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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.31 by root, Sun Dec 3 20:26:35 2006 UTC vs.
Revision 1.123 by root, Thu Aug 16 06:36:56 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24#include <cmath>
23 25
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <spells.h> 28#include <spells.h>
27#include <skills.h> 29#include <skills.h>
28#include <tod.h> 30#include <tod.h>
29 31
30#ifndef __CEXTRACT__
31# include <sproto.h> 32#include <sproto.h>
32#endif
33 33
34/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
35#include <sounds.h> 35#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 36
40/** 37/**
41 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 40 */
66 { 63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 76 return 1;
80 } 77
81 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 79 * of arch, name, or race match.
83 */ 80 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 84 return 1;
89 } 85
90 return 0; 86 return 0;
91} 87}
92 88
93/** 89/**
94 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
96 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
97 */ 93 */
98static int 94static int
99apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
100{ 96{
97 dynbuf_text buf;
98
101 object *id, *marked; 99 object *id, *marked;
102 int success = 0;
103 100
104 if (pl == NULL || pl->type != PLAYER) 101 if (pl == NULL || pl->type != PLAYER)
105 return 0; 102 return 0;
106 103
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs 104 /* Check for MONEY type is a special hack - it prevents 'nothing needs
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111 return 0; 108 return 0;
112 109
113 marked = find_marked_object (pl); 110 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be 111 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory. 112 * identified. If it doesn't, then go through the player inventory.
116 */ 113 */
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 { 115 {
119 if (operate_altar (altar, &money)) 116 if (operate_altar (altar, &money))
120 { 117 {
121 identify (marked); 118 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 119
120 buf.printf ("You have %s.", long_desc (marked, pl));
123 if (marked->msg) 121 if (marked->msg)
124 { 122 buf << "The item has a story:\n" << marked->msg;
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 123
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
127 }
128 return money == NULL; 124 return money == NULL;
129 } 125 }
130 } 126 }
131 127
132 for (id = pl->inv; id; id = id->below) 128 for (id = pl->inv; id; id = id->below)
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 { 131 {
136 if (operate_altar (altar, &money)) 132 if (operate_altar (altar, &money))
137 { 133 {
138 identify (id); 134 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 135
136 buf.printf ("You have %s.", long_desc (id, pl));
140 if (id->msg) 137 if (marked->msg)
141 { 138 buf << "The item has a story:\n" << marked->msg;
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 139
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 140 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 141 if (money == NULL || !check_altar_sacrifice (altar, money))
148 break; 142 break;
149 } 143 }
150 else 144 else
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 146 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break; 147 break;
154 } 148 }
155 } 149 }
156 } 150 }
157 if (!success) 151
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 152 if (buf.empty ())
153 buf << ("You have nothing that needs identifying");
154
155 pl->contr->infobox (buf);
156
159 return money == NULL; 157 return !money;
160} 158}
161 159
162/** 160/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 161 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item. 162 * matching item.
165 **/ 163 **/
166static void 164void
167handle_apply_yield (object *tmp) 165handle_apply_yield (object *tmp)
168{ 166{
169 const char *yield; 167 const char *yield;
170 168
171 yield = get_ob_key_value (tmp, "on_use_yield"); 169 yield = get_ob_key_value (tmp, "on_use_yield");
195apply_potion (object *op, object *tmp) 193apply_potion (object *op, object *tmp)
196{ 194{
197 int got_one = 0, i; 195 int got_one = 0, i;
198 object *force = 0, *floor = 0; 196 object *force = 0, *floor = 0;
199 197
200 floor = get_map_ob (op->map, op->x, op->y); 198 floor = GET_MAP_OB (op->map, op->x, op->y);
201 199
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 201 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 202 op->errormsg ("Gods prevent you from using this here, it's sacred ground!");
203
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 204 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 205 return 0;
208 } 206 }
209 207
210 if (op->type == PLAYER) 208 if (op->type == PLAYER)
211 {
212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 209 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213 identify (tmp); 210 identify (tmp);
214 }
215 211
216 handle_apply_yield (tmp); 212 handle_apply_yield (tmp);
217 213
218 /* Potion of restoration - only for players */ 214 /* Potion of restoration - only for players */
219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 215 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
221 object *depl; 217 object *depl;
222 archetype *at; 218 archetype *at;
223 219
224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 { 221 {
226 drain_stat (op); 222 op->drain_stat ();
227 fix_player (op); 223 op->update_stats ();
228 decrease_ob (tmp); 224 decrease_ob (tmp);
229 return 1; 225 return 1;
230 } 226 }
227
231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 228 if (!(at = archetype::find (ARCH_DEPLETION)))
232 { 229 {
233 LOG (llevError, "Could not find archetype depletion\n"); 230 LOG (llevError, "Could not find archetype depletion\n");
234 return 0; 231 return 0;
235 } 232 }
236 depl = present_arch_in_ob (at, op); 233 depl = present_arch_in_ob (at, op);
234
237 if (depl != NULL) 235 if (depl)
238 { 236 {
239 for (i = 0; i < NUM_STATS; i++) 237 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 238 if (depl->stats.stat (i))
241 { 239 op->statusmsg (restore_msg[i]);
242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 240
243 } 241 depl->destroy ();
244 remove_ob (depl); 242 op->update_stats ();
245 free_object (depl);
246 fix_player (op);
247 } 243 }
248 else 244 else
249 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 245 op->statusmsg ("Your potion had no effect.");
250 246
251 decrease_ob (tmp); 247 decrease_ob (tmp);
252 return 1; 248 return 1;
253 } 249 }
254 250
255 /* improvement potion - only for players */ 251 /* improvement potion - only for players */
256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 252 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
257 { 253 {
258
259 for (i = 1; i < MIN (11, op->level); i++) 254 for (i = 1; i < MIN (11, op->level); i++)
260 { 255 {
261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 { 257 {
263 if (op->contr->levhp[i] != 1) 258 if (op->contr->levhp[i] != 1)
264 { 259 {
265 op->contr->levhp[i] = 1; 260 op->contr->levhp[i] = 1;
266 break; 261 break;
267 } 262 }
263
268 if (op->contr->levsp[i] != 1) 264 if (op->contr->levsp[i] != 1)
269 { 265 {
270 op->contr->levsp[i] = 1; 266 op->contr->levsp[i] = 1;
271 break; 267 break;
272 } 268 }
269
273 if (op->contr->levgrace[i] != 1) 270 if (op->contr->levgrace[i] != 1)
274 { 271 {
275 op->contr->levgrace[i] = 1; 272 op->contr->levgrace[i] = 1;
276 break; 273 break;
277 } 274 }
281 if (op->contr->levhp[i] < 9) 278 if (op->contr->levhp[i] < 9)
282 { 279 {
283 op->contr->levhp[i] = 9; 280 op->contr->levhp[i] = 9;
284 break; 281 break;
285 } 282 }
283
286 if (op->contr->levsp[i] < 6) 284 if (op->contr->levsp[i] < 6)
287 { 285 {
288 op->contr->levsp[i] = 6; 286 op->contr->levsp[i] = 6;
289 break; 287 break;
290 } 288 }
289
291 if (op->contr->levgrace[i] < 3) 290 if (op->contr->levgrace[i] < 3)
292 { 291 {
293 op->contr->levgrace[i] = 3; 292 op->contr->levgrace[i] = 3;
294 break; 293 break;
295 } 294 }
296 } 295 }
297 } 296 }
297
298 /* Just makes checking easier */ 298 /* Just makes checking easier */
299 if (i < MIN (11, op->level)) 299 if (i < MIN (11, op->level))
300 got_one = 1; 300 got_one = 1;
301
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 302 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 { 303 {
303 if (got_one) 304 if (got_one)
304 { 305 {
305 fix_player (op); 306 op->update_stats ();
306 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 307 op->statusmsg ("The Gods smile upon you and remake you "
307 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 308 "a little more in their image. "
308 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 309 "You feel a little more perfect.", NDI_GREEN);
309 } 310 }
310 else 311 else
311 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 312 op->statusmsg ("The potion had no effect - you are already perfect.");
312 } 313 }
313 else 314 else
314 { /* cursed potion */ 315 { /* cursed potion */
315 if (got_one) 316 if (got_one)
316 { 317 {
317 fix_player (op); 318 op->update_stats ();
318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 319 op->errormsg ("The Gods are angry and punish you.");
319 } 320 }
320 else 321 else
321 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 322 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
322 } 323 }
324
323 decrease_ob (tmp); 325 decrease_ob (tmp);
324 return 1; 326 return 1;
325 } 327 }
326 328
327 329
334 { 336 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 337 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 338 {
337 object *fball; 339 object *fball;
338 340
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 341 op->errormsg ("Yech! Your lungs are on fire!");
342
340 /* Explodes a fireball centered at player */ 343 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL); 344 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 345 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 346 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x; 347 fball->x = op->x;
347 } 350 }
348 else 351 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 352 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 353
351 decrease_ob (tmp); 354 decrease_ob (tmp);
355
352 /* if youre dead, no point in doing this... */ 356 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 357 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 358 op->update_stats ();
359
355 return 1; 360 return 1;
356 } 361 }
357 362
358 /* Deal with protection potions */ 363 /* Deal with protection potions */
359 force = NULL; 364 force = NULL;
361 { 366 {
362 if (tmp->resist[i]) 367 if (tmp->resist[i])
363 { 368 {
364 if (!force) 369 if (!force)
365 force = get_archetype (FORCE_NAME); 370 force = get_archetype (FORCE_NAME);
371
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 372 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 373 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */ 374 break; /* Only need to find one protection since we copy entire batch */
369 } 375 }
370 } 376 }
377
371 /* This is a protection potion */ 378 /* This is a protection potion */
372 if (force) 379 if (force)
373 { 380 {
374 /* cursed items last longer */ 381 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 382 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 384 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 385 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 386 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 387 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 388 }
389
382 force->speed_left = -1; 390 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 391 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 392 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 393 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 394 change_abil (op, force);
393 { /* only for players */ 401 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 402 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 403 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 404 else
397 SET_FLAG (tmp, FLAG_APPLIED); 405 SET_FLAG (tmp, FLAG_APPLIED);
406
398 if (!change_abil (op, tmp)) 407 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 408 op->statusmsg ("Nothing happened.");
400 } 409 }
401 410
402 /* CLEAR_FLAG is so that if the character has other potions 411 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 412 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 413 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 414 * up all the stats.
406 */ 415 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 416 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 417 op->update_stats ();
409 decrease_ob (tmp); 418 decrease_ob (tmp);
410 return 1; 419 return 1;
411} 420}
412 421
413/**************************************************************************** 422/****************************************************************************
420static int 429static int
421check_item (object *op, const char *item) 430check_item (object *op, const char *item)
422{ 431{
423 int count = 0; 432 int count = 0;
424 433
425 434 if (!item)
426 if (item == NULL)
427 return 0; 435 return 0;
428 op = op->below; 436
429 while (op != NULL) 437 for (op = op->below; op; op = op->below)
430 { 438 {
431 if (strcmp (op->arch->name, item) == 0) 439 if (strcmp (op->arch->archname, item) == 0)
432 { 440 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 441 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 442 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 { 443 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 444 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++; 445 count++;
438 else 446 else
439 count += op->nrof; 447 count += op->nrof;
440 } 448 }
441 } 449 }
442 op = op->below;
443 } 450 }
451
444 return count; 452 return count;
445} 453}
446 454
447/** 455/**
448 * This removes 'nrof' of what item->slaying says to remove. 456 * This removes 'nrof' of what item->slaying says to remove.
456 object *prev; 464 object *prev;
457 465
458 prev = op; 466 prev = op;
459 op = op->below; 467 op = op->below;
460 468
461 while (op != NULL) 469 while (op)
462 { 470 {
463 if (strcmp (op->arch->name, item) == 0) 471 if (strcmp (op->arch->archname, item) == 0)
464 { 472 {
465 if (op->nrof >= nrof) 473 if (op->nrof >= nrof)
466 { 474 {
467 decrease_ob_nr (op, nrof); 475 decrease_ob_nr (op, nrof);
468 return; 476 return;
470 else 478 else
471 { 479 {
472 decrease_ob_nr (op, op->nrof); 480 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof; 481 nrof -= op->nrof;
474 } 482 }
483
475 op = prev; 484 op = prev;
476 } 485 }
486
477 prev = op; 487 prev = op;
478 op = op->below; 488 op = op->below;
479 } 489 }
480} 490}
481 491
487 * we return 1 (true) if the player can use the weapon. 497 * we return 1 (true) if the player can use the weapon.
488 */ 498 */
489static int 499static int
490check_weapon_power (const object *who, int improvs) 500check_weapon_power (const object *who, int improvs)
491{ 501{
492
493/* Old code is below (commented out). Basically, since weapons are the only 502/* 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 503 * 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. 504 * require high level in some combat skill, so we just use overall level.
496 */ 505 */
497#if 1 506#if 1
538static int 547static int
539check_sacrifice (object *op, const object *improver) 548check_sacrifice (object *op, const object *improver)
540{ 549{
541 int count = 0; 550 int count = 0;
542 551
543 if (improver->slaying != NULL) 552 if (improver->slaying)
544 { 553 {
545 count = check_item (op, improver->slaying); 554 count = check_item (op, improver->slaying);
546 if (count < 1) 555 if (count < 1)
547 { 556 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 557 op->errormsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 558 return 0;
553 } 559 }
554 } 560 }
555 else 561 else
556 count = 1; 562 count = 1;
559} 565}
560 566
561/** 567/**
562 * Actually improves the weapon, and tells user. 568 * Actually improves the weapon, and tells user.
563 */ 569 */
564int 570static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 571improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 572{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 573 stat += sacrifice_count;
570 weapon->last_eat++; 574 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 575 decrease_ob (improver);
573 576
574 /* So it updates the players stats and the window */ 577 /* So it updates the players stats and the window */
575 fix_player (op); 578 op->update_stats ();
579
580 op->statusmsg (format (
581 "Your sacrifice was accepted.\n"
582 "Weapon's bonus to %s improved by %d.",
583 statname, sacrifice_count
584 ));
585
576 return 1; 586 return 1;
577} 587}
578 588
579/* Types of improvements, hidden in the sp field. */ 589/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 590#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 591#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 592#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 593#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 594#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 595#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 596#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 597#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 598#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 599#define IMPROVE_INT 10
590#define IMPROVE_POW 11 600#define IMPROVE_POW 11
591
592 601
593/** 602/**
594 * This does the prepare weapon scroll. 603 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 604 * Checks for sacrifice, and so on.
596 */ 605 */
597
598int 606int
599prepare_weapon (object *op, object *improver, object *weapon) 607prepare_weapon (object *op, object *improver, object *weapon)
600{ 608{
601 int sacrifice_count, i; 609 int sacrifice_count, i;
602 char buf[MAX_BUF]; 610 char buf[MAX_BUF];
603 611
604 if (weapon->level != 0) 612 if (weapon->level != 0)
605 { 613 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 614 op->errormsg ("Weapon is already prepared!");
607 return 0; 615 return 0;
608 } 616 }
617
609 for (i = 0; i < NROFATTACKS; i++) 618 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 619 if (weapon->resist[i])
611 break; 620 break;
612 621
613 /* If we break out, i will be less than nrofattacks, preventing 622 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 625 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 626 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 627 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 628 weapon->stats.ac) /* AC - only taifu's I think */
620 { 629 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 630 op->errormsg ("You cannot prepare magic weapons.");
622 return 0; 631 return 0;
623 } 632 }
633
624 sacrifice_count = check_sacrifice (op, improver); 634 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 635 if (sacrifice_count <= 0)
626 return 0; 636 return 0;
637
627 weapon->level = isqrt (sacrifice_count); 638 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); 639 eat_item (op, improver->slaying, sacrifice_count);
630 640
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 641 op->statusmsg (format (
642 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level
645 ));
632 646
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 648 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 649 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 650 slot at once! */
655improve_weapon (object *op, object *improver, object *weapon) 669improve_weapon (object *op, object *improver, object *weapon)
656{ 670{
657 int sacrifice_count, sacrifice_needed = 0; 671 int sacrifice_count, sacrifice_needed = 0;
658 672
659 if (improver->stats.sp == IMPROVE_PREPARE) 673 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 674 return prepare_weapon (op, improver, weapon);
662 } 675
663 if (weapon->level == 0) 676 if (weapon->level == 0)
664 { 677 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 678 op->errormsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 679 return 0;
667 } 680 }
681
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 683 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 684 op->errormsg ("This weapon cannot be improved any more.");
671 return 0; 685 return 0;
672 } 686 }
687
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 { 689 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 690 op->errormsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 691 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 692 "really want to improve it.");
678 return 0; 693 return 0;
679 } 694 }
695
680 /* This just increases damage by 5 points, no matter what. No sacrifice 696 /* 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, 697 * 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 698 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 699 * weapon can be improved.
