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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.59 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.146 by root, Mon Apr 21 07:07:36 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
23
24#include <cmath>
24 25
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
27#include <spells.h> 28#include <spells.h>
28#include <skills.h> 29#include <skills.h>
30 31
31#include <sproto.h> 32#include <sproto.h>
32 33
33/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
34#include <sounds.h> 35#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 36
39/** 37/**
40 * 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.
41 * 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.
42 */ 40 */
65 { 63 {
66 arch_flag = 1; 64 arch_flag = 1;
67 name_flag = 1; 65 name_flag = 1;
68 race_flag = 1; 66 race_flag = 1;
69 } 67 }
68
70 /* 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,
71 * name or race that matches. 70 * name or race that matches.
72 */ 71 */
73 if ((op->race) && 72 if ((op->race) &&
74 ((!(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)) &&
75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
77 {
78 return 1; 76 return 1;
79 } 77
80 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 79 * of arch, name, or race match.
82 */ 80 */
83 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))) ||
84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
86 {
87 return 1; 84 return 1;
88 } 85
89 return 0; 86 return 0;
90} 87}
91 88
92/** 89/**
93 * 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.
95 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
96 */ 93 */
97static int 94static int
98apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
99{ 96{
100 object *id, *marked; 97 dynbuf_text buf;
101 int success = 0;
102 98
103 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
104 return 0; 100 return 0;
105 101
106 /* 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
107 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
108 */ 104 */
109 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
110 return 0; 106 return 0;
111 107
112 marked = find_marked_object (pl);
113 /* 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
114 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
115 */ 110 */
111 if (object *marked = find_marked_object (pl))
116 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117 { 113 {
118 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
119 { 115 {
120 identify (marked); 116 identify (marked);
121 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));
122 if (marked->msg) 119 if (marked->msg)
123 { 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
124 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
125 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
126 } 123 }
127 return money == NULL;
128 } 124 }
129 }
130 125
131 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
132 { 127 {
133 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
134 { 129 {
135 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
136 { 131 {
137 identify (id); 132 identify (id);
138 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));
139 if (id->msg) 135 if (id->msg)
140 { 136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
141 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
142 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
143 }
144 success = 1;
145 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
146 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
147 break; 140 break;
148 } 141 }
149 else 142 else
150 { 143 {
151 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");
152 break; 145 break;
153 } 146 }
154 } 147 }
155 } 148 }
156 if (!success) 149
157 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
158 return money == NULL; 155 return !money;
159} 156}
160 157
161/** 158/**
162 * 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
163 * matching item. 160 * matching item.
164 **/ 161 **/
165static void 162void
166handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
167{ 164{
168 const char *yield; 165 const char *yield;
169 166
170 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
198 195
199 floor = GET_MAP_OB (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
200 197
201 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)
202 { 199 {
203 if (op->type == PLAYER)
204 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
205 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
206 return 0; 203 return 0;
207 } 204 }
208 205
209 if (op->type == PLAYER) 206 if (op->type == PLAYER)
220 217
221 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
222 { 219 {
223 op->drain_stat (); 220 op->drain_stat ();
224 op->update_stats (); 221 op->update_stats ();
225 decrease_ob (tmp); 222 tmp->decrease ();
226 return 1; 223 return 1;
227 } 224 }
228 225
229 if (!(at = archetype::find (ARCH_DEPLETION))) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
230 { 227 {
231 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
232 return 0; 229 return 0;
233 } 230 }
231
234 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
235 233
236 if (depl) 234 if (depl)
237 { 235 {
238 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
239 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 op->statusmsg (restore_msg[i]);
241 239
242 depl->destroy (); 240 depl->destroy ();
243 op->update_stats (); 241 op->update_stats ();
244 } 242 }
245 else 243 else
246 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 244 op->statusmsg ("Your potion had no effect.");
247 245
248 decrease_ob (tmp); 246 tmp->decrease ();
249 return 1; 247 return 1;
250 } 248 }
251 249
252 /* improvement potion - only for players */ 250 /* improvement potion - only for players */
253 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 251 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
254 { 252 {
255 for (i = 1; i < MIN (11, op->level); i++) 253 for (i = 1; i < MIN (11, op->level); i++)
256 { 254 {
257 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
258 { 256 {
259 if (op->contr->levhp[i] != 1) 257 if (op->contr->levhp[i] != 1)
260 { 258 {
261 op->contr->levhp[i] = 1; 259 op->contr->levhp[i] = 1;
262 break; 260 break;
263 } 261 }
262
264 if (op->contr->levsp[i] != 1) 263 if (op->contr->levsp[i] != 1)
265 { 264 {
266 op->contr->levsp[i] = 1; 265 op->contr->levsp[i] = 1;
267 break; 266 break;
268 } 267 }
268
269 if (op->contr->levgrace[i] != 1) 269 if (op->contr->levgrace[i] != 1)
270 { 270 {
271 op->contr->levgrace[i] = 1; 271 op->contr->levgrace[i] = 1;
272 break; 272 break;
273 } 273 }
277 if (op->contr->levhp[i] < 9) 277 if (op->contr->levhp[i] < 9)
278 { 278 {
279 op->contr->levhp[i] = 9; 279 op->contr->levhp[i] = 9;
280 break; 280 break;
281 } 281 }
282
282 if (op->contr->levsp[i] < 6) 283 if (op->contr->levsp[i] < 6)
283 { 284 {
284 op->contr->levsp[i] = 6; 285 op->contr->levsp[i] = 6;
285 break; 286 break;
286 } 287 }
288
287 if (op->contr->levgrace[i] < 3) 289 if (op->contr->levgrace[i] < 3)
288 { 290 {
289 op->contr->levgrace[i] = 3; 291 op->contr->levgrace[i] = 3;
290 break; 292 break;
291 } 293 }
299 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
300 { 302 {
301 if (got_one) 303 if (got_one)
302 { 304 {
303 op->update_stats (); 305 op->update_stats ();
304 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 306 op->statusmsg ("The Gods smile upon you and remake you "
305 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 307 "a little more in their image. "
306 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 308 "You feel a little more perfect.", NDI_GREEN);
307 } 309 }
308 else 310 else
309 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 311 op->statusmsg ("The potion had no effect - you are already perfect.");
310 } 312 }
311 else 313 else
312 { /* cursed potion */ 314 { /* cursed potion */
313 if (got_one) 315 if (got_one)
314 { 316 {
315 op->update_stats (); 317 op->update_stats ();
316 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 318 op->failmsg ("The Gods are angry and punish you.");
317 } 319 }
318 else 320 else
319 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 321 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
320 } 322 }
321 323
322 decrease_ob (tmp); 324 tmp->decrease ();
323 return 1; 325 return 1;
324 } 326 }
325 327
326 328
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 329 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
333 { 335 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 336 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 { 337 {
336 object *fball; 338 object *fball;
337 339
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 340 op->failmsg ("Yech! Your lungs are on fire!");
341
339 /* Explodes a fireball centered at player */ 342 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL); 343 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 344 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
342 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 345 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
343 fball->x = op->x; 346 fball->x = op->x;
345 insert_ob_in_map (fball, op->map, NULL, 0); 348 insert_ob_in_map (fball, op->map, NULL, 0);
346 } 349 }
347 else 350 else
348 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 351 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
349 352
350 decrease_ob (tmp); 353 tmp->decrease ();
354
351 /* if youre dead, no point in doing this... */ 355 /* if youre dead, no point in doing this... */
352 if (!QUERY_FLAG (op, FLAG_REMOVED)) 356 if (!QUERY_FLAG (op, FLAG_REMOVED))
353 op->update_stats (); 357 op->update_stats ();
358
354 return 1; 359 return 1;
355 } 360 }
356 361
357 /* Deal with protection potions */ 362 /* Deal with protection potions */
358 force = NULL; 363 force = NULL;
360 { 365 {
361 if (tmp->resist[i]) 366 if (tmp->resist[i])
362 { 367 {
363 if (!force) 368 if (!force)
364 force = get_archetype (FORCE_NAME); 369 force = get_archetype (FORCE_NAME);
370
365 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 371 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
366 force->type = POTION_EFFECT; 372 force->type = POTION_EFFECT;
367 break; /* Only need to find one protection since we copy entire batch */ 373 break; /* Only need to find one protection since we copy entire batch */
368 } 374 }
369 } 375 }
376
370 /* This is a protection potion */ 377 /* This is a protection potion */
371 if (force) 378 if (force)
372 { 379 {
373 /* cursed items last longer */ 380 /* cursed items last longer */
374 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 381 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
376 force->stats.food *= 10; 383 force->stats.food *= 10;
377 for (i = 0; i < NROFATTACKS; i++) 384 for (i = 0; i < NROFATTACKS; i++)
378 if (force->resist[i] > 0) 385 if (force->resist[i] > 0)
379 force->resist[i] = -force->resist[i]; /* prot => vuln */ 386 force->resist[i] = -force->resist[i]; /* prot => vuln */
380 } 387 }
388
381 force->speed_left = -1; 389 force->speed_left = -1;
382 force = insert_ob_in_ob (force, op); 390 force = insert_ob_in_ob (force, op);
383 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
384 SET_FLAG (force, FLAG_APPLIED); 392 SET_FLAG (force, FLAG_APPLIED);
385 change_abil (op, force); 393 change_abil (op, force);
386 decrease_ob (tmp); 394 tmp->decrease ();
387 return 1; 395 return 1;
388 } 396 }
389 397
390 /* Only thing left are the stat potions */ 398 /* Only thing left are the stat potions */
391 if (op->type == PLAYER) 399 if (op->type == PLAYER)
392 { /* only for players */ 400 { /* only for players */
393 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 401 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
394 CLEAR_FLAG (tmp, FLAG_APPLIED); 402 CLEAR_FLAG (tmp, FLAG_APPLIED);
395 else 403 else
396 SET_FLAG (tmp, FLAG_APPLIED); 404 SET_FLAG (tmp, FLAG_APPLIED);
405
397 if (!change_abil (op, tmp)) 406 if (!change_abil (op, tmp))
398 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 407 op->statusmsg ("Nothing happened.");
399 } 408 }
400 409
401 /* CLEAR_FLAG is so that if the character has other potions 410 /* CLEAR_FLAG is so that if the character has other potions
402 * that were grouped with the one consumed, his 411 * that were grouped with the one consumed, his
403 * stat will not be raised by them. fix_player just clears 412 * stat will not be raised by them. fix_player just clears
404 * up all the stats. 413 * up all the stats.
405 */ 414 */
406 CLEAR_FLAG (tmp, FLAG_APPLIED); 415 CLEAR_FLAG (tmp, FLAG_APPLIED);
407 op->update_stats (); 416 op->update_stats ();
408 decrease_ob (tmp); 417 op->decrease ();
409 return 1; 418 return 1;
410} 419}
411 420
412/**************************************************************************** 421/****************************************************************************
413 * Weapon improvement code follows 422 * Weapon improvement code follows
419static int 428static int
420check_item (object *op, const char *item) 429check_item (object *op, const char *item)
421{ 430{
422 int count = 0; 431 int count = 0;
423 432
424 433 if (!item)
425 if (item == NULL)
426 return 0; 434 return 0;
427 op = op->below; 435
428 while (op != NULL) 436 for (op = op->below; op; op = op->below)
429 { 437 {
430 if (strcmp (op->arch->name, item) == 0) 438 if (strcmp (op->arch->archname, item) == 0)
431 { 439 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 440 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 441 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 442 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 443 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++; 444 count++;
437 else 445 else
438 count += op->nrof; 446 count += op->nrof;
439 } 447 }
440 } 448 }
441 op = op->below;
442 } 449 }
450
443 return count; 451 return count;
444} 452}
445 453
446/** 454/**
447 * This removes 'nrof' of what item->slaying says to remove. 455 * This removes 'nrof' of what item->slaying says to remove.
455 object *prev; 463 object *prev;
456 464
457 prev = op; 465 prev = op;
458 op = op->below; 466 op = op->below;
459 467
460 while (op != NULL) 468 while (op)
461 { 469 {
462 if (strcmp (op->arch->name, item) == 0) 470 if (strcmp (op->arch->archname, item) == 0)
463 { 471 {
464 if (op->nrof >= nrof) 472 if (op->nrof >= nrof)
465 { 473 {
466 decrease_ob_nr (op, nrof); 474 op->decrease (nrof);
467 return; 475 return;
468 } 476 }
469 else 477 else
470 { 478 {
471 decrease_ob_nr (op, op->nrof); 479 op->decrease (nrof);
472 nrof -= op->nrof; 480 nrof -= op->nrof;
473 } 481 }
482
474 op = prev; 483 op = prev;
475 } 484 }
485
476 prev = op; 486 prev = op;
477 op = op->below; 487 op = op->below;
478 } 488 }
479} 489}
480 490
486 * we return 1 (true) if the player can use the weapon. 496 * we return 1 (true) if the player can use the weapon.
487 */ 497 */
488static int 498static int
489check_weapon_power (const object *who, int improvs) 499check_weapon_power (const object *who, int improvs)
490{ 500{
491
492/* Old code is below (commented out). Basically, since weapons are the only 501/* Old code is below (commented out). Basically, since weapons are the only
493 * object players really have any control to improve, it's a bit harsh to 502 * object players really have any control to improve, it's a bit harsh to
494 * require high level in some combat skill, so we just use overall level. 503 * require high level in some combat skill, so we just use overall level.
495 */ 504 */
496#if 1 505#if 1
537static int 546static int
538check_sacrifice (object *op, const object *improver) 547check_sacrifice (object *op, const object *improver)
539{ 548{
540 int count = 0; 549 int count = 0;
541 550
542 if (improver->slaying != NULL) 551 if (improver->slaying)
543 { 552 {
544 count = check_item (op, improver->slaying); 553 count = check_item (op, improver->slaying);
545 if (count < 1) 554 if (count < 1)
546 { 555 {
547 char buf[200];
548
549 sprintf (buf, "The gods want more %ss", &improver->slaying); 556 op->failmsg (format ("The gods want more %ss", &improver->slaying));
550 new_draw_info (NDI_UNIQUE, 0, op, buf);
551 return 0; 557 return 0;
552 } 558 }
553 } 559 }
554 else 560 else
555 count = 1; 561 count = 1;
558} 564}
559 565
560/** 566/**
561 * Actually improves the weapon, and tells user. 567 * Actually improves the weapon, and tells user.
562 */ 568 */
563int 569static int
564improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 570improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
565{ 571{
566
567 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
568 *stat += sacrifice_count; 572 stat += sacrifice_count;
569 weapon->last_eat++; 573 weapon->last_eat++;
570 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 574 improver->decrease ();
571 decrease_ob (improver);
572 575
573 /* So it updates the players stats and the window */ 576 /* So it updates the players stats and the window */
574 op->update_stats (); 577 op->update_stats ();
578
579 op->statusmsg (format (
580 "Your sacrifice was accepted.\n"
581 "Weapon's bonus to %s improved by %d.",
582 statname, sacrifice_count
583 ));
584
575 return 1; 585 return 1;
576} 586}
577 587
578/* Types of improvements, hidden in the sp field. */ 588/* Types of improvements, hidden in the sp field. */
579#define IMPROVE_PREPARE 1 589#define IMPROVE_PREPARE 1
580#define IMPROVE_DAMAGE 2 590#define IMPROVE_DAMAGE 2
581#define IMPROVE_WEIGHT 3 591#define IMPROVE_WEIGHT 3
582#define IMPROVE_ENCHANT 4 592#define IMPROVE_ENCHANT 4
583#define IMPROVE_STR 5 593#define IMPROVE_STR 5
584#define IMPROVE_DEX 6 594#define IMPROVE_DEX 6
585#define IMPROVE_CON 7 595#define IMPROVE_CON 7
586#define IMPROVE_WIS 8 596#define IMPROVE_WIS 8
587#define IMPROVE_CHA 9 597#define IMPROVE_CHA 9
588#define IMPROVE_INT 10 598#define IMPROVE_INT 10
589#define IMPROVE_POW 11 599#define IMPROVE_POW 11
590
591 600
592/** 601/**
593 * This does the prepare weapon scroll. 602 * This does the prepare weapon scroll.
594 * Checks for sacrifice, and so on. 603 * Checks for sacrifice, and so on.
595 */ 604 */
596
597int 605int
598prepare_weapon (object *op, object *improver, object *weapon) 606prepare_weapon (object *op, object *improver, object *weapon)
599{ 607{
600 int sacrifice_count, i; 608 int sacrifice_count, i;
601 char buf[MAX_BUF]; 609 char buf[MAX_BUF];
602 610
603 if (weapon->level != 0) 611 if (weapon->level != 0)
604 { 612 {
605 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 613 op->failmsg ("Weapon is already prepared!");
606 return 0; 614 return 0;
607 } 615 }
616
608 for (i = 0; i < NROFATTACKS; i++) 617 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i]) 618 if (weapon->resist[i])
610 break; 619 break;
611 620
612 /* If we break out, i will be less than nrofattacks, preventing 621 /* If we break out, i will be less than nrofattacks, preventing
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 624 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 625 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */ 626 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */ 627 weapon->stats.ac) /* AC - only taifu's I think */
619 { 628 {
620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 629 op->failmsg ("You cannot prepare magic weapons. "
630 "H<A weapon is considered magical if it changes regeneration, "
631 "speed or ac.>");
621 return 0; 632 return 0;
622 } 633 }
634
623 sacrifice_count = check_sacrifice (op, improver); 635 sacrifice_count = check_sacrifice (op, improver);
624 if (sacrifice_count <= 0) 636 if (sacrifice_count <= 0)
625 return 0; 637 return 0;
638
626 weapon->level = isqrt (sacrifice_count); 639 weapon->level = isqrt (sacrifice_count);
627 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
628 eat_item (op, improver->slaying, sacrifice_count); 640 eat_item (op, improver->slaying, sacrifice_count);
629 641
630 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 642 op->statusmsg (format (
643 "Your sacrifice was accepted."
