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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.43 by root, Tue Dec 19 05:12:52 2006 UTC vs.
Revision 1.141 by root, Sun Apr 13 01:36:06 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24#include <cmath>
23 25
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <spells.h> 28#include <spells.h>
27#include <skills.h> 29#include <skills.h>
28#include <tod.h> 30#include <tod.h>
29 31
30#ifndef __CEXTRACT__
31# include <sproto.h> 32#include <sproto.h>
32#endif
33 33
34/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
35#include <sounds.h> 35#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 36
40/** 37/**
41 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 40 */
66 { 63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 76 return 1;
80 } 77
81 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 79 * of arch, name, or race match.
83 */ 80 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 84 return 1;
89 } 85
90 return 0; 86 return 0;
91} 87}
92 88
93/** 89/**
94 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
96 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
97 */ 93 */
98static int 94static int
99apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
100{ 96{
101 object *id, *marked; 97 dynbuf_text buf;
102 int success = 0;
103 98
104 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
105 return 0; 100 return 0;
106 101
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
109 */ 104 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111 return 0; 106 return 0;
112 107
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
116 */ 110 */
111 if (object *marked = find_marked_object (pl))
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 { 113 {
119 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
120 { 115 {
121 identify (marked); 116 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
123 if (marked->msg) 119 if (marked->msg)
124 { 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
127 } 123 }
128 return money == NULL;
129 } 124 }
130 }
131 125
132 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
133 { 127 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 { 129 {
136 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
137 { 131 {
138 identify (id); 132 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
140 if (id->msg) 135 if (id->msg)
141 { 136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
148 break; 140 break;
149 } 141 }
150 else 142 else
151 { 143 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break; 145 break;
154 } 146 }
155 } 147 }
156 } 148 }
157 if (!success) 149
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
159 return money == NULL; 155 return !money;
160} 156}
161 157
162/** 158/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item. 160 * matching item.
165 **/ 161 **/
166static void 162void
167handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
168{ 164{
169 const char *yield; 165 const char *yield;
170 166
171 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
195apply_potion (object *op, object *tmp) 191apply_potion (object *op, object *tmp)
196{ 192{
197 int got_one = 0, i; 193 int got_one = 0, i;
198 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
199 195
200 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
201 197
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 199 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 203 return 0;
208 } 204 }
209 205
210 if (op->type == PLAYER) 206 if (op->type == PLAYER)
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. "
629 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>");
622 return 0; 631 return 0;
623 } 632 }
633
624 sacrifice_count = check_sacrifice (op, improver); 634 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 635 if (sacrifice_count <= 0)
626 return 0; 636 return 0;
637
627 weapon->level = isqrt (sacrifice_count); 638 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 639 eat_item (op, improver->slaying, sacrifice_count);
630 640
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 641 op->statusmsg (format (
642 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level
645 ));
632 646
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 648 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 649 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 650 slot at once! */
655improve_weapon (object *op, object *improver, object *weapon) 669improve_weapon (object *op, object *improver, object *weapon)
656{ 670{
657 int sacrifice_count, sacrifice_needed = 0; 671 int sacrifice_count, sacrifice_needed = 0;
658 672
659 if (improver->stats.sp == IMPROVE_PREPARE) 673 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 674 return prepare_weapon (op, improver, weapon);
662 } 675
663 if (weapon->level == 0) 676 if (weapon->level == 0)
664 { 677 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 679 return 0;
667 } 680 }
681
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 683 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 684 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 685 return 0;
672 } 686 }
687
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 { 689 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 690 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 691 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 692 "really want to improve it.");
678 return 0; 693 return 0;
679 } 694 }
695
680 /* This just increases damage by 5 points, no matter what. No sacrifice 696 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 697 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 698 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 699 * weapon can be improved.
684 */ 700 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 701 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 702 {
687 weapon->stats.dam += 5; 703 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 704 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 706 weapon->last_eat++;
691 707
692 weapon->item_power++; 708 weapon->item_power++;
693 decrease_ob (improver); 709 decrease_ob (improver);
694 return 1; 710 return 1;
695 } 711 }
712
696 if (improver->stats.sp == IMPROVE_WEIGHT) 713 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 714 {
698 /* Reduce weight by 20% */ 715 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 716 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 717 if (weapon->weight < 1)
701 weapon->weight = 1; 718 weapon->weight = 1;
719
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 721 weapon->last_eat++;
704 weapon->item_power++; 722 weapon->item_power++;
705 decrease_ob (improver); 723 decrease_ob (improver);
706 return 1; 724 return 1;
707 } 725 }
708 if (improver->stats.sp == IMPROVE_ENCHANT) 726 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 727 {
710 weapon->magic++; 728 weapon->magic++;
711 weapon->last_eat++; 729 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 731 decrease_ob (improver);
714 weapon->item_power++; 732 weapon->item_power++;
715 return 1; 733 return 1;
716 } 734 }
717 735
723 sacrifice_needed *= 2; 741 sacrifice_needed *= 2;
724 742
725 sacrifice_count = check_sacrifice (op, improver); 743 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 744 if (sacrifice_count < sacrifice_needed)
727 { 745 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 746 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 747 return 0;
730 } 748 }
749
731 eat_item (op, improver->slaying, sacrifice_needed); 750 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 751 weapon->item_power++;
733 752
734 switch (improver->stats.sp) 753 switch (improver->stats.sp)
735 { 754 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 755 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 756 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 757 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 758 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 759 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 760 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 762 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 763 op->failmsg ("Unknown improvement type.");
752 } 764 }
765
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 766 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 767 return 0;
755} 768}
756 769
757/** 770/**
764{ 777{
765 object *otmp; 778 object *otmp;
766 779
767 if (op->type != PLAYER) 780 if (op->type != PLAYER)
768 return 0; 781 return 0;
782
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 783 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 784 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 785 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 786 return 0;
773 } 787 }
788
774 otmp = find_marked_object (op); 789 otmp = find_marked_object (op);
775 if (!otmp) 790 if (!otmp)
776 { 791 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
778 return 0; 793 return 0;
779 } 794 }
795
780 if (otmp->type != WEAPON && otmp->type != BOW) 796 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 797 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 798 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0; 799 return 0;
784 } 800 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 801
802 op->statusmsg ("Applied weapon builder.");
803
786 improve_weapon (op, tmp, otmp); 804 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 805 esrv_send_item (op, otmp);
788 return 1; 806 return 1;
789} 807}
790 808
815{ 833{
816 object *tmp; 834 object *tmp;
817 835
818 if (armour->magic >= settings.armor_max_enchant) 836 if (armour->magic >= settings.armor_max_enchant)
819 { 837 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 838 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 839 return 0;
822 } 840 }
841
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 842 /* 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. 843 * 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 844 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?) 845 * of gnarg and what not?)
827 */ 846 */
828 if (armour->title) 847 if (armour->title)
829 { 848 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 849 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 850 return 0;
832 } 851 }
833 852
834 /* Split objects if needed. Can't insert tmp until the 853 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 854 * end of this function - otherwise it will just re-merge.
836 */ 855 */
837 if (armour->nrof > 1) 856 if (armour->nrof > 1)
838 tmp = get_split_ob (armour, armour->nrof - 1); 857 tmp = get_split_ob (armour, armour->nrof - 1);
839 else 858 else
850 { 869 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 870 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 871 pow++;
853 } 872 }
854 873
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 875 }
857 else 876 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 877 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 878
860 if (!settings.armor_weight_linear) 879 if (!settings.armor_weight_linear)
861 { 880 {
862 int base = 100; 881 int base = 100;
863 int pow = 0; 882 int pow = 0;
866 { 885 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 886 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 887 pow++;
869 } 888 }
870 889
871 armour->weight = (armour->arch->clone.weight * base) / 100; 890 armour->weight = (armour->arch->weight * base) / 100;
872 } 891 }
873 else 892 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 893 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 894
876 if (armour->weight <= 0) 895 if (armour->weight <= 0)
877 { 896 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 897 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 898 armour->weight = 1;
880 } 899 }
881 900
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 901 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 902
884 if (op->type == PLAYER) 903 if (op->type == PLAYER)
885 { 904 {
886 esrv_send_item (op, armour); 905 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 906 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 907 op->update_stats ();
889 } 908 }
909
890 decrease_ob (improver); 910 decrease_ob (improver);
911
891 if (tmp) 912 if (tmp)
892 { 913 {
893 insert_ob_in_ob (tmp, op); 914 insert_ob_in_ob (tmp, op);
894 esrv_send_item (op, tmp); 915 esrv_send_item (op, tmp);
895 } 916 }
917
896 return 1; 918 return 1;
897} 919}
898
899 920
900/* 921/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 922 * 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. 923 * what the converter wants, -1 if the converter is broken.
903 */ 924 */
912 * what the converter wants, this will not do anything. 933 * what the converter wants, this will not do anything.
913 */ 934 */
914int 935int
915convert_item (object *item, object *converter) 936convert_item (object *item, object *converter)
916{ 937{
917 int nr = 0;
918 uint32 price_in; 938 sint64 nr, price_in;
919 939
920 /* We make some assumptions - we assume if it takes money as it type, 940 /* We make some assumptions - we assume if it takes money as it type,
921 * it wants some amount. We don't make change (ie, if something costs 941 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 942 * 3 gp and player drops a platinum, tough luck)
923 */ 943 */
924 if (!strcmp (CONV_FROM (converter), "money")) 944 if (CONV_FROM (converter) == shstr_money)
925 { 945 {
926 int cost;
927
928 if (item->type != MONEY) 946 if (item->type != MONEY)
929 return 0; 947 return 0;
930 948
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 949 nr = sint64 (item->nrof) * item->value / CONV_NEED (converter);
932 if (!nr) 950 if (!nr)
933 return 0; 951 return 0;
952
953 converter->play_sound (sound_find ("shop_buy"));
954
934 cost = nr * CONV_NEED (converter) / item->value; 955 sint64 cost = (nr * CONV_NEED (converter) + item->value - 1) / item->value;
935 /* take into account rounding errors */ 956
936 if (nr * CONV_NEED (converter) % item->value)
937 cost++;
938 decrease_ob_nr (item, cost); 957 decrease_ob_nr (item, cost);
939 958
940 price_in = cost * item->value; 959 price_in = cost * item->value;
941 } 960 }
942 else 961 else
943 { 962 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 963 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 964 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
946 return 0; 965 return 0;
947 966
967 converter->play_sound (sound_find ("convert_item"));
968
948 if (CONV_NEED (converter)) 969 if (CONV_NEED (converter))
949 { 970 {
950 nr = item->nrof / CONV_NEED (converter); 971 nr = sint64 (item->nrof) / CONV_NEED (converter);
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 972 decrease_ob_nr (item, nr * CONV_NEED (converter));
952 price_in = nr * CONV_NEED (converter) * item->value; 973 price_in = nr * CONV_NEED (converter) * item->value;
953 } 974 }
954 else 975 else
955 { 976 {
956 price_in = item->value; 977 price_in = item->value;
957 item->destroy (); 978 item->destroy ();
958 } 979 }
959 } 980 }
960 981
961 if (converter->inv != NULL) 982 if (converter->inv)
962 { 983 {
963 object *ob; 984 object *ob;
964 int i; 985 int i;
965 object *ob_to_copy; 986 object *ob_to_copy;
966 987
967 /* select random object from inventory to copy */ 988 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv; 989 ob_to_copy = converter->inv;
969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 990 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
970 {
971 if (rndm (0, i) == 0) 991 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob; 992 ob_to_copy = ob;
974 } 993
975 }
976 item = object_create_clone (ob_to_copy); 994 item = object_create_clone (ob_to_copy);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 995 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE); 996 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 } 997 }
980 else 998 else
981 { 999 {
982 if (converter->other_arch == NULL) 1000 if (!converter->other_arch)
983 { 1001 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 1002 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); 1003 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 1004 return -1;
987 } 1005 }
988 1006
989 item = object_create_arch (converter->other_arch); 1007 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1008 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 } 1009 }
992 1010
993 if (CONV_NR (converter)) 1011 if (CONV_NR (converter))
994 item->nrof = CONV_NR (converter); 1012 item->nrof = CONV_NR (converter);
1013
995 if (nr) 1014 if (nr)
996 item->nrof *= nr; 1015 item->nrof *= nr;
1016
997 if (is_in_shop (converter)) 1017 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID); 1018 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value) 1019 else if (price_in < sint64 (item->nrof) * item->value)
1000 { 1020 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1021 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); 1022 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /** 1023 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 1024 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 1025 * hopefully had something in mind when doing this.
1007 */ 1026 */
1008 } 1027 }
1028
1029 SET_FLAG (item, FLAG_IDENTIFIED);
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1030 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1; 1031 return 1;
1011} 1032}
1012 1033
1013/** 1034/**
1014 * Handle apply on containers. 1035 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 1036 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1037 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 1038 * added the alchemical cauldron to the code -b.t.
1018 */ 1039 */
1019
1020int 1040int
1021apply_container (object *op, object *sack) 1041apply_container (object *op, object *sack)
1022{ 1042{
1023 char buf[MAX_BUF]; 1043 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 1044 return 0; /* This might change */
1028 1045
1029 if (sack == NULL || sack->type != CONTAINER) 1046 if (!sack || sack->type != CONTAINER)
1030 { 1047 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1048 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1049 return 0;
1033 } 1050 }
1034 1051
1035 op->contr->last_used = 0; 1052 op->contr->last_used = 0;
1036 1053
1037 if (sack->env != op) 1054 if (sack->env && sack->env != op)
1055 {
1056 op->failmsg ("You must put it onto the floor or into your inventory first.");
1057 return 1;
1038 { 1058 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1059
1060 // already applied == open on ground, or open in inv, or active in inv
1061 if (sack->flag [FLAG_APPLIED])
1062 {
1063 if (op->container == sack)
1040 { 1064 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1065 // open on ground or inv, so close
1066 op->close_container ();
1042 return 1; 1067 return 1;
1043 } 1068 }
1044 1069 else if (!sack->env)
1045 /* It's on the ground, the problems begin */
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1;
1057 }
1058 }
1059 } 1070 {
1060 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1071 // active, but not ours: some other player has opened it
1072 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1073 return 1;
1061 { 1074 }
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 1075
1082 if (tmp && tmp->type == CLOSE_CON) 1076 // fall through to opening it (active in inv)
1083 tmp->destroy ();
1084 }
1085 }
1086 }
1087
1088 if (QUERY_FLAG (sack, FLAG_APPLIED))
1089 { 1077 }
1078 else if (sack->env)
1079 {
1080 // it is in our env, so activate it, do not open yet
1090 if (op->container) 1081 op->close_container ();
1091 { 1082 sack->flag [FLAG_APPLIED] = 1;
1092 if (op->container != sack) 1083 esrv_update_item (UPD_FLAGS, op, sack);
1093 { 1084 op->statusmsg (format ("You ready %s.", query_name (sack)));
1094 tmp = op->container; 1085 return 1;
1095 apply_container (op, tmp); 1086 }
1096 sprintf (buf, "You close %s and open ", query_name (tmp)); 1087
1097 op->container = sack; 1088 // it's locked?
1098 strcat (buf, query_name (sack)); 1089 if (sack->slaying)
1099 strcat (buf, "."); 1090 {
1100 } 1091 if (object *tmp = find_key (op, op, sack))
1101 else 1092 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1102 {
1103 CLEAR_FLAG (sack, FLAG_APPLIED);
1104 op->container = NULL;
1105 sprintf (buf, "You close %s.", query_name (sack));
1106 }
1107 }
1108 else 1093 else
1109 { 1094 {
1110 CLEAR_FLAG (sack, FLAG_APPLIED);
1111 sprintf (buf, "You open %s.", query_name (sack));
1112 SET_FLAG (sack, FLAG_APPLIED);
1113 op->container = sack;
1114 }
1115 }
1116 else
1117 { /* not applied */
1118 if (sack->slaying)
1119 { /* it's locked */
1120 tmp = find_key (op, op, sack);
1121 if (tmp)
1122 {
1123 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1124 SET_FLAG (sack, FLAG_APPLIED);
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 {
1134 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1095 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1135 }
1136 }
1137 else
1138 {
1139 sprintf (buf, "You readied %s.", query_name (sack));
1140 SET_FLAG (sack, FLAG_APPLIED);
1141 if (sack->env == NULL)
1142 { /* if it's on ground,open it also */
1143 new_draw_info (NDI_UNIQUE, 0, op, buf);
1144 apply_container (op, sack);
1145 return 1; 1096 return 1;
1146 } 1097 }
1147 }
1148 } 1098 }
1149 1099
1150 new_draw_info (NDI_UNIQUE, 0, op, buf); 1100 op->open_container (sack);
1151
1152 if (op->contr)
1153 op->contr->socket->floorbox_update ();
1154 1101
1155 return 1; 1102 return 1;
1156} 1103}
1157
1158/**
1159 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1160 * the player has in their inventory, eg, sacks, luggages, etc.
1161 *
1162 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1163 * This version is for client/server mode.
1164 * op is the player, sack is the container the player is opening or closing.
1165 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1166 *
1167 * Reminder - there are three states for any container - closed (non applied),
1168 * applied (not open, but objects that match get tossed into it), and open
1169 * (applied flag set, and op->container points to the open container)
1170 */
1171
1172int
1173esrv_apply_container (object *op, object *sack)
1174{
1175 object *tmp = op->container;
1176
1177 if (op->type != PLAYER)
1178 return 0; /* This might change */
1179
1180 if (sack == NULL || sack->type != CONTAINER)
1181 {
1182 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1183 return 0;
1184 }
1185
1186 /* If we have a currently open container, then it needs to be closed in all cases
1187 * if we are opening this one up. We then fall through if appropriate for
1188 * openening the new container.
