ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.31 by root, Sun Dec 3 20:26:35 2006 UTC vs.
Revision 1.137 by root, Thu Nov 8 19:43:25 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24#include <cmath>
23 25
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <spells.h> 28#include <spells.h>
27#include <skills.h> 29#include <skills.h>
28#include <tod.h> 30#include <tod.h>
29 31
30#ifndef __CEXTRACT__
31# include <sproto.h> 32#include <sproto.h>
32#endif
33 33
34/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
35#include <sounds.h> 35#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 36
40/** 37/**
41 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 40 */
66 { 63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 76 return 1;
80 } 77
81 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 79 * of arch, name, or race match.
83 */ 80 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 84 return 1;
89 } 85
90 return 0; 86 return 0;
91} 87}
92 88
93/** 89/**
94 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
96 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
97 */ 93 */
98static int 94static int
99apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
100{ 96{
101 object *id, *marked; 97 dynbuf_text buf;
102 int success = 0;
103 98
104 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
105 return 0; 100 return 0;
106 101
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
109 */ 104 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111 return 0; 106 return 0;
112 107
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
116 */ 110 */
111 if (object *marked = find_marked_object (pl))
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 { 113 {
119 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
120 { 115 {
121 identify (marked); 116 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
123 if (marked->msg) 119 if (marked->msg)
124 { 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
127 } 123 }
128 return money == NULL;
129 } 124 }
130 }
131 125
132 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
133 { 127 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 { 129 {
136 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
137 { 131 {
138 identify (id); 132 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
140 if (id->msg) 135 if (id->msg)
141 { 136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
148 break; 140 break;
149 } 141 }
150 else 142 else
151 { 143 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break; 145 break;
154 } 146 }
155 } 147 }
156 } 148 }
157 if (!success) 149
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
159 return money == NULL; 155 return !money;
160} 156}
161 157
162/** 158/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item. 160 * matching item.
165 **/ 161 **/
166static void 162void
167handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
168{ 164{
169 const char *yield; 165 const char *yield;
170 166
171 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
195apply_potion (object *op, object *tmp) 191apply_potion (object *op, object *tmp)
196{ 192{
197 int got_one = 0, i; 193 int got_one = 0, i;
198 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
199 195
200 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
201 197
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 199 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 203 return 0;
208 } 204 }
209 205
210 if (op->type == PLAYER) 206 if (op->type == PLAYER)
211 {
212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213 identify (tmp); 208 identify (tmp);
214 }
215 209
216 handle_apply_yield (tmp); 210 handle_apply_yield (tmp);
217 211
218 /* Potion of restoration - only for players */ 212 /* Potion of restoration - only for players */
219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
221 object *depl; 215 object *depl;
222 archetype *at; 216 archetype *at;
223 217
224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 { 219 {
226 drain_stat (op); 220 op->drain_stat ();
227 fix_player (op); 221 op->update_stats ();
228 decrease_ob (tmp); 222 decrease_ob (tmp);
229 return 1; 223 return 1;
230 } 224 }
225
231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
232 { 227 {
233 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
234 return 0; 229 return 0;
235 } 230 }
236 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
232
237 if (depl != NULL) 233 if (depl)
238 { 234 {
239 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
241 { 237 op->statusmsg (restore_msg[i]);
242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238
243 } 239 depl->destroy ();
244 remove_ob (depl); 240 op->update_stats ();
245 free_object (depl);
246 fix_player (op);
247 } 241 }
248 else 242 else
249 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
250 244
251 decrease_ob (tmp); 245 decrease_ob (tmp);
252 return 1; 246 return 1;
253 } 247 }
254 248
255 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
257 { 251 {
258
259 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
260 { 253 {
261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 { 255 {
263 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
264 { 257 {
265 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
266 break; 259 break;
267 } 260 }
261
268 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
269 { 263 {
270 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
271 break; 265 break;
272 } 266 }
267
273 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
274 { 269 {
275 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
276 break; 271 break;
277 } 272 }
281 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
282 { 277 {
283 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
284 break; 279 break;
285 } 280 }
281
286 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
287 { 283 {
288 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
289 break; 285 break;
290 } 286 }
287
291 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
292 { 289 {
293 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
294 break; 291 break;
295 } 292 }
296 } 293 }
297 } 294 }
295
298 /* Just makes checking easier */ 296 /* Just makes checking easier */
299 if (i < MIN (11, op->level)) 297 if (i < MIN (11, op->level))
300 got_one = 1; 298 got_one = 1;
299
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 { 301 {
303 if (got_one) 302 if (got_one)
304 { 303 {
305 fix_player (op); 304 op->update_stats ();
306 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 305 op->statusmsg ("The Gods smile upon you and remake you "
307 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 306 "a little more in their image. "
308 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
309 } 308 }
310 else 309 else
311 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 310 op->statusmsg ("The potion had no effect - you are already perfect.");
312 } 311 }
313 else 312 else
314 { /* cursed potion */ 313 { /* cursed potion */
315 if (got_one) 314 if (got_one)
316 { 315 {
317 fix_player (op); 316 op->update_stats ();
318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
319 } 318 }
320 else 319 else
321 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
322 } 321 }
322
323 decrease_ob (tmp); 323 decrease_ob (tmp);
324 return 1; 324 return 1;
325 } 325 }
326 326
327 327
334 { 334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 336 {
337 object *fball; 337 object *fball;
338 338
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
340 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 343 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; 344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x; 345 fball->x = op->x;
347 } 348 }
348 else 349 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 351
351 decrease_ob (tmp); 352 decrease_ob (tmp);
353
352 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 356 op->update_stats ();
357
355 return 1; 358 return 1;
356 } 359 }
357 360
358 /* Deal with protection potions */ 361 /* Deal with protection potions */
359 force = NULL; 362 force = NULL;
361 { 364 {
362 if (tmp->resist[i]) 365 if (tmp->resist[i])
363 { 366 {
364 if (!force) 367 if (!force)
365 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */ 372 break; /* Only need to find one protection since we copy entire batch */
369 } 373 }
370 } 374 }
375
371 /* This is a protection potion */ 376 /* This is a protection potion */
372 if (force) 377 if (force)
373 { 378 {
374 /* cursed items last longer */ 379 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 382 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 383 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 384 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 385 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 386 }
387
382 force->speed_left = -1; 388 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 389 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 391 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 392 change_abil (op, force);
393 { /* only for players */ 399 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 402 else
397 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
398 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
400 } 407 }
401 408
402 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 412 * up all the stats.
406 */ 413 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 414 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 415 op->update_stats ();
409 decrease_ob (tmp); 416 decrease_ob (tmp);
410 return 1; 417 return 1;
411} 418}
412 419
413/**************************************************************************** 420/****************************************************************************
420static int 427static int
421check_item (object *op, const char *item) 428check_item (object *op, const char *item)
422{ 429{
423 int count = 0; 430 int count = 0;
424 431
425 432 if (!item)
426 if (item == NULL)
427 return 0; 433 return 0;
428 op = op->below; 434
429 while (op != NULL) 435 for (op = op->below; op; op = op->below)
430 { 436 {
431 if (strcmp (op->arch->name, item) == 0) 437 if (strcmp (op->arch->archname, item) == 0)
432 { 438 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 { 441 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++; 443 count++;
438 else 444 else
439 count += op->nrof; 445 count += op->nrof;
440 } 446 }
441 } 447 }
442 op = op->below;
443 } 448 }
449
444 return count; 450 return count;
445} 451}
446 452
447/** 453/**
448 * This removes 'nrof' of what item->slaying says to remove. 454 * This removes 'nrof' of what item->slaying says to remove.
456 object *prev; 462 object *prev;
457 463
458 prev = op; 464 prev = op;
459 op = op->below; 465 op = op->below;
460 466
461 while (op != NULL) 467 while (op)
462 { 468 {
463 if (strcmp (op->arch->name, item) == 0) 469 if (strcmp (op->arch->archname, item) == 0)
464 { 470 {
465 if (op->nrof >= nrof) 471 if (op->nrof >= nrof)
466 { 472 {
467 decrease_ob_nr (op, nrof); 473 decrease_ob_nr (op, nrof);
468 return; 474 return;
470 else 476 else
471 { 477 {
472 decrease_ob_nr (op, op->nrof); 478 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof; 479 nrof -= op->nrof;
474 } 480 }
481
475 op = prev; 482 op = prev;
476 } 483 }
484
477 prev = op; 485 prev = op;
478 op = op->below; 486 op = op->below;
479 } 487 }
480} 488}
481 489
487 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
488 */ 496 */
489static int 497static int
490check_weapon_power (const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
491{ 499{
492
493/* Old code is below (commented out). Basically, since weapons are the only 500/* 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 501 * 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. 502 * require high level in some combat skill, so we just use overall level.
496 */ 503 */
497#if 1 504#if 1
538static int 545static int
539check_sacrifice (object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
540{ 547{
541 int count = 0; 548 int count = 0;
542 549
543 if (improver->slaying != NULL) 550 if (improver->slaying)
544 { 551 {
545 count = check_item (op, improver->slaying); 552 count = check_item (op, improver->slaying);
546 if (count < 1) 553 if (count < 1)
547 { 554 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 556 return 0;
553 } 557 }
554 } 558 }
555 else 559 else
556 count = 1; 560 count = 1;
559} 563}
560 564
561/** 565/**
562 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
563 */ 567 */
564int 568static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 570{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 571 stat += sacrifice_count;
570 weapon->last_eat++; 572 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); 573 decrease_ob (improver);
573 574
574 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
575 fix_player (op); 576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
576 return 1; 584 return 1;
577} 585}
578 586
579/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 592#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 594#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 597#define IMPROVE_INT 10
590#define IMPROVE_POW 11 598#define IMPROVE_POW 11
591
592 599
593/** 600/**
594 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
596 */ 603 */
597
598int 604int
599prepare_weapon (object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
600{ 606{
601 int sacrifice_count, i; 607 int sacrifice_count, i;
602 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
603 609
604 if (weapon->level != 0) 610 if (weapon->level != 0)
605 { 611 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 612 op->failmsg ("Weapon is already prepared!");
607 return 0; 613 return 0;
608 } 614 }
615
609 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 617 if (weapon->resist[i])
611 break; 618 break;
612 619
613 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
620 { 627 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>");
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->failmsg ("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->failmsg ("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->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 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->failmsg (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->failmsg ("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->failmsg ("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->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
778 return 0; 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->failmsg ("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->failmsg ("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->failmsg ("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 op->failmsg ("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 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1;
1057 }
1058 }
1059 } 1073 {
1060 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1074 // active, but not ours: some other player has opened it
1075 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1076 return 1;
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 op->statusmsg (format ("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 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1104 {
1105 CLEAR_FLAG (sack, FLAG_APPLIED);
1106 op->container = NULL;
1107 sprintf (buf, "You close %s.", query_name (sack));
1108 }
1109 }
1110 else 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 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1137 }
1138 }
1139 else
1140 {
1141 sprintf (buf, "You readied %s.", query_name (sack));
1142 SET_FLAG (sack, FLAG_APPLIED);
1143 if (sack->env == NULL)
1144 { /* if it's on ground,open it also */
1145 new_draw_info (NDI_UNIQUE, 0, op, buf);
1146 apply_container (op, sack);
1147 return 1; 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 */
1296 * with an altar. We call it a Potion - altars are stationary - it 1122 * with an altar. We call it a Potion - altars are stationary - it
1297 * is up to map designers to use them properly. 1123 * is up to map designers to use them properly.
1298 */ 1124 */
1299 if (altar->inv && altar->inv->type == SPELL) 1125 if (altar->inv && altar->inv->type == SPELL)
1300 { 1126 {
1301 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1127 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1302 cast_spell (originator, altar, 0, altar->inv, NULL); 1128 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with 1129 /* If it is connected, push the button. Fixes some problems with
1304 * old maps. 1130 * old maps.
1305 */ 1131 */
1306 1132
1307/* push_button (altar);*/ 1133/* push_button (altar);*/
1308 } 1134 }
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);
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);
1390 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"));
1233
1391 if (shop_mat->msg) 1234 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1235 op->statusmsg (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
1395 * actually the shop floor. 1238 * actually the shop floor.
1396 */ 1239 */
1397 else if (!rv && !is_in_shop (op)) 1240 else if (!rv && !is_in_shop (op))
1398 { 1241 {
1399 opinion = shopkeeper_approval (op->map, op); 1242 opinion = shopkeeper_approval (op->map, op);
1400 1243
1401 if (opinion > 0.9) 1244 op->statusmsg (
1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1245 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1403 else if (opinion > 0.75) 1246 : opinion >= 0.75 ? "The shopkeeper waves to you."
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1247 : opinion >= 0.50 ? "The shopkeeper ignores you."
1405 else if (opinion > 0.5) 1248 : "The shopkeeper glares at you with contempt."
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else 1249 );
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 } 1250 }
1410 } 1251 }
1411 else 1252 else
1412 { 1253 {
1413 /* if we get here, a player tried to leave a shop but was not able 1254 /* 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 1255 * to afford the items he has. We try to move the player so that
1415 * they are not on the mat anymore 1256 * they are not on the mat anymore
1416 */ 1257 */
1417 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1258 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1418 1259
1419 if (i == -1) 1260 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1261 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else 1262 else
1424 { 1263 {
1425 remove_ob (op); 1264 op->remove ();
1426 op->x += freearr_x[i]; 1265 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1266 op->y += freearr_y[i];
1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1267 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1429 } 1268 }
1430 } 1269 }
1438 */ 1277 */
1439static void 1278static void
1440apply_sign (object *op, object *sign, int autoapply) 1279apply_sign (object *op, object *sign, int autoapply)
1441{ 1280{
1442 readable_message_type *msgType; 1281 readable_message_type *msgType;
1443 char newbuf[HUGE_BUF];
1444 1282
1445 if (sign->msg == NULL) 1283 if (!sign->msg)
1446 { 1284 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1285 op->statusmsg ("Nothing is written on it.");
1448 return; 1286 return;
1449 } 1287 }
1450 1288
1451 if (sign->stats.food) 1289 if (sign->stats.food)
1452 { 1290 {
1453 if (sign->last_eat >= sign->stats.food) 1291 if (sign->last_eat >= sign->stats.food)
1454 { 1292 {
1455 if (!sign->move_on) 1293 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1294 op->statusmsg ("You cannot read it anymore.");
1295
1457 return; 1296 return;
1458 } 1297 }
1459 1298
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1299 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1461 sign->last_eat++; 1300 sign->last_eat++;
1466 * move_on is zero, it needs to be manually applied (doesn't talk 1305 * move_on is zero, it needs to be manually applied (doesn't talk
1467 * to us). 1306 * to us).
