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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 1.183 by root, Thu Jan 8 04:35:04 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24#include <cmath>
23 25
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <spells.h> 28#include <spells.h>
27#include <skills.h> 29#include <skills.h>
28#include <tod.h> 30#include <tod.h>
29 31
30#ifndef __CEXTRACT__
31# include <sproto.h> 32#include <sproto.h>
32#endif
33 33
34/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
35#include <sounds.h> 35#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 36
40/** 37/**
41 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 40 */
56 * subtype 5: arch or race 53 * subtype 5: arch or race
57 * subtype 7: all three 54 * subtype 7: all three
58 */ 55 */
59 if (op->subtype) 56 if (op->subtype)
60 { 57 {
61 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
62 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
63 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
64 } 61 }
65 else 62 else
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.\r", long_desc (marked, pl));
123 if (marked->msg) 119 if (marked->msg)
124 { 120 buf << "The item has a story:\r" << 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.\r", long_desc (id, pl));
140 if (id->msg) 135 if (id->msg)
141 { 136 buf << "The item has a story:\r" << id->msg << "\n\n";
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
148 break; 140 break;
149 } 141 }
150 else 142 else
151 { 143 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break; 145 break;
154 } 146 }
155 } 147 }
156 } 148 }
157 if (!success) 149
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
159 return money == NULL; 155 return !money;
160} 156}
161 157
162/** 158/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item. 160 * matching item.
165 **/ 161 **/
166static void 162void
167handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
168{ 164{
169 const char *yield; 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
170 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
171 yield = get_ob_key_value (tmp, "on_use_yield");
172 if (yield != NULL)
173 {
174 object *drop = get_archetype (yield);
175
176 if (tmp->env)
177 {
178 drop = insert_ob_in_ob (drop, tmp->env);
179 if (tmp->env->type == PLAYER)
180 esrv_send_item (tmp->env, drop);
181 }
182 else
183 {
184 drop->x = tmp->x;
185 drop->y = tmp->y;
186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
187 }
188 }
189} 167}
190 168
191/** 169/**
192 * Handles applying a potion. 170 * Handles applying a potion.
193 */ 171 */
195apply_potion (object *op, object *tmp) 173apply_potion (object *op, object *tmp)
196{ 174{
197 int got_one = 0, i; 175 int got_one = 0, i;
198 object *force = 0, *floor = 0; 176 object *force = 0, *floor = 0;
199 177
200 floor = get_map_ob (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
201 179
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 181 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 185 return 0;
208 } 186 }
209 187
210 if (op->type == PLAYER) 188 if (op->type == PLAYER)
219 object *depl; 197 object *depl;
220 archetype *at; 198 archetype *at;
221 199
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 201 {
224 drain_stat (op); 202 op->drain_stat ();
225 fix_player (op); 203 op->update_stats ();
226 decrease_ob (tmp); 204 tmp->decrease ();
227 return 1; 205 return 1;
228 } 206 }
229 207
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 209 {
232 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 211 return 0;
234 } 212 }
213
235 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
236 215
237 if (depl != NULL) 216 if (depl)
238 { 217 {
239 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 219 if (depl->stats.stat (i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 220 op->statusmsg (restore_msg[i]);
242 221
243 depl->destroy (); 222 depl->destroy ();
244 fix_player (op); 223 op->update_stats ();
245 } 224 }
246 else 225 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
248 227
249 decrease_ob (tmp); 228 tmp->decrease ();
250 return 1; 229 return 1;
251 } 230 }
252 231
253 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
254 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
255 { 234 {
256 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
257 { 236 {
258 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
259 { 238 {
260 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
261 { 240 {
262 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
263 break; 242 break;
264 } 243 }
244
265 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
266 { 246 {
267 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
268 break; 248 break;
269 } 249 }
250
270 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
271 { 252 {
272 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
273 break; 254 break;
274 } 255 }
278 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
279 { 260 {
280 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
281 break; 262 break;
282 } 263 }
264
283 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
284 { 266 {
285 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
286 break; 268 break;
287 } 269 }
270
288 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
289 { 272 {
290 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
291 break; 274 break;
292 } 275 }
299 282
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 284 {
302 if (got_one) 285 if (got_one)
303 { 286 {
304 fix_player (op); 287 op->update_stats ();
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
308 } 291 }
309 else 292 else
310 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
311 } 294 }
312 else 295 else
313 { /* cursed potion */ 296 { /* cursed potion */
314 if (got_one) 297 if (got_one)
315 { 298 {
316 fix_player (op); 299 op->update_stats ();
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
318 } 301 }
319 else 302 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 304 }
322 305
323 decrease_ob (tmp); 306 tmp->decrease ();
324 return 1; 307 return 1;
325 } 308 }
326 309
327 310
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
334 { 317 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 319 {
337 object *fball; 320 object *fball;
338 321
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 322 op->failmsg ("Yech! Your lungs are on fire!");
323
340 /* Explodes a fireball centered at player */ 324 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL); 325 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x; 328 fball->x = op->x;
346 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
347 } 331 }
348 else 332 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 334
351 decrease_ob (tmp); 335 tmp->decrease ();
336
352 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 339 op->update_stats ();
340
355 return 1; 341 return 1;
356 } 342 }
357 343
358 /* Deal with protection potions */ 344 /* Deal with protection potions */
359 force = NULL; 345 force = NULL;
361 { 347 {
362 if (tmp->resist[i]) 348 if (tmp->resist[i])
363 { 349 {
364 if (!force) 350 if (!force)
365 force = get_archetype (FORCE_NAME); 351 force = get_archetype (FORCE_NAME);
352
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 354 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */ 355 break; /* Only need to find one protection since we copy entire batch */
369 } 356 }
370 } 357 }
358
371 /* This is a protection potion */ 359 /* This is a protection potion */
372 if (force) 360 if (force)
373 { 361 {
374 /* cursed items last longer */ 362 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 365 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 366 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 367 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 368 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 369 }
370
382 force->speed_left = -1; 371 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 375 change_abil (op, force);
387 decrease_ob (tmp); 376 tmp->decrease ();
388 return 1; 377 return 1;
389 } 378 }
390 379
391 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
392 if (op->type == PLAYER) 381 if (op->type == PLAYER)
393 { /* only for players */ 382 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 384 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 385 else
397 SET_FLAG (tmp, FLAG_APPLIED); 386 SET_FLAG (tmp, FLAG_APPLIED);
387
398 if (!change_abil (op, tmp)) 388 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 389 op->statusmsg ("Nothing happened.");
400 } 390 }
401 391
402 /* CLEAR_FLAG is so that if the character has other potions 392 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 393 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 395 * up all the stats.
406 */ 396 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 398 op->update_stats ();
409 decrease_ob (tmp); 399 tmp->decrease ();
410 return 1; 400 return 1;
411} 401}
412 402
413/**************************************************************************** 403/****************************************************************************
414 * Weapon improvement code follows 404 * Weapon improvement code follows
416 406
417/** 407/**
418 * This returns the sum of nrof of item (arch name). 408 * This returns the sum of nrof of item (arch name).
419 */ 409 */
420static int 410static int
421check_item (object *op, const char *item) 411check_item (object *op, shstr_cmp item)
422{ 412{
423 int count = 0; 413 int count = 0;
424 414
425 415 if (!item)
426 if (item == NULL)
427 return 0; 416 return 0;
428 op = op->below; 417
429 while (op != NULL) 418 for (op = op->below; op; op = op->below)
430 { 419 if (op->arch->archname == item)
431 if (strcmp (op->arch->name, item) == 0)
432 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 420 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 421 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
435 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++;
438 else
439 count += op->nrof; 422 count += op->number_of ();
440 } 423
441 }
442 op = op->below;
443 }
444 return count; 424 return count;
445} 425}
446 426
447/** 427/**
448 * This removes 'nrof' of what item->slaying says to remove. 428 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only 429 * op is typically the player, which is only
450 * really used to determine what space to look at. 430 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 431 * Modified to only eat 'nrof' of objects.
452 */ 432 */
453static void 433static void
454eat_item (object *op, const char *item, uint32 nrof) 434eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 435{
456 object *prev; 436 object *prev;
457 437
458 prev = op; 438 prev = op;
459 op = op->below; 439 op = op->below;
460 440
461 while (op != NULL) 441 while (op)
462 { 442 {
463 if (strcmp (op->arch->name, item) == 0) 443 if (op->arch->archname == item)
464 { 444 {
465 if (op->nrof >= nrof) 445 if (op->nrof >= nrof)
466 { 446 {
467 decrease_ob_nr (op, nrof); 447 op->decrease (nrof);
468 return; 448 return;
469 } 449 }
470 else 450 else
471 { 451 {
472 decrease_ob_nr (op, op->nrof); 452 op->decrease (nrof);
473 nrof -= op->nrof; 453 nrof -= op->nrof;
474 } 454 }
455
475 op = prev; 456 op = prev;
476 } 457 }
458
477 prev = op; 459 prev = op;
478 op = op->below; 460 op = op->below;
479 } 461 }
480} 462}
481 463
487 * we return 1 (true) if the player can use the weapon. 469 * we return 1 (true) if the player can use the weapon.
488 */ 470 */
489static int 471static int
490check_weapon_power (const object *who, int improvs) 472check_weapon_power (const object *who, int improvs)
491{ 473{
492
493/* Old code is below (commented out). Basically, since weapons are the only 474/* 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 475 * 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. 476 * require high level in some combat skill, so we just use overall level.
496 */ 477 */
497#if 1 478#if 1
538static int 519static int
539check_sacrifice (object *op, const object *improver) 520check_sacrifice (object *op, const object *improver)
540{ 521{
541 int count = 0; 522 int count = 0;
542 523
543 if (improver->slaying != NULL) 524 if (improver->slaying)
544 { 525 {
545 count = check_item (op, improver->slaying); 526 count = check_item (op, improver->slaying);
546 if (count < 1) 527 if (count < 1)
547 { 528 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 529 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 530 return 0;
553 } 531 }
554 } 532 }
555 else 533 else
556 count = 1; 534 count = 1;
559} 537}
560 538
561/** 539/**
562 * Actually improves the weapon, and tells user. 540 * Actually improves the weapon, and tells user.
563 */ 541 */
564int 542static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 543improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 544{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 545 stat += sacrifice_count;
570 weapon->last_eat++; 546 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 547 improver->decrease ();
572 decrease_ob (improver);
573 548
574 /* So it updates the players stats and the window */ 549 /* So it updates the players stats and the window */
575 fix_player (op); 550 op->update_stats ();
551
552 op->statusmsg (format (
553 "Your sacrifice was accepted.\n"
554 "Weapon's bonus to %s improved by %d.",
555 statname, sacrifice_count
556 ));
557
576 return 1; 558 return 1;
577} 559}
578 560
579/* Types of improvements, hidden in the sp field. */ 561/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 562#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 563#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 564#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 565#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 566#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 567#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 568#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 569#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 570#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 571#define IMPROVE_INT 10
590#define IMPROVE_POW 11 572#define IMPROVE_POW 11
591
592 573
593/** 574/**
594 * This does the prepare weapon scroll. 575 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 576 * Checks for sacrifice, and so on.
596 */ 577 */
597
598int 578int
599prepare_weapon (object *op, object *improver, object *weapon) 579prepare_weapon (object *op, object *improver, object *weapon)
600{ 580{
601 int sacrifice_count, i; 581 int sacrifice_count, i;
602 char buf[MAX_BUF]; 582 char buf[MAX_BUF];
603 583
604 if (weapon->level != 0) 584 if (weapon->level != 0)
605 { 585 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 586 op->failmsg ("Weapon is already prepared!");
607 return 0; 587 return 0;
608 } 588 }
589
609 for (i = 0; i < NROFATTACKS; i++) 590 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 591 if (weapon->resist[i])
611 break; 592 break;
612 593
613 /* If we break out, i will be less than nrofattacks, preventing 594 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 597 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 599 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 600 weapon->stats.ac) /* AC - only taifu's I think */
620 { 601 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 602 op->failmsg ("You cannot prepare magic weapons. "
603 "H<A weapon is considered magical if it changes regeneration, "
604 "speed or ac, or has other protections.>");
622 return 0; 605 return 0;
623 } 606 }
607
624 sacrifice_count = check_sacrifice (op, improver); 608 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 609 if (sacrifice_count <= 0)
626 return 0; 610 return 0;
611
627 weapon->level = isqrt (sacrifice_count); 612 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); 613 eat_item (op, improver->slaying, sacrifice_count);
630 614
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 615 op->statusmsg (format (
616 "Your sacrifice was accepted."
617 "Your *%s may be improved %d times.",
618 &weapon->name, weapon->level
619 ));
632 620
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 621 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 622 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 623 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 624 slot at once! */
637 decrease_ob (improver); 625 improver->decrease ();
638 weapon->last_eat = 0; 626 weapon->last_eat = 0;
639 return 1; 627 return 1;
640} 628}
641
642 629
643/** 630/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 631 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 632 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 633 * Returns 0 if it was not able to work for some reason.
655improve_weapon (object *op, object *improver, object *weapon) 642improve_weapon (object *op, object *improver, object *weapon)
656{ 643{
657 int sacrifice_count, sacrifice_needed = 0; 644 int sacrifice_count, sacrifice_needed = 0;
658 645
659 if (improver->stats.sp == IMPROVE_PREPARE) 646 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 647 return prepare_weapon (op, improver, weapon);
662 } 648
663 if (weapon->level == 0) 649 if (weapon->level == 0)
664 { 650 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 651 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 652 return 0;
667 } 653 }
654
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 655 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 656 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 657 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 658 return 0;
672 } 659 }
660
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 661 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 { 662 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 663 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"); 664 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 665 "really want to improve it.");
678 return 0; 666 return 0;
679 } 667 }
668
680 /* This just increases damage by 5 points, no matter what. No sacrifice 669 /* 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, 670 * 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 671 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 672 * weapon can be improved.
684 */ 673 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 674 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 675 {
687 weapon->stats.dam += 5; 676 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 677 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); 678 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 679 weapon->last_eat++;
691 680
692 weapon->item_power++; 681 weapon->item_power++;
693 decrease_ob (improver); 682 improver->decrease ();
694 return 1; 683 return 1;
695 } 684 }
685
696 if (improver->stats.sp == IMPROVE_WEIGHT) 686 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 687 {
698 /* Reduce weight by 20% */ 688 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 689 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 690 if (weapon->weight < 1)
701 weapon->weight = 1; 691 weapon->weight = 1;
692
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 693 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 694 weapon->last_eat++;
704 weapon->item_power++; 695 weapon->item_power++;
705 decrease_ob (improver); 696 improver->decrease ();
706 return 1; 697 return 1;
707 } 698 }
699
708 if (improver->stats.sp == IMPROVE_ENCHANT) 700 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 701 {
710 weapon->magic++; 702 weapon->magic++;
711 weapon->last_eat++; 703 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 704 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 705 improver->decrease ();
714 weapon->item_power++; 706 weapon->item_power++;
715 return 1; 707 return 1;
716 } 708 }
717 709
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 710 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 715 sacrifice_needed *= 2;
724 716
725 sacrifice_count = check_sacrifice (op, improver); 717 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 718 if (sacrifice_count < sacrifice_needed)
727 { 719 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 720 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 721 return 0;
730 } 722 }
723
731 eat_item (op, improver->slaying, sacrifice_needed); 724 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 725 weapon->item_power++;
733 726
734 switch (improver->stats.sp) 727 switch (improver->stats.sp)
735 { 728 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 729 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"); 730 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"); 731 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"); 732 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"); 733 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"); 734 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"); 735 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 736 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 737 op->failmsg ("Unknown improvement type.");
752 } 738 }
739
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 740 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 741 return 0;
755} 742}
756 743
757/** 744/**
764{ 751{
765 object *otmp; 752 object *otmp;
766 753
767 if (op->type != PLAYER) 754 if (op->type != PLAYER)
768 return 0; 755 return 0;
756
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 757 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 758 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 759 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 760 return 0;
773 } 761 }
762
774 otmp = find_marked_object (op); 763 otmp = find_marked_object (op);
764
775 if (!otmp) 765 if (!otmp)
776 { 766 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 767 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; 768 return 0;
779 } 769 }
770
780 if (otmp->type != WEAPON && otmp->type != BOW) 771 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 772 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 773 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0; 774 return 0;
784 } 775 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 776
777 op->statusmsg ("Applied weapon builder.");
778
786 improve_weapon (op, tmp, otmp); 779 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 780 esrv_send_item (op, otmp);
788 return 1; 781 return 1;
789} 782}
790 783
815{ 808{
816 object *tmp; 809 object *tmp;
817 810
818 if (armour->magic >= settings.armor_max_enchant) 811 if (armour->magic >= settings.armor_max_enchant)
819 { 812 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 813 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 814 return 0;
822 } 815 }
816
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 817 /* 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. 818 * 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 819 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?) 820 * of gnarg and what not?)
827 */ 821 */
828 if (armour->title) 822 if (armour->title)
829 { 823 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 824 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 825 return 0;
832 } 826 }
833 827
834 /* Split objects if needed. Can't insert tmp until the 828 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 829 * end of this function - otherwise it will just re-merge.
836 */ 830 */
837 if (armour->nrof > 1) 831 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841 832
842 armour->magic++; 833 armour->magic++;
843 834
844 if (!settings.armor_speed_linear) 835 if (!settings.armor_speed_linear)
845 { 836 {
850 { 841 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 842 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 843 pow++;
853 } 844 }
854 845
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 846 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 847 }
857 else 848 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 849 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 850
860 if (!settings.armor_weight_linear) 851 if (!settings.armor_weight_linear)
861 { 852 {
862 int base = 100; 853 int base = 100;
863 int pow = 0; 854 int pow = 0;
866 { 857 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 858 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 859 pow++;
869 } 860 }
870 861
871 armour->weight = (armour->arch->clone.weight * base) / 100; 862 armour->weight = (armour->arch->weight * base) / 100;
872 } 863 }
873 else 864 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 865 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 866
876 if (armour->weight <= 0) 867 if (armour->weight <= 0)
877 { 868 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 869 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 870 armour->weight = 1;
880 } 871 }
881 872
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 873 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 874
884 if (op->type == PLAYER) 875 if (op->type == PLAYER)
885 { 876 {
886 esrv_send_item (op, armour); 877 esrv_send_item (op, armour);
878
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 879 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 880 op->update_stats ();
889 } 881 }
890 decrease_ob (improver); 882
883 improver->decrease ();
884
891 if (tmp) 885 if (tmp)
892 { 886 op->insert (tmp);
893 insert_ob_in_ob (tmp, op); 887
894 esrv_send_item (op, tmp);
895 }
896 return 1; 888 return 1;
897} 889}
898
899 890
900/* 891/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 892 * 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. 893 * what the converter wants, -1 if the converter is broken.
