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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.76 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.149 by root, Tue Apr 22 07:01:47 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 (©) 2005,2006,2007,2008 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.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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 */
70 68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
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 && 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 && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
86 return 1; 84 return 1;
87 85
88 return 0; 86 return 0;
94 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
95 */ 93 */
96static int 94static int
97apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
98{ 96{
99 object *id, *marked; 97 dynbuf_text buf;
100 int success = 0;
101 98
102 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
103 return 0; 100 return 0;
104 101
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
107 */ 104 */
108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 106 return 0;
110 107
111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
114 */ 110 */
111 if (object *marked = find_marked_object (pl))
115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 { 113 {
117 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
118 { 115 {
119 identify (marked); 116 identify (marked);
120 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
121 if (marked->msg) 119 if (marked->msg)
122 { 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
125 } 123 }
126 return money == NULL;
127 } 124 }
128 }
129 125
130 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
131 { 127 {
132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133 { 129 {
134 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
135 { 131 {
136 identify (id); 132 identify (id);
137 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
138 if (id->msg) 135 if (id->msg)
139 { 136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 }
143 success = 1;
144 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
145 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
146 break; 140 break;
147 } 141 }
148 else 142 else
149 { 143 {
150 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
151 break; 145 break;
152 } 146 }
153 } 147 }
154 } 148 }
155 if (!success) 149
156 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
157 return money == NULL; 155 return !money;
158} 156}
159 157
160/** 158/**
161 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
162 * matching item. 160 * matching item.
163 **/ 161 **/
164static void 162void
165handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
166{ 164{
167 const char *yield; 165 const char *yield;
168 166
169 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
168
170 if (yield != NULL) 169 if (yield)
171 { 170 get_archetype (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
172 object *drop = get_archetype (yield);
173
174 if (tmp->env)
175 {
176 drop = insert_ob_in_ob (drop, tmp->env);
177 if (tmp->env->type == PLAYER)
178 esrv_send_item (tmp->env, drop);
179 }
180 else
181 {
182 drop->x = tmp->x;
183 drop->y = tmp->y;
184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 }
186 }
187} 171}
188 172
189/** 173/**
190 * Handles applying a potion. 174 * Handles applying a potion.
191 */ 175 */
197 181
198 floor = GET_MAP_OB (op->map, op->x, op->y); 182 floor = GET_MAP_OB (op->map, op->x, op->y);
199 183
200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 184 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
201 { 185 {
202 if (op->type == PLAYER)
203 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 186 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
187
204 CLEAR_FLAG (tmp, FLAG_APPLIED); 188 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0; 189 return 0;
206 } 190 }
207 191
208 if (op->type == PLAYER) 192 if (op->type == PLAYER)
219 203
220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 204 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221 { 205 {
222 op->drain_stat (); 206 op->drain_stat ();
223 op->update_stats (); 207 op->update_stats ();
224 decrease_ob (tmp); 208 tmp->decrease ();
225 return 1; 209 return 1;
226 } 210 }
227 211
228 if (!(at = archetype::find (ARCH_DEPLETION))) 212 if (!(at = archetype::find (ARCH_DEPLETION)))
229 { 213 {
230 LOG (llevError, "Could not find archetype depletion\n"); 214 LOG (llevError, "Could not find archetype depletion\n");
231 return 0; 215 return 0;
232 } 216 }
217
233 depl = present_arch_in_ob (at, op); 218 depl = present_arch_in_ob (at, op);
234 219
235 if (depl) 220 if (depl)
236 { 221 {
237 for (i = 0; i < NUM_STATS; i++) 222 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 223 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 224 op->statusmsg (restore_msg[i]);
240 225
241 depl->destroy (); 226 depl->destroy ();
242 op->update_stats (); 227 op->update_stats ();
243 } 228 }
244 else 229 else
245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 230 op->statusmsg ("Your potion had no effect.");
246 231
247 decrease_ob (tmp); 232 tmp->decrease ();
248 return 1; 233 return 1;
249 } 234 }
250 235
251 /* improvement potion - only for players */ 236 /* improvement potion - only for players */
252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 237 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
253 { 238 {
254 for (i = 1; i < MIN (11, op->level); i++) 239 for (i = 1; i < MIN (11, op->level); i++)
255 { 240 {
256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 241 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 { 242 {
258 if (op->contr->levhp[i] != 1) 243 if (op->contr->levhp[i] != 1)
259 { 244 {
260 op->contr->levhp[i] = 1; 245 op->contr->levhp[i] = 1;
261 break; 246 break;
262 } 247 }
248
263 if (op->contr->levsp[i] != 1) 249 if (op->contr->levsp[i] != 1)
264 { 250 {
265 op->contr->levsp[i] = 1; 251 op->contr->levsp[i] = 1;
266 break; 252 break;
267 } 253 }
254
268 if (op->contr->levgrace[i] != 1) 255 if (op->contr->levgrace[i] != 1)
269 { 256 {
270 op->contr->levgrace[i] = 1; 257 op->contr->levgrace[i] = 1;
271 break; 258 break;
272 } 259 }
276 if (op->contr->levhp[i] < 9) 263 if (op->contr->levhp[i] < 9)
277 { 264 {
278 op->contr->levhp[i] = 9; 265 op->contr->levhp[i] = 9;
279 break; 266 break;
280 } 267 }
268
281 if (op->contr->levsp[i] < 6) 269 if (op->contr->levsp[i] < 6)
282 { 270 {
283 op->contr->levsp[i] = 6; 271 op->contr->levsp[i] = 6;
284 break; 272 break;
285 } 273 }
274
286 if (op->contr->levgrace[i] < 3) 275 if (op->contr->levgrace[i] < 3)
287 { 276 {
288 op->contr->levgrace[i] = 3; 277 op->contr->levgrace[i] = 3;
289 break; 278 break;
290 } 279 }
298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 287 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 { 288 {
300 if (got_one) 289 if (got_one)
301 { 290 {
302 op->update_stats (); 291 op->update_stats ();
303 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 292 op->statusmsg ("The Gods smile upon you and remake you "
304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 293 "a little more in their image. "
305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 294 "You feel a little more perfect.", NDI_GREEN);
306 } 295 }
307 else 296 else
308 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 297 op->statusmsg ("The potion had no effect - you are already perfect.");
309 } 298 }
310 else 299 else
311 { /* cursed potion */ 300 { /* cursed potion */
312 if (got_one) 301 if (got_one)
313 { 302 {
314 op->update_stats (); 303 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 304 op->failmsg ("The Gods are angry and punish you.");
316 } 305 }
317 else 306 else
318 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 307 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
319 } 308 }
320 309
321 decrease_ob (tmp); 310 tmp->decrease ();
322 return 1; 311 return 1;
323 } 312 }
324 313
325 314
326 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 315 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 { 321 {
333 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 322 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 { 323 {
335 object *fball; 324 object *fball;
336 325
337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 326 op->failmsg ("Yech! Your lungs are on fire!");
327
338 /* Explodes a fireball centered at player */ 328 /* Explodes a fireball centered at player */
339 fball = get_archetype (EXPLODING_FIREBALL); 329 fball = get_archetype (EXPLODING_FIREBALL);
340 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 330 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
341 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 331 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
342 fball->x = op->x; 332 fball->x = op->x;
344 insert_ob_in_map (fball, op->map, NULL, 0); 334 insert_ob_in_map (fball, op->map, NULL, 0);
345 } 335 }
346 else 336 else
347 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 337 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348 338
349 decrease_ob (tmp); 339 tmp->decrease ();
340
350 /* if youre dead, no point in doing this... */ 341 /* if youre dead, no point in doing this... */
351 if (!QUERY_FLAG (op, FLAG_REMOVED)) 342 if (!QUERY_FLAG (op, FLAG_REMOVED))
352 op->update_stats (); 343 op->update_stats ();
344
353 return 1; 345 return 1;
354 } 346 }
355 347
356 /* Deal with protection potions */ 348 /* Deal with protection potions */
357 force = NULL; 349 force = NULL;
359 { 351 {
360 if (tmp->resist[i]) 352 if (tmp->resist[i])
361 { 353 {
362 if (!force) 354 if (!force)
363 force = get_archetype (FORCE_NAME); 355 force = get_archetype (FORCE_NAME);
356
364 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 357 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365 force->type = POTION_EFFECT; 358 force->type = POTION_EFFECT;
366 break; /* Only need to find one protection since we copy entire batch */ 359 break; /* Only need to find one protection since we copy entire batch */
367 } 360 }
368 } 361 }
362
369 /* This is a protection potion */ 363 /* This is a protection potion */
370 if (force) 364 if (force)
371 { 365 {
372 /* cursed items last longer */ 366 /* cursed items last longer */
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 367 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
375 force->stats.food *= 10; 369 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 370 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 371 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 372 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 373 }
374
380 force->speed_left = -1; 375 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 376 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 378 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 379 change_abil (op, force);
385 decrease_ob (tmp); 380 tmp->decrease ();
386 return 1; 381 return 1;
387 } 382 }
388 383
389 /* Only thing left are the stat potions */ 384 /* Only thing left are the stat potions */
390 if (op->type == PLAYER) 385 if (op->type == PLAYER)
391 { /* only for players */ 386 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 387 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 388 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 389 else
395 SET_FLAG (tmp, FLAG_APPLIED); 390 SET_FLAG (tmp, FLAG_APPLIED);
391
396 if (!change_abil (op, tmp)) 392 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 393 op->statusmsg ("Nothing happened.");
398 } 394 }
399 395
400 /* CLEAR_FLAG is so that if the character has other potions 396 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 397 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 398 * stat will not be raised by them. fix_player just clears
403 * up all the stats. 399 * up all the stats.
404 */ 400 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats (); 402 op->update_stats ();
407 decrease_ob (tmp); 403 tmp->decrease ();
408 return 1; 404 return 1;
409} 405}
410 406
411/**************************************************************************** 407/****************************************************************************
412 * Weapon improvement code follows 408 * Weapon improvement code follows
418static int 414static int
419check_item (object *op, const char *item) 415check_item (object *op, const char *item)
420{ 416{
421 int count = 0; 417 int count = 0;
422 418
423 419 if (!item)
424 if (item == NULL)
425 return 0; 420 return 0;
426 421
427 op = op->below; 422 for (op = op->below; op; op = op->below)
428 while (op != NULL)
429 { 423 {
430 if (strcmp (op->arch->name, item) == 0) 424 if (strcmp (op->arch->archname, item) == 0)
431 { 425 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 427 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 428 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 429 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++; 430 count++;
437 else 431 else
438 count += op->nrof; 432 count += op->nrof;
439 } 433 }
440 } 434 }
441
442 op = op->below;
443 } 435 }
444 436
445 return count; 437 return count;
446} 438}
447 439
457 object *prev; 449 object *prev;
458 450
459 prev = op; 451 prev = op;
460 op = op->below; 452 op = op->below;
461 453
462 while (op != NULL) 454 while (op)
463 { 455 {
464 if (strcmp (op->arch->name, item) == 0) 456 if (strcmp (op->arch->archname, item) == 0)
465 { 457 {
466 if (op->nrof >= nrof) 458 if (op->nrof >= nrof)
467 { 459 {
468 decrease_ob_nr (op, nrof); 460 op->decrease (nrof);
469 return; 461 return;
470 } 462 }
471 else 463 else
472 { 464 {
473 decrease_ob_nr (op, op->nrof); 465 op->decrease (nrof);
474 nrof -= op->nrof; 466 nrof -= op->nrof;
475 } 467 }
468
476 op = prev; 469 op = prev;
477 } 470 }
471
478 prev = op; 472 prev = op;
479 op = op->below; 473 op = op->below;
480 } 474 }
481} 475}
482 476
488 * we return 1 (true) if the player can use the weapon. 482 * we return 1 (true) if the player can use the weapon.
489 */ 483 */
490static int 484static int
491check_weapon_power (const object *who, int improvs) 485check_weapon_power (const object *who, int improvs)
492{ 486{
493
494/* Old code is below (commented out). Basically, since weapons are the only 487/* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to 488 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level. 489 * require high level in some combat skill, so we just use overall level.
497 */ 490 */
498#if 1 491#if 1
539static int 532static int
540check_sacrifice (object *op, const object *improver) 533check_sacrifice (object *op, const object *improver)
541{ 534{
542 int count = 0; 535 int count = 0;
543 536
544 if (improver->slaying != NULL) 537 if (improver->slaying)
545 { 538 {
546 count = check_item (op, improver->slaying); 539 count = check_item (op, improver->slaying);
547 if (count < 1) 540 if (count < 1)
548 { 541 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 542 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 543 return 0;
554 } 544 }
555 } 545 }
556 else 546 else
557 count = 1; 547 count = 1;
560} 550}
561 551
562/** 552/**
563 * Actually improves the weapon, and tells user. 553 * Actually improves the weapon, and tells user.
564 */ 554 */
565int 555static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 556improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 557{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 558 stat += sacrifice_count;
571 weapon->last_eat++; 559 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 560 improver->decrease ();
573 decrease_ob (improver);
574 561
575 /* So it updates the players stats and the window */ 562 /* So it updates the players stats and the window */
576 op->update_stats (); 563 op->update_stats ();
564
565 op->statusmsg (format (
566 "Your sacrifice was accepted.\n"
567 "Weapon's bonus to %s improved by %d.",
568 statname, sacrifice_count
569 ));
570
577 return 1; 571 return 1;
578} 572}
579 573
580/* Types of improvements, hidden in the sp field. */ 574/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 575#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 576#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 577#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 578#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 579#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 580#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 581#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 582#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 583#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 584#define IMPROVE_INT 10
591#define IMPROVE_POW 11 585#define IMPROVE_POW 11
592
593 586
594/** 587/**
595 * This does the prepare weapon scroll. 588 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 589 * Checks for sacrifice, and so on.
597 */ 590 */
598
599int 591int
600prepare_weapon (object *op, object *improver, object *weapon) 592prepare_weapon (object *op, object *improver, object *weapon)
601{ 593{
602 int sacrifice_count, i; 594 int sacrifice_count, i;
603 char buf[MAX_BUF]; 595 char buf[MAX_BUF];
604 596
605 if (weapon->level != 0) 597 if (weapon->level != 0)
606 { 598 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 599 op->failmsg ("Weapon is already prepared!");
608 return 0; 600 return 0;
609 } 601 }
602
610 for (i = 0; i < NROFATTACKS; i++) 603 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 604 if (weapon->resist[i])
612 break; 605 break;
613 606
614 /* If we break out, i will be less than nrofattacks, preventing 607 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 610 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 611 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 612 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 613 weapon->stats.ac) /* AC - only taifu's I think */
621 { 614 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 615 op->failmsg ("You cannot prepare magic weapons. "
616 "H<A weapon is considered magical if it changes regeneration, "
617 "speed or ac.>");
623 return 0; 618 return 0;
624 } 619 }
620
625 sacrifice_count = check_sacrifice (op, improver); 621 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 622 if (sacrifice_count <= 0)
627 return 0; 623 return 0;
624
628 weapon->level = isqrt (sacrifice_count); 625 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 626 eat_item (op, improver->slaying, sacrifice_count);
631 627
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 628 op->statusmsg (format (
629 "Your sacrifice was accepted."
630 "Your *%s may be improved %d times.",
631 &weapon->name, weapon->level
632 ));
633 633
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 634 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 635 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 636 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 637 slot at once! */
638 decrease_ob (improver); 638 improver->decrease ();
639 weapon->last_eat = 0; 639 weapon->last_eat = 0;
640 return 1; 640 return 1;
641} 641}
642
643 642
644/** 643/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 644 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 645 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 646 * Returns 0 if it was not able to work for some reason.