644 "Your *%s may be improved %d times.",
645 &weapon->name, weapon->level
646 ));
631 647
632 sprintf (buf, "%s's %s", &op->name, &weapon->name); 648 sprintf (buf, "%s's %s", &op->name, &weapon->name);
633 weapon->name = weapon->name_pl = buf; 649 weapon->name = weapon->name_pl = buf;
634 weapon->nrof = 0; /* prevents preparing n weapons in the same 650 weapon->nrof = 0; /* prevents preparing n weapons in the same
635 slot at once! */ 651 slot at once! */
636 decrease_ob (improver); 652 improver->decrease ();
637 weapon->last_eat = 0; 653 weapon->last_eat = 0;
638 return 1; 654 return 1;
639} 655}
640 656
641 657
654improve_weapon (object *op, object *improver, object *weapon) 670improve_weapon (object *op, object *improver, object *weapon)
655{ 671{
656 int sacrifice_count, sacrifice_needed = 0; 672 int sacrifice_count, sacrifice_needed = 0;
657 673
658 if (improver->stats.sp == IMPROVE_PREPARE) 674 if (improver->stats.sp == IMPROVE_PREPARE)
659 {
660 return prepare_weapon (op, improver, weapon); 675 return prepare_weapon (op, improver, weapon);
661 } 676
662 if (weapon->level == 0) 677 if (weapon->level == 0)
663 { 678 {
664 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 679 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
665 return 0; 680 return 0;
666 } 681 }
682
667 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 683 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
668 { 684 {
669 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 685 op->failmsg ("This weapon cannot be improved any more.");
670 return 0; 686 return 0;
671 } 687 }
688
672 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 689 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
673 { 690 {
674 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 691 op->failmsg ("Improving the weapon will make it too "
675 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 692 "powerful for you to use. Unready it if you "
676 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 693 "really want to improve it.");
677 return 0; 694 return 0;
678 } 695 }
696
679 /* This just increases damage by 5 points, no matter what. No sacrifice 697 /* This just increases damage by 5 points, no matter what. No sacrifice
680 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 698 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
681 * don't put any maximum value on damage - the limit is how much the 699 * don't put any maximum value on damage - the limit is how much the
682 * weapon can be improved. 700 * weapon can be improved.
683 */ 701 */
684 if (improver->stats.sp == IMPROVE_DAMAGE) 702 if (improver->stats.sp == IMPROVE_DAMAGE)
685 { 703 {
686 weapon->stats.dam += 5; 704 weapon->stats.dam += 5;
687 weapon->weight += 5000; /* 5 KG's */ 705 weapon->weight += 5000; /* 5 KG's */
688 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 706 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
689 weapon->last_eat++; 707 weapon->last_eat++;
690 708
691 weapon->item_power++; 709 weapon->item_power++;
692 decrease_ob (improver); 710 improver->decrease ();
693 return 1; 711 return 1;
694 } 712 }
713
695 if (improver->stats.sp == IMPROVE_WEIGHT) 714 if (improver->stats.sp == IMPROVE_WEIGHT)
696 { 715 {
697 /* Reduce weight by 20% */ 716 /* Reduce weight by 20% */
698 weapon->weight = (weapon->weight * 8) / 10; 717 weapon->weight = (weapon->weight * 8) / 10;
699 if (weapon->weight < 1) 718 if (weapon->weight < 1)
700 weapon->weight = 1; 719 weapon->weight = 1;
720
701 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 721 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
702 weapon->last_eat++; 722 weapon->last_eat++;
703 weapon->item_power++; 723 weapon->item_power++;
704 decrease_ob (improver); 724 improver->decrease ();
705 return 1; 725 return 1;
706 } 726 }
707 if (improver->stats.sp == IMPROVE_ENCHANT) 727 if (improver->stats.sp == IMPROVE_ENCHANT)
708 { 728 {
709 weapon->magic++; 729 weapon->magic++;
710 weapon->last_eat++; 730 weapon->last_eat++;
711 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 731 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
712 decrease_ob (improver); 732 improver->decrease ();
713 weapon->item_power++; 733 weapon->item_power++;
714 return 1; 734 return 1;
715 } 735 }
716 736
717 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 737 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
722 sacrifice_needed *= 2; 742 sacrifice_needed *= 2;
723 743
724 sacrifice_count = check_sacrifice (op, improver); 744 sacrifice_count = check_sacrifice (op, improver);
725 if (sacrifice_count < sacrifice_needed) 745 if (sacrifice_count < sacrifice_needed)
726 { 746 {
727 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 747 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
728 return 0; 748 return 0;
729 } 749 }
750
730 eat_item (op, improver->slaying, sacrifice_needed); 751 eat_item (op, improver->slaying, sacrifice_needed);
731 weapon->item_power++; 752 weapon->item_power++;
732 753
733 switch (improver->stats.sp) 754 switch (improver->stats.sp)
734 { 755 {
735 case IMPROVE_STR:
736 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 756 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
737 case IMPROVE_DEX:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 757 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
739 case IMPROVE_CON:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 758 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
741 case IMPROVE_WIS:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 759 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
743 case IMPROVE_CHA:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 760 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
745 case IMPROVE_INT:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 761 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
747 case IMPROVE_POW:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 762 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
749 default: 763 default:
750 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 764 op->failmsg ("Unknown improvement type.");
751 } 765 }
766
752 LOG (llevError, "improve_weapon: Got to end of function\n"); 767 LOG (llevError, "improve_weapon: Got to end of function\n");
753 return 0; 768 return 0;
754} 769}
755 770
756/** 771/**
763{ 778{
764 object *otmp; 779 object *otmp;
765 780
766 if (op->type != PLAYER) 781 if (op->type != PLAYER)
767 return 0; 782 return 0;
783
768 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 784 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
769 { 785 {
770 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 786 op->failmsg ("Something blocks the magic of the scroll!");
771 return 0; 787 return 0;
772 } 788 }
789
773 otmp = find_marked_object (op); 790 otmp = find_marked_object (op);
774 if (!otmp) 791 if (!otmp)
775 { 792 {
776 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 793 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
777 return 0; 794 return 0;
778 } 795 }
796
779 if (otmp->type != WEAPON && otmp->type != BOW) 797 if (otmp->type != WEAPON && otmp->type != BOW)
780 { 798 {
781 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 799 op->failmsg ("Marked item is not a weapon or bow!");
782 return 0; 800 return 0;
783 } 801 }
784 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 802
803 op->statusmsg ("Applied weapon builder.");
804
785 improve_weapon (op, tmp, otmp); 805 improve_weapon (op, tmp, otmp);
786 esrv_send_item (op, otmp); 806 esrv_send_item (op, otmp);
787 return 1; 807 return 1;
788} 808}
789 809
814{ 834{
815 object *tmp; 835 object *tmp;
816 836
817 if (armour->magic >= settings.armor_max_enchant) 837 if (armour->magic >= settings.armor_max_enchant)
818 { 838 {
819 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 839 op->failmsg ("This armour can not be enchanted any further!");
820 return 0; 840 return 0;
821 } 841 }
842
822 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 843 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
823 * etc), so take the easy way out and don't worry about it. 844 * etc), so take the easy way out and don't worry about it.
824 * Note - maybe add scrolls which make the random artifact versions (eg, armour 845 * Note - maybe add scrolls which make the random artifact versions (eg, armour
825 * of gnarg and what not?) 846 * of gnarg and what not?)
826 */ 847 */
827 if (armour->title) 848 if (armour->title)
828 { 849 {
829 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 850 op->failmsg ("This armour will not accept further enchantment.");
830 return 0; 851 return 0;
831 } 852 }
832 853
833 /* Split objects if needed. Can't insert tmp until the 854 /* Split objects if needed. Can't insert tmp until the
834 * end of this function - otherwise it will just re-merge. 855 * end of this function - otherwise it will just re-merge.
835 */ 856 */
836 if (armour->nrof > 1) 857 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
837 tmp = get_split_ob (armour, armour->nrof - 1);
838 else
839 tmp = NULL;
840 858
841 armour->magic++; 859 armour->magic++;
842 860
843 if (!settings.armor_speed_linear) 861 if (!settings.armor_speed_linear)
844 { 862 {
849 { 867 {
850 base = base - (base * settings.armor_speed_improvement) / 100; 868 base = base - (base * settings.armor_speed_improvement) / 100;
851 pow++; 869 pow++;
852 } 870 }
853 871
854 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 872 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
855 } 873 }
856 else 874 else
857 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 875 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
858 876
859 if (!settings.armor_weight_linear) 877 if (!settings.armor_weight_linear)
860 { 878 {
861 int base = 100; 879 int base = 100;
862 int pow = 0; 880 int pow = 0;
865 { 883 {
866 base = base - (base * settings.armor_weight_reduction) / 100; 884 base = base - (base * settings.armor_weight_reduction) / 100;
867 pow++; 885 pow++;
868 } 886 }
869 887
870 armour->weight = (armour->arch->clone.weight * base) / 100; 888 armour->weight = (armour->arch->weight * base) / 100;
871 } 889 }
872 else 890 else
873 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 891 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
874 892
875 if (armour->weight <= 0) 893 if (armour->weight <= 0)
876 { 894 {
877 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 895 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
878 armour->weight = 1; 896 armour->weight = 1;
879 } 897 }
880 898
881 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 899 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
882 900
883 if (op->type == PLAYER) 901 if (op->type == PLAYER)
884 { 902 {
885 esrv_send_item (op, armour); 903 esrv_send_item (op, armour);
886 if (QUERY_FLAG (armour, FLAG_APPLIED)) 904 if (QUERY_FLAG (armour, FLAG_APPLIED))
887 op->update_stats (); 905 op->update_stats ();
888 } 906 }
889 decrease_ob (improver); 907
908 improver->decrease ();
909
890 if (tmp) 910 if (tmp)
891 { 911 {
892 insert_ob_in_ob (tmp, op); 912 insert_ob_in_ob (tmp, op);
893 esrv_send_item (op, tmp); 913 esrv_send_item (op, tmp);
894 } 914 }
915
895 return 1; 916 return 1;
896} 917}
897
898 918
899/* 919/*
900 * convert_item() returns 1 if anything was converted, 0 if the item was not 920 * convert_item() returns 1 if anything was converted, 0 if the item was not
901 * what the converter wants, -1 if the converter is broken. 921 * what the converter wants, -1 if the converter is broken.
902 */ 922 *
903#define CONV_FROM(xyz) xyz->slaying
904#define CONV_TO(xyz) xyz->other_arch
905#define CONV_NR(xyz) xyz->stats.sp
906#define CONV_NEED(xyz) xyz->stats.food
907
908/* Takes one items and makes another. 923 * Takes one type of items and makes another.
909 * converter is the object that is doing the conversion. 924 * converter is the object that is doing the conversion.
910 * item is the object that triggered the converter - if it is not 925 * item is the object that triggered the converter - if it is not
911 * what the converter wants, this will not do anything. 926 * what the converter wants, this will not do anything.
912 */ 927 */
913int 928static int
914convert_item (object *item, object *converter) 929convert_item (object *item, object *converter)
915{ 930{
916 int nr = 0;
917 uint32 price_in; 931 sint64 nr, price_in;
932
933 if (item->flag [FLAG_UNPAID])
934 return 0;
935
936 shstr conv_from = converter->slaying;
937 archetype *conv_to = converter->other_arch;
938 sint64 need = converter->stats.food;
939 sint64 give = converter->stats.sp;
918 940
919 /* We make some assumptions - we assume if it takes money as it type, 941 /* We make some assumptions - we assume if it takes money as it type,
920 * it wants some amount. We don't make change (ie, if something costs 942 * it wants some amount. We don't make change (ie, if something costs
921 * 3 gp and player drops a platinum, tough luck) 943 * 3 gp and player drops a platinum, tough luck)
922 */ 944 */
923 if (!strcmp (CONV_FROM (converter), "money")) 945 if (conv_from == shstr_money)
924 { 946 {
925 int cost;
926
927 if (item->type != MONEY) 947 if (item->type != MONEY)
928 return 0; 948 return 0;
929 949
930 nr = (item->nrof * item->value) / CONV_NEED (converter); 950 nr = sint64 (item->nrof) * item->value / need;
931 if (!nr) 951 if (!nr)
932 return 0; 952 return 0;
933 cost = nr * CONV_NEED (converter) / item->value; 953
934 /* take into account rounding errors */ 954 converter->play_sound (sound_find ("shop_buy"));
935 if (nr * CONV_NEED (converter) % item->value) 955
936 cost++; 956 sint64 cost = (nr * need + item->value - 1) / item->value;
937 decrease_ob_nr (item, cost); 957
958 item->decrease (cost);
938 959
939 price_in = cost * item->value; 960 price_in = cost * item->value;
940 } 961 }
941 else 962 else
942 { 963 {
943 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 964 if (item->type == PLAYER
944 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 965 || conv_from != item->arch->archname
966 || (need && need > (uint16) item->nrof))
945 return 0; 967 return 0;
946 968
947 if (CONV_NEED (converter)) 969 converter->play_sound (sound_find ("convert_item"));
970
971 if (need)
948 { 972 {
949 nr = item->nrof / CONV_NEED (converter); 973 nr = sint64 (item->nrof) / need;
950 decrease_ob_nr (item, nr * CONV_NEED (converter)); 974 item->decrease (nr * need);
951 price_in = nr * CONV_NEED (converter) * item->value; 975 price_in = nr * need * item->value;
952 } 976 }
953 else 977 else
954 { 978 {
955 price_in = item->value; 979 price_in = item->value;
956 item->destroy (); 980 item->destroy ();
957 } 981 }
958 } 982 }
959 983
960 if (converter->inv != NULL) 984 if (converter->inv)
961 { 985 {
962 object *ob; 986 object *ob;
963 int i; 987 int i;
964 object *ob_to_copy; 988 object *ob_to_copy;
965 989
966 /* select random object from inventory to copy */ 990 /* select random object from inventory to copy */
967 ob_to_copy = converter->inv; 991 ob_to_copy = converter->inv;
968 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 992 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
969 {
970 if (rndm (0, i) == 0) 993 if (rndm (0, i) == 0)
971 {
972 ob_to_copy = ob; 994 ob_to_copy = ob;
973 } 995
974 }
975 item = object_create_clone (ob_to_copy); 996 item = object_create_clone (ob_to_copy);
976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 997 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
977 unflag_inv (item, FLAG_IS_A_TEMPLATE); 998 unflag_inv (item, FLAG_IS_A_TEMPLATE);
978 } 999 }
979 else 1000 else
980 { 1001 {
981 if (converter->other_arch == NULL) 1002 if (!conv_to)
982 { 1003 {
983 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 1004 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
984 &converter->name, &converter->map->path, converter->x, converter->y); 1005 &converter->name, &converter->map->path, converter->x, converter->y);
985 return -1; 1006 return -1;
986 } 1007 }
987 1008
988 item = object_create_arch (converter->other_arch); 1009 item = object_create_arch (conv_to);
989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1010 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
990 } 1011 }
991 1012
992 if (CONV_NR (converter)) 1013 if (give)
993 item->nrof = CONV_NR (converter); 1014 item->nrof = give;
1015
994 if (nr) 1016 if (nr)
995 item->nrof *= nr; 1017 item->nrof *= nr;
1018
996 if (is_in_shop (converter)) 1019 if (is_in_shop (converter))
997 SET_FLAG (item, FLAG_UNPAID); 1020 SET_FLAG (item, FLAG_UNPAID);
998 else if (price_in < item->nrof * item->value) 1021 else if (price_in < sint64 (item->nrof) * item->value)
999 { 1022 {
1000 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1023 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1001 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1024 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1002
1003 /** 1025 /**
1004 * elmex: we are going to let the game continue, as the mapcreator 1026 * elmex: we are going to let the game continue, as the mapcreator
1005 * propably had something in mind when doing this 1027 * hopefully had something in mind when doing this.
1006 */ 1028 */
1007 } 1029 }
1030
1031 SET_FLAG (item, FLAG_IDENTIFIED);
1008 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1032 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1009 return 1; 1033 return 1;
1010} 1034}
1011 1035
1012/** 1036/**
1013 * Handle apply on containers. 1037 * Handle apply on containers.
1014 * By Eneq(@csd.uu.se). 1038 * By Eneq(@csd.uu.se).
1015 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1039 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1016 * added the alchemical cauldron to the code -b.t. 1040 * added the alchemical cauldron to the code -b.t.
1017 */ 1041 */
1018
1019int 1042int
1020apply_container (object *op, object *sack) 1043apply_container (object *op, object *sack)
1021{ 1044{
1022 char buf[MAX_BUF]; 1045 if (op->type != PLAYER || !op->contr->ns)
1023 object *tmp;
1024
1025 if (op->type != PLAYER)
1026 return 0; /* This might change */ 1046 return 0; /* This might change */
1027 1047
1028 if (sack == NULL || sack->type != CONTAINER) 1048 if (!sack || sack->type != CONTAINER)
1029 { 1049 {
1030 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1050 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1031 return 0; 1051 return 0;
1032 } 1052 }
1033 1053
1034 op->contr->last_used = 0; 1054 op->contr->last_used = 0;
1035 1055
1036 if (sack->env != op) 1056 if (sack->env && sack->env != op)
1057 {
1058 op->failmsg ("You must put it onto the floor or into your inventory first.");
1059 return 1;
1037 { 1060 }
1038 if (sack->other_arch == NULL || sack->env != NULL) 1061
1062 // already applied == open on ground, or open in inv, or active in inv
1063 if (sack->flag [FLAG_APPLIED])
1064 {
1065 if (op->container == sack)
1039 { 1066 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1067 // open on ground or inv, so close
1068 op->close_container ();
1041 return 1; 1069 return 1;
1042 } 1070 }
1043 1071 else if (!sack->env)
1044 /* It's on the ground, the problems begin */
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 } 1072 {
1059 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1073 // active, but not ours: some other player has opened it
1074 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1075 return 1;
1060 { 1076 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1077
1081 if (tmp && tmp->type == CLOSE_CON) 1078 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1079 }
1080 else if (sack->env)
1081 {
1082 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1083 op->close_container ();
1090 { 1084 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1085 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1086 op->statusmsg (format ("You ready %s.", query_name (sack)));
1093 tmp = op->container; 1087 return 1;
1094 apply_container (op, tmp); 1088 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1089
1096 op->container = sack; 1090 // it's locked?