903 */ 894 *
904#define CONV_FROM(xyz) xyz->slaying
905#define CONV_TO(xyz) xyz->other_arch
906#define CONV_NR(xyz) xyz->stats.sp
907#define CONV_NEED(xyz) xyz->stats.food
908
909/* Takes one items and makes another. 895 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 896 * converter is the object that is doing the conversion.
911 * item is the object that triggered the converter - if it is not 897 * item is the object that triggered the converter - if it is not
912 * what the converter wants, this will not do anything. 898 * what the converter wants, this will not do anything.
913 */ 899 */
914int 900static int
915convert_item (object *item, object *converter) 901convert_item (object *item, object *converter)
916{ 902{
917 int nr = 0;
918 uint32 price_in; 903 sint64 nr, price_in;
904
905 if (item->flag [FLAG_UNPAID])
906 return 0;
907
908 shstr conv_from = converter->slaying;
909 archetype *conv_to = converter->other_arch;
910 sint64 need = converter->stats.food;
911 sint64 give = converter->stats.sp;
919 912
920 /* We make some assumptions - we assume if it takes money as it type, 913 /* 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 914 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 915 * 3 gp and player drops a platinum, tough luck)
923 */ 916 */
924 if (!strcmp (CONV_FROM (converter), "money")) 917 if (conv_from == shstr_money)
925 { 918 {
926 int cost;
927
928 if (item->type != MONEY) 919 if (item->type != MONEY)
929 return 0; 920 return 0;
930 921
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 922 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 923 if (!nr)
933 return 0; 924 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 925
935 /* take into account rounding errors */ 926 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 927
937 cost++; 928 sint64 cost = (nr * need + item->value - 1) / item->value;
938 decrease_ob_nr (item, cost); 929
930 item->decrease (cost);
939 931
940 price_in = cost * item->value; 932 price_in = cost * item->value;
941 } 933 }
942 else 934 else
943 { 935 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 936 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 937 || conv_from != item->arch->archname
938 || (need && need > (uint16) item->nrof))
946 return 0; 939 return 0;
947 940
948 if (CONV_NEED (converter)) 941 converter->play_sound (sound_find ("convert_item"));
942
943 if (need)
949 { 944 {
950 nr = item->nrof / CONV_NEED (converter); 945 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 946 item->decrease (nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 947 price_in = nr * need * item->value;
953 } 948 }
954 else 949 else
955 { 950 {
956 price_in = item->value; 951 price_in = item->value;
957 item->destroy (); 952 item->destroy ();
958 } 953 }
959 } 954 }
960 955
961 if (converter->inv != NULL) 956 if (converter->inv)
962 { 957 {
963 object *ob; 958 object *ob;
964 int i; 959 int i;
965 object *ob_to_copy; 960 object *ob_to_copy;
966 961
967 /* select random object from inventory to copy */ 962 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv; 963 ob_to_copy = converter->inv;
969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 964 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
970 {
971 if (rndm (0, i) == 0) 965 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob; 966 ob_to_copy = ob;
974 } 967
975 } 968 item = ob_to_copy->deep_clone ();
976 item = object_create_clone (ob_to_copy);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 969 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE); 970 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 } 971 }
980 else 972 else
981 { 973 {
982 if (converter->other_arch == NULL) 974 if (!conv_to)
983 { 975 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 976 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); 977 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 978 return -1;
987 } 979 }
988 980
989 item = object_create_arch (converter->other_arch); 981 item = object_create_arch (conv_to);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 982 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 } 983 }
992 984
993 if (CONV_NR (converter)) 985 if (give)
994 item->nrof = CONV_NR (converter); 986 item->nrof = give;
987
995 if (nr) 988 if (nr)
996 item->nrof *= nr; 989 item->nrof *= nr;
997 if (is_in_shop (converter)) 990
991 if (converter->flag [FLAG_PRECIOUS])
998 SET_FLAG (item, FLAG_UNPAID); 992 SET_FLAG (item, FLAG_UNPAID);
993
994 if (is_in_shop (converter))
995 {
996 // converters on shop floors don't work anymore, bug lets check for it
997 // and report in case someone still does it.
998 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
999 converter->debug_desc ());
1000 SET_FLAG (item, FLAG_UNPAID);
1001 }
999 else if (price_in < item->nrof * item->value) 1002 else if (price_in < sint64 (item->nrof) * item->value)
1000 { 1003 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1004 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); 1005 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /** 1006 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 1007 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 1008 * hopefully had something in mind when doing this.
1007 */ 1009 */
1008 } 1010 }
1011
1012 // elmex: only identify if we need to, for example so that generated money doesn't
1013 // get an 'identified' flag so easily.
1014 if (need_identify (item))
1015 identify (item);
1016
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1017 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1; 1018 return 1;
1011} 1019}
1012 1020
1013/** 1021/**
1014 * Handle apply on containers. 1022 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 1023 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1024 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 1025 * added the alchemical cauldron to the code -b.t.
1018 */ 1026 */
1019
1020int 1027int
1021apply_container (object *op, object *sack) 1028apply_container (object *op, object *sack)
1022{ 1029{
1023 char buf[MAX_BUF]; 1030 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 1031 return 0; /* This might change */
1028 1032
1029 if (sack == NULL || sack->type != CONTAINER) 1033 if (!sack || sack->type != CONTAINER)
1030 { 1034 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1035 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1036 return 0;
1033 } 1037 }
1034 1038
1035 op->contr->last_used = 0; 1039 op->contr->last_used = 0;
1036 1040
1037 if (sack->env != op) 1041 if (sack->env && sack->env != op)
1042 {
1043 op->failmsg ("You must put it onto the floor or into your inventory first.");
1044 return 1;
1038 { 1045 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1046
1047 // already applied == open on ground, or open in inv, or active in inv
1048 if (sack->flag [FLAG_APPLIED])
1049 {
1050 if (op->container == sack)
1040 { 1051 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1052 // open on ground or inv, so close
1053 op->close_container ();
1042 return 1; 1054 return 1;
1043 } 1055 }
1044 1056 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 } 1057 {
1060 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1058 // active, but not ours: some other player has opened it
1059 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1060 return 1;
1061 { 1061 }
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 1062
1082 if (tmp && tmp->type == CLOSE_CON) 1063 // fall through to opening it (active in inv)
1083 tmp->destroy ();
1084 }
1085 }
1086 }
1087
1088 if (QUERY_FLAG (sack, FLAG_APPLIED))
1089 { 1064 }
1065 else if (sack->env)
1066 {
1067 // it is in our env, so activate it, do not open yet
1090 if (op->container) 1068 op->close_container ();
1091 { 1069 sack->flag [FLAG_APPLIED] = 1;
1092 if (op->container != sack) 1070 esrv_update_item (UPD_FLAGS, op, sack);
1093 { 1071 op->statusmsg (format ("You ready %s.", query_name (sack)));
1094 tmp = op->container; 1072 return 1;
1095 apply_container (op, tmp); 1073 }
1096 sprintf (buf, "You close %s and open ", query_name (tmp)); 1074
1097 op->container = sack; 1075 // it's locked?
1098 strcat (buf, query_name (sack)); 1076 if (sack->slaying)
1099 strcat (buf, "."); 1077 {
1100 } 1078 if (object *tmp = find_key (op, op, sack))
1101 else 1079 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 1080 else
1109 { 1081 {
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)); 1082 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; 1083 return 1;
1146 } 1084 }
1147 }
1148 } 1085 }
1149 1086
1150 new_draw_info (NDI_UNIQUE, 0, op, buf); 1087 op->open_container (sack);
1151
1152 if (op->contr)
1153 op->contr->socket->floorbox_update ();
1154 1088
1155 return 1; 1089 return 1;
1156} 1090}
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 1091
1283/** 1092/**
1284 * Handles dropping things on altar. 1093 * Handles dropping things on altar.
1285 * Returns true if sacrifice was accepted. 1094 * Returns true if sacrifice was accepted.
1286 */ 1095 */
1297 * with an altar. We call it a Potion - altars are stationary - it 1106 * with an altar. We call it a Potion - altars are stationary - it
1298 * is up to map designers to use them properly. 1107 * is up to map designers to use them properly.
1299 */ 1108 */
1300 if (altar->inv && altar->inv->type == SPELL) 1109 if (altar->inv && altar->inv->type == SPELL)
1301 { 1110 {
1302 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1111 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1303 cast_spell (originator, altar, 0, altar->inv, NULL); 1112 cast_spell (originator, altar, 0, altar->inv, NULL);
1304 /* If it is connected, push the button. Fixes some problems with 1113 /* If it is connected, push the button. Fixes some problems with
1305 * old maps. 1114 * old maps.
1306 */ 1115 */
1307 1116
1308/* push_button (altar);*/ 1117/* push_button (altar);*/
1309 } 1118 }
1310 else 1119 else
1311 { 1120 {
1312 altar->value = 1; /* works only once */ 1121 altar->value = 1; /* works only once */
1313 push_button (altar); 1122 push_button (altar, originator);
1314 } 1123 }
1315 1124
1316 return !sacrifice; 1125 return !sacrifice;
1317 } 1126 }
1318 else 1127 else
1333 double opinion; 1142 double opinion;
1334 object *tmp, *next; 1143 object *tmp, *next;
1335 1144
1336 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1337 1146
1338 if (op->type != PLAYER) 1147 bool has_unpaid = false;
1148
1149 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1150 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID])
1153 {
1154 has_unpaid = true;
1155 break;
1156 }
1157
1158 if (!op->is_player ())
1339 { 1159 {
1340 /* Remove all the unpaid objects that may be carried here. 1160 /* Remove all the unpaid objects that may be carried here.
1341 * This could be pets or monsters that are somehow in 1161 * This could be pets or monsters that are somehow in
1342 * the shop. 1162 * the shop.
1343 */ 1163 */
1347 1167
1348 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1168 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1349 { 1169 {
1350 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1170 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1351 1171
1172 if (i >= 0)
1352 tmp->remove (); 1173 tmp->move (i);
1353
1354 if (i == -1)
1355 i = 0;
1356
1357 tmp->map = op->map;
1358 tmp->x = op->x + freearr_x[i];
1359 tmp->y = op->y + freearr_y[i];
1360 insert_ob_in_map (tmp, op->map, op, 0);
1361 } 1174 }
1362 } 1175 }
1363 1176
1364 /* Don't teleport things like spell effects */ 1177 /* Don't teleport things like spell effects */
1365 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1178 if (QUERY_FLAG (op, FLAG_NO_PICK))
1368 /* unpaid objects, or non living objects, can't transfer by 1181 /* unpaid objects, or non living objects, can't transfer by
1369 * shop mats. Instead, put it on a nearby space. 1182 * shop mats. Instead, put it on a nearby space.
1370 */ 1183 */
1371 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1184 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1372 { 1185 {
1373
1374 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1186 /* 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); 1187 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1376 1188
1377 if (i != -1) 1189 if (i != -1)
1378 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1190 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1379 1191
1380 return 0; 1192 return 0;
1381 } 1193 }
1194
1382 /* Removed code that checked for multipart objects - it appears that 1195 /* Removed code that checked for multipart objects - it appears that
1383 * the teleport function should be able to handle this just fine. 1196 * the teleport function should be able to handle this just fine.
1384 */ 1197 */
1385 rv = teleport (shop_mat, SHOP_MAT, op); 1198 rv = teleport (shop_mat, SHOP_MAT, op);
1386 } 1199 }
1387 else if (can_pay (op) && get_payment (op)) 1200 else if (can_pay (op) && get_payment (op))
1388 { 1201 {
1389 /* this is only used for players */ 1202 /* this is only used for players */
1390 rv = teleport (shop_mat, SHOP_MAT, op); 1203 rv = teleport (shop_mat, SHOP_MAT, op);
1391 1204
1205 if (has_unpaid)
1206 op->contr->play_sound (sound_find ("shop_buy"));
1207 else if (is_in_shop (op))
1208 op->contr->play_sound (sound_find ("shop_enter"));
1209 else
1210 op->contr->play_sound (sound_find ("shop_leave"));
1211
1392 if (shop_mat->msg) 1212 if (shop_mat->msg)
1393 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1213 op->statusmsg (shop_mat->msg);
1394 /* This check below is a bit simplistic - generally it should be correct, 1214 /* This check below is a bit simplistic - generally it should be correct,
1395 * but there is never a guarantee that the bottom space on the map is 1215 * but there is never a guarantee that the bottom space on the map is
1396 * actually the shop floor. 1216 * actually the shop floor.
1397 */ 1217 */
1398 else if (!rv && !is_in_shop (op)) 1218 else if (!rv && !is_in_shop (op))
1399 { 1219 {
1400 opinion = shopkeeper_approval (op->map, op); 1220 opinion = shopkeeper_approval (op->map, op);
1401 1221
1402 if (opinion > 0.9) 1222 op->statusmsg (
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1223 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1404 else if (opinion > 0.75) 1224 : opinion >= 0.75 ? "The shopkeeper waves to you."
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1225 : opinion >= 0.50 ? "The shopkeeper ignores you."
1406 else if (opinion > 0.5) 1226 : "The shopkeeper glares at you with contempt."
1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1408 else 1227 );
1409 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1410 } 1228 }
1411 } 1229 }
1412 else 1230 else
1413 { 1231 {
1414 /* if we get here, a player tried to leave a shop but was not able 1232 /* if we get here, a player tried to leave a shop but was not able
1415 * to afford the items he has. We try to move the player so that 1233 * to afford the items he has. We try to move the player so that
1416 * they are not on the mat anymore 1234 * they are not on the mat anymore
1417 */ 1235 */
1418 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1236 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1419 1237
1420 if (i == -1) 1238 if (i == -1)
1421 {
1422 LOG (llevError, "Internal shop-mat problem.\n"); 1239 LOG (llevError, "Internal shop-mat problem.\n");
1423 }
1424 else 1240 else
1425 { 1241 {
1426 op->remove (); 1242 op->remove ();
1427 op->x += freearr_x[i]; 1243 op->x += freearr_x[i];
1428 op->y += freearr_y[i]; 1244 op->y += freearr_y[i];
1438 * Handles applying a sign. 1254 * Handles applying a sign.
1439 */ 1255 */
1440static void 1256static void
1441apply_sign (object *op, object *sign, int autoapply) 1257apply_sign (object *op, object *sign, int autoapply)
1442{ 1258{
1443 readable_message_type *msgType; 1259 if (!op->is_player())
1444 char newbuf[HUGE_BUF]; 1260 return;
1445 1261
1446 if (sign->msg == NULL) 1262 if (sign->has_dialogue ())
1447 { 1263 {
1448 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1264 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1449 return; 1265 return;
1450 } 1266 }
1451 1267
1268 if (!sign->msg)
1269 {
1270 op->contr->infobox (MSG_CHANNEL ("examine"),
1271 format ("T<%s>\n\n Nothing %sis written on it.",
1272 &sign->name,
1273 sign->name == sign->arch->name ? "" : "else "));
1274 return;
1275 }
1276
1452 if (sign->stats.food) 1277 if (sign->stats.food)
1453 { 1278 {
1454 if (sign->last_eat >= sign->stats.food) 1279 if (sign->last_eat >= sign->stats.food)
1455 { 1280 {
1456 if (!sign->move_on) 1281 if (!sign->move_on)
1457 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1282 op->failmsg ("You cannot read it anymore.");
1283
1458 return; 1284 return;
1459 } 1285 }
1460 1286
1461 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1287 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1462 sign->last_eat++; 1288 sign->last_eat++;
1467 * move_on is zero, it needs to be manually applied (doesn't talk 1293 * move_on is zero, it needs to be manually applied (doesn't talk
1468 * to us). 1294 * to us).
1469 */ 1295 */
1470 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1296 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1471 { 1297 {
1472 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1298 op->failmsg ("You are unable to read while blind!");
1473 return; 1299 return;
1474 } 1300 }
1475 msgType = get_readable_message_type (sign); 1301
1476 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1302 if (op->contr)
1477 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1303 if (client *ns = op->contr->ns)
1304 {
1305 if (sign->sound)
1306 ns->play_sound (sign->sound);
1307 else if (autoapply)
1308 ns->play_sound (sound_find ("msg_voice"));
1309
1310 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1311 }
1312}
1313
1314static void
1315move_apply_hole (object *trap, object *victim)
1316{
1317 /* Hole not open? */
1318 if (trap->stats.wc > 0)
1319 return;
1320
1321 /* Is this a multipart monster and not the head? If so, return.
1322 * Processing will happen if the head runs into the pit
1323 */
1324 if (victim->head)
1325 return;
1326
1327 // now find all possible locations and randomly pick one
1328 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1329 trap->range >= 3 ? SIZEOFFREE3 + 1
1330 : trap->range >= 2 ? SIZEOFFREE2 + 1
1331 : trap->range >= 1 ? SIZEOFFREE1 + 1
1332 : SIZEOFFREE0 + 1);
1333
1334 if (dir < 0)
1335 return;
1336
1337 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1338 victim->statusmsg ("You fall through the hole!", NDI_RED);
1339
1340 transfer_ob (victim,
1341 EXIT_X (trap) + freearr_x[dir],
1342 EXIT_Y (trap) + freearr_y[dir],
1343 0, victim);
1478} 1344}
1479 1345
1480/** 1346/**
1481 * 'victim' moves onto 'trap' 1347 * 'victim' moves onto 'trap'
1482 * 'victim' leaves 'trap' 1348 * 'victim' leaves 'trap'
1505 * proper. This code was causing needless crashes. 1371 * proper. This code was causing needless crashes.
1506 */ 1372 */
1507 if (recursion_depth >= 500) 1373 if (recursion_depth >= 500)
1508 { 1374 {
1509 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1375 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); 1376 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1511 return; 1377 return;
1512 } 1378 }
1379
1513 recursion_depth++; 1380 recursion_depth++;
1514 if (trap->head) 1381 if (trap->head)
1515 trap = trap->head; 1382 trap = trap->head;
1516 1383
1517 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1384 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1532 1399
1533 /* Just put in some sanity check. I think there is a bug in the 1400 /* 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 1401 * above with some objects have zero speed, and thus the player
1535 * getting permanently paralyzed. 1402 * getting permanently paralyzed.