1468 */ 1307 */
1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1308 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1470 { 1309 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1310 op->failmsg ("You are unable to read while blind!");
1472 return; 1311 return;
1473 } 1312 }
1313
1314 if (op->contr)
1315 if (client *ns = op->contr->ns)
1316 {
1317 if (sign->sound)
1318 ns->play_sound (sign->sound);
1319 else if (autoapply)
1320 ns->play_sound (sound_find ("msg_voice"));
1321
1322 if (ns->can_msg)
1323 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1324 else
1325 {
1474 msgType = get_readable_message_type (sign); 1326 msgType = get_readable_message_type (sign);
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1327 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1328 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &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 (trap->sound ? trap->sound : sound_find ("fall_hole"));
1620 sound_was_played = 1; 1475 sound_was_played = 1;
1621 } 1476 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1477
1478 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1479 transfer_ob (ab, EXIT_X (trap), 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; 1488 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1634 1489 get_archetype ("burnout")->insert_at (trap, trap);
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 }
1644 } 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 (trap->sound ? trap->sound : sound_find ("fall_hole"));
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1520 victim->statusmsg ("You fall through the hole!", NDI_RED);
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 victim->statusmsg (trap->msg, NDI_NAVY);
1532
1533 trap->play_sound (trap->sound);
1685 enter_exit (victim, trap); 1534 victim->enter_exit (trap);
1686 } 1535 }
1687 goto leave; 1536 goto leave;
1688 1537
1689 case ENCOUNTER: 1538 case ENCOUNTER:
1690 /* may be some leftovers on this */ 1539 /* may be some leftovers on this */
1705 1554
1706 apply_sign (victim, trap, 1); 1555 apply_sign (victim, trap, 1);
1707 goto leave; 1556 goto leave;
1708 1557
1709 case CONTAINER: 1558 case CONTAINER:
1710 if (victim->type == PLAYER)
1711 (void) esrv_apply_container (victim, trap);
1712 else
1713 (void) apply_container (victim, trap); 1559 apply_container (victim, trap);
1714 goto leave; 1560 goto leave;
1715 1561
1716 case RUNE: 1562 case RUNE:
1717 case TRAP: 1563 case TRAP:
1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1564 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1719 {
1720 spring_trap (trap, victim); 1565 spring_trap (trap, victim);
1721 }
1722 goto leave; 1566 goto leave;
1723 1567
1724 default: 1568 default:
1725 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1569 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); 1570 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1727 goto leave; 1571 goto leave;
1728 } 1572 }
1729 1573
1730leave: 1574leave:
1731 recursion_depth--; 1575 recursion_depth--;
1740 int lev_diff; 1584 int lev_diff;
1741 object *skill_ob; 1585 object *skill_ob;
1742 1586
1743 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1587 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744 { 1588 {
1745 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1589 op->failmsg ("You are unable to read while blind!");
1746 return; 1590 return;
1747 } 1591 }
1592
1748 if (tmp->msg == NULL) 1593 if (!tmp->msg)
1749 { 1594 {
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1595 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1751 return; 1596 return;
1752 } 1597 }
1753 1598
1754 /* need a literacy skill to read stuff! */ 1599 /* need a literacy skill to read stuff! */
1755 skill_ob = find_skill_by_name (op, tmp->skill); 1600 skill_ob = find_skill_by_name (op, tmp->skill);
1756 if (!skill_ob) 1601 if (!skill_ob)
1757 { 1602 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1603 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1759 return; 1604 return;
1760 } 1605 }
1606
1761 lev_diff = tmp->level - (skill_ob->level + 5); 1607 lev_diff = tmp->level - (skill_ob->level + 5);
1762 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1608 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763 { 1609 {
1764 if (lev_diff < 2) 1610 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1765 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1611 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1766 else if (lev_diff < 3) 1612 : lev_diff < 5 ? "This book is beyond your comprehension."
1767 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1613 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1768 else if (lev_diff < 5) 1614 : lev_diff < 15 ? "This book is way beyond your comprehension."
1769 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1615 : "This book is totally beyond your comprehension.");
1770 else if (lev_diff < 8) 1616 return;
1771 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1617 }
1772 else if (lev_diff < 15) 1618
1773 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1619 readable_message_type *msgType = get_readable_message_type (tmp);
1620
1621 if (player *pl = op->contr)
1622 if (client *ns = pl->ns)
1623 if (ns->can_msg)
1624 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1774 else 1625 else
1775 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1776 return;
1777 }
1778
1779 readable_message_type *msgType = get_readable_message_type (tmp);
1780
1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1626 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1782 msgType->message_type, msgType->message_subtype, 1627 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); 1628 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1629 long_desc (tmp, op), &tmp->msg);
1784 1630
1785 /* gain xp from reading */ 1631 /* gain xp from reading */
1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1632 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */ 1633 { /* only if not read before */
1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1634 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789 1635
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1636 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 { 1637 {
1792 /*exp_gain *= 2; because they just identified it too */ 1638 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED); 1639 SET_FLAG (tmp, FLAG_IDENTIFIED);
1640
1794 /* If in a container, update how it looks */ 1641 /* If in a container, update how it looks */
1795 if (tmp->env) 1642 if (tmp->env)
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1643 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else 1644 else
1798 op->contr->socket.update_look = 1; 1645 op->contr->ns->floorbox_update ();
1799 } 1646 }
1647
1800 change_exp (op, exp_gain, skill_ob->skill, 0); 1648 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 */ 1649 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1802 } 1650 }
1803} 1651}
1804 1652
1807 * op is the person learning the skill, tmp is the skill scroll object 1655 * op is the person learning the skill, tmp is the skill scroll object
1808 */ 1656 */
1809static void 1657static void
1810apply_skillscroll (object *op, object *tmp) 1658apply_skillscroll (object *op, object *tmp)
1811{ 1659{
1812 switch ((int) learn_skill (op, tmp)) 1660 switch (learn_skill (op, tmp))
1813 { 1661 {
1814 case 0: 1662 case 0:
1815 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1663 op->play_sound (sound_find ("generic_fail"));
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1664 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1817 return; 1665 break;
1818 1666
1819 case 1: 1667 case 1:
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1821 decrease_ob (tmp); 1668 decrease_ob (tmp);
1669 op->play_sound (sound_find ("skill_learn"));
1670 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1822 return; 1671 break;
1823 1672
1824 default: 1673 default:
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1826 decrease_ob (tmp); 1674 decrease_ob (tmp);
1675 op->play_sound (sound_find ("generic_fail"));
1676 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1827 return; 1677 break;
1828 } 1678 }
1829} 1679}
1830 1680
1831/** 1681/**
1832 * Actually makes op learn spell. 1682 * Actually makes op learn spell.
1852 return; 1702 return;
1853 } 1703 }
1854 return; 1704 return;
1855 } 1705 }
1856 1706
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1707 op->contr->play_sound (sound_find ("learn_spell"));
1858 tmp = get_object (); 1708
1859 copy_object (spell, tmp); 1709 tmp = spell->clone ();
1860 insert_ob_in_ob (tmp, op); 1710 insert_ob_in_ob (tmp, op);
1861 1711
1862 if (special_prayer) 1712 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP); 1713 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866 1714
1867 esrv_add_spells (op->contr, tmp); 1715 esrv_add_spells (op->contr, tmp);
1868} 1716}
1869 1717
1870/** 1718/**
1884 { 1732 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1733 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return; 1734 return;
1887 } 1735 }
1888 1736
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1737 op->failmsg (format ("You lose knowledge of %s.", spell));
1890 player_unready_range_ob (op->contr, spob); 1738 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1739 esrv_remove_spell (op->contr, spob);
1892 remove_ob (spob); 1740 spob->destroy ();
1893 free_object (spob);
1894} 1741}
1895 1742
1896/** 1743/**
1897 * Handles player applying a spellbook. 1744 * Handles player applying a spellbook.
1898 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1745 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1903{ 1750{
1904 object *skop, *spell, *spell_skill; 1751 object *skop, *spell, *spell_skill;
1905 1752
1906 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1753 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1907 { 1754 {
1908 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1755 op->failmsg ("You are unable to read while blind.");
1909 return; 1756 return;
1910 } 1757 }
1911 1758
1912 /* artifact_spellbooks have 'slaying' field point to a spell name, 1759 /* artifact_spellbooks have 'slaying' field point to a spell name,
1913 * instead of having their spell stored in stats.sp. These are 1760 * instead of having their spell stored in stats.sp. These are
1914 * legacy spellbooks 1761 * legacy spellbooks
1915 */ 1762 */
1916
1917 if (tmp->slaying != NULL) 1763 if (tmp->slaying)
1918 { 1764 {
1919 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1765 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1920 if (!spell) 1766 if (!spell)
1921 { 1767 {
1922 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1768 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1923 return; 1769 return;
1924 } 1770 }
1925 else 1771 else
1926 insert_ob_in_ob (spell, tmp); 1772 insert_ob_in_ob (spell, tmp);
1773
1927 tmp->slaying = NULL; 1774 tmp->slaying = 0;
1928 } 1775 }
1929 1776
1930 skop = find_skill_by_name (op, tmp->skill); 1777 skop = find_skill_by_name (op, tmp->skill);
1931 1778
1932 /* need a literacy skill to learn spells. Also, having a literacy level 1779 /* need a literacy skill to learn spells. Also, having a literacy level
1933 * lower than the spell will make learning the spell more difficult */ 1780 * lower than the spell will make learning the spell more difficult */
1934 if (!skop) 1781 if (!skop)
1935 { 1782 {
1936 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1783 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1937 return; 1784 return;
1938 } 1785 }
1939 1786
1940 spell = tmp->inv; 1787 spell = tmp->inv;
1788
1941 if (!spell) 1789 if (!spell)
1942 { 1790 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1791 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."); 1792 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1945 return; 1793 return;
1946 } 1794 }
1947 1795
1948 if (spell->level > (skop->level + 10)) 1796 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1797 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1798 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1951 return; 1799 return;
1952 } 1800 }
1953 1801
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1802 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1955 1803
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1804 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 { 1805 {
1958 identify (tmp); 1806 identify (tmp);
1807
1959 if (tmp->env) 1808 if (tmp->env)
1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1809 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1961 else 1810 else
1962 op->contr->socket.update_look = 1; 1811 op->contr->ns->floorbox_update ();
1963 } 1812 }
1964 1813
1965 /* I removed the check for special_prayer_mark here - it didn't make 1814 /* 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 1815 * 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 1816 * if the player doesn't know the spell, doesn't make a lot of sense that
1968 * they would have a special prayer mark. 1817 * they would have a special prayer mark.
1969 */ 1818 */
1970 if (check_spell_known (op, spell->name)) 1819 if (check_spell_known (op, spell->name))
1971 { 1820 {
1972 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1821 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1973 return; 1822 return;
1974 } 1823 }
1975 1824
1976 if (spell->skill) 1825 if (spell->skill)
1977 { 1826 {
1978 spell_skill = find_skill_by_name (op, spell->skill); 1827 spell_skill = find_skill_by_name (op, spell->skill);
1979 1828
1980 if (!spell_skill) 1829 if (!spell_skill)
1981 { 1830 {
1982 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1831 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1983 return; 1832 return;
1984 } 1833 }
1985 1834
1986 if (spell_skill->level < spell->level) 1835 if (spell_skill->level < spell->level)
1987 { 1836 {
1988 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1837 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1989 return; 1838 return;
1990 } 1839 }
1991 } 1840 }
1992 1841
1993 /* Logic as follows 1842 /* Logic as follows
2002 * Overall, chances are the same but a player will find having a high 1851 * Overall, chances are the same but a player will find having a high
2003 * literacy rate very useful! -b.t. 1852 * literacy rate very useful! -b.t.
2004 */ 1853 */
2005 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1854 if (QUERY_FLAG (op, FLAG_CONFUSED))
2006 { 1855 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1856 op->failmsg ("In your confused state you flub the wording of the text!");
2008 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1857 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2009 } 1858 }
2010 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1859 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2011 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1860 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2012 { 1861 {
2013 1862 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2014 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2015 do_learn_spell (op, spell, 0); 1863 do_learn_spell (op, spell, 0);
2016 1864
2017 /* xp gain to literacy for spell learning */ 1865 /* xp gain to literacy for spell learning */
2018 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1866 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2019 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1867 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2020 } 1868 }
2021 else 1869 else
2022 { 1870 {
2023 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1871 op->contr->play_sound (sound_find ("fumble_spell"));
2024 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1872 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2025 } 1873 }
1874
2026 decrease_ob (tmp); 1875 decrease_ob (tmp);
2027} 1876}
2028 1877
2029/** 1878/**
2030 * Handles applying a spell scroll. 1879 * Handles applying a spell scroll.
2034{ 1883{
2035 object *skop; 1884 object *skop;
2036 1885
2037 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1886 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2038 { 1887 {
2039 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1888 op->failmsg ("You are unable to read while blind.");
2040 return; 1889 return;
2041 } 1890 }
2042 1891
2043 if (!tmp->inv || tmp->inv->type != SPELL) 1892 if (!tmp->inv || tmp->inv->type != SPELL)
2044 { 1893 {
2045 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1894 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2046 return; 1895 return;
2047 } 1896 }
2048 1897
2049 if (op->type == PLAYER) 1898 if (op->type == PLAYER)
2050 { 1899 {
2056 */ 1905 */
2057 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1906 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2058 1907
2059 if (!skop) 1908 if (!skop)
2060 { 1909 {
2061 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1910 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2062 return; 1911 return;
2063 } 1912 }
2064 1913
2065 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1914 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2066 change_exp (op, exp_gain, skop->skill, 0); 1915 change_exp (op, exp_gain, skop->skill, 0);
2067 } 1916 }
2068 1917
2069 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1918 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2070 identify (tmp); 1919 identify (tmp);
2071 1920
2072 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1921 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2073
2074 1922
2075 cast_spell (op, tmp, dir, tmp->inv, NULL); 1923 cast_spell (op, tmp, dir, tmp->inv, NULL);
2076 decrease_ob (tmp); 1924 decrease_ob (tmp);
2077} 1925}
2078 1926
2082 * chest. 1930 * chest.
2083 */ 1931 */
2084static void 1932static void
2085apply_treasure (object *op, object *tmp) 1933apply_treasure (object *op, object *tmp)
2086{ 1934{
2087 object *treas;
2088
2089
2090 /* Nice side effect of new treasure creation method is that the treasure 1935 /* Nice side effect of this treasure creation method is that the treasure
2091 * for the chest is done when the chest is created, and put into the chest 1936 * 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 1937 * 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 1938 * prevents people from moving chests to more difficult maps to get better
2094 * treasure 1939 * treasure
2095 */ 1940 */
2096
2097 treas = tmp->inv; 1941 object *treas = tmp->inv;
2098 if (treas == NULL) 1942
1943 if (!treas)
2099 { 1944 {
2100 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1945 op->statusmsg ("The chest was empty.");
2101 decrease_ob (tmp); 1946 decrease_ob (tmp);
2102 return; 1947 return;
2103 } 1948 }
1949
2104 while (tmp->inv) 1950 while (tmp->inv)
2105 { 1951 {
2106 treas = tmp->inv; 1952 treas = tmp->inv;
2107 1953 treas->remove ();
2108 remove_ob (treas);
2109 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2110 1954
2111 treas->x = op->x; 1955 treas->x = op->x;
2112 treas->y = op->y; 1956 treas->y = op->y;
2113 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1957 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2114 1958
2115 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1959 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2116 spring_trap (treas, op); 1960 spring_trap (treas, op);
1961
2117 /* If either player or container was destroyed, no need to do 1962 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with 1963 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise 1964 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed 1965 * any way for the treasure chest or player to get killed.