1097 strcat (buf, query_name (sack)); 1091 if (sack->slaying)
1098 strcat (buf, "."); 1092 {
1099 } 1093 if (object *tmp = find_key (op, op, sack))
1100 else 1094 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1095 else
1108 { 1096 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1097 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1134 }
1135 else
1136 {
1137 sprintf (buf, "You readied %s.", query_name (sack));
1138 SET_FLAG (sack, FLAG_APPLIED);
1139
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1098 return 1;
1145 } 1099 }
1146 }
1147 } 1100 }
1148 1101
1149 new_draw_info (NDI_UNIQUE, 0, op, buf); 1102 op->open_container (sack);
1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153 1103
1154 return 1; 1104 return 1;
1155} 1105}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1106
1282/** 1107/**
1283 * Handles dropping things on altar. 1108 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1109 * Returns true if sacrifice was accepted.
1285 */ 1110 */
1296 * with an altar. We call it a Potion - altars are stationary - it 1121 * with an altar. We call it a Potion - altars are stationary - it
1297 * is up to map designers to use them properly. 1122 * is up to map designers to use them properly.
1298 */ 1123 */
1299 if (altar->inv && altar->inv->type == SPELL) 1124 if (altar->inv && altar->inv->type == SPELL)
1300 { 1125 {
1301 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1126 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1302 cast_spell (originator, altar, 0, altar->inv, NULL); 1127 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with 1128 /* If it is connected, push the button. Fixes some problems with
1304 * old maps. 1129 * old maps.
1305 */ 1130 */
1306 1131
1307/* push_button (altar);*/ 1132/* push_button (altar);*/
1308 } 1133 }
1332 double opinion; 1157 double opinion;
1333 object *tmp, *next; 1158 object *tmp, *next;
1334 1159
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1160 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1336 1161
1162 bool has_unpaid = false;
1163
1164 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1165 // a quick and small change :(
1166 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1167 if (item->flag [FLAG_UNPAID])
1168 {
1169 has_unpaid = true;
1170 break;
1171 }
1172
1337 if (op->type != PLAYER) 1173 if (op->type != PLAYER)
1338 { 1174 {
1339 /* Remove all the unpaid objects that may be carried here. 1175 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in 1176 * This could be pets or monsters that are somehow in
1341 * the shop. 1177 * the shop.
1367 /* unpaid objects, or non living objects, can't transfer by 1203 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space. 1204 * shop mats. Instead, put it on a nearby space.
1369 */ 1205 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1206 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 { 1207 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1208 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1209 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375 1210
1376 if (i != -1) 1211 if (i != -1)
1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1212 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1386 else if (can_pay (op) && get_payment (op)) 1221 else if (can_pay (op) && get_payment (op))
1387 { 1222 {
1388 /* this is only used for players */ 1223 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op); 1224 rv = teleport (shop_mat, SHOP_MAT, op);
1390 1225
1226 if (has_unpaid)
1227 op->contr->play_sound (sound_find ("shop_buy"));
1228 else if (is_in_shop (op))
1229 op->contr->play_sound (sound_find ("shop_enter"));
1230 else
1231 op->contr->play_sound (sound_find ("shop_leave"));
1232
1391 if (shop_mat->msg) 1233 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1234 op->statusmsg (shop_mat->msg);
1393 /* This check below is a bit simplistic - generally it should be correct, 1235 /* This check below is a bit simplistic - generally it should be correct,
1394 * but there is never a guarantee that the bottom space on the map is 1236 * but there is never a guarantee that the bottom space on the map is
1395 * actually the shop floor. 1237 * actually the shop floor.
1396 */ 1238 */
1397 else if (!rv && !is_in_shop (op)) 1239 else if (!rv && !is_in_shop (op))
1398 { 1240 {
1399 opinion = shopkeeper_approval (op->map, op); 1241 opinion = shopkeeper_approval (op->map, op);
1400 1242
1401 if (opinion > 0.9) 1243 op->statusmsg (
1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1244 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1403 else if (opinion > 0.75) 1245 : opinion >= 0.75 ? "The shopkeeper waves to you."
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1246 : opinion >= 0.50 ? "The shopkeeper ignores you."
1405 else if (opinion > 0.5) 1247 : "The shopkeeper glares at you with contempt."
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else 1248 );
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 } 1249 }
1410 } 1250 }
1411 else 1251 else
1412 { 1252 {
1413 /* if we get here, a player tried to leave a shop but was not able 1253 /* if we get here, a player tried to leave a shop but was not able
1414 * to afford the items he has. We try to move the player so that 1254 * to afford the items he has. We try to move the player so that
1415 * they are not on the mat anymore 1255 * they are not on the mat anymore
1416 */ 1256 */
1417 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1257 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1418 1258
1419 if (i == -1) 1259 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1260 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else 1261 else
1424 { 1262 {
1425 op->remove (); 1263 op->remove ();
1426 op->x += freearr_x[i]; 1264 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1265 op->y += freearr_y[i];
1438 */ 1276 */
1439static void 1277static void
1440apply_sign (object *op, object *sign, int autoapply) 1278apply_sign (object *op, object *sign, int autoapply)
1441{ 1279{
1442 readable_message_type *msgType; 1280 readable_message_type *msgType;
1443 char newbuf[HUGE_BUF];
1444 1281
1445 if (sign->msg == NULL) 1282 if (!sign->msg)
1446 { 1283 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1284 op->statusmsg ("Nothing is written on it.");
1448 return; 1285 return;
1449 } 1286 }
1450 1287
1451 if (sign->stats.food) 1288 if (sign->stats.food)
1452 { 1289 {
1453 if (sign->last_eat >= sign->stats.food) 1290 if (sign->last_eat >= sign->stats.food)
1454 { 1291 {
1455 if (!sign->move_on) 1292 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1293 op->statusmsg ("You cannot read it anymore.");
1294
1457 return; 1295 return;
1458 } 1296 }
1459 1297
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1298 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1461 sign->last_eat++; 1299 sign->last_eat++;
1466 * move_on is zero, it needs to be manually applied (doesn't talk 1304 * move_on is zero, it needs to be manually applied (doesn't talk
1467 * to us). 1305 * to us).
1468 */ 1306 */
1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1307 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1470 { 1308 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1309 op->failmsg ("You are unable to read while blind!");
1472 return; 1310 return;
1473 } 1311 }
1312
1313 if (op->contr)
1314 if (client *ns = op->contr->ns)
1315 {
1316 if (sign->sound)
1317 ns->play_sound (sign->sound);
1318 else if (autoapply)
1319 ns->play_sound (sound_find ("msg_voice"));
1320
1321 if (ns->can_msg)
1322 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1323 else
1324 {
1474 msgType = get_readable_message_type (sign); 1325 msgType = get_readable_message_type (sign);
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1326 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1327 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1328 }
1329 }
1477} 1330}
1478 1331
1479/** 1332/**
1480 * 'victim' moves onto 'trap' 1333 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap' 1334 * 'victim' leaves 'trap'
1504 * proper. This code was causing needless crashes. 1357 * proper. This code was causing needless crashes.
1505 */ 1358 */
1506 if (recursion_depth >= 500) 1359 if (recursion_depth >= 500)
1507 { 1360 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1361 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1362 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1510 return; 1363 return;
1511 } 1364 }
1365
1512 recursion_depth++; 1366 recursion_depth++;
1513 if (trap->head) 1367 if (trap->head)
1514 trap = trap->head; 1368 trap = trap->head;
1515 1369
1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1370 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1531 1385
1532 /* Just put in some sanity check. I think there is a bug in the 1386 /* Just put in some sanity check. I think there is a bug in the
1533 * above with some objects have zero speed, and thus the player 1387 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed. 1388 * getting permanently paralyzed.
1535 */ 1389 */
1536 if (victim->speed_left < -50.0) 1390 if (victim->speed_left < -50.f)
1537 victim->speed_left = -50.0; 1391 victim->speed_left = -50.f;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1392 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 } 1393 }
1540 goto leave; 1394 goto leave;
1541 1395
1542 case SPINNER: 1396 case SPINNER:
1592 1446
1593 if (!trap->value) 1447 if (!trap->value)
1594 { 1448 {
1595 int tot; 1449 int tot;
1596 1450
1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1451 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1452 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1453 tot += ab->head_ ()->total_weight ();
1600 1454
1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1455 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1602 goto leave; 1456 goto leave;
1603 1457
1604 SET_ANIMATION (trap, trap->value); 1458 SET_ANIMATION (trap, trap->value);
1614 1468
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1469 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 { 1470 {
1617 if (!sound_was_played) 1471 if (!sound_was_played)
1618 { 1472 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1473 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1620 sound_was_played = 1; 1474 sound_was_played = 1;
1621 } 1475 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1476
1477 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1478 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1624 } 1479 }
1625 } 1480 }
1626 goto leave; 1481 goto leave;
1627 } 1482 }
1628 1483
1629
1630 case CONVERTER: 1484 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1485 if (convert_item (victim, trap) < 0)
1632 { 1486 {
1633 object *op; 1487 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1634 1488 get_archetype ("burnout")->insert_at (trap, trap);
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 }
1644 } 1489 }
1490
1645 goto leave; 1491 goto leave;
1646 1492
1647 case TRIGGER_BUTTON: 1493 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1494 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1495 case TRIGGER_ALTAR:
1667 * Processing will happen if the head runs into the pit 1513 * Processing will happen if the head runs into the pit
1668 */ 1514 */
1669 if (victim->head) 1515 if (victim->head)
1670 goto leave; 1516 goto leave;
1671 1517
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1518 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1519 victim->statusmsg ("You fall through the hole!", NDI_RED);
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1520 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave; 1521 goto leave;
1676 1522
1677 case EXIT: 1523 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap)) 1524 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 { 1525 {
1680 /* Basically, don't show exits leading to random maps the 1526 /* Basically, don't show exits leading to random maps the
1681 * players output. 1527 * players output.
1682 */ 1528 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1529 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1530 victim->statusmsg (trap->msg, NDI_NAVY);
1685 1531
1532 trap->play_sound (trap->sound);
1686 victim->enter_exit (trap); 1533 victim->enter_exit (trap);
1687 } 1534 }
1688 goto leave; 1535 goto leave;
1689 1536
1690 case ENCOUNTER: 1537 case ENCOUNTER:
1706 1553
1707 apply_sign (victim, trap, 1); 1554 apply_sign (victim, trap, 1);
1708 goto leave; 1555 goto leave;
1709 1556
1710 case CONTAINER: 1557 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1558 apply_container (victim, trap);
1715 goto leave; 1559 goto leave;
1716 1560
1717 case RUNE: 1561 case RUNE:
1718 case TRAP: 1562 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1563 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 {
1721 spring_trap (trap, victim); 1564 spring_trap (trap, victim);
1722 }
1723 goto leave; 1565 goto leave;
1724 1566
1725 default: 1567 default:
1726 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1568 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1569 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1728 goto leave; 1570 goto leave;
1729 } 1571 }
1730 1572
1731leave: 1573leave:
1732 recursion_depth--; 1574 recursion_depth--;
1741 int lev_diff; 1583 int lev_diff;
1742 object *skill_ob; 1584 object *skill_ob;
1743 1585
1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1586 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 { 1587 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1588 op->failmsg ("You are unable to read while blind!");
1747 return; 1589 return;
1748 } 1590 }
1591
1749 if (tmp->msg == NULL) 1592 if (!tmp->msg)
1750 { 1593 {
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1594 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1752 return; 1595 return;
1753 } 1596 }
1754 1597
1755 /* need a literacy skill to read stuff! */ 1598 /* need a literacy skill to read stuff! */
1756 skill_ob = find_skill_by_name (op, tmp->skill); 1599 skill_ob = find_skill_by_name (op, tmp->skill);
1757 if (!skill_ob) 1600 if (!skill_ob)
1758 { 1601 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1602 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1760 return; 1603 return;
1761 } 1604 }
1605
1762 lev_diff = tmp->level - (skill_ob->level + 5); 1606 lev_diff = tmp->level - (skill_ob->level + 5);
1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1607 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 { 1608 {
1765 if (lev_diff < 2) 1609 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1610 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1767 else if (lev_diff < 3) 1611 : lev_diff < 5 ? "This book is beyond your comprehension."
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1612 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1769 else if (lev_diff < 5) 1613 : lev_diff < 15 ? "This book is way beyond your comprehension."
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1614 : "This book is totally beyond your comprehension.");
1771 else if (lev_diff < 8) 1615 return;
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1616 }
1773 else if (lev_diff < 15) 1617
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1618 readable_message_type *msgType = get_readable_message_type (tmp);
1619
1620 if (player *pl = op->contr)
1621 if (client *ns = pl->ns)
1622 if (ns->can_msg)
1623 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1775 else 1624 else
1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1777 return;
1778 }
1779
1780 readable_message_type *msgType = get_readable_message_type (tmp);
1781
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1625 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1783 msgType->message_type, msgType->message_subtype, 1626 msgType->message_type, msgType->message_subtype,
1784 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1627 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1628 long_desc (tmp, op), &tmp->msg);
1785 1629
1786 /* gain xp from reading */ 1630 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1631 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */ 1632 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1633 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1810 * op is the person learning the skill, tmp is the skill scroll object 1654 * op is the person learning the skill, tmp is the skill scroll object
1811 */ 1655 */
1812static void 1656static void
1813apply_skillscroll (object *op, object *tmp) 1657apply_skillscroll (object *op, object *tmp)
1814{ 1658{
1815 switch ((int) learn_skill (op, tmp)) 1659 switch (learn_skill (op, tmp))
1816 { 1660 {
1817 case 0: 1661 case 0:
1818 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1662 op->play_sound (sound_find ("generic_fail"));
1819 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1663 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1820 return; 1664 break;
1821 1665
1822 case 1: 1666 case 1:
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1824 decrease_ob (tmp); 1667 tmp->decrease ();
1668 op->play_sound (sound_find ("skill_learn"));
1669 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1825 return; 1670 break;
1826 1671
1827 default: 1672 default:
1673 tmp->decrease ();
1674 op->play_sound (sound_find ("generic_fail"));
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1675 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1829 decrease_ob (tmp);
1830 return; 1676 break;
1831 } 1677 }
1832} 1678}
1833 1679
1834/** 1680/**
1835 * Actually makes op learn spell. 1681 * Actually makes op learn spell.
1855 return; 1701 return;
1856 } 1702 }
1857 return; 1703 return;
1858 } 1704 }
1859 1705
1860 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1706 op->contr->play_sound (sound_find ("learn_spell"));
1707
1861 tmp = spell->clone (); 1708 tmp = spell->clone ();
1862 insert_ob_in_ob (tmp, op); 1709 insert_ob_in_ob (tmp, op);
1863 1710
1864 if (special_prayer) 1711 if (special_prayer)
1865 SET_FLAG (tmp, FLAG_STARTEQUIP); 1712 SET_FLAG (tmp, FLAG_STARTEQUIP);
1884 { 1731 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1732 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return; 1733 return;
1887 } 1734 }
1888 1735
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1736 op->failmsg (format ("You lose knowledge of %s.", spell));
1890 player_unready_range_ob (op->contr, spob); 1737 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1738 esrv_remove_spell (op->contr, spob);
1892 spob->destroy (); 1739 spob->destroy ();
1893} 1740}
1894 1741
1902{ 1749{
1903 object *skop, *spell, *spell_skill; 1750 object *skop, *spell, *spell_skill;
1904 1751
1905 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1752 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906 { 1753 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1754 op->failmsg ("You are unable to read while blind.");
1908 return; 1755 return;
1909 } 1756 }
1910 1757
1911 /* artifact_spellbooks have 'slaying' field point to a spell name, 1758 /* artifact_spellbooks have 'slaying' field point to a spell name,
1912 * instead of having their spell stored in stats.sp. These are 1759 * instead of having their spell stored in stats.sp. These are
1913 * legacy spellbooks 1760 * legacy spellbooks
1914 */ 1761 */
1915
1916 if (tmp->slaying != NULL) 1762 if (tmp->slaying)
1917 { 1763 {
1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1764 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1919 if (!spell) 1765 if (!spell)
1920 { 1766 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1767 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1922 return; 1768 return;
1923 } 1769 }
1924 else 1770 else
1925 insert_ob_in_ob (spell, tmp); 1771 insert_ob_in_ob (spell, tmp);
1772
1926 tmp->slaying = NULL; 1773 tmp->slaying = 0;
1927 } 1774 }
1928 1775
1929 skop = find_skill_by_name (op, tmp->skill); 1776 skop = find_skill_by_name (op, tmp->skill);
1930 1777
1931 /* need a literacy skill to learn spells. Also, having a literacy level 1778 /* need a literacy skill to learn spells. Also, having a literacy level
1932 * lower than the spell will make learning the spell more difficult */ 1779 * lower than the spell will make learning the spell more difficult */
1933 if (!skop) 1780 if (!skop)
1934 { 1781 {
1935 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1782 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1936 return; 1783 return;
1937 } 1784 }
1938 1785
1939 spell = tmp->inv; 1786 spell = tmp->inv;
1940 1787
1941 if (!spell) 1788 if (!spell)
1942 { 1789 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1790 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1791 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1945 return; 1792 return;
1946 } 1793 }
1947 1794
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1795 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1796 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1797 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1951 return; 1798 return;
1952 } 1799 }
1953 1800
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1801 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1955 1802
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1803 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 { 1804 {
1958 identify (tmp); 1805 identify (tmp);
1959 1806
1968 * if the player doesn't know the spell, doesn't make a lot of sense that 1815 * if the player doesn't know the spell, doesn't make a lot of sense that
1969 * they would have a special prayer mark. 1816 * they would have a special prayer mark.