1189 */
1190
1191 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1192 {
1193 if (op->container->env != op)
1194 { /* if container is on the ground */
1195 op->container->move_off = 0;
1196 }
1197
1198 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1199 return 1;
1200
1201 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1202 CLEAR_FLAG (op->container, FLAG_APPLIED);
1203 op->container = NULL;
1204 esrv_update_item (UPD_FLAGS, op, tmp);
1205 if (tmp == sack)
1206 return 1;
1207 }
1208
1209
1210 /* If the player is trying to open it (which he must be doing if we got here),
1211 * and it is locked, check to see if player has the equipment to open it.
1212 */
1213
1214 if (sack->slaying)
1215 { /* it's locked */
1216 tmp = find_key (op, op, sack);
1217 if (tmp)
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1220 }
1221 else
1222 {
1223 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1224 return 0;
1225 }
1226 }
1227
1228 /* By the time we get here, we have made sure any other container has been closed and
1229 * if this is a locked container, the player they key to open it.
1230 */
1231
1232 /* There are really two cases - the sack is either on the ground, or the sack is
1233 * part of the players inventory. If on the ground, we assume that the player is
1234 * opening it, since if it was being closed, that would have been taken care of above.
1235 */
1236
1237
1238 if (sack->env != op)
1239 {
1240 /* Hypothetical case - the player is trying to open a sack that belong to someone
1241 * else. This normally should not happen, but a misbehaving client/player could
1242 * try to do it, so lets handle it gracefully.
1243 */
1244 if (sack->env)
1245 {
1246 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1247 return 0;
1248 }
1249 /* set these so when the player walks off, we can unapply the sack */
1250 sack->move_off = MOVE_ALL; /* trying force closing it */
1251
1252 CLEAR_FLAG (sack, FLAG_APPLIED);
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1254 SET_FLAG (sack, FLAG_APPLIED);
1255 op->container = sack;
1256 esrv_update_item (UPD_FLAGS, op, sack);
1257 esrv_send_inventory (op, sack);
1258
1259 }
1260 else
1261 { /* sack is in players inventory */
1262 if (QUERY_FLAG (sack, FLAG_APPLIED))
1263 { /* readied sack becoming open */
1264 CLEAR_FLAG (sack, FLAG_APPLIED);
1265 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1266 SET_FLAG (sack, FLAG_APPLIED);
1267 op->container = sack;
1268 esrv_update_item (UPD_FLAGS, op, sack);
1269 esrv_send_inventory (op, sack);
1270 }
1271 else
1272 {
1273 CLEAR_FLAG (sack, FLAG_APPLIED);
1274 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1275 SET_FLAG (sack, FLAG_APPLIED);
1276 esrv_update_item (UPD_FLAGS, op, sack);
1277 }
1278 }
1279 return 1;
1280}
1281
1282 1104
1283/** 1105/**
1284 * Handles dropping things on altar. 1106 * Handles dropping things on altar.
1285 * Returns true if sacrifice was accepted. 1107 * Returns true if sacrifice was accepted.
1286 */ 1108 */
1297 * with an altar. We call it a Potion - altars are stationary - it 1119 * with an altar. We call it a Potion - altars are stationary - it
1298 * is up to map designers to use them properly. 1120 * is up to map designers to use them properly.
1299 */ 1121 */
1300 if (altar->inv && altar->inv->type == SPELL) 1122 if (altar->inv && altar->inv->type == SPELL)
1301 { 1123 {
1302 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1124 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1303 cast_spell (originator, altar, 0, altar->inv, NULL); 1125 cast_spell (originator, altar, 0, altar->inv, NULL);
1304 /* If it is connected, push the button. Fixes some problems with 1126 /* If it is connected, push the button. Fixes some problems with
1305 * old maps. 1127 * old maps.
1306 */ 1128 */
1307 1129
1308/* push_button (altar);*/ 1130/* push_button (altar);*/
1309 } 1131 }
1333 double opinion; 1155 double opinion;
1334 object *tmp, *next; 1156 object *tmp, *next;
1335 1157
1336 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1158 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1337 1159
1160 bool has_unpaid = false;
1161
1162 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1163 // a quick and small change :(
1164 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1165 if (item->flag [FLAG_UNPAID])
1166 {
1167 has_unpaid = true;
1168 break;
1169 }
1170
1338 if (op->type != PLAYER) 1171 if (op->type != PLAYER)
1339 { 1172 {
1340 /* Remove all the unpaid objects that may be carried here. 1173 /* Remove all the unpaid objects that may be carried here.
1341 * This could be pets or monsters that are somehow in 1174 * This could be pets or monsters that are somehow in
1342 * the shop. 1175 * the shop.
1368 /* unpaid objects, or non living objects, can't transfer by 1201 /* unpaid objects, or non living objects, can't transfer by
1369 * shop mats. Instead, put it on a nearby space. 1202 * shop mats. Instead, put it on a nearby space.
1370 */ 1203 */
1371 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1204 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1372 { 1205 {
1373
1374 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1206 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1375 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1207 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1376 1208
1377 if (i != -1) 1209 if (i != -1)
1378 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1210 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1387 else if (can_pay (op) && get_payment (op)) 1219 else if (can_pay (op) && get_payment (op))
1388 { 1220 {
1389 /* this is only used for players */ 1221 /* this is only used for players */
1390 rv = teleport (shop_mat, SHOP_MAT, op); 1222 rv = teleport (shop_mat, SHOP_MAT, op);
1391 1223
1224 if (has_unpaid)
1225 op->contr->play_sound (sound_find ("shop_buy"));
1226 else if (is_in_shop (op))
1227 op->contr->play_sound (sound_find ("shop_enter"));
1228 else
1229 op->contr->play_sound (sound_find ("shop_leave"));
1230
1392 if (shop_mat->msg) 1231 if (shop_mat->msg)
1393 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1232 op->statusmsg (shop_mat->msg);
1394 /* This check below is a bit simplistic - generally it should be correct, 1233 /* This check below is a bit simplistic - generally it should be correct,
1395 * but there is never a guarantee that the bottom space on the map is 1234 * but there is never a guarantee that the bottom space on the map is
1396 * actually the shop floor. 1235 * actually the shop floor.
1397 */ 1236 */
1398 else if (!rv && !is_in_shop (op)) 1237 else if (!rv && !is_in_shop (op))
1399 { 1238 {
1400 opinion = shopkeeper_approval (op->map, op); 1239 opinion = shopkeeper_approval (op->map, op);
1401 1240
1402 if (opinion > 0.9) 1241 op->statusmsg (
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1242 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1404 else if (opinion > 0.75) 1243 : opinion >= 0.75 ? "The shopkeeper waves to you."
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1244 : opinion >= 0.50 ? "The shopkeeper ignores you."
1406 else if (opinion > 0.5) 1245 : "The shopkeeper glares at you with contempt."
1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1408 else 1246 );
1409 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1410 } 1247 }
1411 } 1248 }
1412 else 1249 else
1413 { 1250 {
1414 /* if we get here, a player tried to leave a shop but was not able 1251 /* if we get here, a player tried to leave a shop but was not able
1415 * to afford the items he has. We try to move the player so that 1252 * to afford the items he has. We try to move the player so that
1416 * they are not on the mat anymore 1253 * they are not on the mat anymore
1417 */ 1254 */
1418 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1255 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1419 1256
1420 if (i == -1) 1257 if (i == -1)
1421 {
1422 LOG (llevError, "Internal shop-mat problem.\n"); 1258 LOG (llevError, "Internal shop-mat problem.\n");
1423 }
1424 else 1259 else
1425 { 1260 {
1426 op->remove (); 1261 op->remove ();
1427 op->x += freearr_x[i]; 1262 op->x += freearr_x[i];
1428 op->y += freearr_y[i]; 1263 op->y += freearr_y[i];
1439 */ 1274 */
1440static void 1275static void
1441apply_sign (object *op, object *sign, int autoapply) 1276apply_sign (object *op, object *sign, int autoapply)
1442{ 1277{
1443 readable_message_type *msgType; 1278 readable_message_type *msgType;
1444 char newbuf[HUGE_BUF];
1445 1279
1446 if (sign->msg == NULL) 1280 if (!sign->msg)
1447 { 1281 {
1448 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1282 op->statusmsg ("Nothing is written on it.");
1449 return; 1283 return;
1450 } 1284 }
1451 1285
1452 if (sign->stats.food) 1286 if (sign->stats.food)
1453 { 1287 {
1454 if (sign->last_eat >= sign->stats.food) 1288 if (sign->last_eat >= sign->stats.food)
1455 { 1289 {
1456 if (!sign->move_on) 1290 if (!sign->move_on)
1457 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1291 op->statusmsg ("You cannot read it anymore.");
1292
1458 return; 1293 return;
1459 } 1294 }
1460 1295
1461 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1296 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1462 sign->last_eat++; 1297 sign->last_eat++;
1467 * move_on is zero, it needs to be manually applied (doesn't talk 1302 * move_on is zero, it needs to be manually applied (doesn't talk
1468 * to us). 1303 * to us).
1469 */ 1304 */
1470 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1305 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1471 { 1306 {
1472 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1307 op->failmsg ("You are unable to read while blind!");
1473 return; 1308 return;
1474 } 1309 }
1310
1311 if (op->contr)
1312 if (client *ns = op->contr->ns)
1313 {
1314 if (sign->sound)
1315 ns->play_sound (sign->sound);
1316 else if (autoapply)
1317 ns->play_sound (sound_find ("msg_voice"));
1318
1319 if (ns->can_msg)
1320 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1321 else
1322 {
1475 msgType = get_readable_message_type (sign); 1323 msgType = get_readable_message_type (sign);
1476 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1324 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1477 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1325 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1326 }
1327 }
1478} 1328}
1479 1329
1480/** 1330/**
1481 * 'victim' moves onto 'trap' 1331 * 'victim' moves onto 'trap'
1482 * 'victim' leaves 'trap' 1332 * 'victim' leaves 'trap'
1505 * proper. This code was causing needless crashes. 1355 * proper. This code was causing needless crashes.
1506 */ 1356 */
1507 if (recursion_depth >= 500) 1357 if (recursion_depth >= 500)
1508 { 1358 {
1509 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1359 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1510 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1360 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1511 return; 1361 return;
1512 } 1362 }
1363
1513 recursion_depth++; 1364 recursion_depth++;
1514 if (trap->head) 1365 if (trap->head)
1515 trap = trap->head; 1366 trap = trap->head;
1516 1367
1517 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1368 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1532 1383
1533 /* Just put in some sanity check. I think there is a bug in the 1384 /* Just put in some sanity check. I think there is a bug in the
1534 * above with some objects have zero speed, and thus the player 1385 * above with some objects have zero speed, and thus the player
1535 * getting permanently paralyzed. 1386 * getting permanently paralyzed.
1536 */ 1387 */
1537 if (victim->speed_left < -50.0) 1388 if (victim->speed_left < -50.f)
1538 victim->speed_left = -50.0; 1389 victim->speed_left = -50.f;
1539 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1390 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1540 } 1391 }
1541 goto leave; 1392 goto leave;
1542 1393
1543 case SPINNER: 1394 case SPINNER:
1615 1466
1616 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1467 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1617 { 1468 {
1618 if (!sound_was_played) 1469 if (!sound_was_played)
1619 { 1470 {
1620 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1471 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1621 sound_was_played = 1; 1472 sound_was_played = 1;
1622 } 1473 }
1623 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1474
1475 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1624 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1476 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1625 } 1477 }
1626 } 1478 }
1627 goto leave; 1479 goto leave;
1628 } 1480 }
1629 1481
1630
1631 case CONVERTER: 1482 case CONVERTER:
1632 if (convert_item (victim, trap) < 0) 1483 if (convert_item (victim, trap) < 0)
1633 { 1484 {
1634 object *op; 1485 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1635 1486 get_archetype ("burnout")->insert_at (trap, trap);
1636 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1637
1638 op = get_archetype ("burnout");
1639 if (op != NULL)
1640 {
1641 op->x = trap->x;
1642 op->y = trap->y;
1643 insert_ob_in_map (op, trap->map, trap, 0);
1644 }
1645 } 1487 }
1488
1646 goto leave; 1489 goto leave;
1647 1490
1648 case TRIGGER_BUTTON: 1491 case TRIGGER_BUTTON:
1649 case TRIGGER_PEDESTAL: 1492 case TRIGGER_PEDESTAL:
1650 case TRIGGER_ALTAR: 1493 case TRIGGER_ALTAR:
1668 * Processing will happen if the head runs into the pit 1511 * Processing will happen if the head runs into the pit
1669 */ 1512 */
1670 if (victim->head) 1513 if (victim->head)
1671 goto leave; 1514 goto leave;
1672 1515
1673 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1516 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1674 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1517 victim->statusmsg ("You fall through the hole!", NDI_RED);
1675 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1518 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1676 goto leave; 1519 goto leave;
1677 1520
1678 case EXIT: 1521 case EXIT:
1679 if (victim->type == PLAYER && EXIT_PATH (trap)) 1522 if (victim->type == PLAYER && EXIT_PATH (trap))
1680 { 1523 {
1681 /* Basically, don't show exits leading to random maps the 1524 /* Basically, don't show exits leading to random maps the
1682 * players output. 1525 * players output.
1683 */ 1526 */
1684 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1527 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1685 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1528 victim->statusmsg (trap->msg, NDI_NAVY);
1529
1530 trap->play_sound (trap->sound);
1686 enter_exit (victim, trap); 1531 victim->enter_exit (trap);
1687 } 1532 }
1688 goto leave; 1533 goto leave;
1689 1534
1690 case ENCOUNTER: 1535 case ENCOUNTER:
1691 /* may be some leftovers on this */ 1536 /* may be some leftovers on this */
1706 1551
1707 apply_sign (victim, trap, 1); 1552 apply_sign (victim, trap, 1);
1708 goto leave; 1553 goto leave;
1709 1554
1710 case CONTAINER: 1555 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1556 apply_container (victim, trap);
1715 goto leave; 1557 goto leave;
1716 1558
1717 case RUNE: 1559 case RUNE:
1718 case TRAP: 1560 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1561 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 {
1721 spring_trap (trap, victim); 1562 spring_trap (trap, victim);
1722 }
1723 goto leave; 1563 goto leave;
1724 1564
1725 default: 1565 default:
1726 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1566 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1567 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1728 goto leave; 1568 goto leave;
1729 } 1569 }
1730 1570
1731leave: 1571leave:
1732 recursion_depth--; 1572 recursion_depth--;
1741 int lev_diff; 1581 int lev_diff;
1742 object *skill_ob; 1582 object *skill_ob;
1743 1583
1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1584 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 { 1585 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1586 op->failmsg ("You are unable to read while blind!");
1747 return; 1587 return;
1748 } 1588 }
1589
1749 if (tmp->msg == NULL) 1590 if (!tmp->msg)
1750 { 1591 {
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1592 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1752 return; 1593 return;
1753 } 1594 }
1754 1595
1755 /* need a literacy skill to read stuff! */ 1596 /* need a literacy skill to read stuff! */
1756 skill_ob = find_skill_by_name (op, tmp->skill); 1597 skill_ob = find_skill_by_name (op, tmp->skill);
1757 if (!skill_ob) 1598 if (!skill_ob)
1758 { 1599 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1600 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1760 return; 1601 return;
1761 } 1602 }
1603
1762 lev_diff = tmp->level - (skill_ob->level + 5); 1604 lev_diff = tmp->level - (skill_ob->level + 5);
1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1605 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 { 1606 {
1765 if (lev_diff < 2) 1607 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1608 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1767 else if (lev_diff < 3) 1609 : lev_diff < 5 ? "This book is beyond your comprehension."
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1610 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1769 else if (lev_diff < 5) 1611 : lev_diff < 15 ? "This book is way beyond your comprehension."
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1612 : "This book is totally beyond your comprehension.");
1771 else if (lev_diff < 8) 1613 return;
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1614 }
1773 else if (lev_diff < 15) 1615
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1616 readable_message_type *msgType = get_readable_message_type (tmp);
1617
1618 if (player *pl = op->contr)
1619 if (client *ns = pl->ns)
1620 if (ns->can_msg)
1621 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1775 else 1622 else
1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1777 return;
1778 }
1779
1780 readable_message_type *msgType = get_readable_message_type (tmp);
1781
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1623 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1783 msgType->message_type, msgType->message_subtype, 1624 msgType->message_type, msgType->message_subtype,
1784 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1625 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1626 long_desc (tmp, op), &tmp->msg);
1785 1627
1786 /* gain xp from reading */ 1628 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1629 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */ 1630 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1631 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1795 1637
1796 /* If in a container, update how it looks */ 1638 /* If in a container, update how it looks */
1797 if (tmp->env) 1639 if (tmp->env)
1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1640 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1799 else 1641 else
1800 op->contr->socket->floorbox_update (); 1642 op->contr->ns->floorbox_update ();
1801 } 1643 }
1802 1644
1803 change_exp (op, exp_gain, skill_ob->skill, 0); 1645 change_exp (op, exp_gain, skill_ob->skill, 0);
1804 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1646 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1805 } 1647 }
1810 * op is the person learning the skill, tmp is the skill scroll object 1652 * op is the person learning the skill, tmp is the skill scroll object
1811 */ 1653 */
1812static void 1654static void
1813apply_skillscroll (object *op, object *tmp) 1655apply_skillscroll (object *op, object *tmp)
1814{ 1656{
1815 switch ((int) learn_skill (op, tmp)) 1657 switch (learn_skill (op, tmp))
1816 { 1658 {
1817 case 0: 1659 case 0:
1818 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1660 op->play_sound (sound_find ("generic_fail"));
1819 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1661 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1820 return; 1662 break;
1821 1663
1822 case 1: 1664 case 1:
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1824 decrease_ob (tmp); 1665 decrease_ob (tmp);
1666 op->play_sound (sound_find ("skill_learn"));
1667 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1825 return; 1668 break;
1826 1669
1827 default: 1670 default:
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1829 decrease_ob (tmp); 1671 decrease_ob (tmp);
1672 op->play_sound (sound_find ("generic_fail"));
1673 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1830 return; 1674 break;
1831 } 1675 }
1832} 1676}
1833 1677
1834/** 1678/**
1835 * Actually makes op learn spell. 1679 * Actually makes op learn spell.