1536 */ 1403 */
1537 if (victim->speed_left < -50.0) 1404 if (victim->speed_left < -50.f)
1538 victim->speed_left = -50.0; 1405 victim->speed_left = -50.f;
1539 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1406 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1540 } 1407 }
1541 goto leave; 1408 goto leave;
1542 1409
1543 case SPINNER: 1410 case SPINNER:
1556 } 1423 }
1557 goto leave; 1424 goto leave;
1558 1425
1559 case BUTTON: 1426 case BUTTON:
1560 case PEDESTAL: 1427 case PEDESTAL:
1561 update_button (trap); 1428 update_button (trap, originator);
1562 goto leave; 1429 goto leave;
1563 1430
1564 case ALTAR: 1431 case ALTAR:
1565 /* sacrifice victim on trap */ 1432 /* sacrifice victim on trap */
1566 apply_altar (trap, victim, originator); 1433 apply_altar (trap, victim, originator);
1593 1460
1594 if (!trap->value) 1461 if (!trap->value)
1595 { 1462 {
1596 int tot; 1463 int tot;
1597 1464
1598 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1465 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1599 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1600 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1467 tot += ab->head_ ()->total_weight ();
1601 1468
1602 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1469 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1603 goto leave; 1470 goto leave;
1604 1471
1605 SET_ANIMATION (trap, trap->value); 1472 SET_ANIMATION (trap, trap->value);
1615 1482
1616 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1483 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1617 { 1484 {
1618 if (!sound_was_played) 1485 if (!sound_was_played)
1619 { 1486 {
1620 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1487 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1621 sound_was_played = 1; 1488 sound_was_played = 1;
1622 } 1489 }
1623 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1490
1491 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1624 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1492 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1625 } 1493 }
1626 } 1494 }
1627 goto leave; 1495 goto leave;
1628 } 1496 }
1629 1497
1630
1631 case CONVERTER: 1498 case CONVERTER:
1632 if (convert_item (victim, trap) < 0) 1499 if (convert_item (victim, trap) < 0)
1633 { 1500 {
1634 object *op; 1501 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1635 1502 archetype::get (shstr_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 } 1503 }
1504
1646 goto leave; 1505 goto leave;
1647 1506
1648 case TRIGGER_BUTTON: 1507 case TRIGGER_BUTTON:
1649 case TRIGGER_PEDESTAL: 1508 case TRIGGER_PEDESTAL:
1650 case TRIGGER_ALTAR: 1509 case TRIGGER_ALTAR:
1658 case CHECK_INV: 1517 case CHECK_INV:
1659 check_inv (victim, trap); 1518 check_inv (victim, trap);
1660 goto leave; 1519 goto leave;
1661 1520
1662 case HOLE: 1521 case HOLE:
1663 /* Hole not open? */ 1522 move_apply_hole (trap, victim);
1664 if (trap->stats.wc > 0)
1665 goto leave;
1666
1667 /* Is this a multipart monster and not the head? If so, return.
1668 * Processing will happen if the head runs into the pit
1669 */
1670 if (victim->head)
1671 goto leave;
1672
1673 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1674 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1675 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1676 goto leave; 1523 goto leave;
1677 1524
1678 case EXIT: 1525 case EXIT:
1679 if (victim->type == PLAYER && EXIT_PATH (trap)) 1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1680 { 1527 {
1681 /* Basically, don't show exits leading to random maps the 1528 /* Basically, don't show exits leading to random maps the
1682 * players output. 1529 * players output.
1683 */ 1530 */
1684 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1531 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1685 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1532 victim->statusmsg (trap->msg, NDI_NAVY);
1533
1534 trap->play_sound (trap->sound);
1686 enter_exit (victim, trap); 1535 victim->enter_exit (trap);
1687 } 1536 }
1688 goto leave; 1537 goto leave;
1689 1538
1690 case ENCOUNTER: 1539 case ENCOUNTER:
1691 /* may be some leftovers on this */ 1540 /* may be some leftovers on this */
1706 1555
1707 apply_sign (victim, trap, 1); 1556 apply_sign (victim, trap, 1);
1708 goto leave; 1557 goto leave;
1709 1558
1710 case CONTAINER: 1559 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1560 apply_container (victim, trap);
1715 goto leave; 1561 goto leave;
1716 1562
1717 case RUNE: 1563 case RUNE:
1718 case TRAP: 1564 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 {
1721 spring_trap (trap, victim); 1566 spring_trap (trap, victim);
1722 }
1723 goto leave; 1567 goto leave;
1724 1568
1725 default: 1569 default:
1726 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1728 goto leave; 1572 goto leave;
1729 } 1573 }
1730 1574
1731leave: 1575leave:
1732 recursion_depth--; 1576 recursion_depth--;
1741 int lev_diff; 1585 int lev_diff;
1742 object *skill_ob; 1586 object *skill_ob;
1743 1587
1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 { 1589 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1590 op->failmsg ("You are unable to read while blind!");
1747 return; 1591 return;
1748 } 1592 }
1593
1749 if (tmp->msg == NULL) 1594 if (!tmp->msg)
1750 { 1595 {
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1596 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1752 return; 1597 return;
1753 } 1598 }
1754 1599
1755 /* need a literacy skill to read stuff! */ 1600 /* need a literacy skill to read stuff! */
1756 skill_ob = find_skill_by_name (op, tmp->skill); 1601 skill_ob = find_skill_by_name (op, tmp->skill);
1757 if (!skill_ob) 1602 if (!skill_ob)
1758 { 1603 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1604 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1760 return; 1605 return;
1761 } 1606 }
1607
1762 lev_diff = tmp->level - (skill_ob->level + 5); 1608 lev_diff = tmp->level - (skill_ob->level + 5);
1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 { 1610 {
1765 if (lev_diff < 2) 1611 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."); 1612 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1767 else if (lev_diff < 3) 1613 : lev_diff < 5 ? "This book is beyond your comprehension."
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1614 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1769 else if (lev_diff < 5) 1615 : lev_diff < 15 ? "This book is way beyond your comprehension."
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1616 : "This book is totally beyond your comprehension.");
1771 else if (lev_diff < 8)
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1773 else if (lev_diff < 15)
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1775 else
1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1777 return; 1617 return;
1778 } 1618 }
1779 1619
1780 readable_message_type *msgType = get_readable_message_type (tmp); 1620 readable_message_type *msgType = get_readable_message_type (tmp);
1781 1621
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1622 if (player *pl = op->contr)
1783 msgType->message_type, msgType->message_subtype, 1623 if (client *ns = pl->ns)
1784 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1624 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1785 1625
1786 /* gain xp from reading */ 1626 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1627 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */ 1628 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1629 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1631 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1792 { 1632 {
1793 /*exp_gain *= 2; because they just identified it too */ 1633 /*exp_gain *= 2; because they just identified it too */
1794 SET_FLAG (tmp, FLAG_IDENTIFIED); 1634 SET_FLAG (tmp, FLAG_IDENTIFIED);
1795 1635
1796 /* If in a container, update how it looks */ 1636 if (object *pl = tmp->visible_to ())
1797 if (tmp->env)
1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1637 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1799 else
1800 op->contr->socket->floorbox_update ();
1801 } 1638 }
1802 1639
1803 change_exp (op, exp_gain, skill_ob->skill, 0); 1640 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 */ 1641 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1805 } 1642 }
1810 * op is the person learning the skill, tmp is the skill scroll object 1647 * op is the person learning the skill, tmp is the skill scroll object
1811 */ 1648 */
1812static void 1649static void
1813apply_skillscroll (object *op, object *tmp) 1650apply_skillscroll (object *op, object *tmp)
1814{ 1651{
1815 switch ((int) learn_skill (op, tmp)) 1652 switch (learn_skill (op, tmp))
1816 { 1653 {
1817 case 0: 1654 case 0:
1818 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1655 op->play_sound (sound_find ("generic_fail"));
1819 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1656 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1820 return; 1657 break;
1821 1658
1822 case 1: 1659 case 1:
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1824 decrease_ob (tmp); 1660 tmp->decrease ();
1661 op->play_sound (sound_find ("skill_learn"));
1662 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1825 return; 1663 break;
1826 1664
1827 default: 1665 default:
1666 tmp->decrease ();
1667 op->play_sound (sound_find ("generic_fail"));
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1668 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1829 decrease_ob (tmp);
1830 return; 1669 break;
1831 } 1670 }
1832} 1671}
1833 1672
1834/** 1673/**
1835 * Actually makes op learn spell. 1674 * Actually makes op learn spell.
1855 return; 1694 return;
1856 } 1695 }
1857 return; 1696 return;
1858 } 1697 }
1859 1698
1860 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1699 op->contr->play_sound (sound_find ("learn_spell"));
1700
1861 tmp = spell->clone (); 1701 tmp = spell->clone ();
1862 insert_ob_in_ob (tmp, op); 1702 insert_ob_in_ob (tmp, op);
1863 1703
1864 if (special_prayer) 1704 if (special_prayer)
1865 SET_FLAG (tmp, FLAG_STARTEQUIP); 1705 SET_FLAG (tmp, FLAG_STARTEQUIP);
1884 { 1724 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1725 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return; 1726 return;
1887 } 1727 }
1888 1728
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1729 op->failmsg (format ("You lose knowledge of %s.", spell));
1890 player_unready_range_ob (op->contr, spob); 1730 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1731 esrv_remove_spell (op->contr, spob);
1892 spob->destroy (); 1732 spob->destroy ();
1893} 1733}
1894 1734
1902{ 1742{
1903 object *skop, *spell, *spell_skill; 1743 object *skop, *spell, *spell_skill;
1904 1744
1905 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1745 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906 { 1746 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1747 op->failmsg ("You are unable to read while blind.");
1908 return; 1748 return;
1909 } 1749 }
1910 1750
1911 /* artifact_spellbooks have 'slaying' field point to a spell name, 1751 /* artifact_spellbooks have 'slaying' field point to a spell name,
1912 * instead of having their spell stored in stats.sp. These are 1752 * instead of having their spell stored in stats.sp. These are
1913 * legacy spellbooks 1753 * legacy spellbooks
1914 */ 1754 */
1915
1916 if (tmp->slaying != NULL) 1755 if (tmp->slaying)
1917 { 1756 {
1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1757 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1919 if (!spell) 1758 if (!spell)
1920 { 1759 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1760 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1922 return; 1761 return;
1923 } 1762 }
1924 else 1763 else
1925 insert_ob_in_ob (spell, tmp); 1764 insert_ob_in_ob (spell, tmp);
1765
1926 tmp->slaying = NULL; 1766 tmp->slaying = 0;
1927 } 1767 }
1928 1768
1929 skop = find_skill_by_name (op, tmp->skill); 1769 skop = find_skill_by_name (op, tmp->skill);
1930 1770
1931 /* need a literacy skill to learn spells. Also, having a literacy level 1771 /* need a literacy skill to learn spells. Also, having a literacy level
1932 * lower than the spell will make learning the spell more difficult */ 1772 * lower than the spell will make learning the spell more difficult */
1933 if (!skop) 1773 if (!skop)
1934 { 1774 {
1935 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1775 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1936 return; 1776 return;
1937 } 1777 }
1938 1778
1939 spell = tmp->inv; 1779 spell = tmp->inv;
1940 1780
1941 if (!spell) 1781 if (!spell)
1942 { 1782 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1783 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."); 1784 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1945 return; 1785 return;
1946 } 1786 }
1947 1787
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1788 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1789 {
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."); 1790 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1951 return; 1791 return;
1952 } 1792 }
1953 1793
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1794 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1955 1795
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1958 identify (tmp); 1797 identify (tmp);
1959
1960 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else
1963 op->contr->socket->floorbox_update ();
1964 }
1965 1798
1966 /* I removed the check for special_prayer_mark here - it didn't make 1799 /* 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 1800 * 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 1801 * if the player doesn't know the spell, doesn't make a lot of sense that
1969 * they would have a special prayer mark. 1802 * they would have a special prayer mark.
1970 */ 1803 */
1971 if (check_spell_known (op, spell->name)) 1804 if (check_spell_known (op, spell->name))
1972 { 1805 {
1973 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1806 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; 1807 return;
1975 } 1808 }
1976 1809
1977 if (spell->skill) 1810 if (spell->skill)
1978 { 1811 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1812 spell_skill = find_skill_by_name (op, spell->skill);
1980 1813
1981 if (!spell_skill) 1814 if (!spell_skill)
1982 { 1815 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1816 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1984 return; 1817 return;
1985 } 1818 }
1986 1819
1987 if (spell_skill->level < spell->level) 1820 if (spell_skill->level < spell->level)
1988 { 1821 {
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); 1822 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1990 return; 1823 return;
1991 } 1824 }
1992 } 1825 }
1993 1826
1994 /* Logic as follows 1827 /* Logic as follows
2003 * Overall, chances are the same but a player will find having a high 1836 * Overall, chances are the same but a player will find having a high
2004 * literacy rate very useful! -b.t. 1837 * literacy rate very useful! -b.t.
2005 */ 1838 */
2006 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1839 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 { 1840 {
2008 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1841 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)); 1842 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2010 } 1843 }
2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1844 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]) 1845 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2013 { 1846 {
2014 1847 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); 1848 do_learn_spell (op, spell, 0);
2017 1849
2018 /* xp gain to literacy for spell learning */ 1850 /* xp gain to literacy for spell learning */
2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1851 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2020 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1852 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2021 } 1853 }
2022 else 1854 else
2023 { 1855 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1856 op->contr->play_sound (sound_find ("fumble_spell"));
2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1857 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 } 1858 }
2027 decrease_ob (tmp); 1859
1860 tmp->decrease ();
2028} 1861}
2029 1862
2030/** 1863/**
2031 * Handles applying a spell scroll. 1864 * Handles applying a spell scroll.
2032 */ 1865 */
2035{ 1868{
2036 object *skop; 1869 object *skop;
2037 1870
2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1871 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 { 1872 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1873 op->failmsg ("You are unable to read while blind.");
2041 return; 1874 return;
2042 } 1875 }
2043 1876
2044 if (!tmp->inv || tmp->inv->type != SPELL) 1877 if (!tmp->inv || tmp->inv->type != SPELL)
2045 { 1878 {
2046 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1879 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2047 return; 1880 return;
2048 } 1881 }
2049 1882
2050 if (op->type == PLAYER) 1883 if (op->type == PLAYER)
2051 { 1884 {
2057 */ 1890 */
2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1891 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059 1892
2060 if (!skop) 1893 if (!skop)
2061 { 1894 {
2062 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1895 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2063 return; 1896 return;
2064 } 1897 }
2065 1898
2066 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1899 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067 change_exp (op, exp_gain, skop->skill, 0); 1900 change_exp (op, exp_gain, skop->skill, 0);
2068 } 1901 }
2069 1902
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1903 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp); 1904 identify (tmp);
2072 1905
2073 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1906 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2074
2075 1907
2076 cast_spell (op, tmp, dir, tmp->inv, NULL); 1908 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp); 1909 tmp->decrease ();
2078} 1910}
2079 1911
2080/** 1912/**
2081 * Applies a treasure object - by default, chest. op 1913 * Applies a treasure object - by default, chest. op
2082 * is the person doing the applying, tmp is the treasure 1914 * is the person doing the applying, tmp is the treasure
2083 * chest. 1915 * chest.
2084 */ 1916 */
2085static void 1917static void
2086apply_treasure (object *op, object *tmp) 1918apply_treasure (object *op, object *tmp)
2087{ 1919{
2088 object *treas;
2089
2090
2091 /* Nice side effect of new treasure creation method is that the treasure 1920 /* 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 1921 * 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 1922 * 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 1923 * prevents people from moving chests to more difficult maps to get better
2095 * treasure 1924 * treasure
2096 */ 1925 */
2097
2098 treas = tmp->inv; 1926 object *treas = tmp->inv;
2099 if (treas == NULL) 1927
1928 if (!treas)
2100 { 1929 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1930 op->statusmsg ("The chest was empty.");
2102 decrease_ob (tmp); 1931 tmp->decrease ();
2103 return; 1932 return;
2104 } 1933 }
1934
2105 while (tmp->inv) 1935 while (tmp->inv)
2106 { 1936 {
2107 treas = tmp->inv; 1937 treas = tmp->inv;
2108
2109 treas->remove (); 1938 treas->remove ();
2110 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111 1939
2112 treas->x = op->x; 1940 treas->x = op->x;
2113 treas->y = op->y; 1941 treas->y = op->y;
2114 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1942 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2115 1943
2116 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1944 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2117 spring_trap (treas, op); 1945 spring_trap (treas, op);
2118 1946
2119 /* If either player or container was destroyed, no need to do 1947 /* If either player or container was destroyed, no need to do
2120 * further processing. I think this should be enclused with 1948 * further processing. I think this should be enclused with
2121 * spring trap above, as I don't think there is otherwise 1949 * spring trap above, as I don't think there is otherwise
2122 * any way for the treasure chest or player to get killed 1950 * any way for the treasure chest or player to get killed.
2123 */ 1951 */
2124 if (op->destroyed () || tmp->destroyed ()) 1952 if (op->destroyed () || tmp->destroyed ())
2125 break; 1953 break;
2126 } 1954 }
2127 1955
2128 if (!tmp->destroyed () && tmp->inv == NULL) 1956 if (!tmp->destroyed () && !tmp->inv)
2129 decrease_ob (tmp); 1957 tmp->decrease (true);
2130
2131} 1958}
2132 1959
2133/** 1960/**
2134 * op eats food. 1961 * op eats food.
2135 * If player, takes care of messages and dragon special food. 1962 * If player, takes care of messages and dragon special food.
