difficult */ 1785 * lower than the spell will make learning the spell more difficult */
1925 if (!skop) 1786 if (!skop)
1926 { 1787 {
1927 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));
1928 return; 1789 return;
1929 } 1790 }
1930 1791
1931 spell = tmp->inv; 1792 spell = tmp->inv;
1932 1793
1933 if (!spell) 1794 if (!spell)
1934 { 1795 {
1935 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);
1936 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!");
1937 return; 1798 return;
1938 } 1799 }
1939 1800
1940 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1801 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1941 { 1802 {
1942 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1803 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1943 return; 1804 return;
1944 } 1805 }
1945 1806
1946 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));
1947 1808
1948 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1809 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1949 {
1950 identify (tmp); 1810 identify (tmp);
1951
1952 if (tmp->env)
1953 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1954 else
1955 op->contr->ns->floorbox_update ();
1956 }
1957 1811
1958 /* 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
1959 * 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
1960 * 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
1961 * they would have a special prayer mark. 1815 * they would have a special prayer mark.
1962 */ 1816 */
1963 if (check_spell_known (op, spell->name)) 1817 if (check_spell_known (op, spell->name))
1964 { 1818 {
1965 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");
1966 return; 1820 return;
1967 } 1821 }
1968 1822
1969 if (spell->skill) 1823 if (spell->skill)
1970 { 1824 {
1971 spell_skill = find_skill_by_name (op, spell->skill); 1825 spell_skill = find_skill_by_name (op, spell->skill);
1972 1826
1973 if (!spell_skill) 1827 if (!spell_skill)
1974 { 1828 {
1975 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));
1976 return; 1830 return;
1977 } 1831 }
1978 1832
1979 if (spell_skill->level < spell->level) 1833 if (spell_skill->level < spell->level)
1980 { 1834 {
1981 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1835 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1982 return; 1836 return;
1983 } 1837 }
1984 } 1838 }
1985 1839
1986 /* Logic as follows 1840 /* Logic as follows
1995 * 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
1996 * literacy rate very useful! -b.t. 1850 * literacy rate very useful! -b.t.
1997 */ 1851 */
1998 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1852 if (QUERY_FLAG (op, FLAG_CONFUSED))
1999 { 1853 {
2000 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!");
2001 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));
2002 } 1856 }
2003 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1857 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2004 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1858 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2005 { 1859 {
2006 1860 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2007 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2008 do_learn_spell (op, spell, 0); 1861 do_learn_spell (op, spell, 0);
2009 1862
2010 /* xp gain to literacy for spell learning */ 1863 /* xp gain to literacy for spell learning */
2011 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1864 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2012 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);
2013 } 1866 }
2014 else 1867 else
2015 { 1868 {
2016 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1869 op->contr->play_sound (sound_find ("fumble_spell"));
2017 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");
2018 } 1871 }
2019 decrease_ob (tmp); 1872
1873 tmp->decrease ();
2020} 1874}
2021 1875
2022/** 1876/**
2023 * Handles applying a spell scroll. 1877 * Handles applying a spell scroll.
2024 */ 1878 */
2027{ 1881{
2028 object *skop; 1882 object *skop;
2029 1883
2030 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1884 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2031 { 1885 {
2032 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1886 op->failmsg ("You are unable to read while blind.");
2033 return; 1887 return;
2034 } 1888 }
2035 1889
2036 if (!tmp->inv || tmp->inv->type != SPELL) 1890 if (!tmp->inv || tmp->inv->type != SPELL)
2037 { 1891 {
2038 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.>");
2039 return; 1893 return;
2040 } 1894 }
2041 1895
2042 if (op->type == PLAYER) 1896 if (op->type == PLAYER)
2043 { 1897 {
2049 */ 1903 */
2050 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1904 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2051 1905
2052 if (!skop) 1906 if (!skop)
2053 { 1907 {
2054 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]));
2055 return; 1909 return;
2056 } 1910 }
2057 1911
2058 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1912 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2059 change_exp (op, exp_gain, skop->skill, 0); 1913 change_exp (op, exp_gain, skop->skill, 0);
2060 } 1914 }
2061 1915
2062 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1916 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2063 identify (tmp); 1917 identify (tmp);
2064 1918
2065 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));
2066
2067 1920
2068 cast_spell (op, tmp, dir, tmp->inv, NULL); 1921 cast_spell (op, tmp, dir, tmp->inv, NULL);
2069 decrease_ob (tmp); 1922 tmp->decrease ();
2070} 1923}
2071 1924
2072/** 1925/**
2073 * Applies a treasure object - by default, chest. op 1926 * Applies a treasure object - by default, chest. op
2074 * is the person doing the applying, tmp is the treasure 1927 * is the person doing the applying, tmp is the treasure
2075 * chest. 1928 * chest.
2076 */ 1929 */
2077static void 1930static void
2078apply_treasure (object *op, object *tmp) 1931apply_treasure (object *op, object *tmp)
2079{ 1932{
2080 object *treas;
2081
2082
2083 /* 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
2084 * 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
2085 * 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
2086 * 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
2087 * treasure 1937 * treasure
2088 */ 1938 */
2089
2090 treas = tmp->inv; 1939 object *treas = tmp->inv;
2091 if (treas == NULL) 1940
1941 if (!treas)
2092 { 1942 {
2093 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1943 op->statusmsg ("The chest was empty.");
2094 decrease_ob (tmp); 1944 tmp->decrease ();
2095 return; 1945 return;
2096 } 1946 }
1947
2097 while (tmp->inv) 1948 while (tmp->inv)
2098 { 1949 {
2099 treas = tmp->inv; 1950 treas = tmp->inv;
2100
2101 treas->remove (); 1951 treas->remove ();
2102 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2103 1952
2104 treas->x = op->x; 1953 treas->x = op->x;
2105 treas->y = op->y; 1954 treas->y = op->y;
2106 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);
2107 1956
2108 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))
2109 spring_trap (treas, op); 1958 spring_trap (treas, op);
2110 1959
2111 /* If either player or container was destroyed, no need to do 1960 /* If either player or container was destroyed, no need to do
2112 * further processing. I think this should be enclused with 1961 * further processing. I think this should be enclused with
2113 * spring trap above, as I don't think there is otherwise 1962 * spring trap above, as I don't think there is otherwise
2114 * any way for the treasure chest or player to get killed 1963 * any way for the treasure chest or player to get killed.
2115 */ 1964 */
2116 if (op->destroyed () || tmp->destroyed ()) 1965 if (op->destroyed () || tmp->destroyed ())
2117 break; 1966 break;
2118 } 1967 }
2119 1968
2120 if (!tmp->destroyed () && tmp->inv == NULL) 1969 if (!tmp->destroyed () && !tmp->inv)
2121 decrease_ob (tmp); 1970 tmp->decrease (true);
2122
2123} 1971}
2124 1972
2125/** 1973/**
2126 * op eats food. 1974 * op eats food.
2127 * If player, takes care of messages and dragon special food. 1975 * If player, takes care of messages and dragon special food.
2142 { 1990 {
2143 /* usual case - no dragon meal: */ 1991 /* usual case - no dragon meal: */
2144 if (op->stats.food + tmp->stats.food > 999) 1992 if (op->stats.food + tmp->stats.food > 999)
2145 { 1993 {
2146 if (tmp->type == FOOD || tmp->type == FLESH) 1994 if (tmp->type == FOOD || tmp->type == FLESH)
2147 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!");
2148 else 1996 else
2149 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!");
2150 } 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 );
2151 2007
2152 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2008 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2153 { 2009 {
2154 char buf[MAX_BUF]; 2010 const char *buf;
2155 2011
2156 if (!is_dragon_pl (op)) 2012 if (!is_dragon_pl (op))
2157 { 2013 {
2158 /* eating message for normal players */ 2014 /* eating message for normal players */
2159 if (tmp->type == DRINK) 2015 if (tmp->type == DRINK)
2160 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2016 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2161 else 2017 else
2162 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.");
2163 } 2019 }
2164 else 2020 else
2165 {
2166 /* eating message for dragon players */ 2021 /* eating message for dragon players */
2167 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2022 buf = format ("The %s tasted terrible!", &tmp->name);
2168 }
2169 2023
2170 new_draw_info (NDI_UNIQUE, 0, op, buf); 2024 op->statusmsg (buf);
2025
2171 capacity_remaining = 999 - op->stats.food; 2026 capacity_remaining = 999 - op->stats.food;
2172 op->stats.food += tmp->stats.food; 2027 op->stats.food += tmp->stats.food;
2173 if (capacity_remaining < tmp->stats.food) 2028 if (capacity_remaining < tmp->stats.food)
2174 op->stats.hp += capacity_remaining / 50; 2029 op->stats.hp += capacity_remaining / 50;
2175 else 2030 else
2176 op->stats.hp += tmp->stats.food / 50; 2031 op->stats.hp += tmp->stats.food / 50;
2032
2177 if (op->stats.hp > op->stats.maxhp) 2033 if (op->stats.hp > op->stats.maxhp)
2178 op->stats.hp = op->stats.maxhp; 2034 op->stats.hp = op->stats.maxhp;
2179 if (op->stats.food > 999) 2035 if (op->stats.food > 999)
2180 op->stats.food = 999; 2036 op->stats.food = 999;
2181 } 2037 }
2183 /* special food hack -b.t. */ 2039 /* special food hack -b.t. */
2184 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2040 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2185 eat_special_food (op, tmp); 2041 eat_special_food (op, tmp);
2186 } 2042 }
2187 } 2043 }
2044
2188 handle_apply_yield (tmp); 2045 handle_apply_yield (tmp);
2189 decrease_ob (tmp); 2046 tmp->decrease ();
2190} 2047}
2191 2048
2192/** 2049/**
2193 * A dragon is eating some flesh. If the flesh contains resistances, 2050 * A dragon is eating some flesh. If the flesh contains resistances,
2194 * 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.
