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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.86 by root, Fri May 11 20:06:33 2007 UTC vs.
Revision 1.178 by root, Sun Dec 28 15:28:47 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 */
24 23
25#include <cmath> 24#include <cmath>
26 25
27#include <global.h> 26#include <global.h>
54 * subtype 5: arch or race 53 * subtype 5: arch or race
55 * subtype 7: all three 54 * subtype 7: all three
56 */ 55 */
57 if (op->subtype) 56 if (op->subtype)
58 { 57 {
59 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
60 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
61 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
62 } 61 }
63 else 62 else
64 { 63 {
65 arch_flag = 1; 64 arch_flag = 1;
66 name_flag = 1; 65 name_flag = 1;
69 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) || op->race != victim->arch->name)) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1; 76 return 1;
78 77
79 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 79 * of arch, name, or race match.
81 */ 80 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 84 return 1;
86 85
87 return 0; 86 return 0;
93 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
94 */ 93 */
95static int 94static int
96apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
97{ 96{
98 object *id, *marked; 97 dynbuf_text buf;
99 int success = 0;
100 98
101 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
102 return 0; 100 return 0;
103 101
104 /* 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
105 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
106 */ 104 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108 return 0; 106 return 0;
109 107
110 marked = find_marked_object (pl);
111 /* 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
112 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
113 */ 110 */
111 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 113 {
116 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
117 { 115 {
118 identify (marked); 116 identify (marked);
119 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));
120 if (marked->msg) 119 if (marked->msg)
121 { 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
124 } 123 }
125 return money == NULL;
126 } 124 }
127 }
128 125
129 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
130 { 127 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 { 129 {
133 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
134 { 131 {
135 identify (id); 132 identify (id);
136 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));
137 if (id->msg) 135 if (id->msg)
138 { 136 buf << "The item has a story:\r" << id->msg << "\n\n";
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
145 break; 140 break;
146 } 141 }
147 else 142 else
148 { 143 {
149 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");
150 break; 145 break;
151 } 146 }
152 } 147 }
153 } 148 }
154 if (!success) 149
155 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
156 return money == NULL; 155 return !money;
157} 156}
158 157
159/** 158/**
160 * 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
161 * matching item. 160 * matching item.
162 **/ 161 **/
163static void 162void
164handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
165{ 164{
166 const char *yield; 165 if (shstr yield = tmp->kv (shstr_on_use_yield))
167 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168 yield = get_ob_key_value (tmp, "on_use_yield");
169 if (yield != NULL)
170 {
171 object *drop = get_archetype (yield);
172
173 if (tmp->env)
174 {
175 drop = insert_ob_in_ob (drop, tmp->env);
176 if (tmp->env->type == PLAYER)
177 esrv_send_item (tmp->env, drop);
178 }
179 else
180 {
181 drop->x = tmp->x;
182 drop->y = tmp->y;
183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
184 }
185 }
186} 167}
187 168
188/** 169/**
189 * Handles applying a potion. 170 * Handles applying a potion.
190 */ 171 */
196 177
197 floor = GET_MAP_OB (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
198 179
199 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)
200 { 181 {
201 if (op->type == PLAYER)
202 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
203 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0; 185 return 0;
205 } 186 }
206 187
207 if (op->type == PLAYER) 188 if (op->type == PLAYER)
218 199
219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220 { 201 {
221 op->drain_stat (); 202 op->drain_stat ();
222 op->update_stats (); 203 op->update_stats ();
223 decrease_ob (tmp); 204 tmp->decrease ();
224 return 1; 205 return 1;
225 } 206 }
226 207
227 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
228 { 209 {
229 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
230 return 0; 211 return 0;
231 } 212 }
213
232 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
233 215
234 if (depl) 216 if (depl)
235 { 217 {
236 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
237 if (get_attr_value (&depl->stats, i)) 219 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 220 op->statusmsg (restore_msg[i]);
239 221
240 depl->destroy (); 222 depl->destroy ();
241 op->update_stats (); 223 op->update_stats ();
242 } 224 }
243 else 225 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
245 227
246 decrease_ob (tmp); 228 tmp->decrease ();
247 return 1; 229 return 1;
248 } 230 }
249 231
250 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 234 {
253 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
254 { 236 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 238 {
257 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
258 { 240 {
259 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
260 break; 242 break;
261 } 243 }
244
262 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
263 { 246 {
264 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
265 break; 248 break;
266 } 249 }
250
267 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
268 { 252 {
269 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
270 break; 254 break;
271 } 255 }
275 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
276 { 260 {
277 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
278 break; 262 break;
279 } 263 }
264
280 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
281 { 266 {
282 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
283 break; 268 break;
284 } 269 }
270
285 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
286 { 272 {
287 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
288 break; 274 break;
289 } 275 }
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 { 284 {
299 if (got_one) 285 if (got_one)
300 { 286 {
301 op->update_stats (); 287 op->update_stats ();
302 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 "
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
305 } 291 }
306 else 292 else
307 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.");
308 } 294 }
309 else 295 else
310 { /* cursed potion */ 296 { /* cursed potion */
311 if (got_one) 297 if (got_one)
312 { 298 {
313 op->update_stats (); 299 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
315 } 301 }
316 else 302 else
317 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);
318 } 304 }
319 305
320 decrease_ob (tmp); 306 tmp->decrease ();
321 return 1; 307 return 1;
322 } 308 }
323 309
324 310
325 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
331 { 317 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 { 319 {
334 object *fball; 320 object *fball;
335 321
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 322 op->failmsg ("Yech! Your lungs are on fire!");
323
337 /* Explodes a fireball centered at player */ 324 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL); 325 fball = get_archetype (EXPLODING_FIREBALL);
339 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;
340 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;
341 fball->x = op->x; 328 fball->x = op->x;
343 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
344 } 331 }
345 else 332 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 334
348 decrease_ob (tmp); 335 tmp->decrease ();
336
349 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats (); 339 op->update_stats ();
340
352 return 1; 341 return 1;
353 } 342 }
354 343
355 /* Deal with protection potions */ 344 /* Deal with protection potions */
356 force = NULL; 345 force = NULL;
358 { 347 {
359 if (tmp->resist[i]) 348 if (tmp->resist[i])
360 { 349 {
361 if (!force) 350 if (!force)
362 force = get_archetype (FORCE_NAME); 351 force = get_archetype (FORCE_NAME);
352
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT; 354 force->type = POTION_EFFECT;
365 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 */
366 } 356 }
367 } 357 }
358
368 /* This is a protection potion */ 359 /* This is a protection potion */
369 if (force) 360 if (force)
370 { 361 {
371 /* cursed items last longer */ 362 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 force->stats.food *= 10; 365 force->stats.food *= 10;
375 for (i = 0; i < NROFATTACKS; i++) 366 for (i = 0; i < NROFATTACKS; i++)
376 if (force->resist[i] > 0) 367 if (force->resist[i] > 0)
377 force->resist[i] = -force->resist[i]; /* prot => vuln */ 368 force->resist[i] = -force->resist[i]; /* prot => vuln */
378 } 369 }
370
379 force->speed_left = -1; 371 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 375 change_abil (op, force);
384 decrease_ob (tmp); 376 tmp->decrease ();
385 return 1; 377 return 1;
386 } 378 }
387 379
388 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
389 if (op->type == PLAYER) 381 if (op->type == PLAYER)
390 { /* only for players */ 382 { /* only for players */
391 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)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 384 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 385 else
394 SET_FLAG (tmp, FLAG_APPLIED); 386 SET_FLAG (tmp, FLAG_APPLIED);
387
395 if (!change_abil (op, tmp)) 388 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 389 op->statusmsg ("Nothing happened.");
397 } 390 }
398 391
399 /* CLEAR_FLAG is so that if the character has other potions 392 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 393 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
402 * up all the stats. 395 * up all the stats.
403 */ 396 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats (); 398 op->update_stats ();
406 decrease_ob (tmp); 399 tmp->decrease ();
407 return 1; 400 return 1;
408} 401}
409 402
410/**************************************************************************** 403/****************************************************************************
411 * Weapon improvement code follows 404 * Weapon improvement code follows
417static int 410static int
418check_item (object *op, const char *item) 411check_item (object *op, const char *item)
419{ 412{
420 int count = 0; 413 int count = 0;
421 414
422 415 if (!item)
423 if (item == NULL)
424 return 0; 416 return 0;
425 417
426 op = op->below; 418 for (op = op->below; op; op = op->below)
427 while (op != NULL)
428 { 419 {
429 if (strcmp (op->arch->name, item) == 0) 420 if (strcmp (op->arch->archname, item) == 0)
430 { 421 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 424 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 426 count++;
436 else 427 else
437 count += op->nrof; 428 count += op->nrof;
438 } 429 }
439 } 430 }
440
441 op = op->below;
442 } 431 }
443 432
444 return count; 433 return count;
445} 434}
446 435
456 object *prev; 445 object *prev;
457 446
458 prev = op; 447 prev = op;
459 op = op->below; 448 op = op->below;
460 449
461 while (op != NULL) 450 while (op)
462 { 451 {
463 if (strcmp (op->arch->name, item) == 0) 452 if (strcmp (op->arch->archname, item) == 0)
464 { 453 {
465 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
466 { 455 {
467 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
468 return; 457 return;
469 } 458 }
470 else 459 else
471 { 460 {
472 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
473 nrof -= op->nrof; 462 nrof -= op->nrof;
474 } 463 }
464
475 op = prev; 465 op = prev;
476 } 466 }
467
477 prev = op; 468 prev = op;
478 op = op->below; 469 op = op->below;
479 } 470 }
480} 471}
481 472
487 * we return 1 (true) if the player can use the weapon. 478 * we return 1 (true) if the player can use the weapon.
488 */ 479 */
489static int 480static int
490check_weapon_power (const object *who, int improvs) 481check_weapon_power (const object *who, int improvs)
491{ 482{
492
493/* Old code is below (commented out). Basically, since weapons are the only 483/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to 484 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level. 485 * require high level in some combat skill, so we just use overall level.
496 */ 486 */
497#if 1 487#if 1
538static int 528static int
539check_sacrifice (object *op, const object *improver) 529check_sacrifice (object *op, const object *improver)
540{ 530{
541 int count = 0; 531 int count = 0;
542 532
543 if (improver->slaying != NULL) 533 if (improver->slaying)
544 { 534 {
545 count = check_item (op, improver->slaying); 535 count = check_item (op, improver->slaying);
546 if (count < 1) 536 if (count < 1)
547 { 537 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 538 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 539 return 0;
553 } 540 }
554 } 541 }
555 else 542 else
556 count = 1; 543 count = 1;
559} 546}
560 547
561/** 548/**
562 * Actually improves the weapon, and tells user. 549 * Actually improves the weapon, and tells user.
563 */ 550 */
564int 551static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 552improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 553{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 554 stat += sacrifice_count;
570 weapon->last_eat++; 555 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 556 improver->decrease ();
572 decrease_ob (improver);
573 557
574 /* So it updates the players stats and the window */ 558 /* So it updates the players stats and the window */
575 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
576 return 1; 567 return 1;
577} 568}
578 569
579/* Types of improvements, hidden in the sp field. */ 570/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 571#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 572#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 573#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 574#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 575#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 576#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 577#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 578#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 579#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 580#define IMPROVE_INT 10
590#define IMPROVE_POW 11 581#define IMPROVE_POW 11
591
592 582
593/** 583/**
594 * This does the prepare weapon scroll. 584 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 585 * Checks for sacrifice, and so on.
596 */ 586 */
597
598int 587int
599prepare_weapon (object *op, object *improver, object *weapon) 588prepare_weapon (object *op, object *improver, object *weapon)
600{ 589{
601 int sacrifice_count, i; 590 int sacrifice_count, i;
602 char buf[MAX_BUF]; 591 char buf[MAX_BUF];
603 592
604 if (weapon->level != 0) 593 if (weapon->level != 0)
605 { 594 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 595 op->failmsg ("Weapon is already prepared!");
607 return 0; 596 return 0;
608 } 597 }
598
609 for (i = 0; i < NROFATTACKS; i++) 599 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 600 if (weapon->resist[i])
611 break; 601 break;
612 602
613 /* If we break out, i will be less than nrofattacks, preventing 603 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 608 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 609 weapon->stats.ac) /* AC - only taifu's I think */
620 { 610 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 611 op->failmsg ("You cannot prepare magic weapons. "
612 "H<A weapon is considered magical if it changes regeneration, "
613 "speed or ac, or has other protections.>");
622 return 0; 614 return 0;
623 } 615 }
616
624 sacrifice_count = check_sacrifice (op, improver); 617 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 618 if (sacrifice_count <= 0)
626 return 0; 619 return 0;
620
627 weapon->level = isqrt (sacrifice_count); 621 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 622 eat_item (op, improver->slaying, sacrifice_count);
630 623
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 624 op->statusmsg (format (
625 "Your sacrifice was accepted."
626 "Your *%s may be improved %d times.",
627 &weapon->name, weapon->level
628 ));
632 629
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 630 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 631 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 632 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 633 slot at once! */
637 decrease_ob (improver); 634 improver->decrease ();
638 weapon->last_eat = 0; 635 weapon->last_eat = 0;
639 return 1; 636 return 1;
640} 637}
641
642 638
643/** 639/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 640 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 641 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 642 * Returns 0 if it was not able to work for some reason.
655improve_weapon (object *op, object *improver, object *weapon) 651improve_weapon (object *op, object *improver, object *weapon)
656{ 652{
657 int sacrifice_count, sacrifice_needed = 0; 653 int sacrifice_count, sacrifice_needed = 0;
658 654
659 if (improver->stats.sp == IMPROVE_PREPARE) 655 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 656 return prepare_weapon (op, improver, weapon);
662 } 657
663 if (weapon->level == 0) 658 if (weapon->level == 0)
664 { 659 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 661 return 0;
667 } 662 }
663
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 665 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 666 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 667 return 0;
672 } 668 }
669
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 { 671 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 672 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 673 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 674 "really want to improve it.");
678 return 0; 675 return 0;
679 } 676 }
677
680 /* This just increases damage by 5 points, no matter what. No sacrifice 678 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 679 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 680 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 681 * weapon can be improved.
684 */ 682 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 683 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 684 {
687 weapon->stats.dam += 5; 685 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 687 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 688 weapon->last_eat++;
691 689
692 weapon->item_power++; 690 weapon->item_power++;
693 decrease_ob (improver); 691 improver->decrease ();
694 return 1; 692 return 1;
695 } 693 }
694
696 if (improver->stats.sp == IMPROVE_WEIGHT) 695 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 696 {
698 /* Reduce weight by 20% */ 697 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 698 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 699 if (weapon->weight < 1)
701 weapon->weight = 1; 700 weapon->weight = 1;
701
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 702 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 703 weapon->last_eat++;
704 weapon->item_power++; 704 weapon->item_power++;
705 decrease_ob (improver); 705 improver->decrease ();
706 return 1; 706 return 1;
707 } 707 }
708
708 if (improver->stats.sp == IMPROVE_ENCHANT) 709 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 710 {
710 weapon->magic++; 711 weapon->magic++;
711 weapon->last_eat++; 712 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 713 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 714 improver->decrease ();
714 weapon->item_power++; 715 weapon->item_power++;
715 return 1; 716 return 1;
716 } 717 }
717 718
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 724 sacrifice_needed *= 2;
724 725
725 sacrifice_count = check_sacrifice (op, improver); 726 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 727 if (sacrifice_count < sacrifice_needed)
727 { 728 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 729 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 730 return 0;
730 } 731 }
732
731 eat_item (op, improver->slaying, sacrifice_needed); 733 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 734 weapon->item_power++;
733 735
734 switch (improver->stats.sp) 736 switch (improver->stats.sp)
735 { 737 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 738 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 739 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 740 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 741 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 742 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 743 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 744 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 745 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 746 op->failmsg ("Unknown improvement type.");
752 } 747 }
748
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 749 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 750 return 0;
755} 751}
756 752
757/** 753/**
767 if (op->type != PLAYER) 763 if (op->type != PLAYER)
768 return 0; 764 return 0;
769 765
770 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))
771 { 767 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 768 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 769 return 0;
774 } 770 }
775 771
776 otmp = find_marked_object (op); 772 otmp = find_marked_object (op);
773
777 if (!otmp) 774 if (!otmp)
778 { 775 {
779 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.>");
780 return 0; 777 return 0;
781 } 778 }
782 779
783 if (otmp->type != WEAPON && otmp->type != BOW) 780 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 781 {
785 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!");
786 return 0; 783 return 0;
787 } 784 }
788 785
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 786 op->statusmsg ("Applied weapon builder.");
787
790 improve_weapon (op, tmp, otmp); 788 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 789 esrv_send_item (op, otmp);
792 return 1; 790 return 1;
793} 791}
794 792
819{ 817{
820 object *tmp; 818 object *tmp;
821 819
822 if (armour->magic >= settings.armor_max_enchant) 820 if (armour->magic >= settings.armor_max_enchant)
823 { 821 {
824 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!");
825 return 0; 823 return 0;
826 } 824 }
825
827 /* 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,
828 * 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.