656improve_weapon (object *op, object *improver, object *weapon) 655improve_weapon (object *op, object *improver, object *weapon)
657{ 656{
658 int sacrifice_count, sacrifice_needed = 0; 657 int sacrifice_count, sacrifice_needed = 0;
659 658
660 if (improver->stats.sp == IMPROVE_PREPARE) 659 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 660 return prepare_weapon (op, improver, weapon);
663 } 661
664 if (weapon->level == 0) 662 if (weapon->level == 0)
665 { 663 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 664 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 665 return 0;
668 } 666 }
667
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 { 669 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 670 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 671 return 0;
673 } 672 }
673
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 { 675 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 676 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 677 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 678 "really want to improve it.");
679 return 0; 679 return 0;
680 } 680 }
681
681 /* This just increases damage by 5 points, no matter what. No sacrifice 682 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 683 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the 684 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 685 * weapon can be improved.
685 */ 686 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 687 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 688 {
688 weapon->stats.dam += 5; 689 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 690 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 691 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 692 weapon->last_eat++;
692 693
693 weapon->item_power++; 694 weapon->item_power++;
694 decrease_ob (improver); 695 improver->decrease ();
695 return 1; 696 return 1;
696 } 697 }
698
697 if (improver->stats.sp == IMPROVE_WEIGHT) 699 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 700 {
699 /* Reduce weight by 20% */ 701 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 702 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 703 if (weapon->weight < 1)
702 weapon->weight = 1; 704 weapon->weight = 1;
705
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 706 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 707 weapon->last_eat++;
705 weapon->item_power++; 708 weapon->item_power++;
706 decrease_ob (improver); 709 improver->decrease ();
707 return 1; 710 return 1;
708 } 711 }
709 if (improver->stats.sp == IMPROVE_ENCHANT) 712 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 713 {
711 weapon->magic++; 714 weapon->magic++;
712 weapon->last_eat++; 715 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 716 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 717 improver->decrease ();
715 weapon->item_power++; 718 weapon->item_power++;
716 return 1; 719 return 1;
717 } 720 }
718 721
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 722 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 727 sacrifice_needed *= 2;
725 728
726 sacrifice_count = check_sacrifice (op, improver); 729 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 730 if (sacrifice_count < sacrifice_needed)
728 { 731 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 732 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 733 return 0;
731 } 734 }
735
732 eat_item (op, improver->slaying, sacrifice_needed); 736 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 737 weapon->item_power++;
734 738
735 switch (improver->stats.sp) 739 switch (improver->stats.sp)
736 { 740 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 741 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 742 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 743 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 744 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 745 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 746 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 747 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 748 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 749 op->failmsg ("Unknown improvement type.");
753 } 750 }
751
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 752 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 753 return 0;
756} 754}
757 755
758/** 756/**
765{ 763{
766 object *otmp; 764 object *otmp;
767 765
768 if (op->type != PLAYER) 766 if (op->type != PLAYER)
769 return 0; 767 return 0;
768
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 770 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 771 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 772 return 0;
774 } 773 }
774
775 otmp = find_marked_object (op); 775 otmp = find_marked_object (op);
776 if (!otmp) 776 if (!otmp)
777 { 777 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 778 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
779 return 0; 779 return 0;
780 } 780 }
781
781 if (otmp->type != WEAPON && otmp->type != BOW) 782 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 783 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 784 op->failmsg ("Marked item is not a weapon or bow!");
784 return 0; 785 return 0;
785 } 786 }
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 787
788 op->statusmsg ("Applied weapon builder.");
789
787 improve_weapon (op, tmp, otmp); 790 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 791 esrv_send_item (op, otmp);
789 return 1; 792 return 1;
790} 793}
791 794
816{ 819{
817 object *tmp; 820 object *tmp;
818 821
819 if (armour->magic >= settings.armor_max_enchant) 822 if (armour->magic >= settings.armor_max_enchant)
820 { 823 {
821 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 824 op->failmsg ("This armour can not be enchanted any further!");
822 return 0; 825 return 0;
823 } 826 }
827
824 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
825 * etc), so take the easy way out and don't worry about it. 829 * etc), so take the easy way out and don't worry about it.
826 * Note - maybe add scrolls which make the random artifact versions (eg, armour 830 * Note - maybe add scrolls which make the random artifact versions (eg, armour
827 * of gnarg and what not?) 831 * of gnarg and what not?)
828 */ 832 */
829 if (armour->title) 833 if (armour->title)
830 { 834 {
831 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 835 op->failmsg ("This armour will not accept further enchantment.");
832 return 0; 836 return 0;
833 } 837 }
834 838
835 /* Split objects if needed. Can't insert tmp until the 839 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge. 840 * end of this function - otherwise it will just re-merge.
837 */ 841 */
838 if (armour->nrof > 1) 842 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
839 tmp = get_split_ob (armour, armour->nrof - 1);
840 else
841 tmp = NULL;
842 843
843 armour->magic++; 844 armour->magic++;
844 845
845 if (!settings.armor_speed_linear) 846 if (!settings.armor_speed_linear)
846 { 847 {
851 { 852 {
852 base = base - (base * settings.armor_speed_improvement) / 100; 853 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++; 854 pow++;
854 } 855 }
855 856
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 857 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
857 } 858 }
858 else 859 else
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
860 861
861 if (!settings.armor_weight_linear) 862 if (!settings.armor_weight_linear)
862 { 863 {
863 int base = 100; 864 int base = 100;
864 int pow = 0; 865 int pow = 0;
867 { 868 {
868 base = base - (base * settings.armor_weight_reduction) / 100; 869 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++; 870 pow++;
870 } 871 }
871 872
872 armour->weight = (armour->arch->clone.weight * base) / 100; 873 armour->weight = (armour->arch->weight * base) / 100;
873 } 874 }
874 else 875 else
875 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 876 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
876 877
877 if (armour->weight <= 0) 878 if (armour->weight <= 0)
878 { 879 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 880 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1; 881 armour->weight = 1;
881 } 882 }
882 883
883 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 884 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
884 885
885 if (op->type == PLAYER) 886 if (op->type == PLAYER)
886 { 887 {
887 esrv_send_item (op, armour); 888 esrv_send_item (op, armour);
889
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 890 if (QUERY_FLAG (armour, FLAG_APPLIED))
889 op->update_stats (); 891 op->update_stats ();
890 } 892 }
891 decrease_ob (improver); 893
894 improver->decrease ();
895
892 if (tmp) 896 if (tmp)
893 { 897 op->insert (tmp);
894 insert_ob_in_ob (tmp, op); 898
895 esrv_send_item (op, tmp);
896 }
897 return 1; 899 return 1;
898} 900}
899
900 901
901/* 902/*
902 * convert_item() returns 1 if anything was converted, 0 if the item was not 903 * convert_item() returns 1 if anything was converted, 0 if the item was not
903 * what the converter wants, -1 if the converter is broken. 904 * what the converter wants, -1 if the converter is broken.
904 */ 905 *
905#define CONV_FROM(xyz) xyz->slaying
906#define CONV_TO(xyz) xyz->other_arch
907#define CONV_NR(xyz) xyz->stats.sp
908#define CONV_NEED(xyz) xyz->stats.food
909
910/* Takes one items and makes another. 906 * Takes one type of items and makes another.
911 * converter is the object that is doing the conversion. 907 * converter is the object that is doing the conversion.
912 * item is the object that triggered the converter - if it is not 908 * item is the object that triggered the converter - if it is not
913 * what the converter wants, this will not do anything. 909 * what the converter wants, this will not do anything.
914 */ 910 */
915int 911static int
916convert_item (object *item, object *converter) 912convert_item (object *item, object *converter)
917{ 913{
918 int nr = 0;
919 uint32 price_in; 914 sint64 nr, price_in;
915
916 if (item->flag [FLAG_UNPAID])
917 return 0;
918
919 shstr conv_from = converter->slaying;
920 archetype *conv_to = converter->other_arch;
921 sint64 need = converter->stats.food;
922 sint64 give = converter->stats.sp;
920 923
921 /* We make some assumptions - we assume if it takes money as it type, 924 /* We make some assumptions - we assume if it takes money as it type,
922 * it wants some amount. We don't make change (ie, if something costs 925 * it wants some amount. We don't make change (ie, if something costs
923 * 3 gp and player drops a platinum, tough luck) 926 * 3 gp and player drops a platinum, tough luck)
924 */ 927 */
925 if (!strcmp (CONV_FROM (converter), "money")) 928 if (conv_from == shstr_money)
926 { 929 {
927 int cost;
928
929 if (item->type != MONEY) 930 if (item->type != MONEY)
930 return 0; 931 return 0;
931 932
932 nr = (item->nrof * item->value) / CONV_NEED (converter); 933 nr = sint64 (item->nrof) * item->value / need;
933 if (!nr) 934 if (!nr)
934 return 0; 935 return 0;
935 cost = nr * CONV_NEED (converter) / item->value; 936
936 /* take into account rounding errors */ 937 converter->play_sound (sound_find ("shop_buy"));
937 if (nr * CONV_NEED (converter) % item->value) 938
938 cost++; 939 sint64 cost = (nr * need + item->value - 1) / item->value;
939 decrease_ob_nr (item, cost); 940
941 item->decrease (cost);
940 942
941 price_in = cost * item->value; 943 price_in = cost * item->value;
942 } 944 }
943 else 945 else
944 { 946 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 947 if (item->type == PLAYER
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 948 || conv_from != item->arch->archname
949 || (need && need > (uint16) item->nrof))
947 return 0; 950 return 0;
948 951
949 if (CONV_NEED (converter)) 952 converter->play_sound (sound_find ("convert_item"));
953
954 if (need)
950 { 955 {
951 nr = item->nrof / CONV_NEED (converter); 956 nr = sint64 (item->nrof) / need;
952 decrease_ob_nr (item, nr * CONV_NEED (converter)); 957 item->decrease (nr * need);
953 price_in = nr * CONV_NEED (converter) * item->value; 958 price_in = nr * need * item->value;
954 } 959 }
955 else 960 else
956 { 961 {
957 price_in = item->value; 962 price_in = item->value;
958 item->destroy (); 963 item->destroy ();
959 } 964 }
960 } 965 }
961 966
962 if (converter->inv != NULL) 967 if (converter->inv)
963 { 968 {
964 object *ob; 969 object *ob;
965 int i; 970 int i;
966 object *ob_to_copy; 971 object *ob_to_copy;
967 972
968 /* select random object from inventory to copy */ 973 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 974 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 975 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0) 976 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 977 ob_to_copy = ob;
975 } 978
976 }
977 item = object_create_clone (ob_to_copy); 979 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 980 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 981 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 982 }
981 else 983 else
982 { 984 {
983 if (converter->other_arch == NULL) 985 if (!conv_to)
984 { 986 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 987 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, &converter->map->path, converter->x, converter->y); 988 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 989 return -1;
988 } 990 }
989 991
990 item = object_create_arch (converter->other_arch); 992 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 993 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 994 }
993 995
994 if (CONV_NR (converter)) 996 if (give)
995 item->nrof = CONV_NR (converter); 997 item->nrof = give;
998
996 if (nr) 999 if (nr)
997 item->nrof *= nr; 1000 item->nrof *= nr;
1001
998 if (is_in_shop (converter)) 1002 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value) 1004 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 1005 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /** 1008 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 1009 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 1010 * hopefully had something in mind when doing this.
1008 */ 1011 */
1009 } 1012 }
1013
1014 SET_FLAG (item, FLAG_IDENTIFIED);
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1015 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 1016 return 1;
1012} 1017}
1013 1018
1014/** 1019/**
1031 1036
1032 op->contr->last_used = 0; 1037 op->contr->last_used = 0;
1033 1038
1034 if (sack->env && sack->env != op) 1039 if (sack->env && sack->env != op)
1035 { 1040 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1041 op->failmsg ("You must put it onto the floor or into your inventory first.");
1037 return 1; 1042 return 1;
1038 } 1043 }
1039 1044
1040 // already applied == open on ground, or open in inv, or active in inv 1045 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED]) 1046 if (sack->flag [FLAG_APPLIED])
1047 return 1; 1052 return 1;
1048 } 1053 }
1049 else if (!sack->env) 1054 else if (!sack->env)
1050 { 1055 {
1051 // active, but not ours: some other player has opened it 1056 // active, but not ours: some other player has opened it
1052 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1057 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1053 return 1; 1058 return 1;
1054 } 1059 }
1055 1060
1056 // fall through to opening it (active in inv) 1061 // fall through to opening it (active in inv)
1057 } 1062 }
1059 { 1064 {
1060 // it is in our env, so activate it, do not open yet 1065 // it is in our env, so activate it, do not open yet
1061 op->close_container (); 1066 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1; 1067 sack->flag [FLAG_APPLIED] = 1;
1063 esrv_update_item (UPD_FLAGS, op, sack); 1068 esrv_update_item (UPD_FLAGS, op, sack);
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1069 op->statusmsg (format ("You ready %s.", query_name (sack)));
1065 return 1; 1070 return 1;
1066 } 1071 }
1067 1072
1068 // it's locked? 1073 // it's locked?
1069 if (sack->slaying) 1074 if (sack->slaying)
1070 { 1075 {
1071 if (object *tmp = find_key (op, op, sack)) 1076 if (object *tmp = find_key (op, op, sack))
1072 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1077 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1073 else 1078 else
1074 { 1079 {
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1080 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1076 return 1; 1081 return 1;
1077 } 1082 }
1078 } 1083 }
1079 1084
1080 op->open_container (sack); 1085 op->open_container (sack);
1099 * with an altar. We call it a Potion - altars are stationary - it 1104 * with an altar. We call it a Potion - altars are stationary - it
1100 * is up to map designers to use them properly. 1105 * is up to map designers to use them properly.
1101 */ 1106 */
1102 if (altar->inv && altar->inv->type == SPELL) 1107 if (altar->inv && altar->inv->type == SPELL)
1103 { 1108 {
1104 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1109 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1105 cast_spell (originator, altar, 0, altar->inv, NULL); 1110 cast_spell (originator, altar, 0, altar->inv, NULL);
1106 /* If it is connected, push the button. Fixes some problems with 1111 /* If it is connected, push the button. Fixes some problems with
1107 * old maps. 1112 * old maps.
1108 */ 1113 */
1109 1114
1110/* push_button (altar);*/ 1115/* push_button (altar);*/
1111 } 1116 }
1135 double opinion; 1140 double opinion;
1136 object *tmp, *next; 1141 object *tmp, *next;
1137 1142
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1143 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139 1144
1145 bool has_unpaid = false;
1146
1147 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1148 // a quick and small change :(
1149 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1150 if (item->flag [FLAG_UNPAID])
1151 {
1152 has_unpaid = true;
1153 break;
1154 }
1155
1140 if (op->type != PLAYER) 1156 if (op->type != PLAYER)
1141 { 1157 {
1142 /* Remove all the unpaid objects that may be carried here. 1158 /* Remove all the unpaid objects that may be carried here.
1143 * This could be pets or monsters that are somehow in 1159 * This could be pets or monsters that are somehow in
1144 * the shop. 1160 * the shop.
1170 /* unpaid objects, or non living objects, can't transfer by 1186 /* unpaid objects, or non living objects, can't transfer by
1171 * shop mats. Instead, put it on a nearby space. 1187 * shop mats. Instead, put it on a nearby space.