2121 */ 1966 */
2122 if (op->destroyed () || tmp->destroyed ()) 1967 if (op->destroyed () || tmp->destroyed ())
2123 break; 1968 break;
2124 } 1969 }
2125 1970
2126 if (!tmp->destroyed () && tmp->inv == NULL) 1971 if (!tmp->destroyed () && !tmp->inv)
2127 decrease_ob (tmp); 1972 decrease_ob (tmp);
2128
2129} 1973}
2130 1974
2131/** 1975/**
2132 * op eats food. 1976 * op eats food.
2133 * If player, takes care of messages and dragon special food. 1977 * If player, takes care of messages and dragon special food.
2148 { 1992 {
2149 /* usual case - no dragon meal: */ 1993 /* usual case - no dragon meal: */
2150 if (op->stats.food + tmp->stats.food > 999) 1994 if (op->stats.food + tmp->stats.food > 999)
2151 { 1995 {
2152 if (tmp->type == FOOD || tmp->type == FLESH) 1996 if (tmp->type == FOOD || tmp->type == FLESH)
2153 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1997 op->failmsg ("You feel full, but what a waste of food!");
2154 else 1998 else
2155 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1999 op->statusmsg ("Most of the drink goes down your face not your throat!");
2156 } 2000 }
2001
2002 tmp->play_sound (
2003 tmp->sound
2004 ? tmp->sound
2005 : tmp->type == DRINK
2006 ? sound_find ("eat_drink")
2007 : sound_find ("eat_food")
2008 );
2157 2009
2158 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2010 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2159 { 2011 {
2160 char buf[MAX_BUF]; 2012 const char *buf;
2161 2013
2162 if (!is_dragon_pl (op)) 2014 if (!is_dragon_pl (op))
2163 { 2015 {
2164 /* eating message for normal players */ 2016 /* eating message for normal players */
2165 if (tmp->type == DRINK) 2017 if (tmp->type == DRINK)
2166 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2018 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2167 else 2019 else
2168 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2020 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2169 } 2021 }
2170 else 2022 else
2171 {
2172 /* eating message for dragon players */ 2023 /* eating message for dragon players */
2173 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2024 buf = format ("The %s tasted terrible!", &tmp->name);
2174 }
2175 2025
2176 new_draw_info (NDI_UNIQUE, 0, op, buf); 2026 op->statusmsg (buf);
2027
2177 capacity_remaining = 999 - op->stats.food; 2028 capacity_remaining = 999 - op->stats.food;
2178 op->stats.food += tmp->stats.food; 2029 op->stats.food += tmp->stats.food;
2179 if (capacity_remaining < tmp->stats.food) 2030 if (capacity_remaining < tmp->stats.food)
2180 op->stats.hp += capacity_remaining / 50; 2031 op->stats.hp += capacity_remaining / 50;
2181 else 2032 else
2182 op->stats.hp += tmp->stats.food / 50; 2033 op->stats.hp += tmp->stats.food / 50;
2034
2183 if (op->stats.hp > op->stats.maxhp) 2035 if (op->stats.hp > op->stats.maxhp)
2184 op->stats.hp = op->stats.maxhp; 2036 op->stats.hp = op->stats.maxhp;
2185 if (op->stats.food > 999) 2037 if (op->stats.food > 999)
2186 op->stats.food = 999; 2038 op->stats.food = 999;
2187 } 2039 }
2189 /* special food hack -b.t. */ 2041 /* special food hack -b.t. */
2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2042 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2191 eat_special_food (op, tmp); 2043 eat_special_food (op, tmp);
2192 } 2044 }
2193 } 2045 }
2046
2194 handle_apply_yield (tmp); 2047 handle_apply_yield (tmp);
2195 decrease_ob (tmp); 2048 decrease_ob (tmp);
2196} 2049}
2197 2050
2198/** 2051/**
2210{ 2063{
2211 object *skin = NULL; /* pointer to dragon skin force */ 2064 object *skin = NULL; /* pointer to dragon skin force */
2212 object *abil = NULL; /* pointer to dragon ability force */ 2065 object *abil = NULL; /* pointer to dragon ability force */
2213 object *tmp = NULL; /* tmp. object */ 2066 object *tmp = NULL; /* tmp. object */
2214 2067
2215 char buf[MAX_BUF]; /* tmp. string buffer */
2216 double chance; /* improvement-chance of one resistance type */ 2068 double chance; /* improvement-chance of one resistance type */
2217 double totalchance = 1; /* total chance of gaining one resistance */ 2069 double totalchance = 1; /* total chance of gaining one resistance */
2218 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2070 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2219 double mbonus = 0; /* monster bonus */ 2071 double mbonus = 0; /* monster bonus */
2220 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2072 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2077 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2078 return 0;
2227 2079
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2080 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2081 from the player's inventory */
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2082 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2083 if (tmp->type == FORCE)
2233 { 2084 if (tmp->arch->archname == shstr_dragon_skin_force)
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2235 skin = tmp; 2085 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2086 else if (tmp->arch->archname == shstr_dragon_ability_force)
2237 abil = tmp; 2087 abil = tmp;
2238 }
2239 }
2240 2088
2241 /* if either skin or ability are missing, this is an old player 2089 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2090 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2091 if (skin == NULL || abil == NULL)
2244 return 0; 2092 return 0;
2246 /* now start by filling stomache and health, according to food-value */ 2094 /* now start by filling stomache and health, according to food-value */
2247 if ((999 - op->stats.food) < meal->stats.food) 2095 if ((999 - op->stats.food) < meal->stats.food)
2248 op->stats.hp += (999 - op->stats.food) / 50; 2096 op->stats.hp += (999 - op->stats.food) / 50;
2249 else 2097 else
2250 op->stats.hp += meal->stats.food / 50; 2098 op->stats.hp += meal->stats.food / 50;
2099
2251 if (op->stats.hp > op->stats.maxhp) 2100 if (op->stats.hp > op->stats.maxhp)
2252 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2253 2102
2254 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2103 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2255 2104
2285 /* doubled chance for resistance of ability-focus */ 2134 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2135 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2136 chance = MIN (100., chance * 2.);
2288 2137
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2138 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2139 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2140 {
2292 atnr_winner[winners] = i; 2141 atnr_winner[winners] = i;
2293 winners++; 2142 winners++;
2294 } 2143 }
2295 2144
2300 } 2149 }
2301 } 2150 }
2302 2151
2303 /* inverse totalchance as until now we have the failure-chance */ 2152 /* inverse totalchance as until now we have the failure-chance */
2304 totalchance = 100 - totalchance * 100; 2153 totalchance = 100 - totalchance * 100;
2154
2305 /* print message according to totalchance */ 2155 /* print message according to totalchance */
2156 const char *buf;
2306 if (totalchance > 50.) 2157 if (totalchance > 50.)
2307 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2158 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2308 else if (totalchance > 10.) 2159 else if (totalchance > 10.)
2309 sprintf (buf, "The %s tasted very good.", &meal->name); 2160 buf = format ("The %s tasted very good.", &meal->name);
2310 else if (totalchance > 1.) 2161 else if (totalchance > 1.)
2311 sprintf (buf, "The %s tasted good.", &meal->name); 2162 buf = format ("The %s tasted good.", &meal->name);
2312 else if (totalchance > 0.1) 2163 else if (totalchance > 0.1)
2313 sprintf (buf, "The %s tasted bland.", &meal->name); 2164 buf = format ("The %s tasted bland.", &meal->name);
2314 else if (totalchance >= 0.01) 2165 else if (totalchance >= 0.01)
2315 sprintf (buf, "The %s had a boring taste.", &meal->name); 2166 buf = format ("The %s had a boring taste.", &meal->name);
2316 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2167 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2317 sprintf (buf, "The %s tasted strange.", &meal->name); 2168 buf = format ("The %s tasted strange.", &meal->name);
2318 else 2169 else
2319 sprintf (buf, "The %s had no taste.", &meal->name); 2170 buf = format ("The %s had no taste.", &meal->name);
2320 new_draw_info (NDI_UNIQUE, 0, op, buf); 2171
2172 op->statusmsg (buf);
2321 2173
2322 /* now choose a winner if we have any */ 2174 /* now choose a winner if we have any */
2323 i = -1; 2175 i = -1;
2324 if (winners > 0) 2176 if (winners > 0)
2325 i = atnr_winner[RANDOM () % winners]; 2177 i = atnr_winner[RANDOM () % winners];
2326 2178
2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2179 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 { 2180 {
2329 /* resistance increased! */ 2181 /* resistance increased! */
2330 skin->resist[i]++; 2182 skin->resist[i]++;
2331 fix_player (op); 2183 op->update_stats ();
2332 2184
2333 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2185 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2335 } 2186 }
2336 2187
2337 /* if this flesh contains a new ability focus, we mark it 2188 /* if this flesh contains a new ability focus, we mark it
2338 into the ability_force and it will take effect on next level */ 2189 into the ability_force and it will take effect on next level */
2339 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2190 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2340 { 2191 {
2341 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2192 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2342 2193
2343 if (meal->last_eat != abil->stats.exp) 2194 if (meal->last_eat != abil->stats.exp)
2195 op->statusmsg (format (
2196 "Your metabolism prepares to focus on %s!\n"
2197 "The change will happen at level %d.",
2198 change_resist_msg[meal->last_eat],
2199 abil->level + 1
2344 { 2200 ));
2345 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 }
2350 else 2201 else
2351 { 2202 {
2352 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2203 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2354 abil->last_eat = 0; 2204 abil->last_eat = 0;
2355 } 2205 }
2356 } 2206 }
2207
2357 return 1; 2208 return 1;
2358}
2359
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} 2209}
2393 2210
2394/** 2211/**
2395 * Handles applying an improve armor scroll. 2212 * Handles applying an improve armor scroll.
2396 * Does some sanity checks, then calls improve_armour. 2213 * Does some sanity checks, then calls improve_armour.
2398static void 2215static void
2399apply_armour_improver (object *op, object *tmp) 2216apply_armour_improver (object *op, object *tmp)
2400{ 2217{
2401 object *armor; 2218 object *armor;
2402 2219
2403 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2220 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2404 { 2221 {
2405 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2222 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2406 return; 2223 return;
2407 } 2224 }
2225
2408 armor = find_marked_object (op); 2226 armor = find_marked_object (op);
2227
2409 if (!armor) 2228 if (!armor)
2410 { 2229 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2230 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2412 return; 2231 return;
2413 } 2232 }
2233
2414 if (armor->type != ARMOUR 2234 if (armor->type != ARMOUR
2415 && armor->type != CLOAK 2235 && armor->type != CLOAK
2416 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2236 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2417 { 2237 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2238 op->failmsg ("Your marked item is not armour!\n");
2419 return; 2239 return;
2420 } 2240 }
2421 2241
2422 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2242 op->statusmsg ("Applying armour enchantment.");
2423 improve_armour (op, tmp, armor); 2243 improve_armour (op, tmp, armor);
2424} 2244}
2425
2426 2245
2427extern void 2246extern void
2428apply_poison (object *op, object *tmp) 2247apply_poison (object *op, object *tmp)
2429{ 2248{
2430 if (op->type == PLAYER) 2249 if (op->type == PLAYER)
2431 { 2250 {
2432 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2251 op->contr->play_sound (sound_find ("drink_poison"));
2433 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2252 op->failmsg ("Yech! That tasted poisonous!");
2434 strcpy (op->contr->killer, "poisonous booze"); 2253 strcpy (op->contr->killer, "poisonous booze");
2435 } 2254 }
2255
2436 if (tmp->stats.hp > 0) 2256 if (tmp->stats.hp > 0)
2437 { 2257 {
2438 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2258 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); 2259 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2440 } 2260 }
2261
2441 op->stats.food -= op->stats.food / 4; 2262 op->stats.food -= op->stats.food / 4;
2442 handle_apply_yield (tmp); 2263 handle_apply_yield (tmp);
2443 decrease_ob (tmp); 2264 decrease_ob (tmp);
2444} 2265}
2445 2266
2446/** 2267/**
2447 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2268 * 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: 2269 * A valid 2 way exit means:
2449 * -You can come back (there is another exit at the other side) 2270 * -You can come back (there is another exit at the other side)
2450 * -You are 2271 * -You are
2451 * ° the owner of the exit 2272 * ° the owner of the exit
2452 * ° or in the same party as the owner 2273 * ° or in the same party as the owner
2453 * 2274 *
2454 * Note: a owner in a 2 way exit is saved as the owner's name 2275 * 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 2276 * 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). 2277 * survive in the swapping (in fact the whole exit doesn't survive).
2457 */ 2278 */
2458int 2279int
2459is_legal_2ways_exit (object *op, object *exit) 2280is_legal_2ways_exit (object *op, object *exit)
2460{ 2281{
2461 object *tmp;
2462 object *exit_owner;
2463 player *pp;
2464 maptile *exitmap;
2465
2466 if (exit->stats.exp != 1) 2282 if (exit->stats.exp != 1)
2467 return 1; /*This is not a 2 way, so it is legal */ 2283 return 1; /*This is not a 2 way, so it is legal */
2284
2285#if 0 //TODO
2468 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2286 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2469 return 0; /* This is a reset town portal */ 2287 return 0; /* This is a reset town portal */
2470 /* To know if an exit has a correspondant, we look at 2288#endif
2471 * all the exits in destination and try to find one with same path as 2289
2472 * the current exit's position */ 2290 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2473 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2291
2474 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2292 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2475 else 2293
2476 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2477 if (exitmap) 2294 if (exitmap)
2478 { 2295 {
2296 exitmap->load_sync ();
2297
2479 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2298 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2299
2480 if (!tmp) 2300 if (!tmp)
2481 return 0; 2301 return 0;
2482 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2302
2303 for (; tmp; tmp = tmp->above)
2483 { 2304 {
2484 if (tmp->type != EXIT) 2305 if (tmp->type != EXIT)
2485 continue; /*Not an exit */ 2306 continue; /*Not an exit */
2307
2486 if (!EXIT_PATH (tmp)) 2308 if (!EXIT_PATH (tmp))
2487 continue; /*Not a valid exit */ 2309 continue; /*Not a valid exit */
2310
2488 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2311 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2489 continue; /*Not in the same place */ 2312 continue; /*Not in the same place */
2313
2490 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2314 if (exit->map->path != EXIT_PATH (tmp))
2491 continue; /*Not in the same map */ 2315 continue; /*Not in the same map */
2492 2316
2493 /* From here we have found the exit is valid. However we do 2317 /* 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 2318 * here the check of the exit owner. It is important for the
2495 * town portals to prevent strangers from visiting your appartments 2319 * town portals to prevent strangers from visiting your appartments
2496 */ 2320 */
2497 if (!exit->race) 2321 if (!exit->race)
2498 return 1; /*No owner, free for all! */ 2322 return 1; /*No owner, free for all! */
2323
2499 exit_owner = NULL; 2324 object *exit_owner = 0;
2500 for (pp = first_player; pp; pp = pp->next) 2325
2326 for_all_players (pp)
2501 { 2327 {
2502 if (!pp->ob) 2328 if (!pp->ob)
2503 continue; 2329 continue;
2330
2504 if (pp->ob->name != exit->race) 2331 if (pp->ob->name != exit->race)
2505 continue; 2332 continue;
2333
2506 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2334 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2507 break; 2335 break;
2508 } 2336 }
2337
2509 if (!exit_owner) 2338 if (!exit_owner)
2510 return 0; /* No more owner */ 2339 return 0; /* No more owner */
2340
2511 if (exit_owner->contr == op->contr) 2341 if (exit_owner->contr == op->contr)
2512 return 1; /*It is your exit */ 2342 return 1; /*It is your exit */
2343
2513 if (exit_owner && /*There is a owner */ 2344 if (exit_owner && /*There is a owner */
2514 (op->contr) && /*A player tries to pass */ 2345 (op->contr) && /*A player tries to pass */
2515 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2346 ((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 */ 2347 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2517 return 0; 2348 return 0;
2349
2518 return 1; 2350 return 1;
2519 } 2351 }
2520 } 2352 }
2353
2521 return 0; 2354 return 0;
2522} 2355}
2523
2524 2356
2525/** 2357/**
2526 * Main apply handler. 2358 * Main apply handler.