829 * 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
830 * of gnarg and what not?) 829 * of gnarg and what not?)
831 */ 830 */
832 if (armour->title) 831 if (armour->title)
833 { 832 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 833 op->failmsg ("This armour will not accept further enchantment.");
835 return 0; 834 return 0;
836 } 835 }
837 836
838 /* Split objects if needed. Can't insert tmp until the 837 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 838 * end of this function - otherwise it will just re-merge.
840 */ 839 */
841 if (armour->nrof > 1) 840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
842 tmp = get_split_ob (armour, armour->nrof - 1);
843 else
844 tmp = NULL;
845 841
846 armour->magic++; 842 armour->magic++;
847 843
848 if (!settings.armor_speed_linear) 844 if (!settings.armor_speed_linear)
849 { 845 {
854 { 850 {
855 base = base - (base * settings.armor_speed_improvement) / 100; 851 base = base - (base * settings.armor_speed_improvement) / 100;
856 pow++; 852 pow++;
857 } 853 }
858 854
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
860 } 856 }
861 else 857 else
862 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;
863 859
864 if (!settings.armor_weight_linear) 860 if (!settings.armor_weight_linear)
865 { 861 {
866 int base = 100; 862 int base = 100;
867 int pow = 0; 863 int pow = 0;
870 { 866 {
871 base = base - (base * settings.armor_weight_reduction) / 100; 867 base = base - (base * settings.armor_weight_reduction) / 100;
872 pow++; 868 pow++;
873 } 869 }
874 870
875 armour->weight = (armour->arch->clone.weight * base) / 100; 871 armour->weight = (armour->arch->weight * base) / 100;
876 } 872 }
877 else 873 else
878 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;
879 875
880 if (armour->weight <= 0) 876 if (armour->weight <= 0)
881 { 877 {
882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
883 armour->weight = 1; 879 armour->weight = 1;
884 } 880 }
885 881
886 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);
887 883
888 if (op->type == PLAYER) 884 if (op->type == PLAYER)
889 { 885 {
890 esrv_send_item (op, armour); 886 esrv_send_item (op, armour);
887
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 888 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats (); 889 op->update_stats ();
893 } 890 }
894 decrease_ob (improver); 891
892 improver->decrease ();
893
895 if (tmp) 894 if (tmp)
896 { 895 op->insert (tmp);
897 insert_ob_in_ob (tmp, op); 896
898 esrv_send_item (op, tmp);
899 }
900 return 1; 897 return 1;
901} 898}
902
903 899
904/* 900/*
905 * 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
906 * what the converter wants, -1 if the converter is broken. 902 * what the converter wants, -1 if the converter is broken.
907 */ 903 *
908#define CONV_FROM(xyz) xyz->slaying
909#define CONV_TO(xyz) xyz->other_arch
910#define CONV_NR(xyz) xyz->stats.sp
911#define CONV_NEED(xyz) xyz->stats.food
912
913/* Takes one items and makes another. 904 * Takes one type of items and makes another.
914 * converter is the object that is doing the conversion. 905 * converter is the object that is doing the conversion.
915 * 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
916 * what the converter wants, this will not do anything. 907 * what the converter wants, this will not do anything.
917 */ 908 */
918int 909static int
919convert_item (object *item, object *converter) 910convert_item (object *item, object *converter)
920{ 911{
921 int nr = 0;
922 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;
923 921
924 /* 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,
925 * 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
926 * 3 gp and player drops a platinum, tough luck) 924 * 3 gp and player drops a platinum, tough luck)
927 */ 925 */
928 if (!strcmp (CONV_FROM (converter), "money")) 926 if (conv_from == shstr_money)
929 { 927 {
930 int cost;
931
932 if (item->type != MONEY) 928 if (item->type != MONEY)
933 return 0; 929 return 0;
934 930
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 931 nr = sint64 (item->nrof) * item->value / need;
936 if (!nr) 932 if (!nr)
937 return 0; 933 return 0;
938 cost = nr * CONV_NEED (converter) / item->value; 934
939 /* take into account rounding errors */ 935 converter->play_sound (sound_find ("shop_buy"));
940 if (nr * CONV_NEED (converter) % item->value) 936
941 cost++; 937 sint64 cost = (nr * need + item->value - 1) / item->value;
942 decrease_ob_nr (item, cost); 938
939 item->decrease (cost);
943 940
944 price_in = cost * item->value; 941 price_in = cost * item->value;
945 } 942 }
946 else 943 else
947 { 944 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 945 if (item->type == PLAYER
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 946 || conv_from != item->arch->archname
947 || (need && need > (uint16) item->nrof))
950 return 0; 948 return 0;
951 949
952 if (CONV_NEED (converter)) 950 converter->play_sound (sound_find ("convert_item"));
951
952 if (need)
953 { 953 {
954 nr = item->nrof / CONV_NEED (converter); 954 nr = sint64 (item->nrof) / need;
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 955 item->decrease (nr * need);
956 price_in = nr * CONV_NEED (converter) * item->value; 956 price_in = nr * need * item->value;
957 } 957 }
958 else 958 else
959 { 959 {
960 price_in = item->value; 960 price_in = item->value;
961 item->destroy (); 961 item->destroy ();
962 } 962 }
963 } 963 }
964 964
965 if (converter->inv != NULL) 965 if (converter->inv)
966 { 966 {
967 object *ob; 967 object *ob;
968 int i; 968 int i;
969 object *ob_to_copy; 969 object *ob_to_copy;
970 970
971 /* select random object from inventory to copy */ 971 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 972 ob_to_copy = converter->inv;
973 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++)
974 {
975 if (rndm (0, i) == 0) 974 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 975 ob_to_copy = ob;
978 } 976
979 } 977 item = ob_to_copy->deep_clone ();
980 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 980 }
984 else 981 else
985 { 982 {
986 if (converter->other_arch == NULL) 983 if (!conv_to)
987 { 984 {
988 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",
989 &converter->name, &converter->map->path, converter->x, converter->y); 986 &converter->name, &converter->map->path, converter->x, converter->y);
990 return -1; 987 return -1;
991 } 988 }
992 989
993 item = object_create_arch (converter->other_arch); 990 item = object_create_arch (conv_to);
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 992 }
996 993
997 if (CONV_NR (converter)) 994 if (give)
998 item->nrof = CONV_NR (converter); 995 item->nrof = give;
996
999 if (nr) 997 if (nr)
1000 item->nrof *= nr; 998 item->nrof *= nr;
1001 if (is_in_shop (converter)) 999
1000 if (converter->flag [FLAG_PRECIOUS])
1002 SET_FLAG (item, FLAG_UNPAID); 1001 SET_FLAG (item, FLAG_UNPAID);
1002
1003 if (is_in_shop (converter))
1004 {
1005 // converters on shop floors don't work anymore, bug lets check for it
1006 // and report in case someone still does it.
1007 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
1008 converter->debug_desc ());
1009 SET_FLAG (item, FLAG_UNPAID);
1010 }
1003 else if (price_in < item->nrof * item->value) 1011 else if (price_in < sint64 (item->nrof) * item->value)
1004 { 1012 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1013 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1014 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /** 1015 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 1016 * elmex: we are going to let the game continue, as the mapcreator
1010 * propably had something in mind when doing this 1017 * hopefully had something in mind when doing this.
1011 */ 1018 */
1012 } 1019 }
1020
1021 // elmex: only identify if we need to, for example so that generated money doesn't
1022 // get an 'identified' flag so easily.
1023 if (need_identify (item))
1024 identify (item);
1025
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1026 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014 return 1; 1027 return 1;
1015} 1028}
1016 1029
1017/** 1030/**
1034 1047
1035 op->contr->last_used = 0; 1048 op->contr->last_used = 0;
1036 1049
1037 if (sack->env && sack->env != op) 1050 if (sack->env && sack->env != op)
1038 { 1051 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1052 op->failmsg ("You must put it onto the floor or into your inventory first.");
1040 return 1; 1053 return 1;
1041 } 1054 }
1042 1055
1043 // already applied == open on ground, or open in inv, or active in inv 1056 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED]) 1057 if (sack->flag [FLAG_APPLIED])
1050 return 1; 1063 return 1;
1051 } 1064 }
1052 else if (!sack->env) 1065 else if (!sack->env)
1053 { 1066 {
1054 // active, but not ours: some other player has opened it 1067 // active, but not ours: some other player has opened it
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1068 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1056 return 1; 1069 return 1;
1057 } 1070 }
1058 1071
1059 // fall through to opening it (active in inv) 1072 // fall through to opening it (active in inv)
1060 } 1073 }
1062 { 1075 {
1063 // it is in our env, so activate it, do not open yet 1076 // it is in our env, so activate it, do not open yet
1064 op->close_container (); 1077 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 1078 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack); 1079 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1080 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1; 1081 return 1;
1069 } 1082 }
1070 1083
1071 // it's locked? 1084 // it's locked?
1072 if (sack->slaying) 1085 if (sack->slaying)
1073 { 1086 {
1074 if (object *tmp = find_key (op, op, sack)) 1087 if (object *tmp = find_key (op, op, sack))
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1088 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1076 else 1089 else
1077 { 1090 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1091 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1079 return 1; 1092 return 1;
1080 } 1093 }
1081 } 1094 }
1082 1095
1083 op->open_container (sack); 1096 op->open_container (sack);
1102 * with an altar. We call it a Potion - altars are stationary - it 1115 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly. 1116 * is up to map designers to use them properly.
1104 */ 1117 */
1105 if (altar->inv && altar->inv->type == SPELL) 1118 if (altar->inv && altar->inv->type == SPELL)
1106 { 1119 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1120 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 1121 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 1122 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 1123 * old maps.
1111 */ 1124 */
1112 1125
1113/* push_button (altar);*/ 1126/* push_button (altar);*/
1114 } 1127 }
1138 double opinion; 1151 double opinion;
1139 object *tmp, *next; 1152 object *tmp, *next;
1140 1153
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1154 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 1155
1143 if (op->type != PLAYER) 1156 bool has_unpaid = false;
1157
1158 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1159 // a quick and small change :(
1160 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1161 if (item->flag [FLAG_UNPAID])
1162 {
1163 has_unpaid = true;
1164 break;
1165 }
1166
1167 if (!op->is_player ())
1144 { 1168 {
1145 /* Remove all the unpaid objects that may be carried here. 1169 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 1170 * This could be pets or monsters that are somehow in
1147 * the shop. 1171 * the shop.
1148 */ 1172 */
1152 1176
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1177 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 { 1178 {
1155 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1179 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1156 1180
1181 if (i >= 0)
1157 tmp->remove (); 1182 tmp->move (i);
1158
1159 if (i == -1)
1160 i = 0;
1161
1162 tmp->map = op->map;
1163 tmp->x = op->x + freearr_x[i];
1164 tmp->y = op->y + freearr_y[i];
1165 insert_ob_in_map (tmp, op->map, op, 0);
1166 } 1183 }
1167 } 1184 }
1168 1185
1169 /* Don't teleport things like spell effects */ 1186 /* Don't teleport things like spell effects */
1170 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1187 if (QUERY_FLAG (op, FLAG_NO_PICK))
1173 /* unpaid objects, or non living objects, can't transfer by 1190 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 1191 * shop mats. Instead, put it on a nearby space.
1175 */ 1192 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1193 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 { 1194 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1195 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1196 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 1197
1182 if (i != -1) 1198 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1199 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1184 1200
1185 return 0; 1201 return 0;
1186 } 1202 }
1203
1187 /* Removed code that checked for multipart objects - it appears that 1204 /* Removed code that checked for multipart objects - it appears that
1188 * the teleport function should be able to handle this just fine. 1205 * the teleport function should be able to handle this just fine.
1189 */ 1206 */
1190 rv = teleport (shop_mat, SHOP_MAT, op); 1207 rv = teleport (shop_mat, SHOP_MAT, op);
1191 } 1208 }
1192 else if (can_pay (op) && get_payment (op)) 1209 else if (can_pay (op) && get_payment (op))
1193 { 1210 {
1194 /* this is only used for players */ 1211 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 1212 rv = teleport (shop_mat, SHOP_MAT, op);
1196 1213
1214 if (has_unpaid)
1215 op->contr->play_sound (sound_find ("shop_buy"));
1216 else if (is_in_shop (op))
1217 op->contr->play_sound (sound_find ("shop_enter"));
1218 else
1219 op->contr->play_sound (sound_find ("shop_leave"));
1220
1197 if (shop_mat->msg) 1221 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1222 op->statusmsg (shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct, 1223 /* This check below is a bit simplistic - generally it should be correct,
1200 * but there is never a guarantee that the bottom space on the map is 1224 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor. 1225 * actually the shop floor.
1202 */ 1226 */
1203 else if (!rv && !is_in_shop (op)) 1227 else if (!rv && !is_in_shop (op))
1204 { 1228 {
1205 opinion = shopkeeper_approval (op->map, op); 1229 opinion = shopkeeper_approval (op->map, op);
1206 1230
1207 if (opinion > 0.9) 1231 op->statusmsg (
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1232 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1209 else if (opinion > 0.75) 1233 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1234 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 1235 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 1236 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 1237 }
1216 } 1238 }
1217 else 1239 else
1218 { 1240 {
1219 /* if we get here, a player tried to leave a shop but was not able 1241 /* if we get here, a player tried to leave a shop but was not able
1220 * to afford the items he has. We try to move the player so that 1242 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore 1243 * they are not on the mat anymore
1222 */ 1244 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1245 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 1246
1225 if (i == -1) 1247 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 1248 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 1249 else
1230 { 1250 {
1231 op->remove (); 1251 op->remove ();
1232 op->x += freearr_x[i]; 1252 op->x += freearr_x[i];
1233 op->y += freearr_y[i]; 1253 op->y += freearr_y[i];
1243 * Handles applying a sign. 1263 * Handles applying a sign.
1244 */ 1264 */
1245static void 1265static void
1246apply_sign (object *op, object *sign, int autoapply) 1266apply_sign (object *op, object *sign, int autoapply)
1247{ 1267{
1248 readable_message_type *msgType; 1268 if (sign->has_dialogue ())
1249 char newbuf[HUGE_BUF];
1250
1251 if (sign->msg == NULL)
1252 { 1269 {
1253 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1270 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1254 return; 1271 return;
1255 } 1272 }
1256 1273
1274 if (!sign->msg)
1275 {
1276 op->contr->infobox (MSG_CHANNEL ("examine"),
1277 format ("T<%s>\n\n Nothing %sis written on it.",
1278 &sign->name,
1279 sign->name == sign->arch->name ? "" : "else "));
1280 return;
1281 }
1282
1257 if (sign->stats.food) 1283 if (sign->stats.food)
1258 { 1284 {
1259 if (sign->last_eat >= sign->stats.food) 1285 if (sign->last_eat >= sign->stats.food)
1260 { 1286 {
1261 if (!sign->move_on) 1287 if (!sign->move_on)
1262 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1288 op->failmsg ("You cannot read it anymore.");
1289
1263 return; 1290 return;
1264 } 1291 }
1265 1292
1266 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1293 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1267 sign->last_eat++; 1294 sign->last_eat++;
1272 * move_on is zero, it needs to be manually applied (doesn't talk 1299 * move_on is zero, it needs to be manually applied (doesn't talk
1273 * to us). 1300 * to us).