1172 */ 1188 */
1173 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1189 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1174 { 1190 {
1175
1176 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1191 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1177 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1192 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1178 1193
1179 if (i != -1) 1194 if (i != -1)
1180 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1195 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1189 else if (can_pay (op) && get_payment (op)) 1204 else if (can_pay (op) && get_payment (op))
1190 { 1205 {
1191 /* this is only used for players */ 1206 /* this is only used for players */
1192 rv = teleport (shop_mat, SHOP_MAT, op); 1207 rv = teleport (shop_mat, SHOP_MAT, op);
1193 1208
1209 if (has_unpaid)
1210 op->contr->play_sound (sound_find ("shop_buy"));
1211 else if (is_in_shop (op))
1212 op->contr->play_sound (sound_find ("shop_enter"));
1213 else
1214 op->contr->play_sound (sound_find ("shop_leave"));
1215
1194 if (shop_mat->msg) 1216 if (shop_mat->msg)
1195 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1217 op->statusmsg (shop_mat->msg);
1196 /* This check below is a bit simplistic - generally it should be correct, 1218 /* This check below is a bit simplistic - generally it should be correct,
1197 * but there is never a guarantee that the bottom space on the map is 1219 * but there is never a guarantee that the bottom space on the map is
1198 * actually the shop floor. 1220 * actually the shop floor.
1199 */ 1221 */
1200 else if (!rv && !is_in_shop (op)) 1222 else if (!rv && !is_in_shop (op))
1201 { 1223 {
1202 opinion = shopkeeper_approval (op->map, op); 1224 opinion = shopkeeper_approval (op->map, op);
1203 1225
1204 if (opinion > 0.9) 1226 op->statusmsg (
1205 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1227 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1206 else if (opinion > 0.75) 1228 : opinion >= 0.75 ? "The shopkeeper waves to you."
1207 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1229 : opinion >= 0.50 ? "The shopkeeper ignores you."
1208 else if (opinion > 0.5) 1230 : "The shopkeeper glares at you with contempt."
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1210 else 1231 );
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1212 } 1232 }
1213 } 1233 }
1214 else 1234 else
1215 { 1235 {
1216 /* if we get here, a player tried to leave a shop but was not able 1236 /* if we get here, a player tried to leave a shop but was not able
1217 * to afford the items he has. We try to move the player so that 1237 * to afford the items he has. We try to move the player so that
1218 * they are not on the mat anymore 1238 * they are not on the mat anymore
1219 */ 1239 */
1220 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1240 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1221 1241
1222 if (i == -1) 1242 if (i == -1)
1223 {
1224 LOG (llevError, "Internal shop-mat problem.\n"); 1243 LOG (llevError, "Internal shop-mat problem.\n");
1225 }
1226 else 1244 else
1227 { 1245 {
1228 op->remove (); 1246 op->remove ();
1229 op->x += freearr_x[i]; 1247 op->x += freearr_x[i];
1230 op->y += freearr_y[i]; 1248 op->y += freearr_y[i];
1241 */ 1259 */
1242static void 1260static void
1243apply_sign (object *op, object *sign, int autoapply) 1261apply_sign (object *op, object *sign, int autoapply)
1244{ 1262{
1245 readable_message_type *msgType; 1263 readable_message_type *msgType;
1246 char newbuf[HUGE_BUF];
1247 1264
1248 if (sign->msg == NULL) 1265 if (!sign->msg)
1249 { 1266 {
1250 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1267 op->statusmsg ("Nothing is written on it.");
1251 return; 1268 return;
1252 } 1269 }
1253 1270
1254 if (sign->stats.food) 1271 if (sign->stats.food)
1255 { 1272 {
1256 if (sign->last_eat >= sign->stats.food) 1273 if (sign->last_eat >= sign->stats.food)
1257 { 1274 {
1258 if (!sign->move_on) 1275 if (!sign->move_on)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1276 op->statusmsg ("You cannot read it anymore.");
1277
1260 return; 1278 return;
1261 } 1279 }
1262 1280
1263 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1281 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1264 sign->last_eat++; 1282 sign->last_eat++;
1269 * move_on is zero, it needs to be manually applied (doesn't talk 1287 * move_on is zero, it needs to be manually applied (doesn't talk
1270 * to us). 1288 * to us).
1271 */ 1289 */
1272 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1290 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1273 { 1291 {
1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1292 op->failmsg ("You are unable to read while blind!");
1275 return; 1293 return;
1276 } 1294 }
1295
1296 if (op->contr)
1297 if (client *ns = op->contr->ns)
1298 {
1299 if (sign->sound)
1300 ns->play_sound (sign->sound);
1301 else if (autoapply)
1302 ns->play_sound (sound_find ("msg_voice"));
1303
1304 if (ns->can_msg)
1305 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1306 else
1307 {
1277 msgType = get_readable_message_type (sign); 1308 msgType = get_readable_message_type (sign);
1278 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1309 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1279 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1310 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1311 }
1312 }
1280} 1313}
1281 1314
1282/** 1315/**
1283 * 'victim' moves onto 'trap' 1316 * 'victim' moves onto 'trap'
1284 * 'victim' leaves 'trap' 1317 * 'victim' leaves 'trap'
1307 * proper. This code was causing needless crashes. 1340 * proper. This code was causing needless crashes.
1308 */ 1341 */
1309 if (recursion_depth >= 500) 1342 if (recursion_depth >= 500)
1310 { 1343 {
1311 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1344 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1312 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1345 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1313 return; 1346 return;
1314 } 1347 }
1348
1315 recursion_depth++; 1349 recursion_depth++;
1316 if (trap->head) 1350 if (trap->head)
1317 trap = trap->head; 1351 trap = trap->head;
1318 1352
1319 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1353 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1334 1368
1335 /* Just put in some sanity check. I think there is a bug in the 1369 /* Just put in some sanity check. I think there is a bug in the
1336 * above with some objects have zero speed, and thus the player 1370 * above with some objects have zero speed, and thus the player
1337 * getting permanently paralyzed. 1371 * getting permanently paralyzed.
1338 */ 1372 */
1339 if (victim->speed_left < -50.0) 1373 if (victim->speed_left < -50.f)
1340 victim->speed_left = -50.0; 1374 victim->speed_left = -50.f;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1375 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 } 1376 }
1343 goto leave; 1377 goto leave;
1344 1378
1345 case SPINNER: 1379 case SPINNER:
1395 1429
1396 if (!trap->value) 1430 if (!trap->value)
1397 { 1431 {
1398 int tot; 1432 int tot;
1399 1433
1400 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1434 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1401 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1435 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1402 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1436 tot += ab->head_ ()->total_weight ();
1403 1437
1404 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1438 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1405 goto leave; 1439 goto leave;
1406 1440
1407 SET_ANIMATION (trap, trap->value); 1441 SET_ANIMATION (trap, trap->value);
1417 1451
1418 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1452 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1419 { 1453 {
1420 if (!sound_was_played) 1454 if (!sound_was_played)
1421 { 1455 {
1422 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1456 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1423 sound_was_played = 1; 1457 sound_was_played = 1;
1424 } 1458 }
1425 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1459
1460 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1426 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1461 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1427 } 1462 }
1428 } 1463 }
1429 goto leave; 1464 goto leave;
1430 } 1465 }
1431 1466
1432
1433 case CONVERTER: 1467 case CONVERTER:
1434 if (convert_item (victim, trap) < 0) 1468 if (convert_item (victim, trap) < 0)
1435 { 1469 {
1436 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1470 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1437 get_archetype ("burnout")->insert_at (trap, trap); 1471 get_archetype ("burnout")->insert_at (trap, trap);
1438 } 1472 }
1439 1473
1440 goto leave; 1474 goto leave;
1441 1475
1462 * Processing will happen if the head runs into the pit 1496 * Processing will happen if the head runs into the pit
1463 */ 1497 */
1464 if (victim->head) 1498 if (victim->head)
1465 goto leave; 1499 goto leave;
1466 1500
1467 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1501 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1468 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1502 victim->statusmsg ("You fall through the hole!", NDI_RED);
1469 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1503 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1470 goto leave; 1504 goto leave;
1471 1505
1472 case EXIT: 1506 case EXIT:
1473 if (victim->type == PLAYER && EXIT_PATH (trap)) 1507 if (victim->type == PLAYER && EXIT_PATH (trap))
1474 { 1508 {
1475 /* Basically, don't show exits leading to random maps the 1509 /* Basically, don't show exits leading to random maps the
1476 * players output. 1510 * players output.
1477 */ 1511 */
1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1512 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1513 victim->statusmsg (trap->msg, NDI_NAVY);
1480 1514
1515 trap->play_sound (trap->sound);
1481 victim->enter_exit (trap); 1516 victim->enter_exit (trap);
1482 } 1517 }
1483 goto leave; 1518 goto leave;
1484 1519
1485 case ENCOUNTER: 1520 case ENCOUNTER:
1507 goto leave; 1542 goto leave;
1508 1543
1509 case RUNE: 1544 case RUNE:
1510 case TRAP: 1545 case TRAP:
1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1546 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1512 {
1513 spring_trap (trap, victim); 1547 spring_trap (trap, victim);
1514 }
1515 goto leave; 1548 goto leave;
1516 1549
1517 default: 1550 default:
1518 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1551 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1519 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1552 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1520 goto leave; 1553 goto leave;
1521 } 1554 }
1522 1555
1523leave: 1556leave:
1524 recursion_depth--; 1557 recursion_depth--;
1533 int lev_diff; 1566 int lev_diff;
1534 object *skill_ob; 1567 object *skill_ob;
1535 1568
1536 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1569 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1537 { 1570 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1571 op->failmsg ("You are unable to read while blind!");
1539 return; 1572 return;
1540 } 1573 }
1574
1541 if (tmp->msg == NULL) 1575 if (!tmp->msg)
1542 { 1576 {
1543 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1577 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1544 return; 1578 return;
1545 } 1579 }
1546 1580
1547 /* need a literacy skill to read stuff! */ 1581 /* need a literacy skill to read stuff! */
1548 skill_ob = find_skill_by_name (op, tmp->skill); 1582 skill_ob = find_skill_by_name (op, tmp->skill);
1549 if (!skill_ob) 1583 if (!skill_ob)
1550 { 1584 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1585 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1552 return; 1586 return;
1553 } 1587 }
1588
1554 lev_diff = tmp->level - (skill_ob->level + 5); 1589 lev_diff = tmp->level - (skill_ob->level + 5);
1555 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1590 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1556 { 1591 {
1557 if (lev_diff < 2) 1592 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1558 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1593 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1559 else if (lev_diff < 3) 1594 : lev_diff < 5 ? "This book is beyond your comprehension."
1560 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1595 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1561 else if (lev_diff < 5) 1596 : lev_diff < 15 ? "This book is way beyond your comprehension."
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1597 : "This book is totally beyond your comprehension.");
1563 else if (lev_diff < 8) 1598 return;
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1599 }
1565 else if (lev_diff < 15) 1600
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1601 readable_message_type *msgType = get_readable_message_type (tmp);
1602
1603 if (player *pl = op->contr)
1604 if (client *ns = pl->ns)
1605 if (ns->can_msg)
1606 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1567 else 1607 else
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1569 return;
1570 }
1571
1572 readable_message_type *msgType = get_readable_message_type (tmp);
1573
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1608 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1575 msgType->message_type, msgType->message_subtype, 1609 msgType->message_type, msgType->message_subtype,
1576 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1610 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1577 long_desc (tmp, op), &tmp->msg); 1611 long_desc (tmp, op), &tmp->msg);
1578 1612
1579 /* gain xp from reading */ 1613 /* gain xp from reading */
1580 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1614 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1581 { /* only if not read before */ 1615 { /* only if not read before */
1582 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1616 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1584 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1618 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1585 { 1619 {
1586 /*exp_gain *= 2; because they just identified it too */ 1620 /*exp_gain *= 2; because they just identified it too */
1587 SET_FLAG (tmp, FLAG_IDENTIFIED); 1621 SET_FLAG (tmp, FLAG_IDENTIFIED);
1588 1622
1589 /* If in a container, update how it looks */ 1623 if (object *pl = tmp->visible_to ())
1590 if (tmp->env)
1591 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1624 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1592 else
1593 op->contr->ns->floorbox_update ();
1594 } 1625 }
1595 1626
1596 change_exp (op, exp_gain, skill_ob->skill, 0); 1627 change_exp (op, exp_gain, skill_ob->skill, 0);
1597 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1628 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1598 } 1629 }
1603 * op is the person learning the skill, tmp is the skill scroll object 1634 * op is the person learning the skill, tmp is the skill scroll object
1604 */ 1635 */
1605static void 1636static void
1606apply_skillscroll (object *op, object *tmp) 1637apply_skillscroll (object *op, object *tmp)
1607{ 1638{
1608 switch ((int) learn_skill (op, tmp)) 1639 switch (learn_skill (op, tmp))
1609 { 1640 {
1610 case 0: 1641 case 0:
1611 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1642 op->play_sound (sound_find ("generic_fail"));
1612 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1643 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1613 return; 1644 break;
1614 1645
1615 case 1: 1646 case 1:
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1617 decrease_ob (tmp); 1647 tmp->decrease ();
1648 op->play_sound (sound_find ("skill_learn"));
1649 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1618 return; 1650 break;
1619 1651
1620 default: 1652 default:
1653 tmp->decrease ();
1654 op->play_sound (sound_find ("generic_fail"));
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1655 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1622 decrease_ob (tmp);
1623 return; 1656 break;
1624 } 1657 }
1625} 1658}
1626 1659
1627/** 1660/**
1628 * Actually makes op learn spell. 1661 * Actually makes op learn spell.
