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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.51 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.131 by root, Sat Sep 8 09:15:49 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24#include <cmath>
23 25
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <spells.h> 28#include <spells.h>
27#include <skills.h> 29#include <skills.h>
29 31
30#include <sproto.h> 32#include <sproto.h>
31 33
32/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
33#include <sounds.h> 35#include <sounds.h>
34
35/* need math lib for double-precision and pow() in dragon_eat_flesh() */
36#include <math.h>
37 36
38/** 37/**
39 * 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.
40 * 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.
41 */ 40 */
64 { 63 {
65 arch_flag = 1; 64 arch_flag = 1;
66 name_flag = 1; 65 name_flag = 1;
67 race_flag = 1; 66 race_flag = 1;
68 } 67 }
68
69 /* 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,
70 * name or race that matches. 70 * name or race that matches.
71 */ 71 */
72 if ((op->race) && 72 if ((op->race) &&
73 ((!(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)) &&
74 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 {
77 return 1; 76 return 1;
78 } 77
79 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 79 * of arch, name, or race match.
81 */ 80 */
82 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))) ||
83 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
85 {
86 return 1; 84 return 1;
87 } 85
88 return 0; 86 return 0;
89} 87}
90 88
91/** 89/**
92 * 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.
94 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
95 */ 93 */
96static int 94static int
97apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
98{ 96{
99 object *id, *marked; 97 dynbuf_text buf;
100 int success = 0;
101 98
102 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
103 return 0; 100 return 0;
104 101
105 /* 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
106 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
107 */ 104 */
108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 106 return 0;
110 107
111 marked = find_marked_object (pl);
112 /* 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
113 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
114 */ 110 */
111 if (object *marked = find_marked_object (pl))
115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 { 113 {
117 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
118 { 115 {
119 identify (marked); 116 identify (marked);
120 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
121 if (marked->msg) 119 if (marked->msg)
122 { 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
125 } 123 }
126 return money == NULL;
127 } 124 }
128 }
129 125
130 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
131 { 127 {
132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133 { 129 {
134 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
135 { 131 {
136 identify (id); 132 identify (id);
137 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
138 if (id->msg) 135 if (id->msg)
139 { 136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 }
143 success = 1;
144 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
145 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
146 break; 140 break;
147 } 141 }
148 else 142 else
149 { 143 {
150 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");
151 break; 145 break;
152 } 146 }
153 } 147 }
154 } 148 }
155 if (!success) 149
156 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
157 return money == NULL; 155 return !money;
158} 156}
159 157
160/** 158/**
161 * 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
162 * matching item. 160 * matching item.
163 **/ 161 **/
164static void 162void
165handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
166{ 164{
167 const char *yield; 165 const char *yield;
168 166
169 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
197 195
198 floor = GET_MAP_OB (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
199 197
200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
201 { 199 {
202 if (op->type == PLAYER)
203 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
204 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0; 203 return 0;
206 } 204 }
207 205
208 if (op->type == PLAYER) 206 if (op->type == PLAYER)
233 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
234 232
235 if (depl) 233 if (depl)
236 { 234 {
237 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 op->statusmsg (restore_msg[i]);
240 238
241 depl->destroy (); 239 depl->destroy ();
242 op->update_stats (); 240 op->update_stats ();
243 } 241 }
244 else 242 else
245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
246 244
247 decrease_ob (tmp); 245 decrease_ob (tmp);
248 return 1; 246 return 1;
249 } 247 }
250 248
251 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
253 { 251 {
254 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
255 { 253 {
256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 { 255 {
258 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
259 { 257 {
260 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
261 break; 259 break;
262 } 260 }
261
263 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
264 { 263 {
265 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
266 break; 265 break;
267 } 266 }
267
268 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
269 { 269 {
270 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
271 break; 271 break;
272 } 272 }
276 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
277 { 277 {
278 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
279 break; 279 break;
280 } 280 }
281
281 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
282 { 283 {
283 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
284 break; 285 break;
285 } 286 }
287
286 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
287 { 289 {
288 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
289 break; 291 break;
290 } 292 }
298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 { 301 {
300 if (got_one) 302 if (got_one)
301 { 303 {
302 op->update_stats (); 304 op->update_stats ();
303 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 305 op->statusmsg ("The Gods smile upon you and remake you "
304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 306 "a little more in their image. "
305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
306 } 308 }
307 else 309 else
308 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 310 op->statusmsg ("The potion had no effect - you are already perfect.");
309 } 311 }
310 else 312 else
311 { /* cursed potion */ 313 { /* cursed potion */
312 if (got_one) 314 if (got_one)
313 { 315 {
314 op->update_stats (); 316 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
316 } 318 }
317 else 319 else
318 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
319 } 321 }
320 322
321 decrease_ob (tmp); 323 decrease_ob (tmp);
322 return 1; 324 return 1;
323 } 325 }
332 { 334 {
333 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 { 336 {
335 object *fball; 337 object *fball;
336 338
337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
338 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
339 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
340 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
341 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
342 fball->x = op->x; 345 fball->x = op->x;
345 } 348 }
346 else 349 else
347 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348 351
349 decrease_ob (tmp); 352 decrease_ob (tmp);
353
350 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
351 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
352 op->update_stats (); 356 op->update_stats ();
357
353 return 1; 358 return 1;
354 } 359 }
355 360
356 /* Deal with protection potions */ 361 /* Deal with protection potions */
357 force = NULL; 362 force = NULL;
359 { 364 {
360 if (tmp->resist[i]) 365 if (tmp->resist[i])
361 { 366 {
362 if (!force) 367 if (!force)
363 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
364 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
366 break; /* Only need to find one protection since we copy entire batch */ 372 break; /* Only need to find one protection since we copy entire batch */
367 } 373 }
368 } 374 }
375
369 /* This is a protection potion */ 376 /* This is a protection potion */
370 if (force) 377 if (force)
371 { 378 {
372 /* cursed items last longer */ 379 /* cursed items last longer */
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
375 force->stats.food *= 10; 382 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 383 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 384 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 385 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 386 }
387
380 force->speed_left = -1; 388 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 389 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 391 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 392 change_abil (op, force);
391 { /* only for players */ 399 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 402 else
395 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
396 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
398 } 407 }
399 408
400 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
418static int 427static int
419check_item (object *op, const char *item) 428check_item (object *op, const char *item)
420{ 429{
421 int count = 0; 430 int count = 0;
422 431
423 432 if (!item)
424 if (item == NULL)
425 return 0; 433 return 0;
426 op = op->below; 434
427 while (op != NULL) 435 for (op = op->below; op; op = op->below)
428 { 436 {
429 if (strcmp (op->arch->name, item) == 0) 437 if (strcmp (op->arch->archname, item) == 0)
430 { 438 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 441 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 443 count++;
436 else 444 else
437 count += op->nrof; 445 count += op->nrof;
438 } 446 }
439 } 447 }
440 op = op->below;
441 } 448 }
449
442 return count; 450 return count;
443} 451}
444 452
445/** 453/**
446 * This removes 'nrof' of what item->slaying says to remove. 454 * This removes 'nrof' of what item->slaying says to remove.
454 object *prev; 462 object *prev;
455 463
456 prev = op; 464 prev = op;
457 op = op->below; 465 op = op->below;
458 466
459 while (op != NULL) 467 while (op)
460 { 468 {
461 if (strcmp (op->arch->name, item) == 0) 469 if (strcmp (op->arch->archname, item) == 0)
462 { 470 {
463 if (op->nrof >= nrof) 471 if (op->nrof >= nrof)
464 { 472 {
465 decrease_ob_nr (op, nrof); 473 decrease_ob_nr (op, nrof);
466 return; 474 return;
468 else 476 else
469 { 477 {
470 decrease_ob_nr (op, op->nrof); 478 decrease_ob_nr (op, op->nrof);
471 nrof -= op->nrof; 479 nrof -= op->nrof;
472 } 480 }
481
473 op = prev; 482 op = prev;
474 } 483 }
484
475 prev = op; 485 prev = op;
476 op = op->below; 486 op = op->below;
477 } 487 }
478} 488}
479 489
485 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
486 */ 496 */
487static int 497static int
488check_weapon_power (const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
489{ 499{
490
491/* Old code is below (commented out). Basically, since weapons are the only 500/* Old code is below (commented out). Basically, since weapons are the only
492 * object players really have any control to improve, it's a bit harsh to 501 * object players really have any control to improve, it's a bit harsh to
493 * require high level in some combat skill, so we just use overall level. 502 * require high level in some combat skill, so we just use overall level.
494 */ 503 */
495#if 1 504#if 1
536static int 545static int
537check_sacrifice (object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
538{ 547{
539 int count = 0; 548 int count = 0;
540 549
541 if (improver->slaying != NULL) 550 if (improver->slaying)
542 { 551 {
543 count = check_item (op, improver->slaying); 552 count = check_item (op, improver->slaying);
544 if (count < 1) 553 if (count < 1)
545 { 554 {
546 char buf[200];
547
548 sprintf (buf, "The gods want more %ss", &improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
549 new_draw_info (NDI_UNIQUE, 0, op, buf);
550 return 0; 556 return 0;
551 } 557 }
552 } 558 }
553 else 559 else
554 count = 1; 560 count = 1;
557} 563}
558 564
559/** 565/**
560 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
561 */ 567 */
562int 568static int
563improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
564{ 570{
565
566 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
567 *stat += sacrifice_count; 571 stat += sacrifice_count;
568 weapon->last_eat++; 572 weapon->last_eat++;
569 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
570 decrease_ob (improver); 573 decrease_ob (improver);
571 574
572 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
573 op->update_stats (); 576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
574 return 1; 584 return 1;
575} 585}
576 586
577/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
578#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
579#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
580#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
581#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
582#define IMPROVE_STR 5 592#define IMPROVE_STR 5
583#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
584#define IMPROVE_CON 7 594#define IMPROVE_CON 7
585#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
586#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
587#define IMPROVE_INT 10 597#define IMPROVE_INT 10
588#define IMPROVE_POW 11 598#define IMPROVE_POW 11
589
590 599
591/** 600/**
592 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
593 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
594 */ 603 */
595
596int 604int
597prepare_weapon (object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
598{ 606{
599 int sacrifice_count, i; 607 int sacrifice_count, i;
600 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
601 609
602 if (weapon->level != 0) 610 if (weapon->level != 0)
603 { 611 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 612 op->failmsg ("Weapon is already prepared!");
605 return 0; 613 return 0;
606 } 614 }
615
607 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
608 if (weapon->resist[i]) 617 if (weapon->resist[i])
609 break; 618 break;
610 619
611 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
614 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
615 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
616 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
617 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
618 { 627 {
619 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons.");
620 return 0; 629 return 0;
621 } 630 }
631
622 sacrifice_count = check_sacrifice (op, improver); 632 sacrifice_count = check_sacrifice (op, improver);
623 if (sacrifice_count <= 0) 633 if (sacrifice_count <= 0)
624 return 0; 634 return 0;
635
625 weapon->level = isqrt (sacrifice_count); 636 weapon->level = isqrt (sacrifice_count);
626 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
627 eat_item (op, improver->slaying, sacrifice_count); 637 eat_item (op, improver->slaying, sacrifice_count);
628 638
629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 639 op->statusmsg (format (
640 "Your sacrifice was accepted."
641 "Your *%s may be improved %d times.",
642 &weapon->name, weapon->level
643 ));
630 644
631 sprintf (buf, "%s's %s", &op->name, &weapon->name); 645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
632 weapon->name = weapon->name_pl = buf; 646 weapon->name = weapon->name_pl = buf;
633 weapon->nrof = 0; /* prevents preparing n weapons in the same 647 weapon->nrof = 0; /* prevents preparing n weapons in the same
634 slot at once! */ 648 slot at once! */
653improve_weapon (object *op, object *improver, object *weapon) 667improve_weapon (object *op, object *improver, object *weapon)
654{ 668{
655 int sacrifice_count, sacrifice_needed = 0; 669 int sacrifice_count, sacrifice_needed = 0;
656 670
657 if (improver->stats.sp == IMPROVE_PREPARE) 671 if (improver->stats.sp == IMPROVE_PREPARE)
658 {
659 return prepare_weapon (op, improver, weapon); 672 return prepare_weapon (op, improver, weapon);
660 } 673
661 if (weapon->level == 0) 674 if (weapon->level == 0)
662 { 675 {
663 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
664 return 0; 677 return 0;
665 } 678 }
679
666 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
667 { 681 {
668 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 682 op->failmsg ("This weapon cannot be improved any more.");
669 return 0; 683 return 0;
670 } 684 }
685
671 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
672 { 687 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 688 op->failmsg ("Improving the weapon will make it too "
674 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 689 "powerful for you to use. Unready it if you "
675 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 690 "really want to improve it.");
676 return 0; 691 return 0;
677 } 692 }
693
678 /* This just increases damage by 5 points, no matter what. No sacrifice 694 /* This just increases damage by 5 points, no matter what. No sacrifice
679 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 695 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
680 * don't put any maximum value on damage - the limit is how much the 696 * don't put any maximum value on damage - the limit is how much the
681 * weapon can be improved. 697 * weapon can be improved.
682 */ 698 */
683 if (improver->stats.sp == IMPROVE_DAMAGE) 699 if (improver->stats.sp == IMPROVE_DAMAGE)
684 { 700 {
685 weapon->stats.dam += 5; 701 weapon->stats.dam += 5;
686 weapon->weight += 5000; /* 5 KG's */ 702 weapon->weight += 5000; /* 5 KG's */
687 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
688 weapon->last_eat++; 704 weapon->last_eat++;
689 705
690 weapon->item_power++; 706 weapon->item_power++;
691 decrease_ob (improver); 707 decrease_ob (improver);
692 return 1; 708 return 1;
693 } 709 }
710
694 if (improver->stats.sp == IMPROVE_WEIGHT) 711 if (improver->stats.sp == IMPROVE_WEIGHT)
695 { 712 {
696 /* Reduce weight by 20% */ 713 /* Reduce weight by 20% */
697 weapon->weight = (weapon->weight * 8) / 10; 714 weapon->weight = (weapon->weight * 8) / 10;
698 if (weapon->weight < 1) 715 if (weapon->weight < 1)
699 weapon->weight = 1; 716 weapon->weight = 1;
717
700 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
701 weapon->last_eat++; 719 weapon->last_eat++;
702 weapon->item_power++; 720 weapon->item_power++;
703 decrease_ob (improver); 721 decrease_ob (improver);
704 return 1; 722 return 1;
705 } 723 }
706 if (improver->stats.sp == IMPROVE_ENCHANT) 724 if (improver->stats.sp == IMPROVE_ENCHANT)
707 { 725 {
708 weapon->magic++; 726 weapon->magic++;
709 weapon->last_eat++; 727 weapon->last_eat++;
710 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
711 decrease_ob (improver); 729 decrease_ob (improver);
712 weapon->item_power++; 730 weapon->item_power++;
713 return 1; 731 return 1;
714 } 732 }
715 733
721 sacrifice_needed *= 2; 739 sacrifice_needed *= 2;
722 740
723 sacrifice_count = check_sacrifice (op, improver); 741 sacrifice_count = check_sacrifice (op, improver);
724 if (sacrifice_count < sacrifice_needed) 742 if (sacrifice_count < sacrifice_needed)
725 { 743 {
726 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
727 return 0; 745 return 0;
728 } 746 }
747
729 eat_item (op, improver->slaying, sacrifice_needed); 748 eat_item (op, improver->slaying, sacrifice_needed);
730 weapon->item_power++; 749 weapon->item_power++;
731 750
732 switch (improver->stats.sp) 751 switch (improver->stats.sp)
733 { 752 {
734 case IMPROVE_STR:
735 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 753 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
736 case IMPROVE_DEX:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 754 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
738 case IMPROVE_CON:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 755 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
740 case IMPROVE_WIS:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 756 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
742 case IMPROVE_CHA:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 757 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
744 case IMPROVE_INT:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 758 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
746 case IMPROVE_POW:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 759 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
748 default: 760 default:
749 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 761 op->failmsg ("Unknown improvement type.");
750 } 762 }
763
751 LOG (llevError, "improve_weapon: Got to end of function\n"); 764 LOG (llevError, "improve_weapon: Got to end of function\n");
752 return 0; 765 return 0;
753} 766}
754 767
755/** 768/**
762{ 775{
763 object *otmp; 776 object *otmp;
764 777
765 if (op->type != PLAYER) 778 if (op->type != PLAYER)
766 return 0; 779 return 0;
780
767 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 781 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
768 { 782 {
769 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 783 op->failmsg ("Something blocks the magic of the scroll!");
770 return 0; 784 return 0;
771 } 785 }
786
772 otmp = find_marked_object (op); 787 otmp = find_marked_object (op);
773 if (!otmp) 788 if (!otmp)
774 { 789 {
775 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
776 return 0; 791 return 0;
777 } 792 }
793
778 if (otmp->type != WEAPON && otmp->type != BOW) 794 if (otmp->type != WEAPON && otmp->type != BOW)
779 { 795 {
780 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 796 op->failmsg ("Marked item is not a weapon or bow!");
781 return 0; 797 return 0;
782 } 798 }
783 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 799
800 op->statusmsg ("Applied weapon builder.");
801
784 improve_weapon (op, tmp, otmp); 802 improve_weapon (op, tmp, otmp);
785 esrv_send_item (op, otmp); 803 esrv_send_item (op, otmp);
786 return 1; 804 return 1;
787} 805}
788 806
813{ 831{
814 object *tmp; 832 object *tmp;
815 833
816 if (armour->magic >= settings.armor_max_enchant) 834 if (armour->magic >= settings.armor_max_enchant)
817 { 835 {
818 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 836 op->failmsg ("This armour can not be enchanted any further!");
819 return 0; 837 return 0;
820 } 838 }
821 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
822 * etc), so take the easy way out and don't worry about it. 840 * etc), so take the easy way out and don't worry about it.
823 * Note - maybe add scrolls which make the random artifact versions (eg, armour 841 * Note - maybe add scrolls which make the random artifact versions (eg, armour
824 * of gnarg and what not?) 842 * of gnarg and what not?)
825 */ 843 */
826 if (armour->title) 844 if (armour->title)
827 { 845 {
828 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 846 op->failmsg ("This armour will not accept further enchantment.");
829 return 0; 847 return 0;
830 } 848 }
831 849
832 /* Split objects if needed. Can't insert tmp until the 850 /* Split objects if needed. Can't insert tmp until the
833 * end of this function - otherwise it will just re-merge. 851 * end of this function - otherwise it will just re-merge.