2150 { 1977 {
2151 /* usual case - no dragon meal: */ 1978 /* usual case - no dragon meal: */
2152 if (op->stats.food + tmp->stats.food > 999) 1979 if (op->stats.food + tmp->stats.food > 999)
2153 { 1980 {
2154 if (tmp->type == FOOD || tmp->type == FLESH) 1981 if (tmp->type == FOOD || tmp->type == FLESH)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1982 op->failmsg ("You feel full, but what a waste of food!");
2156 else 1983 else
2157 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1984 op->statusmsg ("Most of the drink goes down your face not your throat!");
2158 } 1985 }
1986
1987 tmp->play_sound (
1988 tmp->sound
1989 ? tmp->sound
1990 : tmp->type == DRINK
1991 ? sound_find ("eat_drink")
1992 : sound_find ("eat_food")
1993 );
2159 1994
2160 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1995 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2161 { 1996 {
2162 char buf[MAX_BUF]; 1997 const char *buf;
2163 1998
2164 if (!is_dragon_pl (op)) 1999 if (!is_dragon_pl (op))
2165 { 2000 {
2166 /* eating message for normal players */ 2001 /* eating message for normal players */
2167 if (tmp->type == DRINK) 2002 if (tmp->type == DRINK)
2168 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2003 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2169 else 2004 else
2170 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2005 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2171 } 2006 }
2172 else 2007 else
2173 {
2174 /* eating message for dragon players */ 2008 /* eating message for dragon players */
2175 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2009 buf = format ("The %s tasted terrible!", &tmp->name);
2176 }
2177 2010
2178 new_draw_info (NDI_UNIQUE, 0, op, buf); 2011 op->statusmsg (buf);
2012
2179 capacity_remaining = 999 - op->stats.food; 2013 capacity_remaining = 999 - op->stats.food;
2180 op->stats.food += tmp->stats.food; 2014 op->stats.food += tmp->stats.food;
2181 if (capacity_remaining < tmp->stats.food) 2015 if (capacity_remaining < tmp->stats.food)
2182 op->stats.hp += capacity_remaining / 50; 2016 op->stats.hp += capacity_remaining / 50;
2183 else 2017 else
2184 op->stats.hp += tmp->stats.food / 50; 2018 op->stats.hp += tmp->stats.food / 50;
2019
2185 if (op->stats.hp > op->stats.maxhp) 2020 if (op->stats.hp > op->stats.maxhp)
2186 op->stats.hp = op->stats.maxhp; 2021 op->stats.hp = op->stats.maxhp;
2187 if (op->stats.food > 999) 2022 if (op->stats.food > 999)
2188 op->stats.food = 999; 2023 op->stats.food = 999;
2189 } 2024 }
2191 /* special food hack -b.t. */ 2026 /* special food hack -b.t. */
2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2027 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2193 eat_special_food (op, tmp); 2028 eat_special_food (op, tmp);
2194 } 2029 }
2195 } 2030 }
2031
2196 handle_apply_yield (tmp); 2032 handle_apply_yield (tmp);
2197 decrease_ob (tmp); 2033 tmp->decrease ();
2198} 2034}
2199 2035
2200/** 2036/**
2201 * A dragon is eating some flesh. If the flesh contains resistances, 2037 * A dragon is eating some flesh. If the flesh contains resistances,
2202 * there is a chance for the dragon's skin to get improved. 2038 * there is a chance for the dragon's skin to get improved.
2212{ 2048{
2213 object *skin = NULL; /* pointer to dragon skin force */ 2049 object *skin = NULL; /* pointer to dragon skin force */
2214 object *abil = NULL; /* pointer to dragon ability force */ 2050 object *abil = NULL; /* pointer to dragon ability force */
2215 object *tmp = NULL; /* tmp. object */ 2051 object *tmp = NULL; /* tmp. object */
2216 2052
2217 char buf[MAX_BUF]; /* tmp. string buffer */
2218 double chance; /* improvement-chance of one resistance type */ 2053 double chance; /* improvement-chance of one resistance type */
2219 double totalchance = 1; /* total chance of gaining one resistance */ 2054 double totalchance = 1; /* total chance of gaining one resistance */
2220 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2055 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2221 double mbonus = 0; /* monster bonus */ 2056 double mbonus = 0; /* monster bonus */
2222 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2057 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2062 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2063 return 0;
2229 2064
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2065 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */ 2066 from the player's inventory */
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2067 for (tmp = op->inv; tmp; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE) 2068 if (tmp->type == FORCE)
2235 { 2069 if (tmp->arch->archname == shstr_dragon_skin_force)
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2237 skin = tmp; 2070 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2071 else if (tmp->arch->archname == shstr_dragon_ability_force)
2239 abil = tmp; 2072 abil = tmp;
2240 }
2241 }
2242 2073
2243 /* if either skin or ability are missing, this is an old player 2074 /* if either skin or ability are missing, this is an old player
2244 which is not to be considered a dragon -> bail out */ 2075 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL) 2076 if (skin == NULL || abil == NULL)
2246 return 0; 2077 return 0;
2248 /* now start by filling stomache and health, according to food-value */ 2079 /* now start by filling stomache and health, according to food-value */
2249 if ((999 - op->stats.food) < meal->stats.food) 2080 if ((999 - op->stats.food) < meal->stats.food)
2250 op->stats.hp += (999 - op->stats.food) / 50; 2081 op->stats.hp += (999 - op->stats.food) / 50;
2251 else 2082 else
2252 op->stats.hp += meal->stats.food / 50; 2083 op->stats.hp += meal->stats.food / 50;
2084
2253 if (op->stats.hp > op->stats.maxhp) 2085 if (op->stats.hp > op->stats.maxhp)
2254 op->stats.hp = op->stats.maxhp; 2086 op->stats.hp = op->stats.maxhp;
2255 2087
2256 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2088 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2257 2089
2287 /* doubled chance for resistance of ability-focus */ 2119 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp) 2120 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.); 2121 chance = MIN (100., chance * 2.);
2290 2122
2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2123 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100)) 2124 if (rndm (10000) < (unsigned int) (chance * 100))
2293 { 2125 {
2294 atnr_winner[winners] = i; 2126 atnr_winner[winners] = i;
2295 winners++; 2127 winners++;
2296 } 2128 }
2297 2129
2302 } 2134 }
2303 } 2135 }
2304 2136
2305 /* inverse totalchance as until now we have the failure-chance */ 2137 /* inverse totalchance as until now we have the failure-chance */
2306 totalchance = 100 - totalchance * 100; 2138 totalchance = 100 - totalchance * 100;
2139
2307 /* print message according to totalchance */ 2140 /* print message according to totalchance */
2141 const char *buf;
2308 if (totalchance > 50.) 2142 if (totalchance > 50.)
2309 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2143 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2310 else if (totalchance > 10.) 2144 else if (totalchance > 10.)
2311 sprintf (buf, "The %s tasted very good.", &meal->name); 2145 buf = format ("The %s tasted very good.", &meal->name);
2312 else if (totalchance > 1.) 2146 else if (totalchance > 1.)
2313 sprintf (buf, "The %s tasted good.", &meal->name); 2147 buf = format ("The %s tasted good.", &meal->name);
2314 else if (totalchance > 0.1) 2148 else if (totalchance > 0.1)
2315 sprintf (buf, "The %s tasted bland.", &meal->name); 2149 buf = format ("The %s tasted bland.", &meal->name);
2316 else if (totalchance >= 0.01) 2150 else if (totalchance >= 0.01)
2317 sprintf (buf, "The %s had a boring taste.", &meal->name); 2151 buf = format ("The %s had a boring taste.", &meal->name);
2318 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2152 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2319 sprintf (buf, "The %s tasted strange.", &meal->name); 2153 buf = format ("The %s tasted strange.", &meal->name);
2320 else 2154 else
2321 sprintf (buf, "The %s had no taste.", &meal->name); 2155 buf = format ("The %s had no taste.", &meal->name);
2322 new_draw_info (NDI_UNIQUE, 0, op, buf); 2156
2157 op->statusmsg (buf);
2323 2158
2324 /* now choose a winner if we have any */ 2159 /* now choose a winner if we have any */
2325 i = -1; 2160 i = -1;
2326 if (winners > 0) 2161 if (winners > 0)
2327 i = atnr_winner[RANDOM () % winners]; 2162 i = atnr_winner [rndm (winners)];
2328 2163
2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2164 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 { 2165 {
2331 /* resistance increased! */ 2166 /* resistance increased! */
2332 skin->resist[i]++; 2167 skin->resist[i]++;
2333 fix_player (op); 2168 op->update_stats ();
2334 2169
2335 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2170 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 } 2171 }
2338 2172
2339 /* if this flesh contains a new ability focus, we mark it 2173 /* if this flesh contains a new ability focus, we mark it
2340 into the ability_force and it will take effect on next level */ 2174 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) 2175 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2342 { 2176 {
2343 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2177 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2344 2178
2345 if (meal->last_eat != abil->stats.exp) 2179 if (meal->last_eat != abil->stats.exp)
2180 op->statusmsg (format (
2181 "Your metabolism prepares to focus on %s!\n"
2182 "The change will happen at level %d.",
2183 change_resist_msg[meal->last_eat],
2184 abil->level + 1
2346 { 2185 ));
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 2186 else
2353 { 2187 {
2354 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2188 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; 2189 abil->last_eat = 0;
2357 } 2190 }
2358 } 2191 }
2192
2359 return 1; 2193 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} 2194}
2395 2195
2396/** 2196/**
2397 * Handles applying an improve armor scroll. 2197 * Handles applying an improve armor scroll.
2398 * Does some sanity checks, then calls improve_armour. 2198 * Does some sanity checks, then calls improve_armour.
2400static void 2200static void
2401apply_armour_improver (object *op, object *tmp) 2201apply_armour_improver (object *op, object *tmp)
2402{ 2202{
2403 object *armor; 2203 object *armor;
2404 2204
2405 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2205 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2406 { 2206 {
2407 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2207 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2408 return; 2208 return;
2409 } 2209 }
2210
2410 armor = find_marked_object (op); 2211 armor = find_marked_object (op);
2212
2411 if (!armor) 2213 if (!armor)
2412 { 2214 {
2413 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2215 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2414 return; 2216 return;
2415 } 2217 }
2218
2416 if (armor->type != ARMOUR 2219 if (armor->type != ARMOUR
2417 && armor->type != CLOAK 2220 && armor->type != CLOAK
2418 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2221 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2419 { 2222 {
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2223 op->failmsg ("Your marked item is not armour!\n");
2421 return; 2224 return;
2422 } 2225 }
2423 2226
2424 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2227 op->statusmsg ("Applying armour enchantment.");
2425 improve_armour (op, tmp, armor); 2228 improve_armour (op, tmp, armor);
2426} 2229}
2427 2230
2428 2231void
2429extern void
2430apply_poison (object *op, object *tmp) 2232apply_poison (object *op, object *tmp)
2431{ 2233{
2234 // need to do it now when it is still on the map
2235 handle_apply_yield (tmp);
2236
2237 object *poison = tmp->split (1);
2238
2432 if (op->type == PLAYER) 2239 if (op->type == PLAYER)
2433 { 2240 {
2434 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2241 op->contr->play_sound (sound_find ("drink_poison"));
2435 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2242 op->failmsg ("Yech! That tasted poisonous!");
2436 strcpy (op->contr->killer, "poisonous booze"); 2243 op->contr->killer = poison;
2437 } 2244 }
2245
2438 if (tmp->stats.hp > 0) 2246 if (poison->stats.hp > 0)
2439 { 2247 {
2440 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2248 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2441 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2249 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2442 } 2250 }
2251
2443 op->stats.food -= op->stats.food / 4; 2252 op->stats.food -= op->stats.food / 4;
2444 handle_apply_yield (tmp); 2253 poison->destroy ();
2445 decrease_ob (tmp);
2446} 2254}
2447 2255
2448/** 2256/**
2449 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2257 * 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: 2258 * A valid 2 way exit means:
2451 * -You can come back (there is another exit at the other side) 2259 * -You can come back (there is another exit at the other side)
2452 * -You are 2260 * -You are
2453 * ° the owner of the exit 2261 * ° the owner of the exit
2454 * ° or in the same party as the owner 2262 * ° or in the same party as the owner
2455 * 2263 *
2456 * Note: a owner in a 2 way exit is saved as the owner's name 2264 * 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 2265 * 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). 2266 * survive in the swapping (in fact the whole exit doesn't survive).
2459 */ 2267 */
2460int 2268int
2461is_legal_2ways_exit (object *op, object *exit) 2269is_legal_2ways_exit (object *op, object *exit)
2462{ 2270{
2463 object *tmp;
2464 object *exit_owner;
2465 player *pp;
2466 maptile *exitmap;
2467
2468 if (exit->stats.exp != 1) 2271 if (exit->stats.exp != 1)
2469 return 1; /*This is not a 2 way, so it is legal */ 2272 return 1; /*This is not a 2 way, so it is legal */
2273
2274#if 0 //TODO
2470 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2275 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2471 return 0; /* This is a reset town portal */ 2276 return 0; /* This is a reset town portal */
2472 /* To know if an exit has a correspondant, we look at 2277#endif
2473 * all the exits in destination and try to find one with same path as 2278
2474 * the current exit's position */ 2279 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2475 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2280
2476 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2281 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2477 else 2282
2478 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2479 if (exitmap) 2283 if (exitmap)
2480 { 2284 {
2285 exitmap->load_sync ();
2286
2481 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2287 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2288
2482 if (!tmp) 2289 if (!tmp)
2483 return 0; 2290 return 0;
2484 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2291
2292 for (; tmp; tmp = tmp->above)
2485 { 2293 {
2486 if (tmp->type != EXIT) 2294 if (tmp->type != EXIT)
2487 continue; /*Not an exit */ 2295 continue; /*Not an exit */
2296
2488 if (!EXIT_PATH (tmp)) 2297 if (!EXIT_PATH (tmp))
2489 continue; /*Not a valid exit */ 2298 continue; /*Not a valid exit */
2299
2490 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2300 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2491 continue; /*Not in the same place */ 2301 continue; /*Not in the same place */
2302
2492 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2303 if (exit->map->path != EXIT_PATH (tmp))
2493 continue; /*Not in the same map */ 2304 continue; /*Not in the same map */
2494 2305
2495 /* From here we have found the exit is valid. However we do 2306 /* 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 2307 * here the check of the exit owner. It is important for the
2497 * town portals to prevent strangers from visiting your appartments 2308 * town portals to prevent strangers from visiting your appartments
2498 */ 2309 */
2499 if (!exit->race) 2310 if (!exit->race)
2500 return 1; /*No owner, free for all! */ 2311 return 1; /*No owner, free for all! */
2312
2501 exit_owner = NULL; 2313 object *exit_owner = 0;
2502 for (pp = first_player; pp; pp = pp->next) 2314
2315 for_all_players (pp)
2503 { 2316 {
2504 if (!pp->ob) 2317 if (!pp->ob)
2505 continue; 2318 continue;
2319
2506 if (pp->ob->name != exit->race) 2320 if (pp->ob->name != exit->race)
2507 continue; 2321 continue;
2322
2508 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2323 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2509 break; 2324 break;
2510 } 2325 }
2326
2511 if (!exit_owner) 2327 if (!exit_owner)
2512 return 0; /* No more owner */ 2328 return 0; /* No more owner */
2329
2513 if (exit_owner->contr == op->contr) 2330 if (exit_owner->contr == op->contr)
2514 return 1; /*It is your exit */ 2331 return 1; /*It is your exit */
2332
2515 if (exit_owner && /*There is a owner */ 2333 if (exit_owner && /*There is a owner */
2516 (op->contr) && /*A player tries to pass */ 2334 (op->contr) && /*A player tries to pass */
2517 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2335 ((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 */ 2336 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2519 return 0; 2337 return 0;
2338
2520 return 1; 2339 return 1;
2521 } 2340 }
2522 } 2341 }
2342
2523 return 0; 2343 return 0;
2524} 2344}
2525
2526 2345
2527/** 2346/**
2528 * Main apply handler. 2347 * Main apply handler.
2529 * 2348 *
2530 * Checks for unpaid items before applying. 2349 * Checks for unpaid items before applying.
2538 * being applied. 2357 * being applied.
2539 * 2358 *
2540 * aflag is special (always apply/unapply) flags. Nothing is done with 2359 * aflag is special (always apply/unapply) flags. Nothing is done with
2541 * them in this function - they are passed to apply_special 2360 * them in this function - they are passed to apply_special
2542 */ 2361 */
2543
2544int 2362int
2545manual_apply (object *op, object *tmp, int aflag) 2363manual_apply (object *op, object *tmp, int aflag)
2546{ 2364{
2547 if (tmp->head)
2548 tmp = tmp->head; 2365 tmp = tmp->head_ ();
2549 2366
2550 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2367 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2551 { 2368 {
2552 if (op->type == PLAYER) 2369 if (op->type == PLAYER)
2553 { 2370 {
2554 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2371 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2555 return 1; 2372 return 1;
2556 } 2373 }
2557 else 2374 else
2558 {
2559 return 0; /* monsters just skip unpaid items */ 2375 return 0; /* monsters just skip unpaid items */
2560 }
2561 } 2376 }
2562 2377
2563 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2378 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2564 return RESULT_INT (0); 2379 return RESULT_INT (0);
2565 2380
2566 switch (tmp->type) 2381 switch (tmp->type)
2567 { 2382 {
2568
2569 case CF_HANDLE: 2383 case CF_HANDLE:
2570 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2384 op->play_sound (sound_find ("turn_handle"));
2571 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2385 op->statusmsg ("You turn the handle.");
2572 tmp->value = tmp->value ? 0 : 1; 2386 tmp->value = tmp->value ? 0 : 1;
2573 SET_ANIMATION (tmp, tmp->value); 2387 SET_ANIMATION (tmp, tmp->value);
2574 update_object (tmp, UP_OBJ_FACE); 2388 update_object (tmp, UP_OBJ_FACE);
2575 push_button (tmp); 2389 push_button (tmp, op);
2576 return 1; 2390 return 1;
2577 2391
2578 case TRIGGER: 2392 case TRIGGER:
2579 if (check_trigger (tmp, op)) 2393 if (check_trigger (tmp, op))
2580 { 2394 {
2581 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2395 op->statusmsg ("You turn the handle.");
2582 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2396 op->play_sound (sound_find ("turn_handle"));
2583 } 2397 }
2584 else 2398 else
2585 { 2399 op->failmsg ("The handle doesn't move.");
2586 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2400
2587 }
2588 return 1; 2401 return 1;
2589 2402
2590 case EXIT: 2403 case EXIT:
2591 if (op->type != PLAYER) 2404 if (op->type != PLAYER)
2592 return 0; 2405 return 0;
2406
2593 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2407 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2594 { 2408 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 2409 else
2598 { 2410 {
2599 /* Don't display messages for random maps. */ 2411 /* Don't display messages for random maps. */
2600 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2412 if (tmp->msg && !EXIT_PATH (tmp).starts_with ("/!"))