2527 * 2359 *
2528 * Checks for unpaid items before applying. 2360 * Checks for unpaid items before applying.
2536 * being applied. 2368 * being applied.
2537 * 2369 *
2538 * aflag is special (always apply/unapply) flags. Nothing is done with 2370 * aflag is special (always apply/unapply) flags. Nothing is done with
2539 * them in this function - they are passed to apply_special 2371 * them in this function - they are passed to apply_special
2540 */ 2372 */
2541
2542int 2373int
2543manual_apply (object *op, object *tmp, int aflag) 2374manual_apply (object *op, object *tmp, int aflag)
2544{ 2375{
2545 if (tmp->head) 2376 if (tmp->head)
2546 tmp = tmp->head; 2377 tmp = tmp->head;
2547 2378
2548 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2379 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2549 { 2380 {
2550 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2551 { 2382 {
2552 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2383 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2553 return 1; 2384 return 1;
2554 } 2385 }
2555 else 2386 else
2556 {
2557 return 0; /* monsters just skip unpaid items */ 2387 return 0; /* monsters just skip unpaid items */
2558 }
2559 } 2388 }
2560 2389
2561 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2390 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2562 return RESULT_INT (0); 2391 return RESULT_INT (0);
2563 2392
2564 switch (tmp->type) 2393 switch (tmp->type)
2565 { 2394 {
2566
2567 case CF_HANDLE: 2395 case CF_HANDLE:
2568 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2396 op->play_sound (sound_find ("turn_handle"));
2569 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2397 op->statusmsg ("You turn the handle.");
2570 tmp->value = tmp->value ? 0 : 1; 2398 tmp->value = tmp->value ? 0 : 1;
2571 SET_ANIMATION (tmp, tmp->value); 2399 SET_ANIMATION (tmp, tmp->value);
2572 update_object (tmp, UP_OBJ_FACE); 2400 update_object (tmp, UP_OBJ_FACE);
2573 push_button (tmp); 2401 push_button (tmp);
2574 return 1; 2402 return 1;
2575 2403
2576 case TRIGGER: 2404 case TRIGGER:
2577 if (check_trigger (tmp, op)) 2405 if (check_trigger (tmp, op))
2578 { 2406 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2407 op->statusmsg ("You turn the handle.");
2580 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2408 op->play_sound (sound_find ("turn_handle"));
2581 } 2409 }
2582 else 2410 else
2583 { 2411 op->failmsg ("The handle doesn't move.");
2584 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2412
2585 }
2586 return 1; 2413 return 1;
2587 2414
2588 case EXIT: 2415 case EXIT:
2589 if (op->type != PLAYER) 2416 if (op->type != PLAYER)
2590 return 0; 2417 return 0;
2418
2591 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2419 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2592 { 2420 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2594 }
2595 else 2421 else
2596 { 2422 {
2597 /* Don't display messages for random maps. */ 2423 /* Don't display messages for random maps. */
2598 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2424 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2599 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2425 op->statusmsg (tmp->msg, NDI_NAVY);
2426
2600 enter_exit (op, tmp); 2427 op->enter_exit (tmp);
2601 } 2428 }
2429
2430 return 1;
2431
2432 case INSCRIBABLE:
2433 op->statusmsg (tmp->msg);
2434 // maybe show a spell menu to chose from or something like that
2602 return 1; 2435 return 1;
2603 2436
2604 case SIGN: 2437 case SIGN:
2605 apply_sign (op, tmp, 0); 2438 apply_sign (op, tmp, 0);
2606 return 1; 2439 return 1;
2610 { 2443 {
2611 apply_book (op, tmp); 2444 apply_book (op, tmp);
2612 return 1; 2445 return 1;
2613 } 2446 }
2614 else 2447 else
2615 {
2616 return 0; 2448 return 0;
2617 }
2618 2449
2619 case SKILLSCROLL: 2450 case SKILLSCROLL:
2620 if (op->type == PLAYER) 2451 if (op->type == PLAYER)
2621 { 2452 {
2622 apply_skillscroll (op, tmp); 2453 apply_skillscroll (op, tmp);
2623 return 1; 2454 return 1;
2624 } 2455 }
2456 else
2625 return 0; 2457 return 0;
2626 2458
2627 case SPELLBOOK: 2459 case SPELLBOOK:
2628 if (op->type == PLAYER) 2460 if (op->type == PLAYER)
2629 { 2461 {
2630 apply_spellbook (op, tmp); 2462 apply_spellbook (op, tmp);
2631 return 1; 2463 return 1;
2632 } 2464 }
2465 else
2633 return 0; 2466 return 0;
2634 2467
2635 case SCROLL: 2468 case SCROLL:
2636 apply_scroll (op, tmp, 0); 2469 apply_scroll (op, tmp, 0);
2637 return 1; 2470 return 1;
2638 2471
2639 case POTION: 2472 case POTION:
2640 (void) apply_potion (op, tmp); 2473 apply_potion (op, tmp);
2641 return 1; 2474 return 1;
2642 2475
2643 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2476 /* Eneq(@csd.uu.se): Handle apply on containers. */
2477 //TODO: remove, as it is unsed?
2644 case CLOSE_CON: 2478 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); 2479 apply_container (op, tmp->env);
2649 return 1; 2480 return 1;
2650 2481
2651 case CONTAINER: 2482 case CONTAINER:
2652 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp);
2654 else
2655 (void) apply_container (op, tmp); 2483 apply_container (op, tmp);
2656 return 1; 2484 return 1;
2657 2485
2658 case TREASURE: 2486 case TREASURE:
2659 if (op->type == PLAYER) 2487 if (op->type == PLAYER)
2660 { 2488 {
2661 apply_treasure (op, tmp); 2489 apply_treasure (op, tmp);
2662 return 1; 2490 return 1;
2663 } 2491 }
2664 else 2492 else
2665 {
2666 return 0; 2493 return 0;
2667 }
2668 2494
2669 case WEAPON: 2495 case WEAPON:
2670 case ARMOUR: 2496 case ARMOUR:
2671 case BOOTS: 2497 case BOOTS:
2672 case GLOVES: 2498 case GLOVES:
2685 case LAMP: 2511 case LAMP:
2686 case BUILDER: 2512 case BUILDER:
2687 case SKILL_TOOL: 2513 case SKILL_TOOL:
2688 if (tmp->env != op) 2514 if (tmp->env != op)
2689 return 2; /* not in inventory */ 2515 return 2; /* not in inventory */
2516
2690 (void) apply_special (op, tmp, aflag); 2517 apply_special (op, tmp, aflag);
2691 return 1; 2518 return 1;
2692 2519
2693 case DRINK: 2520 case DRINK:
2694 case FOOD: 2521 case FOOD:
2695 case FLESH: 2522 case FLESH:
2699 case POISON: 2526 case POISON:
2700 apply_poison (op, tmp); 2527 apply_poison (op, tmp);
2701 return 1; 2528 return 1;
2702 2529
2703 case SAVEBED: 2530 case SAVEBED:
2704 if (op->type == PLAYER)
2705 {
2706 apply_savebed (op);
2707 return 1; 2531 return 1;
2708 }
2709 else
2710 {
2711 return 0;
2712 }
2713 2532
2714 case ARMOUR_IMPROVER: 2533 case ARMOUR_IMPROVER:
2715 if (op->type == PLAYER) 2534 if (op->type == PLAYER)
2716 { 2535 {
2717 apply_armour_improver (op, tmp); 2536 apply_armour_improver (op, tmp);
2718 return 1; 2537 return 1;
2719 } 2538 }
2720 else 2539 else
2721 {
2722 return 0; 2540 return 0;
2723 }
2724 2541
2725 case WEAPON_IMPROVER: 2542 case WEAPON_IMPROVER:
2726 (void) check_improve_weapon (op, tmp); 2543 check_improve_weapon (op, tmp);
2727 return 1; 2544 return 1;
2728 2545
2729 case CLOCK: 2546 case CLOCK:
2730 if (op->type == PLAYER) 2547 if (op->type == PLAYER)
2731 { 2548 {
2732 char buf[MAX_BUF]; 2549 char buf[MAX_BUF];
2733 timeofday_t tod; 2550 timeofday_t tod;
2734 2551
2735 get_tod (&tod); 2552 get_tod (&tod);
2553 op->play_sound (sound_find ("sound_clock"));
2554 op->statusmsg (format (
2736 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2555 "It is %d minute%s past %d o'clock %s",
2737 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2556 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2738 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2557 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2739 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2558 ));
2740 new_draw_info (NDI_UNIQUE, 0, op, buf);
2741 return 1; 2559 return 1;
2742 } 2560 }
2743 else 2561 else
2744 {
2745 return 0; 2562 return 0;
2746 }
2747 2563
2748 case MENU: 2564 case MENU:
2749 if (op->type == PLAYER) 2565 if (op->type == PLAYER)
2750 { 2566 {
2751 shop_listing (op); 2567 shop_listing (tmp, op);
2752 return 1; 2568 return 1;
2753 } 2569 }
2754 else 2570 else
2755 {
2756 return 0; 2571 return 0;
2757 }
2758 2572
2759 case POWER_CRYSTAL: 2573 case POWER_CRYSTAL:
2760 apply_power_crystal (op, tmp); /* see egoitem.c */ 2574 apply_power_crystal (op, tmp); /* see egoitem.c */
2761 return 1; 2575 return 1;
2762 2576
2765 { 2579 {
2766 apply_lighter (op, tmp); 2580 apply_lighter (op, tmp);
2767 return 1; 2581 return 1;
2768 } 2582 }
2769 else 2583 else
2770 {
2771 return 0; 2584 return 0;
2772 }
2773 2585
2774 case ITEM_TRANSFORMER: 2586 case ITEM_TRANSFORMER:
2775 apply_item_transformer (op, tmp); 2587 apply_item_transformer (op, tmp);
2776 return 1; 2588 return 1;
2777 2589
2790int 2602int
2791player_apply (object *pl, object *op, int aflag, int quiet) 2603player_apply (object *pl, object *op, int aflag, int quiet)
2792{ 2604{
2793 int tmp; 2605 int tmp;
2794 2606
2795 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2607 if (op->env && (pl->move_type & MOVE_FLYING))
2796 { 2608 {
2797 /* player is flying and applying object not in inventory */ 2609 /* player is flying and applying object not in inventory */
2798 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2610 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2799 { 2611 {
2800 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2612 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2801 return 0; 2613 return 0;
2802 } 2614 }
2803 } 2615 }
2804 2616
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; 2617 pl->contr->last_used = op;
2819 pl->contr->last_used_id = op->count;
2820 2618
2821 tmp = manual_apply (pl, op, aflag); 2619 tmp = manual_apply (pl, op, aflag);
2822 if (!quiet) 2620 if (!quiet)
2823 { 2621 {
2824 if (tmp == 0) 2622 if (tmp == 0)
2825 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2623 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2826 else if (tmp == 2) 2624 else if (tmp == 2)
2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2625 op->failmsg ("You must get it first!\n");
2828 } 2626 }
2627
2829 return tmp; 2628 return tmp;
2830} 2629}
2831 2630
2832/** 2631/**
2833 * player_apply_below attempts to apply the object 'below' the player. 2632 * 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 2633 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground. 2634 * we use the ground.
2836 */ 2635 */
2837
2838void 2636void
2839player_apply_below (object *pl) 2637player_apply_below (object *pl)
2840{ 2638{
2841 object *tmp, *next;
2842 int floors; 2639 int floors = 0;
2843 2640
2844 /* If using a container, set the starting item to be the top 2641 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map. 2642 * 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 2643 * 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 2644 * 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 2645 * 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 2646 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value. 2647 * not return a proper value.
2854 */ 2648 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2649 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2856 { 2650 {
2857 next = tmp->below; 2651 next = tmp->below;
2652
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2653 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2654 floors++;
2860 else if (floors > 0) 2655 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2656 return; /* process only floor objects after first floor object */
2862 2657
2882 * to keep the size of apply_special to a more managable size. 2677 * to keep the size of apply_special to a more managable size.