2204{ 2061{
2205 object *skin = NULL; /* pointer to dragon skin force */ 2062 object *skin = NULL; /* pointer to dragon skin force */
2206 object *abil = NULL; /* pointer to dragon ability force */ 2063 object *abil = NULL; /* pointer to dragon ability force */
2207 object *tmp = NULL; /* tmp. object */ 2064 object *tmp = NULL; /* tmp. object */
2208 2065
2209 char buf[MAX_BUF]; /* tmp. string buffer */
2210 double chance; /* improvement-chance of one resistance type */ 2066 double chance; /* improvement-chance of one resistance type */
2211 double totalchance = 1; /* total chance of gaining one resistance */ 2067 double totalchance = 1; /* total chance of gaining one resistance */
2212 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2068 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2213 double mbonus = 0; /* monster bonus */ 2069 double mbonus = 0; /* monster bonus */
2214 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2070 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2219 if (meal->type != FLESH || !is_dragon_pl (op)) 2075 if (meal->type != FLESH || !is_dragon_pl (op))
2220 return 0; 2076 return 0;
2221 2077
2222 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2078 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2223 from the player's inventory */ 2079 from the player's inventory */
2224 shstr_cmp dragon_ability_force ("dragon_ability_force");
2225 shstr_cmp dragon_skin_force ("dragon_skin_force");
2226
2227 for (tmp = op->inv; tmp; tmp = tmp->below) 2080 for (tmp = op->inv; tmp; tmp = tmp->below)
2228 if (tmp->type == FORCE) 2081 if (tmp->type == FORCE)
2229 if (tmp->arch->name == dragon_skin_force) 2082 if (tmp->arch->archname == shstr_dragon_skin_force)
2230 skin = tmp; 2083 skin = tmp;
2231 else if (tmp->arch->name == dragon_ability_force) 2084 else if (tmp->arch->archname == shstr_dragon_ability_force)
2232 abil = tmp; 2085 abil = tmp;
2233 2086
2234 /* 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
2235 which is not to be considered a dragon -> bail out */ 2088 which is not to be considered a dragon -> bail out */
2236 if (skin == NULL || abil == NULL) 2089 if (skin == NULL || abil == NULL)
2239 /* now start by filling stomache and health, according to food-value */ 2092 /* now start by filling stomache and health, according to food-value */
2240 if ((999 - op->stats.food) < meal->stats.food) 2093 if ((999 - op->stats.food) < meal->stats.food)
2241 op->stats.hp += (999 - op->stats.food) / 50; 2094 op->stats.hp += (999 - op->stats.food) / 50;
2242 else 2095 else
2243 op->stats.hp += meal->stats.food / 50; 2096 op->stats.hp += meal->stats.food / 50;
2097
2244 if (op->stats.hp > op->stats.maxhp) 2098 if (op->stats.hp > op->stats.maxhp)
2245 op->stats.hp = op->stats.maxhp; 2099 op->stats.hp = op->stats.maxhp;
2246 2100
2247 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2101 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2248 2102
2278 /* doubled chance for resistance of ability-focus */ 2132 /* doubled chance for resistance of ability-focus */
2279 if (i == abil->stats.exp) 2133 if (i == abil->stats.exp)
2280 chance = MIN (100., chance * 2.); 2134 chance = MIN (100., chance * 2.);
2281 2135
2282 /* 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!) */
2283 if (rndm (10000) < (int) (chance * 100)) 2137 if (rndm (10000) < (unsigned int) (chance * 100))
2284 { 2138 {
2285 atnr_winner[winners] = i; 2139 atnr_winner[winners] = i;
2286 winners++; 2140 winners++;
2287 } 2141 }
2288 2142
2293 } 2147 }
2294 } 2148 }
2295 2149
2296 /* inverse totalchance as until now we have the failure-chance */ 2150 /* inverse totalchance as until now we have the failure-chance */
2297 totalchance = 100 - totalchance * 100; 2151 totalchance = 100 - totalchance * 100;
2152
2298 /* print message according to totalchance */ 2153 /* print message according to totalchance */
2154 const char *buf;
2299 if (totalchance > 50.) 2155 if (totalchance > 50.)
2300 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2156 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2301 else if (totalchance > 10.) 2157 else if (totalchance > 10.)
2302 sprintf (buf, "The %s tasted very good.", &meal->name); 2158 buf = format ("The %s tasted very good.", &meal->name);
2303 else if (totalchance > 1.) 2159 else if (totalchance > 1.)
2304 sprintf (buf, "The %s tasted good.", &meal->name); 2160 buf = format ("The %s tasted good.", &meal->name);
2305 else if (totalchance > 0.1) 2161 else if (totalchance > 0.1)
2306 sprintf (buf, "The %s tasted bland.", &meal->name); 2162 buf = format ("The %s tasted bland.", &meal->name);
2307 else if (totalchance >= 0.01) 2163 else if (totalchance >= 0.01)
2308 sprintf (buf, "The %s had a boring taste.", &meal->name); 2164 buf = format ("The %s had a boring taste.", &meal->name);
2309 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))
2310 sprintf (buf, "The %s tasted strange.", &meal->name); 2166 buf = format ("The %s tasted strange.", &meal->name);
2311 else 2167 else
2312 sprintf (buf, "The %s had no taste.", &meal->name); 2168 buf = format ("The %s had no taste.", &meal->name);
2313 new_draw_info (NDI_UNIQUE, 0, op, buf); 2169
2170 op->statusmsg (buf);
2314 2171
2315 /* now choose a winner if we have any */ 2172 /* now choose a winner if we have any */
2316 i = -1; 2173 i = -1;
2317 if (winners > 0) 2174 if (winners > 0)
2318 i = atnr_winner[RANDOM () % winners]; 2175 i = atnr_winner[RANDOM () % winners];
2321 { 2178 {
2322 /* resistance increased! */ 2179 /* resistance increased! */
2323 skin->resist[i]++; 2180 skin->resist[i]++;
2324 op->update_stats (); 2181 op->update_stats ();
2325 2182
2326 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]));
2327 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2328 } 2184 }
2329 2185
2330 /* if this flesh contains a new ability focus, we mark it 2186 /* if this flesh contains a new ability focus, we mark it
2331 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 */
2332 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)
2333 { 2189 {
2334 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> */
2335 2191
2336 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
2337 { 2198 ));
2338 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2339 new_draw_info (NDI_UNIQUE, 0, op, buf);
2340 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2341 new_draw_info (NDI_UNIQUE, 0, op, buf);
2342 }
2343 else 2199 else
2344 { 2200 {
2345 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]));
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 abil->last_eat = 0; 2202 abil->last_eat = 0;
2348 } 2203 }
2349 } 2204 }
2205
2350 return 1; 2206 return 1;
2351} 2207}
2352 2208
2353/** 2209/**
2354 * Handles applying an improve armor scroll. 2210 * Handles applying an improve armor scroll.
2357static void 2213static void
2358apply_armour_improver (object *op, object *tmp) 2214apply_armour_improver (object *op, object *tmp)
2359{ 2215{
2360 object *armor; 2216 object *armor;
2361 2217
2362 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))
2363 { 2219 {
2364 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.>");
2365 return; 2221 return;
2366 } 2222 }
2367 2223
2368 armor = find_marked_object (op); 2224 armor = find_marked_object (op);
2369 2225
2370 if (!armor) 2226 if (!armor)
2371 { 2227 {
2372 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.");
2373 return; 2229 return;
2374 } 2230 }
2375 2231
2376 if (armor->type != ARMOUR 2232 if (armor->type != ARMOUR
2377 && armor->type != CLOAK 2233 && armor->type != CLOAK
2378 && 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)
2379 { 2235 {
2380 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2236 op->failmsg ("Your marked item is not armour!\n");
2381 return; 2237 return;
2382 } 2238 }
2383 2239
2384 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2240 op->statusmsg ("Applying armour enchantment.");
2385 improve_armour (op, tmp, armor); 2241 improve_armour (op, tmp, armor);
2386} 2242}
2387 2243
2388extern void 2244void
2389apply_poison (object *op, object *tmp) 2245apply_poison (object *op, object *tmp)
2390{ 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
2391 if (op->type == PLAYER) 2252 if (op->type == PLAYER)
2392 { 2253 {
2393 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2254 op->contr->play_sound (sound_find ("drink_poison"));
2394 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2255 op->failmsg ("Yech! That tasted poisonous!");
2395 strcpy (op->contr->killer, "poisonous booze"); 2256 op->contr->killer = poison;
2396 } 2257 }
2258
2397 if (tmp->stats.hp > 0) 2259 if (poison->stats.hp > 0)
2398 { 2260 {
2399 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);
2400 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2262 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2401 } 2263 }
2264
2402 op->stats.food -= op->stats.food / 4; 2265 op->stats.food -= op->stats.food / 4;
2403 handle_apply_yield (tmp); 2266 poison->destroy ();
2404 decrease_ob (tmp);
2405} 2267}
2406 2268
2407/** 2269/**
2408 * This function 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.
2409 * A valid 2 way exit means: 2271 * A valid 2 way exit means:
2425#if 0 //TODO 2287#if 0 //TODO
2426 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2288 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2427 return 0; /* This is a reset town portal */ 2289 return 0; /* This is a reset town portal */
2428#endif 2290#endif
2429 2291
2292 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2293
2430 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2294 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2431 2295
2432 if (exitmap) 2296 if (exitmap)
2433 { 2297 {
2434 exitmap->load_sync (); 2298 exitmap->load_sync ();
2447 continue; /*Not a valid exit */ 2311 continue; /*Not a valid exit */
2448 2312
2449 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2313 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2450 continue; /*Not in the same place */ 2314 continue; /*Not in the same place */
2451 2315
2452 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2316 if (exit->map->path != EXIT_PATH (tmp))
2453 continue; /*Not in the same map */ 2317 continue; /*Not in the same map */
2454 2318
2455 /* 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
2456 * 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
2457 * town portals to prevent strangers from visiting your appartments 2321 * town portals to prevent strangers from visiting your appartments
2489 } 2353 }
2490 } 2354 }
2491 2355
2492 return 0; 2356 return 0;
2493} 2357}
2494
2495 2358
2496/** 2359/**
2497 * Main apply handler. 2360 * Main apply handler.
2498 * 2361 *
2499 * Checks for unpaid items before applying. 2362 * Checks for unpaid items before applying.
2507 * being applied. 2370 * being applied.