1648 return; 1681 return;
1649 } 1682 }
1650 return; 1683 return;
1651 } 1684 }
1652 1685
1653 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1686 op->contr->play_sound (sound_find ("learn_spell"));
1687
1654 tmp = spell->clone (); 1688 tmp = spell->clone ();
1655 insert_ob_in_ob (tmp, op); 1689 insert_ob_in_ob (tmp, op);
1656 1690
1657 if (special_prayer) 1691 if (special_prayer)
1658 SET_FLAG (tmp, FLAG_STARTEQUIP); 1692 SET_FLAG (tmp, FLAG_STARTEQUIP);
1677 { 1711 {
1678 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1712 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1679 return; 1713 return;
1680 } 1714 }
1681 1715
1682 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1716 op->failmsg (format ("You lose knowledge of %s.", spell));
1683 player_unready_range_ob (op->contr, spob); 1717 player_unready_range_ob (op->contr, spob);
1684 esrv_remove_spell (op->contr, spob); 1718 esrv_remove_spell (op->contr, spob);
1685 spob->destroy (); 1719 spob->destroy ();
1686} 1720}
1687 1721
1695{ 1729{
1696 object *skop, *spell, *spell_skill; 1730 object *skop, *spell, *spell_skill;
1697 1731
1698 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1732 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1699 { 1733 {
1700 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1734 op->failmsg ("You are unable to read while blind.");
1701 return; 1735 return;
1702 } 1736 }
1703 1737
1704 /* artifact_spellbooks have 'slaying' field point to a spell name, 1738 /* artifact_spellbooks have 'slaying' field point to a spell name,
1705 * instead of having their spell stored in stats.sp. These are 1739 * instead of having their spell stored in stats.sp. These are
1706 * legacy spellbooks 1740 * legacy spellbooks
1707 */ 1741 */
1708
1709 if (tmp->slaying != NULL) 1742 if (tmp->slaying)
1710 { 1743 {
1711 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1744 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1712 if (!spell) 1745 if (!spell)
1713 { 1746 {
1714 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1747 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1715 return; 1748 return;
1716 } 1749 }
1717 else 1750 else
1718 insert_ob_in_ob (spell, tmp); 1751 insert_ob_in_ob (spell, tmp);
1752
1719 tmp->slaying = NULL; 1753 tmp->slaying = 0;
1720 } 1754 }
1721 1755
1722 skop = find_skill_by_name (op, tmp->skill); 1756 skop = find_skill_by_name (op, tmp->skill);
1723 1757
1724 /* need a literacy skill to learn spells. Also, having a literacy level 1758 /* need a literacy skill to learn spells. Also, having a literacy level
1725 * lower than the spell will make learning the spell more difficult */ 1759 * lower than the spell will make learning the spell more difficult */
1726 if (!skop) 1760 if (!skop)
1727 { 1761 {
1728 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1762 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1729 return; 1763 return;
1730 } 1764 }
1731 1765
1732 spell = tmp->inv; 1766 spell = tmp->inv;
1733 1767
1734 if (!spell) 1768 if (!spell)
1735 { 1769 {
1736 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1770 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1737 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1771 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1738 return; 1772 return;
1739 } 1773 }
1740 1774
1741 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1775 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1742 { 1776 {
1743 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1777 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1744 return; 1778 return;
1745 } 1779 }
1746 1780
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1781 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1748 1782
1749 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1783 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1750 {
1751 identify (tmp); 1784 identify (tmp);
1752
1753 if (tmp->env)
1754 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1755 else
1756 op->contr->ns->floorbox_update ();
1757 }
1758 1785
1759 /* I removed the check for special_prayer_mark here - it didn't make 1786 /* I removed the check for special_prayer_mark here - it didn't make
1760 * a lot of sense - special prayers are not found in spellbooks, and 1787 * a lot of sense - special prayers are not found in spellbooks, and
1761 * if the player doesn't know the spell, doesn't make a lot of sense that 1788 * if the player doesn't know the spell, doesn't make a lot of sense that
1762 * they would have a special prayer mark. 1789 * they would have a special prayer mark.
1763 */ 1790 */
1764 if (check_spell_known (op, spell->name)) 1791 if (check_spell_known (op, spell->name))
1765 { 1792 {
1766 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1793 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1767 return; 1794 return;
1768 } 1795 }
1769 1796
1770 if (spell->skill) 1797 if (spell->skill)
1771 { 1798 {
1772 spell_skill = find_skill_by_name (op, spell->skill); 1799 spell_skill = find_skill_by_name (op, spell->skill);
1773 1800
1774 if (!spell_skill) 1801 if (!spell_skill)
1775 { 1802 {
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1803 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1777 return; 1804 return;
1778 } 1805 }
1779 1806
1780 if (spell_skill->level < spell->level) 1807 if (spell_skill->level < spell->level)
1781 { 1808 {
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1809 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1783 return; 1810 return;
1784 } 1811 }
1785 } 1812 }
1786 1813
1787 /* Logic as follows 1814 /* Logic as follows
1796 * Overall, chances are the same but a player will find having a high 1823 * Overall, chances are the same but a player will find having a high
1797 * literacy rate very useful! -b.t. 1824 * literacy rate very useful! -b.t.
1798 */ 1825 */
1799 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (QUERY_FLAG (op, FLAG_CONFUSED))
1800 { 1827 {
1801 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1828 op->failmsg ("In your confused state you flub the wording of the text!");
1802 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1829 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1803 } 1830 }
1804 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1831 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1805 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1832 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1806 { 1833 {
1807 1834 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1808 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1809 do_learn_spell (op, spell, 0); 1835 do_learn_spell (op, spell, 0);
1810 1836
1811 /* xp gain to literacy for spell learning */ 1837 /* xp gain to literacy for spell learning */
1812 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1838 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1813 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1839 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1814 } 1840 }
1815 else 1841 else
1816 { 1842 {
1817 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1843 op->contr->play_sound (sound_find ("fumble_spell"));
1818 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1844 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1819 } 1845 }
1820 1846
1821 decrease_ob (tmp); 1847 tmp->decrease ();
1822} 1848}
1823 1849
1824/** 1850/**
1825 * Handles applying a spell scroll. 1851 * Handles applying a spell scroll.
1826 */ 1852 */
1829{ 1855{
1830 object *skop; 1856 object *skop;
1831 1857
1832 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1858 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1833 { 1859 {
1834 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1860 op->failmsg ("You are unable to read while blind.");
1835 return; 1861 return;
1836 } 1862 }
1837 1863
1838 if (!tmp->inv || tmp->inv->type != SPELL) 1864 if (!tmp->inv || tmp->inv->type != SPELL)
1839 { 1865 {
1840 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1866 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1841 return; 1867 return;
1842 } 1868 }
1843 1869
1844 if (op->type == PLAYER) 1870 if (op->type == PLAYER)
1845 { 1871 {
1851 */ 1877 */
1852 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1878 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1853 1879
1854 if (!skop) 1880 if (!skop)
1855 { 1881 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1882 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1857 return; 1883 return;
1858 } 1884 }
1859 1885
1860 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1886 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1861 change_exp (op, exp_gain, skop->skill, 0); 1887 change_exp (op, exp_gain, skop->skill, 0);
1862 } 1888 }
1863 1889
1864 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1890 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1865 identify (tmp); 1891 identify (tmp);
1866 1892
1867 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1893 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1868
1869 1894
1870 cast_spell (op, tmp, dir, tmp->inv, NULL); 1895 cast_spell (op, tmp, dir, tmp->inv, NULL);
1871 decrease_ob (tmp); 1896 tmp->decrease ();
1872} 1897}
1873 1898
1874/** 1899/**
1875 * Applies a treasure object - by default, chest. op 1900 * Applies a treasure object - by default, chest. op
1876 * is the person doing the applying, tmp is the treasure 1901 * is the person doing the applying, tmp is the treasure
1877 * chest. 1902 * chest.
1878 */ 1903 */
1879static void 1904static void
1880apply_treasure (object *op, object *tmp) 1905apply_treasure (object *op, object *tmp)
1881{ 1906{
1882 object *treas;
1883
1884
1885 /* Nice side effect of new treasure creation method is that the treasure 1907 /* Nice side effect of this treasure creation method is that the treasure
1886 * for the chest is done when the chest is created, and put into the chest 1908 * for the chest is done when the chest is created, and put into the chest
1887 * inventory. So that when the chest burns up, the items still exist. Also 1909 * inventory. So that when the chest burns up, the items still exist. Also
1888 * prevents people fromt moving chests to more difficult maps to get better 1910 * prevents people from moving chests to more difficult maps to get better
1889 * treasure 1911 * treasure
1890 */ 1912 */
1891
1892 treas = tmp->inv; 1913 object *treas = tmp->inv;
1893 if (treas == NULL) 1914
1915 if (!treas)
1894 { 1916 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1917 op->statusmsg ("The chest was empty.");
1896 decrease_ob (tmp); 1918 tmp->decrease ();
1897 return; 1919 return;
1898 } 1920 }
1921
1899 while (tmp->inv) 1922 while (tmp->inv)
1900 { 1923 {
1901 treas = tmp->inv; 1924 treas = tmp->inv;
1902
1903 treas->remove (); 1925 treas->remove ();
1904 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1905 1926
1906 treas->x = op->x; 1927 treas->x = op->x;
1907 treas->y = op->y; 1928 treas->y = op->y;
1908 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1929 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1909 1930
1910 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1931 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1911 spring_trap (treas, op); 1932 spring_trap (treas, op);
1912 1933
1913 /* If either player or container was destroyed, no need to do 1934 /* If either player or container was destroyed, no need to do
1914 * further processing. I think this should be enclused with 1935 * further processing. I think this should be enclused with
1915 * spring trap above, as I don't think there is otherwise 1936 * spring trap above, as I don't think there is otherwise
1916 * any way for the treasure chest or player to get killed 1937 * any way for the treasure chest or player to get killed.
1917 */ 1938 */
1918 if (op->destroyed () || tmp->destroyed ()) 1939 if (op->destroyed () || tmp->destroyed ())
1919 break; 1940 break;
1920 } 1941 }
1921 1942
1922 if (!tmp->destroyed () && tmp->inv == NULL) 1943 if (!tmp->destroyed () && !tmp->inv)
1923 decrease_ob (tmp); 1944 tmp->decrease ();
1924
1925} 1945}
1926 1946
1927/** 1947/**
1928 * op eats food. 1948 * op eats food.
1929 * If player, takes care of messages and dragon special food. 1949 * If player, takes care of messages and dragon special food.
1944 { 1964 {
1945 /* usual case - no dragon meal: */ 1965 /* usual case - no dragon meal: */
1946 if (op->stats.food + tmp->stats.food > 999) 1966 if (op->stats.food + tmp->stats.food > 999)
1947 { 1967 {
1948 if (tmp->type == FOOD || tmp->type == FLESH) 1968 if (tmp->type == FOOD || tmp->type == FLESH)
1949 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1969 op->failmsg ("You feel full, but what a waste of food!");
1950 else 1970 else
1951 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1971 op->statusmsg ("Most of the drink goes down your face not your throat!");
1952 } 1972 }
1973
1974 tmp->play_sound (
1975 tmp->sound
1976 ? tmp->sound
1977 : tmp->type == DRINK
1978 ? sound_find ("eat_drink")
1979 : sound_find ("eat_food")
1980 );
1953 1981
1954 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1982 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1955 { 1983 {
1956 char buf[MAX_BUF]; 1984 const char *buf;
1957 1985
1958 if (!is_dragon_pl (op)) 1986 if (!is_dragon_pl (op))
1959 { 1987 {
1960 /* eating message for normal players */ 1988 /* eating message for normal players */
1961 if (tmp->type == DRINK) 1989 if (tmp->type == DRINK)
1962 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1990 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1963 else 1991 else
1964 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 1992 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1965 } 1993 }
1966 else 1994 else
1967 {
1968 /* eating message for dragon players */ 1995 /* eating message for dragon players */
1969 sprintf (buf, "The %s tasted terrible!", &tmp->name); 1996 buf = format ("The %s tasted terrible!", &tmp->name);
1970 }
1971 1997
1972 new_draw_info (NDI_UNIQUE, 0, op, buf); 1998 op->statusmsg (buf);
1999
1973 capacity_remaining = 999 - op->stats.food; 2000 capacity_remaining = 999 - op->stats.food;
1974 op->stats.food += tmp->stats.food; 2001 op->stats.food += tmp->stats.food;
1975 if (capacity_remaining < tmp->stats.food) 2002 if (capacity_remaining < tmp->stats.food)
1976 op->stats.hp += capacity_remaining / 50; 2003 op->stats.hp += capacity_remaining / 50;
1977 else 2004 else
1978 op->stats.hp += tmp->stats.food / 50; 2005 op->stats.hp += tmp->stats.food / 50;
2006
1979 if (op->stats.hp > op->stats.maxhp) 2007 if (op->stats.hp > op->stats.maxhp)
1980 op->stats.hp = op->stats.maxhp; 2008 op->stats.hp = op->stats.maxhp;
1981 if (op->stats.food > 999) 2009 if (op->stats.food > 999)
1982 op->stats.food = 999; 2010 op->stats.food = 999;
1983 } 2011 }
1985 /* special food hack -b.t. */ 2013 /* special food hack -b.t. */
1986 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2014 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1987 eat_special_food (op, tmp); 2015 eat_special_food (op, tmp);
1988 } 2016 }
1989 } 2017 }
2018
1990 handle_apply_yield (tmp); 2019 handle_apply_yield (tmp);
1991 decrease_ob (tmp); 2020 tmp->decrease ();
1992} 2021}
1993 2022
1994/** 2023/**
1995 * A dragon is eating some flesh. If the flesh contains resistances, 2024 * A dragon is eating some flesh. If the flesh contains resistances,
1996 * there is a chance for the dragon's skin to get improved. 2025 * there is a chance for the dragon's skin to get improved.
2006{ 2035{
2007 object *skin = NULL; /* pointer to dragon skin force */ 2036 object *skin = NULL; /* pointer to dragon skin force */
2008 object *abil = NULL; /* pointer to dragon ability force */ 2037 object *abil = NULL; /* pointer to dragon ability force */
2009 object *tmp = NULL; /* tmp. object */ 2038 object *tmp = NULL; /* tmp. object */
2010 2039
2011 char buf[MAX_BUF]; /* tmp. string buffer */
2012 double chance; /* improvement-chance of one resistance type */ 2040 double chance; /* improvement-chance of one resistance type */
2013 double totalchance = 1; /* total chance of gaining one resistance */ 2041 double totalchance = 1; /* total chance of gaining one resistance */
2014 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2042 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2015 double mbonus = 0; /* monster bonus */ 2043 double mbonus = 0; /* monster bonus */
2016 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2044 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2021 if (meal->type != FLESH || !is_dragon_pl (op)) 2049 if (meal->type != FLESH || !is_dragon_pl (op))
2022 return 0; 2050 return 0;
2023 2051
2024 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2052 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2025 from the player's inventory */ 2053 from the player's inventory */
2026 shstr_cmp dragon_ability_force ("dragon_ability_force");
2027 shstr_cmp dragon_skin_force ("dragon_skin_force");
2028
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 2054 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == FORCE) 2055 if (tmp->type == FORCE)
2031 if (tmp->arch->name == dragon_skin_force) 2056 if (tmp->arch->archname == shstr_dragon_skin_force)
2032 skin = tmp; 2057 skin = tmp;
2033 else if (tmp->arch->name == dragon_ability_force) 2058 else if (tmp->arch->archname == shstr_dragon_ability_force)
2034 abil = tmp; 2059 abil = tmp;
2035 2060
2036 /* if either skin or ability are missing, this is an old player 2061 /* if either skin or ability are missing, this is an old player
2037 which is not to be considered a dragon -> bail out */ 2062 which is not to be considered a dragon -> bail out */
2038 if (skin == NULL || abil == NULL) 2063 if (skin == NULL || abil == NULL)
2041 /* now start by filling stomache and health, according to food-value */ 2066 /* now start by filling stomache and health, according to food-value */
2042 if ((999 - op->stats.food) < meal->stats.food) 2067 if ((999 - op->stats.food) < meal->stats.food)
2043 op->stats.hp += (999 - op->stats.food) / 50; 2068 op->stats.hp += (999 - op->stats.food) / 50;
2044 else 2069 else
2045 op->stats.hp += meal->stats.food / 50; 2070 op->stats.hp += meal->stats.food / 50;
2071
2046 if (op->stats.hp > op->stats.maxhp) 2072 if (op->stats.hp > op->stats.maxhp)
2047 op->stats.hp = op->stats.maxhp; 2073 op->stats.hp = op->stats.maxhp;
2048 2074
2049 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2075 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2050 2076
2095 } 2121 }
2096 } 2122 }
2097 2123
2098 /* inverse totalchance as until now we have the failure-chance */ 2124 /* inverse totalchance as until now we have the failure-chance */
2099 totalchance = 100 - totalchance * 100; 2125 totalchance = 100 - totalchance * 100;
2126
2100 /* print message according to totalchance */ 2127 /* print message according to totalchance */
2128 const char *buf;
2101 if (totalchance > 50.) 2129 if (totalchance > 50.)
2102 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2130 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2103 else if (totalchance > 10.) 2131 else if (totalchance > 10.)
2104 sprintf (buf, "The %s tasted very good.", &meal->name); 2132 buf = format ("The %s tasted very good.", &meal->name);
2105 else if (totalchance > 1.) 2133 else if (totalchance > 1.)