2883 */ 2678 */
2884static int 2679static int
2885unapply_special (object *who, object *op, int aflags) 2680unapply_special (object *who, object *op, int aflags)
2886{ 2681{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2682 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2683 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0); 2684 return RESULT_INT (0);
2889 2685
2890 object *tmp2;
2891
2892 CLEAR_FLAG (op, FLAG_APPLIED); 2686 CLEAR_FLAG (op, FLAG_APPLIED);
2687
2893 switch (op->type) 2688 switch (op->type)
2894 { 2689 {
2690 case SKILL_TOOL:
2691 // unapplying a skill tool should also unapply the skill it governs
2692 // but this is hard, as it shouldn't do so when the skill can
2693 // be used for other reasons
2694 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2695 if (tmp->skill == op->skill
2696 && tmp->type == SKILL
2697 && tmp->flag [FLAG_APPLIED]
2698 && !tmp->flag [FLAG_CAN_USE_SKILL])
2699 unapply_special (who, tmp, 0);
2700
2701 change_abil (who, op);
2702 break;
2703
2895 case WEAPON: 2704 case WEAPON:
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2705 if (player *pl = who->contr)
2706 if (op == pl->combat_ob)
2707 {
2708 pl->combat_ob = 0;
2709 who->change_weapon (pl->ranged_ob);
2710 }
2897 2711
2712 who->statusmsg (format ("You unwield %s.", query_name (op)));
2713
2898 (void) change_abil (who, op); 2714 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2715 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break; 2716 break;
2903 2717
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 2718 case SKILL:
2906 if (op != who->chosen_skill) 2719 if (who->contr)
2907 { 2720 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2721 if (!op->invisible)
2722 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2723 else
2724 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2909 } 2725 }
2910 if (who->type == PLAYER) 2726
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); 2727 change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 2728 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 2729 break;
2927 2730
2928 case ARMOUR: 2731 case ARMOUR:
2929 case HELMET: 2732 case HELMET:
2933 case GLOVES: 2736 case GLOVES:
2934 case AMULET: 2737 case AMULET:
2935 case GIRDLE: 2738 case GIRDLE:
2936 case BRACERS: 2739 case BRACERS:
2937 case CLOAK: 2740 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2741 who->statusmsg (format ("You unwear %s.", query_name (op)));
2939 (void) change_abil (who, op); 2742 change_abil (who, op);
2940 break; 2743 break;
2744
2941 case LAMP: 2745 case LAMP:
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2746 {
2747 who->statusmsg (format ("You turn off your %s.", &op->name));
2748
2943 tmp2 = arch_to_object (op->other_arch); 2749 object *tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x; 2750 tmp2->x = op->x;
2945 tmp2->y = op->y; 2751 tmp2->y = op->y;
2946 tmp2->map = op->map; 2752 tmp2->map = op->map;
2947 tmp2->below = op->below; 2753 tmp2->below = op->below;
2948 tmp2->above = op->above; 2754 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food; 2755 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2756 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 2757
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2758 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2759 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 2760
2955 if (who->type == PLAYER) 2761 if (who->contr)
2956 esrv_del_item (who->contr, op->count); 2762 esrv_del_item (who->contr, op->count);
2957 2763
2958 remove_ob (op); 2764 op->destroy ();
2959 free_object (op);
2960 insert_ob_in_ob (tmp2, who); 2765 insert_ob_in_ob (tmp2, who);
2961 fix_player (who); 2766 who->update_stats ();
2767
2962 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2768 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2963 { 2769 {
2964 if (who->type == PLAYER) 2770 if (who->contr)
2965 { 2771 {
2966 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2772 who->failmsg ("Oops, it feels deadly cold!");
2967 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2773 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2968 } 2774 }
2969 } 2775 }
2970 if (who->type == PLAYER) 2776
2777 if (who->contr)
2971 esrv_send_item (who, tmp2); 2778 esrv_send_item (who, tmp2);
2779 }
2780
2972 return 1; /* otherwise, an attempt to drop causes problems */ 2781 return 1; /* otherwise, an attempt to drop causes problems */
2973 break; 2782
2974 case BOW: 2783 case BOW:
2975 case WAND: 2784 case WAND:
2976 case ROD: 2785 case ROD:
2977 case HORN: 2786 case HORN:
2978 clear_skill (who); 2787 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 { 2788 {
2982 who->contr->shoottype = range_none; 2789 if (op == pl->ranged_ob)
2790 {
2791 pl->ranged_ob = 0;
2792 who->change_weapon (pl->combat_ob);
2793 }
2794
2795 who->statusmsg (format ("You unready %s.", query_name (op)));
2983 } 2796 }
2984 else 2797 else
2985 { 2798 {
2799 who->change_skill (0);
2800
2986 if (op->type == BOW) 2801 if (op->type == BOW)
2987 CLEAR_FLAG (who, FLAG_READY_BOW); 2802 CLEAR_FLAG (who, FLAG_READY_BOW);
2988 else 2803 else
2989 CLEAR_FLAG (who, FLAG_READY_RANGE); 2804 CLEAR_FLAG (who, FLAG_READY_RANGE);
2990 } 2805 }
2806
2991 break; 2807 break;
2992 2808
2993 case BUILDER: 2809 case BUILDER:
2994 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2810 if (who->contr)
2995 who->contr->shoottype = range_none; 2811 who->statusmsg (format ("You unready %s.", query_name (op)));
2996 who->contr->ranges[range_builder] = NULL;
2997 break; 2812 break;
2998 2813
2999 default: 2814 default:
3000 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2815 who->statusmsg (format ("You unapply %s.", query_name (op)));
3001 break; 2816 break;
3002 } 2817 }
3003 2818
3004 fix_player (who); 2819 who->update_stats ();
3005 2820
3006 if (!(aflags & AP_NO_MERGE)) 2821 if (!(aflags & AP_NO_MERGE))
3007 { 2822 {
3008 object *tmp;
3009
3010 tmp = merge_ob (op, NULL); 2823 object *tmp = merge_ob (op, 0);
3011 if (who->type == PLAYER) 2824
2825 if (who->contr)
3012 { 2826 {
3013 if (tmp) 2827 if (tmp)
3014 { /* it was merged */ 2828 { /* it was merged */
3015 esrv_del_item (who->contr, op->count); 2829 esrv_del_item (who->contr, op->count);
3016 op = tmp; 2830 op = tmp;
3017 } 2831 }
3018 2832
3019 esrv_send_item (who, op); 2833 esrv_send_item (who, op);
3020 } 2834 }
3021 } 2835 }
2836
3022 return 0; 2837 return 0;
3023} 2838}
3024 2839
3025/** 2840/**
3026 * Returns the object that is using location 'loc'. 2841 * Returns the object that is using location 'loc'.
3027 * Note that 'start' is the first object to start examing - we 2842 * 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 2843 * then go through the below of this. In this way, you can do
3029 * something like: 2844 * something like:
3030 * tmp = get_item_from_body_location(who->inv, 1); 2845 * tmp = get_next_item_from_body_location(who->inv, 1);
3031 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2846 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3032 * to find the second object that may use this location, etc. 2847 * to find the second object that may use this location, etc.
3033 * Returns NULL if no match is found. 2848 * Returns NULL if no match is found.
3034 * loc is the index into the array we are looking for a match. 2849 * loc is the index into the array we are looking for a match.
3035 * don't return invisible objects unless they are skill objects 2850 * don't return invisible objects unless they are skill objects
3036 * invisible other objects that use 2851 * invisible other objects that use
3037 * up body locations can be used as restrictions. 2852 * up body locations can be used as restrictions.
3038 */ 2853 */
3039object * 2854static object *
3040get_item_from_body_location (object *start, int loc) 2855get_next_item_from_body_location (int loc, object *start)
3041{ 2856{
3042 object *tmp;
3043
3044 if (!start)
3045 return NULL;
3046
3047 for (tmp = start; tmp; tmp = tmp->below) 2857 for (object *tmp = start; tmp; tmp = tmp->below)
3048 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2858 if (tmp->flag [FLAG_APPLIED]
2859 && tmp->slot[loc].info
2860 && (!tmp->invisible || tmp->type == SKILL))
3049 return tmp; 2861 return tmp;
3050 2862
3051 return NULL; 2863 return 0;
3052} 2864}
3053
3054
3055 2865
3056/** 2866/**
3057 * 'op' wants to apply an object, but can't because of other equipment. 2867 * 'op' wants to apply an object, but can't because of other equipment.
3058 * This should only be called when it is known 2868 * This should only be called when it is known
3059 * that there are objects to unapply. This makes pretty heavy 2869 * that there are objects to unapply. This makes pretty heavy
3062 * Returns 0 on success, returns 1 if there is some problem. 2872 * Returns 0 on success, returns 1 if there is some problem.
3063 * if aflags is AP_PRINT, we instead print out waht to unapply 2873 * 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 2874 * instead of doing it. This is a lot less code than having
3065 * another function that does just that. 2875 * another function that does just that.
3066 */ 2876 */
2877
2878#define CANNOT_REMOVE_CURSED \
2879 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2880 "Praying over an altar, scrolls of remove curse/damnation, " \
2881 "priests or even other players might help.>"
2882
3067int 2883int
3068unapply_for_ob (object *who, object *op, int aflags) 2884unapply_for_ob (object *who, object *op, int aflags)
3069{ 2885{
3070 int i; 2886 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) 2887 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3079 {
3080 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2888 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))) 2889 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3083 { 2890 {
3084 if (aflags & AP_PRINT) 2891 if (aflags & AP_PRINT)
3085 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2892 who->failmsg (query_name (tmp));
3086 else 2893 else
3087 unapply_special (who, tmp, aflags); 2894 unapply_special (who, tmp, aflags);
3088 } 2895 }
3089 else 2896 else
3090 { 2897 {
3091 /* In this case, we want to try and remove a cursed item. 2898 /* 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 2899 * While we know it won't work, we want unapply_special to
3093 * at least generate the message. 2900 * at least generate the message.
3094 */ 2901 */
3095 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2902 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3096 return 1; 2903 return 1;
3097 }
3098
3099 } 2904 }
3100 }
3101 }
3102 2905
3103 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2906 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3104 { 2907 {
3105 /* this used up a slot that we need to free */ 2908 /* this used up a slot that we need to free */
3106 if (op->body_info[i]) 2909 if (op->slot[i].info)
3107 { 2910 {
3108 last = who->inv; 2911 object *last = who->inv;
3109 2912
3110 /* We do a while loop - may need to remove several items in order 2913 /* We do a while loop - may need to remove several items in order
3111 * to free up enough slots. 2914 * to free up enough slots.
3112 */ 2915 */
3113 while ((who->body_used[i] + op->body_info[i]) < 0) 2916 while ((who->slot[i].used + op->slot[i].info) < 0)
3114 { 2917 {
3115 tmp = get_item_from_body_location (last, i); 2918 object *tmp = get_next_item_from_body_location (i, last);
2919
3116 if (!tmp) 2920 if (!tmp)
3117 { 2921 {
3118#if 0 2922#if 0
3119 /* Not a bug - we'll get this if the player has cursed items 2923 /* Not a bug - we'll get this if the player has cursed items
3120 * equipped. 2924 * equipped.
3121 */ 2925 */
3122 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2926 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3123#endif 2927#endif
3124 return 1; 2928 return 1;
3125 } 2929 }
2930
3126 /* If we are just printing, we don't care about cursed status */ 2931 /* 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)))) 2932 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3128 { 2933 {
3129 if (aflags & AP_PRINT) 2934 if (aflags & AP_PRINT)
3130 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2935 who->failmsg (query_name (tmp));
3131 else 2936 else
3132 unapply_special (who, tmp, aflags); 2937 unapply_special (who, tmp, aflags);
3133 } 2938 }
3134 else 2939 else
3135 { 2940 {
3136 /* Cursed item that we can't unequip - tell the player. 2941 /* Cursed item that we can't unequip - tell the player.
3137 * Note this could be annoying if this is just one of a few, 2942 * 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 2943 * so it may not be critical (eg, putting on a ring and you have
3139 * one cursed ring.) 2944 * one cursed ring.)
3140 */ 2945 */
3141 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2946 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3142 } 2947 }
2948
3143 last = tmp->below; 2949 last = tmp->below;
3144 } 2950 }
3145 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2951 /* 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. 2952 * return in the !tmp would have kicked in.
3147 */ 2953 */
3148 } /* if op is using this body location */ 2954 } /* if op is using this body location */
3149 } /* for body lcoations */ 2955 } /* for body lcoations */
2956
3150 return 0; 2957 return 0;
3151} 2958}
3152 2959
3153/** 2960/**
3154 * Checks to see if 'who' can apply object 'op'. 2961 * Checks to see if 'who' can apply object 'op'.
3155 * Returns 0 if apply can be done without anything special. 2962 * Returns 0 if apply can be done without anything special.
3156 * Otherwise returns a bitmask - potentially several of these may be 2963 * Otherwise returns a bitmask - potentially several of these may be
3157 * set, but largely depends on circumstance - in the future, processing 2964 * set, but largely depends on circumstance - in the future, processing
3158 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2965 * 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?) 2966 * is set, do we really care what the other flags may be?)
3160 * 2967 *
3161 * See include/define.h for detailed description of the meaning of 2968 * See include/define.h for detailed description of the meaning of
3162 * these return values. 2969 * these return values.
3163 */ 2970 */
3164int 2971int
3165can_apply_object (object *who, object *op) 2972can_apply_object (object *who, object *op)
3166{ 2973{
3167 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2974 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3168 return RESULT_INT (0); 2975 return RESULT_INT (0);
3169 2976
3170 int i, retval = 0; 2977 int retval = 0;
3171 object *tmp = NULL, *ws = NULL; 2978 object *tmp = 0, *ws = 0;
3172 2979
3173 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2980 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 { 2981 {
3180 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2982 if (op->slot[i].info)
3181 { 2983 {
3182 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2984 /* Item uses more slots than we have */
2985 if (who->slot[i].info + op->slot [i].info < 0)
3183 { 2986 {
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' 2987 /* Could return now for efficiency - rest of info below isn't
3199 * really needed. 2988 * really needed.
3200 */ 2989 */
3201 retval |= CAN_APPLY_NEVER; 2990 retval |= CAN_APPLY_NEVER;
3202 } 2991 }
3203 else if ((who->body_used[i] + op->body_info[i]) < 0) 2992 else if (who->slot[i].used + op->slot[i].info < 0)
3204 { 2993 {
3205 /* in this case, equipping this would use more free spots than 2994 /* in this case, equipping this would use more free spots than
3206 * we have. 2995 * we have.
3207 */ 2996 */
3208 object *tmp1;
3209
3210 2997
3211 /* if we have an applied weapon/shield, and unapply it would free 2998 /* 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 2999 * enough slots to equip the new item, then just set "can
3213 * continue. We don't care about the logic below - if you have 3000 * 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 3001 * shield equipped and try to equip another shield, there is only
3215 * one choice. However, the check for the number of body locations 3002 * one choice. However, the check for the number of body locations
3216 * does take into the account cases where what is being applied 3003 * does take into the account cases where what is being applied
3217 * may be two handed for example. 3004 * may be two handed for example.
3218 */ 3005 */
3219 if (ws) 3006 if (ws)
3220 { 3007 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 { 3008 {
3223 retval |= CAN_APPLY_UNAPPLY; 3009 retval |= CAN_APPLY_UNAPPLY;
3224 continue; 3010 continue;
3225 } 3011 }
3226 }
3227 3012
3228 tmp1 = get_item_from_body_location (who->inv, i); 3013 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3229 if (!tmp1) 3014 if (!tmp1)
3230 { 3015 {
3231#if 0 3016#if 0
3232 /* This is sort of an error, but happens a lot when old players 3017 /* 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. 3018 * join in with more stuff equipped than they are now allowed.
3241 /* need to unapply something. However, if this something 3026 /* need to unapply something. However, if this something
3242 * is different than we had found before, it means they need 3027 * is different than we had found before, it means they need
3243 * to apply multiple objects 3028 * to apply multiple objects
3244 */ 3029 */
3245 retval |= CAN_APPLY_UNAPPLY; 3030 retval |= CAN_APPLY_UNAPPLY;
3031
3246 if (!tmp) 3032 if (!tmp)
3247 tmp = tmp1; 3033 tmp = tmp1;
3248 else if (tmp != tmp1) 3034 else if (tmp != tmp1)
3249 {
3250 retval |= CAN_APPLY_UNAPPLY_MULT; 3035 retval |= CAN_APPLY_UNAPPLY_MULT;
3251 } 3036
3252 /* This object isn't using up all the slots, so there must 3037 /* 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 3038 * be another. If so, and it the new item doesn't need all
3254 * the slots, the player then has a choice. 3039 * the slots, the player then has a choice.
3255 */ 3040 */
3256 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3041 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3042 && abs (op->slot[i].info) < who->slot[i].info)
3257 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3043 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3258 3044
3259 /* Does unequippint 'tmp1' free up enough slots for this to be 3045 /* Does unequippint 'tmp1' free up enough slots for this to be
3260 * equipped? If not, there must be something else to unapply. 3046 * equipped? If not, there must be something else to unapply.
3261 */ 3047 */
3262 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3048 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3263 retval |= CAN_APPLY_UNAPPLY_MULT; 3049 retval |= CAN_APPLY_UNAPPLY_MULT;
3264
3265 } 3050 }
3266 } /* if not enough free slots */ 3051 } /* if not enough free slots */
3267 } /* if this object uses location i */ 3052 } /* if this object uses location i */
3268 } /* for i -> num_body_locations loop */ 3053 } /* for i -> num_body_locations loop */
3269 3054
3274 * and weapons all use the same slot. Similar for horn/rod/wand - they 3059 * and weapons all use the same slot. Similar for horn/rod/wand - they
3275 * all use the same location. 3060 * all use the same location.