2601 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2413 op->statusmsg (tmp->msg, NDI_NAVY);
2414
2602 enter_exit (op, tmp); 2415 op->enter_exit (tmp);
2603 } 2416 }
2417
2418 return 1;
2419
2420 case INSCRIBABLE:
2421 op->statusmsg (tmp->msg);
2422 // maybe show a spell menu to chose from or something like that
2604 return 1; 2423 return 1;
2605 2424
2606 case SIGN: 2425 case SIGN:
2607 apply_sign (op, tmp, 0); 2426 apply_sign (op, tmp, 0);
2608 return 1; 2427 return 1;
2612 { 2431 {
2613 apply_book (op, tmp); 2432 apply_book (op, tmp);
2614 return 1; 2433 return 1;
2615 } 2434 }
2616 else 2435 else
2617 {
2618 return 0; 2436 return 0;
2619 }
2620 2437
2621 case SKILLSCROLL: 2438 case SKILLSCROLL:
2622 if (op->type == PLAYER) 2439 if (op->type == PLAYER)
2623 { 2440 {
2624 apply_skillscroll (op, tmp); 2441 apply_skillscroll (op, tmp);
2625 return 1; 2442 return 1;
2626 } 2443 }
2444 else
2627 return 0; 2445 return 0;
2628 2446
2629 case SPELLBOOK: 2447 case SPELLBOOK:
2630 if (op->type == PLAYER) 2448 if (op->type == PLAYER)
2631 { 2449 {
2632 apply_spellbook (op, tmp); 2450 apply_spellbook (op, tmp);
2633 return 1; 2451 return 1;
2634 } 2452 }
2453 else
2635 return 0; 2454 return 0;
2636 2455
2637 case SCROLL: 2456 case SCROLL:
2638 apply_scroll (op, tmp, 0); 2457 apply_scroll (op, tmp, 0);
2639 return 1; 2458 return 1;
2640 2459
2641 case POTION: 2460 case POTION:
2642 (void) apply_potion (op, tmp); 2461 apply_potion (op, tmp);
2643 return 1; 2462 return 1;
2644 2463
2645 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2464 /* Eneq(@csd.uu.se): Handle apply on containers. */
2465 //TODO: remove, as it is unsed?
2646 case CLOSE_CON: 2466 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); 2467 apply_container (op, tmp->env);
2651 return 1; 2468 return 1;
2652 2469
2653 case CONTAINER: 2470 case CONTAINER:
2654 if (op->type == PLAYER)
2655 (void) esrv_apply_container (op, tmp);
2656 else
2657 (void) apply_container (op, tmp); 2471 apply_container (op, tmp);
2658 return 1; 2472 return 1;
2659 2473
2660 case TREASURE: 2474 case TREASURE:
2661 if (op->type == PLAYER) 2475 if (op->type == PLAYER)
2662 { 2476 {
2663 apply_treasure (op, tmp); 2477 apply_treasure (op, tmp);
2664 return 1; 2478 return 1;
2665 } 2479 }
2666 else 2480 else
2667 {
2668 return 0; 2481 return 0;
2669 }
2670 2482
2671 case WEAPON: 2483 case WEAPON:
2672 case ARMOUR: 2484 case ARMOUR:
2673 case BOOTS: 2485 case BOOTS:
2674 case GLOVES: 2486 case GLOVES:
2687 case LAMP: 2499 case LAMP:
2688 case BUILDER: 2500 case BUILDER:
2689 case SKILL_TOOL: 2501 case SKILL_TOOL:
2690 if (tmp->env != op) 2502 if (tmp->env != op)
2691 return 2; /* not in inventory */ 2503 return 2; /* not in inventory */
2504
2692 (void) apply_special (op, tmp, aflag); 2505 apply_special (op, tmp, aflag);
2693 return 1; 2506 return 1;
2694 2507
2695 case DRINK: 2508 case DRINK:
2696 case FOOD: 2509 case FOOD:
2697 case FLESH: 2510 case FLESH:
2701 case POISON: 2514 case POISON:
2702 apply_poison (op, tmp); 2515 apply_poison (op, tmp);
2703 return 1; 2516 return 1;
2704 2517
2705 case SAVEBED: 2518 case SAVEBED:
2706 if (op->type == PLAYER)
2707 {
2708 apply_savebed (op);
2709 return 1; 2519 return 1;
2710 }
2711 else
2712 {
2713 return 0;
2714 }
2715 2520
2716 case ARMOUR_IMPROVER: 2521 case ARMOUR_IMPROVER:
2717 if (op->type == PLAYER) 2522 if (op->type == PLAYER)
2718 { 2523 {
2719 apply_armour_improver (op, tmp); 2524 apply_armour_improver (op, tmp);
2720 return 1; 2525 return 1;
2721 } 2526 }
2722 else 2527 else
2723 {
2724 return 0; 2528 return 0;
2725 }
2726 2529
2727 case WEAPON_IMPROVER: 2530 case WEAPON_IMPROVER:
2728 (void) check_improve_weapon (op, tmp); 2531 check_improve_weapon (op, tmp);
2729 return 1; 2532 return 1;
2730 2533
2731 case CLOCK: 2534 case CLOCK:
2732 if (op->type == PLAYER) 2535 if (op->type == PLAYER)
2733 { 2536 {
2734 char buf[MAX_BUF]; 2537 char buf[MAX_BUF];
2735 timeofday_t tod; 2538 timeofday_t tod;
2736 2539
2737 get_tod (&tod); 2540 get_tod (&tod);
2541 op->play_sound (sound_find ("sound_clock"));
2542 op->statusmsg (format (
2738 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2543 "It is %d minute%s past %d o'clock %s",
2739 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2544 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2740 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2545 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2741 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2546 ));
2742 new_draw_info (NDI_UNIQUE, 0, op, buf);
2743 return 1; 2547 return 1;
2744 } 2548 }
2745 else 2549 else
2746 {
2747 return 0; 2550 return 0;
2748 }
2749 2551
2750 case MENU: 2552 case MENU:
2751 if (op->type == PLAYER) 2553 if (op->type == PLAYER)
2752 { 2554 {
2753 shop_listing (op); 2555 shop_listing (tmp, op);
2754 return 1; 2556 return 1;
2755 } 2557 }
2756 else 2558 else
2757 {
2758 return 0; 2559 return 0;
2759 }
2760 2560
2761 case POWER_CRYSTAL: 2561 case POWER_CRYSTAL:
2762 apply_power_crystal (op, tmp); /* see egoitem.c */ 2562 apply_power_crystal (op, tmp); /* see egoitem.c */
2763 return 1; 2563 return 1;
2764 2564
2767 { 2567 {
2768 apply_lighter (op, tmp); 2568 apply_lighter (op, tmp);
2769 return 1; 2569 return 1;
2770 } 2570 }
2771 else 2571 else
2772 {
2773 return 0; 2572 return 0;
2774 }
2775 2573
2776 case ITEM_TRANSFORMER: 2574 case ITEM_TRANSFORMER:
2777 apply_item_transformer (op, tmp); 2575 apply_item_transformer (op, tmp);
2778 return 1; 2576 return 1;
2779 2577
2780 default: 2578 default:
2781 return 0; 2579 return 0;
2782 } 2580 }
2783} 2581}
2784
2785 2582
2786/* quiet suppresses the "don't know how to apply" and "you must get it first" 2583/* quiet suppresses the "don't know how to apply" and "you must get it first"
2787 * messages as needed by player_apply_below(). But there can still be 2584 * messages as needed by player_apply_below(). But there can still be
2788 * "but you are floating high above the ground" messages. 2585 * "but you are floating high above the ground" messages.
2789 * 2586 *
2790 * Same return value as apply() function. 2587 * Same return value as apply() function.
2791 */ 2588 */
2792int 2589int
2793player_apply (object *pl, object *op, int aflag, int quiet) 2590player_apply (object *pl, object *op, int aflag, int quiet)
2794{ 2591{
2795 int tmp;
2796
2797 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2592 if (!op->env && (pl->move_type & MOVE_FLYING))
2798 { 2593 {
2799 /* player is flying and applying object not in inventory */ 2594 /* player is flying and applying object not in inventory */
2800 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2595 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2801 { 2596 {
2802 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2597 pl->failmsg ("But you are floating high above the ground! "
2598 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2599 "or waiting till the levitation effect wears off.>");
2803 return 0; 2600 return 0;
2804 } 2601 }
2805 } 2602 }
2806 2603
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 }
2818
2819 pl->contr->last_used = op; 2604 pl->contr->last_used = op;
2820 2605
2821 tmp = manual_apply (pl, op, aflag); 2606 int tmp = manual_apply (pl, op, aflag);
2607
2822 if (!quiet) 2608 if (!quiet)
2823 { 2609 {
2824 if (tmp == 0) 2610 if (tmp == 0)
2825 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2611 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2826 else if (tmp == 2) 2612 else if (tmp == 2)
2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2613 pl->failmsg ("You must get it first!\n");
2828 } 2614 }
2615
2829 return tmp; 2616 return tmp;
2830} 2617}
2831 2618
2832/** 2619/**
2833 * player_apply_below attempts to apply the object 'below' the player. 2620 * 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 2621 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground. 2622 * we use the ground.
2836 */ 2623 */
2837
2838void 2624void
2839player_apply_below (object *pl) 2625player_apply_below (object *pl)
2840{ 2626{
2841 object *tmp, *next;
2842 int floors; 2627 int floors = 0;
2843 2628
2844 /* If using a container, set the starting item to be the top 2629 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map. 2630 * 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 2631 * 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 2632 * 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 2633 * 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 2634 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value. 2635 * not return a proper value.
2854 */ 2636 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2637 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2856 { 2638 {
2857 next = tmp->below; 2639 next = tmp->below;
2640
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2641 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2642 floors++;
2860 else if (floors > 0) 2643 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2644 return; /* process only floor objects after first floor object */
2862 2645
2864 * person moving on it, also activate. Added code to make it 2647 * person moving on it, also activate. Added code to make it
2865 * so that at least one of players movement types be that which 2648 * so that at least one of players movement types be that which
2866 * the item needs. 2649 * the item needs.
2867 */ 2650 */
2868 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2651 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2869 {
2870 if (player_apply (pl, tmp, 0, 1) == 1) 2652 if (player_apply (pl, tmp, 0, 1) == 1)
2871 return; 2653 return;
2872 } 2654
2873 if (floors >= 2) 2655 if (floors >= 2)
2874 return; /* process at most two floor objects */ 2656 return; /* process at most two floor objects */
2875 } 2657 }
2876} 2658}
2877 2659
2882 * to keep the size of apply_special to a more managable size. 2664 * to keep the size of apply_special to a more managable size.
2883 */ 2665 */
2884static int 2666static int
2885unapply_special (object *who, object *op, int aflags) 2667unapply_special (object *who, object *op, int aflags)
2886{ 2668{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2669 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2670 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0); 2671 return RESULT_INT (0);
2889 2672
2890 object *tmp2;
2891
2892 CLEAR_FLAG (op, FLAG_APPLIED); 2673 CLEAR_FLAG (op, FLAG_APPLIED);
2674
2893 switch (op->type) 2675 switch (op->type)
2894 { 2676 {
2677 case SKILL_TOOL:
2678 // unapplying a skill tool should also unapply the skill it governs
2679 // but this is hard, as it shouldn't do so when the skill can
2680 // be used for other reasons
2681 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2682 if (tmp->skill == op->skill
2683 && tmp->type == SKILL
2684 && tmp->flag [FLAG_APPLIED]
2685 && !tmp->flag [FLAG_CAN_USE_SKILL])
2686 unapply_special (who, tmp, 0);
2687
2688 change_abil (who, op);
2689 break;
2690
2895 case WEAPON: 2691 case WEAPON:
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2692 if (player *pl = who->contr)
2693 if (op == pl->combat_ob)
2694 {
2695 pl->combat_ob = 0;
2696 who->change_weapon (pl->ranged_ob);
2697 }
2897 2698
2699 who->statusmsg (format ("You unwield %s.", query_name (op)));
2700
2898 (void) change_abil (who, op); 2701 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2702 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break; 2703 break;
2903 2704
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 2705 case SKILL:
2906 if (op != who->chosen_skill) 2706 if (who->contr)
2907 { 2707 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2708 if (IS_COMBAT_SKILL (op->subtype))
2709 who->change_weapon (who->contr->combat_ob = 0);
2710 else if (IS_RANGED_SKILL (op->subtype))
2711 who->change_weapon (who->contr->ranged_ob = 0);
2712
2713 if (op->invisible)
2714 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2715 else
2716 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2909 } 2717 }
2910 if (who->type == PLAYER) 2718
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); 2719 change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 2720 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 2721 break;
2927 2722
2928 case ARMOUR: 2723 case ARMOUR:
2929 case HELMET: 2724 case HELMET:
2933 case GLOVES: 2728 case GLOVES:
2934 case AMULET: 2729 case AMULET:
2935 case GIRDLE: 2730 case GIRDLE:
2936 case BRACERS: 2731 case BRACERS:
2937 case CLOAK: 2732 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2733 who->statusmsg (format ("You unwear %s.", query_name (op)));
2939 (void) change_abil (who, op); 2734 change_abil (who, op);
2940 break; 2735 break;
2736
2941 case LAMP: 2737 case LAMP:
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2738 {
2739 who->statusmsg (format ("You turn off your %s.", &op->name));
2740
2943 tmp2 = arch_to_object (op->other_arch); 2741 object *tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x; 2742 tmp2->x = op->x;
2945 tmp2->y = op->y; 2743 tmp2->y = op->y;
2946 tmp2->map = op->map; 2744 tmp2->map = op->map;
2947 tmp2->below = op->below; 2745 tmp2->below = op->below;
2948 tmp2->above = op->above; 2746 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food; 2747 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2748 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 2749
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2750 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2751 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 2752
2955 if (who->type == PLAYER)
2956 esrv_del_item (who->contr, op->count);
2957
2958 op->destroy (); 2753 op->destroy ();
2959 insert_ob_in_ob (tmp2, who); 2754 who->insert (tmp2);
2960 fix_player (who); 2755 who->update_stats ();
2756
2757 if (who->contr)
2961 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2758 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2962 {
2963 if (who->type == PLAYER)
2964 { 2759 {
2965 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2760 who->failmsg ("Oops, it feels deadly cold!");
2966 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2761 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2967 } 2762 }
2968 } 2763 }
2969 if (who->type == PLAYER) 2764
2970 esrv_send_item (who, tmp2);
2971 return 1; /* otherwise, an attempt to drop causes problems */ 2765 return 1; /* otherwise, an attempt to drop causes problems */
2972 break; 2766
2973 case BOW: 2767 case BOW:
2974 case WAND: 2768 case WAND:
2975 case ROD: 2769 case ROD:
2976 case HORN: 2770 case HORN:
2977 clear_skill (who); 2771 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 { 2772 {
2981 who->contr->shoottype = range_none; 2773 if (op == pl->ranged_ob)
2774 {
2775 pl->ranged_ob = 0;
2776 who->change_weapon (pl->combat_ob);
2777 }
2778
2779 who->statusmsg (format ("You unready %s.", query_name (op)));
2982 } 2780 }
2983 else 2781 else
2984 { 2782 {
2783 who->change_skill (0);
2784
2985 if (op->type == BOW) 2785 if (op->type == BOW)
2986 CLEAR_FLAG (who, FLAG_READY_BOW); 2786 CLEAR_FLAG (who, FLAG_READY_BOW);
2987 else 2787 else
2988 CLEAR_FLAG (who, FLAG_READY_RANGE); 2788 CLEAR_FLAG (who, FLAG_READY_RANGE);
2989 } 2789 }
2790
2990 break; 2791 break;
2991 2792
2992 case BUILDER: 2793 case BUILDER:
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2794 if (who->contr)
2994 who->contr->shoottype = range_none; 2795 who->statusmsg (format ("You unready %s.", query_name (op)));
2995 who->contr->ranges[range_builder] = NULL;
2996 break; 2796 break;
2997 2797
2998 default: 2798 default:
2999 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2799 who->statusmsg (format ("You unapply %s.", query_name (op)));
3000 break; 2800 break;
3001 } 2801 }
3002 2802
3003 fix_player (who); 2803 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3004 2804 if (object *pl = op->visible_to ())
3005 if (!(aflags & AP_NO_MERGE))
3006 {
3007 object *tmp;
3008
3009 tmp = merge_ob (op, NULL);
3010 if (who->type == PLAYER)
3011 {
3012 if (tmp)
3013 { /* it was merged */
3014 esrv_del_item (who->contr, op->count);
3015 op = tmp;
3016 }
3017
3018 esrv_send_item (who, op); 2805 esrv_send_item (pl, op);
3019 } 2806
3020 } 2807 who->update_stats ();
2808
3021 return 0; 2809 return 0;
3022} 2810}
3023 2811
3024/** 2812/**
3025 * Returns the object that is using location 'loc'. 2813 * Returns the object that is using location 'loc'.
3026 * Note that 'start' is the first object to start examing - we 2814 * 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 2815 * then go through the below of this. In this way, you can do
3028 * something like: 2816 * something like:
3029 * tmp = get_item_from_body_location(who->inv, 1); 2817 * tmp = get_next_item_from_body_location(who->inv, 1);
3030 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2818 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3031 * to find the second object that may use this location, etc. 2819 * to find the second object that may use this location, etc.
3032 * Returns NULL if no match is found. 2820 * Returns NULL if no match is found.
3033 * loc is the index into the array we are looking for a match. 2821 * loc is the index into the array we are looking for a match.
3034 * don't return invisible objects unless they are skill objects 2822 * don't return invisible objects unless they are skill objects
3035 * invisible other objects that use 2823 * invisible other objects that use
3036 * up body locations can be used as restrictions. 2824 * up body locations can be used as restrictions.
3037 */ 2825 */
3038object * 2826static object *
3039get_item_from_body_location (object *start, int loc) 2827get_next_item_from_body_location (int loc, object *start)
3040{ 2828{
3041 object *tmp;
3042
3043 if (!start)
3044 return NULL;
3045
3046 for (tmp = start; tmp; tmp = tmp->below) 2829 for (object *tmp = start; tmp; tmp = tmp->below)
3047 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2830 if (tmp->flag [FLAG_APPLIED]
2831 && tmp->slot[loc].info
2832 && (!tmp->invisible || tmp->type == SKILL))
3048 return tmp; 2833 return tmp;
3049 2834
3050 return NULL; 2835 return 0;
3051} 2836}
3052
3053
3054 2837
3055/** 2838/**
3056 * 'op' wants to apply an object, but can't because of other equipment. 2839 * 'op' wants to apply an object, but can't because of other equipment.