2508 * 2371 *
2509 * aflag is special (always apply/unapply) flags. Nothing is done with 2372 * aflag is special (always apply/unapply) flags. Nothing is done with
2510 * them in this function - they are passed to apply_special 2373 * them in this function - they are passed to apply_special
2511 */ 2374 */
2512
2513int 2375int
2514manual_apply (object *op, object *tmp, int aflag) 2376manual_apply (object *op, object *tmp, int aflag)
2515{ 2377{
2516 if (tmp->head)
2517 tmp = tmp->head; 2378 tmp = tmp->head_ ();
2518 2379
2519 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2520 { 2381 {
2521 if (op->type == PLAYER) 2382 if (op->type == PLAYER)
2522 { 2383 {
2523 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2524 return 1; 2385 return 1;
2525 } 2386 }
2526 else 2387 else
2527 return 0; /* monsters just skip unpaid items */ 2388 return 0; /* monsters just skip unpaid items */
2528 } 2389 }
2531 return RESULT_INT (0); 2392 return RESULT_INT (0);
2532 2393
2533 switch (tmp->type) 2394 switch (tmp->type)
2534 { 2395 {
2535 case CF_HANDLE: 2396 case CF_HANDLE:
2536 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2397 op->play_sound (sound_find ("turn_handle"));
2537 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2398 op->statusmsg ("You turn the handle.");
2538 tmp->value = tmp->value ? 0 : 1; 2399 tmp->value = tmp->value ? 0 : 1;
2539 SET_ANIMATION (tmp, tmp->value); 2400 SET_ANIMATION (tmp, tmp->value);
2540 update_object (tmp, UP_OBJ_FACE); 2401 update_object (tmp, UP_OBJ_FACE);
2541 push_button (tmp); 2402 push_button (tmp);
2542 return 1; 2403 return 1;
2543 2404
2544 case TRIGGER: 2405 case TRIGGER:
2545 if (check_trigger (tmp, op)) 2406 if (check_trigger (tmp, op))
2546 { 2407 {
2547 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2408 op->statusmsg ("You turn the handle.");
2548 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2409 op->play_sound (sound_find ("turn_handle"));
2549 } 2410 }
2550 else 2411 else
2551 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2412 op->failmsg ("The handle doesn't move.");
2552 2413
2553 return 1; 2414 return 1;
2554 2415
2555 case EXIT: 2416 case EXIT:
2556 if (op->type != PLAYER) 2417 if (op->type != PLAYER)
2557 return 0; 2418 return 0;
2558 2419
2559 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2560 { 2421 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2561 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2562 }
2563 else 2422 else
2564 { 2423 {
2565 /* Don't display messages for random maps. */ 2424 /* Don't display messages for random maps. */
2566 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2567 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2426 op->statusmsg (tmp->msg, NDI_NAVY);
2568 2427
2569 op->enter_exit (tmp); 2428 op->enter_exit (tmp);
2570 } 2429 }
2430
2431 return 1;
2432
2433 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg);
2435 // maybe show a spell menu to chose from or something like that
2571 return 1; 2436 return 1;
2572 2437
2573 case SIGN: 2438 case SIGN:
2574 apply_sign (op, tmp, 0); 2439 apply_sign (op, tmp, 0);
2575 return 1; 2440 return 1;
2579 { 2444 {
2580 apply_book (op, tmp); 2445 apply_book (op, tmp);
2581 return 1; 2446 return 1;
2582 } 2447 }
2583 else 2448 else
2584 {
2585 return 0; 2449 return 0;
2586 }
2587 2450
2588 case SKILLSCROLL: 2451 case SKILLSCROLL:
2589 if (op->type == PLAYER) 2452 if (op->type == PLAYER)
2590 { 2453 {
2591 apply_skillscroll (op, tmp); 2454 apply_skillscroll (op, tmp);
2592 return 1; 2455 return 1;
2593 } 2456 }
2457 else
2594 return 0; 2458 return 0;
2595 2459
2596 case SPELLBOOK: 2460 case SPELLBOOK:
2597 if (op->type == PLAYER) 2461 if (op->type == PLAYER)
2598 { 2462 {
2599 apply_spellbook (op, tmp); 2463 apply_spellbook (op, tmp);
2600 return 1; 2464 return 1;
2601 } 2465 }
2466 else
2602 return 0; 2467 return 0;
2603 2468
2604 case SCROLL: 2469 case SCROLL:
2605 apply_scroll (op, tmp, 0); 2470 apply_scroll (op, tmp, 0);
2606 return 1; 2471 return 1;
2607 2472
2608 case POTION: 2473 case POTION:
2609 (void) apply_potion (op, tmp); 2474 apply_potion (op, tmp);
2610 return 1; 2475 return 1;
2611 2476
2612 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2477 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed?
2613 case CLOSE_CON: 2479 case CLOSE_CON:
2614 if (op->type == PLAYER)
2615 (void) esrv_apply_container (op, tmp->env);
2616 else
2617 (void) apply_container (op, tmp->env); 2480 apply_container (op, tmp->env);
2618 return 1; 2481 return 1;
2619 2482
2620 case CONTAINER: 2483 case CONTAINER:
2621 if (op->type == PLAYER)
2622 (void) esrv_apply_container (op, tmp);
2623 else
2624 (void) apply_container (op, tmp); 2484 apply_container (op, tmp);
2625 return 1; 2485 return 1;
2626 2486
2627 case TREASURE: 2487 case TREASURE:
2628 if (op->type == PLAYER) 2488 if (op->type == PLAYER)
2629 { 2489 {
2630 apply_treasure (op, tmp); 2490 apply_treasure (op, tmp);
2631 return 1; 2491 return 1;
2632 } 2492 }
2633 else 2493 else
2634 {
2635 return 0; 2494 return 0;
2636 }
2637 2495
2638 case WEAPON: 2496 case WEAPON:
2639 case ARMOUR: 2497 case ARMOUR:
2640 case BOOTS: 2498 case BOOTS:
2641 case GLOVES: 2499 case GLOVES:
2654 case LAMP: 2512 case LAMP:
2655 case BUILDER: 2513 case BUILDER:
2656 case SKILL_TOOL: 2514 case SKILL_TOOL:
2657 if (tmp->env != op) 2515 if (tmp->env != op)
2658 return 2; /* not in inventory */ 2516 return 2; /* not in inventory */
2517
2659 (void) apply_special (op, tmp, aflag); 2518 apply_special (op, tmp, aflag);
2660 return 1; 2519 return 1;
2661 2520
2662 case DRINK: 2521 case DRINK:
2663 case FOOD: 2522 case FOOD:
2664 case FLESH: 2523 case FLESH:
2680 } 2539 }
2681 else 2540 else
2682 return 0; 2541 return 0;
2683 2542
2684 case WEAPON_IMPROVER: 2543 case WEAPON_IMPROVER:
2685 (void) check_improve_weapon (op, tmp); 2544 check_improve_weapon (op, tmp);
2686 return 1; 2545 return 1;
2687 2546
2688 case CLOCK: 2547 case CLOCK:
2689 if (op->type == PLAYER) 2548 if (op->type == PLAYER)
2690 { 2549 {
2691 char buf[MAX_BUF]; 2550 char buf[MAX_BUF];
2692 timeofday_t tod; 2551 timeofday_t tod;
2693 2552
2694 get_tod (&tod); 2553 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format (
2695 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2556 "It is %d minute%s past %d o'clock %s",
2696 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2697 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2698 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2559 ));
2699 new_draw_info (NDI_UNIQUE, 0, op, buf);
2700 return 1; 2560 return 1;
2701 } 2561 }
2702 else 2562 else
2703 {
2704 return 0; 2563 return 0;
2705 }
2706 2564
2707 case MENU: 2565 case MENU:
2708 if (op->type == PLAYER) 2566 if (op->type == PLAYER)
2709 { 2567 {
2710 shop_listing (op); 2568 shop_listing (tmp, op);
2711 return 1; 2569 return 1;
2712 } 2570 }
2713 else 2571 else
2714 {
2715 return 0; 2572 return 0;
2716 }
2717 2573
2718 case POWER_CRYSTAL: 2574 case POWER_CRYSTAL:
2719 apply_power_crystal (op, tmp); /* see egoitem.c */ 2575 apply_power_crystal (op, tmp); /* see egoitem.c */
2720 return 1; 2576 return 1;
2721 2577
2724 { 2580 {
2725 apply_lighter (op, tmp); 2581 apply_lighter (op, tmp);
2726 return 1; 2582 return 1;
2727 } 2583 }
2728 else 2584 else
2729 {
2730 return 0; 2585 return 0;
2731 }
2732 2586
2733 case ITEM_TRANSFORMER: 2587 case ITEM_TRANSFORMER:
2734 apply_item_transformer (op, tmp); 2588 apply_item_transformer (op, tmp);
2735 return 1; 2589 return 1;
2736 2590
2737 default: 2591 default:
2738 return 0; 2592 return 0;
2739 } 2593 }
2740} 2594}
2741
2742 2595
2743/* 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"
2744 * 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
2745 * "but you are floating high above the ground" messages. 2598 * "but you are floating high above the ground" messages.
2746 * 2599 *
2747 * Same return value as apply() function. 2600 * Same return value as apply() function.
2748 */ 2601 */
2749int 2602int
2750player_apply (object *pl, object *op, int aflag, int quiet) 2603player_apply (object *pl, object *op, int aflag, int quiet)
2751{ 2604{
2752 int tmp;
2753
2754 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2605 if (!op->env && (pl->move_type & MOVE_FLYING))
2755 { 2606 {
2756 /* player is flying and applying object not in inventory */ 2607 /* player is flying and applying object not in inventory */
2757 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2608 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2758 { 2609 {
2759 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.>");
2760 return 0; 2613 return 0;
2761 } 2614 }
2762 } 2615 }
2763 2616
2764 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2765 * applied.
2766 */
2767 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2768 {
2769 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2770 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2771 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2772 op->destroy ();
2773 return 1;
2774 }
2775
2776 pl->contr->last_used = op; 2617 pl->contr->last_used = op;
2777 2618
2778 tmp = manual_apply (pl, op, aflag); 2619 int tmp = manual_apply (pl, op, aflag);
2620
2779 if (!quiet) 2621 if (!quiet)
2780 { 2622 {
2781 if (tmp == 0) 2623 if (tmp == 0)
2782 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2783 else if (tmp == 2) 2625 else if (tmp == 2)
2784 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2626 pl->failmsg ("You must get it first!\n");
2785 } 2627 }
2628
2786 return tmp; 2629 return tmp;
2787} 2630}
2788 2631
2789/** 2632/**
2790 * player_apply_below attempts to apply the object 'below' the player. 2633 * player_apply_below attempts to apply the object 'below' the player.
2791 * If the player has an open container, we use that for below, otherwise 2634 * If the player has an open container, we use that for below, otherwise
2792 * we use the ground. 2635 * we use the ground.
2793 */ 2636 */
2794
2795void 2637void
2796player_apply_below (object *pl) 2638player_apply_below (object *pl)
2797{ 2639{
2798 object *tmp, *next;
2799 int floors; 2640 int floors = 0;
2800 2641
2801 /* If using a container, set the starting item to be the top 2642 /* If using a container, set the starting item to be the top
2802 * item in the container. Otherwise, use the map. 2643 * item in the container. Otherwise, use the map.
2803 */
2804 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2805
2806 /* This is perhaps more complicated. However, I want to make sure that 2644 * This is perhaps more complicated. However, I want to make sure that
2807 * we don't use a corrupt pointer for the next object, so we get the 2645 * we don't use a corrupt pointer for the next object, so we get the
2808 * next object in the stack before applying. This is can only be a 2646 * next object in the stack before applying. This is can only be a
2809 * problem if player_apply() has a bug in that it uses the object but does 2647 * problem if player_apply() has a bug in that it uses the object but does
2810 * not return a proper value. 2648 * not return a proper value.
2811 */ 2649 */
2812 for (floors = 0; tmp != NULL; tmp = next) 2650 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2813 { 2651 {
2814 next = tmp->below; 2652 next = tmp->below;
2653
2815 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2654 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2816 floors++; 2655 floors++;
2817 else if (floors > 0) 2656 else if (floors > 0)
2818 return; /* process only floor objects after first floor object */ 2657 return; /* process only floor objects after first floor object */
2819 2658
2839 * to keep the size of apply_special to a more managable size. 2678 * to keep the size of apply_special to a more managable size.