1274 */ 1301 */
1275 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1302 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1276 { 1303 {
1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1304 op->failmsg ("You are unable to read while blind!");
1278 return; 1305 return;
1279 } 1306 }
1280 msgType = get_readable_message_type (sign); 1307
1281 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1308 if (op->contr)
1282 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1309 if (client *ns = op->contr->ns)
1310 {
1311 if (sign->sound)
1312 ns->play_sound (sign->sound);
1313 else if (autoapply)
1314 ns->play_sound (sound_find ("msg_voice"));
1315
1316 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1317 }
1318}
1319
1320static void
1321move_apply_hole (object *trap, object *victim)
1322{
1323 /* Hole not open? */
1324 if (trap->stats.wc > 0)
1325 return;
1326
1327 /* Is this a multipart monster and not the head? If so, return.
1328 * Processing will happen if the head runs into the pit
1329 */
1330 if (victim->head)
1331 return;
1332
1333 // now find all possible locations and randomly pick one
1334 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1335 trap->range >= 3 ? SIZEOFFREE3 + 1
1336 : trap->range >= 2 ? SIZEOFFREE2 + 1
1337 : trap->range >= 1 ? SIZEOFFREE1 + 1
1338 : SIZEOFFREE0 + 1);
1339
1340 if (dir < 0)
1341 return;
1342
1343 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1344 victim->statusmsg ("You fall through the hole!", NDI_RED);
1345
1346 transfer_ob (victim,
1347 EXIT_X (trap) + freearr_x[dir],
1348 EXIT_Y (trap) + freearr_y[dir],
1349 0, victim);
1283} 1350}
1284 1351
1285/** 1352/**
1286 * 'victim' moves onto 'trap' 1353 * 'victim' moves onto 'trap'
1287 * 'victim' leaves 'trap' 1354 * 'victim' leaves 'trap'
1310 * proper. This code was causing needless crashes. 1377 * proper. This code was causing needless crashes.
1311 */ 1378 */
1312 if (recursion_depth >= 500) 1379 if (recursion_depth >= 500)
1313 { 1380 {
1314 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1381 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1315 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1382 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1316 return; 1383 return;
1317 } 1384 }
1385
1318 recursion_depth++; 1386 recursion_depth++;
1319 if (trap->head) 1387 if (trap->head)
1320 trap = trap->head; 1388 trap = trap->head;
1321 1389
1322 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1390 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1337 1405
1338 /* Just put in some sanity check. I think there is a bug in the 1406 /* Just put in some sanity check. I think there is a bug in the
1339 * above with some objects have zero speed, and thus the player 1407 * above with some objects have zero speed, and thus the player
1340 * getting permanently paralyzed. 1408 * getting permanently paralyzed.
1341 */ 1409 */
1342 if (victim->speed_left < -50.0) 1410 if (victim->speed_left < -50.f)
1343 victim->speed_left = -50.0; 1411 victim->speed_left = -50.f;
1344 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1412 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1345 } 1413 }
1346 goto leave; 1414 goto leave;
1347 1415
1348 case SPINNER: 1416 case SPINNER:
1398 1466
1399 if (!trap->value) 1467 if (!trap->value)
1400 { 1468 {
1401 int tot; 1469 int tot;
1402 1470
1403 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1471 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1404 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1472 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1405 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1473 tot += ab->head_ ()->total_weight ();
1406 1474
1407 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1475 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1408 goto leave; 1476 goto leave;
1409 1477
1410 SET_ANIMATION (trap, trap->value); 1478 SET_ANIMATION (trap, trap->value);
1420 1488
1421 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1489 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1422 { 1490 {
1423 if (!sound_was_played) 1491 if (!sound_was_played)
1424 { 1492 {
1425 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1493 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1426 sound_was_played = 1; 1494 sound_was_played = 1;
1427 } 1495 }
1428 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1496
1497 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1429 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1498 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1430 } 1499 }
1431 } 1500 }
1432 goto leave; 1501 goto leave;
1433 } 1502 }
1434 1503
1435
1436 case CONVERTER: 1504 case CONVERTER:
1437 if (convert_item (victim, trap) < 0) 1505 if (convert_item (victim, trap) < 0)
1438 { 1506 {
1439 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1507 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1440 get_archetype ("burnout")->insert_at (trap, trap); 1508 archetype::get (shstr_burnout)->insert_at (trap, trap);
1441 } 1509 }
1442 1510
1443 goto leave; 1511 goto leave;
1444 1512
1445 case TRIGGER_BUTTON: 1513 case TRIGGER_BUTTON:
1455 case CHECK_INV: 1523 case CHECK_INV:
1456 check_inv (victim, trap); 1524 check_inv (victim, trap);
1457 goto leave; 1525 goto leave;
1458 1526
1459 case HOLE: 1527 case HOLE:
1460 /* Hole not open? */ 1528 move_apply_hole (trap, victim);
1461 if (trap->stats.wc > 0)
1462 goto leave;
1463
1464 /* Is this a multipart monster and not the head? If so, return.
1465 * Processing will happen if the head runs into the pit
1466 */
1467 if (victim->head)
1468 goto leave;
1469
1470 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1471 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1472 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1473 goto leave; 1529 goto leave;
1474 1530
1475 case EXIT: 1531 case EXIT:
1476 if (victim->type == PLAYER && EXIT_PATH (trap)) 1532 if (victim->type == PLAYER && EXIT_PATH (trap))
1477 { 1533 {
1478 /* Basically, don't show exits leading to random maps the 1534 /* Basically, don't show exits leading to random maps the
1479 * players output. 1535 * players output.
1480 */ 1536 */
1481 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1537 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1482 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1538 victim->statusmsg (trap->msg, NDI_NAVY);
1483 1539
1540 trap->play_sound (trap->sound);
1484 victim->enter_exit (trap); 1541 victim->enter_exit (trap);
1485 } 1542 }
1486 goto leave; 1543 goto leave;
1487 1544
1488 case ENCOUNTER: 1545 case ENCOUNTER:
1510 goto leave; 1567 goto leave;
1511 1568
1512 case RUNE: 1569 case RUNE:
1513 case TRAP: 1570 case TRAP:
1514 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1571 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1515 {
1516 spring_trap (trap, victim); 1572 spring_trap (trap, victim);
1517 }
1518 goto leave; 1573 goto leave;
1519 1574
1520 default: 1575 default:
1521 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1576 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1522 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1577 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1523 goto leave; 1578 goto leave;
1524 } 1579 }
1525 1580
1526leave: 1581leave:
1527 recursion_depth--; 1582 recursion_depth--;
1536 int lev_diff; 1591 int lev_diff;
1537 object *skill_ob; 1592 object *skill_ob;
1538 1593
1539 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1594 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1540 { 1595 {
1541 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1596 op->failmsg ("You are unable to read while blind!");
1542 return; 1597 return;
1543 } 1598 }
1599
1544 if (tmp->msg == NULL) 1600 if (!tmp->msg)
1545 { 1601 {
1546 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1602 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1547 return; 1603 return;
1548 } 1604 }
1549 1605
1550 /* need a literacy skill to read stuff! */ 1606 /* need a literacy skill to read stuff! */
1551 skill_ob = find_skill_by_name (op, tmp->skill); 1607 skill_ob = find_skill_by_name (op, tmp->skill);
1552 if (!skill_ob) 1608 if (!skill_ob)
1553 { 1609 {
1554 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1610 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1555 return; 1611 return;
1556 } 1612 }
1613
1557 lev_diff = tmp->level - (skill_ob->level + 5); 1614 lev_diff = tmp->level - (skill_ob->level + 5);
1558 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1615 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1559 { 1616 {
1560 if (lev_diff < 2) 1617 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1561 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1618 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1562 else if (lev_diff < 3) 1619 : lev_diff < 5 ? "This book is beyond your comprehension."
1563 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1620 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1564 else if (lev_diff < 5) 1621 : lev_diff < 15 ? "This book is way beyond your comprehension."
1565 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1622 : "This book is totally beyond your comprehension.");
1566 else if (lev_diff < 8)
1567 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1568 else if (lev_diff < 15)
1569 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1570 else
1571 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1572 return; 1623 return;
1573 } 1624 }
1574 1625
1575 readable_message_type *msgType = get_readable_message_type (tmp); 1626 readable_message_type *msgType = get_readable_message_type (tmp);
1576 1627
1577 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1628 if (player *pl = op->contr)
1578 msgType->message_type, msgType->message_subtype, 1629 if (client *ns = pl->ns)
1579 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1630 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1580 long_desc (tmp, op), &tmp->msg);
1581 1631
1582 /* gain xp from reading */ 1632 /* gain xp from reading */
1583 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1584 { /* only if not read before */ 1634 { /* only if not read before */
1585 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1587 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1588 { 1638 {
1589 /*exp_gain *= 2; because they just identified it too */ 1639 /*exp_gain *= 2; because they just identified it too */
1590 SET_FLAG (tmp, FLAG_IDENTIFIED); 1640 SET_FLAG (tmp, FLAG_IDENTIFIED);
1591 1641
1592 /* If in a container, update how it looks */ 1642 if (object *pl = tmp->visible_to ())
1593 if (tmp->env)
1594 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1643 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1595 else
1596 op->contr->ns->floorbox_update ();
1597 } 1644 }
1598 1645
1599 change_exp (op, exp_gain, skill_ob->skill, 0); 1646 change_exp (op, exp_gain, skill_ob->skill, 0);
1600 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1647 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1601 } 1648 }
1606 * op is the person learning the skill, tmp is the skill scroll object 1653 * op is the person learning the skill, tmp is the skill scroll object
1607 */ 1654 */
1608static void 1655static void
1609apply_skillscroll (object *op, object *tmp) 1656apply_skillscroll (object *op, object *tmp)
1610{ 1657{
1611 switch ((int) learn_skill (op, tmp)) 1658 switch (learn_skill (op, tmp))
1612 { 1659 {
1613 case 0: 1660 case 0:
1614 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1661 op->play_sound (sound_find ("generic_fail"));
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1662 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1616 return; 1663 break;
1617 1664
1618 case 1: 1665 case 1:
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1620 decrease_ob (tmp); 1666 tmp->decrease ();
1667 op->play_sound (sound_find ("skill_learn"));
1668 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1621 return; 1669 break;
1622 1670
1623 default: 1671 default:
1672 tmp->decrease ();
1673 op->play_sound (sound_find ("generic_fail"));
1624 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1674 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1625 decrease_ob (tmp);
1626 return; 1675 break;
1627 } 1676 }
1628} 1677}
1629 1678
1630/** 1679/**
1631 * Actually makes op learn spell. 1680 * Actually makes op learn spell.
1651 return; 1700 return;
1652 } 1701 }
1653 return; 1702 return;
1654 } 1703 }
1655 1704
1656 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1705 op->contr->play_sound (sound_find ("learn_spell"));
1706
1657 tmp = spell->clone (); 1707 tmp = spell->clone ();
1658 insert_ob_in_ob (tmp, op); 1708 insert_ob_in_ob (tmp, op);
1659 1709
1660 if (special_prayer) 1710 if (special_prayer)
1661 SET_FLAG (tmp, FLAG_STARTEQUIP); 1711 SET_FLAG (tmp, FLAG_STARTEQUIP);
1680 { 1730 {
1681 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1731 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1682 return; 1732 return;
1683 } 1733 }
1684 1734
1685 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1735 op->failmsg (format ("You lose knowledge of %s.", spell));
1686 player_unready_range_ob (op->contr, spob); 1736 player_unready_range_ob (op->contr, spob);
1687 esrv_remove_spell (op->contr, spob); 1737 esrv_remove_spell (op->contr, spob);
1688 spob->destroy (); 1738 spob->destroy ();
1689} 1739}
1690 1740
1698{ 1748{
1699 object *skop, *spell, *spell_skill; 1749 object *skop, *spell, *spell_skill;
1700 1750
1701 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1751 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1702 { 1752 {
1703 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1753 op->failmsg ("You are unable to read while blind.");
1704 return; 1754 return;
1705 } 1755 }
1706 1756
1707 /* artifact_spellbooks have 'slaying' field point to a spell name, 1757 /* artifact_spellbooks have 'slaying' field point to a spell name,
1708 * instead of having their spell stored in stats.sp. These are 1758 * instead of having their spell stored in stats.sp. These are
1709 * legacy spellbooks 1759 * legacy spellbooks
1710 */ 1760 */
1711
1712 if (tmp->slaying != NULL) 1761 if (tmp->slaying)
1713 { 1762 {
1714 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1763 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1715 if (!spell) 1764 if (!spell)
1716 { 1765 {
1717 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1766 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1718 return; 1767 return;
1719 } 1768 }
1720 else 1769 else
1721 insert_ob_in_ob (spell, tmp); 1770 insert_ob_in_ob (spell, tmp);
1771
1722 tmp->slaying = NULL; 1772 tmp->slaying = 0;
1723 } 1773 }
1724 1774
1725 skop = find_skill_by_name (op, tmp->skill); 1775 skop = find_skill_by_name (op, tmp->skill);
1726 1776
1727 /* need a literacy skill to learn spells. Also, having a literacy level 1777 /* need a literacy skill to learn spells. Also, having a literacy level
1728 * lower than the spell will make learning the spell more difficult */ 1778 * lower than the spell will make learning the spell more difficult */
1729 if (!skop) 1779 if (!skop)
1730 { 1780 {
1731 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1781 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1732 return; 1782 return;
1733 } 1783 }
1734 1784
1735 spell = tmp->inv; 1785 spell = tmp->inv;
1736 1786
1737 if (!spell) 1787 if (!spell)
1738 { 1788 {
1739 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1789 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1740 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1790 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1741 return; 1791 return;
1742 } 1792 }
1743 1793
1744 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1794 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1745 { 1795 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1796 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1747 return; 1797 return;
1748 } 1798 }
1749 1799
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1800 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1751 1801
1752 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1802 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1753 {
1754 identify (tmp); 1803 identify (tmp);
1755
1756 if (tmp->env)
1757 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1758 else
1759 op->contr->ns->floorbox_update ();
1760 }
1761 1804
1762 /* I removed the check for special_prayer_mark here - it didn't make 1805 /* I removed the check for special_prayer_mark here - it didn't make
1763 * a lot of sense - special prayers are not found in spellbooks, and 1806 * a lot of sense - special prayers are not found in spellbooks, and
1764 * if the player doesn't know the spell, doesn't make a lot of sense that 1807 * if the player doesn't know the spell, doesn't make a lot of sense that
1765 * they would have a special prayer mark. 1808 * they would have a special prayer mark.
1766 */ 1809 */
1767 if (check_spell_known (op, spell->name)) 1810 if (check_spell_known (op, spell->name))
1768 { 1811 {
1769 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1812 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1770 return; 1813 return;
1771 } 1814 }
1772 1815
1773 if (spell->skill) 1816 if (spell->skill)
1774 { 1817 {
1775 spell_skill = find_skill_by_name (op, spell->skill); 1818 spell_skill = find_skill_by_name (op, spell->skill);
1776 1819
1777 if (!spell_skill) 1820 if (!spell_skill)
1778 { 1821 {
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1822 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1780 return; 1823 return;
1781 } 1824 }
1782 1825
1783 if (spell_skill->level < spell->level) 1826 if (spell_skill->level < spell->level)
1784 { 1827 {
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1828 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1786 return; 1829 return;
1787 } 1830 }
1788 } 1831 }
1789 1832
1790 /* Logic as follows 1833 /* Logic as follows
1799 * Overall, chances are the same but a player will find having a high 1842 * Overall, chances are the same but a player will find having a high
1800 * literacy rate very useful! -b.t. 1843 * literacy rate very useful! -b.t.
1801 */ 1844 */
1802 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1845 if (QUERY_FLAG (op, FLAG_CONFUSED))
1803 { 1846 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1847 op->failmsg ("In your confused state you flub the wording of the text!");
1805 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1848 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1806 } 1849 }
1807 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1850 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1808 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1851 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1809 { 1852 {
1810 1853 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1811 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1812 do_learn_spell (op, spell, 0); 1854 do_learn_spell (op, spell, 0);
1813 1855
1814 /* xp gain to literacy for spell learning */ 1856 /* xp gain to literacy for spell learning */
1815 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1857 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1816 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1858 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1817 } 1859 }
1818 else 1860 else
1819 { 1861 {
1820 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1862 op->contr->play_sound (sound_find ("fumble_spell"));
1821 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1863 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1822 } 1864 }
1823 1865
1824 decrease_ob (tmp); 1866 tmp->decrease ();
1825} 1867}
1826 1868
1827/** 1869/**
1828 * Handles applying a spell scroll. 1870 * Handles applying a spell scroll.
1829 */ 1871 */
1832{ 1874{
1833 object *skop; 1875 object *skop;
1834 1876
1835 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1877 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1836 { 1878 {
1837 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1879 op->failmsg ("You are unable to read while blind.");
1838 return; 1880 return;
1839 } 1881 }
1840 1882
1841 if (!tmp->inv || tmp->inv->type != SPELL) 1883 if (!tmp->inv || tmp->inv->type != SPELL)
1842 { 1884 {
1843 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1885 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1844 return; 1886 return;
1845 } 1887 }
1846 1888
1847 if (op->type == PLAYER) 1889 if (op->type == PLAYER)
1848 { 1890 {
1854 */ 1896 */
1855 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1897 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1856 1898
1857 if (!skop) 1899 if (!skop)
1858 { 1900 {
1859 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1901 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1860 return; 1902 return;
1861 } 1903 }
1862 1904
1863 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1905 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1864 change_exp (op, exp_gain, skop->skill, 0); 1906 change_exp (op, exp_gain, skop->skill, 0);
1865 } 1907 }
1866 1908
1867 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1909 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1868 identify (tmp); 1910 identify (tmp);
1869 1911
1870 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1912 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1871
1872 1913
1873 cast_spell (op, tmp, dir, tmp->inv, NULL); 1914 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874 decrease_ob (tmp); 1915 tmp->decrease ();
1875} 1916}
1876 1917
1877/** 1918/**
1878 * Applies a treasure object - by default, chest. op 1919 * Applies a treasure object - by default, chest. op
1879 * is the person doing the applying, tmp is the treasure 1920 * is the person doing the applying, tmp is the treasure
1880 * chest. 1921 * chest.
1881 */ 1922 */
1882static void 1923static void
1883apply_treasure (object *op, object *tmp) 1924apply_treasure (object *op, object *tmp)
1884{ 1925{
1885 object *treas;
1886
1887
1888 /* Nice side effect of new treasure creation method is that the treasure 1926 /* Nice side effect of this treasure creation method is that the treasure
1889 * for the chest is done when the chest is created, and put into the chest 1927 * for the chest is done when the chest is created, and put into the chest
1890 * inventory. So that when the chest burns up, the items still exist. Also 1928 * inventory. So that when the chest burns up, the items still exist. Also
1891 * prevents people fromt moving chests to more difficult maps to get better 1929 * prevents people from moving chests to more difficult maps to get better
1892 * treasure 1930 * treasure
1893 */ 1931 */
1894
1895 treas = tmp->inv; 1932 object *treas = tmp->inv;
1896 if (treas == NULL) 1933
1934 if (!treas)
1897 { 1935 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1936 op->statusmsg ("The chest was empty.");
1899 decrease_ob (tmp); 1937 tmp->decrease ();
1900 return; 1938 return;
1901 } 1939 }
1940
1902 while (tmp->inv) 1941 while (tmp->inv)
1903 { 1942 {
1904 treas = tmp->inv; 1943 treas = tmp->inv;
1905
1906 treas->remove (); 1944 treas->remove ();
1907 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1908 1945
1909 treas->x = op->x; 1946 treas->x = op->x;
1910 treas->y = op->y; 1947 treas->y = op->y;
1911 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1948 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1912 1949
1913 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1950 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1914 spring_trap (treas, op); 1951 spring_trap (treas, op);
1915 1952
1916 /* If either player or container was destroyed, no need to do 1953 /* If either player or container was destroyed, no need to do
1917 * further processing. I think this should be enclused with 1954 * further processing. I think this should be enclused with
1918 * spring trap above, as I don't think there is otherwise 1955 * spring trap above, as I don't think there is otherwise
1919 * any way for the treasure chest or player to get killed 1956 * any way for the treasure chest or player to get killed.
1920 */ 1957 */
1921 if (op->destroyed () || tmp->destroyed ()) 1958 if (op->destroyed () || tmp->destroyed ())
1922 break; 1959 break;
1923 } 1960 }
1924 1961
1925 if (!tmp->destroyed () && tmp->inv == NULL) 1962 if (!tmp->destroyed () && !tmp->inv)
1926 decrease_ob (tmp); 1963 tmp->decrease (true);
1927
1928} 1964}
1929 1965
1930/** 1966/**
1931 * op eats food. 1967 * op eats food.
1932 * If player, takes care of messages and dragon special food. 1968 * If player, takes care of messages and dragon special food.
1947 { 1983 {
1948 /* usual case - no dragon meal: */ 1984 /* usual case - no dragon meal: */
1949 if (op->stats.food + tmp->stats.food > 999) 1985 if (op->stats.food + tmp->stats.food > 999)
1950 { 1986 {
1951 if (tmp->type == FOOD || tmp->type == FLESH) 1987 if (tmp->type == FOOD || tmp->type == FLESH)
1952 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1988 op->failmsg ("You feel full, but what a waste of food!");
1953 else 1989 else
1954 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1990 op->statusmsg ("Most of the drink goes down your face not your throat!");
1955 } 1991 }
1992
1993 tmp->play_sound (
1994 tmp->sound
1995 ? tmp->sound
1996 : tmp->type == DRINK
1997 ? sound_find ("eat_drink")
1998 : sound_find ("eat_food")
1999 );
1956 2000
1957 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2001 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1958 { 2002 {
1959 char buf[MAX_BUF]; 2003 const char *buf;
1960 2004
1961 if (!is_dragon_pl (op)) 2005 if (!is_dragon_pl (op))
1962 { 2006 {
1963 /* eating message for normal players */ 2007 /* eating message for normal players */
1964 if (tmp->type == DRINK) 2008 if (tmp->type == DRINK)
1965 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2009 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1966 else 2010 else
1967 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2011 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1968 } 2012 }
1969 else 2013 else
1970 {
1971 /* eating message for dragon players */ 2014 /* eating message for dragon players */
1972 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2015 buf = format ("The %s tasted terrible!", &tmp->name);
1973 }
1974 2016
1975 new_draw_info (NDI_UNIQUE, 0, op, buf); 2017 op->statusmsg (buf);
2018
1976 capacity_remaining = 999 - op->stats.food; 2019 capacity_remaining = 999 - op->stats.food;
1977 op->stats.food += tmp->stats.food; 2020 op->stats.food += tmp->stats.food;
1978 if (capacity_remaining < tmp->stats.food) 2021 if (capacity_remaining < tmp->stats.food)
1979 op->stats.hp += capacity_remaining / 50; 2022 op->stats.hp += capacity_remaining / 50;
1980 else 2023 else
1981 op->stats.hp += tmp->stats.food / 50; 2024 op->stats.hp += tmp->stats.food / 50;
2025
1982 if (op->stats.hp > op->stats.maxhp) 2026 if (op->stats.hp > op->stats.maxhp)
1983 op->stats.hp = op->stats.maxhp; 2027 op->stats.hp = op->stats.maxhp;
1984 if (op->stats.food > 999) 2028 if (op->stats.food > 999)
1985 op->stats.food = 999; 2029 op->stats.food = 999;
1986 } 2030 }
1988 /* special food hack -b.t. */ 2032 /* special food hack -b.t. */
1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2033 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1990 eat_special_food (op, tmp); 2034 eat_special_food (op, tmp);
1991 } 2035 }
1992 } 2036 }
2037
1993 handle_apply_yield (tmp); 2038 handle_apply_yield (tmp);
1994 decrease_ob (tmp); 2039 tmp->decrease ();
1995} 2040}
1996 2041
1997/** 2042/**
1998 * A dragon is eating some flesh. If the flesh contains resistances, 2043 * A dragon is eating some flesh. If the flesh contains resistances,
1999 * there is a chance for the dragon's skin to get improved. 2044 * there is a chance for the dragon's skin to get improved.
2009{ 2054{
2010 object *skin = NULL; /* pointer to dragon skin force */ 2055 object *skin = NULL; /* pointer to dragon skin force */
2011 object *abil = NULL; /* pointer to dragon ability force */ 2056 object *abil = NULL; /* pointer to dragon ability force */
2012 object *tmp = NULL; /* tmp. object */ 2057 object *tmp = NULL; /* tmp. object */
2013 2058
2014 char buf[MAX_BUF]; /* tmp. string buffer */
2015 double chance; /* improvement-chance of one resistance type */ 2059 double chance; /* improvement-chance of one resistance type */
2016 double totalchance = 1; /* total chance of gaining one resistance */ 2060 double totalchance = 1; /* total chance of gaining one resistance */
2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2061 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2018 double mbonus = 0; /* monster bonus */ 2062 double mbonus = 0; /* monster bonus */
2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2063 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2024 if (meal->type != FLESH || !is_dragon_pl (op)) 2068 if (meal->type != FLESH || !is_dragon_pl (op))
2025 return 0; 2069 return 0;
2026 2070
2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2071 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2028 from the player's inventory */ 2072 from the player's inventory */
2029 shstr_cmp dragon_ability_force ("dragon_ability_force");
2030 shstr_cmp dragon_skin_force ("dragon_skin_force");
2031
2032 for (tmp = op->inv; tmp; tmp = tmp->below) 2073 for (tmp = op->inv; tmp; tmp = tmp->below)
2033 if (tmp->type == FORCE) 2074 if (tmp->type == FORCE)
2034 if (tmp->arch->name == dragon_skin_force) 2075 if (tmp->arch->archname == shstr_dragon_skin_force)
2035 skin = tmp; 2076 skin = tmp;
2036 else if (tmp->arch->name == dragon_ability_force) 2077 else if (tmp->arch->archname == shstr_dragon_ability_force)
2037 abil = tmp; 2078 abil = tmp;
2038 2079
2039 /* if either skin or ability are missing, this is an old player 2080 /* if either skin or ability are missing, this is an old player
2040 which is not to be considered a dragon -> bail out */ 2081 which is not to be considered a dragon -> bail out */
2041 if (skin == NULL || abil == NULL) 2082 if (skin == NULL || abil == NULL)
2044 /* now start by filling stomache and health, according to food-value */ 2085 /* now start by filling stomache and health, according to food-value */
2045 if ((999 - op->stats.food) < meal->stats.food) 2086 if ((999 - op->stats.food) < meal->stats.food)
2046 op->stats.hp += (999 - op->stats.food) / 50; 2087 op->stats.hp += (999 - op->stats.food) / 50;
2047 else 2088 else
2048 op->stats.hp += meal->stats.food / 50; 2089 op->stats.hp += meal->stats.food / 50;
2090
2049 if (op->stats.hp > op->stats.maxhp) 2091 if (op->stats.hp > op->stats.maxhp)
2050 op->stats.hp = op->stats.maxhp; 2092 op->stats.hp = op->stats.maxhp;
2051 2093
2052 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2094 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2053 2095
2098 } 2140 }
2099 } 2141 }
2100 2142
2101 /* inverse totalchance as until now we have the failure-chance */ 2143 /* inverse totalchance as until now we have the failure-chance */
2102 totalchance = 100 - totalchance * 100; 2144 totalchance = 100 - totalchance * 100;
2145
2103 /* print message according to totalchance */ 2146 /* print message according to totalchance */
2147 const char *buf;
2104 if (totalchance > 50.) 2148 if (totalchance > 50.)
2105 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2149 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2106 else if (totalchance > 10.) 2150 else if (totalchance > 10.)
2107 sprintf (buf, "The %s tasted very good.", &meal->name); 2151 buf = format ("The %s tasted very good.", &meal->name);
2108 else if (totalchance > 1.) 2152 else if (totalchance > 1.)
2109 sprintf (buf, "The %s tasted good.", &meal->name); 2153 buf = format ("The %s tasted good.", &meal->name);
2110 else if (totalchance > 0.1) 2154 else if (totalchance > 0.1)
2111 sprintf (buf, "The %s tasted bland.", &meal->name); 2155 buf = format ("The %s tasted bland.", &meal->name);
2112 else if (totalchance >= 0.01) 2156 else if (totalchance >= 0.01)
2113 sprintf (buf, "The %s had a boring taste.", &meal->name); 2157 buf = format ("The %s had a boring taste.", &meal->name);
2114 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2158 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2115 sprintf (buf, "The %s tasted strange.", &meal->name); 2159 buf = format ("The %s tasted strange.", &meal->name);
2116 else 2160 else
2117 sprintf (buf, "The %s had no taste.", &meal->name); 2161 buf = format ("The %s had no taste.", &meal->name);
2118 new_draw_info (NDI_UNIQUE, 0, op, buf); 2162
2163 op->statusmsg (buf);
2119 2164
2120 /* now choose a winner if we have any */ 2165 /* now choose a winner if we have any */
2121 i = -1; 2166 i = -1;
2122 if (winners > 0) 2167 if (winners > 0)
2123 i = atnr_winner[RANDOM () % winners]; 2168 i = atnr_winner [rndm (winners)];
2124 2169
2125 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2170 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2126 { 2171 {
2127 /* resistance increased! */ 2172 /* resistance increased! */
2128 skin->resist[i]++; 2173 skin->resist[i]++;
2129 op->update_stats (); 2174 op->update_stats ();
2130 2175
2131 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2176 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2132 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2133 } 2177 }
2134 2178
2135 /* if this flesh contains a new ability focus, we mark it 2179 /* if this flesh contains a new ability focus, we mark it
2136 into the ability_force and it will take effect on next level */ 2180 into the ability_force and it will take effect on next level */
2137 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2181 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2138 { 2182 {
2139 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2183 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2140 2184
2141 if (meal->last_eat != abil->stats.exp) 2185 if (meal->last_eat != abil->stats.exp)
2186 op->statusmsg (format (
2187 "Your metabolism prepares to focus on %s!\n"
2188 "The change will happen at level %d.",
2189 change_resist_msg[meal->last_eat],
2190 abil->level + 1
2142 { 2191 ));
2143 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2144 new_draw_info (NDI_UNIQUE, 0, op, buf);
2145 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2146 new_draw_info (NDI_UNIQUE, 0, op, buf);
2147 }
2148 else 2192 else
2149 { 2193 {
2150 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2194 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2151 new_draw_info (NDI_UNIQUE, 0, op, buf);
2152 abil->last_eat = 0; 2195 abil->last_eat = 0;
2153 } 2196 }
2154 } 2197 }
2198
2155 return 1; 2199 return 1;
2156} 2200}
2157 2201
2158/** 2202/**
2159 * Handles applying an improve armor scroll. 2203 * Handles applying an improve armor scroll.