2106 sprintf (buf, "The %s tasted good.", &meal->name); 2134 buf = format ("The %s tasted good.", &meal->name);
2107 else if (totalchance > 0.1) 2135 else if (totalchance > 0.1)
2108 sprintf (buf, "The %s tasted bland.", &meal->name); 2136 buf = format ("The %s tasted bland.", &meal->name);
2109 else if (totalchance >= 0.01) 2137 else if (totalchance >= 0.01)
2110 sprintf (buf, "The %s had a boring taste.", &meal->name); 2138 buf = format ("The %s had a boring taste.", &meal->name);
2111 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2139 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2112 sprintf (buf, "The %s tasted strange.", &meal->name); 2140 buf = format ("The %s tasted strange.", &meal->name);
2113 else 2141 else
2114 sprintf (buf, "The %s had no taste.", &meal->name); 2142 buf = format ("The %s had no taste.", &meal->name);
2115 new_draw_info (NDI_UNIQUE, 0, op, buf); 2143
2144 op->statusmsg (buf);
2116 2145
2117 /* now choose a winner if we have any */ 2146 /* now choose a winner if we have any */
2118 i = -1; 2147 i = -1;
2119 if (winners > 0) 2148 if (winners > 0)
2120 i = atnr_winner[RANDOM () % winners]; 2149 i = atnr_winner[RANDOM () % winners];
2123 { 2152 {
2124 /* resistance increased! */ 2153 /* resistance increased! */
2125 skin->resist[i]++; 2154 skin->resist[i]++;
2126 op->update_stats (); 2155 op->update_stats ();
2127 2156
2128 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2157 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2129 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2130 } 2158 }
2131 2159
2132 /* if this flesh contains a new ability focus, we mark it 2160 /* if this flesh contains a new ability focus, we mark it
2133 into the ability_force and it will take effect on next level */ 2161 into the ability_force and it will take effect on next level */
2134 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2162 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2135 { 2163 {
2136 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2164 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2137 2165
2138 if (meal->last_eat != abil->stats.exp) 2166 if (meal->last_eat != abil->stats.exp)
2167 op->statusmsg (format (
2168 "Your metabolism prepares to focus on %s!\n"
2169 "The change will happen at level %d.",
2170 change_resist_msg[meal->last_eat],
2171 abil->level + 1
2139 { 2172 ));
2140 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2141 new_draw_info (NDI_UNIQUE, 0, op, buf);
2142 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2143 new_draw_info (NDI_UNIQUE, 0, op, buf);
2144 }
2145 else 2173 else
2146 { 2174 {
2147 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2175 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2148 new_draw_info (NDI_UNIQUE, 0, op, buf);
2149 abil->last_eat = 0; 2176 abil->last_eat = 0;
2150 } 2177 }
2151 } 2178 }
2179
2152 return 1; 2180 return 1;
2153} 2181}
2154 2182
2155/** 2183/**
2156 * Handles applying an improve armor scroll. 2184 * Handles applying an improve armor scroll.
2159static void 2187static void
2160apply_armour_improver (object *op, object *tmp) 2188apply_armour_improver (object *op, object *tmp)
2161{ 2189{
2162 object *armor; 2190 object *armor;
2163 2191
2164 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2192 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2165 { 2193 {
2166 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2194 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2167 return; 2195 return;
2168 } 2196 }
2169 2197
2170 armor = find_marked_object (op); 2198 armor = find_marked_object (op);
2171 2199
2172 if (!armor) 2200 if (!armor)
2173 { 2201 {
2174 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2202 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2175 return; 2203 return;
2176 } 2204 }
2177 2205
2178 if (armor->type != ARMOUR 2206 if (armor->type != ARMOUR
2179 && armor->type != CLOAK 2207 && armor->type != CLOAK
2180 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2208 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2181 { 2209 {
2182 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2210 op->failmsg ("Your marked item is not armour!\n");
2183 return; 2211 return;
2184 } 2212 }
2185 2213
2186 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2214 op->statusmsg ("Applying armour enchantment.");
2187 improve_armour (op, tmp, armor); 2215 improve_armour (op, tmp, armor);
2188} 2216}
2189 2217
2190extern void 2218extern void
2191apply_poison (object *op, object *tmp) 2219apply_poison (object *op, object *tmp)
2192{ 2220{
2193 if (op->type == PLAYER) 2221 if (op->type == PLAYER)
2194 { 2222 {
2195 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2223 op->contr->play_sound (sound_find ("drink_poison"));
2196 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2224 op->failmsg ("Yech! That tasted poisonous!");
2197 strcpy (op->contr->killer, "poisonous booze"); 2225 strcpy (op->contr->killer, "poisonous booze");
2198 } 2226 }
2227
2199 if (tmp->stats.hp > 0) 2228 if (tmp->stats.hp > 0)
2200 { 2229 {
2201 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2230 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2202 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2231 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2203 } 2232 }
2233
2204 op->stats.food -= op->stats.food / 4; 2234 op->stats.food -= op->stats.food / 4;
2205 handle_apply_yield (tmp); 2235 handle_apply_yield (tmp);
2206 decrease_ob (tmp); 2236 tmp->decrease ();
2207} 2237}
2208 2238
2209/** 2239/**
2210 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2240 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2211 * A valid 2 way exit means: 2241 * A valid 2 way exit means:
2227#if 0 //TODO 2257#if 0 //TODO
2228 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2258 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2229 return 0; /* This is a reset town portal */ 2259 return 0; /* This is a reset town portal */
2230#endif 2260#endif
2231 2261
2262 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2263
2232 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2264 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2233 2265
2234 if (exitmap) 2266 if (exitmap)
2235 { 2267 {
2236 exitmap->load_sync (); 2268 exitmap->load_sync ();
2291 } 2323 }
2292 } 2324 }
2293 2325
2294 return 0; 2326 return 0;
2295} 2327}
2296
2297 2328
2298/** 2329/**
2299 * Main apply handler. 2330 * Main apply handler.
2300 * 2331 *
2301 * Checks for unpaid items before applying. 2332 * Checks for unpaid items before applying.
2309 * being applied. 2340 * being applied.
2310 * 2341 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2342 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2343 * them in this function - they are passed to apply_special
2313 */ 2344 */
2314
2315int 2345int
2316manual_apply (object *op, object *tmp, int aflag) 2346manual_apply (object *op, object *tmp, int aflag)
2317{ 2347{
2318 if (tmp->head) 2348 if (tmp->head)
2319 tmp = tmp->head; 2349 tmp = tmp->head;
2320 2350
2321 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2351 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2322 { 2352 {
2323 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2324 { 2354 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2355 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2326 return 1; 2356 return 1;
2327 } 2357 }
2328 else 2358 else
2329 return 0; /* monsters just skip unpaid items */ 2359 return 0; /* monsters just skip unpaid items */
2330 } 2360 }
2333 return RESULT_INT (0); 2363 return RESULT_INT (0);
2334 2364
2335 switch (tmp->type) 2365 switch (tmp->type)
2336 { 2366 {
2337 case CF_HANDLE: 2367 case CF_HANDLE:
2338 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2368 op->play_sound (sound_find ("turn_handle"));
2339 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2369 op->statusmsg ("You turn the handle.");
2340 tmp->value = tmp->value ? 0 : 1; 2370 tmp->value = tmp->value ? 0 : 1;
2341 SET_ANIMATION (tmp, tmp->value); 2371 SET_ANIMATION (tmp, tmp->value);
2342 update_object (tmp, UP_OBJ_FACE); 2372 update_object (tmp, UP_OBJ_FACE);
2343 push_button (tmp); 2373 push_button (tmp);
2344 return 1; 2374 return 1;
2345 2375
2346 case TRIGGER: 2376 case TRIGGER:
2347 if (check_trigger (tmp, op)) 2377 if (check_trigger (tmp, op))
2348 { 2378 {
2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2379 op->statusmsg ("You turn the handle.");
2350 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2380 op->play_sound (sound_find ("turn_handle"));
2351 } 2381 }
2352 else 2382 else
2353 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2383 op->failmsg ("The handle doesn't move.");
2354 2384
2355 return 1; 2385 return 1;
2356 2386
2357 case EXIT: 2387 case EXIT:
2358 if (op->type != PLAYER) 2388 if (op->type != PLAYER)
2359 return 0; 2389 return 0;
2360 2390
2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2391 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2362 { 2392 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2364 }
2365 else 2393 else
2366 { 2394 {
2367 /* Don't display messages for random maps. */ 2395 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2396 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2397 op->statusmsg (tmp->msg, NDI_NAVY);
2370 2398
2371 op->enter_exit (tmp); 2399 op->enter_exit (tmp);
2372 } 2400 }
2401
2402 return 1;
2403
2404 case INSCRIBABLE:
2405 op->statusmsg (tmp->msg);
2406 // maybe show a spell menu to chose from or something like that
2373 return 1; 2407 return 1;
2374 2408
2375 case SIGN: 2409 case SIGN:
2376 apply_sign (op, tmp, 0); 2410 apply_sign (op, tmp, 0);
2377 return 1; 2411 return 1;
2381 { 2415 {
2382 apply_book (op, tmp); 2416 apply_book (op, tmp);
2383 return 1; 2417 return 1;
2384 } 2418 }
2385 else 2419 else
2386 {
2387 return 0; 2420 return 0;
2388 }
2389 2421
2390 case SKILLSCROLL: 2422 case SKILLSCROLL:
2391 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2392 { 2424 {
2393 apply_skillscroll (op, tmp); 2425 apply_skillscroll (op, tmp);
2394 return 1; 2426 return 1;
2395 } 2427 }
2428 else
2396 return 0; 2429 return 0;
2397 2430
2398 case SPELLBOOK: 2431 case SPELLBOOK:
2399 if (op->type == PLAYER) 2432 if (op->type == PLAYER)
2400 { 2433 {
2401 apply_spellbook (op, tmp); 2434 apply_spellbook (op, tmp);
2402 return 1; 2435 return 1;
2403 } 2436 }
2437 else
2404 return 0; 2438 return 0;
2405 2439
2406 case SCROLL: 2440 case SCROLL:
2407 apply_scroll (op, tmp, 0); 2441 apply_scroll (op, tmp, 0);
2408 return 1; 2442 return 1;
2409 2443
2410 case POTION: 2444 case POTION:
2411 (void) apply_potion (op, tmp); 2445 apply_potion (op, tmp);
2412 return 1; 2446 return 1;
2413 2447
2414 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2448 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed? 2449 //TODO: remove, as it is unsed?
2416 case CLOSE_CON: 2450 case CLOSE_CON:
2449 case LAMP: 2483 case LAMP:
2450 case BUILDER: 2484 case BUILDER:
2451 case SKILL_TOOL: 2485 case SKILL_TOOL:
2452 if (tmp->env != op) 2486 if (tmp->env != op)
2453 return 2; /* not in inventory */ 2487 return 2; /* not in inventory */
2488
2454 (void) apply_special (op, tmp, aflag); 2489 apply_special (op, tmp, aflag);
2455 return 1; 2490 return 1;
2456 2491
2457 case DRINK: 2492 case DRINK:
2458 case FOOD: 2493 case FOOD:
2459 case FLESH: 2494 case FLESH:
2475 } 2510 }
2476 else 2511 else
2477 return 0; 2512 return 0;
2478 2513
2479 case WEAPON_IMPROVER: 2514 case WEAPON_IMPROVER:
2480 (void) check_improve_weapon (op, tmp); 2515 check_improve_weapon (op, tmp);
2481 return 1; 2516 return 1;
2482 2517
2483 case CLOCK: 2518 case CLOCK:
2484 if (op->type == PLAYER) 2519 if (op->type == PLAYER)
2485 { 2520 {
2486 char buf[MAX_BUF]; 2521 char buf[MAX_BUF];
2487 timeofday_t tod; 2522 timeofday_t tod;
2488 2523
2489 get_tod (&tod); 2524 get_tod (&tod);
2525 op->play_sound (sound_find ("sound_clock"));
2526 op->statusmsg (format (
2490 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2527 "It is %d minute%s past %d o'clock %s",
2491 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2528 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2492 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2529 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2530 ));
2494 new_draw_info (NDI_UNIQUE, 0, op, buf);
2495 return 1; 2531 return 1;
2496 } 2532 }
2497 else 2533 else
2498 {
2499 return 0; 2534 return 0;
2500 }
2501 2535
2502 case MENU: 2536 case MENU:
2503 if (op->type == PLAYER) 2537 if (op->type == PLAYER)
2504 { 2538 {
2505 shop_listing (tmp, op); 2539 shop_listing (tmp, op);
2506 return 1; 2540 return 1;
2507 } 2541 }
2508 else 2542 else
2509 {
2510 return 0; 2543 return 0;
2511 }
2512 2544
2513 case POWER_CRYSTAL: 2545 case POWER_CRYSTAL:
2514 apply_power_crystal (op, tmp); /* see egoitem.c */ 2546 apply_power_crystal (op, tmp); /* see egoitem.c */
2515 return 1; 2547 return 1;
2516 2548
2519 { 2551 {
2520 apply_lighter (op, tmp); 2552 apply_lighter (op, tmp);
2521 return 1; 2553 return 1;
2522 } 2554 }
2523 else 2555 else
2524 {
2525 return 0; 2556 return 0;
2526 }
2527 2557
2528 case ITEM_TRANSFORMER: 2558 case ITEM_TRANSFORMER:
2529 apply_item_transformer (op, tmp); 2559 apply_item_transformer (op, tmp);
2530 return 1; 2560 return 1;
2531 2561
2544int 2574int
2545player_apply (object *pl, object *op, int aflag, int quiet) 2575player_apply (object *pl, object *op, int aflag, int quiet)
2546{ 2576{
2547 int tmp; 2577 int tmp;
2548 2578
2549 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2579 if (op->env && (pl->move_type & MOVE_FLYING))
2550 { 2580 {
2551 /* player is flying and applying object not in inventory */ 2581 /* player is flying and applying object not in inventory */
2552 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2582 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2553 { 2583 {
2554 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2584 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2555 return 0; 2585 return 0;
2556 } 2586 }
2557 }
2558
2559 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2560 * applied.
2561 */
2562 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2563 {
2564 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2565 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2566 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2567 op->destroy ();
2568 return 1;
2569 } 2587 }
2570 2588
2571 pl->contr->last_used = op; 2589 pl->contr->last_used = op;
2572 2590
2573 tmp = manual_apply (pl, op, aflag); 2591 tmp = manual_apply (pl, op, aflag);
2574 if (!quiet) 2592 if (!quiet)
2575 { 2593 {
2576 if (tmp == 0) 2594 if (tmp == 0)
2577 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2595 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2578 else if (tmp == 2) 2596 else if (tmp == 2)
2579 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2597 pl->failmsg ("You must get it first!\n");
2580 } 2598 }
2599
2581 return tmp; 2600 return tmp;
2582} 2601}
2583 2602
2584/** 2603/**
2585 * player_apply_below attempts to apply the object 'below' the player. 2604 * player_apply_below attempts to apply the object 'below' the player.
2586 * If the player has an open container, we use that for below, otherwise 2605 * If the player has an open container, we use that for below, otherwise
2587 * we use the ground. 2606 * we use the ground.
2588 */ 2607 */
2589
2590void 2608void
2591player_apply_below (object *pl) 2609player_apply_below (object *pl)
2592{ 2610{
2593 int floors = 0; 2611 int floors = 0;
2594 2612
2631 * to keep the size of apply_special to a more managable size. 2649 * to keep the size of apply_special to a more managable size.
