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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.31 by root, Sun Dec 3 20:26:35 2006 UTC vs.
Revision 1.154 by root, Sun May 4 08:25:33 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 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 if (shstr yield = tmp->kv (shstr_on_use_yield))
170 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
171 yield = get_ob_key_value (tmp, "on_use_yield");
172 if (yield != NULL)
173 {
174 object *drop = get_archetype (yield);
175
176 if (tmp->env)
177 {
178 drop = insert_ob_in_ob (drop, tmp->env);
179 if (tmp->env->type == PLAYER)
180 esrv_send_item (tmp->env, drop);
181 }
182 else
183 {
184 drop->x = tmp->x;
185 drop->y = tmp->y;
186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
187 }
188 }
189} 167}
190 168
191/** 169/**
192 * Handles applying a potion. 170 * Handles applying a potion.
193 */ 171 */
195apply_potion (object *op, object *tmp) 173apply_potion (object *op, object *tmp)
196{ 174{
197 int got_one = 0, i; 175 int got_one = 0, i;
198 object *force = 0, *floor = 0; 176 object *force = 0, *floor = 0;
199 177
200 floor = get_map_ob (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
201 179
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 181 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 185 return 0;
208 } 186 }
209 187
210 if (op->type == PLAYER) 188 if (op->type == PLAYER)
211 {
212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213 identify (tmp); 190 identify (tmp);
214 }
215 191
216 handle_apply_yield (tmp); 192 handle_apply_yield (tmp);
217 193
218 /* Potion of restoration - only for players */ 194 /* Potion of restoration - only for players */
219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
221 object *depl; 197 object *depl;
222 archetype *at; 198 archetype *at;
223 199
224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 { 201 {
226 drain_stat (op); 202 op->drain_stat ();
227 fix_player (op); 203 op->update_stats ();
228 decrease_ob (tmp); 204 tmp->decrease ();
229 return 1; 205 return 1;
230 } 206 }
207
231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
232 { 209 {
233 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
234 return 0; 211 return 0;
235 } 212 }
213
236 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
215
237 if (depl != NULL) 216 if (depl)
238 { 217 {
239 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 219 if (depl->stats.stat (i))
241 { 220 op->statusmsg (restore_msg[i]);
242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221
243 } 222 depl->destroy ();
244 remove_ob (depl); 223 op->update_stats ();
245 free_object (depl);
246 fix_player (op);
247 } 224 }
248 else 225 else
249 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
250 227
251 decrease_ob (tmp); 228 tmp->decrease ();
252 return 1; 229 return 1;
253 } 230 }
254 231
255 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
257 { 234 {
258
259 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
260 { 236 {
261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 { 238 {
263 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
264 { 240 {
265 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
266 break; 242 break;
267 } 243 }
244
268 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
269 { 246 {
270 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
271 break; 248 break;
272 } 249 }
250
273 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
274 { 252 {
275 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
276 break; 254 break;
277 } 255 }
281 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
282 { 260 {
283 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
284 break; 262 break;
285 } 263 }
264
286 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
287 { 266 {
288 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
289 break; 268 break;
290 } 269 }
270
291 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
292 { 272 {
293 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
294 break; 274 break;
295 } 275 }
296 } 276 }
297 } 277 }
278
298 /* Just makes checking easier */ 279 /* Just makes checking easier */
299 if (i < MIN (11, op->level)) 280 if (i < MIN (11, op->level))
300 got_one = 1; 281 got_one = 1;
282
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 { 284 {
303 if (got_one) 285 if (got_one)
304 { 286 {
305 fix_player (op); 287 op->update_stats ();
306 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
307 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
308 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
309 } 291 }
310 else 292 else
311 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
312 } 294 }
313 else 295 else
314 { /* cursed potion */ 296 { /* cursed potion */
315 if (got_one) 297 if (got_one)
316 { 298 {
317 fix_player (op); 299 op->update_stats ();
318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
319 } 301 }
320 else 302 else
321 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
322 } 304 }
305
323 decrease_ob (tmp); 306 tmp->decrease ();
324 return 1; 307 return 1;
325 } 308 }
326 309
327 310
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
334 { 317 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 319 {
337 object *fball; 320 object *fball;
338 321
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 322 op->failmsg ("Yech! Your lungs are on fire!");
323
340 /* Explodes a fireball centered at player */ 324 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL); 325 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x; 328 fball->x = op->x;
346 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
347 } 331 }
348 else 332 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 334
351 decrease_ob (tmp); 335 tmp->decrease ();
336
352 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 339 op->update_stats ();
340
355 return 1; 341 return 1;
356 } 342 }
357 343
358 /* Deal with protection potions */ 344 /* Deal with protection potions */
359 force = NULL; 345 force = NULL;
361 { 347 {
362 if (tmp->resist[i]) 348 if (tmp->resist[i])
363 { 349 {
364 if (!force) 350 if (!force)
365 force = get_archetype (FORCE_NAME); 351 force = get_archetype (FORCE_NAME);
352
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 354 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */ 355 break; /* Only need to find one protection since we copy entire batch */
369 } 356 }
370 } 357 }
358
371 /* This is a protection potion */ 359 /* This is a protection potion */
372 if (force) 360 if (force)
373 { 361 {
374 /* cursed items last longer */ 362 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 365 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 366 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 367 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 368 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 369 }
370
382 force->speed_left = -1; 371 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 375 change_abil (op, force);
387 decrease_ob (tmp); 376 tmp->decrease ();
388 return 1; 377 return 1;
389 } 378 }
390 379
391 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
392 if (op->type == PLAYER) 381 if (op->type == PLAYER)
393 { /* only for players */ 382 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 384 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 385 else
397 SET_FLAG (tmp, FLAG_APPLIED); 386 SET_FLAG (tmp, FLAG_APPLIED);
387
398 if (!change_abil (op, tmp)) 388 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 389 op->statusmsg ("Nothing happened.");
400 } 390 }
401 391
402 /* CLEAR_FLAG is so that if the character has other potions 392 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 393 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 395 * up all the stats.
406 */ 396 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 398 op->update_stats ();
409 decrease_ob (tmp); 399 tmp->decrease ();
410 return 1; 400 return 1;
411} 401}
412 402
413/**************************************************************************** 403/****************************************************************************
414 * Weapon improvement code follows 404 * Weapon improvement code follows
420static int 410static int
421check_item (object *op, const char *item) 411check_item (object *op, const char *item)
422{ 412{
423 int count = 0; 413 int count = 0;
424 414
425 415 if (!item)
426 if (item == NULL)
427 return 0; 416 return 0;
428 op = op->below; 417
429 while (op != NULL) 418 for (op = op->below; op; op = op->below)
430 { 419 {
431 if (strcmp (op->arch->name, item) == 0) 420 if (strcmp (op->arch->archname, item) == 0)
432 { 421 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 { 424 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++; 426 count++;
438 else 427 else
439 count += op->nrof; 428 count += op->nrof;
440 } 429 }
441 } 430 }
442 op = op->below;
443 } 431 }
432
444 return count; 433 return count;
445} 434}
446 435
447/** 436/**
448 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
456 object *prev; 445 object *prev;
457 446
458 prev = op; 447 prev = op;
459 op = op->below; 448 op = op->below;
460 449
461 while (op != NULL) 450 while (op)
462 { 451 {
463 if (strcmp (op->arch->name, item) == 0) 452 if (strcmp (op->arch->archname, item) == 0)
464 { 453 {
465 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
466 { 455 {
467 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
468 return; 457 return;
469 } 458 }
470 else 459 else
471 { 460 {
472 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
473 nrof -= op->nrof; 462 nrof -= op->nrof;
474 } 463 }
464
475 op = prev; 465 op = prev;
476 } 466 }
467
477 prev = op; 468 prev = op;
478 op = op->below; 469 op = op->below;
479 } 470 }
480} 471}
481 472
487 * we return 1 (true) if the player can use the weapon. 478 * we return 1 (true) if the player can use the weapon.
488 */ 479 */
489static int 480static int
490check_weapon_power (const object *who, int improvs) 481check_weapon_power (const object *who, int improvs)
491{ 482{
492
493/* Old code is below (commented out). Basically, since weapons are the only 483/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to 484 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level. 485 * require high level in some combat skill, so we just use overall level.
496 */ 486 */
497#if 1 487#if 1
538static int 528static int
539check_sacrifice (object *op, const object *improver) 529check_sacrifice (object *op, const object *improver)
540{ 530{
541 int count = 0; 531 int count = 0;
542 532
543 if (improver->slaying != NULL) 533 if (improver->slaying)
544 { 534 {
545 count = check_item (op, improver->slaying); 535 count = check_item (op, improver->slaying);
546 if (count < 1) 536 if (count < 1)
547 { 537 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 538 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 539 return 0;
553 } 540 }
554 } 541 }
555 else 542 else
556 count = 1; 543 count = 1;
559} 546}
560 547
561/** 548/**
562 * Actually improves the weapon, and tells user. 549 * Actually improves the weapon, and tells user.
563 */ 550 */
564int 551static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 552improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 553{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 554 stat += sacrifice_count;
570 weapon->last_eat++; 555 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 556 improver->decrease ();
572 decrease_ob (improver);
573 557
574 /* So it updates the players stats and the window */ 558 /* So it updates the players stats and the window */
575 fix_player (op); 559 op->update_stats ();
560
561 op->statusmsg (format (
562 "Your sacrifice was accepted.\n"
563 "Weapon's bonus to %s improved by %d.",
564 statname, sacrifice_count
565 ));
566
576 return 1; 567 return 1;
577} 568}
578 569
579/* Types of improvements, hidden in the sp field. */ 570/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 571#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 572#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 573#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 574#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 575#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 576#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 577#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 578#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 579#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 580#define IMPROVE_INT 10
590#define IMPROVE_POW 11 581#define IMPROVE_POW 11
591
592 582
593/** 583/**
594 * This does the prepare weapon scroll. 584 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 585 * Checks for sacrifice, and so on.
596 */ 586 */
597
598int 587int
599prepare_weapon (object *op, object *improver, object *weapon) 588prepare_weapon (object *op, object *improver, object *weapon)
600{ 589{
601 int sacrifice_count, i; 590 int sacrifice_count, i;
602 char buf[MAX_BUF]; 591 char buf[MAX_BUF];
603 592
604 if (weapon->level != 0) 593 if (weapon->level != 0)
605 { 594 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 595 op->failmsg ("Weapon is already prepared!");
607 return 0; 596 return 0;
608 } 597 }
598
609 for (i = 0; i < NROFATTACKS; i++) 599 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 600 if (weapon->resist[i])
611 break; 601 break;
612 602
613 /* If we break out, i will be less than nrofattacks, preventing 603 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 608 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 609 weapon->stats.ac) /* AC - only taifu's I think */
620 { 610 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 611 op->failmsg ("You cannot prepare magic weapons. "
612 "H<A weapon is considered magical if it changes regeneration, "
613 "speed or ac.>");
622 return 0; 614 return 0;
623 } 615 }
616
624 sacrifice_count = check_sacrifice (op, improver); 617 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 618 if (sacrifice_count <= 0)
626 return 0; 619 return 0;
620
627 weapon->level = isqrt (sacrifice_count); 621 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 622 eat_item (op, improver->slaying, sacrifice_count);
630 623
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 624 op->statusmsg (format (
625 "Your sacrifice was accepted."
626 "Your *%s may be improved %d times.",
627 &weapon->name, weapon->level
628 ));
632 629
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 630 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 631 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 632 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 633 slot at once! */
637 decrease_ob (improver); 634 improver->decrease ();
638 weapon->last_eat = 0; 635 weapon->last_eat = 0;
639 return 1; 636 return 1;
640} 637}
641
642 638
643/** 639/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 640 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 641 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 642 * Returns 0 if it was not able to work for some reason.
655improve_weapon (object *op, object *improver, object *weapon) 651improve_weapon (object *op, object *improver, object *weapon)
656{ 652{
657 int sacrifice_count, sacrifice_needed = 0; 653 int sacrifice_count, sacrifice_needed = 0;
658 654
659 if (improver->stats.sp == IMPROVE_PREPARE) 655 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 656 return prepare_weapon (op, improver, weapon);
662 } 657
663 if (weapon->level == 0) 658 if (weapon->level == 0)
664 { 659 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 661 return 0;
667 } 662 }
663
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 665 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 666 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 667 return 0;
672 } 668 }
669
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 { 671 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 672 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 673 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 674 "really want to improve it.");
678 return 0; 675 return 0;
679 } 676 }
677
680 /* This just increases damage by 5 points, no matter what. No sacrifice 678 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 679 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 680 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 681 * weapon can be improved.
684 */ 682 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 683 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 684 {
687 weapon->stats.dam += 5; 685 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 687 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 688 weapon->last_eat++;
691 689
692 weapon->item_power++; 690 weapon->item_power++;
693 decrease_ob (improver); 691 improver->decrease ();
694 return 1; 692 return 1;
695 } 693 }
694
696 if (improver->stats.sp == IMPROVE_WEIGHT) 695 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 696 {
698 /* Reduce weight by 20% */ 697 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 698 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 699 if (weapon->weight < 1)
701 weapon->weight = 1; 700 weapon->weight = 1;
701
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 702 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 703 weapon->last_eat++;
704 weapon->item_power++; 704 weapon->item_power++;
705 decrease_ob (improver); 705 improver->decrease ();
706 return 1; 706 return 1;
707 } 707 }
708 if (improver->stats.sp == IMPROVE_ENCHANT) 708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 709 {
710 weapon->magic++; 710 weapon->magic++;
711 weapon->last_eat++; 711 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 712 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 713 improver->decrease ();
714 weapon->item_power++; 714 weapon->item_power++;
715 return 1; 715 return 1;
716 } 716 }
717 717
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 723 sacrifice_needed *= 2;
724 724
725 sacrifice_count = check_sacrifice (op, improver); 725 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 726 if (sacrifice_count < sacrifice_needed)
727 { 727 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 728 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 729 return 0;
730 } 730 }
731
731 eat_item (op, improver->slaying, sacrifice_needed); 732 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 733 weapon->item_power++;
733 734
734 switch (improver->stats.sp) 735 switch (improver->stats.sp)
735 { 736 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 737 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"); 738 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"); 739 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"); 740 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"); 741 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"); 742 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"); 743 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 744 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 745 op->failmsg ("Unknown improvement type.");
752 } 746 }
747
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 748 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 749 return 0;
755} 750}
756 751
757/** 752/**
764{ 759{
765 object *otmp; 760 object *otmp;
766 761
767 if (op->type != PLAYER) 762 if (op->type != PLAYER)
768 return 0; 763 return 0;
764
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 765 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 766 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 767 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 768 return 0;
773 } 769 }
770
774 otmp = find_marked_object (op); 771 otmp = find_marked_object (op);
775 if (!otmp) 772 if (!otmp)
776 { 773 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 774 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; 775 return 0;
779 } 776 }
777
780 if (otmp->type != WEAPON && otmp->type != BOW) 778 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 779 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 780 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0; 781 return 0;
784 } 782 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 783
784 op->statusmsg ("Applied weapon builder.");
785
786 improve_weapon (op, tmp, otmp); 786 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 787 esrv_send_item (op, otmp);
788 return 1; 788 return 1;
789} 789}
790 790
815{ 815{
816 object *tmp; 816 object *tmp;
817 817
818 if (armour->magic >= settings.armor_max_enchant) 818 if (armour->magic >= settings.armor_max_enchant)
819 { 819 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 820 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 821 return 0;
822 } 822 }
823
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 824 /* 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. 825 * 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 826 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?) 827 * of gnarg and what not?)
827 */ 828 */
828 if (armour->title) 829 if (armour->title)
829 { 830 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 831 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 832 return 0;
832 } 833 }
833 834
834 /* Split objects if needed. Can't insert tmp until the 835 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 836 * end of this function - otherwise it will just re-merge.
836 */ 837 */
837 if (armour->nrof > 1) 838 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841 839
842 armour->magic++; 840 armour->magic++;
843 841
844 if (!settings.armor_speed_linear) 842 if (!settings.armor_speed_linear)
845 { 843 {
850 { 848 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 849 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 850 pow++;
853 } 851 }
854 852
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 853 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 854 }
857 else 855 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 857
860 if (!settings.armor_weight_linear) 858 if (!settings.armor_weight_linear)
861 { 859 {
862 int base = 100; 860 int base = 100;
863 int pow = 0; 861 int pow = 0;
866 { 864 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 865 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 866 pow++;
869 } 867 }
870 868
871 armour->weight = (armour->arch->clone.weight * base) / 100; 869 armour->weight = (armour->arch->weight * base) / 100;
872 } 870 }
873 else 871 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 872 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 873
876 if (armour->weight <= 0) 874 if (armour->weight <= 0)
877 { 875 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 876 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 877 armour->weight = 1;
880 } 878 }
881 879
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 880 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 881
884 if (op->type == PLAYER) 882 if (op->type == PLAYER)
885 { 883 {
886 esrv_send_item (op, armour); 884 esrv_send_item (op, armour);
885
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 886 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 887 op->update_stats ();
889 } 888 }
890 decrease_ob (improver); 889
890 improver->decrease ();
891
891 if (tmp) 892 if (tmp)
892 { 893 op->insert (tmp);
893 insert_ob_in_ob (tmp, op); 894
894 esrv_send_item (op, tmp);
895 }
896 return 1; 895 return 1;
897} 896}
898
899 897
900/* 898/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 899 * 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. 900 * what the converter wants, -1 if the converter is broken.