1855 return; 1699 return;
1856 } 1700 }
1857 return; 1701 return;
1858 } 1702 }
1859 1703
1860 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1704 op->contr->play_sound (sound_find ("learn_spell"));
1705
1861 tmp = spell->clone (); 1706 tmp = spell->clone ();
1862 insert_ob_in_ob (tmp, op); 1707 insert_ob_in_ob (tmp, op);
1863 1708
1864 if (special_prayer) 1709 if (special_prayer)
1865 SET_FLAG (tmp, FLAG_STARTEQUIP); 1710 SET_FLAG (tmp, FLAG_STARTEQUIP);
1884 { 1729 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1730 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return; 1731 return;
1887 } 1732 }
1888 1733
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1734 op->failmsg (format ("You lose knowledge of %s.", spell));
1890 player_unready_range_ob (op->contr, spob); 1735 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1736 esrv_remove_spell (op->contr, spob);
1892 spob->destroy (); 1737 spob->destroy ();
1893} 1738}
1894 1739
1902{ 1747{
1903 object *skop, *spell, *spell_skill; 1748 object *skop, *spell, *spell_skill;
1904 1749
1905 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1750 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906 { 1751 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1752 op->failmsg ("You are unable to read while blind.");
1908 return; 1753 return;
1909 } 1754 }
1910 1755
1911 /* artifact_spellbooks have 'slaying' field point to a spell name, 1756 /* artifact_spellbooks have 'slaying' field point to a spell name,
1912 * instead of having their spell stored in stats.sp. These are 1757 * instead of having their spell stored in stats.sp. These are
1913 * legacy spellbooks 1758 * legacy spellbooks
1914 */ 1759 */
1915
1916 if (tmp->slaying != NULL) 1760 if (tmp->slaying)
1917 { 1761 {
1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1762 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1919 if (!spell) 1763 if (!spell)
1920 { 1764 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1765 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1922 return; 1766 return;
1923 } 1767 }
1924 else 1768 else
1925 insert_ob_in_ob (spell, tmp); 1769 insert_ob_in_ob (spell, tmp);
1770
1926 tmp->slaying = NULL; 1771 tmp->slaying = 0;
1927 } 1772 }
1928 1773
1929 skop = find_skill_by_name (op, tmp->skill); 1774 skop = find_skill_by_name (op, tmp->skill);
1930 1775
1931 /* need a literacy skill to learn spells. Also, having a literacy level 1776 /* need a literacy skill to learn spells. Also, having a literacy level
1932 * lower than the spell will make learning the spell more difficult */ 1777 * lower than the spell will make learning the spell more difficult */
1933 if (!skop) 1778 if (!skop)
1934 { 1779 {
1935 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1780 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1936 return; 1781 return;
1937 } 1782 }
1938 1783
1939 spell = tmp->inv; 1784 spell = tmp->inv;
1940 1785
1941 if (!spell) 1786 if (!spell)
1942 { 1787 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1788 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1789 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1945 return; 1790 return;
1946 } 1791 }
1947 1792
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1793 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1794 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1795 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1951 return; 1796 return;
1952 } 1797 }
1953 1798
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1799 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1955 1800
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1801 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 { 1802 {
1958 identify (tmp); 1803 identify (tmp);
1959 1804
1960 if (tmp->env) 1805 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1806 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else 1807 else
1963 op->contr->socket->floorbox_update (); 1808 op->contr->ns->floorbox_update ();
1964 } 1809 }
1965 1810
1966 /* I removed the check for special_prayer_mark here - it didn't make 1811 /* I removed the check for special_prayer_mark here - it didn't make
1967 * a lot of sense - special prayers are not found in spellbooks, and 1812 * a lot of sense - special prayers are not found in spellbooks, and
1968 * if the player doesn't know the spell, doesn't make a lot of sense that 1813 * if the player doesn't know the spell, doesn't make a lot of sense that
1969 * they would have a special prayer mark. 1814 * they would have a special prayer mark.
1970 */ 1815 */
1971 if (check_spell_known (op, spell->name)) 1816 if (check_spell_known (op, spell->name))
1972 { 1817 {
1973 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1818 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1974 return; 1819 return;
1975 } 1820 }
1976 1821
1977 if (spell->skill) 1822 if (spell->skill)
1978 { 1823 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1824 spell_skill = find_skill_by_name (op, spell->skill);
1980 1825
1981 if (!spell_skill) 1826 if (!spell_skill)
1982 { 1827 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1828 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1984 return; 1829 return;
1985 } 1830 }
1986 1831
1987 if (spell_skill->level < spell->level) 1832 if (spell_skill->level < spell->level)
1988 { 1833 {
1989 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1834 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1990 return; 1835 return;
1991 } 1836 }
1992 } 1837 }
1993 1838
1994 /* Logic as follows 1839 /* Logic as follows
2003 * Overall, chances are the same but a player will find having a high 1848 * Overall, chances are the same but a player will find having a high
2004 * literacy rate very useful! -b.t. 1849 * literacy rate very useful! -b.t.
2005 */ 1850 */
2006 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1851 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 { 1852 {
2008 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1853 op->failmsg ("In your confused state you flub the wording of the text!");
2009 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1854 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2010 } 1855 }
2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1856 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2012 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1857 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2013 { 1858 {
2014 1859 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2015 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2016 do_learn_spell (op, spell, 0); 1860 do_learn_spell (op, spell, 0);
2017 1861
2018 /* xp gain to literacy for spell learning */ 1862 /* xp gain to literacy for spell learning */
2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1863 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2020 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1864 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2021 } 1865 }
2022 else 1866 else
2023 { 1867 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1868 op->contr->play_sound (sound_find ("fumble_spell"));
2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1869 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2026 } 1870 }
1871
2027 decrease_ob (tmp); 1872 decrease_ob (tmp);
2028} 1873}
2029 1874
2030/** 1875/**
2031 * Handles applying a spell scroll. 1876 * Handles applying a spell scroll.
2035{ 1880{
2036 object *skop; 1881 object *skop;
2037 1882
2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1883 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 { 1884 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1885 op->failmsg ("You are unable to read while blind.");
2041 return; 1886 return;
2042 } 1887 }
2043 1888
2044 if (!tmp->inv || tmp->inv->type != SPELL) 1889 if (!tmp->inv || tmp->inv->type != SPELL)
2045 { 1890 {
2046 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1891 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2047 return; 1892 return;
2048 } 1893 }
2049 1894
2050 if (op->type == PLAYER) 1895 if (op->type == PLAYER)
2051 { 1896 {
2057 */ 1902 */
2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1903 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059 1904
2060 if (!skop) 1905 if (!skop)
2061 { 1906 {
2062 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1907 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2063 return; 1908 return;
2064 } 1909 }
2065 1910
2066 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1911 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067 change_exp (op, exp_gain, skop->skill, 0); 1912 change_exp (op, exp_gain, skop->skill, 0);
2068 } 1913 }
2069 1914
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1915 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp); 1916 identify (tmp);
2072 1917
2073 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1918 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2074
2075 1919
2076 cast_spell (op, tmp, dir, tmp->inv, NULL); 1920 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp); 1921 decrease_ob (tmp);
2078} 1922}
2079 1923
2083 * chest. 1927 * chest.
2084 */ 1928 */
2085static void 1929static void
2086apply_treasure (object *op, object *tmp) 1930apply_treasure (object *op, object *tmp)
2087{ 1931{
2088 object *treas;
2089
2090
2091 /* Nice side effect of new treasure creation method is that the treasure 1932 /* Nice side effect of this treasure creation method is that the treasure
2092 * for the chest is done when the chest is created, and put into the chest 1933 * for the chest is done when the chest is created, and put into the chest
2093 * inventory. So that when the chest burns up, the items still exist. Also 1934 * inventory. So that when the chest burns up, the items still exist. Also
2094 * prevents people fromt moving chests to more difficult maps to get better 1935 * prevents people from moving chests to more difficult maps to get better
2095 * treasure 1936 * treasure
2096 */ 1937 */
2097
2098 treas = tmp->inv; 1938 object *treas = tmp->inv;
2099 if (treas == NULL) 1939
1940 if (!treas)
2100 { 1941 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1942 op->statusmsg ("The chest was empty.");
2102 decrease_ob (tmp); 1943 decrease_ob (tmp);
2103 return; 1944 return;
2104 } 1945 }
1946
2105 while (tmp->inv) 1947 while (tmp->inv)
2106 { 1948 {
2107 treas = tmp->inv; 1949 treas = tmp->inv;
2108
2109 treas->remove (); 1950 treas->remove ();
2110 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111 1951
2112 treas->x = op->x; 1952 treas->x = op->x;
2113 treas->y = op->y; 1953 treas->y = op->y;
2114 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1954 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2115 1955
2116 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1956 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2117 spring_trap (treas, op); 1957 spring_trap (treas, op);
2118 1958
2119 /* If either player or container was destroyed, no need to do 1959 /* If either player or container was destroyed, no need to do
2120 * further processing. I think this should be enclused with 1960 * further processing. I think this should be enclused with
2121 * spring trap above, as I don't think there is otherwise 1961 * spring trap above, as I don't think there is otherwise
2122 * any way for the treasure chest or player to get killed 1962 * any way for the treasure chest or player to get killed.
2123 */ 1963 */
2124 if (op->destroyed () || tmp->destroyed ()) 1964 if (op->destroyed () || tmp->destroyed ())
2125 break; 1965 break;
2126 } 1966 }
2127 1967
2128 if (!tmp->destroyed () && tmp->inv == NULL) 1968 if (!tmp->destroyed () && !tmp->inv)
2129 decrease_ob (tmp); 1969 decrease_ob (tmp);
2130
2131} 1970}
2132 1971
2133/** 1972/**
2134 * op eats food. 1973 * op eats food.
2135 * If player, takes care of messages and dragon special food. 1974 * If player, takes care of messages and dragon special food.
2150 { 1989 {
2151 /* usual case - no dragon meal: */ 1990 /* usual case - no dragon meal: */
2152 if (op->stats.food + tmp->stats.food > 999) 1991 if (op->stats.food + tmp->stats.food > 999)
2153 { 1992 {
2154 if (tmp->type == FOOD || tmp->type == FLESH) 1993 if (tmp->type == FOOD || tmp->type == FLESH)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1994 op->failmsg ("You feel full, but what a waste of food!");
2156 else 1995 else
2157 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1996 op->statusmsg ("Most of the drink goes down your face not your throat!");
2158 } 1997 }
1998
1999 tmp->play_sound (
2000 tmp->sound
2001 ? tmp->sound
2002 : tmp->type == DRINK
2003 ? sound_find ("eat_drink")
2004 : sound_find ("eat_food")
2005 );
2159 2006
2160 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2007 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2161 { 2008 {
2162 char buf[MAX_BUF]; 2009 const char *buf;
2163 2010
2164 if (!is_dragon_pl (op)) 2011 if (!is_dragon_pl (op))
2165 { 2012 {
2166 /* eating message for normal players */ 2013 /* eating message for normal players */
2167 if (tmp->type == DRINK) 2014 if (tmp->type == DRINK)
2168 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2015 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2169 else 2016 else
2170 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2017 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2171 } 2018 }
2172 else 2019 else
2173 {
2174 /* eating message for dragon players */ 2020 /* eating message for dragon players */
2175 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2021 buf = format ("The %s tasted terrible!", &tmp->name);
2176 }
2177 2022
2178 new_draw_info (NDI_UNIQUE, 0, op, buf); 2023 op->statusmsg (buf);
2024
2179 capacity_remaining = 999 - op->stats.food; 2025 capacity_remaining = 999 - op->stats.food;
2180 op->stats.food += tmp->stats.food; 2026 op->stats.food += tmp->stats.food;
2181 if (capacity_remaining < tmp->stats.food) 2027 if (capacity_remaining < tmp->stats.food)
2182 op->stats.hp += capacity_remaining / 50; 2028 op->stats.hp += capacity_remaining / 50;
2183 else 2029 else
2184 op->stats.hp += tmp->stats.food / 50; 2030 op->stats.hp += tmp->stats.food / 50;
2031
2185 if (op->stats.hp > op->stats.maxhp) 2032 if (op->stats.hp > op->stats.maxhp)
2186 op->stats.hp = op->stats.maxhp; 2033 op->stats.hp = op->stats.maxhp;
2187 if (op->stats.food > 999) 2034 if (op->stats.food > 999)
2188 op->stats.food = 999; 2035 op->stats.food = 999;
2189 } 2036 }
2191 /* special food hack -b.t. */ 2038 /* special food hack -b.t. */
2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2039 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2193 eat_special_food (op, tmp); 2040 eat_special_food (op, tmp);
2194 } 2041 }
2195 } 2042 }
2043
2196 handle_apply_yield (tmp); 2044 handle_apply_yield (tmp);
2197 decrease_ob (tmp); 2045 decrease_ob (tmp);
2198} 2046}
2199 2047
2200/** 2048/**
2212{ 2060{
2213 object *skin = NULL; /* pointer to dragon skin force */ 2061 object *skin = NULL; /* pointer to dragon skin force */
2214 object *abil = NULL; /* pointer to dragon ability force */ 2062 object *abil = NULL; /* pointer to dragon ability force */
2215 object *tmp = NULL; /* tmp. object */ 2063 object *tmp = NULL; /* tmp. object */
2216 2064
2217 char buf[MAX_BUF]; /* tmp. string buffer */
2218 double chance; /* improvement-chance of one resistance type */ 2065 double chance; /* improvement-chance of one resistance type */
2219 double totalchance = 1; /* total chance of gaining one resistance */ 2066 double totalchance = 1; /* total chance of gaining one resistance */
2220 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2067 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2221 double mbonus = 0; /* monster bonus */ 2068 double mbonus = 0; /* monster bonus */
2222 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2069 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2074 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2075 return 0;
2229 2076
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2077 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */ 2078 from the player's inventory */
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2079 for (tmp = op->inv; tmp; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE) 2080 if (tmp->type == FORCE)
2235 { 2081 if (tmp->arch->archname == shstr_dragon_skin_force)
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2237 skin = tmp; 2082 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2083 else if (tmp->arch->archname == shstr_dragon_ability_force)
2239 abil = tmp; 2084 abil = tmp;
2240 }
2241 }
2242 2085
2243 /* if either skin or ability are missing, this is an old player 2086 /* if either skin or ability are missing, this is an old player
2244 which is not to be considered a dragon -> bail out */ 2087 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL) 2088 if (skin == NULL || abil == NULL)
2246 return 0; 2089 return 0;
2248 /* now start by filling stomache and health, according to food-value */ 2091 /* now start by filling stomache and health, according to food-value */
2249 if ((999 - op->stats.food) < meal->stats.food) 2092 if ((999 - op->stats.food) < meal->stats.food)
2250 op->stats.hp += (999 - op->stats.food) / 50; 2093 op->stats.hp += (999 - op->stats.food) / 50;
2251 else 2094 else
2252 op->stats.hp += meal->stats.food / 50; 2095 op->stats.hp += meal->stats.food / 50;
2096
2253 if (op->stats.hp > op->stats.maxhp) 2097 if (op->stats.hp > op->stats.maxhp)
2254 op->stats.hp = op->stats.maxhp; 2098 op->stats.hp = op->stats.maxhp;
2255 2099
2256 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2100 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2257 2101
2287 /* doubled chance for resistance of ability-focus */ 2131 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp) 2132 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.); 2133 chance = MIN (100., chance * 2.);
2290 2134
2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2135 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100)) 2136 if (rndm (10000) < (unsigned int) (chance * 100))
2293 { 2137 {
2294 atnr_winner[winners] = i; 2138 atnr_winner[winners] = i;
2295 winners++; 2139 winners++;
2296 } 2140 }
2297 2141
2302 } 2146 }
2303 } 2147 }
2304 2148
2305 /* inverse totalchance as until now we have the failure-chance */ 2149 /* inverse totalchance as until now we have the failure-chance */
2306 totalchance = 100 - totalchance * 100; 2150 totalchance = 100 - totalchance * 100;
2151
2307 /* print message according to totalchance */ 2152 /* print message according to totalchance */
2153 const char *buf;
2308 if (totalchance > 50.) 2154 if (totalchance > 50.)
2309 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2155 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2310 else if (totalchance > 10.) 2156 else if (totalchance > 10.)
2311 sprintf (buf, "The %s tasted very good.", &meal->name); 2157 buf = format ("The %s tasted very good.", &meal->name);
2312 else if (totalchance > 1.) 2158 else if (totalchance > 1.)
2313 sprintf (buf, "The %s tasted good.", &meal->name); 2159 buf = format ("The %s tasted good.", &meal->name);
2314 else if (totalchance > 0.1) 2160 else if (totalchance > 0.1)
2315 sprintf (buf, "The %s tasted bland.", &meal->name); 2161 buf = format ("The %s tasted bland.", &meal->name);
2316 else if (totalchance >= 0.01) 2162 else if (totalchance >= 0.01)
2317 sprintf (buf, "The %s had a boring taste.", &meal->name); 2163 buf = format ("The %s had a boring taste.", &meal->name);
2318 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2164 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2319 sprintf (buf, "The %s tasted strange.", &meal->name); 2165 buf = format ("The %s tasted strange.", &meal->name);
2320 else 2166 else
2321 sprintf (buf, "The %s had no taste.", &meal->name); 2167 buf = format ("The %s had no taste.", &meal->name);
2322 new_draw_info (NDI_UNIQUE, 0, op, buf); 2168
2169 op->statusmsg (buf);
2323 2170
2324 /* now choose a winner if we have any */ 2171 /* now choose a winner if we have any */
2325 i = -1; 2172 i = -1;
2326 if (winners > 0) 2173 if (winners > 0)
2327 i = atnr_winner[RANDOM () % winners]; 2174 i = atnr_winner[RANDOM () % winners];
2328 2175
2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2176 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 { 2177 {
2331 /* resistance increased! */ 2178 /* resistance increased! */
2332 skin->resist[i]++; 2179 skin->resist[i]++;
2333 fix_player (op); 2180 op->update_stats ();
2334 2181
2335 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2182 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2337 } 2183 }
2338 2184
2339 /* if this flesh contains a new ability focus, we mark it 2185 /* if this flesh contains a new ability focus, we mark it
2340 into the ability_force and it will take effect on next level */ 2186 into the ability_force and it will take effect on next level */
2341 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2187 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2342 { 2188 {
2343 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2189 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2344 2190
2345 if (meal->last_eat != abil->stats.exp) 2191 if (meal->last_eat != abil->stats.exp)
2192 op->statusmsg (format (
2193 "Your metabolism prepares to focus on %s!\n"
2194 "The change will happen at level %d.",
2195 change_resist_msg[meal->last_eat],
2196 abil->level + 1
2346 { 2197 ));
2347 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2350 new_draw_info (NDI_UNIQUE, 0, op, buf);
2351 }
2352 else 2198 else
2353 { 2199 {
2354 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2200 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2356 abil->last_eat = 0; 2201 abil->last_eat = 0;
2357 } 2202 }
2358 } 2203 }
2204
2359 return 1; 2205 return 1;
2360}
2361
2362static void
2363apply_savebed (object *pl)
2364{
2365#ifndef COZY_SERVER
2366 if (!pl->contr->name_changed || !pl->stats.exp)
2367 {
2368 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2369 return;
2370 }
2371#endif
2372 INVOKE_PLAYER (LOGOUT, pl->contr);
2373 /* Need to call terminate_all_pets() before we remove the player ob */
2374 terminate_all_pets (pl);
2375 pl->remove ();
2376 pl->direction = 0;
2377 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2378
2379 /* update respawn position */
2380 strcpy (pl->contr->savebed_map, pl->map->path);
2381 pl->contr->bed_x = pl->x;
2382 pl->contr->bed_y = pl->y;
2383
2384 strcpy (pl->contr->killer, "left");
2385 check_score (pl); /* Always check score */
2386 (void) save_player (pl, 0);
2387 pl->map->players--;
2388#if MAP_MAXTIMEOUT
2389 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2390#endif
2391 play_again (pl);
2392 pl->speed = 0;
2393 update_ob_speed (pl);
2394} 2206}
2395 2207
2396/** 2208/**
2397 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2398 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2400static void 2212static void
2401apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2402{ 2214{
2403 object *armor; 2215 object *armor;
2404 2216
2405 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2217 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2406 { 2218 {
2407 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2219 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2408 return; 2220 return;
2409 } 2221 }
2222
2410 armor = find_marked_object (op); 2223 armor = find_marked_object (op);
2224
2411 if (!armor) 2225 if (!armor)
2412 { 2226 {
2413 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2227 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2414 return; 2228 return;
2415 } 2229 }
2230
2416 if (armor->type != ARMOUR 2231 if (armor->type != ARMOUR
2417 && armor->type != CLOAK 2232 && armor->type != CLOAK
2418 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2233 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2419 { 2234 {
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2235 op->failmsg ("Your marked item is not armour!\n");
2421 return; 2236 return;
2422 } 2237 }
2423 2238
2424 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2239 op->statusmsg ("Applying armour enchantment.");
2425 improve_armour (op, tmp, armor); 2240 improve_armour (op, tmp, armor);
2426} 2241}
2427
2428 2242
2429extern void 2243extern void
2430apply_poison (object *op, object *tmp) 2244apply_poison (object *op, object *tmp)
2431{ 2245{
2432 if (op->type == PLAYER) 2246 if (op->type == PLAYER)
2433 { 2247 {
2434 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2248 op->contr->play_sound (sound_find ("drink_poison"));
2435 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2249 op->failmsg ("Yech! That tasted poisonous!");
2436 strcpy (op->contr->killer, "poisonous booze"); 2250 strcpy (op->contr->killer, "poisonous booze");
2437 } 2251 }
2252
2438 if (tmp->stats.hp > 0) 2253 if (tmp->stats.hp > 0)
2439 { 2254 {
2440 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2255 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2441 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2256 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2442 } 2257 }
2258
2443 op->stats.food -= op->stats.food / 4; 2259 op->stats.food -= op->stats.food / 4;
2444 handle_apply_yield (tmp); 2260 handle_apply_yield (tmp);
2445 decrease_ob (tmp); 2261 decrease_ob (tmp);
2446} 2262}
2447 2263
2448/** 2264/**
2449 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2265 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2450 * A valid 2 way exit means: 2266 * A valid 2 way exit means:
2451 * -You can come back (there is another exit at the other side) 2267 * -You can come back (there is another exit at the other side)
2452 * -You are 2268 * -You are
2453 * ° the owner of the exit 2269 * ° the owner of the exit
2454 * ° or in the same party as the owner 2270 * ° or in the same party as the owner
2455 * 2271 *
2456 * Note: a owner in a 2 way exit is saved as the owner's name 2272 * Note: a owner in a 2 way exit is saved as the owner's name
2457 * in the field exit->name cause the field exit->owner doesn't 2273 * in the field exit->name cause the field exit->owner doesn't
2458 * survive in the swapping (in fact the whole exit doesn't survive). 2274 * survive in the swapping (in fact the whole exit doesn't survive).
2459 */ 2275 */
2460int 2276int
2461is_legal_2ways_exit (object *op, object *exit) 2277is_legal_2ways_exit (object *op, object *exit)
2462{ 2278{
2463 object *tmp;
2464 object *exit_owner;
2465 player *pp;
2466 maptile *exitmap;
2467
2468 if (exit->stats.exp != 1) 2279 if (exit->stats.exp != 1)
2469 return 1; /*This is not a 2 way, so it is legal */ 2280 return 1; /*This is not a 2 way, so it is legal */
2281
2282#if 0 //TODO
2470 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2283 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2471 return 0; /* This is a reset town portal */ 2284 return 0; /* This is a reset town portal */
2472 /* To know if an exit has a correspondant, we look at 2285#endif
2473 * all the exits in destination and try to find one with same path as 2286
2474 * the current exit's position */ 2287 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2475 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2288
2476 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2289 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2477 else 2290
2478 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2479 if (exitmap) 2291 if (exitmap)
2480 { 2292 {
2293 exitmap->load_sync ();
2294
2481 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2295 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2296
2482 if (!tmp) 2297 if (!tmp)
2483 return 0; 2298 return 0;
2484 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2299
2300 for (; tmp; tmp = tmp->above)
2485 { 2301 {
2486 if (tmp->type != EXIT) 2302 if (tmp->type != EXIT)
2487 continue; /*Not an exit */ 2303 continue; /*Not an exit */
2304
2488 if (!EXIT_PATH (tmp)) 2305 if (!EXIT_PATH (tmp))
2489 continue; /*Not a valid exit */ 2306 continue; /*Not a valid exit */
2307
2490 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2308 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2491 continue; /*Not in the same place */ 2309 continue; /*Not in the same place */
2310
2492 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2311 if (exit->map->path != EXIT_PATH (tmp))
2493 continue; /*Not in the same map */ 2312 continue; /*Not in the same map */
2494 2313
2495 /* From here we have found the exit is valid. However we do 2314 /* From here we have found the exit is valid. However we do
2496 * here the check of the exit owner. It is important for the 2315 * here the check of the exit owner. It is important for the
2497 * town portals to prevent strangers from visiting your appartments 2316 * town portals to prevent strangers from visiting your appartments
2498 */ 2317 */
2499 if (!exit->race) 2318 if (!exit->race)
2500 return 1; /*No owner, free for all! */ 2319 return 1; /*No owner, free for all! */
2320
2501 exit_owner = NULL; 2321 object *exit_owner = 0;
2502 for (pp = first_player; pp; pp = pp->next) 2322
2323 for_all_players (pp)
2503 { 2324 {
2504 if (!pp->ob) 2325 if (!pp->ob)
2505 continue; 2326 continue;
2327
2506 if (pp->ob->name != exit->race) 2328 if (pp->ob->name != exit->race)
2507 continue; 2329 continue;
2330
2508 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2331 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2509 break; 2332 break;
2510 } 2333 }
2334
2511 if (!exit_owner) 2335 if (!exit_owner)
2512 return 0; /* No more owner */ 2336 return 0; /* No more owner */
2337
2513 if (exit_owner->contr == op->contr) 2338 if (exit_owner->contr == op->contr)
2514 return 1; /*It is your exit */ 2339 return 1; /*It is your exit */
2340
2515 if (exit_owner && /*There is a owner */ 2341 if (exit_owner && /*There is a owner */
2516 (op->contr) && /*A player tries to pass */ 2342 (op->contr) && /*A player tries to pass */
2517 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2343 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2518 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2344 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2519 return 0; 2345 return 0;
2346
2520 return 1; 2347 return 1;
2521 } 2348 }
2522 } 2349 }
2350
2523 return 0; 2351 return 0;
2524} 2352}
2525
2526 2353
2527/** 2354/**
2528 * Main apply handler. 2355 * Main apply handler.
2529 * 2356 *
2530 * Checks for unpaid items before applying. 2357 * Checks for unpaid items before applying.
2538 * being applied. 2365 * being applied.
2539 * 2366 *
2540 * aflag is special (always apply/unapply) flags. Nothing is done with 2367 * aflag is special (always apply/unapply) flags. Nothing is done with
2541 * them in this function - they are passed to apply_special 2368 * them in this function - they are passed to apply_special
2542 */ 2369 */
2543
2544int 2370int
2545manual_apply (object *op, object *tmp, int aflag) 2371manual_apply (object *op, object *tmp, int aflag)
2546{ 2372{
2547 if (tmp->head) 2373 if (tmp->head)
2548 tmp = tmp->head; 2374 tmp = tmp->head;
2549 2375
2550 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2376 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2551 { 2377 {
2552 if (op->type == PLAYER) 2378 if (op->type == PLAYER)
2553 { 2379 {
2554 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2380 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2555 return 1; 2381 return 1;
2556 } 2382 }
2557 else 2383 else
2558 {
2559 return 0; /* monsters just skip unpaid items */ 2384 return 0; /* monsters just skip unpaid items */
2560 }
2561 } 2385 }
2562 2386
2563 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2387 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2564 return RESULT_INT (0); 2388 return RESULT_INT (0);
2565 2389
2566 switch (tmp->type) 2390 switch (tmp->type)
2567 { 2391 {
2568
2569 case CF_HANDLE: 2392 case CF_HANDLE:
2570 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2393 op->play_sound (sound_find ("turn_handle"));
2571 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2394 op->statusmsg ("You turn the handle.");
2572 tmp->value = tmp->value ? 0 : 1; 2395 tmp->value = tmp->value ? 0 : 1;
2573 SET_ANIMATION (tmp, tmp->value); 2396 SET_ANIMATION (tmp, tmp->value);
2574 update_object (tmp, UP_OBJ_FACE); 2397 update_object (tmp, UP_OBJ_FACE);
2575 push_button (tmp); 2398 push_button (tmp);
2576 return 1; 2399 return 1;
2577 2400
2578 case TRIGGER: 2401 case TRIGGER:
2579 if (check_trigger (tmp, op)) 2402 if (check_trigger (tmp, op))
2580 { 2403 {
2581 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2404 op->statusmsg ("You turn the handle.");
2582 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2405 op->play_sound (sound_find ("turn_handle"));
2583 } 2406 }
2584 else 2407 else
2585 { 2408 op->failmsg ("The handle doesn't move.");
2586 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2409
2587 }
2588 return 1; 2410 return 1;
2589 2411
2590 case EXIT: 2412 case EXIT:
2591 if (op->type != PLAYER) 2413 if (op->type != PLAYER)
2592 return 0; 2414 return 0;
2415
2593 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2416 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2594 { 2417 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2595 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2596 }
2597 else 2418 else
2598 { 2419 {
2599 /* Don't display messages for random maps. */ 2420 /* Don't display messages for random maps. */
2600 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2421 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2601 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2422 op->statusmsg (tmp->msg, NDI_NAVY);
2423
2602 enter_exit (op, tmp); 2424 op->enter_exit (tmp);
2603 } 2425 }
2426
2427 return 1;
2428
2429 case INSCRIBABLE:
2430 op->statusmsg (tmp->msg);
2431 // maybe show a spell menu to chose from or something like that
2604 return 1; 2432 return 1;
2605 2433
2606 case SIGN: 2434 case SIGN:
2607 apply_sign (op, tmp, 0); 2435 apply_sign (op, tmp, 0);
2608 return 1; 2436 return 1;
2612 { 2440 {
2613 apply_book (op, tmp); 2441 apply_book (op, tmp);
2614 return 1; 2442 return 1;
2615 } 2443 }
2616 else 2444 else
2617 {
2618 return 0; 2445 return 0;
2619 }
2620 2446
2621 case SKILLSCROLL: 2447 case SKILLSCROLL:
2622 if (op->type == PLAYER) 2448 if (op->type == PLAYER)
2623 { 2449 {
2624 apply_skillscroll (op, tmp); 2450 apply_skillscroll (op, tmp);
2625 return 1; 2451 return 1;
2626 } 2452 }
2453 else
2627 return 0; 2454 return 0;
2628 2455
2629 case SPELLBOOK: 2456 case SPELLBOOK:
2630 if (op->type == PLAYER) 2457 if (op->type == PLAYER)
2631 { 2458 {
2632 apply_spellbook (op, tmp); 2459 apply_spellbook (op, tmp);
2633 return 1; 2460 return 1;
2634 } 2461 }
2462 else
2635 return 0; 2463 return 0;
2636 2464
2637 case SCROLL: 2465 case SCROLL:
2638 apply_scroll (op, tmp, 0); 2466 apply_scroll (op, tmp, 0);
2639 return 1; 2467 return 1;
2640 2468
2641 case POTION: 2469 case POTION:
2642 (void) apply_potion (op, tmp); 2470 apply_potion (op, tmp);
2643 return 1; 2471 return 1;
2644 2472
2645 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2473 /* Eneq(@csd.uu.se): Handle apply on containers. */
2474 //TODO: remove, as it is unsed?
2646 case CLOSE_CON: 2475 case CLOSE_CON:
2647 if (op->type == PLAYER)
2648 (void) esrv_apply_container (op, tmp->env);
2649 else
2650 (void) apply_container (op, tmp->env); 2476 apply_container (op, tmp->env);
2651 return 1; 2477 return 1;
2652 2478
2653 case CONTAINER: 2479 case CONTAINER:
2654 if (op->type == PLAYER)
2655 (void) esrv_apply_container (op, tmp);
2656 else
2657 (void) apply_container (op, tmp); 2480 apply_container (op, tmp);
2658 return 1; 2481 return 1;
2659 2482
2660 case TREASURE: 2483 case TREASURE:
2661 if (op->type == PLAYER) 2484 if (op->type == PLAYER)
2662 { 2485 {
2663 apply_treasure (op, tmp); 2486 apply_treasure (op, tmp);
2664 return 1; 2487 return 1;
2665 } 2488 }
2666 else 2489 else
2667 {
2668 return 0; 2490 return 0;
2669 }
2670 2491
2671 case WEAPON: 2492 case WEAPON:
2672 case ARMOUR: 2493 case ARMOUR:
2673 case BOOTS: 2494 case BOOTS:
2674 case GLOVES: 2495 case GLOVES:
2687 case LAMP: 2508 case LAMP:
2688 case BUILDER: 2509 case BUILDER:
2689 case SKILL_TOOL: 2510 case SKILL_TOOL:
2690 if (tmp->env != op) 2511 if (tmp->env != op)
2691 return 2; /* not in inventory */ 2512 return 2; /* not in inventory */
2513
2692 (void) apply_special (op, tmp, aflag); 2514 apply_special (op, tmp, aflag);
2693 return 1; 2515 return 1;
2694 2516
2695 case DRINK: 2517 case DRINK:
2696 case FOOD: 2518 case FOOD:
2697 case FLESH: 2519 case FLESH:
2701 case POISON: 2523 case POISON:
2702 apply_poison (op, tmp); 2524 apply_poison (op, tmp);
2703 return 1; 2525 return 1;
2704 2526
2705 case SAVEBED: 2527 case SAVEBED:
2706 if (op->type == PLAYER)
2707 {
2708 apply_savebed (op);
2709 return 1; 2528 return 1;
2710 }
2711 else
2712 {
2713 return 0;
2714 }
2715 2529
2716 case ARMOUR_IMPROVER: 2530 case ARMOUR_IMPROVER:
2717 if (op->type == PLAYER) 2531 if (op->type == PLAYER)
2718 { 2532 {
2719 apply_armour_improver (op, tmp); 2533 apply_armour_improver (op, tmp);
2720 return 1; 2534 return 1;
2721 } 2535 }
2722 else 2536 else
2723 {
2724 return 0; 2537 return 0;
2725 }
2726 2538
2727 case WEAPON_IMPROVER: 2539 case WEAPON_IMPROVER:
2728 (void) check_improve_weapon (op, tmp); 2540 check_improve_weapon (op, tmp);
2729 return 1; 2541 return 1;
2730 2542
2731 case CLOCK: 2543 case CLOCK:
2732 if (op->type == PLAYER) 2544 if (op->type == PLAYER)
2733 { 2545 {
2734 char buf[MAX_BUF]; 2546 char buf[MAX_BUF];
2735 timeofday_t tod; 2547 timeofday_t tod;
2736 2548
2737 get_tod (&tod); 2549 get_tod (&tod);
2550 op->play_sound (sound_find ("sound_clock"));
2551 op->statusmsg (format (
2738 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2552 "It is %d minute%s past %d o'clock %s",
2739 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2553 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2740 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2554 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2741 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2555 ));
2742 new_draw_info (NDI_UNIQUE, 0, op, buf);
2743 return 1; 2556 return 1;
2744 } 2557 }
2745 else 2558 else
2746 {
2747 return 0; 2559 return 0;
2748 }
2749 2560
2750 case MENU: 2561 case MENU:
2751 if (op->type == PLAYER) 2562 if (op->type == PLAYER)
2752 { 2563 {
2753 shop_listing (op); 2564 shop_listing (tmp, op);
2754 return 1; 2565 return 1;
2755 } 2566 }
2756 else 2567 else
2757 {
2758 return 0; 2568 return 0;
2759 }
2760 2569
2761 case POWER_CRYSTAL: 2570 case POWER_CRYSTAL:
2762 apply_power_crystal (op, tmp); /* see egoitem.c */ 2571 apply_power_crystal (op, tmp); /* see egoitem.c */
2763 return 1; 2572 return 1;
2764 2573
2767 { 2576 {
2768 apply_lighter (op, tmp); 2577 apply_lighter (op, tmp);
2769 return 1; 2578 return 1;
2770 } 2579 }
2771 else 2580 else
2772 {
2773 return 0; 2581 return 0;
2774 }
2775 2582
2776 case ITEM_TRANSFORMER: 2583 case ITEM_TRANSFORMER:
2777 apply_item_transformer (op, tmp); 2584 apply_item_transformer (op, tmp);
2778 return 1; 2585 return 1;
2779 2586
2792int 2599int
2793player_apply (object *pl, object *op, int aflag, int quiet) 2600player_apply (object *pl, object *op, int aflag, int quiet)
2794{ 2601{
2795 int tmp; 2602 int tmp;
2796 2603
2797 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2604 if (op->env && (pl->move_type & MOVE_FLYING))
2798 { 2605 {
2799 /* player is flying and applying object not in inventory */ 2606 /* player is flying and applying object not in inventory */
2800 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2607 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2801 { 2608 {
2802 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2609 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2803 return 0; 2610 return 0;
2804 } 2611 }
2805 }
2806
2807 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2808 * applied.
2809 */
2810 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2811 {
2812 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2813 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2814 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2815 op->destroy ();
2816 return 1;
2817 } 2612 }
2818 2613
2819 pl->contr->last_used = op; 2614 pl->contr->last_used = op;
2820 2615
2821 tmp = manual_apply (pl, op, aflag); 2616 tmp = manual_apply (pl, op, aflag);
2822 if (!quiet) 2617 if (!quiet)
2823 { 2618 {
2824 if (tmp == 0) 2619 if (tmp == 0)
2825 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2620 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2826 else if (tmp == 2) 2621 else if (tmp == 2)
2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2622 pl->failmsg ("You must get it first!\n");
2828 } 2623 }
2624
2829 return tmp; 2625 return tmp;
2830} 2626}
2831 2627
2832/** 2628/**
2833 * player_apply_below attempts to apply the object 'below' the player. 2629 * player_apply_below attempts to apply the object 'below' the player.
2834 * If the player has an open container, we use that for below, otherwise 2630 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground. 2631 * we use the ground.
2836 */ 2632 */
2837
2838void 2633void
2839player_apply_below (object *pl) 2634player_apply_below (object *pl)
2840{ 2635{
2841 object *tmp, *next;
2842 int floors; 2636 int floors = 0;
2843 2637
2844 /* If using a container, set the starting item to be the top 2638 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map. 2639 * item in the container. Otherwise, use the map.
2846 */
2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2848
2849 /* This is perhaps more complicated. However, I want to make sure that 2640 * This is perhaps more complicated. However, I want to make sure that
2850 * we don't use a corrupt pointer for the next object, so we get the 2641 * we don't use a corrupt pointer for the next object, so we get the
2851 * next object in the stack before applying. This is can only be a 2642 * next object in the stack before applying. This is can only be a
2852 * problem if player_apply() has a bug in that it uses the object but does 2643 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value. 2644 * not return a proper value.
2854 */ 2645 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2646 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2856 { 2647 {
2857 next = tmp->below; 2648 next = tmp->below;
2649
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2650 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2651 floors++;
2860 else if (floors > 0) 2652 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2653 return; /* process only floor objects after first floor object */
2862 2654
2882 * to keep the size of apply_special to a more managable size. 2674 * to keep the size of apply_special to a more managable size.
2883 */ 2675 */
2884static int 2676static int
2885unapply_special (object *who, object *op, int aflags) 2677unapply_special (object *who, object *op, int aflags)
2886{ 2678{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2679 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2680 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0); 2681 return RESULT_INT (0);
2889 2682
2890 object *tmp2;
2891
2892 CLEAR_FLAG (op, FLAG_APPLIED); 2683 CLEAR_FLAG (op, FLAG_APPLIED);
2684
2893 switch (op->type) 2685 switch (op->type)
2894 { 2686 {
2687 case SKILL_TOOL:
2688 // unapplying a skill tool should also unapply the skill it governs
2689 // but this is hard, as it shouldn't do so when the skill can
2690 // be used for other reasons
2691 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2692 if (tmp->skill == op->skill
2693 && tmp->type == SKILL
2694 && tmp->flag [FLAG_APPLIED]
2695 && !tmp->flag [FLAG_CAN_USE_SKILL])
2696 unapply_special (who, tmp, 0);
2697
2698 change_abil (who, op);
2699 break;
2700
2895 case WEAPON: 2701 case WEAPON:
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2702 if (player *pl = who->contr)
2703 if (op == pl->combat_ob)
2704 {
2705 pl->combat_ob = 0;
2706 who->change_weapon (pl->ranged_ob);
2707 }
2897 2708
2709 who->statusmsg (format ("You unwield %s.", query_name (op)));
2710
2898 (void) change_abil (who, op); 2711 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2712 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break; 2713 break;
2903 2714
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 2715 case SKILL:
2906 if (op != who->chosen_skill) 2716 if (who->contr)
2907 { 2717 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2718 if (!op->invisible)
2719 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2720 else
2721 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2909 } 2722 }
2910 if (who->type == PLAYER) 2723
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else
2919 {
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 }
2922 }
2923 (void) change_abil (who, op); 2724 change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 2725 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 2726 break;
2927 2727
2928 case ARMOUR: 2728 case ARMOUR:
2929 case HELMET: 2729 case HELMET:
2933 case GLOVES: 2733 case GLOVES:
2934 case AMULET: 2734 case AMULET:
2935 case GIRDLE: 2735 case GIRDLE:
2936 case BRACERS: 2736 case BRACERS:
2937 case CLOAK: 2737 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2738 who->statusmsg (format ("You unwear %s.", query_name (op)));
2939 (void) change_abil (who, op); 2739 change_abil (who, op);
2940 break; 2740 break;
2741
2941 case LAMP: 2742 case LAMP:
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2743 {
2744 who->statusmsg (format ("You turn off your %s.", &op->name));
2745
2943 tmp2 = arch_to_object (op->other_arch); 2746 object *tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x; 2747 tmp2->x = op->x;
2945 tmp2->y = op->y; 2748 tmp2->y = op->y;
2946 tmp2->map = op->map; 2749 tmp2->map = op->map;
2947 tmp2->below = op->below; 2750 tmp2->below = op->below;
2948 tmp2->above = op->above; 2751 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food; 2752 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2753 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 2754
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2755 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2756 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 2757
2955 if (who->type == PLAYER) 2758 if (who->contr)
2956 esrv_del_item (who->contr, op->count); 2759 esrv_del_item (who->contr, op->count);
2957 2760
2958 op->destroy (); 2761 op->destroy ();
2959 insert_ob_in_ob (tmp2, who); 2762 insert_ob_in_ob (tmp2, who);
2960 fix_player (who); 2763 who->update_stats ();
2764
2961 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2765 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2962 { 2766 {
2963 if (who->type == PLAYER) 2767 if (who->contr)
2964 { 2768 {
2965 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2769 who->failmsg ("Oops, it feels deadly cold!");
2966 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2770 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2967 } 2771 }
2968 } 2772 }
2969 if (who->type == PLAYER) 2773
2774 if (who->contr)
2970 esrv_send_item (who, tmp2); 2775 esrv_send_item (who, tmp2);
2776 }
2777
2971 return 1; /* otherwise, an attempt to drop causes problems */ 2778 return 1; /* otherwise, an attempt to drop causes problems */
2972 break; 2779
2973 case BOW: 2780 case BOW:
2974 case WAND: 2781 case WAND:
2975 case ROD: 2782 case ROD:
2976 case HORN: 2783 case HORN:
2977 clear_skill (who); 2784 if (player *pl = who->contr)
2978 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2979 if (who->type == PLAYER)
2980 { 2785 {
2981 who->contr->shoottype = range_none; 2786 if (op == pl->ranged_ob)
2787 {
2788 pl->ranged_ob = 0;
2789 who->change_weapon (pl->combat_ob);
2790 }
2791
2792 who->statusmsg (format ("You unready %s.", query_name (op)));
2982 } 2793 }
2983 else 2794 else
2984 { 2795 {
2796 who->change_skill (0);
2797
2985 if (op->type == BOW) 2798 if (op->type == BOW)
2986 CLEAR_FLAG (who, FLAG_READY_BOW); 2799 CLEAR_FLAG (who, FLAG_READY_BOW);
2987 else 2800 else
2988 CLEAR_FLAG (who, FLAG_READY_RANGE); 2801 CLEAR_FLAG (who, FLAG_READY_RANGE);
2989 } 2802 }
2803
2990 break; 2804 break;
2991 2805
2992 case BUILDER: 2806 case BUILDER:
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2807 if (who->contr)
2994 who->contr->shoottype = range_none; 2808 who->statusmsg (format ("You unready %s.", query_name (op)));
2995 who->contr->ranges[range_builder] = NULL;
2996 break; 2809 break;
2997 2810
2998 default: 2811 default:
2999 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2812 who->statusmsg (format ("You unapply %s.", query_name (op)));
3000 break; 2813 break;
3001 } 2814 }
3002 2815
3003 fix_player (who); 2816 who->update_stats ();
3004 2817
3005 if (!(aflags & AP_NO_MERGE)) 2818 if (!(aflags & AP_NO_MERGE))
3006 { 2819 {
3007 object *tmp;
3008
3009 tmp = merge_ob (op, NULL); 2820 object *tmp = merge_ob (op, 0);
3010 if (who->type == PLAYER) 2821
2822 if (who->contr)
3011 { 2823 {
3012 if (tmp) 2824 if (tmp)
3013 { /* it was merged */ 2825 { /* it was merged */
3014 esrv_del_item (who->contr, op->count); 2826 esrv_del_item (who->contr, op->count);
3015 op = tmp; 2827 op = tmp;
3016 } 2828 }
3017 2829
3018 esrv_send_item (who, op); 2830 esrv_send_item (who, op);
3019 } 2831 }
3020 } 2832 }
2833
3021 return 0; 2834 return 0;
3022} 2835}
3023 2836
3024/** 2837/**
3025 * Returns the object that is using location 'loc'. 2838 * Returns the object that is using location 'loc'.
3026 * Note that 'start' is the first object to start examing - we 2839 * Note that 'start' is the first object to start examing - we
3027 * then go through the below of this. In this way, you can do 2840 * then go through the below of this. In this way, you can do
3028 * something like: 2841 * something like:
3029 * tmp = get_item_from_body_location(who->inv, 1); 2842 * tmp = get_next_item_from_body_location(who->inv, 1);
3030 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2843 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3031 * to find the second object that may use this location, etc. 2844 * to find the second object that may use this location, etc.
3032 * Returns NULL if no match is found. 2845 * Returns NULL if no match is found.
3033 * loc is the index into the array we are looking for a match. 2846 * loc is the index into the array we are looking for a match.
3034 * don't return invisible objects unless they are skill objects 2847 * don't return invisible objects unless they are skill objects
3035 * invisible other objects that use 2848 * invisible other objects that use
3036 * up body locations can be used as restrictions. 2849 * up body locations can be used as restrictions.
3037 */ 2850 */
3038object * 2851static object *
3039get_item_from_body_location (object *start, int loc) 2852get_next_item_from_body_location (int loc, object *start)
3040{ 2853{
3041 object *tmp;
3042
3043 if (!start)
3044 return NULL;
3045
3046 for (tmp = start; tmp; tmp = tmp->below) 2854 for (object *tmp = start; tmp; tmp = tmp->below)
3047 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2855 if (tmp->flag [FLAG_APPLIED]
2856 && tmp->slot[loc].info
2857 && (!tmp->invisible || tmp->type == SKILL))
3048 return tmp; 2858 return tmp;
3049 2859
3050 return NULL; 2860 return 0;
3051} 2861}
3052
3053
3054 2862
3055/** 2863/**
3056 * 'op' wants to apply an object, but can't because of other equipment. 2864 * 'op' wants to apply an object, but can't because of other equipment.
3057 * This should only be called when it is known 2865 * This should only be called when it is known
3058 * that there are objects to unapply. This makes pretty heavy 2866 * that there are objects to unapply. This makes pretty heavy
3061 * Returns 0 on success, returns 1 if there is some problem. 2869 * Returns 0 on success, returns 1 if there is some problem.
3062 * if aflags is AP_PRINT, we instead print out waht to unapply 2870 * if aflags is AP_PRINT, we instead print out waht to unapply
3063 * instead of doing it. This is a lot less code than having 2871 * instead of doing it. This is a lot less code than having
3064 * another function that does just that. 2872 * another function that does just that.
3065 */ 2873 */
2874
2875#define CANNOT_REMOVE_CURSED \
2876 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2877 "Praying over an altar, scrolls of remove curse/damnation, " \
2878 "priests or even other players might help.>"
2879
3066int 2880int
3067unapply_for_ob (object *who, object *op, int aflags) 2881unapply_for_ob (object *who, object *op, int aflags)
3068{ 2882{
3069 int i; 2883 if (op->is_range ())
3070 object *tmp = NULL, *last;
3071
3072 /* If we are applying a shield or weapon, unapply any equipped shield
3073 * or weapons first - only allowed to use one weapon/shield at a time.
3074 */
3075 if (op->type == WEAPON || op->type == SHIELD)
3076 {
3077 for (tmp = who->inv; tmp; tmp = tmp->below) 2884 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3078 {
3079 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2885 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3080 {
3081 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2886 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3082 { 2887 {
3083 if (aflags & AP_PRINT) 2888 if (aflags & AP_PRINT)
3084 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2889 who->failmsg (query_name (tmp));
3085 else 2890 else
3086 unapply_special (who, tmp, aflags); 2891 unapply_special (who, tmp, aflags);
3087 } 2892 }
3088 else 2893 else
3089 { 2894 {
3090 /* In this case, we want to try and remove a cursed item. 2895 /* In this case, we want to try and remove a cursed item.
3091 * While we know it won't work, we want unapply_special to 2896 * While we know it won't work, we want unapply_special to
3092 * at least generate the message. 2897 * at least generate the message.
3093 */ 2898 */
3094 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2899 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3095 return 1; 2900 return 1;
3096 }
3097
3098 } 2901 }
3099 }
3100 }
3101 2902
3102 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2903 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3103 { 2904 {
3104 /* this used up a slot that we need to free */ 2905 /* this used up a slot that we need to free */
3105 if (op->body_info[i]) 2906 if (op->slot[i].info)
3106 { 2907 {
3107 last = who->inv; 2908 object *last = who->inv;
3108 2909
3109 /* We do a while loop - may need to remove several items in order 2910 /* We do a while loop - may need to remove several items in order
3110 * to free up enough slots. 2911 * to free up enough slots.
3111 */ 2912 */
3112 while ((who->body_used[i] + op->body_info[i]) < 0) 2913 while ((who->slot[i].used + op->slot[i].info) < 0)
3113 { 2914 {
3114 tmp = get_item_from_body_location (last, i); 2915 object *tmp = get_next_item_from_body_location (i, last);
2916
3115 if (!tmp) 2917 if (!tmp)
3116 { 2918 {
3117#if 0 2919#if 0
3118 /* Not a bug - we'll get this if the player has cursed items 2920 /* Not a bug - we'll get this if the player has cursed items
3119 * equipped. 2921 * equipped.
3120 */ 2922 */
3121 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2923 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3122#endif 2924#endif
3123 return 1; 2925 return 1;
3124 } 2926 }
2927
3125 /* If we are just printing, we don't care about cursed status */ 2928 /* If we are just printing, we don't care about cursed status */
3126 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2929 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3127 { 2930 {
3128 if (aflags & AP_PRINT) 2931 if (aflags & AP_PRINT)
3129 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2932 who->failmsg (query_name (tmp));
3130 else 2933 else
3131 unapply_special (who, tmp, aflags); 2934 unapply_special (who, tmp, aflags);
3132 } 2935 }
3133 else 2936 else
3134 { 2937 {
3135 /* Cursed item that we can't unequip - tell the player. 2938 /* Cursed item that we can't unequip - tell the player.
3136 * Note this could be annoying if this is just one of a few, 2939 * Note this could be annoying if this is just one of a few,
3137 * so it may not be critical (eg, putting on a ring and you have 2940 * so it may not be critical (eg, putting on a ring and you have
3138 * one cursed ring.) 2941 * one cursed ring.)
3139 */ 2942 */
3140 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2943 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3141 } 2944 }
2945
3142 last = tmp->below; 2946 last = tmp->below;
3143 } 2947 }
3144 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2948 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3145 * return in the !tmp would have kicked in. 2949 * return in the !tmp would have kicked in.
3146 */ 2950 */
3147 } /* if op is using this body location */ 2951 } /* if op is using this body location */
3148 } /* for body lcoations */ 2952 } /* for body lcoations */
2953
3149 return 0; 2954 return 0;
3150} 2955}
3151 2956
3152/** 2957/**
3153 * Checks to see if 'who' can apply object 'op'. 2958 * Checks to see if 'who' can apply object 'op'.
3154 * Returns 0 if apply can be done without anything special. 2959 * Returns 0 if apply can be done without anything special.
3155 * Otherwise returns a bitmask - potentially several of these may be 2960 * Otherwise returns a bitmask - potentially several of these may be
3156 * set, but largely depends on circumstance - in the future, processing 2961 * set, but largely depends on circumstance - in the future, processing
3157 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2962 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3158 * is set, do we really are what the other flags may be?) 2963 * is set, do we really care what the other flags may be?)
3159 * 2964 *
3160 * See include/define.h for detailed description of the meaning of 2965 * See include/define.h for detailed description of the meaning of
3161 * these return values. 2966 * these return values.
3162 */ 2967 */
3163int 2968int
3164can_apply_object (object *who, object *op) 2969can_apply_object (object *who, object *op)
3165{ 2970{
3166 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2971 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3167 return RESULT_INT (0); 2972 return RESULT_INT (0);
3168 2973
3169 int i, retval = 0; 2974 int retval = 0;
3170 object *tmp = NULL, *ws = NULL; 2975 object *tmp = 0, *ws = 0;
3171 2976
3172 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2977 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3173 * 2 weapons, but we don't want to let them do that. So if they are
3174 * trying to equip a weapon or shield, see if they already have one
3175 * in place and store that way.
3176 */
3177 if (op->type == WEAPON || op->type == SHIELD)
3178 { 2978 {
3179 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2979 if (op->slot[i].info)
3180 { 2980 {
3181 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2981 /* Item uses more slots than we have */
2982 if (who->slot[i].info + op->slot [i].info < 0)
3182 { 2983 {
3183 retval = CAN_APPLY_UNAPPLY;
3184 ws = tmp;
3185 }
3186 }
3187 }
3188
3189
3190 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3191 {
3192 if (op->body_info[i])
3193 {
3194 /* Item uses more slots than we have */
3195 if (FABS (op->body_info[i]) > who->body_info[i])
3196 {
3197 /* Could return now for efficiently - rest of info below isn' 2984 /* Could return now for efficiency - rest of info below isn't
3198 * really needed. 2985 * really needed.
3199 */ 2986 */
3200 retval |= CAN_APPLY_NEVER; 2987 retval |= CAN_APPLY_NEVER;
3201 } 2988 }
3202 else if ((who->body_used[i] + op->body_info[i]) < 0) 2989 else if (who->slot[i].used + op->slot[i].info < 0)
3203 { 2990 {
3204 /* in this case, equipping this would use more free spots than 2991 /* in this case, equipping this would use more free spots than
3205 * we have. 2992 * we have.
3206 */ 2993 */
3207 object *tmp1;
3208
3209 2994
3210 /* if we have an applied weapon/shield, and unapply it would free 2995 /* if we have an applied weapon/shield, and unapply it would free
3211 * enough slots to equip the new item, then just set this can 2996 * enough slots to equip the new item, then just set "can
3212 * continue. We don't care about the logic below - if you have 2997 * apply unapply". We don't care about the logic below - if you have a
3213 * shield equipped and try to equip another shield, there is only 2998 * shield equipped and try to equip another shield, there is only
3214 * one choice. However, the check for the number of body locations 2999 * one choice. However, the check for the number of body locations
3215 * does take into the account cases where what is being applied 3000 * does take into the account cases where what is being applied
3216 * may be two handed for example. 3001 * may be two handed for example.
3217 */ 3002 */
3218 if (ws) 3003 if (ws)
3219 { 3004 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3220 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3221 { 3005 {
3222 retval |= CAN_APPLY_UNAPPLY; 3006 retval |= CAN_APPLY_UNAPPLY;
3223 continue; 3007 continue;
3224 } 3008 }
3225 }
3226 3009
3227 tmp1 = get_item_from_body_location (who->inv, i); 3010 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3228 if (!tmp1) 3011 if (!tmp1)
3229 { 3012 {
3230#if 0 3013#if 0
3231 /* This is sort of an error, but happens a lot when old players 3014 /* This is sort of an error, but happens a lot when old players
3232 * join in with more stuff equipped than they are now allowed. 3015 * join in with more stuff equipped than they are now allowed.
3240 /* need to unapply something. However, if this something 3023 /* need to unapply something. However, if this something
3241 * is different than we had found before, it means they need 3024 * is different than we had found before, it means they need
3242 * to apply multiple objects 3025 * to apply multiple objects
3243 */ 3026 */
3244 retval |= CAN_APPLY_UNAPPLY; 3027 retval |= CAN_APPLY_UNAPPLY;
3028
3245 if (!tmp) 3029 if (!tmp)
3246 tmp = tmp1; 3030 tmp = tmp1;
3247 else if (tmp != tmp1) 3031 else if (tmp != tmp1)
3248 {
3249 retval |= CAN_APPLY_UNAPPLY_MULT; 3032 retval |= CAN_APPLY_UNAPPLY_MULT;
3250 } 3033
3251 /* This object isn't using up all the slots, so there must 3034 /* This object isn't using up all the slots, so there must
3252 * be another. If so, and it the new item doesn't need all 3035 * be another. If so, and it the new item doesn't need all
3253 * the slots, the player then has a choice. 3036 * the slots, the player then has a choice.
3254 */ 3037 */
3255 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3038 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3039 && abs (op->slot[i].info) < who->slot[i].info)
3256 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3040 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3257 3041
3258 /* Does unequippint 'tmp1' free up enough slots for this to be 3042 /* Does unequippint 'tmp1' free up enough slots for this to be
3259 * equipped? If not, there must be something else to unapply. 3043 * equipped? If not, there must be something else to unapply.
3260 */ 3044 */
3261 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3045 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3262 retval |= CAN_APPLY_UNAPPLY_MULT; 3046 retval |= CAN_APPLY_UNAPPLY_MULT;
3263
3264 } 3047 }
3265 } /* if not enough free slots */ 3048 } /* if not enough free slots */
3266 } /* if this object uses location i */ 3049 } /* if this object uses location i */
3267 } /* for i -> num_body_locations loop */ 3050 } /* for i -> num_body_locations loop */
3268 3051
3273 * and weapons all use the same slot. Similar for horn/rod/wand - they 3056 * and weapons all use the same slot. Similar for horn/rod/wand - they
3274 * all use the same location. 3057 * all use the same location.
3275 */ 3058 */
3276 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3059 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3277 retval |= CAN_APPLY_RESTRICTION; 3060 retval |= CAN_APPLY_RESTRICTION;
3061
3278 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3062 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3279 retval |= CAN_APPLY_RESTRICTION; 3063 retval |= CAN_APPLY_RESTRICTION;
3280 3064
3281
3282 if (who->type != PLAYER) 3065 if (who->type != PLAYER)
3283 { 3066 {
3284 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3067 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3285 retval |= CAN_APPLY_RESTRICTION; 3068 retval |= CAN_APPLY_RESTRICTION;
3069
3286 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3070 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3287 retval |= CAN_APPLY_RESTRICTION; 3071 retval |= CAN_APPLY_RESTRICTION;
3072
3288 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3073 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3289 retval |= CAN_APPLY_RESTRICTION; 3074 retval |= CAN_APPLY_RESTRICTION;
3075
3290 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3076 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3291 retval |= CAN_APPLY_RESTRICTION; 3077 retval |= CAN_APPLY_RESTRICTION;
3292 } 3078 }
3079
3293 return retval; 3080 return retval;
3294} 3081}
3295
3296
3297 3082
3298/** 3083/**
3299 * who is the object using the object. It can be a monster. 3084 * who is the object using the object. It can be a monster.
3300 * op is the object they are using. op is an equipment type item, 3085 * op is the object they are using. op is an equipment type item,
3301 * eg, one which you put on and keep on for a while, and not something 3086 * eg, one which you put on and keep on for a while, and not something
3310 * AP_UNAPPLY=always unapply). 3095 * AP_UNAPPLY=always unapply).
3311 * 3096 *
3312 * Optional flags: 3097 * Optional flags:
3313 * AP_NO_MERGE: don't merge an unapplied object with other objects 3098 * AP_NO_MERGE: don't merge an unapplied object with other objects
3314 * AP_IGNORE_CURSE: unapply cursed items 3099 * AP_IGNORE_CURSE: unapply cursed items
3100 * AP_NO_READY: do not ready skills when applying skill tools
3315 * 3101 *
3316 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3102 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3317 * 3103 *
3318 * apply_special() doesn't check for unpaid items. 3104 * apply_special() doesn't check for unpaid items.
3319 */ 3105 */
3106
3107#define LACK_ITEM_POWER \
3108 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3109
3320int 3110int
3321apply_special (object *who, object *op, int aflags) 3111apply_special (object *who, object *op, int aflags)
3322{ 3112{
3323 int basic_flag = aflags & AP_BASIC_FLAGS; 3113 int basic_flag = aflags & AP_BASIC_FLAGS;
3324 object *tmp, *tmp2, *skop = NULL; 3114 object *tmp, *tmp2, *skop = NULL;
3325 int i;
3326 3115
3327 if (who == NULL) 3116 if (who == NULL)
3328 { 3117 {
3329 LOG (llevError, "apply_special() from object without environment.\n"); 3118 LOG (llevError, "apply_special() from object without environment.\n");
3330 return 1; 3119 return 1;
3340 if (basic_flag == AP_APPLY) 3129 if (basic_flag == AP_APPLY)
3341 return 0; 3130 return 0;
3342 3131
3343 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3132 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3344 { 3133 {
3345 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3134 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3346 return 1; 3135 return 1;
3347 } 3136 }
3137
3348 return unapply_special (who, op, aflags); 3138 return unapply_special (who, op, aflags);
3349 } 3139 }
3350 3140
3351 if (basic_flag == AP_UNAPPLY) 3141 if (basic_flag == AP_UNAPPLY)
3352 return 0; 3142 return 0;
3353 3143
3354 i = can_apply_object (who, op); 3144 // if the item is combat/ranged, wield the relevant slot first
3145 // to resolve conflicts.
3146 if (player *pl = who->contr)
3147 switch (op->slottype ())
3148 {
3149 case slot_combat: who->change_weapon (pl->combat_ob); break;
3150 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3151 }
3152
3153 splay (op);
3355 3154
3356 /* Can't just apply this object. Lets see what not and what to do */ 3155 /* Can't just apply this object. Lets see what not and what to do */
3357 if (i) 3156 if (int i = can_apply_object (who, op))
3358 { 3157 {
3359 if (i & CAN_APPLY_NEVER) 3158 if (i & CAN_APPLY_NEVER)
3360 { 3159 {
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3160 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3362 return 1; 3161 return 1;
3363 } 3162 }
3364 else if (i & CAN_APPLY_RESTRICTION) 3163 else if (i & CAN_APPLY_RESTRICTION)
3365 { 3164 {
3366 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3165 who->failmsg (format (
3166 "You have a prohibition against using a %s. "
3167 "H<Your belief, profession or class prevents you from applying this item.>",
3168 query_name (op)
3169 ));
3367 return 1; 3170 return 1;
3368 } 3171 }
3172
3369 if (who->type != PLAYER) 3173 if (who->type != PLAYER)
3370 { 3174 {
3371 /* Some error, so don't try to equip something more */ 3175 /* Some error, so don't try to equip something more */
3372 if (unapply_for_ob (who, op, aflags)) 3176 if (unapply_for_ob (who, op, aflags))
3373 return 1; 3177 return 1;
3374 } 3178 }
3375 else 3179 else
3376 { 3180 {
3377 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3181 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3378 { 3182 {
3379 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3183 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3380 unapply_for_ob (who, op, AP_PRINT); 3184 unapply_for_ob (who, op, AP_PRINT);
3381 return 1; 3185 return 1;
3382 } 3186 }
3383 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3187 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3384 {
3385 i = unapply_for_ob (who, op, aflags); 3188 if (unapply_for_ob (who, op, aflags))
3386 if (i)
3387 return 1; 3189 return 1;
3388 } 3190 }
3389 }
3390 } 3191 }
3192
3391 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3193 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392 { 3194 {
3393 skop = find_skill_by_name (who, op->skill); 3195 skop = find_skill_by_name (who, op->skill);
3196
3394 if (!skop) 3197 if (!skop)
3395 { 3198 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3199 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3397 return 1; 3200 return 1;
3398 } 3201 }
3399 else 3202 else
3400 {
3401 /* While experience will be credited properly, we want to change the 3203 /* While experience will be credited properly, we want to change the
3402 * skill so that the dam and wc get updated 3204 * skill so that the dam and wc get updated
3403 */ 3205 */
3404 change_skill (who, skop, 0); 3206 who->change_skill (skop);
3405 }
3406 }
3407
3408 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3409 { 3207 }
3410 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3208
3209 if (who->type == PLAYER
3210 && op->item_power
3211 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3212 {
3213 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3411 return 1; 3214 return 1;
3412 } 3215 }
3413
3414 3216
3415 /* Ok. We are now at the state where we can apply the new object. 3217 /* Ok. We are now at the state where we can apply the new object.
3416 * Note that we don't have the checks for can_use_... 3218 * Note that we don't have the checks for can_use_...
3417 * below - that is already taken care of by can_apply_object. 3219 * below - that is already taken care of by can_apply_object.
3418 */ 3220 */
3419
3420
3421 if (op->nrof > 1) 3221 if (op->nrof > 1)
3422 tmp = get_split_ob (op, op->nrof - 1); 3222 tmp = get_split_ob (op, op->nrof - 1);
3423 else 3223 else
3424 tmp = NULL; 3224 tmp = 0;
3425 3225
3426 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3226 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3427 return RESULT_INT (0); 3227 return RESULT_INT (0);
3428 3228
3429 switch (op->type) 3229 switch (op->type)
3430 { 3230 {
3431 case WEAPON: 3231 case WEAPON:
3432 if (!check_weapon_power (who, op->last_eat)) 3232 if (!check_weapon_power (who, op->last_eat))
3433 { 3233 {
3434 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3234 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3435 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3235
3436 if (tmp != NULL) 3236 if (tmp)
3437 (void) insert_ob_in_ob (tmp, who); 3237 insert_ob_in_ob (tmp, who);
3238
3438 return 1; 3239 return 1;
3439 } 3240 }
3241
3242 //TODO: this obviously fails for players using a shorter prefix
3243 // i.e. "R" can use Ragnarok's sword.
3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3244 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 { 3245 {
3442 /* if the weapon does not have the name as the character, can't use it. */ 3246 /* if the weapon does not have the name as the character, can't use it. */
3443 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3247 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3444 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3248 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3249
3445 if (tmp != NULL) 3250 if (tmp)
3446 (void) insert_ob_in_ob (tmp, who); 3251 insert_ob_in_ob (tmp, who);
3252
3447 return 1; 3253 return 1;
3448 } 3254 }
3255
3256 if (!skop)
3257 {
3258 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3259 return 1;
3260 }
3261
3449 SET_FLAG (op, FLAG_APPLIED); 3262 SET_FLAG (op, FLAG_APPLIED);
3450
3451 if (skop)
3452 change_skill (who, skop, 1); 3263 who->change_skill (skop);
3453 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3264
3265 if (who->contr)
3266 who->change_weapon (who->contr->combat_ob = op);
3267
3268 who->statusmsg (format ("You wield %s.", query_name (op)));
3269
3454 SET_FLAG (who, FLAG_READY_WEAPON); 3270 SET_FLAG (who, FLAG_READY_WEAPON);
3455
3456 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3457
3458 (void) change_abil (who, op); 3271 change_abil (who, op);
3459 break; 3272 break;
3460 3273
3461 case ARMOUR: 3274 case ARMOUR:
3462 case HELMET: 3275 case HELMET:
3463 case SHIELD: 3276 case SHIELD:
3467 case BRACERS: 3280 case BRACERS:
3468 case CLOAK: 3281 case CLOAK:
3469 case RING: 3282 case RING:
3470 case AMULET: 3283 case AMULET:
3471 SET_FLAG (op, FLAG_APPLIED); 3284 SET_FLAG (op, FLAG_APPLIED);
3472 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3285 who->statusmsg (format ("You wear %s.", query_name (op)));
3473 (void) change_abil (who, op); 3286 change_abil (who, op);
3474 break; 3287 break;
3288
3475 case LAMP: 3289 case LAMP:
3476 if (op->stats.food < 1) 3290 if (op->stats.food < 1)
3477 { 3291 {
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3292 who->failmsg (format (
3293 "Your %s is out of fuel! "
3294 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3295 &op->name
3296 ));
3479 return 1; 3297 return 1;
3480 } 3298 }
3481 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3299
3300 who->statusmsg (format ("You turn on your %s.", &op->name));
3301
3482 tmp2 = arch_to_object (op->other_arch); 3302 tmp2 = arch_to_object (op->other_arch);
3483 tmp2->stats.food = op->stats.food; 3303 tmp2->stats.food = op->stats.food;
3484 SET_FLAG (tmp2, FLAG_APPLIED); 3304 SET_FLAG (tmp2, FLAG_APPLIED);
3305
3485 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3306 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3486 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3307 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3308
3487 insert_ob_in_ob (tmp2, who); 3309 insert_ob_in_ob (tmp2, who);
3488 3310
3489 /* Remove the old lantern */ 3311 /* Remove the old lantern */
3490 if (who->type == PLAYER) 3312 if (who->type == PLAYER)
3491 esrv_del_item (who->contr, op->count); 3313 esrv_del_item (who->contr, op->count);
3492 3314
3493 op->destroy (); 3315 op->destroy ();
3494 3316
3495 /* insert the portion that was split off */ 3317 /* insert the portion that was split off */
3496 if (tmp != NULL) 3318 if (tmp)
3497 { 3319 {
3498 (void) insert_ob_in_ob (tmp, who); 3320 insert_ob_in_ob (tmp, who);
3499 if (who->type == PLAYER) 3321 if (who->type == PLAYER)
3500 esrv_send_item (who, tmp); 3322 esrv_send_item (who, tmp);
3501 } 3323 }
3502 fix_player (who); 3324
3325 who->update_stats ();
3326
3503 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3327 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3504 {
3505 if (who->type == PLAYER) 3328 if (who->type == PLAYER)
3506 { 3329 {
3507 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3330 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3508 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3331 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3509 } 3332 }
3510 } 3333
3511 if (who->type == PLAYER) 3334 if (who->type == PLAYER)
3512 esrv_send_item (who, tmp2); 3335 esrv_send_item (who, tmp2);
3336
3513 return 0; 3337 return 0;
3338
3339 case SKILL_TOOL:
3340 // applying a skill tool also readies the skill
3341 SET_FLAG (op, FLAG_APPLIED);
3342
3343 if (!(aflags & AP_NO_READY))
3344 {
3345 skop = find_skill_by_name (who, op->skill);
3346 if (!skop->flag [FLAG_APPLIED])
3347 apply_special (who, skop, AP_APPLY);
3348 }
3514 break; 3349 break;
3515 3350
3516 /* this part is needed for skill-tools */
3517 case SKILL: 3351 case SKILL:
3518 case SKILL_TOOL: 3352 if (player *pl = who->contr)
3519 if (who->chosen_skill)
3520 { 3353 {
3521 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3354 if (IS_COMBAT_SKILL (op->subtype))
3522 return 1;
3523 }
3524 if (who->type == PLAYER)
3525 { 3355 {
3526 who->contr->shoottype = range_skill; 3356 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3527 who->contr->ranges[range_skill] = op; 3357 {
3358 for (object *item = who->inv; item; item = item->below)
3359 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3360 {
3361 if (item->skill == op->skill)
3362 {
3363 who->change_weapon (pl->combat_ob = item);
3364 goto found_weapon;
3365 }
3366 }
3367
3368 who->failmsg (format (
3369 "You need to apply a '%s' melee weapon before readying this skill. "
3370 "H<Some skills need an item, in this case a melee weapon, to function.>",
3371 &op->skill
3372 ));
3373 return 1;
3374
3375 found_weapon:;
3376 }
3377 else
3378 who->change_weapon (pl->combat_ob = op);
3379 }
3380 else if (IS_RANGED_SKILL (op->subtype))
3381 {
3382 if (skill_flags [op->subtype] & SF_NEED_BOW)
3383 {
3384 for (object *item = who->inv; item; item = item->below)
3385 if (item->type == BOW && item->flag [FLAG_APPLIED])
3386 {
3387 //TODO: bows should/must all have skill missile weapon right now
3388 who->change_weapon (pl->ranged_ob = item);
3389 goto found_bow;
3390 }
3391
3392 who->failmsg (
3393 "You need to apply a missile weapon before readying this skill. "
3394 "H<Some skills need an item, in this case a missile weapon, to function.>"
3395 );
3396 return 1;
3397
3398 found_bow:;
3399 }
3400 else
3401 who->change_weapon (pl->ranged_ob = op);
3402 }
3403
3528 if (!op->invisible) 3404 if (!op->invisible)
3529 { 3405 {
3530 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3406 who->statusmsg (format (
3531 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3407 "You ready %s."
3408 "You can now use the skill: %s.",
3409 query_name (op),
3410 &op->skill
3411 ));
3532 } 3412 }
3533 else 3413 else
3534 {
3535 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3414 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3536 }
3537 } 3415 }
3416 else
3417 {
3538 SET_FLAG (op, FLAG_APPLIED); 3418 SET_FLAG (op, FLAG_APPLIED);
3539 (void) change_abil (who, op); 3419 change_abil (who, op);
3540 who->chosen_skill = op; 3420 who->chosen_skill = op;
3541 SET_FLAG (who, FLAG_READY_SKILL); 3421 SET_FLAG (who, FLAG_READY_SKILL);
3422 }
3423
3542 break; 3424 break;
3543 3425
3544 case BOW: 3426 case BOW:
3545 if (!check_weapon_power (who, op->last_eat)) 3427 if (!check_weapon_power (who, op->last_eat))
3546 { 3428 {
3547 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3429 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3548 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3430
3549 if (tmp != NULL) 3431 if (tmp)
3550 (void) insert_ob_in_ob (tmp, who); 3432 insert_ob_in_ob (tmp, who);
3433
3551 return 1; 3434 return 1;
3552 } 3435 }
3436
3553 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3437 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3554 { 3438 {
3555 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3439 who->failmsg ("The weapon does not recognize you as its owner. "
3440 "H<Its name indicates that it belongs to somebody else.>");
3556 if (tmp != NULL) 3441 if (tmp)
3557 (void) insert_ob_in_ob (tmp, who); 3442 insert_ob_in_ob (tmp, who);
3443
3558 return 1; 3444 return 1;
3559 } 3445 }
3446
3560 /*FALLTHROUGH*/ case WAND: 3447 /*FALLTHROUGH*/
3448 case WAND:
3561 case ROD: 3449 case ROD:
3562 case HORN: 3450 case HORN:
3563 /* check for skill, alter player status */ 3451 /* check for skill, alter player status */
3452
3453 if (!skop)
3454 {
3455 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3456 return 1;
3457 }
3458
3564 SET_FLAG (op, FLAG_APPLIED); 3459 SET_FLAG (op, FLAG_APPLIED);
3565 if (skop)
3566 change_skill (who, skop, 0); 3460 who->change_skill (skop);
3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3568 3461
3569 if (who->type == PLAYER) 3462 if (who->contr)
3570 { 3463 {
3464 who->contr->ranged_ob = op;
3465
3466 who->statusmsg (format ("You ready %s.", query_name (op)));
3467
3571 if (op->type == BOW) 3468 if (op->type == BOW)
3572 { 3469 {
3470 who->current_weapon = op;
3573 (void) change_abil (who, op); 3471 change_abil (who, op);
3574 new_draw_info_format (NDI_UNIQUE, 0, who,
3575 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3472 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3576 who->contr->shoottype = range_bow;
3577 }
3578 else
3579 {
3580 who->contr->shoottype = range_misc;
3581 } 3473 }
3582 } 3474 }
3583 else 3475 else
3584 { 3476 {
3585 if (op->type == BOW) 3477 if (op->type == BOW)
3586 SET_FLAG (who, FLAG_READY_BOW); 3478 SET_FLAG (who, FLAG_READY_BOW);
3587 else 3479 else
3588 SET_FLAG (who, FLAG_READY_RANGE); 3480 SET_FLAG (who, FLAG_READY_RANGE);
3589 } 3481 }
3482
3590 break; 3483 break;
3591 3484
3592 case BUILDER: 3485 case BUILDER:
3593 if (who->contr->ranges[range_builder]) 3486 if (who->type == PLAYER)
3487 {
3488 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3489 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3594 unapply_special (who, who->contr->ranges[range_builder], 0); 3490 unapply_special (who, who->contr->ranged_ob, 0);
3595 who->contr->shoottype = range_builder; 3491
3492 who->statusmsg (format ("You ready your %s.", query_name (op)));
3493
3596 who->contr->ranges[range_builder] = op; 3494 who->contr->ranged_ob = op;
3597 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3495 }
3598 break; 3496 break;
3599 3497
3600 default: 3498 default:
3601 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3499 who->statusmsg (format ("You apply %s.", query_name (op)));
3602 } /* end of switch op->type */ 3500 }
3603 3501
3604 SET_FLAG (op, FLAG_APPLIED); 3502 SET_FLAG (op, FLAG_APPLIED);
3605 3503
3606 if (tmp != NULL) 3504 if (tmp)
3607 tmp = insert_ob_in_ob (tmp, who); 3505 tmp = insert_ob_in_ob (tmp, who);
3608 3506
3609 fix_player (who); 3507 who->update_stats ();
3610 3508
3611 /* We exclude spell casting objects. The fire code will set the 3509 /* We exclude spell casting objects. The fire code will set the
3612 * been applied flag when they are used - until that point, 3510 * been applied flag when they are used - until that point,
3613 * you don't know anything about them. 3511 * you don't know anything about them.
3614 */ 3512 */
3615 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3513 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3616 SET_FLAG (op, FLAG_BEEN_APPLIED); 3514 SET_FLAG (op, FLAG_BEEN_APPLIED);
3617 3515
3618 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3516 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3619 {
3620 if (who->type == PLAYER) 3517 if (who->type == PLAYER)
3621 { 3518 {
3622 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3519 who->failmsg (
3520 "Oops, it feels deadly cold! "
3521 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3522 );
3623 SET_FLAG (op, FLAG_KNOWN_CURSED); 3523 SET_FLAG (op, FLAG_KNOWN_CURSED);
3624 } 3524 }
3625 } 3525
3626 if (who->type == PLAYER) 3526 if (who->type == PLAYER)
3627 { 3527 {
3628 /* if multiple objects were applied, update both slots */ 3528 /* if multiple objects were applied, update both slots */
3629 if (tmp) 3529 if (tmp)
3630 esrv_send_item (who, tmp); 3530 esrv_send_item (who, tmp);
3531
3631 esrv_send_item (who, op); 3532 esrv_send_item (who, op);
3632 } 3533 }
3534
3633 return 0; 3535 return 0;
3634} 3536}
3635
3636 3537
3637int 3538int
3638monster_apply_special (object *who, object *op, int aflags) 3539monster_apply_special (object *who, object *op, int aflags)
3639{ 3540{
3640 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3541 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3641 return 1; 3542 return 1;
3543
3642 return apply_special (who, op, aflags); 3544 return apply_special (who, op, aflags);
3643} 3545}
3644 3546
3645/** 3547/**
3646 * Map was just loaded, handle op's initialisation. 3548 * Map was just loaded, handle op's initialisation.
3684 3586
3685 case TREASURE: 3587 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3588 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3589 return 0;
3688 3590
3689 while ((op->stats.hp--) > 0) 3591 while (op->stats.hp-- > 0)
3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3592 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3691 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3593 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3692 3594
3693 /* If we generated an object and put it in this object inventory, 3595 /* If we generated an object and put it in this object inventory,
3694 * move it to the parent object as the current object is about 3596 * move it to the parent object as the current object is about
3711 } 3613 }
3712 return tmp ? 1 : 0; 3614 return tmp ? 1 : 0;
3713} 3615}
3714 3616
3715/** 3617/**
3716 * fix_auto_apply goes through the entire map (only the first time 3618 * fix_auto_apply goes through the entire map every time a map
3717 * when an original map is loaded) and performs special actions for 3619 * is loaded or swapped in and performs special actions for
3718 * certain objects (most initialization of chests and creation of 3620 * certain objects (most initialization of chests and creation of
3719 * treasures and stuff). Calls auto_apply if appropriate. 3621 * treasures and stuff). Calls auto_apply if appropriate.
3720 */ 3622 */
3721void 3623void
3722fix_auto_apply (maptile *m) 3624maptile::fix_auto_apply ()
3723{ 3625{
3724 object *tmp, *above = NULL; 3626 if (!spaces)
3725 int x, y;
3726
3727 if (m == NULL)
3728 return; 3627 return;
3729 3628
3730 for (x = 0; x < MAP_WIDTH (m); x++) 3629 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3731 for (y = 0; y < MAP_HEIGHT (m); y++) 3630 for (object *tmp = ms->bot; tmp; )
3732 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3733 { 3631 {
3734 above = tmp->above; 3632 object *above = tmp->above;
3735 3633
3736 if (tmp->inv) 3634 if (tmp->inv)
3737 { 3635 {
3738 object *invtmp, *invnext; 3636 object *invtmp, *invnext;
3739 3637
3740 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3638 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3741 { 3639 {
3742 invnext = invtmp->below; 3640 invnext = invtmp->below;
3743 3641
3744 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3642 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3745 auto_apply (invtmp); 3643 auto_apply (invtmp);
3746 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3644 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3747 { 3645 {
3748 while ((invtmp->stats.hp--) > 0) 3646 while ((invtmp->stats.hp--) > 0)
3749 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3647 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3750 3648
3751 invtmp->randomitems = NULL; 3649 invtmp->randomitems = NULL;
3752 } 3650 }
3753 else if (invtmp && invtmp->arch 3651 else if (invtmp && invtmp->arch
3754 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3652 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3755 { 3653 {
3756 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3654 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3757 /* Need to clear this so that we never try to create 3655 /* Need to clear this so that we never try to create
3758 * treasure again for this object 3656 * treasure again for this object
3759 */ 3657 */
3760 invtmp->randomitems = NULL; 3658 invtmp->randomitems = NULL;
3761 } 3659 }
3762 } 3660 }
3763 /* This is really temporary - the code at the bottom will 3661 /* This is really temporary - the code at the bottom will
3764 * also set randomitems to null. The problem is there are bunches 3662 * also set randomitems to null. The problem is there are bunches
3765 * of maps/players already out there with items that have spells 3663 * of maps/players already out there with items that have spells
3766 * which haven't had the randomitems set to null yet. 3664 * which haven't had the randomitems set to null yet.
3767 * MSW 2004-05-13 3665 * MSW 2004-05-13
3768 * 3666 *
3769 * And if it's a spellbook, it's better to set randomitems to NULL too, 3667 * And if it's a spellbook, it's better to set randomitems to NULL too,
3770 * else you get two spells in the book ^_- 3668 * else you get two spells in the book ^_-
3771 * Ryo 2004-08-16 3669 * Ryo 2004-08-16
3772 */ 3670 */
3773 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3671 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3774 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3672 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3775 tmp->randomitems = NULL;
3776
3777 }
3778
3779 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3780 auto_apply (tmp);
3781 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3782 {
3783 while ((tmp->stats.hp--) > 0)
3784 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3785 tmp->randomitems = NULL; 3673 tmp->randomitems = NULL;
3674
3786 } 3675 }
3676
3677 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3678 auto_apply (tmp);
3679 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3680 {
3681 while ((tmp->stats.hp--) > 0)
3682 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3683 tmp->randomitems = NULL;
3684 }
3787 else if (tmp->type == TIMED_GATE) 3685 else if (tmp->type == TIMED_GATE)
3788 { 3686 {
3789 object *head = tmp->head != NULL ? tmp->head : tmp; 3687 object *head = tmp->head != NULL ? tmp->head : tmp;
3790 3688
3791 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3689 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3792 {
3793 tmp->speed = 0; 3690 tmp->set_speed (0);
3794 update_ob_speed (tmp);
3795 }
3796 } 3691 }
3797 /* This function can be called everytime a map is loaded, even when 3692 /* This function can be called everytime a map is loaded, even when
3798 * swapping back in. As such, we don't want to create the treasure 3693 * swapping back in. As such, we don't want to create the treasure
3799 * over and ove again, so after we generate the treasure, blank out 3694 * over and ove again, so after we generate the treasure, blank out
3800 * randomitems so if it is swapped in again, it won't make anything. 3695 * randomitems so if it is swapped in again, it won't make anything.
3801 * This is a problem for the above objects, because they have counters 3696 * This is a problem for the above objects, because they have counters
3802 * which say how many times to make the treasure. 3697 * which say how many times to make the treasure.
3803 */ 3698 */
3804 else if (tmp && tmp->arch && tmp->type != PLAYER 3699 else if (tmp && tmp->arch && tmp->type != PLAYER
3805 && tmp->type != TREASURE && tmp->type != SPELL 3700 && tmp->type != TREASURE && tmp->type != SPELL
3806 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3701 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3807 { 3702 {
3808 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3703 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3809 tmp->randomitems = NULL; 3704 tmp->randomitems = NULL;
3810 } 3705 }
3706
3707 // close all containers
3708 else if (tmp->type == CONTAINER)
3709 tmp->flag [FLAG_APPLIED] = 0;
3710
3711 tmp = above;
3811 } 3712 }
3812 3713
3813 for (x = 0; x < MAP_WIDTH (m); x++) 3714 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3814 for (y = 0; y < MAP_HEIGHT (m); y++) 3715 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3815 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3816 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3716 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3817 check_trigger (tmp, tmp->above); 3717 check_trigger (tmp, tmp->above);
3818} 3718}
3819 3719
3820/** 3720/**
3821 * Handles player eating food that temporarily changes status (resistances, stats). 3721 * Handles player eating food that temporarily changes status (resistances, stats).
3822 * This used to call cast_change_attr(), but 3722 * This used to call cast_change_attr(), but
3823 * that doesn't work with the new spell code. Since we know what 3723 * that doesn't work with the new spell code. Since we know what
3824 * the food changes, just grab a force and use that instead. 3724 * the food changes, just grab a force and use that instead.
3825 */ 3725 */
3826
3827void 3726void
3828eat_special_food (object *who, object *food) 3727eat_special_food (object *who, object *food)
3829{ 3728{
3830 object *force; 3729 object *force;
3831 int i, did_one = 0; 3730 int i, did_one = 0;
3832 sint8 k;
3833 3731
3834 force = get_archetype (FORCE_NAME); 3732 force = get_archetype (FORCE_NAME);
3835 3733
3836 for (i = 0; i < NUM_STATS; i++) 3734 for (i = 0; i < NUM_STATS; i++)
3837 { 3735 if (sint8 k = food->stats.stat (i))
3838 k = get_attr_value (&food->stats, i);
3839 if (k)
3840 { 3736 {
3841 set_attr_value (&force->stats, i, k); 3737 force->stats.stat (i) = k;
3842 did_one = 1; 3738 did_one = 1;
3843 } 3739 }
3844 }
3845 3740
3846 /* check if we can protect the eater */ 3741 /* check if we can protect the eater */
3847 for (i = 0; i < NROFATTACKS; i++) 3742 for (i = 0; i < NROFATTACKS; i++)
3848 { 3743 {
3849 if (food->resist[i] > 0) 3744 if (food->resist[i] > 0)
3850 { 3745 {
3851 force->resist[i] = food->resist[i] / 2; 3746 force->resist[i] = food->resist[i] / 2;
3852 did_one = 1; 3747 did_one = 1;
3853 } 3748 }
3854 } 3749 }
3750
3855 if (did_one) 3751 if (did_one)
3856 { 3752 {
3857 force->speed = 0.1; 3753 force->set_speed (0.1);
3858 update_ob_speed (force);
3859 /* bigger morsel of food = longer effect time */ 3754 /* bigger morsel of food = longer effect time */
3860 force->stats.food = food->stats.food / 5; 3755 force->duration = food->stats.food / 5;
3861 SET_FLAG (force, FLAG_IS_USED_UP);
3862 SET_FLAG (force, FLAG_APPLIED); 3756 SET_FLAG (force, FLAG_APPLIED);
3863 change_abil (who, force); 3757 change_abil (who, force);
3864 insert_ob_in_ob (force, who); 3758 insert_ob_in_ob (force, who);
3865 } 3759 }
3866 else 3760 else
3869 /* check for hp, sp change */ 3763 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3764 if (food->stats.hp != 0)
3871 { 3765 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3766 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3767 {
3874 strcpy (who->contr->killer, food->name); 3768 assign (who->contr->killer, food->name);
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3769 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3770 who->failmsg ("Eck!...that was poisonous!");
3877 } 3771 }
3878 else 3772 else
3879 { 3773 {
3880 if (food->stats.hp > 0) 3774 if (food->stats.hp > 0)
3881 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3775 who->statusmsg ("You begin to feel better.");
3882 else 3776 else
3883 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3777 who->failmsg ("Eck!...that was poisonous!");
3778
3884 who->stats.hp += food->stats.hp; 3779 who->stats.hp += food->stats.hp;
3885 } 3780 }
3886 } 3781 }
3887 if (food->stats.sp != 0) 3782 if (food->stats.sp != 0)
3888 { 3783 {
3889 if (QUERY_FLAG (food, FLAG_CURSED)) 3784 if (QUERY_FLAG (food, FLAG_CURSED))
3890 { 3785 {
3891 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3786 who->failmsg ("You are drained of mana!");
3892 who->stats.sp -= food->stats.sp; 3787 who->stats.sp -= food->stats.sp;
3893 if (who->stats.sp < 0) 3788 if (who->stats.sp < 0)
3894 who->stats.sp = 0; 3789 who->stats.sp = 0;
3895 } 3790 }
3896 else 3791 else
3897 { 3792 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3793 who->statusmsg ("You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3794 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3795 /* place limit on max sp from food? */
3901 } 3796 }
3902 } 3797 }
3903 fix_player (who);
3904}
3905 3798
3799 who->update_stats ();
3800}
3906 3801
3907/** 3802/**
3908 * Designed primarily to light torches/lanterns/etc. 3803 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3804 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3805 * the selected object to "burn". -b.t.
3911 */ 3806 */
3912
3913void 3807void
3914apply_lighter (object *who, object *lighter) 3808apply_lighter (object *who, object *lighter)
3915{ 3809{
3916 object *item; 3810 object *item;
3917 int is_player_env = 0; 3811 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3812
3920 item = find_marked_object (who); 3813 item = find_marked_object (who);
3921 if (item) 3814 if (item)
3922 { 3815 {
3923 if (lighter->last_eat && lighter->stats.food) 3816 if (lighter->last_eat && lighter->stats.food)
3937 } 3830 }
3938 else 3831 else
3939 lighter->stats.food--; 3832 lighter->stats.food--;
3940 } 3833 }
3941 else if (lighter->last_eat) 3834 else if (lighter->last_eat)
3835 {
3942 { /* no charges left in lighter */ 3836 /* no charges left in lighter */
3943 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3837 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3944 return; 3838 return;
3945 } 3839 }
3840
3946 /* Perhaps we should split what we are trying to light on fire? 3841 /* Perhaps we should split what we are trying to light on fire?
3947 * I can't see many times when you would want to light multiple 3842 * I can't see many times when you would want to light multiple
3948 * objects at once. 3843 * objects at once.
3949 */ 3844 */
3950 /* If the item is destroyed, we don't have a valid pointer to the 3845
3951 * name object, so make a copy so the message we print out makes
3952 * some sense.
3953 */
3954 strcpy (item_name, item->name);
3955 if (who == is_player_inv (item)) 3846 if (who == item->in_player ())
3956 is_player_env = 1; 3847 is_player_env = 1;
3957 3848
3958 save_throw_object (item, AT_FIRE, who); 3849 save_throw_object (item, AT_FIRE, who);
3959 /* Change to check count and not freed, since the object pointer 3850
3960 * may have gotten recycled
3961 */
3962 if (item->destroyed ()) 3851 if (item->destroyed ())
3963 { 3852 {
3964 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3853 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3965 /* Need to update the player so that the players glow radius 3854 /* Need to update the player so that the players glow radius
3966 * gets changed. 3855 * gets changed.
3967 */ 3856 */
3968 if (is_player_env) 3857 if (is_player_env)
3969 fix_player (who); 3858 who->update_stats ();
3970 } 3859 }
3971 else 3860 else
3972 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3861 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3973 } 3862 }
3974 else /* nothing to light */ 3863 else
3975 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3864 who->failmsg ("You need to mark a lightable object.");
3976
3977} 3865}
3978 3866
3979/** 3867/**
3980 * op made some mistake with a scroll, this takes care of punishment. 3868 * op made some mistake with a scroll, this takes care of punishment.
3981 * scroll_failure()- hacked directly from spell_failure 3869 * scroll_failure()- hacked directly from spell_failure
3988 3876
3989 if (failure <= -1 && failure > -15) 3877 if (failure <= -1 && failure > -15)
3990 { /* wonder */ 3878 { /* wonder */
3991 object *tmp; 3879 object *tmp;
3992 3880
3993 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3881 op->failmsg ("Your spell warps!");
3994 tmp = get_archetype (SPELL_WONDER); 3882 tmp = get_archetype (SPELL_WONDER);
3995 cast_wonder (op, op, 0, tmp); 3883 cast_wonder (op, op, 0, tmp);
3996 tmp->destroy (); 3884 tmp->destroy ();
3997 } 3885 }
3998 else if (failure <= -15 && failure > -35) 3886 else if (failure <= -15 && failure > -35)
3999 { /* drain mana */ 3887 { /* drain mana */
4000 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3888 op->failmsg ("Your mana is drained!");
4001 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3889 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4002 if (op->stats.sp < 0) 3890 if (op->stats.sp < 0)
4003 op->stats.sp = 0; 3891 op->stats.sp = 0;
4004 } 3892 }
4005 else if (settings.spell_failure_effects == TRUE) 3893 else if (settings.spell_failure_effects == TRUE)
4006 { 3894 {
4007 if (failure <= -35 && failure > -60) 3895 if (failure <= -35 && failure > -60)
4008 { /* confusion */ 3896 { /* confusion */
4009 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3897 op->failmsg ("The magic recoils on you!");
4010 confuse_player (op, op, power); 3898 confuse_player (op, op, power);
4011 } 3899 }
4012 else if (failure <= -60 && failure > -70) 3900 else if (failure <= -60 && failure > -70)
4013 { /* paralysis */ 3901 { /* paralysis */
4014 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3902 op->failmsg ("The magic recoils and paralyzes you!");
4015 paralyze_player (op, op, power); 3903 paralyze_player (op, op, power);
4016 } 3904 }
4017 else if (failure <= -70 && failure > -80) 3905 else if (failure <= -70 && failure > -80)
4018 { /* blind */ 3906 { /* blind */
4019 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3907 op->failmsg ("The magic recoils on you!");
4020 blind_player (op, op, power); 3908 blind_player (op, op, power);
4021 } 3909 }
4022 else if (failure <= -80) 3910 else if (failure <= -80)
4023 { /* blast the immediate area */ 3911 { /* blast the immediate area */
4024 object *tmp;
4025
4026 tmp = get_archetype (LOOSE_MANA); 3912 object *tmp = get_archetype (LOOSE_MANA);
4027 cast_magic_storm (op, tmp, power); 3913 cast_magic_storm (op, tmp, power);
4028 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3914 op->failmsg ("You unleash uncontrolled mana!");
4029 tmp->destroy (); 3915 tmp->destroy ();
4030 } 3916 }
4031 } 3917 }
4032} 3918}
4033 3919
4053 */ 3939 */
4054 int i, j; 3940 int i, j;
4055 3941
4056 for (i = 0; i < NUM_STATS; i++) 3942 for (i = 0; i < NUM_STATS; i++)
4057 { 3943 {
4058 sint8 stat = get_attr_value (stats, i); 3944 int race_bonus = pl->arch->stats.stat (i);
4059 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3945 sint8 stat = stats->stat (i) + ns->stat (i);
4060 3946
4061 stat += get_attr_value (ns, i);
4062 if (stat > 20 + race_bonus) 3947 if (stat > 20 + race_bonus)
4063 { 3948 {
4064 excess_stat++; 3949 excess_stat++;
4065 stat = 20 + race_bonus; 3950 stat = 20 + race_bonus;
4066 } 3951 }
4067 set_attr_value (stats, i, stat); 3952
3953 stats->stat (i) = stat;
4068 } 3954 }
4069 3955
4070 for (j = 0; excess_stat > 0 && j < 100; j++) 3956 for (j = 0; excess_stat > 0 && j < 100; j++)
4071 { /* try 100 times to assign excess stats */ 3957 { /* try 100 times to assign excess stats */
4072 int i = rndm (0, 6); 3958 int i = rndm (0, 6);
4073 int stat = get_attr_value (stats, i);
4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4075 3959
4076 if (i == CHA) 3960 if (i == CHA)
4077 continue; /* exclude cha from this */ 3961 continue; /* exclude cha from this */
3962
3963 int stat = stats->stat (i);
3964 int race_bonus = pl->arch->stats.stat (i);
4078 if (stat < 20 + race_bonus) 3965 if (stat < 20 + race_bonus)
4079 { 3966 {
4080 change_attr_value (stats, i, 1); 3967 change_attr_value (stats, i, 1);
4081 excess_stat--; 3968 excess_stat--;
4082 } 3969 }
4085 /* insert the randomitems from the change's treasurelist into 3972 /* insert the randomitems from the change's treasurelist into
4086 * the player ref: player.c 3973 * the player ref: player.c
4087 */ 3974 */
4088 if (change->randomitems != NULL) 3975 if (change->randomitems != NULL)
4089 give_initial_items (pl, change->randomitems); 3976 give_initial_items (pl, change->randomitems);
4090
4091 3977
4092 /* set up the face, for some races. */ 3978 /* set up the face, for some races. */
4093 3979
4094 /* first, look for the force object banning 3980 /* first, look for the force object banning
4095 * changing the face. Certain races never change face with class. 3981 * changing the face. Certain races never change face with class.
4140 char got[MAX_BUF]; 4026 char got[MAX_BUF];
4141 int len; 4027 int len;
4142 4028
4143 if (!pl || !transformer) 4029 if (!pl || !transformer)
4144 return; 4030 return;
4031
4145 marked = find_marked_object (pl); 4032 marked = find_marked_object (pl);
4033
4146 if (!marked) 4034 if (!marked)
4147 { 4035 {
4148 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4036 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4149 return; 4037 return;
4150 } 4038 }
4039
4151 if (!marked->slaying) 4040 if (!marked->slaying)
4152 { 4041 {
4153 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4042 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4154 return; 4043 return;
4155 } 4044 }
4045
4156 /* check whether they are compatible or not */ 4046 /* check whether they are compatible or not */
4157 find = strstr (marked->slaying, transformer->arch->name); 4047 find = strstr (marked->slaying, transformer->arch->archname);
4158 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4048 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4159 { 4049 {
4160 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4050 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4161 return; 4051 return;
4162 } 4052 }
4053
4163 find += strlen (transformer->arch->name) + 1; 4054 find += strlen (transformer->arch->archname) + 1;
4164 /* Item can be used, now find how many and what it yields */ 4055 /* Item can be used, now find how many and what it yields */
4165 if (isdigit (*(find))) 4056 if (isdigit (*(find)))
4166 { 4057 {
4167 yield = atoi (find); 4058 yield = atoi (find);
4168 if (yield < 1) 4059 if (yield < 1)
4174 else 4065 else
4175 yield = 1; 4066 yield = 1;
4176 4067
4177 while (isdigit (*find)) 4068 while (isdigit (*find))
4178 find++; 4069 find++;
4070
4179 while (*find == ' ') 4071 while (*find == ' ')
4180 find++; 4072 find++;
4073
4181 memset (got, 0, MAX_BUF); 4074 memset (got, 0, MAX_BUF);
4075
4182 if ((separator = strchr (find, ';')) != NULL) 4076 if ((separator = strchr (find, ';')) != NULL)
4183 {
4184 len = separator - find; 4077 len = separator - find;
4185 }
4186 else 4078 else
4187 {
4188 len = strlen (find); 4079 len = strlen (find);
4189 } 4080
4190 if (len > MAX_BUF - 1) 4081 if (len > MAX_BUF - 1)
4191 len = MAX_BUF - 1; 4082 len = MAX_BUF - 1;
4083
4192 strcpy (got, find); 4084 strcpy (got, find);
4193 got[len] = '\0'; 4085 got[len] = '\0';
4194 4086
4195 /* Now create new item, remove used ones when required. */ 4087 /* Now create new item, remove used ones when required. */
4196 new_item = get_archetype (got); 4088 new_item = get_archetype (got);
4197 if (!new_item) 4089 if (!new_item)
4198 { 4090 {
4199 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4091 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4200 return; 4092 return;
4201 } 4093 }
4202 4094
4203 new_item->nrof = yield; 4095 new_item->nrof = yield;
4096
4204 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4097 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4098
4205 insert_ob_in_ob (new_item, pl); 4099 insert_ob_in_ob (new_item, pl);
4206 esrv_send_inventory (pl, pl); 4100 esrv_send_inventory (pl, pl);
4207 /* Eat up one item */ 4101 /* Eat up one item */
4208 decrease_ob_nr (marked, 1); 4102 decrease_ob_nr (marked, 1);
4103
4209 /* Eat one transformer if needed */ 4104 /* Eat one transformer if needed */
4210 if (transformer->stats.food) 4105 if (transformer->stats.food)
4211 if (--transformer->stats.food == 0) 4106 if (--transformer->stats.food == 0)
4212 decrease_ob_nr (transformer, 1); 4107 decrease_ob_nr (transformer, 1);
4213} 4108}
4109

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