2632 */ 2650 */
2633static int 2651static int
2634unapply_special (object *who, object *op, int aflags) 2652unapply_special (object *who, object *op, int aflags)
2635{ 2653{
2636 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2654 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2655 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2637 return RESULT_INT (0); 2656 return RESULT_INT (0);
2638 2657
2639 object *tmp2;
2640
2641 CLEAR_FLAG (op, FLAG_APPLIED); 2658 CLEAR_FLAG (op, FLAG_APPLIED);
2642 2659
2643 switch (op->type) 2660 switch (op->type)
2644 { 2661 {
2662 case SKILL_TOOL:
2663 // unapplying a skill tool should also unapply the skill it governs
2664 // but this is hard, as it shouldn't do so when the skill can
2665 // be used for other reasons
2666 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2667 if (tmp->skill == op->skill
2668 && tmp->type == SKILL
2669 && tmp->flag [FLAG_APPLIED]
2670 && !tmp->flag [FLAG_CAN_USE_SKILL])
2671 unapply_special (who, tmp, 0);
2672
2673 change_abil (who, op);
2674 break;
2675
2645 case WEAPON: 2676 case WEAPON:
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2677 if (player *pl = who->contr)
2678 if (op == pl->combat_ob)
2679 {
2680 pl->combat_ob = 0;
2681 who->change_weapon (pl->ranged_ob);
2682 }
2647 2683
2684 who->statusmsg (format ("You unwield %s.", query_name (op)));
2685
2648 (void) change_abil (who, op); 2686 change_abil (who, op);
2649 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2687 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2651 clear_skill (who);
2652 break; 2688 break;
2653 2689
2654 case SKILL: /* allows objects to impart skills */
2655 case SKILL_TOOL: 2690 case SKILL:
2656 if (op != who->chosen_skill) 2691 if (who->contr)
2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2658
2659 if (who->type == PLAYER)
2660 { 2692 {
2661 if (who->contr->ranged_ob == op)
2662 {
2663 who->contr->ranged_skill = 0;
2664 who->contr->ranged_ob = 0;
2665 }
2666
2667 if (!op->invisible) 2693 if (!op->invisible)
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2694 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2669 else 2695 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2696 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2671 } 2697 }
2672 2698
2673 change_abil (who, op); 2699 change_abil (who, op);
2674 who->chosen_skill = 0;
2675 CLEAR_FLAG (who, FLAG_READY_SKILL); 2700 CLEAR_FLAG (who, FLAG_READY_SKILL);
2676 break; 2701 break;
2677 2702
2678 case ARMOUR: 2703 case ARMOUR:
2679 case HELMET: 2704 case HELMET:
2683 case GLOVES: 2708 case GLOVES:
2684 case AMULET: 2709 case AMULET:
2685 case GIRDLE: 2710 case GIRDLE:
2686 case BRACERS: 2711 case BRACERS:
2687 case CLOAK: 2712 case CLOAK:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2713 who->statusmsg (format ("You unwear %s.", query_name (op)));
2689 (void) change_abil (who, op); 2714 change_abil (who, op);
2690 break; 2715 break;
2716
2691 case LAMP: 2717 case LAMP:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2718 {
2719 who->statusmsg (format ("You turn off your %s.", &op->name));
2720
2693 tmp2 = arch_to_object (op->other_arch); 2721 object *tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2722 tmp2->x = op->x;
2695 tmp2->y = op->y; 2723 tmp2->y = op->y;
2696 tmp2->map = op->map; 2724 tmp2->map = op->map;
2697 tmp2->below = op->below; 2725 tmp2->below = op->below;
2698 tmp2->above = op->above; 2726 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food; 2727 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2728 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2729
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2730 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2731 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2732
2705 if (who->type == PLAYER)
2706 esrv_del_item (who->contr, op->count);
2707
2708 op->destroy (); 2733 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2734 who->insert (tmp2);
2710 who->update_stats (); 2735 who->update_stats ();
2736
2737 if (who->contr)
2738 {
2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2739 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712 {
2713 if (who->type == PLAYER)
2714 { 2740 {
2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2741 who->failmsg ("Oops, it feels deadly cold!");
2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2742 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717 } 2743 }
2718 } 2744 }
2719 if (who->type == PLAYER) 2745 }
2720 esrv_send_item (who, tmp2); 2746
2721 return 1; /* otherwise, an attempt to drop causes problems */ 2747 return 1; /* otherwise, an attempt to drop causes problems */
2722 break;
2723 2748
2724 case BOW: 2749 case BOW:
2725 case WAND: 2750 case WAND:
2726 case ROD: 2751 case ROD:
2727 case HORN: 2752 case HORN:
2728 clear_skill (who); 2753 if (player *pl = who->contr)
2729 if (who->type == PLAYER)
2730 { 2754 {
2731 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2755 if (op == pl->ranged_ob)
2756 {
2757 pl->ranged_ob = 0;
2758 who->change_weapon (pl->combat_ob);
2759 }
2732 2760
2733 who->contr->ranged_skill = 0; 2761 who->statusmsg (format ("You unready %s.", query_name (op)));
2734 who->contr->ranged_ob = 0;
2735 } 2762 }
2736 else 2763 else
2737 { 2764 {
2765 who->change_skill (0);
2766
2738 if (op->type == BOW) 2767 if (op->type == BOW)
2739 CLEAR_FLAG (who, FLAG_READY_BOW); 2768 CLEAR_FLAG (who, FLAG_READY_BOW);
2740 else 2769 else
2741 CLEAR_FLAG (who, FLAG_READY_RANGE); 2770 CLEAR_FLAG (who, FLAG_READY_RANGE);
2742 } 2771 }
2743 2772
2744 break; 2773 break;
2745 2774
2746 case BUILDER: 2775 case BUILDER:
2747 if (who->type == PLAYER) 2776 if (who->contr)
2748 { 2777 who->statusmsg (format ("You unready %s.", query_name (op)));
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2750
2751 who->contr->ranged_skill = 0;
2752 who->contr->ranged_ob = 0;
2753 }
2754 break; 2778 break;
2755 2779
2756 default: 2780 default:
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2781 who->statusmsg (format ("You unapply %s.", query_name (op)));
2758 break; 2782 break;
2759 } 2783 }
2760 2784
2761 who->update_stats (); 2785 who->update_stats ();
2762 2786
2763 if (!(aflags & AP_NO_MERGE)) 2787 if (!(aflags & AP_NO_MERGE))
2764 {
2765 object *tmp;
2766
2767 tmp = merge_ob (op, NULL); 2788 merge_ob (op, 0);
2768 if (who->type == PLAYER)
2769 {
2770 if (tmp)
2771 { /* it was merged */
2772 esrv_del_item (who->contr, op->count);
2773 op = tmp;
2774 }
2775 2789
2776 esrv_send_item (who, op);
2777 }
2778 }
2779 return 0; 2790 return 0;
2780} 2791}
2781 2792
2782/** 2793/**
2783 * Returns the object that is using location 'loc'. 2794 * Returns the object that is using location 'loc'.
2784 * Note that 'start' is the first object to start examing - we 2795 * Note that 'start' is the first object to start examing - we
2785 * then go through the below of this. In this way, you can do 2796 * then go through the below of this. In this way, you can do
2786 * something like: 2797 * something like:
2787 * tmp = get_item_from_body_location(who->inv, 1); 2798 * tmp = get_next_item_from_body_location(who->inv, 1);
2788 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2799 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2789 * to find the second object that may use this location, etc. 2800 * to find the second object that may use this location, etc.
2790 * Returns NULL if no match is found. 2801 * Returns NULL if no match is found.
2791 * loc is the index into the array we are looking for a match. 2802 * loc is the index into the array we are looking for a match.
2792 * don't return invisible objects unless they are skill objects 2803 * don't return invisible objects unless they are skill objects
2793 * invisible other objects that use 2804 * invisible other objects that use
2794 * up body locations can be used as restrictions. 2805 * up body locations can be used as restrictions.
2795 */ 2806 */
2796object * 2807static object *
2797get_item_from_body_location (object *start, int loc) 2808get_next_item_from_body_location (int loc, object *start)
2798{ 2809{
2799 object *tmp;
2800
2801 if (!start)
2802 return NULL;
2803
2804 for (tmp = start; tmp; tmp = tmp->below) 2810 for (object *tmp = start; tmp; tmp = tmp->below)
2805 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2811 if (tmp->flag [FLAG_APPLIED]
2812 && tmp->slot[loc].info
2813 && (!tmp->invisible || tmp->type == SKILL))
2806 return tmp; 2814 return tmp;
2807 2815
2808 return NULL; 2816 return 0;
2809} 2817}
2810
2811
2812 2818
2813/** 2819/**
2814 * 'op' wants to apply an object, but can't because of other equipment. 2820 * 'op' wants to apply an object, but can't because of other equipment.
2815 * This should only be called when it is known 2821 * This should only be called when it is known
2816 * that there are objects to unapply. This makes pretty heavy 2822 * that there are objects to unapply. This makes pretty heavy
2819 * Returns 0 on success, returns 1 if there is some problem. 2825 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 2826 * if aflags is AP_PRINT, we instead print out waht to unapply
2821 * instead of doing it. This is a lot less code than having 2827 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 2828 * another function that does just that.
2823 */ 2829 */
2830
2831#define CANNOT_REMOVE_CURSED \
2832 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2833 "Praying over an altar, scrolls of remove curse/damnation, " \
2834 "priests or even other players might help.>"
2835
2824int 2836int
2825unapply_for_ob (object *who, object *op, int aflags) 2837unapply_for_ob (object *who, object *op, int aflags)
2826{ 2838{
2827 int i; 2839 if (op->is_range ())
2828 object *tmp = NULL, *last;
2829
2830 /* If we are applying a shield or weapon, unapply any equipped shield
2831 * or weapons first - only allowed to use one weapon/shield at a time.
2832 */
2833 if (op->type == WEAPON || op->type == SHIELD)
2834 {
2835 for (tmp = who->inv; tmp; tmp = tmp->below) 2840 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2836 {
2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2841 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2838 {
2839 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2842 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 2843 {
2841 if (aflags & AP_PRINT) 2844 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2845 who->failmsg (query_name (tmp));
2843 else 2846 else
2844 unapply_special (who, tmp, aflags); 2847 unapply_special (who, tmp, aflags);
2845 } 2848 }
2846 else 2849 else
2847 { 2850 {
2848 /* In this case, we want to try and remove a cursed item. 2851 /* In this case, we want to try and remove a cursed item.
2849 * While we know it won't work, we want unapply_special to 2852 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 2853 * at least generate the message.
2851 */ 2854 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2855 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2853 return 1; 2856 return 1;
2854 }
2855
2856 } 2857 }
2857 }
2858 }
2859 2858
2860 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2859 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2861 { 2860 {
2862 /* this used up a slot that we need to free */ 2861 /* this used up a slot that we need to free */
2863 if (op->body_info[i]) 2862 if (op->slot[i].info)
2864 { 2863 {
2865 last = who->inv; 2864 object *last = who->inv;
2866 2865
2867 /* We do a while loop - may need to remove several items in order 2866 /* We do a while loop - may need to remove several items in order
2868 * to free up enough slots. 2867 * to free up enough slots.
2869 */ 2868 */
2870 while ((who->body_used[i] + op->body_info[i]) < 0) 2869 while ((who->slot[i].used + op->slot[i].info) < 0)
2871 { 2870 {
2872 tmp = get_item_from_body_location (last, i); 2871 object *tmp = get_next_item_from_body_location (i, last);
2872
2873 if (!tmp) 2873 if (!tmp)
2874 { 2874 {
2875#if 0 2875#if 0
2876 /* Not a bug - we'll get this if the player has cursed items 2876 /* Not a bug - we'll get this if the player has cursed items
2877 * equipped. 2877 * equipped.
2878 */ 2878 */
2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2880#endif 2880#endif
2881 return 1; 2881 return 1;
2882 } 2882 }
2883
2883 /* If we are just printing, we don't care about cursed status */ 2884 /* If we are just printing, we don't care about cursed status */
2884 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2885 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2885 { 2886 {
2886 if (aflags & AP_PRINT) 2887 if (aflags & AP_PRINT)
2887 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2888 who->failmsg (query_name (tmp));
2888 else 2889 else
2889 unapply_special (who, tmp, aflags); 2890 unapply_special (who, tmp, aflags);
2890 } 2891 }
2891 else 2892 else
2892 { 2893 {
2893 /* Cursed item that we can't unequip - tell the player. 2894 /* Cursed item that we can't unequip - tell the player.
2894 * Note this could be annoying if this is just one of a few, 2895 * Note this could be annoying if this is just one of a few,
2895 * so it may not be critical (eg, putting on a ring and you have 2896 * so it may not be critical (eg, putting on a ring and you have
2896 * one cursed ring.) 2897 * one cursed ring.)
2897 */ 2898 */
2898 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2899 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2899 } 2900 }
2901
2900 last = tmp->below; 2902 last = tmp->below;
2901 } 2903 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2904 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2903 * return in the !tmp would have kicked in. 2905 * return in the !tmp would have kicked in.
2904 */ 2906 */
2905 } /* if op is using this body location */ 2907 } /* if op is using this body location */
2906 } /* for body lcoations */ 2908 } /* for body lcoations */
2909
2907 return 0; 2910 return 0;
2908} 2911}
2909 2912
2910/** 2913/**
2911 * Checks to see if 'who' can apply object 'op'. 2914 * Checks to see if 'who' can apply object 'op'.
2912 * Returns 0 if apply can be done without anything special. 2915 * Returns 0 if apply can be done without anything special.
2913 * Otherwise returns a bitmask - potentially several of these may be 2916 * Otherwise returns a bitmask - potentially several of these may be
2914 * set, but largely depends on circumstance - in the future, processing 2917 * set, but largely depends on circumstance - in the future, processing
2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2918 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2916 * is set, do we really are what the other flags may be?) 2919 * is set, do we really care what the other flags may be?)
2917 * 2920 *
2918 * See include/define.h for detailed description of the meaning of 2921 * See include/define.h for detailed description of the meaning of
2919 * these return values. 2922 * these return values.
2920 */ 2923 */
2921int 2924int
2922can_apply_object (object *who, object *op) 2925can_apply_object (object *who, object *op)
2923{ 2926{
2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2927 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2925 return RESULT_INT (0); 2928 return RESULT_INT (0);
2926 2929
2927 int i, retval = 0; 2930 int retval = 0;
2928 object *tmp = NULL, *ws = NULL; 2931 object *tmp = 0, *ws = 0;
2929 2932
2930 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2931 * 2 weapons, but we don't want to let them do that. So if they are
2932 * trying to equip a weapon or shield, see if they already have one
2933 * in place and store that way.
2934 */
2935 if (op->type == WEAPON || op->type == SHIELD)
2936 { 2934 {
2937 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2935 if (op->slot[i].info)
2938 { 2936 {
2939 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2937 /* Item uses more slots than we have */
2938 if (who->slot[i].info + op->slot [i].info < 0)
2940 { 2939 {
2941 retval = CAN_APPLY_UNAPPLY;
2942 ws = tmp;
2943 }
2944 }
2945 }
2946
2947 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2948 {
2949 if (op->body_info[i])
2950 {
2951 /* Item uses more slots than we have */
2952 if (FABS (op->body_info[i]) > who->body_info[i])
2953 {
2954 /* Could return now for efficiently - rest of info below isn' 2940 /* Could return now for efficiency - rest of info below isn't
2955 * really needed. 2941 * really needed.