3057 * This should only be called when it is known 2840 * This should only be called when it is known
3058 * that there are objects to unapply. This makes pretty heavy 2841 * that there are objects to unapply. This makes pretty heavy
3061 * Returns 0 on success, returns 1 if there is some problem. 2844 * Returns 0 on success, returns 1 if there is some problem.
3062 * if aflags is AP_PRINT, we instead print out waht to unapply 2845 * 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 2846 * instead of doing it. This is a lot less code than having
3064 * another function that does just that. 2847 * another function that does just that.
3065 */ 2848 */
2849
2850#define CANNOT_REMOVE_CURSED \
2851 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2852 "Praying over an altar, scrolls of remove curse/damnation, " \
2853 "priests or even other players might help.>"
2854
3066int 2855int
3067unapply_for_ob (object *who, object *op, int aflags) 2856unapply_for_ob (object *who, object *op, int aflags)
3068{ 2857{
3069 int i; 2858 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) 2859 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3078 {
3079 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2860 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))) 2861 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3082 { 2862 {
3083 if (aflags & AP_PRINT) 2863 if (aflags & AP_PRINT)
3084 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2864 who->failmsg (query_name (tmp));
3085 else 2865 else
3086 unapply_special (who, tmp, aflags); 2866 unapply_special (who, tmp, aflags);
3087 } 2867 }
3088 else 2868 else
3089 { 2869 {
3090 /* In this case, we want to try and remove a cursed item. 2870 /* 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 2871 * While we know it won't work, we want unapply_special to
3092 * at least generate the message. 2872 * at least generate the message.
3093 */ 2873 */
3094 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2874 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; 2875 return 1;
3096 }
3097
3098 } 2876 }
3099 }
3100 }
3101 2877
3102 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2878 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3103 { 2879 {
3104 /* this used up a slot that we need to free */ 2880 /* this used up a slot that we need to free */
3105 if (op->body_info[i]) 2881 if (op->slot[i].info)
3106 { 2882 {
3107 last = who->inv; 2883 object *last = who->inv;
3108 2884
3109 /* We do a while loop - may need to remove several items in order 2885 /* We do a while loop - may need to remove several items in order
3110 * to free up enough slots. 2886 * to free up enough slots.
3111 */ 2887 */
3112 while ((who->body_used[i] + op->body_info[i]) < 0) 2888 while ((who->slot[i].used + op->slot[i].info) < 0)
3113 { 2889 {
3114 tmp = get_item_from_body_location (last, i); 2890 object *tmp = get_next_item_from_body_location (i, last);
2891
3115 if (!tmp) 2892 if (!tmp)
3116 { 2893 {
3117#if 0 2894#if 0
3118 /* Not a bug - we'll get this if the player has cursed items 2895 /* Not a bug - we'll get this if the player has cursed items
3119 * equipped. 2896 * equipped.
3120 */ 2897 */
3121 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2898 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3122#endif 2899#endif
3123 return 1; 2900 return 1;
3124 } 2901 }
2902
3125 /* If we are just printing, we don't care about cursed status */ 2903 /* 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)))) 2904 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3127 { 2905 {
3128 if (aflags & AP_PRINT) 2906 if (aflags & AP_PRINT)
3129 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2907 who->failmsg (query_name (tmp));
3130 else 2908 else
3131 unapply_special (who, tmp, aflags); 2909 unapply_special (who, tmp, aflags);
3132 } 2910 }
3133 else 2911 else
3134 { 2912 {
3135 /* Cursed item that we can't unequip - tell the player. 2913 /* Cursed item that we can't unequip - tell the player.
3136 * Note this could be annoying if this is just one of a few, 2914 * 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 2915 * so it may not be critical (eg, putting on a ring and you have
3138 * one cursed ring.) 2916 * one cursed ring.)
3139 */ 2917 */
3140 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2918 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3141 } 2919 }
2920
3142 last = tmp->below; 2921 last = tmp->below;
3143 } 2922 }
3144 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2923 /* 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. 2924 * return in the !tmp would have kicked in.
3146 */ 2925 */
3147 } /* if op is using this body location */ 2926 } /* if op is using this body location */
3148 } /* for body lcoations */ 2927 } /* for body lcoations */
2928
3149 return 0; 2929 return 0;
3150} 2930}
3151 2931
3152/** 2932/**
3153 * Checks to see if 'who' can apply object 'op'. 2933 * Checks to see if 'who' can apply object 'op'.
3154 * Returns 0 if apply can be done without anything special. 2934 * Returns 0 if apply can be done without anything special.
3155 * Otherwise returns a bitmask - potentially several of these may be 2935 * Otherwise returns a bitmask - potentially several of these may be
3156 * set, but largely depends on circumstance - in the future, processing 2936 * set, but largely depends on circumstance - in the future, processing
3157 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2937 * 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?) 2938 * is set, do we really care what the other flags may be?)
3159 * 2939 *
3160 * See include/define.h for detailed description of the meaning of 2940 * See include/define.h for detailed description of the meaning of
3161 * these return values. 2941 * these return values.
3162 */ 2942 */
3163int 2943int
3164can_apply_object (object *who, object *op) 2944can_apply_object (object *who, object *op)
3165{ 2945{
3166 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2946 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3167 return RESULT_INT (0); 2947 return RESULT_INT (0);
3168 2948
3169 int i, retval = 0; 2949 int retval = 0;
3170 object *tmp = NULL, *ws = NULL; 2950 object *tmp = 0, *ws = 0;
3171 2951
3172 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2952 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 { 2953 {
3179 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2954 if (op->slot[i].info)
3180 { 2955 {
3181 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2956 /* Item uses more slots than we have */
2957 if (who->slot[i].info + op->slot [i].info < 0)
3182 { 2958 {
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' 2959 /* Could return now for efficiency - rest of info below isn't
3198 * really needed. 2960 * really needed.
3199 */ 2961 */
3200 retval |= CAN_APPLY_NEVER; 2962 retval |= CAN_APPLY_NEVER;
3201 } 2963 }
3202 else if ((who->body_used[i] + op->body_info[i]) < 0) 2964 else if (who->slot[i].used + op->slot[i].info < 0)
3203 { 2965 {
3204 /* in this case, equipping this would use more free spots than 2966 /* in this case, equipping this would use more free spots than
3205 * we have. 2967 * we have.
3206 */ 2968 */
3207 object *tmp1;
3208
3209 2969
3210 /* if we have an applied weapon/shield, and unapply it would free 2970 /* 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 2971 * enough slots to equip the new item, then just set "can
3212 * continue. We don't care about the logic below - if you have 2972 * 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 2973 * shield equipped and try to equip another shield, there is only
3214 * one choice. However, the check for the number of body locations 2974 * one choice. However, the check for the number of body locations
3215 * does take into the account cases where what is being applied 2975 * does take into the account cases where what is being applied
3216 * may be two handed for example. 2976 * may be two handed for example.
3217 */ 2977 */
3218 if (ws) 2978 if (ws)
3219 { 2979 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 { 2980 {
3222 retval |= CAN_APPLY_UNAPPLY; 2981 retval |= CAN_APPLY_UNAPPLY;
3223 continue; 2982 continue;
3224 } 2983 }
3225 }
3226 2984
3227 tmp1 = get_item_from_body_location (who->inv, i); 2985 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3228 if (!tmp1) 2986 if (!tmp1)
3229 { 2987 {
3230#if 0 2988#if 0
3231 /* This is sort of an error, but happens a lot when old players 2989 /* 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. 2990 * join in with more stuff equipped than they are now allowed.
3240 /* need to unapply something. However, if this something 2998 /* need to unapply something. However, if this something
3241 * is different than we had found before, it means they need 2999 * is different than we had found before, it means they need
3242 * to apply multiple objects 3000 * to apply multiple objects
3243 */ 3001 */
3244 retval |= CAN_APPLY_UNAPPLY; 3002 retval |= CAN_APPLY_UNAPPLY;
3003
3245 if (!tmp) 3004 if (!tmp)
3246 tmp = tmp1; 3005 tmp = tmp1;
3247 else if (tmp != tmp1) 3006 else if (tmp != tmp1)
3248 {
3249 retval |= CAN_APPLY_UNAPPLY_MULT; 3007 retval |= CAN_APPLY_UNAPPLY_MULT;
3250 } 3008
3251 /* This object isn't using up all the slots, so there must 3009 /* 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 3010 * be another. If so, and it the new item doesn't need all
3253 * the slots, the player then has a choice. 3011 * the slots, the player then has a choice.
3254 */ 3012 */
3255 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3013 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3014 && abs (op->slot[i].info) < who->slot[i].info)
3256 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3015 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3257 3016
3258 /* Does unequippint 'tmp1' free up enough slots for this to be 3017 /* Does unequippint 'tmp1' free up enough slots for this to be
3259 * equipped? If not, there must be something else to unapply. 3018 * equipped? If not, there must be something else to unapply.
3260 */ 3019 */
3261 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3020 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3262 retval |= CAN_APPLY_UNAPPLY_MULT; 3021 retval |= CAN_APPLY_UNAPPLY_MULT;
3263
3264 } 3022 }
3265 } /* if not enough free slots */ 3023 } /* if not enough free slots */
3266 } /* if this object uses location i */ 3024 } /* if this object uses location i */
3267 } /* for i -> num_body_locations loop */ 3025 } /* for i -> num_body_locations loop */
3268 3026
3273 * and weapons all use the same slot. Similar for horn/rod/wand - they 3031 * and weapons all use the same slot. Similar for horn/rod/wand - they
3274 * all use the same location. 3032 * all use the same location.
3275 */ 3033 */
3276 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3034 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3277 retval |= CAN_APPLY_RESTRICTION; 3035 retval |= CAN_APPLY_RESTRICTION;
3036
3278 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3037 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3279 retval |= CAN_APPLY_RESTRICTION; 3038 retval |= CAN_APPLY_RESTRICTION;
3280 3039
3281
3282 if (who->type != PLAYER) 3040 if (who->type != PLAYER)
3283 { 3041 {
3284 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3042 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3285 retval |= CAN_APPLY_RESTRICTION; 3043 retval |= CAN_APPLY_RESTRICTION;
3044
3286 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3045 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3287 retval |= CAN_APPLY_RESTRICTION; 3046 retval |= CAN_APPLY_RESTRICTION;
3047
3288 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3048 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3289 retval |= CAN_APPLY_RESTRICTION; 3049 retval |= CAN_APPLY_RESTRICTION;
3050
3290 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3051 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3291 retval |= CAN_APPLY_RESTRICTION; 3052 retval |= CAN_APPLY_RESTRICTION;
3292 } 3053 }
3054
3293 return retval; 3055 return retval;
3294} 3056}
3295
3296
3297 3057
3298/** 3058/**
3299 * who is the object using the object. It can be a monster. 3059 * 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, 3060 * 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 3061 * eg, one which you put on and keep on for a while, and not something
3310 * AP_UNAPPLY=always unapply). 3070 * AP_UNAPPLY=always unapply).
3311 * 3071 *
3312 * Optional flags: 3072 * Optional flags:
3313 * AP_NO_MERGE: don't merge an unapplied object with other objects 3073 * AP_NO_MERGE: don't merge an unapplied object with other objects
3314 * AP_IGNORE_CURSE: unapply cursed items 3074 * AP_IGNORE_CURSE: unapply cursed items
3075 * AP_NO_READY: do not ready skills when applying skill tools
3315 * 3076 *
3316 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3077 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3317 * 3078 *
3318 * apply_special() doesn't check for unpaid items. 3079 * apply_special() doesn't check for unpaid items.
3319 */ 3080 */
3081
3082#define LACK_ITEM_POWER \
3083 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3084
3320int 3085int
3321apply_special (object *who, object *op, int aflags) 3086apply_special (object *who, object *op, int aflags)
3322{ 3087{
3323 int basic_flag = aflags & AP_BASIC_FLAGS; 3088 int basic_flag = aflags & AP_BASIC_FLAGS;
3324 object *tmp, *tmp2, *skop = NULL; 3089 object *tmp, *tmp2, *skop = NULL;
3325 int i;
3326 3090
3327 if (who == NULL) 3091 if (who == NULL)
3328 { 3092 {
3329 LOG (llevError, "apply_special() from object without environment.\n"); 3093 LOG (llevError, "apply_special() from object without environment.\n");
3330 return 1; 3094 return 1;
3340 if (basic_flag == AP_APPLY) 3104 if (basic_flag == AP_APPLY)
3341 return 0; 3105 return 0;
3342 3106
3343 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3107 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3344 { 3108 {
3345 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3109 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3346 return 1; 3110 return 1;
3347 } 3111 }
3112
3348 return unapply_special (who, op, aflags); 3113 return unapply_special (who, op, aflags);
3349 } 3114 }
3350
3351 if (basic_flag == AP_UNAPPLY) 3115 else if (basic_flag == AP_UNAPPLY)
3352 return 0; 3116 return 0;
3353 3117
3354 i = can_apply_object (who, op); 3118 // if the item is combat/ranged, wield the relevant slot first
3119 // to resolve conflicts.
3120 if (player *pl = who->contr)
3121 switch (op->slottype ())
3122 {
3123 case slot_combat: who->change_weapon (pl->combat_ob); break;
3124 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3125 }
3126
3127 splay (op);
3355 3128
3356 /* Can't just apply this object. Lets see what not and what to do */ 3129 /* Can't just apply this object. Lets see what not and what to do */
3357 if (i) 3130 if (int i = can_apply_object (who, op))
3358 { 3131 {
3359 if (i & CAN_APPLY_NEVER) 3132 if (i & CAN_APPLY_NEVER)
3360 { 3133 {
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3134 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; 3135 return 1;
3363 } 3136 }
3364 else if (i & CAN_APPLY_RESTRICTION) 3137 else if (i & CAN_APPLY_RESTRICTION)
3365 { 3138 {
3366 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3139 who->failmsg (format (
3140 "You have a prohibition against using a %s. "
3141 "H<Your belief, profession or class prevents you from applying this item.>",
3142 query_name (op)
3143 ));
3367 return 1; 3144 return 1;
3368 } 3145 }
3146
3369 if (who->type != PLAYER) 3147 if (who->type != PLAYER)
3370 { 3148 {
3371 /* Some error, so don't try to equip something more */ 3149 /* Some error, so don't try to equip something more */
3372 if (unapply_for_ob (who, op, aflags)) 3150 if (unapply_for_ob (who, op, aflags))
3373 return 1; 3151 return 1;
3374 } 3152 }
3375 else 3153 else
3376 { 3154 {
3377 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3155 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3378 { 3156 {
3379 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3157 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3380 unapply_for_ob (who, op, AP_PRINT); 3158 unapply_for_ob (who, op, AP_PRINT);
3381 return 1; 3159 return 1;
3382 } 3160 }
3383 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3161 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3384 {
3385 i = unapply_for_ob (who, op, aflags); 3162 if (unapply_for_ob (who, op, aflags))
3386 if (i)
3387 return 1; 3163 return 1;
3388 } 3164 }
3389 }
3390 } 3165 }
3166
3391 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3167 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392 { 3168 {
3393 skop = find_skill_by_name (who, op->skill); 3169 skop = find_skill_by_name (who, op->skill);
3170
3394 if (!skop) 3171 if (!skop)
3395 { 3172 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3173 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3397 return 1; 3174 return 1;
3398 } 3175 }
3399 else 3176 else
3400 {
3401 /* While experience will be credited properly, we want to change the 3177 /* While experience will be credited properly, we want to change the
3402 * skill so that the dam and wc get updated 3178 * skill so that the dam and wc get updated
3403 */ 3179 */
3404 change_skill (who, skop, 0); 3180 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 { 3181 }
3410 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3182
3183 if (who->type == PLAYER
3184 && op->item_power
3185 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3186 {
3187 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3411 return 1; 3188 return 1;
3412 } 3189 }
3413
3414 3190
3415 /* Ok. We are now at the state where we can apply the new object. 3191 /* 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_... 3192 * Note that we don't have the checks for can_use_...
3417 * below - that is already taken care of by can_apply_object. 3193 * below - that is already taken care of by can_apply_object.
3418 */ 3194 */
3419 3195 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3420
3421 if (op->nrof > 1)
3422 tmp = get_split_ob (op, op->nrof - 1);
3423 else
3424 tmp = NULL;
3425 3196
3426 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3197 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3427 return RESULT_INT (0); 3198 return RESULT_INT (0);
3428 3199
3429 switch (op->type) 3200 switch (op->type)
3430 { 3201 {
3431 case WEAPON: 3202 case WEAPON:
3432 if (!check_weapon_power (who, op->last_eat)) 3203 if (!check_weapon_power (who, op->last_eat))
3433 { 3204 {
3434 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3205 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!."); 3206
3436 if (tmp != NULL) 3207 if (tmp)
3437 (void) insert_ob_in_ob (tmp, who); 3208 insert_ob_in_ob (tmp, who);
3209
3438 return 1; 3210 return 1;
3439 } 3211 }
3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3212
3213 //TODO: this obviously fails for players using a shorter prefix
3214 // i.e. "R" can use Ragnarok's sword.