903 */ 901 *
904#define CONV_FROM(xyz) xyz->slaying
905#define CONV_TO(xyz) xyz->other_arch
906#define CONV_NR(xyz) xyz->stats.sp
907#define CONV_NEED(xyz) xyz->stats.food
908
909/* Takes one items and makes another. 902 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 903 * converter is the object that is doing the conversion.
911 * item is the object that triggered the converter - if it is not 904 * item is the object that triggered the converter - if it is not
912 * what the converter wants, this will not do anything. 905 * what the converter wants, this will not do anything.
913 */ 906 */
914int 907static int
915convert_item (object *item, object *converter) 908convert_item (object *item, object *converter)
916{ 909{
917 int nr = 0;
918 uint32 price_in; 910 sint64 nr, price_in;
911
912 if (item->flag [FLAG_UNPAID])
913 return 0;
914
915 shstr conv_from = converter->slaying;
916 archetype *conv_to = converter->other_arch;
917 sint64 need = converter->stats.food;
918 sint64 give = converter->stats.sp;
919 919
920 /* We make some assumptions - we assume if it takes money as it type, 920 /* 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 921 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 922 * 3 gp and player drops a platinum, tough luck)
923 */ 923 */
924 if (!strcmp (CONV_FROM (converter), "money")) 924 if (conv_from == shstr_money)
925 { 925 {
926 int cost;
927
928 if (item->type != MONEY) 926 if (item->type != MONEY)
929 return 0; 927 return 0;
930 928
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 929 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 930 if (!nr)
933 return 0; 931 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 932
935 /* take into account rounding errors */ 933 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 934
937 cost++; 935 sint64 cost = (nr * need + item->value - 1) / item->value;
938 decrease_ob_nr (item, cost); 936
937 item->decrease (cost);
939 938
940 price_in = cost * item->value; 939 price_in = cost * item->value;
941 } 940 }
942 else 941 else
943 { 942 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 943 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 944 || conv_from != item->arch->archname
945 || (need && need > (uint16) item->nrof))
946 return 0; 946 return 0;
947 947
948 if (CONV_NEED (converter)) 948 converter->play_sound (sound_find ("convert_item"));
949
950 if (need)
949 { 951 {
950 nr = item->nrof / CONV_NEED (converter); 952 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 953 item->decrease (nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 954 price_in = nr * need * item->value;
953 } 955 }
954 else 956 else
955 { 957 {
956 price_in = item->value; 958 price_in = item->value;
957 remove_ob (item); 959 item->destroy ();
958 free_object (item);
959 } 960 }
960 } 961 }
961 962
962 if (converter->inv != NULL) 963 if (converter->inv)
963 { 964 {
964 object *ob; 965 object *ob;
965 int i; 966 int i;
966 object *ob_to_copy; 967 object *ob_to_copy;
967 968
968 /* select random object from inventory to copy */ 969 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 970 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 971 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0) 972 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 973 ob_to_copy = ob;
975 } 974
976 } 975 item = ob_to_copy->deep_clone ();
977 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 977 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 978 }
981 else 979 else
982 { 980 {
983 if (converter->other_arch == NULL) 981 if (!conv_to)
984 { 982 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 983 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); 984 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 985 return -1;
988 } 986 }
989 987
990 item = object_create_arch (converter->other_arch); 988 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 990 }
993 991
994 if (CONV_NR (converter)) 992 if (give)
995 item->nrof = CONV_NR (converter); 993 item->nrof = give;
994
996 if (nr) 995 if (nr)
997 item->nrof *= nr; 996 item->nrof *= nr;
997
998 if (is_in_shop (converter)) 998 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID); 999 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value) 1000 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 1001 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1002 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); 1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /** 1004 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 1005 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 1006 * hopefully had something in mind when doing this.
1008 */ 1007 */
1009 } 1008 }
1009
1010 SET_FLAG (item, FLAG_IDENTIFIED);
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1011 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 1012 return 1;
1012} 1013}
1013 1014
1014/** 1015/**
1015 * Handle apply on containers. 1016 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 1017 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1018 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t. 1019 * added the alchemical cauldron to the code -b.t.
1019 */ 1020 */
1020
1021int 1021int
1022apply_container (object *op, object *sack) 1022apply_container (object *op, object *sack)
1023{ 1023{
1024 char buf[MAX_BUF]; 1024 if (op->type != PLAYER || !op->contr->ns)
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */ 1025 return 0; /* This might change */
1029 1026
1030 if (sack == NULL || sack->type != CONTAINER) 1027 if (!sack || sack->type != CONTAINER)
1031 { 1028 {
1032 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0; 1030 return 0;
1034 } 1031 }
1035 op->contr->last_used = NULL; 1032
1036 op->contr->last_used_id = 0; 1033 op->contr->last_used = 0;
1037 1034
1038 if (sack->env != op) 1035 if (sack->env && sack->env != op)
1036 {
1037 op->failmsg ("You must put it onto the floor or into your inventory first.");
1038 return 1;
1039 { 1039 }
1040 if (sack->other_arch == NULL || sack->env != NULL) 1040
1041 // already applied == open on ground, or open in inv, or active in inv
1042 if (sack->flag [FLAG_APPLIED])
1043 {
1044 if (op->container == sack)
1041 { 1045 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1046 // open on ground or inv, so close
1047 op->close_container ();
1043 return 1; 1048 return 1;
1044 } 1049 }
1045 /* It's on the ground, the problems begin */ 1050 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 } 1051 {
1060 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1052 // active, but not ours: some other player has opened it
1053 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1054 return 1;
1061 { 1055 }
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 1056
1090 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1057 // fall through to opening it (active in inv)
1091 { 1058 }
1059 else if (sack->env)
1060 {
1061 // it is in our env, so activate it, do not open yet
1092 if (op->container) 1062 op->close_container ();
1093 { 1063 sack->flag [FLAG_APPLIED] = 1;
1094 if (op->container != sack) 1064 esrv_update_item (UPD_FLAGS, op, sack);
1095 { 1065 op->statusmsg (format ("You ready %s.", query_name (sack)));
1096 tmp = op->container; 1066 return 1;
1097 apply_container (op, tmp); 1067 }
1098 sprintf (buf, "You close %s and open ", query_name (tmp)); 1068
1099 op->container = sack; 1069 // it's locked?
1100 strcat (buf, query_name (sack)); 1070 if (sack->slaying)
1101 strcat (buf, "."); 1071 {
1102 } 1072 if (object *tmp = find_key (op, op, sack))
1103 else 1073 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 1074 else
1111 { 1075 {
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)); 1076 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; 1077 return 1;
1148 } 1078 }
1149 }
1150 } 1079 }
1151 new_draw_info (NDI_UNIQUE, 0, op, buf); 1080
1152 if (op->contr) 1081 op->open_container (sack);
1153 op->contr->socket.update_look = 1; 1082
1154 return 1; 1083 return 1;
1155} 1084}
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 1085
1282/** 1086/**
1283 * Handles dropping things on altar. 1087 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1088 * Returns true if sacrifice was accepted.
1285 */ 1089 */
1296 * with an altar. We call it a Potion - altars are stationary - it 1100 * with an altar. We call it a Potion - altars are stationary - it
1297 * is up to map designers to use them properly. 1101 * is up to map designers to use them properly.
1298 */ 1102 */
1299 if (altar->inv && altar->inv->type == SPELL) 1103 if (altar->inv && altar->inv->type == SPELL)
1300 { 1104 {
1301 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1105 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1302 cast_spell (originator, altar, 0, altar->inv, NULL); 1106 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with 1107 /* If it is connected, push the button. Fixes some problems with
1304 * old maps. 1108 * old maps.
1305 */ 1109 */
1306 1110
1307/* push_button (altar);*/ 1111/* push_button (altar);*/
1308 } 1112 }
1332 double opinion; 1136 double opinion;
1333 object *tmp, *next; 1137 object *tmp, *next;
1334 1138
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1139 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1336 1140
1141 bool has_unpaid = false;
1142
1143 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1144 // a quick and small change :(
1145 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1146 if (item->flag [FLAG_UNPAID])
1147 {
1148 has_unpaid = true;
1149 break;
1150 }
1151
1337 if (op->type != PLAYER) 1152 if (op->type != PLAYER)
1338 { 1153 {
1339 /* Remove all the unpaid objects that may be carried here. 1154 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in 1155 * This could be pets or monsters that are somehow in
1341 * the shop. 1156 * the shop.
1346 1161
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1162 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 { 1163 {
1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1164 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1350 1165
1351 remove_ob (tmp); 1166 tmp->remove ();
1352 1167
1353 if (i == -1) 1168 if (i == -1)
1354 i = 0; 1169 i = 0;
1355 1170
1356 tmp->map = op->map; 1171 tmp->map = op->map;
1367 /* unpaid objects, or non living objects, can't transfer by 1182 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space. 1183 * shop mats. Instead, put it on a nearby space.
1369 */ 1184 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1185 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 { 1186 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1187 /* 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); 1188 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375 1189
1376 if (i != -1) 1190 if (i != -1)
1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1191 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)) 1200 else if (can_pay (op) && get_payment (op))
1387 { 1201 {
1388 /* this is only used for players */ 1202 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op); 1203 rv = teleport (shop_mat, SHOP_MAT, op);
1390 1204
1205 if (has_unpaid)
1206 op->contr->play_sound (sound_find ("shop_buy"));
1207 else if (is_in_shop (op))
1208 op->contr->play_sound (sound_find ("shop_enter"));
1209 else
1210 op->contr->play_sound (sound_find ("shop_leave"));
1211
1391 if (shop_mat->msg) 1212 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1213 op->statusmsg (shop_mat->msg);
1393 /* This check below is a bit simplistic - generally it should be correct, 1214 /* 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 1215 * but there is never a guarantee that the bottom space on the map is
1395 * actually the shop floor. 1216 * actually the shop floor.
1396 */ 1217 */
1397 else if (!rv && !is_in_shop (op)) 1218 else if (!rv && !is_in_shop (op))
1398 { 1219 {
1399 opinion = shopkeeper_approval (op->map, op); 1220 opinion = shopkeeper_approval (op->map, op);
1400 1221
1401 if (opinion > 0.9) 1222 op->statusmsg (
1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1223 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1403 else if (opinion > 0.75) 1224 : opinion >= 0.75 ? "The shopkeeper waves to you."
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1225 : opinion >= 0.50 ? "The shopkeeper ignores you."
1405 else if (opinion > 0.5) 1226 : "The shopkeeper glares at you with contempt."
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else 1227 );
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 } 1228 }
1410 } 1229 }
1411 else 1230 else
1412 { 1231 {
1413 /* if we get here, a player tried to leave a shop but was not able 1232 /* 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 1233 * to afford the items he has. We try to move the player so that
1415 * they are not on the mat anymore 1234 * they are not on the mat anymore
1416 */ 1235 */
1417 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1236 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1418 1237
1419 if (i == -1) 1238 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1239 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else 1240 else
1424 { 1241 {
1425 remove_ob (op); 1242 op->remove ();
1426 op->x += freearr_x[i]; 1243 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1244 op->y += freearr_y[i];
1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1245 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1429 } 1246 }
1430 } 1247 }
1438 */ 1255 */
1439static void 1256static void
1440apply_sign (object *op, object *sign, int autoapply) 1257apply_sign (object *op, object *sign, int autoapply)
1441{ 1258{
1442 readable_message_type *msgType; 1259 readable_message_type *msgType;
1443 char newbuf[HUGE_BUF];
1444 1260
1445 if (sign->msg == NULL) 1261 if (!sign->msg)
1446 { 1262 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1263 op->statusmsg ("Nothing is written on it.");
1448 return; 1264 return;
1449 } 1265 }
1450 1266
1451 if (sign->stats.food) 1267 if (sign->stats.food)
1452 { 1268 {
1453 if (sign->last_eat >= sign->stats.food) 1269 if (sign->last_eat >= sign->stats.food)
1454 { 1270 {
1455 if (!sign->move_on) 1271 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1272 op->statusmsg ("You cannot read it anymore.");
1273
1457 return; 1274 return;
1458 } 1275 }
1459 1276
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1277 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1461 sign->last_eat++; 1278 sign->last_eat++;
1466 * move_on is zero, it needs to be manually applied (doesn't talk 1283 * move_on is zero, it needs to be manually applied (doesn't talk
1467 * to us). 1284 * to us).
1468 */ 1285 */
1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1286 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1470 { 1287 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1288 op->failmsg ("You are unable to read while blind!");
1472 return; 1289 return;
1473 } 1290 }
1291
1292 if (op->contr)
1293 if (client *ns = op->contr->ns)
1294 {
1295 if (sign->sound)
1296 ns->play_sound (sign->sound);
1297 else if (autoapply)
1298 ns->play_sound (sound_find ("msg_voice"));
1299
1300 if (ns->can_msg)
1301 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1302 else
1303 {
1474 msgType = get_readable_message_type (sign); 1304 msgType = get_readable_message_type (sign);
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1305 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); 1306 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1307 }
1308 }
1477} 1309}
1478 1310
1479/** 1311/**
1480 * 'victim' moves onto 'trap' 1312 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap' 1313 * 'victim' leaves 'trap'
1504 * proper. This code was causing needless crashes. 1336 * proper. This code was causing needless crashes.
1505 */ 1337 */
1506 if (recursion_depth >= 500) 1338 if (recursion_depth >= 500)
1507 { 1339 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1340 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); 1341 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1510 return; 1342 return;
1511 } 1343 }
1344
1512 recursion_depth++; 1345 recursion_depth++;
1513 if (trap->head) 1346 if (trap->head)
1514 trap = trap->head; 1347 trap = trap->head;
1515 1348
1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1349 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1531 1364
1532 /* Just put in some sanity check. I think there is a bug in the 1365 /* 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 1366 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed. 1367 * getting permanently paralyzed.
1535 */ 1368 */
1536 if (victim->speed_left < -50.0) 1369 if (victim->speed_left < -50.f)
1537 victim->speed_left = -50.0; 1370 victim->speed_left = -50.f;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1371 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 } 1372 }
1540 goto leave; 1373 goto leave;
1541 1374
1542 case SPINNER: 1375 case SPINNER:
1592 1425
1593 if (!trap->value) 1426 if (!trap->value)
1594 { 1427 {
1595 int tot; 1428 int tot;
1596 1429
1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1430 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1431 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1432 tot += ab->head_ ()->total_weight ();
1600 1433
1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1434 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1602 goto leave; 1435 goto leave;
1603 1436
1604 SET_ANIMATION (trap, trap->value); 1437 SET_ANIMATION (trap, trap->value);
1614 1447
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1448 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 { 1449 {
1617 if (!sound_was_played) 1450 if (!sound_was_played)
1618 { 1451 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1452 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1620 sound_was_played = 1; 1453 sound_was_played = 1;
1621 } 1454 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1455
1456 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1457 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1624 } 1458 }
1625 } 1459 }
1626 goto leave; 1460 goto leave;
1627 } 1461 }
1628 1462
1629
1630 case CONVERTER: 1463 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1464 if (convert_item (victim, trap) < 0)
1632 { 1465 {
1633 object *op; 1466 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1634 1467 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 } 1468 }
1469
1645 goto leave; 1470 goto leave;
1646 1471
1647 case TRIGGER_BUTTON: 1472 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1473 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1474 case TRIGGER_ALTAR:
1667 * Processing will happen if the head runs into the pit 1492 * Processing will happen if the head runs into the pit
1668 */ 1493 */
1669 if (victim->head) 1494 if (victim->head)
1670 goto leave; 1495 goto leave;
1671 1496
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1497 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"); 1498 victim->statusmsg ("You fall through the hole!", NDI_RED);
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1499 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave; 1500 goto leave;
1676 1501
1677 case EXIT: 1502 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap)) 1503 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 { 1504 {
1680 /* Basically, don't show exits leading to random maps the 1505 /* Basically, don't show exits leading to random maps the
1681 * players output. 1506 * players output.
1682 */ 1507 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1508 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1509 victim->statusmsg (trap->msg, NDI_NAVY);
1510
1511 trap->play_sound (trap->sound);
1685 enter_exit (victim, trap); 1512 victim->enter_exit (trap);
1686 } 1513 }
1687 goto leave; 1514 goto leave;
1688 1515
1689 case ENCOUNTER: 1516 case ENCOUNTER:
1690 /* may be some leftovers on this */ 1517 /* may be some leftovers on this */
1705 1532
1706 apply_sign (victim, trap, 1); 1533 apply_sign (victim, trap, 1);
1707 goto leave; 1534 goto leave;
1708 1535
1709 case CONTAINER: 1536 case CONTAINER:
1710 if (victim->type == PLAYER)
1711 (void) esrv_apply_container (victim, trap);
1712 else
1713 (void) apply_container (victim, trap); 1537 apply_container (victim, trap);
1714 goto leave; 1538 goto leave;
1715 1539
1716 case RUNE: 1540 case RUNE:
1717 case TRAP: 1541 case TRAP:
1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1542 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1719 {
1720 spring_trap (trap, victim); 1543 spring_trap (trap, victim);
1721 }
1722 goto leave; 1544 goto leave;
1723 1545
1724 default: 1546 default:
1725 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1547 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); 1548 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1727 goto leave; 1549 goto leave;
1728 } 1550 }
1729 1551
1730leave: 1552leave:
1731 recursion_depth--; 1553 recursion_depth--;
1740 int lev_diff; 1562 int lev_diff;
1741 object *skill_ob; 1563 object *skill_ob;
1742 1564
1743 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1565 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744 { 1566 {
1745 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1567 op->failmsg ("You are unable to read while blind!");
1746 return; 1568 return;
1747 } 1569 }
1570
1748 if (tmp->msg == NULL) 1571 if (!tmp->msg)
1749 { 1572 {
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1573 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1751 return; 1574 return;
1752 } 1575 }
1753 1576
1754 /* need a literacy skill to read stuff! */ 1577 /* need a literacy skill to read stuff! */
1755 skill_ob = find_skill_by_name (op, tmp->skill); 1578 skill_ob = find_skill_by_name (op, tmp->skill);
1756 if (!skill_ob) 1579 if (!skill_ob)
1757 { 1580 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1581 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1759 return; 1582 return;
1760 } 1583 }
1584
1761 lev_diff = tmp->level - (skill_ob->level + 5); 1585 lev_diff = tmp->level - (skill_ob->level + 5);
1762 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1586 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763 { 1587 {
1764 if (lev_diff < 2) 1588 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."); 1589 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1766 else if (lev_diff < 3) 1590 : lev_diff < 5 ? "This book is beyond your comprehension."
1767 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1591 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1768 else if (lev_diff < 5) 1592 : lev_diff < 15 ? "This book is way beyond your comprehension."
1769 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1593 : "This book is totally beyond your comprehension.");
1770 else if (lev_diff < 8) 1594 return;
1771 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1595 }
1772 else if (lev_diff < 15) 1596
1773 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1597 readable_message_type *msgType = get_readable_message_type (tmp);
1598
1599 if (player *pl = op->contr)
1600 if (client *ns = pl->ns)
1601 if (ns->can_msg)
1602 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1774 else 1603 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, 1604 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1782 msgType->message_type, msgType->message_subtype, 1605 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); 1606 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1607 long_desc (tmp, op), &tmp->msg);
1784 1608
1785 /* gain xp from reading */ 1609 /* gain xp from reading */
1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1610 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */ 1611 { /* only if not read before */
1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1612 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789 1613
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1614 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 { 1615 {
1792 /*exp_gain *= 2; because they just identified it too */ 1616 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED); 1617 SET_FLAG (tmp, FLAG_IDENTIFIED);
1794 /* If in a container, update how it looks */ 1618
1795 if (tmp->env) 1619 if (object *pl = tmp->visible_to ())
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1620 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1797 else
1798 op->contr->socket.update_look = 1;
1799 } 1621 }
1622
1800 change_exp (op, exp_gain, skill_ob->skill, 0); 1623 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 */ 1624 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1802 } 1625 }
1803} 1626}
1804 1627
1807 * op is the person learning the skill, tmp is the skill scroll object 1630 * op is the person learning the skill, tmp is the skill scroll object
1808 */ 1631 */
1809static void 1632static void
1810apply_skillscroll (object *op, object *tmp) 1633apply_skillscroll (object *op, object *tmp)
1811{ 1634{
1812 switch ((int) learn_skill (op, tmp)) 1635 switch (learn_skill (op, tmp))
1813 { 1636 {
1814 case 0: 1637 case 0:
1815 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1638 op->play_sound (sound_find ("generic_fail"));
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1639 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1817 return; 1640 break;
1818 1641
1819 case 1: 1642 case 1:
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1821 decrease_ob (tmp); 1643 tmp->decrease ();
1644 op->play_sound (sound_find ("skill_learn"));
1645 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1822 return; 1646 break;
1823 1647
1824 default: 1648 default:
1649 tmp->decrease ();
1650 op->play_sound (sound_find ("generic_fail"));
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1651 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1826 decrease_ob (tmp);
1827 return; 1652 break;
1828 } 1653 }
1829} 1654}
1830 1655
1831/** 1656/**
1832 * Actually makes op learn spell. 1657 * Actually makes op learn spell.
1852 return; 1677 return;
1853 } 1678 }
1854 return; 1679 return;
1855 } 1680 }
1856 1681
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1682 op->contr->play_sound (sound_find ("learn_spell"));
1858 tmp = get_object (); 1683
1859 copy_object (spell, tmp); 1684 tmp = spell->clone ();
1860 insert_ob_in_ob (tmp, op); 1685 insert_ob_in_ob (tmp, op);
1861 1686
1862 if (special_prayer) 1687 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP); 1688 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866 1689
1867 esrv_add_spells (op->contr, tmp); 1690 esrv_add_spells (op->contr, tmp);
1868} 1691}
1869 1692
1870/** 1693/**
1884 { 1707 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1708 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return; 1709 return;
1887 } 1710 }
1888 1711
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1712 op->failmsg (format ("You lose knowledge of %s.", spell));
1890 player_unready_range_ob (op->contr, spob); 1713 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1714 esrv_remove_spell (op->contr, spob);
1892 remove_ob (spob); 1715 spob->destroy ();
1893 free_object (spob);
1894} 1716}
1895 1717
1896/** 1718/**
1897 * Handles player applying a spellbook. 1719 * Handles player applying a spellbook.
1898 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1720 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1903{ 1725{
1904 object *skop, *spell, *spell_skill; 1726 object *skop, *spell, *spell_skill;
1905 1727
1906 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1728 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1907 { 1729 {
1908 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1730 op->failmsg ("You are unable to read while blind.");
1909 return; 1731 return;
1910 } 1732 }
1911 1733
1912 /* artifact_spellbooks have 'slaying' field point to a spell name, 1734 /* artifact_spellbooks have 'slaying' field point to a spell name,
1913 * instead of having their spell stored in stats.sp. These are 1735 * instead of having their spell stored in stats.sp. These are
1914 * legacy spellbooks 1736 * legacy spellbooks
1915 */ 1737 */
1916
1917 if (tmp->slaying != NULL) 1738 if (tmp->slaying)
1918 { 1739 {
1919 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1920 if (!spell) 1741 if (!spell)
1921 { 1742 {
1922 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1743 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1923 return; 1744 return;
1924 } 1745 }
1925 else 1746 else
1926 insert_ob_in_ob (spell, tmp); 1747 insert_ob_in_ob (spell, tmp);
1748
1927 tmp->slaying = NULL; 1749 tmp->slaying = 0;
1928 } 1750 }
1929 1751
1930 skop = find_skill_by_name (op, tmp->skill); 1752 skop = find_skill_by_name (op, tmp->skill);
1931 1753
1932 /* need a literacy skill to learn spells. Also, having a literacy level 1754 /* need a literacy skill to learn spells. Also, having a literacy level
1933 * lower than the spell will make learning the spell more difficult */ 1755 * lower than the spell will make learning the spell more difficult */
1934 if (!skop) 1756 if (!skop)
1935 { 1757 {
1936 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1758 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1937 return; 1759 return;
1938 } 1760 }
1939 1761
1940 spell = tmp->inv; 1762 spell = tmp->inv;
1763
1941 if (!spell) 1764 if (!spell)
1942 { 1765 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1766 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."); 1767 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1945 return; 1768 return;
1946 } 1769 }
1947 1770
1948 if (spell->level > (skop->level + 10)) 1771 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1772 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1773 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1951 return; 1774 return;
1952 } 1775 }
1953 1776
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1777 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1955 1778
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1779 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1958 identify (tmp); 1780 identify (tmp);
1959 if (tmp->env)
1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1961 else
1962 op->contr->socket.update_look = 1;
1963 }
1964 1781
1965 /* I removed the check for special_prayer_mark here - it didn't make 1782 /* 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 1783 * 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 1784 * if the player doesn't know the spell, doesn't make a lot of sense that
1968 * they would have a special prayer mark. 1785 * they would have a special prayer mark.
1969 */ 1786 */
1970 if (check_spell_known (op, spell->name)) 1787 if (check_spell_known (op, spell->name))
1971 { 1788 {
1972 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1789 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; 1790 return;
1974 } 1791 }
1975 1792
1976 if (spell->skill) 1793 if (spell->skill)
1977 { 1794 {
1978 spell_skill = find_skill_by_name (op, spell->skill); 1795 spell_skill = find_skill_by_name (op, spell->skill);
1979 1796
1980 if (!spell_skill) 1797 if (!spell_skill)
1981 { 1798 {
1982 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1799 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1983 return; 1800 return;
1984 } 1801 }
1985 1802
1986 if (spell_skill->level < spell->level) 1803 if (spell_skill->level < spell->level)
1987 { 1804 {
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); 1805 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1989 return; 1806 return;
1990 } 1807 }
1991 } 1808 }
1992 1809
1993 /* Logic as follows 1810 /* Logic as follows
2002 * Overall, chances are the same but a player will find having a high 1819 * Overall, chances are the same but a player will find having a high
2003 * literacy rate very useful! -b.t. 1820 * literacy rate very useful! -b.t.
2004 */ 1821 */
2005 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1822 if (QUERY_FLAG (op, FLAG_CONFUSED))
2006 { 1823 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1824 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)); 1825 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2009 } 1826 }
2010 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1827 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]) 1828 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2012 { 1829 {
2013 1830 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); 1831 do_learn_spell (op, spell, 0);
2016 1832
2017 /* xp gain to literacy for spell learning */ 1833 /* xp gain to literacy for spell learning */
2018 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1834 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2019 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1835 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2020 } 1836 }
2021 else 1837 else
2022 { 1838 {
2023 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1839 op->contr->play_sound (sound_find ("fumble_spell"));
2024 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1840 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 } 1841 }
2026 decrease_ob (tmp); 1842
1843 tmp->decrease ();
2027} 1844}
2028 1845
2029/** 1846/**
2030 * Handles applying a spell scroll. 1847 * Handles applying a spell scroll.
2031 */ 1848 */
2034{ 1851{
2035 object *skop; 1852 object *skop;
2036 1853
2037 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1854 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2038 { 1855 {
2039 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1856 op->failmsg ("You are unable to read while blind.");
2040 return; 1857 return;
2041 } 1858 }
2042 1859
2043 if (!tmp->inv || tmp->inv->type != SPELL) 1860 if (!tmp->inv || tmp->inv->type != SPELL)
2044 { 1861 {
2045 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1862 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2046 return; 1863 return;
2047 } 1864 }
2048 1865
2049 if (op->type == PLAYER) 1866 if (op->type == PLAYER)
2050 { 1867 {
2056 */ 1873 */
2057 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1874 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2058 1875
2059 if (!skop) 1876 if (!skop)
2060 { 1877 {
2061 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1878 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2062 return; 1879 return;
2063 } 1880 }
2064 1881
2065 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1882 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2066 change_exp (op, exp_gain, skop->skill, 0); 1883 change_exp (op, exp_gain, skop->skill, 0);
2067 } 1884 }
2068 1885
2069 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1886 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2070 identify (tmp); 1887 identify (tmp);
2071 1888
2072 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1889 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2073
2074 1890
2075 cast_spell (op, tmp, dir, tmp->inv, NULL); 1891 cast_spell (op, tmp, dir, tmp->inv, NULL);
2076 decrease_ob (tmp); 1892 tmp->decrease ();
2077} 1893}
2078 1894
2079/** 1895/**
2080 * Applies a treasure object - by default, chest. op 1896 * Applies a treasure object - by default, chest. op
2081 * is the person doing the applying, tmp is the treasure 1897 * is the person doing the applying, tmp is the treasure
2082 * chest. 1898 * chest.
2083 */ 1899 */
2084static void 1900static void
2085apply_treasure (object *op, object *tmp) 1901apply_treasure (object *op, object *tmp)
2086{ 1902{
2087 object *treas;
2088
2089
2090 /* Nice side effect of new treasure creation method is that the treasure 1903 /* 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 1904 * 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 1905 * 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 1906 * prevents people from moving chests to more difficult maps to get better
2094 * treasure 1907 * treasure
2095 */ 1908 */
2096
2097 treas = tmp->inv; 1909 object *treas = tmp->inv;
2098 if (treas == NULL) 1910
1911 if (!treas)
2099 { 1912 {
2100 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1913 op->statusmsg ("The chest was empty.");
2101 decrease_ob (tmp); 1914 tmp->decrease ();
2102 return; 1915 return;
2103 } 1916 }
1917
2104 while (tmp->inv) 1918 while (tmp->inv)
2105 { 1919 {
2106 treas = tmp->inv; 1920 treas = tmp->inv;
2107 1921 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 1922
2111 treas->x = op->x; 1923 treas->x = op->x;
2112 treas->y = op->y; 1924 treas->y = op->y;
2113 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1925 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2114 1926
2115 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1927 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2116 spring_trap (treas, op); 1928 spring_trap (treas, op);
1929
2117 /* If either player or container was destroyed, no need to do 1930 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with 1931 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise 1932 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed 1933 * any way for the treasure chest or player to get killed.
2121 */ 1934 */
2122 if (op->destroyed () || tmp->destroyed ()) 1935 if (op->destroyed () || tmp->destroyed ())
2123 break; 1936 break;
2124 } 1937 }
2125 1938
2126 if (!tmp->destroyed () && tmp->inv == NULL) 1939 if (!tmp->destroyed () && !tmp->inv)
2127 decrease_ob (tmp); 1940 tmp->decrease ();
2128
2129} 1941}
2130 1942
2131/** 1943/**
2132 * op eats food. 1944 * op eats food.
2133 * If player, takes care of messages and dragon special food. 1945 * If player, takes care of messages and dragon special food.
2148 { 1960 {
2149 /* usual case - no dragon meal: */ 1961 /* usual case - no dragon meal: */
2150 if (op->stats.food + tmp->stats.food > 999) 1962 if (op->stats.food + tmp->stats.food > 999)
2151 { 1963 {
2152 if (tmp->type == FOOD || tmp->type == FLESH) 1964 if (tmp->type == FOOD || tmp->type == FLESH)
2153 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1965 op->failmsg ("You feel full, but what a waste of food!");
2154 else 1966 else
2155 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1967 op->statusmsg ("Most of the drink goes down your face not your throat!");
2156 } 1968 }
1969
1970 tmp->play_sound (
1971 tmp->sound
1972 ? tmp->sound
1973 : tmp->type == DRINK
1974 ? sound_find ("eat_drink")
1975 : sound_find ("eat_food")
1976 );
2157 1977
2158 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1978 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2159 { 1979 {
2160 char buf[MAX_BUF]; 1980 const char *buf;
2161 1981
2162 if (!is_dragon_pl (op)) 1982 if (!is_dragon_pl (op))
2163 { 1983 {
2164 /* eating message for normal players */ 1984 /* eating message for normal players */
2165 if (tmp->type == DRINK) 1985 if (tmp->type == DRINK)
2166 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1986 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2167 else 1987 else
2168 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 1988 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2169 } 1989 }
2170 else 1990 else
2171 {
2172 /* eating message for dragon players */ 1991 /* eating message for dragon players */
2173 sprintf (buf, "The %s tasted terrible!", &tmp->name); 1992 buf = format ("The %s tasted terrible!", &tmp->name);
2174 }
2175 1993
2176 new_draw_info (NDI_UNIQUE, 0, op, buf); 1994 op->statusmsg (buf);
1995
2177 capacity_remaining = 999 - op->stats.food; 1996 capacity_remaining = 999 - op->stats.food;
2178 op->stats.food += tmp->stats.food; 1997 op->stats.food += tmp->stats.food;
2179 if (capacity_remaining < tmp->stats.food) 1998 if (capacity_remaining < tmp->stats.food)
2180 op->stats.hp += capacity_remaining / 50; 1999 op->stats.hp += capacity_remaining / 50;
2181 else 2000 else
2182 op->stats.hp += tmp->stats.food / 50; 2001 op->stats.hp += tmp->stats.food / 50;
2002
2183 if (op->stats.hp > op->stats.maxhp) 2003 if (op->stats.hp > op->stats.maxhp)
2184 op->stats.hp = op->stats.maxhp; 2004 op->stats.hp = op->stats.maxhp;
2185 if (op->stats.food > 999) 2005 if (op->stats.food > 999)
2186 op->stats.food = 999; 2006 op->stats.food = 999;
2187 } 2007 }
2189 /* special food hack -b.t. */ 2009 /* special food hack -b.t. */
2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2010 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2191 eat_special_food (op, tmp); 2011 eat_special_food (op, tmp);
2192 } 2012 }
2193 } 2013 }
2014
2194 handle_apply_yield (tmp); 2015 handle_apply_yield (tmp);
2195 decrease_ob (tmp); 2016 tmp->decrease ();
2196} 2017}
2197 2018
2198/** 2019/**
2199 * A dragon is eating some flesh. If the flesh contains resistances, 2020 * A dragon is eating some flesh. If the flesh contains resistances,
2200 * there is a chance for the dragon's skin to get improved. 2021 * there is a chance for the dragon's skin to get improved.
2210{ 2031{
2211 object *skin = NULL; /* pointer to dragon skin force */ 2032 object *skin = NULL; /* pointer to dragon skin force */
2212 object *abil = NULL; /* pointer to dragon ability force */ 2033 object *abil = NULL; /* pointer to dragon ability force */
2213 object *tmp = NULL; /* tmp. object */ 2034 object *tmp = NULL; /* tmp. object */
2214 2035
2215 char buf[MAX_BUF]; /* tmp. string buffer */
2216 double chance; /* improvement-chance of one resistance type */ 2036 double chance; /* improvement-chance of one resistance type */
2217 double totalchance = 1; /* total chance of gaining one resistance */ 2037 double totalchance = 1; /* total chance of gaining one resistance */
2218 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2038 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2219 double mbonus = 0; /* monster bonus */ 2039 double mbonus = 0; /* monster bonus */
2220 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2040 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2045 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2046 return 0;
2227 2047
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2048 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2049 from the player's inventory */
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2050 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2051 if (tmp->type == FORCE)
2233 { 2052 if (tmp->arch->archname == shstr_dragon_skin_force)
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2235 skin = tmp; 2053 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2054 else if (tmp->arch->archname == shstr_dragon_ability_force)
2237 abil = tmp; 2055 abil = tmp;
2238 }
2239 }
2240 2056
2241 /* if either skin or ability are missing, this is an old player 2057 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2058 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2059 if (skin == NULL || abil == NULL)
2244 return 0; 2060 return 0;
2246 /* now start by filling stomache and health, according to food-value */ 2062 /* now start by filling stomache and health, according to food-value */
2247 if ((999 - op->stats.food) < meal->stats.food) 2063 if ((999 - op->stats.food) < meal->stats.food)
2248 op->stats.hp += (999 - op->stats.food) / 50; 2064 op->stats.hp += (999 - op->stats.food) / 50;
2249 else 2065 else
2250 op->stats.hp += meal->stats.food / 50; 2066 op->stats.hp += meal->stats.food / 50;
2067
2251 if (op->stats.hp > op->stats.maxhp) 2068 if (op->stats.hp > op->stats.maxhp)
2252 op->stats.hp = op->stats.maxhp; 2069 op->stats.hp = op->stats.maxhp;
2253 2070
2254 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2071 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2255 2072
2285 /* doubled chance for resistance of ability-focus */ 2102 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2103 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2104 chance = MIN (100., chance * 2.);
2288 2105
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2106 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2107 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2108 {
2292 atnr_winner[winners] = i; 2109 atnr_winner[winners] = i;
2293 winners++; 2110 winners++;
2294 } 2111 }
2295 2112
2300 } 2117 }
2301 } 2118 }
2302 2119
2303 /* inverse totalchance as until now we have the failure-chance */ 2120 /* inverse totalchance as until now we have the failure-chance */
2304 totalchance = 100 - totalchance * 100; 2121 totalchance = 100 - totalchance * 100;
2122
2305 /* print message according to totalchance */ 2123 /* print message according to totalchance */
2124 const char *buf;
2306 if (totalchance > 50.) 2125 if (totalchance > 50.)
2307 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2126 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2308 else if (totalchance > 10.) 2127 else if (totalchance > 10.)
2309 sprintf (buf, "The %s tasted very good.", &meal->name); 2128 buf = format ("The %s tasted very good.", &meal->name);
2310 else if (totalchance > 1.) 2129 else if (totalchance > 1.)
2311 sprintf (buf, "The %s tasted good.", &meal->name); 2130 buf = format ("The %s tasted good.", &meal->name);
2312 else if (totalchance > 0.1) 2131 else if (totalchance > 0.1)
2313 sprintf (buf, "The %s tasted bland.", &meal->name); 2132 buf = format ("The %s tasted bland.", &meal->name);
2314 else if (totalchance >= 0.01) 2133 else if (totalchance >= 0.01)
2315 sprintf (buf, "The %s had a boring taste.", &meal->name); 2134 buf = format ("The %s had a boring taste.", &meal->name);
2316 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2135 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2317 sprintf (buf, "The %s tasted strange.", &meal->name); 2136 buf = format ("The %s tasted strange.", &meal->name);
2318 else 2137 else
2319 sprintf (buf, "The %s had no taste.", &meal->name); 2138 buf = format ("The %s had no taste.", &meal->name);
2320 new_draw_info (NDI_UNIQUE, 0, op, buf); 2139
2140 op->statusmsg (buf);
2321 2141
2322 /* now choose a winner if we have any */ 2142 /* now choose a winner if we have any */
2323 i = -1; 2143 i = -1;
2324 if (winners > 0) 2144 if (winners > 0)
2325 i = atnr_winner[RANDOM () % winners]; 2145 i = atnr_winner[RANDOM () % winners];
2326 2146
2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2147 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 { 2148 {
2329 /* resistance increased! */ 2149 /* resistance increased! */
2330 skin->resist[i]++; 2150 skin->resist[i]++;
2331 fix_player (op); 2151 op->update_stats ();
2332 2152
2333 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2153 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 } 2154 }
2336 2155
2337 /* if this flesh contains a new ability focus, we mark it 2156 /* if this flesh contains a new ability focus, we mark it
2338 into the ability_force and it will take effect on next level */ 2157 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) 2158 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2340 { 2159 {
2341 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2160 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2342 2161
2343 if (meal->last_eat != abil->stats.exp) 2162 if (meal->last_eat != abil->stats.exp)
2163 op->statusmsg (format (
2164 "Your metabolism prepares to focus on %s!\n"
2165 "The change will happen at level %d.",
2166 change_resist_msg[meal->last_eat],
2167 abil->level + 1
2344 { 2168 ));
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 2169 else
2351 { 2170 {
2352 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2171 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; 2172 abil->last_eat = 0;
2355 } 2173 }
2356 } 2174 }
2175
2357 return 1; 2176 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} 2177}
2393 2178
2394/** 2179/**
2395 * Handles applying an improve armor scroll. 2180 * Handles applying an improve armor scroll.
2396 * Does some sanity checks, then calls improve_armour. 2181 * Does some sanity checks, then calls improve_armour.
2398static void 2183static void
2399apply_armour_improver (object *op, object *tmp) 2184apply_armour_improver (object *op, object *tmp)
2400{ 2185{
2401 object *armor; 2186 object *armor;
2402 2187
2403 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2188 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2404 { 2189 {
2405 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2190 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2406 return; 2191 return;
2407 } 2192 }
2193
2408 armor = find_marked_object (op); 2194 armor = find_marked_object (op);
2195
2409 if (!armor) 2196 if (!armor)
2410 { 2197 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2198 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2412 return; 2199 return;
2413 } 2200 }
2201
2414 if (armor->type != ARMOUR 2202 if (armor->type != ARMOUR
2415 && armor->type != CLOAK 2203 && armor->type != CLOAK
2416 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2204 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2417 { 2205 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2206 op->failmsg ("Your marked item is not armour!\n");
2419 return; 2207 return;
2420 } 2208 }
2421 2209
2422 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2210 op->statusmsg ("Applying armour enchantment.");
2423 improve_armour (op, tmp, armor); 2211 improve_armour (op, tmp, armor);
2424} 2212}
2425 2213
2426 2214void
2427extern void
2428apply_poison (object *op, object *tmp) 2215apply_poison (object *op, object *tmp)
2429{ 2216{
2217 object *poison = tmp->split (1);
2218
2430 if (op->type == PLAYER) 2219 if (op->type == PLAYER)
2431 { 2220 {
2432 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2221 op->contr->play_sound (sound_find ("drink_poison"));
2433 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2222 op->failmsg ("Yech! That tasted poisonous!");
2434 strcpy (op->contr->killer, "poisonous booze"); 2223 op->contr->killer = poison;
2435 } 2224 }
2225
2436 if (tmp->stats.hp > 0) 2226 if (poison->stats.hp > 0)
2437 { 2227 {
2438 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2228 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2439 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2229 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2440 } 2230 }
2231
2441 op->stats.food -= op->stats.food / 4; 2232 op->stats.food -= op->stats.food / 4;
2442 handle_apply_yield (tmp); 2233 handle_apply_yield (poison);
2443 decrease_ob (tmp); 2234 poison->destroy ();
2444} 2235}
2445 2236
2446/** 2237/**
2447 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2238 * 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: 2239 * A valid 2 way exit means:
2449 * -You can come back (there is another exit at the other side) 2240 * -You can come back (there is another exit at the other side)
2450 * -You are 2241 * -You are
2451 * ° the owner of the exit 2242 * ° the owner of the exit
2452 * ° or in the same party as the owner 2243 * ° or in the same party as the owner
2453 * 2244 *
2454 * Note: a owner in a 2 way exit is saved as the owner's name 2245 * 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 2246 * 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). 2247 * survive in the swapping (in fact the whole exit doesn't survive).
2457 */ 2248 */
2458int 2249int
2459is_legal_2ways_exit (object *op, object *exit) 2250is_legal_2ways_exit (object *op, object *exit)
2460{ 2251{
2461 object *tmp;
2462 object *exit_owner;
2463 player *pp;
2464 maptile *exitmap;
2465
2466 if (exit->stats.exp != 1) 2252 if (exit->stats.exp != 1)
2467 return 1; /*This is not a 2 way, so it is legal */ 2253 return 1; /*This is not a 2 way, so it is legal */
2254
2255#if 0 //TODO
2468 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2256 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2469 return 0; /* This is a reset town portal */ 2257 return 0; /* This is a reset town portal */
2470 /* To know if an exit has a correspondant, we look at 2258#endif
2471 * all the exits in destination and try to find one with same path as 2259
2472 * the current exit's position */ 2260 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2473 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2261
2474 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2262 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2475 else 2263
2476 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2477 if (exitmap) 2264 if (exitmap)
2478 { 2265 {
2266 exitmap->load_sync ();
2267
2479 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2268 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2269
2480 if (!tmp) 2270 if (!tmp)
2481 return 0; 2271 return 0;
2482 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2272
2273 for (; tmp; tmp = tmp->above)
2483 { 2274 {
2484 if (tmp->type != EXIT) 2275 if (tmp->type != EXIT)
2485 continue; /*Not an exit */ 2276 continue; /*Not an exit */
2277
2486 if (!EXIT_PATH (tmp)) 2278 if (!EXIT_PATH (tmp))
2487 continue; /*Not a valid exit */ 2279 continue; /*Not a valid exit */
2280
2488 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2281 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2489 continue; /*Not in the same place */ 2282 continue; /*Not in the same place */
2283
2490 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2284 if (exit->map->path != EXIT_PATH (tmp))
2491 continue; /*Not in the same map */ 2285 continue; /*Not in the same map */
2492 2286
2493 /* From here we have found the exit is valid. However we do 2287 /* 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 2288 * here the check of the exit owner. It is important for the
2495 * town portals to prevent strangers from visiting your appartments 2289 * town portals to prevent strangers from visiting your appartments
2496 */ 2290 */
2497 if (!exit->race) 2291 if (!exit->race)
2498 return 1; /*No owner, free for all! */ 2292 return 1; /*No owner, free for all! */
2293
2499 exit_owner = NULL; 2294 object *exit_owner = 0;
2500 for (pp = first_player; pp; pp = pp->next) 2295
2296 for_all_players (pp)
2501 { 2297 {
2502 if (!pp->ob) 2298 if (!pp->ob)
2503 continue; 2299 continue;
2300
2504 if (pp->ob->name != exit->race) 2301 if (pp->ob->name != exit->race)
2505 continue; 2302 continue;
2303
2506 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2304 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2507 break; 2305 break;
2508 } 2306 }
2307
2509 if (!exit_owner) 2308 if (!exit_owner)
2510 return 0; /* No more owner */ 2309 return 0; /* No more owner */
2310
2511 if (exit_owner->contr == op->contr) 2311 if (exit_owner->contr == op->contr)
2512 return 1; /*It is your exit */ 2312 return 1; /*It is your exit */
2313
2513 if (exit_owner && /*There is a owner */ 2314 if (exit_owner && /*There is a owner */
2514 (op->contr) && /*A player tries to pass */ 2315 (op->contr) && /*A player tries to pass */
2515 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2316 ((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 */ 2317 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2517 return 0; 2318 return 0;
2319
2518 return 1; 2320 return 1;
2519 } 2321 }
2520 } 2322 }
2323
2521 return 0; 2324 return 0;
2522} 2325}
2523
2524 2326
2525/** 2327/**
2526 * Main apply handler. 2328 * Main apply handler.
2527 * 2329 *
2528 * Checks for unpaid items before applying. 2330 * Checks for unpaid items before applying.
2536 * being applied. 2338 * being applied.
2537 * 2339 *
2538 * aflag is special (always apply/unapply) flags. Nothing is done with 2340 * aflag is special (always apply/unapply) flags. Nothing is done with
2539 * them in this function - they are passed to apply_special 2341 * them in this function - they are passed to apply_special
2540 */ 2342 */
2541
2542int 2343int
2543manual_apply (object *op, object *tmp, int aflag) 2344manual_apply (object *op, object *tmp, int aflag)
2544{ 2345{
2545 if (tmp->head) 2346 if (tmp->head)
2546 tmp = tmp->head; 2347 tmp = tmp->head;
2547 2348
2548 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2349 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2549 { 2350 {
2550 if (op->type == PLAYER) 2351 if (op->type == PLAYER)
2551 { 2352 {
2552 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2353 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2553 return 1; 2354 return 1;
2554 } 2355 }
2555 else 2356 else
2556 {
2557 return 0; /* monsters just skip unpaid items */ 2357 return 0; /* monsters just skip unpaid items */
2558 }
2559 } 2358 }
2560 2359
2561 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2360 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2562 return RESULT_INT (0); 2361 return RESULT_INT (0);
2563 2362
2564 switch (tmp->type) 2363 switch (tmp->type)
2565 { 2364 {
2566
2567 case CF_HANDLE: 2365 case CF_HANDLE:
2568 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2366 op->play_sound (sound_find ("turn_handle"));
2569 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2367 op->statusmsg ("You turn the handle.");
2570 tmp->value = tmp->value ? 0 : 1; 2368 tmp->value = tmp->value ? 0 : 1;
2571 SET_ANIMATION (tmp, tmp->value); 2369 SET_ANIMATION (tmp, tmp->value);
2572 update_object (tmp, UP_OBJ_FACE); 2370 update_object (tmp, UP_OBJ_FACE);
2573 push_button (tmp); 2371 push_button (tmp);
2574 return 1; 2372 return 1;
2575 2373
2576 case TRIGGER: 2374 case TRIGGER:
2577 if (check_trigger (tmp, op)) 2375 if (check_trigger (tmp, op))
2578 { 2376 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2377 op->statusmsg ("You turn the handle.");
2580 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2378 op->play_sound (sound_find ("turn_handle"));
2581 } 2379 }
2582 else 2380 else
2583 { 2381 op->failmsg ("The handle doesn't move.");
2584 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2382
2585 }
2586 return 1; 2383 return 1;
2587 2384
2588 case EXIT: 2385 case EXIT:
2589 if (op->type != PLAYER) 2386 if (op->type != PLAYER)
2590 return 0; 2387 return 0;
2388
2591 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2389 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2592 { 2390 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 2391 else
2596 { 2392 {
2597 /* Don't display messages for random maps. */ 2393 /* Don't display messages for random maps. */
2598 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2394 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2599 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2395 op->statusmsg (tmp->msg, NDI_NAVY);
2396
2600 enter_exit (op, tmp); 2397 op->enter_exit (tmp);
2601 } 2398 }
2399
2400 return 1;
2401
2402 case INSCRIBABLE:
2403 op->statusmsg (tmp->msg);
2404 // maybe show a spell menu to chose from or something like that
2602 return 1; 2405 return 1;
2603 2406
2604 case SIGN: 2407 case SIGN:
2605 apply_sign (op, tmp, 0); 2408 apply_sign (op, tmp, 0);
2606 return 1; 2409 return 1;
2610 { 2413 {
2611 apply_book (op, tmp); 2414 apply_book (op, tmp);
2612 return 1; 2415 return 1;
2613 } 2416 }
2614 else 2417 else
2615 {
2616 return 0; 2418 return 0;
2617 }
2618 2419
2619 case SKILLSCROLL: 2420 case SKILLSCROLL:
2620 if (op->type == PLAYER) 2421 if (op->type == PLAYER)
2621 { 2422 {
2622 apply_skillscroll (op, tmp); 2423 apply_skillscroll (op, tmp);
2623 return 1; 2424 return 1;
2624 } 2425 }
2426 else
2625 return 0; 2427 return 0;
2626 2428
2627 case SPELLBOOK: 2429 case SPELLBOOK:
2628 if (op->type == PLAYER) 2430 if (op->type == PLAYER)
2629 { 2431 {
2630 apply_spellbook (op, tmp); 2432 apply_spellbook (op, tmp);
2631 return 1; 2433 return 1;
2632 } 2434 }
2435 else
2633 return 0; 2436 return 0;
2634 2437
2635 case SCROLL: 2438 case SCROLL:
2636 apply_scroll (op, tmp, 0); 2439 apply_scroll (op, tmp, 0);
2637 return 1; 2440 return 1;
2638 2441
2639 case POTION: 2442 case POTION:
2640 (void) apply_potion (op, tmp); 2443 apply_potion (op, tmp);
2641 return 1; 2444 return 1;
2642 2445
2643 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2446 /* Eneq(@csd.uu.se): Handle apply on containers. */
2447 //TODO: remove, as it is unsed?