2162static void 2206static void
2163apply_armour_improver (object *op, object *tmp) 2207apply_armour_improver (object *op, object *tmp)
2164{ 2208{
2165 object *armor; 2209 object *armor;
2166 2210
2167 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2211 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2168 { 2212 {
2169 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2213 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2170 return; 2214 return;
2171 } 2215 }
2172 2216
2173 armor = find_marked_object (op); 2217 armor = find_marked_object (op);
2174 2218
2175 if (!armor) 2219 if (!armor)
2176 { 2220 {
2177 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2221 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2178 return; 2222 return;
2179 } 2223 }
2180 2224
2181 if (armor->type != ARMOUR 2225 if (armor->type != ARMOUR
2182 && armor->type != CLOAK 2226 && armor->type != CLOAK
2183 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2227 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2184 { 2228 {
2185 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2229 op->failmsg ("Your marked item is not armour!\n");
2186 return; 2230 return;
2187 } 2231 }
2188 2232
2189 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2233 op->statusmsg ("Applying armour enchantment.");
2190 improve_armour (op, tmp, armor); 2234 improve_armour (op, tmp, armor);
2191} 2235}
2192 2236
2193extern void 2237void
2194apply_poison (object *op, object *tmp) 2238apply_poison (object *op, object *tmp)
2195{ 2239{
2240 // need to do it now when it is still on the map
2241 handle_apply_yield (tmp);
2242
2243 object *poison = tmp->split (1);
2244
2196 if (op->type == PLAYER) 2245 if (op->type == PLAYER)
2197 { 2246 {
2198 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2247 op->contr->play_sound (sound_find ("drink_poison"));
2199 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2248 op->failmsg ("Yech! That tasted poisonous!");
2200 strcpy (op->contr->killer, "poisonous booze"); 2249 op->contr->killer = poison;
2201 } 2250 }
2251
2202 if (tmp->stats.hp > 0) 2252 if (poison->stats.hp > 0)
2203 { 2253 {
2204 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2254 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2205 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2255 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2206 } 2256 }
2257
2207 op->stats.food -= op->stats.food / 4; 2258 op->stats.food -= op->stats.food / 4;
2208 handle_apply_yield (tmp); 2259 poison->destroy ();
2209 decrease_ob (tmp);
2210} 2260}
2211 2261
2212/** 2262/**
2213 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2263 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2214 * A valid 2 way exit means: 2264 * A valid 2 way exit means:
2229 2279
2230#if 0 //TODO 2280#if 0 //TODO
2231 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2281 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2232 return 0; /* This is a reset town portal */ 2282 return 0; /* This is a reset town portal */
2233#endif 2283#endif
2284
2285 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2234 2286
2235 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2287 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2236 2288
2237 if (exitmap) 2289 if (exitmap)
2238 { 2290 {
2314 * them in this function - they are passed to apply_special 2366 * them in this function - they are passed to apply_special
2315 */ 2367 */
2316int 2368int
2317manual_apply (object *op, object *tmp, int aflag) 2369manual_apply (object *op, object *tmp, int aflag)
2318{ 2370{
2319 if (tmp->head)
2320 tmp = tmp->head; 2371 tmp = tmp->head_ ();
2321 2372
2322 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2373 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2323 { 2374 {
2324 if (op->type == PLAYER) 2375 if (op->type == PLAYER)
2325 { 2376 {
2326 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2377 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2327 return 1; 2378 return 1;
2328 } 2379 }
2329 else 2380 else
2330 return 0; /* monsters just skip unpaid items */ 2381 return 0; /* monsters just skip unpaid items */
2331 } 2382 }
2334 return RESULT_INT (0); 2385 return RESULT_INT (0);
2335 2386
2336 switch (tmp->type) 2387 switch (tmp->type)
2337 { 2388 {
2338 case CF_HANDLE: 2389 case CF_HANDLE:
2339 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2390 op->play_sound (sound_find ("turn_handle"));
2340 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2391 op->statusmsg ("You turn the handle.");
2341 tmp->value = tmp->value ? 0 : 1; 2392 tmp->value = tmp->value ? 0 : 1;
2342 SET_ANIMATION (tmp, tmp->value); 2393 SET_ANIMATION (tmp, tmp->value);
2343 update_object (tmp, UP_OBJ_FACE); 2394 update_object (tmp, UP_OBJ_FACE);
2344 push_button (tmp); 2395 push_button (tmp);
2345 return 1; 2396 return 1;
2346 2397
2347 case TRIGGER: 2398 case TRIGGER:
2348 if (check_trigger (tmp, op)) 2399 if (check_trigger (tmp, op))
2349 { 2400 {
2350 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2401 op->statusmsg ("You turn the handle.");
2351 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2402 op->play_sound (sound_find ("turn_handle"));
2352 } 2403 }
2353 else 2404 else
2354 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2405 op->failmsg ("The handle doesn't move.");
2355 2406
2356 return 1; 2407 return 1;
2357 2408
2358 case EXIT: 2409 case EXIT:
2359 if (op->type != PLAYER) 2410 if (op->type != PLAYER)
2360 return 0; 2411 return 0;
2361 2412
2362 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2413 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2414 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2364 else 2415 else
2365 { 2416 {
2366 /* Don't display messages for random maps. */ 2417 /* Don't display messages for random maps. */
2367 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2418 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2368 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2419 op->statusmsg (tmp->msg, NDI_NAVY);
2369 2420
2370 op->enter_exit (tmp); 2421 op->enter_exit (tmp);
2371 } 2422 }
2372 2423
2424 return 1;
2425
2426 case INSCRIBABLE:
2427 op->statusmsg (tmp->msg);
2428 // maybe show a spell menu to chose from or something like that
2373 return 1; 2429 return 1;
2374 2430
2375 case SIGN: 2431 case SIGN:
2376 apply_sign (op, tmp, 0); 2432 apply_sign (op, tmp, 0);
2377 return 1; 2433 return 1;
2486 { 2542 {
2487 char buf[MAX_BUF]; 2543 char buf[MAX_BUF];
2488 timeofday_t tod; 2544 timeofday_t tod;
2489 2545
2490 get_tod (&tod); 2546 get_tod (&tod);
2547 op->play_sound (sound_find ("sound_clock"));
2548 op->statusmsg (format (
2491 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2549 "It is %d minute%s past %d o'clock %s",
2492 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2550 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2493 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2494 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2552 ));
2495 new_draw_info (NDI_UNIQUE, 0, op, buf);
2496 return 1; 2553 return 1;
2497 } 2554 }
2498 else 2555 else
2499 return 0; 2556 return 0;
2500 2557
2527 default: 2584 default:
2528 return 0; 2585 return 0;
2529 } 2586 }
2530} 2587}
2531 2588
2532
2533/* quiet suppresses the "don't know how to apply" and "you must get it first" 2589/* quiet suppresses the "don't know how to apply" and "you must get it first"
2534 * messages as needed by player_apply_below(). But there can still be 2590 * messages as needed by player_apply_below(). But there can still be
2535 * "but you are floating high above the ground" messages. 2591 * "but you are floating high above the ground" messages.
2536 * 2592 *
2537 * Same return value as apply() function. 2593 * Same return value as apply() function.
2538 */ 2594 */
2539int 2595int
2540player_apply (object *pl, object *op, int aflag, int quiet) 2596player_apply (object *pl, object *op, int aflag, int quiet)
2541{ 2597{
2542 int tmp;
2543
2544 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2598 if (!op->env && (pl->move_type & MOVE_FLYING))
2545 { 2599 {
2546 /* player is flying and applying object not in inventory */ 2600 /* player is flying and applying object not in inventory */
2547 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2601 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2548 { 2602 {
2549 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2603 pl->failmsg ("But you are floating high above the ground! "
2604 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2605 "or waiting till the levitation effect wears off.>");
2550 return 0; 2606 return 0;
2551 } 2607 }
2552 } 2608 }
2553 2609
2554 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2555 * applied.
2556 */
2557 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2558 {
2559 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2560 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2561 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2562 op->destroy ();
2563 return 1;
2564 }
2565
2566 pl->contr->last_used = op; 2610 pl->contr->last_used = op;
2567 2611
2568 tmp = manual_apply (pl, op, aflag); 2612 int tmp = manual_apply (pl, op, aflag);
2613
2569 if (!quiet) 2614 if (!quiet)
2570 { 2615 {
2571 if (tmp == 0) 2616 if (tmp == 0)
2572 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2617 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2573 else if (tmp == 2) 2618 else if (tmp == 2)
2574 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2619 pl->failmsg ("You must get it first!\n");
2575 } 2620 }
2621
2576 return tmp; 2622 return tmp;
2577} 2623}
2578 2624
2579/** 2625/**
2580 * player_apply_below attempts to apply the object 'below' the player. 2626 * player_apply_below attempts to apply the object 'below' the player.
2581 * If the player has an open container, we use that for below, otherwise 2627 * If the player has an open container, we use that for below, otherwise
2582 * we use the ground. 2628 * we use the ground.
2583 */ 2629 */
2584
2585void 2630void
2586player_apply_below (object *pl) 2631player_apply_below (object *pl)
2587{ 2632{
2588 int floors = 0; 2633 int floors = 0;
2589 2634
2608 * person moving on it, also activate. Added code to make it 2653 * person moving on it, also activate. Added code to make it
2609 * so that at least one of players movement types be that which 2654 * so that at least one of players movement types be that which
2610 * the item needs. 2655 * the item needs.
2611 */ 2656 */
2612 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2657 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2613 {
2614 if (player_apply (pl, tmp, 0, 1) == 1) 2658 if (player_apply (pl, tmp, 0, 1) == 1)
2615 return; 2659 return;
2616 } 2660
2617 if (floors >= 2) 2661 if (floors >= 2)
2618 return; /* process at most two floor objects */ 2662 return; /* process at most two floor objects */
2619 } 2663 }
2620} 2664}
2621 2665
2630{ 2674{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2675 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2676 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2677 return RESULT_INT (0);
2634 2678
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2679 CLEAR_FLAG (op, FLAG_APPLIED);
2638 2680
2639 switch (op->type) 2681 switch (op->type)
2640 { 2682 {
2683 case SKILL_TOOL:
2684 // unapplying a skill tool should also unapply the skill it governs
2685 // but this is hard, as it shouldn't do so when the skill can
2686 // be used for other reasons
2687 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->skill == op->skill
2689 && tmp->type == SKILL
2690 && tmp->flag [FLAG_APPLIED]
2691 && !tmp->flag [FLAG_CAN_USE_SKILL])
2692 unapply_special (who, tmp, 0);
2693
2694 change_abil (who, op);
2695 break;
2696
2641 case WEAPON: 2697 case WEAPON:
2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2698 if (player *pl = who->contr)
2699 if (op == pl->combat_ob)
2700 {
2701 pl->combat_ob = 0;
2702 who->change_weapon (pl->ranged_ob);
2703 }
2704
2705 who->statusmsg (format ("You unwield %s.", query_name (op)));
2643 2706
2644 change_abil (who, op); 2707 change_abil (who, op);
2645 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2708 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2709 break;
2646 2710
2711 case SKILL:
2647 if (who->contr) 2712 if (who->contr)
2648 { 2713 {
2649 if (who->contr->combat_ob == op) 2714 if (IS_COMBAT_SKILL (op->subtype))
2650 who->contr->combat_ob = 0; 2715 who->change_weapon (who->contr->combat_ob = 0);
2716 else if (IS_RANGED_SKILL (op->subtype))
2717 who->change_weapon (who->contr->ranged_ob = 0);
2651 2718
2652 if (who->current_weapon == op) 2719 if (op->invisible)
2653 who->current_weapon = 0; 2720 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2721 else
2722 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2654 } 2723 }
2655 2724
2656 clear_skill (who);
2657 break;
2658
2659 case SKILL: /* allows objects to impart skills */
2660 case SKILL_TOOL:
2661 if (op != who->chosen_skill)
2662 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2663
2664 if (who->contr)
2665 {
2666 if (!op->invisible)
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2668 else
2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2670 }
2671
2672 change_abil (who, op); 2725 change_abil (who, op);
2673 who->chosen_skill = 0;
2674 CLEAR_FLAG (who, FLAG_READY_SKILL); 2726 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break; 2727 break;
2676 2728
2677 case ARMOUR: 2729 case ARMOUR:
2678 case HELMET: 2730 case HELMET:
2682 case GLOVES: 2734 case GLOVES:
2683 case AMULET: 2735 case AMULET:
2684 case GIRDLE: 2736 case GIRDLE:
2685 case BRACERS: 2737 case BRACERS:
2686 case CLOAK: 2738 case CLOAK:
2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2739 who->statusmsg (format ("You unwear %s.", query_name (op)));
2688 change_abil (who, op); 2740 change_abil (who, op);
2689 break; 2741 break;
2690 2742
2691 case LAMP: 2743 case LAMP:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2744 {
2745 who->statusmsg (format ("You turn off your %s.", &op->name));
2746
2693 tmp2 = arch_to_object (op->other_arch); 2747 object *tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2748 tmp2->x = op->x;
2695 tmp2->y = op->y; 2749 tmp2->y = op->y;
2696 tmp2->map = op->map; 2750 tmp2->map = op->map;
2697 tmp2->below = op->below; 2751 tmp2->below = op->below;
2698 tmp2->above = op->above; 2752 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food; 2753 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2754 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2755
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2756 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2757 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2758
2705 if (who->contr)
2706 esrv_del_item (who->contr, op->count);
2707
2708 op->destroy (); 2759 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2760 who->insert (tmp2);
2710 who->update_stats (); 2761 who->update_stats ();
2711 2762
2763 if (who->contr)
2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2764 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2713 {
2714 if (who->contr)
2715 { 2765 {
2716 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2766 who->failmsg ("Oops, it feels deadly cold!");
2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2767 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2718 } 2768 }
2719 } 2769 }
2720
2721 if (who->contr)
2722 esrv_send_item (who, tmp2);
2723 2770
2724 return 1; /* otherwise, an attempt to drop causes problems */ 2771 return 1; /* otherwise, an attempt to drop causes problems */
2725 2772
2726 case BOW: 2773 case BOW:
2727 case WAND: 2774 case WAND:
2728 case ROD: 2775 case ROD:
2729 case HORN: 2776 case HORN:
2730 clear_skill (who);
2731
2732 if (who->contr) 2777 if (player *pl = who->contr)
2733 { 2778 {
2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2779 if (op == pl->ranged_ob)
2735 2780 {
2736 if (who->contr->ranged_ob == op)
2737 who->contr->ranged_ob = 0; 2781 pl->ranged_ob = 0;
2782 who->change_weapon (pl->combat_ob);
2783 }
2738 2784
2739 if (who->current_weapon == op) 2785 who->statusmsg (format ("You unready %s.", query_name (op)));
2740 who->current_weapon = 0;
2741 } 2786 }
2742 else 2787 else
2743 { 2788 {
2789 who->change_skill (0);
2790
2744 if (op->type == BOW) 2791 if (op->type == BOW)
2745 CLEAR_FLAG (who, FLAG_READY_BOW); 2792 CLEAR_FLAG (who, FLAG_READY_BOW);
2746 else 2793 else
2747 CLEAR_FLAG (who, FLAG_READY_RANGE); 2794 CLEAR_FLAG (who, FLAG_READY_RANGE);
2748 } 2795 }
2749 2796
2750 break; 2797 break;
2751 2798
2752 case BUILDER: 2799 case BUILDER:
2753 if (who->contr) 2800 if (who->contr)
2754 { 2801 who->statusmsg (format ("You unready %s.", query_name (op)));
2755 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2756
2757 if (who->contr->ranged_ob == op)
2758 who->contr->ranged_ob = 0;
2759 }
2760 break; 2802 break;
2761 2803
2762 default: 2804 default:
2763 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2805 who->statusmsg (format ("You unapply %s.", query_name (op)));
2764 break; 2806 break;
2765 } 2807 }
2766 2808
2809 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2810 if (object *pl = op->visible_to ())
2811 esrv_send_item (pl, op);
2812
2767 who->update_stats (); 2813 who->update_stats ();
2768
2769 if (!(aflags & AP_NO_MERGE))
2770 {
2771 object *tmp = merge_ob (op, 0);
2772
2773 if (who->contr)
2774 {
2775 if (tmp)
2776 { /* it was merged */
2777 esrv_del_item (who->contr, op->count);
2778 op = tmp;
2779 }
2780
2781 esrv_send_item (who, op);
2782 }
2783 }
2784 2814
2785 return 0; 2815 return 0;
2786} 2816}
2787 2817
2788/** 2818/**
2789 * Returns the object that is using location 'loc'. 2819 * Returns the object that is using location 'loc'.