848 { 866 {
849 base = base - (base * settings.armor_speed_improvement) / 100; 867 base = base - (base * settings.armor_speed_improvement) / 100;
850 pow++; 868 pow++;
851 } 869 }
852 870
853 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 871 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
854 } 872 }
855 else 873 else
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
857 875
858 if (!settings.armor_weight_linear) 876 if (!settings.armor_weight_linear)
859 { 877 {
860 int base = 100; 878 int base = 100;
861 int pow = 0; 879 int pow = 0;
864 { 882 {
865 base = base - (base * settings.armor_weight_reduction) / 100; 883 base = base - (base * settings.armor_weight_reduction) / 100;
866 pow++; 884 pow++;
867 } 885 }
868 886
869 armour->weight = (armour->arch->clone.weight * base) / 100; 887 armour->weight = (armour->arch->weight * base) / 100;
870 } 888 }
871 else 889 else
872 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 890 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
873 891
874 if (armour->weight <= 0) 892 if (armour->weight <= 0)
875 { 893 {
876 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 894 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
877 armour->weight = 1; 895 armour->weight = 1;
878 } 896 }
879 897
880 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
881 899
882 if (op->type == PLAYER) 900 if (op->type == PLAYER)
883 { 901 {
884 esrv_send_item (op, armour); 902 esrv_send_item (op, armour);
885 if (QUERY_FLAG (armour, FLAG_APPLIED)) 903 if (QUERY_FLAG (armour, FLAG_APPLIED))
886 op->update_stats (); 904 op->update_stats ();
887 } 905 }
906
888 decrease_ob (improver); 907 decrease_ob (improver);
908
889 if (tmp) 909 if (tmp)
890 { 910 {
891 insert_ob_in_ob (tmp, op); 911 insert_ob_in_ob (tmp, op);
892 esrv_send_item (op, tmp); 912 esrv_send_item (op, tmp);
893 } 913 }
914
894 return 1; 915 return 1;
895} 916}
896
897 917
898/* 918/*
899 * convert_item() returns 1 if anything was converted, 0 if the item was not 919 * convert_item() returns 1 if anything was converted, 0 if the item was not
900 * what the converter wants, -1 if the converter is broken. 920 * what the converter wants, -1 if the converter is broken.
901 */ 921 */
917 937
918 /* We make some assumptions - we assume if it takes money as it type, 938 /* We make some assumptions - we assume if it takes money as it type,
919 * it wants some amount. We don't make change (ie, if something costs 939 * it wants some amount. We don't make change (ie, if something costs
920 * 3 gp and player drops a platinum, tough luck) 940 * 3 gp and player drops a platinum, tough luck)
921 */ 941 */
922 if (!strcmp (CONV_FROM (converter), "money")) 942 if (CONV_FROM (converter) == shstr_money)
923 { 943 {
924 int cost;
925
926 if (item->type != MONEY) 944 if (item->type != MONEY)
927 return 0; 945 return 0;
928 946
929 nr = (item->nrof * item->value) / CONV_NEED (converter); 947 nr = (item->nrof * item->value) / CONV_NEED (converter);
930 if (!nr) 948 if (!nr)
931 return 0; 949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
932 cost = nr * CONV_NEED (converter) / item->value; 953 int cost = nr * CONV_NEED (converter) / item->value;
933 /* take into account rounding errors */ 954 /* take into account rounding errors */
934 if (nr * CONV_NEED (converter) % item->value) 955 if (nr * CONV_NEED (converter) % item->value)
935 cost++; 956 cost++;
957
936 decrease_ob_nr (item, cost); 958 decrease_ob_nr (item, cost);
937 959
938 price_in = cost * item->value; 960 price_in = cost * item->value;
939 } 961 }
940 else 962 else
941 { 963 {
942 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
943 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
944 return 0; 966 return 0;
967
968 converter->play_sound (sound_find ("convert_item"));
945 969
946 if (CONV_NEED (converter)) 970 if (CONV_NEED (converter))
947 { 971 {
948 nr = item->nrof / CONV_NEED (converter); 972 nr = item->nrof / CONV_NEED (converter);
949 decrease_ob_nr (item, nr * CONV_NEED (converter)); 973 decrease_ob_nr (item, nr * CONV_NEED (converter));
954 price_in = item->value; 978 price_in = item->value;
955 item->destroy (); 979 item->destroy ();
956 } 980 }
957 } 981 }
958 982
959 if (converter->inv != NULL) 983 if (converter->inv)
960 { 984 {
961 object *ob; 985 object *ob;
962 int i; 986 int i;
963 object *ob_to_copy; 987 object *ob_to_copy;
964 988
965 /* select random object from inventory to copy */ 989 /* select random object from inventory to copy */
966 ob_to_copy = converter->inv; 990 ob_to_copy = converter->inv;
967 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
968 {
969 if (rndm (0, i) == 0) 992 if (rndm (0, i) == 0)
970 {
971 ob_to_copy = ob; 993 ob_to_copy = ob;
972 } 994
973 }
974 item = object_create_clone (ob_to_copy); 995 item = object_create_clone (ob_to_copy);
975 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
976 unflag_inv (item, FLAG_IS_A_TEMPLATE); 997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
977 } 998 }
978 else 999 else
979 { 1000 {
980 if (converter->other_arch == NULL) 1001 if (converter->other_arch == NULL)
981 { 1002 {
982 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
983 &converter->name, converter->map->path, converter->x, converter->y); 1004 &converter->name, &converter->map->path, converter->x, converter->y);
984 return -1; 1005 return -1;
985 } 1006 }
986 1007
987 item = object_create_arch (converter->other_arch); 1008 item = object_create_arch (converter->other_arch);
988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
989 } 1010 }
990 1011
991 if (CONV_NR (converter)) 1012 if (CONV_NR (converter))
992 item->nrof = CONV_NR (converter); 1013 item->nrof = CONV_NR (converter);
1014
993 if (nr) 1015 if (nr)
994 item->nrof *= nr; 1016 item->nrof *= nr;
1017
995 if (is_in_shop (converter)) 1018 if (is_in_shop (converter))
996 SET_FLAG (item, FLAG_UNPAID); 1019 SET_FLAG (item, FLAG_UNPAID);
997 else if (price_in < item->nrof * item->value) 1020 else if (price_in < item->nrof * item->value)
998 { 1021 {
999 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1000 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1001
1002 /** 1024 /**
1003 * elmex: we are going to let the game continue, as the mapcreator 1025 * elmex: we are going to let the game continue, as the mapcreator
1004 * propably had something in mind when doing this 1026 * hopefully had something in mind when doing this.
1005 */ 1027 */
1006 } 1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
1007 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1008 return 1; 1032 return 1;
1009} 1033}
1010 1034
1011/** 1035/**
1012 * Handle apply on containers. 1036 * Handle apply on containers.
1013 * By Eneq(@csd.uu.se). 1037 * By Eneq(@csd.uu.se).
1014 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1038 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1015 * added the alchemical cauldron to the code -b.t. 1039 * added the alchemical cauldron to the code -b.t.
1016 */ 1040 */
1017
1018int 1041int
1019apply_container (object *op, object *sack) 1042apply_container (object *op, object *sack)
1020{ 1043{
1021 char buf[MAX_BUF]; 1044 if (op->type != PLAYER || !op->contr->ns)
1022 object *tmp;
1023
1024 if (op->type != PLAYER)
1025 return 0; /* This might change */ 1045 return 0; /* This might change */
1026 1046
1027 if (sack == NULL || sack->type != CONTAINER) 1047 if (!sack || sack->type != CONTAINER)
1028 { 1048 {
1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1049 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1030 return 0; 1050 return 0;
1031 } 1051 }
1032 1052
1033 op->contr->last_used = 0; 1053 op->contr->last_used = 0;
1034 1054
1035 if (sack->env != op) 1055 if (sack->env && sack->env != op)
1056 {
1057 op->failmsg ("You must put it onto the floor or into your inventory first.");
1058 return 1;
1036 { 1059 }
1037 if (sack->other_arch == NULL || sack->env != NULL) 1060
1061 // already applied == open on ground, or open in inv, or active in inv
1062 if (sack->flag [FLAG_APPLIED])
1063 {
1064 if (op->container == sack)
1038 { 1065 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1066 // open on ground or inv, so close
1067 op->close_container ();
1040 return 1; 1068 return 1;
1041 } 1069 }
1042 1070 else if (!sack->env)
1043 /* It's on the ground, the problems begin */
1044 if (op->container != sack)
1045 {
1046 /* it's closed OR some player has opened it */
1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1048 {
1049 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1050 if (tmp)
1051 {
1052 /* some other player have opened it */
1053 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1054 return 1;
1055 }
1056 }
1057 } 1071 {
1058 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1072 // active, but not ours: some other player has opened it
1073 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1074 return 1;
1059 { 1075 }
1060 if (op->container == NULL)
1061 {
1062 tmp = arch_to_object (sack->other_arch);
1063 /* not good, but insert_ob_in_ob() is too smart */
1064 CLEAR_FLAG (tmp, FLAG_REMOVED);
1065 tmp->x = tmp->y = 0;
1066 tmp->map = NULL;
1067 tmp->env = sack;
1068 if (sack->inv)
1069 sack->inv->above = tmp;
1070 tmp->below = sack->inv;
1071 tmp->above = NULL;
1072 sack->inv = tmp;
1073 sack->move_off = MOVE_ALL; /* trying force closing it */
1074 }
1075 else
1076 {
1077 sack->move_off = 0;
1078 tmp = sack->inv;
1079 1076
1080 if (tmp && tmp->type == CLOSE_CON) 1077 // fall through to opening it (active in inv)
1081 tmp->destroy ();
1082 }
1083 }
1084 }
1085
1086 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087 { 1078 }
1079 else if (sack->env)
1080 {
1081 // it is in our env, so activate it, do not open yet
1088 if (op->container) 1082 op->close_container ();
1089 { 1083 sack->flag [FLAG_APPLIED] = 1;
1090 if (op->container != sack) 1084 esrv_update_item (UPD_FLAGS, op, sack);
1091 { 1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1092 tmp = op->container; 1086 return 1;
1093 apply_container (op, tmp); 1087 }
1094 sprintf (buf, "You close %s and open ", query_name (tmp)); 1088
1095 op->container = sack; 1089 // it's locked?
1096 strcat (buf, query_name (sack)); 1090 if (sack->slaying)
1097 strcat (buf, "."); 1091 {
1098 } 1092 if (object *tmp = find_key (op, op, sack))
1099 else 1093 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1100 {
1101 CLEAR_FLAG (sack, FLAG_APPLIED);
1102 op->container = NULL;
1103 sprintf (buf, "You close %s.", query_name (sack));
1104 }
1105 }
1106 else 1094 else
1107 { 1095 {
1108 CLEAR_FLAG (sack, FLAG_APPLIED);
1109 sprintf (buf, "You open %s.", query_name (sack));
1110 SET_FLAG (sack, FLAG_APPLIED);
1111 op->container = sack;
1112 }
1113 }
1114 else
1115 { /* not applied */
1116 if (sack->slaying)
1117 { /* it's locked */
1118 tmp = find_key (op, op, sack);
1119 if (tmp)
1120 {
1121 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1122 SET_FLAG (sack, FLAG_APPLIED);
1123
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1096 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1133 }
1134 else
1135 {
1136 sprintf (buf, "You readied %s.", query_name (sack));
1137 SET_FLAG (sack, FLAG_APPLIED);
1138
1139 if (sack->env == NULL)
1140 { /* if it's on ground,open it also */
1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1142 apply_container (op, sack);
1143 return 1; 1097 return 1;
1144 } 1098 }
1145 }
1146 } 1099 }
1147 1100
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1101 op->open_container (sack);
1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152 1102
1153 return 1; 1103 return 1;
1154} 1104}
1155
1156/**
1157 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1158 * the player has in their inventory, eg, sacks, luggages, etc.
1159 *
1160 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1161 * This version is for client/server mode.
1162 * op is the player, sack is the container the player is opening or closing.
1163 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1164 *
1165 * Reminder - there are three states for any container - closed (non applied),
1166 * applied (not open, but objects that match get tossed into it), and open
1167 * (applied flag set, and op->container points to the open container)
1168 */
1169
1170int
1171esrv_apply_container (object *op, object *sack)
1172{
1173 object *tmp = op->container;
1174
1175 if (op->type != PLAYER)
1176 return 0; /* This might change */
1177
1178 if (sack == NULL || sack->type != CONTAINER)
1179 {
1180 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1181 return 0;
1182 }
1183
1184 /* If we have a currently open container, then it needs to be closed in all cases
1185 * if we are opening this one up. We then fall through if appropriate for
1186 * openening the new container.
1187 */
1188
1189 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1190 {
1191 if (op->container->env != op)
1192 { /* if container is on the ground */
1193 op->container->move_off = 0;
1194 }
1195
1196 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1197 return 1;
1198
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1200 CLEAR_FLAG (op->container, FLAG_APPLIED);
1201 op->container = NULL;
1202 esrv_update_item (UPD_FLAGS, op, tmp);
1203 if (tmp == sack)
1204 return 1;
1205 }
1206
1207
1208 /* If the player is trying to open it (which he must be doing if we got here),
1209 * and it is locked, check to see if player has the equipment to open it.
1210 */
1211
1212 if (sack->slaying)
1213 { /* it's locked */
1214 tmp = find_key (op, op, sack);
1215 if (tmp)
1216 {
1217 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1218 }
1219 else
1220 {
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1222 return 0;
1223 }
1224 }
1225
1226 /* By the time we get here, we have made sure any other container has been closed and
1227 * if this is a locked container, the player they key to open it.
1228 */
1229
1230 /* There are really two cases - the sack is either on the ground, or the sack is
1231 * part of the players inventory. If on the ground, we assume that the player is
1232 * opening it, since if it was being closed, that would have been taken care of above.
1233 */
1234
1235
1236 if (sack->env != op)
1237 {
1238 /* Hypothetical case - the player is trying to open a sack that belong to someone
1239 * else. This normally should not happen, but a misbehaving client/player could
1240 * try to do it, so lets handle it gracefully.
1241 */
1242 if (sack->env)
1243 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1245 return 0;
1246 }
1247 /* set these so when the player walks off, we can unapply the sack */
1248 sack->move_off = MOVE_ALL; /* trying force closing it */
1249
1250 CLEAR_FLAG (sack, FLAG_APPLIED);
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1252 SET_FLAG (sack, FLAG_APPLIED);
1253 op->container = sack;
1254 esrv_update_item (UPD_FLAGS, op, sack);
1255 esrv_send_inventory (op, sack);
1256
1257 }
1258 else
1259 { /* sack is in players inventory */
1260 if (QUERY_FLAG (sack, FLAG_APPLIED))
1261 { /* readied sack becoming open */
1262 CLEAR_FLAG (sack, FLAG_APPLIED);
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1264 SET_FLAG (sack, FLAG_APPLIED);
1265 op->container = sack;
1266 esrv_update_item (UPD_FLAGS, op, sack);
1267 esrv_send_inventory (op, sack);
1268 }
1269 else
1270 {
1271 CLEAR_FLAG (sack, FLAG_APPLIED);
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1273 SET_FLAG (sack, FLAG_APPLIED);
1274 esrv_update_item (UPD_FLAGS, op, sack);
1275 }
1276 }
1277 return 1;
1278}
1279
1280 1105
1281/** 1106/**
1282 * Handles dropping things on altar. 1107 * Handles dropping things on altar.
1283 * Returns true if sacrifice was accepted. 1108 * Returns true if sacrifice was accepted.
1284 */ 1109 */
1295 * with an altar. We call it a Potion - altars are stationary - it 1120 * with an altar. We call it a Potion - altars are stationary - it
1296 * is up to map designers to use them properly. 1121 * is up to map designers to use them properly.
1297 */ 1122 */
1298 if (altar->inv && altar->inv->type == SPELL) 1123 if (altar->inv && altar->inv->type == SPELL)
1299 { 1124 {
1300 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1125 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1301 cast_spell (originator, altar, 0, altar->inv, NULL); 1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1302 /* If it is connected, push the button. Fixes some problems with 1127 /* If it is connected, push the button. Fixes some problems with
1303 * old maps. 1128 * old maps.
1304 */ 1129 */
1305 1130
1306/* push_button (altar);*/ 1131/* push_button (altar);*/
1307 } 1132 }
1331 double opinion; 1156 double opinion;
1332 object *tmp, *next; 1157 object *tmp, *next;
1333 1158
1334 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1335 1160
1161 bool has_unpaid = false;
1162
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1164 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID])
1167 {
1168 has_unpaid = true;
1169 break;
1170 }
1171
1336 if (op->type != PLAYER) 1172 if (op->type != PLAYER)
1337 { 1173 {
1338 /* Remove all the unpaid objects that may be carried here. 1174 /* Remove all the unpaid objects that may be carried here.
1339 * This could be pets or monsters that are somehow in 1175 * This could be pets or monsters that are somehow in
1340 * the shop. 1176 * the shop.
1366 /* unpaid objects, or non living objects, can't transfer by 1202 /* unpaid objects, or non living objects, can't transfer by
1367 * shop mats. Instead, put it on a nearby space. 1203 * shop mats. Instead, put it on a nearby space.
1368 */ 1204 */
1369 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1370 { 1206 {
1371
1372 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1373 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1208 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1374 1209
1375 if (i != -1) 1210 if (i != -1)
1376 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1385 else if (can_pay (op) && get_payment (op)) 1220 else if (can_pay (op) && get_payment (op))
1386 { 1221 {
1387 /* this is only used for players */ 1222 /* this is only used for players */
1388 rv = teleport (shop_mat, SHOP_MAT, op); 1223 rv = teleport (shop_mat, SHOP_MAT, op);
1389 1224
1225 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op))
1228 op->contr->play_sound (sound_find ("shop_enter"));
1229 else
1230 op->contr->play_sound (sound_find ("shop_leave"));
1231
1390 if (shop_mat->msg) 1232 if (shop_mat->msg)
1391 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1233 op->statusmsg (shop_mat->msg);
1392 /* This check below is a bit simplistic - generally it should be correct, 1234 /* This check below is a bit simplistic - generally it should be correct,
1393 * but there is never a guarantee that the bottom space on the map is 1235 * but there is never a guarantee that the bottom space on the map is
1394 * actually the shop floor. 1236 * actually the shop floor.
1395 */ 1237 */
1396 else if (!rv && !is_in_shop (op)) 1238 else if (!rv && !is_in_shop (op))
1397 { 1239 {
1398 opinion = shopkeeper_approval (op->map, op); 1240 opinion = shopkeeper_approval (op->map, op);
1399 1241
1400 if (opinion > 0.9) 1242 op->statusmsg (
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1402 else if (opinion > 0.75) 1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1404 else if (opinion > 0.5) 1246 : "The shopkeeper glares at you with contempt."
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1406 else 1247 );
1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1408 } 1248 }
1409 } 1249 }
1410 else 1250 else
1411 { 1251 {
1412 /* if we get here, a player tried to leave a shop but was not able 1252 /* if we get here, a player tried to leave a shop but was not able
1413 * to afford the items he has. We try to move the player so that 1253 * to afford the items he has. We try to move the player so that
1414 * they are not on the mat anymore 1254 * they are not on the mat anymore
1415 */ 1255 */
1416 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1256 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1417 1257
1418 if (i == -1) 1258 if (i == -1)
1419 {
1420 LOG (llevError, "Internal shop-mat problem.\n"); 1259 LOG (llevError, "Internal shop-mat problem.\n");
1421 }
1422 else 1260 else
1423 { 1261 {
1424 op->remove (); 1262 op->remove ();
1425 op->x += freearr_x[i]; 1263 op->x += freearr_x[i];
1426 op->y += freearr_y[i]; 1264 op->y += freearr_y[i];
1437 */ 1275 */
1438static void 1276static void
1439apply_sign (object *op, object *sign, int autoapply) 1277apply_sign (object *op, object *sign, int autoapply)
1440{ 1278{
1441 readable_message_type *msgType; 1279 readable_message_type *msgType;
1442 char newbuf[HUGE_BUF];
1443 1280
1444 if (sign->msg == NULL) 1281 if (!sign->msg)
1445 { 1282 {
1446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1283 op->statusmsg ("Nothing is written on it.");
1447 return; 1284 return;
1448 } 1285 }
1449 1286
1450 if (sign->stats.food) 1287 if (sign->stats.food)
1451 { 1288 {
1452 if (sign->last_eat >= sign->stats.food) 1289 if (sign->last_eat >= sign->stats.food)
1453 { 1290 {
1454 if (!sign->move_on) 1291 if (!sign->move_on)
1455 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1292 op->statusmsg ("You cannot read it anymore.");
1293
1456 return; 1294 return;
1457 } 1295 }
1458 1296
1459 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1460 sign->last_eat++; 1298 sign->last_eat++;
1465 * move_on is zero, it needs to be manually applied (doesn't talk 1303 * move_on is zero, it needs to be manually applied (doesn't talk
1466 * to us). 1304 * to us).
1467 */ 1305 */
1468 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1306 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1469 { 1307 {
1470 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1308 op->failmsg ("You are unable to read while blind!");
1471 return; 1309 return;
1472 } 1310 }
1311
1312 if (op->contr)
1313 if (client *ns = op->contr->ns)
1314 {
1315 ns->play_sound (sign->sound);
1316
1317 if (ns->can_msg)
1318 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1319 else
1320 {
1473 msgType = get_readable_message_type (sign); 1321 msgType = get_readable_message_type (sign);
1474 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1322 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1475 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1323 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1324 }
1325 }
1476} 1326}
1477 1327
1478/** 1328/**
1479 * 'victim' moves onto 'trap' 1329 * 'victim' moves onto 'trap'
1480 * 'victim' leaves 'trap' 1330 * 'victim' leaves 'trap'
1503 * proper. This code was causing needless crashes. 1353 * proper. This code was causing needless crashes.
1504 */ 1354 */
1505 if (recursion_depth >= 500) 1355 if (recursion_depth >= 500)
1506 { 1356 {
1507 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1357 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1508 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1358 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1509 return; 1359 return;
1510 } 1360 }
1361
1511 recursion_depth++; 1362 recursion_depth++;
1512 if (trap->head) 1363 if (trap->head)
1513 trap = trap->head; 1364 trap = trap->head;
1514 1365
1515 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1366 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1530 1381
1531 /* Just put in some sanity check. I think there is a bug in the 1382 /* Just put in some sanity check. I think there is a bug in the
1532 * above with some objects have zero speed, and thus the player 1383 * above with some objects have zero speed, and thus the player
1533 * getting permanently paralyzed. 1384 * getting permanently paralyzed.
1534 */ 1385 */
1535 if (victim->speed_left < -50.0) 1386 if (victim->speed_left < -50.f)
1536 victim->speed_left = -50.0; 1387 victim->speed_left = -50.f;
1537 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1388 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1538 } 1389 }
1539 goto leave; 1390 goto leave;
1540 1391
1541 case SPINNER: 1392 case SPINNER:
1613 1464
1614 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1465 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1615 { 1466 {
1616 if (!sound_was_played) 1467 if (!sound_was_played)
1617 { 1468 {
1618 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1469 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1619 sound_was_played = 1; 1470 sound_was_played = 1;
1620 } 1471 }
1621 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1472
1473 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1622 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1474 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1623 } 1475 }
1624 } 1476 }
1625 goto leave; 1477 goto leave;
1626 } 1478 }
1627 1479
1628
1629 case CONVERTER: 1480 case CONVERTER:
1630 if (convert_item (victim, trap) < 0) 1481 if (convert_item (victim, trap) < 0)
1631 { 1482 {
1632 object *op; 1483 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1633 1484 get_archetype ("burnout")->insert_at (trap, trap);
1634 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1635
1636 op = get_archetype ("burnout");
1637 if (op != NULL)
1638 {
1639 op->x = trap->x;
1640 op->y = trap->y;
1641 insert_ob_in_map (op, trap->map, trap, 0);
1642 }
1643 } 1485 }
1486
1644 goto leave; 1487 goto leave;
1645 1488
1646 case TRIGGER_BUTTON: 1489 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL: 1490 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR: 1491 case TRIGGER_ALTAR:
1666 * Processing will happen if the head runs into the pit 1509 * Processing will happen if the head runs into the pit
1667 */ 1510 */
1668 if (victim->head) 1511 if (victim->head)
1669 goto leave; 1512 goto leave;
1670 1513
1671 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1514 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1672 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1515 victim->statusmsg ("You fall through the hole!", NDI_RED);
1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1516 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674 goto leave; 1517 goto leave;
1675 1518
1676 case EXIT: 1519 case EXIT:
1677 if (victim->type == PLAYER && EXIT_PATH (trap)) 1520 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 { 1521 {
1679 /* Basically, don't show exits leading to random maps the 1522 /* Basically, don't show exits leading to random maps the
1680 * players output. 1523 * players output.
1681 */ 1524 */
1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1525 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1526 victim->statusmsg (trap->msg, NDI_NAVY);
1527
1528 trap->play_sound (trap->sound);
1684 enter_exit (victim, trap); 1529 victim->enter_exit (trap);
1685 } 1530 }
1686 goto leave; 1531 goto leave;
1687 1532
1688 case ENCOUNTER: 1533 case ENCOUNTER:
1689 /* may be some leftovers on this */ 1534 /* may be some leftovers on this */
1704 1549
1705 apply_sign (victim, trap, 1); 1550 apply_sign (victim, trap, 1);
1706 goto leave; 1551 goto leave;
1707 1552
1708 case CONTAINER: 1553 case CONTAINER:
1709 if (victim->type == PLAYER)
1710 (void) esrv_apply_container (victim, trap);
1711 else
1712 (void) apply_container (victim, trap); 1554 apply_container (victim, trap);
1713 goto leave; 1555 goto leave;
1714 1556
1715 case RUNE: 1557 case RUNE:
1716 case TRAP: 1558 case TRAP:
1717 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1718 {
1719 spring_trap (trap, victim); 1560 spring_trap (trap, victim);
1720 }
1721 goto leave; 1561 goto leave;
1722 1562
1723 default: 1563 default:
1724 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1564 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1725 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1565 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1726 goto leave; 1566 goto leave;
1727 } 1567 }
1728 1568
1729leave: 1569leave:
1730 recursion_depth--; 1570 recursion_depth--;
1739 int lev_diff; 1579 int lev_diff;
1740 object *skill_ob; 1580 object *skill_ob;
1741 1581
1742 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1743 { 1583 {
1744 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1584 op->failmsg ("You are unable to read while blind!");
1745 return; 1585 return;
1746 } 1586 }
1587
1747 if (tmp->msg == NULL) 1588 if (!tmp->msg)
1748 { 1589 {
1749 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1590 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1750 return; 1591 return;
1751 } 1592 }
1752 1593
1753 /* need a literacy skill to read stuff! */ 1594 /* need a literacy skill to read stuff! */
1754 skill_ob = find_skill_by_name (op, tmp->skill); 1595 skill_ob = find_skill_by_name (op, tmp->skill);
1755 if (!skill_ob) 1596 if (!skill_ob)
1756 { 1597 {
1757 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1598 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1758 return; 1599 return;
1759 } 1600 }
1601
1760 lev_diff = tmp->level - (skill_ob->level + 5); 1602 lev_diff = tmp->level - (skill_ob->level + 5);
1761 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1762 { 1604 {
1763 if (lev_diff < 2) 1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1765 else if (lev_diff < 3) 1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1767 else if (lev_diff < 5) 1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1610 : "This book is totally beyond your comprehension.");
1769 else if (lev_diff < 8) 1611 return;
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1612 }
1771 else if (lev_diff < 15) 1613
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1614 readable_message_type *msgType = get_readable_message_type (tmp);
1615
1616 if (player *pl = op->contr)
1617 if (client *ns = pl->ns)
1618 if (ns->can_msg)
1619 {
1620 dynbuf_text buf;
1621 buf << long_desc (tmp, op)
1622 << "\n\n"
1623 << tmp->msg
1624 << '\0';
1625 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1626 }
1773 else 1627 else
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1775 return;
1776 }
1777
1778 readable_message_type *msgType = get_readable_message_type (tmp);
1779
1780 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1781 msgType->message_type, msgType->message_subtype, 1629 msgType->message_type, msgType->message_subtype,
1782 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1630 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1631 long_desc (tmp, op), &tmp->msg);
1783 1632
1784 /* gain xp from reading */ 1633 /* gain xp from reading */
1785 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1786 { /* only if not read before */ 1635 { /* only if not read before */
1787 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1808 * op is the person learning the skill, tmp is the skill scroll object 1657 * op is the person learning the skill, tmp is the skill scroll object
1809 */ 1658 */
1810static void 1659static void
1811apply_skillscroll (object *op, object *tmp) 1660apply_skillscroll (object *op, object *tmp)
1812{ 1661{
1813 switch ((int) learn_skill (op, tmp)) 1662 switch (learn_skill (op, tmp))
1814 { 1663 {
1815 case 0: 1664 case 0:
1816 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1665 op->play_sound (sound_find ("generic_fail"));
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1818 return; 1667 break;
1819 1668
1820 case 1: 1669 case 1:
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1822 decrease_ob (tmp); 1670 decrease_ob (tmp);
1671 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1823 return; 1673 break;
1824 1674
1825 default: 1675 default:
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1827 decrease_ob (tmp); 1676 decrease_ob (tmp);
1677 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1828 return; 1679 break;
1829 } 1680 }
1830} 1681}
1831 1682
1832/** 1683/**
1833 * Actually makes op learn spell. 1684 * Actually makes op learn spell.
1853 return; 1704 return;
1854 } 1705 }
1855 return; 1706 return;
1856 } 1707 }
1857 1708
1858 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1709 op->contr->play_sound (sound_find ("learn_spell"));
1710
1859 tmp = spell->clone (); 1711 tmp = spell->clone ();
1860 insert_ob_in_ob (tmp, op); 1712 insert_ob_in_ob (tmp, op);
1861 1713
1862 if (special_prayer) 1714 if (special_prayer)
1863 SET_FLAG (tmp, FLAG_STARTEQUIP); 1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1882 { 1734 {
1883 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1884 return; 1736 return;
1885 } 1737 }
1886 1738
1887 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1739 op->failmsg (format ("You lose knowledge of %s.", spell));
1888 player_unready_range_ob (op->contr, spob); 1740 player_unready_range_ob (op->contr, spob);
1889 esrv_remove_spell (op->contr, spob); 1741 esrv_remove_spell (op->contr, spob);
1890 spob->destroy (); 1742 spob->destroy ();
1891} 1743}
1892 1744
1900{ 1752{
1901 object *skop, *spell, *spell_skill; 1753 object *skop, *spell, *spell_skill;
1902 1754
1903 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1904 { 1756 {
1905 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1757 op->failmsg ("You are unable to read while blind.");
1906 return; 1758 return;
1907 } 1759 }
1908 1760
1909 /* artifact_spellbooks have 'slaying' field point to a spell name, 1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1910 * instead of having their spell stored in stats.sp. These are 1762 * instead of having their spell stored in stats.sp. These are
1911 * legacy spellbooks 1763 * legacy spellbooks
1912 */ 1764 */
1913
1914 if (tmp->slaying != NULL) 1765 if (tmp->slaying)
1915 { 1766 {
1916 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1917 if (!spell) 1768 if (!spell)
1918 { 1769 {
1919 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1770 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1920 return; 1771 return;
1921 } 1772 }
1922 else 1773 else
1923 insert_ob_in_ob (spell, tmp); 1774 insert_ob_in_ob (spell, tmp);
1775
1924 tmp->slaying = NULL; 1776 tmp->slaying = 0;
1925 } 1777 }
1926 1778
1927 skop = find_skill_by_name (op, tmp->skill); 1779 skop = find_skill_by_name (op, tmp->skill);
1928 1780
1929 /* need a literacy skill to learn spells. Also, having a literacy level 1781 /* need a literacy skill to learn spells. Also, having a literacy level
1930 * lower than the spell will make learning the spell more difficult */ 1782 * lower than the spell will make learning the spell more difficult */
1931 if (!skop) 1783 if (!skop)
1932 { 1784 {
1933 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1785 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1934 return; 1786 return;
1935 } 1787 }
1936 1788
1937 spell = tmp->inv; 1789 spell = tmp->inv;
1938 1790
1939 if (!spell) 1791 if (!spell)
1940 { 1792 {
1941 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1793 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1942 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1794 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1943 return; 1795 return;
1944 } 1796 }
1945 1797
1946 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1947 { 1799 {
1948 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1800 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1949 return; 1801 return;
1950 } 1802 }
1951 1803
1952 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1953 1805
1954 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1955 { 1807 {
1956 identify (tmp); 1808 identify (tmp);
1957 1809
1966 * if the player doesn't know the spell, doesn't make a lot of sense that 1818 * if the player doesn't know the spell, doesn't make a lot of sense that
1967 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1968 */ 1820 */
1969 if (check_spell_known (op, spell->name)) 1821 if (check_spell_known (op, spell->name))
1970 { 1822 {
1971 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1823 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1972 return; 1824 return;
1973 } 1825 }
1974 1826
1975 if (spell->skill) 1827 if (spell->skill)
1976 { 1828 {
1977 spell_skill = find_skill_by_name (op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1978 1830
1979 if (!spell_skill) 1831 if (!spell_skill)
1980 { 1832 {
1981 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1982 return; 1834 return;
1983 } 1835 }
1984 1836
1985 if (spell_skill->level < spell->level) 1837 if (spell_skill->level < spell->level)
1986 { 1838 {
1987 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1839 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1988 return; 1840 return;
1989 } 1841 }
1990 } 1842 }
1991 1843
1992 /* Logic as follows 1844 /* Logic as follows
2001 * Overall, chances are the same but a player will find having a high 1853 * Overall, chances are the same but a player will find having a high
2002 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
2003 */ 1855 */
2004 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
2005 { 1857 {
2006 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1858 op->failmsg ("In your confused state you flub the wording of the text!");
2007 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2008 } 1860 }
2009 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2010 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2011 { 1863 {
2012 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2013 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2014 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
2015 1866
2016 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
2017 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2018 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1869 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2019 } 1870 }
2020 else 1871 else
2021 { 1872 {
2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
2023 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2024 } 1875 }
1876
2025 decrease_ob (tmp); 1877 decrease_ob (tmp);
2026} 1878}
2027 1879
2028/** 1880/**
2029 * Handles applying a spell scroll. 1881 * Handles applying a spell scroll.
2033{ 1885{
2034 object *skop; 1886 object *skop;
2035 1887
2036 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2037 { 1889 {
2038 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1890 op->failmsg ("You are unable to read while blind.");
2039 return; 1891 return;
2040 } 1892 }
2041 1893
2042 if (!tmp->inv || tmp->inv->type != SPELL) 1894 if (!tmp->inv || tmp->inv->type != SPELL)
2043 { 1895 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2045 return; 1897 return;
2046 } 1898 }
2047 1899
2048 if (op->type == PLAYER) 1900 if (op->type == PLAYER)
2049 { 1901 {
2055 */ 1907 */
2056 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2057 1909
2058 if (!skop) 1910 if (!skop)
2059 { 1911 {
2060 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2061 return; 1913 return;
2062 } 1914 }
2063 1915
2064 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2065 change_exp (op, exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
2066 } 1918 }
2067 1919
2068 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2069 identify (tmp); 1921 identify (tmp);
2070 1922
2071 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2072
2073 1924
2074 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
2075 decrease_ob (tmp); 1926 decrease_ob (tmp);
2076} 1927}
2077 1928
2081 * chest. 1932 * chest.
2082 */ 1933 */
2083static void 1934static void
2084apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
2085{ 1936{
2086 object *treas;
2087
2088
2089 /* Nice side effect of new treasure creation method is that the treasure 1937 /* Nice side effect of this treasure creation method is that the treasure
2090 * for the chest is done when the chest is created, and put into the chest 1938 * for the chest is done when the chest is created, and put into the chest
2091 * inventory. So that when the chest burns up, the items still exist. Also 1939 * inventory. So that when the chest burns up, the items still exist. Also
2092 * prevents people fromt moving chests to more difficult maps to get better 1940 * prevents people from moving chests to more difficult maps to get better
2093 * treasure 1941 * treasure
2094 */ 1942 */
2095
2096 treas = tmp->inv; 1943 object *treas = tmp->inv;
2097 if (treas == NULL) 1944
1945 if (!treas)
2098 { 1946 {
2099 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
2100 decrease_ob (tmp); 1948 decrease_ob (tmp);
2101 return; 1949 return;
2102 } 1950 }
1951
2103 while (tmp->inv) 1952 while (tmp->inv)
2104 { 1953 {
2105 treas = tmp->inv; 1954 treas = tmp->inv;
2106
2107 treas->remove (); 1955 treas->remove ();
2108 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2109 1956
2110 treas->x = op->x; 1957 treas->x = op->x;
2111 treas->y = op->y; 1958 treas->y = op->y;
2112 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1959 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2113 1960
2114 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1961 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2115 spring_trap (treas, op); 1962 spring_trap (treas, op);
2116 1963
2117 /* If either player or container was destroyed, no need to do 1964 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with 1965 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise 1966 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed 1967 * any way for the treasure chest or player to get killed.
2121 */ 1968 */
2122 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
2123 break; 1970 break;
2124 } 1971 }
2125 1972
2126 if (!tmp->destroyed () && tmp->inv == NULL) 1973 if (!tmp->destroyed () && !tmp->inv)
2127 decrease_ob (tmp); 1974 decrease_ob (tmp);
2128
2129} 1975}
2130 1976
2131/** 1977/**
2132 * op eats food. 1978 * op eats food.
2133 * If player, takes care of messages and dragon special food. 1979 * If player, takes care of messages and dragon special food.
2148 { 1994 {
2149 /* usual case - no dragon meal: */ 1995 /* usual case - no dragon meal: */
2150 if (op->stats.food + tmp->stats.food > 999) 1996 if (op->stats.food + tmp->stats.food > 999)
2151 { 1997 {
2152 if (tmp->type == FOOD || tmp->type == FLESH) 1998 if (tmp->type == FOOD || tmp->type == FLESH)
2153 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1999 op->failmsg ("You feel full, but what a waste of food!");
2154 else 2000 else
2155 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 2001 op->statusmsg ("Most of the drink goes down your face not your throat!");
2156 } 2002 }
2157 2003
2158 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2159 { 2005 {
2160 char buf[MAX_BUF]; 2006 const char *buf;
2161 2007
2162 if (!is_dragon_pl (op)) 2008 if (!is_dragon_pl (op))
2163 { 2009 {
2164 /* eating message for normal players */ 2010 /* eating message for normal players */
2165 if (tmp->type == DRINK) 2011 if (tmp->type == DRINK)
2166 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2167 else 2013 else
2168 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2169 } 2015 }
2170 else 2016 else
2171 {
2172 /* eating message for dragon players */ 2017 /* eating message for dragon players */
2173 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2018 buf = format ("The %s tasted terrible!", &tmp->name);
2174 }
2175 2019
2176 new_draw_info (NDI_UNIQUE, 0, op, buf); 2020 op->statusmsg (buf);
2021
2177 capacity_remaining = 999 - op->stats.food; 2022 capacity_remaining = 999 - op->stats.food;
2178 op->stats.food += tmp->stats.food; 2023 op->stats.food += tmp->stats.food;
2179 if (capacity_remaining < tmp->stats.food) 2024 if (capacity_remaining < tmp->stats.food)
2180 op->stats.hp += capacity_remaining / 50; 2025 op->stats.hp += capacity_remaining / 50;
2181 else 2026 else
2182 op->stats.hp += tmp->stats.food / 50; 2027 op->stats.hp += tmp->stats.food / 50;
2028
2183 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2184 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2185 if (op->stats.food > 999) 2031 if (op->stats.food > 999)
2186 op->stats.food = 999; 2032 op->stats.food = 999;
2187 } 2033 }
2189 /* special food hack -b.t. */ 2035 /* special food hack -b.t. */
2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2191 eat_special_food (op, tmp); 2037 eat_special_food (op, tmp);
2192 } 2038 }
2193 } 2039 }
2040
2194 handle_apply_yield (tmp); 2041 handle_apply_yield (tmp);
2195 decrease_ob (tmp); 2042 decrease_ob (tmp);
2196} 2043}
2197 2044
2198/** 2045/**
2210{ 2057{
2211 object *skin = NULL; /* pointer to dragon skin force */ 2058 object *skin = NULL; /* pointer to dragon skin force */
2212 object *abil = NULL; /* pointer to dragon ability force */ 2059 object *abil = NULL; /* pointer to dragon ability force */
2213 object *tmp = NULL; /* tmp. object */ 2060 object *tmp = NULL; /* tmp. object */
2214 2061
2215 char buf[MAX_BUF]; /* tmp. string buffer */
2216 double chance; /* improvement-chance of one resistance type */ 2062 double chance; /* improvement-chance of one resistance type */
2217 double totalchance = 1; /* total chance of gaining one resistance */ 2063 double totalchance = 1; /* total chance of gaining one resistance */
2218 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2219 double mbonus = 0; /* monster bonus */ 2065 double mbonus = 0; /* monster bonus */
2220 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2071 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2072 return 0;
2227 2073
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2075 from the player's inventory */
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2076 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2077 if (tmp->type == FORCE)
2233 { 2078 if (tmp->arch->archname == shstr_dragon_skin_force)
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2235 skin = tmp; 2079 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2080 else if (tmp->arch->archname == shstr_dragon_ability_force)
2237 abil = tmp; 2081 abil = tmp;
2238 }
2239 }
2240 2082
2241 /* if either skin or ability are missing, this is an old player 2083 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2084 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2085 if (skin == NULL || abil == NULL)
2244 return 0; 2086 return 0;
2246 /* now start by filling stomache and health, according to food-value */ 2088 /* now start by filling stomache and health, according to food-value */
2247 if ((999 - op->stats.food) < meal->stats.food) 2089 if ((999 - op->stats.food) < meal->stats.food)
2248 op->stats.hp += (999 - op->stats.food) / 50; 2090 op->stats.hp += (999 - op->stats.food) / 50;
2249 else 2091 else
2250 op->stats.hp += meal->stats.food / 50; 2092 op->stats.hp += meal->stats.food / 50;
2093
2251 if (op->stats.hp > op->stats.maxhp) 2094 if (op->stats.hp > op->stats.maxhp)
2252 op->stats.hp = op->stats.maxhp; 2095 op->stats.hp = op->stats.maxhp;
2253 2096
2254 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2255 2098
2285 /* doubled chance for resistance of ability-focus */ 2128 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2129 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2130 chance = MIN (100., chance * 2.);
2288 2131
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2132 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2133 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2134 {
2292 atnr_winner[winners] = i; 2135 atnr_winner[winners] = i;
2293 winners++; 2136 winners++;
2294 } 2137 }
2295 2138
2300 } 2143 }
2301 } 2144 }
2302 2145
2303 /* inverse totalchance as until now we have the failure-chance */ 2146 /* inverse totalchance as until now we have the failure-chance */
2304 totalchance = 100 - totalchance * 100; 2147 totalchance = 100 - totalchance * 100;
2148
2305 /* print message according to totalchance */ 2149 /* print message according to totalchance */
2150 const char *buf;
2306 if (totalchance > 50.) 2151 if (totalchance > 50.)
2307 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2308 else if (totalchance > 10.) 2153 else if (totalchance > 10.)
2309 sprintf (buf, "The %s tasted very good.", &meal->name); 2154 buf = format ("The %s tasted very good.", &meal->name);
2310 else if (totalchance > 1.) 2155 else if (totalchance > 1.)
2311 sprintf (buf, "The %s tasted good.", &meal->name); 2156 buf = format ("The %s tasted good.", &meal->name);
2312 else if (totalchance > 0.1) 2157 else if (totalchance > 0.1)
2313 sprintf (buf, "The %s tasted bland.", &meal->name); 2158 buf = format ("The %s tasted bland.", &meal->name);
2314 else if (totalchance >= 0.01) 2159 else if (totalchance >= 0.01)
2315 sprintf (buf, "The %s had a boring taste.", &meal->name); 2160 buf = format ("The %s had a boring taste.", &meal->name);
2316 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2161 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2317 sprintf (buf, "The %s tasted strange.", &meal->name); 2162 buf = format ("The %s tasted strange.", &meal->name);
2318 else 2163 else
2319 sprintf (buf, "The %s had no taste.", &meal->name); 2164 buf = format ("The %s had no taste.", &meal->name);
2320 new_draw_info (NDI_UNIQUE, 0, op, buf); 2165
2166 op->statusmsg (buf);
2321 2167
2322 /* now choose a winner if we have any */ 2168 /* now choose a winner if we have any */
2323 i = -1; 2169 i = -1;
2324 if (winners > 0) 2170 if (winners > 0)
2325 i = atnr_winner[RANDOM () % winners]; 2171 i = atnr_winner[RANDOM () % winners];
2328 { 2174 {
2329 /* resistance increased! */ 2175 /* resistance increased! */
2330 skin->resist[i]++; 2176 skin->resist[i]++;
2331 op->update_stats (); 2177 op->update_stats ();
2332 2178
2333 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2179 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2335 } 2180 }
2336 2181
2337 /* if this flesh contains a new ability focus, we mark it 2182 /* if this flesh contains a new ability focus, we mark it
2338 into the ability_force and it will take effect on next level */ 2183 into the ability_force and it will take effect on next level */
2339 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2184 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2340 { 2185 {
2341 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2186 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2342 2187
2343 if (meal->last_eat != abil->stats.exp) 2188 if (meal->last_eat != abil->stats.exp)
2189 op->statusmsg (format (
2190 "Your metabolism prepares to focus on %s!\n"
2191 "The change will happen at level %d.",
2192 change_resist_msg[meal->last_eat],
2193 abil->level + 1
2344 { 2194 ));
2345 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 }
2350 else 2195 else
2351 { 2196 {
2352 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2197 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2354 abil->last_eat = 0; 2198 abil->last_eat = 0;
2355 } 2199 }
2356 } 2200 }
2201
2357 return 1; 2202 return 1;
2358} 2203}
2359 2204
2360/** 2205/**
2361 * Handles applying an improve armor scroll. 2206 * Handles applying an improve armor scroll.
2364static void 2209static void
2365apply_armour_improver (object *op, object *tmp) 2210apply_armour_improver (object *op, object *tmp)
2366{ 2211{
2367 object *armor; 2212 object *armor;
2368 2213
2369 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2214 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2370 { 2215 {
2371 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2216 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2372 return; 2217 return;
2373 } 2218 }
2374 2219
2375 armor = find_marked_object (op); 2220 armor = find_marked_object (op);
2376 2221
2377 if (!armor) 2222 if (!armor)
2378 { 2223 {
2379 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2224 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2380 return; 2225 return;
2381 } 2226 }
2382 2227
2383 if (armor->type != ARMOUR 2228 if (armor->type != ARMOUR
2384 && armor->type != CLOAK 2229 && armor->type != CLOAK
2385 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2230 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2386 { 2231 {
2387 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2232 op->failmsg ("Your marked item is not armour!\n");
2388 return; 2233 return;
2389 } 2234 }
2390 2235
2391 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2236 op->statusmsg ("Applying armour enchantment.");
2392 improve_armour (op, tmp, armor); 2237 improve_armour (op, tmp, armor);
2393} 2238}
2394 2239
2395extern void 2240extern void
2396apply_poison (object *op, object *tmp) 2241apply_poison (object *op, object *tmp)
2397{ 2242{
2398 if (op->type == PLAYER) 2243 if (op->type == PLAYER)
2399 { 2244 {
2400 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2245 op->contr->play_sound (sound_find ("drink_poison"));
2401 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2246 op->failmsg ("Yech! That tasted poisonous!");
2402 strcpy (op->contr->killer, "poisonous booze"); 2247 strcpy (op->contr->killer, "poisonous booze");
2403 } 2248 }
2249
2404 if (tmp->stats.hp > 0) 2250 if (tmp->stats.hp > 0)
2405 { 2251 {
2406 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2252 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2407 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2408 } 2254 }
2255
2409 op->stats.food -= op->stats.food / 4; 2256 op->stats.food -= op->stats.food / 4;
2410 handle_apply_yield (tmp); 2257 handle_apply_yield (tmp);
2411 decrease_ob (tmp); 2258 decrease_ob (tmp);
2412} 2259}
2413 2260
2414/** 2261/**
2415 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2262 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2416 * A valid 2 way exit means: 2263 * A valid 2 way exit means:
2417 * -You can come back (there is another exit at the other side) 2264 * -You can come back (there is another exit at the other side)
2418 * -You are 2265 * -You are
2419 * ° the owner of the exit 2266 * ° the owner of the exit
2420 * ° or in the same party as the owner 2267 * ° or in the same party as the owner
2424 * survive in the swapping (in fact the whole exit doesn't survive). 2271 * survive in the swapping (in fact the whole exit doesn't survive).
2425 */ 2272 */
2426int 2273int
2427is_legal_2ways_exit (object *op, object *exit) 2274is_legal_2ways_exit (object *op, object *exit)
2428{ 2275{
2429 object *tmp;
2430 object *exit_owner;
2431 player *pp;
2432 maptile *exitmap;
2433
2434 if (exit->stats.exp != 1) 2276 if (exit->stats.exp != 1)
2435 return 1; /*This is not a 2 way, so it is legal */ 2277 return 1; /*This is not a 2 way, so it is legal */
2278
2279#if 0 //TODO
2436 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2280 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2437 return 0; /* This is a reset town portal */ 2281 return 0; /* This is a reset town portal */
2438 /* To know if an exit has a correspondant, we look at 2282#endif
2439 * all the exits in destination and try to find one with same path as 2283
2440 * the current exit's position */ 2284 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2441 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2285
2442 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2286 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2443 else 2287
2444 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2445 if (exitmap) 2288 if (exitmap)
2446 { 2289 {
2290 exitmap->load_sync ();
2291
2447 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2292 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2293
2448 if (!tmp) 2294 if (!tmp)
2449 return 0; 2295 return 0;
2450 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2296
2297 for (; tmp; tmp = tmp->above)
2451 { 2298 {
2452 if (tmp->type != EXIT) 2299 if (tmp->type != EXIT)
2453 continue; /*Not an exit */ 2300 continue; /*Not an exit */
2301
2454 if (!EXIT_PATH (tmp)) 2302 if (!EXIT_PATH (tmp))
2455 continue; /*Not a valid exit */ 2303 continue; /*Not a valid exit */
2304
2456 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2305 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2457 continue; /*Not in the same place */ 2306 continue; /*Not in the same place */
2307
2458 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2308 if (exit->map->path != EXIT_PATH (tmp))
2459 continue; /*Not in the same map */ 2309 continue; /*Not in the same map */
2460 2310
2461 /* From here we have found the exit is valid. However we do 2311 /* From here we have found the exit is valid. However we do
2462 * here the check of the exit owner. It is important for the 2312 * here the check of the exit owner. It is important for the
2463 * town portals to prevent strangers from visiting your appartments 2313 * town portals to prevent strangers from visiting your appartments
2464 */ 2314 */
2465 if (!exit->race) 2315 if (!exit->race)
2466 return 1; /*No owner, free for all! */ 2316 return 1; /*No owner, free for all! */
2317
2467 exit_owner = NULL; 2318 object *exit_owner = 0;
2468 for (pp = first_player; pp; pp = pp->next) 2319
2320 for_all_players (pp)
2469 { 2321 {
2470 if (!pp->ob) 2322 if (!pp->ob)
2471 continue; 2323 continue;
2324
2472 if (pp->ob->name != exit->race) 2325 if (pp->ob->name != exit->race)
2473 continue; 2326 continue;
2327
2474 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2328 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2475 break; 2329 break;
2476 } 2330 }
2331
2477 if (!exit_owner) 2332 if (!exit_owner)
2478 return 0; /* No more owner */ 2333 return 0; /* No more owner */
2334
2479 if (exit_owner->contr == op->contr) 2335 if (exit_owner->contr == op->contr)
2480 return 1; /*It is your exit */ 2336 return 1; /*It is your exit */
2337
2481 if (exit_owner && /*There is a owner */ 2338 if (exit_owner && /*There is a owner */
2482 (op->contr) && /*A player tries to pass */ 2339 (op->contr) && /*A player tries to pass */
2483 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2340 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2484 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2341 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2485 return 0; 2342 return 0;
2343
2486 return 1; 2344 return 1;
2487 } 2345 }
2488 } 2346 }
2347
2489 return 0; 2348 return 0;
2490} 2349}
2491
2492 2350
2493/** 2351/**
2494 * Main apply handler. 2352 * Main apply handler.
2495 * 2353 *
2496 * Checks for unpaid items before applying. 2354 * Checks for unpaid items before applying.
2504 * being applied. 2362 * being applied.
2505 * 2363 *
2506 * aflag is special (always apply/unapply) flags. Nothing is done with 2364 * aflag is special (always apply/unapply) flags. Nothing is done with
2507 * them in this function - they are passed to apply_special 2365 * them in this function - they are passed to apply_special
2508 */ 2366 */
2509
2510int 2367int
2511manual_apply (object *op, object *tmp, int aflag) 2368manual_apply (object *op, object *tmp, int aflag)
2512{ 2369{
2513 if (tmp->head) 2370 if (tmp->head)
2514 tmp = tmp->head; 2371 tmp = tmp->head;
2515 2372
2516 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2373 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2517 { 2374 {
2518 if (op->type == PLAYER) 2375 if (op->type == PLAYER)
2519 { 2376 {
2520 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2377 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2521 return 1; 2378 return 1;
2522 } 2379 }
2523 else 2380 else
2524 return 0; /* monsters just skip unpaid items */ 2381 return 0; /* monsters just skip unpaid items */
2525 } 2382 }
2528 return RESULT_INT (0); 2385 return RESULT_INT (0);
2529 2386
2530 switch (tmp->type) 2387 switch (tmp->type)
2531 { 2388 {
2532 case CF_HANDLE: 2389 case CF_HANDLE:
2533 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2390 op->play_sound (sound_find ("turn_handle"));
2534 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2391 op->statusmsg ("You turn the handle.");
2535 tmp->value = tmp->value ? 0 : 1; 2392 tmp->value = tmp->value ? 0 : 1;
2536 SET_ANIMATION (tmp, tmp->value); 2393 SET_ANIMATION (tmp, tmp->value);
2537 update_object (tmp, UP_OBJ_FACE); 2394 update_object (tmp, UP_OBJ_FACE);
2538 push_button (tmp); 2395 push_button (tmp);
2539 return 1; 2396 return 1;
2540 2397
2541 case TRIGGER: 2398 case TRIGGER:
2542 if (check_trigger (tmp, op)) 2399 if (check_trigger (tmp, op))
2543 { 2400 {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2401 op->statusmsg ("You turn the handle.");
2545 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2402 op->play_sound (sound_find ("turn_handle"));
2546 } 2403 }
2547 else 2404 else
2548 { 2405 op->failmsg ("The handle doesn't move.");
2549 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2406
2550 }
2551 return 1; 2407 return 1;
2552 2408
2553 case EXIT: 2409 case EXIT:
2554 if (op->type != PLAYER) 2410 if (op->type != PLAYER)
2555 return 0; 2411 return 0;
2412
2556 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2413 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2557 { 2414 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2558 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2559 }
2560 else 2415 else
2561 { 2416 {
2562 /* Don't display messages for random maps. */ 2417 /* Don't display messages for random maps. */
2563 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2418 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2564 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2419 op->statusmsg (tmp->msg, NDI_NAVY);
2420
2565 enter_exit (op, tmp); 2421 op->enter_exit (tmp);
2566 } 2422 }
2423
2424 return 1;
2425
2426 case INSCRIBABLE:
2427 op->statusmsg (tmp->msg);
2428 // maybe show a spell menu to chose from or something like that
2567 return 1; 2429 return 1;
2568 2430
2569 case SIGN: 2431 case SIGN:
2570 apply_sign (op, tmp, 0); 2432 apply_sign (op, tmp, 0);
2571 return 1; 2433 return 1;
2575 { 2437 {
2576 apply_book (op, tmp); 2438 apply_book (op, tmp);
2577 return 1; 2439 return 1;
2578 } 2440 }
2579 else 2441 else
2580 {
2581 return 0; 2442 return 0;
2582 }
2583 2443
2584 case SKILLSCROLL: 2444 case SKILLSCROLL:
2585 if (op->type == PLAYER) 2445 if (op->type == PLAYER)
2586 { 2446 {
2587 apply_skillscroll (op, tmp); 2447 apply_skillscroll (op, tmp);
2588 return 1; 2448 return 1;
2589 } 2449 }
2450 else
2590 return 0; 2451 return 0;
2591 2452
2592 case SPELLBOOK: 2453 case SPELLBOOK:
2593 if (op->type == PLAYER) 2454 if (op->type == PLAYER)
2594 { 2455 {
2595 apply_spellbook (op, tmp); 2456 apply_spellbook (op, tmp);
2596 return 1; 2457 return 1;
2597 } 2458 }
2459 else
2598 return 0; 2460 return 0;
2599 2461
2600 case SCROLL: 2462 case SCROLL:
2601 apply_scroll (op, tmp, 0); 2463 apply_scroll (op, tmp, 0);
2602 return 1; 2464 return 1;
2603 2465
2604 case POTION: 2466 case POTION:
2605 (void) apply_potion (op, tmp); 2467 apply_potion (op, tmp);
2606 return 1; 2468 return 1;
2607 2469
2608 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2470 /* Eneq(@csd.uu.se): Handle apply on containers. */
2471 //TODO: remove, as it is unsed?
2609 case CLOSE_CON: 2472 case CLOSE_CON:
2610 if (op->type == PLAYER)
2611 (void) esrv_apply_container (op, tmp->env);
2612 else
2613 (void) apply_container (op, tmp->env); 2473 apply_container (op, tmp->env);
2614 return 1; 2474 return 1;
2615 2475
2616 case CONTAINER: 2476 case CONTAINER:
2617 if (op->type == PLAYER)
2618 (void) esrv_apply_container (op, tmp);
2619 else
2620 (void) apply_container (op, tmp); 2477 apply_container (op, tmp);
2621 return 1; 2478 return 1;
2622 2479
2623 case TREASURE: 2480 case TREASURE:
2624 if (op->type == PLAYER) 2481 if (op->type == PLAYER)
2625 { 2482 {
2626 apply_treasure (op, tmp); 2483 apply_treasure (op, tmp);
2627 return 1; 2484 return 1;
2628 } 2485 }
2629 else 2486 else
2630 {
2631 return 0; 2487 return 0;
2632 }
2633 2488
2634 case WEAPON: 2489 case WEAPON:
2635 case ARMOUR: 2490 case ARMOUR:
2636 case BOOTS: 2491 case BOOTS:
2637 case GLOVES: 2492 case GLOVES:
2650 case LAMP: 2505 case LAMP:
2651 case BUILDER: 2506 case BUILDER:
2652 case SKILL_TOOL: 2507 case SKILL_TOOL:
2653 if (tmp->env != op) 2508 if (tmp->env != op)
2654 return 2; /* not in inventory */ 2509 return 2; /* not in inventory */
2510
2655 (void) apply_special (op, tmp, aflag); 2511 apply_special (op, tmp, aflag);
2656 return 1; 2512 return 1;
2657 2513
2658 case DRINK: 2514 case DRINK:
2659 case FOOD: 2515 case FOOD:
2660 case FLESH: 2516 case FLESH:
2676 } 2532 }
2677 else 2533 else
2678 return 0; 2534 return 0;
2679 2535
2680 case WEAPON_IMPROVER: 2536 case WEAPON_IMPROVER:
2681 (void) check_improve_weapon (op, tmp); 2537 check_improve_weapon (op, tmp);
2682 return 1; 2538 return 1;
2683 2539
2684 case CLOCK: 2540 case CLOCK:
2685 if (op->type == PLAYER) 2541 if (op->type == PLAYER)
2686 { 2542 {
2687 char buf[MAX_BUF]; 2543 char buf[MAX_BUF];
2688 timeofday_t tod; 2544 timeofday_t tod;
2689 2545
2690 get_tod (&tod); 2546 get_tod (&tod);
2547 op->play_sound (sound_find ("sound_clock"));
2548 op->statusmsg (format (
2691 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2549 "It is %d minute%s past %d o'clock %s",
2692 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2550 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2693 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2694 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2552 ));
2695 new_draw_info (NDI_UNIQUE, 0, op, buf);
2696 return 1; 2553 return 1;
2697 } 2554 }
2698 else 2555 else
2699 {
2700 return 0; 2556 return 0;
2701 }
2702 2557
2703 case MENU: 2558 case MENU:
2704 if (op->type == PLAYER) 2559 if (op->type == PLAYER)
2705 { 2560 {
2706 shop_listing (op); 2561 shop_listing (tmp, op);
2707 return 1; 2562 return 1;
2708 } 2563 }
2709 else 2564 else
2710 {
2711 return 0; 2565 return 0;
2712 }
2713 2566
2714 case POWER_CRYSTAL: 2567 case POWER_CRYSTAL:
2715 apply_power_crystal (op, tmp); /* see egoitem.c */ 2568 apply_power_crystal (op, tmp); /* see egoitem.c */
2716 return 1; 2569 return 1;
2717 2570
2720 { 2573 {
2721 apply_lighter (op, tmp); 2574 apply_lighter (op, tmp);
2722 return 1; 2575 return 1;
2723 } 2576 }
2724 else 2577 else
2725 {
2726 return 0; 2578 return 0;
2727 }
2728 2579
2729 case ITEM_TRANSFORMER: 2580 case ITEM_TRANSFORMER:
2730 apply_item_transformer (op, tmp); 2581 apply_item_transformer (op, tmp);
2731 return 1; 2582 return 1;
2732 2583
2745int 2596int
2746player_apply (object *pl, object *op, int aflag, int quiet) 2597player_apply (object *pl, object *op, int aflag, int quiet)
2747{ 2598{
2748 int tmp; 2599 int tmp;
2749 2600
2750 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2601 if (op->env && (pl->move_type & MOVE_FLYING))
2751 { 2602 {
2752 /* player is flying and applying object not in inventory */ 2603 /* player is flying and applying object not in inventory */
2753 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2604 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2754 { 2605 {
2755 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2606 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2756 return 0; 2607 return 0;
2757 } 2608 }
2758 }
2759
2760 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2761 * applied.
2762 */
2763 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2764 {
2765 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2766 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2767 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2768 op->destroy ();
2769 return 1;
2770 } 2609 }
2771 2610
2772 pl->contr->last_used = op; 2611 pl->contr->last_used = op;
2773 2612
2774 tmp = manual_apply (pl, op, aflag); 2613 tmp = manual_apply (pl, op, aflag);
2775 if (!quiet) 2614 if (!quiet)
2776 { 2615 {
2777 if (tmp == 0) 2616 if (tmp == 0)
2778 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2617 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2779 else if (tmp == 2) 2618 else if (tmp == 2)
2780 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2619 op->failmsg ("You must get it first!\n");
2781 } 2620 }
2621
2782 return tmp; 2622 return tmp;
2783} 2623}
2784 2624
2785/** 2625/**
2786 * player_apply_below attempts to apply the object 'below' the player. 2626 * player_apply_below attempts to apply the object 'below' the player.
2787 * If the player has an open container, we use that for below, otherwise 2627 * If the player has an open container, we use that for below, otherwise
2788 * we use the ground. 2628 * we use the ground.
2789 */ 2629 */
2790
2791void 2630void
2792player_apply_below (object *pl) 2631player_apply_below (object *pl)
2793{ 2632{
2794 object *tmp, *next;
2795 int floors; 2633 int floors = 0;
2796 2634
2797 /* If using a container, set the starting item to be the top 2635 /* If using a container, set the starting item to be the top
2798 * item in the container. Otherwise, use the map. 2636 * item in the container. Otherwise, use the map.
2799 */
2800 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2801
2802 /* This is perhaps more complicated. However, I want to make sure that 2637 * This is perhaps more complicated. However, I want to make sure that
2803 * we don't use a corrupt pointer for the next object, so we get the 2638 * we don't use a corrupt pointer for the next object, so we get the
2804 * next object in the stack before applying. This is can only be a 2639 * next object in the stack before applying. This is can only be a
2805 * problem if player_apply() has a bug in that it uses the object but does 2640 * problem if player_apply() has a bug in that it uses the object but does
2806 * not return a proper value. 2641 * not return a proper value.
2807 */ 2642 */
2808 for (floors = 0; tmp != NULL; tmp = next) 2643 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2809 { 2644 {
2810 next = tmp->below; 2645 next = tmp->below;
2646
2811 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2647 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2812 floors++; 2648 floors++;
2813 else if (floors > 0) 2649 else if (floors > 0)
2814 return; /* process only floor objects after first floor object */ 2650 return; /* process only floor objects after first floor object */
2815 2651
2835 * to keep the size of apply_special to a more managable size. 2671 * to keep the size of apply_special to a more managable size.
2836 */ 2672 */
2837static int 2673static int
2838unapply_special (object *who, object *op, int aflags) 2674unapply_special (object *who, object *op, int aflags)
2839{ 2675{
2840 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2676 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2677 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2841 return RESULT_INT (0); 2678 return RESULT_INT (0);
2842 2679
2843 object *tmp2;
2844
2845 CLEAR_FLAG (op, FLAG_APPLIED); 2680 CLEAR_FLAG (op, FLAG_APPLIED);
2681
2846 switch (op->type) 2682 switch (op->type)
2847 { 2683 {
2684 case SKILL_TOOL:
2685 // unapplying a skill tool should also unapply the skill it governs
2686 // but this is hard, as it shouldn't do so when the skill can
2687 // be used for other reasons
2688 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2689 if (tmp->skill == op->skill
2690 && tmp->type == SKILL
2691 && tmp->flag [FLAG_APPLIED]
2692 && !tmp->flag [FLAG_CAN_USE_SKILL])
2693 unapply_special (who, tmp, 0);
2694
2695 change_abil (who, op);
2696 break;
2697
2848 case WEAPON: 2698 case WEAPON:
2849 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2699 if (player *pl = who->contr)
2700 if (op == pl->combat_ob)
2701 {
2702 pl->combat_ob = 0;
2703 who->change_weapon (pl->ranged_ob);
2704 }
2850 2705
2706 who->statusmsg (format ("You unwield %s.", query_name (op)));
2707
2851 (void) change_abil (who, op); 2708 change_abil (who, op);
2852 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2853 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2709 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2854 clear_skill (who);
2855 break; 2710 break;
2856 2711
2857 case SKILL: /* allows objects to impart skills */
2858 case SKILL_TOOL: 2712 case SKILL:
2859 if (op != who->chosen_skill) 2713 if (who->contr)
2860 { 2714 {
2861 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2715 if (!op->invisible)
2716 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2717 else
2718 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2862 } 2719 }
2863 if (who->type == PLAYER) 2720
2864 {
2865 if (who->contr->shoottype == range_skill)
2866 who->contr->shoottype = range_none;
2867 if (!op->invisible)
2868 {
2869 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2870 }
2871 else
2872 {
2873 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2874 }
2875 }
2876 (void) change_abil (who, op); 2721 change_abil (who, op);
2877 who->chosen_skill = NULL;
2878 CLEAR_FLAG (who, FLAG_READY_SKILL); 2722 CLEAR_FLAG (who, FLAG_READY_SKILL);
2879 break; 2723 break;
2880 2724
2881 case ARMOUR: 2725 case ARMOUR:
2882 case HELMET: 2726 case HELMET:
2886 case GLOVES: 2730 case GLOVES:
2887 case AMULET: 2731 case AMULET:
2888 case GIRDLE: 2732 case GIRDLE:
2889 case BRACERS: 2733 case BRACERS:
2890 case CLOAK: 2734 case CLOAK:
2891 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2735 who->statusmsg (format ("You unwear %s.", query_name (op)));
2892 (void) change_abil (who, op); 2736 change_abil (who, op);
2893 break; 2737 break;
2738
2894 case LAMP: 2739 case LAMP:
2895 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2740 {
2741 who->statusmsg (format ("You turn off your %s.", &op->name));
2742
2896 tmp2 = arch_to_object (op->other_arch); 2743 object *tmp2 = arch_to_object (op->other_arch);
2897 tmp2->x = op->x; 2744 tmp2->x = op->x;
2898 tmp2->y = op->y; 2745 tmp2->y = op->y;
2899 tmp2->map = op->map; 2746 tmp2->map = op->map;
2900 tmp2->below = op->below; 2747 tmp2->below = op->below;
2901 tmp2->above = op->above; 2748 tmp2->above = op->above;
2902 tmp2->stats.food = op->stats.food; 2749 tmp2->stats.food = op->stats.food;
2903 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2750 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2904 2751
2905 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2752 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2906 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2753 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2907 2754
2908 if (who->type == PLAYER) 2755 if (who->contr)
2909 esrv_del_item (who->contr, op->count); 2756 esrv_del_item (who->contr, op->count);
2910 2757
2911 op->destroy (); 2758 op->destroy ();
2912 insert_ob_in_ob (tmp2, who); 2759 insert_ob_in_ob (tmp2, who);
2913 who->update_stats (); 2760 who->update_stats ();
2761
2914 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2762 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2915 { 2763 {
2916 if (who->type == PLAYER) 2764 if (who->contr)
2917 { 2765 {
2918 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2766 who->failmsg ("Oops, it feels deadly cold!");
2919 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2767 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2920 } 2768 }
2921 } 2769 }
2922 if (who->type == PLAYER) 2770
2771 if (who->contr)
2923 esrv_send_item (who, tmp2); 2772 esrv_send_item (who, tmp2);
2773 }
2774
2924 return 1; /* otherwise, an attempt to drop causes problems */ 2775 return 1; /* otherwise, an attempt to drop causes problems */
2925 break; 2776
2926 case BOW: 2777 case BOW:
2927 case WAND: 2778 case WAND:
2928 case ROD: 2779 case ROD:
2929 case HORN: 2780 case HORN:
2930 clear_skill (who); 2781 if (player *pl = who->contr)
2931 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2932 if (who->type == PLAYER)
2933 { 2782 {
2934 who->contr->shoottype = range_none; 2783 if (op == pl->ranged_ob)
2784 {
2785 pl->ranged_ob = 0;
2786 who->change_weapon (pl->combat_ob);
2787 }
2788
2789 who->statusmsg (format ("You unready %s.", query_name (op)));
2935 } 2790 }
2936 else 2791 else
2937 { 2792 {
2793 who->change_skill (0);
2794
2938 if (op->type == BOW) 2795 if (op->type == BOW)
2939 CLEAR_FLAG (who, FLAG_READY_BOW); 2796 CLEAR_FLAG (who, FLAG_READY_BOW);
2940 else 2797 else
2941 CLEAR_FLAG (who, FLAG_READY_RANGE); 2798 CLEAR_FLAG (who, FLAG_READY_RANGE);
2942 } 2799 }
2800
2943 break; 2801 break;
2944 2802
2945 case BUILDER: 2803 case BUILDER:
2946 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2804 if (who->contr)
2947 who->contr->shoottype = range_none; 2805 who->statusmsg (format ("You unready %s.", query_name (op)));
2948 who->contr->ranges[range_builder] = NULL;
2949 break; 2806 break;
2950 2807
2951 default: 2808 default:
2952 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2809 who->statusmsg (format ("You unapply %s.", query_name (op)));
2953 break; 2810 break;
2954 } 2811 }
2955 2812
2956 who->update_stats (); 2813 who->update_stats ();
2957 2814
2958 if (!(aflags & AP_NO_MERGE)) 2815 if (!(aflags & AP_NO_MERGE))
2959 { 2816 {
2960 object *tmp;
2961
2962 tmp = merge_ob (op, NULL); 2817 object *tmp = merge_ob (op, 0);
2963 if (who->type == PLAYER) 2818
2819 if (who->contr)
2964 { 2820 {
2965 if (tmp) 2821 if (tmp)
2966 { /* it was merged */ 2822 { /* it was merged */
2967 esrv_del_item (who->contr, op->count); 2823 esrv_del_item (who->contr, op->count);
2968 op = tmp; 2824 op = tmp;
2969 } 2825 }
2970 2826
2971 esrv_send_item (who, op); 2827 esrv_send_item (who, op);
2972 } 2828 }
2973 } 2829 }
2830
2974 return 0; 2831 return 0;
2975} 2832}
2976 2833
2977/** 2834/**
2978 * Returns the object that is using location 'loc'. 2835 * Returns the object that is using location 'loc'.
2979 * Note that 'start' is the first object to start examing - we 2836 * Note that 'start' is the first object to start examing - we
2980 * then go through the below of this. In this way, you can do 2837 * then go through the below of this. In this way, you can do
2981 * something like: 2838 * something like:
2982 * tmp = get_item_from_body_location(who->inv, 1); 2839 * tmp = get_next_item_from_body_location(who->inv, 1);
2983 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2840 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2984 * to find the second object that may use this location, etc. 2841 * to find the second object that may use this location, etc.
2985 * Returns NULL if no match is found. 2842 * Returns NULL if no match is found.
2986 * loc is the index into the array we are looking for a match. 2843 * loc is the index into the array we are looking for a match.
2987 * don't return invisible objects unless they are skill objects 2844 * don't return invisible objects unless they are skill objects
2988 * invisible other objects that use 2845 * invisible other objects that use
2989 * up body locations can be used as restrictions. 2846 * up body locations can be used as restrictions.
2990 */ 2847 */
2991object * 2848static object *
2992get_item_from_body_location (object *start, int loc) 2849get_next_item_from_body_location (int loc, object *start)
2993{ 2850{
2994 object *tmp;
2995
2996 if (!start)
2997 return NULL;
2998
2999 for (tmp = start; tmp; tmp = tmp->below) 2851 for (object *tmp = start; tmp; tmp = tmp->below)
3000 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2852 if (tmp->flag [FLAG_APPLIED]
2853 && tmp->slot[loc].info
2854 && (!tmp->invisible || tmp->type == SKILL))
3001 return tmp; 2855 return tmp;
3002 2856
3003 return NULL; 2857 return 0;
3004} 2858}
3005
3006
3007 2859
3008/** 2860/**
3009 * 'op' wants to apply an object, but can't because of other equipment. 2861 * 'op' wants to apply an object, but can't because of other equipment.
3010 * This should only be called when it is known 2862 * This should only be called when it is known
3011 * that there are objects to unapply. This makes pretty heavy 2863 * that there are objects to unapply. This makes pretty heavy
3014 * Returns 0 on success, returns 1 if there is some problem. 2866 * Returns 0 on success, returns 1 if there is some problem.
3015 * if aflags is AP_PRINT, we instead print out waht to unapply 2867 * if aflags is AP_PRINT, we instead print out waht to unapply
3016 * instead of doing it. This is a lot less code than having 2868 * instead of doing it. This is a lot less code than having
3017 * another function that does just that. 2869 * another function that does just that.
3018 */ 2870 */
2871
2872#define CANNOT_REMOVE_CURSED \
2873 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2874 "Praying over an altar, scrolls of remove curse/damnation, " \
2875 "priests or even other players might help.>"
2876
3019int 2877int
3020unapply_for_ob (object *who, object *op, int aflags) 2878unapply_for_ob (object *who, object *op, int aflags)
3021{ 2879{
3022 int i; 2880 if (op->is_range ())
3023 object *tmp = NULL, *last;
3024
3025 /* If we are applying a shield or weapon, unapply any equipped shield
3026 * or weapons first - only allowed to use one weapon/shield at a time.
3027 */
3028 if (op->type == WEAPON || op->type == SHIELD)
3029 {
3030 for (tmp = who->inv; tmp; tmp = tmp->below) 2881 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3031 {
3032 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2882 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3033 {
3034 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2883 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3035 { 2884 {
3036 if (aflags & AP_PRINT) 2885 if (aflags & AP_PRINT)
3037 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2886 who->failmsg (query_name (tmp));
3038 else 2887 else
3039 unapply_special (who, tmp, aflags); 2888 unapply_special (who, tmp, aflags);
3040 } 2889 }
3041 else 2890 else
3042 { 2891 {
3043 /* In this case, we want to try and remove a cursed item. 2892 /* In this case, we want to try and remove a cursed item.
3044 * While we know it won't work, we want unapply_special to 2893 * While we know it won't work, we want unapply_special to
3045 * at least generate the message. 2894 * at least generate the message.
3046 */ 2895 */
3047 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2896 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3048 return 1; 2897 return 1;
3049 }
3050
3051 } 2898 }
3052 }
3053 }
3054 2899
3055 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2900 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3056 { 2901 {
3057 /* this used up a slot that we need to free */ 2902 /* this used up a slot that we need to free */
3058 if (op->body_info[i]) 2903 if (op->slot[i].info)
3059 { 2904 {
3060 last = who->inv; 2905 object *last = who->inv;
3061 2906
3062 /* We do a while loop - may need to remove several items in order 2907 /* We do a while loop - may need to remove several items in order
3063 * to free up enough slots. 2908 * to free up enough slots.
3064 */ 2909 */
3065 while ((who->body_used[i] + op->body_info[i]) < 0) 2910 while ((who->slot[i].used + op->slot[i].info) < 0)
3066 { 2911 {
3067 tmp = get_item_from_body_location (last, i); 2912 object *tmp = get_next_item_from_body_location (i, last);
2913
3068 if (!tmp) 2914 if (!tmp)
3069 { 2915 {
3070#if 0 2916#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 2917 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 2918 * equipped.
3073 */ 2919 */
3074 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2920 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3075#endif 2921#endif
3076 return 1; 2922 return 1;
3077 } 2923 }
2924
3078 /* If we are just printing, we don't care about cursed status */ 2925 /* If we are just printing, we don't care about cursed status */
3079 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2926 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3080 { 2927 {
3081 if (aflags & AP_PRINT) 2928 if (aflags & AP_PRINT)
3082 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2929 who->failmsg (query_name (tmp));
3083 else 2930 else
3084 unapply_special (who, tmp, aflags); 2931 unapply_special (who, tmp, aflags);
3085 } 2932 }
3086 else 2933 else
3087 { 2934 {
3088 /* Cursed item that we can't unequip - tell the player. 2935 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few, 2936 * Note this could be annoying if this is just one of a few,
3090 * so it may not be critical (eg, putting on a ring and you have 2937 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 2938 * one cursed ring.)
3092 */ 2939 */
3093 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2940 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3094 } 2941 }
2942
3095 last = tmp->below; 2943 last = tmp->below;
3096 } 2944 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2945 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3098 * return in the !tmp would have kicked in. 2946 * return in the !tmp would have kicked in.
3099 */ 2947 */
3100 } /* if op is using this body location */ 2948 } /* if op is using this body location */
3101 } /* for body lcoations */ 2949 } /* for body lcoations */
2950
3102 return 0; 2951 return 0;
3103} 2952}
3104 2953
3105/** 2954/**
3106 * Checks to see if 'who' can apply object 'op'. 2955 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 2956 * Returns 0 if apply can be done without anything special.
3108 * Otherwise returns a bitmask - potentially several of these may be 2957 * Otherwise returns a bitmask - potentially several of these may be
3109 * set, but largely depends on circumstance - in the future, processing 2958 * set, but largely depends on circumstance - in the future, processing
3110 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2959 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3111 * is set, do we really are what the other flags may be?) 2960 * is set, do we really care what the other flags may be?)
3112 * 2961 *
3113 * See include/define.h for detailed description of the meaning of 2962 * See include/define.h for detailed description of the meaning of
3114 * these return values. 2963 * these return values.
3115 */ 2964 */
3116int 2965int
3117can_apply_object (object *who, object *op) 2966can_apply_object (object *who, object *op)
3118{ 2967{
3119 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2968 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3120 return RESULT_INT (0); 2969 return RESULT_INT (0);
3121 2970
3122 int i, retval = 0; 2971 int retval = 0;
3123 object *tmp = NULL, *ws = NULL; 2972 object *tmp = 0, *ws = 0;
3124 2973
3125 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2974 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3126 * 2 weapons, but we don't want to let them do that. So if they are
3127 * trying to equip a weapon or shield, see if they already have one
3128 * in place and store that way.
3129 */
3130 if (op->type == WEAPON || op->type == SHIELD)
3131 { 2975 {
3132 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2976 if (op->slot[i].info)
3133 { 2977 {
3134 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2978 /* Item uses more slots than we have */
2979 if (who->slot[i].info + op->slot [i].info < 0)
3135 { 2980 {
3136 retval = CAN_APPLY_UNAPPLY;
3137 ws = tmp;
3138 }
3139 }
3140 }
3141
3142
3143 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3144 {
3145 if (op->body_info[i])
3146 {
3147 /* Item uses more slots than we have */
3148 if (FABS (op->body_info[i]) > who->body_info[i])
3149 {
3150 /* Could return now for efficiently - rest of info below isn' 2981 /* Could return now for efficiency - rest of info below isn't
3151 * really needed. 2982 * really needed.
3152 */ 2983 */
3153 retval |= CAN_APPLY_NEVER; 2984 retval |= CAN_APPLY_NEVER;
3154 } 2985 }
3155 else if ((who->body_used[i] + op->body_info[i]) < 0) 2986 else if (who->slot[i].used + op->slot[i].info < 0)
3156 { 2987 {
3157 /* in this case, equipping this would use more free spots than 2988 /* in this case, equipping this would use more free spots than
3158 * we have. 2989 * we have.
3159 */ 2990 */
3160 object *tmp1;
3161
3162 2991
3163 /* if we have an applied weapon/shield, and unapply it would free 2992 /* if we have an applied weapon/shield, and unapply it would free
3164 * enough slots to equip the new item, then just set this can 2993 * enough slots to equip the new item, then just set "can
3165 * continue. We don't care about the logic below - if you have 2994 * apply unapply". We don't care about the logic below - if you have a
3166 * shield equipped and try to equip another shield, there is only 2995 * shield equipped and try to equip another shield, there is only
3167 * one choice. However, the check for the number of body locations 2996 * one choice. However, the check for the number of body locations
3168 * does take into the account cases where what is being applied 2997 * does take into the account cases where what is being applied
3169 * may be two handed for example. 2998 * may be two handed for example.
3170 */ 2999 */
3171 if (ws) 3000 if (ws)
3172 { 3001 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3173 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3174 { 3002 {
3175 retval |= CAN_APPLY_UNAPPLY; 3003 retval |= CAN_APPLY_UNAPPLY;
3176 continue; 3004 continue;
3177 } 3005 }
3178 }
3179 3006
3180 tmp1 = get_item_from_body_location (who->inv, i); 3007 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3181 if (!tmp1) 3008 if (!tmp1)
3182 { 3009 {
3183#if 0 3010#if 0
3184 /* This is sort of an error, but happens a lot when old players 3011 /* This is sort of an error, but happens a lot when old players
3185 * join in with more stuff equipped than they are now allowed. 3012 * join in with more stuff equipped than they are now allowed.
3193 /* need to unapply something. However, if this something 3020 /* need to unapply something. However, if this something
3194 * is different than we had found before, it means they need 3021 * is different than we had found before, it means they need
3195 * to apply multiple objects 3022 * to apply multiple objects
3196 */ 3023 */
3197 retval |= CAN_APPLY_UNAPPLY; 3024 retval |= CAN_APPLY_UNAPPLY;
3025
3198 if (!tmp) 3026 if (!tmp)
3199 tmp = tmp1; 3027 tmp = tmp1;
3200 else if (tmp != tmp1) 3028 else if (tmp != tmp1)
3201 {
3202 retval |= CAN_APPLY_UNAPPLY_MULT; 3029 retval |= CAN_APPLY_UNAPPLY_MULT;
3203 } 3030
3204 /* This object isn't using up all the slots, so there must 3031 /* This object isn't using up all the slots, so there must
3205 * be another. If so, and it the new item doesn't need all 3032 * be another. If so, and it the new item doesn't need all
3206 * the slots, the player then has a choice. 3033 * the slots, the player then has a choice.
3207 */ 3034 */
3208 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3035 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3036 && abs (op->slot[i].info) < who->slot[i].info)
3209 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3037 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3210 3038
3211 /* Does unequippint 'tmp1' free up enough slots for this to be 3039 /* Does unequippint 'tmp1' free up enough slots for this to be
3212 * equipped? If not, there must be something else to unapply. 3040 * equipped? If not, there must be something else to unapply.
3213 */ 3041 */
3214 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3042 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3215 retval |= CAN_APPLY_UNAPPLY_MULT; 3043 retval |= CAN_APPLY_UNAPPLY_MULT;
3216
3217 } 3044 }
3218 } /* if not enough free slots */ 3045 } /* if not enough free slots */
3219 } /* if this object uses location i */ 3046 } /* if this object uses location i */
3220 } /* for i -> num_body_locations loop */ 3047 } /* for i -> num_body_locations loop */
3221 3048
3226 * and weapons all use the same slot. Similar for horn/rod/wand - they 3053 * and weapons all use the same slot. Similar for horn/rod/wand - they
3227 * all use the same location. 3054 * all use the same location.
3228 */ 3055 */
3229 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3056 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3230 retval |= CAN_APPLY_RESTRICTION; 3057 retval |= CAN_APPLY_RESTRICTION;
3058
3231 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3059 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3232 retval |= CAN_APPLY_RESTRICTION; 3060 retval |= CAN_APPLY_RESTRICTION;
3233 3061
3234
3235 if (who->type != PLAYER) 3062 if (who->type != PLAYER)
3236 { 3063 {
3237 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3064 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3238 retval |= CAN_APPLY_RESTRICTION; 3065 retval |= CAN_APPLY_RESTRICTION;
3066
3239 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3067 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3240 retval |= CAN_APPLY_RESTRICTION; 3068 retval |= CAN_APPLY_RESTRICTION;
3069
3241 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3070 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3242 retval |= CAN_APPLY_RESTRICTION; 3071 retval |= CAN_APPLY_RESTRICTION;
3072
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3073 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3244 retval |= CAN_APPLY_RESTRICTION; 3074 retval |= CAN_APPLY_RESTRICTION;
3245 } 3075 }
3076
3246 return retval; 3077 return retval;
3247} 3078}
3248
3249
3250 3079
3251/** 3080/**
3252 * who is the object using the object. It can be a monster. 3081 * who is the object using the object. It can be a monster.
3253 * op is the object they are using. op is an equipment type item, 3082 * op is the object they are using. op is an equipment type item,
3254 * eg, one which you put on and keep on for a while, and not something 3083 * eg, one which you put on and keep on for a while, and not something
3263 * AP_UNAPPLY=always unapply). 3092 * AP_UNAPPLY=always unapply).
3264 * 3093 *
3265 * Optional flags: 3094 * Optional flags:
3266 * AP_NO_MERGE: don't merge an unapplied object with other objects 3095 * AP_NO_MERGE: don't merge an unapplied object with other objects
3267 * AP_IGNORE_CURSE: unapply cursed items 3096 * AP_IGNORE_CURSE: unapply cursed items
3097 * AP_NO_READY: do not ready skills when applying skill tools
3268 * 3098 *
3269 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3099 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3270 * 3100 *
3271 * apply_special() doesn't check for unpaid items. 3101 * apply_special() doesn't check for unpaid items.
3272 */ 3102 */
3103
3104#define LACK_ITEM_POWER \
3105 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3106
3273int 3107int
3274apply_special (object *who, object *op, int aflags) 3108apply_special (object *who, object *op, int aflags)
3275{ 3109{
3276 int basic_flag = aflags & AP_BASIC_FLAGS; 3110 int basic_flag = aflags & AP_BASIC_FLAGS;
3277 object *tmp, *tmp2, *skop = NULL; 3111 object *tmp, *tmp2, *skop = NULL;
3278 int i;
3279 3112
3280 if (who == NULL) 3113 if (who == NULL)
3281 { 3114 {
3282 LOG (llevError, "apply_special() from object without environment.\n"); 3115 LOG (llevError, "apply_special() from object without environment.\n");
3283 return 1; 3116 return 1;
3293 if (basic_flag == AP_APPLY) 3126 if (basic_flag == AP_APPLY)
3294 return 0; 3127 return 0;
3295 3128
3296 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3129 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3297 { 3130 {
3298 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3131 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3299 return 1; 3132 return 1;
3300 } 3133 }
3134
3301 return unapply_special (who, op, aflags); 3135 return unapply_special (who, op, aflags);
3302 } 3136 }
3303 3137
3304 if (basic_flag == AP_UNAPPLY) 3138 if (basic_flag == AP_UNAPPLY)
3305 return 0; 3139 return 0;
3306 3140
3307 i = can_apply_object (who, op); 3141 // if the item is combat/ranged, wield the relevant slot first
3142 // to resolve conflicts.
3143 if (player *pl = who->contr)
3144 switch (op->slottype ())
3145 {
3146 case slot_combat: who->change_weapon (pl->combat_ob); break;
3147 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3148 }
3149
3150 splay (op);
3308 3151
3309 /* Can't just apply this object. Lets see what not and what to do */ 3152 /* Can't just apply this object. Lets see what not and what to do */
3310 if (i) 3153 if (int i = can_apply_object (who, op))
3311 { 3154 {
3312 if (i & CAN_APPLY_NEVER) 3155 if (i & CAN_APPLY_NEVER)
3313 { 3156 {
3314 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3157 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3315 return 1; 3158 return 1;
3316 } 3159 }
3317 else if (i & CAN_APPLY_RESTRICTION) 3160 else if (i & CAN_APPLY_RESTRICTION)
3318 { 3161 {
3319 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3162 who->failmsg (format (
3163 "You have a prohibition against using a %s. "
3164 "H<Your belief, profession or class prevents you from applying this item.>",
3165 query_name (op)
3166 ));
3320 return 1; 3167 return 1;
3321 } 3168 }
3169
3322 if (who->type != PLAYER) 3170 if (who->type != PLAYER)
3323 { 3171 {
3324 /* Some error, so don't try to equip something more */ 3172 /* Some error, so don't try to equip something more */
3325 if (unapply_for_ob (who, op, aflags)) 3173 if (unapply_for_ob (who, op, aflags))
3326 return 1; 3174 return 1;
3327 } 3175 }
3328 else 3176 else
3329 { 3177 {
3330 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3178 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3331 { 3179 {
3332 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3180 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3333 unapply_for_ob (who, op, AP_PRINT); 3181 unapply_for_ob (who, op, AP_PRINT);
3334 return 1; 3182 return 1;
3335 } 3183 }
3336 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3184 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3337 {
3338 i = unapply_for_ob (who, op, aflags); 3185 if (unapply_for_ob (who, op, aflags))
3339 if (i)
3340 return 1; 3186 return 1;
3341 } 3187 }
3342 }
3343 } 3188 }
3189
3344 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3190 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3345 { 3191 {
3346 skop = find_skill_by_name (who, op->skill); 3192 skop = find_skill_by_name (who, op->skill);
3193
3347 if (!skop) 3194 if (!skop)
3348 { 3195 {
3349 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3196 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3350 return 1; 3197 return 1;
3351 } 3198 }
3352 else 3199 else
3353 {
3354 /* While experience will be credited properly, we want to change the 3200 /* While experience will be credited properly, we want to change the
3355 * skill so that the dam and wc get updated 3201 * skill so that the dam and wc get updated
3356 */ 3202 */
3357 change_skill (who, skop, 0); 3203 who->change_skill (skop);
3358 }
3359 }
3360
3361 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3362 { 3204 }
3363 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3205
3206 if (who->type == PLAYER
3207 && op->item_power
3208 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3209 {
3210 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3364 return 1; 3211 return 1;
3365 } 3212 }
3366
3367 3213
3368 /* Ok. We are now at the state where we can apply the new object. 3214 /* Ok. We are now at the state where we can apply the new object.
3369 * Note that we don't have the checks for can_use_... 3215 * Note that we don't have the checks for can_use_...
3370 * below - that is already taken care of by can_apply_object. 3216 * below - that is already taken care of by can_apply_object.
3371 */ 3217 */
3372
3373
3374 if (op->nrof > 1) 3218 if (op->nrof > 1)
3375 tmp = get_split_ob (op, op->nrof - 1); 3219 tmp = get_split_ob (op, op->nrof - 1);
3376 else 3220 else
3377 tmp = NULL; 3221 tmp = 0;
3378 3222
3379 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3223 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3380 return RESULT_INT (0); 3224 return RESULT_INT (0);
3381 3225
3382 switch (op->type) 3226 switch (op->type)
3383 { 3227 {
3384 case WEAPON: 3228 case WEAPON:
3385 if (!check_weapon_power (who, op->last_eat)) 3229 if (!check_weapon_power (who, op->last_eat))
3386 { 3230 {
3387 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3231 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3388 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3232
3389 if (tmp != NULL) 3233 if (tmp)
3390 (void) insert_ob_in_ob (tmp, who); 3234 insert_ob_in_ob (tmp, who);
3235
3391 return 1; 3236 return 1;
3392 } 3237 }
3238
3239 //TODO: this obviously fails for players using a shorter prefix
3240 // i.e. "R" can use Ragnarok's sword.
3393 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3241 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3394 { 3242 {
3395 /* if the weapon does not have the name as the character, can't use it. */ 3243 /* if the weapon does not have the name as the character, can't use it. */
3396 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3244 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3397 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3245 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3246
3398 if (tmp != NULL) 3247 if (tmp)
3399 (void) insert_ob_in_ob (tmp, who); 3248 insert_ob_in_ob (tmp, who);
3249
3400 return 1; 3250 return 1;
3401 } 3251 }
3252
3253 if (!skop)
3254 {
3255 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3256 return 1;
3257 }
3258
3402 SET_FLAG (op, FLAG_APPLIED); 3259 SET_FLAG (op, FLAG_APPLIED);
3403
3404 if (skop)
3405 change_skill (who, skop, 1); 3260 who->change_skill (skop);
3406 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3261
3262 if (who->contr)
3263 who->change_weapon (who->contr->combat_ob = op);
3264
3265 who->statusmsg (format ("You wield %s.", query_name (op)));
3266
3407 SET_FLAG (who, FLAG_READY_WEAPON); 3267 SET_FLAG (who, FLAG_READY_WEAPON);
3408
3409 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3410
3411 (void) change_abil (who, op); 3268 change_abil (who, op);
3412 break; 3269 break;
3413 3270
3414 case ARMOUR: 3271 case ARMOUR:
3415 case HELMET: 3272 case HELMET:
3416 case SHIELD: 3273 case SHIELD:
3420 case BRACERS: 3277 case BRACERS:
3421 case CLOAK: 3278 case CLOAK:
3422 case RING: 3279 case RING:
3423 case AMULET: 3280 case AMULET:
3424 SET_FLAG (op, FLAG_APPLIED); 3281 SET_FLAG (op, FLAG_APPLIED);
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3282 who->statusmsg (format ("You wear %s.", query_name (op)));
3426 (void) change_abil (who, op); 3283 change_abil (who, op);
3427 break; 3284 break;
3285
3428 case LAMP: 3286 case LAMP:
3429 if (op->stats.food < 1) 3287 if (op->stats.food < 1)
3430 { 3288 {
3431 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3289 who->failmsg (format (
3290 "Your %s is out of fuel! "
3291 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3292 &op->name
3293 ));
3432 return 1; 3294 return 1;
3433 } 3295 }
3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3296
3297 who->statusmsg (format ("You turn on your %s.", &op->name));
3298
3435 tmp2 = arch_to_object (op->other_arch); 3299 tmp2 = arch_to_object (op->other_arch);
3436 tmp2->stats.food = op->stats.food; 3300 tmp2->stats.food = op->stats.food;
3437 SET_FLAG (tmp2, FLAG_APPLIED); 3301 SET_FLAG (tmp2, FLAG_APPLIED);
3302
3438 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3303 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3439 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3304 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3305
3440 insert_ob_in_ob (tmp2, who); 3306 insert_ob_in_ob (tmp2, who);
3441 3307
3442 /* Remove the old lantern */ 3308 /* Remove the old lantern */
3443 if (who->type == PLAYER) 3309 if (who->type == PLAYER)
3444 esrv_del_item (who->contr, op->count); 3310 esrv_del_item (who->contr, op->count);
3445 3311
3446 op->destroy (); 3312 op->destroy ();
3447 3313
3448 /* insert the portion that was split off */ 3314 /* insert the portion that was split off */
3449 if (tmp != NULL) 3315 if (tmp)
3450 { 3316 {
3451 (void) insert_ob_in_ob (tmp, who); 3317 insert_ob_in_ob (tmp, who);
3452 if (who->type == PLAYER) 3318 if (who->type == PLAYER)
3453 esrv_send_item (who, tmp); 3319 esrv_send_item (who, tmp);
3454 } 3320 }
3321
3455 who->update_stats (); 3322 who->update_stats ();
3323
3456 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3324 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3457 {
3458 if (who->type == PLAYER) 3325 if (who->type == PLAYER)
3459 { 3326 {
3460 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3327 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3461 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3328 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3462 } 3329 }
3463 } 3330
3464 if (who->type == PLAYER) 3331 if (who->type == PLAYER)
3465 esrv_send_item (who, tmp2); 3332 esrv_send_item (who, tmp2);
3333
3466 return 0; 3334 return 0;
3335
3336 case SKILL_TOOL:
3337 // applying a skill tool also readies the skill
3338 SET_FLAG (op, FLAG_APPLIED);
3339
3340 if (!(aflags & AP_NO_READY))
3341 {
3342 skop = find_skill_by_name (who, op->skill);
3343 if (!skop->flag [FLAG_APPLIED])
3344 apply_special (who, skop, AP_APPLY);
3345 }
3467 break; 3346 break;
3468 3347
3469 /* this part is needed for skill-tools */
3470 case SKILL: 3348 case SKILL:
3471 case SKILL_TOOL: 3349 if (player *pl = who->contr)
3472 if (who->chosen_skill)
3473 { 3350 {
3474 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3351 if (IS_COMBAT_SKILL (op->subtype))
3475 return 1;
3476 }
3477 if (who->type == PLAYER)
3478 { 3352 {
3479 who->contr->shoottype = range_skill; 3353 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3480 who->contr->ranges[range_skill] = op; 3354 {
3355 for (object *item = who->inv; item; item = item->below)
3356 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3357 {
3358 if (item->skill == op->skill)
3359 {
3360 who->change_weapon (pl->combat_ob = item);
3361 goto found_weapon;
3362 }
3363 }
3364
3365 who->failmsg (format (
3366 "You need to apply a '%s' melee weapon before readying this skill. "
3367 "H<Some skills need an item, in this case a melee weapon, to function.>",
3368 &op->skill
3369 ));
3370 return 1;
3371
3372 found_weapon:;
3373 }
3374 else
3375 who->change_weapon (pl->combat_ob = op);
3376 }
3377 else if (IS_RANGED_SKILL (op->subtype))
3378 {
3379 if (skill_flags [op->subtype] & SF_NEED_BOW)
3380 {
3381 for (object *item = who->inv; item; item = item->below)
3382 if (item->type == BOW && item->flag [FLAG_APPLIED])
3383 {
3384 //TODO: bows should/must all have skill missile weapon right now
3385 who->change_weapon (pl->ranged_ob = item);
3386 goto found_bow;
3387 }
3388
3389 who->failmsg (
3390 "You need to apply a missile weapon before readying this skill. "
3391 "H<Some skills need an item, in this case a missile weapon, to function.>"
3392 );
3393 return 1;
3394
3395 found_bow:;
3396 }
3397 else
3398 who->change_weapon (pl->ranged_ob = op);
3399 }
3400
3481 if (!op->invisible) 3401 if (!op->invisible)
3482 { 3402 {
3483 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3403 who->statusmsg (format (
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3404 "You ready %s."
3405 "You can now use the skill: %s.",
3406 query_name (op),
3407 &op->skill
3408 ));
3485 } 3409 }
3486 else 3410 else
3487 {
3488 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3411 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3489 }
3490 } 3412 }
3413 else
3414 {
3491 SET_FLAG (op, FLAG_APPLIED); 3415 SET_FLAG (op, FLAG_APPLIED);
3492 (void) change_abil (who, op); 3416 change_abil (who, op);
3493 who->chosen_skill = op; 3417 who->chosen_skill = op;
3494 SET_FLAG (who, FLAG_READY_SKILL); 3418 SET_FLAG (who, FLAG_READY_SKILL);
3419 }
3420
3495 break; 3421 break;
3496 3422
3497 case BOW: 3423 case BOW:
3498 if (!check_weapon_power (who, op->last_eat)) 3424 if (!check_weapon_power (who, op->last_eat))
3499 { 3425 {
3500 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3426 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3501 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3427
3502 if (tmp != NULL) 3428 if (tmp)
3503 (void) insert_ob_in_ob (tmp, who); 3429 insert_ob_in_ob (tmp, who);
3430
3504 return 1; 3431 return 1;
3505 } 3432 }
3433
3506 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3434 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3507 { 3435 {
3508 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3436 who->failmsg ("The weapon does not recognize you as its owner. "
3437 "H<Its name indicates that it belongs to somebody else.>");
3509 if (tmp != NULL) 3438 if (tmp)
3510 (void) insert_ob_in_ob (tmp, who); 3439 insert_ob_in_ob (tmp, who);
3440
3511 return 1; 3441 return 1;
3512 } 3442 }
3443
3513 /*FALLTHROUGH*/ case WAND: 3444 /*FALLTHROUGH*/
3445 case WAND:
3514 case ROD: 3446 case ROD:
3515 case HORN: 3447 case HORN:
3516 /* check for skill, alter player status */ 3448 /* check for skill, alter player status */
3449
3450 if (!skop)
3451 {
3452 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3453 return 1;
3454 }
3455
3517 SET_FLAG (op, FLAG_APPLIED); 3456 SET_FLAG (op, FLAG_APPLIED);
3518 if (skop)
3519 change_skill (who, skop, 0); 3457 who->change_skill (skop);
3520 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3521 3458
3522 if (who->type == PLAYER) 3459 if (who->contr)
3523 { 3460 {
3461 who->contr->ranged_ob = op;
3462
3463 who->statusmsg (format ("You ready %s.", query_name (op)));
3464
3524 if (op->type == BOW) 3465 if (op->type == BOW)
3525 { 3466 {
3467 who->current_weapon = op;
3526 (void) change_abil (who, op); 3468 change_abil (who, op);
3527 new_draw_info_format (NDI_UNIQUE, 0, who,
3528 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3469 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3529 who->contr->shoottype = range_bow;
3530 }
3531 else
3532 {
3533 who->contr->shoottype = range_misc;
3534 } 3470 }
3535 } 3471 }
3536 else 3472 else
3537 { 3473 {
3538 if (op->type == BOW) 3474 if (op->type == BOW)
3539 SET_FLAG (who, FLAG_READY_BOW); 3475 SET_FLAG (who, FLAG_READY_BOW);
3540 else 3476 else
3541 SET_FLAG (who, FLAG_READY_RANGE); 3477 SET_FLAG (who, FLAG_READY_RANGE);
3542 } 3478 }
3479
3543 break; 3480 break;
3544 3481
3545 case BUILDER: 3482 case BUILDER:
3546 if (who->contr->ranges[range_builder]) 3483 if (who->type == PLAYER)
3484 {
3485 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3486 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3547 unapply_special (who, who->contr->ranges[range_builder], 0); 3487 unapply_special (who, who->contr->ranged_ob, 0);
3548 who->contr->shoottype = range_builder; 3488
3489 who->statusmsg (format ("You ready your %s.", query_name (op)));
3490
3549 who->contr->ranges[range_builder] = op; 3491 who->contr->ranged_ob = op;
3550 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3492 }
3551 break; 3493 break;
3552 3494
3553 default: 3495 default:
3554 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3496 who->statusmsg (format ("You apply %s.", query_name (op)));
3555 } /* end of switch op->type */ 3497 }
3556 3498
3557 SET_FLAG (op, FLAG_APPLIED); 3499 SET_FLAG (op, FLAG_APPLIED);
3558 3500
3559 if (tmp != NULL) 3501 if (tmp)
3560 tmp = insert_ob_in_ob (tmp, who); 3502 tmp = insert_ob_in_ob (tmp, who);
3561 3503
3562 who->update_stats (); 3504 who->update_stats ();
3563 3505
3564 /* We exclude spell casting objects. The fire code will set the 3506 /* We exclude spell casting objects. The fire code will set the
3567 */ 3509 */
3568 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3510 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3569 SET_FLAG (op, FLAG_BEEN_APPLIED); 3511 SET_FLAG (op, FLAG_BEEN_APPLIED);
3570 3512
3571 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3513 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3572 {
3573 if (who->type == PLAYER) 3514 if (who->type == PLAYER)
3574 { 3515 {
3575 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3516 who->failmsg (
3517 "Oops, it feels deadly cold! "
3518 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3519 );
3576 SET_FLAG (op, FLAG_KNOWN_CURSED); 3520 SET_FLAG (op, FLAG_KNOWN_CURSED);
3577 } 3521 }
3578 } 3522
3579 if (who->type == PLAYER) 3523 if (who->type == PLAYER)
3580 { 3524 {
3581 /* if multiple objects were applied, update both slots */ 3525 /* if multiple objects were applied, update both slots */
3582 if (tmp) 3526 if (tmp)
3583 esrv_send_item (who, tmp); 3527 esrv_send_item (who, tmp);
3528
3584 esrv_send_item (who, op); 3529 esrv_send_item (who, op);
3585 } 3530 }
3531
3586 return 0; 3532 return 0;
3587} 3533}
3588
3589 3534
3590int 3535int
3591monster_apply_special (object *who, object *op, int aflags) 3536monster_apply_special (object *who, object *op, int aflags)
3592{ 3537{
3593 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3538 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3594 return 1; 3539 return 1;
3540
3595 return apply_special (who, op, aflags); 3541 return apply_special (who, op, aflags);
3596} 3542}
3597 3543
3598/** 3544/**
3599 * Map was just loaded, handle op's initialisation. 3545 * Map was just loaded, handle op's initialisation.
3637 3583
3638 case TREASURE: 3584 case TREASURE:
3639 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3585 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3640 return 0; 3586 return 0;
3641 3587
3642 while ((op->stats.hp--) > 0) 3588 while (op->stats.hp-- > 0)
3643 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3589 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3644 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3590 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3645 3591
3646 /* If we generated an object and put it in this object inventory, 3592 /* If we generated an object and put it in this object inventory,
3647 * move it to the parent object as the current object is about 3593 * move it to the parent object as the current object is about
3664 } 3610 }
3665 return tmp ? 1 : 0; 3611 return tmp ? 1 : 0;
3666} 3612}
3667 3613
3668/** 3614/**
3669 * fix_auto_apply goes through the entire map (only the first time 3615 * fix_auto_apply goes through the entire map every time a map
3670 * when an original map is loaded) and performs special actions for 3616 * is loaded or swapped in and performs special actions for
3671 * certain objects (most initialization of chests and creation of 3617 * certain objects (most initialization of chests and creation of
3672 * treasures and stuff). Calls auto_apply if appropriate. 3618 * treasures and stuff). Calls auto_apply if appropriate.
3673 */ 3619 */
3674void 3620void
3675fix_auto_apply (maptile *m) 3621maptile::fix_auto_apply ()
3676{ 3622{
3677 object *tmp, *above = NULL; 3623 if (!spaces)
3678 int x, y;
3679
3680 if (m == NULL)
3681 return; 3624 return;
3682 3625
3683 for (x = 0; x < MAP_WIDTH (m); x++) 3626 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3684 for (y = 0; y < MAP_HEIGHT (m); y++) 3627 for (object *tmp = ms->bot; tmp; )
3685 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
3686 { 3628 {
3687 above = tmp->above; 3629 object *above = tmp->above;
3688 3630
3689 if (tmp->inv) 3631 if (tmp->inv)
3690 { 3632 {
3691 object *invtmp, *invnext; 3633 object *invtmp, *invnext;
3692 3634
3693 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3635 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3694 { 3636 {
3695 invnext = invtmp->below; 3637 invnext = invtmp->below;
3696 3638
3697 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3639 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3698 auto_apply (invtmp); 3640 auto_apply (invtmp);
3699 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3641 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3700 { 3642 {
3701 while ((invtmp->stats.hp--) > 0) 3643 while ((invtmp->stats.hp--) > 0)
3702 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3644 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3703 3645
3704 invtmp->randomitems = NULL; 3646 invtmp->randomitems = NULL;
3705 } 3647 }
3706 else if (invtmp && invtmp->arch 3648 else if (invtmp && invtmp->arch
3707 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3649 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3708 { 3650 {
3709 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3651 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3710 /* Need to clear this so that we never try to create 3652 /* Need to clear this so that we never try to create
3711 * treasure again for this object 3653 * treasure again for this object
3712 */ 3654 */
3713 invtmp->randomitems = NULL; 3655 invtmp->randomitems = NULL;
3714 } 3656 }
3715 } 3657 }
3716 /* This is really temporary - the code at the bottom will 3658 /* This is really temporary - the code at the bottom will
3717 * also set randomitems to null. The problem is there are bunches 3659 * also set randomitems to null. The problem is there are bunches
3718 * of maps/players already out there with items that have spells 3660 * of maps/players already out there with items that have spells
3719 * which haven't had the randomitems set to null yet. 3661 * which haven't had the randomitems set to null yet.
3720 * MSW 2004-05-13 3662 * MSW 2004-05-13
3721 * 3663 *
3722 * And if it's a spellbook, it's better to set randomitems to NULL too, 3664 * And if it's a spellbook, it's better to set randomitems to NULL too,
3723 * else you get two spells in the book ^_- 3665 * else you get two spells in the book ^_-
3724 * Ryo 2004-08-16 3666 * Ryo 2004-08-16
3725 */ 3667 */
3726 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3668 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3727 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3669 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3728 tmp->randomitems = NULL;
3729
3730 }
3731
3732 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3733 auto_apply (tmp);
3734 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3735 {
3736 while ((tmp->stats.hp--) > 0)
3737 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3738 tmp->randomitems = NULL; 3670 tmp->randomitems = NULL;
3671
3739 } 3672 }
3673
3674 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3675 auto_apply (tmp);
3676 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3677 {
3678 while ((tmp->stats.hp--) > 0)
3679 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3680 tmp->randomitems = NULL;
3681 }
3740 else if (tmp->type == TIMED_GATE) 3682 else if (tmp->type == TIMED_GATE)
3741 { 3683 {
3742 object *head = tmp->head != NULL ? tmp->head : tmp; 3684 object *head = tmp->head != NULL ? tmp->head : tmp;
3743 3685
3744 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3686 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3745 {
3746 tmp->speed = 0; 3687 tmp->set_speed (0);
3747 update_ob_speed (tmp);
3748 }
3749 } 3688 }
3750 /* This function can be called everytime a map is loaded, even when 3689 /* This function can be called everytime a map is loaded, even when
3751 * swapping back in. As such, we don't want to create the treasure 3690 * swapping back in. As such, we don't want to create the treasure
3752 * over and ove again, so after we generate the treasure, blank out 3691 * over and ove again, so after we generate the treasure, blank out
3753 * randomitems so if it is swapped in again, it won't make anything. 3692 * randomitems so if it is swapped in again, it won't make anything.
3754 * This is a problem for the above objects, because they have counters 3693 * This is a problem for the above objects, because they have counters
3755 * which say how many times to make the treasure. 3694 * which say how many times to make the treasure.
3756 */ 3695 */
3757 else if (tmp && tmp->arch && tmp->type != PLAYER 3696 else if (tmp && tmp->arch && tmp->type != PLAYER
3758 && tmp->type != TREASURE && tmp->type != SPELL 3697 && tmp->type != TREASURE && tmp->type != SPELL
3759 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3698 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3760 { 3699 {
3761 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3700 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3762 tmp->randomitems = NULL; 3701 tmp->randomitems = NULL;
3763 } 3702 }
3703
3704 // close all containers
3705 else if (tmp->type == CONTAINER)
3706 tmp->flag [FLAG_APPLIED] = 0;
3707
3708 tmp = above;
3764 } 3709 }
3765 3710
3766 for (x = 0; x < MAP_WIDTH (m); x++) 3711 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3767 for (y = 0; y < MAP_HEIGHT (m); y++) 3712 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3768 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
3769 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3713 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3770 check_trigger (tmp, tmp->above); 3714 check_trigger (tmp, tmp->above);
3771} 3715}
3772 3716
3773/** 3717/**
3774 * Handles player eating food that temporarily changes status (resistances, stats). 3718 * Handles player eating food that temporarily changes status (resistances, stats).
3775 * This used to call cast_change_attr(), but 3719 * This used to call cast_change_attr(), but
3776 * that doesn't work with the new spell code. Since we know what 3720 * that doesn't work with the new spell code. Since we know what
3777 * the food changes, just grab a force and use that instead. 3721 * the food changes, just grab a force and use that instead.
3778 */ 3722 */
3779
3780void 3723void
3781eat_special_food (object *who, object *food) 3724eat_special_food (object *who, object *food)
3782{ 3725{
3783 object *force; 3726 object *force;
3784 int i, did_one = 0; 3727 int i, did_one = 0;
3785 sint8 k;
3786 3728
3787 force = get_archetype (FORCE_NAME); 3729 force = get_archetype (FORCE_NAME);
3788 3730
3789 for (i = 0; i < NUM_STATS; i++) 3731 for (i = 0; i < NUM_STATS; i++)
3790 { 3732 if (sint8 k = food->stats.stat (i))
3791 k = get_attr_value (&food->stats, i);
3792 if (k)
3793 { 3733 {
3794 set_attr_value (&force->stats, i, k); 3734 force->stats.stat (i) = k;
3795 did_one = 1; 3735 did_one = 1;
3796 } 3736 }
3797 }
3798 3737
3799 /* check if we can protect the eater */ 3738 /* check if we can protect the eater */
3800 for (i = 0; i < NROFATTACKS; i++) 3739 for (i = 0; i < NROFATTACKS; i++)
3801 { 3740 {
3802 if (food->resist[i] > 0) 3741 if (food->resist[i] > 0)
3806 } 3745 }
3807 } 3746 }
3808 3747
3809 if (did_one) 3748 if (did_one)
3810 { 3749 {
3811 force->speed = 0.1; 3750 force->set_speed (0.1);
3812 update_ob_speed (force);
3813 /* bigger morsel of food = longer effect time */ 3751 /* bigger morsel of food = longer effect time */
3814 force->duration = food->stats.food / 5; 3752 force->duration = food->stats.food / 5;
3815 SET_FLAG (force, FLAG_APPLIED); 3753 SET_FLAG (force, FLAG_APPLIED);
3816 change_abil (who, force); 3754 change_abil (who, force);
3817 insert_ob_in_ob (force, who); 3755 insert_ob_in_ob (force, who);
3822 /* check for hp, sp change */ 3760 /* check for hp, sp change */
3823 if (food->stats.hp != 0) 3761 if (food->stats.hp != 0)
3824 { 3762 {
3825 if (QUERY_FLAG (food, FLAG_CURSED)) 3763 if (QUERY_FLAG (food, FLAG_CURSED))
3826 { 3764 {
3827 strcpy (who->contr->killer, food->name); 3765 assign (who->contr->killer, food->name);
3828 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3766 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3829 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3767 who->failmsg ("Eck!...that was poisonous!");
3830 } 3768 }
3831 else 3769 else
3832 { 3770 {
3833 if (food->stats.hp > 0) 3771 if (food->stats.hp > 0)
3834 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3772 who->statusmsg ("You begin to feel better.");
3835 else 3773 else
3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3774 who->failmsg ("Eck!...that was poisonous!");
3775
3837 who->stats.hp += food->stats.hp; 3776 who->stats.hp += food->stats.hp;
3838 } 3777 }
3839 } 3778 }
3840 if (food->stats.sp != 0) 3779 if (food->stats.sp != 0)
3841 { 3780 {
3842 if (QUERY_FLAG (food, FLAG_CURSED)) 3781 if (QUERY_FLAG (food, FLAG_CURSED))
3843 { 3782 {
3844 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3783 who->failmsg ("You are drained of mana!");
3845 who->stats.sp -= food->stats.sp; 3784 who->stats.sp -= food->stats.sp;
3846 if (who->stats.sp < 0) 3785 if (who->stats.sp < 0)
3847 who->stats.sp = 0; 3786 who->stats.sp = 0;
3848 } 3787 }
3849 else 3788 else
3850 { 3789 {
3851 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3790 who->statusmsg ("You feel a rush of magical energy!");
3852 who->stats.sp += food->stats.sp; 3791 who->stats.sp += food->stats.sp;
3853 /* place limit on max sp from food? */ 3792 /* place limit on max sp from food? */
3854 } 3793 }
3855 } 3794 }
3795
3856 who->update_stats (); 3796 who->update_stats ();
3857} 3797}
3858 3798
3859/** 3799/**
3860 * Designed primarily to light torches/lanterns/etc. 3800 * Designed primarily to light torches/lanterns/etc.
3887 } 3827 }
3888 else 3828 else
3889 lighter->stats.food--; 3829 lighter->stats.food--;
3890 } 3830 }
3891 else if (lighter->last_eat) 3831 else if (lighter->last_eat)
3832 {
3892 { /* no charges left in lighter */ 3833 /* no charges left in lighter */
3893 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3834 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3894 return; 3835 return;
3895 } 3836 }
3896 3837
3897 /* Perhaps we should split what we are trying to light on fire? 3838 /* Perhaps we should split what we are trying to light on fire?
3898 * I can't see many times when you would want to light multiple 3839 * I can't see many times when you would want to light multiple
3904 3845
3905 save_throw_object (item, AT_FIRE, who); 3846 save_throw_object (item, AT_FIRE, who);
3906 3847
3907 if (item->destroyed ()) 3848 if (item->destroyed ())
3908 { 3849 {
3909 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3850 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3910 /* Need to update the player so that the players glow radius 3851 /* Need to update the player so that the players glow radius
3911 * gets changed. 3852 * gets changed.
3912 */ 3853 */
3913 if (is_player_env) 3854 if (is_player_env)
3914 who->update_stats (); 3855 who->update_stats ();
3915 } 3856 }
3916 else 3857 else
3917 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3858 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3918 } 3859 }
3919 else /* nothing to light */ 3860 else
3920 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3861 who->failmsg ("You need to mark a lightable object.");
3921
3922} 3862}
3923 3863
3924/** 3864/**
3925 * op made some mistake with a scroll, this takes care of punishment. 3865 * op made some mistake with a scroll, this takes care of punishment.
3926 * scroll_failure()- hacked directly from spell_failure 3866 * scroll_failure()- hacked directly from spell_failure
3933 3873
3934 if (failure <= -1 && failure > -15) 3874 if (failure <= -1 && failure > -15)
3935 { /* wonder */ 3875 { /* wonder */
3936 object *tmp; 3876 object *tmp;
3937 3877
3938 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3878 op->failmsg ("Your spell warps!");
3939 tmp = get_archetype (SPELL_WONDER); 3879 tmp = get_archetype (SPELL_WONDER);
3940 cast_wonder (op, op, 0, tmp); 3880 cast_wonder (op, op, 0, tmp);
3941 tmp->destroy (); 3881 tmp->destroy ();
3942 } 3882 }
3943 else if (failure <= -15 && failure > -35) 3883 else if (failure <= -15 && failure > -35)
3944 { /* drain mana */ 3884 { /* drain mana */
3945 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3885 op->failmsg ("Your mana is drained!");
3946 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3886 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3947 if (op->stats.sp < 0) 3887 if (op->stats.sp < 0)
3948 op->stats.sp = 0; 3888 op->stats.sp = 0;
3949 } 3889 }
3950 else if (settings.spell_failure_effects == TRUE) 3890 else if (settings.spell_failure_effects == TRUE)
3951 { 3891 {
3952 if (failure <= -35 && failure > -60) 3892 if (failure <= -35 && failure > -60)
3953 { /* confusion */ 3893 { /* confusion */
3954 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3894 op->failmsg ("The magic recoils on you!");
3955 confuse_player (op, op, power); 3895 confuse_player (op, op, power);
3956 } 3896 }
3957 else if (failure <= -60 && failure > -70) 3897 else if (failure <= -60 && failure > -70)
3958 { /* paralysis */ 3898 { /* paralysis */
3959 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3899 op->failmsg ("The magic recoils and paralyzes you!");
3960 paralyze_player (op, op, power); 3900 paralyze_player (op, op, power);
3961 } 3901 }
3962 else if (failure <= -70 && failure > -80) 3902 else if (failure <= -70 && failure > -80)
3963 { /* blind */ 3903 { /* blind */
3964 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3904 op->failmsg ("The magic recoils on you!");
3965 blind_player (op, op, power); 3905 blind_player (op, op, power);
3966 } 3906 }
3967 else if (failure <= -80) 3907 else if (failure <= -80)
3968 { /* blast the immediate area */ 3908 { /* blast the immediate area */
3969 object *tmp;
3970
3971 tmp = get_archetype (LOOSE_MANA); 3909 object *tmp = get_archetype (LOOSE_MANA);
3972 cast_magic_storm (op, tmp, power); 3910 cast_magic_storm (op, tmp, power);
3973 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3911 op->failmsg ("You unleash uncontrolled mana!");
3974 tmp->destroy (); 3912 tmp->destroy ();
3975 } 3913 }
3976 } 3914 }
3977} 3915}
3978 3916
3998 */ 3936 */
3999 int i, j; 3937 int i, j;
4000 3938
4001 for (i = 0; i < NUM_STATS; i++) 3939 for (i = 0; i < NUM_STATS; i++)
4002 { 3940 {
4003 sint8 stat = get_attr_value (stats, i); 3941 int race_bonus = pl->arch->stats.stat (i);
4004 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3942 sint8 stat = stats->stat (i) + ns->stat (i);
4005 3943
4006 stat += get_attr_value (ns, i);
4007 if (stat > 20 + race_bonus) 3944 if (stat > 20 + race_bonus)
4008 { 3945 {
4009 excess_stat++; 3946 excess_stat++;
4010 stat = 20 + race_bonus; 3947 stat = 20 + race_bonus;
4011 } 3948 }
4012 set_attr_value (stats, i, stat); 3949
3950 stats->stat (i) = stat;
4013 } 3951 }
4014 3952
4015 for (j = 0; excess_stat > 0 && j < 100; j++) 3953 for (j = 0; excess_stat > 0 && j < 100; j++)
4016 { /* try 100 times to assign excess stats */ 3954 { /* try 100 times to assign excess stats */
4017 int i = rndm (0, 6); 3955 int i = rndm (0, 6);
4018 int stat = get_attr_value (stats, i);
4019 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4020 3956
4021 if (i == CHA) 3957 if (i == CHA)
4022 continue; /* exclude cha from this */ 3958 continue; /* exclude cha from this */
3959
3960 int stat = stats->stat (i);
3961 int race_bonus = pl->arch->stats.stat (i);
4023 if (stat < 20 + race_bonus) 3962 if (stat < 20 + race_bonus)
4024 { 3963 {
4025 change_attr_value (stats, i, 1); 3964 change_attr_value (stats, i, 1);
4026 excess_stat--; 3965 excess_stat--;
4027 } 3966 }
4030 /* insert the randomitems from the change's treasurelist into 3969 /* insert the randomitems from the change's treasurelist into
4031 * the player ref: player.c 3970 * the player ref: player.c
4032 */ 3971 */
4033 if (change->randomitems != NULL) 3972 if (change->randomitems != NULL)
4034 give_initial_items (pl, change->randomitems); 3973 give_initial_items (pl, change->randomitems);
4035
4036 3974
4037 /* set up the face, for some races. */ 3975 /* set up the face, for some races. */
4038 3976
4039 /* first, look for the force object banning 3977 /* first, look for the force object banning
4040 * changing the face. Certain races never change face with class. 3978 * changing the face. Certain races never change face with class.
4085 char got[MAX_BUF]; 4023 char got[MAX_BUF];
4086 int len; 4024 int len;
4087 4025
4088 if (!pl || !transformer) 4026 if (!pl || !transformer)
4089 return; 4027 return;
4028
4090 marked = find_marked_object (pl); 4029 marked = find_marked_object (pl);
4030
4091 if (!marked) 4031 if (!marked)
4092 { 4032 {
4093 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4033 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4094 return; 4034 return;
4095 } 4035 }
4036
4096 if (!marked->slaying) 4037 if (!marked->slaying)
4097 { 4038 {
4098 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4039 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4099 return; 4040 return;
4100 } 4041 }
4042
4101 /* check whether they are compatible or not */ 4043 /* check whether they are compatible or not */
4102 find = strstr (marked->slaying, transformer->arch->name); 4044 find = strstr (marked->slaying, transformer->arch->archname);
4103 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4045 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4104 { 4046 {
4105 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4047 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4106 return; 4048 return;
4107 } 4049 }
4050
4108 find += strlen (transformer->arch->name) + 1; 4051 find += strlen (transformer->arch->archname) + 1;
4109 /* Item can be used, now find how many and what it yields */ 4052 /* Item can be used, now find how many and what it yields */
4110 if (isdigit (*(find))) 4053 if (isdigit (*(find)))
4111 { 4054 {
4112 yield = atoi (find); 4055 yield = atoi (find);
4113 if (yield < 1) 4056 if (yield < 1)
4119 else 4062 else
4120 yield = 1; 4063 yield = 1;
4121 4064
4122 while (isdigit (*find)) 4065 while (isdigit (*find))
4123 find++; 4066 find++;
4067
4124 while (*find == ' ') 4068 while (*find == ' ')
4125 find++; 4069 find++;
4070
4126 memset (got, 0, MAX_BUF); 4071 memset (got, 0, MAX_BUF);
4072
4127 if ((separator = strchr (find, ';')) != NULL) 4073 if ((separator = strchr (find, ';')) != NULL)
4128 {
4129 len = separator - find; 4074 len = separator - find;
4130 }
4131 else 4075 else
4132 {
4133 len = strlen (find); 4076 len = strlen (find);
4134 } 4077
4135 if (len > MAX_BUF - 1) 4078 if (len > MAX_BUF - 1)
4136 len = MAX_BUF - 1; 4079 len = MAX_BUF - 1;
4080
4137 strcpy (got, find); 4081 strcpy (got, find);
4138 got[len] = '\0'; 4082 got[len] = '\0';
4139 4083
4140 /* Now create new item, remove used ones when required. */ 4084 /* Now create new item, remove used ones when required. */
4141 new_item = get_archetype (got); 4085 new_item = get_archetype (got);
4142 if (!new_item) 4086 if (!new_item)
4143 { 4087 {
4144 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4088 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4145 return; 4089 return;
4146 } 4090 }
4147 4091
4148 new_item->nrof = yield; 4092 new_item->nrof = yield;
4093
4149 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4094 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4095
4150 insert_ob_in_ob (new_item, pl); 4096 insert_ob_in_ob (new_item, pl);
4151 esrv_send_inventory (pl, pl); 4097 esrv_send_inventory (pl, pl);
4152 /* Eat up one item */ 4098 /* Eat up one item */
4153 decrease_ob_nr (marked, 1); 4099 decrease_ob_nr (marked, 1);
4100
4154 /* Eat one transformer if needed */ 4101 /* Eat one transformer if needed */
4155 if (transformer->stats.food) 4102 if (transformer->stats.food)
4156 if (--transformer->stats.food == 0) 4103 if (--transformer->stats.food == 0)
4157 decrease_ob_nr (transformer, 1); 4104 decrease_ob_nr (transformer, 1);
4158} 4105}
4106

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