684 */ 700 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 701 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 702 {
687 weapon->stats.dam += 5; 703 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 704 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); 705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 706 weapon->last_eat++;
691 707
692 weapon->item_power++; 708 weapon->item_power++;
693 decrease_ob (improver); 709 decrease_ob (improver);
694 return 1; 710 return 1;
695 } 711 }
712
696 if (improver->stats.sp == IMPROVE_WEIGHT) 713 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 714 {
698 /* Reduce weight by 20% */ 715 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 716 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 717 if (weapon->weight < 1)
701 weapon->weight = 1; 718 weapon->weight = 1;
719
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 721 weapon->last_eat++;
704 weapon->item_power++; 722 weapon->item_power++;
705 decrease_ob (improver); 723 decrease_ob (improver);
706 return 1; 724 return 1;
707 } 725 }
708 if (improver->stats.sp == IMPROVE_ENCHANT) 726 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 727 {
710 weapon->magic++; 728 weapon->magic++;
711 weapon->last_eat++; 729 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 731 decrease_ob (improver);
714 weapon->item_power++; 732 weapon->item_power++;
715 return 1; 733 return 1;
716 } 734 }
717 735
723 sacrifice_needed *= 2; 741 sacrifice_needed *= 2;
724 742
725 sacrifice_count = check_sacrifice (op, improver); 743 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 744 if (sacrifice_count < sacrifice_needed)
727 { 745 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 746 op->errormsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 747 return 0;
730 } 748 }
749
731 eat_item (op, improver->slaying, sacrifice_needed); 750 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 751 weapon->item_power++;
733 752
734 switch (improver->stats.sp) 753 switch (improver->stats.sp)
735 { 754 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 755 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"); 756 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"); 757 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"); 758 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"); 759 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"); 760 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"); 761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 762 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 763 op->errormsg ("Unknown improvement type.");
752 } 764 }
765
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 766 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 767 return 0;
755} 768}
756 769
757/** 770/**
764{ 777{
765 object *otmp; 778 object *otmp;
766 779
767 if (op->type != PLAYER) 780 if (op->type != PLAYER)
768 return 0; 781 return 0;
782
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 783 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 784 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 785 op->errormsg ("Something blocks the magic of the scroll!");
772 return 0; 786 return 0;
773 } 787 }
788
774 otmp = find_marked_object (op); 789 otmp = find_marked_object (op);
775 if (!otmp) 790 if (!otmp)
776 { 791 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 792 op->errormsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
778 return 0; 793 return 0;
779 } 794 }
795
780 if (otmp->type != WEAPON && otmp->type != BOW) 796 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 797 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 798 op->errormsg ("Marked item is not a weapon or bow!");
783 return 0; 799 return 0;
784 } 800 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 801
802 op->statusmsg ("Applied weapon builder.");
803
786 improve_weapon (op, tmp, otmp); 804 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 805 esrv_send_item (op, otmp);
788 return 1; 806 return 1;
789} 807}
790 808
815{ 833{
816 object *tmp; 834 object *tmp;
817 835
818 if (armour->magic >= settings.armor_max_enchant) 836 if (armour->magic >= settings.armor_max_enchant)
819 { 837 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 838 op->errormsg ("This armour can not be enchanted any further!");
821 return 0; 839 return 0;
822 } 840 }
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 841 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
824 * etc), so take the easy way out and don't worry about it. 842 * etc), so take the easy way out and don't worry about it.
825 * Note - maybe add scrolls which make the random artifact versions (eg, armour 843 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?) 844 * of gnarg and what not?)
827 */ 845 */
828 if (armour->title) 846 if (armour->title)
829 { 847 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 848 op->errormsg ("This armour will not accept further enchantment.");
831 return 0; 849 return 0;
832 } 850 }
833 851
834 /* Split objects if needed. Can't insert tmp until the 852 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 853 * end of this function - otherwise it will just re-merge.
850 { 868 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 869 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 870 pow++;
853 } 871 }
854 872
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 873 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 874 }
857 else 875 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 876 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 877
860 if (!settings.armor_weight_linear) 878 if (!settings.armor_weight_linear)
861 { 879 {
862 int base = 100; 880 int base = 100;
863 int pow = 0; 881 int pow = 0;
866 { 884 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 885 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 886 pow++;
869 } 887 }
870 888
871 armour->weight = (armour->arch->clone.weight * base) / 100; 889 armour->weight = (armour->arch->weight * base) / 100;
872 } 890 }
873 else 891 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 892 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 893
876 if (armour->weight <= 0) 894 if (armour->weight <= 0)
877 { 895 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 896 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 897 armour->weight = 1;
880 } 898 }
881 899
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 900 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 901
884 if (op->type == PLAYER) 902 if (op->type == PLAYER)
885 { 903 {
886 esrv_send_item (op, armour); 904 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 905 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 906 op->update_stats ();
889 } 907 }
908
890 decrease_ob (improver); 909 decrease_ob (improver);
910
891 if (tmp) 911 if (tmp)
892 { 912 {
893 insert_ob_in_ob (tmp, op); 913 insert_ob_in_ob (tmp, op);
894 esrv_send_item (op, tmp); 914 esrv_send_item (op, tmp);
895 } 915 }
916
896 return 1; 917 return 1;
897} 918}
898
899 919
900/* 920/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 921 * convert_item() returns 1 if anything was converted, 0 if the item was not
902 * what the converter wants, -1 if the converter is broken. 922 * what the converter wants, -1 if the converter is broken.
903 */ 923 */
919 939
920 /* We make some assumptions - we assume if it takes money as it type, 940 /* We make some assumptions - we assume if it takes money as it type,
921 * it wants some amount. We don't make change (ie, if something costs 941 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 942 * 3 gp and player drops a platinum, tough luck)
923 */ 943 */
924 if (!strcmp (CONV_FROM (converter), "money")) 944 if (CONV_FROM (converter) == shstr_money)
925 { 945 {
926 int cost;
927
928 if (item->type != MONEY) 946 if (item->type != MONEY)
929 return 0; 947 return 0;
930 948
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 949 nr = (item->nrof * item->value) / CONV_NEED (converter);
932 if (!nr) 950 if (!nr)
933 return 0; 951 return 0;
952
953 converter->play_sound (sound_find ("shop_buy"));
954
934 cost = nr * CONV_NEED (converter) / item->value; 955 int cost = nr * CONV_NEED (converter) / item->value;
935 /* take into account rounding errors */ 956 /* take into account rounding errors */
936 if (nr * CONV_NEED (converter) % item->value) 957 if (nr * CONV_NEED (converter) % item->value)
937 cost++; 958 cost++;
959
938 decrease_ob_nr (item, cost); 960 decrease_ob_nr (item, cost);
939 961
940 price_in = cost * item->value; 962 price_in = cost * item->value;
941 } 963 }
942 else 964 else
943 { 965 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
946 return 0; 968 return 0;
969
970 converter->play_sound (sound_find ("convert_item"));
947 971
948 if (CONV_NEED (converter)) 972 if (CONV_NEED (converter))
949 { 973 {
950 nr = item->nrof / CONV_NEED (converter); 974 nr = item->nrof / CONV_NEED (converter);
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 975 decrease_ob_nr (item, nr * CONV_NEED (converter));
952 price_in = nr * CONV_NEED (converter) * item->value; 976 price_in = nr * CONV_NEED (converter) * item->value;
953 } 977 }
954 else 978 else
955 { 979 {
956 price_in = item->value; 980 price_in = item->value;
957 remove_ob (item); 981 item->destroy ();
958 free_object (item);
959 } 982 }
960 } 983 }
961 984
962 if (converter->inv != NULL) 985 if (converter->inv)
963 { 986 {
964 object *ob; 987 object *ob;
965 int i; 988 int i;
966 object *ob_to_copy; 989 object *ob_to_copy;
967 990
968 /* select random object from inventory to copy */ 991 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 992 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 993 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0) 994 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 995 ob_to_copy = ob;
975 } 996
976 }
977 item = object_create_clone (ob_to_copy); 997 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 999 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 1000 }
981 else 1001 else
982 { 1002 {
983 if (converter->other_arch == NULL) 1003 if (converter->other_arch == NULL)
984 { 1004 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 1005 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, converter->map->path, converter->x, converter->y); 1006 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 1007 return -1;
988 } 1008 }
989 1009
990 item = object_create_arch (converter->other_arch); 1010 item = object_create_arch (converter->other_arch);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 1012 }
993 1013
994 if (CONV_NR (converter)) 1014 if (CONV_NR (converter))
995 item->nrof = CONV_NR (converter); 1015 item->nrof = CONV_NR (converter);
1016
996 if (nr) 1017 if (nr)
997 item->nrof *= nr; 1018 item->nrof *= nr;
1019
998 if (is_in_shop (converter)) 1020 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID); 1021 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value) 1022 else if (price_in < item->nrof * item->value)
1001 { 1023 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1024 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1025 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /** 1026 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 1027 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 1028 * hopefully had something in mind when doing this.
1008 */ 1029 */
1009 } 1030 }
1031
1032 SET_FLAG (item, FLAG_IDENTIFIED);
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1033 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 1034 return 1;
1012} 1035}
1013 1036
1014/** 1037/**
1015 * Handle apply on containers. 1038 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 1039 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1040 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t. 1041 * added the alchemical cauldron to the code -b.t.
1019 */ 1042 */
1020
1021int 1043int
1022apply_container (object *op, object *sack) 1044apply_container (object *op, object *sack)
1023{ 1045{
1024 char buf[MAX_BUF]; 1046 if (op->type != PLAYER || !op->contr->ns)
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */ 1047 return 0; /* This might change */
1029 1048
1030 if (sack == NULL || sack->type != CONTAINER) 1049 if (!sack || sack->type != CONTAINER)
1031 { 1050 {
1032 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1051 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0; 1052 return 0;
1034 } 1053 }
1035 op->contr->last_used = NULL; 1054
1036 op->contr->last_used_id = 0; 1055 op->contr->last_used = 0;
1037 1056
1038 if (sack->env != op) 1057 if (sack->env && sack->env != op)
1058 {
1059 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1060 return 1;
1039 { 1061 }
1040 if (sack->other_arch == NULL || sack->env != NULL) 1062
1063 // already applied == open on ground, or open in inv, or active in inv
1064 if (sack->flag [FLAG_APPLIED])
1065 {
1066 if (op->container == sack)
1041 { 1067 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1068 // open on ground or inv, so close
1069 op->close_container ();
1043 return 1; 1070 return 1;
1044 } 1071 }
1045 /* It's on the ground, the problems begin */ 1072 else if (!sack->env)
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 { 1073 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1074 // active, but not ours: some other player has opened it
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1075 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1; 1076 return 1;
1057 }
1058 }
1059 }
1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061 { 1077 }
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 if (tmp && tmp->type == CLOSE_CON)
1082 {
1083 remove_ob (tmp);
1084 free_object (tmp);
1085 }
1086 }
1087 }
1088 }
1089 1078
1090 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1079 // fall through to opening it (active in inv)
1091 { 1080 }
1081 else if (sack->env)
1082 {
1083 // it is in our env, so activate it, do not open yet
1092 if (op->container) 1084 op->close_container ();
1093 { 1085 sack->flag [FLAG_APPLIED] = 1;
1094 if (op->container != sack) 1086 esrv_update_item (UPD_FLAGS, op, sack);
1095 { 1087 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1096 tmp = op->container; 1088 return 1;
1097 apply_container (op, tmp); 1089 }
1098 sprintf (buf, "You close %s and open ", query_name (tmp)); 1090
1099 op->container = sack; 1091 // it's locked?
1100 strcat (buf, query_name (sack)); 1092 if (sack->slaying)
1101 strcat (buf, "."); 1093 {
1102 } 1094 if (object *tmp = find_key (op, op, sack))
1103 else 1095 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1104 {
1105 CLEAR_FLAG (sack, FLAG_APPLIED);
1106 op->container = NULL;
1107 sprintf (buf, "You close %s.", query_name (sack));
1108 }
1109 }
1110 else 1096 else
1111 { 1097 {
1112 CLEAR_FLAG (sack, FLAG_APPLIED);
1113 sprintf (buf, "You open %s.", query_name (sack));
1114 SET_FLAG (sack, FLAG_APPLIED);
1115 op->container = sack;
1116 }
1117 }
1118 else
1119 { /* not applied */
1120 if (sack->slaying)
1121 { /* it's locked */
1122 tmp = find_key (op, op, sack);
1123 if (tmp)
1124 {
1125 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1126 SET_FLAG (sack, FLAG_APPLIED);
1127 if (sack->env == NULL)
1128 { /* if it's on ground,open it also */
1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1130 apply_container (op, sack);
1131 return 1;
1132 }
1133 }
1134 else
1135 {
1136 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1098 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1137 }
1138 }
1139 else
1140 {
1141 sprintf (buf, "You readied %s.", query_name (sack));
1142 SET_FLAG (sack, FLAG_APPLIED);
1143 if (sack->env == NULL)
1144 { /* if it's on ground,open it also */
1145 new_draw_info (NDI_UNIQUE, 0, op, buf);
1146 apply_container (op, sack);
1147 return 1; 1099 return 1;
1148 } 1100 }
1149 }
1150 } 1101 }
1151 new_draw_info (NDI_UNIQUE, 0, op, buf); 1102
1152 if (op->contr) 1103 op->open_container (sack);
1153 op->contr->socket.update_look = 1; 1104
1154 return 1; 1105 return 1;
1155} 1106}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1107
1282/** 1108/**
1283 * Handles dropping things on altar. 1109 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1110 * Returns true if sacrifice was accepted.
1285 */ 1111 */
1332 double opinion; 1158 double opinion;
1333 object *tmp, *next; 1159 object *tmp, *next;
1334 1160
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1161 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1336 1162
1163 bool has_unpaid = false;
1164
1165 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1166 // a quick and small change :(
1167 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168 if (item->flag [FLAG_UNPAID])
1169 {
1170 has_unpaid = true;
1171 break;
1172 }
1173
1337 if (op->type != PLAYER) 1174 if (op->type != PLAYER)
1338 { 1175 {
1339 /* Remove all the unpaid objects that may be carried here. 1176 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in 1177 * This could be pets or monsters that are somehow in
1341 * the shop. 1178 * the shop.
1346 1183
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1184 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 { 1185 {
1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1186 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1350 1187
1351 remove_ob (tmp); 1188 tmp->remove ();
1352 1189
1353 if (i == -1) 1190 if (i == -1)
1354 i = 0; 1191 i = 0;
1355 1192
1356 tmp->map = op->map; 1193 tmp->map = op->map;
1367 /* unpaid objects, or non living objects, can't transfer by 1204 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space. 1205 * shop mats. Instead, put it on a nearby space.
1369 */ 1206 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1207 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 { 1208 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1209 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1210 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375 1211
1376 if (i != -1) 1212 if (i != -1)
1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1213 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1385 } 1221 }
1386 else if (can_pay (op) && get_payment (op)) 1222 else if (can_pay (op) && get_payment (op))
1387 { 1223 {
1388 /* this is only used for players */ 1224 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op); 1225 rv = teleport (shop_mat, SHOP_MAT, op);
1226
1227 if (has_unpaid)
1228 op->contr->play_sound (sound_find ("shop_buy"));
1229 else if (is_in_shop (op))
1230 op->contr->play_sound (sound_find ("shop_enter"));
1231 else
1232 op->contr->play_sound (sound_find ("shop_leave"));
1390 1233
1391 if (shop_mat->msg) 1234 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1235 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1393 /* This check below is a bit simplistic - generally it should be correct, 1236 /* This check below is a bit simplistic - generally it should be correct,
1394 * but there is never a guarantee that the bottom space on the map is 1237 * but there is never a guarantee that the bottom space on the map is
1409 } 1252 }
1410 } 1253 }
1411 else 1254 else
1412 { 1255 {
1413 /* if we get here, a player tried to leave a shop but was not able 1256 /* if we get here, a player tried to leave a shop but was not able
1414 * to afford the items he has. We try to move the player so that 1257 * to afford the items he has. We try to move the player so that
1415 * they are not on the mat anymore 1258 * they are not on the mat anymore
1416 */ 1259 */
1417 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1260 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1418 1261
1419 if (i == -1) 1262 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1263 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else 1264 else
1424 { 1265 {
1425 remove_ob (op); 1266 op->remove ();
1426 op->x += freearr_x[i]; 1267 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1268 op->y += freearr_y[i];
1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1269 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1429 } 1270 }
1430 } 1271 }
1438 */ 1279 */
1439static void 1280static void
1440apply_sign (object *op, object *sign, int autoapply) 1281apply_sign (object *op, object *sign, int autoapply)
1441{ 1282{
1442 readable_message_type *msgType; 1283 readable_message_type *msgType;
1443 char newbuf[HUGE_BUF];
1444 1284
1445 if (sign->msg == NULL) 1285 if (sign->msg == NULL)
1446 { 1286 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1287 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1448 return; 1288 return;
1452 { 1292 {
1453 if (sign->last_eat >= sign->stats.food) 1293 if (sign->last_eat >= sign->stats.food)
1454 { 1294 {
1455 if (!sign->move_on) 1295 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1296 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1297
1457 return; 1298 return;
1458 } 1299 }
1459 1300
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1301 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1461 sign->last_eat++; 1302 sign->last_eat++;
1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1310 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1470 { 1311 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1312 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1472 return; 1313 return;
1473 } 1314 }
1315
1316 if (op->contr)
1317 if (client *ns = op->contr->ns)
1318 {
1319 ns->play_sound (sign->sound);
1474 msgType = get_readable_message_type (sign); 1320 msgType = get_readable_message_type (sign);
1321
1322 if (ns->can_msg)
1323 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1324 else
1325 {
1326 char newbuf[HUGE_BUF];
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1327 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1328 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1329 }
1330 }
1477} 1331}
1478 1332
1479/** 1333/**
1480 * 'victim' moves onto 'trap' 1334 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap' 1335 * 'victim' leaves 'trap'
1504 * proper. This code was causing needless crashes. 1358 * proper. This code was causing needless crashes.