2790 * Note that 'start' is the first object to start examing - we 2820 * Note that 'start' is the first object to start examing - we
2791 * then go through the below of this. In this way, you can do 2821 * then go through the below of this. In this way, you can do
2792 * something like: 2822 * something like:
2793 * tmp = get_item_from_body_location(who->inv, 1); 2823 * tmp = get_next_item_from_body_location(who->inv, 1);
2794 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2824 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2795 * to find the second object that may use this location, etc. 2825 * to find the second object that may use this location, etc.
2796 * Returns NULL if no match is found. 2826 * Returns NULL if no match is found.
2797 * loc is the index into the array we are looking for a match. 2827 * loc is the index into the array we are looking for a match.
2798 * don't return invisible objects unless they are skill objects 2828 * don't return invisible objects unless they are skill objects
2799 * invisible other objects that use 2829 * invisible other objects that use
2800 * up body locations can be used as restrictions. 2830 * up body locations can be used as restrictions.
2801 */ 2831 */
2802static object * 2832static object *
2803get_item_from_body_location (int loc, object *start) 2833get_next_item_from_body_location (int loc, object *start)
2804{ 2834{
2805 if (start)
2806 for (object *tmp = start; tmp; tmp = tmp->below) 2835 for (object *tmp = start; tmp; tmp = tmp->below)
2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 2836 if (tmp->flag [FLAG_APPLIED]
2837 && tmp->slot[loc].info
2838 && (!tmp->invisible || tmp->type == SKILL))
2808 return tmp; 2839 return tmp;
2809 2840
2810 return 0; 2841 return 0;
2811} 2842}
2812 2843
2813/** 2844/**
2819 * Returns 0 on success, returns 1 if there is some problem. 2850 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 2851 * if aflags is AP_PRINT, we instead print out waht to unapply
2821 * instead of doing it. This is a lot less code than having 2852 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 2853 * another function that does just that.
2823 */ 2854 */
2855
2856#define CANNOT_REMOVE_CURSED \
2857 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2858 "Praying over an altar, scrolls of remove curse/damnation, " \
2859 "priests or even other players might help.>"
2860
2824int 2861int
2825unapply_for_ob (object *who, object *op, int aflags) 2862unapply_for_ob (object *who, object *op, int aflags)
2826{ 2863{
2827 if (op->is_range ()) 2864 if (op->is_range ())
2828 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2865 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2866 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2830 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2867 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2831 { 2868 {
2832 if (aflags & AP_PRINT) 2869 if (aflags & AP_PRINT)
2833 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2870 who->failmsg (query_name (tmp));
2834 else 2871 else
2835 unapply_special (who, tmp, aflags); 2872 unapply_special (who, tmp, aflags);
2836 } 2873 }
2837 else 2874 else
2838 { 2875 {
2839 /* In this case, we want to try and remove a cursed item. 2876 /* In this case, we want to try and remove a cursed item.
2840 * While we know it won't work, we want unapply_special to 2877 * While we know it won't work, we want unapply_special to
2841 * at least generate the message. 2878 * at least generate the message.
2842 */ 2879 */
2843 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 2880 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2844 return 1; 2881 return 1;
2845 } 2882 }
2846 2883
2847 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2884 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2848 { 2885 {
2854 /* We do a while loop - may need to remove several items in order 2891 /* We do a while loop - may need to remove several items in order
2855 * to free up enough slots. 2892 * to free up enough slots.
2856 */ 2893 */
2857 while ((who->slot[i].used + op->slot[i].info) < 0) 2894 while ((who->slot[i].used + op->slot[i].info) < 0)
2858 { 2895 {
2859 object *tmp = get_item_from_body_location (i, last); 2896 object *tmp = get_next_item_from_body_location (i, last);
2860 2897
2861 if (!tmp) 2898 if (!tmp)
2862 { 2899 {
2863#if 0 2900#if 0
2864 /* Not a bug - we'll get this if the player has cursed items 2901 /* Not a bug - we'll get this if the player has cursed items
2871 2908
2872 /* If we are just printing, we don't care about cursed status */ 2909 /* If we are just printing, we don't care about cursed status */
2873 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2910 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2874 { 2911 {
2875 if (aflags & AP_PRINT) 2912 if (aflags & AP_PRINT)
2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2913 who->failmsg (query_name (tmp));
2877 else 2914 else
2878 unapply_special (who, tmp, aflags); 2915 unapply_special (who, tmp, aflags);
2879 } 2916 }
2880 else 2917 else
2881 { 2918 {
2882 /* Cursed item that we can't unequip - tell the player. 2919 /* Cursed item that we can't unequip - tell the player.
2883 * Note this could be annoying if this is just one of a few, 2920 * Note this could be annoying if this is just one of a few,
2884 * so it may not be critical (eg, putting on a ring and you have 2921 * so it may not be critical (eg, putting on a ring and you have
2885 * one cursed ring.) 2922 * one cursed ring.)
2886 */ 2923 */
2887 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2924 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2888 } 2925 }
2889 2926
2890 last = tmp->below; 2927 last = tmp->below;
2891 } 2928 }
2892 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2929 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2902 * Checks to see if 'who' can apply object 'op'. 2939 * Checks to see if 'who' can apply object 'op'.
2903 * Returns 0 if apply can be done without anything special. 2940 * Returns 0 if apply can be done without anything special.
2904 * Otherwise returns a bitmask - potentially several of these may be 2941 * Otherwise returns a bitmask - potentially several of these may be
2905 * set, but largely depends on circumstance - in the future, processing 2942 * set, but largely depends on circumstance - in the future, processing
2906 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2943 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2907 * is set, do we really are what the other flags may be?) 2944 * is set, do we really care what the other flags may be?)
2908 * 2945 *
2909 * See include/define.h for detailed description of the meaning of 2946 * See include/define.h for detailed description of the meaning of
2910 * these return values. 2947 * these return values.
2911 */ 2948 */
2912int 2949int
2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2958 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2922 { 2959 {
2923 if (op->slot[i].info) 2960 if (op->slot[i].info)
2924 { 2961 {
2925 /* Item uses more slots than we have */ 2962 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info) 2963 if (who->slot[i].info + op->slot [i].info < 0)
2927 { 2964 {
2928 /* Could return now for efficiency - rest of info below isn't 2965 /* Could return now for efficiency - rest of info below isn't
2929 * really needed. 2966 * really needed.
2930 */ 2967 */
2931 retval |= CAN_APPLY_NEVER; 2968 retval |= CAN_APPLY_NEVER;
2932 } 2969 }
2933 else if ((who->slot[i].used + op->slot[i].info) < 0) 2970 else if (who->slot[i].used + op->slot[i].info < 0)
2934 { 2971 {
2935 /* in this case, equipping this would use more free spots than 2972 /* in this case, equipping this would use more free spots than
2936 * we have. 2973 * we have.
2937 */ 2974 */
2938 2975
2943 * one choice. However, the check for the number of body locations 2980 * one choice. However, the check for the number of body locations
2944 * does take into the account cases where what is being applied 2981 * does take into the account cases where what is being applied
2945 * may be two handed for example. 2982 * may be two handed for example.
2946 */ 2983 */
2947 if (ws) 2984 if (ws)
2948 {
2949 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) 2985 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2950 { 2986 {
2951 retval |= CAN_APPLY_UNAPPLY; 2987 retval |= CAN_APPLY_UNAPPLY;
2952 continue; 2988 continue;
2953 } 2989 }
2954 }
2955 2990
2956 object *tmp1 = get_item_from_body_location (i, who->inv); 2991 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2957 if (!tmp1) 2992 if (!tmp1)
2958 { 2993 {
2959#if 0 2994#if 0
2960 /* This is sort of an error, but happens a lot when old players 2995 /* This is sort of an error, but happens a lot when old players
2961 * join in with more stuff equipped than they are now allowed. 2996 * join in with more stuff equipped than they are now allowed.
2969 /* need to unapply something. However, if this something 3004 /* need to unapply something. However, if this something
2970 * is different than we had found before, it means they need 3005 * is different than we had found before, it means they need
2971 * to apply multiple objects 3006 * to apply multiple objects
2972 */ 3007 */
2973 retval |= CAN_APPLY_UNAPPLY; 3008 retval |= CAN_APPLY_UNAPPLY;
3009
2974 if (!tmp) 3010 if (!tmp)
2975 tmp = tmp1; 3011 tmp = tmp1;
2976 else if (tmp != tmp1) 3012 else if (tmp != tmp1)
2977 retval |= CAN_APPLY_UNAPPLY_MULT; 3013 retval |= CAN_APPLY_UNAPPLY_MULT;
2978 3014
3040 * AP_UNAPPLY=always unapply). 3076 * AP_UNAPPLY=always unapply).
3041 * 3077 *
3042 * Optional flags: 3078 * Optional flags:
3043 * AP_NO_MERGE: don't merge an unapplied object with other objects 3079 * AP_NO_MERGE: don't merge an unapplied object with other objects
3044 * AP_IGNORE_CURSE: unapply cursed items 3080 * AP_IGNORE_CURSE: unapply cursed items
3081 * AP_NO_READY: do not ready skills when applying skill tools
3045 * 3082 *
3046 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3083 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3047 * 3084 *
3048 * apply_special() doesn't check for unpaid items. 3085 * apply_special() doesn't check for unpaid items.
3049 */ 3086 */
3087
3088#define LACK_ITEM_POWER \
3089 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3090
3050int 3091int
3051apply_special (object *who, object *op, int aflags) 3092apply_special (object *who, object *op, int aflags)
3052{ 3093{
3053 int basic_flag = aflags & AP_BASIC_FLAGS; 3094 int basic_flag = aflags & AP_BASIC_FLAGS;
3054 object *tmp, *tmp2, *skop = NULL; 3095 object *tmp, *tmp2, *skop = NULL;
3069 if (basic_flag == AP_APPLY) 3110 if (basic_flag == AP_APPLY)
3070 return 0; 3111 return 0;
3071 3112
3072 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3113 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3073 { 3114 {
3074 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3115 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3075 return 1; 3116 return 1;
3076 } 3117 }
3077 3118
3078 return unapply_special (who, op, aflags); 3119 return unapply_special (who, op, aflags);
3079 } 3120 }
3080
3081 if (basic_flag == AP_UNAPPLY) 3121 else if (basic_flag == AP_UNAPPLY)
3082 return 0; 3122 return 0;
3123
3124 // if the item is combat/ranged, wield the relevant slot first
3125 // to resolve conflicts.
3126 if (player *pl = who->contr)
3127 switch (op->slottype ())
3128 {
3129 case slot_combat: who->change_weapon (pl->combat_ob); break;
3130 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3131 }
3132
3133 splay (op);
3083 3134
3084 /* Can't just apply this object. Lets see what not and what to do */ 3135 /* Can't just apply this object. Lets see what not and what to do */
3085 if (int i = can_apply_object (who, op)) 3136 if (int i = can_apply_object (who, op))
3086 { 3137 {
3087 if (i & CAN_APPLY_NEVER) 3138 if (i & CAN_APPLY_NEVER)
3088 { 3139 {
3089 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3140 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3090 return 1; 3141 return 1;
3091 } 3142 }
3092 else if (i & CAN_APPLY_RESTRICTION) 3143 else if (i & CAN_APPLY_RESTRICTION)
3093 { 3144 {
3094 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3145 who->failmsg (format (
3146 "You have a prohibition against using a %s. "
3147 "H<Your belief, profession or class prevents you from applying this item.>",
3148 query_name (op)
3149 ));
3095 return 1; 3150 return 1;
3096 } 3151 }
3097 3152
3098 if (who->type != PLAYER) 3153 if (who->type != PLAYER)
3099 { 3154 {
3103 } 3158 }
3104 else 3159 else
3105 { 3160 {
3106 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3161 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3107 { 3162 {
3108 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3163 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3109 unapply_for_ob (who, op, AP_PRINT); 3164 unapply_for_ob (who, op, AP_PRINT);
3110 return 1; 3165 return 1;
3111 } 3166 }
3112 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3167 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3113 if (unapply_for_ob (who, op, aflags)) 3168 if (unapply_for_ob (who, op, aflags))
3119 { 3174 {
3120 skop = find_skill_by_name (who, op->skill); 3175 skop = find_skill_by_name (who, op->skill);
3121 3176
3122 if (!skop) 3177 if (!skop)
3123 { 3178 {
3124 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3179 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3125 return 1; 3180 return 1;
3126 } 3181 }
3127 else 3182 else
3128 /* While experience will be credited properly, we want to change the 3183 /* While experience will be credited properly, we want to change the
3129 * skill so that the dam and wc get updated 3184 * skill so that the dam and wc get updated
3130 */ 3185 */
3131 change_skill (who, skop, 0); 3186 who->change_skill (skop);
3132 } 3187 }
3133 3188
3134 if (who->type == PLAYER 3189 if (who->type == PLAYER
3135 && op->item_power 3190 && op->item_power
3136 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3191 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3137 { 3192 {
3138 new_draw_info (NDI_UNIQUE, 0, who,
3139 "Equipping that combined with other items would consume your soul! " 3193 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3140 "[use the skills command to check your available item power]");
3141 return 1; 3194 return 1;
3142 } 3195 }
3143 3196
3144 /* Ok. We are now at the state where we can apply the new object. 3197 /* Ok. We are now at the state where we can apply the new object.
3145 * Note that we don't have the checks for can_use_... 3198 * Note that we don't have the checks for can_use_...
3146 * below - that is already taken care of by can_apply_object. 3199 * below - that is already taken care of by can_apply_object.
3147 */ 3200 */
3148 if (op->nrof > 1) 3201 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3149 tmp = get_split_ob (op, op->nrof - 1);
3150 else
3151 tmp = 0;
3152 3202
3153 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3203 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3154 return RESULT_INT (0); 3204 return RESULT_INT (0);
3155 3205
3156 switch (op->type) 3206 switch (op->type)
3157 { 3207 {
3158 case WEAPON: 3208 case WEAPON:
3159 if (!check_weapon_power (who, op->last_eat)) 3209 if (!check_weapon_power (who, op->last_eat))
3160 { 3210 {
3161 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use."); 3211 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3162 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3163 3212
3164 if (tmp) 3213 if (tmp)
3165 insert_ob_in_ob (tmp, who); 3214 insert_ob_in_ob (tmp, who);
3166 3215
3167 return 1; 3216 return 1;
3171 // i.e. "R" can use Ragnarok's sword. 3220 // i.e. "R" can use Ragnarok's sword.