2840 */ 2679 */
2841static int 2680static int
2842unapply_special (object *who, object *op, int aflags) 2681unapply_special (object *who, object *op, int aflags)
2843{ 2682{
2844 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2683 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2684 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2845 return RESULT_INT (0); 2685 return RESULT_INT (0);
2846 2686
2847 object *tmp2;
2848
2849 CLEAR_FLAG (op, FLAG_APPLIED); 2687 CLEAR_FLAG (op, FLAG_APPLIED);
2688
2850 switch (op->type) 2689 switch (op->type)
2851 { 2690 {
2691 case SKILL_TOOL:
2692 // unapplying a skill tool should also unapply the skill it governs
2693 // but this is hard, as it shouldn't do so when the skill can
2694 // be used for other reasons
2695 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2696 if (tmp->skill == op->skill
2697 && tmp->type == SKILL
2698 && tmp->flag [FLAG_APPLIED]
2699 && !tmp->flag [FLAG_CAN_USE_SKILL])
2700 unapply_special (who, tmp, 0);
2701
2702 change_abil (who, op);
2703 break;
2704
2852 case WEAPON: 2705 case WEAPON:
2853 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2706 if (player *pl = who->contr)
2707 if (op == pl->combat_ob)
2708 {
2709 pl->combat_ob = 0;
2710 who->change_weapon (pl->ranged_ob);
2711 }
2854 2712
2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714
2855 (void) change_abil (who, op); 2715 change_abil (who, op);
2856 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2857 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2858 clear_skill (who);
2859 break; 2717 break;
2860 2718
2861 case SKILL: /* allows objects to impart skills */
2862 case SKILL_TOOL: 2719 case SKILL:
2863 if (op != who->chosen_skill) 2720 if (who->contr)
2864 { 2721 {
2865 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2722 if (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)));
2866 } 2731 }
2867 if (who->type == PLAYER) 2732
2868 {
2869 if (who->contr->shoottype == range_skill)
2870 who->contr->shoottype = range_none;
2871 if (!op->invisible)
2872 {
2873 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2874 }
2875 else
2876 {
2877 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2878 }
2879 }
2880 (void) change_abil (who, op); 2733 change_abil (who, op);
2881 who->chosen_skill = NULL;
2882 CLEAR_FLAG (who, FLAG_READY_SKILL); 2734 CLEAR_FLAG (who, FLAG_READY_SKILL);
2883 break; 2735 break;
2884 2736
2885 case ARMOUR: 2737 case ARMOUR:
2886 case HELMET: 2738 case HELMET:
2890 case GLOVES: 2742 case GLOVES:
2891 case AMULET: 2743 case AMULET:
2892 case GIRDLE: 2744 case GIRDLE:
2893 case BRACERS: 2745 case BRACERS:
2894 case CLOAK: 2746 case CLOAK:
2895 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2747 who->statusmsg (format ("You unwear %s.", query_name (op)));
2896 (void) change_abil (who, op); 2748 change_abil (who, op);
2897 break; 2749 break;
2750
2898 case LAMP: 2751 case LAMP:
2899 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
2900 tmp2 = arch_to_object (op->other_arch); 2755 object *tmp2 = arch_to_object (op->other_arch);
2901 tmp2->x = op->x; 2756 tmp2->x = op->x;
2902 tmp2->y = op->y; 2757 tmp2->y = op->y;
2903 tmp2->map = op->map; 2758 tmp2->map = op->map;
2904 tmp2->below = op->below; 2759 tmp2->below = op->below;
2905 tmp2->above = op->above; 2760 tmp2->above = op->above;
2906 tmp2->stats.food = op->stats.food; 2761 tmp2->stats.food = op->stats.food;
2907 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2762 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2908 2763
2909 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2764 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2910 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2765 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2911 2766
2912 if (who->type == PLAYER)
2913 esrv_del_item (who->contr, op->count);
2914
2915 op->destroy (); 2767 op->destroy ();
2916 insert_ob_in_ob (tmp2, who); 2768 who->insert (tmp2);
2917 who->update_stats (); 2769 who->update_stats ();
2770
2771 if (who->contr)
2772 {
2918 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2773 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2919 {
2920 if (who->type == PLAYER)
2921 { 2774 {
2922 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2775 who->failmsg ("Oops, it feels deadly cold!");
2923 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2924 } 2777 }
2925 } 2778 }
2926 if (who->type == PLAYER) 2779 }
2927 esrv_send_item (who, tmp2); 2780
2928 return 1; /* otherwise, an attempt to drop causes problems */ 2781 return 1; /* otherwise, an attempt to drop causes problems */
2929 break; 2782
2930 case BOW: 2783 case BOW:
2931 case WAND: 2784 case WAND:
2932 case ROD: 2785 case ROD:
2933 case HORN: 2786 case HORN:
2934 clear_skill (who); 2787 if (player *pl = who->contr)
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2936 if (who->type == PLAYER)
2937 { 2788 {
2938 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)));
2939 } 2796 }
2940 else 2797 else
2941 { 2798 {
2799 who->change_skill (0);
2800
2942 if (op->type == BOW) 2801 if (op->type == BOW)
2943 CLEAR_FLAG (who, FLAG_READY_BOW); 2802 CLEAR_FLAG (who, FLAG_READY_BOW);
2944 else 2803 else
2945 CLEAR_FLAG (who, FLAG_READY_RANGE); 2804 CLEAR_FLAG (who, FLAG_READY_RANGE);
2946 } 2805 }
2806
2947 break; 2807 break;
2948 2808
2949 case BUILDER: 2809 case BUILDER:
2950 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2810 if (who->contr)
2951 who->contr->shoottype = range_none; 2811 who->statusmsg (format ("You unready %s.", query_name (op)));
2952 who->contr->ranges[range_builder] = NULL;
2953 break; 2812 break;
2954 2813
2955 default: 2814 default:
2956 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2815 who->statusmsg (format ("You unapply %s.", query_name (op)));
2957 break; 2816 break;
2958 } 2817 }
2959 2818
2819 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2820 if (object *pl = op->visible_to ())
2821 esrv_send_item (pl, op);
2822
2960 who->update_stats (); 2823 who->update_stats ();
2961 2824
2962 if (!(aflags & AP_NO_MERGE))
2963 {
2964 object *tmp;
2965
2966 tmp = merge_ob (op, NULL);
2967 if (who->type == PLAYER)
2968 {
2969 if (tmp)
2970 { /* it was merged */
2971 esrv_del_item (who->contr, op->count);
2972 op = tmp;
2973 }
2974
2975 esrv_send_item (who, op);
2976 }
2977 }
2978 return 0; 2825 return 0;
2979} 2826}
2980 2827
2981/** 2828/**
2982 * Returns the object that is using location 'loc'. 2829 * Returns the object that is using location 'loc'.
2983 * Note that 'start' is the first object to start examing - we 2830 * Note that 'start' is the first object to start examing - we
2984 * then go through the below of this. In this way, you can do 2831 * then go through the below of this. In this way, you can do
2985 * something like: 2832 * something like:
2986 * tmp = get_item_from_body_location(who->inv, 1); 2833 * tmp = get_next_item_from_body_location(who->inv, 1);
2987 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2834 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2988 * to find the second object that may use this location, etc. 2835 * to find the second object that may use this location, etc.
2989 * Returns NULL if no match is found. 2836 * Returns NULL if no match is found.
2990 * 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.
2991 * don't return invisible objects unless they are skill objects 2838 * don't return invisible objects unless they are skill objects
2992 * invisible other objects that use 2839 * invisible other objects that use
2993 * up body locations can be used as restrictions. 2840 * up body locations can be used as restrictions.
2994 */ 2841 */
2995object * 2842static object *
2996get_item_from_body_location (object *start, int loc) 2843get_next_item_from_body_location (int loc, object *start)
2997{ 2844{
2998 object *tmp;
2999
3000 if (!start)
3001 return NULL;
3002
3003 for (tmp = start; tmp; tmp = tmp->below) 2845 for (object *tmp = start; tmp; tmp = tmp->below)
3004 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))
3005 return tmp; 2849 return tmp;
3006 2850
3007 return NULL; 2851 return 0;
3008} 2852}
3009
3010
3011 2853
3012/** 2854/**
3013 * '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.
3014 * This should only be called when it is known 2856 * This should only be called when it is known
3015 * that there are objects to unapply. This makes pretty heavy 2857 * that there are objects to unapply. This makes pretty heavy
3018 * Returns 0 on success, returns 1 if there is some problem. 2860 * Returns 0 on success, returns 1 if there is some problem.
3019 * 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
3020 * 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
3021 * another function that does just that. 2863 * another function that does just that.
3022 */ 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
3023int 2871int
3024unapply_for_ob (object *who, object *op, int aflags) 2872unapply_for_ob (object *who, object *op, int aflags)
3025{ 2873{
3026 int i; 2874 if (op->is_range ())
3027 object *tmp = NULL, *last;
3028
3029 /* If we are applying a shield or weapon, unapply any equipped shield
3030 * or weapons first - only allowed to use one weapon/shield at a time.
3031 */
3032 if (op->type == WEAPON || op->type == SHIELD)
3033 {
3034 for (tmp = who->inv; tmp; tmp = tmp->below) 2875 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3035 {
3036 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2876 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3037 {
3038 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2877 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3039 { 2878 {
3040 if (aflags & AP_PRINT) 2879 if (aflags & AP_PRINT)
3041 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2880 who->failmsg (query_name (tmp));
3042 else 2881 else
3043 unapply_special (who, tmp, aflags); 2882 unapply_special (who, tmp, aflags);
3044 } 2883 }
3045 else 2884 else
3046 { 2885 {
3047 /* 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.
3048 * 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
3049 * at least generate the message. 2888 * at least generate the message.
3050 */ 2889 */
3051 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)));
3052 return 1; 2891 return 1;
3053 }
3054
3055 } 2892 }
3056 }
3057 }
3058 2893
3059 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2894 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3060 { 2895 {
3061 /* this used up a slot that we need to free */ 2896 /* this used up a slot that we need to free */
3062 if (op->body_info[i]) 2897 if (op->slot[i].info)
3063 { 2898 {
3064 last = who->inv; 2899 object *last = who->inv;
3065 2900
3066 /* 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
3067 * to free up enough slots. 2902 * to free up enough slots.
3068 */ 2903 */
3069 while ((who->body_used[i] + op->body_info[i]) < 0) 2904 while ((who->slot[i].used + op->slot[i].info) < 0)
3070 { 2905 {
3071 tmp = get_item_from_body_location (last, i); 2906 object *tmp = get_next_item_from_body_location (i, last);
2907
3072 if (!tmp) 2908 if (!tmp)
3073 { 2909 {
3074#if 0 2910#if 0
3075 /* 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
3076 * equipped. 2912 * equipped.
