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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.87 by root, Fri May 11 21:07:14 2007 UTC vs.
Revision 1.201 by root, Mon Oct 12 14:00:58 2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <cmath> 25#include <cmath>
26 26
27#include <global.h> 27#include <global.h>
54 * subtype 5: arch or race 54 * subtype 5: arch or race
55 * subtype 7: all three 55 * subtype 7: all three
56 */ 56 */
57 if (op->subtype) 57 if (op->subtype)
58 { 58 {
59 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
60 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
61 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
62 } 62 }
63 else 63 else
64 { 64 {
65 arch_flag = 1; 65 arch_flag = 1;
66 name_flag = 1; 66 name_flag = 1;
69 69
70 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 71 * name or race that matches.
72 */ 72 */
73 if ((op->race) && 73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1; 77 return 1;
78 78
79 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 80 * of arch, name, or race match.
81 */ 81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 85 return 1;
86 86
87 return 0; 87 return 0;
93 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
94 */ 94 */
95static int 95static int
96apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
97{ 97{
98 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
99 int success = 0;
100 99
101 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
102 return 0; 101 return 0;
103 102
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
106 */ 105 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
108 return 0; 107 return 0;
109 108
110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be 109 /* 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. 110 * identified. If it doesn't, then go through the player inventory.
113 */ 111 */
112 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 114 {
116 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
117 { 116 {
118 identify (marked); 117 identify (marked);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
120 if (marked->msg) 120 if (marked->msg)
121 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
124 } 124 }
125 return money == NULL;
126 } 125 }
127 }
128 126
129 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
130 { 128 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 { 130 {
133 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
134 { 132 {
135 identify (id); 133 identify (id);
136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
137 if (id->msg) 136 if (id->msg)
138 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
145 break; 141 break;
146 } 142 }
147 else 143 else
148 { 144 {
149 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150 break; 146 break;
151 } 147 }
152 } 148 }
153 } 149 }
154 if (!success) 150
155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
156 return money == NULL; 156 return !money;
157} 157}
158 158
159/** 159/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item. 161 * matching item.
162 **/ 162 **/
163static void 163void
164handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
165{ 165{
166 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
167 167 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} 168}
187 169
188/** 170/**
189 * Handles applying a potion. 171 * Handles applying a potion.
190 */ 172 */
196 178
197 floor = GET_MAP_OB (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
198 180
199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 { 182 {
201 if (op->type == PLAYER)
202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
203 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0; 186 return 0;
205 } 187 }
206 188
207 if (op->type == PLAYER) 189 if (op->type == PLAYER)
218 200
219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220 { 202 {
221 op->drain_stat (); 203 op->drain_stat ();
222 op->update_stats (); 204 op->update_stats ();
223 decrease_ob (tmp); 205 tmp->decrease ();
224 return 1; 206 return 1;
225 } 207 }
226 208
227 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (ARCH_DEPLETION)))
228 { 210 {
229 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
230 return 0; 212 return 0;
231 } 213 }
214
232 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
233 216
234 if (depl) 217 if (depl)
235 { 218 {
236 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
237 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221 op->statusmsg (restore_msg[i]);
239 222
240 depl->destroy (); 223 depl->destroy ();
241 op->update_stats (); 224 op->update_stats ();
242 } 225 }
243 else 226 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
245 228
246 decrease_ob (tmp); 229 tmp->decrease ();
247 return 1; 230 return 1;
248 } 231 }
249 232
250 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 235 {
253 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < MIN (11, op->level); i++)
254 { 237 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 239 {
257 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
258 { 241 {
259 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
260 break; 243 break;
261 } 244 }
245
262 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
263 { 247 {
264 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
265 break; 249 break;
266 } 250 }
251
267 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
268 { 253 {
269 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
270 break; 255 break;
271 } 256 }
275 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
276 { 261 {
277 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
278 break; 263 break;
279 } 264 }
265
280 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
281 { 267 {
282 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
283 break; 269 break;
284 } 270 }
271
285 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
286 { 273 {
287 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
288 break; 275 break;
289 } 276 }
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 { 285 {
299 if (got_one) 286 if (got_one)
300 { 287 {
301 op->update_stats (); 288 op->update_stats ();
302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 289 op->statusmsg ("The Gods smile upon you and remake you "
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
305 } 292 }
306 else 293 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 294 op->statusmsg ("The potion had no effect - you are already perfect.");
308 } 295 }
309 else 296 else
310 { /* cursed potion */ 297 { /* cursed potion */
311 if (got_one) 298 if (got_one)
312 { 299 {
313 op->update_stats (); 300 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
315 } 302 }
316 else 303 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
318 } 305 }
319 306
320 decrease_ob (tmp); 307 tmp->decrease ();
321 return 1; 308 return 1;
322 } 309 }
323 310
324 311
325 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 */ 316 */
330 if (tmp->inv) 317 if (tmp->inv)
331 { 318 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 { 320 {
334 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
335 322 create_exploding_ball_at (op, op->level);
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
337 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL);
339 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;
341 fball->x = op->x;
342 fball->y = op->y;
343 insert_ob_in_map (fball, op->map, NULL, 0);
344 } 323 }
345 else 324 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 326
348 decrease_ob (tmp); 327 tmp->decrease ();
328
349 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats (); 331 op->update_stats ();
332
352 return 1; 333 return 1;
353 } 334 }
354 335
355 /* Deal with protection potions */ 336 /* Deal with protection potions */
356 force = NULL; 337 force = NULL;
358 { 339 {
359 if (tmp->resist[i]) 340 if (tmp->resist[i])
360 { 341 {
361 if (!force) 342 if (!force)
362 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
365 break; /* Only need to find one protection since we copy entire batch */ 347 break; /* Only need to find one protection since we copy entire batch */
366 } 348 }
367 } 349 }
350
368 /* This is a protection potion */ 351 /* This is a protection potion */
369 if (force) 352 if (force)
370 { 353 {
371 /* cursed items last longer */ 354 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 force->stats.food *= 10; 357 force->stats.food *= 10;
375 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
376 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
377 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
378 } 361 }
362
379 force->speed_left = -1; 363 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 367 change_abil (op, force);
384 decrease_ob (tmp); 368 tmp->decrease ();
385 return 1; 369 return 1;
386 } 370 }
387 371
388 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
389 if (op->type == PLAYER) 373 if (op->type == PLAYER)
390 { /* only for players */ 374 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 379 else
394 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
395 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
397 } 384 }
398 385
399 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
402 * up all the stats. 389 * up all the stats.
403 */ 390 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats (); 392 op->update_stats ();
406 decrease_ob (tmp); 393 tmp->decrease ();
407 return 1; 394 return 1;
408} 395}
409 396
410/**************************************************************************** 397/****************************************************************************
411 * Weapon improvement code follows 398 * Weapon improvement code follows
412 ****************************************************************************/ 399 ****************************************************************************/
413 400
414/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405
406bool
407check_item_power (object *who, int item_power)
408{
409 if (who->type == PLAYER
410 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
412 return false;
413 else
414 return true;
415}
416
417/**
415 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
416 */ 419 */
417static int 420static int
418check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
419{ 422{
420 int count = 0; 423 int count = 0;
421 424
422 425 if (!item)
423 if (item == NULL)
424 return 0; 426 return 0;
425 427
426 op = op->below; 428 for (op = op->below; op; op = op->below)
427 while (op != NULL) 429 if (op->arch->archname == item)
428 {
429 if (strcmp (op->arch->name, item) == 0)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 432 count += op->number_of ();
438 }
439 }
440
441 op = op->below;
442 }
443 433
444 return count; 434 return count;
445} 435}
446 436
447/** 437/**
449 * op is typically the player, which is only 439 * op is typically the player, which is only
450 * really used to determine what space to look at. 440 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
452 */ 442 */
453static void 443static void
454eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 445{
456 object *prev; 446 object *prev;
457 447
458 prev = op; 448 prev = op;
459 op = op->below; 449 op = op->below;
460 450
461 while (op != NULL) 451 while (op)
462 { 452 {
463 if (strcmp (op->arch->name, item) == 0) 453 if (op->arch->archname == item)
464 { 454 {
465 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
466 { 456 {
467 decrease_ob_nr (op, nrof); 457 op->decrease (nrof);
468 return; 458 return;
469 } 459 }
470 else 460 else
471 { 461 {
472 decrease_ob_nr (op, op->nrof); 462 op->decrease (nrof);
473 nrof -= op->nrof; 463 nrof -= op->nrof;
474 } 464 }
465
475 op = prev; 466 op = prev;
476 } 467 }
468
477 prev = op; 469 prev = op;
478 op = op->below; 470 op = op->below;
479 } 471 }
480} 472}
481 473
482/** 474/**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489static int
490check_weapon_power (const object *who, int improvs)
491{
492
493/* 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
495 * require high level in some combat skill, so we just use overall level.
496 */
497#if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503#else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531#endif
532}
533
534/**
535 * Returns how many items of type improver->slaying there are under op. 475 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL. 476 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 477 */
538static int 478static int
539check_sacrifice (object *op, const object *improver) 479check_sacrifice (object *op, const object *improver)
540{ 480{
541 int count = 0; 481 int count = 0;
542 482
543 if (improver->slaying != NULL) 483 if (improver->slaying)
544 { 484 {
545 count = check_item (op, improver->slaying); 485 count = check_item (op, improver->slaying);
546 if (count < 1) 486 if (count < 1)
547 { 487 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 488 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 489 return 0;
553 } 490 }
554 } 491 }
555 else 492 else
556 count = 1; 493 count = 1;
559} 496}
560 497
561/** 498/**
562 * Actually improves the weapon, and tells user. 499 * Actually improves the weapon, and tells user.
563 */ 500 */
564int 501static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 502improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 503{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 504 stat += sacrifice_count;
570 weapon->last_eat++; 505 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 506 improver->decrease ();
572 decrease_ob (improver);
573 507
574 /* So it updates the players stats and the window */ 508 /* So it updates the players stats and the window */
575 op->update_stats (); 509 op->update_stats ();
510
511 op->statusmsg (format (
512 "Your sacrifice was accepted.\n"
513 "Weapon's bonus to %s improved by %d.",
514 statname, sacrifice_count
515 ));
516
576 return 1; 517 return 1;
577} 518}
578 519
579/* Types of improvements, hidden in the sp field. */ 520/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 521#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 522#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 523#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 524#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 525#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 526#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 527#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 528#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 529#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 530#define IMPROVE_INT 10
590#define IMPROVE_POW 11 531#define IMPROVE_POW 11
591
592 532
593/** 533/**
594 * This does the prepare weapon scroll. 534 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 535 * Checks for sacrifice, and so on.
596 */ 536 */
597
598int 537int
599prepare_weapon (object *op, object *improver, object *weapon) 538prepare_weapon (object *op, object *improver, object *weapon)
600{ 539{
601 int sacrifice_count, i; 540 int sacrifice_count, i;
602 char buf[MAX_BUF]; 541 char buf[MAX_BUF];
603 542
604 if (weapon->level != 0) 543 if (weapon->level != 0)
605 { 544 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 545 op->failmsg ("Weapon is already prepared!");
607 return 0; 546 return 0;
608 } 547 }
548
609 for (i = 0; i < NROFATTACKS; i++) 549 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 550 if (weapon->resist[i])
611 break; 551 break;
612 552
613 /* If we break out, i will be less than nrofattacks, preventing 553 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 556 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 557 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
620 { 560 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 561 op->failmsg ("You cannot prepare magic weapons. "
562 "H<A weapon is considered magical if it changes regeneration, "
563 "speed or ac, or has other protections.>");
622 return 0; 564 return 0;
623 } 565 }
566
624 sacrifice_count = check_sacrifice (op, improver); 567 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 568 if (sacrifice_count <= 0)
626 return 0; 569 return 0;
570
627 weapon->level = isqrt (sacrifice_count); 571 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); 572 eat_item (op, improver->slaying, sacrifice_count);
630 573
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 574 op->statusmsg (format (
575 "Your sacrifice was accepted."
576 "Your *%s may be improved %d times.",
577 &weapon->name, weapon->level
578 ));
632 579
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 581 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 582 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 583 slot at once! */
637 decrease_ob (improver); 584 improver->decrease ();
638 weapon->last_eat = 0; 585 weapon->last_eat = 0;
639 return 1; 586 return 1;
640} 587}
641
642 588
643/** 589/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 590 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 591 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 592 * Returns 0 if it was not able to work for some reason.
655improve_weapon (object *op, object *improver, object *weapon) 601improve_weapon (object *op, object *improver, object *weapon)
656{ 602{
657 int sacrifice_count, sacrifice_needed = 0; 603 int sacrifice_count, sacrifice_needed = 0;
658 604
659 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
662 } 607
663 if (weapon->level == 0) 608 if (weapon->level == 0)
664 { 609 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 613 return 0;
667 } 614 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615
616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 618 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 620 return 0;
672 } 621 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622
623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
624 && !check_item_power (op, weapon->item_power + 1))
674 { 625 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 626 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"); 627 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 628 "really want to improve it.");
678 return 0; 629 return 0;
679 } 630 }
631
680 /* This just increases damage by 5 points, no matter what. No sacrifice 632 /* 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, 633 * 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 634 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 635 * weapon can be improved.
684 */ 636 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 637 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 638 {
687 weapon->stats.dam += 5; 639 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 640 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); 641 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 642 weapon->last_eat++;
691 643
692 weapon->item_power++; 644 weapon->item_power++;
693 decrease_ob (improver); 645 improver->decrease ();
694 return 1; 646 return 1;
695 } 647 }
648
696 if (improver->stats.sp == IMPROVE_WEIGHT) 649 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 650 {
698 /* Reduce weight by 20% */ 651 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 652 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 653 if (weapon->weight < 1)
701 weapon->weight = 1; 654 weapon->weight = 1;
655
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 656 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 657 weapon->last_eat++;
704 weapon->item_power++; 658 weapon->item_power++;
705 decrease_ob (improver); 659 improver->decrease ();
706 return 1; 660 return 1;
707 } 661 }
662
708 if (improver->stats.sp == IMPROVE_ENCHANT) 663 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 664 {
710 weapon->magic++; 665 weapon->magic++;
711 weapon->last_eat++; 666 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 667 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 668 improver->decrease ();
714 weapon->item_power++; 669 weapon->item_power++;
715 return 1; 670 return 1;
716 } 671 }
717 672
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 678 sacrifice_needed *= 2;
724 679
725 sacrifice_count = check_sacrifice (op, improver); 680 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 681 if (sacrifice_count < sacrifice_needed)
727 { 682 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 683 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 684 return 0;
730 } 685 }
686
731 eat_item (op, improver->slaying, sacrifice_needed); 687 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 688 weapon->item_power++;
733 689
734 switch (improver->stats.sp) 690 switch (improver->stats.sp)
735 { 691 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 692 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"); 693 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"); 694 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"); 695 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"); 696 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"); 697 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"); 698 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 699 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 700 op->failmsg ("Unknown improvement type.");
752 } 701 }
702
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 703 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 704 return 0;
755} 705}
756 706
757/** 707/**
767 if (op->type != PLAYER) 717 if (op->type != PLAYER)
768 return 0; 718 return 0;
769 719
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 720 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 721 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 722 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 723 return 0;
774 } 724 }
775 725
776 otmp = find_marked_object (op); 726 otmp = find_marked_object (op);
727
777 if (!otmp) 728 if (!otmp)
778 { 729 {
779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 730 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; 731 return 0;
781 } 732 }
782 733
783 if (otmp->type != WEAPON && otmp->type != BOW) 734 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 735 {
785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 736 op->failmsg ("Marked item is not a weapon or bow!");
786 return 0; 737 return 0;
787 } 738 }
788 739
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 740 op->statusmsg ("Applied weapon builder.");
741
790 improve_weapon (op, tmp, otmp); 742 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 743 esrv_send_item (op, otmp);
792 return 1; 744 return 1;
793} 745}
794 746
819{ 771{
820 object *tmp; 772 object *tmp;
821 773
822 if (armour->magic >= settings.armor_max_enchant) 774 if (armour->magic >= settings.armor_max_enchant)
823 { 775 {
824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 776 op->failmsg ("This armour can not be enchanted any further!");
825 return 0; 777 return 0;
826 } 778 }
779
827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 780 /* 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. 781 * 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 782 * Note - maybe add scrolls which make the random artifact versions (eg, armour
830 * of gnarg and what not?) 783 * of gnarg and what not?)
831 */ 784 */
832 if (armour->title) 785 if (armour->title)
833 { 786 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 787 op->failmsg ("This armour will not accept further enchantment.");
835 return 0; 788 return 0;
836 } 789 }
837 790
838 /* Split objects if needed. Can't insert tmp until the 791 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 792 * end of this function - otherwise it will just re-merge.
840 */ 793 */
841 if (armour->nrof > 1) 794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
842 tmp = get_split_ob (armour, armour->nrof - 1);
843 else
844 tmp = NULL;
845 795
846 armour->magic++; 796 armour->magic++;
847 797
848 if (!settings.armor_speed_linear) 798 if (!settings.armor_speed_linear)
849 { 799 {
854 { 804 {
855 base = base - (base * settings.armor_speed_improvement) / 100; 805 base = base - (base * settings.armor_speed_improvement) / 100;
856 pow++; 806 pow++;
857 } 807 }
858 808
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 809 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
860 } 810 }
861 else 811 else
862 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 812 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
863 813
864 if (!settings.armor_weight_linear) 814 if (!settings.armor_weight_linear)
865 { 815 {
866 int base = 100; 816 int base = 100;
867 int pow = 0; 817 int pow = 0;
870 { 820 {
871 base = base - (base * settings.armor_weight_reduction) / 100; 821 base = base - (base * settings.armor_weight_reduction) / 100;
872 pow++; 822 pow++;
873 } 823 }
874 824
875 armour->weight = (armour->arch->clone.weight * base) / 100; 825 armour->weight = (armour->arch->weight * base) / 100;
876 } 826 }
877 else 827 else
878 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 828 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
879 829
880 if (armour->weight <= 0) 830 if (armour->weight <= 0)
881 { 831 {
882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 832 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
883 armour->weight = 1; 833 armour->weight = 1;
884 } 834 }
885 835
886 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 836 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
887 837
888 if (op->type == PLAYER) 838 if (op->type == PLAYER)
889 { 839 {
890 esrv_send_item (op, armour); 840 esrv_send_item (op, armour);
841
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 842 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats (); 843 op->update_stats ();
893 } 844 }
894 decrease_ob (improver); 845
846 improver->decrease ();
847
895 if (tmp) 848 if (tmp)
896 { 849 op->insert (tmp);
897 insert_ob_in_ob (tmp, op); 850
898 esrv_send_item (op, tmp);
899 }
900 return 1; 851 return 1;
901} 852}
902
903 853
904/* 854/*
905 * convert_item() returns 1 if anything was converted, 0 if the item was not 855 * 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. 856 * what the converter wants, -1 if the converter is broken.
907 */ 857 *
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. 858 * Takes one type of items and makes another.
914 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
915 * item is the object that triggered the converter - if it is not 860 * item is the object that triggered the converter - if it is not
916 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
917 */ 862 */
918int 863int
919convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
920{ 865{
921 int nr = 0;
922 uint32 price_in; 866 sint64 nr, price_in;
867
868 if (item->flag [FLAG_UNPAID])
869 return 0;
870
871 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp;
923 875
924 /* We make some assumptions - we assume if it takes money as it type, 876 /* 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 877 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck) 878 * 3 gp and player drops a platinum, tough luck)
927 */ 879 */
928 if (!strcmp (CONV_FROM (converter), "money")) 880 if (conv_from == shstr_money)
929 { 881 {
930 int cost;
931
932 if (item->type != MONEY) 882 if (item->type != MONEY)
933 return 0; 883 return 0;
934 884
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 885 nr = sint64 (item->nrof) * item->value / need;
936 if (!nr) 886 if (!nr)
937 return 0; 887 return 0;
938 cost = nr * CONV_NEED (converter) / item->value; 888
939 /* take into account rounding errors */ 889 converter->play_sound (sound_find ("shop_buy"));
940 if (nr * CONV_NEED (converter) % item->value) 890
941 cost++; 891 sint64 cost = (nr * need + item->value - 1) / item->value;
942 decrease_ob_nr (item, cost); 892
893 item->decrease (cost);
943 894
944 price_in = cost * item->value; 895 price_in = cost * item->value;
945 } 896 }
946 else 897 else
947 { 898 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 899 if (item->type == PLAYER
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
950 return 0; 902 return 0;
951 903
952 if (CONV_NEED (converter)) 904 converter->play_sound (sound_find ("convert_item"));
905
906 if (need)
953 { 907 {
954 nr = item->nrof / CONV_NEED (converter); 908 nr = sint64 (item->nrof) / need;
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 909 item->decrease (nr * need);
956 price_in = nr * CONV_NEED (converter) * item->value; 910 price_in = nr * need * item->value;
957 } 911 }
958 else 912 else
959 { 913 {
960 price_in = item->value; 914 price_in = item->value;
961 item->destroy (); 915 item->destroy ();
962 } 916 }
963 } 917 }
964 918
965 if (converter->inv != NULL) 919 if (converter->inv)
966 { 920 {
967 object *ob; 921 object *ob;
968 int i; 922 int i;
969 object *ob_to_copy; 923 object *ob_to_copy;
970 924
971 /* select random object from inventory to copy */ 925 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 926 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 {
975 if (rndm (0, i) == 0) 928 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 929 ob_to_copy = ob;
978 } 930
979 } 931 item = ob_to_copy->deep_clone ();
980 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 934 }
984 else 935 else
985 { 936 {
986 if (converter->other_arch == NULL) 937 if (!conv_to)
987 { 938 {
988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 939 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); 940 &converter->name, &converter->map->path, converter->x, converter->y);
990 return -1; 941 return -1;
991 } 942 }
992 943
993 item = object_create_arch (converter->other_arch); 944 item = object_create_arch (conv_to);
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 946 }
996 947
997 if (CONV_NR (converter)) 948 if (give)
998 item->nrof = CONV_NR (converter); 949 item->nrof = give;
950
999 if (nr) 951 if (nr)
1000 item->nrof *= nr; 952 item->nrof *= nr;
1001 if (is_in_shop (converter)) 953
954 if (converter->flag [FLAG_PRECIOUS])
1002 SET_FLAG (item, FLAG_UNPAID); 955 SET_FLAG (item, FLAG_UNPAID);
956
957 if (is_in_shop (converter))
958 {
959 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID);
964 }
1003 else if (price_in < item->nrof * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
1004 { 966 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 967 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); 968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /** 969 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 970 * elmex: we are going to let the game continue, as the mapcreator
1010 * propably had something in mind when doing this 971 * hopefully had something in mind when doing this.
1011 */ 972 */
1012 } 973 }
974
975 // elmex: only identify if we need to, for example so that generated money doesn't
976 // get an 'identified' flag so easily.
977 if (need_identify (item))
978 identify (item);
979
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 980 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014 return 1; 981 return 1;
1015} 982}
1016 983
1017/** 984/**
1034 1001
1035 op->contr->last_used = 0; 1002 op->contr->last_used = 0;
1036 1003
1037 if (sack->env && sack->env != op) 1004 if (sack->env && sack->env != op)
1038 { 1005 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1006 op->failmsg ("You must put it onto the floor or into your inventory first.");
1040 return 1; 1007 return 1;
1041 } 1008 }
1042 1009
1043 // already applied == open on ground, or open in inv, or active in inv 1010 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED]) 1011 if (sack->flag [FLAG_APPLIED])
1050 return 1; 1017 return 1;
1051 } 1018 }
1052 else if (!sack->env) 1019 else if (!sack->env)
1053 { 1020 {
1054 // active, but not ours: some other player has opened it 1021 // 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)); 1022 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1056 return 1; 1023 return 1;
1057 } 1024 }
1058 1025
1059 // fall through to opening it (active in inv) 1026 // fall through to opening it (active in inv)
1060 } 1027 }
1062 { 1029 {
1063 // it is in our env, so activate it, do not open yet 1030 // it is in our env, so activate it, do not open yet
1064 op->close_container (); 1031 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 1032 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack); 1033 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1034 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1; 1035 return 1;
1069 } 1036 }
1070 1037
1071 // it's locked? 1038 // it's locked?
1072 if (sack->slaying) 1039 if (sack->slaying)
1073 { 1040 {
1074 if (object *tmp = find_key (op, op, sack)) 1041 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)); 1042 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1076 else 1043 else
1077 { 1044 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1045 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1079 return 1; 1046 return 1;
1080 } 1047 }
1081 } 1048 }
1082 1049
1083 op->open_container (sack); 1050 op->open_container (sack);
1094{ 1061{
1095 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1096 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1097 return 0; 1064 return 0;
1098 1065
1099 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1100 { 1067 {
1101 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1102 * with an altar. We call it a Potion - altars are stationary - it 1069 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1104 */ 1071 */
1105 if (altar->inv && altar->inv->type == SPELL) 1072 if (altar->inv && altar->inv->type == SPELL)
1106 { 1073 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1074 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 1075 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 1076 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 1077 * old maps.
1111 */ 1078 */
1112 1079
1113/* push_button (altar);*/ 1080/* push_button (altar);*/
1114 } 1081 }
1115 else 1082 else
1116 { 1083 {
1117 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1118 push_button (altar); 1085 push_button (altar, originator);
1119 } 1086 }
1120 1087
1121 return !sacrifice; 1088 return !sacrifice;
1122 } 1089 }
1123 else 1090 else
1138 double opinion; 1105 double opinion;
1139 object *tmp, *next; 1106 object *tmp, *next;
1140 1107
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 1109
1143 if (op->type != PLAYER) 1110 bool has_unpaid = false;
1111
1112 // quite inefficient to do this here twice, but the api doesn't lend itself to
1113 // a quick and small change :(
1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1115 if (item->flag [FLAG_UNPAID])
1116 {
1117 has_unpaid = true;
1118 break;
1119 }
1120
1121 if (!op->is_player ())
1144 { 1122 {
1145 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1147 * the shop. 1125 * the shop.
1148 */ 1126 */
1152 1130
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 { 1132 {
1155 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1133 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1156 1134
1135 if (i >= 0)
1157 tmp->remove (); 1136 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 } 1137 }
1167 } 1138 }
1168 1139
1169 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1170 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1173 /* unpaid objects, or non living objects, can't transfer by 1144 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 1145 * shop mats. Instead, put it on a nearby space.
1175 */ 1146 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1147 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 { 1148 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1149 /* 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); 1150 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 1151
1182 if (i != -1) 1152 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1153 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1184 1154
1185 return 0; 1155 return 0;
1186 } 1156 }
1157
1187 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1188 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1189 */ 1160 */
1190 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1191 } 1162 }
1192 else if (can_pay (op) && get_payment (op)) 1163 else if (can_pay (op) && get_payment (op))
1193 { 1164 {
1194 /* this is only used for players */ 1165 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 1166 rv = teleport (shop_mat, SHOP_MAT, op);
1196 1167
1168 if (has_unpaid)
1169 op->contr->play_sound (sound_find ("shop_buy"));
1170 else if (is_in_shop (op))
1171 op->contr->play_sound (sound_find ("shop_enter"));
1172 else
1173 op->contr->play_sound (sound_find ("shop_leave"));
1174
1197 if (shop_mat->msg) 1175 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1176 op->statusmsg (shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct, 1177 /* 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 1178 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor. 1179 * actually the shop floor.
1202 */ 1180 */
1203 else if (!rv && !is_in_shop (op)) 1181 else if (!rv && !is_in_shop (op))
1204 { 1182 {
1205 opinion = shopkeeper_approval (op->map, op); 1183 opinion = shopkeeper_approval (op->map, op);
1206 1184
1207 if (opinion > 0.9) 1185 op->statusmsg (
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1186 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1209 else if (opinion > 0.75) 1187 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1188 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 1189 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 1190 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 1191 }
1216 } 1192 }
1217 else 1193 else
1218 { 1194 {
1219 /* if we get here, a player tried to leave a shop but was not able 1195 /* 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 1196 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore 1197 * they are not on the mat anymore
1222 */ 1198 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1199 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 1200
1225 if (i == -1) 1201 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 1202 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 1203 else
1230 { 1204 {
1231 op->remove (); 1205 op->remove ();
1232 op->x += freearr_x[i]; 1206 op->x += freearr_x[i];
1233 op->y += freearr_y[i]; 1207 op->y += freearr_y[i];
1243 * Handles applying a sign. 1217 * Handles applying a sign.
1244 */ 1218 */
1245static void 1219static void
1246apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1247{ 1221{
1248 readable_message_type *msgType; 1222 if (!op->is_player())
1249 char newbuf[HUGE_BUF]; 1223 return;
1250 1224
1251 if (sign->msg == NULL) 1225 if (sign->has_dialogue ())
1252 { 1226 {
1253 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1227 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1254 return; 1228 return;
1255 } 1229 }
1256 1230
1231 if (!sign->msg)
1232 {
1233 op->contr->infobox (MSG_CHANNEL ("examine"),
1234 format ("T<%s>\n\n Nothing %sis written on it.",
1235 &sign->name,
1236 sign->name == sign->arch->name ? "" : "else "));
1237 return;
1238 }
1239
1257 if (sign->stats.food) 1240 if (sign->stats.food)
1258 { 1241 {
1259 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1260 { 1243 {
1261 if (!sign->move_on) 1244 if (!sign->move_on)
1262 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1246
1263 return; 1247 return;
1264 } 1248 }
1265 1249
1266 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1267 sign->last_eat++; 1251 sign->last_eat++;
1272 * move_on is zero, it needs to be manually applied (doesn't talk 1256 * move_on is zero, it needs to be manually applied (doesn't talk
1273 * to us). 1257 * to us).
1274 */ 1258 */
1275 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1259 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1276 { 1260 {
1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1261 op->failmsg ("You are unable to read while blind!");
1278 return; 1262 return;
1279 } 1263 }
1280 msgType = get_readable_message_type (sign); 1264
1281 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1265 if (op->contr)
1282 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1266 if (client *ns = op->contr->ns)
1267 {
1268 if (sign->sound)
1269 ns->play_sound (sign->sound);
1270 else if (autoapply)
1271 ns->play_sound (sound_find ("msg_voice"));
1272
1273 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1274 }
1275}
1276
1277static void
1278move_apply_hole (object *trap, object *victim)
1279{
1280 /* Hole not open? */
1281 if (trap->stats.wc > 0)
1282 return;
1283
1284 /* Is this a multipart monster and not the head? If so, return.
1285 * Processing will happen if the head runs into the pit
1286 */
1287 if (victim->head)
1288 return;
1289
1290 // now find all possible locations and randomly pick one
1291 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1292 trap->range >= 3 ? SIZEOFFREE3 + 1
1293 : trap->range >= 2 ? SIZEOFFREE2 + 1
1294 : trap->range >= 1 ? SIZEOFFREE1 + 1
1295 : SIZEOFFREE0 + 1);
1296
1297 if (dir < 0)
1298 return;
1299
1300 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1301 victim->statusmsg ("You fall through the hole!", NDI_RED);
1302
1303 transfer_ob (victim,
1304 EXIT_X (trap) + freearr_x[dir],
1305 EXIT_Y (trap) + freearr_y[dir],
1306 0, victim);
1283} 1307}
1284 1308
1285/** 1309/**
1286 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1287 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1310 * proper. This code was causing needless crashes. 1334 * proper. This code was causing needless crashes.
1311 */ 1335 */
1312 if (recursion_depth >= 500) 1336 if (recursion_depth >= 500)
1313 { 1337 {
1314 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1338 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); 1339 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1316 return; 1340 return;
1317 } 1341 }
1342
1318 recursion_depth++; 1343 recursion_depth++;
1319 if (trap->head) 1344 if (trap->head)
1320 trap = trap->head; 1345 trap = trap->head;
1321 1346
1322 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1347 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1323 goto leave;
1324
1325 switch (trap->type) 1348 switch (trap->type)
1326 { 1349 {
1327 case PLAYERMOVER: 1350 case PLAYERMOVER:
1328 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1352 {
1353 if (!trap->stats.maxsp)
1354 trap->stats.maxsp = 2;
1355
1356 /* Is this correct? From the docs, it doesn't look like it
1357 * should be divided by trap->speed
1358 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1360
1361 /* Just put in some sanity check. I think there is a bug in the
1362 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed.
1364 */
1365 if (victim->speed_left < -50.f)
1366 victim->speed_left = -50.f;
1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1368 }
1369 break;
1370
1371 case SPINNER:
1372 if (victim->direction)
1373 {
1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1375 update_turn_face (victim);
1376 }
1377 break;
1378
1379 case DIRECTOR:
1380 if (victim->direction && !should_director_abort (trap, victim))
1381 {
1382 victim->direction = trap->stats.sp;
1383 update_turn_face (victim);
1384 }
1385 break;
1386
1387 case BUTTON:
1388 case PEDESTAL:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1410 hit_with_arrow (trap, victim);
1411 break;
1412
1413 case SPELL_EFFECT:
1414 apply_spell_effect (trap, victim);
1415 break;
1416
1417 case TRAPDOOR:
1329 { 1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1330 if (!trap->stats.maxsp) 1422 if (!trap->value)
1331 trap->stats.maxsp = 2; 1423 {
1424 int tot;
1332 1425
1333 /* Is this correct? From the docs, it doesn't look like it 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1334 * should be divided by trap->speed 1427 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1428 tot += ab->head_ ()->total_weight ();
1429
1430 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1431 break;
1432
1433 SET_ANIMATION (trap, trap->value);
1434 update_object (trap, UP_OBJ_FACE);
1435 }
1436
1437 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1438 {
1439 /* need to set this up, since if we do transfer the object,
1440 * ab->above would be bogus
1335 */ 1441 */
1336 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1442 ab_next = ab->above;
1337 1443
1338 /* Just put in some sanity check. I think there is a bug in the 1444 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1339 * above with some objects have zero speed, and thus the player 1445 {
1340 * getting permanently paralyzed. 1446 if (!sound_was_played)
1447 {
1448 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1449 sound_was_played = 1;
1450 }
1451
1452 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1453 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1454 }
1341 */ 1455 }
1342 if (victim->speed_left < -50.0) 1456 break;
1343 victim->speed_left = -50.0;
1344 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1345 } 1457 }
1346 goto leave;
1347 1458
1348 case SPINNER: 1459 case CONVERTER:
1349 if (victim->direction) 1460 if (convert_item (victim, trap) < 0)
1350 {
1351 victim->direction = absdir (victim->direction - trap->stats.sp);
1352 update_turn_face (victim);
1353 }
1354 goto leave;
1355
1356 case DIRECTOR:
1357 if (victim->direction && !should_director_abort (trap, victim))
1358 {
1359 victim->direction = trap->stats.sp;
1360 update_turn_face (victim);
1361 }
1362 goto leave;
1363
1364 case BUTTON:
1365 case PEDESTAL:
1366 update_button (trap);
1367 goto leave;
1368
1369 case ALTAR:
1370 /* sacrifice victim on trap */
1371 apply_altar (trap, victim, originator);
1372 goto leave;
1373
1374 case THROWN_OBJ:
1375 if (trap->inv == NULL)
1376 goto leave;
1377 /* fallthrough */
1378
1379 case ARROW:
1380 /* bad bug: monster throw a object, make a step forwards, step on object ,
1381 * trigger this here and get hit by own missile - and will be own enemy.
1382 * Victim then is his own enemy and will start to kill herself (this is
1383 * removed) but we have not synced victim and his missile. To avoid senseless
1384 * action, we avoid hits here
1385 */
1386 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1387 hit_with_arrow (trap, victim);
1388 goto leave;
1389
1390 case SPELL_EFFECT:
1391 apply_spell_effect (trap, victim);
1392 goto leave;
1393
1394 case TRAPDOOR:
1395 {
1396 int max, sound_was_played;
1397 object *ab, *ab_next;
1398
1399 if (!trap->value)
1400 { 1461 {
1401 int tot; 1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1402 1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1403 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1404 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1405 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1406
1407 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1408 goto leave;
1409
1410 SET_ANIMATION (trap, trap->value);
1411 update_object (trap, UP_OBJ_FACE);
1412 } 1464 }
1413 1465
1414 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1466 break;
1467
1468 case TRIGGER_BUTTON:
1469 case TRIGGER_PEDESTAL:
1470 case TRIGGER_ALTAR:
1471 check_trigger (trap, victim, originator);
1472 break;
1473
1474 case DEEP_SWAMP:
1475 walk_on_deep_swamp (trap, victim);
1476 break;
1477
1478 case CHECK_INV:
1479 check_inv (victim, trap);
1480 break;
1481
1482 case HOLE:
1483 move_apply_hole (trap, victim);
1484 break;
1485
1486 case EXIT:
1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1415 { 1488 {
1416 /* need to set this up, since if we do transfer the object, 1489 /* Basically, don't show exits leading to random maps the
1417 * ab->above would be bogus 1490 * players output.
1418 */ 1491 */
1419 ab_next = ab->above; 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1420 1494
1421 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1495 trap->play_sound (trap->sound);
1422 { 1496 victim->enter_exit (trap);
1423 if (!sound_was_played)
1424 {
1425 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1426 sound_was_played = 1;
1427 }
1428 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1429 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1430 }
1431 } 1497 }
1432 goto leave; 1498 break;
1433 }
1434 1499
1435
1436 case CONVERTER:
1437 if (convert_item (victim, trap) < 0)
1438 {
1439 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1440 get_archetype ("burnout")->insert_at (trap, trap);
1441 }
1442
1443 goto leave;
1444
1445 case TRIGGER_BUTTON:
1446 case TRIGGER_PEDESTAL:
1447 case TRIGGER_ALTAR:
1448 check_trigger (trap, victim);
1449 goto leave;
1450
1451 case DEEP_SWAMP:
1452 walk_on_deep_swamp (trap, victim);
1453 goto leave;
1454
1455 case CHECK_INV:
1456 check_inv (victim, trap);
1457 goto leave;
1458
1459 case HOLE:
1460 /* Hole not open? */
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;
1474
1475 case EXIT:
1476 if (victim->type == PLAYER && EXIT_PATH (trap))
1477 {
1478 /* Basically, don't show exits leading to random maps the
1479 * players output.
1480 */
1481 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1482 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1483
1484 victim->enter_exit (trap);
1485 }
1486 goto leave;
1487
1488 case ENCOUNTER: 1500 case ENCOUNTER:
1489 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1490 goto leave; 1502 break;
1491 1503
1492 case SHOP_MAT: 1504 case SHOP_MAT:
1493 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1494 goto leave; 1506 break;
1495 1507
1496 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1497 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1498 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1499 goto leave; 1511 break;
1500 1512
1501 case SIGN: 1513 case SIGN:
1502 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1503 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1504 1516
1505 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1506 goto leave; 1518 break;
1507 1519
1508 case CONTAINER: 1520 case CONTAINER:
1509 apply_container (victim, trap); 1521 apply_container (victim, trap);
1510 goto leave; 1522 break;
1511 1523
1512 case RUNE: 1524 case RUNE:
1513 case TRAP: 1525 case TRAP:
1514 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1515 {
1516 spring_trap (trap, victim); 1527 spring_trap (trap, victim);
1517 } 1528 break;
1518 goto leave;
1519 1529
1520 default: 1530 default:
1521 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1531 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); 1532 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1523 goto leave; 1533 break;
1524 } 1534 }
1525 1535
1526leave:
1527 recursion_depth--; 1536 recursion_depth--;
1528} 1537}
1529 1538
1530/** 1539/**
1531 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1536 int lev_diff; 1545 int lev_diff;
1537 object *skill_ob; 1546 object *skill_ob;
1538 1547
1539 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1548 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1540 { 1549 {
1541 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1550 op->failmsg ("You are unable to read while blind!");
1542 return; 1551 return;
1543 } 1552 }
1553
1544 if (tmp->msg == NULL) 1554 if (!tmp->msg)
1545 { 1555 {
1546 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1556 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1547 return; 1557 return;
1548 } 1558 }
1549 1559
1550 /* need a literacy skill to read stuff! */ 1560 /* need a literacy skill to read stuff! */
1551 skill_ob = find_skill_by_name (op, tmp->skill); 1561 skill_ob = find_skill_by_name (op, tmp->skill);
1552 if (!skill_ob) 1562 if (!skill_ob)
1553 { 1563 {
1554 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1564 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1555 return; 1565 return;
1556 } 1566 }
1567
1557 lev_diff = tmp->level - (skill_ob->level + 5); 1568 lev_diff = tmp->level - (skill_ob->level + 5);
1558 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1569 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1559 { 1570 {
1560 if (lev_diff < 2) 1571 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."); 1572 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1562 else if (lev_diff < 3) 1573 : lev_diff < 5 ? "This book is beyond your comprehension."
1563 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1574 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1564 else if (lev_diff < 5) 1575 : lev_diff < 15 ? "This book is way beyond your comprehension."
1565 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1576 : "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; 1577 return;
1573 } 1578 }
1574 1579
1575 readable_message_type *msgType = get_readable_message_type (tmp); 1580 readable_message_type *msgType = get_readable_message_type (tmp);
1576 1581
1577 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1582 if (player *pl = op->contr)
1578 msgType->message_type, msgType->message_subtype, 1583 if (client *ns = pl->ns)
1579 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1584 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 1585
1582 /* gain xp from reading */ 1586 /* gain xp from reading */
1583 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1584 { /* only if not read before */ 1588 { /* only if not read before */
1585 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1587 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1588 { 1592 {
1589 /*exp_gain *= 2; because they just identified it too */ 1593 /*exp_gain *= 2; because they just identified it too */
1590 SET_FLAG (tmp, FLAG_IDENTIFIED); 1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1591 1595
1592 /* If in a container, update how it looks */ 1596 if (object *pl = tmp->visible_to ())
1593 if (tmp->env)
1594 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1595 else
1596 op->contr->ns->floorbox_update ();
1597 } 1598 }
1598 1599
1599 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 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 */ 1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1601 } 1602 }
1606 * op is the person learning the skill, tmp is the skill scroll object 1607 * op is the person learning the skill, tmp is the skill scroll object
1607 */ 1608 */
1608static void 1609static void
1609apply_skillscroll (object *op, object *tmp) 1610apply_skillscroll (object *op, object *tmp)
1610{ 1611{
1611 switch ((int) learn_skill (op, tmp)) 1612 switch (learn_skill (op, tmp))
1612 { 1613 {
1613 case 0: 1614 case 0:
1614 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1615 op->play_sound (sound_find ("generic_fail"));
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1616 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1616 return; 1617 break;
1617 1618
1618 case 1: 1619 case 1:
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1620 decrease_ob (tmp); 1620 tmp->decrease ();
1621 op->play_sound (sound_find ("skill_learn"));
1622 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1621 return; 1623 break;
1622 1624
1623 default: 1625 default:
1626 tmp->decrease ();
1627 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)); 1628 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1625 decrease_ob (tmp);
1626 return; 1629 break;
1627 } 1630 }
1628} 1631}
1629 1632
1630/** 1633/**
1631 * Actually makes op learn spell. 1634 * Actually makes op learn spell.
1651 return; 1654 return;
1652 } 1655 }
1653 return; 1656 return;
1654 } 1657 }
1655 1658
1656 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1659 op->contr->play_sound (sound_find ("learn_spell"));
1660
1657 tmp = spell->clone (); 1661 tmp = spell->clone ();
1658 insert_ob_in_ob (tmp, op); 1662 insert_ob_in_ob (tmp, op);
1659 1663
1660 if (special_prayer) 1664 if (special_prayer)
1661 SET_FLAG (tmp, FLAG_STARTEQUIP); 1665 SET_FLAG (tmp, FLAG_STARTEQUIP);
1680 { 1684 {
1681 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1685 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1682 return; 1686 return;
1683 } 1687 }
1684 1688
1685 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1689 op->failmsg (format ("You lose knowledge of %s.", spell));
1686 player_unready_range_ob (op->contr, spob); 1690 player_unready_range_ob (op->contr, spob);
1687 esrv_remove_spell (op->contr, spob); 1691 esrv_remove_spell (op->contr, spob);
1688 spob->destroy (); 1692 spob->destroy ();
1689} 1693}
1690 1694
1698{ 1702{
1699 object *skop, *spell, *spell_skill; 1703 object *skop, *spell, *spell_skill;
1700 1704
1701 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1705 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1702 { 1706 {
1703 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1707 op->failmsg ("You are unable to read while blind.");
1704 return; 1708 return;
1705 } 1709 }
1706 1710
1707 /* artifact_spellbooks have 'slaying' field point to a spell name, 1711 /* artifact_spellbooks have 'slaying' field point to a spell name,
1708 * instead of having their spell stored in stats.sp. These are 1712 * instead of having their spell stored in stats.sp. These are
1709 * legacy spellbooks 1713 * legacy spellbooks
1710 */ 1714 */
1711
1712 if (tmp->slaying != NULL) 1715 if (tmp->slaying)
1713 { 1716 {
1714 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1717 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1715 if (!spell) 1718 if (!spell)
1716 { 1719 {
1717 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1720 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1718 return; 1721 return;
1719 } 1722 }
1720 else 1723 else
1721 insert_ob_in_ob (spell, tmp); 1724 insert_ob_in_ob (spell, tmp);
1725
1722 tmp->slaying = NULL; 1726 tmp->slaying = 0;
1723 } 1727 }
1724 1728
1725 skop = find_skill_by_name (op, tmp->skill); 1729 skop = find_skill_by_name (op, tmp->skill);
1726 1730
1727 /* need a literacy skill to learn spells. Also, having a literacy level 1731 /* need a literacy skill to learn spells. Also, having a literacy level
1728 * lower than the spell will make learning the spell more difficult */ 1732 * lower than the spell will make learning the spell more difficult */
1729 if (!skop) 1733 if (!skop)
1730 { 1734 {
1731 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1735 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1732 return; 1736 return;
1733 } 1737 }
1734 1738
1735 spell = tmp->inv; 1739 spell = tmp->inv;
1736 1740
1737 if (!spell) 1741 if (!spell)
1738 { 1742 {
1739 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1743 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."); 1744 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1741 return; 1745 return;
1742 } 1746 }
1743 1747
1744 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1748 int learn_level = sqrtf (spell->level) * 1.5f;
1749 if (skop->level < learn_level)
1745 { 1750 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1751 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1752 &tmp->skill, learn_level));
1747 return; 1753 return;
1748 } 1754 }
1749 1755
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1756 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1751 1757
1752 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1758 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1753 {
1754 identify (tmp); 1759 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 1760
1762 /* I removed the check for special_prayer_mark here - it didn't make 1761 /* 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 1762 * 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 1763 * if the player doesn't know the spell, doesn't make a lot of sense that
1765 * they would have a special prayer mark. 1764 * they would have a special prayer mark.
1766 */ 1765 */
1767 if (check_spell_known (op, spell->name)) 1766 if (check_spell_known (op, spell->name))
1768 { 1767 {
1769 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1768 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; 1769 return;
1771 } 1770 }
1772 1771
1773 if (spell->skill) 1772 if (spell->skill)
1774 { 1773 {
1775 spell_skill = find_skill_by_name (op, spell->skill); 1774 spell_skill = find_skill_by_name (op, spell->skill);
1776 1775
1777 if (!spell_skill) 1776 if (!spell_skill)
1778 { 1777 {
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1778 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1780 return; 1779 return;
1781 } 1780 }
1782 1781
1783 if (spell_skill->level < spell->level) 1782 if (spell_skill->level < spell->level)
1784 { 1783 {
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); 1784 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1786 return; 1785 return;
1787 } 1786 }
1788 } 1787 }
1789 1788
1790 /* Logic as follows 1789 /* Logic as follows
1799 * Overall, chances are the same but a player will find having a high 1798 * Overall, chances are the same but a player will find having a high
1800 * literacy rate very useful! -b.t. 1799 * literacy rate very useful! -b.t.
1801 */ 1800 */
1802 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1801 if (QUERY_FLAG (op, FLAG_CONFUSED))
1803 { 1802 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1803 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)); 1804 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1806 } 1805 }
1807 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1806 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]) 1807 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1809 { 1808 {
1810 1809 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); 1810 do_learn_spell (op, spell, 0);
1813 1811
1814 /* xp gain to literacy for spell learning */ 1812 /* xp gain to literacy for spell learning */
1815 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1813 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1816 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1814 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1817 } 1815 }
1818 else 1816 else
1819 { 1817 {
1820 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1818 op->contr->play_sound (sound_find ("fumble_spell"));
1821 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1819 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 } 1820 }
1823 1821
1824 decrease_ob (tmp); 1822 tmp->decrease ();
1825} 1823}
1826 1824
1827/** 1825/**
1828 * Handles applying a spell scroll. 1826 * Handles applying a spell scroll.
1829 */ 1827 */
1832{ 1830{
1833 object *skop; 1831 object *skop;
1834 1832
1835 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1833 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1836 { 1834 {
1837 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1835 op->failmsg ("You are unable to read while blind.");
1838 return; 1836 return;
1839 } 1837 }
1840 1838
1841 if (!tmp->inv || tmp->inv->type != SPELL) 1839 if (!tmp->inv || tmp->inv->type != SPELL)
1842 { 1840 {
1843 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1841 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1844 return; 1842 return;
1845 } 1843 }
1846 1844
1847 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1848 { 1846 {
1854 */ 1852 */
1855 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1853 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1856 1854
1857 if (!skop) 1855 if (!skop)
1858 { 1856 {
1859 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1857 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1860 return; 1858 return;
1861 } 1859 }
1862 1860
1863 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1861 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1864 change_exp (op, exp_gain, skop->skill, 0); 1862 change_exp (op, exp_gain, skop->skill, 0);
1865 } 1863 }
1866 1864
1867 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1865 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1868 identify (tmp); 1866 identify (tmp);
1869 1867
1870 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1868 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1871
1872 1869
1873 cast_spell (op, tmp, dir, tmp->inv, NULL); 1870 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874 decrease_ob (tmp); 1871 tmp->decrease ();
1875} 1872}
1876 1873
1877/** 1874/**
1878 * Applies a treasure object - by default, chest. op 1875 * Applies a treasure object - by default, chest. op
1879 * is the person doing the applying, tmp is the treasure 1876 * is the person doing the applying, tmp is the treasure
1880 * chest. 1877 * chest.
1881 */ 1878 */
1882static void 1879static void
1883apply_treasure (object *op, object *tmp) 1880apply_treasure (object *op, object *tmp)
1884{ 1881{
1885 object *treas;
1886
1887
1888 /* Nice side effect of new treasure creation method is that the treasure 1882 /* 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 1883 * 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 1884 * 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 1885 * prevents people from moving chests to more difficult maps to get better
1892 * treasure 1886 * treasure
1893 */ 1887 */
1894
1895 treas = tmp->inv; 1888 object *treas = tmp->inv;
1896 if (treas == NULL) 1889
1890 if (!treas)
1897 { 1891 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1892 op->statusmsg ("The chest was empty.");
1899 decrease_ob (tmp); 1893 tmp->decrease ();
1900 return; 1894 return;
1901 } 1895 }
1896
1902 while (tmp->inv) 1897 while (tmp->inv)
1903 { 1898 {
1904 treas = tmp->inv; 1899 treas = tmp->inv;
1905
1906 treas->remove (); 1900 treas->remove ();
1907 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1908 1901
1909 treas->x = op->x; 1902 treas->x = op->x;
1910 treas->y = op->y; 1903 treas->y = op->y;
1911 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1904 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1912 1905
1913 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1906 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1914 spring_trap (treas, op); 1907 spring_trap (treas, op);
1915 1908
1916 /* If either player or container was destroyed, no need to do 1909 /* If either player or container was destroyed, no need to do
1917 * further processing. I think this should be enclused with 1910 * further processing. I think this should be enclused with
1918 * spring trap above, as I don't think there is otherwise 1911 * spring trap above, as I don't think there is otherwise
1919 * any way for the treasure chest or player to get killed 1912 * any way for the treasure chest or player to get killed.
1920 */ 1913 */
1921 if (op->destroyed () || tmp->destroyed ()) 1914 if (op->destroyed () || tmp->destroyed ())
1922 break; 1915 break;
1923 } 1916 }
1924 1917
1925 if (!tmp->destroyed () && tmp->inv == NULL) 1918 if (!tmp->destroyed () && !tmp->inv)
1926 decrease_ob (tmp); 1919 tmp->decrease (true);
1927
1928} 1920}
1929 1921
1930/** 1922/**
1931 * op eats food. 1923 * op eats food.
1932 * If player, takes care of messages and dragon special food. 1924 * If player, takes care of messages and dragon special food.
1947 { 1939 {
1948 /* usual case - no dragon meal: */ 1940 /* usual case - no dragon meal: */
1949 if (op->stats.food + tmp->stats.food > 999) 1941 if (op->stats.food + tmp->stats.food > 999)
1950 { 1942 {
1951 if (tmp->type == FOOD || tmp->type == FLESH) 1943 if (tmp->type == FOOD || tmp->type == FLESH)
1952 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1944 op->failmsg ("You feel full, but what a waste of food!");
1953 else 1945 else
1954 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1946 op->statusmsg ("Most of the drink goes down your face not your throat!");
1955 } 1947 }
1948
1949 tmp->play_sound (
1950 tmp->sound
1951 ? tmp->sound
1952 : tmp->type == DRINK
1953 ? sound_find ("eat_drink")
1954 : sound_find ("eat_food")
1955 );
1956 1956
1957 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1958 { 1958 {
1959 char buf[MAX_BUF]; 1959 const char *buf;
1960 1960
1961 if (!is_dragon_pl (op)) 1961 if (!is_dragon_pl (op))
1962 { 1962 {
1963 /* eating message for normal players */ 1963 /* eating message for normal players */
1964 if (tmp->type == DRINK) 1964 if (tmp->type == DRINK)
1965 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1965 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1966 else 1966 else
1967 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 1967 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1968 } 1968 }
1969 else 1969 else
1970 {
1971 /* eating message for dragon players */ 1970 /* eating message for dragon players */
1972 sprintf (buf, "The %s tasted terrible!", &tmp->name); 1971 buf = format ("The %s tasted terrible!", &tmp->name);
1973 }
1974 1972
1975 new_draw_info (NDI_UNIQUE, 0, op, buf); 1973 op->statusmsg (buf);
1974
1976 capacity_remaining = 999 - op->stats.food; 1975 capacity_remaining = 999 - op->stats.food;
1977 op->stats.food += tmp->stats.food; 1976 op->stats.food += tmp->stats.food;
1978 if (capacity_remaining < tmp->stats.food) 1977 if (capacity_remaining < tmp->stats.food)
1979 op->stats.hp += capacity_remaining / 50; 1978 op->stats.hp += capacity_remaining / 50;
1980 else 1979 else
1981 op->stats.hp += tmp->stats.food / 50; 1980 op->stats.hp += tmp->stats.food / 50;
1981
1982 if (op->stats.hp > op->stats.maxhp) 1982 if (op->stats.hp > op->stats.maxhp)
1983 op->stats.hp = op->stats.maxhp; 1983 op->stats.hp = op->stats.maxhp;
1984 if (op->stats.food > 999) 1984 if (op->stats.food > 999)
1985 op->stats.food = 999; 1985 op->stats.food = 999;
1986 } 1986 }
1988 /* special food hack -b.t. */ 1988 /* special food hack -b.t. */
1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1990 eat_special_food (op, tmp); 1990 eat_special_food (op, tmp);
1991 } 1991 }
1992 } 1992 }
1993
1993 handle_apply_yield (tmp); 1994 handle_apply_yield (tmp);
1994 decrease_ob (tmp); 1995 tmp->decrease ();
1995} 1996}
1996 1997
1997/** 1998/**
1998 * A dragon is eating some flesh. If the flesh contains resistances, 1999 * A dragon is eating some flesh. If the flesh contains resistances,
1999 * there is a chance for the dragon's skin to get improved. 2000 * there is a chance for the dragon's skin to get improved.
2009{ 2010{
2010 object *skin = NULL; /* pointer to dragon skin force */ 2011 object *skin = NULL; /* pointer to dragon skin force */
2011 object *abil = NULL; /* pointer to dragon ability force */ 2012 object *abil = NULL; /* pointer to dragon ability force */
2012 object *tmp = NULL; /* tmp. object */ 2013 object *tmp = NULL; /* tmp. object */
2013 2014
2014 char buf[MAX_BUF]; /* tmp. string buffer */
2015 double chance; /* improvement-chance of one resistance type */ 2015 double chance; /* improvement-chance of one resistance type */
2016 double totalchance = 1; /* total chance of gaining one resistance */ 2016 double totalchance = 1; /* total chance of gaining one resistance */
2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2018 double mbonus = 0; /* monster bonus */ 2018 double mbonus = 0; /* monster bonus */
2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2024 if (meal->type != FLESH || !is_dragon_pl (op)) 2024 if (meal->type != FLESH || !is_dragon_pl (op))
2025 return 0; 2025 return 0;
2026 2026
2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2028 from the player's inventory */ 2028 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) 2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2033 if (tmp->type == FORCE) 2030 if (tmp->type == FORCE)
2034 if (tmp->arch->name == dragon_skin_force) 2031 if (tmp->arch->archname == shstr_dragon_skin_force)
2035 skin = tmp; 2032 skin = tmp;
2036 else if (tmp->arch->name == dragon_ability_force) 2033 else if (tmp->arch->archname == shstr_dragon_ability_force)
2037 abil = tmp; 2034 abil = tmp;
2038 2035
2039 /* if either skin or ability are missing, this is an old player 2036 /* if either skin or ability are missing, this is an old player
2040 which is not to be considered a dragon -> bail out */ 2037 which is not to be considered a dragon -> bail out */
2041 if (skin == NULL || abil == NULL) 2038 if (skin == NULL || abil == NULL)
2044 /* now start by filling stomache and health, according to food-value */ 2041 /* now start by filling stomache and health, according to food-value */
2045 if ((999 - op->stats.food) < meal->stats.food) 2042 if ((999 - op->stats.food) < meal->stats.food)
2046 op->stats.hp += (999 - op->stats.food) / 50; 2043 op->stats.hp += (999 - op->stats.food) / 50;
2047 else 2044 else
2048 op->stats.hp += meal->stats.food / 50; 2045 op->stats.hp += meal->stats.food / 50;
2046
2049 if (op->stats.hp > op->stats.maxhp) 2047 if (op->stats.hp > op->stats.maxhp)
2050 op->stats.hp = op->stats.maxhp; 2048 op->stats.hp = op->stats.maxhp;
2051 2049
2052 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2053 2051
2098 } 2096 }
2099 } 2097 }
2100 2098
2101 /* inverse totalchance as until now we have the failure-chance */ 2099 /* inverse totalchance as until now we have the failure-chance */
2102 totalchance = 100 - totalchance * 100; 2100 totalchance = 100 - totalchance * 100;
2101
2103 /* print message according to totalchance */ 2102 /* print message according to totalchance */
2103 const char *buf;
2104 if (totalchance > 50.) 2104 if (totalchance > 50.)
2105 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2105 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2106 else if (totalchance > 10.) 2106 else if (totalchance > 10.)
2107 sprintf (buf, "The %s tasted very good.", &meal->name); 2107 buf = format ("The %s tasted very good.", &meal->name);
2108 else if (totalchance > 1.) 2108 else if (totalchance > 1.)
2109 sprintf (buf, "The %s tasted good.", &meal->name); 2109 buf = format ("The %s tasted good.", &meal->name);
2110 else if (totalchance > 0.1) 2110 else if (totalchance > 0.1)
2111 sprintf (buf, "The %s tasted bland.", &meal->name); 2111 buf = format ("The %s tasted bland.", &meal->name);
2112 else if (totalchance >= 0.01) 2112 else if (totalchance >= 0.01)
2113 sprintf (buf, "The %s had a boring taste.", &meal->name); 2113 buf = format ("The %s had a boring taste.", &meal->name);
2114 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2114 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2115 sprintf (buf, "The %s tasted strange.", &meal->name); 2115 buf = format ("The %s tasted strange.", &meal->name);
2116 else 2116 else
2117 sprintf (buf, "The %s had no taste.", &meal->name); 2117 buf = format ("The %s had no taste.", &meal->name);
2118 new_draw_info (NDI_UNIQUE, 0, op, buf); 2118
2119 op->statusmsg (buf);
2119 2120
2120 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2121 i = -1; 2122 i = -1;
2122 if (winners > 0) 2123 if (winners > 0)
2123 i = atnr_winner[RANDOM () % winners]; 2124 i = atnr_winner [rndm (winners)];
2124 2125
2125 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2126 { 2127 {
2127 /* resistance increased! */ 2128 /* resistance increased! */
2128 skin->resist[i]++; 2129 skin->resist[i]++;
2129 op->update_stats (); 2130 op->update_stats ();
2130 2131
2131 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2132 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 } 2133 }
2134 2134
2135 /* if this flesh contains a new ability focus, we mark it 2135 /* if this flesh contains a new ability focus, we mark it
2136 into the ability_force and it will take effect on next level */ 2136 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) 2137 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2138 { 2138 {
2139 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2139 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2140 2140
2141 if (meal->last_eat != abil->stats.exp) 2141 if (meal->last_eat != abil->stats.exp)
2142 op->statusmsg (format (
2143 "Your metabolism prepares to focus on %s!\n"
2144 "The change will happen at level %d.",
2145 change_resist_msg[meal->last_eat],
2146 abil->level + 1
2142 { 2147 ));
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 2148 else
2149 { 2149 {
2150 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2150 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; 2151 abil->last_eat = 0;
2153 } 2152 }
2154 } 2153 }
2154
2155 return 1; 2155 return 1;
2156} 2156}
2157 2157
2158/** 2158/**
2159 * Handles applying an improve armor scroll. 2159 * Handles applying an improve armor scroll.
2162static void 2162static void
2163apply_armour_improver (object *op, object *tmp) 2163apply_armour_improver (object *op, object *tmp)
2164{ 2164{
2165 object *armor; 2165 object *armor;
2166 2166
2167 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2167 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2168 { 2168 {
2169 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2169 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2170 return; 2170 return;
2171 } 2171 }
2172 2172
2173 armor = find_marked_object (op); 2173 armor = find_marked_object (op);
2174 2174
2175 if (!armor) 2175 if (!armor)
2176 { 2176 {
2177 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2177 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2178 return; 2178 return;
2179 } 2179 }
2180 2180
2181 if (armor->type != ARMOUR 2181 if (armor->type != ARMOUR
2182 && armor->type != CLOAK 2182 && armor->type != CLOAK
2183 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2183 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2184 { 2184 {
2185 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2185 op->failmsg ("Your marked item is not armour!\n");
2186 return; 2186 return;
2187 } 2187 }
2188 2188
2189 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2189 op->statusmsg ("Applying armour enchantment.");
2190 improve_armour (op, tmp, armor); 2190 improve_armour (op, tmp, armor);
2191} 2191}
2192 2192
2193extern void 2193void
2194apply_poison (object *op, object *tmp) 2194apply_poison (object *op, object *tmp)
2195{ 2195{
2196 // need to do it now when it is still on the map
2197 handle_apply_yield (tmp);
2198
2199 object *poison = tmp->split (1);
2200
2196 if (op->type == PLAYER) 2201 if (op->type == PLAYER)
2197 { 2202 {
2198 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2203 op->contr->play_sound (sound_find ("drink_poison"));
2199 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2204 op->failmsg ("Yech! That tasted poisonous!");
2200 strcpy (op->contr->killer, "poisonous booze"); 2205 op->contr->killer = poison;
2201 } 2206 }
2207
2202 if (tmp->stats.hp > 0) 2208 if (poison->stats.hp > 0)
2203 { 2209 {
2204 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2210 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); 2211 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2206 } 2212 }
2213
2207 op->stats.food -= op->stats.food / 4; 2214 op->stats.food -= op->stats.food / 4;
2208 handle_apply_yield (tmp); 2215 poison->destroy ();
2209 decrease_ob (tmp);
2210} 2216}
2211 2217
2212/** 2218/**
2213 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2219 * 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: 2220 * A valid 2 way exit means:
2230#if 0 //TODO 2236#if 0 //TODO
2231 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2237 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2232 return 0; /* This is a reset town portal */ 2238 return 0; /* This is a reset town portal */
2233#endif 2239#endif
2234 2240
2241 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2242
2235 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2243 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2236 2244
2237 if (exitmap) 2245 if (exitmap)
2238 { 2246 {
2239 exitmap->load_sync (); 2247 exitmap->load_sync ();
2293 return 1; 2301 return 1;
2294 } 2302 }
2295 } 2303 }
2296 2304
2297 return 0; 2305 return 0;
2306}
2307
2308/**
2309 * This function will try to apply a lighter and in case no lighter
2310 * is specified it will try to find a lighter in the players inventory,
2311 * and inform him about this requirement.
2312 *
2313 * who - the player
2314 * op - the item we want to light
2315 * lighter - the lighter or 0 if a lighter has yet to be found
2316 */
2317static object *
2318auto_apply_lighter (object *who, object *op, object *lighter)
2319{
2320 if (lighter == 0)
2321 {
2322 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2323 {
2324 if (tmp->type == LIGHTER)
2325 {
2326 lighter = tmp;
2327 break;
2328 }
2329 }
2330
2331 if (!lighter)
2332 {
2333 who->failmsg (format (
2334 "You can't light up the %s with your bare hands! "
2335 "H<You need a lighter in your inventory, for example a flint and steel.>",
2336 &op->name));
2337 return 0;
2338 }
2339 }
2340
2341 // last_eat == 0 means the lighter is not being used up!
2342 if (lighter->last_eat && lighter->stats.food)
2343 {
2344 /* lighter gets used up */
2345 lighter = lighter->split ();
2346 lighter->stats.food--;
2347 who->insert (lighter);
2348 }
2349 else if (lighter->last_eat)
2350 {
2351 /* no charges left in lighter */
2352 who->failmsg (format (
2353 "You attempt to light the %s with a used up %s.",
2354 &op->name, &lighter->name));
2355 return 0;
2356 }
2357
2358 return lighter;
2359}
2360
2361/**
2362 * Designed primarily to light torches/lanterns/etc.
2363 * Also burns up burnable material too. First object in the inventory is
2364 * the selected object to "burn". -b.t.
2365 */
2366void
2367apply_lighter (object *who, object *lighter)
2368{
2369 object *item;
2370 int is_player_env = 0;
2371
2372 item = find_marked_object (who);
2373 if (item)
2374 {
2375 if (!auto_apply_lighter (who, item, lighter))
2376 return;
2377
2378 /* Perhaps we should split what we are trying to light on fire?
2379 * I can't see many times when you would want to light multiple
2380 * objects at once.
2381 */
2382
2383 save_throw_object (item, AT_FIRE, who);
2384
2385 if (item->destroyed ()
2386 || ((item->type == LAMP || item->type == TORCH)
2387 && item->glow_radius > 0))
2388 who->statusmsg (format (
2389 "You light the %s with the %s.",
2390 &item->name, &lighter->name));
2391 else
2392 who->failmsg (format (
2393 "You attempt to light the %s with the %s and fail.",
2394 &item->name, &lighter->name));
2395 }
2396 else
2397 who->failmsg ("You need to mark a lightable object.");
2398}
2399
2400/**
2401 * This function generates a cursed effect for cursed lamps and torches.
2402 */
2403void player_apply_lamp_cursed_effect (object *who, object *op)
2404{
2405 if (op->level)
2406 {
2407 who->failmsg (format (
2408 "The %s was cursed, it explodes in a big fireball!",
2409 &op->name));
2410 create_exploding_ball_at (who, op->level);
2411 }
2412 else
2413 {
2414 who->failmsg (format (
2415 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2416 &op->name));
2417 }
2418
2419 op->destroy ();
2420}
2421
2422/**
2423 * Apply for players and lamps
2424 *
2425 * who - the player
2426 * op - the lamp
2427 */
2428void player_apply_lamp (object *who, object *op)
2429{
2430 bool switch_on = op->glow_radius ? false : true;
2431
2432 if (switch_on)
2433 {
2434 object *lighter = 0;
2435
2436 if (op->flag [FLAG_IS_LIGHTABLE]
2437 && !(lighter = auto_apply_lighter (who, op, 0)))
2438 return;
2439
2440 if (op->stats.food < 1)
2441 {
2442 if (op->type == LAMP)
2443 who->failmsg (format (
2444 "The %s is out of fuel! "
2445 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2446 &op->name));
2447 else
2448 who->failmsg (format (
2449 "The %s is burnt out! "
2450 "H<Torches and similar items burn out and become worthless.>",
2451 &op->name));
2452 return;
2453 }
2454
2455 if (op->flag [FLAG_CURSED])
2456 {
2457 player_apply_lamp_cursed_effect (who, op);
2458 return;
2459 }
2460
2461 if (lighter)
2462 who->statusmsg (format (
2463 "You light up the %s with the %s.", &op->name, &lighter->name));
2464 else
2465 who->statusmsg (format ("You light up the %s.", &op->name));
2466 }
2467 else
2468 {
2469 if (op->flag [FLAG_CURSED])
2470 {
2471 player_apply_lamp_cursed_effect (who, op);
2472 return;
2473 }
2474
2475 if (op->type == TORCH)
2476 {
2477 if (!op->flag [FLAG_IS_LIGHTABLE])
2478 {
2479 who->statusmsg (format (
2480 "You put out the %s. "
2481 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2482 &op->name, &op->name));
2483 }
2484 else
2485 who->statusmsg (format (
2486 "You put out the %s."
2487 "H<Torches wear out if you put them out.>",
2488 &op->name));
2489 }
2490 else
2491 who->statusmsg (format ("You turn off the %s.", &op->name));
2492 }
2493
2494 apply_lamp (op, switch_on);
2495}
2496
2497void get_animation_from_arch (object *op, arch_ptr a)
2498{
2499 op->animation_id = a->animation_id;
2500 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2501 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2502 op->anim_speed = a->anim_speed;
2503 op->last_anim = 0;
2504 op->state = 0;
2505 op->face = a->face;
2506
2507 if (NUM_ANIMATIONS(op) > 1)
2508 {
2509 SET_ANIMATION(op, 0);
2510 animate_object (op, op->direction);
2511 }
2512 else
2513 update_object (op, UP_OBJ_FACE);
2514}
2515
2516/**
2517 * Apply for LAMPs and TORCHes.
2518 *
2519 * op - the lamp
2520 * switch_on - a flag which says whether the lamp should be switched on or off
2521 */
2522void apply_lamp (object *op, bool switch_on)
2523{
2524 op->set_glow_radius (switch_on ? op->range : 0);
2525 op->set_speed (switch_on ? op->arch->speed : 0);
2526
2527 // torches wear out if you put them out
2528 if (op->type == TORCH && !switch_on)
2529 {
2530 if (op->flag [FLAG_IS_LIGHTABLE])
2531 {
2532 op->stats.food -= (double) op->arch->stats.food / 15;
2533 if (op->stats.food < 0)
2534 op->stats.food = 0;
2535 }
2536 else
2537 op->stats.food = 0;
2538 }
2539
2540 // lamps and torched get worthless when used up
2541 if (op->stats.food <= 0)
2542 op->value = 0;
2543
2544 // FIXME: This is a hack to make the more sane torches and lamps
2545 // still animated ;-/
2546 if (op->other_arch)
2547 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2548
2549 if (object *pl = op->visible_to ())
2550 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2298} 2551}
2299 2552
2300/** 2553/**
2301 * Main apply handler. 2554 * Main apply handler.
2302 * 2555 *
2305 * Return value: 2558 * Return value:
2306 * 0: player or monster can't apply objects of that type 2559 * 0: player or monster can't apply objects of that type
2307 * 1: has been applied, or there was an error applying the object 2560 * 1: has been applied, or there was an error applying the object
2308 * 2: objects of that type can't be applied if not in inventory 2561 * 2: objects of that type can't be applied if not in inventory
2309 * 2562 *
2310 * op is the object that is causing object to be applied, tmp is the object 2563 * who is the object that is causing object to be applied, op is the object
2311 * being applied. 2564 * being applied.
2312 * 2565 *
2313 * aflag is special (always apply/unapply) flags. Nothing is done with 2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2314 * them in this function - they are passed to apply_special 2567 * them in this function - they are passed to apply_special
2315 */ 2568 */
2316int 2569int
2317manual_apply (object *op, object *tmp, int aflag) 2570manual_apply (object *who, object *op, int aflag)
2318{ 2571{
2319 if (tmp->head) 2572 op = op->head_ ();
2320 tmp = tmp->head;
2321 2573
2322 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2323 { 2575 {
2324 if (op->type == PLAYER) 2576 if (who->type == PLAYER)
2325 { 2577 {
2326 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2578 examine (who, op);
2579 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2327 return 1; 2580 return 1;
2328 } 2581 }
2329 else 2582 else
2330 return 0; /* monsters just skip unpaid items */ 2583 return 0; /* monsters just skip unpaid items */
2331 } 2584 }
2332 2585
2333 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2334 return RESULT_INT (0); 2587 return RESULT_INT (0);
2335 2588
2336 switch (tmp->type) 2589 switch (op->type)
2337 { 2590 {
2338 case CF_HANDLE: 2591 case CF_HANDLE:
2339 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2592 who->play_sound (sound_find ("turn_handle"));
2340 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2593 who->statusmsg ("You turn the handle.");
2341 tmp->value = tmp->value ? 0 : 1; 2594 op->value = op->value ? 0 : 1;
2342 SET_ANIMATION (tmp, tmp->value); 2595 SET_ANIMATION (op, op->value);
2343 update_object (tmp, UP_OBJ_FACE); 2596 update_object (op, UP_OBJ_FACE);
2344 push_button (tmp); 2597 push_button (op, who);
2345 return 1; 2598 return 1;
2346 2599
2347 case TRIGGER: 2600 case TRIGGER:
2348 if (check_trigger (tmp, op)) 2601 if (check_trigger (op, who, who))
2349 { 2602 {
2350 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2603 who->statusmsg ("You turn the handle.");
2351 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2604 who->play_sound (sound_find ("turn_handle"));
2352 } 2605 }
2353 else 2606 else
2354 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2607 who->failmsg ("The handle doesn't move.");
2355 2608
2356 return 1; 2609 return 1;
2357 2610
2358 case EXIT: 2611 case EXIT:
2359 if (op->type != PLAYER) 2612 if (who->type != PLAYER)
2360 return 0; 2613 return 0;
2361 2614
2362 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2616 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2364 else 2617 else
2365 { 2618 {
2366 /* Don't display messages for random maps. */ 2619 /* Don't display messages for random maps. */
2367 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2368 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2621 who->statusmsg (op->msg, NDI_NAVY);
2369 2622
2370 op->enter_exit (tmp); 2623 who->enter_exit (op);
2371 } 2624 }
2372 2625
2373 return 1; 2626 return 1;
2374 2627
2628 case INSCRIBABLE:
2629 who->statusmsg (op->msg);
2630 // maybe show a spell menu to chose from or something like that
2631 return 1;
2632
2375 case SIGN: 2633 case SIGN:
2376 apply_sign (op, tmp, 0); 2634 apply_sign (who, op, 0);
2377 return 1; 2635 return 1;
2378 2636
2379 case BOOK: 2637 case BOOK:
2380 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2381 { 2639 {
2382 apply_book (op, tmp); 2640 apply_book (who, op);
2383 return 1; 2641 return 1;
2384 } 2642 }
2385 else 2643 else
2386 return 0; 2644 return 0;
2387 2645
2388 case SKILLSCROLL: 2646 case SKILLSCROLL:
2389 if (op->type == PLAYER) 2647 if (who->type == PLAYER)
2390 { 2648 {
2391 apply_skillscroll (op, tmp); 2649 apply_skillscroll (who, op);
2392 return 1; 2650 return 1;
2393 } 2651 }
2394 else 2652 else
2395 return 0; 2653 return 0;
2396 2654
2397 case SPELLBOOK: 2655 case SPELLBOOK:
2398 if (op->type == PLAYER) 2656 if (who->type == PLAYER)
2399 { 2657 {
2400 apply_spellbook (op, tmp); 2658 apply_spellbook (who, op);
2401 return 1; 2659 return 1;
2402 } 2660 }
2403 else 2661 else
2404 return 0; 2662 return 0;
2405 2663
2406 case SCROLL: 2664 case SCROLL:
2407 apply_scroll (op, tmp, 0); 2665 apply_scroll (who, op, 0);
2408 return 1; 2666 return 1;
2409 2667
2410 case POTION: 2668 case POTION:
2411 apply_potion (op, tmp); 2669 apply_potion (who, op);
2412 return 1; 2670 return 1;
2413 2671
2414 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2672 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed? 2673 //TODO: remove, as it is unsed?
2416 case CLOSE_CON: 2674 case CLOSE_CON:
2417 apply_container (op, tmp->env); 2675 apply_container (who, op->env);
2418 return 1; 2676 return 1;
2419 2677
2420 case CONTAINER: 2678 case CONTAINER:
2421 apply_container (op, tmp); 2679 apply_container (who, op);
2422 return 1; 2680 return 1;
2423 2681
2424 case TREASURE: 2682 case TREASURE:
2425 if (op->type == PLAYER) 2683 if (who->type == PLAYER)
2426 { 2684 {
2427 apply_treasure (op, tmp); 2685 apply_treasure (who, op);
2428 return 1; 2686 return 1;
2429 } 2687 }
2430 else 2688 else
2431 return 0; 2689 return 0;
2690
2691 case LAMP:
2692 case TORCH:
2693 player_apply_lamp (who, op);
2694 return 1;
2432 2695
2433 case WEAPON: 2696 case WEAPON:
2434 case ARMOUR: 2697 case ARMOUR:
2435 case BOOTS: 2698 case BOOTS:
2436 case GLOVES: 2699 case GLOVES:
2444 case WAND: 2707 case WAND:
2445 case ROD: 2708 case ROD:
2446 case HORN: 2709 case HORN:
2447 case SKILL: 2710 case SKILL:
2448 case BOW: 2711 case BOW:
2449 case LAMP:
2450 case BUILDER: 2712 case BUILDER:
2451 case SKILL_TOOL: 2713 case SKILL_TOOL:
2452 if (tmp->env != op) 2714 if (op->env != who)
2453 return 2; /* not in inventory */ 2715 return 2; /* not in inventory */
2454 2716
2455 apply_special (op, tmp, aflag); 2717 apply_special (who, op, aflag);
2456 return 1; 2718 return 1;
2457 2719
2458 case DRINK: 2720 case DRINK:
2459 case FOOD: 2721 case FOOD:
2460 case FLESH: 2722 case FLESH:
2461 apply_food (op, tmp); 2723 apply_food (who, op);
2462 return 1; 2724 return 1;
2463 2725
2464 case POISON: 2726 case POISON:
2465 apply_poison (op, tmp); 2727 apply_poison (who, op);
2466 return 1; 2728 return 1;
2467 2729
2468 case SAVEBED: 2730 case SAVEBED:
2469 return 1; 2731 return 1;
2470 2732
2471 case ARMOUR_IMPROVER: 2733 case ARMOUR_IMPROVER:
2472 if (op->type == PLAYER) 2734 if (who->type == PLAYER)
2473 { 2735 {
2474 apply_armour_improver (op, tmp); 2736 apply_armour_improver (who, op);
2475 return 1; 2737 return 1;
2476 } 2738 }
2477 else 2739 else
2478 return 0; 2740 return 0;
2479 2741
2480 case WEAPON_IMPROVER: 2742 case WEAPON_IMPROVER:
2481 check_improve_weapon (op, tmp); 2743 check_improve_weapon (who, op);
2482 return 1; 2744 return 1;
2483 2745
2484 case CLOCK: 2746 case CLOCK:
2485 if (op->type == PLAYER) 2747 if (who->type == PLAYER)
2486 { 2748 {
2487 char buf[MAX_BUF]; 2749 char buf[MAX_BUF];
2488 timeofday_t tod; 2750 timeofday_t tod;
2489 2751
2490 get_tod (&tod); 2752 get_tod (&tod);
2753 who->play_sound (sound_find ("sound_clock"));
2754 who->statusmsg (format (
2491 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2755 "It is %d minute%s past %d o'clock %s",
2492 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2756 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2493 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2757 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2494 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2758 ));
2495 new_draw_info (NDI_UNIQUE, 0, op, buf);
2496 return 1; 2759 return 1;
2497 } 2760 }
2498 else 2761 else
2499 return 0; 2762 return 0;
2500 2763
2501 case MENU: 2764 case MENU:
2502 if (op->type == PLAYER) 2765 if (who->type == PLAYER)
2503 { 2766 {
2504 shop_listing (tmp, op); 2767 shop_listing (op, who);
2505 return 1; 2768 return 1;
2506 } 2769 }
2507 else 2770 else
2508 return 0; 2771 return 0;
2509 2772
2510 case POWER_CRYSTAL: 2773 case POWER_CRYSTAL:
2511 apply_power_crystal (op, tmp); /* see egoitem.c */ 2774 apply_power_crystal (who, op); /* see egoitem.c */
2512 return 1; 2775 return 1;
2513 2776
2514 case LIGHTER: /* for lighting torches/lanterns/etc */ 2777 case LIGHTER: /* for lighting torches/lanterns/etc */
2515 if (op->type == PLAYER) 2778 if (who->type == PLAYER)
2516 { 2779 {
2517 apply_lighter (op, tmp); 2780 apply_lighter (who, op);
2518 return 1; 2781 return 1;
2519 } 2782 }
2520 else 2783 else
2521 return 0; 2784 return 0;
2522 2785
2523 case ITEM_TRANSFORMER: 2786 case ITEM_TRANSFORMER:
2524 apply_item_transformer (op, tmp); 2787 apply_item_transformer (who, op);
2525 return 1; 2788 return 1;
2526 2789
2527 default: 2790 default:
2528 return 0; 2791 return 0;
2529 } 2792 }
2530} 2793}
2531
2532 2794
2533/* quiet suppresses the "don't know how to apply" and "you must get it first" 2795/* 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 2796 * messages as needed by player_apply_below(). But there can still be
2535 * "but you are floating high above the ground" messages. 2797 * "but you are floating high above the ground" messages.
2536 * 2798 *
2537 * Same return value as apply() function. 2799 * Same return value as apply() function.
2538 */ 2800 */
2539int 2801int
2540player_apply (object *pl, object *op, int aflag, int quiet) 2802player_apply (object *pl, object *op, int aflag, int quiet)
2541{ 2803{
2542 int tmp;
2543
2544 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2804 if (!op->env && (pl->move_type & MOVE_FLYING))
2545 { 2805 {
2546 /* player is flying and applying object not in inventory */ 2806 /* player is flying and applying object not in inventory */
2547 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2807 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2548 { 2808 {
2549 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2809 pl->failmsg ("But you are floating high above the ground! "
2810 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2811 "or waiting till the levitation effect wears off.>");
2550 return 0; 2812 return 0;
2551 } 2813 }
2552 } 2814 }
2553 2815
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; 2816 pl->contr->last_used = op;
2567 2817
2568 tmp = manual_apply (pl, op, aflag); 2818 int tmp = manual_apply (pl, op, aflag);
2819
2569 if (!quiet) 2820 if (!quiet)
2570 { 2821 {
2571 if (tmp == 0) 2822 if (tmp == 0)
2572 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2823 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2573 else if (tmp == 2) 2824 else if (tmp == 2)
2574 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2825 pl->failmsg ("You must get it first!\n");
2575 } 2826 }
2827
2576 return tmp; 2828 return tmp;
2577} 2829}
2578 2830
2579/** 2831/**
2580 * player_apply_below attempts to apply the object 'below' the player. 2832 * 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 2833 * If the player has an open container, we use that for below, otherwise
2582 * we use the ground. 2834 * we use the ground.
2583 */ 2835 */
2584
2585void 2836void
2586player_apply_below (object *pl) 2837player_apply_below (object *pl)
2587{ 2838{
2588 int floors = 0; 2839 int floors = 0;
2589 2840
2608 * person moving on it, also activate. Added code to make it 2859 * person moving on it, also activate. Added code to make it
2609 * so that at least one of players movement types be that which 2860 * so that at least one of players movement types be that which
2610 * the item needs. 2861 * the item needs.
2611 */ 2862 */
2612 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2863 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2613 {
2614 if (player_apply (pl, tmp, 0, 1) == 1) 2864 if (player_apply (pl, tmp, 0, 1) == 1)
2615 return; 2865 return;
2616 } 2866
2617 if (floors >= 2) 2867 if (floors >= 2)
2618 return; /* process at most two floor objects */ 2868 return; /* process at most two floor objects */
2619 } 2869 }
2620} 2870}
2621 2871
2630{ 2880{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2881 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2882 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2883 return RESULT_INT (0);
2634 2884
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2885 CLEAR_FLAG (op, FLAG_APPLIED);
2638 2886
2639 switch (op->type) 2887 switch (op->type)
2640 { 2888 {
2889 case SKILL_TOOL:
2890 // unapplying a skill tool should also unapply the skill it governs
2891 // but this is hard, as it shouldn't do so when the skill can
2892 // be used for other reasons
2893 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2894 if (tmp->skill == op->skill
2895 && tmp->type == SKILL
2896 && tmp->flag [FLAG_APPLIED]
2897 && !tmp->flag [FLAG_CAN_USE_SKILL])
2898 unapply_special (who, tmp, 0);
2899
2900 change_abil (who, op);
2901 break;
2902
2641 case WEAPON: 2903 case WEAPON:
2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2904 if (player *pl = who->contr)
2905 if (op == pl->combat_ob)
2906 {
2907 pl->combat_ob = 0;
2908 who->change_weapon (pl->ranged_ob);
2909 }
2910
2911 who->statusmsg (format ("You unwield %s.", query_name (op)));
2643 2912
2644 change_abil (who, op); 2913 change_abil (who, op);
2645 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2914 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2915 break;
2646 2916
2917 case SKILL:
2647 if (who->contr) 2918 if (who->contr)
2648 { 2919 {
2649 if (who->contr->combat_ob == op) 2920 if (IS_COMBAT_SKILL (op->subtype))
2650 who->contr->combat_ob = 0; 2921 who->change_weapon (who->contr->combat_ob = 0);
2922 else if (IS_RANGED_SKILL (op->subtype))
2923 who->change_weapon (who->contr->ranged_ob = 0);
2651 2924
2652 if (who->current_weapon == op) 2925 if (op->invisible)
2653 who->current_weapon = 0; 2926 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2927 else
2928 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2654 } 2929 }
2655 2930
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); 2931 change_abil (who, op);
2673 who->chosen_skill = 0;
2674 CLEAR_FLAG (who, FLAG_READY_SKILL); 2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break; 2933 break;
2676 2934
2677 case ARMOUR: 2935 case ARMOUR:
2678 case HELMET: 2936 case HELMET:
2682 case GLOVES: 2940 case GLOVES:
2683 case AMULET: 2941 case AMULET:
2684 case GIRDLE: 2942 case GIRDLE:
2685 case BRACERS: 2943 case BRACERS:
2686 case CLOAK: 2944 case CLOAK:
2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2945 who->statusmsg (format ("You unwear %s.", query_name (op)));
2688 change_abil (who, op); 2946 change_abil (who, op);
2689 break; 2947 break;
2690
2691 case LAMP:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2693 tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x;
2695 tmp2->y = op->y;
2696 tmp2->map = op->map;
2697 tmp2->below = op->below;
2698 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704
2705 if (who->contr)
2706 esrv_del_item (who->contr, op->count);
2707
2708 op->destroy ();
2709 insert_ob_in_ob (tmp2, who);
2710 who->update_stats ();
2711
2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2713 {
2714 if (who->contr)
2715 {
2716 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2718 }
2719 }
2720
2721 if (who->contr)
2722 esrv_send_item (who, tmp2);
2723
2724 return 1; /* otherwise, an attempt to drop causes problems */
2725 2948
2726 case BOW: 2949 case BOW:
2727 case WAND: 2950 case WAND:
2728 case ROD: 2951 case ROD:
2729 case HORN: 2952 case HORN:
2730 clear_skill (who);
2731
2732 if (who->contr) 2953 if (player *pl = who->contr)
2733 { 2954 {
2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2955 if (op == pl->ranged_ob)
2735 2956 {
2736 if (who->contr->ranged_ob == op)
2737 who->contr->ranged_ob = 0; 2957 pl->ranged_ob = 0;
2958 who->change_weapon (pl->combat_ob);
2959 }
2738 2960
2739 if (who->current_weapon == op) 2961 who->statusmsg (format ("You unready %s.", query_name (op)));
2740 who->current_weapon = 0;
2741 } 2962 }
2742 else 2963 else
2743 { 2964 {
2965 who->change_skill (0);
2966
2744 if (op->type == BOW) 2967 if (op->type == BOW)
2745 CLEAR_FLAG (who, FLAG_READY_BOW); 2968 CLEAR_FLAG (who, FLAG_READY_BOW);
2746 else 2969 else
2747 CLEAR_FLAG (who, FLAG_READY_RANGE); 2970 CLEAR_FLAG (who, FLAG_READY_RANGE);
2748 } 2971 }
2749 2972
2750 break; 2973 break;
2751 2974
2752 case BUILDER: 2975 case BUILDER:
2753 if (who->contr) 2976 if (who->contr)
2754 { 2977 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; 2978 break;
2761 2979
2762 default: 2980 default:
2763 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2981 who->statusmsg (format ("You unapply %s.", query_name (op)));
2764 break; 2982 break;
2765 } 2983 }
2766 2984
2985 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2986 if (object *pl = op->visible_to ())
2987 esrv_send_item (pl, op);
2988
2767 who->update_stats (); 2989 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 2990
2785 return 0; 2991 return 0;
2786} 2992}
2787 2993
2788/** 2994/**
2789 * Returns the object that is using location 'loc'. 2995 * Returns the object that is using location 'loc'.
2790 * Note that 'start' is the first object to start examing - we 2996 * 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 2997 * then go through the below of this. In this way, you can do
2792 * something like: 2998 * something like:
2793 * tmp = get_item_from_body_location(who->inv, 1); 2999 * tmp = get_next_item_from_body_location(who->inv, 1);
2794 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3000 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2795 * to find the second object that may use this location, etc. 3001 * to find the second object that may use this location, etc.
2796 * Returns NULL if no match is found. 3002 * Returns NULL if no match is found.
2797 * loc is the index into the array we are looking for a match. 3003 * loc is the index into the array we are looking for a match.
2798 * don't return invisible objects unless they are skill objects 3004 * don't return invisible objects unless they are skill objects
2799 * invisible other objects that use 3005 * invisible other objects that use
2800 * up body locations can be used as restrictions. 3006 * up body locations can be used as restrictions.
2801 */ 3007 */
2802static object * 3008static object *
2803get_item_from_body_location (int loc, object *start) 3009get_next_item_from_body_location (int loc, object *start)
2804{ 3010{
2805 if (start)
2806 for (object *tmp = start; tmp; tmp = tmp->below) 3011 for (object *tmp = start; tmp; tmp = tmp->below)
2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 3012 if (tmp->flag [FLAG_APPLIED]
3013 && tmp->slot[loc].info
3014 && (!tmp->invisible || tmp->type == SKILL))
2808 return tmp; 3015 return tmp;
2809 3016
2810 return 0; 3017 return 0;
2811} 3018}
2812 3019
2813/** 3020/**
2819 * Returns 0 on success, returns 1 if there is some problem. 3026 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 3027 * 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 3028 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 3029 * another function that does just that.
2823 */ 3030 */
3031
3032#define CANNOT_REMOVE_CURSED \
3033 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3034 "Praying over an altar, scrolls of remove curse/damnation, " \
3035 "priests or even other players might help.>"
3036
2824int 3037int
2825unapply_for_ob (object *who, object *op, int aflags) 3038unapply_for_ob (object *who, object *op, int aflags)
2826{ 3039{
2827 if (op->is_range ()) 3040 if (op->is_range ())
2828 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3041 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3042 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))) 3043 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2831 { 3044 {
2832 if (aflags & AP_PRINT) 3045 if (aflags & AP_PRINT)
2833 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3046 who->failmsg (query_name (tmp));
2834 else 3047 else
2835 unapply_special (who, tmp, aflags); 3048 unapply_special (who, tmp, aflags);
2836 } 3049 }
2837 else 3050 else
2838 { 3051 {
2839 /* In this case, we want to try and remove a cursed item. 3052 /* 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 3053 * While we know it won't work, we want unapply_special to
2841 * at least generate the message. 3054 * at least generate the message.
2842 */ 3055 */
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)); 3056 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; 3057 return 1;
2845 } 3058 }
2846 3059
2847 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3060 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2848 { 3061 {
2854 /* We do a while loop - may need to remove several items in order 3067 /* We do a while loop - may need to remove several items in order
2855 * to free up enough slots. 3068 * to free up enough slots.
2856 */ 3069 */
2857 while ((who->slot[i].used + op->slot[i].info) < 0) 3070 while ((who->slot[i].used + op->slot[i].info) < 0)
2858 { 3071 {
2859 object *tmp = get_item_from_body_location (i, last); 3072 object *tmp = get_next_item_from_body_location (i, last);
2860 3073
2861 if (!tmp) 3074 if (!tmp)
2862 { 3075 {
2863#if 0 3076#if 0
2864 /* Not a bug - we'll get this if the player has cursed items 3077 /* Not a bug - we'll get this if the player has cursed items
2871 3084
2872 /* If we are just printing, we don't care about cursed status */ 3085 /* 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)))) 3086 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2874 { 3087 {
2875 if (aflags & AP_PRINT) 3088 if (aflags & AP_PRINT)
2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3089 who->failmsg (query_name (tmp));
2877 else 3090 else
2878 unapply_special (who, tmp, aflags); 3091 unapply_special (who, tmp, aflags);
2879 } 3092 }
2880 else 3093 else
2881 { 3094 {
2882 /* Cursed item that we can't unequip - tell the player. 3095 /* Cursed item that we can't unequip - tell the player.
2883 * Note this could be annoying if this is just one of a few, 3096 * 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 3097 * so it may not be critical (eg, putting on a ring and you have
2885 * one cursed ring.) 3098 * one cursed ring.)
2886 */ 3099 */
2887 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3100 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2888 } 3101 }
2889 3102
2890 last = tmp->below; 3103 last = tmp->below;
2891 } 3104 }
2892 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3105 /* 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'. 3115 * Checks to see if 'who' can apply object 'op'.
2903 * Returns 0 if apply can be done without anything special. 3116 * Returns 0 if apply can be done without anything special.
2904 * Otherwise returns a bitmask - potentially several of these may be 3117 * Otherwise returns a bitmask - potentially several of these may be
2905 * set, but largely depends on circumstance - in the future, processing 3118 * set, but largely depends on circumstance - in the future, processing
2906 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3119 * 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?) 3120 * is set, do we really care what the other flags may be?)
2908 * 3121 *
2909 * See include/define.h for detailed description of the meaning of 3122 * See include/define.h for detailed description of the meaning of
2910 * these return values. 3123 * these return values.
2911 */ 3124 */
2912int 3125int
2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3134 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2922 { 3135 {
2923 if (op->slot[i].info) 3136 if (op->slot[i].info)
2924 { 3137 {
2925 /* Item uses more slots than we have */ 3138 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info) 3139 if (who->slot[i].info + op->slot [i].info < 0)
2927 { 3140 {
2928 /* Could return now for efficiency - rest of info below isn't 3141 /* Could return now for efficiency - rest of info below isn't
2929 * really needed. 3142 * really needed.
2930 */ 3143 */
2931 retval |= CAN_APPLY_NEVER; 3144 retval |= CAN_APPLY_NEVER;
2932 } 3145 }
2933 else if ((who->slot[i].used + op->slot[i].info) < 0) 3146 else if (who->slot[i].used + op->slot[i].info < 0)
2934 { 3147 {
2935 /* in this case, equipping this would use more free spots than 3148 /* in this case, equipping this would use more free spots than
2936 * we have. 3149 * we have.
2937 */ 3150 */
2938 3151
2943 * one choice. However, the check for the number of body locations 3156 * one choice. However, the check for the number of body locations
2944 * does take into the account cases where what is being applied 3157 * does take into the account cases where what is being applied
2945 * may be two handed for example. 3158 * may be two handed for example.
2946 */ 3159 */
2947 if (ws) 3160 if (ws)
2948 {
2949 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) 3161 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2950 { 3162 {
2951 retval |= CAN_APPLY_UNAPPLY; 3163 retval |= CAN_APPLY_UNAPPLY;
2952 continue; 3164 continue;
2953 } 3165 }
2954 }
2955 3166
2956 object *tmp1 = get_item_from_body_location (i, who->inv); 3167 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2957 if (!tmp1) 3168 if (!tmp1)
2958 { 3169 {
2959#if 0 3170#if 0
2960 /* This is sort of an error, but happens a lot when old players 3171 /* 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. 3172 * join in with more stuff equipped than they are now allowed.
2969 /* need to unapply something. However, if this something 3180 /* need to unapply something. However, if this something
2970 * is different than we had found before, it means they need 3181 * is different than we had found before, it means they need
2971 * to apply multiple objects 3182 * to apply multiple objects
2972 */ 3183 */
2973 retval |= CAN_APPLY_UNAPPLY; 3184 retval |= CAN_APPLY_UNAPPLY;
3185
2974 if (!tmp) 3186 if (!tmp)
2975 tmp = tmp1; 3187 tmp = tmp1;
2976 else if (tmp != tmp1) 3188 else if (tmp != tmp1)
2977 retval |= CAN_APPLY_UNAPPLY_MULT; 3189 retval |= CAN_APPLY_UNAPPLY_MULT;
2978 3190
3040 * AP_UNAPPLY=always unapply). 3252 * AP_UNAPPLY=always unapply).
3041 * 3253 *
3042 * Optional flags: 3254 * Optional flags:
3043 * AP_NO_MERGE: don't merge an unapplied object with other objects 3255 * AP_NO_MERGE: don't merge an unapplied object with other objects
3044 * AP_IGNORE_CURSE: unapply cursed items 3256 * AP_IGNORE_CURSE: unapply cursed items
3257 * AP_NO_READY: do not ready skills when applying skill tools
3045 * 3258 *
3046 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3259 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3047 * 3260 *
3048 * apply_special() doesn't check for unpaid items. 3261 * apply_special() doesn't check for unpaid items.
3049 */ 3262 */
3263
3264#define LACK_ITEM_POWER \
3265 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3266
3050int 3267int
3051apply_special (object *who, object *op, int aflags) 3268apply_special (object *who, object *op, int aflags)
3052{ 3269{
3053 int basic_flag = aflags & AP_BASIC_FLAGS; 3270 int basic_flag = aflags & AP_BASIC_FLAGS;
3054 object *tmp, *tmp2, *skop = NULL; 3271 object *tmp, *tmp2, *skop = NULL;
3069 if (basic_flag == AP_APPLY) 3286 if (basic_flag == AP_APPLY)
3070 return 0; 3287 return 0;
3071 3288
3072 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3289 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3073 { 3290 {
3074 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3291 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3075 return 1; 3292 return 1;
3076 } 3293 }
3077 3294
3078 return unapply_special (who, op, aflags); 3295 return unapply_special (who, op, aflags);
3079 } 3296 }
3080
3081 if (basic_flag == AP_UNAPPLY) 3297 else if (basic_flag == AP_UNAPPLY)
3082 return 0; 3298 return 0;
3299
3300 // if the item is combat/ranged, wield the relevant slot first
3301 // to resolve conflicts.
3302 if (player *pl = who->contr)
3303 switch (op->slottype ())
3304 {
3305 case slot_combat: who->change_weapon (pl->combat_ob); break;
3306 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3307 }
3308
3309 splay (op);
3083 3310
3084 /* Can't just apply this object. Lets see what not and what to do */ 3311 /* Can't just apply this object. Lets see what not and what to do */
3085 if (int i = can_apply_object (who, op)) 3312 if (int i = can_apply_object (who, op))
3086 { 3313 {
3087 if (i & CAN_APPLY_NEVER) 3314 if (i & CAN_APPLY_NEVER)
3088 { 3315 {
3089 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3316 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; 3317 return 1;
3091 } 3318 }
3092 else if (i & CAN_APPLY_RESTRICTION) 3319 else if (i & CAN_APPLY_RESTRICTION)
3093 { 3320 {
3094 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3321 who->failmsg (format (
3322 "You have a prohibition against using a %s. "
3323 "H<Your belief, profession or class prevents you from applying this item.>",
3324 query_name (op)
3325 ));
3095 return 1; 3326 return 1;
3096 } 3327 }
3097 3328
3098 if (who->type != PLAYER) 3329 if (who->type != PLAYER)
3099 { 3330 {
3103 } 3334 }
3104 else 3335 else
3105 { 3336 {
3106 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3337 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3107 { 3338 {
3108 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3339 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3109 unapply_for_ob (who, op, AP_PRINT); 3340 unapply_for_ob (who, op, AP_PRINT);
3110 return 1; 3341 return 1;
3111 } 3342 }
3112 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3343 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3113 if (unapply_for_ob (who, op, aflags)) 3344 if (unapply_for_ob (who, op, aflags))
3119 { 3350 {
3120 skop = find_skill_by_name (who, op->skill); 3351 skop = find_skill_by_name (who, op->skill);
3121 3352
3122 if (!skop) 3353 if (!skop)
3123 { 3354 {
3124 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3355 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3125 return 1; 3356 return 1;
3126 } 3357 }
3127 else 3358 else
3128 /* While experience will be credited properly, we want to change the 3359 /* While experience will be credited properly, we want to change the
3129 * skill so that the dam and wc get updated 3360 * skill so that the dam and wc get updated
3130 */ 3361 */
3131 change_skill (who, skop, 0); 3362 who->change_skill (skop);
3132 }
3133
3134 if (who->type == PLAYER
3135 && op->item_power
3136 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3137 { 3363 }
3138 new_draw_info (NDI_UNIQUE, 0, who, 3364
3365 if (!check_item_power (who, op->item_power))
3366 {
3139 "Equipping that combined with other items would consume your soul! " 3367 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; 3368 return 1;
3142 } 3369 }
3143 3370
3144 /* Ok. We are now at the state where we can apply the new object. 3371 /* 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_... 3372 * Note that we don't have the checks for can_use_...
3146 * below - that is already taken care of by can_apply_object. 3373 * below - that is already taken care of by can_apply_object.
3147 */ 3374 */
3148 if (op->nrof > 1) 3375 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 3376
3153 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3377 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3154 return RESULT_INT (0); 3378 return RESULT_INT (0);
3155 3379
3156 switch (op->type) 3380 switch (op->type)
3157 { 3381 {
3158 case WEAPON: 3382 case WEAPON:
3159 if (!check_weapon_power (who, op->last_eat))
3160 {
3161 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3162 "It would consume your soul!.");
3163
3164 if (tmp)
3165 insert_ob_in_ob (tmp, who);
3166
3167 return 1;
3168 }
3169
3170 //TODO: this obviously fails for players using a shorter prefix 3383 //TODO: this obviously fails for players using a shorter prefix
3171 // i.e. "R" can use Ragnarok's sword. 3384 // i.e. "R" can use Ragnarok's sword.
3172 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3385 if (op->level && !op->name.starts_with (who->name))
3173 { 3386 {
3174 /* if the weapon does not have the name as the character, can't use it. */ 3387 /* 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) */ 3388 /* (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."); 3389 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3177 3390
3178 if (tmp) 3391 if (tmp)
3179 insert_ob_in_ob (tmp, who); 3392 insert_ob_in_ob (tmp, who);
3180 3393
3181 return 1; 3394 return 1;
3182 } 3395 }
3183 3396
3184 if (!skop) 3397 if (!skop)
3185 { 3398 {
3186 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3399 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3187 return 1; 3400 return 1;
3188 } 3401 }
3189 3402
3190 SET_FLAG (op, FLAG_APPLIED); 3403 SET_FLAG (op, FLAG_APPLIED);
3191 change_skill (who, skop, 1); 3404 who->change_skill (skop);
3192 3405
3193 if (who->contr) 3406 if (who->contr)
3194 who->set_weapon (who->contr->combat_ob = op); 3407 who->change_weapon (who->contr->combat_ob = op);
3195 3408
3196 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3409 who->statusmsg (format ("You wield %s.", query_name (op)));
3410
3197 SET_FLAG (who, FLAG_READY_WEAPON); 3411 SET_FLAG (who, FLAG_READY_WEAPON);
3198
3199 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3200
3201 change_abil (who, op); 3412 change_abil (who, op);
3202 break; 3413 break;
3203 3414
3204 case ARMOUR: 3415 case ARMOUR:
3205 case HELMET: 3416 case HELMET:
3210 case BRACERS: 3421 case BRACERS:
3211 case CLOAK: 3422 case CLOAK:
3212 case RING: 3423 case RING:
3213 case AMULET: 3424 case AMULET:
3214 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3215 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3426 who->statusmsg (format ("You wear %s.", query_name (op)));
3216 change_abil (who, op); 3427 change_abil (who, op);
3217 break; 3428 break;
3218 3429
3219 case LAMP: 3430 case SKILL_TOOL:
3220 if (op->stats.food < 1) 3431 // applying a skill tool also readies the skill
3432 SET_FLAG (op, FLAG_APPLIED);
3433
3434 if (!(aflags & AP_NO_READY))
3221 { 3435 {
3222 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3436 skop = find_skill_by_name (who, op->skill);
3223 return 1; 3437 if (!skop->flag [FLAG_APPLIED])
3438 apply_special (who, skop, AP_APPLY);
3224 } 3439 }
3440 break;
3225 3441
3226 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3227 tmp2 = arch_to_object (op->other_arch);
3228 tmp2->stats.food = op->stats.food;
3229 SET_FLAG (tmp2, FLAG_APPLIED);
3230
3231 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3232 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3233
3234 insert_ob_in_ob (tmp2, who);
3235
3236 /* Remove the old lantern */
3237 if (who->type == PLAYER)
3238 esrv_del_item (who->contr, op->count);
3239
3240 op->destroy ();
3241
3242 /* insert the portion that was split off */
3243 if (tmp)
3244 {
3245 insert_ob_in_ob (tmp, who);
3246 if (who->type == PLAYER)
3247 esrv_send_item (who, tmp);
3248 }
3249
3250 who->update_stats ();
3251
3252 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3253 if (who->type == PLAYER)
3254 {
3255 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3256 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3257 }
3258
3259 if (who->type == PLAYER)
3260 esrv_send_item (who, tmp2);
3261
3262 return 0;
3263
3264 /* this part is needed for skill-tools */
3265 case SKILL: 3442 case SKILL:
3266 case SKILL_TOOL:
3267 if (who->chosen_skill)
3268 {
3269 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3270 return 1;
3271 }
3272
3273 if (player *pl = who->contr) 3443 if (player *pl = who->contr)
3274 { 3444 {
3275 if (IS_COMBAT_SKILL (op->subtype)) 3445 if (IS_COMBAT_SKILL (op->subtype))
3276 { 3446 {
3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3447 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3278 { 3448 {
3279 for (object *item = who->inv; item; item = item->below) 3449 for (object *item = who->inv; item; item = item->below)
3280 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3450 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3281 { 3451 {
3452 if (item->skill == op->skill)
3453 {
3282 who->set_weapon (pl->combat_ob = item); 3454 who->change_weapon (pl->combat_ob = item);
3283 goto found_weapon; 3455 goto found_weapon;
3456 }
3284 } 3457 }
3285 3458
3459 who->failmsg (format (
3286 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3460 "You need to apply a '%s' melee weapon before readying this skill. "
3461 "H<Some skills need an item, in this case a melee weapon, to function.>",
3462 &op->skill
3463 ));
3287 return 1; 3464 return 1;
3288 3465
3289 found_weapon:; 3466 found_weapon:;
3290 } 3467 }
3291 else 3468 else
3292 who->set_weapon (pl->combat_ob = op); 3469 who->change_weapon (pl->combat_ob = op);
3293 } 3470 }
3294 else if (IS_RANGED_SKILL (op->subtype)) 3471 else if (IS_RANGED_SKILL (op->subtype))
3295 { 3472 {
3296 if (skill_flags [op->subtype] & SF_NEED_BOW) 3473 if (skill_flags [op->subtype] & SF_NEED_BOW)
3297 { 3474 {
3298 for (object *item = who->inv; item; item = item->below) 3475 for (object *item = who->inv; item; item = item->below)
3299 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3476 if (item->type == BOW && item->flag [FLAG_APPLIED])
3300 { 3477 {
3478 //TODO: bows should/must all have skill missile weapon right now
3301 who->set_weapon (pl->ranged_ob = item); 3479 who->change_weapon (pl->ranged_ob = item);
3302 goto found_bow; 3480 goto found_bow;
3303 } 3481 }
3304 3482
3483 who->failmsg (
3305 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3484 "You need to apply a missile weapon before readying this skill. "
3485 "H<Some skills need an item, in this case a missile weapon, to function.>"
3486 );
3306 return 1; 3487 return 1;
3307 3488
3308 found_bow:; 3489 found_bow:;
3309 } 3490 }
3310 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3311 {
3312 for (object *item = who->inv; item; item = item->below)
3313 if (item->flag [FLAG_APPLIED]
3314 && (item->type == WAND || item->type == ROD || item->type == HORN))
3315 {
3316 who->set_weapon (pl->ranged_ob = item);
3317 goto found_item;
3318 }
3319
3320 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3321 return 1;
3322
3323 found_item:;
3324 }
3325 else 3491 else
3326 who->set_weapon (pl->ranged_ob = op); 3492 who->change_weapon (pl->ranged_ob = op);
3327 } 3493 }
3328 3494
3329 if (!op->invisible) 3495 if (!op->invisible)
3330 { 3496 {
3331 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3497 who->statusmsg (format (
3332 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3498 "You ready %s."
3499 "You can now use the skill: %s.",
3500 query_name (op),
3501 &op->skill
3502 ));
3333 } 3503 }
3334 else 3504 else
3335 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3505 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3336 } 3506 }
3337 3507 else
3508 {
3338 SET_FLAG (op, FLAG_APPLIED); 3509 SET_FLAG (op, FLAG_APPLIED);
3339 change_abil (who, op); 3510 change_abil (who, op);
3340 who->chosen_skill = op; 3511 who->chosen_skill = op;
3341 SET_FLAG (who, FLAG_READY_SKILL); 3512 SET_FLAG (who, FLAG_READY_SKILL);
3513 }
3514
3342 break; 3515 break;
3343 3516
3344 case BOW: 3517 case BOW:
3345 if (!check_weapon_power (who, op->last_eat)) 3518 if (op->level && !op->name.starts_with (who->name))
3346 { 3519 {
3347 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3520 who->failmsg ("The weapon does not recognize you as its owner. "
3348 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3521 "H<Its name indicates that it belongs to somebody else.>");
3349
3350 if (tmp)
3351 insert_ob_in_ob (tmp, who);
3352
3353 return 1;
3354 }
3355
3356 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3357 {
3358 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3359 if (tmp) 3522 if (tmp)
3360 insert_ob_in_ob (tmp, who); 3523 insert_ob_in_ob (tmp, who);
3361 3524
3362 return 1; 3525 return 1;
3363 } 3526 }
3368 case HORN: 3531 case HORN:
3369 /* check for skill, alter player status */ 3532 /* check for skill, alter player status */
3370 3533
3371 if (!skop) 3534 if (!skop)
3372 { 3535 {
3373 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3536 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3374 return 1; 3537 return 1;
3375 } 3538 }
3376 3539
3377 SET_FLAG (op, FLAG_APPLIED); 3540 SET_FLAG (op, FLAG_APPLIED);
3378 change_skill (who, skop, 0); 3541 who->change_skill (skop);
3379 3542
3380 if (who->contr) 3543 if (who->contr)
3381 { 3544 {
3382 who->contr->ranged_ob = op; 3545 who->contr->ranged_ob = op;
3383 3546
3384 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3547 who->statusmsg (format ("You ready %s.", query_name (op)));
3385 3548
3386 if (op->type == BOW) 3549 if (op->type == BOW)
3387 { 3550 {
3388 who->current_weapon = op; 3551 who->current_weapon = op;
3389 change_abil (who, op); 3552 change_abil (who, op);
3390 new_draw_info_format (NDI_UNIQUE, 0, who,
3391 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3553 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3392 } 3554 }
3393 } 3555 }
3394 else 3556 else
3395 { 3557 {
3396 if (op->type == BOW) 3558 if (op->type == BOW)
3402 break; 3564 break;
3403 3565
3404 case BUILDER: 3566 case BUILDER:
3405 if (who->type == PLAYER) 3567 if (who->type == PLAYER)
3406 { 3568 {
3569 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3407 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3570 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3408 unapply_special (who, who->contr->ranged_ob, 0); 3571 unapply_special (who, who->contr->ranged_ob, 0);
3409 3572
3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3573 who->statusmsg (format ("You ready your %s.", query_name (op)));
3411 3574
3412 who->contr->ranged_ob = op; 3575 who->contr->ranged_ob = op;
3413 } 3576 }
3414 break; 3577 break;
3415 3578
3416 default: 3579 default:
3417 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3580 who->statusmsg (format ("You apply %s.", query_name (op)));
3418 } /* end of switch op->type */ 3581 }
3419 3582
3420 SET_FLAG (op, FLAG_APPLIED); 3583 SET_FLAG (op, FLAG_APPLIED);
3421 3584
3422 if (tmp) 3585 if (tmp)
3423 tmp = insert_ob_in_ob (tmp, who); 3586 who->insert (tmp);
3424 3587
3425 who->update_stats (); 3588 who->update_stats ();
3426 3589
3427 /* We exclude spell casting objects. The fire code will set the 3590 /* We exclude spell casting objects. The fire code will set the
3428 * been applied flag when they are used - until that point, 3591 * been applied flag when they are used - until that point,
3430 */ 3593 */
3431 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3594 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3432 SET_FLAG (op, FLAG_BEEN_APPLIED); 3595 SET_FLAG (op, FLAG_BEEN_APPLIED);
3433 3596
3434 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3597 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3435 {
3436 if (who->type == PLAYER) 3598 if (who->type == PLAYER)
3437 { 3599 {
3438 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3600 who->failmsg (
3601 "Oops, it feels deadly cold! "
3602 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3603 );
3439 SET_FLAG (op, FLAG_KNOWN_CURSED); 3604 SET_FLAG (op, FLAG_KNOWN_CURSED);
3440 } 3605 }
3441 }
3442 3606
3443 if (who->type == PLAYER) 3607 if (object *pl = op->visible_to ())
3444 {
3445 /* if multiple objects were applied, update both slots */
3446 if (tmp)
3447 esrv_send_item (who, tmp);
3448
3449 esrv_send_item (who, op); 3608 esrv_send_item (pl, op);
3450 }
3451 3609
3452 return 0; 3610 return 0;
3453} 3611}
3454 3612
3455int 3613int
3456monster_apply_special (object *who, object *op, int aflags) 3614monster_apply_special (object *who, object *op, int aflags)
3457{ 3615{
3458 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3616 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3459 return 1; 3617 return 1;
3618
3460 return apply_special (who, op, aflags); 3619 return apply_special (who, op, aflags);
3461} 3620}
3462 3621
3463/** 3622/**
3464 * Map was just loaded, handle op's initialisation. 3623 * Map was just loaded, handle op's initialisation.
3468int 3627int
3469auto_apply (object *op) 3628auto_apply (object *op)
3470{ 3629{
3471 object *tmp = NULL, *tmp2; 3630 object *tmp = NULL, *tmp2;
3472 int i; 3631 int i;
3632
3633 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3473 3634
3474 switch (op->type) 3635 switch (op->type)
3475 { 3636 {
3476 case SHOP_FLOOR: 3637 case SHOP_FLOOR:
3477 if (!op->has_random_items ()) 3638 if (!op->has_random_items ())
3479 3640
3480 do 3641 do
3481 { 3642 {
3482 i = 10; /* let's give it 10 tries */ 3643 i = 10; /* let's give it 10 tries */
3483 while ((tmp = generate_treasure (op->randomitems, 3644 while ((tmp = generate_treasure (op->randomitems,
3484 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3645 op->stats.exp
3646 ? (int) op->stats.exp
3647 : max (op->map->difficulty, 5)))
3648 == NULL && --i);
3649
3485 if (tmp == NULL) 3650 if (tmp == NULL)
3486 return 0; 3651 return 0;
3652
3487 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3653 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3488 { 3654 {
3489 tmp->destroy (); 3655 tmp->destroy ();
3490 tmp = NULL; 3656 tmp = NULL;
3491 } 3657 }
3494 3660
3495 tmp->x = op->x; 3661 tmp->x = op->x;
3496 tmp->y = op->y; 3662 tmp->y = op->y;
3497 SET_FLAG (tmp, FLAG_UNPAID); 3663 SET_FLAG (tmp, FLAG_UNPAID);
3498 insert_ob_in_map (tmp, op->map, NULL, 0); 3664 insert_ob_in_map (tmp, op->map, NULL, 0);
3499 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3500 identify (tmp); 3665 identify (tmp);
3501 break; 3666 break;
3502 3667
3503 case TREASURE: 3668 case TREASURE:
3504 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3669 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3511 /* If we generated an object and put it in this object inventory, 3676 /* If we generated an object and put it in this object inventory,
3512 * move it to the parent object as the current object is about 3677 * move it to the parent object as the current object is about
3513 * to disappear. An example of this item is the random_* stuff 3678 * to disappear. An example of this item is the random_* stuff
3514 * that is put inside other objects. 3679 * that is put inside other objects.
3515 */ 3680 */
3516 for (tmp = op->inv; tmp; tmp = tmp2)
3517 {
3518 tmp2 = tmp->below;
3519 tmp->remove ();
3520
3521 if (op->env) 3681 if (op->env)
3522 insert_ob_in_ob (tmp, op->env); 3682 while (op->inv)
3523 else 3683 op->env->insert (op->inv);
3524 tmp->destroy ();
3525 }
3526 3684
3527 op->destroy (); 3685 op->destroy ();
3528 break; 3686 break;
3529 } 3687 }
3530 return tmp ? 1 : 0; 3688
3689 return !!tmp;
3531} 3690}
3532 3691
3533/** 3692/**
3534 * fix_auto_apply goes through the entire map every time a map 3693 * fix_auto_apply goes through the entire map every time a map
3535 * is loaded or swapped in and performs special actions for 3694 * is loaded or swapped in and performs special actions for
3549 3708
3550 if (tmp->inv) 3709 if (tmp->inv)
3551 { 3710 {
3552 object *invtmp, *invnext; 3711 object *invtmp, *invnext;
3553 3712
3554 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3713 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3555 { 3714 {
3556 invnext = invtmp->below; 3715 invnext = invtmp->below;
3557 3716
3558 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3717 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3559 auto_apply (invtmp); 3718 auto_apply (invtmp);
3560 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3719 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3561 { 3720 {
3562 while ((invtmp->stats.hp--) > 0) 3721 while (invtmp->stats.hp-- > 0)
3563 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3722 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3564 3723
3565 invtmp->randomitems = NULL; 3724 invtmp->randomitems = NULL;
3566 } 3725 }
3567 else if (invtmp && invtmp->arch 3726 else if (invtmp && invtmp->arch
3628 } 3787 }
3629 3788
3630 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3631 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3632 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3633 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3634} 3793}
3635 3794
3636/** 3795/**
3637 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3638 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3639 * that doesn't work with the new spell code. Since we know what 3798 * that doesn't work with the new spell code. Since we know what
3640 * the food changes, just grab a force and use that instead. 3799 * the food changes, just grab a force and use that instead.
3641 */ 3800 */
3642
3643void 3801void
3644eat_special_food (object *who, object *food) 3802eat_special_food (object *who, object *food)
3645{ 3803{
3646 object *force; 3804 object *force;
3647 int i, did_one = 0; 3805 int i, did_one = 0;
3648 sint8 k;
3649 3806
3650 force = get_archetype (FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3651 3810
3652 for (i = 0; i < NUM_STATS; i++)
3653 {
3654 k = get_attr_value (&food->stats, i);
3655 if (k)
3656 {
3657 set_attr_value (&force->stats, i, k);
3658 did_one = 1;
3659 }
3660 }
3661
3662 /* check if we can protect the eater */
3663 for (i = 0; i < NROFATTACKS; i++)
3664 {
3665 if (food->resist[i] > 0)
3666 {
3667 force->resist[i] = food->resist[i] / 2;
3668 did_one = 1;
3669 }
3670 }
3671
3672 if (did_one)
3673 {
3674 force->set_speed (0.1);
3675 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3676 force->duration = food->stats.food / 5; 3812 int duration = TIME2TICK (food->stats.food);
3677 SET_FLAG (force, FLAG_APPLIED); 3813
3678 change_abil (who, force); 3814 if (force = who->force_find (key))
3679 insert_ob_in_ob (force, who); 3815 {
3816 if (duration > abs (force->speed_left / force->speed))
3817 {
3818 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3819 force->force_set_timer (duration);
3820 }
3821 else
3822 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3823
3824 return;
3680 } 3825 }
3681 else 3826 else
3827 {
3828 force = who->force_add (key, duration);
3829 force->name = key;
3830
3831 /* check if the food affects a stat */
3832 for (i = 0; i < NUM_STATS; i++)
3833 if (sint8 k = food->stats.stat (i))
3834 {
3835 force->stats.stat (i) = k;
3836 did_one = 1;
3837 }
3838
3839 /* check if we can protect the eater */
3840 for (i = 0; i < NROFATTACKS; i++)
3841 {
3842 if (food->resist[i] > 0)
3843 {
3844 force->resist[i] = food->resist[i];
3845 did_one = 1;
3846 }
3847 }
3848
3849 if (did_one)
3850 {
3851 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3852
3853 /* make the force take effect and report effects to user */
3854 change_abil (who, force);
3855 }
3856 else
3682 force->destroy (); 3857 force->destroy ();
3858 }
3683 3859
3684 /* check for hp, sp change */ 3860 /* check for hp, sp change */
3685 if (food->stats.hp != 0) 3861 if (food->stats.hp != 0)
3686 { 3862 {
3687 if (QUERY_FLAG (food, FLAG_CURSED)) 3863 if (QUERY_FLAG (food, FLAG_CURSED))
3688 { 3864 {
3689 assign (who->contr->killer, food->name); 3865 who->contr->killer = food;
3690 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3866 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3691 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3867 who->failmsg ("Eck!...that was poisonous!");
3692 } 3868 }
3693 else 3869 else
3694 { 3870 {
3695 if (food->stats.hp > 0) 3871 if (food->stats.hp > 0)
3696 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3872 who->statusmsg ("You begin to feel better.");
3697 else 3873 else
3698 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3874 who->failmsg ("Eck!...that was poisonous!");
3875
3699 who->stats.hp += food->stats.hp; 3876 who->stats.hp += food->stats.hp;
3700 } 3877 }
3701 } 3878 }
3879
3702 if (food->stats.sp != 0) 3880 if (food->stats.sp != 0)
3703 { 3881 {
3704 if (QUERY_FLAG (food, FLAG_CURSED)) 3882 if (QUERY_FLAG (food, FLAG_CURSED))
3705 { 3883 {
3706 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3884 who->failmsg ("You are drained of mana!");
3707 who->stats.sp -= food->stats.sp; 3885 who->stats.sp -= food->stats.sp;
3708 if (who->stats.sp < 0) 3886 if (who->stats.sp < 0)
3709 who->stats.sp = 0; 3887 who->stats.sp = 0;
3710 } 3888 }
3711 else 3889 else
3712 { 3890 {
3713 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3891 who->statusmsg ("You feel a rush of magical energy!");
3714 who->stats.sp += food->stats.sp; 3892 who->stats.sp += food->stats.sp;
3715 /* place limit on max sp from food? */ 3893 /* place limit on max sp from food? */
3716 } 3894 }
3717 } 3895 }
3896
3718 who->update_stats (); 3897 who->update_stats ();
3719} 3898}
3720 3899
3721/**
3722 * Designed primarily to light torches/lanterns/etc.
3723 * Also burns up burnable material too. First object in the inventory is
3724 * the selected object to "burn". -b.t.
3725 */
3726void
3727apply_lighter (object *who, object *lighter)
3728{
3729 object *item;
3730 int is_player_env = 0;
3731
3732 item = find_marked_object (who);
3733 if (item)
3734 {
3735 if (lighter->last_eat && lighter->stats.food)
3736 { /* lighter gets used up */
3737 /* Split multiple lighters if they're being used up. Otherwise *
3738 * one charge from each would be used up. --DAMN */
3739 if (lighter->nrof > 1)
3740 {
3741 object *oneLighter = lighter->clone ();
3742
3743 lighter->nrof -= 1;
3744 oneLighter->nrof = 1;
3745 oneLighter->stats.food--;
3746 esrv_send_item (who, lighter);
3747 oneLighter = insert_ob_in_ob (oneLighter, who);
3748 esrv_send_item (who, oneLighter);
3749 }
3750 else
3751 lighter->stats.food--;
3752 }
3753 else if (lighter->last_eat)
3754 { /* no charges left in lighter */
3755 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3756 return;
3757 }
3758
3759 /* Perhaps we should split what we are trying to light on fire?
3760 * I can't see many times when you would want to light multiple
3761 * objects at once.
3762 */
3763
3764 if (who == item->in_player ())
3765 is_player_env = 1;
3766
3767 save_throw_object (item, AT_FIRE, who);
3768
3769 if (item->destroyed ())
3770 {
3771 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3772 /* Need to update the player so that the players glow radius
3773 * gets changed.
3774 */
3775 if (is_player_env)
3776 who->update_stats ();
3777 }
3778 else
3779 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3780 }
3781 else /* nothing to light */
3782 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3783
3784}
3785 3900
3786/** 3901/**
3787 * op made some mistake with a scroll, this takes care of punishment. 3902 * op made some mistake with a scroll, this takes care of punishment.
3788 * scroll_failure()- hacked directly from spell_failure 3903 * scroll_failure()- hacked directly from spell_failure
3789 */ 3904 */
3795 3910
3796 if (failure <= -1 && failure > -15) 3911 if (failure <= -1 && failure > -15)
3797 { /* wonder */ 3912 { /* wonder */
3798 object *tmp; 3913 object *tmp;
3799 3914
3800 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3915 op->failmsg ("Your spell warps!");
3801 tmp = get_archetype (SPELL_WONDER); 3916 tmp = get_archetype (SPELL_WONDER);
3802 cast_wonder (op, op, 0, tmp); 3917 cast_wonder (op, op, 0, tmp);
3803 tmp->destroy (); 3918 tmp->destroy ();
3804 } 3919 }
3805 else if (failure <= -15 && failure > -35) 3920 else if (failure <= -15 && failure > -35)
3806 { /* drain mana */ 3921 { /* drain mana */
3807 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3922 op->failmsg ("Your mana is drained!");
3808 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3923 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3809 if (op->stats.sp < 0) 3924 if (op->stats.sp < 0)
3810 op->stats.sp = 0; 3925 op->stats.sp = 0;
3811 } 3926 }
3812 else if (settings.spell_failure_effects == TRUE) 3927 else if (settings.spell_failure_effects == TRUE)
3813 { 3928 {
3814 if (failure <= -35 && failure > -60) 3929 if (failure <= -35 && failure > -60)
3815 { /* confusion */ 3930 { /* confusion */
3816 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3931 op->failmsg ("The magic recoils on you!");
3817 confuse_player (op, op, power); 3932 confuse_player (op, op, power);
3818 } 3933 }
3819 else if (failure <= -60 && failure > -70) 3934 else if (failure <= -60 && failure > -70)
3820 { /* paralysis */ 3935 { /* paralysis */
3821 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3936 op->failmsg ("The magic recoils and paralyzes you!");
3822 paralyze_player (op, op, power); 3937 paralyze_player (op, op, power);
3823 } 3938 }
3824 else if (failure <= -70 && failure > -80) 3939 else if (failure <= -70 && failure > -80)
3825 { /* blind */ 3940 { /* blind */
3826 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3941 op->failmsg ("The magic recoils on you!");
3827 blind_player (op, op, power); 3942 blind_player (op, op, power);
3828 } 3943 }
3829 else if (failure <= -80) 3944 else if (failure <= -80)
3830 { /* blast the immediate area */ 3945 { /* blast the immediate area */
3831 object *tmp = get_archetype (LOOSE_MANA); 3946 object *tmp = get_archetype (LOOSE_MANA);
3832 cast_magic_storm (op, tmp, power); 3947 cast_magic_storm (op, tmp, power);
3833 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3948 op->failmsg ("You unleash uncontrolled mana!");
3834 tmp->destroy (); 3949 tmp->destroy ();
3835 } 3950 }
3836 } 3951 }
3837} 3952}
3838 3953
3858 */ 3973 */
3859 int i, j; 3974 int i, j;
3860 3975
3861 for (i = 0; i < NUM_STATS; i++) 3976 for (i = 0; i < NUM_STATS; i++)
3862 { 3977 {
3863 sint8 stat = get_attr_value (stats, i); 3978 int race_bonus = pl->arch->stats.stat (i);
3864 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3979 sint8 stat = stats->stat (i) + ns->stat (i);
3865 3980
3866 stat += get_attr_value (ns, i);
3867 if (stat > 20 + race_bonus) 3981 if (stat > 20 + race_bonus)
3868 { 3982 {
3869 excess_stat++; 3983 excess_stat++;
3870 stat = 20 + race_bonus; 3984 stat = 20 + race_bonus;
3871 } 3985 }
3872 set_attr_value (stats, i, stat); 3986
3987 stats->stat (i) = stat;
3873 } 3988 }
3874 3989
3875 for (j = 0; excess_stat > 0 && j < 100; j++) 3990 for (j = 0; excess_stat > 0 && j < 100; j++)
3876 { /* try 100 times to assign excess stats */ 3991 { /* try 100 times to assign excess stats */
3877 int i = rndm (0, 6); 3992 int i = rndm (0, 6);
3878 int stat = get_attr_value (stats, i);
3879 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3880 3993
3881 if (i == CHA) 3994 if (i == CHA)
3882 continue; /* exclude cha from this */ 3995 continue; /* exclude cha from this */
3996
3997 int stat = stats->stat (i);
3998 int race_bonus = pl->arch->stats.stat (i);
3883 if (stat < 20 + race_bonus) 3999 if (stat < 20 + race_bonus)
3884 { 4000 {
3885 change_attr_value (stats, i, 1); 4001 change_attr_value (stats, i, 1);
3886 excess_stat--; 4002 excess_stat--;
3887 } 4003 }
3888 } 4004 }
3889 4005
3890 /* insert the randomitems from the change's treasurelist into 4006 /* insert the randomitems from the change's treasurelist into
3891 * the player ref: player.c 4007 * the player ref: player.c
3892 */ 4008 */
3893 if (change->randomitems != NULL) 4009 if (change->randomitems)
3894 give_initial_items (pl, change->randomitems); 4010 give_initial_items (pl, change->randomitems);
3895
3896 4011
3897 /* set up the face, for some races. */ 4012 /* set up the face, for some races. */
3898 4013
3899 /* first, look for the force object banning 4014 /* first, look for the force object banning
3900 * changing the face. Certain races never change face with class. 4015 * changing the face. Certain races never change face with class.
3901 */ 4016 */
3902 for (walk = pl->inv; walk != NULL; walk = walk->below) 4017 for (walk = pl->inv; walk; walk = walk->below)
3903 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4018 if (walk->name == shstr_NOCLASSFACECHANGE)
3904 flag_change_face = 0; 4019 flag_change_face = 0;
3905 4020
3906 if (flag_change_face) 4021 if (flag_change_face)
3907 { 4022 {
3908 pl->animation_id = GET_ANIM_ID (change);
3909 pl->face = change->face; 4023 pl->face = change->face;
3910 4024 pl->animation_id = change->animation_id;
3911 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3912 SET_FLAG (pl, FLAG_ANIMATE);
3913 else
3914 CLEAR_FLAG (pl, FLAG_ANIMATE);
3915 } 4026 }
3916 4027
3917 /* check the special case of can't use weapons */ 4028 /* check the special case of can't use weapons */
3918 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4029 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3919 if (!strcmp (change->name, "monk")) 4030 if (change->name == shstr_monk)
3920 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3921 4032
3922 break; 4033 break;
3923 } 4034 }
3924 } 4035 }
3945 char got[MAX_BUF]; 4056 char got[MAX_BUF];
3946 int len; 4057 int len;
3947 4058
3948 if (!pl || !transformer) 4059 if (!pl || !transformer)
3949 return; 4060 return;
4061
3950 marked = find_marked_object (pl); 4062 marked = find_marked_object (pl);
4063
3951 if (!marked) 4064 if (!marked)
3952 { 4065 {
3953 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4066 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3954 return; 4067 return;
3955 } 4068 }
4069
3956 if (!marked->slaying) 4070 if (!marked->slaying)
3957 { 4071 {
3958 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4072 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3959 return; 4073 return;
3960 } 4074 }
4075
3961 /* check whether they are compatible or not */ 4076 /* check whether they are compatible or not */
3962 find = strstr (marked->slaying, transformer->arch->name); 4077 find = strstr (&marked->slaying, transformer->arch->archname);
3963 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3964 { 4079 {
3965 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4080 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3966 return; 4081 return;
3967 } 4082 }
4083
3968 find += strlen (transformer->arch->name) + 1; 4084 find += strlen (transformer->arch->archname) + 1;
3969 /* Item can be used, now find how many and what it yields */ 4085 /* Item can be used, now find how many and what it yields */
3970 if (isdigit (*(find))) 4086 if (isdigit (*(find)))
3971 { 4087 {
3972 yield = atoi (find); 4088 yield = atoi (find);
3973 if (yield < 1) 4089 if (yield < 1)
3979 else 4095 else
3980 yield = 1; 4096 yield = 1;
3981 4097
3982 while (isdigit (*find)) 4098 while (isdigit (*find))
3983 find++; 4099 find++;
4100
3984 while (*find == ' ') 4101 while (*find == ' ')
3985 find++; 4102 find++;
4103
3986 memset (got, 0, MAX_BUF); 4104 memset (got, 0, MAX_BUF);
4105
3987 if ((separator = strchr (find, ';')) != NULL) 4106 if ((separator = strchr (find, ';')) != NULL)
3988 {
3989 len = separator - find; 4107 len = separator - find;
3990 }
3991 else 4108 else
3992 {
3993 len = strlen (find); 4109 len = strlen (find);
3994 } 4110
3995 if (len > MAX_BUF - 1) 4111 if (len > MAX_BUF - 1)
3996 len = MAX_BUF - 1; 4112 len = MAX_BUF - 1;
4113
3997 strcpy (got, find); 4114 strcpy (got, find);
3998 got[len] = '\0'; 4115 got[len] = '\0';
3999 4116
4000 /* Now create new item, remove used ones when required. */ 4117 /* Now create new item, remove used ones when required. */
4001 new_item = get_archetype (got); 4118 new_item = get_archetype (got);
4002 if (!new_item) 4119 if (!new_item)
4003 { 4120 {
4004 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4121 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4005 return; 4122 return;
4006 } 4123 }
4007 4124
4008 new_item->nrof = yield; 4125 new_item->nrof = yield;
4126
4009 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4127 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4010 insert_ob_in_ob (new_item, pl); 4128
4011 esrv_send_inventory (pl, pl); 4129 pl->insert (new_item);
4012 /* Eat up one item */ 4130 /* Eat up one item */
4013 decrease_ob_nr (marked, 1); 4131 marked->decrease ();
4132
4014 /* Eat one transformer if needed */ 4133 /* Eat one transformer if needed */
4015 if (transformer->stats.food) 4134 if (transformer->stats.food)
4016 if (--transformer->stats.food == 0) 4135 if (--transformer->stats.food == 0)
4017 decrease_ob_nr (transformer, 1); 4136 transformer->decrease ();
4018} 4137}
4138

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