3276 */ 3061 */
3277 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3062 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3278 retval |= CAN_APPLY_RESTRICTION; 3063 retval |= CAN_APPLY_RESTRICTION;
3064
3279 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3065 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3280 retval |= CAN_APPLY_RESTRICTION; 3066 retval |= CAN_APPLY_RESTRICTION;
3281 3067
3282
3283 if (who->type != PLAYER) 3068 if (who->type != PLAYER)
3284 { 3069 {
3285 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3070 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3286 retval |= CAN_APPLY_RESTRICTION; 3071 retval |= CAN_APPLY_RESTRICTION;
3072
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3073 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 3074 retval |= CAN_APPLY_RESTRICTION;
3075
3289 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3076 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3290 retval |= CAN_APPLY_RESTRICTION; 3077 retval |= CAN_APPLY_RESTRICTION;
3078
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3079 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3292 retval |= CAN_APPLY_RESTRICTION; 3080 retval |= CAN_APPLY_RESTRICTION;
3293 } 3081 }
3082
3294 return retval; 3083 return retval;
3295} 3084}
3296
3297
3298 3085
3299/** 3086/**
3300 * who is the object using the object. It can be a monster. 3087 * 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, 3088 * 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 3089 * eg, one which you put on and keep on for a while, and not something
3311 * AP_UNAPPLY=always unapply). 3098 * AP_UNAPPLY=always unapply).
3312 * 3099 *
3313 * Optional flags: 3100 * Optional flags:
3314 * AP_NO_MERGE: don't merge an unapplied object with other objects 3101 * AP_NO_MERGE: don't merge an unapplied object with other objects
3315 * AP_IGNORE_CURSE: unapply cursed items 3102 * AP_IGNORE_CURSE: unapply cursed items
3103 * AP_NO_READY: do not ready skills when applying skill tools
3316 * 3104 *
3317 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3105 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3318 * 3106 *
3319 * apply_special() doesn't check for unpaid items. 3107 * apply_special() doesn't check for unpaid items.
3320 */ 3108 */
3109
3110#define LACK_ITEM_POWER \
3111 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3112
3321int 3113int
3322apply_special (object *who, object *op, int aflags) 3114apply_special (object *who, object *op, int aflags)
3323{ 3115{
3324 int basic_flag = aflags & AP_BASIC_FLAGS; 3116 int basic_flag = aflags & AP_BASIC_FLAGS;
3325 object *tmp, *tmp2, *skop = NULL; 3117 object *tmp, *tmp2, *skop = NULL;
3326 int i;
3327 3118
3328 if (who == NULL) 3119 if (who == NULL)
3329 { 3120 {
3330 LOG (llevError, "apply_special() from object without environment.\n"); 3121 LOG (llevError, "apply_special() from object without environment.\n");
3331 return 1; 3122 return 1;
3341 if (basic_flag == AP_APPLY) 3132 if (basic_flag == AP_APPLY)
3342 return 0; 3133 return 0;
3343 3134
3344 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3135 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3345 { 3136 {
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3137 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3347 return 1; 3138 return 1;
3348 } 3139 }
3140
3349 return unapply_special (who, op, aflags); 3141 return unapply_special (who, op, aflags);
3350 } 3142 }
3351 3143
3352 if (basic_flag == AP_UNAPPLY) 3144 if (basic_flag == AP_UNAPPLY)
3353 return 0; 3145 return 0;
3354 3146
3355 i = can_apply_object (who, op); 3147 // if the item is combat/ranged, wield the relevant slot first
3148 // to resolve conflicts.
3149 if (player *pl = who->contr)
3150 switch (op->slottype ())
3151 {
3152 case slot_combat: who->change_weapon (pl->combat_ob); break;
3153 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3154 }
3155
3156 splay (op);
3356 3157
3357 /* Can't just apply this object. Lets see what not and what to do */ 3158 /* Can't just apply this object. Lets see what not and what to do */
3358 if (i) 3159 if (int i = can_apply_object (who, op))
3359 { 3160 {
3360 if (i & CAN_APPLY_NEVER) 3161 if (i & CAN_APPLY_NEVER)
3361 { 3162 {
3362 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3163 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3363 return 1; 3164 return 1;
3364 } 3165 }
3365 else if (i & CAN_APPLY_RESTRICTION) 3166 else if (i & CAN_APPLY_RESTRICTION)
3366 { 3167 {
3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3168 who->failmsg (format (
3169 "You have a prohibition against using a %s. "
3170 "H<Your belief, profession or class prevents you from applying this item.>",
3171 query_name (op)
3172 ));
3368 return 1; 3173 return 1;
3369 } 3174 }
3175
3370 if (who->type != PLAYER) 3176 if (who->type != PLAYER)
3371 { 3177 {
3372 /* Some error, so don't try to equip something more */ 3178 /* Some error, so don't try to equip something more */
3373 if (unapply_for_ob (who, op, aflags)) 3179 if (unapply_for_ob (who, op, aflags))
3374 return 1; 3180 return 1;
3375 } 3181 }
3376 else 3182 else
3377 { 3183 {
3378 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3184 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3379 { 3185 {
3380 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3186 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3381 unapply_for_ob (who, op, AP_PRINT); 3187 unapply_for_ob (who, op, AP_PRINT);
3382 return 1; 3188 return 1;
3383 } 3189 }
3384 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3190 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3385 {
3386 i = unapply_for_ob (who, op, aflags); 3191 if (unapply_for_ob (who, op, aflags))
3387 if (i)
3388 return 1; 3192 return 1;
3389 } 3193 }
3390 }
3391 } 3194 }
3195
3392 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3196 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3393 { 3197 {
3394 skop = find_skill_by_name (who, op->skill); 3198 skop = find_skill_by_name (who, op->skill);
3199
3395 if (!skop) 3200 if (!skop)
3396 { 3201 {
3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3202 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3398 return 1; 3203 return 1;
3399 } 3204 }
3400 else 3205 else
3401 {
3402 /* While experience will be credited properly, we want to change the 3206 /* While experience will be credited properly, we want to change the
3403 * skill so that the dam and wc get updated 3207 * skill so that the dam and wc get updated
3404 */ 3208 */
3405 change_skill (who, skop, 0); 3209 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 { 3210 }
3411 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3211
3212 if (who->type == PLAYER
3213 && op->item_power
3214 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3215 {
3216 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3412 return 1; 3217 return 1;
3413 } 3218 }
3414
3415 3219
3416 /* Ok. We are now at the state where we can apply the new object. 3220 /* 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_... 3221 * Note that we don't have the checks for can_use_...
3418 * below - that is already taken care of by can_apply_object. 3222 * below - that is already taken care of by can_apply_object.
3419 */ 3223 */
3420
3421
3422 if (op->nrof > 1) 3224 if (op->nrof > 1)
3423 tmp = get_split_ob (op, op->nrof - 1); 3225 tmp = get_split_ob (op, op->nrof - 1);
3424 else 3226 else
3425 tmp = NULL; 3227 tmp = 0;
3426 3228
3427 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3229 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3428 return RESULT_INT (0); 3230 return RESULT_INT (0);
3429 3231
3430 switch (op->type) 3232 switch (op->type)
3431 { 3233 {
3432 case WEAPON: 3234 case WEAPON:
3433 if (!check_weapon_power (who, op->last_eat)) 3235 if (!check_weapon_power (who, op->last_eat))
3434 { 3236 {
3435 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3237 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3436 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3238
3437 if (tmp != NULL) 3239 if (tmp)
3438 (void) insert_ob_in_ob (tmp, who); 3240 insert_ob_in_ob (tmp, who);
3241
3439 return 1; 3242 return 1;
3440 } 3243 }
3244
3245 //TODO: this obviously fails for players using a shorter prefix
3246 // i.e. "R" can use Ragnarok's sword.
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3247 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 { 3248 {
3443 /* if the weapon does not have the name as the character, can't use it. */ 3249 /* 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) */ 3250 /* (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."); 3251 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3252
3446 if (tmp != NULL) 3253 if (tmp)
3447 (void) insert_ob_in_ob (tmp, who); 3254 insert_ob_in_ob (tmp, who);
3255
3448 return 1; 3256 return 1;
3449 } 3257 }
3258
3259 if (!skop)
3260 {
3261 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3262 return 1;
3263 }
3264
3450 SET_FLAG (op, FLAG_APPLIED); 3265 SET_FLAG (op, FLAG_APPLIED);
3451
3452 if (skop)
3453 change_skill (who, skop, 1); 3266 who->change_skill (skop);
3454 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3267
3268 if (who->contr)
3269 who->change_weapon (who->contr->combat_ob = op);
3270
3271 who->statusmsg (format ("You wield %s.", query_name (op)));
3272
3455 SET_FLAG (who, FLAG_READY_WEAPON); 3273 SET_FLAG (who, FLAG_READY_WEAPON);
3456
3457 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3458
3459 (void) change_abil (who, op); 3274 change_abil (who, op);
3460 break; 3275 break;
3461 3276
3462 case ARMOUR: 3277 case ARMOUR:
3463 case HELMET: 3278 case HELMET:
3464 case SHIELD: 3279 case SHIELD:
3468 case BRACERS: 3283 case BRACERS:
3469 case CLOAK: 3284 case CLOAK:
3470 case RING: 3285 case RING:
3471 case AMULET: 3286 case AMULET:
3472 SET_FLAG (op, FLAG_APPLIED); 3287 SET_FLAG (op, FLAG_APPLIED);
3473 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3288 who->statusmsg (format ("You wear %s.", query_name (op)));
3474 (void) change_abil (who, op); 3289 change_abil (who, op);
3475 break; 3290 break;
3291
3476 case LAMP: 3292 case LAMP:
3477 if (op->stats.food < 1) 3293 if (op->stats.food < 1)
3478 { 3294 {
3479 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3295 who->failmsg (format (
3296 "Your %s is out of fuel! "
3297 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3298 &op->name
3299 ));
3480 return 1; 3300 return 1;
3481 } 3301 }
3482 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3302
3303 who->statusmsg (format ("You turn on your %s.", &op->name));
3304
3483 tmp2 = arch_to_object (op->other_arch); 3305 tmp2 = arch_to_object (op->other_arch);
3484 tmp2->stats.food = op->stats.food; 3306 tmp2->stats.food = op->stats.food;
3485 SET_FLAG (tmp2, FLAG_APPLIED); 3307 SET_FLAG (tmp2, FLAG_APPLIED);
3308
3486 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3309 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3487 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3310 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3311
3488 insert_ob_in_ob (tmp2, who); 3312 insert_ob_in_ob (tmp2, who);
3489 3313
3490 /* Remove the old lantern */ 3314 /* Remove the old lantern */
3491 if (who->type == PLAYER) 3315 if (who->type == PLAYER)
3492 esrv_del_item (who->contr, op->count); 3316 esrv_del_item (who->contr, op->count);
3493 3317
3494 remove_ob (op); 3318 op->destroy ();
3495 free_object (op);
3496 3319
3497 /* insert the portion that was split off */ 3320 /* insert the portion that was split off */
3498 if (tmp != NULL) 3321 if (tmp)
3499 { 3322 {
3500 (void) insert_ob_in_ob (tmp, who); 3323 insert_ob_in_ob (tmp, who);
3501 if (who->type == PLAYER) 3324 if (who->type == PLAYER)
3502 esrv_send_item (who, tmp); 3325 esrv_send_item (who, tmp);
3503 } 3326 }
3504 fix_player (who); 3327
3328 who->update_stats ();
3329
3505 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3330 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3506 {
3507 if (who->type == PLAYER) 3331 if (who->type == PLAYER)
3508 { 3332 {
3509 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3333 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3510 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3334 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3511 } 3335 }
3512 } 3336
3513 if (who->type == PLAYER) 3337 if (who->type == PLAYER)
3514 esrv_send_item (who, tmp2); 3338 esrv_send_item (who, tmp2);
3339
3515 return 0; 3340 return 0;
3341
3342 case SKILL_TOOL:
3343 // applying a skill tool also readies the skill
3344 SET_FLAG (op, FLAG_APPLIED);
3345
3346 if (!(aflags & AP_NO_READY))
3347 {
3348 skop = find_skill_by_name (who, op->skill);
3349 if (!skop->flag [FLAG_APPLIED])
3350 apply_special (who, skop, AP_APPLY);
3351 }
3516 break; 3352 break;
3517 3353
3518 /* this part is needed for skill-tools */
3519 case SKILL: 3354 case SKILL:
3520 case SKILL_TOOL: 3355 if (player *pl = who->contr)
3521 if (who->chosen_skill)
3522 { 3356 {
3523 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3357 if (IS_COMBAT_SKILL (op->subtype))
3524 return 1;
3525 }
3526 if (who->type == PLAYER)
3527 { 3358 {
3528 who->contr->shoottype = range_skill; 3359 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3529 who->contr->ranges[range_skill] = op; 3360 {
3361 for (object *item = who->inv; item; item = item->below)
3362 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3363 {
3364 if (item->skill == op->skill)
3365 {
3366 who->change_weapon (pl->combat_ob = item);
3367 goto found_weapon;
3368 }
3369 }
3370
3371 who->failmsg (format (
3372 "You need to apply a '%s' melee weapon before readying this skill. "
3373 "H<Some skills need an item, in this case a melee weapon, to function.>",
3374 &op->skill
3375 ));
3376 return 1;
3377
3378 found_weapon:;
3379 }
3380 else
3381 who->change_weapon (pl->combat_ob = op);
3382 }
3383 else if (IS_RANGED_SKILL (op->subtype))
3384 {
3385 if (skill_flags [op->subtype] & SF_NEED_BOW)
3386 {
3387 for (object *item = who->inv; item; item = item->below)
3388 if (item->type == BOW && item->flag [FLAG_APPLIED])
3389 {
3390 //TODO: bows should/must all have skill missile weapon right now
3391 who->change_weapon (pl->ranged_ob = item);
3392 goto found_bow;
3393 }
3394
3395 who->failmsg (
3396 "You need to apply a missile weapon before readying this skill. "
3397 "H<Some skills need an item, in this case a missile weapon, to function.>"
3398 );
3399 return 1;
3400
3401 found_bow:;
3402 }
3403 else
3404 who->change_weapon (pl->ranged_ob = op);
3405 }
3406
3530 if (!op->invisible) 3407 if (!op->invisible)
3531 { 3408 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3409 who->statusmsg (format (
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3410 "You ready %s."