1970 */ 1817 */
1971 if (check_spell_known (op, spell->name)) 1818 if (check_spell_known (op, spell->name))
1972 { 1819 {
1973 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1820 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1974 return; 1821 return;
1975 } 1822 }
1976 1823
1977 if (spell->skill) 1824 if (spell->skill)
1978 { 1825 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1826 spell_skill = find_skill_by_name (op, spell->skill);
1980 1827
1981 if (!spell_skill) 1828 if (!spell_skill)
1982 { 1829 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1830 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1984 return; 1831 return;
1985 } 1832 }
1986 1833
1987 if (spell_skill->level < spell->level) 1834 if (spell_skill->level < spell->level)
1988 { 1835 {
1989 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1836 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1990 return; 1837 return;
1991 } 1838 }
1992 } 1839 }
1993 1840
1994 /* Logic as follows 1841 /* Logic as follows
2003 * Overall, chances are the same but a player will find having a high 1850 * Overall, chances are the same but a player will find having a high
2004 * literacy rate very useful! -b.t. 1851 * literacy rate very useful! -b.t.
2005 */ 1852 */
2006 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1853 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 { 1854 {
2008 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1855 op->failmsg ("In your confused state you flub the wording of the text!");
2009 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1856 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2010 } 1857 }
2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1858 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2012 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1859 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2013 { 1860 {
2014 1861 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2015 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2016 do_learn_spell (op, spell, 0); 1862 do_learn_spell (op, spell, 0);
2017 1863
2018 /* xp gain to literacy for spell learning */ 1864 /* xp gain to literacy for spell learning */
2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1865 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2020 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1866 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2021 } 1867 }
2022 else 1868 else
2023 { 1869 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1870 op->contr->play_sound (sound_find ("fumble_spell"));
2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1871 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2026 } 1872 }
2027 decrease_ob (tmp); 1873
1874 tmp->decrease ();
2028} 1875}
2029 1876
2030/** 1877/**
2031 * Handles applying a spell scroll. 1878 * Handles applying a spell scroll.
2032 */ 1879 */
2035{ 1882{
2036 object *skop; 1883 object *skop;
2037 1884
2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1885 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 { 1886 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1887 op->failmsg ("You are unable to read while blind.");
2041 return; 1888 return;
2042 } 1889 }
2043 1890
2044 if (!tmp->inv || tmp->inv->type != SPELL) 1891 if (!tmp->inv || tmp->inv->type != SPELL)
2045 { 1892 {
2046 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1893 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2047 return; 1894 return;
2048 } 1895 }
2049 1896
2050 if (op->type == PLAYER) 1897 if (op->type == PLAYER)
2051 { 1898 {
2057 */ 1904 */
2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1905 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059 1906
2060 if (!skop) 1907 if (!skop)
2061 { 1908 {
2062 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1909 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2063 return; 1910 return;
2064 } 1911 }
2065 1912
2066 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1913 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067 change_exp (op, exp_gain, skop->skill, 0); 1914 change_exp (op, exp_gain, skop->skill, 0);
2068 } 1915 }
2069 1916
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1917 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp); 1918 identify (tmp);
2072 1919
2073 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1920 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2074
2075 1921
2076 cast_spell (op, tmp, dir, tmp->inv, NULL); 1922 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp); 1923 tmp->decrease ();
2078} 1924}
2079 1925
2080/** 1926/**
2081 * Applies a treasure object - by default, chest. op 1927 * Applies a treasure object - by default, chest. op
2082 * is the person doing the applying, tmp is the treasure 1928 * is the person doing the applying, tmp is the treasure
2083 * chest. 1929 * chest.
2084 */ 1930 */
2085static void 1931static void
2086apply_treasure (object *op, object *tmp) 1932apply_treasure (object *op, object *tmp)
2087{ 1933{
2088 object *treas;
2089
2090
2091 /* Nice side effect of new treasure creation method is that the treasure 1934 /* Nice side effect of this treasure creation method is that the treasure
2092 * for the chest is done when the chest is created, and put into the chest 1935 * for the chest is done when the chest is created, and put into the chest
2093 * inventory. So that when the chest burns up, the items still exist. Also 1936 * inventory. So that when the chest burns up, the items still exist. Also
2094 * prevents people fromt moving chests to more difficult maps to get better 1937 * prevents people from moving chests to more difficult maps to get better
2095 * treasure 1938 * treasure
2096 */ 1939 */
2097
2098 treas = tmp->inv; 1940 object *treas = tmp->inv;
2099 if (treas == NULL) 1941
1942 if (!treas)
2100 { 1943 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1944 op->statusmsg ("The chest was empty.");
2102 decrease_ob (tmp); 1945 tmp->decrease ();
2103 return; 1946 return;
2104 } 1947 }
1948
2105 while (tmp->inv) 1949 while (tmp->inv)
2106 { 1950 {
2107 treas = tmp->inv; 1951 treas = tmp->inv;
2108
2109 treas->remove (); 1952 treas->remove ();
2110 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111 1953
2112 treas->x = op->x; 1954 treas->x = op->x;
2113 treas->y = op->y; 1955 treas->y = op->y;
2114 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1956 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2115 1957
2116 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1958 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2117 spring_trap (treas, op); 1959 spring_trap (treas, op);
2118 1960
2119 /* If either player or container was destroyed, no need to do 1961 /* If either player or container was destroyed, no need to do
2120 * further processing. I think this should be enclused with 1962 * further processing. I think this should be enclused with
2121 * spring trap above, as I don't think there is otherwise 1963 * spring trap above, as I don't think there is otherwise
2122 * any way for the treasure chest or player to get killed 1964 * any way for the treasure chest or player to get killed.
2123 */ 1965 */
2124 if (op->destroyed () || tmp->destroyed ()) 1966 if (op->destroyed () || tmp->destroyed ())
2125 break; 1967 break;
2126 } 1968 }
2127 1969
2128 if (!tmp->destroyed () && tmp->inv == NULL) 1970 if (!tmp->destroyed () && !tmp->inv)
2129 decrease_ob (tmp); 1971 tmp->decrease ();
2130
2131} 1972}
2132 1973
2133/** 1974/**
2134 * op eats food. 1975 * op eats food.
2135 * If player, takes care of messages and dragon special food. 1976 * If player, takes care of messages and dragon special food.
2150 { 1991 {
2151 /* usual case - no dragon meal: */ 1992 /* usual case - no dragon meal: */
2152 if (op->stats.food + tmp->stats.food > 999) 1993 if (op->stats.food + tmp->stats.food > 999)
2153 { 1994 {
2154 if (tmp->type == FOOD || tmp->type == FLESH) 1995 if (tmp->type == FOOD || tmp->type == FLESH)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1996 op->failmsg ("You feel full, but what a waste of food!");
2156 else 1997 else
2157 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1998 op->statusmsg ("Most of the drink goes down your face not your throat!");
2158 } 1999 }
2000
2001 tmp->play_sound (
2002 tmp->sound
2003 ? tmp->sound
2004 : tmp->type == DRINK
2005 ? sound_find ("eat_drink")
2006 : sound_find ("eat_food")
2007 );
2159 2008
2160 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2009 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2161 { 2010 {
2162 char buf[MAX_BUF]; 2011 const char *buf;
2163 2012
2164 if (!is_dragon_pl (op)) 2013 if (!is_dragon_pl (op))
2165 { 2014 {
2166 /* eating message for normal players */ 2015 /* eating message for normal players */
2167 if (tmp->type == DRINK) 2016 if (tmp->type == DRINK)
2168 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2017 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2169 else 2018 else
2170 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2019 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2171 } 2020 }
2172 else 2021 else
2173 {
2174 /* eating message for dragon players */ 2022 /* eating message for dragon players */
2175 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2023 buf = format ("The %s tasted terrible!", &tmp->name);
2176 }
2177 2024
2178 new_draw_info (NDI_UNIQUE, 0, op, buf); 2025 op->statusmsg (buf);
2026
2179 capacity_remaining = 999 - op->stats.food; 2027 capacity_remaining = 999 - op->stats.food;
2180 op->stats.food += tmp->stats.food; 2028 op->stats.food += tmp->stats.food;
2181 if (capacity_remaining < tmp->stats.food) 2029 if (capacity_remaining < tmp->stats.food)
2182 op->stats.hp += capacity_remaining / 50; 2030 op->stats.hp += capacity_remaining / 50;
2183 else 2031 else
2184 op->stats.hp += tmp->stats.food / 50; 2032 op->stats.hp += tmp->stats.food / 50;
2033
2185 if (op->stats.hp > op->stats.maxhp) 2034 if (op->stats.hp > op->stats.maxhp)
2186 op->stats.hp = op->stats.maxhp; 2035 op->stats.hp = op->stats.maxhp;
2187 if (op->stats.food > 999) 2036 if (op->stats.food > 999)
2188 op->stats.food = 999; 2037 op->stats.food = 999;
2189 } 2038 }
2191 /* special food hack -b.t. */ 2040 /* special food hack -b.t. */
2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2041 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2193 eat_special_food (op, tmp); 2042 eat_special_food (op, tmp);
2194 } 2043 }
2195 } 2044 }
2045
2196 handle_apply_yield (tmp); 2046 handle_apply_yield (tmp);
2197 decrease_ob (tmp); 2047 tmp->decrease ();
2198} 2048}
2199 2049
2200/** 2050/**
2201 * A dragon is eating some flesh. If the flesh contains resistances, 2051 * A dragon is eating some flesh. If the flesh contains resistances,
2202 * there is a chance for the dragon's skin to get improved. 2052 * there is a chance for the dragon's skin to get improved.
2212{ 2062{
2213 object *skin = NULL; /* pointer to dragon skin force */ 2063 object *skin = NULL; /* pointer to dragon skin force */
2214 object *abil = NULL; /* pointer to dragon ability force */ 2064 object *abil = NULL; /* pointer to dragon ability force */
2215 object *tmp = NULL; /* tmp. object */ 2065 object *tmp = NULL; /* tmp. object */
2216 2066
2217 char buf[MAX_BUF]; /* tmp. string buffer */
2218 double chance; /* improvement-chance of one resistance type */ 2067 double chance; /* improvement-chance of one resistance type */
2219 double totalchance = 1; /* total chance of gaining one resistance */ 2068 double totalchance = 1; /* total chance of gaining one resistance */
2220 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2069 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2221 double mbonus = 0; /* monster bonus */ 2070 double mbonus = 0; /* monster bonus */
2222 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2071 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2076 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2077 return 0;
2229 2078
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2079 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */ 2080 from the player's inventory */
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2081 for (tmp = op->inv; tmp; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE) 2082 if (tmp->type == FORCE)
2235 { 2083 if (tmp->arch->archname == shstr_dragon_skin_force)
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2237 skin = tmp; 2084 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2085 else if (tmp->arch->archname == shstr_dragon_ability_force)
2239 abil = tmp; 2086 abil = tmp;
2240 }
2241 }
2242 2087
2243 /* if either skin or ability are missing, this is an old player 2088 /* if either skin or ability are missing, this is an old player
2244 which is not to be considered a dragon -> bail out */ 2089 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL) 2090 if (skin == NULL || abil == NULL)
2246 return 0; 2091 return 0;
2248 /* now start by filling stomache and health, according to food-value */ 2093 /* now start by filling stomache and health, according to food-value */
2249 if ((999 - op->stats.food) < meal->stats.food) 2094 if ((999 - op->stats.food) < meal->stats.food)
2250 op->stats.hp += (999 - op->stats.food) / 50; 2095 op->stats.hp += (999 - op->stats.food) / 50;
2251 else 2096 else
2252 op->stats.hp += meal->stats.food / 50; 2097 op->stats.hp += meal->stats.food / 50;
2098
2253 if (op->stats.hp > op->stats.maxhp) 2099 if (op->stats.hp > op->stats.maxhp)
2254 op->stats.hp = op->stats.maxhp; 2100 op->stats.hp = op->stats.maxhp;
2255 2101
2256 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2102 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2257 2103
2287 /* doubled chance for resistance of ability-focus */ 2133 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp) 2134 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.); 2135 chance = MIN (100., chance * 2.);
2290 2136
2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2137 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100)) 2138 if (rndm (10000) < (unsigned int) (chance * 100))
2293 { 2139 {
2294 atnr_winner[winners] = i; 2140 atnr_winner[winners] = i;
2295 winners++; 2141 winners++;
2296 } 2142 }
2297 2143
2302 } 2148 }
2303 } 2149 }
2304 2150
2305 /* inverse totalchance as until now we have the failure-chance */ 2151 /* inverse totalchance as until now we have the failure-chance */
2306 totalchance = 100 - totalchance * 100; 2152 totalchance = 100 - totalchance * 100;
2153
2307 /* print message according to totalchance */ 2154 /* print message according to totalchance */
2155 const char *buf;
2308 if (totalchance > 50.) 2156 if (totalchance > 50.)
2309 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2157 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2310 else if (totalchance > 10.) 2158 else if (totalchance > 10.)
2311 sprintf (buf, "The %s tasted very good.", &meal->name); 2159 buf = format ("The %s tasted very good.", &meal->name);
2312 else if (totalchance > 1.) 2160 else if (totalchance > 1.)
2313 sprintf (buf, "The %s tasted good.", &meal->name); 2161 buf = format ("The %s tasted good.", &meal->name);
2314 else if (totalchance > 0.1) 2162 else if (totalchance > 0.1)
2315 sprintf (buf, "The %s tasted bland.", &meal->name); 2163 buf = format ("The %s tasted bland.", &meal->name);
2316 else if (totalchance >= 0.01) 2164 else if (totalchance >= 0.01)
2317 sprintf (buf, "The %s had a boring taste.", &meal->name); 2165 buf = format ("The %s had a boring taste.", &meal->name);
2318 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2166 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2319 sprintf (buf, "The %s tasted strange.", &meal->name); 2167 buf = format ("The %s tasted strange.", &meal->name);
2320 else 2168 else
2321 sprintf (buf, "The %s had no taste.", &meal->name); 2169 buf = format ("The %s had no taste.", &meal->name);
2322 new_draw_info (NDI_UNIQUE, 0, op, buf); 2170
2171 op->statusmsg (buf);
2323 2172
2324 /* now choose a winner if we have any */ 2173 /* now choose a winner if we have any */
2325 i = -1; 2174 i = -1;
2326 if (winners > 0) 2175 if (winners > 0)
2327 i = atnr_winner[RANDOM () % winners]; 2176 i = atnr_winner[RANDOM () % winners];
2330 { 2179 {
2331 /* resistance increased! */ 2180 /* resistance increased! */
2332 skin->resist[i]++; 2181 skin->resist[i]++;
2333 op->update_stats (); 2182 op->update_stats ();
2334 2183
2335 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2184 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2337 } 2185 }
2338 2186
2339 /* if this flesh contains a new ability focus, we mark it 2187 /* if this flesh contains a new ability focus, we mark it
2340 into the ability_force and it will take effect on next level */ 2188 into the ability_force and it will take effect on next level */
2341 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2189 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2342 { 2190 {
2343 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2191 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2344 2192
2345 if (meal->last_eat != abil->stats.exp) 2193 if (meal->last_eat != abil->stats.exp)
2194 op->statusmsg (format (
2195 "Your metabolism prepares to focus on %s!\n"
2196 "The change will happen at level %d.",
2197 change_resist_msg[meal->last_eat],
2198 abil->level + 1
2346 { 2199 ));
2347 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2350 new_draw_info (NDI_UNIQUE, 0, op, buf);
2351 }
2352 else 2200 else
2353 { 2201 {
2354 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2202 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2356 abil->last_eat = 0; 2203 abil->last_eat = 0;
2357 } 2204 }
2358 } 2205 }
2206
2359 return 1; 2207 return 1;
2360} 2208}
2361 2209
2362/** 2210/**
2363 * Handles applying an improve armor scroll. 2211 * Handles applying an improve armor scroll.
2366static void 2214static void
2367apply_armour_improver (object *op, object *tmp) 2215apply_armour_improver (object *op, object *tmp)
2368{ 2216{
2369 object *armor; 2217 object *armor;
2370 2218
2371 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2219 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2372 { 2220 {
2373 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2221 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2374 return; 2222 return;
2375 } 2223 }
2376 2224
2377 armor = find_marked_object (op); 2225 armor = find_marked_object (op);
2378 2226
2379 if (!armor) 2227 if (!armor)
2380 { 2228 {
2381 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2229 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2382 return; 2230 return;
2383 } 2231 }
2384 2232
2385 if (armor->type != ARMOUR 2233 if (armor->type != ARMOUR
2386 && armor->type != CLOAK 2234 && armor->type != CLOAK
2387 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2235 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2388 { 2236 {
2389 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2237 op->failmsg ("Your marked item is not armour!\n");
2390 return; 2238 return;
2391 } 2239 }
2392 2240
2393 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2241 op->statusmsg ("Applying armour enchantment.");
2394 improve_armour (op, tmp, armor); 2242 improve_armour (op, tmp, armor);
2395} 2243}
2396 2244
2397extern void 2245extern void
2398apply_poison (object *op, object *tmp) 2246apply_poison (object *op, object *tmp)
2399{ 2247{
2400 if (op->type == PLAYER) 2248 if (op->type == PLAYER)
2401 { 2249 {
2402 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2250 op->contr->play_sound (sound_find ("drink_poison"));
2403 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2251 op->failmsg ("Yech! That tasted poisonous!");
2404 strcpy (op->contr->killer, "poisonous booze"); 2252 strcpy (op->contr->killer, "poisonous booze");
2405 } 2253 }
2254
2406 if (tmp->stats.hp > 0) 2255 if (tmp->stats.hp > 0)
2407 { 2256 {
2408 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2257 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2409 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2258 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2410 } 2259 }
2260
2411 op->stats.food -= op->stats.food / 4; 2261 op->stats.food -= op->stats.food / 4;
2412 handle_apply_yield (tmp); 2262 handle_apply_yield (tmp);
2413 decrease_ob (tmp); 2263 tmp->decrease ();
2414} 2264}
2415 2265
2416/** 2266/**
2417 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2267 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2418 * A valid 2 way exit means: 2268 * A valid 2 way exit means:
2434#if 0 //TODO 2284#if 0 //TODO
2435 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2285 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2436 return 0; /* This is a reset town portal */ 2286 return 0; /* This is a reset town portal */
2437#endif 2287#endif
2438 2288
2289 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2290
2439 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2291 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2440 2292
2441 if (exitmap) 2293 if (exitmap)
2442 { 2294 {
2443 exitmap->load_sync (); 2295 exitmap->load_sync ();
2456 continue; /*Not a valid exit */ 2308 continue; /*Not a valid exit */
2457 2309
2458 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2310 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2459 continue; /*Not in the same place */ 2311 continue; /*Not in the same place */
2460 2312
2461 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2313 if (exit->map->path != EXIT_PATH (tmp))
2462 continue; /*Not in the same map */ 2314 continue; /*Not in the same map */
2463 2315
2464 /* From here we have found the exit is valid. However we do 2316 /* From here we have found the exit is valid. However we do
2465 * here the check of the exit owner. It is important for the 2317 * here the check of the exit owner. It is important for the
2466 * town portals to prevent strangers from visiting your appartments 2318 * town portals to prevent strangers from visiting your appartments
2498 } 2350 }
2499 } 2351 }
2500 2352
2501 return 0; 2353 return 0;
2502} 2354}
2503
2504 2355
2505/** 2356/**
2506 * Main apply handler. 2357 * Main apply handler.
2507 * 2358 *
2508 * Checks for unpaid items before applying. 2359 * Checks for unpaid items before applying.
2516 * being applied. 2367 * being applied.
2517 * 2368 *
2518 * aflag is special (always apply/unapply) flags. Nothing is done with 2369 * aflag is special (always apply/unapply) flags. Nothing is done with
2519 * them in this function - they are passed to apply_special 2370 * them in this function - they are passed to apply_special
2520 */ 2371 */
2521
2522int 2372int
2523manual_apply (object *op, object *tmp, int aflag) 2373manual_apply (object *op, object *tmp, int aflag)
2524{ 2374{
2525 if (tmp->head) 2375 if (tmp->head)
2526 tmp = tmp->head; 2376 tmp = tmp->head;
2527 2377
2528 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2378 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2529 { 2379 {
2530 if (op->type == PLAYER) 2380 if (op->type == PLAYER)
2531 { 2381 {
2532 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2382 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2533 return 1; 2383 return 1;
2534 } 2384 }
2535 else 2385 else
2536 return 0; /* monsters just skip unpaid items */ 2386 return 0; /* monsters just skip unpaid items */
2537 } 2387 }
2540 return RESULT_INT (0); 2390 return RESULT_INT (0);
2541 2391
2542 switch (tmp->type) 2392 switch (tmp->type)
2543 { 2393 {
2544 case CF_HANDLE: 2394 case CF_HANDLE:
2545 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2395 op->play_sound (sound_find ("turn_handle"));
2546 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2396 op->statusmsg ("You turn the handle.");
2547 tmp->value = tmp->value ? 0 : 1; 2397 tmp->value = tmp->value ? 0 : 1;
2548 SET_ANIMATION (tmp, tmp->value); 2398 SET_ANIMATION (tmp, tmp->value);
2549 update_object (tmp, UP_OBJ_FACE); 2399 update_object (tmp, UP_OBJ_FACE);
2550 push_button (tmp); 2400 push_button (tmp);
2551 return 1; 2401 return 1;
2552 2402
2553 case TRIGGER: 2403 case TRIGGER:
2554 if (check_trigger (tmp, op)) 2404 if (check_trigger (tmp, op))
2555 { 2405 {
2556 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2406 op->statusmsg ("You turn the handle.");
2557 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2407 op->play_sound (sound_find ("turn_handle"));
2558 } 2408 }
2559 else 2409 else
2560 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2410 op->failmsg ("The handle doesn't move.");
2561 2411
2562 return 1; 2412 return 1;
2563 2413
2564 case EXIT: 2414 case EXIT:
2565 if (op->type != PLAYER) 2415 if (op->type != PLAYER)
2566 return 0; 2416 return 0;
2567 2417
2568 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2418 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2569 { 2419 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2571 }
2572 else 2420 else
2573 { 2421 {
2574 /* Don't display messages for random maps. */ 2422 /* Don't display messages for random maps. */
2575 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2423 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2576 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2424 op->statusmsg (tmp->msg, NDI_NAVY);
2577 2425
2578 op->enter_exit (tmp); 2426 op->enter_exit (tmp);
2579 } 2427 }
2428
2429 return 1;
2430
2431 case INSCRIBABLE:
2432 op->statusmsg (tmp->msg);
2433 // maybe show a spell menu to chose from or something like that
2580 return 1; 2434 return 1;
2581 2435
2582 case SIGN: 2436 case SIGN:
2583 apply_sign (op, tmp, 0); 2437 apply_sign (op, tmp, 0);
2584 return 1; 2438 return 1;
2588 { 2442 {
2589 apply_book (op, tmp); 2443 apply_book (op, tmp);
2590 return 1; 2444 return 1;
2591 } 2445 }
2592 else 2446 else
2593 {
2594 return 0; 2447 return 0;
2595 }
2596 2448
2597 case SKILLSCROLL: 2449 case SKILLSCROLL:
2598 if (op->type == PLAYER) 2450 if (op->type == PLAYER)
2599 { 2451 {
2600 apply_skillscroll (op, tmp); 2452 apply_skillscroll (op, tmp);
2601 return 1; 2453 return 1;
2602 } 2454 }
2455 else
2603 return 0; 2456 return 0;
2604 2457
2605 case SPELLBOOK: 2458 case SPELLBOOK:
2606 if (op->type == PLAYER) 2459 if (op->type == PLAYER)
2607 { 2460 {
2608 apply_spellbook (op, tmp); 2461 apply_spellbook (op, tmp);
2609 return 1; 2462 return 1;
2610 } 2463 }
2464 else
2611 return 0; 2465 return 0;
2612 2466
2613 case SCROLL: 2467 case SCROLL:
2614 apply_scroll (op, tmp, 0); 2468 apply_scroll (op, tmp, 0);
2615 return 1; 2469 return 1;
2616 2470
2617 case POTION: 2471 case POTION:
2618 (void) apply_potion (op, tmp); 2472 apply_potion (op, tmp);
2619 return 1; 2473 return 1;
2620 2474
2621 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2475 /* Eneq(@csd.uu.se): Handle apply on containers. */
2476 //TODO: remove, as it is unsed?
2622 case CLOSE_CON: 2477 case CLOSE_CON:
2623 if (op->type == PLAYER)
2624 (void) esrv_apply_container (op, tmp->env);
2625 else
2626 (void) apply_container (op, tmp->env); 2478 apply_container (op, tmp->env);
2627 return 1; 2479 return 1;
2628 2480
2629 case CONTAINER: 2481 case CONTAINER:
2630 if (op->type == PLAYER)
2631 (void) esrv_apply_container (op, tmp);
2632 else
2633 (void) apply_container (op, tmp); 2482 apply_container (op, tmp);
2634 return 1; 2483 return 1;
2635 2484
2636 case TREASURE: 2485 case TREASURE:
2637 if (op->type == PLAYER) 2486 if (op->type == PLAYER)
2638 { 2487 {
2639 apply_treasure (op, tmp); 2488 apply_treasure (op, tmp);
2640 return 1; 2489 return 1;
2641 } 2490 }
2642 else 2491 else
2643 {
2644 return 0; 2492 return 0;
2645 }
2646 2493
2647 case WEAPON: 2494 case WEAPON:
2648 case ARMOUR: 2495 case ARMOUR:
2649 case BOOTS: 2496 case BOOTS:
2650 case GLOVES: 2497 case GLOVES:
2663 case LAMP: 2510 case LAMP:
2664 case BUILDER: 2511 case BUILDER:
2665 case SKILL_TOOL: 2512 case SKILL_TOOL:
2666 if (tmp->env != op) 2513 if (tmp->env != op)
2667 return 2; /* not in inventory */ 2514 return 2; /* not in inventory */
2515
2668 (void) apply_special (op, tmp, aflag); 2516 apply_special (op, tmp, aflag);
2669 return 1; 2517 return 1;
2670 2518
2671 case DRINK: 2519 case DRINK:
2672 case FOOD: 2520 case FOOD:
2673 case FLESH: 2521 case FLESH:
2689 } 2537 }
2690 else 2538 else
2691 return 0; 2539 return 0;
2692 2540
2693 case WEAPON_IMPROVER: 2541 case WEAPON_IMPROVER:
2694 (void) check_improve_weapon (op, tmp); 2542 check_improve_weapon (op, tmp);
2695 return 1; 2543 return 1;
2696 2544
2697 case CLOCK: 2545 case CLOCK:
2698 if (op->type == PLAYER) 2546 if (op->type == PLAYER)
2699 { 2547 {
2700 char buf[MAX_BUF]; 2548 char buf[MAX_BUF];
2701 timeofday_t tod; 2549 timeofday_t tod;
2702 2550
2703 get_tod (&tod); 2551 get_tod (&tod);
2552 op->play_sound (sound_find ("sound_clock"));
2553 op->statusmsg (format (
2704 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2554 "It is %d minute%s past %d o'clock %s",
2705 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2555 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2706 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2556 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2707 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2557 ));
2708 new_draw_info (NDI_UNIQUE, 0, op, buf);
2709 return 1; 2558 return 1;
2710 } 2559 }
2711 else 2560 else
2712 {
2713 return 0; 2561 return 0;
2714 }
2715 2562
2716 case MENU: 2563 case MENU:
2717 if (op->type == PLAYER) 2564 if (op->type == PLAYER)
2718 { 2565 {
2719 shop_listing (op); 2566 shop_listing (tmp, op);
2720 return 1; 2567 return 1;
2721 } 2568 }
2722 else 2569 else
2723 {
2724 return 0; 2570 return 0;
2725 }
2726 2571
2727 case POWER_CRYSTAL: 2572 case POWER_CRYSTAL:
2728 apply_power_crystal (op, tmp); /* see egoitem.c */ 2573 apply_power_crystal (op, tmp); /* see egoitem.c */
2729 return 1; 2574 return 1;
2730 2575
2733 { 2578 {
2734 apply_lighter (op, tmp); 2579 apply_lighter (op, tmp);
2735 return 1; 2580 return 1;
2736 } 2581 }
2737 else 2582 else
2738 {
2739 return 0; 2583 return 0;
2740 }
2741 2584
2742 case ITEM_TRANSFORMER: 2585 case ITEM_TRANSFORMER:
2743 apply_item_transformer (op, tmp); 2586 apply_item_transformer (op, tmp);
2744 return 1; 2587 return 1;
2745 2588
2758int 2601int
2759player_apply (object *pl, object *op, int aflag, int quiet) 2602player_apply (object *pl, object *op, int aflag, int quiet)
2760{ 2603{
2761 int tmp; 2604 int tmp;
2762 2605
2763 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2606 if (op->env && (pl->move_type & MOVE_FLYING))
2764 { 2607 {
2765 /* player is flying and applying object not in inventory */ 2608 /* player is flying and applying object not in inventory */
2766 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2609 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2767 { 2610 {
2768 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2611 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2769 return 0; 2612 return 0;
2770 } 2613 }
2771 }
2772
2773 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2774 * applied.
2775 */
2776 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2777 {
2778 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2779 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2780 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2781 op->destroy ();
2782 return 1;
2783 } 2614 }
2784 2615
2785 pl->contr->last_used = op; 2616 pl->contr->last_used = op;
2786 2617
2787 tmp = manual_apply (pl, op, aflag); 2618 tmp = manual_apply (pl, op, aflag);
2788 if (!quiet) 2619 if (!quiet)
2789 { 2620 {
2790 if (tmp == 0) 2621 if (tmp == 0)
2791 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2622 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2792 else if (tmp == 2) 2623 else if (tmp == 2)
2793 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2624 pl->failmsg ("You must get it first!\n");
2794 } 2625 }
2626
2795 return tmp; 2627 return tmp;
2796} 2628}
2797 2629
2798/** 2630/**
2799 * player_apply_below attempts to apply the object 'below' the player. 2631 * player_apply_below attempts to apply the object 'below' the player.
2800 * If the player has an open container, we use that for below, otherwise 2632 * If the player has an open container, we use that for below, otherwise
2801 * we use the ground. 2633 * we use the ground.
2802 */ 2634 */
2803
2804void 2635void
2805player_apply_below (object *pl) 2636player_apply_below (object *pl)
2806{ 2637{
2807 object *tmp, *next;
2808 int floors; 2638 int floors = 0;
2809 2639
2810 /* If using a container, set the starting item to be the top 2640 /* If using a container, set the starting item to be the top
2811 * item in the container. Otherwise, use the map. 2641 * item in the container. Otherwise, use the map.
2812 */
2813 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2814
2815 /* This is perhaps more complicated. However, I want to make sure that 2642 * This is perhaps more complicated. However, I want to make sure that
2816 * we don't use a corrupt pointer for the next object, so we get the 2643 * we don't use a corrupt pointer for the next object, so we get the
2817 * next object in the stack before applying. This is can only be a 2644 * next object in the stack before applying. This is can only be a
2818 * problem if player_apply() has a bug in that it uses the object but does 2645 * problem if player_apply() has a bug in that it uses the object but does
2819 * not return a proper value. 2646 * not return a proper value.
2820 */ 2647 */
2821 for (floors = 0; tmp != NULL; tmp = next) 2648 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2822 { 2649 {
2823 next = tmp->below; 2650 next = tmp->below;
2651
2824 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2652 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2825 floors++; 2653 floors++;
2826 else if (floors > 0) 2654 else if (floors > 0)
2827 return; /* process only floor objects after first floor object */ 2655 return; /* process only floor objects after first floor object */
2828 2656
2848 * to keep the size of apply_special to a more managable size. 2676 * to keep the size of apply_special to a more managable size.
2849 */ 2677 */
2850static int 2678static int
2851unapply_special (object *who, object *op, int aflags) 2679unapply_special (object *who, object *op, int aflags)
2852{ 2680{
2853 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2681 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2682 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2854 return RESULT_INT (0); 2683 return RESULT_INT (0);
2855 2684
2856 object *tmp2;
2857
2858 CLEAR_FLAG (op, FLAG_APPLIED); 2685 CLEAR_FLAG (op, FLAG_APPLIED);
2686
2859 switch (op->type) 2687 switch (op->type)
2860 { 2688 {
2689 case SKILL_TOOL:
2690 // unapplying a skill tool should also unapply the skill it governs
2691 // but this is hard, as it shouldn't do so when the skill can
2692 // be used for other reasons
2693 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2694 if (tmp->skill == op->skill
2695 && tmp->type == SKILL
2696 && tmp->flag [FLAG_APPLIED]
2697 && !tmp->flag [FLAG_CAN_USE_SKILL])
2698 unapply_special (who, tmp, 0);
2699
2700 change_abil (who, op);
2701 break;
2702
2861 case WEAPON: 2703 case WEAPON:
2862 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2704 if (player *pl = who->contr)
2705 if (op == pl->combat_ob)
2706 {
2707 pl->combat_ob = 0;
2708 who->change_weapon (pl->ranged_ob);
2709 }
2863 2710
2711 who->statusmsg (format ("You unwield %s.", query_name (op)));
2712
2864 (void) change_abil (who, op); 2713 change_abil (who, op);
2865 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2866 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2714 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2867 clear_skill (who);
2868 break; 2715 break;
2869 2716
2870 case SKILL: /* allows objects to impart skills */
2871 case SKILL_TOOL: 2717 case SKILL:
2872 if (op != who->chosen_skill) 2718 if (who->contr)
2873 { 2719 {
2874 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2720 if (!op->invisible)
2721 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2722 else
2723 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2875 } 2724 }
2876 if (who->type == PLAYER) 2725
2877 {
2878 if (who->contr->shoottype == range_skill)
2879 who->contr->shoottype = range_none;
2880 if (!op->invisible)
2881 {
2882 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2883 }
2884 else
2885 {
2886 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2887 }
2888 }
2889 (void) change_abil (who, op); 2726 change_abil (who, op);
2890 who->chosen_skill = NULL;
2891 CLEAR_FLAG (who, FLAG_READY_SKILL); 2727 CLEAR_FLAG (who, FLAG_READY_SKILL);
2892 break; 2728 break;
2893 2729
2894 case ARMOUR: 2730 case ARMOUR:
2895 case HELMET: 2731 case HELMET:
2899 case GLOVES: 2735 case GLOVES:
2900 case AMULET: 2736 case AMULET:
2901 case GIRDLE: 2737 case GIRDLE:
2902 case BRACERS: 2738 case BRACERS:
2903 case CLOAK: 2739 case CLOAK:
2904 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2740 who->statusmsg (format ("You unwear %s.", query_name (op)));
2905 (void) change_abil (who, op); 2741 change_abil (who, op);
2906 break; 2742 break;
2743
2907 case LAMP: 2744 case LAMP:
2908 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2745 {
2746 who->statusmsg (format ("You turn off your %s.", &op->name));
2747
2909 tmp2 = arch_to_object (op->other_arch); 2748 object *tmp2 = arch_to_object (op->other_arch);
2910 tmp2->x = op->x; 2749 tmp2->x = op->x;
2911 tmp2->y = op->y; 2750 tmp2->y = op->y;
2912 tmp2->map = op->map; 2751 tmp2->map = op->map;
2913 tmp2->below = op->below; 2752 tmp2->below = op->below;
2914 tmp2->above = op->above; 2753 tmp2->above = op->above;
2915 tmp2->stats.food = op->stats.food; 2754 tmp2->stats.food = op->stats.food;
2916 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2755 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2917 2756
2918 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2757 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2919 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2758 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2920 2759
2921 if (who->type == PLAYER) 2760 if (who->contr)
2922 esrv_del_item (who->contr, op->count); 2761 esrv_del_item (who->contr, op->count);
2923 2762
2924 op->destroy (); 2763 op->destroy ();
2925 insert_ob_in_ob (tmp2, who); 2764 insert_ob_in_ob (tmp2, who);
2926 who->update_stats (); 2765 who->update_stats ();
2766
2927 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2767 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2928 { 2768 {
2929 if (who->type == PLAYER) 2769 if (who->contr)
2930 { 2770 {
2931 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2771 who->failmsg ("Oops, it feels deadly cold!");
2932 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2772 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2933 } 2773 }
2934 } 2774 }
2935 if (who->type == PLAYER) 2775
2776 if (who->contr)
2936 esrv_send_item (who, tmp2); 2777 esrv_send_item (who, tmp2);
2778 }
2779
2937 return 1; /* otherwise, an attempt to drop causes problems */ 2780 return 1; /* otherwise, an attempt to drop causes problems */
2938 break; 2781
2939 case BOW: 2782 case BOW:
2940 case WAND: 2783 case WAND:
2941 case ROD: 2784 case ROD:
2942 case HORN: 2785 case HORN:
2943 clear_skill (who); 2786 if (player *pl = who->contr)
2944 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2945 if (who->type == PLAYER)
2946 { 2787 {
2947 who->contr->shoottype = range_none; 2788 if (op == pl->ranged_ob)
2789 {
2790 pl->ranged_ob = 0;
2791 who->change_weapon (pl->combat_ob);
2792 }
2793
2794 who->statusmsg (format ("You unready %s.", query_name (op)));
2948 } 2795 }
2949 else 2796 else
2950 { 2797 {
2798 who->change_skill (0);
2799
2951 if (op->type == BOW) 2800 if (op->type == BOW)
2952 CLEAR_FLAG (who, FLAG_READY_BOW); 2801 CLEAR_FLAG (who, FLAG_READY_BOW);
2953 else 2802 else
2954 CLEAR_FLAG (who, FLAG_READY_RANGE); 2803 CLEAR_FLAG (who, FLAG_READY_RANGE);
2955 } 2804 }
2805
2956 break; 2806 break;
2957 2807
2958 case BUILDER: 2808 case BUILDER:
2959 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2809 if (who->contr)
2960 who->contr->shoottype = range_none; 2810 who->statusmsg (format ("You unready %s.", query_name (op)));
2961 who->contr->ranges[range_builder] = NULL;
2962 break; 2811 break;
2963 2812
2964 default: 2813 default:
2965 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2814 who->statusmsg (format ("You unapply %s.", query_name (op)));
2966 break; 2815 break;
2967 } 2816 }
2968 2817
2969 who->update_stats (); 2818 who->update_stats ();
2970 2819
2971 if (!(aflags & AP_NO_MERGE)) 2820 if (!(aflags & AP_NO_MERGE))
2972 { 2821 {
2973 object *tmp;
2974
2975 tmp = merge_ob (op, NULL); 2822 object *tmp = merge_ob (op, 0);
2976 if (who->type == PLAYER) 2823
2824 if (who->contr)
2977 { 2825 {
2978 if (tmp) 2826 if (tmp)
2979 { /* it was merged */ 2827 { /* it was merged */
2980 esrv_del_item (who->contr, op->count); 2828 esrv_del_item (who->contr, op->count);
2981 op = tmp; 2829 op = tmp;
2982 } 2830 }
2983 2831
2984 esrv_send_item (who, op); 2832 esrv_send_item (who, op);
2985 } 2833 }
2986 } 2834 }
2835
2987 return 0; 2836 return 0;
2988} 2837}
2989 2838
2990/** 2839/**
2991 * Returns the object that is using location 'loc'. 2840 * Returns the object that is using location 'loc'.
2992 * Note that 'start' is the first object to start examing - we 2841 * Note that 'start' is the first object to start examing - we
2993 * then go through the below of this. In this way, you can do 2842 * then go through the below of this. In this way, you can do
2994 * something like: 2843 * something like:
2995 * tmp = get_item_from_body_location(who->inv, 1); 2844 * tmp = get_next_item_from_body_location(who->inv, 1);
2996 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2845 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2997 * to find the second object that may use this location, etc. 2846 * to find the second object that may use this location, etc.
2998 * Returns NULL if no match is found. 2847 * Returns NULL if no match is found.
2999 * loc is the index into the array we are looking for a match. 2848 * loc is the index into the array we are looking for a match.
3000 * don't return invisible objects unless they are skill objects 2849 * don't return invisible objects unless they are skill objects
3001 * invisible other objects that use 2850 * invisible other objects that use
3002 * up body locations can be used as restrictions. 2851 * up body locations can be used as restrictions.
3003 */ 2852 */
3004object * 2853static object *
3005get_item_from_body_location (object *start, int loc) 2854get_next_item_from_body_location (int loc, object *start)
3006{ 2855{
3007 object *tmp;
3008
3009 if (!start)
3010 return NULL;
3011
3012 for (tmp = start; tmp; tmp = tmp->below) 2856 for (object *tmp = start; tmp; tmp = tmp->below)
3013 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2857 if (tmp->flag [FLAG_APPLIED]
2858 && tmp->slot[loc].info
2859 && (!tmp->invisible || tmp->type == SKILL))
3014 return tmp; 2860 return tmp;
3015 2861
3016 return NULL; 2862 return 0;
3017} 2863}
3018
3019
3020 2864
3021/** 2865/**
3022 * 'op' wants to apply an object, but can't because of other equipment. 2866 * 'op' wants to apply an object, but can't because of other equipment.
3023 * This should only be called when it is known 2867 * This should only be called when it is known
3024 * that there are objects to unapply. This makes pretty heavy 2868 * that there are objects to unapply. This makes pretty heavy
3027 * Returns 0 on success, returns 1 if there is some problem. 2871 * Returns 0 on success, returns 1 if there is some problem.
3028 * if aflags is AP_PRINT, we instead print out waht to unapply 2872 * if aflags is AP_PRINT, we instead print out waht to unapply
3029 * instead of doing it. This is a lot less code than having 2873 * instead of doing it. This is a lot less code than having
3030 * another function that does just that. 2874 * another function that does just that.
3031 */ 2875 */
2876
2877#define CANNOT_REMOVE_CURSED \
2878 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2879 "Praying over an altar, scrolls of remove curse/damnation, " \
2880 "priests or even other players might help.>"
2881
3032int 2882int
3033unapply_for_ob (object *who, object *op, int aflags) 2883unapply_for_ob (object *who, object *op, int aflags)
3034{ 2884{
3035 int i; 2885 if (op->is_range ())
3036 object *tmp = NULL, *last;
3037
3038 /* If we are applying a shield or weapon, unapply any equipped shield
3039 * or weapons first - only allowed to use one weapon/shield at a time.
3040 */
3041 if (op->type == WEAPON || op->type == SHIELD)
3042 {
3043 for (tmp = who->inv; tmp; tmp = tmp->below) 2886 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 {
3045 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3046 {
3047 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2888 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3048 { 2889 {
3049 if (aflags & AP_PRINT) 2890 if (aflags & AP_PRINT)
3050 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2891 who->failmsg (query_name (tmp));
3051 else 2892 else
3052 unapply_special (who, tmp, aflags); 2893 unapply_special (who, tmp, aflags);
3053 } 2894 }
3054 else 2895 else
3055 { 2896 {
3056 /* In this case, we want to try and remove a cursed item. 2897 /* In this case, we want to try and remove a cursed item.
3057 * While we know it won't work, we want unapply_special to 2898 * While we know it won't work, we want unapply_special to
3058 * at least generate the message. 2899 * at least generate the message.
3059 */ 2900 */
3060 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2901 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3061 return 1; 2902 return 1;
3062 }
3063
3064 } 2903 }
3065 }
3066 }
3067 2904
3068 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3069 { 2906 {
3070 /* this used up a slot that we need to free */ 2907 /* this used up a slot that we need to free */
3071 if (op->body_info[i]) 2908 if (op->slot[i].info)
3072 { 2909 {
3073 last = who->inv; 2910 object *last = who->inv;
3074 2911
3075 /* We do a while loop - may need to remove several items in order 2912 /* We do a while loop - may need to remove several items in order
3076 * to free up enough slots. 2913 * to free up enough slots.
3077 */ 2914 */
3078 while ((who->body_used[i] + op->body_info[i]) < 0) 2915 while ((who->slot[i].used + op->slot[i].info) < 0)
3079 { 2916 {
3080 tmp = get_item_from_body_location (last, i); 2917 object *tmp = get_next_item_from_body_location (i, last);
2918
3081 if (!tmp) 2919 if (!tmp)
3082 { 2920 {
3083#if 0 2921#if 0
3084 /* Not a bug - we'll get this if the player has cursed items 2922 /* Not a bug - we'll get this if the player has cursed items
3085 * equipped. 2923 * equipped.
3086 */ 2924 */
3087 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2925 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3088#endif 2926#endif
3089 return 1; 2927 return 1;
3090 } 2928 }
2929
3091 /* If we are just printing, we don't care about cursed status */ 2930 /* If we are just printing, we don't care about cursed status */
3092 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2931 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3093 { 2932 {
3094 if (aflags & AP_PRINT) 2933 if (aflags & AP_PRINT)
3095 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2934 who->failmsg (query_name (tmp));
3096 else 2935 else
3097 unapply_special (who, tmp, aflags); 2936 unapply_special (who, tmp, aflags);
3098 } 2937 }
3099 else 2938 else
3100 { 2939 {
3101 /* Cursed item that we can't unequip - tell the player. 2940 /* Cursed item that we can't unequip - tell the player.
3102 * Note this could be annoying if this is just one of a few, 2941 * Note this could be annoying if this is just one of a few,
3103 * so it may not be critical (eg, putting on a ring and you have 2942 * so it may not be critical (eg, putting on a ring and you have
3104 * one cursed ring.) 2943 * one cursed ring.)
3105 */ 2944 */
3106 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2945 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3107 } 2946 }
2947
3108 last = tmp->below; 2948 last = tmp->below;
3109 } 2949 }
3110 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2950 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3111 * return in the !tmp would have kicked in. 2951 * return in the !tmp would have kicked in.
3112 */ 2952 */
3113 } /* if op is using this body location */ 2953 } /* if op is using this body location */
3114 } /* for body lcoations */ 2954 } /* for body lcoations */
2955
3115 return 0; 2956 return 0;
3116} 2957}
3117 2958
3118/** 2959/**
3119 * Checks to see if 'who' can apply object 'op'. 2960 * Checks to see if 'who' can apply object 'op'.
3120 * Returns 0 if apply can be done without anything special. 2961 * Returns 0 if apply can be done without anything special.
3121 * Otherwise returns a bitmask - potentially several of these may be 2962 * Otherwise returns a bitmask - potentially several of these may be
3122 * set, but largely depends on circumstance - in the future, processing 2963 * set, but largely depends on circumstance - in the future, processing
3123 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2964 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3124 * is set, do we really are what the other flags may be?) 2965 * is set, do we really care what the other flags may be?)
3125 * 2966 *
3126 * See include/define.h for detailed description of the meaning of 2967 * See include/define.h for detailed description of the meaning of
3127 * these return values. 2968 * these return values.
3128 */ 2969 */
3129int 2970int
3130can_apply_object (object *who, object *op) 2971can_apply_object (object *who, object *op)
3131{ 2972{
3132 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2973 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3133 return RESULT_INT (0); 2974 return RESULT_INT (0);
3134 2975
3135 int i, retval = 0; 2976 int retval = 0;
3136 object *tmp = NULL, *ws = NULL; 2977 object *tmp = 0, *ws = 0;
3137 2978
3138 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2979 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3139 * 2 weapons, but we don't want to let them do that. So if they are
3140 * trying to equip a weapon or shield, see if they already have one
3141 * in place and store that way.
3142 */
3143 if (op->type == WEAPON || op->type == SHIELD)
3144 { 2980 {
3145 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2981 if (op->slot[i].info)
3146 { 2982 {
3147 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2983 /* Item uses more slots than we have */
2984 if (who->slot[i].info + op->slot [i].info < 0)
3148 { 2985 {
3149 retval = CAN_APPLY_UNAPPLY;
3150 ws = tmp;
3151 }
3152 }
3153 }
3154
3155
3156 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3157 {
3158 if (op->body_info[i])
3159 {
3160 /* Item uses more slots than we have */
3161 if (FABS (op->body_info[i]) > who->body_info[i])
3162 {
3163 /* Could return now for efficiently - rest of info below isn' 2986 /* Could return now for efficiency - rest of info below isn't
3164 * really needed. 2987 * really needed.
3165 */ 2988 */
3166 retval |= CAN_APPLY_NEVER; 2989 retval |= CAN_APPLY_NEVER;
3167 } 2990 }
3168 else if ((who->body_used[i] + op->body_info[i]) < 0) 2991 else if (who->slot[i].used + op->slot[i].info < 0)
3169 { 2992 {
3170 /* in this case, equipping this would use more free spots than 2993 /* in this case, equipping this would use more free spots than
3171 * we have. 2994 * we have.
3172 */ 2995 */
3173 object *tmp1;
3174
3175 2996
3176 /* if we have an applied weapon/shield, and unapply it would free 2997 /* if we have an applied weapon/shield, and unapply it would free
3177 * enough slots to equip the new item, then just set this can 2998 * enough slots to equip the new item, then just set "can
3178 * continue. We don't care about the logic below - if you have 2999 * apply unapply". We don't care about the logic below - if you have a
3179 * shield equipped and try to equip another shield, there is only 3000 * shield equipped and try to equip another shield, there is only
3180 * one choice. However, the check for the number of body locations 3001 * one choice. However, the check for the number of body locations
3181 * does take into the account cases where what is being applied 3002 * does take into the account cases where what is being applied
3182 * may be two handed for example. 3003 * may be two handed for example.
3183 */ 3004 */
3184 if (ws) 3005 if (ws)
3185 { 3006 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3186 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3187 { 3007 {
3188 retval |= CAN_APPLY_UNAPPLY; 3008 retval |= CAN_APPLY_UNAPPLY;
3189 continue; 3009 continue;
3190 } 3010 }
3191 }
3192 3011
3193 tmp1 = get_item_from_body_location (who->inv, i); 3012 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3194 if (!tmp1) 3013 if (!tmp1)
3195 { 3014 {
3196#if 0 3015#if 0
3197 /* This is sort of an error, but happens a lot when old players 3016 /* This is sort of an error, but happens a lot when old players
3198 * join in with more stuff equipped than they are now allowed. 3017 * join in with more stuff equipped than they are now allowed.
3206 /* need to unapply something. However, if this something 3025 /* need to unapply something. However, if this something
3207 * is different than we had found before, it means they need 3026 * is different than we had found before, it means they need
3208 * to apply multiple objects 3027 * to apply multiple objects
3209 */ 3028 */
3210 retval |= CAN_APPLY_UNAPPLY; 3029 retval |= CAN_APPLY_UNAPPLY;
3030
3211 if (!tmp) 3031 if (!tmp)
3212 tmp = tmp1; 3032 tmp = tmp1;
3213 else if (tmp != tmp1) 3033 else if (tmp != tmp1)
3214 {
3215 retval |= CAN_APPLY_UNAPPLY_MULT; 3034 retval |= CAN_APPLY_UNAPPLY_MULT;
3216 } 3035
3217 /* This object isn't using up all the slots, so there must 3036 /* This object isn't using up all the slots, so there must
3218 * be another. If so, and it the new item doesn't need all 3037 * be another. If so, and it the new item doesn't need all
3219 * the slots, the player then has a choice. 3038 * the slots, the player then has a choice.
3220 */ 3039 */
3221 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3040 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3041 && abs (op->slot[i].info) < who->slot[i].info)
3222 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3042 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3223 3043
3224 /* Does unequippint 'tmp1' free up enough slots for this to be 3044 /* Does unequippint 'tmp1' free up enough slots for this to be
3225 * equipped? If not, there must be something else to unapply. 3045 * equipped? If not, there must be something else to unapply.
3226 */ 3046 */
3227 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3047 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3228 retval |= CAN_APPLY_UNAPPLY_MULT; 3048 retval |= CAN_APPLY_UNAPPLY_MULT;
3229
3230 } 3049 }
3231 } /* if not enough free slots */ 3050 } /* if not enough free slots */
3232 } /* if this object uses location i */ 3051 } /* if this object uses location i */
3233 } /* for i -> num_body_locations loop */ 3052 } /* for i -> num_body_locations loop */
3234 3053
3239 * and weapons all use the same slot. Similar for horn/rod/wand - they 3058 * and weapons all use the same slot. Similar for horn/rod/wand - they
3240 * all use the same location. 3059 * all use the same location.
3241 */ 3060 */
3242 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3061 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3243 retval |= CAN_APPLY_RESTRICTION; 3062 retval |= CAN_APPLY_RESTRICTION;
3063
3244 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3064 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3245 retval |= CAN_APPLY_RESTRICTION; 3065 retval |= CAN_APPLY_RESTRICTION;
3246 3066
3247
3248 if (who->type != PLAYER) 3067 if (who->type != PLAYER)
3249 { 3068 {
3250 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3069 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3251 retval |= CAN_APPLY_RESTRICTION; 3070 retval |= CAN_APPLY_RESTRICTION;
3071
3252 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3072 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3253 retval |= CAN_APPLY_RESTRICTION; 3073 retval |= CAN_APPLY_RESTRICTION;
3074
3254 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3075 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3255 retval |= CAN_APPLY_RESTRICTION; 3076 retval |= CAN_APPLY_RESTRICTION;
3077
3256 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3078 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3257 retval |= CAN_APPLY_RESTRICTION; 3079 retval |= CAN_APPLY_RESTRICTION;
3258 } 3080 }
3081
3259 return retval; 3082 return retval;
3260} 3083}
3261
3262
3263 3084
3264/** 3085/**
3265 * who is the object using the object. It can be a monster. 3086 * who is the object using the object. It can be a monster.
3266 * op is the object they are using. op is an equipment type item, 3087 * op is the object they are using. op is an equipment type item,
3267 * eg, one which you put on and keep on for a while, and not something 3088 * eg, one which you put on and keep on for a while, and not something
3276 * AP_UNAPPLY=always unapply). 3097 * AP_UNAPPLY=always unapply).
3277 * 3098 *
3278 * Optional flags: 3099 * Optional flags:
3279 * AP_NO_MERGE: don't merge an unapplied object with other objects 3100 * AP_NO_MERGE: don't merge an unapplied object with other objects
3280 * AP_IGNORE_CURSE: unapply cursed items 3101 * AP_IGNORE_CURSE: unapply cursed items
3102 * AP_NO_READY: do not ready skills when applying skill tools
3281 * 3103 *
3282 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3104 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3283 * 3105 *
3284 * apply_special() doesn't check for unpaid items. 3106 * apply_special() doesn't check for unpaid items.
3285 */ 3107 */
3108
3109#define LACK_ITEM_POWER \
3110 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3111
3286int 3112int
3287apply_special (object *who, object *op, int aflags) 3113apply_special (object *who, object *op, int aflags)
3288{ 3114{
3289 int basic_flag = aflags & AP_BASIC_FLAGS; 3115 int basic_flag = aflags & AP_BASIC_FLAGS;
3290 object *tmp, *tmp2, *skop = NULL; 3116 object *tmp, *tmp2, *skop = NULL;
3291 int i;
3292 3117
3293 if (who == NULL) 3118 if (who == NULL)
3294 { 3119 {
3295 LOG (llevError, "apply_special() from object without environment.\n"); 3120 LOG (llevError, "apply_special() from object without environment.\n");
3296 return 1; 3121 return 1;
3306 if (basic_flag == AP_APPLY) 3131 if (basic_flag == AP_APPLY)
3307 return 0; 3132 return 0;
3308 3133
3309 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3134 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3310 { 3135 {
3311 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3136 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3312 return 1; 3137 return 1;
3313 } 3138 }
3139
3314 return unapply_special (who, op, aflags); 3140 return unapply_special (who, op, aflags);
3315 } 3141 }
3316 3142
3317 if (basic_flag == AP_UNAPPLY) 3143 if (basic_flag == AP_UNAPPLY)
3318 return 0; 3144 return 0;
3319 3145
3320 i = can_apply_object (who, op); 3146 // if the item is combat/ranged, wield the relevant slot first
3147 // to resolve conflicts.
3148 if (player *pl = who->contr)
3149 switch (op->slottype ())
3150 {
3151 case slot_combat: who->change_weapon (pl->combat_ob); break;
3152 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3153 }
3154
3155 splay (op);
3321 3156
3322 /* Can't just apply this object. Lets see what not and what to do */ 3157 /* Can't just apply this object. Lets see what not and what to do */
3323 if (i) 3158 if (int i = can_apply_object (who, op))
3324 { 3159 {
3325 if (i & CAN_APPLY_NEVER) 3160 if (i & CAN_APPLY_NEVER)
3326 { 3161 {
3327 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3162 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3328 return 1; 3163 return 1;
3329 } 3164 }
3330 else if (i & CAN_APPLY_RESTRICTION) 3165 else if (i & CAN_APPLY_RESTRICTION)
3331 { 3166 {
3332 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3167 who->failmsg (format (
3168 "You have a prohibition against using a %s. "
3169 "H<Your belief, profession or class prevents you from applying this item.>",
3170 query_name (op)
3171 ));
3333 return 1; 3172 return 1;
3334 } 3173 }
3174
3335 if (who->type != PLAYER) 3175 if (who->type != PLAYER)
3336 { 3176 {
3337 /* Some error, so don't try to equip something more */ 3177 /* Some error, so don't try to equip something more */
3338 if (unapply_for_ob (who, op, aflags)) 3178 if (unapply_for_ob (who, op, aflags))
3339 return 1; 3179 return 1;
3340 } 3180 }
3341 else 3181 else
3342 { 3182 {
3343 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3183 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3344 { 3184 {
3345 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3185 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3346 unapply_for_ob (who, op, AP_PRINT); 3186 unapply_for_ob (who, op, AP_PRINT);
3347 return 1; 3187 return 1;
3348 } 3188 }
3349 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3189 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3350 {
3351 i = unapply_for_ob (who, op, aflags); 3190 if (unapply_for_ob (who, op, aflags))
3352 if (i)
3353 return 1; 3191 return 1;
3354 }
3355 } 3192 }
3356 } 3193 }
3357 3194
3358 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3195 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3359 { 3196 {
3360 skop = find_skill_by_name (who, op->skill); 3197 skop = find_skill_by_name (who, op->skill);
3198
3361 if (!skop) 3199 if (!skop)
3362 { 3200 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3201 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3364 return 1; 3202 return 1;
3365 } 3203 }
3366 else 3204 else
3367 {
3368 /* While experience will be credited properly, we want to change the 3205 /* While experience will be credited properly, we want to change the
3369 * skill so that the dam and wc get updated 3206 * skill so that the dam and wc get updated
3370 */ 3207 */
3371 change_skill (who, skop, 0); 3208 who->change_skill (skop);
3372 }
3373 }
3374
3375 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3376 { 3209 }
3377 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3210
3211 if (who->type == PLAYER
3212 && op->item_power
3213 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3214 {
3215 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3378 return 1; 3216 return 1;
3379 } 3217 }
3380
3381 3218
3382 /* Ok. We are now at the state where we can apply the new object. 3219 /* Ok. We are now at the state where we can apply the new object.
3383 * Note that we don't have the checks for can_use_... 3220 * Note that we don't have the checks for can_use_...
3384 * below - that is already taken care of by can_apply_object. 3221 * below - that is already taken care of by can_apply_object.
3385 */ 3222 */
3386 3223 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3387
3388 if (op->nrof > 1)
3389 tmp = get_split_ob (op, op->nrof - 1);
3390 else
3391 tmp = NULL;
3392 3224
3393 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3225 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3394 return RESULT_INT (0); 3226 return RESULT_INT (0);
3395 3227
3396 switch (op->type) 3228 switch (op->type)
3397 { 3229 {
3398 case WEAPON: 3230 case WEAPON:
3399 if (!check_weapon_power (who, op->last_eat)) 3231 if (!check_weapon_power (who, op->last_eat))
3400 { 3232 {
3401 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3233 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3402 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3234
3403 if (tmp != NULL) 3235 if (tmp)
3404 (void) insert_ob_in_ob (tmp, who); 3236 insert_ob_in_ob (tmp, who);
3237
3405 return 1; 3238 return 1;
3406 } 3239 }
3240
3241 //TODO: this obviously fails for players using a shorter prefix
3242 // i.e. "R" can use Ragnarok's sword.
3407 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3243 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408 { 3244 {
3409 /* if the weapon does not have the name as the character, can't use it. */ 3245 /* if the weapon does not have the name as the character, can't use it. */
3410 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3246 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3411 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3247 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3248
3412 if (tmp != NULL) 3249 if (tmp)
3413 (void) insert_ob_in_ob (tmp, who); 3250 insert_ob_in_ob (tmp, who);
3251
3414 return 1; 3252 return 1;
3415 } 3253 }
3254
3255 if (!skop)
3256 {
3257 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3258 return 1;
3259 }
3260
3416 SET_FLAG (op, FLAG_APPLIED); 3261 SET_FLAG (op, FLAG_APPLIED);
3417
3418 if (skop)
3419 change_skill (who, skop, 1); 3262 who->change_skill (skop);
3420 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3263
3264 if (who->contr)
3265 who->change_weapon (who->contr->combat_ob = op);
3266
3267 who->statusmsg (format ("You wield %s.", query_name (op)));
3268
3421 SET_FLAG (who, FLAG_READY_WEAPON); 3269 SET_FLAG (who, FLAG_READY_WEAPON);
3422
3423 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3424
3425 (void) change_abil (who, op); 3270 change_abil (who, op);
3426 break; 3271 break;
3427 3272
3428 case ARMOUR: 3273 case ARMOUR:
3429 case HELMET: 3274 case HELMET:
3430 case SHIELD: 3275 case SHIELD:
3434 case BRACERS: 3279 case BRACERS:
3435 case CLOAK: 3280 case CLOAK:
3436 case RING: 3281 case RING:
3437 case AMULET: 3282 case AMULET:
3438 SET_FLAG (op, FLAG_APPLIED); 3283 SET_FLAG (op, FLAG_APPLIED);
3439 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3284 who->statusmsg (format ("You wear %s.", query_name (op)));
3440 (void) change_abil (who, op); 3285 change_abil (who, op);
3441 break; 3286 break;
3287
3442 case LAMP: 3288 case LAMP:
3443 if (op->stats.food < 1) 3289 if (op->stats.food < 1)
3444 { 3290 {
3445 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3291 who->failmsg (format (
3292 "Your %s is out of fuel! "
3293 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3294 &op->name
3295 ));
3446 return 1; 3296 return 1;
3447 } 3297 }
3448 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3298
3299 who->statusmsg (format ("You turn on your %s.", &op->name));
3300
3449 tmp2 = arch_to_object (op->other_arch); 3301 tmp2 = arch_to_object (op->other_arch);
3450 tmp2->stats.food = op->stats.food; 3302 tmp2->stats.food = op->stats.food;
3451 SET_FLAG (tmp2, FLAG_APPLIED); 3303 SET_FLAG (tmp2, FLAG_APPLIED);
3304
3452 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3305 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3453 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3306 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3307
3454 insert_ob_in_ob (tmp2, who); 3308 insert_ob_in_ob (tmp2, who);
3455 3309
3456 /* Remove the old lantern */ 3310 /* Remove the old lantern */
3457 if (who->type == PLAYER) 3311 if (who->type == PLAYER)
3458 esrv_del_item (who->contr, op->count); 3312 esrv_del_item (who->contr, op->count);
3459 3313
3460 op->destroy (); 3314 op->destroy ();
3461 3315
3462 /* insert the portion that was split off */ 3316 /* insert the portion that was split off */
3463 if (tmp != NULL) 3317 if (tmp)
3464 { 3318 {
3465 (void) insert_ob_in_ob (tmp, who); 3319 insert_ob_in_ob (tmp, who);
3466 if (who->type == PLAYER) 3320 if (who->type == PLAYER)
3467 esrv_send_item (who, tmp); 3321 esrv_send_item (who, tmp);
3468 } 3322 }
3323
3469 who->update_stats (); 3324 who->update_stats ();
3325
3470 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3326 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3471 {
3472 if (who->type == PLAYER) 3327 if (who->type == PLAYER)
3473 { 3328 {
3474 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3329 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3475 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3330 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3476 } 3331 }
3477 } 3332
3478 if (who->type == PLAYER) 3333 if (who->type == PLAYER)
3479 esrv_send_item (who, tmp2); 3334 esrv_send_item (who, tmp2);
3335
3480 return 0; 3336 return 0;
3337
3338 case SKILL_TOOL:
3339 // applying a skill tool also readies the skill
3340 SET_FLAG (op, FLAG_APPLIED);
3341
3342 if (!(aflags & AP_NO_READY))
3343 {
3344 skop = find_skill_by_name (who, op->skill);
3345 if (!skop->flag [FLAG_APPLIED])
3346 apply_special (who, skop, AP_APPLY);
3347 }
3481 break; 3348 break;
3482 3349
3483 /* this part is needed for skill-tools */
3484 case SKILL: 3350 case SKILL:
3485 case SKILL_TOOL: 3351 if (player *pl = who->contr)
3486 if (who->chosen_skill)
3487 { 3352 {
3488 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3353 if (IS_COMBAT_SKILL (op->subtype))
3489 return 1;
3490 }
3491 if (who->type == PLAYER)
3492 { 3354 {
3493 who->contr->shoottype = range_skill; 3355 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3494 who->contr->ranges[range_skill] = op; 3356 {
3357 for (object *item = who->inv; item; item = item->below)
3358 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3359 {
3360 if (item->skill == op->skill)
3361 {
3362 who->change_weapon (pl->combat_ob = item);
3363 goto found_weapon;
3364 }
3365 }
3366
3367 who->failmsg (format (
3368 "You need to apply a '%s' melee weapon before readying this skill. "
3369 "H<Some skills need an item, in this case a melee weapon, to function.>",
3370 &op->skill
3371 ));
3372 return 1;
3373
3374 found_weapon:;
3375 }
3376 else
3377 who->change_weapon (pl->combat_ob = op);
3378 }
3379 else if (IS_RANGED_SKILL (op->subtype))
3380 {
3381 if (skill_flags [op->subtype] & SF_NEED_BOW)
3382 {
3383 for (object *item = who->inv; item; item = item->below)
3384 if (item->type == BOW && item->flag [FLAG_APPLIED])
3385 {
3386 //TODO: bows should/must all have skill missile weapon right now
3387 who->change_weapon (pl->ranged_ob = item);
3388 goto found_bow;
3389 }
3390
3391 who->failmsg (
3392 "You need to apply a missile weapon before readying this skill. "
3393 "H<Some skills need an item, in this case a missile weapon, to function.>"
3394 );
3395 return 1;
3396
3397 found_bow:;
3398 }
3399 else
3400 who->change_weapon (pl->ranged_ob = op);
3401 }
3402
3495 if (!op->invisible) 3403 if (!op->invisible)
3496 { 3404 {
3497 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3405 who->statusmsg (format (
3498 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3406 "You ready %s."
3407 "You can now use the skill: %s.",
3408 query_name (op),
3409 &op->skill
3410 ));
3499 } 3411 }
3500 else 3412 else
3501 {
3502 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3413 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3503 }
3504 } 3414 }
3415 else
3416 {
3505 SET_FLAG (op, FLAG_APPLIED); 3417 SET_FLAG (op, FLAG_APPLIED);
3506 (void) change_abil (who, op); 3418 change_abil (who, op);
3507 who->chosen_skill = op; 3419 who->chosen_skill = op;
3508 SET_FLAG (who, FLAG_READY_SKILL); 3420 SET_FLAG (who, FLAG_READY_SKILL);
3421 }
3422
3509 break; 3423 break;
3510 3424
3511 case BOW: 3425 case BOW:
3512 if (!check_weapon_power (who, op->last_eat)) 3426 if (!check_weapon_power (who, op->last_eat))
3513 { 3427 {
3514 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3428 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3515 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3429
3516 if (tmp != NULL) 3430 if (tmp)
3517 (void) insert_ob_in_ob (tmp, who); 3431 insert_ob_in_ob (tmp, who);
3432
3518 return 1; 3433 return 1;
3519 } 3434 }
3435
3520 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3436 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3521 { 3437 {
3522 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3438 who->failmsg ("The weapon does not recognize you as its owner. "
3439 "H<Its name indicates that it belongs to somebody else.>");
3523 if (tmp != NULL) 3440 if (tmp)
3524 (void) insert_ob_in_ob (tmp, who); 3441 insert_ob_in_ob (tmp, who);
3442
3525 return 1; 3443 return 1;
3526 } 3444 }
3445
3527 /*FALLTHROUGH*/ case WAND: 3446 /*FALLTHROUGH*/
3447 case WAND:
3528 case ROD: 3448 case ROD:
3529 case HORN: 3449 case HORN:
3530 /* check for skill, alter player status */ 3450 /* check for skill, alter player status */
3451
3452 if (!skop)
3453 {
3454 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3455 return 1;
3456 }
3457
3531 SET_FLAG (op, FLAG_APPLIED); 3458 SET_FLAG (op, FLAG_APPLIED);
3532 if (skop)
3533 change_skill (who, skop, 0); 3459 who->change_skill (skop);
3534 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3535 3460
3536 if (who->type == PLAYER) 3461 if (who->contr)
3537 { 3462 {
3463 who->contr->ranged_ob = op;
3464
3465 who->statusmsg (format ("You ready %s.", query_name (op)));
3466
3538 if (op->type == BOW) 3467 if (op->type == BOW)
3539 { 3468 {
3469 who->current_weapon = op;
3540 (void) change_abil (who, op); 3470 change_abil (who, op);
3541 new_draw_info_format (NDI_UNIQUE, 0, who,
3542 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3471 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3543 who->contr->shoottype = range_bow;
3544 }
3545 else
3546 {
3547 who->contr->shoottype = range_misc;
3548 } 3472 }
3549 } 3473 }
3550 else 3474 else
3551 { 3475 {
3552 if (op->type == BOW) 3476 if (op->type == BOW)
3553 SET_FLAG (who, FLAG_READY_BOW); 3477 SET_FLAG (who, FLAG_READY_BOW);
3554 else 3478 else
3555 SET_FLAG (who, FLAG_READY_RANGE); 3479 SET_FLAG (who, FLAG_READY_RANGE);
3556 } 3480 }
3481
3557 break; 3482 break;
3558 3483
3559 case BUILDER: 3484 case BUILDER:
3560 if (who->contr->ranges[range_builder]) 3485 if (who->type == PLAYER)
3486 {
3487 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3488 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3561 unapply_special (who, who->contr->ranges[range_builder], 0); 3489 unapply_special (who, who->contr->ranged_ob, 0);
3562 who->contr->shoottype = range_builder; 3490
3491 who->statusmsg (format ("You ready your %s.", query_name (op)));
3492
3563 who->contr->ranges[range_builder] = op; 3493 who->contr->ranged_ob = op;
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3494 }
3565 break; 3495 break;
3566 3496
3567 default: 3497 default:
3568 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3498 who->statusmsg (format ("You apply %s.", query_name (op)));
3569 } /* end of switch op->type */ 3499 }
3570 3500
3571 SET_FLAG (op, FLAG_APPLIED); 3501 SET_FLAG (op, FLAG_APPLIED);
3572 3502
3573 if (tmp != NULL) 3503 if (tmp)
3574 tmp = insert_ob_in_ob (tmp, who); 3504 tmp = insert_ob_in_ob (tmp, who);
3575 3505
3576 who->update_stats (); 3506 who->update_stats ();
3577 3507
3578 /* We exclude spell casting objects. The fire code will set the 3508 /* We exclude spell casting objects. The fire code will set the
3581 */ 3511 */
3582 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3512 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3583 SET_FLAG (op, FLAG_BEEN_APPLIED); 3513 SET_FLAG (op, FLAG_BEEN_APPLIED);
3584 3514
3585 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3515 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3586 {
3587 if (who->type == PLAYER) 3516 if (who->type == PLAYER)
3588 { 3517 {
3589 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3518 who->failmsg (
3519 "Oops, it feels deadly cold! "
3520 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3521 );
3590 SET_FLAG (op, FLAG_KNOWN_CURSED); 3522 SET_FLAG (op, FLAG_KNOWN_CURSED);
3591 } 3523 }
3592 } 3524
3593 if (who->type == PLAYER) 3525 if (who->type == PLAYER)
3594 { 3526 {
3595 /* if multiple objects were applied, update both slots */ 3527 /* if multiple objects were applied, update both slots */
3596 if (tmp) 3528 if (tmp)
3597 esrv_send_item (who, tmp); 3529 esrv_send_item (who, tmp);
3530
3598 esrv_send_item (who, op); 3531 esrv_send_item (who, op);
3599 } 3532 }
3533
3600 return 0; 3534 return 0;
3601} 3535}
3602
3603 3536
3604int 3537int
3605monster_apply_special (object *who, object *op, int aflags) 3538monster_apply_special (object *who, object *op, int aflags)
3606{ 3539{
3607 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3540 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3608 return 1; 3541 return 1;
3542
3609 return apply_special (who, op, aflags); 3543 return apply_special (who, op, aflags);
3610} 3544}
3611 3545
3612/** 3546/**
3613 * Map was just loaded, handle op's initialisation. 3547 * Map was just loaded, handle op's initialisation.
3651 3585
3652 case TREASURE: 3586 case TREASURE:
3653 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3587 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3654 return 0; 3588 return 0;
3655 3589
3656 while ((op->stats.hp--) > 0) 3590 while (op->stats.hp-- > 0)
3657 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3591 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3658 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3592 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3659 3593
3660 /* If we generated an object and put it in this object inventory, 3594 /* If we generated an object and put it in this object inventory,
3661 * move it to the parent object as the current object is about 3595 * move it to the parent object as the current object is about
3678 } 3612 }
3679 return tmp ? 1 : 0; 3613 return tmp ? 1 : 0;
3680} 3614}
3681 3615
3682/** 3616/**
3683 * fix_auto_apply goes through the entire map (only the first time 3617 * fix_auto_apply goes through the entire map every time a map
3684 * when an original map is loaded) and performs special actions for 3618 * is loaded or swapped in and performs special actions for
3685 * certain objects (most initialization of chests and creation of 3619 * certain objects (most initialization of chests and creation of
3686 * treasures and stuff). Calls auto_apply if appropriate. 3620 * treasures and stuff). Calls auto_apply if appropriate.
3687 */ 3621 */
3688void 3622void
3689maptile::fix_auto_apply () 3623maptile::fix_auto_apply ()
3767 { 3701 {
3768 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3702 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3769 tmp->randomitems = NULL; 3703 tmp->randomitems = NULL;
3770 } 3704 }
3771 3705
3706 // close all containers
3707 else if (tmp->type == CONTAINER)
3708 tmp->flag [FLAG_APPLIED] = 0;
3709
3772 tmp = above; 3710 tmp = above;
3773 } 3711 }
3774 3712
3775 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3713 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3776 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3714 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3782 * Handles player eating food that temporarily changes status (resistances, stats). 3720 * Handles player eating food that temporarily changes status (resistances, stats).
3783 * This used to call cast_change_attr(), but 3721 * This used to call cast_change_attr(), but
3784 * that doesn't work with the new spell code. Since we know what 3722 * that doesn't work with the new spell code. Since we know what
3785 * the food changes, just grab a force and use that instead. 3723 * the food changes, just grab a force and use that instead.
3786 */ 3724 */
3787
3788void 3725void
3789eat_special_food (object *who, object *food) 3726eat_special_food (object *who, object *food)
3790{ 3727{
3791 object *force; 3728 object *force;
3792 int i, did_one = 0; 3729 int i, did_one = 0;
3793 sint8 k;
3794 3730
3795 force = get_archetype (FORCE_NAME); 3731 force = get_archetype (FORCE_NAME);
3796 3732
3797 for (i = 0; i < NUM_STATS; i++) 3733 for (i = 0; i < NUM_STATS; i++)
3798 { 3734 if (sint8 k = food->stats.stat (i))
3799 k = get_attr_value (&food->stats, i);
3800 if (k)
3801 { 3735 {
3802 set_attr_value (&force->stats, i, k); 3736 force->stats.stat (i) = k;
3803 did_one = 1; 3737 did_one = 1;
3804 } 3738 }
3805 }
3806 3739
3807 /* check if we can protect the eater */ 3740 /* check if we can protect the eater */
3808 for (i = 0; i < NROFATTACKS; i++) 3741 for (i = 0; i < NROFATTACKS; i++)
3809 { 3742 {
3810 if (food->resist[i] > 0) 3743 if (food->resist[i] > 0)
3829 /* check for hp, sp change */ 3762 /* check for hp, sp change */
3830 if (food->stats.hp != 0) 3763 if (food->stats.hp != 0)
3831 { 3764 {
3832 if (QUERY_FLAG (food, FLAG_CURSED)) 3765 if (QUERY_FLAG (food, FLAG_CURSED))
3833 { 3766 {
3834 strcpy (who->contr->killer, food->name); 3767 assign (who->contr->killer, food->name);
3835 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3768 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3769 who->failmsg ("Eck!...that was poisonous!");
3837 } 3770 }
3838 else 3771 else
3839 { 3772 {
3840 if (food->stats.hp > 0) 3773 if (food->stats.hp > 0)
3841 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3774 who->statusmsg ("You begin to feel better.");
3842 else 3775 else
3843 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3776 who->failmsg ("Eck!...that was poisonous!");
3777
3844 who->stats.hp += food->stats.hp; 3778 who->stats.hp += food->stats.hp;
3845 } 3779 }
3846 } 3780 }
3847 if (food->stats.sp != 0) 3781 if (food->stats.sp != 0)
3848 { 3782 {
3849 if (QUERY_FLAG (food, FLAG_CURSED)) 3783 if (QUERY_FLAG (food, FLAG_CURSED))
3850 { 3784 {
3851 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3785 who->failmsg ("You are drained of mana!");
3852 who->stats.sp -= food->stats.sp; 3786 who->stats.sp -= food->stats.sp;
3853 if (who->stats.sp < 0) 3787 if (who->stats.sp < 0)
3854 who->stats.sp = 0; 3788 who->stats.sp = 0;
3855 } 3789 }
3856 else 3790 else
3857 { 3791 {
3858 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3792 who->statusmsg ("You feel a rush of magical energy!");
3859 who->stats.sp += food->stats.sp; 3793 who->stats.sp += food->stats.sp;
3860 /* place limit on max sp from food? */ 3794 /* place limit on max sp from food? */
3861 } 3795 }
3862 } 3796 }
3797
3863 who->update_stats (); 3798 who->update_stats ();
3864} 3799}
3865 3800
3866/** 3801/**
3867 * Designed primarily to light torches/lanterns/etc. 3802 * Designed primarily to light torches/lanterns/etc.
3894 } 3829 }
3895 else 3830 else
3896 lighter->stats.food--; 3831 lighter->stats.food--;
3897 } 3832 }
3898 else if (lighter->last_eat) 3833 else if (lighter->last_eat)
3834 {
3899 { /* no charges left in lighter */ 3835 /* no charges left in lighter */
3900 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3836 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3901 return; 3837 return;
3902 } 3838 }
3903 3839
3904 /* Perhaps we should split what we are trying to light on fire? 3840 /* Perhaps we should split what we are trying to light on fire?
3905 * I can't see many times when you would want to light multiple 3841 * I can't see many times when you would want to light multiple
3911 3847
3912 save_throw_object (item, AT_FIRE, who); 3848 save_throw_object (item, AT_FIRE, who);
3913 3849
3914 if (item->destroyed ()) 3850 if (item->destroyed ())
3915 { 3851 {
3916 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3852 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3917 /* Need to update the player so that the players glow radius 3853 /* Need to update the player so that the players glow radius
3918 * gets changed. 3854 * gets changed.
3919 */ 3855 */
3920 if (is_player_env) 3856 if (is_player_env)
3921 who->update_stats (); 3857 who->update_stats ();
3922 } 3858 }
3923 else 3859 else
3924 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3860 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3925 } 3861 }
3926 else /* nothing to light */ 3862 else
3927 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3863 who->failmsg ("You need to mark a lightable object.");
3928
3929} 3864}
3930 3865
3931/** 3866/**
3932 * op made some mistake with a scroll, this takes care of punishment. 3867 * op made some mistake with a scroll, this takes care of punishment.
3933 * scroll_failure()- hacked directly from spell_failure 3868 * scroll_failure()- hacked directly from spell_failure
3940 3875
3941 if (failure <= -1 && failure > -15) 3876 if (failure <= -1 && failure > -15)
3942 { /* wonder */ 3877 { /* wonder */
3943 object *tmp; 3878 object *tmp;
3944 3879
3945 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3880 op->failmsg ("Your spell warps!");
3946 tmp = get_archetype (SPELL_WONDER); 3881 tmp = get_archetype (SPELL_WONDER);
3947 cast_wonder (op, op, 0, tmp); 3882 cast_wonder (op, op, 0, tmp);
3948 tmp->destroy (); 3883 tmp->destroy ();
3949 } 3884 }
3950 else if (failure <= -15 && failure > -35) 3885 else if (failure <= -15 && failure > -35)
3951 { /* drain mana */ 3886 { /* drain mana */
3952 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3887 op->failmsg ("Your mana is drained!");
3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3888 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3954 if (op->stats.sp < 0) 3889 if (op->stats.sp < 0)
3955 op->stats.sp = 0; 3890 op->stats.sp = 0;
3956 } 3891 }
3957 else if (settings.spell_failure_effects == TRUE) 3892 else if (settings.spell_failure_effects == TRUE)
3958 { 3893 {
3959 if (failure <= -35 && failure > -60) 3894 if (failure <= -35 && failure > -60)
3960 { /* confusion */ 3895 { /* confusion */
3961 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3896 op->failmsg ("The magic recoils on you!");
3962 confuse_player (op, op, power); 3897 confuse_player (op, op, power);
3963 } 3898 }
3964 else if (failure <= -60 && failure > -70) 3899 else if (failure <= -60 && failure > -70)
3965 { /* paralysis */ 3900 { /* paralysis */
3966 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3901 op->failmsg ("The magic recoils and paralyzes you!");
3967 paralyze_player (op, op, power); 3902 paralyze_player (op, op, power);
3968 } 3903 }
3969 else if (failure <= -70 && failure > -80) 3904 else if (failure <= -70 && failure > -80)
3970 { /* blind */ 3905 { /* blind */
3971 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3906 op->failmsg ("The magic recoils on you!");
3972 blind_player (op, op, power); 3907 blind_player (op, op, power);
3973 } 3908 }
3974 else if (failure <= -80) 3909 else if (failure <= -80)
3975 { /* blast the immediate area */ 3910 { /* blast the immediate area */
3976 object *tmp;
3977
3978 tmp = get_archetype (LOOSE_MANA); 3911 object *tmp = get_archetype (LOOSE_MANA);
3979 cast_magic_storm (op, tmp, power); 3912 cast_magic_storm (op, tmp, power);
3980 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3913 op->failmsg ("You unleash uncontrolled mana!");
3981 tmp->destroy (); 3914 tmp->destroy ();
3982 } 3915 }
3983 } 3916 }
3984} 3917}
3985 3918
4005 */ 3938 */
4006 int i, j; 3939 int i, j;
4007 3940
4008 for (i = 0; i < NUM_STATS; i++) 3941 for (i = 0; i < NUM_STATS; i++)
4009 { 3942 {
4010 sint8 stat = get_attr_value (stats, i); 3943 int race_bonus = pl->arch->stats.stat (i);
4011 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3944 sint8 stat = stats->stat (i) + ns->stat (i);
4012 3945
4013 stat += get_attr_value (ns, i);
4014 if (stat > 20 + race_bonus) 3946 if (stat > 20 + race_bonus)
4015 { 3947 {
4016 excess_stat++; 3948 excess_stat++;
4017 stat = 20 + race_bonus; 3949 stat = 20 + race_bonus;
4018 } 3950 }
4019 set_attr_value (stats, i, stat); 3951
3952 stats->stat (i) = stat;
4020 } 3953 }
4021 3954
4022 for (j = 0; excess_stat > 0 && j < 100; j++) 3955 for (j = 0; excess_stat > 0 && j < 100; j++)
4023 { /* try 100 times to assign excess stats */ 3956 { /* try 100 times to assign excess stats */
4024 int i = rndm (0, 6); 3957 int i = rndm (0, 6);
4025 int stat = get_attr_value (stats, i);
4026 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4027 3958
4028 if (i == CHA) 3959 if (i == CHA)
4029 continue; /* exclude cha from this */ 3960 continue; /* exclude cha from this */
3961
3962 int stat = stats->stat (i);
3963 int race_bonus = pl->arch->stats.stat (i);
4030 if (stat < 20 + race_bonus) 3964 if (stat < 20 + race_bonus)
4031 { 3965 {
4032 change_attr_value (stats, i, 1); 3966 change_attr_value (stats, i, 1);
4033 excess_stat--; 3967 excess_stat--;
4034 } 3968 }
4037 /* insert the randomitems from the change's treasurelist into 3971 /* insert the randomitems from the change's treasurelist into
4038 * the player ref: player.c 3972 * the player ref: player.c
4039 */ 3973 */
4040 if (change->randomitems != NULL) 3974 if (change->randomitems != NULL)
4041 give_initial_items (pl, change->randomitems); 3975 give_initial_items (pl, change->randomitems);
4042
4043 3976
4044 /* set up the face, for some races. */ 3977 /* set up the face, for some races. */
4045 3978
4046 /* first, look for the force object banning 3979 /* first, look for the force object banning
4047 * changing the face. Certain races never change face with class. 3980 * changing the face. Certain races never change face with class.
4092 char got[MAX_BUF]; 4025 char got[MAX_BUF];
4093 int len; 4026 int len;
4094 4027
4095 if (!pl || !transformer) 4028 if (!pl || !transformer)
4096 return; 4029 return;
4030
4097 marked = find_marked_object (pl); 4031 marked = find_marked_object (pl);
4032
4098 if (!marked) 4033 if (!marked)
4099 { 4034 {
4100 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4035 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4101 return; 4036 return;
4102 } 4037 }
4038
4103 if (!marked->slaying) 4039 if (!marked->slaying)
4104 { 4040 {
4105 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4041 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4106 return; 4042 return;
4107 } 4043 }
4044
4108 /* check whether they are compatible or not */ 4045 /* check whether they are compatible or not */
4109 find = strstr (marked->slaying, transformer->arch->name); 4046 find = strstr (marked->slaying, transformer->arch->archname);
4110 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4047 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4111 { 4048 {
4112 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4049 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4113 return; 4050 return;
4114 } 4051 }
4052
4115 find += strlen (transformer->arch->name) + 1; 4053 find += strlen (transformer->arch->archname) + 1;
4116 /* Item can be used, now find how many and what it yields */ 4054 /* Item can be used, now find how many and what it yields */
4117 if (isdigit (*(find))) 4055 if (isdigit (*(find)))
4118 { 4056 {
4119 yield = atoi (find); 4057 yield = atoi (find);
4120 if (yield < 1) 4058 if (yield < 1)
4126 else 4064 else
4127 yield = 1; 4065 yield = 1;
4128 4066
4129 while (isdigit (*find)) 4067 while (isdigit (*find))
4130 find++; 4068 find++;
4069
4131 while (*find == ' ') 4070 while (*find == ' ')
4132 find++; 4071 find++;
4072
4133 memset (got, 0, MAX_BUF); 4073 memset (got, 0, MAX_BUF);
4074
4134 if ((separator = strchr (find, ';')) != NULL) 4075 if ((separator = strchr (find, ';')) != NULL)
4135 {
4136 len = separator - find; 4076 len = separator - find;
4137 }
4138 else 4077 else
4139 {
4140 len = strlen (find); 4078 len = strlen (find);
4141 } 4079
4142 if (len > MAX_BUF - 1) 4080 if (len > MAX_BUF - 1)
4143 len = MAX_BUF - 1; 4081 len = MAX_BUF - 1;
4082
4144 strcpy (got, find); 4083 strcpy (got, find);
4145 got[len] = '\0'; 4084 got[len] = '\0';
4146 4085
4147 /* Now create new item, remove used ones when required. */ 4086 /* Now create new item, remove used ones when required. */
4148 new_item = get_archetype (got); 4087 new_item = get_archetype (got);
4149 if (!new_item) 4088 if (!new_item)
4150 { 4089 {
4151 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4090 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4152 return; 4091 return;
4153 } 4092 }
4154 4093
4155 new_item->nrof = yield; 4094 new_item->nrof = yield;
4095
4156 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4096 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4097
4157 insert_ob_in_ob (new_item, pl); 4098 insert_ob_in_ob (new_item, pl);
4158 esrv_send_inventory (pl, pl); 4099 esrv_send_inventory (pl, pl);
4159 /* Eat up one item */ 4100 /* Eat up one item */
4160 decrease_ob_nr (marked, 1); 4101 marked->decrease ();
4102
4161 /* Eat one transformer if needed */ 4103 /* Eat one transformer if needed */
4162 if (transformer->stats.food) 4104 if (transformer->stats.food)
4163 if (--transformer->stats.food == 0) 4105 if (--transformer->stats.food == 0)
4164 decrease_ob_nr (transformer, 1); 4106 transformer->decrease ();
4165} 4107}
4108

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