1505 */ 1359 */
1506 if (recursion_depth >= 500) 1360 if (recursion_depth >= 500)
1507 { 1361 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1362 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1363 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1510 return; 1364 return;
1511 } 1365 }
1366
1512 recursion_depth++; 1367 recursion_depth++;
1513 if (trap->head) 1368 if (trap->head)
1514 trap = trap->head; 1369 trap = trap->head;
1515 1370
1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1371 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1531 1386
1532 /* Just put in some sanity check. I think there is a bug in the 1387 /* Just put in some sanity check. I think there is a bug in the
1533 * above with some objects have zero speed, and thus the player 1388 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed. 1389 * getting permanently paralyzed.
1535 */ 1390 */
1536 if (victim->speed_left < -50.0) 1391 if (victim->speed_left < -50.f)
1537 victim->speed_left = -50.0; 1392 victim->speed_left = -50.f;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1393 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 } 1394 }
1540 goto leave; 1395 goto leave;
1541 1396
1542 case SPINNER: 1397 case SPINNER:
1614 1469
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1470 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 { 1471 {
1617 if (!sound_was_played) 1472 if (!sound_was_played)
1618 { 1473 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1474 trap->play_sound (sound_find ("fall_hole"));
1620 sound_was_played = 1; 1475 sound_was_played = 1;
1621 } 1476 }
1477
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1478 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1479 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1624 } 1480 }
1625 } 1481 }
1626 goto leave; 1482 goto leave;
1627 } 1483 }
1628 1484
1629
1630 case CONVERTER: 1485 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1486 if (convert_item (victim, trap) < 0)
1632 { 1487 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1488 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636 1489 get_archetype ("burnout")->insert_at (trap, trap);
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 }
1644 } 1490 }
1491
1645 goto leave; 1492 goto leave;
1646 1493
1647 case TRIGGER_BUTTON: 1494 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1495 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1496 case TRIGGER_ALTAR:
1667 * Processing will happen if the head runs into the pit 1514 * Processing will happen if the head runs into the pit
1668 */ 1515 */
1669 if (victim->head) 1516 if (victim->head)
1670 goto leave; 1517 goto leave;
1671 1518
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1519 victim->play_sound (sound_find ("fall_hole"));
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1520 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1521 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave; 1522 goto leave;
1676 1523
1677 case EXIT: 1524 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap)) 1525 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 { 1526 {
1680 /* Basically, don't show exits leading to random maps the 1527 /* Basically, don't show exits leading to random maps the
1681 * players output. 1528 * players output.
1682 */ 1529 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1530 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1531 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1532
1685 enter_exit (victim, trap); 1533 victim->enter_exit (trap);
1686 } 1534 }
1687 goto leave; 1535 goto leave;
1688 1536
1689 case ENCOUNTER: 1537 case ENCOUNTER:
1690 /* may be some leftovers on this */ 1538 /* may be some leftovers on this */
1705 1553
1706 apply_sign (victim, trap, 1); 1554 apply_sign (victim, trap, 1);
1707 goto leave; 1555 goto leave;
1708 1556
1709 case CONTAINER: 1557 case CONTAINER:
1710 if (victim->type == PLAYER)
1711 (void) esrv_apply_container (victim, trap);
1712 else
1713 (void) apply_container (victim, trap); 1558 apply_container (victim, trap);
1714 goto leave; 1559 goto leave;
1715 1560
1716 case RUNE: 1561 case RUNE:
1717 case TRAP: 1562 case TRAP:
1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1563 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1721 } 1566 }
1722 goto leave; 1567 goto leave;
1723 1568
1724 default: 1569 default:
1725 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1726 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1727 goto leave; 1572 goto leave;
1728 } 1573 }
1729 1574
1730leave: 1575leave:
1731 recursion_depth--; 1576 recursion_depth--;
1743 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744 { 1589 {
1745 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1590 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1746 return; 1591 return;
1747 } 1592 }
1593
1748 if (tmp->msg == NULL) 1594 if (!tmp->msg)
1749 { 1595 {
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1596 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1751 return; 1597 return;
1752 } 1598 }
1753 1599
1754 /* need a literacy skill to read stuff! */ 1600 /* need a literacy skill to read stuff! */
1755 skill_ob = find_skill_by_name (op, tmp->skill); 1601 skill_ob = find_skill_by_name (op, tmp->skill);
1756 if (!skill_ob) 1602 if (!skill_ob)
1757 { 1603 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1759 return; 1605 return;
1760 } 1606 }
1607
1761 lev_diff = tmp->level - (skill_ob->level + 5); 1608 lev_diff = tmp->level - (skill_ob->level + 5);
1762 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763 { 1610 {
1764 if (lev_diff < 2) 1611 if (lev_diff < 2)
1765 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1612 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1776 return; 1623 return;
1777 } 1624 }
1778 1625
1779 readable_message_type *msgType = get_readable_message_type (tmp); 1626 readable_message_type *msgType = get_readable_message_type (tmp);
1780 1627
1628 if (player *pl = op->contr)
1629 if (client *ns = pl->ns)
1630 if (ns->can_msg)
1631 {
1632 dynbuf_text buf;
1633 buf << long_desc (tmp, op)
1634 << "\n\n"
1635 << tmp->msg
1636 << '\0';
1637 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1638 }
1639 else
1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1640 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1782 msgType->message_type, msgType->message_subtype, 1641 msgType->message_type, msgType->message_subtype,
1783 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1642 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1643 long_desc (tmp, op), &tmp->msg);
1784 1644
1785 /* gain xp from reading */ 1645 /* gain xp from reading */
1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1646 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */ 1647 { /* only if not read before */
1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1648 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789 1649
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1650 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 { 1651 {
1792 /*exp_gain *= 2; because they just identified it too */ 1652 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED); 1653 SET_FLAG (tmp, FLAG_IDENTIFIED);
1654
1794 /* If in a container, update how it looks */ 1655 /* If in a container, update how it looks */
1795 if (tmp->env) 1656 if (tmp->env)
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1657 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else 1658 else
1798 op->contr->socket.update_look = 1; 1659 op->contr->ns->floorbox_update ();
1799 } 1660 }
1661
1800 change_exp (op, exp_gain, skill_ob->skill, 0); 1662 change_exp (op, exp_gain, skill_ob->skill, 0);
1801 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1663 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1802 } 1664 }
1803} 1665}
1804 1666
1852 return; 1714 return;
1853 } 1715 }
1854 return; 1716 return;
1855 } 1717 }
1856 1718
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1719 op->contr->play_sound (sound_find ("learn_spell"));
1858 tmp = get_object (); 1720
1859 copy_object (spell, tmp); 1721 tmp = spell->clone ();
1860 insert_ob_in_ob (tmp, op); 1722 insert_ob_in_ob (tmp, op);
1861 1723
1862 if (special_prayer) 1724 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP); 1725 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866 1726
1867 esrv_add_spells (op->contr, tmp); 1727 esrv_add_spells (op->contr, tmp);
1868} 1728}
1869 1729
1870/** 1730/**
1887 } 1747 }
1888 1748
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1749 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1890 player_unready_range_ob (op->contr, spob); 1750 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1751 esrv_remove_spell (op->contr, spob);
1892 remove_ob (spob); 1752 spob->destroy ();
1893 free_object (spob);
1894} 1753}
1895 1754
1896/** 1755/**
1897 * Handles player applying a spellbook. 1756 * Handles player applying a spellbook.
1898 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1757 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1911 1770
1912 /* artifact_spellbooks have 'slaying' field point to a spell name, 1771 /* artifact_spellbooks have 'slaying' field point to a spell name,
1913 * instead of having their spell stored in stats.sp. These are 1772 * instead of having their spell stored in stats.sp. These are
1914 * legacy spellbooks 1773 * legacy spellbooks
1915 */ 1774 */
1916
1917 if (tmp->slaying != NULL) 1775 if (tmp->slaying)
1918 { 1776 {
1919 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1777 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1920 if (!spell) 1778 if (!spell)
1921 { 1779 {
1922 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1923 return; 1781 return;
1924 } 1782 }
1925 else 1783 else
1926 insert_ob_in_ob (spell, tmp); 1784 insert_ob_in_ob (spell, tmp);
1785
1927 tmp->slaying = NULL; 1786 tmp->slaying = 0;
1928 } 1787 }
1929 1788
1930 skop = find_skill_by_name (op, tmp->skill); 1789 skop = find_skill_by_name (op, tmp->skill);
1931 1790
1932 /* need a literacy skill to learn spells. Also, having a literacy level 1791 /* need a literacy skill to learn spells. Also, having a literacy level
1933 * lower than the spell will make learning the spell more difficult */ 1792 * lower than the spell will make learning the spell more difficult */
1934 if (!skop) 1793 if (!skop)
1935 { 1794 {
1936 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1937 return; 1796 return;
1938 } 1797 }
1939 1798
1940 spell = tmp->inv; 1799 spell = tmp->inv;
1800
1941 if (!spell) 1801 if (!spell)
1942 { 1802 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1803 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1804 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1945 return; 1805 return;
1946 } 1806 }
1947 1807
1948 if (spell->level > (skop->level + 10)) 1808 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1809 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1810 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1951 return; 1811 return;
1952 } 1812 }
1953 1813
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1814 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955 1815
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 { 1817 {
1958 identify (tmp); 1818 identify (tmp);
1819
1959 if (tmp->env) 1820 if (tmp->env)
1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1821 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1961 else 1822 else
1962 op->contr->socket.update_look = 1; 1823 op->contr->ns->floorbox_update ();
1963 } 1824 }
1964 1825
1965 /* I removed the check for special_prayer_mark here - it didn't make 1826 /* I removed the check for special_prayer_mark here - it didn't make
1966 * a lot of sense - special prayers are not found in spellbooks, and 1827 * a lot of sense - special prayers are not found in spellbooks, and
1967 * if the player doesn't know the spell, doesn't make a lot of sense that 1828 * if the player doesn't know the spell, doesn't make a lot of sense that
1968 * they would have a special prayer mark. 1829 * they would have a special prayer mark.
1969 */ 1830 */
1970 if (check_spell_known (op, spell->name)) 1831 if (check_spell_known (op, spell->name))
1971 { 1832 {
1972 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1833 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1973 return; 1834 return;
1974 } 1835 }
1975 1836
1976 if (spell->skill) 1837 if (spell->skill)
1977 { 1838 {
1978 spell_skill = find_skill_by_name (op, spell->skill); 1839 spell_skill = find_skill_by_name (op, spell->skill);
1979 1840
1980 if (!spell_skill) 1841 if (!spell_skill)
1981 { 1842 {
1982 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1843 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1983 return; 1844 return;
1984 } 1845 }
1985 1846
1986 if (spell_skill->level < spell->level) 1847 if (spell_skill->level < spell->level)
1987 { 1848 {
2018 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1879 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2019 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1880 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2020 } 1881 }
2021 else 1882 else
2022 { 1883 {
2023 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1884 op->contr->play_sound (sound_find ("fumble_spell"));
2024 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1885 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2025 } 1886 }
1887
2026 decrease_ob (tmp); 1888 decrease_ob (tmp);
2027} 1889}
2028 1890
2029/** 1891/**
2030 * Handles applying a spell scroll. 1892 * Handles applying a spell scroll.
2040 return; 1902 return;
2041 } 1903 }
2042 1904
2043 if (!tmp->inv || tmp->inv->type != SPELL) 1905 if (!tmp->inv || tmp->inv->type != SPELL)
2044 { 1906 {
2045 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1907 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
2046 return; 1908 return;
2047 } 1909 }
2048 1910
2049 if (op->type == PLAYER) 1911 if (op->type == PLAYER)
2050 { 1912 {
2056 */ 1918 */
2057 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1919 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2058 1920
2059 if (!skop) 1921 if (!skop)
2060 { 1922 {
2061 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1923 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2062 return; 1924 return;
2063 } 1925 }
2064 1926
2065 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1927 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2066 change_exp (op, exp_gain, skop->skill, 0); 1928 change_exp (op, exp_gain, skop->skill, 0);
2068 1930
2069 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1931 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2070 identify (tmp); 1932 identify (tmp);
2071 1933
2072 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1934 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2073
2074 1935
2075 cast_spell (op, tmp, dir, tmp->inv, NULL); 1936 cast_spell (op, tmp, dir, tmp->inv, NULL);
2076 decrease_ob (tmp); 1937 decrease_ob (tmp);
2077} 1938}
2078 1939
2082 * chest. 1943 * chest.
2083 */ 1944 */
2084static void 1945static void
2085apply_treasure (object *op, object *tmp) 1946apply_treasure (object *op, object *tmp)
2086{ 1947{
2087 object *treas;
2088
2089
2090 /* Nice side effect of new treasure creation method is that the treasure 1948 /* Nice side effect of new treasure creation method is that the treasure
2091 * for the chest is done when the chest is created, and put into the chest 1949 * for the chest is done when the chest is created, and put into the chest
2092 * inventory. So that when the chest burns up, the items still exist. Also 1950 * inventory. So that when the chest burns up, the items still exist. Also
2093 * prevents people fromt moving chests to more difficult maps to get better 1951 * prevents people fromt moving chests to more difficult maps to get better
2094 * treasure 1952 * treasure
2095 */ 1953 */
2096
2097 treas = tmp->inv; 1954 object *treas = tmp->inv;
2098 if (treas == NULL) 1955
1956 if (!treas)
2099 { 1957 {
2100 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1958 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2101 decrease_ob (tmp); 1959 decrease_ob (tmp);
2102 return; 1960 return;
2103 } 1961 }
1962
2104 while (tmp->inv) 1963 while (tmp->inv)
2105 { 1964 {
2106 treas = tmp->inv; 1965 treas = tmp->inv;
2107 1966
2108 remove_ob (treas); 1967 treas->remove ();
2109 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas)); 1968 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2110 1969
2111 treas->x = op->x; 1970 treas->x = op->x;
2112 treas->y = op->y; 1971 treas->y = op->y;
2113 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1972 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2114 1973
2115 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1974 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2116 spring_trap (treas, op); 1975 spring_trap (treas, op);
1976
2117 /* If either player or container was destroyed, no need to do 1977 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with 1978 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise 1979 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed 1980 * any way for the treasure chest or player to get killed
2121 */ 1981 */
2189 /* special food hack -b.t. */ 2049 /* special food hack -b.t. */
2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2050 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2191 eat_special_food (op, tmp); 2051 eat_special_food (op, tmp);
2192 } 2052 }
2193 } 2053 }
2054
2194 handle_apply_yield (tmp); 2055 handle_apply_yield (tmp);
2195 decrease_ob (tmp); 2056 decrease_ob (tmp);
2196} 2057}
2197 2058
2198/** 2059/**
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2086 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2087 return 0;
2227 2088
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2089 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2090 from the player's inventory */
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2091 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2092 if (tmp->type == FORCE)
2233 { 2093 if (tmp->arch->archname == shstr_dragon_skin_force)
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2235 skin = tmp; 2094 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2095 else if (tmp->arch->archname == shstr_dragon_ability_force)
2237 abil = tmp; 2096 abil = tmp;
2238 }
2239 }
2240 2097
2241 /* if either skin or ability are missing, this is an old player 2098 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2099 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2100 if (skin == NULL || abil == NULL)
2244 return 0; 2101 return 0;
2285 /* doubled chance for resistance of ability-focus */ 2142 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2143 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2144 chance = MIN (100., chance * 2.);
2288 2145
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2146 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2147 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2148 {
2292 atnr_winner[winners] = i; 2149 atnr_winner[winners] = i;
2293 winners++; 2150 winners++;
2294 } 2151 }
2295 2152
2326 2183
2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2184 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 { 2185 {
2329 /* resistance increased! */ 2186 /* resistance increased! */
2330 skin->resist[i]++; 2187 skin->resist[i]++;
2331 fix_player (op); 2188 op->update_stats ();
2332 2189
2333 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2190 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2191 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2335 } 2192 }
2336 2193
2355 } 2212 }
2356 } 2213 }
2357 return 1; 2214 return 1;
2358} 2215}
2359 2216
2360static void
2361apply_savebed (object *pl)
2362{
2363#ifndef COZY_SERVER
2364 if (!pl->contr->name_changed || !pl->stats.exp)
2365 {
2366 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2367 return;
2368 }
2369#endif
2370 INVOKE_PLAYER (LOGOUT, pl->contr);
2371 /* Need to call terminate_all_pets() before we remove the player ob */
2372 terminate_all_pets (pl);
2373 remove_ob (pl);
2374 pl->direction = 0;
2375 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2376
2377 /* update respawn position */
2378 strcpy (pl->contr->savebed_map, pl->map->path);
2379 pl->contr->bed_x = pl->x;
2380 pl->contr->bed_y = pl->y;
2381
2382 strcpy (pl->contr->killer, "left");
2383 check_score (pl); /* Always check score */
2384 (void) save_player (pl, 0);
2385 pl->map->players--;
2386#if MAP_MAXTIMEOUT
2387 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2388#endif
2389 play_again (pl);
2390 pl->speed = 0;
2391 update_ob_speed (pl);
2392}
2393
2394/** 2217/**
2395 * Handles applying an improve armor scroll. 2218 * Handles applying an improve armor scroll.
2396 * Does some sanity checks, then calls improve_armour. 2219 * Does some sanity checks, then calls improve_armour.
2397 */ 2220 */
2398static void 2221static void
2399apply_armour_improver (object *op, object *tmp) 2222apply_armour_improver (object *op, object *tmp)
2400{ 2223{
2401 object *armor; 2224 object *armor;
2402 2225
2403 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2226 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2404 { 2227 {
2405 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2228 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2406 return; 2229 return;
2407 } 2230 }
2231
2408 armor = find_marked_object (op); 2232 armor = find_marked_object (op);
2233
2409 if (!armor) 2234 if (!armor)
2410 { 2235 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2236 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2412 return; 2237 return;
2413 } 2238 }
2239
2414 if (armor->type != ARMOUR 2240 if (armor->type != ARMOUR
2415 && armor->type != CLOAK 2241 && armor->type != CLOAK
2416 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2242 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2417 { 2243 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2244 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2421 2247
2422 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2248 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2423 improve_armour (op, tmp, armor); 2249 improve_armour (op, tmp, armor);
2424} 2250}
2425 2251
2426
2427extern void 2252extern void
2428apply_poison (object *op, object *tmp) 2253apply_poison (object *op, object *tmp)
2429{ 2254{
2430 if (op->type == PLAYER) 2255 if (op->type == PLAYER)
2431 { 2256 {
2432 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2257 op->contr->play_sound (sound_find ("drink_poison"));
2433 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2258 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2434 strcpy (op->contr->killer, "poisonous booze"); 2259 strcpy (op->contr->killer, "poisonous booze");
2435 } 2260 }
2261
2436 if (tmp->stats.hp > 0) 2262 if (tmp->stats.hp > 0)
2437 { 2263 {
2438 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2264 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2439 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2265 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2440 } 2266 }
2267
2441 op->stats.food -= op->stats.food / 4; 2268 op->stats.food -= op->stats.food / 4;
2442 handle_apply_yield (tmp); 2269 handle_apply_yield (tmp);
2443 decrease_ob (tmp); 2270 decrease_ob (tmp);
2444} 2271}
2445 2272
2446/** 2273/**
2447 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2274 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2448 * A valid 2 way exit means: 2275 * A valid 2 way exit means:
2449 * -You can come back (there is another exit at the other side) 2276 * -You can come back (there is another exit at the other side)
2450 * -You are 2277 * -You are
2451 * ° the owner of the exit 2278 * ° the owner of the exit
2452 * ° or in the same party as the owner 2279 * ° or in the same party as the owner
2453 * 2280 *
2454 * Note: a owner in a 2 way exit is saved as the owner's name 2281 * Note: a owner in a 2 way exit is saved as the owner's name
2455 * in the field exit->name cause the field exit->owner doesn't 2282 * in the field exit->name cause the field exit->owner doesn't
2456 * survive in the swapping (in fact the whole exit doesn't survive). 2283 * survive in the swapping (in fact the whole exit doesn't survive).
2457 */ 2284 */
2458int 2285int
2459is_legal_2ways_exit (object *op, object *exit) 2286is_legal_2ways_exit (object *op, object *exit)
2460{ 2287{
2461 object *tmp;
2462 object *exit_owner;
2463 player *pp;
2464 maptile *exitmap;
2465
2466 if (exit->stats.exp != 1) 2288 if (exit->stats.exp != 1)
2467 return 1; /*This is not a 2 way, so it is legal */ 2289 return 1; /*This is not a 2 way, so it is legal */
2290
2291#if 0 //TODO
2468 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2292 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2469 return 0; /* This is a reset town portal */ 2293 return 0; /* This is a reset town portal */
2470 /* To know if an exit has a correspondant, we look at 2294#endif
2471 * all the exits in destination and try to find one with same path as 2295
2472 * the current exit's position */ 2296 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2473 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2297
2474 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2475 else
2476 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2477 if (exitmap) 2298 if (exitmap)
2478 { 2299 {
2300 exitmap->load_sync ();
2301
2479 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2302 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2303
2480 if (!tmp) 2304 if (!tmp)
2481 return 0; 2305 return 0;
2482 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2306
2307 for (; tmp; tmp = tmp->above)
2483 { 2308 {
2484 if (tmp->type != EXIT) 2309 if (tmp->type != EXIT)
2485 continue; /*Not an exit */ 2310 continue; /*Not an exit */
2311
2486 if (!EXIT_PATH (tmp)) 2312 if (!EXIT_PATH (tmp))
2487 continue; /*Not a valid exit */ 2313 continue; /*Not a valid exit */
2314
2488 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2315 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2489 continue; /*Not in the same place */ 2316 continue; /*Not in the same place */
2317
2490 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2318 if (exit->map->path != EXIT_PATH (tmp))
2491 continue; /*Not in the same map */ 2319 continue; /*Not in the same map */
2492 2320
2493 /* From here we have found the exit is valid. However we do 2321 /* From here we have found the exit is valid. However we do
2494 * here the check of the exit owner. It is important for the 2322 * here the check of the exit owner. It is important for the
2495 * town portals to prevent strangers from visiting your appartments 2323 * town portals to prevent strangers from visiting your appartments
2496 */ 2324 */
2497 if (!exit->race) 2325 if (!exit->race)
2498 return 1; /*No owner, free for all! */ 2326 return 1; /*No owner, free for all! */
2327
2499 exit_owner = NULL; 2328 object *exit_owner = 0;
2500 for (pp = first_player; pp; pp = pp->next) 2329
2330 for_all_players (pp)
2501 { 2331 {
2502 if (!pp->ob) 2332 if (!pp->ob)
2503 continue; 2333 continue;
2334
2504 if (pp->ob->name != exit->race) 2335 if (pp->ob->name != exit->race)
2505 continue; 2336 continue;
2337
2506 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2338 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2507 break; 2339 break;
2508 } 2340 }
2341
2509 if (!exit_owner) 2342 if (!exit_owner)
2510 return 0; /* No more owner */ 2343 return 0; /* No more owner */
2344
2511 if (exit_owner->contr == op->contr) 2345 if (exit_owner->contr == op->contr)
2512 return 1; /*It is your exit */ 2346 return 1; /*It is your exit */
2347
2513 if (exit_owner && /*There is a owner */ 2348 if (exit_owner && /*There is a owner */
2514 (op->contr) && /*A player tries to pass */ 2349 (op->contr) && /*A player tries to pass */
2515 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2350 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2516 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2351 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2517 return 0; 2352 return 0;
2353
2518 return 1; 2354 return 1;
2519 } 2355 }
2520 } 2356 }
2357
2521 return 0; 2358 return 0;
2522} 2359}
2523
2524 2360
2525/** 2361/**
2526 * Main apply handler. 2362 * Main apply handler.
2527 * 2363 *
2528 * Checks for unpaid items before applying. 2364 * Checks for unpaid items before applying.
2536 * being applied. 2372 * being applied.
2537 * 2373 *
2538 * aflag is special (always apply/unapply) flags. Nothing is done with 2374 * aflag is special (always apply/unapply) flags. Nothing is done with
2539 * them in this function - they are passed to apply_special 2375 * them in this function - they are passed to apply_special
2540 */ 2376 */
2541
2542int 2377int
2543manual_apply (object *op, object *tmp, int aflag) 2378manual_apply (object *op, object *tmp, int aflag)
2544{ 2379{
2545 if (tmp->head) 2380 if (tmp->head)
2546 tmp = tmp->head; 2381 tmp = tmp->head;
2547 2382
2548 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2383 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2549 { 2384 {
2550 if (op->type == PLAYER) 2385 if (op->type == PLAYER)
2551 { 2386 {
2552 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2387 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2553 return 1; 2388 return 1;
2554 } 2389 }
2555 else 2390 else
2556 {
2557 return 0; /* monsters just skip unpaid items */ 2391 return 0; /* monsters just skip unpaid items */
2558 }
2559 } 2392 }
2560 2393
2561 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2394 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2562 return RESULT_INT (0); 2395 return RESULT_INT (0);
2563 2396
2564 switch (tmp->type) 2397 switch (tmp->type)
2565 { 2398 {
2566
2567 case CF_HANDLE: 2399 case CF_HANDLE:
2568 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2400 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2569 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2401 op->play_sound (sound_find ("turn_handle"));
2570 tmp->value = tmp->value ? 0 : 1; 2402 tmp->value = tmp->value ? 0 : 1;
2571 SET_ANIMATION (tmp, tmp->value); 2403 SET_ANIMATION (tmp, tmp->value);
2572 update_object (tmp, UP_OBJ_FACE); 2404 update_object (tmp, UP_OBJ_FACE);
2573 push_button (tmp); 2405 push_button (tmp);
2574 return 1; 2406 return 1;
2575 2407
2576 case TRIGGER: 2408 case TRIGGER:
2577 if (check_trigger (tmp, op)) 2409 if (check_trigger (tmp, op))
2578 { 2410 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2411 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2580 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2412 op->play_sound (sound_find ("turn_handle"));
2581 } 2413 }
2582 else 2414 else
2583 {
2584 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2415 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2585 } 2416
2586 return 1; 2417 return 1;
2587 2418
2588 case EXIT: 2419 case EXIT:
2589 if (op->type != PLAYER) 2420 if (op->type != PLAYER)
2590 return 0; 2421 return 0;
2422
2591 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2423 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2592 {
2593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2424 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2594 }
2595 else 2425 else
2596 { 2426 {
2597 /* Don't display messages for random maps. */ 2427 /* Don't display messages for random maps. */
2598 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2428 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2599 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2429 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2430
2600 enter_exit (op, tmp); 2431 op->enter_exit (tmp);
2601 } 2432 }
2433
2434 return 1;
2435
2436 case INSCRIBABLE:
2437 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2438 // maybe show a spell menu to chose from or something like that
2602 return 1; 2439 return 1;
2603 2440
2604 case SIGN: 2441 case SIGN:
2605 apply_sign (op, tmp, 0); 2442 apply_sign (op, tmp, 0);
2606 return 1; 2443 return 1;
2610 { 2447 {
2611 apply_book (op, tmp); 2448 apply_book (op, tmp);
2612 return 1; 2449 return 1;
2613 } 2450 }
2614 else 2451 else
2615 {
2616 return 0; 2452 return 0;
2617 }
2618 2453
2619 case SKILLSCROLL: 2454 case SKILLSCROLL:
2620 if (op->type == PLAYER) 2455 if (op->type == PLAYER)
2621 { 2456 {
2622 apply_skillscroll (op, tmp); 2457 apply_skillscroll (op, tmp);
2623 return 1; 2458 return 1;
2624 } 2459 }
2460 else
2625 return 0; 2461 return 0;
2626 2462
2627 case SPELLBOOK: 2463 case SPELLBOOK:
2628 if (op->type == PLAYER) 2464 if (op->type == PLAYER)
2629 { 2465 {
2630 apply_spellbook (op, tmp); 2466 apply_spellbook (op, tmp);
2631 return 1; 2467 return 1;
2632 } 2468 }
2469 else
2633 return 0; 2470 return 0;
2634 2471
2635 case SCROLL: 2472 case SCROLL:
2636 apply_scroll (op, tmp, 0); 2473 apply_scroll (op, tmp, 0);
2637 return 1; 2474 return 1;
2638 2475
2639 case POTION: 2476 case POTION:
2640 (void) apply_potion (op, tmp); 2477 apply_potion (op, tmp);
2641 return 1; 2478 return 1;
2642 2479
2643 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2480 /* Eneq(@csd.uu.se): Handle apply on containers. */
2481 //TODO: remove, as it is unsed?
2644 case CLOSE_CON: 2482 case CLOSE_CON:
2645 if (op->type == PLAYER)
2646 (void) esrv_apply_container (op, tmp->env);
2647 else
2648 (void) apply_container (op, tmp->env); 2483 apply_container (op, tmp->env);
2649 return 1; 2484 return 1;
2650 2485
2651 case CONTAINER: 2486 case CONTAINER:
2652 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp);
2654 else
2655 (void) apply_container (op, tmp); 2487 apply_container (op, tmp);
2656 return 1; 2488 return 1;
2657 2489
2658 case TREASURE: 2490 case TREASURE:
2659 if (op->type == PLAYER) 2491 if (op->type == PLAYER)
2660 { 2492 {
2661 apply_treasure (op, tmp); 2493 apply_treasure (op, tmp);
2662 return 1; 2494 return 1;
2663 } 2495 }
2664 else 2496 else
2665 {
2666 return 0; 2497 return 0;
2667 }
2668 2498
2669 case WEAPON: 2499 case WEAPON:
2670 case ARMOUR: 2500 case ARMOUR:
2671 case BOOTS: 2501 case BOOTS:
2672 case GLOVES: 2502 case GLOVES:
2685 case LAMP: 2515 case LAMP:
2686 case BUILDER: 2516 case BUILDER:
2687 case SKILL_TOOL: 2517 case SKILL_TOOL:
2688 if (tmp->env != op) 2518 if (tmp->env != op)
2689 return 2; /* not in inventory */ 2519 return 2; /* not in inventory */
2520
2690 (void) apply_special (op, tmp, aflag); 2521 apply_special (op, tmp, aflag);
2691 return 1; 2522 return 1;
2692 2523
2693 case DRINK: 2524 case DRINK:
2694 case FOOD: 2525 case FOOD:
2695 case FLESH: 2526 case FLESH:
2699 case POISON: 2530 case POISON:
2700 apply_poison (op, tmp); 2531 apply_poison (op, tmp);
2701 return 1; 2532 return 1;
2702 2533
2703 case SAVEBED: 2534 case SAVEBED:
2704 if (op->type == PLAYER)
2705 {
2706 apply_savebed (op);
2707 return 1; 2535 return 1;
2708 }
2709 else
2710 {
2711 return 0;
2712 }
2713 2536
2714 case ARMOUR_IMPROVER: 2537 case ARMOUR_IMPROVER:
2715 if (op->type == PLAYER) 2538 if (op->type == PLAYER)
2716 { 2539 {
2717 apply_armour_improver (op, tmp); 2540 apply_armour_improver (op, tmp);
2718 return 1; 2541 return 1;
2719 } 2542 }
2720 else 2543 else
2721 {
2722 return 0; 2544 return 0;
2723 }
2724 2545
2725 case WEAPON_IMPROVER: 2546 case WEAPON_IMPROVER:
2726 (void) check_improve_weapon (op, tmp); 2547 check_improve_weapon (op, tmp);
2727 return 1; 2548 return 1;
2728 2549
2729 case CLOCK: 2550 case CLOCK:
2730 if (op->type == PLAYER) 2551 if (op->type == PLAYER)
2731 { 2552 {
2734 2555
2735 get_tod (&tod); 2556 get_tod (&tod);
2736 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2557 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2737 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2558 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2738 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2559 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2739 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2560 op->play_sound (sound_find ("sound_clock"));
2740 new_draw_info (NDI_UNIQUE, 0, op, buf); 2561 new_draw_info (NDI_UNIQUE, 0, op, buf);
2741 return 1; 2562 return 1;
2742 } 2563 }
2743 else 2564 else
2744 {
2745 return 0; 2565 return 0;
2746 }
2747 2566
2748 case MENU: 2567 case MENU:
2749 if (op->type == PLAYER) 2568 if (op->type == PLAYER)
2750 { 2569 {
2751 shop_listing (op); 2570 shop_listing (tmp, op);
2752 return 1; 2571 return 1;
2753 } 2572 }
2754 else 2573 else
2755 {
2756 return 0; 2574 return 0;
2757 }
2758 2575
2759 case POWER_CRYSTAL: 2576 case POWER_CRYSTAL:
2760 apply_power_crystal (op, tmp); /* see egoitem.c */ 2577 apply_power_crystal (op, tmp); /* see egoitem.c */
2761 return 1; 2578 return 1;
2762 2579
2765 { 2582 {
2766 apply_lighter (op, tmp); 2583 apply_lighter (op, tmp);
2767 return 1; 2584 return 1;
2768 } 2585 }
2769 else 2586 else
2770 {
2771 return 0; 2587 return 0;
2772 }
2773 2588
2774 case ITEM_TRANSFORMER: 2589 case ITEM_TRANSFORMER:
2775 apply_item_transformer (op, tmp); 2590 apply_item_transformer (op, tmp);
2776 return 1; 2591 return 1;
2777 2592
2790int 2605int
2791player_apply (object *pl, object *op, int aflag, int quiet) 2606player_apply (object *pl, object *op, int aflag, int quiet)
2792{ 2607{
2793 int tmp; 2608 int tmp;
2794 2609
2795 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2610 if (op->env && (pl->move_type & MOVE_FLYING))
2796 { 2611 {
2797 /* player is flying and applying object not in inventory */ 2612 /* player is flying and applying object not in inventory */
2798 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2613 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2799 { 2614 {
2800 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2615 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2801 return 0; 2616 return 0;
2802 } 2617 }
2803 } 2618 }
2804 2619
2805 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2806 * applied.
2807 */
2808 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2809 {
2810 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2811 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2812 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2813 remove_ob (op);
2814 free_object (op);
2815 return 1;
2816 }
2817
2818 pl->contr->last_used = op; 2620 pl->contr->last_used = op;
2819 pl->contr->last_used_id = op->count;
2820 2621
2821 tmp = manual_apply (pl, op, aflag); 2622 tmp = manual_apply (pl, op, aflag);
2822 if (!quiet) 2623 if (!quiet)
2823 { 2624 {
2824 if (tmp == 0) 2625 if (tmp == 0)
2825 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2626 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2826 else if (tmp == 2) 2627 else if (tmp == 2)
2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2628 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2828 } 2629 }
2630
2829 return tmp; 2631 return tmp;
2830} 2632}
2831 2633
2832/** 2634/**
2833 * player_apply_below attempts to apply the object 'below' the player. 2635 * player_apply_below attempts to apply the object 'below' the player.
2834 * If the player has an open container, we use that for below, otherwise 2636 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground. 2637 * we use the ground.
2836 */ 2638 */
2837
2838void 2639void
2839player_apply_below (object *pl) 2640player_apply_below (object *pl)
2840{ 2641{
2841 object *tmp, *next;
2842 int floors; 2642 int floors = 0;
2843 2643
2844 /* If using a container, set the starting item to be the top 2644 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map. 2645 * item in the container. Otherwise, use the map.
2846 */
2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2848
2849 /* This is perhaps more complicated. However, I want to make sure that 2646 * This is perhaps more complicated. However, I want to make sure that
2850 * we don't use a corrupt pointer for the next object, so we get the 2647 * we don't use a corrupt pointer for the next object, so we get the
2851 * next object in the stack before applying. This is can only be a 2648 * next object in the stack before applying. This is can only be a
2852 * problem if player_apply() has a bug in that it uses the object but does 2649 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value. 2650 * not return a proper value.
2854 */ 2651 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2652 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2856 { 2653 {
2857 next = tmp->below; 2654 next = tmp->below;
2655
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2656 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2657 floors++;
2860 else if (floors > 0) 2658 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2659 return; /* process only floor objects after first floor object */
2862 2660
2882 * to keep the size of apply_special to a more managable size. 2680 * to keep the size of apply_special to a more managable size.
2883 */ 2681 */
2884static int 2682static int
2885unapply_special (object *who, object *op, int aflags) 2683unapply_special (object *who, object *op, int aflags)
2886{ 2684{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2685 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2686 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0); 2687 return RESULT_INT (0);
2889 2688
2890 object *tmp2;
2891
2892 CLEAR_FLAG (op, FLAG_APPLIED); 2689 CLEAR_FLAG (op, FLAG_APPLIED);
2690
2893 switch (op->type) 2691 switch (op->type)
2894 { 2692 {
2693 case SKILL_TOOL:
2694 // unapplying a skill tool should also unapply the skill it governs
2695 // but this is hard, as it shouldn't do so when the skill can
2696 // be used for other reasons
2697 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2698 if (tmp->skill == op->skill
2699 && tmp->type == SKILL
2700 && tmp->flag [FLAG_APPLIED]
2701 && !tmp->flag [FLAG_CAN_USE_SKILL])
2702 unapply_special (who, tmp, 0);
2703
2704 change_abil (who, op);
2705 break;
2706
2895 case WEAPON: 2707 case WEAPON:
2708 if (player *pl = who->contr)
2709 if (op == pl->combat_ob)
2710 {
2711 pl->combat_ob = 0;
2712 who->change_weapon (pl->ranged_ob);
2713 }
2714
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2715 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2897 2716
2898 (void) change_abil (who, op); 2717 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2718 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break; 2719 break;
2903 2720
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 2721 case SKILL:
2906 if (op != who->chosen_skill) 2722 if (who->contr)
2907 { 2723 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2724 if (!op->invisible)
2725 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2726 else
2727 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2909 } 2728 }
2910 if (who->type == PLAYER) 2729
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else
2919 {
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 }
2922 }
2923 (void) change_abil (who, op); 2730 change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 2731 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 2732 break;
2927 2733
2928 case ARMOUR: 2734 case ARMOUR:
2929 case HELMET: 2735 case HELMET:
2934 case AMULET: 2740 case AMULET:
2935 case GIRDLE: 2741 case GIRDLE:
2936 case BRACERS: 2742 case BRACERS:
2937 case CLOAK: 2743 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2744 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2939 (void) change_abil (who, op); 2745 change_abil (who, op);
2940 break; 2746 break;
2747
2941 case LAMP: 2748 case LAMP:
2749 {
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2750 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2751
2943 tmp2 = arch_to_object (op->other_arch); 2752 object *tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x; 2753 tmp2->x = op->x;
2945 tmp2->y = op->y; 2754 tmp2->y = op->y;
2946 tmp2->map = op->map; 2755 tmp2->map = op->map;
2947 tmp2->below = op->below; 2756 tmp2->below = op->below;
2948 tmp2->above = op->above; 2757 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food; 2758 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2759 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 2760
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2761 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2762 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 2763
2955 if (who->type == PLAYER) 2764 if (who->contr)
2956 esrv_del_item (who->contr, op->count); 2765 esrv_del_item (who->contr, op->count);
2957 2766
2958 remove_ob (op); 2767 op->destroy ();
2959 free_object (op);
2960 insert_ob_in_ob (tmp2, who); 2768 insert_ob_in_ob (tmp2, who);
2961 fix_player (who); 2769 who->update_stats ();
2770
2962 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2771 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2963 { 2772 {
2964 if (who->type == PLAYER) 2773 if (who->contr)
2965 { 2774 {
2966 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2775 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2967 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2968 } 2777 }
2969 } 2778 }
2970 if (who->type == PLAYER) 2779
2780 if (who->contr)
2971 esrv_send_item (who, tmp2); 2781 esrv_send_item (who, tmp2);
2782 }
2783
2972 return 1; /* otherwise, an attempt to drop causes problems */ 2784 return 1; /* otherwise, an attempt to drop causes problems */
2973 break; 2785
2974 case BOW: 2786 case BOW:
2975 case WAND: 2787 case WAND:
2976 case ROD: 2788 case ROD:
2977 case HORN: 2789 case HORN:
2978 clear_skill (who); 2790 if (player *pl = who->contr)
2979 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2980 if (who->type == PLAYER)
2981 { 2791 {
2982 who->contr->shoottype = range_none; 2792 if (op == pl->ranged_ob)
2793 {
2794 pl->ranged_ob = 0;
2795 who->change_weapon (pl->combat_ob);
2796 }
2797
2798 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2983 } 2799 }
2984 else 2800 else
2985 { 2801 {
2802 who->change_skill (0);
2803
2986 if (op->type == BOW) 2804 if (op->type == BOW)
2987 CLEAR_FLAG (who, FLAG_READY_BOW); 2805 CLEAR_FLAG (who, FLAG_READY_BOW);
2988 else 2806 else
2989 CLEAR_FLAG (who, FLAG_READY_RANGE); 2807 CLEAR_FLAG (who, FLAG_READY_RANGE);
2990 } 2808 }
2809
2991 break; 2810 break;
2992 2811
2993 case BUILDER: 2812 case BUILDER:
2813 if (who->contr)
2994 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2814 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2995 who->contr->shoottype = range_none;
2996 who->contr->ranges[range_builder] = NULL;
2997 break; 2815 break;
2998 2816
2999 default: 2817 default:
3000 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2818 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3001 break; 2819 break;
3002 } 2820 }
3003 2821
3004 fix_player (who); 2822 who->update_stats ();
3005 2823
3006 if (!(aflags & AP_NO_MERGE)) 2824 if (!(aflags & AP_NO_MERGE))
3007 { 2825 {
3008 object *tmp;
3009
3010 tmp = merge_ob (op, NULL); 2826 object *tmp = merge_ob (op, 0);
3011 if (who->type == PLAYER) 2827
2828 if (who->contr)
3012 { 2829 {
3013 if (tmp) 2830 if (tmp)
3014 { /* it was merged */ 2831 { /* it was merged */
3015 esrv_del_item (who->contr, op->count); 2832 esrv_del_item (who->contr, op->count);
3016 op = tmp; 2833 op = tmp;
3017 } 2834 }
3018 2835
3019 esrv_send_item (who, op); 2836 esrv_send_item (who, op);
3020 } 2837 }
3021 } 2838 }
2839
3022 return 0; 2840 return 0;
3023} 2841}
3024 2842
3025/** 2843/**
3026 * Returns the object that is using location 'loc'. 2844 * Returns the object that is using location 'loc'.
3027 * Note that 'start' is the first object to start examing - we 2845 * Note that 'start' is the first object to start examing - we
3028 * then go through the below of this. In this way, you can do 2846 * then go through the below of this. In this way, you can do
3029 * something like: 2847 * something like:
3030 * tmp = get_item_from_body_location(who->inv, 1); 2848 * tmp = get_next_item_from_body_location(who->inv, 1);
3031 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2849 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3032 * to find the second object that may use this location, etc. 2850 * to find the second object that may use this location, etc.
3033 * Returns NULL if no match is found. 2851 * Returns NULL if no match is found.
3034 * loc is the index into the array we are looking for a match. 2852 * loc is the index into the array we are looking for a match.
3035 * don't return invisible objects unless they are skill objects 2853 * don't return invisible objects unless they are skill objects
3036 * invisible other objects that use 2854 * invisible other objects that use
3037 * up body locations can be used as restrictions. 2855 * up body locations can be used as restrictions.
3038 */ 2856 */
3039object * 2857static object *
3040get_item_from_body_location (object *start, int loc) 2858get_next_item_from_body_location (int loc, object *start)
3041{ 2859{
3042 object *tmp;
3043
3044 if (!start)
3045 return NULL;
3046
3047 for (tmp = start; tmp; tmp = tmp->below) 2860 for (object *tmp = start; tmp; tmp = tmp->below)
3048 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2861 if (tmp->flag [FLAG_APPLIED]
2862 && tmp->slot[loc].info
2863 && (!tmp->invisible || tmp->type == SKILL))
3049 return tmp; 2864 return tmp;
3050 2865
3051 return NULL; 2866 return 0;
3052} 2867}
3053
3054
3055 2868
3056/** 2869/**
3057 * 'op' wants to apply an object, but can't because of other equipment. 2870 * 'op' wants to apply an object, but can't because of other equipment.
3058 * This should only be called when it is known 2871 * This should only be called when it is known
3059 * that there are objects to unapply. This makes pretty heavy 2872 * that there are objects to unapply. This makes pretty heavy
3062 * Returns 0 on success, returns 1 if there is some problem. 2875 * Returns 0 on success, returns 1 if there is some problem.
3063 * if aflags is AP_PRINT, we instead print out waht to unapply 2876 * if aflags is AP_PRINT, we instead print out waht to unapply
3064 * instead of doing it. This is a lot less code than having 2877 * instead of doing it. This is a lot less code than having
3065 * another function that does just that. 2878 * another function that does just that.
3066 */ 2879 */
2880
2881#define CANNOT_REMOVE_CURSED \
2882 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2883 "Praying over an altar, scrolls of remove curse/damnation, " \
2884 "priests or even other players might help.>"
2885
3067int 2886int
3068unapply_for_ob (object *who, object *op, int aflags) 2887unapply_for_ob (object *who, object *op, int aflags)
3069{ 2888{
3070 int i; 2889 if (op->is_range ())
3071 object *tmp = NULL, *last;
3072
3073 /* If we are applying a shield or weapon, unapply any equipped shield
3074 * or weapons first - only allowed to use one weapon/shield at a time.
3075 */
3076 if (op->type == WEAPON || op->type == SHIELD)
3077 {
3078 for (tmp = who->inv; tmp; tmp = tmp->below) 2890 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3079 {
3080 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2891 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3081 {
3082 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2892 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3083 { 2893 {
3084 if (aflags & AP_PRINT) 2894 if (aflags & AP_PRINT)
3085 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2895 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3086 else 2896 else
3087 unapply_special (who, tmp, aflags); 2897 unapply_special (who, tmp, aflags);
3088 } 2898 }
3089 else 2899 else
3090 { 2900 {
3091 /* In this case, we want to try and remove a cursed item. 2901 /* In this case, we want to try and remove a cursed item.
3092 * While we know it won't work, we want unapply_special to 2902 * While we know it won't work, we want unapply_special to
3093 * at least generate the message. 2903 * at least generate the message.
3094 */ 2904 */
3095 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2905 new_draw_info_format (NDI_UNIQUE, 0, who,
2906 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2907 query_name (tmp));
3096 return 1; 2908 return 1;
3097 }
3098
3099 } 2909 }
3100 }
3101 }
3102 2910
3103 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2911 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3104 { 2912 {
3105 /* this used up a slot that we need to free */ 2913 /* this used up a slot that we need to free */
3106 if (op->body_info[i]) 2914 if (op->slot[i].info)
3107 { 2915 {
3108 last = who->inv; 2916 object *last = who->inv;
3109 2917
3110 /* We do a while loop - may need to remove several items in order 2918 /* We do a while loop - may need to remove several items in order
3111 * to free up enough slots. 2919 * to free up enough slots.
3112 */ 2920 */
3113 while ((who->body_used[i] + op->body_info[i]) < 0) 2921 while ((who->slot[i].used + op->slot[i].info) < 0)
3114 { 2922 {
3115 tmp = get_item_from_body_location (last, i); 2923 object *tmp = get_next_item_from_body_location (i, last);
2924
3116 if (!tmp) 2925 if (!tmp)
3117 { 2926 {
3118#if 0 2927#if 0
3119 /* Not a bug - we'll get this if the player has cursed items 2928 /* Not a bug - we'll get this if the player has cursed items
3120 * equipped. 2929 * equipped.
3121 */ 2930 */
3122 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2931 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3123#endif 2932#endif
3124 return 1; 2933 return 1;
3125 } 2934 }
2935
3126 /* If we are just printing, we don't care about cursed status */ 2936 /* If we are just printing, we don't care about cursed status */
3127 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2937 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3128 { 2938 {
3129 if (aflags & AP_PRINT) 2939 if (aflags & AP_PRINT)
3130 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2940 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3136 /* Cursed item that we can't unequip - tell the player. 2946 /* Cursed item that we can't unequip - tell the player.
3137 * Note this could be annoying if this is just one of a few, 2947 * Note this could be annoying if this is just one of a few,
3138 * so it may not be critical (eg, putting on a ring and you have 2948 * so it may not be critical (eg, putting on a ring and you have
3139 * one cursed ring.) 2949 * one cursed ring.)
3140 */ 2950 */
3141 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2951 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3142 } 2952 }
2953
3143 last = tmp->below; 2954 last = tmp->below;
3144 } 2955 }
3145 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2956 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3146 * return in the !tmp would have kicked in. 2957 * return in the !tmp would have kicked in.
3147 */ 2958 */
3148 } /* if op is using this body location */ 2959 } /* if op is using this body location */
3149 } /* for body lcoations */ 2960 } /* for body lcoations */
2961
3150 return 0; 2962 return 0;
3151} 2963}
3152 2964
3153/** 2965/**
3154 * Checks to see if 'who' can apply object 'op'. 2966 * Checks to see if 'who' can apply object 'op'.
3155 * Returns 0 if apply can be done without anything special. 2967 * Returns 0 if apply can be done without anything special.
3156 * Otherwise returns a bitmask - potentially several of these may be 2968 * Otherwise returns a bitmask - potentially several of these may be
3157 * set, but largely depends on circumstance - in the future, processing 2969 * set, but largely depends on circumstance - in the future, processing
3158 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2970 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3159 * is set, do we really are what the other flags may be?) 2971 * is set, do we really care what the other flags may be?)
3160 * 2972 *
3161 * See include/define.h for detailed description of the meaning of 2973 * See include/define.h for detailed description of the meaning of
3162 * these return values. 2974 * these return values.
3163 */ 2975 */
3164int 2976int
3165can_apply_object (object *who, object *op) 2977can_apply_object (object *who, object *op)
3166{ 2978{
3167 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2979 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3168 return RESULT_INT (0); 2980 return RESULT_INT (0);
3169 2981
3170 int i, retval = 0; 2982 int retval = 0;
3171 object *tmp = NULL, *ws = NULL; 2983 object *tmp = 0, *ws = 0;
3172 2984
3173 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2985 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3174 * 2 weapons, but we don't want to let them do that. So if they are
3175 * trying to equip a weapon or shield, see if they already have one
3176 * in place and store that way.
3177 */
3178 if (op->type == WEAPON || op->type == SHIELD)
3179 { 2986 {
3180 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2987 if (op->slot[i].info)
3181 { 2988 {
3182 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2989 /* Item uses more slots than we have */
2990 if (who->slot[i].info + op->slot [i].info < 0)
3183 { 2991 {
3184 retval = CAN_APPLY_UNAPPLY;
3185 ws = tmp;
3186 }
3187 }
3188 }
3189
3190
3191 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3192 {
3193 if (op->body_info[i])
3194 {
3195 /* Item uses more slots than we have */
3196 if (FABS (op->body_info[i]) > who->body_info[i])
3197 {
3198 /* Could return now for efficiently - rest of info below isn' 2992 /* Could return now for efficiency - rest of info below isn't
3199 * really needed. 2993 * really needed.
3200 */ 2994 */
3201 retval |= CAN_APPLY_NEVER; 2995 retval |= CAN_APPLY_NEVER;
3202 } 2996 }
3203 else if ((who->body_used[i] + op->body_info[i]) < 0) 2997 else if (who->slot[i].used + op->slot[i].info < 0)
3204 { 2998 {
3205 /* in this case, equipping this would use more free spots than 2999 /* in this case, equipping this would use more free spots than
3206 * we have. 3000 * we have.
3207 */ 3001 */
3208 object *tmp1;
3209
3210 3002
3211 /* if we have an applied weapon/shield, and unapply it would free 3003 /* if we have an applied weapon/shield, and unapply it would free
3212 * enough slots to equip the new item, then just set this can 3004 * enough slots to equip the new item, then just set "can
3213 * continue. We don't care about the logic below - if you have 3005 * apply unapply". We don't care about the logic below - if you have a
3214 * shield equipped and try to equip another shield, there is only 3006 * shield equipped and try to equip another shield, there is only
3215 * one choice. However, the check for the number of body locations 3007 * one choice. However, the check for the number of body locations
3216 * does take into the account cases where what is being applied 3008 * does take into the account cases where what is being applied
3217 * may be two handed for example. 3009 * may be two handed for example.
3218 */ 3010 */
3219 if (ws) 3011 if (ws)
3220 { 3012 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3221 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3222 { 3013 {
3223 retval |= CAN_APPLY_UNAPPLY; 3014 retval |= CAN_APPLY_UNAPPLY;
3224 continue; 3015 continue;
3225 } 3016 }
3226 }
3227 3017
3228 tmp1 = get_item_from_body_location (who->inv, i); 3018 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3229 if (!tmp1) 3019 if (!tmp1)
3230 { 3020 {
3231#if 0 3021#if 0
3232 /* This is sort of an error, but happens a lot when old players 3022 /* This is sort of an error, but happens a lot when old players
3233 * join in with more stuff equipped than they are now allowed. 3023 * join in with more stuff equipped than they are now allowed.
3241 /* need to unapply something. However, if this something 3031 /* need to unapply something. However, if this something
3242 * is different than we had found before, it means they need 3032 * is different than we had found before, it means they need
3243 * to apply multiple objects 3033 * to apply multiple objects
3244 */ 3034 */
3245 retval |= CAN_APPLY_UNAPPLY; 3035 retval |= CAN_APPLY_UNAPPLY;
3036
3246 if (!tmp) 3037 if (!tmp)
3247 tmp = tmp1; 3038 tmp = tmp1;
3248 else if (tmp != tmp1) 3039 else if (tmp != tmp1)
3249 {
3250 retval |= CAN_APPLY_UNAPPLY_MULT; 3040 retval |= CAN_APPLY_UNAPPLY_MULT;
3251 } 3041
3252 /* This object isn't using up all the slots, so there must 3042 /* This object isn't using up all the slots, so there must
3253 * be another. If so, and it the new item doesn't need all 3043 * be another. If so, and it the new item doesn't need all
3254 * the slots, the player then has a choice. 3044 * the slots, the player then has a choice.
3255 */ 3045 */
3256 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3046 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3047 && abs (op->slot[i].info) < who->slot[i].info)
3257 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3048 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3258 3049
3259 /* Does unequippint 'tmp1' free up enough slots for this to be 3050 /* Does unequippint 'tmp1' free up enough slots for this to be
3260 * equipped? If not, there must be something else to unapply. 3051 * equipped? If not, there must be something else to unapply.
3261 */ 3052 */
3262 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3053 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3263 retval |= CAN_APPLY_UNAPPLY_MULT; 3054 retval |= CAN_APPLY_UNAPPLY_MULT;
3264
3265 } 3055 }
3266 } /* if not enough free slots */ 3056 } /* if not enough free slots */
3267 } /* if this object uses location i */ 3057 } /* if this object uses location i */
3268 } /* for i -> num_body_locations loop */ 3058 } /* for i -> num_body_locations loop */
3269 3059
3274 * and weapons all use the same slot. Similar for horn/rod/wand - they 3064 * and weapons all use the same slot. Similar for horn/rod/wand - they
3275 * all use the same location. 3065 * all use the same location.
3276 */ 3066 */
3277 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3067 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3278 retval |= CAN_APPLY_RESTRICTION; 3068 retval |= CAN_APPLY_RESTRICTION;
3069
3279 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3070 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3280 retval |= CAN_APPLY_RESTRICTION; 3071 retval |= CAN_APPLY_RESTRICTION;
3281 3072
3282
3283 if (who->type != PLAYER) 3073 if (who->type != PLAYER)
3284 { 3074 {
3285 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3075 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3286 retval |= CAN_APPLY_RESTRICTION; 3076 retval |= CAN_APPLY_RESTRICTION;
3077
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3078 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 3079 retval |= CAN_APPLY_RESTRICTION;
3080
3289 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3081 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3290 retval |= CAN_APPLY_RESTRICTION; 3082 retval |= CAN_APPLY_RESTRICTION;
3083
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3084 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3292 retval |= CAN_APPLY_RESTRICTION; 3085 retval |= CAN_APPLY_RESTRICTION;
3293 } 3086 }
3087
3294 return retval; 3088 return retval;
3295} 3089}
3296
3297
3298 3090
3299/** 3091/**
3300 * who is the object using the object. It can be a monster. 3092 * who is the object using the object. It can be a monster.
3301 * op is the object they are using. op is an equipment type item, 3093 * op is the object they are using. op is an equipment type item,
3302 * eg, one which you put on and keep on for a while, and not something 3094 * eg, one which you put on and keep on for a while, and not something
3311 * AP_UNAPPLY=always unapply). 3103 * AP_UNAPPLY=always unapply).
3312 * 3104 *
3313 * Optional flags: 3105 * Optional flags:
3314 * AP_NO_MERGE: don't merge an unapplied object with other objects 3106 * AP_NO_MERGE: don't merge an unapplied object with other objects
3315 * AP_IGNORE_CURSE: unapply cursed items 3107 * AP_IGNORE_CURSE: unapply cursed items
3108 * AP_NO_READY: do not ready skills when applying skill tools
3316 * 3109 *
3317 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3110 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3318 * 3111 *
3319 * apply_special() doesn't check for unpaid items. 3112 * apply_special() doesn't check for unpaid items.
3320 */ 3113 */
3114
3115#define LACK_ITEM_POWER \
3116 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3117
3321int 3118int
3322apply_special (object *who, object *op, int aflags) 3119apply_special (object *who, object *op, int aflags)
3323{ 3120{
3324 int basic_flag = aflags & AP_BASIC_FLAGS; 3121 int basic_flag = aflags & AP_BASIC_FLAGS;
3325 object *tmp, *tmp2, *skop = NULL; 3122 object *tmp, *tmp2, *skop = NULL;
3326 int i;
3327 3123
3328 if (who == NULL) 3124 if (who == NULL)
3329 { 3125 {
3330 LOG (llevError, "apply_special() from object without environment.\n"); 3126 LOG (llevError, "apply_special() from object without environment.\n");
3331 return 1; 3127 return 1;
3341 if (basic_flag == AP_APPLY) 3137 if (basic_flag == AP_APPLY)
3342 return 0; 3138 return 0;
3343 3139
3344 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3140 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3345 { 3141 {
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3142 new_draw_info_format (NDI_UNIQUE, 0, who,
3143 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3144 query_name (op));
3347 return 1; 3145 return 1;
3348 } 3146 }
3147
3349 return unapply_special (who, op, aflags); 3148 return unapply_special (who, op, aflags);
3350 } 3149 }
3351 3150
3352 if (basic_flag == AP_UNAPPLY) 3151 if (basic_flag == AP_UNAPPLY)
3353 return 0; 3152 return 0;
3354 3153
3355 i = can_apply_object (who, op); 3154 // if the item is combat/ranged, wield the relevant slot first
3155 // to resolve conflicts.
3156 if (player *pl = who->contr)
3157 switch (op->slottype ())
3158 {
3159 case slot_combat: who->change_weapon (pl->combat_ob); break;
3160 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3161 }
3162
3163 splay (op);
3356 3164
3357 /* Can't just apply this object. Lets see what not and what to do */ 3165 /* Can't just apply this object. Lets see what not and what to do */
3358 if (i) 3166 if (int i = can_apply_object (who, op))
3359 { 3167 {
3360 if (i & CAN_APPLY_NEVER) 3168 if (i & CAN_APPLY_NEVER)
3361 { 3169 {
3362 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3170 new_draw_info_format (NDI_UNIQUE, 0, who,
3171 "You don't have the body to use a %s. H<You can never apply this item.>",
3172 query_name (op));
3363 return 1; 3173 return 1;
3364 } 3174 }
3365 else if (i & CAN_APPLY_RESTRICTION) 3175 else if (i & CAN_APPLY_RESTRICTION)
3366 { 3176 {
3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3177 new_draw_info_format (NDI_UNIQUE, 0, who,
3178 "You have a prohibition against using a %s. "
3179 "H<Your belief, profession or class prevents you from applying this item.>",
3180 query_name (op));
3368 return 1; 3181 return 1;
3369 } 3182 }
3183
3370 if (who->type != PLAYER) 3184 if (who->type != PLAYER)
3371 { 3185 {
3372 /* Some error, so don't try to equip something more */ 3186 /* Some error, so don't try to equip something more */
3373 if (unapply_for_ob (who, op, aflags)) 3187 if (unapply_for_ob (who, op, aflags))
3374 return 1; 3188 return 1;
3375 } 3189 }
3376 else 3190 else
3377 { 3191 {
3378 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3192 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3379 { 3193 {
3380 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3194 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3381 unapply_for_ob (who, op, AP_PRINT); 3195 unapply_for_ob (who, op, AP_PRINT);
3382 return 1; 3196 return 1;
3383 } 3197 }
3384 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3198 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3385 {
3386 i = unapply_for_ob (who, op, aflags); 3199 if (unapply_for_ob (who, op, aflags))
3387 if (i)
3388 return 1; 3200 return 1;
3389 } 3201 }
3390 }
3391 } 3202 }
3203
3392 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3204 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3393 { 3205 {
3394 skop = find_skill_by_name (who, op->skill); 3206 skop = find_skill_by_name (who, op->skill);
3207
3395 if (!skop) 3208 if (!skop)
3396 { 3209 {
3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3210 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3398 return 1; 3211 return 1;
3399 } 3212 }
3400 else 3213 else
3401 {
3402 /* While experience will be credited properly, we want to change the 3214 /* While experience will be credited properly, we want to change the
3403 * skill so that the dam and wc get updated 3215 * skill so that the dam and wc get updated
3404 */ 3216 */
3405 change_skill (who, skop, 0); 3217 who->change_skill (skop);
3406 }
3407 }
3408
3409 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3410 { 3218 }
3411 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3219
3220 if (who->type == PLAYER
3221 && op->item_power
3222 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3223 {
3224 new_draw_info (NDI_UNIQUE, 0, who,
3225 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3412 return 1; 3226 return 1;
3413 } 3227 }
3414
3415 3228
3416 /* Ok. We are now at the state where we can apply the new object. 3229 /* Ok. We are now at the state where we can apply the new object.
3417 * Note that we don't have the checks for can_use_... 3230 * Note that we don't have the checks for can_use_...
3418 * below - that is already taken care of by can_apply_object. 3231 * below - that is already taken care of by can_apply_object.
3419 */ 3232 */
3420
3421
3422 if (op->nrof > 1) 3233 if (op->nrof > 1)
3423 tmp = get_split_ob (op, op->nrof - 1); 3234 tmp = get_split_ob (op, op->nrof - 1);
3424 else 3235 else
3425 tmp = NULL; 3236 tmp = 0;
3426 3237
3427 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3238 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3428 return RESULT_INT (0); 3239 return RESULT_INT (0);
3429 3240
3430 switch (op->type) 3241 switch (op->type)
3431 { 3242 {
3432 case WEAPON: 3243 case WEAPON:
3433 if (!check_weapon_power (who, op->last_eat)) 3244 if (!check_weapon_power (who, op->last_eat))
3434 { 3245 {
3435 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3246 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3436 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3247 "It would consume your soul!." LACK_ITEM_POWER);
3248
3437 if (tmp != NULL) 3249 if (tmp)
3438 (void) insert_ob_in_ob (tmp, who); 3250 insert_ob_in_ob (tmp, who);
3251
3439 return 1; 3252 return 1;
3440 } 3253 }
3254
3255 //TODO: this obviously fails for players using a shorter prefix
3256 // i.e. "R" can use Ragnarok's sword.