3411 "You can now use the skill: %s.",
3412 query_name (op),
3413 &op->skill
3414 ));
3534 } 3415 }
3535 else 3416 else
3536 {
3537 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3417 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3538 }
3539 } 3418 }
3419 else
3420 {
3540 SET_FLAG (op, FLAG_APPLIED); 3421 SET_FLAG (op, FLAG_APPLIED);
3541 (void) change_abil (who, op); 3422 change_abil (who, op);
3542 who->chosen_skill = op; 3423 who->chosen_skill = op;
3543 SET_FLAG (who, FLAG_READY_SKILL); 3424 SET_FLAG (who, FLAG_READY_SKILL);
3425 }
3426
3544 break; 3427 break;
3545 3428
3546 case BOW: 3429 case BOW:
3547 if (!check_weapon_power (who, op->last_eat)) 3430 if (!check_weapon_power (who, op->last_eat))
3548 { 3431 {
3549 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3432 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3550 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3433
3551 if (tmp != NULL) 3434 if (tmp)
3552 (void) insert_ob_in_ob (tmp, who); 3435 insert_ob_in_ob (tmp, who);
3436
3553 return 1; 3437 return 1;
3554 } 3438 }
3439
3555 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3556 { 3441 {
3557 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3442 who->failmsg ("The weapon does not recognize you as its owner. "
3443 "H<Its name indicates that it belongs to somebody else.>");
3558 if (tmp != NULL) 3444 if (tmp)
3559 (void) insert_ob_in_ob (tmp, who); 3445 insert_ob_in_ob (tmp, who);
3446
3560 return 1; 3447 return 1;
3561 } 3448 }
3449
3562 /*FALLTHROUGH*/ case WAND: 3450 /*FALLTHROUGH*/
3451 case WAND:
3563 case ROD: 3452 case ROD:
3564 case HORN: 3453 case HORN:
3565 /* check for skill, alter player status */ 3454 /* check for skill, alter player status */
3455
3456 if (!skop)
3457 {
3458 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3459 return 1;
3460 }
3461
3566 SET_FLAG (op, FLAG_APPLIED); 3462 SET_FLAG (op, FLAG_APPLIED);
3567 if (skop)
3568 change_skill (who, skop, 0); 3463 who->change_skill (skop);
3569 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3570 3464
3571 if (who->type == PLAYER) 3465 if (who->contr)
3572 { 3466 {
3467 who->contr->ranged_ob = op;
3468
3469 who->statusmsg (format ("You ready %s.", query_name (op)));
3470
3573 if (op->type == BOW) 3471 if (op->type == BOW)
3574 { 3472 {
3473 who->current_weapon = op;
3575 (void) change_abil (who, op); 3474 change_abil (who, op);
3576 new_draw_info_format (NDI_UNIQUE, 0, who,
3577 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3475 who->statusmsg (format ("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 } 3476 }
3584 } 3477 }
3585 else 3478 else
3586 { 3479 {
3587 if (op->type == BOW) 3480 if (op->type == BOW)
3588 SET_FLAG (who, FLAG_READY_BOW); 3481 SET_FLAG (who, FLAG_READY_BOW);
3589 else 3482 else
3590 SET_FLAG (who, FLAG_READY_RANGE); 3483 SET_FLAG (who, FLAG_READY_RANGE);
3591 } 3484 }
3485
3592 break; 3486 break;
3593 3487
3594 case BUILDER: 3488 case BUILDER:
3595 if (who->contr->ranges[range_builder]) 3489 if (who->type == PLAYER)
3490 {
3491 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3492 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3596 unapply_special (who, who->contr->ranges[range_builder], 0); 3493 unapply_special (who, who->contr->ranged_ob, 0);
3597 who->contr->shoottype = range_builder; 3494
3495 who->statusmsg (format ("You ready your %s.", query_name (op)));
3496
3598 who->contr->ranges[range_builder] = op; 3497 who->contr->ranged_ob = op;
3599 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3498 }
3600 break; 3499 break;
3601 3500
3602 default: 3501 default:
3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3502 who->statusmsg (format ("You apply %s.", query_name (op)));
3604 } /* end of switch op->type */ 3503 }
3605 3504
3606 SET_FLAG (op, FLAG_APPLIED); 3505 SET_FLAG (op, FLAG_APPLIED);
3607 3506
3608 if (tmp != NULL) 3507 if (tmp)
3609 tmp = insert_ob_in_ob (tmp, who); 3508 tmp = insert_ob_in_ob (tmp, who);
3610 3509
3611 fix_player (who); 3510 who->update_stats ();
3612 3511
3613 /* We exclude spell casting objects. The fire code will set the 3512 /* We exclude spell casting objects. The fire code will set the
3614 * been applied flag when they are used - until that point, 3513 * been applied flag when they are used - until that point,
3615 * you don't know anything about them. 3514 * you don't know anything about them.
3616 */ 3515 */
3617 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3516 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3618 SET_FLAG (op, FLAG_BEEN_APPLIED); 3517 SET_FLAG (op, FLAG_BEEN_APPLIED);
3619 3518
3620 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3519 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3621 {
3622 if (who->type == PLAYER) 3520 if (who->type == PLAYER)
3623 { 3521 {
3624 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3522 who->failmsg (
3523 "Oops, it feels deadly cold! "
3524 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3525 );
3625 SET_FLAG (op, FLAG_KNOWN_CURSED); 3526 SET_FLAG (op, FLAG_KNOWN_CURSED);
3626 } 3527 }
3627 } 3528
3628 if (who->type == PLAYER) 3529 if (who->type == PLAYER)
3629 { 3530 {
3630 /* if multiple objects were applied, update both slots */ 3531 /* if multiple objects were applied, update both slots */
3631 if (tmp) 3532 if (tmp)
3632 esrv_send_item (who, tmp); 3533 esrv_send_item (who, tmp);
3534
3633 esrv_send_item (who, op); 3535 esrv_send_item (who, op);
3634 } 3536 }
3537
3635 return 0; 3538 return 0;
3636} 3539}
3637
3638 3540
3639int 3541int
3640monster_apply_special (object *who, object *op, int aflags) 3542monster_apply_special (object *who, object *op, int aflags)
3641{ 3543{
3642 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3544 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3643 return 1; 3545 return 1;
3546
3644 return apply_special (who, op, aflags); 3547 return apply_special (who, op, aflags);
3645} 3548}
3646 3549
3647/** 3550/**
3648 * Map was just loaded, handle op's initialisation. 3551 * Map was just loaded, handle op's initialisation.
3656 int i; 3559 int i;
3657 3560
3658 switch (op->type) 3561 switch (op->type)
3659 { 3562 {
3660 case SHOP_FLOOR: 3563 case SHOP_FLOOR:
3661 if (!HAS_RANDOM_ITEMS (op)) 3564 if (!op->has_random_items ())
3662 return 0; 3565 return 0;
3566
3663 do 3567 do
3664 { 3568 {
3665 i = 10; /* let's give it 10 tries */ 3569 i = 10; /* let's give it 10 tries */
3666 while ((tmp = generate_treasure (op->randomitems, 3570 while ((tmp = generate_treasure (op->randomitems,
3667 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3571 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3668 if (tmp == NULL) 3572 if (tmp == NULL)
3669 return 0; 3573 return 0;
3670 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3574 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3671 { 3575 {
3672 free_object (tmp); 3576 tmp->destroy ();
3673 tmp = NULL; 3577 tmp = NULL;
3674 } 3578 }
3675 } 3579 }
3676 while (!tmp); 3580 while (!tmp);
3581
3677 tmp->x = op->x; 3582 tmp->x = op->x;
3678 tmp->y = op->y; 3583 tmp->y = op->y;
3679 SET_FLAG (tmp, FLAG_UNPAID); 3584 SET_FLAG (tmp, FLAG_UNPAID);
3680 insert_ob_in_map (tmp, op->map, NULL, 0); 3585 insert_ob_in_map (tmp, op->map, NULL, 0);
3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3586 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3683 break; 3588 break;
3684 3589
3685 case TREASURE: 3590 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3591 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3592 return 0;
3593
3688 while ((op->stats.hp--) > 0) 3594 while (op->stats.hp-- > 0)
3689 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3595 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); 3596 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3691 3597
3692 /* If we generated an object and put it in this object inventory, 3598 /* 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 3599 * move it to the parent object as the current object is about
3695 * that is put inside other objects. 3601 * that is put inside other objects.
3696 */ 3602 */
3697 for (tmp = op->inv; tmp; tmp = tmp2) 3603 for (tmp = op->inv; tmp; tmp = tmp2)
3698 { 3604 {
3699 tmp2 = tmp->below; 3605 tmp2 = tmp->below;
3700 remove_ob (tmp); 3606 tmp->remove ();
3607
3701 if (op->env) 3608 if (op->env)
3702 insert_ob_in_ob (tmp, op->env); 3609 insert_ob_in_ob (tmp, op->env);
3703 else 3610 else
3704 free_object (tmp); 3611 tmp->destroy ();
3705 } 3612 }
3706 remove_ob (op); 3613
3707 free_object (op); 3614 op->destroy ();
3708 break; 3615 break;
3709 } 3616 }
3710 return tmp ? 1 : 0; 3617 return tmp ? 1 : 0;
3711} 3618}
3712 3619
3713/** 3620/**
3714 * fix_auto_apply goes through the entire map (only the first time 3621 * fix_auto_apply goes through the entire map every time a map
3715 * when an original map is loaded) and performs special actions for 3622 * is loaded or swapped in and performs special actions for
3716 * certain objects (most initialization of chests and creation of 3623 * certain objects (most initialization of chests and creation of
3717 * treasures and stuff). Calls auto_apply if appropriate. 3624 * treasures and stuff). Calls auto_apply if appropriate.
3718 */ 3625 */
3719void 3626void
3720fix_auto_apply (maptile *m) 3627maptile::fix_auto_apply ()
3721{ 3628{
3722 object *tmp, *above = NULL; 3629 if (!spaces)
3723 int x, y;
3724
3725 if (m == NULL)
3726 return; 3630 return;
3727 3631
3728 for (x = 0; x < MAP_WIDTH (m); x++) 3632 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3729 for (y = 0; y < MAP_HEIGHT (m); y++) 3633 for (object *tmp = ms->bot; tmp; )
3730 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3731 { 3634 {
3732 above = tmp->above; 3635 object *above = tmp->above;
3733 3636
3734 if (tmp->inv) 3637 if (tmp->inv)
3735 { 3638 {
3736 object *invtmp, *invnext; 3639 object *invtmp, *invnext;
3737 3640
3738 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3641 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3739 { 3642 {
3740 invnext = invtmp->below; 3643 invnext = invtmp->below;
3741 3644
3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3645 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3743 auto_apply (invtmp); 3646 auto_apply (invtmp);
3744 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3647 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3745 { 3648 {
3746 while ((invtmp->stats.hp--) > 0) 3649 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); 3650 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3651
3652 invtmp->randomitems = NULL;
3653 }
3654 else if (invtmp && invtmp->arch
3655 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3656 {
3657 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3755 /* Need to clear this so that we never try to create 3658 /* Need to clear this so that we never try to create
3756 * treasure again for this object 3659 * treasure again for this object
3757 */ 3660 */
3758 invtmp->randomitems = NULL; 3661 invtmp->randomitems = NULL;
3759 } 3662 }
3760 } 3663 }
3761 /* This is really temporary - the code at the bottom will 3664 /* This is really temporary - the code at the bottom will
3762 * also set randomitems to null. The problem is there are bunches 3665 * also set randomitems to null. The problem is there are bunches
3763 * of maps/players already out there with items that have spells 3666 * of maps/players already out there with items that have spells
3764 * which haven't had the randomitems set to null yet. 3667 * which haven't had the randomitems set to null yet.
3765 * MSW 2004-05-13 3668 * MSW 2004-05-13
3766 * 3669 *
3767 * And if it's a spellbook, it's better to set randomitems to NULL too, 3670 * And if it's a spellbook, it's better to set randomitems to NULL too,
3768 * else you get two spells in the book ^_- 3671 * else you get two spells in the book ^_-
3769 * Ryo 2004-08-16 3672 * Ryo 2004-08-16
3770 */ 3673 */
3771 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3674 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) 3675 || 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; 3676 tmp->randomitems = NULL;
3677
3784 } 3678 }
3679
3680 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3681 auto_apply (tmp);
3682 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3683 {
3684 while ((tmp->stats.hp--) > 0)
3685 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3686 tmp->randomitems = NULL;
3687 }
3785 else if (tmp->type == TIMED_GATE) 3688 else if (tmp->type == TIMED_GATE)
3786 { 3689 {
3787 object *head = tmp->head != NULL ? tmp->head : tmp; 3690 object *head = tmp->head != NULL ? tmp->head : tmp;
3788 3691
3789 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3692 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3790 {
3791 tmp->speed = 0; 3693 tmp->set_speed (0);
3792 update_ob_speed (tmp);
3793 }
3794 } 3694 }
3795 /* This function can be called everytime a map is loaded, even when 3695 /* 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 3696 * 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 3697 * 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. 3698 * 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 3699 * This is a problem for the above objects, because they have counters
3800 * which say how many times to make the treasure. 3700 * which say how many times to make the treasure.
3801 */ 3701 */
3802 else if (tmp && tmp->arch && tmp->type != PLAYER 3702 else if (tmp && tmp->arch && tmp->type != PLAYER
3803 && tmp->type != TREASURE && tmp->type != SPELL 3703 && tmp->type != TREASURE && tmp->type != SPELL
3804 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3704 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3805 { 3705 {
3806 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3706 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3807 tmp->randomitems = NULL; 3707 tmp->randomitems = NULL;
3808 } 3708 }
3709
3710 // close all containers
3711 else if (tmp->type == CONTAINER)
3712 tmp->flag [FLAG_APPLIED] = 0;
3713
3714 tmp = above;
3809 } 3715 }
3810 3716
3811 for (x = 0; x < MAP_WIDTH (m); x++) 3717 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3812 for (y = 0; y < MAP_HEIGHT (m); y++) 3718 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)) 3719 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3815 check_trigger (tmp, tmp->above); 3720 check_trigger (tmp, tmp->above);
3816} 3721}
3817 3722
3818/** 3723/**
3819 * Handles player eating food that temporarily changes status (resistances, stats). 3724 * Handles player eating food that temporarily changes status (resistances, stats).
3820 * This used to call cast_change_attr(), but 3725 * This used to call cast_change_attr(), but
3821 * that doesn't work with the new spell code. Since we know what 3726 * 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. 3727 * the food changes, just grab a force and use that instead.