3215 if (op->level && !op->name.starts_with (who->name))
3441 { 3216 {
3442 /* if the weapon does not have the name as the character, can't use it. */ 3217 /* 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) */ 3218 /* (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."); 3219 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3220
3445 if (tmp != NULL) 3221 if (tmp)
3446 (void) insert_ob_in_ob (tmp, who); 3222 insert_ob_in_ob (tmp, who);
3223
3447 return 1; 3224 return 1;
3448 } 3225 }
3226
3227 if (!skop)
3228 {
3229 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3230 return 1;
3231 }
3232
3449 SET_FLAG (op, FLAG_APPLIED); 3233 SET_FLAG (op, FLAG_APPLIED);
3450
3451 if (skop)
3452 change_skill (who, skop, 1); 3234 who->change_skill (skop);
3453 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3235
3236 if (who->contr)
3237 who->change_weapon (who->contr->combat_ob = op);
3238
3239 who->statusmsg (format ("You wield %s.", query_name (op)));
3240
3454 SET_FLAG (who, FLAG_READY_WEAPON); 3241 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); 3242 change_abil (who, op);
3459 break; 3243 break;
3460 3244
3461 case ARMOUR: 3245 case ARMOUR:
3462 case HELMET: 3246 case HELMET:
3463 case SHIELD: 3247 case SHIELD:
3467 case BRACERS: 3251 case BRACERS:
3468 case CLOAK: 3252 case CLOAK:
3469 case RING: 3253 case RING:
3470 case AMULET: 3254 case AMULET:
3471 SET_FLAG (op, FLAG_APPLIED); 3255 SET_FLAG (op, FLAG_APPLIED);
3472 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3256 who->statusmsg (format ("You wear %s.", query_name (op)));
3473 (void) change_abil (who, op); 3257 change_abil (who, op);
3474 break; 3258 break;
3259
3475 case LAMP: 3260 case LAMP:
3476 if (op->stats.food < 1) 3261 if (op->stats.food < 1)
3477 { 3262 {
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3263 who->failmsg (format (
3264 "Your %s is out of fuel! "
3265 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3266 &op->name
3267 ));
3479 return 1; 3268 return 1;
3480 } 3269 }
3481 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3270
3271 who->statusmsg (format ("You turn on your %s.", &op->name));
3272
3482 tmp2 = arch_to_object (op->other_arch); 3273 tmp2 = arch_to_object (op->other_arch);
3483 tmp2->stats.food = op->stats.food; 3274 tmp2->stats.food = op->stats.food;
3484 SET_FLAG (tmp2, FLAG_APPLIED); 3275 SET_FLAG (tmp2, FLAG_APPLIED);
3276
3485 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3277 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3486 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3278 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3487 insert_ob_in_ob (tmp2, who); 3279
3280 who->insert (tmp2);
3488 3281
3489 /* Remove the old lantern */ 3282 /* Remove the old lantern */
3490 if (who->type == PLAYER)
3491 esrv_del_item (who->contr, op->count);
3492
3493 op->destroy (); 3283 op->destroy ();
3494 3284
3495 /* insert the portion that was split off */ 3285 /* insert the portion that was split off */
3496 if (tmp != NULL) 3286 if (tmp)
3287 who->insert (tmp);
3288
3289 who->update_stats ();
3290
3291 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3292 if (who->type == PLAYER)
3293 {
3294 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3295 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3296 }
3297
3298 return 0;
3299
3300 case SKILL_TOOL:
3301 // applying a skill tool also readies the skill
3302 SET_FLAG (op, FLAG_APPLIED);
3303
3304 if (!(aflags & AP_NO_READY))
3497 { 3305 {
3498 (void) insert_ob_in_ob (tmp, who); 3306 skop = find_skill_by_name (who, op->skill);
3499 if (who->type == PLAYER) 3307 if (!skop->flag [FLAG_APPLIED])
3500 esrv_send_item (who, tmp); 3308 apply_special (who, skop, AP_APPLY);
3501 } 3309 }
3502 fix_player (who); 3310 break;
3503 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3311
3312 case SKILL:
3313 if (player *pl = who->contr)
3504 { 3314 {
3505 if (who->type == PLAYER) 3315 if (IS_COMBAT_SKILL (op->subtype))
3506 { 3316 {
3507 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3317 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3508 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3318 {
3319 for (object *item = who->inv; item; item = item->below)
3320 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3321 {
3322 if (item->skill == op->skill)
3323 {
3324 who->change_weapon (pl->combat_ob = item);
3325 goto found_weapon;
3326 }
3327 }
3328
3329 who->failmsg (format (
3330 "You need to apply a '%s' melee weapon before readying this skill. "
3331 "H<Some skills need an item, in this case a melee weapon, to function.>",
3332 &op->skill
3333 ));
3334 return 1;
3335
3336 found_weapon:;
3337 }
3338 else
3339 who->change_weapon (pl->combat_ob = op);
3509 } 3340 }
3510 } 3341 else if (IS_RANGED_SKILL (op->subtype))
3511 if (who->type == PLAYER)
3512 esrv_send_item (who, tmp2);
3513 return 0;
3514 break;
3515
3516 /* this part is needed for skill-tools */
3517 case SKILL:
3518 case SKILL_TOOL:
3519 if (who->chosen_skill)
3520 { 3342 {
3521 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3343 if (skill_flags [op->subtype] & SF_NEED_BOW)
3344 {
3345 for (object *item = who->inv; item; item = item->below)
3346 if (item->type == BOW && item->flag [FLAG_APPLIED])
3347 {
3348 //TODO: bows should/must all have skill missile weapon right now
3349 who->change_weapon (pl->ranged_ob = item);
3350 goto found_bow;
3351 }
3352
3353 who->failmsg (
3354 "You need to apply a missile weapon before readying this skill. "
3355 "H<Some skills need an item, in this case a missile weapon, to function.>"
3356 );
3522 return 1; 3357 return 1;
3358
3359 found_bow:;
3360 }
3361 else
3362 who->change_weapon (pl->ranged_ob = op);
3523 } 3363 }
3524 if (who->type == PLAYER) 3364
3525 {
3526 who->contr->shoottype = range_skill;
3527 who->contr->ranges[range_skill] = op;
3528 if (!op->invisible) 3365 if (!op->invisible)
3529 { 3366 {
3530 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3367 who->statusmsg (format (
3531 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3368 "You ready %s."
3369 "You can now use the skill: %s.",
3370 query_name (op),
3371 &op->skill
3372 ));
3532 } 3373 }
3533 else 3374 else
3534 {
3535 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3375 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3536 }
3537 } 3376 }
3377 else
3378 {
3538 SET_FLAG (op, FLAG_APPLIED); 3379 SET_FLAG (op, FLAG_APPLIED);
3539 (void) change_abil (who, op); 3380 change_abil (who, op);
3540 who->chosen_skill = op; 3381 who->chosen_skill = op;
3541 SET_FLAG (who, FLAG_READY_SKILL); 3382 SET_FLAG (who, FLAG_READY_SKILL);
3383 }
3384
3542 break; 3385 break;
3543 3386
3544 case BOW: 3387 case BOW:
3545 if (!check_weapon_power (who, op->last_eat)) 3388 if (!check_weapon_power (who, op->last_eat))
3546 { 3389 {
3547 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3390 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!."); 3391
3549 if (tmp != NULL) 3392 if (tmp)
3550 (void) insert_ob_in_ob (tmp, who); 3393 insert_ob_in_ob (tmp, who);
3394
3551 return 1; 3395 return 1;
3552 } 3396 }
3553 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3397
3398 if (op->level && !op->name.starts_with (who->name))
3554 { 3399 {
3555 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3400 who->failmsg ("The weapon does not recognize you as its owner. "
3401 "H<Its name indicates that it belongs to somebody else.>");
3556 if (tmp != NULL) 3402 if (tmp)
3557 (void) insert_ob_in_ob (tmp, who); 3403 insert_ob_in_ob (tmp, who);
3404
3558 return 1; 3405 return 1;
3559 } 3406 }
3407
3560 /*FALLTHROUGH*/ case WAND: 3408 /*FALLTHROUGH*/
3409 case WAND:
3561 case ROD: 3410 case ROD:
3562 case HORN: 3411 case HORN:
3563 /* check for skill, alter player status */ 3412 /* check for skill, alter player status */
3413
3414 if (!skop)
3415 {
3416 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3417 return 1;
3418 }
3419
3564 SET_FLAG (op, FLAG_APPLIED); 3420 SET_FLAG (op, FLAG_APPLIED);
3565 if (skop)
3566 change_skill (who, skop, 0); 3421 who->change_skill (skop);
3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3568 3422
3569 if (who->type == PLAYER) 3423 if (who->contr)
3570 { 3424 {
3425 who->contr->ranged_ob = op;
3426
3427 who->statusmsg (format ("You ready %s.", query_name (op)));
3428
3571 if (op->type == BOW) 3429 if (op->type == BOW)
3572 { 3430 {
3431 who->current_weapon = op;
3573 (void) change_abil (who, op); 3432 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)); 3433 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 } 3434 }
3582 } 3435 }
3583 else 3436 else
3584 { 3437 {
3585 if (op->type == BOW) 3438 if (op->type == BOW)
3586 SET_FLAG (who, FLAG_READY_BOW); 3439 SET_FLAG (who, FLAG_READY_BOW);
3587 else 3440 else
3588 SET_FLAG (who, FLAG_READY_RANGE); 3441 SET_FLAG (who, FLAG_READY_RANGE);
3589 } 3442 }
3443
3590 break; 3444 break;
3591 3445
3592 case BUILDER: 3446 case BUILDER:
3593 if (who->contr->ranges[range_builder]) 3447 if (who->type == PLAYER)
3448 {
3449 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3450 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3594 unapply_special (who, who->contr->ranges[range_builder], 0); 3451 unapply_special (who, who->contr->ranged_ob, 0);
3595 who->contr->shoottype = range_builder; 3452
3453 who->statusmsg (format ("You ready your %s.", query_name (op)));
3454
3596 who->contr->ranges[range_builder] = op; 3455 who->contr->ranged_ob = op;
3597 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3456 }
3598 break; 3457 break;
3599 3458
3600 default: 3459 default:
3601 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3460 who->statusmsg (format ("You apply %s.", query_name (op)));
3602 } /* end of switch op->type */ 3461 }
3603 3462
3604 SET_FLAG (op, FLAG_APPLIED); 3463 SET_FLAG (op, FLAG_APPLIED);
3605 3464
3606 if (tmp != NULL) 3465 if (tmp)
3607 tmp = insert_ob_in_ob (tmp, who); 3466 who->insert (tmp);
3608 3467
3609 fix_player (who); 3468 who->update_stats ();
3610 3469
3611 /* We exclude spell casting objects. The fire code will set the 3470 /* We exclude spell casting objects. The fire code will set the
3612 * been applied flag when they are used - until that point, 3471 * been applied flag when they are used - until that point,
3613 * you don't know anything about them. 3472 * you don't know anything about them.
3614 */ 3473 */
3615 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3474 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3616 SET_FLAG (op, FLAG_BEEN_APPLIED); 3475 SET_FLAG (op, FLAG_BEEN_APPLIED);
3617 3476
3618 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3477 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3619 {
3620 if (who->type == PLAYER) 3478 if (who->type == PLAYER)
3621 { 3479 {
3622 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3480 who->failmsg (
3481 "Oops, it feels deadly cold! "
3482 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3483 );
3623 SET_FLAG (op, FLAG_KNOWN_CURSED); 3484 SET_FLAG (op, FLAG_KNOWN_CURSED);
3624 } 3485 }
3625 } 3486
3626 if (who->type == PLAYER) 3487 if (object *pl = op->visible_to ())
3627 {
3628 /* if multiple objects were applied, update both slots */
3629 if (tmp)
3630 esrv_send_item (who, tmp);
3631 esrv_send_item (who, op); 3488 esrv_send_item (pl, op);
3632 } 3489
3633 return 0; 3490 return 0;
3634} 3491}
3635
3636 3492
3637int 3493int
3638monster_apply_special (object *who, object *op, int aflags) 3494monster_apply_special (object *who, object *op, int aflags)
3639{ 3495{
3640 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3496 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3641 return 1; 3497 return 1;
3498
3642 return apply_special (who, op, aflags); 3499 return apply_special (who, op, aflags);
3643} 3500}
3644 3501
3645/** 3502/**
3646 * Map was just loaded, handle op's initialisation. 3503 * Map was just loaded, handle op's initialisation.
3650int 3507int
3651auto_apply (object *op) 3508auto_apply (object *op)
3652{ 3509{
3653 object *tmp = NULL, *tmp2; 3510 object *tmp = NULL, *tmp2;
3654 int i; 3511 int i;
3512
3513 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3655 3514
3656 switch (op->type) 3515 switch (op->type)
3657 { 3516 {
3658 case SHOP_FLOOR: 3517 case SHOP_FLOOR:
3659 if (!op->has_random_items ()) 3518 if (!op->has_random_items ())
3661 3520
3662 do 3521 do
3663 { 3522 {
3664 i = 10; /* let's give it 10 tries */ 3523 i = 10; /* let's give it 10 tries */
3665 while ((tmp = generate_treasure (op->randomitems, 3524 while ((tmp = generate_treasure (op->randomitems,
3666 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3525 op->stats.exp
3526 ? (int) op->stats.exp
3527 : max (op->map->difficulty, 5)))
3528 == NULL && --i);
3529
3667 if (tmp == NULL) 3530 if (tmp == NULL)
3668 return 0; 3531 return 0;
3532
3669 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3533 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3670 { 3534 {
3671 tmp->destroy (); 3535 tmp->destroy ();
3672 tmp = NULL; 3536 tmp = NULL;
3673 } 3537 }
3676 3540
3677 tmp->x = op->x; 3541 tmp->x = op->x;
3678 tmp->y = op->y; 3542 tmp->y = op->y;
3679 SET_FLAG (tmp, FLAG_UNPAID); 3543 SET_FLAG (tmp, FLAG_UNPAID);
3680 insert_ob_in_map (tmp, op->map, NULL, 0); 3544 insert_ob_in_map (tmp, op->map, NULL, 0);
3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3682 identify (tmp); 3545 identify (tmp);
3683 break; 3546 break;
3684 3547
3685 case TREASURE: 3548 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3549 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3550 return 0;
3688 3551
3689 while ((op->stats.hp--) > 0) 3552 while (op->stats.hp-- > 0)
3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3553 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); 3554 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3692 3555
3693 /* If we generated an object and put it in this object inventory, 3556 /* 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 3557 * move it to the parent object as the current object is about
3695 * to disappear. An example of this item is the random_* stuff 3558 * to disappear. An example of this item is the random_* stuff
3696 * that is put inside other objects. 3559 * that is put inside other objects.
3697 */ 3560 */
3698 for (tmp = op->inv; tmp; tmp = tmp2)
3699 {
3700 tmp2 = tmp->below;
3701 tmp->remove ();
3702
3703 if (op->env) 3561 if (op->env)
3704 insert_ob_in_ob (tmp, op->env); 3562 while (op->inv)
3705 else 3563 op->env->insert (op->inv);
3706 tmp->destroy ();
3707 }
3708 3564
3709 op->destroy (); 3565 op->destroy ();
3710 break; 3566 break;
3711 } 3567 }
3712 return tmp ? 1 : 0;
3713}
3714 3568
3569 return !!tmp;
3570}
3571
3715/** 3572/**
3716 * fix_auto_apply goes through the entire map (only the first time 3573 * fix_auto_apply goes through the entire map every time a map
3717 * when an original map is loaded) and performs special actions for 3574 * is loaded or swapped in and performs special actions for
3718 * certain objects (most initialization of chests and creation of 3575 * certain objects (most initialization of chests and creation of
3719 * treasures and stuff). Calls auto_apply if appropriate. 3576 * treasures and stuff). Calls auto_apply if appropriate.
3720 */ 3577 */
3721void 3578void
3722fix_auto_apply (maptile *m) 3579maptile::fix_auto_apply ()
3723{ 3580{
3724 object *tmp, *above = NULL; 3581 if (!spaces)
3725 int x, y;
3726
3727 if (m == NULL)
3728 return; 3582 return;
3729 3583
3730 for (x = 0; x < MAP_WIDTH (m); x++) 3584 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3731 for (y = 0; y < MAP_HEIGHT (m); y++) 3585 for (object *tmp = ms->bot; tmp; )
3732 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3733 { 3586 {
3734 above = tmp->above; 3587 object *above = tmp->above;
3735 3588
3736 if (tmp->inv) 3589 if (tmp->inv)
3737 { 3590 {
3738 object *invtmp, *invnext; 3591 object *invtmp, *invnext;
3739 3592
3740 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3593 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3741 { 3594 {
3742 invnext = invtmp->below; 3595 invnext = invtmp->below;
3743 3596
3744 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3597 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3745 auto_apply (invtmp); 3598 auto_apply (invtmp);
3746 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3599 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3747 { 3600 {
3748 while ((invtmp->stats.hp--) > 0) 3601 while (invtmp->stats.hp-- > 0)
3749 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3602 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3750 3603
3751 invtmp->randomitems = NULL; 3604 invtmp->randomitems = NULL;
3752 } 3605 }
3753 else if (invtmp && invtmp->arch 3606 else if (invtmp && invtmp->arch
3754 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3607 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3755 { 3608 {
3756 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3609 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3757 /* Need to clear this so that we never try to create 3610 /* Need to clear this so that we never try to create
3758 * treasure again for this object 3611 * treasure again for this object
3759 */ 3612 */
3760 invtmp->randomitems = NULL; 3613 invtmp->randomitems = NULL;
3761 } 3614 }
3762 } 3615 }
3763 /* This is really temporary - the code at the bottom will 3616 /* This is really temporary - the code at the bottom will
3764 * also set randomitems to null. The problem is there are bunches 3617 * also set randomitems to null. The problem is there are bunches
3765 * of maps/players already out there with items that have spells 3618 * of maps/players already out there with items that have spells
3766 * which haven't had the randomitems set to null yet. 3619 * which haven't had the randomitems set to null yet.
3767 * MSW 2004-05-13 3620 * MSW 2004-05-13
3768 * 3621 *
3769 * And if it's a spellbook, it's better to set randomitems to NULL too, 3622 * And if it's a spellbook, it's better to set randomitems to NULL too,
3770 * else you get two spells in the book ^_- 3623 * else you get two spells in the book ^_-
3771 * Ryo 2004-08-16 3624 * Ryo 2004-08-16
3772 */ 3625 */
3773 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3626 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) 3627 || 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; 3628 tmp->randomitems = NULL;
3629
3786 } 3630 }
3631
3632 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3633 auto_apply (tmp);
3634 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3635 {
3636 while ((tmp->stats.hp--) > 0)
3637 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3638 tmp->randomitems = NULL;
3639 }
3787 else if (tmp->type == TIMED_GATE) 3640 else if (tmp->type == TIMED_GATE)
3788 { 3641 {
3789 object *head = tmp->head != NULL ? tmp->head : tmp; 3642 object *head = tmp->head != NULL ? tmp->head : tmp;
3790 3643
3791 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3644 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3792 {
3793 tmp->speed = 0; 3645 tmp->set_speed (0);
3794 update_ob_speed (tmp);
3795 }
3796 } 3646 }
3797 /* This function can be called everytime a map is loaded, even when 3647 /* 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 3648 * 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 3649 * 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. 3650 * 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 3651 * This is a problem for the above objects, because they have counters
3802 * which say how many times to make the treasure. 3652 * which say how many times to make the treasure.