3077 */ 2913 */
3078 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);
3079#endif 2915#endif
3080 return 1; 2916 return 1;
3081 } 2917 }
2918
3082 /* 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 */
3083 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))))
3084 { 2921 {
3085 if (aflags & AP_PRINT) 2922 if (aflags & AP_PRINT)
3086 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2923 who->failmsg (query_name (tmp));
3087 else 2924 else
3088 unapply_special (who, tmp, aflags); 2925 unapply_special (who, tmp, aflags);
3089 } 2926 }
3090 else 2927 else
3091 { 2928 {
3092 /* Cursed item that we can't unequip - tell the player. 2929 /* Cursed item that we can't unequip - tell the player.
3093 * 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,
3094 * 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
3095 * one cursed ring.) 2932 * one cursed ring.)
3096 */ 2933 */
3097 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)));
3098 } 2935 }
2936
3099 last = tmp->below; 2937 last = tmp->below;
3100 } 2938 }
3101 /* 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
3102 * return in the !tmp would have kicked in. 2940 * return in the !tmp would have kicked in.
3103 */ 2941 */
3104 } /* if op is using this body location */ 2942 } /* if op is using this body location */
3105 } /* for body lcoations */ 2943 } /* for body lcoations */
2944
3106 return 0; 2945 return 0;
3107} 2946}
3108 2947
3109/** 2948/**
3110 * Checks to see if 'who' can apply object 'op'. 2949 * Checks to see if 'who' can apply object 'op'.
3111 * Returns 0 if apply can be done without anything special. 2950 * Returns 0 if apply can be done without anything special.
3112 * Otherwise returns a bitmask - potentially several of these may be 2951 * Otherwise returns a bitmask - potentially several of these may be
3113 * set, but largely depends on circumstance - in the future, processing 2952 * set, but largely depends on circumstance - in the future, processing
3114 * 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
3115 * 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?)
3116 * 2955 *
3117 * See include/define.h for detailed description of the meaning of 2956 * See include/define.h for detailed description of the meaning of
3118 * these return values. 2957 * these return values.
3119 */ 2958 */
3120int 2959int
3121can_apply_object (object *who, object *op) 2960can_apply_object (object *who, object *op)
3122{ 2961{
3123 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)))
3124 return RESULT_INT (0); 2963 return RESULT_INT (0);
3125 2964
3126 int i, retval = 0; 2965 int retval = 0;
3127 object *tmp = NULL, *ws = NULL; 2966 object *tmp = 0, *ws = 0;
3128 2967
3129 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2968 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3130 * 2 weapons, but we don't want to let them do that. So if they are
3131 * trying to equip a weapon or shield, see if they already have one
3132 * in place and store that way.
3133 */
3134 if (op->type == WEAPON || op->type == SHIELD)
3135 { 2969 {
3136 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2970 if (op->slot[i].info)
3137 { 2971 {
3138 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)
3139 { 2974 {
3140 retval = CAN_APPLY_UNAPPLY;
3141 ws = tmp;
3142 }
3143 }
3144 }
3145
3146
3147 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3148 {
3149 if (op->body_info[i])
3150 {
3151 /* Item uses more slots than we have */
3152 if (FABS (op->body_info[i]) > who->body_info[i])
3153 {
3154 /* Could return now for efficiently - rest of info below isn' 2975 /* Could return now for efficiency - rest of info below isn't
3155 * really needed. 2976 * really needed.
3156 */ 2977 */
3157 retval |= CAN_APPLY_NEVER; 2978 retval |= CAN_APPLY_NEVER;
3158 } 2979 }
3159 else if ((who->body_used[i] + op->body_info[i]) < 0) 2980 else if (who->slot[i].used + op->slot[i].info < 0)
3160 { 2981 {
3161 /* in this case, equipping this would use more free spots than 2982 /* in this case, equipping this would use more free spots than
3162 * we have. 2983 * we have.
3163 */ 2984 */
3164 object *tmp1;
3165
3166 2985
3167 /* 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
3168 * enough slots to equip the new item, then just set this can 2987 * enough slots to equip the new item, then just set "can
3169 * 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
3170 * shield equipped and try to equip another shield, there is only 2989 * shield equipped and try to equip another shield, there is only
3171 * one choice. However, the check for the number of body locations 2990 * one choice. However, the check for the number of body locations
3172 * does take into the account cases where what is being applied 2991 * does take into the account cases where what is being applied
3173 * may be two handed for example. 2992 * may be two handed for example.
3174 */ 2993 */
3175 if (ws) 2994 if (ws)
3176 { 2995 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3177 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3178 { 2996 {
3179 retval |= CAN_APPLY_UNAPPLY; 2997 retval |= CAN_APPLY_UNAPPLY;
3180 continue; 2998 continue;
3181 } 2999 }
3182 }
3183 3000
3184 tmp1 = get_item_from_body_location (who->inv, i); 3001 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3185 if (!tmp1) 3002 if (!tmp1)
3186 { 3003 {
3187#if 0 3004#if 0
3188 /* 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
3189 * join in with more stuff equipped than they are now allowed. 3006 * join in with more stuff equipped than they are now allowed.
3197 /* need to unapply something. However, if this something 3014 /* need to unapply something. However, if this something
3198 * is different than we had found before, it means they need 3015 * is different than we had found before, it means they need
3199 * to apply multiple objects 3016 * to apply multiple objects
3200 */ 3017 */
3201 retval |= CAN_APPLY_UNAPPLY; 3018 retval |= CAN_APPLY_UNAPPLY;
3019
3202 if (!tmp) 3020 if (!tmp)
3203 tmp = tmp1; 3021 tmp = tmp1;
3204 else if (tmp != tmp1) 3022 else if (tmp != tmp1)
3205 {
3206 retval |= CAN_APPLY_UNAPPLY_MULT; 3023 retval |= CAN_APPLY_UNAPPLY_MULT;
3207 } 3024
3208 /* 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
3209 * 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
3210 * the slots, the player then has a choice. 3027 * the slots, the player then has a choice.
3211 */ 3028 */
3212 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)
3213 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3031 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3214 3032
3215 /* Does unequippint 'tmp1' free up enough slots for this to be 3033 /* Does unequippint 'tmp1' free up enough slots for this to be
3216 * equipped? If not, there must be something else to unapply. 3034 * equipped? If not, there must be something else to unapply.
3217 */ 3035 */
3218 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)
3219 retval |= CAN_APPLY_UNAPPLY_MULT; 3037 retval |= CAN_APPLY_UNAPPLY_MULT;
3220
3221 } 3038 }
3222 } /* if not enough free slots */ 3039 } /* if not enough free slots */
3223 } /* if this object uses location i */ 3040 } /* if this object uses location i */
3224 } /* for i -> num_body_locations loop */ 3041 } /* for i -> num_body_locations loop */
3225 3042
3230 * 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
3231 * all use the same location. 3048 * all use the same location.
3232 */ 3049 */
3233 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3050 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3234 retval |= CAN_APPLY_RESTRICTION; 3051 retval |= CAN_APPLY_RESTRICTION;
3052
3235 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3053 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3236 retval |= CAN_APPLY_RESTRICTION; 3054 retval |= CAN_APPLY_RESTRICTION;
3237 3055
3238
3239 if (who->type != PLAYER) 3056 if (who->type != PLAYER)
3240 { 3057 {
3241 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))
3242 retval |= CAN_APPLY_RESTRICTION; 3059 retval |= CAN_APPLY_RESTRICTION;
3060
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3061 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3244 retval |= CAN_APPLY_RESTRICTION; 3062 retval |= CAN_APPLY_RESTRICTION;
3063
3245 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3064 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3246 retval |= CAN_APPLY_RESTRICTION; 3065 retval |= CAN_APPLY_RESTRICTION;
3066
3247 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3067 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3248 retval |= CAN_APPLY_RESTRICTION; 3068 retval |= CAN_APPLY_RESTRICTION;
3249 } 3069 }
3070
3250 return retval; 3071 return retval;
3251} 3072}
3252
3253
3254 3073
3255/** 3074/**
3256 * 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.
3257 * 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,
3258 * 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
3267 * AP_UNAPPLY=always unapply). 3086 * AP_UNAPPLY=always unapply).
3268 * 3087 *
3269 * Optional flags: 3088 * Optional flags:
3270 * 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
3271 * 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
3272 * 3092 *
3273 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3093 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3274 * 3094 *
3275 * apply_special() doesn't check for unpaid items. 3095 * apply_special() doesn't check for unpaid items.
3276 */ 3096 */
3097
3098#define LACK_ITEM_POWER \
3099 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3100
3277int 3101int
3278apply_special (object *who, object *op, int aflags) 3102apply_special (object *who, object *op, int aflags)
3279{ 3103{
3280 int basic_flag = aflags & AP_BASIC_FLAGS; 3104 int basic_flag = aflags & AP_BASIC_FLAGS;
3281 object *tmp, *tmp2, *skop = NULL; 3105 object *tmp, *tmp2, *skop = NULL;
3282 int i;
3283 3106
3284 if (who == NULL) 3107 if (who == NULL)
3285 { 3108 {
3286 LOG (llevError, "apply_special() from object without environment.\n"); 3109 LOG (llevError, "apply_special() from object without environment.\n");
3287 return 1; 3110 return 1;
3297 if (basic_flag == AP_APPLY) 3120 if (basic_flag == AP_APPLY)
3298 return 0; 3121 return 0;
3299 3122
3300 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)))
3301 { 3124 {
3302 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)));
3303 return 1; 3126 return 1;
3304 } 3127 }
3128
3305 return unapply_special (who, op, aflags); 3129 return unapply_special (who, op, aflags);
3306 } 3130 }
3307
3308 if (basic_flag == AP_UNAPPLY) 3131 else if (basic_flag == AP_UNAPPLY)
3309 return 0; 3132 return 0;
3310 3133
3311 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);
3312 3144
3313 /* 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 */
3314 if (i) 3146 if (int i = can_apply_object (who, op))
3315 { 3147 {
3316 if (i & CAN_APPLY_NEVER) 3148 if (i & CAN_APPLY_NEVER)
3317 { 3149 {
3318 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)));
3319 return 1; 3151 return 1;
3320 } 3152 }
3321 else if (i & CAN_APPLY_RESTRICTION) 3153 else if (i & CAN_APPLY_RESTRICTION)
3322 { 3154 {
3323 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 ));
3324 return 1; 3160 return 1;
3325 } 3161 }
3162
3326 if (who->type != PLAYER) 3163 if (who->type != PLAYER)
3327 { 3164 {
3328 /* Some error, so don't try to equip something more */ 3165 /* Some error, so don't try to equip something more */
3329 if (unapply_for_ob (who, op, aflags)) 3166 if (unapply_for_ob (who, op, aflags))
3330 return 1; 3167 return 1;
3331 } 3168 }
3332 else 3169 else
3333 { 3170 {
3334 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))
3335 { 3172 {
3336 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3173 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3337 unapply_for_ob (who, op, AP_PRINT); 3174 unapply_for_ob (who, op, AP_PRINT);
3338 return 1; 3175 return 1;
3339 } 3176 }
3340 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))
3341 {
3342 i = unapply_for_ob (who, op, aflags); 3178 if (unapply_for_ob (who, op, aflags))
3343 if (i)
3344 return 1; 3179 return 1;
3345 }
3346 } 3180 }
3347 } 3181 }
3348 3182
3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3183 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3350 { 3184 {
3351 skop = find_skill_by_name (who, op->skill); 3185 skop = find_skill_by_name (who, op->skill);
3186
3352 if (!skop) 3187 if (!skop)
3353 { 3188 {
3354 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));
3355 return 1; 3190 return 1;
3356 } 3191 }
3357 else 3192 else
3358 {
3359 /* While experience will be credited properly, we want to change the 3193 /* While experience will be credited properly, we want to change the
3360 * skill so that the dam and wc get updated 3194 * skill so that the dam and wc get updated
3361 */ 3195 */
3362 change_skill (who, skop, 0); 3196 who->change_skill (skop);
3363 }
3364 }
3365
3366 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3367 { 3197 }
3368 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);
3369 return 1; 3204 return 1;
3370 } 3205 }
3371
3372 3206
3373 /* 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.
3374 * Note that we don't have the checks for can_use_... 3208 * Note that we don't have the checks for can_use_...
3375 * below - that is already taken care of by can_apply_object. 3209 * below - that is already taken care of by can_apply_object.
3376 */ 3210 */
3377 3211 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3378
3379 if (op->nrof > 1)
3380 tmp = get_split_ob (op, op->nrof - 1);
3381 else
3382 tmp = NULL;
3383 3212
3384 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)))
3385 return RESULT_INT (0); 3214 return RESULT_INT (0);
3386 3215
3387 switch (op->type) 3216 switch (op->type)
3388 { 3217 {
3389 case WEAPON: 3218 case WEAPON:
3390 if (!check_weapon_power (who, op->last_eat)) 3219 if (!check_weapon_power (who, op->last_eat))
3391 { 3220 {
3392 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);
3393 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3222
3394 if (tmp != NULL) 3223 if (tmp)
3395 (void) insert_ob_in_ob (tmp, who); 3224 insert_ob_in_ob (tmp, who);
3225
3396 return 1; 3226 return 1;
3397 } 3227 }
3228
3229 //TODO: this obviously fails for players using a shorter prefix
3230 // i.e. "R" can use Ragnarok's sword.
3398 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3231 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3399 { 3232 {
3400 /* 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. */
3401 /* (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) */
3402 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
3403 if (tmp != NULL) 3237 if (tmp)
3404 (void) insert_ob_in_ob (tmp, who); 3238 insert_ob_in_ob (tmp, who);
3239
3405 return 1; 3240 return 1;
3406 } 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
3407 SET_FLAG (op, FLAG_APPLIED); 3249 SET_FLAG (op, FLAG_APPLIED);
3408
3409 if (skop)
3410 change_skill (who, skop, 1); 3250 who->change_skill (skop);
3411 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
3412 SET_FLAG (who, FLAG_READY_WEAPON); 3257 SET_FLAG (who, FLAG_READY_WEAPON);
3413
3414 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3415
3416 (void) change_abil (who, op); 3258 change_abil (who, op);
3417 break; 3259 break;
3418 3260
3419 case ARMOUR: 3261 case ARMOUR:
3420 case HELMET: 3262 case HELMET:
3421 case SHIELD: 3263 case SHIELD:
3425 case BRACERS: 3267 case BRACERS:
3426 case CLOAK: 3268 case CLOAK:
3427 case RING: 3269 case RING:
3428 case AMULET: 3270 case AMULET:
3429 SET_FLAG (op, FLAG_APPLIED); 3271 SET_FLAG (op, FLAG_APPLIED);
3430 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3272 who->statusmsg (format ("You wear %s.", query_name (op)));
3431 (void) change_abil (who, op); 3273 change_abil (who, op);
3432 break; 3274 break;
3275
3433 case LAMP: 3276 case LAMP:
3434 if (op->stats.food < 1) 3277 if (op->stats.food < 1)
3435 { 3278 {
3436 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 ));
3437 return 1; 3284 return 1;
3438 } 3285 }
3439 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
3440 tmp2 = arch_to_object (op->other_arch); 3289 tmp2 = arch_to_object (op->other_arch);
3441 tmp2->stats.food = op->stats.food; 3290 tmp2->stats.food = op->stats.food;
3442 SET_FLAG (tmp2, FLAG_APPLIED); 3291 SET_FLAG (tmp2, FLAG_APPLIED);
3292
3443 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3293 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3444 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3294 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3445 insert_ob_in_ob (tmp2, who); 3295
3296 who->insert (tmp2);
3446 3297
3447 /* Remove the old lantern */ 3298 /* Remove the old lantern */
3448 if (who->type == PLAYER)
3449 esrv_del_item (who->contr, op->count);
3450
3451 op->destroy (); 3299 op->destroy ();
3452 3300
3453 /* insert the portion that was split off */ 3301 /* insert the portion that was split off */
3454 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))
3455 { 3321 {
3456 (void) insert_ob_in_ob (tmp, who); 3322 skop = find_skill_by_name (who, op->skill);
3457 if (who->type == PLAYER) 3323 if (!skop->flag [FLAG_APPLIED])
3458 esrv_send_item (who, tmp); 3324 apply_special (who, skop, AP_APPLY);
3459 } 3325 }
3460 who->update_stats (); 3326 break;
3461 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3327
3328 case SKILL:
3329 if (player *pl = who->contr)
3462 { 3330 {
3463 if (who->type == PLAYER) 3331 if (IS_COMBAT_SKILL (op->subtype))
3464 { 3332 {
3465 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3333 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3466 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);
3467 } 3356 }
3468 } 3357 else if (IS_RANGED_SKILL (op->subtype))
3469 if (who->type == PLAYER)
3470 esrv_send_item (who, tmp2);
3471 return 0;
3472 break;
3473
3474 /* this part is needed for skill-tools */
3475 case SKILL:
3476 case SKILL_TOOL:
3477 if (who->chosen_skill)
3478 { 3358 {
3479 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 );
3480 return 1; 3373 return 1;
3374
3375 found_bow:;
3376 }
3377 else
3378 who->change_weapon (pl->ranged_ob = op);
3481 } 3379 }
3482 if (who->type == PLAYER) 3380
3483 {
3484 who->contr->shoottype = range_skill;
3485 who->contr->ranges[range_skill] = op;
3486 if (!op->invisible) 3381 if (!op->invisible)
3487 { 3382 {
3488 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3383 who->statusmsg (format (
3489 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 ));
3490 } 3389 }
3491 else 3390 else
3492 {
3493 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));
3494 }
3495 } 3392 }
3393 else
3394 {
3496 SET_FLAG (op, FLAG_APPLIED); 3395 SET_FLAG (op, FLAG_APPLIED);
3497 (void) change_abil (who, op); 3396 change_abil (who, op);
3498 who->chosen_skill = op; 3397 who->chosen_skill = op;
3499 SET_FLAG (who, FLAG_READY_SKILL); 3398 SET_FLAG (who, FLAG_READY_SKILL);
3399 }
3400
3500 break; 3401 break;
3501 3402
3502 case BOW: 3403 case BOW:
3503 if (!check_weapon_power (who, op->last_eat)) 3404 if (!check_weapon_power (who, op->last_eat))
3504 { 3405 {
3505 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);
3506 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3407
3507 if (tmp != NULL) 3408 if (tmp)
3508 (void) insert_ob_in_ob (tmp, who); 3409 insert_ob_in_ob (tmp, who);
3410
3509 return 1; 3411 return 1;
3510 } 3412 }
3413
3511 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3414 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3512 { 3415 {
3513 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.>");
3514 if (tmp != NULL) 3418 if (tmp)
3515 (void) insert_ob_in_ob (tmp, who); 3419 insert_ob_in_ob (tmp, who);
3420
3516 return 1; 3421 return 1;
3517 } 3422 }
3423
3518 /*FALLTHROUGH*/ case WAND: 3424 /*FALLTHROUGH*/
3425 case WAND:
3519 case ROD: 3426 case ROD:
3520 case HORN: 3427 case HORN:
3521 /* 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
3522 SET_FLAG (op, FLAG_APPLIED); 3436 SET_FLAG (op, FLAG_APPLIED);
3523 if (skop)
3524 change_skill (who, skop, 0); 3437 who->change_skill (skop);
3525 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3526 3438
3527 if (who->type == PLAYER) 3439 if (who->contr)
3528 { 3440 {
3441 who->contr->ranged_ob = op;
3442
3443 who->statusmsg (format ("You ready %s.", query_name (op)));
3444
3529 if (op->type == BOW) 3445 if (op->type == BOW)
3530 { 3446 {
3447 who->current_weapon = op;
3531 (void) change_abil (who, op); 3448 change_abil (who, op);
3532 new_draw_info_format (NDI_UNIQUE, 0, who,
3533 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3449 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3534 who->contr->shoottype = range_bow;
3535 }
3536 else
3537 {
3538 who->contr->shoottype = range_misc;
3539 } 3450 }
3540 } 3451 }
3541 else 3452 else
3542 { 3453 {
3543 if (op->type == BOW) 3454 if (op->type == BOW)
3544 SET_FLAG (who, FLAG_READY_BOW); 3455 SET_FLAG (who, FLAG_READY_BOW);
3545 else 3456 else
3546 SET_FLAG (who, FLAG_READY_RANGE); 3457 SET_FLAG (who, FLAG_READY_RANGE);
3547 } 3458 }
3459
3548 break; 3460 break;
3549 3461
3550 case BUILDER: 3462 case BUILDER:
3551 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)
3552 unapply_special (who, who->contr->ranges[range_builder], 0); 3467 unapply_special (who, who->contr->ranged_ob, 0);
3553 who->contr->shoottype = range_builder; 3468
3469 who->statusmsg (format ("You ready your %s.", query_name (op)));
3470
3554 who->contr->ranges[range_builder] = op; 3471 who->contr->ranged_ob = op;
3555 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3472 }
3556 break; 3473 break;
3557 3474
3558 default: 3475 default:
3559 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3476 who->statusmsg (format ("You apply %s.", query_name (op)));
3560 } /* end of switch op->type */ 3477 }
3561 3478
3562 SET_FLAG (op, FLAG_APPLIED); 3479 SET_FLAG (op, FLAG_APPLIED);
3563 3480
3564 if (tmp != NULL) 3481 if (tmp)
3565 tmp = insert_ob_in_ob (tmp, who); 3482 who->insert (tmp);
3566 3483
3567 who->update_stats (); 3484 who->update_stats ();
3568 3485
3569 /* We exclude spell casting objects. The fire code will set the 3486 /* We exclude spell casting objects. The fire code will set the
3570 * been applied flag when they are used - until that point, 3487 * been applied flag when they are used - until that point,
3572 */ 3489 */
3573 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)
3574 SET_FLAG (op, FLAG_BEEN_APPLIED); 3491 SET_FLAG (op, FLAG_BEEN_APPLIED);
3575 3492
3576 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3493 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3577 {
3578 if (who->type == PLAYER) 3494 if (who->type == PLAYER)
3579 { 3495 {
3580 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 );
3581 SET_FLAG (op, FLAG_KNOWN_CURSED); 3500 SET_FLAG (op, FLAG_KNOWN_CURSED);
3582 } 3501 }
3583 } 3502
3584 if (who->type == PLAYER) 3503 if (object *pl = op->visible_to ())
3585 {
3586 /* if multiple objects were applied, update both slots */
3587 if (tmp)
3588 esrv_send_item (who, tmp);
3589 esrv_send_item (who, op); 3504 esrv_send_item (pl, op);
3590 } 3505
3591 return 0; 3506 return 0;
3592} 3507}
3593
3594 3508
3595int 3509int
3596monster_apply_special (object *who, object *op, int aflags) 3510monster_apply_special (object *who, object *op, int aflags)
3597{ 3511{
3598 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3512 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3599 return 1; 3513 return 1;
3514
3600 return apply_special (who, op, aflags); 3515 return apply_special (who, op, aflags);
3601} 3516}
3602 3517
3603/** 3518/**
3604 * Map was just loaded, handle op's initialisation. 3519 * Map was just loaded, handle op's initialisation.
3608int 3523int
3609auto_apply (object *op) 3524auto_apply (object *op)
3610{ 3525{
3611 object *tmp = NULL, *tmp2; 3526 object *tmp = NULL, *tmp2;
3612 int i; 3527 int i;
3528
3529 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3613 3530
3614 switch (op->type) 3531 switch (op->type)
3615 { 3532 {
3616 case SHOP_FLOOR: 3533 case SHOP_FLOOR:
3617 if (!op->has_random_items ()) 3534 if (!op->has_random_items ())
3619 3536
3620 do 3537 do
3621 { 3538 {
3622 i = 10; /* let's give it 10 tries */ 3539 i = 10; /* let's give it 10 tries */
3623 while ((tmp = generate_treasure (op->randomitems, 3540 while ((tmp = generate_treasure (op->randomitems,
3624 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
3625 if (tmp == NULL) 3546 if (tmp == NULL)
3626 return 0; 3547 return 0;
3548
3627 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3549 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3628 { 3550 {
3629 tmp->destroy (); 3551 tmp->destroy ();
3630 tmp = NULL; 3552 tmp = NULL;
3631 } 3553 }
3634 3556
3635 tmp->x = op->x; 3557 tmp->x = op->x;
3636 tmp->y = op->y; 3558 tmp->y = op->y;
3637 SET_FLAG (tmp, FLAG_UNPAID); 3559 SET_FLAG (tmp, FLAG_UNPAID);
3638 insert_ob_in_map (tmp, op->map, NULL, 0); 3560 insert_ob_in_map (tmp, op->map, NULL, 0);
3639 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3640 identify (tmp); 3561 identify (tmp);
3641 break; 3562 break;
3642 3563
3643 case TREASURE: 3564 case TREASURE:
3644 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3565 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3645 return 0; 3566 return 0;
3646 3567
3647 while ((op->stats.hp--) > 0) 3568 while (op->stats.hp-- > 0)
3648 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3569 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3649 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3570 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3650 3571
3651 /* 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,
3652 * 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
3653 * to disappear. An example of this item is the random_* stuff 3574 * to disappear. An example of this item is the random_* stuff
3654 * that is put inside other objects. 3575 * that is put inside other objects.
3655 */ 3576 */
3656 for (tmp = op->inv; tmp; tmp = tmp2)
3657 {
3658 tmp2 = tmp->below;
3659 tmp->remove ();
3660
3661 if (op->env) 3577 if (op->env)
3662 insert_ob_in_ob (tmp, op->env); 3578 while (op->inv)
3663 else 3579 op->env->insert (op->inv);
3664 tmp->destroy ();
3665 }
3666 3580
3667 op->destroy (); 3581 op->destroy ();
3668 break; 3582 break;
3669 } 3583 }
3670 return tmp ? 1 : 0;
3671}
3672 3584
3585 return !!tmp;
3586}
3587
3673/** 3588/**
3674 * 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
3675 * when an original map is loaded) and performs special actions for 3590 * is loaded or swapped in and performs special actions for
3676 * certain objects (most initialization of chests and creation of 3591 * certain objects (most initialization of chests and creation of
3677 * treasures and stuff). Calls auto_apply if appropriate. 3592 * treasures and stuff). Calls auto_apply if appropriate.
3678 */ 3593 */
3679void 3594void
3680maptile::fix_auto_apply () 3595maptile::fix_auto_apply ()
3689 3604
3690 if (tmp->inv) 3605 if (tmp->inv)
3691 { 3606 {
3692 object *invtmp, *invnext; 3607 object *invtmp, *invnext;
3693 3608
3694 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3609 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3695 { 3610 {
3696 invnext = invtmp->below; 3611 invnext = invtmp->below;
3697 3612
3698 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3613 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3699 auto_apply (invtmp); 3614 auto_apply (invtmp);
3700 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3615 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3701 { 3616 {
3702 while ((invtmp->stats.hp--) > 0) 3617 while (invtmp->stats.hp-- > 0)
3703 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3618 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3704 3619
3705 invtmp->randomitems = NULL; 3620 invtmp->randomitems = NULL;
3706 } 3621 }
3707 else if (invtmp && invtmp->arch 3622 else if (invtmp && invtmp->arch
3758 { 3673 {
3759 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3674 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3760 tmp->randomitems = NULL; 3675 tmp->randomitems = NULL;
3761 } 3676 }
3762 3677
3678 // close all containers
3679 else if (tmp->type == CONTAINER)
3680 tmp->flag [FLAG_APPLIED] = 0;
3681
3763 tmp = above; 3682 tmp = above;
3764 } 3683 }
3765 3684
3766 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3685 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3767 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3686 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3773 * Handles player eating food that temporarily changes status (resistances, stats). 3692 * Handles player eating food that temporarily changes status (resistances, stats).
3774 * This used to call cast_change_attr(), but 3693 * This used to call cast_change_attr(), but
3775 * 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
3776 * the food changes, just grab a force and use that instead. 3695 * the food changes, just grab a force and use that instead.
3777 */ 3696 */
3778
3779void 3697void
3780eat_special_food (object *who, object *food) 3698eat_special_food (object *who, object *food)
3781{ 3699{
3782 object *force; 3700 object *force;
3783 int i, did_one = 0; 3701 int i, did_one = 0;
3784 sint8 k;
3785 3702
3786 force = get_archetype (FORCE_NAME); 3703 force = get_archetype (FORCE_NAME);
3787 3704
3788 for (i = 0; i < NUM_STATS; i++) 3705 for (i = 0; i < NUM_STATS; i++)
3789 { 3706 if (sint8 k = food->stats.stat (i))
3790 k = get_attr_value (&food->stats, i);
3791 if (k)
3792 { 3707 {
3793 set_attr_value (&force->stats, i, k); 3708 force->stats.stat (i) = k;
3794 did_one = 1; 3709 did_one = 1;
3795 } 3710 }
3796 }
3797 3711
3798 /* check if we can protect the eater */ 3712 /* check if we can protect the eater */
3799 for (i = 0; i < NROFATTACKS; i++) 3713 for (i = 0; i < NROFATTACKS; i++)
3800 { 3714 {
3801 if (food->resist[i] > 0) 3715 if (food->resist[i] > 0)
3820 /* check for hp, sp change */ 3734 /* check for hp, sp change */
3821 if (food->stats.hp != 0) 3735 if (food->stats.hp != 0)
3822 { 3736 {
3823 if (QUERY_FLAG (food, FLAG_CURSED)) 3737 if (QUERY_FLAG (food, FLAG_CURSED))
3824 { 3738 {
3825 strcpy (who->contr->killer, food->name); 3739 who->contr->killer = food;
3826 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3740 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3827 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3741 who->failmsg ("Eck!...that was poisonous!");
3828 } 3742 }
3829 else 3743 else
3830 { 3744 {
3831 if (food->stats.hp > 0) 3745 if (food->stats.hp > 0)
3832 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3746 who->statusmsg ("You begin to feel better.");
3833 else 3747 else
3834 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3748 who->failmsg ("Eck!...that was poisonous!");
3749
3835 who->stats.hp += food->stats.hp; 3750 who->stats.hp += food->stats.hp;
3836 } 3751 }
3837 } 3752 }
3753
3838 if (food->stats.sp != 0) 3754 if (food->stats.sp != 0)
3839 { 3755 {
3840 if (QUERY_FLAG (food, FLAG_CURSED)) 3756 if (QUERY_FLAG (food, FLAG_CURSED))
3841 { 3757 {
3842 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3758 who->failmsg ("You are drained of mana!");
3843 who->stats.sp -= food->stats.sp; 3759 who->stats.sp -= food->stats.sp;
3844 if (who->stats.sp < 0) 3760 if (who->stats.sp < 0)
3845 who->stats.sp = 0; 3761 who->stats.sp = 0;
3846 } 3762 }
3847 else 3763 else
3848 { 3764 {
3849 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3765 who->statusmsg ("You feel a rush of magical energy!");
3850 who->stats.sp += food->stats.sp; 3766 who->stats.sp += food->stats.sp;
3851 /* place limit on max sp from food? */ 3767 /* place limit on max sp from food? */
3852 } 3768 }
3853 } 3769 }
3770
3854 who->update_stats (); 3771 who->update_stats ();
3855} 3772}
3856 3773
3857/** 3774/**
3858 * Designed primarily to light torches/lanterns/etc. 3775 * Designed primarily to light torches/lanterns/etc.
3868 item = find_marked_object (who); 3785 item = find_marked_object (who);
3869 if (item) 3786 if (item)
3870 { 3787 {
3871 if (lighter->last_eat && lighter->stats.food) 3788 if (lighter->last_eat && lighter->stats.food)
3872 { /* lighter gets used up */ 3789 { /* lighter gets used up */
3873 /* Split multiple lighters if they're being used up. Otherwise *
3874 * one charge from each would be used up. --DAMN */
3875 if (lighter->nrof > 1)
3876 {
3877 object *oneLighter = lighter->clone (); 3790 object *oneLighter = lighter->split ();
3878
3879 lighter->nrof -= 1;
3880 oneLighter->nrof = 1;
3881 oneLighter->stats.food--; 3791 oneLighter->stats.food--;
3882 esrv_send_item (who, lighter); 3792 who->insert (oneLighter);
3883 oneLighter = insert_ob_in_ob (oneLighter, who);
3884 esrv_send_item (who, oneLighter);
3885 }
3886 else
3887 lighter->stats.food--;
3888 } 3793 }
3889 else if (lighter->last_eat) 3794 else if (lighter->last_eat)
3795 {
3890 { /* no charges left in lighter */ 3796 /* no charges left in lighter */
3891 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3797 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3892 return; 3798 return;
3893 } 3799 }
3894 3800
3895 /* 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?