3172 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3221 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3173 { 3222 {
3174 /* if the weapon does not have the name as the character, can't use it. */ 3223 /* if the weapon does not have the name as the character, can't use it. */
3175 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3224 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3176 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3225 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3177 3226
3178 if (tmp) 3227 if (tmp)
3179 insert_ob_in_ob (tmp, who); 3228 insert_ob_in_ob (tmp, who);
3180 3229
3181 return 1; 3230 return 1;
3182 } 3231 }
3183 3232
3184 if (!skop) 3233 if (!skop)
3185 { 3234 {
3186 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3235 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3187 return 1; 3236 return 1;
3188 } 3237 }
3189 3238
3190 SET_FLAG (op, FLAG_APPLIED); 3239 SET_FLAG (op, FLAG_APPLIED);
3191 change_skill (who, skop, 1); 3240 who->change_skill (skop);
3192 3241
3193 if (who->contr) 3242 if (who->contr)
3194 {
3195 who->contr->combat_ob = op; 3243 who->change_weapon (who->contr->combat_ob = op);
3196 who->current_weapon = op;
3197 }
3198 3244
3199 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3245 who->statusmsg (format ("You wield %s.", query_name (op)));
3246
3200 SET_FLAG (who, FLAG_READY_WEAPON); 3247 SET_FLAG (who, FLAG_READY_WEAPON);
3201
3202 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3203
3204 change_abil (who, op); 3248 change_abil (who, op);
3205 break; 3249 break;
3206 3250
3207 case ARMOUR: 3251 case ARMOUR:
3208 case HELMET: 3252 case HELMET:
3213 case BRACERS: 3257 case BRACERS:
3214 case CLOAK: 3258 case CLOAK:
3215 case RING: 3259 case RING:
3216 case AMULET: 3260 case AMULET:
3217 SET_FLAG (op, FLAG_APPLIED); 3261 SET_FLAG (op, FLAG_APPLIED);
3218 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3262 who->statusmsg (format ("You wear %s.", query_name (op)));
3219 change_abil (who, op); 3263 change_abil (who, op);
3220 break; 3264 break;
3221 3265
3222 case LAMP: 3266 case LAMP:
3223 if (op->stats.food < 1) 3267 if (op->stats.food < 1)
3224 { 3268 {
3225 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3269 who->failmsg (format (
3270 "Your %s is out of fuel! "
3271 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3272 &op->name
3273 ));
3226 return 1; 3274 return 1;
3227 } 3275 }
3228 3276
3229 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3277 who->statusmsg (format ("You turn on your %s.", &op->name));
3278
3230 tmp2 = arch_to_object (op->other_arch); 3279 tmp2 = arch_to_object (op->other_arch);
3231 tmp2->stats.food = op->stats.food; 3280 tmp2->stats.food = op->stats.food;
3232 SET_FLAG (tmp2, FLAG_APPLIED); 3281 SET_FLAG (tmp2, FLAG_APPLIED);
3233 3282
3234 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3283 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3235 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3284 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3236 3285
3237 insert_ob_in_ob (tmp2, who); 3286 who->insert (tmp2);
3238 3287
3239 /* Remove the old lantern */ 3288 /* Remove the old lantern */
3240 if (who->type == PLAYER)
3241 esrv_del_item (who->contr, op->count);
3242
3243 op->destroy (); 3289 op->destroy ();
3244 3290
3245 /* insert the portion that was split off */ 3291 /* insert the portion that was split off */
3246 if (tmp) 3292 if (tmp)
3247 { 3293 who->insert (tmp);
3248 insert_ob_in_ob (tmp, who);
3249 if (who->type == PLAYER)
3250 esrv_send_item (who, tmp);
3251 }
3252 3294
3253 who->update_stats (); 3295 who->update_stats ();
3254 3296
3255 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3297 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3256 if (who->type == PLAYER) 3298 if (who->type == PLAYER)
3257 { 3299 {
3258 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3300 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3259 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3301 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3260 } 3302 }
3261 3303
3262 if (who->type == PLAYER)
3263 esrv_send_item (who, tmp2);
3264
3265 return 0; 3304 return 0;
3266 3305
3267 /* this part is needed for skill-tools */ 3306 case SKILL_TOOL:
3307 // applying a skill tool also readies the skill
3308 SET_FLAG (op, FLAG_APPLIED);
3309
3310 if (!(aflags & AP_NO_READY))
3311 {
3312 skop = find_skill_by_name (who, op->skill);
3313 if (!skop->flag [FLAG_APPLIED])
3314 apply_special (who, skop, AP_APPLY);
3315 }
3316 break;
3317
3268 case SKILL: 3318 case SKILL:
3269 case SKILL_TOOL:
3270 if (who->chosen_skill)
3271 {
3272 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3273 return 1;
3274 }
3275
3276 if (player *pl = who->contr) 3319 if (player *pl = who->contr)
3277 { 3320 {
3278 if (IS_COMBAT_SKILL (op->subtype)) 3321 if (IS_COMBAT_SKILL (op->subtype))
3279 { 3322 {
3280 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3323 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3281 { 3324 {
3282 for (object *item = who->inv; item; item = item->below) 3325 for (object *item = who->inv; item; item = item->below)
3283 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3326 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3284 { 3327 {
3285 pl->combat_ob = who->current_weapon = item; 3328 if (item->skill == op->skill)
3329 {
3330 who->change_weapon (pl->combat_ob = item);
3286 goto found_weapon; 3331 goto found_weapon;
3332 }
3287 } 3333 }
3288 3334
3335 who->failmsg (format (
3289 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3336 "You need to apply a '%s' melee weapon before readying this skill. "
3337 "H<Some skills need an item, in this case a melee weapon, to function.>",
3338 &op->skill
3339 ));
3290 return 1; 3340 return 1;
3291 3341
3292 found_weapon:; 3342 found_weapon:;
3293 } 3343 }
3294 else 3344 else
3295 {
3296 pl->combat_ob = op; 3345 who->change_weapon (pl->combat_ob = op);
3297 op->current_weapon = 0;
3298 }
3299 } 3346 }
3300 else if (IS_RANGED_SKILL (op->subtype)) 3347 else if (IS_RANGED_SKILL (op->subtype))
3301 { 3348 {
3302 if (skill_flags [op->subtype] & SF_NEED_BOW) 3349 if (skill_flags [op->subtype] & SF_NEED_BOW)
3303 { 3350 {
3304 for (object *item = who->inv; item; item = item->below) 3351 for (object *item = who->inv; item; item = item->below)
3305 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3352 if (item->type == BOW && item->flag [FLAG_APPLIED])
3306 { 3353 {
3307 pl->ranged_ob = who->current_weapon = item; 3354 //TODO: bows should/must all have skill missile weapon right now
3355 who->change_weapon (pl->ranged_ob = item);
3308 goto found_bow; 3356 goto found_bow;
3309 } 3357 }
3310 3358
3359 who->failmsg (
3311 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3360 "You need to apply a missile weapon before readying this skill. "
3361 "H<Some skills need an item, in this case a missile weapon, to function.>"
3362 );
3312 return 1; 3363 return 1;
3313 3364
3314 found_bow:; 3365 found_bow:;
3315 } 3366 }
3316 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3317 {
3318 for (object *item = who->inv; item; item = item->below)
3319 if (item->flag [FLAG_APPLIED]
3320 && (item->type == WAND || item->type == ROD || item->type == HORN))
3321 {
3322 pl->ranged_ob = who->current_weapon = item;
3323 goto found_item;
3324 }
3325
3326 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3327 return 1;
3328
3329 found_item:;
3330 }
3331 else 3367 else
3332 {
3333 pl->ranged_ob = op; 3368 who->change_weapon (pl->ranged_ob = op);
3334 op->current_weapon = 0;
3335 }
3336 } 3369 }
3337 3370
3338 if (!op->invisible) 3371 if (!op->invisible)
3339 { 3372 {
3340 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3373 who->statusmsg (format (
3341 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3374 "You ready %s."
3375 "You can now use the skill: %s.",
3376 query_name (op),
3377 &op->skill
3378 ));
3342 } 3379 }
3343 else 3380 else
3344 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3381 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3345 } 3382 }
3346 3383 else
3384 {
3347 SET_FLAG (op, FLAG_APPLIED); 3385 SET_FLAG (op, FLAG_APPLIED);
3348 change_abil (who, op); 3386 change_abil (who, op);
3349 who->chosen_skill = op; 3387 who->chosen_skill = op;
3350 SET_FLAG (who, FLAG_READY_SKILL); 3388 SET_FLAG (who, FLAG_READY_SKILL);
3389 }
3390
3351 break; 3391 break;
3352 3392
3353 case BOW: 3393 case BOW:
3354 if (!check_weapon_power (who, op->last_eat)) 3394 if (!check_weapon_power (who, op->last_eat))
3355 { 3395 {
3356 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3396 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3357 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3358 3397
3359 if (tmp) 3398 if (tmp)
3360 insert_ob_in_ob (tmp, who); 3399 insert_ob_in_ob (tmp, who);
3361 3400
3362 return 1; 3401 return 1;
3363 } 3402 }
3364 3403
3365 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3404 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3366 { 3405 {
3367 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3406 who->failmsg ("The weapon does not recognize you as its owner. "
3407 "H<Its name indicates that it belongs to somebody else.>");
3368 if (tmp) 3408 if (tmp)
3369 insert_ob_in_ob (tmp, who); 3409 insert_ob_in_ob (tmp, who);
3370 3410
3371 return 1; 3411 return 1;
3372 } 3412 }
3377 case HORN: 3417 case HORN:
3378 /* check for skill, alter player status */ 3418 /* check for skill, alter player status */
3379 3419
3380 if (!skop) 3420 if (!skop)
3381 { 3421 {
3382 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3422 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3383 return 1; 3423 return 1;
3384 } 3424 }
3385 3425
3386 SET_FLAG (op, FLAG_APPLIED); 3426 SET_FLAG (op, FLAG_APPLIED);
3387 change_skill (who, skop, 0); 3427 who->change_skill (skop);
3388 3428
3389 if (who->contr) 3429 if (who->contr)
3390 { 3430 {
3391 who->contr->ranged_ob = op; 3431 who->contr->ranged_ob = op;
3392 3432
3393 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3433 who->statusmsg (format ("You ready %s.", query_name (op)));
3394 3434
3395 if (op->type == BOW) 3435 if (op->type == BOW)
3396 { 3436 {
3397 who->current_weapon = op; 3437 who->current_weapon = op;
3398 change_abil (who, op); 3438 change_abil (who, op);
3399 new_draw_info_format (NDI_UNIQUE, 0, who,
3400 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3439 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3401 } 3440 }
3402 } 3441 }
3403 else 3442 else
3404 { 3443 {
3405 if (op->type == BOW) 3444 if (op->type == BOW)
3411 break; 3450 break;
3412 3451
3413 case BUILDER: 3452 case BUILDER:
3414 if (who->type == PLAYER) 3453 if (who->type == PLAYER)
3415 { 3454 {
3455 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3416 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3456 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3417 unapply_special (who, who->contr->ranged_ob, 0); 3457 unapply_special (who, who->contr->ranged_ob, 0);
3418 3458
3419 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3459 who->statusmsg (format ("You ready your %s.", query_name (op)));
3420 3460
3421 who->contr->ranged_ob = op; 3461 who->contr->ranged_ob = op;
3422 } 3462 }
3423 break; 3463 break;
3424 3464
3425 default: 3465 default:
3426 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3466 who->statusmsg (format ("You apply %s.", query_name (op)));
3427 } /* end of switch op->type */ 3467 }
3428 3468
3429 SET_FLAG (op, FLAG_APPLIED); 3469 SET_FLAG (op, FLAG_APPLIED);
3430 3470
3431 if (tmp) 3471 if (tmp)
3432 tmp = insert_ob_in_ob (tmp, who); 3472 who->insert (tmp);
3433 3473
3434 who->update_stats (); 3474 who->update_stats ();
3435 3475
3436 /* We exclude spell casting objects. The fire code will set the 3476 /* We exclude spell casting objects. The fire code will set the
3437 * been applied flag when they are used - until that point, 3477 * been applied flag when they are used - until that point,
3439 */ 3479 */
3440 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3480 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3441 SET_FLAG (op, FLAG_BEEN_APPLIED); 3481 SET_FLAG (op, FLAG_BEEN_APPLIED);
3442 3482
3443 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3483 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3444 {
3445 if (who->type == PLAYER) 3484 if (who->type == PLAYER)
3446 { 3485 {
3447 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3486 who->failmsg (
3487 "Oops, it feels deadly cold! "
3488 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3489 );
3448 SET_FLAG (op, FLAG_KNOWN_CURSED); 3490 SET_FLAG (op, FLAG_KNOWN_CURSED);
3449 } 3491 }
3450 }
3451 3492
3452 if (who->type == PLAYER) 3493 if (object *pl = op->visible_to ())
3453 {
3454 /* if multiple objects were applied, update both slots */
3455 if (tmp)
3456 esrv_send_item (who, tmp);
3457
3458 esrv_send_item (who, op); 3494 esrv_send_item (pl, op);
3459 }
3460 3495
3461 return 0; 3496 return 0;
3462} 3497}
3463 3498
3464int 3499int
3465monster_apply_special (object *who, object *op, int aflags) 3500monster_apply_special (object *who, object *op, int aflags)
3466{ 3501{
3467 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3502 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3468 return 1; 3503 return 1;
3504
3469 return apply_special (who, op, aflags); 3505 return apply_special (who, op, aflags);
3470} 3506}
3471 3507
3472/** 3508/**
3473 * Map was just loaded, handle op's initialisation. 3509 * Map was just loaded, handle op's initialisation.
3477int 3513int
3478auto_apply (object *op) 3514auto_apply (object *op)
3479{ 3515{
3480 object *tmp = NULL, *tmp2; 3516 object *tmp = NULL, *tmp2;
3481 int i; 3517 int i;
3518
3519 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3482 3520
3483 switch (op->type) 3521 switch (op->type)
3484 { 3522 {
3485 case SHOP_FLOOR: 3523 case SHOP_FLOOR:
3486 if (!op->has_random_items ()) 3524 if (!op->has_random_items ())
3488 3526
3489 do 3527 do
3490 { 3528 {
3491 i = 10; /* let's give it 10 tries */ 3529 i = 10; /* let's give it 10 tries */
3492 while ((tmp = generate_treasure (op->randomitems, 3530 while ((tmp = generate_treasure (op->randomitems,
3493 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3531 op->stats.exp
3532 ? (int) op->stats.exp
3533 : max (op->map->difficulty, 5)))
3534 == NULL && --i);
3535
3494 if (tmp == NULL) 3536 if (tmp == NULL)
3495 return 0; 3537 return 0;
3538
3496 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3539 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3497 { 3540 {
3498 tmp->destroy (); 3541 tmp->destroy ();
3499 tmp = NULL; 3542 tmp = NULL;
3500 } 3543 }
3503 3546
3504 tmp->x = op->x; 3547 tmp->x = op->x;
3505 tmp->y = op->y; 3548 tmp->y = op->y;
3506 SET_FLAG (tmp, FLAG_UNPAID); 3549 SET_FLAG (tmp, FLAG_UNPAID);
3507 insert_ob_in_map (tmp, op->map, NULL, 0); 3550 insert_ob_in_map (tmp, op->map, NULL, 0);
3508 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3509 identify (tmp); 3551 identify (tmp);
3510 break; 3552 break;
3511 3553
3512 case TREASURE: 3554 case TREASURE:
3513 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3555 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3520 /* If we generated an object and put it in this object inventory, 3562 /* If we generated an object and put it in this object inventory,
3521 * move it to the parent object as the current object is about 3563 * move it to the parent object as the current object is about
3522 * to disappear. An example of this item is the random_* stuff 3564 * to disappear. An example of this item is the random_* stuff
3523 * that is put inside other objects. 3565 * that is put inside other objects.
3524 */ 3566 */
3525 for (tmp = op->inv; tmp; tmp = tmp2)
3526 {
3527 tmp2 = tmp->below;
3528 tmp->remove ();
3529
3530 if (op->env) 3567 if (op->env)
3531 insert_ob_in_ob (tmp, op->env); 3568 while (op->inv)
3532 else 3569 op->env->insert (op->inv);
3533 tmp->destroy ();
3534 }
3535 3570
3536 op->destroy (); 3571 op->destroy ();
3537 break; 3572 break;
3538 } 3573 }
3539 return tmp ? 1 : 0; 3574
3575 return !!tmp;
3540} 3576}
3541 3577
3542/** 3578/**
3543 * fix_auto_apply goes through the entire map every time a map 3579 * fix_auto_apply goes through the entire map every time a map
3544 * is loaded or swapped in and performs special actions for 3580 * is loaded or swapped in and performs special actions for
3558 3594
3559 if (tmp->inv) 3595 if (tmp->inv)
3560 { 3596 {
3561 object *invtmp, *invnext; 3597 object *invtmp, *invnext;
3562 3598
3563 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3599 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3564 { 3600 {
3565 invnext = invtmp->below; 3601 invnext = invtmp->below;
3566 3602
3567 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3603 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3568 auto_apply (invtmp); 3604 auto_apply (invtmp);
3569 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3605 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3570 { 3606 {
3571 while ((invtmp->stats.hp--) > 0) 3607 while (invtmp->stats.hp-- > 0)
3572 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3608 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3573 3609
3574 invtmp->randomitems = NULL; 3610 invtmp->randomitems = NULL;
3575 } 3611 }
3576 else if (invtmp && invtmp->arch 3612 else if (invtmp && invtmp->arch
3646 * Handles player eating food that temporarily changes status (resistances, stats). 3682 * Handles player eating food that temporarily changes status (resistances, stats).