3803 */ 3653 */
3804 else if (tmp && tmp->arch && tmp->type != PLAYER 3654 else if (tmp && tmp->arch && tmp->type != PLAYER
3805 && tmp->type != TREASURE && tmp->type != SPELL 3655 && tmp->type != TREASURE && tmp->type != SPELL
3806 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3656 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3807 { 3657 {
3808 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3658 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3809 tmp->randomitems = NULL; 3659 tmp->randomitems = NULL;
3810 } 3660 }
3661
3662 // close all containers
3663 else if (tmp->type == CONTAINER)
3664 tmp->flag [FLAG_APPLIED] = 0;
3665
3666 tmp = above;
3811 } 3667 }
3812 3668
3813 for (x = 0; x < MAP_WIDTH (m); x++) 3669 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3814 for (y = 0; y < MAP_HEIGHT (m); y++) 3670 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)) 3671 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3817 check_trigger (tmp, tmp->above); 3672 check_trigger (tmp, tmp->above);
3818} 3673}
3819 3674
3820/** 3675/**
3821 * Handles player eating food that temporarily changes status (resistances, stats). 3676 * Handles player eating food that temporarily changes status (resistances, stats).
3822 * This used to call cast_change_attr(), but 3677 * This used to call cast_change_attr(), but
3823 * that doesn't work with the new spell code. Since we know what 3678 * 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. 3679 * the food changes, just grab a force and use that instead.
3825 */ 3680 */
3826
3827void 3681void
3828eat_special_food (object *who, object *food) 3682eat_special_food (object *who, object *food)
3829{ 3683{
3830 object *force; 3684 object *force;
3831 int i, did_one = 0; 3685 int i, did_one = 0;
3832 sint8 k;
3833 3686
3834 force = get_archetype (FORCE_NAME); 3687 force = get_archetype (FORCE_NAME);
3835 3688
3836 for (i = 0; i < NUM_STATS; i++) 3689 for (i = 0; i < NUM_STATS; i++)
3837 { 3690 if (sint8 k = food->stats.stat (i))
3838 k = get_attr_value (&food->stats, i);
3839 if (k)
3840 { 3691 {
3841 set_attr_value (&force->stats, i, k); 3692 force->stats.stat (i) = k;
3842 did_one = 1; 3693 did_one = 1;
3843 } 3694 }
3844 }
3845 3695
3846 /* check if we can protect the eater */ 3696 /* check if we can protect the eater */
3847 for (i = 0; i < NROFATTACKS; i++) 3697 for (i = 0; i < NROFATTACKS; i++)
3848 { 3698 {
3849 if (food->resist[i] > 0) 3699 if (food->resist[i] > 0)
3850 { 3700 {
3851 force->resist[i] = food->resist[i] / 2; 3701 force->resist[i] = food->resist[i] / 2;
3852 did_one = 1; 3702 did_one = 1;
3853 } 3703 }
3854 } 3704 }
3705
3855 if (did_one) 3706 if (did_one)
3856 { 3707 {
3857 force->speed = 0.1; 3708 force->set_speed (0.1);
3858 update_ob_speed (force);
3859 /* bigger morsel of food = longer effect time */ 3709 /* bigger morsel of food = longer effect time */
3860 force->stats.food = food->stats.food / 5; 3710 force->duration = food->stats.food / 5;
3861 SET_FLAG (force, FLAG_IS_USED_UP);
3862 SET_FLAG (force, FLAG_APPLIED); 3711 SET_FLAG (force, FLAG_APPLIED);
3863 change_abil (who, force); 3712 change_abil (who, force);
3864 insert_ob_in_ob (force, who); 3713 insert_ob_in_ob (force, who);
3865 } 3714 }
3866 else 3715 else
3869 /* check for hp, sp change */ 3718 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3719 if (food->stats.hp != 0)
3871 { 3720 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3721 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3722 {
3874 strcpy (who->contr->killer, food->name); 3723 who->contr->killer = food;
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3724 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3725 who->failmsg ("Eck!...that was poisonous!");
3877 } 3726 }
3878 else 3727 else
3879 { 3728 {
3880 if (food->stats.hp > 0) 3729 if (food->stats.hp > 0)
3881 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3730 who->statusmsg ("You begin to feel better.");
3882 else 3731 else
3883 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3732 who->failmsg ("Eck!...that was poisonous!");
3733
3884 who->stats.hp += food->stats.hp; 3734 who->stats.hp += food->stats.hp;
3885 } 3735 }
3886 } 3736 }
3737
3887 if (food->stats.sp != 0) 3738 if (food->stats.sp != 0)
3888 { 3739 {
3889 if (QUERY_FLAG (food, FLAG_CURSED)) 3740 if (QUERY_FLAG (food, FLAG_CURSED))
3890 { 3741 {
3891 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3742 who->failmsg ("You are drained of mana!");
3892 who->stats.sp -= food->stats.sp; 3743 who->stats.sp -= food->stats.sp;
3893 if (who->stats.sp < 0) 3744 if (who->stats.sp < 0)
3894 who->stats.sp = 0; 3745 who->stats.sp = 0;
3895 } 3746 }
3896 else 3747 else
3897 { 3748 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3749 who->statusmsg ("You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3750 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3751 /* place limit on max sp from food? */
3901 } 3752 }
3902 } 3753 }
3903 fix_player (who);
3904}
3905 3754
3755 who->update_stats ();
3756}
3906 3757
3907/** 3758/**
3908 * Designed primarily to light torches/lanterns/etc. 3759 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3760 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3761 * the selected object to "burn". -b.t.
3911 */ 3762 */
3912
3913void 3763void
3914apply_lighter (object *who, object *lighter) 3764apply_lighter (object *who, object *lighter)
3915{ 3765{
3916 object *item; 3766 object *item;
3917 int is_player_env = 0; 3767 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3768
3920 item = find_marked_object (who); 3769 item = find_marked_object (who);
3921 if (item) 3770 if (item)
3922 { 3771 {
3923 if (lighter->last_eat && lighter->stats.food) 3772 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */ 3773 { /* lighter gets used up */
3925 /* Split multiple lighters if they're being used up. Otherwise *
3926 * one charge from each would be used up. --DAMN */
3927 if (lighter->nrof > 1)
3928 {
3929 object *oneLighter = lighter->clone (); 3774 object *oneLighter = lighter->split ();
3930
3931 lighter->nrof -= 1;
3932 oneLighter->nrof = 1;
3933 oneLighter->stats.food--; 3775 oneLighter->stats.food--;
3934 esrv_send_item (who, lighter); 3776 who->insert (oneLighter);
3935 oneLighter = insert_ob_in_ob (oneLighter, who);
3936 esrv_send_item (who, oneLighter);
3937 }
3938 else
3939 lighter->stats.food--;
3940 } 3777 }
3941 else if (lighter->last_eat) 3778 else if (lighter->last_eat)
3779 {
3942 { /* no charges left in lighter */ 3780 /* 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); 3781 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3944 return; 3782 return;
3945 } 3783 }
3784
3946 /* Perhaps we should split what we are trying to light on fire? 3785 /* 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 3786 * I can't see many times when you would want to light multiple
3948 * objects at once. 3787 * objects at once.
3949 */ 3788 */
3950 /* If the item is destroyed, we don't have a valid pointer to the 3789
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)) 3790 if (who == item->in_player ())
3956 is_player_env = 1; 3791 is_player_env = 1;
3957 3792
3958 save_throw_object (item, AT_FIRE, who); 3793 save_throw_object (item, AT_FIRE, who);
3959 /* Change to check count and not freed, since the object pointer 3794
3960 * may have gotten recycled
3961 */
3962 if (item->destroyed ()) 3795 if (item->destroyed ())
3963 { 3796 {
3964 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3797 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 3798 /* Need to update the player so that the players glow radius
3966 * gets changed. 3799 * gets changed.
3967 */ 3800 */
3968 if (is_player_env) 3801 if (is_player_env)
3969 fix_player (who); 3802 who->update_stats ();
3970 } 3803 }
3971 else 3804 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); 3805 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3973 } 3806 }
3974 else /* nothing to light */ 3807 else
3975 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3808 who->failmsg ("You need to mark a lightable object.");
3976
3977} 3809}
3978 3810
3979/** 3811/**
3980 * op made some mistake with a scroll, this takes care of punishment. 3812 * op made some mistake with a scroll, this takes care of punishment.
3981 * scroll_failure()- hacked directly from spell_failure 3813 * scroll_failure()- hacked directly from spell_failure
3988 3820
3989 if (failure <= -1 && failure > -15) 3821 if (failure <= -1 && failure > -15)
3990 { /* wonder */ 3822 { /* wonder */
3991 object *tmp; 3823 object *tmp;
3992 3824
3993 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3825 op->failmsg ("Your spell warps!");
3994 tmp = get_archetype (SPELL_WONDER); 3826 tmp = get_archetype (SPELL_WONDER);
3995 cast_wonder (op, op, 0, tmp); 3827 cast_wonder (op, op, 0, tmp);
3996 tmp->destroy (); 3828 tmp->destroy ();
3997 } 3829 }
3998 else if (failure <= -15 && failure > -35) 3830 else if (failure <= -15 && failure > -35)
3999 { /* drain mana */ 3831 { /* drain mana */
4000 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3832 op->failmsg ("Your mana is drained!");
4001 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3833 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4002 if (op->stats.sp < 0) 3834 if (op->stats.sp < 0)
4003 op->stats.sp = 0; 3835 op->stats.sp = 0;
4004 } 3836 }
4005 else if (settings.spell_failure_effects == TRUE) 3837 else if (settings.spell_failure_effects == TRUE)
4006 { 3838 {
4007 if (failure <= -35 && failure > -60) 3839 if (failure <= -35 && failure > -60)
4008 { /* confusion */ 3840 { /* confusion */
4009 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3841 op->failmsg ("The magic recoils on you!");
4010 confuse_player (op, op, power); 3842 confuse_player (op, op, power);
4011 } 3843 }
4012 else if (failure <= -60 && failure > -70) 3844 else if (failure <= -60 && failure > -70)
4013 { /* paralysis */ 3845 { /* paralysis */
4014 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3846 op->failmsg ("The magic recoils and paralyzes you!");
4015 paralyze_player (op, op, power); 3847 paralyze_player (op, op, power);
4016 } 3848 }
4017 else if (failure <= -70 && failure > -80) 3849 else if (failure <= -70 && failure > -80)
4018 { /* blind */ 3850 { /* blind */
4019 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3851 op->failmsg ("The magic recoils on you!");
4020 blind_player (op, op, power); 3852 blind_player (op, op, power);
4021 } 3853 }
4022 else if (failure <= -80) 3854 else if (failure <= -80)
4023 { /* blast the immediate area */ 3855 { /* blast the immediate area */
4024 object *tmp;
4025
4026 tmp = get_archetype (LOOSE_MANA); 3856 object *tmp = get_archetype (LOOSE_MANA);
4027 cast_magic_storm (op, tmp, power); 3857 cast_magic_storm (op, tmp, power);
4028 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3858 op->failmsg ("You unleash uncontrolled mana!");
4029 tmp->destroy (); 3859 tmp->destroy ();
4030 } 3860 }
4031 } 3861 }
4032} 3862}
4033 3863
4053 */ 3883 */
4054 int i, j; 3884 int i, j;
4055 3885
4056 for (i = 0; i < NUM_STATS; i++) 3886 for (i = 0; i < NUM_STATS; i++)
4057 { 3887 {
4058 sint8 stat = get_attr_value (stats, i); 3888 int race_bonus = pl->arch->stats.stat (i);
4059 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3889 sint8 stat = stats->stat (i) + ns->stat (i);
4060 3890
4061 stat += get_attr_value (ns, i);
4062 if (stat > 20 + race_bonus) 3891 if (stat > 20 + race_bonus)
4063 { 3892 {
4064 excess_stat++; 3893 excess_stat++;
4065 stat = 20 + race_bonus; 3894 stat = 20 + race_bonus;
4066 } 3895 }
4067 set_attr_value (stats, i, stat); 3896
3897 stats->stat (i) = stat;
4068 } 3898 }
4069 3899
4070 for (j = 0; excess_stat > 0 && j < 100; j++) 3900 for (j = 0; excess_stat > 0 && j < 100; j++)
4071 { /* try 100 times to assign excess stats */ 3901 { /* try 100 times to assign excess stats */
4072 int i = rndm (0, 6); 3902 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 3903
4076 if (i == CHA) 3904 if (i == CHA)
4077 continue; /* exclude cha from this */ 3905 continue; /* exclude cha from this */
3906
3907 int stat = stats->stat (i);
3908 int race_bonus = pl->arch->stats.stat (i);
4078 if (stat < 20 + race_bonus) 3909 if (stat < 20 + race_bonus)
4079 { 3910 {
4080 change_attr_value (stats, i, 1); 3911 change_attr_value (stats, i, 1);
4081 excess_stat--; 3912 excess_stat--;
4082 } 3913 }
4083 } 3914 }
4084 3915
4085 /* insert the randomitems from the change's treasurelist into 3916 /* insert the randomitems from the change's treasurelist into
4086 * the player ref: player.c 3917 * the player ref: player.c
4087 */ 3918 */
4088 if (change->randomitems != NULL) 3919 if (change->randomitems)
4089 give_initial_items (pl, change->randomitems); 3920 give_initial_items (pl, change->randomitems);
4090
4091 3921
4092 /* set up the face, for some races. */ 3922 /* set up the face, for some races. */
4093 3923
4094 /* first, look for the force object banning 3924 /* first, look for the force object banning
4095 * changing the face. Certain races never change face with class. 3925 * changing the face. Certain races never change face with class.
4096 */ 3926 */
4097 for (walk = pl->inv; walk != NULL; walk = walk->below) 3927 for (walk = pl->inv; walk; walk = walk->below)
4098 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3928 if (walk->name == shstr_NOCLASSFACECHANGE)
4099 flag_change_face = 0; 3929 flag_change_face = 0;
4100 3930
4101 if (flag_change_face) 3931 if (flag_change_face)
4102 { 3932 {
4103 pl->animation_id = GET_ANIM_ID (change);
4104 pl->face = change->face; 3933 pl->face = change->face;
4105 3934 pl->animation_id = change->animation_id;
4106 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3935 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4107 SET_FLAG (pl, FLAG_ANIMATE);
4108 else
4109 CLEAR_FLAG (pl, FLAG_ANIMATE);
4110 } 3936 }
4111 3937
4112 /* check the special case of can't use weapons */ 3938 /* check the special case of can't use weapons */
4113 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3939 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4114 if (!strcmp (change->name, "monk")) 3940 if (change->name == shstr_monk)
4115 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 3941 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4116 3942
4117 break; 3943 break;
4118 } 3944 }
4119 } 3945 }
4140 char got[MAX_BUF]; 3966 char got[MAX_BUF];
4141 int len; 3967 int len;
4142 3968
4143 if (!pl || !transformer) 3969 if (!pl || !transformer)
4144 return; 3970 return;
3971
4145 marked = find_marked_object (pl); 3972 marked = find_marked_object (pl);
3973
4146 if (!marked) 3974 if (!marked)
4147 { 3975 {
4148 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3976 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4149 return; 3977 return;
4150 } 3978 }
3979
4151 if (!marked->slaying) 3980 if (!marked->slaying)
4152 { 3981 {
4153 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3982 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4154 return; 3983 return;
4155 } 3984 }
3985
4156 /* check whether they are compatible or not */ 3986 /* check whether they are compatible or not */
4157 find = strstr (marked->slaying, transformer->arch->name); 3987 find = strstr (&marked->slaying, transformer->arch->archname);
4158 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3988 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4159 { 3989 {
4160 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3990 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4161 return; 3991 return;
4162 } 3992 }
3993
4163 find += strlen (transformer->arch->name) + 1; 3994 find += strlen (transformer->arch->archname) + 1;
4164 /* Item can be used, now find how many and what it yields */ 3995 /* Item can be used, now find how many and what it yields */
4165 if (isdigit (*(find))) 3996 if (isdigit (*(find)))
4166 { 3997 {
4167 yield = atoi (find); 3998 yield = atoi (find);
4168 if (yield < 1) 3999 if (yield < 1)
4174 else 4005 else
4175 yield = 1; 4006 yield = 1;
4176 4007
4177 while (isdigit (*find)) 4008 while (isdigit (*find))
4178 find++; 4009 find++;
4010
4179 while (*find == ' ') 4011 while (*find == ' ')
4180 find++; 4012 find++;
4013
4181 memset (got, 0, MAX_BUF); 4014 memset (got, 0, MAX_BUF);
4015
4182 if ((separator = strchr (find, ';')) != NULL) 4016 if ((separator = strchr (find, ';')) != NULL)
4183 {
4184 len = separator - find; 4017 len = separator - find;
4185 }
4186 else 4018 else
4187 {
4188 len = strlen (find); 4019 len = strlen (find);
4189 } 4020
4190 if (len > MAX_BUF - 1) 4021 if (len > MAX_BUF - 1)
4191 len = MAX_BUF - 1; 4022 len = MAX_BUF - 1;
4023
4192 strcpy (got, find); 4024 strcpy (got, find);
4193 got[len] = '\0'; 4025 got[len] = '\0';
4194 4026
4195 /* Now create new item, remove used ones when required. */ 4027 /* Now create new item, remove used ones when required. */
4196 new_item = get_archetype (got); 4028 new_item = get_archetype (got);
4197 if (!new_item) 4029 if (!new_item)
4198 { 4030 {
4199 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4031 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4200 return; 4032 return;
4201 } 4033 }
4202 4034
4203 new_item->nrof = yield; 4035 new_item->nrof = yield;
4036
4204 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4037 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4205 insert_ob_in_ob (new_item, pl); 4038
4206 esrv_send_inventory (pl, pl); 4039 pl->insert (new_item);
4207 /* Eat up one item */ 4040 /* Eat up one item */
4208 decrease_ob_nr (marked, 1); 4041 marked->decrease ();
4042
4209 /* Eat one transformer if needed */ 4043 /* Eat one transformer if needed */
4210 if (transformer->stats.food) 4044 if (transformer->stats.food)
4211 if (--transformer->stats.food == 0) 4045 if (--transformer->stats.food == 0)
4212 decrease_ob_nr (transformer, 1); 4046 transformer->decrease ();
4213} 4047}
4048

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