3896 * 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
3902 3808
3903 save_throw_object (item, AT_FIRE, who); 3809 save_throw_object (item, AT_FIRE, who);
3904 3810
3905 if (item->destroyed ()) 3811 if (item->destroyed ())
3906 { 3812 {
3907 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));
3908 /* Need to update the player so that the players glow radius 3814 /* Need to update the player so that the players glow radius
3909 * gets changed. 3815 * gets changed.
3910 */ 3816 */
3911 if (is_player_env) 3817 if (is_player_env)
3912 who->update_stats (); 3818 who->update_stats ();
3913 } 3819 }
3914 else 3820 else
3915 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3821 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3916 } 3822 }
3917 else /* nothing to light */ 3823 else
3918 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3824 who->failmsg ("You need to mark a lightable object.");
3919
3920} 3825}
3921 3826
3922/** 3827/**
3923 * 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.
3924 * scroll_failure()- hacked directly from spell_failure 3829 * scroll_failure()- hacked directly from spell_failure
3931 3836
3932 if (failure <= -1 && failure > -15) 3837 if (failure <= -1 && failure > -15)
3933 { /* wonder */ 3838 { /* wonder */
3934 object *tmp; 3839 object *tmp;
3935 3840
3936 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3841 op->failmsg ("Your spell warps!");
3937 tmp = get_archetype (SPELL_WONDER); 3842 tmp = get_archetype (SPELL_WONDER);
3938 cast_wonder (op, op, 0, tmp); 3843 cast_wonder (op, op, 0, tmp);
3939 tmp->destroy (); 3844 tmp->destroy ();
3940 } 3845 }
3941 else if (failure <= -15 && failure > -35) 3846 else if (failure <= -15 && failure > -35)
3942 { /* drain mana */ 3847 { /* drain mana */
3943 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3848 op->failmsg ("Your mana is drained!");
3944 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3849 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3945 if (op->stats.sp < 0) 3850 if (op->stats.sp < 0)
3946 op->stats.sp = 0; 3851 op->stats.sp = 0;
3947 } 3852 }
3948 else if (settings.spell_failure_effects == TRUE) 3853 else if (settings.spell_failure_effects == TRUE)
3949 { 3854 {
3950 if (failure <= -35 && failure > -60) 3855 if (failure <= -35 && failure > -60)
3951 { /* confusion */ 3856 { /* confusion */
3952 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3857 op->failmsg ("The magic recoils on you!");
3953 confuse_player (op, op, power); 3858 confuse_player (op, op, power);
3954 } 3859 }
3955 else if (failure <= -60 && failure > -70) 3860 else if (failure <= -60 && failure > -70)
3956 { /* paralysis */ 3861 { /* paralysis */
3957 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3862 op->failmsg ("The magic recoils and paralyzes you!");
3958 paralyze_player (op, op, power); 3863 paralyze_player (op, op, power);
3959 } 3864 }
3960 else if (failure <= -70 && failure > -80) 3865 else if (failure <= -70 && failure > -80)
3961 { /* blind */ 3866 { /* blind */
3962 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3867 op->failmsg ("The magic recoils on you!");
3963 blind_player (op, op, power); 3868 blind_player (op, op, power);
3964 } 3869 }
3965 else if (failure <= -80) 3870 else if (failure <= -80)
3966 { /* blast the immediate area */ 3871 { /* blast the immediate area */
3967 object *tmp;
3968
3969 tmp = get_archetype (LOOSE_MANA); 3872 object *tmp = get_archetype (LOOSE_MANA);
3970 cast_magic_storm (op, tmp, power); 3873 cast_magic_storm (op, tmp, power);
3971 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3874 op->failmsg ("You unleash uncontrolled mana!");
3972 tmp->destroy (); 3875 tmp->destroy ();
3973 } 3876 }
3974 } 3877 }
3975} 3878}
3976 3879
3996 */ 3899 */
3997 int i, j; 3900 int i, j;
3998 3901
3999 for (i = 0; i < NUM_STATS; i++) 3902 for (i = 0; i < NUM_STATS; i++)
4000 { 3903 {
4001 sint8 stat = get_attr_value (stats, i); 3904 int race_bonus = pl->arch->stats.stat (i);
4002 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3905 sint8 stat = stats->stat (i) + ns->stat (i);
4003 3906
4004 stat += get_attr_value (ns, i);
4005 if (stat > 20 + race_bonus) 3907 if (stat > 20 + race_bonus)
4006 { 3908 {
4007 excess_stat++; 3909 excess_stat++;
4008 stat = 20 + race_bonus; 3910 stat = 20 + race_bonus;
4009 } 3911 }
4010 set_attr_value (stats, i, stat); 3912
3913 stats->stat (i) = stat;
4011 } 3914 }
4012 3915
4013 for (j = 0; excess_stat > 0 && j < 100; j++) 3916 for (j = 0; excess_stat > 0 && j < 100; j++)
4014 { /* try 100 times to assign excess stats */ 3917 { /* try 100 times to assign excess stats */
4015 int i = rndm (0, 6); 3918 int i = rndm (0, 6);
4016 int stat = get_attr_value (stats, i);
4017 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4018 3919
4019 if (i == CHA) 3920 if (i == CHA)
4020 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);
4021 if (stat < 20 + race_bonus) 3925 if (stat < 20 + race_bonus)
4022 { 3926 {
4023 change_attr_value (stats, i, 1); 3927 change_attr_value (stats, i, 1);
4024 excess_stat--; 3928 excess_stat--;
4025 } 3929 }
4029 * the player ref: player.c 3933 * the player ref: player.c
4030 */ 3934 */
4031 if (change->randomitems != NULL) 3935 if (change->randomitems != NULL)
4032 give_initial_items (pl, change->randomitems); 3936 give_initial_items (pl, change->randomitems);
4033 3937
4034
4035 /* set up the face, for some races. */ 3938 /* set up the face, for some races. */
4036 3939
4037 /* first, look for the force object banning 3940 /* first, look for the force object banning
4038 * changing the face. Certain races never change face with class. 3941 * changing the face. Certain races never change face with class.
4039 */ 3942 */
4041 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3944 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4042 flag_change_face = 0; 3945 flag_change_face = 0;
4043 3946
4044 if (flag_change_face) 3947 if (flag_change_face)
4045 { 3948 {
4046 pl->animation_id = GET_ANIM_ID (change);
4047 pl->face = change->face; 3949 pl->face = change->face;
4048 3950 pl->animation_id = change->animation_id;
4049 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3951 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4050 SET_FLAG (pl, FLAG_ANIMATE);
4051 else
4052 CLEAR_FLAG (pl, FLAG_ANIMATE);
4053 } 3952 }
4054 3953
4055 /* check the special case of can't use weapons */ 3954 /* check the special case of can't use weapons */
4056 /*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); */
4057 if (!strcmp (change->name, "monk")) 3956 if (!strcmp (change->name, "monk"))
4083 char got[MAX_BUF]; 3982 char got[MAX_BUF];
4084 int len; 3983 int len;
4085 3984
4086 if (!pl || !transformer) 3985 if (!pl || !transformer)
4087 return; 3986 return;
3987
4088 marked = find_marked_object (pl); 3988 marked = find_marked_object (pl);
3989
4089 if (!marked) 3990 if (!marked)
4090 { 3991 {
4091 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)));
4092 return; 3993 return;
4093 } 3994 }
3995
4094 if (!marked->slaying) 3996 if (!marked->slaying)
4095 { 3997 {
4096 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)));
4097 return; 3999 return;
4098 } 4000 }
4001
4099 /* check whether they are compatible or not */ 4002 /* check whether they are compatible or not */
4100 find = strstr (marked->slaying, transformer->arch->name); 4003 find = strstr (marked->slaying, transformer->arch->archname);
4101 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4004 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4102 { 4005 {
4103 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)));
4104 return; 4007 return;
4105 } 4008 }
4009
4106 find += strlen (transformer->arch->name) + 1; 4010 find += strlen (transformer->arch->archname) + 1;
4107 /* 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 */
4108 if (isdigit (*(find))) 4012 if (isdigit (*(find)))
4109 { 4013 {
4110 yield = atoi (find); 4014 yield = atoi (find);
4111 if (yield < 1) 4015 if (yield < 1)
4117 else 4021 else
4118 yield = 1; 4022 yield = 1;
4119 4023
4120 while (isdigit (*find)) 4024 while (isdigit (*find))
4121 find++; 4025 find++;
4026
4122 while (*find == ' ') 4027 while (*find == ' ')
4123 find++; 4028 find++;
4029
4124 memset (got, 0, MAX_BUF); 4030 memset (got, 0, MAX_BUF);
4031
4125 if ((separator = strchr (find, ';')) != NULL) 4032 if ((separator = strchr (find, ';')) != NULL)
4126 {
4127 len = separator - find; 4033 len = separator - find;
4128 }
4129 else 4034 else
4130 {
4131 len = strlen (find); 4035 len = strlen (find);
4132 } 4036
4133 if (len > MAX_BUF - 1) 4037 if (len > MAX_BUF - 1)
4134 len = MAX_BUF - 1; 4038 len = MAX_BUF - 1;
4039
4135 strcpy (got, find); 4040 strcpy (got, find);
4136 got[len] = '\0'; 4041 got[len] = '\0';
4137 4042
4138 /* Now create new item, remove used ones when required. */ 4043 /* Now create new item, remove used ones when required. */
4139 new_item = get_archetype (got); 4044 new_item = get_archetype (got);
4140 if (!new_item) 4045 if (!new_item)
4141 { 4046 {
4142 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)));
4143 return; 4048 return;
4144 } 4049 }
4145 4050
4146 new_item->nrof = yield; 4051 new_item->nrof = yield;
4052
4147 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)));
4148 insert_ob_in_ob (new_item, pl); 4054
4149 esrv_send_inventory (pl, pl); 4055 pl->insert (new_item);
4150 /* Eat up one item */ 4056 /* Eat up one item */
4151 decrease_ob_nr (marked, 1); 4057 marked->decrease ();
4058
4152 /* Eat one transformer if needed */ 4059 /* Eat one transformer if needed */
4153 if (transformer->stats.food) 4060 if (transformer->stats.food)
4154 if (--transformer->stats.food == 0) 4061 if (--transformer->stats.food == 0)
4155 decrease_ob_nr (transformer, 1); 4062 transformer->decrease ();
4156} 4063}
4064

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