3823 */ 3728 */
3824
3825void 3729void
3826eat_special_food (object *who, object *food) 3730eat_special_food (object *who, object *food)
3827{ 3731{
3828 object *force; 3732 object *force;
3829 int i, did_one = 0; 3733 int i, did_one = 0;
3830 sint8 k;
3831 3734
3832 force = get_archetype (FORCE_NAME); 3735 force = get_archetype (FORCE_NAME);
3833 3736
3834 for (i = 0; i < NUM_STATS; i++) 3737 for (i = 0; i < NUM_STATS; i++)
3835 { 3738 if (sint8 k = food->stats.stat (i))
3836 k = get_attr_value (&food->stats, i);
3837 if (k)
3838 { 3739 {
3839 set_attr_value (&force->stats, i, k); 3740 force->stats.stat (i) = k;
3840 did_one = 1; 3741 did_one = 1;
3841 } 3742 }
3842 }
3843 3743
3844 /* check if we can protect the eater */ 3744 /* check if we can protect the eater */
3845 for (i = 0; i < NROFATTACKS; i++) 3745 for (i = 0; i < NROFATTACKS; i++)
3846 { 3746 {
3847 if (food->resist[i] > 0) 3747 if (food->resist[i] > 0)
3848 { 3748 {
3849 force->resist[i] = food->resist[i] / 2; 3749 force->resist[i] = food->resist[i] / 2;
3850 did_one = 1; 3750 did_one = 1;
3851 } 3751 }
3852 } 3752 }
3753
3853 if (did_one) 3754 if (did_one)
3854 { 3755 {
3855 force->speed = 0.1; 3756 force->set_speed (0.1);
3856 update_ob_speed (force);
3857 /* bigger morsel of food = longer effect time */ 3757 /* bigger morsel of food = longer effect time */
3858 force->stats.food = food->stats.food / 5; 3758 force->duration = food->stats.food / 5;
3859 SET_FLAG (force, FLAG_IS_USED_UP);
3860 SET_FLAG (force, FLAG_APPLIED); 3759 SET_FLAG (force, FLAG_APPLIED);
3861 change_abil (who, force); 3760 change_abil (who, force);
3862 insert_ob_in_ob (force, who); 3761 insert_ob_in_ob (force, who);
3863 } 3762 }
3864 else 3763 else
3865 { 3764 force->destroy ();
3866 free_object (force);
3867 }
3868 3765
3869 /* check for hp, sp change */ 3766 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3767 if (food->stats.hp != 0)
3871 { 3768 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3769 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3770 {
3874 strcpy (who->contr->killer, food->name); 3771 assign (who->contr->killer, food->name);
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3772 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3773 who->failmsg ("Eck!...that was poisonous!");
3877 } 3774 }
3878 else 3775 else
3879 { 3776 {
3880 if (food->stats.hp > 0) 3777 if (food->stats.hp > 0)
3881 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3778 who->statusmsg ("You begin to feel better.");
3882 else 3779 else
3883 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3780 who->failmsg ("Eck!...that was poisonous!");
3781
3884 who->stats.hp += food->stats.hp; 3782 who->stats.hp += food->stats.hp;
3885 } 3783 }
3886 } 3784 }
3887 if (food->stats.sp != 0) 3785 if (food->stats.sp != 0)
3888 { 3786 {
3889 if (QUERY_FLAG (food, FLAG_CURSED)) 3787 if (QUERY_FLAG (food, FLAG_CURSED))
3890 { 3788 {
3891 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3789 who->failmsg ("You are drained of mana!");
3892 who->stats.sp -= food->stats.sp; 3790 who->stats.sp -= food->stats.sp;
3893 if (who->stats.sp < 0) 3791 if (who->stats.sp < 0)
3894 who->stats.sp = 0; 3792 who->stats.sp = 0;
3895 } 3793 }
3896 else 3794 else
3897 { 3795 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3796 who->statusmsg ("You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3797 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3798 /* place limit on max sp from food? */
3901 } 3799 }
3902 } 3800 }
3903 fix_player (who);
3904}
3905 3801
3802 who->update_stats ();
3803}
3906 3804
3907/** 3805/**
3908 * Designed primarily to light torches/lanterns/etc. 3806 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3807 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3808 * the selected object to "burn". -b.t.
3911 */ 3809 */
3912
3913void 3810void
3914apply_lighter (object *who, object *lighter) 3811apply_lighter (object *who, object *lighter)
3915{ 3812{
3916 object *item; 3813 object *item;
3917 int is_player_env = 0; 3814 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3815
3920 item = find_marked_object (who); 3816 item = find_marked_object (who);
3921 if (item) 3817 if (item)
3922 { 3818 {
3923 if (lighter->last_eat && lighter->stats.food) 3819 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */ 3820 { /* lighter gets used up */
3925 /* Split multiple lighters if they're being used up. Otherwise * 3821 /* Split multiple lighters if they're being used up. Otherwise *
3926 * one charge from each would be used up. --DAMN */ 3822 * one charge from each would be used up. --DAMN */
3927 if (lighter->nrof > 1) 3823 if (lighter->nrof > 1)
3928 { 3824 {
3929 object *oneLighter = get_object (); 3825 object *oneLighter = lighter->clone ();
3930 3826
3931 copy_object (lighter, oneLighter);
3932 lighter->nrof -= 1; 3827 lighter->nrof -= 1;
3933 oneLighter->nrof = 1; 3828 oneLighter->nrof = 1;
3934 oneLighter->stats.food--; 3829 oneLighter->stats.food--;
3935 esrv_send_item (who, lighter); 3830 esrv_send_item (who, lighter);
3936 oneLighter = insert_ob_in_ob (oneLighter, who); 3831 oneLighter = insert_ob_in_ob (oneLighter, who);
3938 } 3833 }
3939 else 3834 else
3940 lighter->stats.food--; 3835 lighter->stats.food--;
3941 } 3836 }
3942 else if (lighter->last_eat) 3837 else if (lighter->last_eat)
3838 {
3943 { /* no charges left in lighter */ 3839 /* 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); 3840 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3945 return; 3841 return;
3946 } 3842 }
3843
3947 /* Perhaps we should split what we are trying to light on fire? 3844 /* 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 3845 * I can't see many times when you would want to light multiple
3949 * objects at once. 3846 * objects at once.
3950 */ 3847 */
3951 /* If the item is destroyed, we don't have a valid pointer to the 3848
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)) 3849 if (who == item->in_player ())
3957 is_player_env = 1; 3850 is_player_env = 1;
3958 3851
3959 save_throw_object (item, AT_FIRE, who); 3852 save_throw_object (item, AT_FIRE, who);
3960 /* Change to check count and not freed, since the object pointer 3853
3961 * may have gotten recycled
3962 */
3963 if (item->destroyed ()) 3854 if (item->destroyed ())
3964 { 3855 {
3965 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3856 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3966 /* Need to update the player so that the players glow radius 3857 /* Need to update the player so that the players glow radius
3967 * gets changed. 3858 * gets changed.
3968 */ 3859 */
3969 if (is_player_env) 3860 if (is_player_env)
3970 fix_player (who); 3861 who->update_stats ();
3971 } 3862 }
3972 else 3863 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); 3864 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3974 } 3865 }
3975 else /* nothing to light */ 3866 else
3976 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3867 who->failmsg ("You need to mark a lightable object.");
3977
3978} 3868}
3979 3869
3980/** 3870/**
3981 * op made some mistake with a scroll, this takes care of punishment. 3871 * op made some mistake with a scroll, this takes care of punishment.
3982 * scroll_failure()- hacked directly from spell_failure 3872 * scroll_failure()- hacked directly from spell_failure
3989 3879
3990 if (failure <= -1 && failure > -15) 3880 if (failure <= -1 && failure > -15)
3991 { /* wonder */ 3881 { /* wonder */
3992 object *tmp; 3882 object *tmp;
3993 3883
3994 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3884 op->failmsg ("Your spell warps!");
3995 tmp = get_archetype (SPELL_WONDER); 3885 tmp = get_archetype (SPELL_WONDER);
3996 cast_wonder (op, op, 0, tmp); 3886 cast_wonder (op, op, 0, tmp);
3997 free_object (tmp); 3887 tmp->destroy ();
3998 } 3888 }
3999 else if (failure <= -15 && failure > -35) 3889 else if (failure <= -15 && failure > -35)
4000 { /* drain mana */ 3890 { /* drain mana */
4001 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3891 op->failmsg ("Your mana is drained!");
4002 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3892 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4003 if (op->stats.sp < 0) 3893 if (op->stats.sp < 0)
4004 op->stats.sp = 0; 3894 op->stats.sp = 0;
4005 } 3895 }
4006 else if (settings.spell_failure_effects == TRUE) 3896 else if (settings.spell_failure_effects == TRUE)
4007 { 3897 {
4008 if (failure <= -35 && failure > -60) 3898 if (failure <= -35 && failure > -60)
4009 { /* confusion */ 3899 { /* confusion */
4010 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3900 op->failmsg ("The magic recoils on you!");
4011 confuse_player (op, op, power); 3901 confuse_player (op, op, power);
4012 } 3902 }
4013 else if (failure <= -60 && failure > -70) 3903 else if (failure <= -60 && failure > -70)
4014 { /* paralysis */ 3904 { /* paralysis */
4015 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3905 op->failmsg ("The magic recoils and paralyzes you!");
4016 paralyze_player (op, op, power); 3906 paralyze_player (op, op, power);
4017 } 3907 }
4018 else if (failure <= -70 && failure > -80) 3908 else if (failure <= -70 && failure > -80)
4019 { /* blind */ 3909 { /* blind */
4020 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3910 op->failmsg ("The magic recoils on you!");
4021 blind_player (op, op, power); 3911 blind_player (op, op, power);
4022 } 3912 }
4023 else if (failure <= -80) 3913 else if (failure <= -80)
4024 { /* blast the immediate area */ 3914 { /* blast the immediate area */
4025 object *tmp;
4026
4027 tmp = get_archetype (LOOSE_MANA); 3915 object *tmp = get_archetype (LOOSE_MANA);
4028 cast_magic_storm (op, tmp, power); 3916 cast_magic_storm (op, tmp, power);
4029 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3917 op->failmsg ("You unleash uncontrolled mana!");
4030 free_object (tmp); 3918 tmp->destroy ();
4031 } 3919 }
4032 } 3920 }
4033} 3921}
4034 3922
4035void 3923void
4054 */ 3942 */
4055 int i, j; 3943 int i, j;
4056 3944
4057 for (i = 0; i < NUM_STATS; i++) 3945 for (i = 0; i < NUM_STATS; i++)
4058 { 3946 {
4059 sint8 stat = get_attr_value (stats, i); 3947 int race_bonus = pl->arch->stats.stat (i);
4060 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3948 sint8 stat = stats->stat (i) + ns->stat (i);
4061 3949
4062 stat += get_attr_value (ns, i);
4063 if (stat > 20 + race_bonus) 3950 if (stat > 20 + race_bonus)
4064 { 3951 {
4065 excess_stat++; 3952 excess_stat++;
4066 stat = 20 + race_bonus; 3953 stat = 20 + race_bonus;
4067 } 3954 }
4068 set_attr_value (stats, i, stat); 3955
3956 stats->stat (i) = stat;
4069 } 3957 }
4070 3958
4071 for (j = 0; excess_stat > 0 && j < 100; j++) 3959 for (j = 0; excess_stat > 0 && j < 100; j++)
4072 { /* try 100 times to assign excess stats */ 3960 { /* try 100 times to assign excess stats */
4073 int i = rndm (0, 6); 3961 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 3962
4077 if (i == CHA) 3963 if (i == CHA)
4078 continue; /* exclude cha from this */ 3964 continue; /* exclude cha from this */
3965
3966 int stat = stats->stat (i);
3967 int race_bonus = pl->arch->stats.stat (i);
4079 if (stat < 20 + race_bonus) 3968 if (stat < 20 + race_bonus)
4080 { 3969 {
4081 change_attr_value (stats, i, 1); 3970 change_attr_value (stats, i, 1);
4082 excess_stat--; 3971 excess_stat--;
4083 } 3972 }
4086 /* insert the randomitems from the change's treasurelist into 3975 /* insert the randomitems from the change's treasurelist into
4087 * the player ref: player.c 3976 * the player ref: player.c
4088 */ 3977 */
4089 if (change->randomitems != NULL) 3978 if (change->randomitems != NULL)
4090 give_initial_items (pl, change->randomitems); 3979 give_initial_items (pl, change->randomitems);
4091
4092 3980
4093 /* set up the face, for some races. */ 3981 /* set up the face, for some races. */
4094 3982
4095 /* first, look for the force object banning 3983 /* first, look for the force object banning
4096 * changing the face. Certain races never change face with class. 3984 * changing the face. Certain races never change face with class.
4141 char got[MAX_BUF]; 4029 char got[MAX_BUF];
4142 int len; 4030 int len;
4143 4031
4144 if (!pl || !transformer) 4032 if (!pl || !transformer)
4145 return; 4033 return;
4034
4146 marked = find_marked_object (pl); 4035 marked = find_marked_object (pl);
4036
4147 if (!marked) 4037 if (!marked)
4148 { 4038 {
4149 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4039 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4150 return; 4040 return;
4151 } 4041 }
4042
4152 if (!marked->slaying) 4043 if (!marked->slaying)
4153 { 4044 {
4154 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4045 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4155 return; 4046 return;
4156 } 4047 }
4048
4157 /* check whether they are compatible or not */ 4049 /* check whether they are compatible or not */
4158 find = strstr (marked->slaying, transformer->arch->name); 4050 find = strstr (marked->slaying, transformer->arch->archname);
4159 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4051 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4160 { 4052 {
4161 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4053 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4162 return; 4054 return;
4163 } 4055 }
4056
4164 find += strlen (transformer->arch->name) + 1; 4057 find += strlen (transformer->arch->archname) + 1;
4165 /* Item can be used, now find how many and what it yields */ 4058 /* Item can be used, now find how many and what it yields */
4166 if (isdigit (*(find))) 4059 if (isdigit (*(find)))
4167 { 4060 {
4168 yield = atoi (find); 4061 yield = atoi (find);
4169 if (yield < 1) 4062 if (yield < 1)
4175 else 4068 else
4176 yield = 1; 4069 yield = 1;
4177 4070
4178 while (isdigit (*find)) 4071 while (isdigit (*find))
4179 find++; 4072 find++;
4073
4180 while (*find == ' ') 4074 while (*find == ' ')
4181 find++; 4075 find++;
4076
4182 memset (got, 0, MAX_BUF); 4077 memset (got, 0, MAX_BUF);
4078
4183 if ((separator = strchr (find, ';')) != NULL) 4079 if ((separator = strchr (find, ';')) != NULL)
4184 {
4185 len = separator - find; 4080 len = separator - find;
4186 }
4187 else 4081 else
4188 {
4189 len = strlen (find); 4082 len = strlen (find);
4190 } 4083
4191 if (len > MAX_BUF - 1) 4084 if (len > MAX_BUF - 1)
4192 len = MAX_BUF - 1; 4085 len = MAX_BUF - 1;
4086
4193 strcpy (got, find); 4087 strcpy (got, find);
4194 got[len] = '\0'; 4088 got[len] = '\0';
4195 4089
4196 /* Now create new item, remove used ones when required. */ 4090 /* Now create new item, remove used ones when required. */
4197 new_item = get_archetype (got); 4091 new_item = get_archetype (got);
4198 if (!new_item) 4092 if (!new_item)
4199 { 4093 {
4200 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4094 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4201 return; 4095 return;
4202 } 4096 }
4203 4097
4204 new_item->nrof = yield; 4098 new_item->nrof = yield;
4099
4205 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4100 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4101
4206 insert_ob_in_ob (new_item, pl); 4102 insert_ob_in_ob (new_item, pl);
4207 esrv_send_inventory (pl, pl); 4103 esrv_send_inventory (pl, pl);
4208 /* Eat up one item */ 4104 /* Eat up one item */
4209 decrease_ob_nr (marked, 1); 4105 decrease_ob_nr (marked, 1);
4106
4210 /* Eat one transformer if needed */ 4107 /* Eat one transformer if needed */
4211 if (transformer->stats.food) 4108 if (transformer->stats.food)
4212 if (--transformer->stats.food == 0) 4109 if (--transformer->stats.food == 0)
4213 decrease_ob_nr (transformer, 1); 4110 decrease_ob_nr (transformer, 1);
4214} 4111}
4112

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines