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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.38 by root, Tue Dec 12 22:37:05 2006 UTC vs.
Revision 1.132 by root, Sat Sep 8 09:46:59 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24#include <cmath>
23 25
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <spells.h> 28#include <spells.h>
27#include <skills.h> 29#include <skills.h>
28#include <tod.h> 30#include <tod.h>
29 31
30#ifndef __CEXTRACT__
31# include <sproto.h> 32#include <sproto.h>
32#endif
33 33
34/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
35#include <sounds.h> 35#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 36
40/** 37/**
41 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 40 */
66 { 63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 76 return 1;
80 } 77
81 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 79 * of arch, name, or race match.
83 */ 80 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 84 return 1;
89 } 85
90 return 0; 86 return 0;
91} 87}
92 88
93/** 89/**
94 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
96 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
97 */ 93 */
98static int 94static int
99apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
100{ 96{
101 object *id, *marked; 97 dynbuf_text buf;
102 int success = 0;
103 98
104 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
105 return 0; 100 return 0;
106 101
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
109 */ 104 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111 return 0; 106 return 0;
112 107
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
116 */ 110 */
111 if (object *marked = find_marked_object (pl))
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 { 113 {
119 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
120 { 115 {
121 identify (marked); 116 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
123 if (marked->msg) 119 if (marked->msg)
124 { 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
127 } 123 }
128 return money == NULL;
129 } 124 }
130 }
131 125
132 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
133 { 127 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 { 129 {
136 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
137 { 131 {
138 identify (id); 132 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
140 if (id->msg) 135 if (id->msg)
141 { 136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
148 break; 140 break;
149 } 141 }
150 else 142 else
151 { 143 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break; 145 break;
154 } 146 }
155 } 147 }
156 } 148 }
157 if (!success) 149
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
159 return money == NULL; 155 return !money;
160} 156}
161 157
162/** 158/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item. 160 * matching item.
165 **/ 161 **/
166static void 162void
167handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
168{ 164{
169 const char *yield; 165 const char *yield;
170 166
171 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
195apply_potion (object *op, object *tmp) 191apply_potion (object *op, object *tmp)
196{ 192{
197 int got_one = 0, i; 193 int got_one = 0, i;
198 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
199 195
200 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
201 197
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 199 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 203 return 0;
208 } 204 }
209 205
210 if (op->type == PLAYER) 206 if (op->type == PLAYER)
219 object *depl; 215 object *depl;
220 archetype *at; 216 archetype *at;
221 217
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 219 {
224 drain_stat (op); 220 op->drain_stat ();
225 fix_player (op); 221 op->update_stats ();
226 decrease_ob (tmp); 222 decrease_ob (tmp);
227 return 1; 223 return 1;
228 } 224 }
229 225
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 227 {
232 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 229 return 0;
234 } 230 }
235 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
236 232
237 if (depl != NULL) 233 if (depl)
238 { 234 {
239 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 op->statusmsg (restore_msg[i]);
242 238
243 depl->destroy (); 239 depl->destroy ();
244 fix_player (op); 240 op->update_stats ();
245 } 241 }
246 else 242 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
248 244
249 decrease_ob (tmp); 245 decrease_ob (tmp);
250 return 1; 246 return 1;
251 } 247 }
252 248
253 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
254 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
255 { 251 {
256 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
257 { 253 {
258 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
259 { 255 {
260 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
261 { 257 {
262 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
263 break; 259 break;
264 } 260 }
261
265 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
266 { 263 {
267 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
268 break; 265 break;
269 } 266 }
267
270 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
271 { 269 {
272 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
273 break; 271 break;
274 } 272 }
278 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
279 { 277 {
280 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
281 break; 279 break;
282 } 280 }
281
283 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
284 { 283 {
285 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
286 break; 285 break;
287 } 286 }
287
288 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
289 { 289 {
290 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
291 break; 291 break;
292 } 292 }
299 299
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 301 {
302 if (got_one) 302 if (got_one)
303 { 303 {
304 fix_player (op); 304 op->update_stats ();
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 305 op->statusmsg ("The Gods smile upon you and remake you "
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 306 "a little more in their image. "
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
308 } 308 }
309 else 309 else
310 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 310 op->statusmsg ("The potion had no effect - you are already perfect.");
311 } 311 }
312 else 312 else
313 { /* cursed potion */ 313 { /* cursed potion */
314 if (got_one) 314 if (got_one)
315 { 315 {
316 fix_player (op); 316 op->update_stats ();
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
318 } 318 }
319 else 319 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 321 }
322 322
323 decrease_ob (tmp); 323 decrease_ob (tmp);
324 return 1; 324 return 1;
325 } 325 }
334 { 334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 336 {
337 object *fball; 337 object *fball;
338 338
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
340 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x; 345 fball->x = op->x;
347 } 348 }
348 else 349 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 351
351 decrease_ob (tmp); 352 decrease_ob (tmp);
353
352 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 356 op->update_stats ();
357
355 return 1; 358 return 1;
356 } 359 }
357 360
358 /* Deal with protection potions */ 361 /* Deal with protection potions */
359 force = NULL; 362 force = NULL;
361 { 364 {
362 if (tmp->resist[i]) 365 if (tmp->resist[i])
363 { 366 {
364 if (!force) 367 if (!force)
365 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */ 372 break; /* Only need to find one protection since we copy entire batch */
369 } 373 }
370 } 374 }
375
371 /* This is a protection potion */ 376 /* This is a protection potion */
372 if (force) 377 if (force)
373 { 378 {
374 /* cursed items last longer */ 379 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 382 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 383 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 384 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 385 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 386 }
387
382 force->speed_left = -1; 388 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 389 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 391 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 392 change_abil (op, force);
393 { /* only for players */ 399 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 402 else
397 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
398 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
400 } 407 }
401 408
402 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 412 * up all the stats.
406 */ 413 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 414 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 415 op->update_stats ();
409 decrease_ob (tmp); 416 decrease_ob (tmp);
410 return 1; 417 return 1;
411} 418}
412 419
413/**************************************************************************** 420/****************************************************************************
420static int 427static int
421check_item (object *op, const char *item) 428check_item (object *op, const char *item)
422{ 429{
423 int count = 0; 430 int count = 0;
424 431
425 432 if (!item)
426 if (item == NULL)
427 return 0; 433 return 0;
428 op = op->below; 434
429 while (op != NULL) 435 for (op = op->below; op; op = op->below)
430 { 436 {
431 if (strcmp (op->arch->name, item) == 0) 437 if (strcmp (op->arch->archname, item) == 0)
432 { 438 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 { 441 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++; 443 count++;
438 else 444 else
439 count += op->nrof; 445 count += op->nrof;
440 } 446 }
441 } 447 }
442 op = op->below;
443 } 448 }
449
444 return count; 450 return count;
445} 451}
446 452
447/** 453/**
448 * This removes 'nrof' of what item->slaying says to remove. 454 * This removes 'nrof' of what item->slaying says to remove.
456 object *prev; 462 object *prev;
457 463
458 prev = op; 464 prev = op;
459 op = op->below; 465 op = op->below;
460 466
461 while (op != NULL) 467 while (op)
462 { 468 {
463 if (strcmp (op->arch->name, item) == 0) 469 if (strcmp (op->arch->archname, item) == 0)
464 { 470 {
465 if (op->nrof >= nrof) 471 if (op->nrof >= nrof)
466 { 472 {
467 decrease_ob_nr (op, nrof); 473 decrease_ob_nr (op, nrof);
468 return; 474 return;
470 else 476 else
471 { 477 {
472 decrease_ob_nr (op, op->nrof); 478 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof; 479 nrof -= op->nrof;
474 } 480 }
481
475 op = prev; 482 op = prev;
476 } 483 }
484
477 prev = op; 485 prev = op;
478 op = op->below; 486 op = op->below;
479 } 487 }
480} 488}
481 489
487 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
488 */ 496 */
489static int 497static int
490check_weapon_power (const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
491{ 499{
492
493/* Old code is below (commented out). Basically, since weapons are the only 500/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to 501 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level. 502 * require high level in some combat skill, so we just use overall level.
496 */ 503 */
497#if 1 504#if 1
538static int 545static int
539check_sacrifice (object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
540{ 547{
541 int count = 0; 548 int count = 0;
542 549
543 if (improver->slaying != NULL) 550 if (improver->slaying)
544 { 551 {
545 count = check_item (op, improver->slaying); 552 count = check_item (op, improver->slaying);
546 if (count < 1) 553 if (count < 1)
547 { 554 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 556 return 0;
553 } 557 }
554 } 558 }
555 else 559 else
556 count = 1; 560 count = 1;
559} 563}
560 564
561/** 565/**
562 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
563 */ 567 */
564int 568static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 570{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 571 stat += sacrifice_count;
570 weapon->last_eat++; 572 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 573 decrease_ob (improver);
573 574
574 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
575 fix_player (op); 576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
576 return 1; 584 return 1;
577} 585}
578 586
579/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 592#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 594#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 597#define IMPROVE_INT 10
590#define IMPROVE_POW 11 598#define IMPROVE_POW 11
591
592 599
593/** 600/**
594 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
596 */ 603 */
597
598int 604int
599prepare_weapon (object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
600{ 606{
601 int sacrifice_count, i; 607 int sacrifice_count, i;
602 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
603 609
604 if (weapon->level != 0) 610 if (weapon->level != 0)
605 { 611 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 612 op->failmsg ("Weapon is already prepared!");
607 return 0; 613 return 0;
608 } 614 }
615
609 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 617 if (weapon->resist[i])
611 break; 618 break;
612 619
613 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
620 { 627 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons.");
622 return 0; 629 return 0;
623 } 630 }
631
624 sacrifice_count = check_sacrifice (op, improver); 632 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 633 if (sacrifice_count <= 0)
626 return 0; 634 return 0;
635
627 weapon->level = isqrt (sacrifice_count); 636 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); 637 eat_item (op, improver->slaying, sacrifice_count);
630 638
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 639 op->statusmsg (format (
640 "Your sacrifice was accepted."
641 "Your *%s may be improved %d times.",
642 &weapon->name, weapon->level
643 ));
632 644
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 646 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 647 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 648 slot at once! */
655improve_weapon (object *op, object *improver, object *weapon) 667improve_weapon (object *op, object *improver, object *weapon)
656{ 668{
657 int sacrifice_count, sacrifice_needed = 0; 669 int sacrifice_count, sacrifice_needed = 0;
658 670
659 if (improver->stats.sp == IMPROVE_PREPARE) 671 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 672 return prepare_weapon (op, improver, weapon);
662 } 673
663 if (weapon->level == 0) 674 if (weapon->level == 0)
664 { 675 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 677 return 0;
667 } 678 }
679
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 681 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 682 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 683 return 0;
672 } 684 }
685
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 { 687 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 688 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"); 689 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 690 "really want to improve it.");
678 return 0; 691 return 0;
679 } 692 }
693
680 /* This just increases damage by 5 points, no matter what. No sacrifice 694 /* 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, 695 * 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 696 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 697 * weapon can be improved.
684 */ 698 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 699 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 700 {
687 weapon->stats.dam += 5; 701 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 702 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); 703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 704 weapon->last_eat++;
691 705
692 weapon->item_power++; 706 weapon->item_power++;
693 decrease_ob (improver); 707 decrease_ob (improver);
694 return 1; 708 return 1;
695 } 709 }
710
696 if (improver->stats.sp == IMPROVE_WEIGHT) 711 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 712 {
698 /* Reduce weight by 20% */ 713 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 714 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 715 if (weapon->weight < 1)
701 weapon->weight = 1; 716 weapon->weight = 1;
717
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 719 weapon->last_eat++;
704 weapon->item_power++; 720 weapon->item_power++;
705 decrease_ob (improver); 721 decrease_ob (improver);
706 return 1; 722 return 1;
707 } 723 }
708 if (improver->stats.sp == IMPROVE_ENCHANT) 724 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 725 {
710 weapon->magic++; 726 weapon->magic++;
711 weapon->last_eat++; 727 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 729 decrease_ob (improver);
714 weapon->item_power++; 730 weapon->item_power++;
715 return 1; 731 return 1;
716 } 732 }
717 733
723 sacrifice_needed *= 2; 739 sacrifice_needed *= 2;
724 740
725 sacrifice_count = check_sacrifice (op, improver); 741 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 742 if (sacrifice_count < sacrifice_needed)
727 { 743 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 745 return 0;
730 } 746 }
747
731 eat_item (op, improver->slaying, sacrifice_needed); 748 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 749 weapon->item_power++;
733 750
734 switch (improver->stats.sp) 751 switch (improver->stats.sp)
735 { 752 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 753 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"); 754 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"); 755 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"); 756 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"); 757 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"); 758 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"); 759 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 760 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 761 op->failmsg ("Unknown improvement type.");
752 } 762 }
763
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 764 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 765 return 0;
755} 766}
756 767
757/** 768/**
764{ 775{
765 object *otmp; 776 object *otmp;
766 777
767 if (op->type != PLAYER) 778 if (op->type != PLAYER)
768 return 0; 779 return 0;
780
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 781 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 782 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 783 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 784 return 0;
773 } 785 }
786
774 otmp = find_marked_object (op); 787 otmp = find_marked_object (op);
775 if (!otmp) 788 if (!otmp)
776 { 789 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 790 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; 791 return 0;
779 } 792 }
793
780 if (otmp->type != WEAPON && otmp->type != BOW) 794 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 795 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 796 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0; 797 return 0;
784 } 798 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 799
800 op->statusmsg ("Applied weapon builder.");
801
786 improve_weapon (op, tmp, otmp); 802 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 803 esrv_send_item (op, otmp);
788 return 1; 804 return 1;
789} 805}
790 806
815{ 831{
816 object *tmp; 832 object *tmp;
817 833
818 if (armour->magic >= settings.armor_max_enchant) 834 if (armour->magic >= settings.armor_max_enchant)
819 { 835 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 836 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 837 return 0;
822 } 838 }
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 839 /* 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. 840 * 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 841 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?) 842 * of gnarg and what not?)
827 */ 843 */
828 if (armour->title) 844 if (armour->title)
829 { 845 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 846 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 847 return 0;
832 } 848 }
833 849
834 /* Split objects if needed. Can't insert tmp until the 850 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 851 * end of this function - otherwise it will just re-merge.
850 { 866 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 867 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 868 pow++;
853 } 869 }
854 870
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 871 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 872 }
857 else 873 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 875
860 if (!settings.armor_weight_linear) 876 if (!settings.armor_weight_linear)
861 { 877 {
862 int base = 100; 878 int base = 100;
863 int pow = 0; 879 int pow = 0;
866 { 882 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 883 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 884 pow++;
869 } 885 }
870 886
871 armour->weight = (armour->arch->clone.weight * base) / 100; 887 armour->weight = (armour->arch->weight * base) / 100;
872 } 888 }
873 else 889 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 890 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 891
876 if (armour->weight <= 0) 892 if (armour->weight <= 0)
877 { 893 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 894 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 895 armour->weight = 1;
880 } 896 }
881 897
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 899
884 if (op->type == PLAYER) 900 if (op->type == PLAYER)
885 { 901 {
886 esrv_send_item (op, armour); 902 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 903 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 904 op->update_stats ();
889 } 905 }
906
890 decrease_ob (improver); 907 decrease_ob (improver);
908
891 if (tmp) 909 if (tmp)
892 { 910 {
893 insert_ob_in_ob (tmp, op); 911 insert_ob_in_ob (tmp, op);
894 esrv_send_item (op, tmp); 912 esrv_send_item (op, tmp);
895 } 913 }
914
896 return 1; 915 return 1;
897} 916}
898
899 917
900/* 918/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 919 * 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. 920 * what the converter wants, -1 if the converter is broken.
903 */ 921 */
919 937
920 /* We make some assumptions - we assume if it takes money as it type, 938 /* 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 939 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 940 * 3 gp and player drops a platinum, tough luck)
923 */ 941 */
924 if (!strcmp (CONV_FROM (converter), "money")) 942 if (CONV_FROM (converter) == shstr_money)
925 { 943 {
926 int cost;
927
928 if (item->type != MONEY) 944 if (item->type != MONEY)
929 return 0; 945 return 0;
930 946
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 947 nr = (item->nrof * item->value) / CONV_NEED (converter);
932 if (!nr) 948 if (!nr)
933 return 0; 949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
934 cost = nr * CONV_NEED (converter) / item->value; 953 int cost = nr * CONV_NEED (converter) / item->value;
935 /* take into account rounding errors */ 954 /* take into account rounding errors */
936 if (nr * CONV_NEED (converter) % item->value) 955 if (nr * CONV_NEED (converter) % item->value)
937 cost++; 956 cost++;
957
938 decrease_ob_nr (item, cost); 958 decrease_ob_nr (item, cost);
939 959
940 price_in = cost * item->value; 960 price_in = cost * item->value;
941 } 961 }
942 else 962 else
943 { 963 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
946 return 0; 966 return 0;
967
968 converter->play_sound (sound_find ("convert_item"));
947 969
948 if (CONV_NEED (converter)) 970 if (CONV_NEED (converter))
949 { 971 {
950 nr = item->nrof / CONV_NEED (converter); 972 nr = item->nrof / CONV_NEED (converter);
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 973 decrease_ob_nr (item, nr * CONV_NEED (converter));
956 price_in = item->value; 978 price_in = item->value;
957 item->destroy (); 979 item->destroy ();
958 } 980 }
959 } 981 }
960 982
961 if (converter->inv != NULL) 983 if (converter->inv)
962 { 984 {
963 object *ob; 985 object *ob;
964 int i; 986 int i;
965 object *ob_to_copy; 987 object *ob_to_copy;
966 988
967 /* select random object from inventory to copy */ 989 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv; 990 ob_to_copy = converter->inv;
969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
970 {
971 if (rndm (0, i) == 0) 992 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob; 993 ob_to_copy = ob;
974 } 994
975 }
976 item = object_create_clone (ob_to_copy); 995 item = object_create_clone (ob_to_copy);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE); 997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 } 998 }
980 else 999 else
981 { 1000 {
982 if (converter->other_arch == NULL) 1001 if (converter->other_arch == NULL)
983 { 1002 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 1004 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 1005 return -1;
987 } 1006 }
988 1007
989 item = object_create_arch (converter->other_arch); 1008 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 } 1010 }
992 1011
993 if (CONV_NR (converter)) 1012 if (CONV_NR (converter))
994 item->nrof = CONV_NR (converter); 1013 item->nrof = CONV_NR (converter);
1014
995 if (nr) 1015 if (nr)
996 item->nrof *= nr; 1016 item->nrof *= nr;
1017
997 if (is_in_shop (converter)) 1018 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID); 1019 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value) 1020 else if (price_in < item->nrof * item->value)
1000 { 1021 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /** 1024 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 1025 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 1026 * hopefully had something in mind when doing this.
1007 */ 1027 */
1008 } 1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1; 1032 return 1;
1011} 1033}
1012 1034
1013/** 1035/**
1014 * Handle apply on containers. 1036 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 1037 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1038 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 1039 * added the alchemical cauldron to the code -b.t.
1018 */ 1040 */
1019
1020int 1041int
1021apply_container (object *op, object *sack) 1042apply_container (object *op, object *sack)
1022{ 1043{
1023 char buf[MAX_BUF]; 1044 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 1045 return 0; /* This might change */
1028 1046
1029 if (sack == NULL || sack->type != CONTAINER) 1047 if (!sack || sack->type != CONTAINER)
1030 { 1048 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1049 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1050 return 0;
1033 } 1051 }
1034 op->contr->last_used = NULL; 1052
1035 op->contr->last_used_id = 0; 1053 op->contr->last_used = 0;
1036 1054
1037 if (sack->env != op) 1055 if (sack->env && sack->env != op)
1056 {
1057 op->failmsg ("You must put it onto the floor or into your inventory first.");
1058 return 1;
1038 { 1059 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1060
1061 // already applied == open on ground, or open in inv, or active in inv
1062 if (sack->flag [FLAG_APPLIED])
1063 {
1064 if (op->container == sack)
1040 { 1065 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1066 // open on ground or inv, so close
1067 op->close_container ();
1042 return 1; 1068 return 1;
1043 } 1069 }
1044 /* It's on the ground, the problems begin */ 1070 else if (!sack->env)
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 } 1071 {
1059 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1072 // active, but not ours: some other player has opened it
1073 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1074 return 1;
1060 { 1075 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1076
1081 if (tmp && tmp->type == CLOSE_CON) 1077 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1078 }
1079 else if (sack->env)
1080 {
1081 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1082 op->close_container ();
1090 { 1083 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1084 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1093 tmp = op->container; 1086 return 1;
1094 apply_container (op, tmp); 1087 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1088
1096 op->container = sack; 1089 // it's locked?
1097 strcat (buf, query_name (sack)); 1090 if (sack->slaying)
1098 strcat (buf, "."); 1091 {
1099 } 1092 if (object *tmp = find_key (op, op, sack))
1100 else 1093 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1094 else
1108 { 1095 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1096 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1134 }
1135 }
1136 else
1137 {
1138 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED);
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1097 return 1;
1145 } 1098 }
1146 }
1147 } 1099 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1100
1149 if (op->contr) 1101 op->open_container (sack);
1150 op->contr->socket.update_look = 1; 1102
1151 return 1; 1103 return 1;
1152} 1104}
1153
1154/**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1156 * the player has in their inventory, eg, sacks, luggages, etc.
1157 *
1158 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1159 * This version is for client/server mode.
1160 * op is the player, sack is the container the player is opening or closing.
1161 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1162 *
1163 * Reminder - there are three states for any container - closed (non applied),
1164 * applied (not open, but objects that match get tossed into it), and open
1165 * (applied flag set, and op->container points to the open container)
1166 */
1167
1168int
1169esrv_apply_container (object *op, object *sack)
1170{
1171 object *tmp = op->container;
1172
1173 if (op->type != PLAYER)
1174 return 0; /* This might change */
1175
1176 if (sack == NULL || sack->type != CONTAINER)
1177 {
1178 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1179 return 0;
1180 }
1181
1182 /* If we have a currently open container, then it needs to be closed in all cases
1183 * if we are opening this one up. We then fall through if appropriate for
1184 * openening the new container.
1185 */
1186
1187 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1188 {
1189 if (op->container->env != op)
1190 { /* if container is on the ground */
1191 op->container->move_off = 0;
1192 }
1193
1194 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1195 return 1;
1196
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1198 CLEAR_FLAG (op->container, FLAG_APPLIED);
1199 op->container = NULL;
1200 esrv_update_item (UPD_FLAGS, op, tmp);
1201 if (tmp == sack)
1202 return 1;
1203 }
1204
1205
1206 /* If the player is trying to open it (which he must be doing if we got here),
1207 * and it is locked, check to see if player has the equipment to open it.
1208 */
1209
1210 if (sack->slaying)
1211 { /* it's locked */
1212 tmp = find_key (op, op, sack);
1213 if (tmp)
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1216 }
1217 else
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1220 return 0;
1221 }
1222 }
1223
1224 /* By the time we get here, we have made sure any other container has been closed and
1225 * if this is a locked container, the player they key to open it.
1226 */
1227
1228 /* There are really two cases - the sack is either on the ground, or the sack is
1229 * part of the players inventory. If on the ground, we assume that the player is
1230 * opening it, since if it was being closed, that would have been taken care of above.
1231 */
1232
1233
1234 if (sack->env != op)
1235 {
1236 /* Hypothetical case - the player is trying to open a sack that belong to someone
1237 * else. This normally should not happen, but a misbehaving client/player could
1238 * try to do it, so lets handle it gracefully.
1239 */
1240 if (sack->env)
1241 {
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1243 return 0;
1244 }
1245 /* set these so when the player walks off, we can unapply the sack */
1246 sack->move_off = MOVE_ALL; /* trying force closing it */
1247
1248 CLEAR_FLAG (sack, FLAG_APPLIED);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1250 SET_FLAG (sack, FLAG_APPLIED);
1251 op->container = sack;
1252 esrv_update_item (UPD_FLAGS, op, sack);
1253 esrv_send_inventory (op, sack);
1254
1255 }
1256 else
1257 { /* sack is in players inventory */
1258 if (QUERY_FLAG (sack, FLAG_APPLIED))
1259 { /* readied sack becoming open */
1260 CLEAR_FLAG (sack, FLAG_APPLIED);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1262 SET_FLAG (sack, FLAG_APPLIED);
1263 op->container = sack;
1264 esrv_update_item (UPD_FLAGS, op, sack);
1265 esrv_send_inventory (op, sack);
1266 }
1267 else
1268 {
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 esrv_update_item (UPD_FLAGS, op, sack);
1273 }
1274 }
1275 return 1;
1276}
1277
1278 1105
1279/** 1106/**
1280 * Handles dropping things on altar. 1107 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted. 1108 * Returns true if sacrifice was accepted.
1282 */ 1109 */
1293 * with an altar. We call it a Potion - altars are stationary - it 1120 * with an altar. We call it a Potion - altars are stationary - it
1294 * is up to map designers to use them properly. 1121 * is up to map designers to use them properly.
1295 */ 1122 */
1296 if (altar->inv && altar->inv->type == SPELL) 1123 if (altar->inv && altar->inv->type == SPELL)
1297 { 1124 {
1298 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1125 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1299 cast_spell (originator, altar, 0, altar->inv, NULL); 1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1300 /* If it is connected, push the button. Fixes some problems with 1127 /* If it is connected, push the button. Fixes some problems with
1301 * old maps. 1128 * old maps.
1302 */ 1129 */
1303 1130
1304/* push_button (altar);*/ 1131/* push_button (altar);*/
1305 } 1132 }
1329 double opinion; 1156 double opinion;
1330 object *tmp, *next; 1157 object *tmp, *next;
1331 1158
1332 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1333 1160
1161 bool has_unpaid = false;
1162
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1164 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID])
1167 {
1168 has_unpaid = true;
1169 break;
1170 }
1171
1334 if (op->type != PLAYER) 1172 if (op->type != PLAYER)
1335 { 1173 {
1336 /* Remove all the unpaid objects that may be carried here. 1174 /* Remove all the unpaid objects that may be carried here.
1337 * This could be pets or monsters that are somehow in 1175 * This could be pets or monsters that are somehow in
1338 * the shop. 1176 * the shop.
1364 /* unpaid objects, or non living objects, can't transfer by 1202 /* unpaid objects, or non living objects, can't transfer by
1365 * shop mats. Instead, put it on a nearby space. 1203 * shop mats. Instead, put it on a nearby space.
1366 */ 1204 */
1367 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1368 { 1206 {
1369
1370 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1371 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1208 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1372 1209
1373 if (i != -1) 1210 if (i != -1)
1374 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1383 else if (can_pay (op) && get_payment (op)) 1220 else if (can_pay (op) && get_payment (op))
1384 { 1221 {
1385 /* this is only used for players */ 1222 /* this is only used for players */
1386 rv = teleport (shop_mat, SHOP_MAT, op); 1223 rv = teleport (shop_mat, SHOP_MAT, op);
1387 1224
1225 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op))
1228 op->contr->play_sound (sound_find ("shop_enter"));
1229 else
1230 op->contr->play_sound (sound_find ("shop_leave"));
1231
1388 if (shop_mat->msg) 1232 if (shop_mat->msg)
1389 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1233 op->statusmsg (shop_mat->msg);
1390 /* This check below is a bit simplistic - generally it should be correct, 1234 /* This check below is a bit simplistic - generally it should be correct,
1391 * but there is never a guarantee that the bottom space on the map is 1235 * but there is never a guarantee that the bottom space on the map is
1392 * actually the shop floor. 1236 * actually the shop floor.
1393 */ 1237 */
1394 else if (!rv && !is_in_shop (op)) 1238 else if (!rv && !is_in_shop (op))
1395 { 1239 {
1396 opinion = shopkeeper_approval (op->map, op); 1240 opinion = shopkeeper_approval (op->map, op);
1397 1241
1398 if (opinion > 0.9) 1242 op->statusmsg (
1399 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1400 else if (opinion > 0.75) 1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1402 else if (opinion > 0.5) 1246 : "The shopkeeper glares at you with contempt."
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1404 else 1247 );
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1406 } 1248 }
1407 } 1249 }
1408 else 1250 else
1409 { 1251 {
1410 /* if we get here, a player tried to leave a shop but was not able 1252 /* if we get here, a player tried to leave a shop but was not able
1411 * to afford the items he has. We try to move the player so that 1253 * to afford the items he has. We try to move the player so that
1412 * they are not on the mat anymore 1254 * they are not on the mat anymore
1413 */ 1255 */
1414 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1256 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1415 1257
1416 if (i == -1) 1258 if (i == -1)
1417 {
1418 LOG (llevError, "Internal shop-mat problem.\n"); 1259 LOG (llevError, "Internal shop-mat problem.\n");
1419 }
1420 else 1260 else
1421 { 1261 {
1422 op->remove (); 1262 op->remove ();
1423 op->x += freearr_x[i]; 1263 op->x += freearr_x[i];
1424 op->y += freearr_y[i]; 1264 op->y += freearr_y[i];
1435 */ 1275 */
1436static void 1276static void
1437apply_sign (object *op, object *sign, int autoapply) 1277apply_sign (object *op, object *sign, int autoapply)
1438{ 1278{
1439 readable_message_type *msgType; 1279 readable_message_type *msgType;
1440 char newbuf[HUGE_BUF];
1441 1280
1442 if (sign->msg == NULL) 1281 if (!sign->msg)
1443 { 1282 {
1444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1283 op->statusmsg ("Nothing is written on it.");
1445 return; 1284 return;
1446 } 1285 }
1447 1286
1448 if (sign->stats.food) 1287 if (sign->stats.food)
1449 { 1288 {
1450 if (sign->last_eat >= sign->stats.food) 1289 if (sign->last_eat >= sign->stats.food)
1451 { 1290 {
1452 if (!sign->move_on) 1291 if (!sign->move_on)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1292 op->statusmsg ("You cannot read it anymore.");
1293
1454 return; 1294 return;
1455 } 1295 }
1456 1296
1457 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1458 sign->last_eat++; 1298 sign->last_eat++;
1463 * move_on is zero, it needs to be manually applied (doesn't talk 1303 * move_on is zero, it needs to be manually applied (doesn't talk
1464 * to us). 1304 * to us).
1465 */ 1305 */
1466 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1306 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1467 { 1307 {
1468 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1308 op->failmsg ("You are unable to read while blind!");
1469 return; 1309 return;
1470 } 1310 }
1311
1312 if (op->contr)
1313 if (client *ns = op->contr->ns)
1314 {
1315 ns->play_sound (sign->sound);
1316
1317 if (ns->can_msg)
1318 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1319 else
1320 {
1471 msgType = get_readable_message_type (sign); 1321 msgType = get_readable_message_type (sign);
1472 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1322 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1473 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1323 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1324 }
1325 }
1474} 1326}
1475 1327
1476/** 1328/**
1477 * 'victim' moves onto 'trap' 1329 * 'victim' moves onto 'trap'
1478 * 'victim' leaves 'trap' 1330 * 'victim' leaves 'trap'
1501 * proper. This code was causing needless crashes. 1353 * proper. This code was causing needless crashes.
1502 */ 1354 */
1503 if (recursion_depth >= 500) 1355 if (recursion_depth >= 500)
1504 { 1356 {
1505 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1357 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1506 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1358 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1507 return; 1359 return;
1508 } 1360 }
1361
1509 recursion_depth++; 1362 recursion_depth++;
1510 if (trap->head) 1363 if (trap->head)
1511 trap = trap->head; 1364 trap = trap->head;
1512 1365
1513 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1366 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1528 1381
1529 /* Just put in some sanity check. I think there is a bug in the 1382 /* Just put in some sanity check. I think there is a bug in the
1530 * above with some objects have zero speed, and thus the player 1383 * above with some objects have zero speed, and thus the player
1531 * getting permanently paralyzed. 1384 * getting permanently paralyzed.
1532 */ 1385 */
1533 if (victim->speed_left < -50.0) 1386 if (victim->speed_left < -50.f)
1534 victim->speed_left = -50.0; 1387 victim->speed_left = -50.f;
1535 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1388 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1536 } 1389 }
1537 goto leave; 1390 goto leave;
1538 1391
1539 case SPINNER: 1392 case SPINNER:
1611 1464
1612 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1465 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1613 { 1466 {
1614 if (!sound_was_played) 1467 if (!sound_was_played)
1615 { 1468 {
1616 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1469 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1617 sound_was_played = 1; 1470 sound_was_played = 1;
1618 } 1471 }
1619 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1472
1473 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1620 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1474 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1621 } 1475 }
1622 } 1476 }
1623 goto leave; 1477 goto leave;
1624 } 1478 }
1625 1479
1626
1627 case CONVERTER: 1480 case CONVERTER:
1628 if (convert_item (victim, trap) < 0) 1481 if (convert_item (victim, trap) < 0)
1629 { 1482 {
1630 object *op; 1483 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1631 1484 get_archetype ("burnout")->insert_at (trap, trap);
1632 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1633
1634 op = get_archetype ("burnout");
1635 if (op != NULL)
1636 {
1637 op->x = trap->x;
1638 op->y = trap->y;
1639 insert_ob_in_map (op, trap->map, trap, 0);
1640 }
1641 } 1485 }
1486
1642 goto leave; 1487 goto leave;
1643 1488
1644 case TRIGGER_BUTTON: 1489 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL: 1490 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR: 1491 case TRIGGER_ALTAR:
1664 * Processing will happen if the head runs into the pit 1509 * Processing will happen if the head runs into the pit
1665 */ 1510 */
1666 if (victim->head) 1511 if (victim->head)
1667 goto leave; 1512 goto leave;
1668 1513
1669 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1514 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1670 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1515 victim->statusmsg ("You fall through the hole!", NDI_RED);
1671 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1516 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1672 goto leave; 1517 goto leave;
1673 1518
1674 case EXIT: 1519 case EXIT:
1675 if (victim->type == PLAYER && EXIT_PATH (trap)) 1520 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 { 1521 {
1677 /* Basically, don't show exits leading to random maps the 1522 /* Basically, don't show exits leading to random maps the
1678 * players output. 1523 * players output.
1679 */ 1524 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1525 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1526 victim->statusmsg (trap->msg, NDI_NAVY);
1527
1528 trap->play_sound (trap->sound);
1682 enter_exit (victim, trap); 1529 victim->enter_exit (trap);
1683 } 1530 }
1684 goto leave; 1531 goto leave;
1685 1532
1686 case ENCOUNTER: 1533 case ENCOUNTER:
1687 /* may be some leftovers on this */ 1534 /* may be some leftovers on this */
1702 1549
1703 apply_sign (victim, trap, 1); 1550 apply_sign (victim, trap, 1);
1704 goto leave; 1551 goto leave;
1705 1552
1706 case CONTAINER: 1553 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap); 1554 apply_container (victim, trap);
1711 goto leave; 1555 goto leave;
1712 1556
1713 case RUNE: 1557 case RUNE:
1714 case TRAP: 1558 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1716 {
1717 spring_trap (trap, victim); 1560 spring_trap (trap, victim);
1718 }
1719 goto leave; 1561 goto leave;
1720 1562
1721 default: 1563 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1564 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1565 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1724 goto leave; 1566 goto leave;
1725 } 1567 }
1726 1568
1727leave: 1569leave:
1728 recursion_depth--; 1570 recursion_depth--;
1737 int lev_diff; 1579 int lev_diff;
1738 object *skill_ob; 1580 object *skill_ob;
1739 1581
1740 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1741 { 1583 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1584 op->failmsg ("You are unable to read while blind!");
1743 return; 1585 return;
1744 } 1586 }
1587
1745 if (tmp->msg == NULL) 1588 if (!tmp->msg)
1746 { 1589 {
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1590 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1748 return; 1591 return;
1749 } 1592 }
1750 1593
1751 /* need a literacy skill to read stuff! */ 1594 /* need a literacy skill to read stuff! */
1752 skill_ob = find_skill_by_name (op, tmp->skill); 1595 skill_ob = find_skill_by_name (op, tmp->skill);
1753 if (!skill_ob) 1596 if (!skill_ob)
1754 { 1597 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1598 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1756 return; 1599 return;
1757 } 1600 }
1601
1758 lev_diff = tmp->level - (skill_ob->level + 5); 1602 lev_diff = tmp->level - (skill_ob->level + 5);
1759 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1760 { 1604 {
1761 if (lev_diff < 2) 1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1762 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1763 else if (lev_diff < 3) 1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1765 else if (lev_diff < 5) 1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1610 : "This book is totally beyond your comprehension.");
1767 else if (lev_diff < 8) 1611 return;
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1612 }
1769 else if (lev_diff < 15) 1613
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1614 readable_message_type *msgType = get_readable_message_type (tmp);
1615
1616 if (player *pl = op->contr)
1617 if (client *ns = pl->ns)
1618 if (ns->can_msg)
1619 {
1620 dynbuf_text buf;
1621 buf << long_desc (tmp, op)
1622 << "\n\n"
1623 << tmp->msg
1624 << '\0';
1625 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1626 }
1771 else 1627 else
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1773 return;
1774 }
1775
1776 readable_message_type *msgType = get_readable_message_type (tmp);
1777
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1779 msgType->message_type, msgType->message_subtype, 1629 msgType->message_type, msgType->message_subtype,
1780 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1630 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1631 long_desc (tmp, op), &tmp->msg);
1781 1632
1782 /* gain xp from reading */ 1633 /* gain xp from reading */
1783 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784 { /* only if not read before */ 1635 { /* only if not read before */
1785 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786 1637
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 { 1639 {
1789 /*exp_gain *= 2; because they just identified it too */ 1640 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED); 1641 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642
1791 /* If in a container, update how it looks */ 1643 /* If in a container, update how it looks */
1792 if (tmp->env) 1644 if (tmp->env)
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794 else 1646 else
1795 op->contr->socket.update_look = 1; 1647 op->contr->ns->floorbox_update ();
1796 } 1648 }
1649
1797 change_exp (op, exp_gain, skill_ob->skill, 0); 1650 change_exp (op, exp_gain, skill_ob->skill, 0);
1798 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1651 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 } 1652 }
1800} 1653}
1801 1654
1804 * op is the person learning the skill, tmp is the skill scroll object 1657 * op is the person learning the skill, tmp is the skill scroll object
1805 */ 1658 */
1806static void 1659static void
1807apply_skillscroll (object *op, object *tmp) 1660apply_skillscroll (object *op, object *tmp)
1808{ 1661{
1809 switch ((int) learn_skill (op, tmp)) 1662 switch (learn_skill (op, tmp))
1810 { 1663 {
1811 case 0: 1664 case 0:
1812 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1665 op->play_sound (sound_find ("generic_fail"));
1813 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1814 return; 1667 break;
1815 1668
1816 case 1: 1669 case 1:
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1818 decrease_ob (tmp); 1670 decrease_ob (tmp);
1671 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1819 return; 1673 break;
1820 1674
1821 default: 1675 default:
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1823 decrease_ob (tmp); 1676 decrease_ob (tmp);
1677 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1824 return; 1679 break;
1825 } 1680 }
1826} 1681}
1827 1682
1828/** 1683/**
1829 * Actually makes op learn spell. 1684 * Actually makes op learn spell.
1849 return; 1704 return;
1850 } 1705 }
1851 return; 1706 return;
1852 } 1707 }
1853 1708
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1709 op->contr->play_sound (sound_find ("learn_spell"));
1855 tmp = object::create (); 1710
1856 spell->copy_to (tmp); 1711 tmp = spell->clone ();
1857 insert_ob_in_ob (tmp, op); 1712 insert_ob_in_ob (tmp, op);
1858 1713
1859 if (special_prayer) 1714 if (special_prayer)
1860 {
1861 SET_FLAG (tmp, FLAG_STARTEQUIP); 1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1862 }
1863 1716
1864 esrv_add_spells (op->contr, tmp); 1717 esrv_add_spells (op->contr, tmp);
1865} 1718}
1866 1719
1867/** 1720/**
1881 { 1734 {
1882 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1883 return; 1736 return;
1884 } 1737 }
1885 1738
1886 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1739 op->failmsg (format ("You lose knowledge of %s.", spell));
1887 player_unready_range_ob (op->contr, spob); 1740 player_unready_range_ob (op->contr, spob);
1888 esrv_remove_spell (op->contr, spob); 1741 esrv_remove_spell (op->contr, spob);
1889 spob->destroy (); 1742 spob->destroy ();
1890} 1743}
1891 1744
1899{ 1752{
1900 object *skop, *spell, *spell_skill; 1753 object *skop, *spell, *spell_skill;
1901 1754
1902 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1903 { 1756 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1757 op->failmsg ("You are unable to read while blind.");
1905 return; 1758 return;
1906 } 1759 }
1907 1760
1908 /* artifact_spellbooks have 'slaying' field point to a spell name, 1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1909 * instead of having their spell stored in stats.sp. These are 1762 * instead of having their spell stored in stats.sp. These are
1910 * legacy spellbooks 1763 * legacy spellbooks
1911 */ 1764 */
1912
1913 if (tmp->slaying != NULL) 1765 if (tmp->slaying)
1914 { 1766 {
1915 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1916 if (!spell) 1768 if (!spell)
1917 { 1769 {
1918 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1770 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1919 return; 1771 return;
1920 } 1772 }
1921 else 1773 else
1922 insert_ob_in_ob (spell, tmp); 1774 insert_ob_in_ob (spell, tmp);
1775
1923 tmp->slaying = NULL; 1776 tmp->slaying = 0;
1924 } 1777 }
1925 1778
1926 skop = find_skill_by_name (op, tmp->skill); 1779 skop = find_skill_by_name (op, tmp->skill);
1927 1780
1928 /* need a literacy skill to learn spells. Also, having a literacy level 1781 /* need a literacy skill to learn spells. Also, having a literacy level
1929 * lower than the spell will make learning the spell more difficult */ 1782 * lower than the spell will make learning the spell more difficult */
1930 if (!skop) 1783 if (!skop)
1931 { 1784 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1785 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1933 return; 1786 return;
1934 } 1787 }
1935 1788
1936 spell = tmp->inv; 1789 spell = tmp->inv;
1937 1790
1938 if (!spell) 1791 if (!spell)
1939 { 1792 {
1940 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1793 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1941 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1794 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1942 return; 1795 return;
1943 } 1796 }
1944 1797
1945 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1946 { 1799 {
1947 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1800 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1948 return; 1801 return;
1949 } 1802 }
1950 1803
1951 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1952 1805
1953 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1954 { 1807 {
1955 identify (tmp); 1808 identify (tmp);
1809
1956 if (tmp->env) 1810 if (tmp->env)
1957 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1811 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1958 else 1812 else
1959 op->contr->socket.update_look = 1; 1813 op->contr->ns->floorbox_update ();
1960 } 1814 }
1961 1815
1962 /* I removed the check for special_prayer_mark here - it didn't make 1816 /* I removed the check for special_prayer_mark here - it didn't make
1963 * a lot of sense - special prayers are not found in spellbooks, and 1817 * a lot of sense - special prayers are not found in spellbooks, and
1964 * if the player doesn't know the spell, doesn't make a lot of sense that 1818 * if the player doesn't know the spell, doesn't make a lot of sense that
1965 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1966 */ 1820 */
1967 if (check_spell_known (op, spell->name)) 1821 if (check_spell_known (op, spell->name))
1968 { 1822 {
1969 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1823 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1970 return; 1824 return;
1971 } 1825 }
1972 1826
1973 if (spell->skill) 1827 if (spell->skill)
1974 { 1828 {
1975 spell_skill = find_skill_by_name (op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1976 1830
1977 if (!spell_skill) 1831 if (!spell_skill)
1978 { 1832 {
1979 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1980 return; 1834 return;
1981 } 1835 }
1982 1836
1983 if (spell_skill->level < spell->level) 1837 if (spell_skill->level < spell->level)
1984 { 1838 {
1985 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1839 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1986 return; 1840 return;
1987 } 1841 }
1988 } 1842 }
1989 1843
1990 /* Logic as follows 1844 /* Logic as follows
1999 * Overall, chances are the same but a player will find having a high 1853 * Overall, chances are the same but a player will find having a high
2000 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
2001 */ 1855 */
2002 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
2003 { 1857 {
2004 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1858 op->failmsg ("In your confused state you flub the wording of the text!");
2005 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2006 } 1860 }
2007 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2008 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2009 { 1863 {
2010 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2011 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2012 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
2013 1866
2014 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
2015 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2016 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1869 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2017 } 1870 }
2018 else 1871 else
2019 { 1872 {
2020 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
2021 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2022 } 1875 }
1876
2023 decrease_ob (tmp); 1877 decrease_ob (tmp);
2024} 1878}
2025 1879
2026/** 1880/**
2027 * Handles applying a spell scroll. 1881 * Handles applying a spell scroll.
2031{ 1885{
2032 object *skop; 1886 object *skop;
2033 1887
2034 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2035 { 1889 {
2036 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1890 op->failmsg ("You are unable to read while blind.");
2037 return; 1891 return;
2038 } 1892 }
2039 1893
2040 if (!tmp->inv || tmp->inv->type != SPELL) 1894 if (!tmp->inv || tmp->inv->type != SPELL)
2041 { 1895 {
2042 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2043 return; 1897 return;
2044 } 1898 }
2045 1899
2046 if (op->type == PLAYER) 1900 if (op->type == PLAYER)
2047 { 1901 {
2053 */ 1907 */
2054 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2055 1909
2056 if (!skop) 1910 if (!skop)
2057 { 1911 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2059 return; 1913 return;
2060 } 1914 }
2061 1915
2062 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2063 change_exp (op, exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
2064 } 1918 }
2065 1919
2066 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2067 identify (tmp); 1921 identify (tmp);
2068 1922
2069 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2070
2071 1924
2072 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
2073 decrease_ob (tmp); 1926 decrease_ob (tmp);
2074} 1927}
2075 1928
2079 * chest. 1932 * chest.
2080 */ 1933 */
2081static void 1934static void
2082apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
2083{ 1936{
2084 object *treas;
2085
2086
2087 /* Nice side effect of new treasure creation method is that the treasure 1937 /* Nice side effect of this treasure creation method is that the treasure
2088 * for the chest is done when the chest is created, and put into the chest 1938 * for the chest is done when the chest is created, and put into the chest
2089 * inventory. So that when the chest burns up, the items still exist. Also 1939 * inventory. So that when the chest burns up, the items still exist. Also
2090 * prevents people fromt moving chests to more difficult maps to get better 1940 * prevents people from moving chests to more difficult maps to get better
2091 * treasure 1941 * treasure
2092 */ 1942 */
2093
2094 treas = tmp->inv; 1943 object *treas = tmp->inv;
2095 if (treas == NULL) 1944
1945 if (!treas)
2096 { 1946 {
2097 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
2098 decrease_ob (tmp); 1948 decrease_ob (tmp);
2099 return; 1949 return;
2100 } 1950 }
1951
2101 while (tmp->inv) 1952 while (tmp->inv)
2102 { 1953 {
2103 treas = tmp->inv; 1954 treas = tmp->inv;
2104
2105 treas->remove (); 1955 treas->remove ();
2106 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2107 1956
2108 treas->x = op->x; 1957 treas->x = op->x;
2109 treas->y = op->y; 1958 treas->y = op->y;
2110 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1959 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2111 1960
2112 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1961 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2113 spring_trap (treas, op); 1962 spring_trap (treas, op);
2114 1963
2115 /* If either player or container was destroyed, no need to do 1964 /* If either player or container was destroyed, no need to do
2116 * further processing. I think this should be enclused with 1965 * further processing. I think this should be enclused with
2117 * spring trap above, as I don't think there is otherwise 1966 * spring trap above, as I don't think there is otherwise
2118 * any way for the treasure chest or player to get killed 1967 * any way for the treasure chest or player to get killed.
2119 */ 1968 */
2120 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
2121 break; 1970 break;
2122 } 1971 }
2123 1972
2124 if (!tmp->destroyed () && tmp->inv == NULL) 1973 if (!tmp->destroyed () && !tmp->inv)
2125 decrease_ob (tmp); 1974 decrease_ob (tmp);
2126
2127} 1975}
2128 1976
2129/** 1977/**
2130 * op eats food. 1978 * op eats food.
2131 * If player, takes care of messages and dragon special food. 1979 * If player, takes care of messages and dragon special food.
2146 { 1994 {
2147 /* usual case - no dragon meal: */ 1995 /* usual case - no dragon meal: */
2148 if (op->stats.food + tmp->stats.food > 999) 1996 if (op->stats.food + tmp->stats.food > 999)
2149 { 1997 {
2150 if (tmp->type == FOOD || tmp->type == FLESH) 1998 if (tmp->type == FOOD || tmp->type == FLESH)
2151 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1999 op->failmsg ("You feel full, but what a waste of food!");
2152 else 2000 else
2153 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 2001 op->statusmsg ("Most of the drink goes down your face not your throat!");
2154 } 2002 }
2003
2004 tmp->play_sound (
2005 tmp->sound
2006 ? tmp->sound
2007 : tmp->type == DRINK
2008 ? sound_find ("eat_drink")
2009 : sound_find ("eat_food")
2010 );
2155 2011
2156 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2012 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2157 { 2013 {
2158 char buf[MAX_BUF]; 2014 const char *buf;
2159 2015
2160 if (!is_dragon_pl (op)) 2016 if (!is_dragon_pl (op))
2161 { 2017 {
2162 /* eating message for normal players */ 2018 /* eating message for normal players */
2163 if (tmp->type == DRINK) 2019 if (tmp->type == DRINK)
2164 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2020 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2165 else 2021 else
2166 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2022 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2167 } 2023 }
2168 else 2024 else
2169 {
2170 /* eating message for dragon players */ 2025 /* eating message for dragon players */
2171 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2026 buf = format ("The %s tasted terrible!", &tmp->name);
2172 }
2173 2027
2174 new_draw_info (NDI_UNIQUE, 0, op, buf); 2028 op->statusmsg (buf);
2029
2175 capacity_remaining = 999 - op->stats.food; 2030 capacity_remaining = 999 - op->stats.food;
2176 op->stats.food += tmp->stats.food; 2031 op->stats.food += tmp->stats.food;
2177 if (capacity_remaining < tmp->stats.food) 2032 if (capacity_remaining < tmp->stats.food)
2178 op->stats.hp += capacity_remaining / 50; 2033 op->stats.hp += capacity_remaining / 50;
2179 else 2034 else
2180 op->stats.hp += tmp->stats.food / 50; 2035 op->stats.hp += tmp->stats.food / 50;
2036
2181 if (op->stats.hp > op->stats.maxhp) 2037 if (op->stats.hp > op->stats.maxhp)
2182 op->stats.hp = op->stats.maxhp; 2038 op->stats.hp = op->stats.maxhp;
2183 if (op->stats.food > 999) 2039 if (op->stats.food > 999)
2184 op->stats.food = 999; 2040 op->stats.food = 999;
2185 } 2041 }
2187 /* special food hack -b.t. */ 2043 /* special food hack -b.t. */
2188 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2044 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2189 eat_special_food (op, tmp); 2045 eat_special_food (op, tmp);
2190 } 2046 }
2191 } 2047 }
2048
2192 handle_apply_yield (tmp); 2049 handle_apply_yield (tmp);
2193 decrease_ob (tmp); 2050 decrease_ob (tmp);
2194} 2051}
2195 2052
2196/** 2053/**
2208{ 2065{
2209 object *skin = NULL; /* pointer to dragon skin force */ 2066 object *skin = NULL; /* pointer to dragon skin force */
2210 object *abil = NULL; /* pointer to dragon ability force */ 2067 object *abil = NULL; /* pointer to dragon ability force */
2211 object *tmp = NULL; /* tmp. object */ 2068 object *tmp = NULL; /* tmp. object */
2212 2069
2213 char buf[MAX_BUF]; /* tmp. string buffer */
2214 double chance; /* improvement-chance of one resistance type */ 2070 double chance; /* improvement-chance of one resistance type */
2215 double totalchance = 1; /* total chance of gaining one resistance */ 2071 double totalchance = 1; /* total chance of gaining one resistance */
2216 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2072 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2217 double mbonus = 0; /* monster bonus */ 2073 double mbonus = 0; /* monster bonus */
2218 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2074 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2223 if (meal->type != FLESH || !is_dragon_pl (op)) 2079 if (meal->type != FLESH || !is_dragon_pl (op))
2224 return 0; 2080 return 0;
2225 2081
2226 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2082 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2227 from the player's inventory */ 2083 from the player's inventory */
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2084 for (tmp = op->inv; tmp; tmp = tmp->below)
2229 {
2230 if (tmp->type == FORCE) 2085 if (tmp->type == FORCE)
2231 { 2086 if (tmp->arch->archname == shstr_dragon_skin_force)
2232 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2233 skin = tmp; 2087 skin = tmp;
2234 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2088 else if (tmp->arch->archname == shstr_dragon_ability_force)
2235 abil = tmp; 2089 abil = tmp;
2236 }
2237 }
2238 2090
2239 /* if either skin or ability are missing, this is an old player 2091 /* if either skin or ability are missing, this is an old player
2240 which is not to be considered a dragon -> bail out */ 2092 which is not to be considered a dragon -> bail out */
2241 if (skin == NULL || abil == NULL) 2093 if (skin == NULL || abil == NULL)
2242 return 0; 2094 return 0;
2244 /* now start by filling stomache and health, according to food-value */ 2096 /* now start by filling stomache and health, according to food-value */
2245 if ((999 - op->stats.food) < meal->stats.food) 2097 if ((999 - op->stats.food) < meal->stats.food)
2246 op->stats.hp += (999 - op->stats.food) / 50; 2098 op->stats.hp += (999 - op->stats.food) / 50;
2247 else 2099 else
2248 op->stats.hp += meal->stats.food / 50; 2100 op->stats.hp += meal->stats.food / 50;
2101
2249 if (op->stats.hp > op->stats.maxhp) 2102 if (op->stats.hp > op->stats.maxhp)
2250 op->stats.hp = op->stats.maxhp; 2103 op->stats.hp = op->stats.maxhp;
2251 2104
2252 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2105 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2253 2106
2283 /* doubled chance for resistance of ability-focus */ 2136 /* doubled chance for resistance of ability-focus */
2284 if (i == abil->stats.exp) 2137 if (i == abil->stats.exp)
2285 chance = MIN (100., chance * 2.); 2138 chance = MIN (100., chance * 2.);
2286 2139
2287 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2140 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2288 if (RANDOM () % 10000 < (int) (chance * 100)) 2141 if (rndm (10000) < (unsigned int) (chance * 100))
2289 { 2142 {
2290 atnr_winner[winners] = i; 2143 atnr_winner[winners] = i;
2291 winners++; 2144 winners++;
2292 } 2145 }
2293 2146
2298 } 2151 }
2299 } 2152 }
2300 2153
2301 /* inverse totalchance as until now we have the failure-chance */ 2154 /* inverse totalchance as until now we have the failure-chance */
2302 totalchance = 100 - totalchance * 100; 2155 totalchance = 100 - totalchance * 100;
2156
2303 /* print message according to totalchance */ 2157 /* print message according to totalchance */
2158 const char *buf;
2304 if (totalchance > 50.) 2159 if (totalchance > 50.)
2305 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2160 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2306 else if (totalchance > 10.) 2161 else if (totalchance > 10.)
2307 sprintf (buf, "The %s tasted very good.", &meal->name); 2162 buf = format ("The %s tasted very good.", &meal->name);
2308 else if (totalchance > 1.) 2163 else if (totalchance > 1.)
2309 sprintf (buf, "The %s tasted good.", &meal->name); 2164 buf = format ("The %s tasted good.", &meal->name);
2310 else if (totalchance > 0.1) 2165 else if (totalchance > 0.1)
2311 sprintf (buf, "The %s tasted bland.", &meal->name); 2166 buf = format ("The %s tasted bland.", &meal->name);
2312 else if (totalchance >= 0.01) 2167 else if (totalchance >= 0.01)
2313 sprintf (buf, "The %s had a boring taste.", &meal->name); 2168 buf = format ("The %s had a boring taste.", &meal->name);
2314 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2169 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2315 sprintf (buf, "The %s tasted strange.", &meal->name); 2170 buf = format ("The %s tasted strange.", &meal->name);
2316 else 2171 else
2317 sprintf (buf, "The %s had no taste.", &meal->name); 2172 buf = format ("The %s had no taste.", &meal->name);
2318 new_draw_info (NDI_UNIQUE, 0, op, buf); 2173
2174 op->statusmsg (buf);
2319 2175
2320 /* now choose a winner if we have any */ 2176 /* now choose a winner if we have any */
2321 i = -1; 2177 i = -1;
2322 if (winners > 0) 2178 if (winners > 0)
2323 i = atnr_winner[RANDOM () % winners]; 2179 i = atnr_winner[RANDOM () % winners];
2324 2180
2325 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2181 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326 { 2182 {
2327 /* resistance increased! */ 2183 /* resistance increased! */
2328 skin->resist[i]++; 2184 skin->resist[i]++;
2329 fix_player (op); 2185 op->update_stats ();
2330 2186
2331 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2187 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2332 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2333 } 2188 }
2334 2189
2335 /* if this flesh contains a new ability focus, we mark it 2190 /* if this flesh contains a new ability focus, we mark it
2336 into the ability_force and it will take effect on next level */ 2191 into the ability_force and it will take effect on next level */
2337 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2192 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2338 { 2193 {
2339 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2194 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2340 2195
2341 if (meal->last_eat != abil->stats.exp) 2196 if (meal->last_eat != abil->stats.exp)
2197 op->statusmsg (format (
2198 "Your metabolism prepares to focus on %s!\n"
2199 "The change will happen at level %d.",
2200 change_resist_msg[meal->last_eat],
2201 abil->level + 1
2342 { 2202 ));
2343 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2344 new_draw_info (NDI_UNIQUE, 0, op, buf);
2345 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 }
2348 else 2203 else
2349 { 2204 {
2350 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2205 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2351 new_draw_info (NDI_UNIQUE, 0, op, buf);
2352 abil->last_eat = 0; 2206 abil->last_eat = 0;
2353 } 2207 }
2354 } 2208 }
2209
2355 return 1; 2210 return 1;
2356}
2357
2358static void
2359apply_savebed (object *pl)
2360{
2361#ifndef COZY_SERVER
2362 if (!pl->contr->name_changed || !pl->stats.exp)
2363 {
2364 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2365 return;
2366 }
2367#endif
2368 INVOKE_PLAYER (LOGOUT, pl->contr);
2369 /* Need to call terminate_all_pets() before we remove the player ob */
2370 terminate_all_pets (pl);
2371 pl->remove ();
2372 pl->direction = 0;
2373 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2374
2375 /* update respawn position */
2376 strcpy (pl->contr->savebed_map, pl->map->path);
2377 pl->contr->bed_x = pl->x;
2378 pl->contr->bed_y = pl->y;
2379
2380 strcpy (pl->contr->killer, "left");
2381 check_score (pl); /* Always check score */
2382 (void) save_player (pl, 0);
2383 pl->map->players--;
2384#if MAP_MAXTIMEOUT
2385 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2386#endif
2387 play_again (pl);
2388 pl->speed = 0;
2389 update_ob_speed (pl);
2390} 2211}
2391 2212
2392/** 2213/**
2393 * Handles applying an improve armor scroll. 2214 * Handles applying an improve armor scroll.
2394 * Does some sanity checks, then calls improve_armour. 2215 * Does some sanity checks, then calls improve_armour.
2396static void 2217static void
2397apply_armour_improver (object *op, object *tmp) 2218apply_armour_improver (object *op, object *tmp)
2398{ 2219{
2399 object *armor; 2220 object *armor;
2400 2221
2401 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2222 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2402 { 2223 {
2403 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2224 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2404 return; 2225 return;
2405 } 2226 }
2227
2406 armor = find_marked_object (op); 2228 armor = find_marked_object (op);
2229
2407 if (!armor) 2230 if (!armor)
2408 { 2231 {
2409 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2232 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2410 return; 2233 return;
2411 } 2234 }
2235
2412 if (armor->type != ARMOUR 2236 if (armor->type != ARMOUR
2413 && armor->type != CLOAK 2237 && armor->type != CLOAK
2414 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2238 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2415 { 2239 {
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2240 op->failmsg ("Your marked item is not armour!\n");
2417 return; 2241 return;
2418 } 2242 }
2419 2243
2420 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2244 op->statusmsg ("Applying armour enchantment.");
2421 improve_armour (op, tmp, armor); 2245 improve_armour (op, tmp, armor);
2422} 2246}
2423
2424 2247
2425extern void 2248extern void
2426apply_poison (object *op, object *tmp) 2249apply_poison (object *op, object *tmp)
2427{ 2250{
2428 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2429 { 2252 {
2430 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2253 op->contr->play_sound (sound_find ("drink_poison"));
2431 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2254 op->failmsg ("Yech! That tasted poisonous!");
2432 strcpy (op->contr->killer, "poisonous booze"); 2255 strcpy (op->contr->killer, "poisonous booze");
2433 } 2256 }
2257
2434 if (tmp->stats.hp > 0) 2258 if (tmp->stats.hp > 0)
2435 { 2259 {
2436 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2260 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2437 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2438 } 2262 }
2263
2439 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2440 handle_apply_yield (tmp); 2265 handle_apply_yield (tmp);
2441 decrease_ob (tmp); 2266 decrease_ob (tmp);
2442} 2267}
2443 2268
2444/** 2269/**
2445 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2270 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2446 * A valid 2 way exit means: 2271 * A valid 2 way exit means:
2447 * -You can come back (there is another exit at the other side) 2272 * -You can come back (there is another exit at the other side)
2448 * -You are 2273 * -You are
2449 * ° the owner of the exit 2274 * ° the owner of the exit
2450 * ° or in the same party as the owner 2275 * ° or in the same party as the owner
2451 * 2276 *
2452 * Note: a owner in a 2 way exit is saved as the owner's name 2277 * Note: a owner in a 2 way exit is saved as the owner's name
2453 * in the field exit->name cause the field exit->owner doesn't 2278 * in the field exit->name cause the field exit->owner doesn't
2454 * survive in the swapping (in fact the whole exit doesn't survive). 2279 * survive in the swapping (in fact the whole exit doesn't survive).
2455 */ 2280 */
2456int 2281int
2457is_legal_2ways_exit (object *op, object *exit) 2282is_legal_2ways_exit (object *op, object *exit)
2458{ 2283{
2459 object *tmp;
2460 object *exit_owner;
2461 player *pp;
2462 maptile *exitmap;
2463
2464 if (exit->stats.exp != 1) 2284 if (exit->stats.exp != 1)
2465 return 1; /*This is not a 2 way, so it is legal */ 2285 return 1; /*This is not a 2 way, so it is legal */
2286
2287#if 0 //TODO
2466 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2288 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2467 return 0; /* This is a reset town portal */ 2289 return 0; /* This is a reset town portal */
2468 /* To know if an exit has a correspondant, we look at 2290#endif
2469 * all the exits in destination and try to find one with same path as 2291
2470 * the current exit's position */ 2292 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2471 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2293
2472 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2294 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2473 else 2295
2474 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2475 if (exitmap) 2296 if (exitmap)
2476 { 2297 {
2298 exitmap->load_sync ();
2299
2477 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2300 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2301
2478 if (!tmp) 2302 if (!tmp)
2479 return 0; 2303 return 0;
2480 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2304
2305 for (; tmp; tmp = tmp->above)
2481 { 2306 {
2482 if (tmp->type != EXIT) 2307 if (tmp->type != EXIT)
2483 continue; /*Not an exit */ 2308 continue; /*Not an exit */
2309
2484 if (!EXIT_PATH (tmp)) 2310 if (!EXIT_PATH (tmp))
2485 continue; /*Not a valid exit */ 2311 continue; /*Not a valid exit */
2312
2486 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2313 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2487 continue; /*Not in the same place */ 2314 continue; /*Not in the same place */
2315
2488 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2316 if (exit->map->path != EXIT_PATH (tmp))
2489 continue; /*Not in the same map */ 2317 continue; /*Not in the same map */
2490 2318
2491 /* From here we have found the exit is valid. However we do 2319 /* From here we have found the exit is valid. However we do
2492 * here the check of the exit owner. It is important for the 2320 * here the check of the exit owner. It is important for the
2493 * town portals to prevent strangers from visiting your appartments 2321 * town portals to prevent strangers from visiting your appartments
2494 */ 2322 */
2495 if (!exit->race) 2323 if (!exit->race)
2496 return 1; /*No owner, free for all! */ 2324 return 1; /*No owner, free for all! */
2325
2497 exit_owner = NULL; 2326 object *exit_owner = 0;
2498 for (pp = first_player; pp; pp = pp->next) 2327
2328 for_all_players (pp)
2499 { 2329 {
2500 if (!pp->ob) 2330 if (!pp->ob)
2501 continue; 2331 continue;
2332
2502 if (pp->ob->name != exit->race) 2333 if (pp->ob->name != exit->race)
2503 continue; 2334 continue;
2335
2504 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2336 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2337 break;
2506 } 2338 }
2339
2507 if (!exit_owner) 2340 if (!exit_owner)
2508 return 0; /* No more owner */ 2341 return 0; /* No more owner */
2342
2509 if (exit_owner->contr == op->contr) 2343 if (exit_owner->contr == op->contr)
2510 return 1; /*It is your exit */ 2344 return 1; /*It is your exit */
2345
2511 if (exit_owner && /*There is a owner */ 2346 if (exit_owner && /*There is a owner */
2512 (op->contr) && /*A player tries to pass */ 2347 (op->contr) && /*A player tries to pass */
2513 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2348 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2514 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2349 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2515 return 0; 2350 return 0;
2351
2516 return 1; 2352 return 1;
2517 } 2353 }
2518 } 2354 }
2355
2519 return 0; 2356 return 0;
2520} 2357}
2521
2522 2358
2523/** 2359/**
2524 * Main apply handler. 2360 * Main apply handler.
2525 * 2361 *
2526 * Checks for unpaid items before applying. 2362 * Checks for unpaid items before applying.
2534 * being applied. 2370 * being applied.
2535 * 2371 *
2536 * aflag is special (always apply/unapply) flags. Nothing is done with 2372 * aflag is special (always apply/unapply) flags. Nothing is done with
2537 * them in this function - they are passed to apply_special 2373 * them in this function - they are passed to apply_special
2538 */ 2374 */
2539
2540int 2375int
2541manual_apply (object *op, object *tmp, int aflag) 2376manual_apply (object *op, object *tmp, int aflag)
2542{ 2377{
2543 if (tmp->head) 2378 if (tmp->head)
2544 tmp = tmp->head; 2379 tmp = tmp->head;
2545 2380
2546 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2381 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2547 { 2382 {
2548 if (op->type == PLAYER) 2383 if (op->type == PLAYER)
2549 { 2384 {
2550 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2385 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2551 return 1; 2386 return 1;
2552 } 2387 }
2553 else 2388 else
2554 {
2555 return 0; /* monsters just skip unpaid items */ 2389 return 0; /* monsters just skip unpaid items */
2556 }
2557 } 2390 }
2558 2391
2559 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2392 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2560 return RESULT_INT (0); 2393 return RESULT_INT (0);
2561 2394
2562 switch (tmp->type) 2395 switch (tmp->type)
2563 { 2396 {
2564
2565 case CF_HANDLE: 2397 case CF_HANDLE:
2566 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2398 op->play_sound (sound_find ("turn_handle"));
2567 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2399 op->statusmsg ("You turn the handle.");
2568 tmp->value = tmp->value ? 0 : 1; 2400 tmp->value = tmp->value ? 0 : 1;
2569 SET_ANIMATION (tmp, tmp->value); 2401 SET_ANIMATION (tmp, tmp->value);
2570 update_object (tmp, UP_OBJ_FACE); 2402 update_object (tmp, UP_OBJ_FACE);
2571 push_button (tmp); 2403 push_button (tmp);
2572 return 1; 2404 return 1;
2573 2405
2574 case TRIGGER: 2406 case TRIGGER:
2575 if (check_trigger (tmp, op)) 2407 if (check_trigger (tmp, op))
2576 { 2408 {
2577 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2409 op->statusmsg ("You turn the handle.");
2578 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2410 op->play_sound (sound_find ("turn_handle"));
2579 } 2411 }
2580 else 2412 else
2581 { 2413 op->failmsg ("The handle doesn't move.");
2582 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2414
2583 }
2584 return 1; 2415 return 1;
2585 2416
2586 case EXIT: 2417 case EXIT:
2587 if (op->type != PLAYER) 2418 if (op->type != PLAYER)
2588 return 0; 2419 return 0;
2420
2589 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2421 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2590 { 2422 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2592 }
2593 else 2423 else
2594 { 2424 {
2595 /* Don't display messages for random maps. */ 2425 /* Don't display messages for random maps. */
2596 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2426 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2597 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2427 op->statusmsg (tmp->msg, NDI_NAVY);
2428
2598 enter_exit (op, tmp); 2429 op->enter_exit (tmp);
2599 } 2430 }
2431
2432 return 1;
2433
2434 case INSCRIBABLE:
2435 op->statusmsg (tmp->msg);
2436 // maybe show a spell menu to chose from or something like that
2600 return 1; 2437 return 1;
2601 2438
2602 case SIGN: 2439 case SIGN:
2603 apply_sign (op, tmp, 0); 2440 apply_sign (op, tmp, 0);
2604 return 1; 2441 return 1;
2608 { 2445 {
2609 apply_book (op, tmp); 2446 apply_book (op, tmp);
2610 return 1; 2447 return 1;
2611 } 2448 }
2612 else 2449 else
2613 {
2614 return 0; 2450 return 0;
2615 }
2616 2451
2617 case SKILLSCROLL: 2452 case SKILLSCROLL:
2618 if (op->type == PLAYER) 2453 if (op->type == PLAYER)
2619 { 2454 {
2620 apply_skillscroll (op, tmp); 2455 apply_skillscroll (op, tmp);
2621 return 1; 2456 return 1;
2622 } 2457 }
2458 else
2623 return 0; 2459 return 0;
2624 2460
2625 case SPELLBOOK: 2461 case SPELLBOOK:
2626 if (op->type == PLAYER) 2462 if (op->type == PLAYER)
2627 { 2463 {
2628 apply_spellbook (op, tmp); 2464 apply_spellbook (op, tmp);
2629 return 1; 2465 return 1;
2630 } 2466 }
2467 else
2631 return 0; 2468 return 0;
2632 2469
2633 case SCROLL: 2470 case SCROLL:
2634 apply_scroll (op, tmp, 0); 2471 apply_scroll (op, tmp, 0);
2635 return 1; 2472 return 1;
2636 2473
2637 case POTION: 2474 case POTION:
2638 (void) apply_potion (op, tmp); 2475 apply_potion (op, tmp);
2639 return 1; 2476 return 1;
2640 2477
2641 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2478 /* Eneq(@csd.uu.se): Handle apply on containers. */
2479 //TODO: remove, as it is unsed?
2642 case CLOSE_CON: 2480 case CLOSE_CON:
2643 if (op->type == PLAYER)
2644 (void) esrv_apply_container (op, tmp->env);
2645 else
2646 (void) apply_container (op, tmp->env); 2481 apply_container (op, tmp->env);
2647 return 1; 2482 return 1;
2648 2483
2649 case CONTAINER: 2484 case CONTAINER:
2650 if (op->type == PLAYER)
2651 (void) esrv_apply_container (op, tmp);
2652 else
2653 (void) apply_container (op, tmp); 2485 apply_container (op, tmp);
2654 return 1; 2486 return 1;
2655 2487
2656 case TREASURE: 2488 case TREASURE:
2657 if (op->type == PLAYER) 2489 if (op->type == PLAYER)
2658 { 2490 {
2659 apply_treasure (op, tmp); 2491 apply_treasure (op, tmp);
2660 return 1; 2492 return 1;
2661 } 2493 }
2662 else 2494 else
2663 {
2664 return 0; 2495 return 0;
2665 }
2666 2496
2667 case WEAPON: 2497 case WEAPON:
2668 case ARMOUR: 2498 case ARMOUR:
2669 case BOOTS: 2499 case BOOTS:
2670 case GLOVES: 2500 case GLOVES:
2683 case LAMP: 2513 case LAMP:
2684 case BUILDER: 2514 case BUILDER:
2685 case SKILL_TOOL: 2515 case SKILL_TOOL:
2686 if (tmp->env != op) 2516 if (tmp->env != op)
2687 return 2; /* not in inventory */ 2517 return 2; /* not in inventory */
2518
2688 (void) apply_special (op, tmp, aflag); 2519 apply_special (op, tmp, aflag);
2689 return 1; 2520 return 1;
2690 2521
2691 case DRINK: 2522 case DRINK:
2692 case FOOD: 2523 case FOOD:
2693 case FLESH: 2524 case FLESH:
2697 case POISON: 2528 case POISON:
2698 apply_poison (op, tmp); 2529 apply_poison (op, tmp);
2699 return 1; 2530 return 1;
2700 2531
2701 case SAVEBED: 2532 case SAVEBED:
2702 if (op->type == PLAYER)
2703 {
2704 apply_savebed (op);
2705 return 1; 2533 return 1;
2706 }
2707 else
2708 {
2709 return 0;
2710 }
2711 2534
2712 case ARMOUR_IMPROVER: 2535 case ARMOUR_IMPROVER:
2713 if (op->type == PLAYER) 2536 if (op->type == PLAYER)
2714 { 2537 {
2715 apply_armour_improver (op, tmp); 2538 apply_armour_improver (op, tmp);
2716 return 1; 2539 return 1;
2717 } 2540 }
2718 else 2541 else
2719 {
2720 return 0; 2542 return 0;
2721 }
2722 2543
2723 case WEAPON_IMPROVER: 2544 case WEAPON_IMPROVER:
2724 (void) check_improve_weapon (op, tmp); 2545 check_improve_weapon (op, tmp);
2725 return 1; 2546 return 1;
2726 2547
2727 case CLOCK: 2548 case CLOCK:
2728 if (op->type == PLAYER) 2549 if (op->type == PLAYER)
2729 { 2550 {
2730 char buf[MAX_BUF]; 2551 char buf[MAX_BUF];
2731 timeofday_t tod; 2552 timeofday_t tod;
2732 2553
2733 get_tod (&tod); 2554 get_tod (&tod);
2555 op->play_sound (sound_find ("sound_clock"));
2556 op->statusmsg (format (
2734 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2557 "It is %d minute%s past %d o'clock %s",
2735 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2558 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2736 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2559 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2737 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2560 ));
2738 new_draw_info (NDI_UNIQUE, 0, op, buf);
2739 return 1; 2561 return 1;
2740 } 2562 }
2741 else 2563 else
2742 {
2743 return 0; 2564 return 0;
2744 }
2745 2565
2746 case MENU: 2566 case MENU:
2747 if (op->type == PLAYER) 2567 if (op->type == PLAYER)
2748 { 2568 {
2749 shop_listing (op); 2569 shop_listing (tmp, op);
2750 return 1; 2570 return 1;
2751 } 2571 }
2752 else 2572 else
2753 {
2754 return 0; 2573 return 0;
2755 }
2756 2574
2757 case POWER_CRYSTAL: 2575 case POWER_CRYSTAL:
2758 apply_power_crystal (op, tmp); /* see egoitem.c */ 2576 apply_power_crystal (op, tmp); /* see egoitem.c */
2759 return 1; 2577 return 1;
2760 2578
2763 { 2581 {
2764 apply_lighter (op, tmp); 2582 apply_lighter (op, tmp);
2765 return 1; 2583 return 1;
2766 } 2584 }
2767 else 2585 else
2768 {
2769 return 0; 2586 return 0;
2770 }
2771 2587
2772 case ITEM_TRANSFORMER: 2588 case ITEM_TRANSFORMER:
2773 apply_item_transformer (op, tmp); 2589 apply_item_transformer (op, tmp);
2774 return 1; 2590 return 1;
2775 2591
2788int 2604int
2789player_apply (object *pl, object *op, int aflag, int quiet) 2605player_apply (object *pl, object *op, int aflag, int quiet)
2790{ 2606{
2791 int tmp; 2607 int tmp;
2792 2608
2793 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2609 if (op->env && (pl->move_type & MOVE_FLYING))
2794 { 2610 {
2795 /* player is flying and applying object not in inventory */ 2611 /* player is flying and applying object not in inventory */
2796 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2612 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2797 { 2613 {
2798 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2614 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2799 return 0; 2615 return 0;
2800 } 2616 }
2801 } 2617 }
2802 2618
2803 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2804 * applied.
2805 */
2806 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2807 {
2808 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2809 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2810 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2811 op->destroy ();
2812 return 1;
2813 }
2814
2815 pl->contr->last_used = op; 2619 pl->contr->last_used = op;
2816 pl->contr->last_used_id = op->count;
2817 2620
2818 tmp = manual_apply (pl, op, aflag); 2621 tmp = manual_apply (pl, op, aflag);
2819 if (!quiet) 2622 if (!quiet)
2820 { 2623 {
2821 if (tmp == 0) 2624 if (tmp == 0)
2822 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2625 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2823 else if (tmp == 2) 2626 else if (tmp == 2)
2824 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2627 op->failmsg ("You must get it first!\n");
2825 } 2628 }
2629
2826 return tmp; 2630 return tmp;
2827} 2631}
2828 2632
2829/** 2633/**
2830 * player_apply_below attempts to apply the object 'below' the player. 2634 * player_apply_below attempts to apply the object 'below' the player.
2831 * If the player has an open container, we use that for below, otherwise 2635 * If the player has an open container, we use that for below, otherwise
2832 * we use the ground. 2636 * we use the ground.
2833 */ 2637 */
2834
2835void 2638void
2836player_apply_below (object *pl) 2639player_apply_below (object *pl)
2837{ 2640{
2838 object *tmp, *next;
2839 int floors; 2641 int floors = 0;
2840 2642
2841 /* If using a container, set the starting item to be the top 2643 /* If using a container, set the starting item to be the top
2842 * item in the container. Otherwise, use the map. 2644 * item in the container. Otherwise, use the map.
2843 */
2844 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2845
2846 /* This is perhaps more complicated. However, I want to make sure that 2645 * This is perhaps more complicated. However, I want to make sure that
2847 * we don't use a corrupt pointer for the next object, so we get the 2646 * we don't use a corrupt pointer for the next object, so we get the
2848 * next object in the stack before applying. This is can only be a 2647 * next object in the stack before applying. This is can only be a
2849 * problem if player_apply() has a bug in that it uses the object but does 2648 * problem if player_apply() has a bug in that it uses the object but does
2850 * not return a proper value. 2649 * not return a proper value.
2851 */ 2650 */
2852 for (floors = 0; tmp != NULL; tmp = next) 2651 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2853 { 2652 {
2854 next = tmp->below; 2653 next = tmp->below;
2654
2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2655 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856 floors++; 2656 floors++;
2857 else if (floors > 0) 2657 else if (floors > 0)
2858 return; /* process only floor objects after first floor object */ 2658 return; /* process only floor objects after first floor object */
2859 2659
2879 * to keep the size of apply_special to a more managable size. 2679 * to keep the size of apply_special to a more managable size.
2880 */ 2680 */
2881static int 2681static int
2882unapply_special (object *who, object *op, int aflags) 2682unapply_special (object *who, object *op, int aflags)
2883{ 2683{
2884 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2684 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2685 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2885 return RESULT_INT (0); 2686 return RESULT_INT (0);
2886 2687
2887 object *tmp2;
2888
2889 CLEAR_FLAG (op, FLAG_APPLIED); 2688 CLEAR_FLAG (op, FLAG_APPLIED);
2689
2890 switch (op->type) 2690 switch (op->type)
2891 { 2691 {
2692 case SKILL_TOOL:
2693 // unapplying a skill tool should also unapply the skill it governs
2694 // but this is hard, as it shouldn't do so when the skill can
2695 // be used for other reasons
2696 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2697 if (tmp->skill == op->skill
2698 && tmp->type == SKILL
2699 && tmp->flag [FLAG_APPLIED]
2700 && !tmp->flag [FLAG_CAN_USE_SKILL])
2701 unapply_special (who, tmp, 0);
2702
2703 change_abil (who, op);
2704 break;
2705
2892 case WEAPON: 2706 case WEAPON:
2893 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2707 if (player *pl = who->contr)
2708 if (op == pl->combat_ob)
2709 {
2710 pl->combat_ob = 0;
2711 who->change_weapon (pl->ranged_ob);
2712 }
2894 2713
2714 who->statusmsg (format ("You unwield %s.", query_name (op)));
2715
2895 (void) change_abil (who, op); 2716 change_abil (who, op);
2896 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2897 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2717 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2898 clear_skill (who);
2899 break; 2718 break;
2900 2719
2901 case SKILL: /* allows objects to impart skills */
2902 case SKILL_TOOL: 2720 case SKILL:
2903 if (op != who->chosen_skill) 2721 if (who->contr)
2904 { 2722 {
2905 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2723 if (!op->invisible)
2724 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2725 else
2726 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2906 } 2727 }
2907 if (who->type == PLAYER) 2728
2908 {
2909 if (who->contr->shoottype == range_skill)
2910 who->contr->shoottype = range_none;
2911 if (!op->invisible)
2912 {
2913 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2914 }
2915 else
2916 {
2917 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2918 }
2919 }
2920 (void) change_abil (who, op); 2729 change_abil (who, op);
2921 who->chosen_skill = NULL;
2922 CLEAR_FLAG (who, FLAG_READY_SKILL); 2730 CLEAR_FLAG (who, FLAG_READY_SKILL);
2923 break; 2731 break;
2924 2732
2925 case ARMOUR: 2733 case ARMOUR:
2926 case HELMET: 2734 case HELMET:
2930 case GLOVES: 2738 case GLOVES:
2931 case AMULET: 2739 case AMULET:
2932 case GIRDLE: 2740 case GIRDLE:
2933 case BRACERS: 2741 case BRACERS:
2934 case CLOAK: 2742 case CLOAK:
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2743 who->statusmsg (format ("You unwear %s.", query_name (op)));
2936 (void) change_abil (who, op); 2744 change_abil (who, op);
2937 break; 2745 break;
2746
2938 case LAMP: 2747 case LAMP:
2939 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2748 {
2749 who->statusmsg (format ("You turn off your %s.", &op->name));
2750
2940 tmp2 = arch_to_object (op->other_arch); 2751 object *tmp2 = arch_to_object (op->other_arch);
2941 tmp2->x = op->x; 2752 tmp2->x = op->x;
2942 tmp2->y = op->y; 2753 tmp2->y = op->y;
2943 tmp2->map = op->map; 2754 tmp2->map = op->map;
2944 tmp2->below = op->below; 2755 tmp2->below = op->below;
2945 tmp2->above = op->above; 2756 tmp2->above = op->above;
2946 tmp2->stats.food = op->stats.food; 2757 tmp2->stats.food = op->stats.food;
2947 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2758 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2948 2759
2949 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2760 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2950 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2761 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2951 2762
2952 if (who->type == PLAYER) 2763 if (who->contr)
2953 esrv_del_item (who->contr, op->count); 2764 esrv_del_item (who->contr, op->count);
2954 2765
2955 op->destroy (); 2766 op->destroy ();
2956 insert_ob_in_ob (tmp2, who); 2767 insert_ob_in_ob (tmp2, who);
2957 fix_player (who); 2768 who->update_stats ();
2769
2958 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2770 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2959 { 2771 {
2960 if (who->type == PLAYER) 2772 if (who->contr)
2961 { 2773 {
2962 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2774 who->failmsg ("Oops, it feels deadly cold!");
2963 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2775 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2964 } 2776 }
2965 } 2777 }
2966 if (who->type == PLAYER) 2778
2779 if (who->contr)
2967 esrv_send_item (who, tmp2); 2780 esrv_send_item (who, tmp2);
2781 }
2782
2968 return 1; /* otherwise, an attempt to drop causes problems */ 2783 return 1; /* otherwise, an attempt to drop causes problems */
2969 break; 2784
2970 case BOW: 2785 case BOW:
2971 case WAND: 2786 case WAND:
2972 case ROD: 2787 case ROD:
2973 case HORN: 2788 case HORN:
2974 clear_skill (who); 2789 if (player *pl = who->contr)
2975 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2976 if (who->type == PLAYER)
2977 { 2790 {
2978 who->contr->shoottype = range_none; 2791 if (op == pl->ranged_ob)
2792 {
2793 pl->ranged_ob = 0;
2794 who->change_weapon (pl->combat_ob);
2795 }
2796
2797 who->statusmsg (format ("You unready %s.", query_name (op)));
2979 } 2798 }
2980 else 2799 else
2981 { 2800 {
2801 who->change_skill (0);
2802
2982 if (op->type == BOW) 2803 if (op->type == BOW)
2983 CLEAR_FLAG (who, FLAG_READY_BOW); 2804 CLEAR_FLAG (who, FLAG_READY_BOW);
2984 else 2805 else
2985 CLEAR_FLAG (who, FLAG_READY_RANGE); 2806 CLEAR_FLAG (who, FLAG_READY_RANGE);
2986 } 2807 }
2808
2987 break; 2809 break;
2988 2810
2989 case BUILDER: 2811 case BUILDER:
2990 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2812 if (who->contr)
2991 who->contr->shoottype = range_none; 2813 who->statusmsg (format ("You unready %s.", query_name (op)));
2992 who->contr->ranges[range_builder] = NULL;
2993 break; 2814 break;
2994 2815
2995 default: 2816 default:
2996 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2817 who->statusmsg (format ("You unapply %s.", query_name (op)));
2997 break; 2818 break;
2998 } 2819 }
2999 2820
3000 fix_player (who); 2821 who->update_stats ();
3001 2822
3002 if (!(aflags & AP_NO_MERGE)) 2823 if (!(aflags & AP_NO_MERGE))
3003 { 2824 {
3004 object *tmp;
3005
3006 tmp = merge_ob (op, NULL); 2825 object *tmp = merge_ob (op, 0);
3007 if (who->type == PLAYER) 2826
2827 if (who->contr)
3008 { 2828 {
3009 if (tmp) 2829 if (tmp)
3010 { /* it was merged */ 2830 { /* it was merged */
3011 esrv_del_item (who->contr, op->count); 2831 esrv_del_item (who->contr, op->count);
3012 op = tmp; 2832 op = tmp;
3013 } 2833 }
3014 2834
3015 esrv_send_item (who, op); 2835 esrv_send_item (who, op);
3016 } 2836 }
3017 } 2837 }
2838
3018 return 0; 2839 return 0;
3019} 2840}
3020 2841
3021/** 2842/**
3022 * Returns the object that is using location 'loc'. 2843 * Returns the object that is using location 'loc'.
3023 * Note that 'start' is the first object to start examing - we 2844 * Note that 'start' is the first object to start examing - we
3024 * then go through the below of this. In this way, you can do 2845 * then go through the below of this. In this way, you can do
3025 * something like: 2846 * something like:
3026 * tmp = get_item_from_body_location(who->inv, 1); 2847 * tmp = get_next_item_from_body_location(who->inv, 1);
3027 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2848 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3028 * to find the second object that may use this location, etc. 2849 * to find the second object that may use this location, etc.
3029 * Returns NULL if no match is found. 2850 * Returns NULL if no match is found.
3030 * loc is the index into the array we are looking for a match. 2851 * loc is the index into the array we are looking for a match.
3031 * don't return invisible objects unless they are skill objects 2852 * don't return invisible objects unless they are skill objects
3032 * invisible other objects that use 2853 * invisible other objects that use
3033 * up body locations can be used as restrictions. 2854 * up body locations can be used as restrictions.
3034 */ 2855 */
3035object * 2856static object *
3036get_item_from_body_location (object *start, int loc) 2857get_next_item_from_body_location (int loc, object *start)
3037{ 2858{
3038 object *tmp;
3039
3040 if (!start)
3041 return NULL;
3042
3043 for (tmp = start; tmp; tmp = tmp->below) 2859 for (object *tmp = start; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2860 if (tmp->flag [FLAG_APPLIED]
2861 && tmp->slot[loc].info
2862 && (!tmp->invisible || tmp->type == SKILL))
3045 return tmp; 2863 return tmp;
3046 2864
3047 return NULL; 2865 return 0;
3048} 2866}
3049
3050
3051 2867
3052/** 2868/**
3053 * 'op' wants to apply an object, but can't because of other equipment. 2869 * 'op' wants to apply an object, but can't because of other equipment.
3054 * This should only be called when it is known 2870 * This should only be called when it is known
3055 * that there are objects to unapply. This makes pretty heavy 2871 * that there are objects to unapply. This makes pretty heavy
3058 * Returns 0 on success, returns 1 if there is some problem. 2874 * Returns 0 on success, returns 1 if there is some problem.
3059 * if aflags is AP_PRINT, we instead print out waht to unapply 2875 * if aflags is AP_PRINT, we instead print out waht to unapply
3060 * instead of doing it. This is a lot less code than having 2876 * instead of doing it. This is a lot less code than having
3061 * another function that does just that. 2877 * another function that does just that.
3062 */ 2878 */
2879
2880#define CANNOT_REMOVE_CURSED \
2881 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2882 "Praying over an altar, scrolls of remove curse/damnation, " \
2883 "priests or even other players might help.>"
2884
3063int 2885int
3064unapply_for_ob (object *who, object *op, int aflags) 2886unapply_for_ob (object *who, object *op, int aflags)
3065{ 2887{
3066 int i; 2888 if (op->is_range ())
3067 object *tmp = NULL, *last;
3068
3069 /* If we are applying a shield or weapon, unapply any equipped shield
3070 * or weapons first - only allowed to use one weapon/shield at a time.
3071 */
3072 if (op->type == WEAPON || op->type == SHIELD)
3073 {
3074 for (tmp = who->inv; tmp; tmp = tmp->below) 2889 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3075 {
3076 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2890 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3077 {
3078 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2891 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3079 { 2892 {
3080 if (aflags & AP_PRINT) 2893 if (aflags & AP_PRINT)
3081 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2894 who->failmsg (query_name (tmp));
3082 else 2895 else
3083 unapply_special (who, tmp, aflags); 2896 unapply_special (who, tmp, aflags);
3084 } 2897 }
3085 else 2898 else
3086 { 2899 {
3087 /* In this case, we want to try and remove a cursed item. 2900 /* In this case, we want to try and remove a cursed item.
3088 * While we know it won't work, we want unapply_special to 2901 * While we know it won't work, we want unapply_special to
3089 * at least generate the message. 2902 * at least generate the message.
3090 */ 2903 */
3091 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2904 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3092 return 1; 2905 return 1;
3093 }
3094
3095 } 2906 }
3096 }
3097 }
3098 2907
3099 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3100 { 2909 {
3101 /* this used up a slot that we need to free */ 2910 /* this used up a slot that we need to free */
3102 if (op->body_info[i]) 2911 if (op->slot[i].info)
3103 { 2912 {
3104 last = who->inv; 2913 object *last = who->inv;
3105 2914
3106 /* We do a while loop - may need to remove several items in order 2915 /* We do a while loop - may need to remove several items in order
3107 * to free up enough slots. 2916 * to free up enough slots.
3108 */ 2917 */
3109 while ((who->body_used[i] + op->body_info[i]) < 0) 2918 while ((who->slot[i].used + op->slot[i].info) < 0)
3110 { 2919 {
3111 tmp = get_item_from_body_location (last, i); 2920 object *tmp = get_next_item_from_body_location (i, last);
2921
3112 if (!tmp) 2922 if (!tmp)
3113 { 2923 {
3114#if 0 2924#if 0
3115 /* Not a bug - we'll get this if the player has cursed items 2925 /* Not a bug - we'll get this if the player has cursed items
3116 * equipped. 2926 * equipped.
3117 */ 2927 */
3118 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2928 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3119#endif 2929#endif
3120 return 1; 2930 return 1;
3121 } 2931 }
2932
3122 /* If we are just printing, we don't care about cursed status */ 2933 /* If we are just printing, we don't care about cursed status */
3123 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2934 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3124 { 2935 {
3125 if (aflags & AP_PRINT) 2936 if (aflags & AP_PRINT)
3126 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2937 who->failmsg (query_name (tmp));
3127 else 2938 else
3128 unapply_special (who, tmp, aflags); 2939 unapply_special (who, tmp, aflags);
3129 } 2940 }
3130 else 2941 else
3131 { 2942 {
3132 /* Cursed item that we can't unequip - tell the player. 2943 /* Cursed item that we can't unequip - tell the player.
3133 * Note this could be annoying if this is just one of a few, 2944 * Note this could be annoying if this is just one of a few,
3134 * so it may not be critical (eg, putting on a ring and you have 2945 * so it may not be critical (eg, putting on a ring and you have
3135 * one cursed ring.) 2946 * one cursed ring.)
3136 */ 2947 */
3137 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2948 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3138 } 2949 }
2950
3139 last = tmp->below; 2951 last = tmp->below;
3140 } 2952 }
3141 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2953 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3142 * return in the !tmp would have kicked in. 2954 * return in the !tmp would have kicked in.
3143 */ 2955 */
3144 } /* if op is using this body location */ 2956 } /* if op is using this body location */
3145 } /* for body lcoations */ 2957 } /* for body lcoations */
2958
3146 return 0; 2959 return 0;
3147} 2960}
3148 2961
3149/** 2962/**
3150 * Checks to see if 'who' can apply object 'op'. 2963 * Checks to see if 'who' can apply object 'op'.
3151 * Returns 0 if apply can be done without anything special. 2964 * Returns 0 if apply can be done without anything special.
3152 * Otherwise returns a bitmask - potentially several of these may be 2965 * Otherwise returns a bitmask - potentially several of these may be
3153 * set, but largely depends on circumstance - in the future, processing 2966 * set, but largely depends on circumstance - in the future, processing
3154 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2967 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3155 * is set, do we really are what the other flags may be?) 2968 * is set, do we really care what the other flags may be?)
3156 * 2969 *
3157 * See include/define.h for detailed description of the meaning of 2970 * See include/define.h for detailed description of the meaning of
3158 * these return values. 2971 * these return values.
3159 */ 2972 */
3160int 2973int
3161can_apply_object (object *who, object *op) 2974can_apply_object (object *who, object *op)
3162{ 2975{
3163 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2976 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3164 return RESULT_INT (0); 2977 return RESULT_INT (0);
3165 2978
3166 int i, retval = 0; 2979 int retval = 0;
3167 object *tmp = NULL, *ws = NULL; 2980 object *tmp = 0, *ws = 0;
3168 2981
3169 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2982 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3170 * 2 weapons, but we don't want to let them do that. So if they are
3171 * trying to equip a weapon or shield, see if they already have one
3172 * in place and store that way.
3173 */
3174 if (op->type == WEAPON || op->type == SHIELD)
3175 { 2983 {
3176 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2984 if (op->slot[i].info)
3177 { 2985 {
3178 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2986 /* Item uses more slots than we have */
2987 if (who->slot[i].info + op->slot [i].info < 0)
3179 { 2988 {
3180 retval = CAN_APPLY_UNAPPLY;
3181 ws = tmp;
3182 }
3183 }
3184 }
3185
3186
3187 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3188 {
3189 if (op->body_info[i])
3190 {
3191 /* Item uses more slots than we have */
3192 if (FABS (op->body_info[i]) > who->body_info[i])
3193 {
3194 /* Could return now for efficiently - rest of info below isn' 2989 /* Could return now for efficiency - rest of info below isn't
3195 * really needed. 2990 * really needed.
3196 */ 2991 */
3197 retval |= CAN_APPLY_NEVER; 2992 retval |= CAN_APPLY_NEVER;
3198 } 2993 }
3199 else if ((who->body_used[i] + op->body_info[i]) < 0) 2994 else if (who->slot[i].used + op->slot[i].info < 0)
3200 { 2995 {
3201 /* in this case, equipping this would use more free spots than 2996 /* in this case, equipping this would use more free spots than
3202 * we have. 2997 * we have.
3203 */ 2998 */
3204 object *tmp1;
3205
3206 2999
3207 /* if we have an applied weapon/shield, and unapply it would free 3000 /* if we have an applied weapon/shield, and unapply it would free
3208 * enough slots to equip the new item, then just set this can 3001 * enough slots to equip the new item, then just set "can
3209 * continue. We don't care about the logic below - if you have 3002 * apply unapply". We don't care about the logic below - if you have a
3210 * shield equipped and try to equip another shield, there is only 3003 * shield equipped and try to equip another shield, there is only
3211 * one choice. However, the check for the number of body locations 3004 * one choice. However, the check for the number of body locations
3212 * does take into the account cases where what is being applied 3005 * does take into the account cases where what is being applied
3213 * may be two handed for example. 3006 * may be two handed for example.
3214 */ 3007 */
3215 if (ws) 3008 if (ws)
3216 { 3009 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3217 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3218 { 3010 {
3219 retval |= CAN_APPLY_UNAPPLY; 3011 retval |= CAN_APPLY_UNAPPLY;
3220 continue; 3012 continue;
3221 } 3013 }
3222 }
3223 3014
3224 tmp1 = get_item_from_body_location (who->inv, i); 3015 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3225 if (!tmp1) 3016 if (!tmp1)
3226 { 3017 {
3227#if 0 3018#if 0
3228 /* This is sort of an error, but happens a lot when old players 3019 /* This is sort of an error, but happens a lot when old players
3229 * join in with more stuff equipped than they are now allowed. 3020 * join in with more stuff equipped than they are now allowed.
3237 /* need to unapply something. However, if this something 3028 /* need to unapply something. However, if this something
3238 * is different than we had found before, it means they need 3029 * is different than we had found before, it means they need
3239 * to apply multiple objects 3030 * to apply multiple objects
3240 */ 3031 */
3241 retval |= CAN_APPLY_UNAPPLY; 3032 retval |= CAN_APPLY_UNAPPLY;
3033
3242 if (!tmp) 3034 if (!tmp)
3243 tmp = tmp1; 3035 tmp = tmp1;
3244 else if (tmp != tmp1) 3036 else if (tmp != tmp1)
3245 {
3246 retval |= CAN_APPLY_UNAPPLY_MULT; 3037 retval |= CAN_APPLY_UNAPPLY_MULT;
3247 } 3038
3248 /* This object isn't using up all the slots, so there must 3039 /* This object isn't using up all the slots, so there must
3249 * be another. If so, and it the new item doesn't need all 3040 * be another. If so, and it the new item doesn't need all
3250 * the slots, the player then has a choice. 3041 * the slots, the player then has a choice.
3251 */ 3042 */
3252 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3043 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3044 && abs (op->slot[i].info) < who->slot[i].info)
3253 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3045 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3254 3046
3255 /* Does unequippint 'tmp1' free up enough slots for this to be 3047 /* Does unequippint 'tmp1' free up enough slots for this to be
3256 * equipped? If not, there must be something else to unapply. 3048 * equipped? If not, there must be something else to unapply.
3257 */ 3049 */
3258 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3050 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3259 retval |= CAN_APPLY_UNAPPLY_MULT; 3051 retval |= CAN_APPLY_UNAPPLY_MULT;
3260
3261 } 3052 }
3262 } /* if not enough free slots */ 3053 } /* if not enough free slots */
3263 } /* if this object uses location i */ 3054 } /* if this object uses location i */
3264 } /* for i -> num_body_locations loop */ 3055 } /* for i -> num_body_locations loop */
3265 3056
3270 * and weapons all use the same slot. Similar for horn/rod/wand - they 3061 * and weapons all use the same slot. Similar for horn/rod/wand - they
3271 * all use the same location. 3062 * all use the same location.
3272 */ 3063 */
3273 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3064 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3274 retval |= CAN_APPLY_RESTRICTION; 3065 retval |= CAN_APPLY_RESTRICTION;
3066
3275 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3067 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3276 retval |= CAN_APPLY_RESTRICTION; 3068 retval |= CAN_APPLY_RESTRICTION;
3277 3069
3278
3279 if (who->type != PLAYER) 3070 if (who->type != PLAYER)
3280 { 3071 {
3281 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3072 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3282 retval |= CAN_APPLY_RESTRICTION; 3073 retval |= CAN_APPLY_RESTRICTION;
3074
3283 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3075 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3284 retval |= CAN_APPLY_RESTRICTION; 3076 retval |= CAN_APPLY_RESTRICTION;
3077
3285 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3078 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3286 retval |= CAN_APPLY_RESTRICTION; 3079 retval |= CAN_APPLY_RESTRICTION;
3080
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3081 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 3082 retval |= CAN_APPLY_RESTRICTION;
3289 } 3083 }
3084
3290 return retval; 3085 return retval;
3291} 3086}
3292
3293
3294 3087
3295/** 3088/**
3296 * who is the object using the object. It can be a monster. 3089 * who is the object using the object. It can be a monster.
3297 * op is the object they are using. op is an equipment type item, 3090 * op is the object they are using. op is an equipment type item,
3298 * eg, one which you put on and keep on for a while, and not something 3091 * eg, one which you put on and keep on for a while, and not something
3307 * AP_UNAPPLY=always unapply). 3100 * AP_UNAPPLY=always unapply).
3308 * 3101 *
3309 * Optional flags: 3102 * Optional flags:
3310 * AP_NO_MERGE: don't merge an unapplied object with other objects 3103 * AP_NO_MERGE: don't merge an unapplied object with other objects
3311 * AP_IGNORE_CURSE: unapply cursed items 3104 * AP_IGNORE_CURSE: unapply cursed items
3105 * AP_NO_READY: do not ready skills when applying skill tools
3312 * 3106 *
3313 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3107 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3314 * 3108 *
3315 * apply_special() doesn't check for unpaid items. 3109 * apply_special() doesn't check for unpaid items.
3316 */ 3110 */
3111
3112#define LACK_ITEM_POWER \
3113 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3114
3317int 3115int
3318apply_special (object *who, object *op, int aflags) 3116apply_special (object *who, object *op, int aflags)
3319{ 3117{
3320 int basic_flag = aflags & AP_BASIC_FLAGS; 3118 int basic_flag = aflags & AP_BASIC_FLAGS;
3321 object *tmp, *tmp2, *skop = NULL; 3119 object *tmp, *tmp2, *skop = NULL;
3322 int i;
3323 3120
3324 if (who == NULL) 3121 if (who == NULL)
3325 { 3122 {
3326 LOG (llevError, "apply_special() from object without environment.\n"); 3123 LOG (llevError, "apply_special() from object without environment.\n");
3327 return 1; 3124 return 1;
3337 if (basic_flag == AP_APPLY) 3134 if (basic_flag == AP_APPLY)
3338 return 0; 3135 return 0;
3339 3136
3340 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3137 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3341 { 3138 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3139 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3343 return 1; 3140 return 1;
3344 } 3141 }
3142
3345 return unapply_special (who, op, aflags); 3143 return unapply_special (who, op, aflags);
3346 } 3144 }
3347 3145
3348 if (basic_flag == AP_UNAPPLY) 3146 if (basic_flag == AP_UNAPPLY)
3349 return 0; 3147 return 0;
3350 3148
3351 i = can_apply_object (who, op); 3149 // if the item is combat/ranged, wield the relevant slot first
3150 // to resolve conflicts.
3151 if (player *pl = who->contr)
3152 switch (op->slottype ())
3153 {
3154 case slot_combat: who->change_weapon (pl->combat_ob); break;
3155 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3156 }
3157
3158 splay (op);
3352 3159
3353 /* Can't just apply this object. Lets see what not and what to do */ 3160 /* Can't just apply this object. Lets see what not and what to do */
3354 if (i) 3161 if (int i = can_apply_object (who, op))
3355 { 3162 {
3356 if (i & CAN_APPLY_NEVER) 3163 if (i & CAN_APPLY_NEVER)
3357 { 3164 {
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3165 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3359 return 1; 3166 return 1;
3360 } 3167 }
3361 else if (i & CAN_APPLY_RESTRICTION) 3168 else if (i & CAN_APPLY_RESTRICTION)
3362 { 3169 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3170 who->failmsg (format (
3171 "You have a prohibition against using a %s. "
3172 "H<Your belief, profession or class prevents you from applying this item.>",
3173 query_name (op)
3174 ));
3364 return 1; 3175 return 1;
3365 } 3176 }
3177
3366 if (who->type != PLAYER) 3178 if (who->type != PLAYER)
3367 { 3179 {
3368 /* Some error, so don't try to equip something more */ 3180 /* Some error, so don't try to equip something more */
3369 if (unapply_for_ob (who, op, aflags)) 3181 if (unapply_for_ob (who, op, aflags))
3370 return 1; 3182 return 1;
3371 } 3183 }
3372 else 3184 else
3373 { 3185 {
3374 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3186 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3375 { 3187 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3188 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3377 unapply_for_ob (who, op, AP_PRINT); 3189 unapply_for_ob (who, op, AP_PRINT);
3378 return 1; 3190 return 1;
3379 } 3191 }
3380 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3192 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3381 {
3382 i = unapply_for_ob (who, op, aflags); 3193 if (unapply_for_ob (who, op, aflags))
3383 if (i)
3384 return 1; 3194 return 1;
3385 } 3195 }
3386 }
3387 } 3196 }
3197
3388 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3198 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389 { 3199 {
3390 skop = find_skill_by_name (who, op->skill); 3200 skop = find_skill_by_name (who, op->skill);
3201
3391 if (!skop) 3202 if (!skop)
3392 { 3203 {
3393 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3204 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3394 return 1; 3205 return 1;
3395 } 3206 }
3396 else 3207 else
3397 {
3398 /* While experience will be credited properly, we want to change the 3208 /* While experience will be credited properly, we want to change the
3399 * skill so that the dam and wc get updated 3209 * skill so that the dam and wc get updated
3400 */ 3210 */
3401 change_skill (who, skop, 0); 3211 who->change_skill (skop);
3402 }
3403 }
3404
3405 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3406 { 3212 }
3407 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3213
3214 if (who->type == PLAYER
3215 && op->item_power
3216 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3217 {
3218 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3408 return 1; 3219 return 1;
3409 } 3220 }
3410
3411 3221
3412 /* Ok. We are now at the state where we can apply the new object. 3222 /* Ok. We are now at the state where we can apply the new object.
3413 * Note that we don't have the checks for can_use_... 3223 * Note that we don't have the checks for can_use_...
3414 * below - that is already taken care of by can_apply_object. 3224 * below - that is already taken care of by can_apply_object.
3415 */ 3225 */
3416
3417
3418 if (op->nrof > 1) 3226 if (op->nrof > 1)
3419 tmp = get_split_ob (op, op->nrof - 1); 3227 tmp = get_split_ob (op, op->nrof - 1);
3420 else 3228 else
3421 tmp = NULL; 3229 tmp = 0;
3422 3230
3423 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3231 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3424 return RESULT_INT (0); 3232 return RESULT_INT (0);
3425 3233
3426 switch (op->type) 3234 switch (op->type)
3427 { 3235 {
3428 case WEAPON: 3236 case WEAPON:
3429 if (!check_weapon_power (who, op->last_eat)) 3237 if (!check_weapon_power (who, op->last_eat))
3430 { 3238 {
3431 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3239 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3432 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3240
3433 if (tmp != NULL) 3241 if (tmp)
3434 (void) insert_ob_in_ob (tmp, who); 3242 insert_ob_in_ob (tmp, who);
3243
3435 return 1; 3244 return 1;
3436 } 3245 }
3246
3247 //TODO: this obviously fails for players using a shorter prefix
3248 // i.e. "R" can use Ragnarok's sword.
3437 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3249 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3438 { 3250 {
3439 /* if the weapon does not have the name as the character, can't use it. */ 3251 /* if the weapon does not have the name as the character, can't use it. */
3440 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3252 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3441 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3253 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3254
3442 if (tmp != NULL) 3255 if (tmp)
3443 (void) insert_ob_in_ob (tmp, who); 3256 insert_ob_in_ob (tmp, who);
3257
3444 return 1; 3258 return 1;
3445 } 3259 }
3260
3261 if (!skop)
3262 {
3263 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3264 return 1;
3265 }
3266
3446 SET_FLAG (op, FLAG_APPLIED); 3267 SET_FLAG (op, FLAG_APPLIED);
3447
3448 if (skop)
3449 change_skill (who, skop, 1); 3268 who->change_skill (skop);
3450 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3269
3270 if (who->contr)
3271 who->change_weapon (who->contr->combat_ob = op);
3272
3273 who->statusmsg (format ("You wield %s.", query_name (op)));
3274
3451 SET_FLAG (who, FLAG_READY_WEAPON); 3275 SET_FLAG (who, FLAG_READY_WEAPON);
3452
3453 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3454
3455 (void) change_abil (who, op); 3276 change_abil (who, op);
3456 break; 3277 break;
3457 3278
3458 case ARMOUR: 3279 case ARMOUR:
3459 case HELMET: 3280 case HELMET:
3460 case SHIELD: 3281 case SHIELD:
3464 case BRACERS: 3285 case BRACERS:
3465 case CLOAK: 3286 case CLOAK:
3466 case RING: 3287 case RING:
3467 case AMULET: 3288 case AMULET:
3468 SET_FLAG (op, FLAG_APPLIED); 3289 SET_FLAG (op, FLAG_APPLIED);
3469 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3290 who->statusmsg (format ("You wear %s.", query_name (op)));
3470 (void) change_abil (who, op); 3291 change_abil (who, op);
3471 break; 3292 break;
3293
3472 case LAMP: 3294 case LAMP:
3473 if (op->stats.food < 1) 3295 if (op->stats.food < 1)
3474 { 3296 {
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3297 who->failmsg (format (
3298 "Your %s is out of fuel! "
3299 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3300 &op->name
3301 ));
3476 return 1; 3302 return 1;
3477 } 3303 }
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3304
3305 who->statusmsg (format ("You turn on your %s.", &op->name));
3306
3479 tmp2 = arch_to_object (op->other_arch); 3307 tmp2 = arch_to_object (op->other_arch);
3480 tmp2->stats.food = op->stats.food; 3308 tmp2->stats.food = op->stats.food;
3481 SET_FLAG (tmp2, FLAG_APPLIED); 3309 SET_FLAG (tmp2, FLAG_APPLIED);
3310
3482 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3311 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3483 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3312 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3313
3484 insert_ob_in_ob (tmp2, who); 3314 insert_ob_in_ob (tmp2, who);
3485 3315
3486 /* Remove the old lantern */ 3316 /* Remove the old lantern */
3487 if (who->type == PLAYER) 3317 if (who->type == PLAYER)
3488 esrv_del_item (who->contr, op->count); 3318 esrv_del_item (who->contr, op->count);
3489 3319
3490 op->destroy (); 3320 op->destroy ();
3491 3321
3492 /* insert the portion that was split off */ 3322 /* insert the portion that was split off */
3493 if (tmp != NULL) 3323 if (tmp)
3494 { 3324 {
3495 (void) insert_ob_in_ob (tmp, who); 3325 insert_ob_in_ob (tmp, who);
3496 if (who->type == PLAYER) 3326 if (who->type == PLAYER)
3497 esrv_send_item (who, tmp); 3327 esrv_send_item (who, tmp);
3498 } 3328 }
3499 fix_player (who); 3329
3330 who->update_stats ();
3331
3500 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3332 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3501 {
3502 if (who->type == PLAYER) 3333 if (who->type == PLAYER)
3503 { 3334 {
3504 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3335 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3505 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3336 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3506 } 3337 }
3507 } 3338
3508 if (who->type == PLAYER) 3339 if (who->type == PLAYER)
3509 esrv_send_item (who, tmp2); 3340 esrv_send_item (who, tmp2);
3341
3510 return 0; 3342 return 0;
3343
3344 case SKILL_TOOL:
3345 // applying a skill tool also readies the skill
3346 SET_FLAG (op, FLAG_APPLIED);
3347
3348 if (!(aflags & AP_NO_READY))
3349 {
3350 skop = find_skill_by_name (who, op->skill);
3351 if (!skop->flag [FLAG_APPLIED])
3352 apply_special (who, skop, AP_APPLY);
3353 }
3511 break; 3354 break;
3512 3355
3513 /* this part is needed for skill-tools */
3514 case SKILL: 3356 case SKILL:
3515 case SKILL_TOOL: 3357 if (player *pl = who->contr)
3516 if (who->chosen_skill)
3517 { 3358 {
3518 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3359 if (IS_COMBAT_SKILL (op->subtype))
3519 return 1;
3520 }
3521 if (who->type == PLAYER)
3522 { 3360 {
3523 who->contr->shoottype = range_skill; 3361 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3524 who->contr->ranges[range_skill] = op; 3362 {
3363 for (object *item = who->inv; item; item = item->below)
3364 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3365 {
3366 if (item->skill == op->skill)
3367 {
3368 who->change_weapon (pl->combat_ob = item);
3369 goto found_weapon;
3370 }
3371 }
3372
3373 who->failmsg (format (
3374 "You need to apply a '%s' melee weapon before readying this skill. "
3375 "H<Some skills need an item, in this case a melee weapon, to function.>",
3376 &op->skill
3377 ));
3378 return 1;
3379
3380 found_weapon:;
3381 }
3382 else
3383 who->change_weapon (pl->combat_ob = op);
3384 }
3385 else if (IS_RANGED_SKILL (op->subtype))
3386 {
3387 if (skill_flags [op->subtype] & SF_NEED_BOW)
3388 {
3389 for (object *item = who->inv; item; item = item->below)
3390 if (item->type == BOW && item->flag [FLAG_APPLIED])
3391 {
3392 //TODO: bows should/must all have skill missile weapon right now
3393 who->change_weapon (pl->ranged_ob = item);
3394 goto found_bow;
3395 }
3396
3397 who->failmsg (
3398 "You need to apply a missile weapon before readying this skill. "
3399 "H<Some skills need an item, in this case a missile weapon, to function.>"
3400 );
3401 return 1;
3402
3403 found_bow:;
3404 }
3405 else
3406 who->change_weapon (pl->ranged_ob = op);
3407 }
3408
3525 if (!op->invisible) 3409 if (!op->invisible)
3526 { 3410 {
3527 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3411 who->statusmsg (format (
3528 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3412 "You ready %s."
3413 "You can now use the skill: %s.",
3414 query_name (op),
3415 &op->skill
3416 ));
3529 } 3417 }
3530 else 3418 else
3531 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3419 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3533 }
3534 } 3420 }
3421 else
3422 {
3535 SET_FLAG (op, FLAG_APPLIED); 3423 SET_FLAG (op, FLAG_APPLIED);
3536 (void) change_abil (who, op); 3424 change_abil (who, op);
3537 who->chosen_skill = op; 3425 who->chosen_skill = op;
3538 SET_FLAG (who, FLAG_READY_SKILL); 3426 SET_FLAG (who, FLAG_READY_SKILL);
3427 }
3428
3539 break; 3429 break;
3540 3430
3541 case BOW: 3431 case BOW:
3542 if (!check_weapon_power (who, op->last_eat)) 3432 if (!check_weapon_power (who, op->last_eat))
3543 { 3433 {
3544 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3434 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3545 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3435
3546 if (tmp != NULL) 3436 if (tmp)
3547 (void) insert_ob_in_ob (tmp, who); 3437 insert_ob_in_ob (tmp, who);
3438
3548 return 1; 3439 return 1;
3549 } 3440 }
3441
3550 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3442 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3551 { 3443 {
3552 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3444 who->failmsg ("The weapon does not recognize you as its owner. "
3445 "H<Its name indicates that it belongs to somebody else.>");
3553 if (tmp != NULL) 3446 if (tmp)
3554 (void) insert_ob_in_ob (tmp, who); 3447 insert_ob_in_ob (tmp, who);
3448
3555 return 1; 3449 return 1;
3556 } 3450 }
3451
3557 /*FALLTHROUGH*/ case WAND: 3452 /*FALLTHROUGH*/
3453 case WAND:
3558 case ROD: 3454 case ROD:
3559 case HORN: 3455 case HORN:
3560 /* check for skill, alter player status */ 3456 /* check for skill, alter player status */
3457
3458 if (!skop)
3459 {
3460 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3461 return 1;
3462 }
3463
3561 SET_FLAG (op, FLAG_APPLIED); 3464 SET_FLAG (op, FLAG_APPLIED);
3562 if (skop)
3563 change_skill (who, skop, 0); 3465 who->change_skill (skop);
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3565 3466
3566 if (who->type == PLAYER) 3467 if (who->contr)
3567 { 3468 {
3469 who->contr->ranged_ob = op;
3470
3471 who->statusmsg (format ("You ready %s.", query_name (op)));
3472
3568 if (op->type == BOW) 3473 if (op->type == BOW)
3569 { 3474 {
3475 who->current_weapon = op;
3570 (void) change_abil (who, op); 3476 change_abil (who, op);
3571 new_draw_info_format (NDI_UNIQUE, 0, who,
3572 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3477 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3573 who->contr->shoottype = range_bow;
3574 }
3575 else
3576 {
3577 who->contr->shoottype = range_misc;
3578 } 3478 }
3579 } 3479 }
3580 else 3480 else
3581 { 3481 {
3582 if (op->type == BOW) 3482 if (op->type == BOW)
3583 SET_FLAG (who, FLAG_READY_BOW); 3483 SET_FLAG (who, FLAG_READY_BOW);
3584 else 3484 else
3585 SET_FLAG (who, FLAG_READY_RANGE); 3485 SET_FLAG (who, FLAG_READY_RANGE);
3586 } 3486 }
3487
3587 break; 3488 break;
3588 3489
3589 case BUILDER: 3490 case BUILDER:
3590 if (who->contr->ranges[range_builder]) 3491 if (who->type == PLAYER)
3492 {
3493 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3494 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3591 unapply_special (who, who->contr->ranges[range_builder], 0); 3495 unapply_special (who, who->contr->ranged_ob, 0);
3592 who->contr->shoottype = range_builder; 3496
3497 who->statusmsg (format ("You ready your %s.", query_name (op)));
3498
3593 who->contr->ranges[range_builder] = op; 3499 who->contr->ranged_ob = op;
3594 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3500 }
3595 break; 3501 break;
3596 3502
3597 default: 3503 default:
3598 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3504 who->statusmsg (format ("You apply %s.", query_name (op)));
3599 } /* end of switch op->type */ 3505 }
3600 3506
3601 SET_FLAG (op, FLAG_APPLIED); 3507 SET_FLAG (op, FLAG_APPLIED);
3602 3508
3603 if (tmp != NULL) 3509 if (tmp)
3604 tmp = insert_ob_in_ob (tmp, who); 3510 tmp = insert_ob_in_ob (tmp, who);
3605 3511
3606 fix_player (who); 3512 who->update_stats ();
3607 3513
3608 /* We exclude spell casting objects. The fire code will set the 3514 /* We exclude spell casting objects. The fire code will set the
3609 * been applied flag when they are used - until that point, 3515 * been applied flag when they are used - until that point,
3610 * you don't know anything about them. 3516 * you don't know anything about them.
3611 */ 3517 */
3612 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3518 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3613 SET_FLAG (op, FLAG_BEEN_APPLIED); 3519 SET_FLAG (op, FLAG_BEEN_APPLIED);
3614 3520
3615 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3521 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3616 {
3617 if (who->type == PLAYER) 3522 if (who->type == PLAYER)
3618 { 3523 {
3619 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3524 who->failmsg (
3525 "Oops, it feels deadly cold! "
3526 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3527 );
3620 SET_FLAG (op, FLAG_KNOWN_CURSED); 3528 SET_FLAG (op, FLAG_KNOWN_CURSED);
3621 } 3529 }
3622 } 3530
3623 if (who->type == PLAYER) 3531 if (who->type == PLAYER)
3624 { 3532 {
3625 /* if multiple objects were applied, update both slots */ 3533 /* if multiple objects were applied, update both slots */
3626 if (tmp) 3534 if (tmp)
3627 esrv_send_item (who, tmp); 3535 esrv_send_item (who, tmp);
3536
3628 esrv_send_item (who, op); 3537 esrv_send_item (who, op);
3629 } 3538 }
3539
3630 return 0; 3540 return 0;
3631} 3541}
3632
3633 3542
3634int 3543int
3635monster_apply_special (object *who, object *op, int aflags) 3544monster_apply_special (object *who, object *op, int aflags)
3636{ 3545{
3637 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3546 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3638 return 1; 3547 return 1;
3548
3639 return apply_special (who, op, aflags); 3549 return apply_special (who, op, aflags);
3640} 3550}
3641 3551
3642/** 3552/**
3643 * Map was just loaded, handle op's initialisation. 3553 * Map was just loaded, handle op's initialisation.
3651 int i; 3561 int i;
3652 3562
3653 switch (op->type) 3563 switch (op->type)
3654 { 3564 {
3655 case SHOP_FLOOR: 3565 case SHOP_FLOOR:
3656 if (!HAS_RANDOM_ITEMS (op)) 3566 if (!op->has_random_items ())
3657 return 0; 3567 return 0;
3658 3568
3659 do 3569 do
3660 { 3570 {
3661 i = 10; /* let's give it 10 tries */ 3571 i = 10; /* let's give it 10 tries */
3681 3591
3682 case TREASURE: 3592 case TREASURE:
3683 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3593 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3684 return 0; 3594 return 0;
3685 3595
3686 while ((op->stats.hp--) > 0) 3596 while (op->stats.hp-- > 0)
3687 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3597 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3688 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3598 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3689 3599
3690 /* If we generated an object and put it in this object inventory, 3600 /* If we generated an object and put it in this object inventory,
3691 * move it to the parent object as the current object is about 3601 * move it to the parent object as the current object is about
3708 } 3618 }
3709 return tmp ? 1 : 0; 3619 return tmp ? 1 : 0;
3710} 3620}
3711 3621
3712/** 3622/**
3713 * fix_auto_apply goes through the entire map (only the first time 3623 * fix_auto_apply goes through the entire map every time a map
3714 * when an original map is loaded) and performs special actions for 3624 * is loaded or swapped in and performs special actions for
3715 * certain objects (most initialization of chests and creation of 3625 * certain objects (most initialization of chests and creation of
3716 * treasures and stuff). Calls auto_apply if appropriate. 3626 * treasures and stuff). Calls auto_apply if appropriate.
3717 */ 3627 */
3718void 3628void
3719fix_auto_apply (maptile *m) 3629maptile::fix_auto_apply ()
3720{ 3630{
3721 object *tmp, *above = NULL; 3631 if (!spaces)
3722 int x, y;
3723
3724 if (m == NULL)
3725 return; 3632 return;
3726 3633
3727 for (x = 0; x < MAP_WIDTH (m); x++) 3634 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3728 for (y = 0; y < MAP_HEIGHT (m); y++) 3635 for (object *tmp = ms->bot; tmp; )
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730 { 3636 {
3731 above = tmp->above; 3637 object *above = tmp->above;
3732 3638
3733 if (tmp->inv) 3639 if (tmp->inv)
3734 { 3640 {
3735 object *invtmp, *invnext; 3641 object *invtmp, *invnext;
3736 3642
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3643 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3738 { 3644 {
3739 invnext = invtmp->below; 3645 invnext = invtmp->below;
3740 3646
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3647 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp); 3648 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3649 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744 { 3650 {
3745 while ((invtmp->stats.hp--) > 0) 3651 while ((invtmp->stats.hp--) > 0)
3746 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3747
3748 invtmp->randomitems = NULL;
3749 }
3750 else if (invtmp && invtmp->arch
3751 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3752 {
3753 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3652 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3653
3654 invtmp->randomitems = NULL;
3655 }
3656 else if (invtmp && invtmp->arch
3657 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3658 {
3659 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3754 /* Need to clear this so that we never try to create 3660 /* Need to clear this so that we never try to create
3755 * treasure again for this object 3661 * treasure again for this object
3756 */ 3662 */
3757 invtmp->randomitems = NULL; 3663 invtmp->randomitems = NULL;
3758 } 3664 }
3759 } 3665 }
3760 /* This is really temporary - the code at the bottom will 3666 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches 3667 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells 3668 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet. 3669 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13 3670 * MSW 2004-05-13
3765 * 3671 *
3766 * And if it's a spellbook, it's better to set randomitems to NULL too, 3672 * And if it's a spellbook, it's better to set randomitems to NULL too,
3767 * else you get two spells in the book ^_- 3673 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16 3674 * Ryo 2004-08-16
3769 */ 3675 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3676 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3677 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3772 tmp->randomitems = NULL;
3773
3774 }
3775
3776 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777 auto_apply (tmp);
3778 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3779 {
3780 while ((tmp->stats.hp--) > 0)
3781 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3782 tmp->randomitems = NULL; 3678 tmp->randomitems = NULL;
3679
3783 } 3680 }
3681
3682 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3683 auto_apply (tmp);
3684 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3685 {
3686 while ((tmp->stats.hp--) > 0)
3687 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3688 tmp->randomitems = NULL;
3689 }
3784 else if (tmp->type == TIMED_GATE) 3690 else if (tmp->type == TIMED_GATE)
3785 { 3691 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp; 3692 object *head = tmp->head != NULL ? tmp->head : tmp;
3787 3693
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3694 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 {
3790 tmp->speed = 0; 3695 tmp->set_speed (0);
3791 update_ob_speed (tmp);
3792 }
3793 } 3696 }
3794 /* This function can be called everytime a map is loaded, even when 3697 /* This function can be called everytime a map is loaded, even when
3795 * swapping back in. As such, we don't want to create the treasure 3698 * swapping back in. As such, we don't want to create the treasure
3796 * over and ove again, so after we generate the treasure, blank out 3699 * over and ove again, so after we generate the treasure, blank out
3797 * randomitems so if it is swapped in again, it won't make anything. 3700 * randomitems so if it is swapped in again, it won't make anything.
3798 * This is a problem for the above objects, because they have counters 3701 * This is a problem for the above objects, because they have counters
3799 * which say how many times to make the treasure. 3702 * which say how many times to make the treasure.
3800 */ 3703 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER 3704 else if (tmp && tmp->arch && tmp->type != PLAYER
3802 && tmp->type != TREASURE && tmp->type != SPELL 3705 && tmp->type != TREASURE && tmp->type != SPELL
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3706 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3804 { 3707 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3708 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3806 tmp->randomitems = NULL; 3709 tmp->randomitems = NULL;
3807 } 3710 }
3711
3712 // close all containers
3713 else if (tmp->type == CONTAINER)
3714 tmp->flag [FLAG_APPLIED] = 0;
3715
3716 tmp = above;
3808 } 3717 }
3809 3718
3810 for (x = 0; x < MAP_WIDTH (m); x++) 3719 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3811 for (y = 0; y < MAP_HEIGHT (m); y++) 3720 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3812 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3813 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3721 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above); 3722 check_trigger (tmp, tmp->above);
3815} 3723}
3816 3724
3817/** 3725/**
3818 * Handles player eating food that temporarily changes status (resistances, stats). 3726 * Handles player eating food that temporarily changes status (resistances, stats).
3819 * This used to call cast_change_attr(), but 3727 * This used to call cast_change_attr(), but
3820 * that doesn't work with the new spell code. Since we know what 3728 * that doesn't work with the new spell code. Since we know what
3821 * the food changes, just grab a force and use that instead. 3729 * the food changes, just grab a force and use that instead.
3822 */ 3730 */
3823
3824void 3731void
3825eat_special_food (object *who, object *food) 3732eat_special_food (object *who, object *food)
3826{ 3733{
3827 object *force; 3734 object *force;
3828 int i, did_one = 0; 3735 int i, did_one = 0;
3829 sint8 k;
3830 3736
3831 force = get_archetype (FORCE_NAME); 3737 force = get_archetype (FORCE_NAME);
3832 3738
3833 for (i = 0; i < NUM_STATS; i++) 3739 for (i = 0; i < NUM_STATS; i++)
3834 { 3740 if (sint8 k = food->stats.stat (i))
3835 k = get_attr_value (&food->stats, i);
3836 if (k)
3837 { 3741 {
3838 set_attr_value (&force->stats, i, k); 3742 force->stats.stat (i) = k;
3839 did_one = 1; 3743 did_one = 1;
3840 } 3744 }
3841 }
3842 3745
3843 /* check if we can protect the eater */ 3746 /* check if we can protect the eater */
3844 for (i = 0; i < NROFATTACKS; i++) 3747 for (i = 0; i < NROFATTACKS; i++)
3845 { 3748 {
3846 if (food->resist[i] > 0) 3749 if (food->resist[i] > 0)
3847 { 3750 {
3848 force->resist[i] = food->resist[i] / 2; 3751 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1; 3752 did_one = 1;
3850 } 3753 }
3851 } 3754 }
3755
3852 if (did_one) 3756 if (did_one)
3853 { 3757 {
3854 force->speed = 0.1; 3758 force->set_speed (0.1);
3855 update_ob_speed (force);
3856 /* bigger morsel of food = longer effect time */ 3759 /* bigger morsel of food = longer effect time */
3857 force->stats.food = food->stats.food / 5; 3760 force->duration = food->stats.food / 5;
3858 SET_FLAG (force, FLAG_IS_USED_UP);
3859 SET_FLAG (force, FLAG_APPLIED); 3761 SET_FLAG (force, FLAG_APPLIED);
3860 change_abil (who, force); 3762 change_abil (who, force);
3861 insert_ob_in_ob (force, who); 3763 insert_ob_in_ob (force, who);
3862 } 3764 }
3863 else 3765 else
3866 /* check for hp, sp change */ 3768 /* check for hp, sp change */
3867 if (food->stats.hp != 0) 3769 if (food->stats.hp != 0)
3868 { 3770 {
3869 if (QUERY_FLAG (food, FLAG_CURSED)) 3771 if (QUERY_FLAG (food, FLAG_CURSED))
3870 { 3772 {
3871 strcpy (who->contr->killer, food->name); 3773 assign (who->contr->killer, food->name);
3872 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3774 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3873 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3775 who->failmsg ("Eck!...that was poisonous!");
3874 } 3776 }
3875 else 3777 else
3876 { 3778 {
3877 if (food->stats.hp > 0) 3779 if (food->stats.hp > 0)
3878 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3780 who->statusmsg ("You begin to feel better.");
3879 else 3781 else
3880 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3782 who->failmsg ("Eck!...that was poisonous!");
3783
3881 who->stats.hp += food->stats.hp; 3784 who->stats.hp += food->stats.hp;
3882 } 3785 }
3883 } 3786 }
3884 if (food->stats.sp != 0) 3787 if (food->stats.sp != 0)
3885 { 3788 {
3886 if (QUERY_FLAG (food, FLAG_CURSED)) 3789 if (QUERY_FLAG (food, FLAG_CURSED))
3887 { 3790 {
3888 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3791 who->failmsg ("You are drained of mana!");
3889 who->stats.sp -= food->stats.sp; 3792 who->stats.sp -= food->stats.sp;
3890 if (who->stats.sp < 0) 3793 if (who->stats.sp < 0)
3891 who->stats.sp = 0; 3794 who->stats.sp = 0;
3892 } 3795 }
3893 else 3796 else
3894 { 3797 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3798 who->statusmsg ("You feel a rush of magical energy!");
3896 who->stats.sp += food->stats.sp; 3799 who->stats.sp += food->stats.sp;
3897 /* place limit on max sp from food? */ 3800 /* place limit on max sp from food? */
3898 } 3801 }
3899 } 3802 }
3900 fix_player (who);
3901}
3902 3803
3804 who->update_stats ();
3805}
3903 3806
3904/** 3807/**
3905 * Designed primarily to light torches/lanterns/etc. 3808 * Designed primarily to light torches/lanterns/etc.
3906 * Also burns up burnable material too. First object in the inventory is 3809 * Also burns up burnable material too. First object in the inventory is
3907 * the selected object to "burn". -b.t. 3810 * the selected object to "burn". -b.t.
3908 */ 3811 */
3909
3910void 3812void
3911apply_lighter (object *who, object *lighter) 3813apply_lighter (object *who, object *lighter)
3912{ 3814{
3913 object *item; 3815 object *item;
3914 int is_player_env = 0; 3816 int is_player_env = 0;
3915 char item_name[MAX_BUF];
3916 3817
3917 item = find_marked_object (who); 3818 item = find_marked_object (who);
3918 if (item) 3819 if (item)
3919 { 3820 {
3920 if (lighter->last_eat && lighter->stats.food) 3821 if (lighter->last_eat && lighter->stats.food)
3921 { /* lighter gets used up */ 3822 { /* lighter gets used up */
3922 /* Split multiple lighters if they're being used up. Otherwise * 3823 /* Split multiple lighters if they're being used up. Otherwise *
3923 * one charge from each would be used up. --DAMN */ 3824 * one charge from each would be used up. --DAMN */
3924 if (lighter->nrof > 1) 3825 if (lighter->nrof > 1)
3925 { 3826 {
3926 object *oneLighter = object::create (); 3827 object *oneLighter = lighter->clone ();
3927 3828
3928 lighter->copy_to (oneLighter);
3929 lighter->nrof -= 1; 3829 lighter->nrof -= 1;
3930 oneLighter->nrof = 1; 3830 oneLighter->nrof = 1;
3931 oneLighter->stats.food--; 3831 oneLighter->stats.food--;
3932 esrv_send_item (who, lighter); 3832 esrv_send_item (who, lighter);
3933 oneLighter = insert_ob_in_ob (oneLighter, who); 3833 oneLighter = insert_ob_in_ob (oneLighter, who);
3935 } 3835 }
3936 else 3836 else
3937 lighter->stats.food--; 3837 lighter->stats.food--;
3938 } 3838 }
3939 else if (lighter->last_eat) 3839 else if (lighter->last_eat)
3840 {
3940 { /* no charges left in lighter */ 3841 /* no charges left in lighter */
3941 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3842 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3942 return; 3843 return;
3943 } 3844 }
3845
3944 /* Perhaps we should split what we are trying to light on fire? 3846 /* Perhaps we should split what we are trying to light on fire?
3945 * I can't see many times when you would want to light multiple 3847 * I can't see many times when you would want to light multiple
3946 * objects at once. 3848 * objects at once.
3947 */ 3849 */
3948 /* If the item is destroyed, we don't have a valid pointer to the 3850
3949 * name object, so make a copy so the message we print out makes
3950 * some sense.
3951 */
3952 strcpy (item_name, item->name);
3953 if (who == is_player_inv (item)) 3851 if (who == item->in_player ())
3954 is_player_env = 1; 3852 is_player_env = 1;
3955 3853
3956 save_throw_object (item, AT_FIRE, who); 3854 save_throw_object (item, AT_FIRE, who);
3957 /* Change to check count and not freed, since the object pointer 3855
3958 * may have gotten recycled
3959 */
3960 if (item->destroyed ()) 3856 if (item->destroyed ())
3961 { 3857 {
3962 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3858 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3963 /* Need to update the player so that the players glow radius 3859 /* Need to update the player so that the players glow radius
3964 * gets changed. 3860 * gets changed.
3965 */ 3861 */
3966 if (is_player_env) 3862 if (is_player_env)
3967 fix_player (who); 3863 who->update_stats ();
3968 } 3864 }
3969 else 3865 else
3970 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3866 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3971 } 3867 }
3972 else /* nothing to light */ 3868 else
3973 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3869 who->failmsg ("You need to mark a lightable object.");
3974
3975} 3870}
3976 3871
3977/** 3872/**
3978 * op made some mistake with a scroll, this takes care of punishment. 3873 * op made some mistake with a scroll, this takes care of punishment.
3979 * scroll_failure()- hacked directly from spell_failure 3874 * scroll_failure()- hacked directly from spell_failure
3986 3881
3987 if (failure <= -1 && failure > -15) 3882 if (failure <= -1 && failure > -15)
3988 { /* wonder */ 3883 { /* wonder */
3989 object *tmp; 3884 object *tmp;
3990 3885
3991 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3886 op->failmsg ("Your spell warps!");
3992 tmp = get_archetype (SPELL_WONDER); 3887 tmp = get_archetype (SPELL_WONDER);
3993 cast_wonder (op, op, 0, tmp); 3888 cast_wonder (op, op, 0, tmp);
3994 tmp->destroy (); 3889 tmp->destroy ();
3995 } 3890 }
3996 else if (failure <= -15 && failure > -35) 3891 else if (failure <= -15 && failure > -35)
3997 { /* drain mana */ 3892 { /* drain mana */
3998 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3893 op->failmsg ("Your mana is drained!");
3999 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3894 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4000 if (op->stats.sp < 0) 3895 if (op->stats.sp < 0)
4001 op->stats.sp = 0; 3896 op->stats.sp = 0;
4002 } 3897 }
4003 else if (settings.spell_failure_effects == TRUE) 3898 else if (settings.spell_failure_effects == TRUE)
4004 { 3899 {
4005 if (failure <= -35 && failure > -60) 3900 if (failure <= -35 && failure > -60)
4006 { /* confusion */ 3901 { /* confusion */
4007 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3902 op->failmsg ("The magic recoils on you!");
4008 confuse_player (op, op, power); 3903 confuse_player (op, op, power);
4009 } 3904 }
4010 else if (failure <= -60 && failure > -70) 3905 else if (failure <= -60 && failure > -70)
4011 { /* paralysis */ 3906 { /* paralysis */
4012 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3907 op->failmsg ("The magic recoils and paralyzes you!");
4013 paralyze_player (op, op, power); 3908 paralyze_player (op, op, power);
4014 } 3909 }
4015 else if (failure <= -70 && failure > -80) 3910 else if (failure <= -70 && failure > -80)
4016 { /* blind */ 3911 { /* blind */
4017 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3912 op->failmsg ("The magic recoils on you!");
4018 blind_player (op, op, power); 3913 blind_player (op, op, power);
4019 } 3914 }
4020 else if (failure <= -80) 3915 else if (failure <= -80)
4021 { /* blast the immediate area */ 3916 { /* blast the immediate area */
4022 object *tmp;
4023
4024 tmp = get_archetype (LOOSE_MANA); 3917 object *tmp = get_archetype (LOOSE_MANA);
4025 cast_magic_storm (op, tmp, power); 3918 cast_magic_storm (op, tmp, power);
4026 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3919 op->failmsg ("You unleash uncontrolled mana!");
4027 tmp->destroy (); 3920 tmp->destroy ();
4028 } 3921 }
4029 } 3922 }
4030} 3923}
4031 3924
4051 */ 3944 */
4052 int i, j; 3945 int i, j;
4053 3946
4054 for (i = 0; i < NUM_STATS; i++) 3947 for (i = 0; i < NUM_STATS; i++)
4055 { 3948 {
4056 sint8 stat = get_attr_value (stats, i); 3949 int race_bonus = pl->arch->stats.stat (i);
4057 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3950 sint8 stat = stats->stat (i) + ns->stat (i);
4058 3951
4059 stat += get_attr_value (ns, i);
4060 if (stat > 20 + race_bonus) 3952 if (stat > 20 + race_bonus)
4061 { 3953 {
4062 excess_stat++; 3954 excess_stat++;
4063 stat = 20 + race_bonus; 3955 stat = 20 + race_bonus;
4064 } 3956 }
4065 set_attr_value (stats, i, stat); 3957
3958 stats->stat (i) = stat;
4066 } 3959 }
4067 3960
4068 for (j = 0; excess_stat > 0 && j < 100; j++) 3961 for (j = 0; excess_stat > 0 && j < 100; j++)
4069 { /* try 100 times to assign excess stats */ 3962 { /* try 100 times to assign excess stats */
4070 int i = rndm (0, 6); 3963 int i = rndm (0, 6);
4071 int stat = get_attr_value (stats, i);
4072 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4073 3964
4074 if (i == CHA) 3965 if (i == CHA)
4075 continue; /* exclude cha from this */ 3966 continue; /* exclude cha from this */
3967
3968 int stat = stats->stat (i);
3969 int race_bonus = pl->arch->stats.stat (i);
4076 if (stat < 20 + race_bonus) 3970 if (stat < 20 + race_bonus)
4077 { 3971 {
4078 change_attr_value (stats, i, 1); 3972 change_attr_value (stats, i, 1);
4079 excess_stat--; 3973 excess_stat--;
4080 } 3974 }
4083 /* insert the randomitems from the change's treasurelist into 3977 /* insert the randomitems from the change's treasurelist into
4084 * the player ref: player.c 3978 * the player ref: player.c
4085 */ 3979 */
4086 if (change->randomitems != NULL) 3980 if (change->randomitems != NULL)
4087 give_initial_items (pl, change->randomitems); 3981 give_initial_items (pl, change->randomitems);
4088
4089 3982
4090 /* set up the face, for some races. */ 3983 /* set up the face, for some races. */
4091 3984
4092 /* first, look for the force object banning 3985 /* first, look for the force object banning
4093 * changing the face. Certain races never change face with class. 3986 * changing the face. Certain races never change face with class.
4138 char got[MAX_BUF]; 4031 char got[MAX_BUF];
4139 int len; 4032 int len;
4140 4033
4141 if (!pl || !transformer) 4034 if (!pl || !transformer)
4142 return; 4035 return;
4036
4143 marked = find_marked_object (pl); 4037 marked = find_marked_object (pl);
4038
4144 if (!marked) 4039 if (!marked)
4145 { 4040 {
4146 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4041 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4147 return; 4042 return;
4148 } 4043 }
4044
4149 if (!marked->slaying) 4045 if (!marked->slaying)
4150 { 4046 {
4151 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4047 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4152 return; 4048 return;
4153 } 4049 }
4050
4154 /* check whether they are compatible or not */ 4051 /* check whether they are compatible or not */
4155 find = strstr (marked->slaying, transformer->arch->name); 4052 find = strstr (marked->slaying, transformer->arch->archname);
4156 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4053 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4157 { 4054 {
4158 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4055 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4159 return; 4056 return;
4160 } 4057 }
4058
4161 find += strlen (transformer->arch->name) + 1; 4059 find += strlen (transformer->arch->archname) + 1;
4162 /* Item can be used, now find how many and what it yields */ 4060 /* Item can be used, now find how many and what it yields */
4163 if (isdigit (*(find))) 4061 if (isdigit (*(find)))
4164 { 4062 {
4165 yield = atoi (find); 4063 yield = atoi (find);
4166 if (yield < 1) 4064 if (yield < 1)
4172 else 4070 else
4173 yield = 1; 4071 yield = 1;
4174 4072
4175 while (isdigit (*find)) 4073 while (isdigit (*find))
4176 find++; 4074 find++;
4075
4177 while (*find == ' ') 4076 while (*find == ' ')
4178 find++; 4077 find++;
4078
4179 memset (got, 0, MAX_BUF); 4079 memset (got, 0, MAX_BUF);
4080
4180 if ((separator = strchr (find, ';')) != NULL) 4081 if ((separator = strchr (find, ';')) != NULL)
4181 {
4182 len = separator - find; 4082 len = separator - find;
4183 }
4184 else 4083 else
4185 {
4186 len = strlen (find); 4084 len = strlen (find);
4187 } 4085
4188 if (len > MAX_BUF - 1) 4086 if (len > MAX_BUF - 1)
4189 len = MAX_BUF - 1; 4087 len = MAX_BUF - 1;
4088
4190 strcpy (got, find); 4089 strcpy (got, find);
4191 got[len] = '\0'; 4090 got[len] = '\0';
4192 4091
4193 /* Now create new item, remove used ones when required. */ 4092 /* Now create new item, remove used ones when required. */
4194 new_item = get_archetype (got); 4093 new_item = get_archetype (got);
4195 if (!new_item) 4094 if (!new_item)
4196 { 4095 {
4197 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4096 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4198 return; 4097 return;
4199 } 4098 }
4200 4099
4201 new_item->nrof = yield; 4100 new_item->nrof = yield;
4101
4202 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4102 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4103
4203 insert_ob_in_ob (new_item, pl); 4104 insert_ob_in_ob (new_item, pl);
4204 esrv_send_inventory (pl, pl); 4105 esrv_send_inventory (pl, pl);
4205 /* Eat up one item */ 4106 /* Eat up one item */
4206 decrease_ob_nr (marked, 1); 4107 decrease_ob_nr (marked, 1);
4108
4207 /* Eat one transformer if needed */ 4109 /* Eat one transformer if needed */
4208 if (transformer->stats.food) 4110 if (transformer->stats.food)
4209 if (--transformer->stats.food == 0) 4111 if (--transformer->stats.food == 0)
4210 decrease_ob_nr (transformer, 1); 4112 decrease_ob_nr (transformer, 1);
4211} 4113}
4114

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