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3257 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 { 3258 {
3443 /* if the weapon does not have the name as the character, can't use it. */ 3259 /* if the weapon does not have the name as the character, can't use it. */
3444 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3260 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3445 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3261 new_draw_info (NDI_UNIQUE, 0, who,
3262 "The weapon does not recognize you as its owner. "
3263 "H<Its name indicates that it belongs to somebody else.>");
3264
3446 if (tmp != NULL) 3265 if (tmp)
3447 (void) insert_ob_in_ob (tmp, who); 3266 insert_ob_in_ob (tmp, who);
3267
3448 return 1; 3268 return 1;
3449 } 3269 }
3270
3271 if (!skop)
3272 {
3273 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3274 return 1;
3275 }
3276
3450 SET_FLAG (op, FLAG_APPLIED); 3277 SET_FLAG (op, FLAG_APPLIED);
3451
3452 if (skop)
3453 change_skill (who, skop, 1); 3278 who->change_skill (skop);
3454 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3279
3455 SET_FLAG (who, FLAG_READY_WEAPON); 3280 if (who->contr)
3281 who->change_weapon (who->contr->combat_ob = op);
3456 3282
3457 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3283 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3458 3284
3285 SET_FLAG (who, FLAG_READY_WEAPON);
3459 (void) change_abil (who, op); 3286 change_abil (who, op);
3460 break; 3287 break;
3461 3288
3462 case ARMOUR: 3289 case ARMOUR:
3463 case HELMET: 3290 case HELMET:
3464 case SHIELD: 3291 case SHIELD:
3469 case CLOAK: 3296 case CLOAK:
3470 case RING: 3297 case RING:
3471 case AMULET: 3298 case AMULET:
3472 SET_FLAG (op, FLAG_APPLIED); 3299 SET_FLAG (op, FLAG_APPLIED);
3473 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3300 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3474 (void) change_abil (who, op); 3301 change_abil (who, op);
3475 break; 3302 break;
3303
3476 case LAMP: 3304 case LAMP:
3477 if (op->stats.food < 1) 3305 if (op->stats.food < 1)
3478 { 3306 {
3479 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3307 new_draw_info_format (NDI_UNIQUE, 0, who,
3308 "Your %s is out of fuel! "
3309 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3480 return 1; 3310 return 1;
3481 } 3311 }
3312
3482 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3313 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3483 tmp2 = arch_to_object (op->other_arch); 3314 tmp2 = arch_to_object (op->other_arch);
3484 tmp2->stats.food = op->stats.food; 3315 tmp2->stats.food = op->stats.food;
3485 SET_FLAG (tmp2, FLAG_APPLIED); 3316 SET_FLAG (tmp2, FLAG_APPLIED);
3317
3486 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3318 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3487 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3319 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3320
3488 insert_ob_in_ob (tmp2, who); 3321 insert_ob_in_ob (tmp2, who);
3489 3322
3490 /* Remove the old lantern */ 3323 /* Remove the old lantern */
3491 if (who->type == PLAYER) 3324 if (who->type == PLAYER)
3492 esrv_del_item (who->contr, op->count); 3325 esrv_del_item (who->contr, op->count);
3493 3326
3494 remove_ob (op); 3327 op->destroy ();
3495 free_object (op);
3496 3328
3497 /* insert the portion that was split off */ 3329 /* insert the portion that was split off */
3498 if (tmp != NULL) 3330 if (tmp)
3499 { 3331 {
3500 (void) insert_ob_in_ob (tmp, who); 3332 insert_ob_in_ob (tmp, who);
3501 if (who->type == PLAYER) 3333 if (who->type == PLAYER)
3502 esrv_send_item (who, tmp); 3334 esrv_send_item (who, tmp);
3503 } 3335 }
3504 fix_player (who); 3336
3337 who->update_stats ();
3338
3505 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3339 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3506 {
3507 if (who->type == PLAYER) 3340 if (who->type == PLAYER)
3508 { 3341 {
3509 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3342 new_draw_info (NDI_UNIQUE, 0, who,
3343 "Oops, it feels deadly cold! "
3344 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3510 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3345 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3511 } 3346 }
3512 } 3347
3513 if (who->type == PLAYER) 3348 if (who->type == PLAYER)
3514 esrv_send_item (who, tmp2); 3349 esrv_send_item (who, tmp2);
3350
3515 return 0; 3351 return 0;
3352
3353 case SKILL_TOOL:
3354 // applying a skill tool also readies the skill
3355 SET_FLAG (op, FLAG_APPLIED);
3356
3357 if (!(aflags & AP_NO_READY))
3358 {
3359 skop = find_skill_by_name (who, op->skill);
3360 if (!skop->flag [FLAG_APPLIED])
3361 apply_special (who, skop, AP_APPLY);
3362 }
3516 break; 3363 break;
3517 3364
3518 /* this part is needed for skill-tools */
3519 case SKILL: 3365 case SKILL:
3520 case SKILL_TOOL: 3366 if (player *pl = who->contr)
3521 if (who->chosen_skill)
3522 { 3367 {
3523 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3368 if (IS_COMBAT_SKILL (op->subtype))
3524 return 1;
3525 }
3526 if (who->type == PLAYER)
3527 { 3369 {
3528 who->contr->shoottype = range_skill; 3370 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3529 who->contr->ranges[range_skill] = op; 3371 {
3372 for (object *item = who->inv; item; item = item->below)
3373 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3374 {
3375 if (item->skill == op->skill)
3376 {
3377 who->change_weapon (pl->combat_ob = item);
3378 goto found_weapon;
3379 }
3380 }
3381
3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3383 "You need to apply a '%s' melee weapon before readying this skill. "
3384 "H<Some skills need an item, in this case a melee weapon, to function.>",
3385 &op->skill);
3386 return 1;
3387
3388 found_weapon:;
3389 }
3390 else
3391 who->change_weapon (pl->combat_ob = op);
3392 }
3393 else if (IS_RANGED_SKILL (op->subtype))
3394 {
3395 if (skill_flags [op->subtype] & SF_NEED_BOW)
3396 {
3397 for (object *item = who->inv; item; item = item->below)
3398 if (item->type == BOW && item->flag [FLAG_APPLIED])
3399 {
3400 //TODO: bows should/must all have skill missile weapon right now
3401 who->change_weapon (pl->ranged_ob = item);
3402 goto found_bow;
3403 }
3404
3405 new_draw_info (NDI_UNIQUE, 0, who,
3406 "You need to apply a missile weapon before readying this skill. "
3407 "H<Some skills need an item, in this case a missile weapon, to function.>");
3408 return 1;
3409
3410 found_bow:;
3411 }
3412 else
3413 who->change_weapon (pl->ranged_ob = op);
3414 }
3415
3530 if (!op->invisible) 3416 if (!op->invisible)
3531 { 3417 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3418 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3419 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3534 } 3420 }
3535 else 3421 else
3536 {
3537 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3422 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3538 }
3539 } 3423 }
3424 else
3425 {
3540 SET_FLAG (op, FLAG_APPLIED); 3426 SET_FLAG (op, FLAG_APPLIED);
3541 (void) change_abil (who, op); 3427 change_abil (who, op);
3542 who->chosen_skill = op; 3428 who->chosen_skill = op;
3543 SET_FLAG (who, FLAG_READY_SKILL); 3429 SET_FLAG (who, FLAG_READY_SKILL);
3430 }
3431
3544 break; 3432 break;
3545 3433
3546 case BOW: 3434 case BOW:
3547 if (!check_weapon_power (who, op->last_eat)) 3435 if (!check_weapon_power (who, op->last_eat))
3548 { 3436 {
3549 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3437 new_draw_info (NDI_UNIQUE, 0, who,
3550 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3438 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3439
3551 if (tmp != NULL) 3440 if (tmp)
3552 (void) insert_ob_in_ob (tmp, who); 3441 insert_ob_in_ob (tmp, who);
3442
3553 return 1; 3443 return 1;
3554 } 3444 }
3445
3555 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3446 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3556 { 3447 {
3557 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3448 new_draw_info (NDI_UNIQUE, 0, who,
3449 "The weapon does not recognize you as its owner. "
3450 "H<Its name indicates that it belongs to somebody else.>");
3558 if (tmp != NULL) 3451 if (tmp)
3559 (void) insert_ob_in_ob (tmp, who); 3452 insert_ob_in_ob (tmp, who);
3453
3560 return 1; 3454 return 1;
3561 } 3455 }
3456
3562 /*FALLTHROUGH*/ case WAND: 3457 /*FALLTHROUGH*/
3458 case WAND:
3563 case ROD: 3459 case ROD:
3564 case HORN: 3460 case HORN:
3565 /* check for skill, alter player status */ 3461 /* check for skill, alter player status */
3462
3463 if (!skop)
3464 {
3465 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3466 return 1;
3467 }
3468
3566 SET_FLAG (op, FLAG_APPLIED); 3469 SET_FLAG (op, FLAG_APPLIED);
3567 if (skop)
3568 change_skill (who, skop, 0); 3470 who->change_skill (skop);
3569 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3570 3471
3571 if (who->type == PLAYER) 3472 if (who->contr)
3572 { 3473 {
3474 who->contr->ranged_ob = op;
3475
3476 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3477
3573 if (op->type == BOW) 3478 if (op->type == BOW)
3574 { 3479 {
3480 who->current_weapon = op;
3575 (void) change_abil (who, op); 3481 change_abil (who, op);
3576 new_draw_info_format (NDI_UNIQUE, 0, who, 3482 new_draw_info_format (NDI_UNIQUE, 0, who,
3577 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3483 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3578 who->contr->shoottype = range_bow;
3579 }
3580 else
3581 {
3582 who->contr->shoottype = range_misc;
3583 } 3484 }
3584 } 3485 }
3585 else 3486 else
3586 { 3487 {
3587 if (op->type == BOW) 3488 if (op->type == BOW)
3588 SET_FLAG (who, FLAG_READY_BOW); 3489 SET_FLAG (who, FLAG_READY_BOW);
3589 else 3490 else
3590 SET_FLAG (who, FLAG_READY_RANGE); 3491 SET_FLAG (who, FLAG_READY_RANGE);
3591 } 3492 }
3493
3592 break; 3494 break;
3593 3495
3594 case BUILDER: 3496 case BUILDER:
3595 if (who->contr->ranges[range_builder]) 3497 if (who->type == PLAYER)
3498 {
3499 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3500 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3596 unapply_special (who, who->contr->ranges[range_builder], 0); 3501 unapply_special (who, who->contr->ranged_ob, 0);
3597 who->contr->shoottype = range_builder; 3502
3598 who->contr->ranges[range_builder] = op;
3599 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3503 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3504
3505 who->contr->ranged_ob = op;
3506 }
3600 break; 3507 break;
3601 3508
3602 default: 3509 default:
3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3510 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3604 } /* end of switch op->type */ 3511 } /* end of switch op->type */
3605 3512
3606 SET_FLAG (op, FLAG_APPLIED); 3513 SET_FLAG (op, FLAG_APPLIED);
3607 3514
3608 if (tmp != NULL) 3515 if (tmp)
3609 tmp = insert_ob_in_ob (tmp, who); 3516 tmp = insert_ob_in_ob (tmp, who);
3610 3517
3611 fix_player (who); 3518 who->update_stats ();
3612 3519
3613 /* We exclude spell casting objects. The fire code will set the 3520 /* We exclude spell casting objects. The fire code will set the
3614 * been applied flag when they are used - until that point, 3521 * been applied flag when they are used - until that point,
3615 * you don't know anything about them. 3522 * you don't know anything about them.
3616 */ 3523 */
3617 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3524 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3618 SET_FLAG (op, FLAG_BEEN_APPLIED); 3525 SET_FLAG (op, FLAG_BEEN_APPLIED);
3619 3526
3620 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3527 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3621 {
3622 if (who->type == PLAYER) 3528 if (who->type == PLAYER)
3623 { 3529 {
3624 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3530 new_draw_info (NDI_UNIQUE, 0, who,
3531 "Oops, it feels deadly cold! "
3532 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3625 SET_FLAG (op, FLAG_KNOWN_CURSED); 3533 SET_FLAG (op, FLAG_KNOWN_CURSED);
3626 } 3534 }
3627 } 3535
3628 if (who->type == PLAYER) 3536 if (who->type == PLAYER)
3629 { 3537 {
3630 /* if multiple objects were applied, update both slots */ 3538 /* if multiple objects were applied, update both slots */
3631 if (tmp) 3539 if (tmp)
3632 esrv_send_item (who, tmp); 3540 esrv_send_item (who, tmp);
3541
3633 esrv_send_item (who, op); 3542 esrv_send_item (who, op);
3634 } 3543 }
3544
3635 return 0; 3545 return 0;
3636} 3546}
3637
3638 3547
3639int 3548int
3640monster_apply_special (object *who, object *op, int aflags) 3549monster_apply_special (object *who, object *op, int aflags)
3641{ 3550{
3642 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3551 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3643 return 1; 3552 return 1;
3553
3644 return apply_special (who, op, aflags); 3554 return apply_special (who, op, aflags);
3645} 3555}
3646 3556
3647/** 3557/**
3648 * Map was just loaded, handle op's initialisation. 3558 * Map was just loaded, handle op's initialisation.
3656 int i; 3566 int i;
3657 3567
3658 switch (op->type) 3568 switch (op->type)
3659 { 3569 {
3660 case SHOP_FLOOR: 3570 case SHOP_FLOOR:
3661 if (!HAS_RANDOM_ITEMS (op)) 3571 if (!op->has_random_items ())
3662 return 0; 3572 return 0;
3573
3663 do 3574 do
3664 { 3575 {
3665 i = 10; /* let's give it 10 tries */ 3576 i = 10; /* let's give it 10 tries */
3666 while ((tmp = generate_treasure (op->randomitems, 3577 while ((tmp = generate_treasure (op->randomitems,
3667 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3578 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3668 if (tmp == NULL) 3579 if (tmp == NULL)
3669 return 0; 3580 return 0;
3670 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3581 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3671 { 3582 {
3672 free_object (tmp); 3583 tmp->destroy ();
3673 tmp = NULL; 3584 tmp = NULL;
3674 } 3585 }
3675 } 3586 }
3676 while (!tmp); 3587 while (!tmp);
3588
3677 tmp->x = op->x; 3589 tmp->x = op->x;
3678 tmp->y = op->y; 3590 tmp->y = op->y;
3679 SET_FLAG (tmp, FLAG_UNPAID); 3591 SET_FLAG (tmp, FLAG_UNPAID);
3680 insert_ob_in_map (tmp, op->map, NULL, 0); 3592 insert_ob_in_map (tmp, op->map, NULL, 0);
3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3593 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3683 break; 3595 break;
3684 3596
3685 case TREASURE: 3597 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3598 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3599 return 0;
3600
3688 while ((op->stats.hp--) > 0) 3601 while (op->stats.hp-- > 0)
3689 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3602 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3690 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3603 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3691 3604
3692 /* If we generated an object and put it in this object inventory, 3605 /* If we generated an object and put it in this object inventory,
3693 * move it to the parent object as the current object is about 3606 * move it to the parent object as the current object is about
3695 * that is put inside other objects. 3608 * that is put inside other objects.
3696 */ 3609 */
3697 for (tmp = op->inv; tmp; tmp = tmp2) 3610 for (tmp = op->inv; tmp; tmp = tmp2)
3698 { 3611 {
3699 tmp2 = tmp->below; 3612 tmp2 = tmp->below;
3700 remove_ob (tmp); 3613 tmp->remove ();
3614
3701 if (op->env) 3615 if (op->env)
3702 insert_ob_in_ob (tmp, op->env); 3616 insert_ob_in_ob (tmp, op->env);
3703 else 3617 else
3704 free_object (tmp); 3618 tmp->destroy ();
3705 } 3619 }
3706 remove_ob (op); 3620
3707 free_object (op); 3621 op->destroy ();
3708 break; 3622 break;
3709 } 3623 }
3710 return tmp ? 1 : 0; 3624 return tmp ? 1 : 0;
3711} 3625}
3712 3626
3713/** 3627/**
3714 * fix_auto_apply goes through the entire map (only the first time 3628 * fix_auto_apply goes through the entire map every time a map
3715 * when an original map is loaded) and performs special actions for 3629 * is loaded or swapped in and performs special actions for
3716 * certain objects (most initialization of chests and creation of 3630 * certain objects (most initialization of chests and creation of
3717 * treasures and stuff). Calls auto_apply if appropriate. 3631 * treasures and stuff). Calls auto_apply if appropriate.
3718 */ 3632 */
3719void 3633void
3720fix_auto_apply (maptile *m) 3634maptile::fix_auto_apply ()
3721{ 3635{
3722 object *tmp, *above = NULL; 3636 if (!spaces)
3723 int x, y;
3724
3725 if (m == NULL)
3726 return; 3637 return;
3727 3638
3728 for (x = 0; x < MAP_WIDTH (m); x++) 3639 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3729 for (y = 0; y < MAP_HEIGHT (m); y++) 3640 for (object *tmp = ms->bot; tmp; )
3730 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3731 { 3641 {
3732 above = tmp->above; 3642 object *above = tmp->above;
3733 3643
3734 if (tmp->inv) 3644 if (tmp->inv)
3735 { 3645 {
3736 object *invtmp, *invnext; 3646 object *invtmp, *invnext;
3737 3647
3738 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3648 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3739 { 3649 {
3740 invnext = invtmp->below; 3650 invnext = invtmp->below;
3741 3651
3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3652 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3743 auto_apply (invtmp); 3653 auto_apply (invtmp);
3744 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3654 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3745 { 3655 {
3746 while ((invtmp->stats.hp--) > 0) 3656 while ((invtmp->stats.hp--) > 0)
3747 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3748
3749 invtmp->randomitems = NULL;
3750 }
3751 else if (invtmp && invtmp->arch
3752 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3753 {
3754 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3657 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3658
3659 invtmp->randomitems = NULL;
3660 }
3661 else if (invtmp && invtmp->arch
3662 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3663 {
3664 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3755 /* Need to clear this so that we never try to create 3665 /* Need to clear this so that we never try to create
3756 * treasure again for this object 3666 * treasure again for this object
3757 */ 3667 */
3758 invtmp->randomitems = NULL; 3668 invtmp->randomitems = NULL;
3759 } 3669 }
3760 } 3670 }
3761 /* This is really temporary - the code at the bottom will 3671 /* This is really temporary - the code at the bottom will
3762 * also set randomitems to null. The problem is there are bunches 3672 * also set randomitems to null. The problem is there are bunches
3763 * of maps/players already out there with items that have spells 3673 * of maps/players already out there with items that have spells
3764 * which haven't had the randomitems set to null yet. 3674 * which haven't had the randomitems set to null yet.
3765 * MSW 2004-05-13 3675 * MSW 2004-05-13
3766 * 3676 *
3767 * And if it's a spellbook, it's better to set randomitems to NULL too, 3677 * And if it's a spellbook, it's better to set randomitems to NULL too,
3768 * else you get two spells in the book ^_- 3678 * else you get two spells in the book ^_-
3769 * Ryo 2004-08-16 3679 * Ryo 2004-08-16
3770 */ 3680 */
3771 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3681 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3772 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3682 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3773 tmp->randomitems = NULL;
3774
3775 }
3776
3777 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3778 auto_apply (tmp);
3779 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3780 {
3781 while ((tmp->stats.hp--) > 0)
3782 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3783 tmp->randomitems = NULL; 3683 tmp->randomitems = NULL;
3684
3784 } 3685 }
3686
3687 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3688 auto_apply (tmp);
3689 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3690 {
3691 while ((tmp->stats.hp--) > 0)
3692 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3693 tmp->randomitems = NULL;
3694 }
3785 else if (tmp->type == TIMED_GATE) 3695 else if (tmp->type == TIMED_GATE)
3786 { 3696 {
3787 object *head = tmp->head != NULL ? tmp->head : tmp; 3697 object *head = tmp->head != NULL ? tmp->head : tmp;
3788 3698
3789 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3699 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3790 {
3791 tmp->speed = 0; 3700 tmp->set_speed (0);
3792 update_ob_speed (tmp);
3793 }
3794 } 3701 }
3795 /* This function can be called everytime a map is loaded, even when 3702 /* This function can be called everytime a map is loaded, even when
3796 * swapping back in. As such, we don't want to create the treasure 3703 * swapping back in. As such, we don't want to create the treasure
3797 * over and ove again, so after we generate the treasure, blank out 3704 * over and ove again, so after we generate the treasure, blank out
3798 * randomitems so if it is swapped in again, it won't make anything. 3705 * randomitems so if it is swapped in again, it won't make anything.
3799 * This is a problem for the above objects, because they have counters 3706 * This is a problem for the above objects, because they have counters
3800 * which say how many times to make the treasure. 3707 * which say how many times to make the treasure.
3801 */ 3708 */
3802 else if (tmp && tmp->arch && tmp->type != PLAYER 3709 else if (tmp && tmp->arch && tmp->type != PLAYER
3803 && tmp->type != TREASURE && tmp->type != SPELL 3710 && tmp->type != TREASURE && tmp->type != SPELL
3804 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3711 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3805 { 3712 {
3806 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3713 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3807 tmp->randomitems = NULL; 3714 tmp->randomitems = NULL;
3808 } 3715 }
3716
3717 // close all containers
3718 else if (tmp->type == CONTAINER)
3719 tmp->flag [FLAG_APPLIED] = 0;
3720
3721 tmp = above;
3809 } 3722 }
3810 3723
3811 for (x = 0; x < MAP_WIDTH (m); x++) 3724 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3812 for (y = 0; y < MAP_HEIGHT (m); y++) 3725 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3813 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3814 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3726 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3815 check_trigger (tmp, tmp->above); 3727 check_trigger (tmp, tmp->above);
3816} 3728}
3817 3729
3818/** 3730/**
3819 * Handles player eating food that temporarily changes status (resistances, stats). 3731 * Handles player eating food that temporarily changes status (resistances, stats).
3820 * This used to call cast_change_attr(), but 3732 * This used to call cast_change_attr(), but
3821 * that doesn't work with the new spell code. Since we know what 3733 * that doesn't work with the new spell code. Since we know what
3822 * the food changes, just grab a force and use that instead. 3734 * the food changes, just grab a force and use that instead.
3823 */ 3735 */
3824
3825void 3736void
3826eat_special_food (object *who, object *food) 3737eat_special_food (object *who, object *food)
3827{ 3738{
3828 object *force; 3739 object *force;
3829 int i, did_one = 0; 3740 int i, did_one = 0;
3830 sint8 k;
3831 3741
3832 force = get_archetype (FORCE_NAME); 3742 force = get_archetype (FORCE_NAME);
3833 3743
3834 for (i = 0; i < NUM_STATS; i++) 3744 for (i = 0; i < NUM_STATS; i++)
3835 { 3745 if (sint8 k = food->stats.stat (i))
3836 k = get_attr_value (&food->stats, i);
3837 if (k)
3838 { 3746 {
3839 set_attr_value (&force->stats, i, k); 3747 force->stats.stat (i) = k;
3840 did_one = 1; 3748 did_one = 1;
3841 } 3749 }
3842 }
3843 3750
3844 /* check if we can protect the eater */ 3751 /* check if we can protect the eater */
3845 for (i = 0; i < NROFATTACKS; i++) 3752 for (i = 0; i < NROFATTACKS; i++)
3846 { 3753 {
3847 if (food->resist[i] > 0) 3754 if (food->resist[i] > 0)
3848 { 3755 {
3849 force->resist[i] = food->resist[i] / 2; 3756 force->resist[i] = food->resist[i] / 2;
3850 did_one = 1; 3757 did_one = 1;
3851 } 3758 }
3852 } 3759 }
3760
3853 if (did_one) 3761 if (did_one)
3854 { 3762 {
3855 force->speed = 0.1; 3763 force->set_speed (0.1);
3856 update_ob_speed (force);
3857 /* bigger morsel of food = longer effect time */ 3764 /* bigger morsel of food = longer effect time */
3858 force->stats.food = food->stats.food / 5; 3765 force->duration = food->stats.food / 5;
3859 SET_FLAG (force, FLAG_IS_USED_UP);
3860 SET_FLAG (force, FLAG_APPLIED); 3766 SET_FLAG (force, FLAG_APPLIED);
3861 change_abil (who, force); 3767 change_abil (who, force);
3862 insert_ob_in_ob (force, who); 3768 insert_ob_in_ob (force, who);
3863 } 3769 }
3864 else 3770 else
3865 { 3771 force->destroy ();
3866 free_object (force);
3867 }
3868 3772
3869 /* check for hp, sp change */ 3773 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3774 if (food->stats.hp != 0)
3871 { 3775 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3776 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3777 {
3874 strcpy (who->contr->killer, food->name); 3778 assign (who->contr->killer, food->name);
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3779 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3780 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877 } 3781 }
3878 else 3782 else
3879 { 3783 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3802 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3803 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3804 /* place limit on max sp from food? */
3901 } 3805 }
3902 } 3806 }
3903 fix_player (who); 3807 who->update_stats ();
3904} 3808}
3905
3906 3809
3907/** 3810/**
3908 * Designed primarily to light torches/lanterns/etc. 3811 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3812 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3813 * the selected object to "burn". -b.t.
3911 */ 3814 */
3912
3913void 3815void
3914apply_lighter (object *who, object *lighter) 3816apply_lighter (object *who, object *lighter)
3915{ 3817{
3916 object *item; 3818 object *item;
3917 int is_player_env = 0; 3819 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3820
3920 item = find_marked_object (who); 3821 item = find_marked_object (who);
3921 if (item) 3822 if (item)
3922 { 3823 {
3923 if (lighter->last_eat && lighter->stats.food) 3824 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */ 3825 { /* lighter gets used up */
3925 /* Split multiple lighters if they're being used up. Otherwise * 3826 /* Split multiple lighters if they're being used up. Otherwise *
3926 * one charge from each would be used up. --DAMN */ 3827 * one charge from each would be used up. --DAMN */
3927 if (lighter->nrof > 1) 3828 if (lighter->nrof > 1)
3928 { 3829 {
3929 object *oneLighter = get_object (); 3830 object *oneLighter = lighter->clone ();
3930 3831
3931 copy_object (lighter, oneLighter);
3932 lighter->nrof -= 1; 3832 lighter->nrof -= 1;
3933 oneLighter->nrof = 1; 3833 oneLighter->nrof = 1;
3934 oneLighter->stats.food--; 3834 oneLighter->stats.food--;
3935 esrv_send_item (who, lighter); 3835 esrv_send_item (who, lighter);
3936 oneLighter = insert_ob_in_ob (oneLighter, who); 3836 oneLighter = insert_ob_in_ob (oneLighter, who);
3942 else if (lighter->last_eat) 3842 else if (lighter->last_eat)
3943 { /* no charges left in lighter */ 3843 { /* no charges left in lighter */
3944 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3844 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3945 return; 3845 return;
3946 } 3846 }
3847
3947 /* Perhaps we should split what we are trying to light on fire? 3848 /* Perhaps we should split what we are trying to light on fire?
3948 * I can't see many times when you would want to light multiple 3849 * I can't see many times when you would want to light multiple
3949 * objects at once. 3850 * objects at once.
3950 */ 3851 */
3951 /* If the item is destroyed, we don't have a valid pointer to the 3852
3952 * name object, so make a copy so the message we print out makes
3953 * some sense.
3954 */
3955 strcpy (item_name, item->name);
3956 if (who == is_player_inv (item)) 3853 if (who == item->in_player ())
3957 is_player_env = 1; 3854 is_player_env = 1;
3958 3855
3959 save_throw_object (item, AT_FIRE, who); 3856 save_throw_object (item, AT_FIRE, who);
3960 /* Change to check count and not freed, since the object pointer 3857
3961 * may have gotten recycled
3962 */
3963 if (item->destroyed ()) 3858 if (item->destroyed ())
3964 { 3859 {
3965 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3860 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3966 /* Need to update the player so that the players glow radius 3861 /* Need to update the player so that the players glow radius
3967 * gets changed. 3862 * gets changed.
3968 */ 3863 */
3969 if (is_player_env) 3864 if (is_player_env)
3970 fix_player (who); 3865 who->update_stats ();
3971 } 3866 }
3972 else 3867 else
3973 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3868 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3974 } 3869 }
3975 else /* nothing to light */ 3870 else /* nothing to light */
3989 3884
3990 if (failure <= -1 && failure > -15) 3885 if (failure <= -1 && failure > -15)
3991 { /* wonder */ 3886 { /* wonder */
3992 object *tmp; 3887 object *tmp;
3993 3888
3994 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3889 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3995 tmp = get_archetype (SPELL_WONDER); 3890 tmp = get_archetype (SPELL_WONDER);
3996 cast_wonder (op, op, 0, tmp); 3891 cast_wonder (op, op, 0, tmp);
3997 free_object (tmp); 3892 tmp->destroy ();
3998 } 3893 }
3999 else if (failure <= -15 && failure > -35) 3894 else if (failure <= -15 && failure > -35)
4000 { /* drain mana */ 3895 { /* drain mana */
4001 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3896 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4002 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3897 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4020 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3915 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4021 blind_player (op, op, power); 3916 blind_player (op, op, power);
4022 } 3917 }
4023 else if (failure <= -80) 3918 else if (failure <= -80)
4024 { /* blast the immediate area */ 3919 { /* blast the immediate area */
4025 object *tmp;
4026
4027 tmp = get_archetype (LOOSE_MANA); 3920 object *tmp = get_archetype (LOOSE_MANA);
4028 cast_magic_storm (op, tmp, power); 3921 cast_magic_storm (op, tmp, power);
4029 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3922 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4030 free_object (tmp); 3923 tmp->destroy ();
4031 } 3924 }
4032 } 3925 }
4033} 3926}
4034 3927
4035void 3928void
4054 */ 3947 */
4055 int i, j; 3948 int i, j;
4056 3949
4057 for (i = 0; i < NUM_STATS; i++) 3950 for (i = 0; i < NUM_STATS; i++)
4058 { 3951 {
4059 sint8 stat = get_attr_value (stats, i); 3952 int race_bonus = pl->arch->stats.stat (i);
4060 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3953 sint8 stat = stats->stat (i) + ns->stat (i);
4061 3954
4062 stat += get_attr_value (ns, i);
4063 if (stat > 20 + race_bonus) 3955 if (stat > 20 + race_bonus)
4064 { 3956 {
4065 excess_stat++; 3957 excess_stat++;
4066 stat = 20 + race_bonus; 3958 stat = 20 + race_bonus;
4067 } 3959 }
4068 set_attr_value (stats, i, stat); 3960
3961 stats->stat (i) = stat;
4069 } 3962 }
4070 3963
4071 for (j = 0; excess_stat > 0 && j < 100; j++) 3964 for (j = 0; excess_stat > 0 && j < 100; j++)
4072 { /* try 100 times to assign excess stats */ 3965 { /* try 100 times to assign excess stats */
4073 int i = rndm (0, 6); 3966 int i = rndm (0, 6);
4074 int stat = get_attr_value (stats, i);
4075 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4076 3967
4077 if (i == CHA) 3968 if (i == CHA)
4078 continue; /* exclude cha from this */ 3969 continue; /* exclude cha from this */
3970
3971 int stat = stats->stat (i);
3972 int race_bonus = pl->arch->stats.stat (i);
4079 if (stat < 20 + race_bonus) 3973 if (stat < 20 + race_bonus)
4080 { 3974 {
4081 change_attr_value (stats, i, 1); 3975 change_attr_value (stats, i, 1);
4082 excess_stat--; 3976 excess_stat--;
4083 } 3977 }
4086 /* insert the randomitems from the change's treasurelist into 3980 /* insert the randomitems from the change's treasurelist into
4087 * the player ref: player.c 3981 * the player ref: player.c
4088 */ 3982 */
4089 if (change->randomitems != NULL) 3983 if (change->randomitems != NULL)
4090 give_initial_items (pl, change->randomitems); 3984 give_initial_items (pl, change->randomitems);
4091
4092 3985
4093 /* set up the face, for some races. */ 3986 /* set up the face, for some races. */
4094 3987
4095 /* first, look for the force object banning 3988 /* first, look for the force object banning
4096 * changing the face. Certain races never change face with class. 3989 * changing the face. Certain races never change face with class.
4141 char got[MAX_BUF]; 4034 char got[MAX_BUF];
4142 int len; 4035 int len;
4143 4036
4144 if (!pl || !transformer) 4037 if (!pl || !transformer)
4145 return; 4038 return;
4039
4146 marked = find_marked_object (pl); 4040 marked = find_marked_object (pl);
4041
4147 if (!marked) 4042 if (!marked)
4148 { 4043 {
4149 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4044 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4150 return; 4045 return;
4151 } 4046 }
4047
4152 if (!marked->slaying) 4048 if (!marked->slaying)
4153 { 4049 {
4154 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4050 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4155 return; 4051 return;
4156 } 4052 }
4053
4157 /* check whether they are compatible or not */ 4054 /* check whether they are compatible or not */
4158 find = strstr (marked->slaying, transformer->arch->name); 4055 find = strstr (marked->slaying, transformer->arch->archname);
4159 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4056 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4160 { 4057 {
4161 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4058 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4162 return; 4059 return;
4163 } 4060 }
4061
4164 find += strlen (transformer->arch->name) + 1; 4062 find += strlen (transformer->arch->archname) + 1;
4165 /* Item can be used, now find how many and what it yields */ 4063 /* Item can be used, now find how many and what it yields */
4166 if (isdigit (*(find))) 4064 if (isdigit (*(find)))
4167 { 4065 {
4168 yield = atoi (find); 4066 yield = atoi (find);
4169 if (yield < 1) 4067 if (yield < 1)
4177 4075
4178 while (isdigit (*find)) 4076 while (isdigit (*find))
4179 find++; 4077 find++;
4180 while (*find == ' ') 4078 while (*find == ' ')
4181 find++; 4079 find++;
4080
4182 memset (got, 0, MAX_BUF); 4081 memset (got, 0, MAX_BUF);
4082
4183 if ((separator = strchr (find, ';')) != NULL) 4083 if ((separator = strchr (find, ';')) != NULL)
4184 {
4185 len = separator - find; 4084 len = separator - find;
4186 }
4187 else 4085 else
4188 {
4189 len = strlen (find); 4086 len = strlen (find);
4190 } 4087
4191 if (len > MAX_BUF - 1) 4088 if (len > MAX_BUF - 1)
4192 len = MAX_BUF - 1; 4089 len = MAX_BUF - 1;
4090
4193 strcpy (got, find); 4091 strcpy (got, find);
4194 got[len] = '\0'; 4092 got[len] = '\0';
4195 4093
4196 /* Now create new item, remove used ones when required. */ 4094 /* Now create new item, remove used ones when required. */
4197 new_item = get_archetype (got); 4095 new_item = get_archetype (got);
4198 if (!new_item) 4096 if (!new_item)
4199 { 4097 {
4200 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4098 pl->errormsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4201 return; 4099 return;
4202 } 4100 }
4203 4101
4204 new_item->nrof = yield; 4102 new_item->nrof = yield;
4103
4205 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4104 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4105
4206 insert_ob_in_ob (new_item, pl); 4106 insert_ob_in_ob (new_item, pl);
4207 esrv_send_inventory (pl, pl); 4107 esrv_send_inventory (pl, pl);
4208 /* Eat up one item */ 4108 /* Eat up one item */
4209 decrease_ob_nr (marked, 1); 4109 decrease_ob_nr (marked, 1);
4110
4210 /* Eat one transformer if needed */ 4111 /* Eat one transformer if needed */
4211 if (transformer->stats.food) 4112 if (transformer->stats.food)
4212 if (--transformer->stats.food == 0) 4113 if (--transformer->stats.food == 0)
4213 decrease_ob_nr (transformer, 1); 4114 decrease_ob_nr (transformer, 1);
4214} 4115}
4116

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