3647 * This used to call cast_change_attr(), but 3683 * This used to call cast_change_attr(), but
3648 * that doesn't work with the new spell code. Since we know what 3684 * that doesn't work with the new spell code. Since we know what
3649 * the food changes, just grab a force and use that instead. 3685 * the food changes, just grab a force and use that instead.
3650 */ 3686 */
3651
3652void 3687void
3653eat_special_food (object *who, object *food) 3688eat_special_food (object *who, object *food)
3654{ 3689{
3655 object *force; 3690 object *force;
3656 int i, did_one = 0; 3691 int i, did_one = 0;
3657 sint8 k;
3658 3692
3659 force = get_archetype (FORCE_NAME); 3693 force = get_archetype (FORCE_NAME);
3660 3694
3661 for (i = 0; i < NUM_STATS; i++) 3695 for (i = 0; i < NUM_STATS; i++)
3662 { 3696 if (sint8 k = food->stats.stat (i))
3663 k = get_attr_value (&food->stats, i);
3664 if (k)
3665 { 3697 {
3666 set_attr_value (&force->stats, i, k); 3698 force->stats.stat (i) = k;
3667 did_one = 1; 3699 did_one = 1;
3668 } 3700 }
3669 }
3670 3701
3671 /* check if we can protect the eater */ 3702 /* check if we can protect the eater */
3672 for (i = 0; i < NROFATTACKS; i++) 3703 for (i = 0; i < NROFATTACKS; i++)
3673 { 3704 {
3674 if (food->resist[i] > 0) 3705 if (food->resist[i] > 0)
3693 /* check for hp, sp change */ 3724 /* check for hp, sp change */
3694 if (food->stats.hp != 0) 3725 if (food->stats.hp != 0)
3695 { 3726 {
3696 if (QUERY_FLAG (food, FLAG_CURSED)) 3727 if (QUERY_FLAG (food, FLAG_CURSED))
3697 { 3728 {
3698 assign (who->contr->killer, food->name); 3729 who->contr->killer = food;
3699 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3730 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3700 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3731 who->failmsg ("Eck!...that was poisonous!");
3701 } 3732 }
3702 else 3733 else
3703 { 3734 {
3704 if (food->stats.hp > 0) 3735 if (food->stats.hp > 0)
3705 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3736 who->statusmsg ("You begin to feel better.");
3706 else 3737 else
3707 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3738 who->failmsg ("Eck!...that was poisonous!");
3739
3708 who->stats.hp += food->stats.hp; 3740 who->stats.hp += food->stats.hp;
3709 } 3741 }
3710 } 3742 }
3743
3711 if (food->stats.sp != 0) 3744 if (food->stats.sp != 0)
3712 { 3745 {
3713 if (QUERY_FLAG (food, FLAG_CURSED)) 3746 if (QUERY_FLAG (food, FLAG_CURSED))
3714 { 3747 {
3715 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3748 who->failmsg ("You are drained of mana!");
3716 who->stats.sp -= food->stats.sp; 3749 who->stats.sp -= food->stats.sp;
3717 if (who->stats.sp < 0) 3750 if (who->stats.sp < 0)
3718 who->stats.sp = 0; 3751 who->stats.sp = 0;
3719 } 3752 }
3720 else 3753 else
3721 { 3754 {
3722 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3755 who->statusmsg ("You feel a rush of magical energy!");
3723 who->stats.sp += food->stats.sp; 3756 who->stats.sp += food->stats.sp;
3724 /* place limit on max sp from food? */ 3757 /* place limit on max sp from food? */
3725 } 3758 }
3726 } 3759 }
3760
3727 who->update_stats (); 3761 who->update_stats ();
3728} 3762}
3729 3763
3730/** 3764/**
3731 * Designed primarily to light torches/lanterns/etc. 3765 * Designed primarily to light torches/lanterns/etc.
3741 item = find_marked_object (who); 3775 item = find_marked_object (who);
3742 if (item) 3776 if (item)
3743 { 3777 {
3744 if (lighter->last_eat && lighter->stats.food) 3778 if (lighter->last_eat && lighter->stats.food)
3745 { /* lighter gets used up */ 3779 { /* lighter gets used up */
3746 /* Split multiple lighters if they're being used up. Otherwise *
3747 * one charge from each would be used up. --DAMN */
3748 if (lighter->nrof > 1)
3749 {
3750 object *oneLighter = lighter->clone (); 3780 object *oneLighter = lighter->split ();
3751
3752 lighter->nrof -= 1;
3753 oneLighter->nrof = 1;
3754 oneLighter->stats.food--; 3781 oneLighter->stats.food--;
3755 esrv_send_item (who, lighter); 3782 who->insert (oneLighter);
3756 oneLighter = insert_ob_in_ob (oneLighter, who);
3757 esrv_send_item (who, oneLighter);
3758 }
3759 else
3760 lighter->stats.food--;
3761 } 3783 }
3762 else if (lighter->last_eat) 3784 else if (lighter->last_eat)
3785 {
3763 { /* no charges left in lighter */ 3786 /* no charges left in lighter */
3764 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3787 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3765 return; 3788 return;
3766 } 3789 }
3767 3790
3768 /* Perhaps we should split what we are trying to light on fire? 3791 /* Perhaps we should split what we are trying to light on fire?
3769 * I can't see many times when you would want to light multiple 3792 * I can't see many times when you would want to light multiple
3775 3798
3776 save_throw_object (item, AT_FIRE, who); 3799 save_throw_object (item, AT_FIRE, who);
3777 3800
3778 if (item->destroyed ()) 3801 if (item->destroyed ())
3779 { 3802 {
3780 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3803 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3781 /* Need to update the player so that the players glow radius 3804 /* Need to update the player so that the players glow radius
3782 * gets changed. 3805 * gets changed.
3783 */ 3806 */
3784 if (is_player_env) 3807 if (is_player_env)
3785 who->update_stats (); 3808 who->update_stats ();
3786 } 3809 }
3787 else 3810 else
3788 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3811 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3789 } 3812 }
3790 else /* nothing to light */ 3813 else
3791 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3814 who->failmsg ("You need to mark a lightable object.");
3792
3793} 3815}
3794 3816
3795/** 3817/**
3796 * op made some mistake with a scroll, this takes care of punishment. 3818 * op made some mistake with a scroll, this takes care of punishment.
3797 * scroll_failure()- hacked directly from spell_failure 3819 * scroll_failure()- hacked directly from spell_failure
3804 3826
3805 if (failure <= -1 && failure > -15) 3827 if (failure <= -1 && failure > -15)
3806 { /* wonder */ 3828 { /* wonder */
3807 object *tmp; 3829 object *tmp;
3808 3830
3809 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3831 op->failmsg ("Your spell warps!");
3810 tmp = get_archetype (SPELL_WONDER); 3832 tmp = get_archetype (SPELL_WONDER);
3811 cast_wonder (op, op, 0, tmp); 3833 cast_wonder (op, op, 0, tmp);
3812 tmp->destroy (); 3834 tmp->destroy ();
3813 } 3835 }
3814 else if (failure <= -15 && failure > -35) 3836 else if (failure <= -15 && failure > -35)
3815 { /* drain mana */ 3837 { /* drain mana */
3816 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3838 op->failmsg ("Your mana is drained!");
3817 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3839 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3818 if (op->stats.sp < 0) 3840 if (op->stats.sp < 0)
3819 op->stats.sp = 0; 3841 op->stats.sp = 0;
3820 } 3842 }
3821 else if (settings.spell_failure_effects == TRUE) 3843 else if (settings.spell_failure_effects == TRUE)
3822 { 3844 {
3823 if (failure <= -35 && failure > -60) 3845 if (failure <= -35 && failure > -60)
3824 { /* confusion */ 3846 { /* confusion */
3825 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3847 op->failmsg ("The magic recoils on you!");
3826 confuse_player (op, op, power); 3848 confuse_player (op, op, power);
3827 } 3849 }
3828 else if (failure <= -60 && failure > -70) 3850 else if (failure <= -60 && failure > -70)
3829 { /* paralysis */ 3851 { /* paralysis */
3830 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3852 op->failmsg ("The magic recoils and paralyzes you!");
3831 paralyze_player (op, op, power); 3853 paralyze_player (op, op, power);
3832 } 3854 }
3833 else if (failure <= -70 && failure > -80) 3855 else if (failure <= -70 && failure > -80)
3834 { /* blind */ 3856 { /* blind */
3835 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3857 op->failmsg ("The magic recoils on you!");
3836 blind_player (op, op, power); 3858 blind_player (op, op, power);
3837 } 3859 }
3838 else if (failure <= -80) 3860 else if (failure <= -80)
3839 { /* blast the immediate area */ 3861 { /* blast the immediate area */
3840 object *tmp = get_archetype (LOOSE_MANA); 3862 object *tmp = get_archetype (LOOSE_MANA);
3841 cast_magic_storm (op, tmp, power); 3863 cast_magic_storm (op, tmp, power);
3842 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3864 op->failmsg ("You unleash uncontrolled mana!");
3843 tmp->destroy (); 3865 tmp->destroy ();
3844 } 3866 }
3845 } 3867 }
3846} 3868}
3847 3869
3867 */ 3889 */
3868 int i, j; 3890 int i, j;
3869 3891
3870 for (i = 0; i < NUM_STATS; i++) 3892 for (i = 0; i < NUM_STATS; i++)
3871 { 3893 {
3872 sint8 stat = get_attr_value (stats, i); 3894 int race_bonus = pl->arch->stats.stat (i);
3873 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3895 sint8 stat = stats->stat (i) + ns->stat (i);
3874 3896
3875 stat += get_attr_value (ns, i);
3876 if (stat > 20 + race_bonus) 3897 if (stat > 20 + race_bonus)
3877 { 3898 {
3878 excess_stat++; 3899 excess_stat++;
3879 stat = 20 + race_bonus; 3900 stat = 20 + race_bonus;
3880 } 3901 }
3881 set_attr_value (stats, i, stat); 3902
3903 stats->stat (i) = stat;
3882 } 3904 }
3883 3905
3884 for (j = 0; excess_stat > 0 && j < 100; j++) 3906 for (j = 0; excess_stat > 0 && j < 100; j++)
3885 { /* try 100 times to assign excess stats */ 3907 { /* try 100 times to assign excess stats */
3886 int i = rndm (0, 6); 3908 int i = rndm (0, 6);
3887 int stat = get_attr_value (stats, i);
3888 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3889 3909
3890 if (i == CHA) 3910 if (i == CHA)
3891 continue; /* exclude cha from this */ 3911 continue; /* exclude cha from this */
3912
3913 int stat = stats->stat (i);
3914 int race_bonus = pl->arch->stats.stat (i);
3892 if (stat < 20 + race_bonus) 3915 if (stat < 20 + race_bonus)
3893 { 3916 {
3894 change_attr_value (stats, i, 1); 3917 change_attr_value (stats, i, 1);
3895 excess_stat--; 3918 excess_stat--;
3896 } 3919 }
3900 * the player ref: player.c 3923 * the player ref: player.c
3901 */ 3924 */
3902 if (change->randomitems != NULL) 3925 if (change->randomitems != NULL)
3903 give_initial_items (pl, change->randomitems); 3926 give_initial_items (pl, change->randomitems);
3904 3927
3905
3906 /* set up the face, for some races. */ 3928 /* set up the face, for some races. */
3907 3929
3908 /* first, look for the force object banning 3930 /* first, look for the force object banning
3909 * changing the face. Certain races never change face with class. 3931 * changing the face. Certain races never change face with class.
3910 */ 3932 */
3912 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3934 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3913 flag_change_face = 0; 3935 flag_change_face = 0;
3914 3936
3915 if (flag_change_face) 3937 if (flag_change_face)
3916 { 3938 {
3917 pl->animation_id = GET_ANIM_ID (change);
3918 pl->face = change->face; 3939 pl->face = change->face;
3919 3940 pl->animation_id = change->animation_id;
3920 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3941 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3921 SET_FLAG (pl, FLAG_ANIMATE);
3922 else
3923 CLEAR_FLAG (pl, FLAG_ANIMATE);
3924 } 3942 }
3925 3943
3926 /* check the special case of can't use weapons */ 3944 /* check the special case of can't use weapons */
3927 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3945 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3928 if (!strcmp (change->name, "monk")) 3946 if (!strcmp (change->name, "monk"))
3954 char got[MAX_BUF]; 3972 char got[MAX_BUF];
3955 int len; 3973 int len;
3956 3974
3957 if (!pl || !transformer) 3975 if (!pl || !transformer)
3958 return; 3976 return;
3977
3959 marked = find_marked_object (pl); 3978 marked = find_marked_object (pl);
3979
3960 if (!marked) 3980 if (!marked)
3961 { 3981 {
3962 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3982 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3963 return; 3983 return;
3964 } 3984 }
3985
3965 if (!marked->slaying) 3986 if (!marked->slaying)
3966 { 3987 {
3967 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3988 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3968 return; 3989 return;
3969 } 3990 }
3991
3970 /* check whether they are compatible or not */ 3992 /* check whether they are compatible or not */
3971 find = strstr (marked->slaying, transformer->arch->name); 3993 find = strstr (marked->slaying, transformer->arch->archname);
3972 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3994 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3973 { 3995 {
3974 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3996 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3975 return; 3997 return;
3976 } 3998 }
3999
3977 find += strlen (transformer->arch->name) + 1; 4000 find += strlen (transformer->arch->archname) + 1;
3978 /* Item can be used, now find how many and what it yields */ 4001 /* Item can be used, now find how many and what it yields */
3979 if (isdigit (*(find))) 4002 if (isdigit (*(find)))
3980 { 4003 {
3981 yield = atoi (find); 4004 yield = atoi (find);
3982 if (yield < 1) 4005 if (yield < 1)
3988 else 4011 else
3989 yield = 1; 4012 yield = 1;
3990 4013
3991 while (isdigit (*find)) 4014 while (isdigit (*find))
3992 find++; 4015 find++;
4016
3993 while (*find == ' ') 4017 while (*find == ' ')
3994 find++; 4018 find++;
4019
3995 memset (got, 0, MAX_BUF); 4020 memset (got, 0, MAX_BUF);
4021
3996 if ((separator = strchr (find, ';')) != NULL) 4022 if ((separator = strchr (find, ';')) != NULL)
3997 {
3998 len = separator - find; 4023 len = separator - find;
3999 }
4000 else 4024 else
4001 {
4002 len = strlen (find); 4025 len = strlen (find);
4003 } 4026
4004 if (len > MAX_BUF - 1) 4027 if (len > MAX_BUF - 1)
4005 len = MAX_BUF - 1; 4028 len = MAX_BUF - 1;
4029
4006 strcpy (got, find); 4030 strcpy (got, find);
4007 got[len] = '\0'; 4031 got[len] = '\0';
4008 4032
4009 /* Now create new item, remove used ones when required. */ 4033 /* Now create new item, remove used ones when required. */
4010 new_item = get_archetype (got); 4034 new_item = get_archetype (got);
4011 if (!new_item) 4035 if (!new_item)
4012 { 4036 {
4013 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4037 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4014 return; 4038 return;
4015 } 4039 }
4016 4040
4017 new_item->nrof = yield; 4041 new_item->nrof = yield;
4042
4018 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4043 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4019 insert_ob_in_ob (new_item, pl); 4044
4020 esrv_send_inventory (pl, pl); 4045 pl->insert (new_item);
4021 /* Eat up one item */ 4046 /* Eat up one item */
4022 decrease_ob_nr (marked, 1); 4047 marked->decrease ();
4048
4023 /* Eat one transformer if needed */ 4049 /* Eat one transformer if needed */
4024 if (transformer->stats.food) 4050 if (transformer->stats.food)
4025 if (--transformer->stats.food == 0) 4051 if (--transformer->stats.food == 0)
4026 decrease_ob_nr (transformer, 1); 4052 transformer->decrease ();
4027} 4053}
4054

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