2644 case CLOSE_CON: 2448 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); 2449 apply_container (op, tmp->env);
2649 return 1; 2450 return 1;
2650 2451
2651 case CONTAINER: 2452 case CONTAINER:
2652 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp);
2654 else
2655 (void) apply_container (op, tmp); 2453 apply_container (op, tmp);
2656 return 1; 2454 return 1;
2657 2455
2658 case TREASURE: 2456 case TREASURE:
2659 if (op->type == PLAYER) 2457 if (op->type == PLAYER)
2660 { 2458 {
2661 apply_treasure (op, tmp); 2459 apply_treasure (op, tmp);
2662 return 1; 2460 return 1;
2663 } 2461 }
2664 else 2462 else
2665 {
2666 return 0; 2463 return 0;
2667 }
2668 2464
2669 case WEAPON: 2465 case WEAPON:
2670 case ARMOUR: 2466 case ARMOUR:
2671 case BOOTS: 2467 case BOOTS:
2672 case GLOVES: 2468 case GLOVES:
2685 case LAMP: 2481 case LAMP:
2686 case BUILDER: 2482 case BUILDER:
2687 case SKILL_TOOL: 2483 case SKILL_TOOL:
2688 if (tmp->env != op) 2484 if (tmp->env != op)
2689 return 2; /* not in inventory */ 2485 return 2; /* not in inventory */
2486
2690 (void) apply_special (op, tmp, aflag); 2487 apply_special (op, tmp, aflag);
2691 return 1; 2488 return 1;
2692 2489
2693 case DRINK: 2490 case DRINK:
2694 case FOOD: 2491 case FOOD:
2695 case FLESH: 2492 case FLESH:
2699 case POISON: 2496 case POISON:
2700 apply_poison (op, tmp); 2497 apply_poison (op, tmp);
2701 return 1; 2498 return 1;
2702 2499
2703 case SAVEBED: 2500 case SAVEBED:
2704 if (op->type == PLAYER)
2705 {
2706 apply_savebed (op);
2707 return 1; 2501 return 1;
2708 }
2709 else
2710 {
2711 return 0;
2712 }
2713 2502
2714 case ARMOUR_IMPROVER: 2503 case ARMOUR_IMPROVER:
2715 if (op->type == PLAYER) 2504 if (op->type == PLAYER)
2716 { 2505 {
2717 apply_armour_improver (op, tmp); 2506 apply_armour_improver (op, tmp);
2718 return 1; 2507 return 1;
2719 } 2508 }
2720 else 2509 else
2721 {
2722 return 0; 2510 return 0;
2723 }
2724 2511
2725 case WEAPON_IMPROVER: 2512 case WEAPON_IMPROVER:
2726 (void) check_improve_weapon (op, tmp); 2513 check_improve_weapon (op, tmp);
2727 return 1; 2514 return 1;
2728 2515
2729 case CLOCK: 2516 case CLOCK:
2730 if (op->type == PLAYER) 2517 if (op->type == PLAYER)
2731 { 2518 {
2732 char buf[MAX_BUF]; 2519 char buf[MAX_BUF];
2733 timeofday_t tod; 2520 timeofday_t tod;
2734 2521
2735 get_tod (&tod); 2522 get_tod (&tod);
2523 op->play_sound (sound_find ("sound_clock"));
2524 op->statusmsg (format (
2736 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2525 "It is %d minute%s past %d o'clock %s",
2737 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2526 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2738 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2527 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2739 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2528 ));
2740 new_draw_info (NDI_UNIQUE, 0, op, buf);
2741 return 1; 2529 return 1;
2742 } 2530 }
2743 else 2531 else
2744 {
2745 return 0; 2532 return 0;
2746 }
2747 2533
2748 case MENU: 2534 case MENU:
2749 if (op->type == PLAYER) 2535 if (op->type == PLAYER)
2750 { 2536 {
2751 shop_listing (op); 2537 shop_listing (tmp, op);
2752 return 1; 2538 return 1;
2753 } 2539 }
2754 else 2540 else
2755 {
2756 return 0; 2541 return 0;
2757 }
2758 2542
2759 case POWER_CRYSTAL: 2543 case POWER_CRYSTAL:
2760 apply_power_crystal (op, tmp); /* see egoitem.c */ 2544 apply_power_crystal (op, tmp); /* see egoitem.c */
2761 return 1; 2545 return 1;
2762 2546
2765 { 2549 {
2766 apply_lighter (op, tmp); 2550 apply_lighter (op, tmp);
2767 return 1; 2551 return 1;
2768 } 2552 }
2769 else 2553 else
2770 {
2771 return 0; 2554 return 0;
2772 }
2773 2555
2774 case ITEM_TRANSFORMER: 2556 case ITEM_TRANSFORMER:
2775 apply_item_transformer (op, tmp); 2557 apply_item_transformer (op, tmp);
2776 return 1; 2558 return 1;
2777 2559
2790int 2572int
2791player_apply (object *pl, object *op, int aflag, int quiet) 2573player_apply (object *pl, object *op, int aflag, int quiet)
2792{ 2574{
2793 int tmp; 2575 int tmp;
2794 2576
2795 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2577 if (op->env && (pl->move_type & MOVE_FLYING))
2796 { 2578 {
2797 /* player is flying and applying object not in inventory */ 2579 /* player is flying and applying object not in inventory */
2798 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2580 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2799 { 2581 {
2800 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2582 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2801 return 0; 2583 return 0;
2802 } 2584 }
2803 } 2585 }
2804 2586
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; 2587 pl->contr->last_used = op;
2819 pl->contr->last_used_id = op->count;
2820 2588
2821 tmp = manual_apply (pl, op, aflag); 2589 tmp = manual_apply (pl, op, aflag);
2822 if (!quiet) 2590 if (!quiet)
2823 { 2591 {
2824 if (tmp == 0) 2592 if (tmp == 0)
2825 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2593 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2826 else if (tmp == 2) 2594 else if (tmp == 2)
2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2595 pl->failmsg ("You must get it first!\n");
2828 } 2596 }
2597
2829 return tmp; 2598 return tmp;
2830} 2599}
2831 2600
2832/** 2601/**
2833 * player_apply_below attempts to apply the object 'below' the player. 2602 * 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 2603 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground. 2604 * we use the ground.
2836 */ 2605 */
2837
2838void 2606void
2839player_apply_below (object *pl) 2607player_apply_below (object *pl)
2840{ 2608{
2841 object *tmp, *next;
2842 int floors; 2609 int floors = 0;
2843 2610
2844 /* If using a container, set the starting item to be the top 2611 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map. 2612 * 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 2613 * 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 2614 * 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 2615 * 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 2616 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value. 2617 * not return a proper value.
2854 */ 2618 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2619 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2856 { 2620 {
2857 next = tmp->below; 2621 next = tmp->below;
2622
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2623 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2624 floors++;
2860 else if (floors > 0) 2625 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2626 return; /* process only floor objects after first floor object */
2862 2627
2882 * to keep the size of apply_special to a more managable size. 2647 * to keep the size of apply_special to a more managable size.
2883 */ 2648 */
2884static int 2649static int
2885unapply_special (object *who, object *op, int aflags) 2650unapply_special (object *who, object *op, int aflags)
2886{ 2651{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2652 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2653 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0); 2654 return RESULT_INT (0);
2889 2655
2890 object *tmp2;
2891
2892 CLEAR_FLAG (op, FLAG_APPLIED); 2656 CLEAR_FLAG (op, FLAG_APPLIED);
2657
2893 switch (op->type) 2658 switch (op->type)
2894 { 2659 {
2660 case SKILL_TOOL:
2661 // unapplying a skill tool should also unapply the skill it governs
2662 // but this is hard, as it shouldn't do so when the skill can
2663 // be used for other reasons
2664 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2665 if (tmp->skill == op->skill
2666 && tmp->type == SKILL
2667 && tmp->flag [FLAG_APPLIED]
2668 && !tmp->flag [FLAG_CAN_USE_SKILL])
2669 unapply_special (who, tmp, 0);
2670
2671 change_abil (who, op);
2672 break;
2673
2895 case WEAPON: 2674 case WEAPON:
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2675 if (player *pl = who->contr)
2676 if (op == pl->combat_ob)
2677 {
2678 pl->combat_ob = 0;
2679 who->change_weapon (pl->ranged_ob);
2680 }
2897 2681
2682 who->statusmsg (format ("You unwield %s.", query_name (op)));
2683
2898 (void) change_abil (who, op); 2684 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2685 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break; 2686 break;
2903 2687
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 2688 case SKILL:
2906 if (op != who->chosen_skill) 2689 if (who->contr)
2907 { 2690 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2691 if (!op->invisible)
2692 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2693 else
2694 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2909 } 2695 }
2910 if (who->type == PLAYER) 2696
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); 2697 change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 2698 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 2699 break;
2927 2700
2928 case ARMOUR: 2701 case ARMOUR:
2929 case HELMET: 2702 case HELMET:
2933 case GLOVES: 2706 case GLOVES:
2934 case AMULET: 2707 case AMULET:
2935 case GIRDLE: 2708 case GIRDLE:
2936 case BRACERS: 2709 case BRACERS:
2937 case CLOAK: 2710 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2711 who->statusmsg (format ("You unwear %s.", query_name (op)));
2939 (void) change_abil (who, op); 2712 change_abil (who, op);
2940 break; 2713 break;
2714
2941 case LAMP: 2715 case LAMP:
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2716 {
2717 who->statusmsg (format ("You turn off your %s.", &op->name));
2718
2943 tmp2 = arch_to_object (op->other_arch); 2719 object *tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x; 2720 tmp2->x = op->x;
2945 tmp2->y = op->y; 2721 tmp2->y = op->y;
2946 tmp2->map = op->map; 2722 tmp2->map = op->map;
2947 tmp2->below = op->below; 2723 tmp2->below = op->below;
2948 tmp2->above = op->above; 2724 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food; 2725 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2726 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 2727
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2728 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2729 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 2730
2955 if (who->type == PLAYER) 2731 op->destroy ();
2956 esrv_del_item (who->contr, op->count); 2732 who->insert (tmp2);
2733 who->update_stats ();
2957 2734
2958 remove_ob (op); 2735 if (who->contr)
2959 free_object (op); 2736 {
2960 insert_ob_in_ob (tmp2, who);
2961 fix_player (who);
2962 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2737 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2963 {
2964 if (who->type == PLAYER)
2965 { 2738 {
2966 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2739 who->failmsg ("Oops, it feels deadly cold!");
2967 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2740 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2968 } 2741 }
2969 } 2742 }
2970 if (who->type == PLAYER) 2743 }
2971 esrv_send_item (who, tmp2); 2744
2972 return 1; /* otherwise, an attempt to drop causes problems */ 2745 return 1; /* otherwise, an attempt to drop causes problems */
2973 break; 2746
2974 case BOW: 2747 case BOW:
2975 case WAND: 2748 case WAND:
2976 case ROD: 2749 case ROD:
2977 case HORN: 2750 case HORN:
2978 clear_skill (who); 2751 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 { 2752 {
2982 who->contr->shoottype = range_none; 2753 if (op == pl->ranged_ob)
2754 {
2755 pl->ranged_ob = 0;
2756 who->change_weapon (pl->combat_ob);
2757 }
2758
2759 who->statusmsg (format ("You unready %s.", query_name (op)));
2983 } 2760 }
2984 else 2761 else
2985 { 2762 {
2763 who->change_skill (0);
2764
2986 if (op->type == BOW) 2765 if (op->type == BOW)
2987 CLEAR_FLAG (who, FLAG_READY_BOW); 2766 CLEAR_FLAG (who, FLAG_READY_BOW);
2988 else 2767 else
2989 CLEAR_FLAG (who, FLAG_READY_RANGE); 2768 CLEAR_FLAG (who, FLAG_READY_RANGE);
2990 } 2769 }
2770
2991 break; 2771 break;
2992 2772
2993 case BUILDER: 2773 case BUILDER:
2994 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2774 if (who->contr)
2995 who->contr->shoottype = range_none; 2775 who->statusmsg (format ("You unready %s.", query_name (op)));
2996 who->contr->ranges[range_builder] = NULL;
2997 break; 2776 break;
2998 2777
2999 default: 2778 default:
3000 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2779 who->statusmsg (format ("You unapply %s.", query_name (op)));
3001 break; 2780 break;
3002 } 2781 }
3003 2782
3004 fix_player (who); 2783 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3005 2784 if (object *pl = op->visible_to ())
3006 if (!(aflags & AP_NO_MERGE))
3007 {
3008 object *tmp;
3009
3010 tmp = merge_ob (op, NULL);
3011 if (who->type == PLAYER)
3012 {
3013 if (tmp)
3014 { /* it was merged */
3015 esrv_del_item (who->contr, op->count);
3016 op = tmp;
3017 }
3018
3019 esrv_send_item (who, op); 2785 esrv_send_item (pl, op);
3020 } 2786
3021 } 2787 who->update_stats ();
2788
3022 return 0; 2789 return 0;
3023} 2790}
3024 2791
3025/** 2792/**
3026 * Returns the object that is using location 'loc'. 2793 * Returns the object that is using location 'loc'.
3027 * Note that 'start' is the first object to start examing - we 2794 * 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 2795 * then go through the below of this. In this way, you can do
3029 * something like: 2796 * something like:
3030 * tmp = get_item_from_body_location(who->inv, 1); 2797 * tmp = get_next_item_from_body_location(who->inv, 1);
3031 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2798 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3032 * to find the second object that may use this location, etc. 2799 * to find the second object that may use this location, etc.
3033 * Returns NULL if no match is found. 2800 * Returns NULL if no match is found.
3034 * loc is the index into the array we are looking for a match. 2801 * loc is the index into the array we are looking for a match.
3035 * don't return invisible objects unless they are skill objects 2802 * don't return invisible objects unless they are skill objects
3036 * invisible other objects that use 2803 * invisible other objects that use
3037 * up body locations can be used as restrictions. 2804 * up body locations can be used as restrictions.
3038 */ 2805 */
3039object * 2806static object *
3040get_item_from_body_location (object *start, int loc) 2807get_next_item_from_body_location (int loc, object *start)
3041{ 2808{
3042 object *tmp;
3043
3044 if (!start)
3045 return NULL;
3046
3047 for (tmp = start; tmp; tmp = tmp->below) 2809 for (object *tmp = start; tmp; tmp = tmp->below)
3048 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2810 if (tmp->flag [FLAG_APPLIED]
2811 && tmp->slot[loc].info
2812 && (!tmp->invisible || tmp->type == SKILL))
3049 return tmp; 2813 return tmp;
3050 2814
3051 return NULL; 2815 return 0;
3052} 2816}
3053
3054
3055 2817
3056/** 2818/**
3057 * 'op' wants to apply an object, but can't because of other equipment. 2819 * 'op' wants to apply an object, but can't because of other equipment.
3058 * This should only be called when it is known 2820 * This should only be called when it is known
3059 * that there are objects to unapply. This makes pretty heavy 2821 * that there are objects to unapply. This makes pretty heavy
3062 * Returns 0 on success, returns 1 if there is some problem. 2824 * Returns 0 on success, returns 1 if there is some problem.
3063 * if aflags is AP_PRINT, we instead print out waht to unapply 2825 * 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 2826 * instead of doing it. This is a lot less code than having
3065 * another function that does just that. 2827 * another function that does just that.
3066 */ 2828 */
2829
2830#define CANNOT_REMOVE_CURSED \
2831 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2832 "Praying over an altar, scrolls of remove curse/damnation, " \
2833 "priests or even other players might help.>"
2834
3067int 2835int
3068unapply_for_ob (object *who, object *op, int aflags) 2836unapply_for_ob (object *who, object *op, int aflags)
3069{ 2837{
3070 int i; 2838 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) 2839 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3079 {
3080 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2840 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))) 2841 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3083 { 2842 {
3084 if (aflags & AP_PRINT) 2843 if (aflags & AP_PRINT)
3085 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2844 who->failmsg (query_name (tmp));
3086 else 2845 else
3087 unapply_special (who, tmp, aflags); 2846 unapply_special (who, tmp, aflags);
3088 } 2847 }
3089 else 2848 else
3090 { 2849 {
3091 /* In this case, we want to try and remove a cursed item. 2850 /* 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 2851 * While we know it won't work, we want unapply_special to
3093 * at least generate the message. 2852 * at least generate the message.
3094 */ 2853 */
3095 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2854 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; 2855 return 1;
3097 }
3098
3099 } 2856 }
3100 }
3101 }
3102 2857
3103 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2858 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3104 { 2859 {
3105 /* this used up a slot that we need to free */ 2860 /* this used up a slot that we need to free */
3106 if (op->body_info[i]) 2861 if (op->slot[i].info)
3107 { 2862 {
3108 last = who->inv; 2863 object *last = who->inv;
3109 2864
3110 /* We do a while loop - may need to remove several items in order 2865 /* We do a while loop - may need to remove several items in order
3111 * to free up enough slots. 2866 * to free up enough slots.
3112 */ 2867 */
3113 while ((who->body_used[i] + op->body_info[i]) < 0) 2868 while ((who->slot[i].used + op->slot[i].info) < 0)
3114 { 2869 {
3115 tmp = get_item_from_body_location (last, i); 2870 object *tmp = get_next_item_from_body_location (i, last);
2871
3116 if (!tmp) 2872 if (!tmp)
3117 { 2873 {
3118#if 0 2874#if 0
3119 /* Not a bug - we'll get this if the player has cursed items 2875 /* Not a bug - we'll get this if the player has cursed items
3120 * equipped. 2876 * equipped.
3121 */ 2877 */
3122 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2878 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3123#endif 2879#endif
3124 return 1; 2880 return 1;
3125 } 2881 }
2882
3126 /* If we are just printing, we don't care about cursed status */ 2883 /* 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)))) 2884 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3128 { 2885 {
3129 if (aflags & AP_PRINT) 2886 if (aflags & AP_PRINT)
3130 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2887 who->failmsg (query_name (tmp));
3131 else 2888 else
3132 unapply_special (who, tmp, aflags); 2889 unapply_special (who, tmp, aflags);
3133 } 2890 }
3134 else 2891 else
3135 { 2892 {
3136 /* Cursed item that we can't unequip - tell the player. 2893 /* Cursed item that we can't unequip - tell the player.
3137 * Note this could be annoying if this is just one of a few, 2894 * 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 2895 * so it may not be critical (eg, putting on a ring and you have
3139 * one cursed ring.) 2896 * one cursed ring.)
3140 */ 2897 */
3141 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2898 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3142 } 2899 }
2900
3143 last = tmp->below; 2901 last = tmp->below;
3144 } 2902 }
3145 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2903 /* 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. 2904 * return in the !tmp would have kicked in.
3147 */ 2905 */
3148 } /* if op is using this body location */ 2906 } /* if op is using this body location */
3149 } /* for body lcoations */ 2907 } /* for body lcoations */
2908
3150 return 0; 2909 return 0;
3151} 2910}
3152 2911
3153/** 2912/**
3154 * Checks to see if 'who' can apply object 'op'. 2913 * Checks to see if 'who' can apply object 'op'.
3155 * Returns 0 if apply can be done without anything special. 2914 * Returns 0 if apply can be done without anything special.
3156 * Otherwise returns a bitmask - potentially several of these may be 2915 * Otherwise returns a bitmask - potentially several of these may be
3157 * set, but largely depends on circumstance - in the future, processing 2916 * set, but largely depends on circumstance - in the future, processing
3158 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2917 * 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?) 2918 * is set, do we really care what the other flags may be?)
3160 * 2919 *
3161 * See include/define.h for detailed description of the meaning of 2920 * See include/define.h for detailed description of the meaning of
3162 * these return values. 2921 * these return values.
3163 */ 2922 */
3164int 2923int
3165can_apply_object (object *who, object *op) 2924can_apply_object (object *who, object *op)
3166{ 2925{
3167 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2926 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3168 return RESULT_INT (0); 2927 return RESULT_INT (0);
3169 2928
3170 int i, retval = 0; 2929 int retval = 0;
3171 object *tmp = NULL, *ws = NULL; 2930 object *tmp = 0, *ws = 0;
3172 2931
3173 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2932 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 { 2933 {
3180 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2934 if (op->slot[i].info)
3181 { 2935 {
3182 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2936 /* Item uses more slots than we have */
2937 if (who->slot[i].info + op->slot [i].info < 0)
3183 { 2938 {
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' 2939 /* Could return now for efficiency - rest of info below isn't
3199 * really needed. 2940 * really needed.
3200 */ 2941 */
3201 retval |= CAN_APPLY_NEVER; 2942 retval |= CAN_APPLY_NEVER;
3202 } 2943 }
3203 else if ((who->body_used[i] + op->body_info[i]) < 0) 2944 else if (who->slot[i].used + op->slot[i].info < 0)
3204 { 2945 {
3205 /* in this case, equipping this would use more free spots than 2946 /* in this case, equipping this would use more free spots than
3206 * we have. 2947 * we have.
3207 */ 2948 */
3208 object *tmp1;
3209
3210 2949
3211 /* if we have an applied weapon/shield, and unapply it would free 2950 /* 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 2951 * enough slots to equip the new item, then just set "can
3213 * continue. We don't care about the logic below - if you have 2952 * 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 2953 * shield equipped and try to equip another shield, there is only
3215 * one choice. However, the check for the number of body locations 2954 * one choice. However, the check for the number of body locations
3216 * does take into the account cases where what is being applied 2955 * does take into the account cases where what is being applied
3217 * may be two handed for example. 2956 * may be two handed for example.
3218 */ 2957 */
3219 if (ws) 2958 if (ws)
3220 { 2959 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 { 2960 {
3223 retval |= CAN_APPLY_UNAPPLY; 2961 retval |= CAN_APPLY_UNAPPLY;
3224 continue; 2962 continue;
3225 } 2963 }
3226 }
3227 2964
3228 tmp1 = get_item_from_body_location (who->inv, i); 2965 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3229 if (!tmp1) 2966 if (!tmp1)
3230 { 2967 {
3231#if 0 2968#if 0
3232 /* This is sort of an error, but happens a lot when old players 2969 /* 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. 2970 * join in with more stuff equipped than they are now allowed.
3241 /* need to unapply something. However, if this something 2978 /* need to unapply something. However, if this something
3242 * is different than we had found before, it means they need 2979 * is different than we had found before, it means they need
3243 * to apply multiple objects 2980 * to apply multiple objects
3244 */ 2981 */
3245 retval |= CAN_APPLY_UNAPPLY; 2982 retval |= CAN_APPLY_UNAPPLY;
2983
3246 if (!tmp) 2984 if (!tmp)
3247 tmp = tmp1; 2985 tmp = tmp1;
3248 else if (tmp != tmp1) 2986 else if (tmp != tmp1)
3249 {
3250 retval |= CAN_APPLY_UNAPPLY_MULT; 2987 retval |= CAN_APPLY_UNAPPLY_MULT;
3251 } 2988
3252 /* This object isn't using up all the slots, so there must 2989 /* 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 2990 * be another. If so, and it the new item doesn't need all
3254 * the slots, the player then has a choice. 2991 * the slots, the player then has a choice.
3255 */ 2992 */
3256 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2993 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2994 && abs (op->slot[i].info) < who->slot[i].info)
3257 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2995 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3258 2996
3259 /* Does unequippint 'tmp1' free up enough slots for this to be 2997 /* Does unequippint 'tmp1' free up enough slots for this to be
3260 * equipped? If not, there must be something else to unapply. 2998 * equipped? If not, there must be something else to unapply.
3261 */ 2999 */
3262 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3000 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3263 retval |= CAN_APPLY_UNAPPLY_MULT; 3001 retval |= CAN_APPLY_UNAPPLY_MULT;
3264
3265 } 3002 }
3266 } /* if not enough free slots */ 3003 } /* if not enough free slots */
3267 } /* if this object uses location i */ 3004 } /* if this object uses location i */
3268 } /* for i -> num_body_locations loop */ 3005 } /* for i -> num_body_locations loop */
3269 3006
3274 * and weapons all use the same slot. Similar for horn/rod/wand - they 3011 * and weapons all use the same slot. Similar for horn/rod/wand - they
3275 * all use the same location. 3012 * all use the same location.
3276 */ 3013 */
3277 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3014 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3278 retval |= CAN_APPLY_RESTRICTION; 3015 retval |= CAN_APPLY_RESTRICTION;
3016
3279 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3017 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3280 retval |= CAN_APPLY_RESTRICTION; 3018 retval |= CAN_APPLY_RESTRICTION;
3281 3019
3282
3283 if (who->type != PLAYER) 3020 if (who->type != PLAYER)
3284 { 3021 {
3285 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3022 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3286 retval |= CAN_APPLY_RESTRICTION; 3023 retval |= CAN_APPLY_RESTRICTION;
3024
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3025 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 3026 retval |= CAN_APPLY_RESTRICTION;
3027
3289 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3028 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3290 retval |= CAN_APPLY_RESTRICTION; 3029 retval |= CAN_APPLY_RESTRICTION;
3030
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3031 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3292 retval |= CAN_APPLY_RESTRICTION; 3032 retval |= CAN_APPLY_RESTRICTION;
3293 } 3033 }
3034
3294 return retval; 3035 return retval;
3295} 3036}
3296
3297
3298 3037
3299/** 3038/**
3300 * who is the object using the object. It can be a monster. 3039 * 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, 3040 * 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 3041 * eg, one which you put on and keep on for a while, and not something
3311 * AP_UNAPPLY=always unapply). 3050 * AP_UNAPPLY=always unapply).
3312 * 3051 *
3313 * Optional flags: 3052 * Optional flags:
3314 * AP_NO_MERGE: don't merge an unapplied object with other objects 3053 * AP_NO_MERGE: don't merge an unapplied object with other objects
3315 * AP_IGNORE_CURSE: unapply cursed items 3054 * AP_IGNORE_CURSE: unapply cursed items
3055 * AP_NO_READY: do not ready skills when applying skill tools
3316 * 3056 *
3317 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3057 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3318 * 3058 *
3319 * apply_special() doesn't check for unpaid items. 3059 * apply_special() doesn't check for unpaid items.
3320 */ 3060 */
3061
3062#define LACK_ITEM_POWER \
3063 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3064
3321int 3065int
3322apply_special (object *who, object *op, int aflags) 3066apply_special (object *who, object *op, int aflags)
3323{ 3067{
3324 int basic_flag = aflags & AP_BASIC_FLAGS; 3068 int basic_flag = aflags & AP_BASIC_FLAGS;
3325 object *tmp, *tmp2, *skop = NULL; 3069 object *tmp, *tmp2, *skop = NULL;
3326 int i;
3327 3070
3328 if (who == NULL) 3071 if (who == NULL)
3329 { 3072 {
3330 LOG (llevError, "apply_special() from object without environment.\n"); 3073 LOG (llevError, "apply_special() from object without environment.\n");
3331 return 1; 3074 return 1;
3341 if (basic_flag == AP_APPLY) 3084 if (basic_flag == AP_APPLY)
3342 return 0; 3085 return 0;
3343 3086
3344 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3087 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3345 { 3088 {
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3089 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3347 return 1; 3090 return 1;
3348 } 3091 }
3092
3349 return unapply_special (who, op, aflags); 3093 return unapply_special (who, op, aflags);
3350 } 3094 }
3351 3095
3352 if (basic_flag == AP_UNAPPLY) 3096 if (basic_flag == AP_UNAPPLY)
3353 return 0; 3097 return 0;
3354 3098
3355 i = can_apply_object (who, op); 3099 // if the item is combat/ranged, wield the relevant slot first
3100 // to resolve conflicts.
3101 if (player *pl = who->contr)
3102 switch (op->slottype ())
3103 {
3104 case slot_combat: who->change_weapon (pl->combat_ob); break;
3105 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3106 }
3107
3108 splay (op);
3356 3109
3357 /* Can't just apply this object. Lets see what not and what to do */ 3110 /* Can't just apply this object. Lets see what not and what to do */
3358 if (i) 3111 if (int i = can_apply_object (who, op))
3359 { 3112 {
3360 if (i & CAN_APPLY_NEVER) 3113 if (i & CAN_APPLY_NEVER)
3361 { 3114 {
3362 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3115 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; 3116 return 1;
3364 } 3117 }
3365 else if (i & CAN_APPLY_RESTRICTION) 3118 else if (i & CAN_APPLY_RESTRICTION)
3366 { 3119 {
3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3120 who->failmsg (format (
3121 "You have a prohibition against using a %s. "
3122 "H<Your belief, profession or class prevents you from applying this item.>",
3123 query_name (op)
3124 ));
3368 return 1; 3125 return 1;
3369 } 3126 }
3127
3370 if (who->type != PLAYER) 3128 if (who->type != PLAYER)
3371 { 3129 {
3372 /* Some error, so don't try to equip something more */ 3130 /* Some error, so don't try to equip something more */
3373 if (unapply_for_ob (who, op, aflags)) 3131 if (unapply_for_ob (who, op, aflags))
3374 return 1; 3132 return 1;
3375 } 3133 }
3376 else 3134 else
3377 { 3135 {
3378 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3136 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3379 { 3137 {
3380 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3138 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3381 unapply_for_ob (who, op, AP_PRINT); 3139 unapply_for_ob (who, op, AP_PRINT);
3382 return 1; 3140 return 1;
3383 } 3141 }
3384 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3142 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3385 {
3386 i = unapply_for_ob (who, op, aflags); 3143 if (unapply_for_ob (who, op, aflags))
3387 if (i)
3388 return 1; 3144 return 1;
3389 } 3145 }
3390 }
3391 } 3146 }
3147
3392 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3393 { 3149 {
3394 skop = find_skill_by_name (who, op->skill); 3150 skop = find_skill_by_name (who, op->skill);
3151
3395 if (!skop) 3152 if (!skop)
3396 { 3153 {
3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3154 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3398 return 1; 3155 return 1;
3399 } 3156 }
3400 else 3157 else
3401 {
3402 /* While experience will be credited properly, we want to change the 3158 /* While experience will be credited properly, we want to change the
3403 * skill so that the dam and wc get updated 3159 * skill so that the dam and wc get updated
3404 */ 3160 */
3405 change_skill (who, skop, 0); 3161 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 { 3162 }
3411 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3163
3164 if (who->type == PLAYER
3165 && op->item_power
3166 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3167 {
3168 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3412 return 1; 3169 return 1;
3413 } 3170 }
3414
3415 3171
3416 /* Ok. We are now at the state where we can apply the new object. 3172 /* 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_... 3173 * Note that we don't have the checks for can_use_...
3418 * below - that is already taken care of by can_apply_object. 3174 * below - that is already taken care of by can_apply_object.
3419 */ 3175 */
3420 3176 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3421
3422 if (op->nrof > 1)
3423 tmp = get_split_ob (op, op->nrof - 1);
3424 else
3425 tmp = NULL;
3426 3177
3427 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3178 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3428 return RESULT_INT (0); 3179 return RESULT_INT (0);
3429 3180
3430 switch (op->type) 3181 switch (op->type)
3431 { 3182 {
3432 case WEAPON: 3183 case WEAPON:
3433 if (!check_weapon_power (who, op->last_eat)) 3184 if (!check_weapon_power (who, op->last_eat))
3434 { 3185 {
3435 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3186 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!."); 3187
3437 if (tmp != NULL) 3188 if (tmp)
3438 (void) insert_ob_in_ob (tmp, who); 3189 insert_ob_in_ob (tmp, who);
3190
3439 return 1; 3191 return 1;
3440 } 3192 }
3193
3194 //TODO: this obviously fails for players using a shorter prefix
3195 // i.e. "R" can use Ragnarok's sword.
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3196 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 { 3197 {
3443 /* if the weapon does not have the name as the character, can't use it. */ 3198 /* 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) */ 3199 /* (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."); 3200 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3201
3446 if (tmp != NULL) 3202 if (tmp)
3447 (void) insert_ob_in_ob (tmp, who); 3203 insert_ob_in_ob (tmp, who);
3204
3448 return 1; 3205 return 1;
3449 } 3206 }
3207
3208 if (!skop)
3209 {
3210 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3211 return 1;
3212 }
3213
3450 SET_FLAG (op, FLAG_APPLIED); 3214 SET_FLAG (op, FLAG_APPLIED);
3451
3452 if (skop)
3453 change_skill (who, skop, 1); 3215 who->change_skill (skop);
3454 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3216
3217 if (who->contr)
3218 who->change_weapon (who->contr->combat_ob = op);
3219
3220 who->statusmsg (format ("You wield %s.", query_name (op)));
3221
3455 SET_FLAG (who, FLAG_READY_WEAPON); 3222 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); 3223 change_abil (who, op);
3460 break; 3224 break;
3461 3225
3462 case ARMOUR: 3226 case ARMOUR:
3463 case HELMET: 3227 case HELMET:
3464 case SHIELD: 3228 case SHIELD:
3468 case BRACERS: 3232 case BRACERS:
3469 case CLOAK: 3233 case CLOAK:
3470 case RING: 3234 case RING:
3471 case AMULET: 3235 case AMULET:
3472 SET_FLAG (op, FLAG_APPLIED); 3236 SET_FLAG (op, FLAG_APPLIED);
3473 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3237 who->statusmsg (format ("You wear %s.", query_name (op)));
3474 (void) change_abil (who, op); 3238 change_abil (who, op);
3475 break; 3239 break;
3240
3476 case LAMP: 3241 case LAMP:
3477 if (op->stats.food < 1) 3242 if (op->stats.food < 1)
3478 { 3243 {
3479 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3244 who->failmsg (format (
3245 "Your %s is out of fuel! "
3246 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3247 &op->name
3248 ));
3480 return 1; 3249 return 1;
3481 } 3250 }
3482 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3251
3252 who->statusmsg (format ("You turn on your %s.", &op->name));
3253
3483 tmp2 = arch_to_object (op->other_arch); 3254 tmp2 = arch_to_object (op->other_arch);
3484 tmp2->stats.food = op->stats.food; 3255 tmp2->stats.food = op->stats.food;
3485 SET_FLAG (tmp2, FLAG_APPLIED); 3256 SET_FLAG (tmp2, FLAG_APPLIED);
3257
3486 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3258 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3487 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3259 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3488 insert_ob_in_ob (tmp2, who); 3260
3261 who->insert (tmp2);
3489 3262
3490 /* Remove the old lantern */ 3263 /* Remove the old lantern */
3491 if (who->type == PLAYER) 3264 op->destroy ();
3492 esrv_del_item (who->contr, op->count);
3493
3494 remove_ob (op);
3495 free_object (op);
3496 3265
3497 /* insert the portion that was split off */ 3266 /* insert the portion that was split off */
3498 if (tmp != NULL) 3267 if (tmp)
3268 who->insert (tmp);
3269
3270 who->update_stats ();
3271
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 if (who->type == PLAYER)
3274 {
3275 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3276 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3277 }
3278
3279 return 0;
3280
3281 case SKILL_TOOL:
3282 // applying a skill tool also readies the skill
3283 SET_FLAG (op, FLAG_APPLIED);
3284
3285 if (!(aflags & AP_NO_READY))
3499 { 3286 {
3500 (void) insert_ob_in_ob (tmp, who); 3287 skop = find_skill_by_name (who, op->skill);
3501 if (who->type == PLAYER) 3288 if (!skop->flag [FLAG_APPLIED])
3502 esrv_send_item (who, tmp); 3289 apply_special (who, skop, AP_APPLY);
3503 } 3290 }
3504 fix_player (who); 3291 break;
3505 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3292
3293 case SKILL:
3294 if (player *pl = who->contr)
3506 { 3295 {
3507 if (who->type == PLAYER) 3296 if (IS_COMBAT_SKILL (op->subtype))
3508 { 3297 {
3509 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3298 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3510 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3299 {
3300 for (object *item = who->inv; item; item = item->below)
3301 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3302 {
3303 if (item->skill == op->skill)
3304 {
3305 who->change_weapon (pl->combat_ob = item);
3306 goto found_weapon;
3307 }
3308 }
3309
3310 who->failmsg (format (
3311 "You need to apply a '%s' melee weapon before readying this skill. "
3312 "H<Some skills need an item, in this case a melee weapon, to function.>",
3313 &op->skill
3314 ));
3315 return 1;
3316
3317 found_weapon:;
3318 }
3319 else
3320 who->change_weapon (pl->combat_ob = op);
3511 } 3321 }
3512 } 3322 else if (IS_RANGED_SKILL (op->subtype))
3513 if (who->type == PLAYER)
3514 esrv_send_item (who, tmp2);
3515 return 0;
3516 break;
3517
3518 /* this part is needed for skill-tools */
3519 case SKILL:
3520 case SKILL_TOOL:
3521 if (who->chosen_skill)
3522 { 3323 {
3523 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3324 if (skill_flags [op->subtype] & SF_NEED_BOW)
3325 {
3326 for (object *item = who->inv; item; item = item->below)
3327 if (item->type == BOW && item->flag [FLAG_APPLIED])
3328 {
3329 //TODO: bows should/must all have skill missile weapon right now
3330 who->change_weapon (pl->ranged_ob = item);
3331 goto found_bow;
3332 }
3333
3334 who->failmsg (
3335 "You need to apply a missile weapon before readying this skill. "
3336 "H<Some skills need an item, in this case a missile weapon, to function.>"
3337 );
3524 return 1; 3338 return 1;
3339
3340 found_bow:;
3341 }
3342 else
3343 who->change_weapon (pl->ranged_ob = op);
3525 } 3344 }
3526 if (who->type == PLAYER) 3345
3527 {
3528 who->contr->shoottype = range_skill;
3529 who->contr->ranges[range_skill] = op;
3530 if (!op->invisible) 3346 if (!op->invisible)
3531 { 3347 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3348 who->statusmsg (format (
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3349 "You ready %s."
3350 "You can now use the skill: %s.",
3351 query_name (op),
3352 &op->skill
3353 ));
3534 } 3354 }
3535 else 3355 else
3536 {
3537 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3356 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3538 }
3539 } 3357 }
3358 else
3359 {
3540 SET_FLAG (op, FLAG_APPLIED); 3360 SET_FLAG (op, FLAG_APPLIED);
3541 (void) change_abil (who, op); 3361 change_abil (who, op);
3542 who->chosen_skill = op; 3362 who->chosen_skill = op;
3543 SET_FLAG (who, FLAG_READY_SKILL); 3363 SET_FLAG (who, FLAG_READY_SKILL);
3364 }
3365
3544 break; 3366 break;
3545 3367
3546 case BOW: 3368 case BOW:
3547 if (!check_weapon_power (who, op->last_eat)) 3369 if (!check_weapon_power (who, op->last_eat))
3548 { 3370 {
3549 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3371 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!."); 3372
3551 if (tmp != NULL) 3373 if (tmp)
3552 (void) insert_ob_in_ob (tmp, who); 3374 insert_ob_in_ob (tmp, who);
3375
3553 return 1; 3376 return 1;
3554 } 3377 }
3378
3555 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3379 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3556 { 3380 {
3557 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3381 who->failmsg ("The weapon does not recognize you as its owner. "
3382 "H<Its name indicates that it belongs to somebody else.>");
3558 if (tmp != NULL) 3383 if (tmp)
3559 (void) insert_ob_in_ob (tmp, who); 3384 insert_ob_in_ob (tmp, who);
3385
3560 return 1; 3386 return 1;
3561 } 3387 }
3388
3562 /*FALLTHROUGH*/ case WAND: 3389 /*FALLTHROUGH*/
3390 case WAND:
3563 case ROD: 3391 case ROD:
3564 case HORN: 3392 case HORN:
3565 /* check for skill, alter player status */ 3393 /* check for skill, alter player status */
3394
3395 if (!skop)
3396 {
3397 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3398 return 1;
3399 }
3400
3566 SET_FLAG (op, FLAG_APPLIED); 3401 SET_FLAG (op, FLAG_APPLIED);
3567 if (skop)
3568 change_skill (who, skop, 0); 3402 who->change_skill (skop);
3569 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3570 3403
3571 if (who->type == PLAYER) 3404 if (who->contr)
3572 { 3405 {
3406 who->contr->ranged_ob = op;
3407
3408 who->statusmsg (format ("You ready %s.", query_name (op)));
3409
3573 if (op->type == BOW) 3410 if (op->type == BOW)
3574 { 3411 {
3412 who->current_weapon = op;
3575 (void) change_abil (who, op); 3413 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)); 3414 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 } 3415 }
3584 } 3416 }
3585 else 3417 else
3586 { 3418 {
3587 if (op->type == BOW) 3419 if (op->type == BOW)
3588 SET_FLAG (who, FLAG_READY_BOW); 3420 SET_FLAG (who, FLAG_READY_BOW);
3589 else 3421 else
3590 SET_FLAG (who, FLAG_READY_RANGE); 3422 SET_FLAG (who, FLAG_READY_RANGE);
3591 } 3423 }
3424
3592 break; 3425 break;
3593 3426
3594 case BUILDER: 3427 case BUILDER:
3595 if (who->contr->ranges[range_builder]) 3428 if (who->type == PLAYER)
3429 {
3430 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3431 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3596 unapply_special (who, who->contr->ranges[range_builder], 0); 3432 unapply_special (who, who->contr->ranged_ob, 0);
3597 who->contr->shoottype = range_builder; 3433
3434 who->statusmsg (format ("You ready your %s.", query_name (op)));
3435
3598 who->contr->ranges[range_builder] = op; 3436 who->contr->ranged_ob = op;
3599 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3437 }
3600 break; 3438 break;
3601 3439
3602 default: 3440 default:
3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3441 who->statusmsg (format ("You apply %s.", query_name (op)));
3604 } /* end of switch op->type */ 3442 }
3605 3443
3606 SET_FLAG (op, FLAG_APPLIED); 3444 SET_FLAG (op, FLAG_APPLIED);
3607 3445
3608 if (tmp != NULL) 3446 if (tmp)
3609 tmp = insert_ob_in_ob (tmp, who); 3447 who->insert (tmp);
3610 3448
3611 fix_player (who); 3449 who->update_stats ();
3612 3450
3613 /* We exclude spell casting objects. The fire code will set the 3451 /* We exclude spell casting objects. The fire code will set the
3614 * been applied flag when they are used - until that point, 3452 * been applied flag when they are used - until that point,
3615 * you don't know anything about them. 3453 * you don't know anything about them.
3616 */ 3454 */
3617 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3455 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3618 SET_FLAG (op, FLAG_BEEN_APPLIED); 3456 SET_FLAG (op, FLAG_BEEN_APPLIED);
3619 3457
3620 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3458 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3621 {
3622 if (who->type == PLAYER) 3459 if (who->type == PLAYER)
3623 { 3460 {
3624 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3461 who->failmsg (
3462 "Oops, it feels deadly cold! "
3463 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3464 );
3625 SET_FLAG (op, FLAG_KNOWN_CURSED); 3465 SET_FLAG (op, FLAG_KNOWN_CURSED);
3626 } 3466 }
3627 } 3467
3628 if (who->type == PLAYER) 3468 if (object *pl = op->visible_to ())
3629 {
3630 /* if multiple objects were applied, update both slots */
3631 if (tmp)
3632 esrv_send_item (who, tmp);
3633 esrv_send_item (who, op); 3469 esrv_send_item (pl, op);
3634 } 3470
3635 return 0; 3471 return 0;
3636} 3472}
3637
3638 3473
3639int 3474int
3640monster_apply_special (object *who, object *op, int aflags) 3475monster_apply_special (object *who, object *op, int aflags)
3641{ 3476{
3642 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3477 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3643 return 1; 3478 return 1;
3479
3644 return apply_special (who, op, aflags); 3480 return apply_special (who, op, aflags);
3645} 3481}
3646 3482
3647/** 3483/**
3648 * Map was just loaded, handle op's initialisation. 3484 * Map was just loaded, handle op's initialisation.
3656 int i; 3492 int i;
3657 3493
3658 switch (op->type) 3494 switch (op->type)
3659 { 3495 {
3660 case SHOP_FLOOR: 3496 case SHOP_FLOOR:
3661 if (!HAS_RANDOM_ITEMS (op)) 3497 if (!op->has_random_items ())
3662 return 0; 3498 return 0;
3499
3663 do 3500 do
3664 { 3501 {
3665 i = 10; /* let's give it 10 tries */ 3502 i = 10; /* let's give it 10 tries */
3666 while ((tmp = generate_treasure (op->randomitems, 3503 while ((tmp = generate_treasure (op->randomitems,
3667 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3504 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3668 if (tmp == NULL) 3505 if (tmp == NULL)
3669 return 0; 3506 return 0;
3670 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3507 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3671 { 3508 {
3672 free_object (tmp); 3509 tmp->destroy ();
3673 tmp = NULL; 3510 tmp = NULL;
3674 } 3511 }
3675 } 3512 }
3676 while (!tmp); 3513 while (!tmp);
3514
3677 tmp->x = op->x; 3515 tmp->x = op->x;
3678 tmp->y = op->y; 3516 tmp->y = op->y;
3679 SET_FLAG (tmp, FLAG_UNPAID); 3517 SET_FLAG (tmp, FLAG_UNPAID);
3680 insert_ob_in_map (tmp, op->map, NULL, 0); 3518 insert_ob_in_map (tmp, op->map, NULL, 0);
3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3519 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3683 break; 3521 break;
3684 3522
3685 case TREASURE: 3523 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3524 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3525 return 0;
3526
3688 while ((op->stats.hp--) > 0) 3527 while (op->stats.hp-- > 0)
3689 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3528 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); 3529 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3691 3530
3692 /* If we generated an object and put it in this object inventory, 3531 /* 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 3532 * move it to the parent object as the current object is about
3695 * that is put inside other objects. 3534 * that is put inside other objects.
3696 */ 3535 */
3697 for (tmp = op->inv; tmp; tmp = tmp2) 3536 for (tmp = op->inv; tmp; tmp = tmp2)
3698 { 3537 {
3699 tmp2 = tmp->below; 3538 tmp2 = tmp->below;
3700 remove_ob (tmp); 3539 tmp->remove ();
3540
3701 if (op->env) 3541 if (op->env)
3702 insert_ob_in_ob (tmp, op->env); 3542 insert_ob_in_ob (tmp, op->env);
3703 else 3543 else
3704 free_object (tmp); 3544 tmp->destroy ();
3705 } 3545 }
3706 remove_ob (op); 3546
3707 free_object (op); 3547 op->destroy ();
3708 break; 3548 break;
3709 } 3549 }
3710 return tmp ? 1 : 0; 3550 return tmp ? 1 : 0;
3711} 3551}
3712 3552
3713/** 3553/**
3714 * fix_auto_apply goes through the entire map (only the first time 3554 * fix_auto_apply goes through the entire map every time a map
3715 * when an original map is loaded) and performs special actions for 3555 * is loaded or swapped in and performs special actions for
3716 * certain objects (most initialization of chests and creation of 3556 * certain objects (most initialization of chests and creation of
3717 * treasures and stuff). Calls auto_apply if appropriate. 3557 * treasures and stuff). Calls auto_apply if appropriate.
3718 */ 3558 */
3719void 3559void
3720fix_auto_apply (maptile *m) 3560maptile::fix_auto_apply ()
3721{ 3561{
3722 object *tmp, *above = NULL; 3562 if (!spaces)
3723 int x, y;
3724
3725 if (m == NULL)
3726 return; 3563 return;
3727 3564
3728 for (x = 0; x < MAP_WIDTH (m); x++) 3565 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3729 for (y = 0; y < MAP_HEIGHT (m); y++) 3566 for (object *tmp = ms->bot; tmp; )
3730 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3731 { 3567 {
3732 above = tmp->above; 3568 object *above = tmp->above;
3733 3569
3734 if (tmp->inv) 3570 if (tmp->inv)
3735 { 3571 {
3736 object *invtmp, *invnext; 3572 object *invtmp, *invnext;
3737 3573
3738 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3574 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3739 { 3575 {
3740 invnext = invtmp->below; 3576 invnext = invtmp->below;
3741 3577
3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3578 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3743 auto_apply (invtmp); 3579 auto_apply (invtmp);
3744 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3580 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3745 { 3581 {
3746 while ((invtmp->stats.hp--) > 0) 3582 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); 3583 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3584
3585 invtmp->randomitems = NULL;
3586 }
3587 else if (invtmp && invtmp->arch
3588 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3589 {
3590 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3755 /* Need to clear this so that we never try to create 3591 /* Need to clear this so that we never try to create
3756 * treasure again for this object 3592 * treasure again for this object
3757 */ 3593 */
3758 invtmp->randomitems = NULL; 3594 invtmp->randomitems = NULL;
3759 } 3595 }
3760 } 3596 }
3761 /* This is really temporary - the code at the bottom will 3597 /* This is really temporary - the code at the bottom will
3762 * also set randomitems to null. The problem is there are bunches 3598 * also set randomitems to null. The problem is there are bunches
3763 * of maps/players already out there with items that have spells 3599 * of maps/players already out there with items that have spells
3764 * which haven't had the randomitems set to null yet. 3600 * which haven't had the randomitems set to null yet.
3765 * MSW 2004-05-13 3601 * MSW 2004-05-13
3766 * 3602 *
3767 * And if it's a spellbook, it's better to set randomitems to NULL too, 3603 * And if it's a spellbook, it's better to set randomitems to NULL too,
3768 * else you get two spells in the book ^_- 3604 * else you get two spells in the book ^_-
3769 * Ryo 2004-08-16 3605 * Ryo 2004-08-16
3770 */ 3606 */
3771 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3607 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) 3608 || 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; 3609 tmp->randomitems = NULL;
3610
3784 } 3611 }
3612
3613 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3614 auto_apply (tmp);
3615 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3616 {
3617 while ((tmp->stats.hp--) > 0)
3618 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3619 tmp->randomitems = NULL;
3620 }
3785 else if (tmp->type == TIMED_GATE) 3621 else if (tmp->type == TIMED_GATE)
3786 { 3622 {
3787 object *head = tmp->head != NULL ? tmp->head : tmp; 3623 object *head = tmp->head != NULL ? tmp->head : tmp;
3788 3624
3789 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3625 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3790 {
3791 tmp->speed = 0; 3626 tmp->set_speed (0);
3792 update_ob_speed (tmp);
3793 }
3794 } 3627 }
3795 /* This function can be called everytime a map is loaded, even when 3628 /* 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 3629 * 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 3630 * 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. 3631 * 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 3632 * This is a problem for the above objects, because they have counters
3800 * which say how many times to make the treasure. 3633 * which say how many times to make the treasure.
3801 */ 3634 */
3802 else if (tmp && tmp->arch && tmp->type != PLAYER 3635 else if (tmp && tmp->arch && tmp->type != PLAYER
3803 && tmp->type != TREASURE && tmp->type != SPELL 3636 && tmp->type != TREASURE && tmp->type != SPELL
3804 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3637 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3805 { 3638 {
3806 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3639 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3807 tmp->randomitems = NULL; 3640 tmp->randomitems = NULL;
3808 } 3641 }
3642
3643 // close all containers
3644 else if (tmp->type == CONTAINER)
3645 tmp->flag [FLAG_APPLIED] = 0;
3646
3647 tmp = above;
3809 } 3648 }
3810 3649
3811 for (x = 0; x < MAP_WIDTH (m); x++) 3650 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3812 for (y = 0; y < MAP_HEIGHT (m); y++) 3651 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)) 3652 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3815 check_trigger (tmp, tmp->above); 3653 check_trigger (tmp, tmp->above);
3816} 3654}
3817 3655
3818/** 3656/**
3819 * Handles player eating food that temporarily changes status (resistances, stats). 3657 * Handles player eating food that temporarily changes status (resistances, stats).
3820 * This used to call cast_change_attr(), but 3658 * This used to call cast_change_attr(), but
3821 * that doesn't work with the new spell code. Since we know what 3659 * 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. 3660 * the food changes, just grab a force and use that instead.
3823 */ 3661 */
3824
3825void 3662void
3826eat_special_food (object *who, object *food) 3663eat_special_food (object *who, object *food)
3827{ 3664{
3828 object *force; 3665 object *force;
3829 int i, did_one = 0; 3666 int i, did_one = 0;
3830 sint8 k;
3831 3667
3832 force = get_archetype (FORCE_NAME); 3668 force = get_archetype (FORCE_NAME);
3833 3669
3834 for (i = 0; i < NUM_STATS; i++) 3670 for (i = 0; i < NUM_STATS; i++)
3835 { 3671 if (sint8 k = food->stats.stat (i))
3836 k = get_attr_value (&food->stats, i);
3837 if (k)
3838 { 3672 {
3839 set_attr_value (&force->stats, i, k); 3673 force->stats.stat (i) = k;
3840 did_one = 1; 3674 did_one = 1;
3841 } 3675 }
3842 }
3843 3676
3844 /* check if we can protect the eater */ 3677 /* check if we can protect the eater */
3845 for (i = 0; i < NROFATTACKS; i++) 3678 for (i = 0; i < NROFATTACKS; i++)
3846 { 3679 {
3847 if (food->resist[i] > 0) 3680 if (food->resist[i] > 0)
3848 { 3681 {
3849 force->resist[i] = food->resist[i] / 2; 3682 force->resist[i] = food->resist[i] / 2;
3850 did_one = 1; 3683 did_one = 1;
3851 } 3684 }
3852 } 3685 }
3686
3853 if (did_one) 3687 if (did_one)
3854 { 3688 {
3855 force->speed = 0.1; 3689 force->set_speed (0.1);
3856 update_ob_speed (force);
3857 /* bigger morsel of food = longer effect time */ 3690 /* bigger morsel of food = longer effect time */
3858 force->stats.food = food->stats.food / 5; 3691 force->duration = food->stats.food / 5;
3859 SET_FLAG (force, FLAG_IS_USED_UP);
3860 SET_FLAG (force, FLAG_APPLIED); 3692 SET_FLAG (force, FLAG_APPLIED);
3861 change_abil (who, force); 3693 change_abil (who, force);
3862 insert_ob_in_ob (force, who); 3694 insert_ob_in_ob (force, who);
3863 } 3695 }
3864 else 3696 else
3865 { 3697 force->destroy ();
3866 free_object (force);
3867 }
3868 3698
3869 /* check for hp, sp change */ 3699 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3700 if (food->stats.hp != 0)
3871 { 3701 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3702 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3703 {
3874 strcpy (who->contr->killer, food->name); 3704 who->contr->killer = food;
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3705 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3706 who->failmsg ("Eck!...that was poisonous!");
3877 } 3707 }
3878 else 3708 else
3879 { 3709 {
3880 if (food->stats.hp > 0) 3710 if (food->stats.hp > 0)
3881 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3711 who->statusmsg ("You begin to feel better.");
3882 else 3712 else
3883 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3713 who->failmsg ("Eck!...that was poisonous!");
3714
3884 who->stats.hp += food->stats.hp; 3715 who->stats.hp += food->stats.hp;
3885 } 3716 }
3886 } 3717 }
3718
3887 if (food->stats.sp != 0) 3719 if (food->stats.sp != 0)
3888 { 3720 {
3889 if (QUERY_FLAG (food, FLAG_CURSED)) 3721 if (QUERY_FLAG (food, FLAG_CURSED))
3890 { 3722 {
3891 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3723 who->failmsg ("You are drained of mana!");
3892 who->stats.sp -= food->stats.sp; 3724 who->stats.sp -= food->stats.sp;
3893 if (who->stats.sp < 0) 3725 if (who->stats.sp < 0)
3894 who->stats.sp = 0; 3726 who->stats.sp = 0;
3895 } 3727 }
3896 else 3728 else
3897 { 3729 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3730 who->statusmsg ("You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3731 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3732 /* place limit on max sp from food? */
3901 } 3733 }
3902 } 3734 }
3903 fix_player (who);
3904}
3905 3735
3736 who->update_stats ();
3737}
3906 3738
3907/** 3739/**
3908 * Designed primarily to light torches/lanterns/etc. 3740 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3741 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3742 * the selected object to "burn". -b.t.
3911 */ 3743 */
3912
3913void 3744void
3914apply_lighter (object *who, object *lighter) 3745apply_lighter (object *who, object *lighter)
3915{ 3746{
3916 object *item; 3747 object *item;
3917 int is_player_env = 0; 3748 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3749
3920 item = find_marked_object (who); 3750 item = find_marked_object (who);
3921 if (item) 3751 if (item)
3922 { 3752 {
3923 if (lighter->last_eat && lighter->stats.food) 3753 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */ 3754 { /* lighter gets used up */
3925 /* Split multiple lighters if they're being used up. Otherwise *
3926 * one charge from each would be used up. --DAMN */
3927 if (lighter->nrof > 1)
3928 {
3929 object *oneLighter = get_object (); 3755 object *oneLighter = lighter->split ();
3930
3931 copy_object (lighter, oneLighter);
3932 lighter->nrof -= 1;
3933 oneLighter->nrof = 1;
3934 oneLighter->stats.food--; 3756 oneLighter->stats.food--;
3935 esrv_send_item (who, lighter); 3757 who->insert (oneLighter);
3936 oneLighter = insert_ob_in_ob (oneLighter, who);
3937 esrv_send_item (who, oneLighter);
3938 }
3939 else
3940 lighter->stats.food--;
3941 } 3758 }
3942 else if (lighter->last_eat) 3759 else if (lighter->last_eat)
3760 {
3943 { /* no charges left in lighter */ 3761 /* 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); 3762 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3945 return; 3763 return;
3946 } 3764 }
3765
3947 /* Perhaps we should split what we are trying to light on fire? 3766 /* 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 3767 * I can't see many times when you would want to light multiple
3949 * objects at once. 3768 * objects at once.
3950 */ 3769 */
3951 /* If the item is destroyed, we don't have a valid pointer to the 3770
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)) 3771 if (who == item->in_player ())
3957 is_player_env = 1; 3772 is_player_env = 1;
3958 3773
3959 save_throw_object (item, AT_FIRE, who); 3774 save_throw_object (item, AT_FIRE, who);
3960 /* Change to check count and not freed, since the object pointer 3775
3961 * may have gotten recycled
3962 */
3963 if (item->destroyed ()) 3776 if (item->destroyed ())
3964 { 3777 {
3965 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3778 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 3779 /* Need to update the player so that the players glow radius
3967 * gets changed. 3780 * gets changed.
3968 */ 3781 */
3969 if (is_player_env) 3782 if (is_player_env)
3970 fix_player (who); 3783 who->update_stats ();
3971 } 3784 }
3972 else 3785 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); 3786 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3974 } 3787 }
3975 else /* nothing to light */ 3788 else
3976 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3789 who->failmsg ("You need to mark a lightable object.");
3977
3978} 3790}
3979 3791
3980/** 3792/**
3981 * op made some mistake with a scroll, this takes care of punishment. 3793 * op made some mistake with a scroll, this takes care of punishment.
3982 * scroll_failure()- hacked directly from spell_failure 3794 * scroll_failure()- hacked directly from spell_failure
3989 3801
3990 if (failure <= -1 && failure > -15) 3802 if (failure <= -1 && failure > -15)
3991 { /* wonder */ 3803 { /* wonder */
3992 object *tmp; 3804 object *tmp;
3993 3805
3994 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3806 op->failmsg ("Your spell warps!");
3995 tmp = get_archetype (SPELL_WONDER); 3807 tmp = get_archetype (SPELL_WONDER);
3996 cast_wonder (op, op, 0, tmp); 3808 cast_wonder (op, op, 0, tmp);
3997 free_object (tmp); 3809 tmp->destroy ();
3998 } 3810 }
3999 else if (failure <= -15 && failure > -35) 3811 else if (failure <= -15 && failure > -35)
4000 { /* drain mana */ 3812 { /* drain mana */
4001 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3813 op->failmsg ("Your mana is drained!");
4002 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3814 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4003 if (op->stats.sp < 0) 3815 if (op->stats.sp < 0)
4004 op->stats.sp = 0; 3816 op->stats.sp = 0;
4005 } 3817 }
4006 else if (settings.spell_failure_effects == TRUE) 3818 else if (settings.spell_failure_effects == TRUE)
4007 { 3819 {
4008 if (failure <= -35 && failure > -60) 3820 if (failure <= -35 && failure > -60)
4009 { /* confusion */ 3821 { /* confusion */
4010 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3822 op->failmsg ("The magic recoils on you!");
4011 confuse_player (op, op, power); 3823 confuse_player (op, op, power);
4012 } 3824 }
4013 else if (failure <= -60 && failure > -70) 3825 else if (failure <= -60 && failure > -70)
4014 { /* paralysis */ 3826 { /* paralysis */
4015 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3827 op->failmsg ("The magic recoils and paralyzes you!");
4016 paralyze_player (op, op, power); 3828 paralyze_player (op, op, power);
4017 } 3829 }
4018 else if (failure <= -70 && failure > -80) 3830 else if (failure <= -70 && failure > -80)
4019 { /* blind */ 3831 { /* blind */
4020 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3832 op->failmsg ("The magic recoils on you!");
4021 blind_player (op, op, power); 3833 blind_player (op, op, power);
4022 } 3834 }
4023 else if (failure <= -80) 3835 else if (failure <= -80)
4024 { /* blast the immediate area */ 3836 { /* blast the immediate area */
4025 object *tmp;
4026
4027 tmp = get_archetype (LOOSE_MANA); 3837 object *tmp = get_archetype (LOOSE_MANA);
4028 cast_magic_storm (op, tmp, power); 3838 cast_magic_storm (op, tmp, power);
4029 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3839 op->failmsg ("You unleash uncontrolled mana!");
4030 free_object (tmp); 3840 tmp->destroy ();
4031 } 3841 }
4032 } 3842 }
4033} 3843}
4034 3844
4035void 3845void
4054 */ 3864 */
4055 int i, j; 3865 int i, j;
4056 3866
4057 for (i = 0; i < NUM_STATS; i++) 3867 for (i = 0; i < NUM_STATS; i++)
4058 { 3868 {
4059 sint8 stat = get_attr_value (stats, i); 3869 int race_bonus = pl->arch->stats.stat (i);
4060 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3870 sint8 stat = stats->stat (i) + ns->stat (i);
4061 3871
4062 stat += get_attr_value (ns, i);
4063 if (stat > 20 + race_bonus) 3872 if (stat > 20 + race_bonus)
4064 { 3873 {
4065 excess_stat++; 3874 excess_stat++;
4066 stat = 20 + race_bonus; 3875 stat = 20 + race_bonus;
4067 } 3876 }
4068 set_attr_value (stats, i, stat); 3877
3878 stats->stat (i) = stat;
4069 } 3879 }
4070 3880
4071 for (j = 0; excess_stat > 0 && j < 100; j++) 3881 for (j = 0; excess_stat > 0 && j < 100; j++)
4072 { /* try 100 times to assign excess stats */ 3882 { /* try 100 times to assign excess stats */
4073 int i = rndm (0, 6); 3883 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 3884
4077 if (i == CHA) 3885 if (i == CHA)
4078 continue; /* exclude cha from this */ 3886 continue; /* exclude cha from this */
3887
3888 int stat = stats->stat (i);
3889 int race_bonus = pl->arch->stats.stat (i);
4079 if (stat < 20 + race_bonus) 3890 if (stat < 20 + race_bonus)
4080 { 3891 {
4081 change_attr_value (stats, i, 1); 3892 change_attr_value (stats, i, 1);
4082 excess_stat--; 3893 excess_stat--;
4083 } 3894 }
4086 /* insert the randomitems from the change's treasurelist into 3897 /* insert the randomitems from the change's treasurelist into
4087 * the player ref: player.c 3898 * the player ref: player.c
4088 */ 3899 */
4089 if (change->randomitems != NULL) 3900 if (change->randomitems != NULL)
4090 give_initial_items (pl, change->randomitems); 3901 give_initial_items (pl, change->randomitems);
4091
4092 3902
4093 /* set up the face, for some races. */ 3903 /* set up the face, for some races. */
4094 3904
4095 /* first, look for the force object banning 3905 /* first, look for the force object banning
4096 * changing the face. Certain races never change face with class. 3906 * changing the face. Certain races never change face with class.
4141 char got[MAX_BUF]; 3951 char got[MAX_BUF];
4142 int len; 3952 int len;
4143 3953
4144 if (!pl || !transformer) 3954 if (!pl || !transformer)
4145 return; 3955 return;
3956
4146 marked = find_marked_object (pl); 3957 marked = find_marked_object (pl);
3958
4147 if (!marked) 3959 if (!marked)
4148 { 3960 {
4149 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3961 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4150 return; 3962 return;
4151 } 3963 }
3964
4152 if (!marked->slaying) 3965 if (!marked->slaying)
4153 { 3966 {
4154 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3967 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4155 return; 3968 return;
4156 } 3969 }
3970
4157 /* check whether they are compatible or not */ 3971 /* check whether they are compatible or not */
4158 find = strstr (marked->slaying, transformer->arch->name); 3972 find = strstr (marked->slaying, transformer->arch->archname);
4159 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4160 { 3974 {
4161 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3975 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4162 return; 3976 return;
4163 } 3977 }
3978
4164 find += strlen (transformer->arch->name) + 1; 3979 find += strlen (transformer->arch->archname) + 1;
4165 /* Item can be used, now find how many and what it yields */ 3980 /* Item can be used, now find how many and what it yields */
4166 if (isdigit (*(find))) 3981 if (isdigit (*(find)))
4167 { 3982 {
4168 yield = atoi (find); 3983 yield = atoi (find);
4169 if (yield < 1) 3984 if (yield < 1)
4175 else 3990 else
4176 yield = 1; 3991 yield = 1;
4177 3992
4178 while (isdigit (*find)) 3993 while (isdigit (*find))
4179 find++; 3994 find++;
3995
4180 while (*find == ' ') 3996 while (*find == ' ')
4181 find++; 3997 find++;
3998
4182 memset (got, 0, MAX_BUF); 3999 memset (got, 0, MAX_BUF);
4000
4183 if ((separator = strchr (find, ';')) != NULL) 4001 if ((separator = strchr (find, ';')) != NULL)
4184 {
4185 len = separator - find; 4002 len = separator - find;
4186 }
4187 else 4003 else
4188 {
4189 len = strlen (find); 4004 len = strlen (find);
4190 } 4005
4191 if (len > MAX_BUF - 1) 4006 if (len > MAX_BUF - 1)
4192 len = MAX_BUF - 1; 4007 len = MAX_BUF - 1;
4008
4193 strcpy (got, find); 4009 strcpy (got, find);
4194 got[len] = '\0'; 4010 got[len] = '\0';
4195 4011
4196 /* Now create new item, remove used ones when required. */ 4012 /* Now create new item, remove used ones when required. */
4197 new_item = get_archetype (got); 4013 new_item = get_archetype (got);
4198 if (!new_item) 4014 if (!new_item)
4199 { 4015 {
4200 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4016 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4201 return; 4017 return;
4202 } 4018 }
4203 4019
4204 new_item->nrof = yield; 4020 new_item->nrof = yield;
4021
4205 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4022 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4206 insert_ob_in_ob (new_item, pl); 4023
4207 esrv_send_inventory (pl, pl); 4024 pl->insert (new_item);
4208 /* Eat up one item */ 4025 /* Eat up one item */
4209 decrease_ob_nr (marked, 1); 4026 marked->decrease ();
4027
4210 /* Eat one transformer if needed */ 4028 /* Eat one transformer if needed */
4211 if (transformer->stats.food) 4029 if (transformer->stats.food)
4212 if (--transformer->stats.food == 0) 4030 if (--transformer->stats.food == 0)
4213 decrease_ob_nr (transformer, 1); 4031 transformer->decrease ();
4214} 4032}
4033

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