2956 */ 2942 */
2957 retval |= CAN_APPLY_NEVER; 2943 retval |= CAN_APPLY_NEVER;
2958 } 2944 }
2959 else if ((who->body_used[i] + op->body_info[i]) < 0) 2945 else if (who->slot[i].used + op->slot[i].info < 0)
2960 { 2946 {
2961 /* in this case, equipping this would use more free spots than 2947 /* in this case, equipping this would use more free spots than
2962 * we have. 2948 * we have.
2963 */ 2949 */
2964 object *tmp1;
2965
2966 2950
2967 /* if we have an applied weapon/shield, and unapply it would free 2951 /* if we have an applied weapon/shield, and unapply it would free
2968 * enough slots to equip the new item, then just set this can 2952 * enough slots to equip the new item, then just set "can
2969 * continue. We don't care about the logic below - if you have 2953 * apply unapply". We don't care about the logic below - if you have a
2970 * shield equipped and try to equip another shield, there is only 2954 * shield equipped and try to equip another shield, there is only
2971 * one choice. However, the check for the number of body locations 2955 * one choice. However, the check for the number of body locations
2972 * does take into the account cases where what is being applied 2956 * does take into the account cases where what is being applied
2973 * may be two handed for example. 2957 * may be two handed for example.
2974 */ 2958 */
2975 if (ws) 2959 if (ws)
2976 { 2960 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2977 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2978 { 2961 {
2979 retval |= CAN_APPLY_UNAPPLY; 2962 retval |= CAN_APPLY_UNAPPLY;
2980 continue; 2963 continue;
2981 } 2964 }
2982 }
2983 2965
2984 tmp1 = get_item_from_body_location (who->inv, i); 2966 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2985 if (!tmp1) 2967 if (!tmp1)
2986 { 2968 {
2987#if 0 2969#if 0
2988 /* This is sort of an error, but happens a lot when old players 2970 /* This is sort of an error, but happens a lot when old players
2989 * join in with more stuff equipped than they are now allowed. 2971 * join in with more stuff equipped than they are now allowed.
2997 /* need to unapply something. However, if this something 2979 /* need to unapply something. However, if this something
2998 * is different than we had found before, it means they need 2980 * is different than we had found before, it means they need
2999 * to apply multiple objects 2981 * to apply multiple objects
3000 */ 2982 */
3001 retval |= CAN_APPLY_UNAPPLY; 2983 retval |= CAN_APPLY_UNAPPLY;
2984
3002 if (!tmp) 2985 if (!tmp)
3003 tmp = tmp1; 2986 tmp = tmp1;
3004 else if (tmp != tmp1) 2987 else if (tmp != tmp1)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY_MULT; 2988 retval |= CAN_APPLY_UNAPPLY_MULT;
3007 } 2989
3008 /* This object isn't using up all the slots, so there must 2990 /* This object isn't using up all the slots, so there must
3009 * be another. If so, and it the new item doesn't need all 2991 * be another. If so, and it the new item doesn't need all
3010 * the slots, the player then has a choice. 2992 * the slots, the player then has a choice.
3011 */ 2993 */
3012 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2994 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2995 && abs (op->slot[i].info) < who->slot[i].info)
3013 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2996 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3014 2997
3015 /* Does unequippint 'tmp1' free up enough slots for this to be 2998 /* Does unequippint 'tmp1' free up enough slots for this to be
3016 * equipped? If not, there must be something else to unapply. 2999 * equipped? If not, there must be something else to unapply.
3017 */ 3000 */
3018 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3001 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3019 retval |= CAN_APPLY_UNAPPLY_MULT; 3002 retval |= CAN_APPLY_UNAPPLY_MULT;
3020
3021 } 3003 }
3022 } /* if not enough free slots */ 3004 } /* if not enough free slots */
3023 } /* if this object uses location i */ 3005 } /* if this object uses location i */
3024 } /* for i -> num_body_locations loop */ 3006 } /* for i -> num_body_locations loop */
3025 3007
3038 3020
3039 if (who->type != PLAYER) 3021 if (who->type != PLAYER)
3040 { 3022 {
3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3023 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3042 retval |= CAN_APPLY_RESTRICTION; 3024 retval |= CAN_APPLY_RESTRICTION;
3025
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3026 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3044 retval |= CAN_APPLY_RESTRICTION; 3027 retval |= CAN_APPLY_RESTRICTION;
3028
3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3029 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3046 retval |= CAN_APPLY_RESTRICTION; 3030 retval |= CAN_APPLY_RESTRICTION;
3031
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3032 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION; 3033 retval |= CAN_APPLY_RESTRICTION;
3049 } 3034 }
3050 3035
3051 return retval; 3036 return retval;
3066 * AP_UNAPPLY=always unapply). 3051 * AP_UNAPPLY=always unapply).
3067 * 3052 *
3068 * Optional flags: 3053 * Optional flags:
3069 * AP_NO_MERGE: don't merge an unapplied object with other objects 3054 * AP_NO_MERGE: don't merge an unapplied object with other objects
3070 * AP_IGNORE_CURSE: unapply cursed items 3055 * AP_IGNORE_CURSE: unapply cursed items
3056 * AP_NO_READY: do not ready skills when applying skill tools
3071 * 3057 *
3072 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3058 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3073 * 3059 *
3074 * apply_special() doesn't check for unpaid items. 3060 * apply_special() doesn't check for unpaid items.
3075 */ 3061 */
3062
3063#define LACK_ITEM_POWER \
3064 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3065
3076int 3066int
3077apply_special (object *who, object *op, int aflags) 3067apply_special (object *who, object *op, int aflags)
3078{ 3068{
3079 int basic_flag = aflags & AP_BASIC_FLAGS; 3069 int basic_flag = aflags & AP_BASIC_FLAGS;
3080 object *tmp, *tmp2, *skop = NULL; 3070 object *tmp, *tmp2, *skop = NULL;
3081 int i;
3082 3071
3083 if (who == NULL) 3072 if (who == NULL)
3084 { 3073 {
3085 LOG (llevError, "apply_special() from object without environment.\n"); 3074 LOG (llevError, "apply_special() from object without environment.\n");
3086 return 1; 3075 return 1;
3096 if (basic_flag == AP_APPLY) 3085 if (basic_flag == AP_APPLY)
3097 return 0; 3086 return 0;
3098 3087
3099 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3088 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3100 { 3089 {
3101 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3090 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3102 return 1; 3091 return 1;
3103 } 3092 }
3093
3104 return unapply_special (who, op, aflags); 3094 return unapply_special (who, op, aflags);
3105 } 3095 }
3106 3096
3107 if (basic_flag == AP_UNAPPLY) 3097 if (basic_flag == AP_UNAPPLY)
3108 return 0; 3098 return 0;
3109 3099
3110 i = can_apply_object (who, op); 3100 // if the item is combat/ranged, wield the relevant slot first
3101 // to resolve conflicts.
3102 if (player *pl = who->contr)
3103 switch (op->slottype ())
3104 {
3105 case slot_combat: who->change_weapon (pl->combat_ob); break;
3106 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3107 }
3108
3109 splay (op);
3111 3110
3112 /* Can't just apply this object. Lets see what not and what to do */ 3111 /* Can't just apply this object. Lets see what not and what to do */
3113 if (i) 3112 if (int i = can_apply_object (who, op))
3114 { 3113 {
3115 if (i & CAN_APPLY_NEVER) 3114 if (i & CAN_APPLY_NEVER)
3116 { 3115 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3116 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3118 return 1; 3117 return 1;
3119 } 3118 }
3120 else if (i & CAN_APPLY_RESTRICTION) 3119 else if (i & CAN_APPLY_RESTRICTION)
3121 { 3120 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3121 who->failmsg (format (
3122 "You have a prohibition against using a %s. "
3123 "H<Your belief, profession or class prevents you from applying this item.>",
3124 query_name (op)
3125 ));
3123 return 1; 3126 return 1;
3124 } 3127 }
3128
3125 if (who->type != PLAYER) 3129 if (who->type != PLAYER)
3126 { 3130 {
3127 /* Some error, so don't try to equip something more */ 3131 /* Some error, so don't try to equip something more */
3128 if (unapply_for_ob (who, op, aflags)) 3132 if (unapply_for_ob (who, op, aflags))
3129 return 1; 3133 return 1;
3130 } 3134 }
3131 else 3135 else
3132 { 3136 {
3133 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3137 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3134 { 3138 {
3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3139 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3136 unapply_for_ob (who, op, AP_PRINT); 3140 unapply_for_ob (who, op, AP_PRINT);
3137 return 1; 3141 return 1;
3138 } 3142 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3143 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3140 {
3141 i = unapply_for_ob (who, op, aflags); 3144 if (unapply_for_ob (who, op, aflags))
3142 if (i)
3143 return 1; 3145 return 1;
3144 }
3145 } 3146 }
3146 } 3147 }
3147 3148
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3149 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 { 3150 {
3150 skop = find_skill_by_name (who, op->skill); 3151 skop = find_skill_by_name (who, op->skill);
3152
3151 if (!skop) 3153 if (!skop)
3152 { 3154 {
3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3155 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3154 return 1; 3156 return 1;
3155 } 3157 }
3156 else 3158 else
3157 /* While experience will be credited properly, we want to change the 3159 /* While experience will be credited properly, we want to change the
3158 * skill so that the dam and wc get updated 3160 * skill so that the dam and wc get updated
3159 */ 3161 */
3160 change_skill (who, skop, 0); 3162 who->change_skill (skop);
3161 }
3162
3163 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3164 { 3163 }
3165 new_draw_info (NDI_UNIQUE, 0, who, 3164
3165 if (who->type == PLAYER
3166 && op->item_power
3167 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3168 {
3166 "Equipping that combined with other items would consume your soul! " 3169 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3167 "[use the skills command to check your available item power]");
3168 return 1; 3170 return 1;
3169 } 3171 }
3170
3171 3172
3172 /* Ok. We are now at the state where we can apply the new object. 3173 /* Ok. We are now at the state where we can apply the new object.
3173 * Note that we don't have the checks for can_use_... 3174 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object. 3175 * below - that is already taken care of by can_apply_object.
3175 */ 3176 */
3176 3177 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3177 if (op->nrof > 1)
3178 tmp = get_split_ob (op, op->nrof - 1);
3179 else
3180 tmp = NULL;
3181 3178
3182 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3179 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3183 return RESULT_INT (0); 3180 return RESULT_INT (0);
3184 3181
3185 switch (op->type) 3182 switch (op->type)
3186 { 3183 {
3187 case WEAPON: 3184 case WEAPON:
3188 if (!check_weapon_power (who, op->last_eat)) 3185 if (!check_weapon_power (who, op->last_eat))
3189 { 3186 {
3190 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3187 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3191 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3188
3192 if (tmp != NULL) 3189 if (tmp)
3193 (void) insert_ob_in_ob (tmp, who); 3190 insert_ob_in_ob (tmp, who);
3191
3194 return 1; 3192 return 1;
3195 } 3193 }
3196 3194
3197 //TODO: this obviously fails for players using a shiorter prefix 3195 //TODO: this obviously fails for players using a shorter prefix
3198 // i.e. "R" can use Ragnarok's swors. 3196 // i.e. "R" can use Ragnarok's sword.
3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3197 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3200 { 3198 {
3201 /* if the weapon does not have the name as the character, can't use it. */ 3199 /* if the weapon does not have the name as the character, can't use it. */
3202 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3200 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3203 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3201 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3204 3202
3205 if (tmp) 3203 if (tmp)
3206 insert_ob_in_ob (tmp, who); 3204 insert_ob_in_ob (tmp, who);
3207 3205
3208 return 1; 3206 return 1;
3209 } 3207 }
3210 3208
3209 if (!skop)
3210 {
3211 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3212 return 1;
3213 }
3214
3211 SET_FLAG (op, FLAG_APPLIED); 3215 SET_FLAG (op, FLAG_APPLIED);
3212
3213 if (skop)
3214 change_skill (who, skop, 1); 3216 who->change_skill (skop);
3215 3217
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3218 if (who->contr)
3219 who->change_weapon (who->contr->combat_ob = op);
3220
3221 who->statusmsg (format ("You wield %s.", query_name (op)));
3222
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3223 SET_FLAG (who, FLAG_READY_WEAPON);
3218
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3220
3221 change_abil (who, op); 3224 change_abil (who, op);
3222 break; 3225 break;
3223 3226
3224 case ARMOUR: 3227 case ARMOUR:
3225 case HELMET: 3228 case HELMET:
3230 case BRACERS: 3233 case BRACERS:
3231 case CLOAK: 3234 case CLOAK:
3232 case RING: 3235 case RING:
3233 case AMULET: 3236 case AMULET:
3234 SET_FLAG (op, FLAG_APPLIED); 3237 SET_FLAG (op, FLAG_APPLIED);
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3238 who->statusmsg (format ("You wear %s.", query_name (op)));
3236 change_abil (who, op); 3239 change_abil (who, op);
3237 break; 3240 break;
3238 3241
3239 case LAMP: 3242 case LAMP:
3240 if (op->stats.food < 1) 3243 if (op->stats.food < 1)
3241 { 3244 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3245 who->failmsg (format (
3246 "Your %s is out of fuel! "
3247 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3248 &op->name
3249 ));
3243 return 1; 3250 return 1;
3244 } 3251 }
3245 3252
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3253 who->statusmsg (format ("You turn on your %s.", &op->name));
3254
3247 tmp2 = arch_to_object (op->other_arch); 3255 tmp2 = arch_to_object (op->other_arch);
3248 tmp2->stats.food = op->stats.food; 3256 tmp2->stats.food = op->stats.food;
3249 SET_FLAG (tmp2, FLAG_APPLIED); 3257 SET_FLAG (tmp2, FLAG_APPLIED);
3250 3258
3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3259 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3252 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3260 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253 3261
3254 insert_ob_in_ob (tmp2, who); 3262 who->insert (tmp2);
3255 3263
3256 /* Remove the old lantern */ 3264 /* Remove the old lantern */
3257 if (who->type == PLAYER)
3258 esrv_del_item (who->contr, op->count);
3259
3260 op->destroy (); 3265 op->destroy ();
3261 3266
3262 /* insert the portion that was split off */ 3267 /* insert the portion that was split off */
3263 if (tmp) 3268 if (tmp)
3269 who->insert (tmp);
3270
3271 who->update_stats ();
3272
3273 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3274 if (who->type == PLAYER)
3275 {
3276 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3278 }
3279
3280 return 0;
3281
3282 case SKILL_TOOL:
3283 // applying a skill tool also readies the skill
3284 SET_FLAG (op, FLAG_APPLIED);
3285
3286 if (!(aflags & AP_NO_READY))
3264 { 3287 {
3265 insert_ob_in_ob (tmp, who); 3288 skop = find_skill_by_name (who, op->skill);
3266 if (who->type == PLAYER) 3289 if (!skop->flag [FLAG_APPLIED])
3267 esrv_send_item (who, tmp); 3290 apply_special (who, skop, AP_APPLY);
3268 } 3291 }
3292 break;
3269 3293
3270 who->update_stats (); 3294 case SKILL:
3271 3295 if (player *pl = who->contr)
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 { 3296 {
3274 if (who->type == PLAYER) 3297 if (IS_COMBAT_SKILL (op->subtype))
3275 { 3298 {
3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3299 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3300 {
3301 for (object *item = who->inv; item; item = item->below)
3302 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3303 {
3304 if (item->skill == op->skill)
3305 {
3306 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon;
3308 }
3309 }
3310
3311 who->failmsg (format (
3312 "You need to apply a '%s' melee weapon before readying this skill. "
3313 "H<Some skills need an item, in this case a melee weapon, to function.>",
3314 &op->skill
3315 ));
3316 return 1;
3317
3318 found_weapon:;
3319 }
3320 else
3321 who->change_weapon (pl->combat_ob = op);
3278 } 3322 }
3279 } 3323 else if (IS_RANGED_SKILL (op->subtype))
3280
3281 if (who->type == PLAYER)
3282 esrv_send_item (who, tmp2);
3283
3284 return 0;
3285
3286 /* this part is needed for skill-tools */
3287 case SKILL:
3288 case SKILL_TOOL:
3289 if (who->chosen_skill)
3290 { 3324 {
3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3325 if (skill_flags [op->subtype] & SF_NEED_BOW)
3326 {
3327 for (object *item = who->inv; item; item = item->below)
3328 if (item->type == BOW && item->flag [FLAG_APPLIED])
3329 {
3330 //TODO: bows should/must all have skill missile weapon right now
3331 who->change_weapon (pl->ranged_ob = item);
3332 goto found_bow;
3333 }
3334
3335 who->failmsg (
3336 "You need to apply a missile weapon before readying this skill. "
3337 "H<Some skills need an item, in this case a missile weapon, to function.>"
3338 );
3292 return 1; 3339 return 1;
3340
3341 found_bow:;
3342 }
3343 else
3344 who->change_weapon (pl->ranged_ob = op);
3293 } 3345 }
3294
3295 if (who->type == PLAYER)
3296 {
3297 who->contr->ranged_skill = who;
3298 who->contr->ranged_ob = op;
3299 3346
3300 if (!op->invisible) 3347 if (!op->invisible)
3301 { 3348 {
3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3349 who->statusmsg (format (
3303 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3350 "You ready %s."
3351 "You can now use the skill: %s.",
3352 query_name (op),
3353 &op->skill
3354 ));
3304 } 3355 }
3305 else 3356 else
3306 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3357 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3307 } 3358 }
3308 3359 else
3360 {
3309 SET_FLAG (op, FLAG_APPLIED); 3361 SET_FLAG (op, FLAG_APPLIED);
3310 change_abil (who, op); 3362 change_abil (who, op);
3311 who->chosen_skill = op; 3363 who->chosen_skill = op;
3312 SET_FLAG (who, FLAG_READY_SKILL); 3364 SET_FLAG (who, FLAG_READY_SKILL);
3365 }
3366
3313 break; 3367 break;
3314 3368
3315 case BOW: 3369 case BOW:
3316 if (!check_weapon_power (who, op->last_eat)) 3370 if (!check_weapon_power (who, op->last_eat))
3317 { 3371 {
3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3372 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3319 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3320 3373
3321 if (tmp) 3374 if (tmp)
3322 insert_ob_in_ob (tmp, who); 3375 insert_ob_in_ob (tmp, who);
3323 3376
3324 return 1; 3377 return 1;
3325 } 3378 }
3326 3379
3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3380 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3328 { 3381 {
3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3382 who->failmsg ("The weapon does not recognize you as its owner. "
3383 "H<Its name indicates that it belongs to somebody else.>");
3330 if (tmp != NULL) 3384 if (tmp)
3331 insert_ob_in_ob (tmp, who); 3385 insert_ob_in_ob (tmp, who);
3332 3386
3333 return 1; 3387 return 1;
3334 } 3388 }
3335 3389
3336 /*FALLTHROUGH*/ 3390 /*FALLTHROUGH*/
3337 case WAND: 3391 case WAND:
3338 case ROD: 3392 case ROD:
3339 case HORN: 3393 case HORN:
3340 /* check for skill, alter player status */ 3394 /* check for skill, alter player status */
3395
3396 if (!skop)
3397 {
3398 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3399 return 1;
3400 }
3401
3341 SET_FLAG (op, FLAG_APPLIED); 3402 SET_FLAG (op, FLAG_APPLIED);
3342 if (skop)
3343 change_skill (who, skop, 0); 3403 who->change_skill (skop);
3344 3404
3345 if (who->type == PLAYER) 3405 if (who->contr)
3346 { 3406 {
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3407 who->contr->ranged_ob = op;
3408
3409 who->statusmsg (format ("You ready %s.", query_name (op)));
3348 3410
3349 if (op->type == BOW) 3411 if (op->type == BOW)
3350 { 3412 {
3413 who->current_weapon = op;
3351 change_abil (who, op); 3414 change_abil (who, op);
3352 new_draw_info_format (NDI_UNIQUE, 0, who,
3353 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3415 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3354 } 3416 }
3355
3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3357 who->contr->ranged_ob = op;
3358 } 3417 }
3359 else 3418 else
3360 { 3419 {
3361 if (op->type == BOW) 3420 if (op->type == BOW)
3362 SET_FLAG (who, FLAG_READY_BOW); 3421 SET_FLAG (who, FLAG_READY_BOW);
3367 break; 3426 break;
3368 3427
3369 case BUILDER: 3428 case BUILDER:
3370 if (who->type == PLAYER) 3429 if (who->type == PLAYER)
3371 { 3430 {
3431 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3432 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3373 unapply_special (who, who->contr->ranged_ob, 0); 3433 unapply_special (who, who->contr->ranged_ob, 0);
3374 3434
3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3435 who->statusmsg (format ("You ready your %s.", query_name (op)));
3376 3436
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op; 3437 who->contr->ranged_ob = op;
3379 } 3438 }
3380 break; 3439 break;
3381 3440
3382 default: 3441 default:
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3442 who->statusmsg (format ("You apply %s.", query_name (op)));
3384 } /* end of switch op->type */ 3443 }
3385 3444
3386 SET_FLAG (op, FLAG_APPLIED); 3445 SET_FLAG (op, FLAG_APPLIED);
3387 3446
3388 if (tmp != NULL) 3447 if (tmp)
3389 tmp = insert_ob_in_ob (tmp, who); 3448 who->insert (tmp);
3390 3449
3391 who->update_stats (); 3450 who->update_stats ();
3392 3451
3393 /* We exclude spell casting objects. The fire code will set the 3452 /* We exclude spell casting objects. The fire code will set the
3394 * been applied flag when they are used - until that point, 3453 * been applied flag when they are used - until that point,
3396 */ 3455 */
3397 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3456 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3398 SET_FLAG (op, FLAG_BEEN_APPLIED); 3457 SET_FLAG (op, FLAG_BEEN_APPLIED);
3399 3458
3400 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3459 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3401 {
3402 if (who->type == PLAYER) 3460 if (who->type == PLAYER)
3403 { 3461 {
3404 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3462 who->failmsg (
3463 "Oops, it feels deadly cold! "
3464 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3465 );
3405 SET_FLAG (op, FLAG_KNOWN_CURSED); 3466 SET_FLAG (op, FLAG_KNOWN_CURSED);
3406 } 3467 }
3407 }
3408 3468
3409 if (who->type == PLAYER) 3469 if (object *pl = op->visible_to ())
3410 {
3411 /* if multiple objects were applied, update both slots */
3412 if (tmp)
3413 esrv_send_item (who, tmp);
3414
3415 esrv_send_item (who, op); 3470 esrv_send_item (pl, op);
3416 }
3417 3471
3418 return 0; 3472 return 0;
3419} 3473}
3420 3474
3421int 3475int
3422monster_apply_special (object *who, object *op, int aflags) 3476monster_apply_special (object *who, object *op, int aflags)
3423{ 3477{
3424 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3478 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3425 return 1; 3479 return 1;
3480
3426 return apply_special (who, op, aflags); 3481 return apply_special (who, op, aflags);
3427} 3482}
3428 3483
3429/** 3484/**
3430 * Map was just loaded, handle op's initialisation. 3485 * Map was just loaded, handle op's initialisation.
3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3638 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3584 { 3639 {
3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3640 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3586 tmp->randomitems = NULL; 3641 tmp->randomitems = NULL;
3587 } 3642 }
3643
3588 // close all containers 3644 // close all containers
3589 else if (tmp->type == CONTAINER) 3645 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0; 3646 tmp->flag [FLAG_APPLIED] = 0;
3591 3647
3592 tmp = above; 3648 tmp = above;
3602 * Handles player eating food that temporarily changes status (resistances, stats). 3658 * Handles player eating food that temporarily changes status (resistances, stats).
3603 * This used to call cast_change_attr(), but 3659 * This used to call cast_change_attr(), but
3604 * that doesn't work with the new spell code. Since we know what 3660 * that doesn't work with the new spell code. Since we know what
3605 * the food changes, just grab a force and use that instead. 3661 * the food changes, just grab a force and use that instead.
3606 */ 3662 */
3607
3608void 3663void
3609eat_special_food (object *who, object *food) 3664eat_special_food (object *who, object *food)
3610{ 3665{
3611 object *force; 3666 object *force;
3612 int i, did_one = 0; 3667 int i, did_one = 0;
3613 sint8 k;
3614 3668
3615 force = get_archetype (FORCE_NAME); 3669 force = get_archetype (FORCE_NAME);
3616 3670
3617 for (i = 0; i < NUM_STATS; i++) 3671 for (i = 0; i < NUM_STATS; i++)
3618 { 3672 if (sint8 k = food->stats.stat (i))
3619 k = get_attr_value (&food->stats, i);
3620 if (k)
3621 { 3673 {
3622 set_attr_value (&force->stats, i, k); 3674 force->stats.stat (i) = k;
3623 did_one = 1; 3675 did_one = 1;
3624 } 3676 }
3625 }
3626 3677
3627 /* check if we can protect the eater */ 3678 /* check if we can protect the eater */
3628 for (i = 0; i < NROFATTACKS; i++) 3679 for (i = 0; i < NROFATTACKS; i++)
3629 { 3680 {
3630 if (food->resist[i] > 0) 3681 if (food->resist[i] > 0)
3651 { 3702 {
3652 if (QUERY_FLAG (food, FLAG_CURSED)) 3703 if (QUERY_FLAG (food, FLAG_CURSED))
3653 { 3704 {
3654 assign (who->contr->killer, food->name); 3705 assign (who->contr->killer, food->name);
3655 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3706 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3656 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3707 who->failmsg ("Eck!...that was poisonous!");
3657 } 3708 }
3658 else 3709 else
3659 { 3710 {
3660 if (food->stats.hp > 0) 3711 if (food->stats.hp > 0)
3661 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3712 who->statusmsg ("You begin to feel better.");
3662 else 3713 else
3663 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3714 who->failmsg ("Eck!...that was poisonous!");
3715
3664 who->stats.hp += food->stats.hp; 3716 who->stats.hp += food->stats.hp;
3665 } 3717 }
3666 } 3718 }
3667 if (food->stats.sp != 0) 3719 if (food->stats.sp != 0)
3668 { 3720 {
3669 if (QUERY_FLAG (food, FLAG_CURSED)) 3721 if (QUERY_FLAG (food, FLAG_CURSED))
3670 { 3722 {
3671 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3723 who->failmsg ("You are drained of mana!");
3672 who->stats.sp -= food->stats.sp; 3724 who->stats.sp -= food->stats.sp;
3673 if (who->stats.sp < 0) 3725 if (who->stats.sp < 0)
3674 who->stats.sp = 0; 3726 who->stats.sp = 0;
3675 } 3727 }
3676 else 3728 else
3677 { 3729 {
3678 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3730 who->statusmsg ("You feel a rush of magical energy!");
3679 who->stats.sp += food->stats.sp; 3731 who->stats.sp += food->stats.sp;
3680 /* place limit on max sp from food? */ 3732 /* place limit on max sp from food? */
3681 } 3733 }
3682 } 3734 }
3735
3683 who->update_stats (); 3736 who->update_stats ();
3684} 3737}
3685 3738
3686/** 3739/**
3687 * Designed primarily to light torches/lanterns/etc. 3740 * Designed primarily to light torches/lanterns/etc.
3697 item = find_marked_object (who); 3750 item = find_marked_object (who);
3698 if (item) 3751 if (item)
3699 { 3752 {
3700 if (lighter->last_eat && lighter->stats.food) 3753 if (lighter->last_eat && lighter->stats.food)
3701 { /* lighter gets used up */ 3754 { /* lighter gets used up */
3702 /* Split multiple lighters if they're being used up. Otherwise *
3703 * one charge from each would be used up. --DAMN */
3704 if (lighter->nrof > 1)
3705 {
3706 object *oneLighter = lighter->clone (); 3755 object *oneLighter = lighter->split ();
3707
3708 lighter->nrof -= 1;
3709 oneLighter->nrof = 1;
3710 oneLighter->stats.food--; 3756 oneLighter->stats.food--;
3711 esrv_send_item (who, lighter); 3757 who->insert (oneLighter);
3712 oneLighter = insert_ob_in_ob (oneLighter, who);
3713 esrv_send_item (who, oneLighter);
3714 }
3715 else
3716 lighter->stats.food--;
3717 } 3758 }
3718 else if (lighter->last_eat) 3759 else if (lighter->last_eat)
3760 {
3719 { /* no charges left in lighter */ 3761 /* no charges left in lighter */
3720 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3762 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3721 return; 3763 return;
3722 } 3764 }
3723 3765
3724 /* Perhaps we should split what we are trying to light on fire? 3766 /* Perhaps we should split what we are trying to light on fire?
3725 * I can't see many times when you would want to light multiple 3767 * I can't see many times when you would want to light multiple
3731 3773
3732 save_throw_object (item, AT_FIRE, who); 3774 save_throw_object (item, AT_FIRE, who);
3733 3775
3734 if (item->destroyed ()) 3776 if (item->destroyed ())
3735 { 3777 {
3736 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3778 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3737 /* Need to update the player so that the players glow radius 3779 /* Need to update the player so that the players glow radius
3738 * gets changed. 3780 * gets changed.
3739 */ 3781 */
3740 if (is_player_env) 3782 if (is_player_env)
3741 who->update_stats (); 3783 who->update_stats ();
3742 } 3784 }
3743 else 3785 else
3744 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3786 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3745 } 3787 }
3746 else /* nothing to light */ 3788 else
3747 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3789 who->failmsg ("You need to mark a lightable object.");
3748
3749} 3790}
3750 3791
3751/** 3792/**
3752 * op made some mistake with a scroll, this takes care of punishment. 3793 * op made some mistake with a scroll, this takes care of punishment.
3753 * scroll_failure()- hacked directly from spell_failure 3794 * scroll_failure()- hacked directly from spell_failure
3760 3801
3761 if (failure <= -1 && failure > -15) 3802 if (failure <= -1 && failure > -15)
3762 { /* wonder */ 3803 { /* wonder */
3763 object *tmp; 3804 object *tmp;
3764 3805
3765 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3806 op->failmsg ("Your spell warps!");
3766 tmp = get_archetype (SPELL_WONDER); 3807 tmp = get_archetype (SPELL_WONDER);
3767 cast_wonder (op, op, 0, tmp); 3808 cast_wonder (op, op, 0, tmp);
3768 tmp->destroy (); 3809 tmp->destroy ();
3769 } 3810 }
3770 else if (failure <= -15 && failure > -35) 3811 else if (failure <= -15 && failure > -35)
3771 { /* drain mana */ 3812 { /* drain mana */
3772 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3813 op->failmsg ("Your mana is drained!");
3773 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3814 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3774 if (op->stats.sp < 0) 3815 if (op->stats.sp < 0)
3775 op->stats.sp = 0; 3816 op->stats.sp = 0;
3776 } 3817 }
3777 else if (settings.spell_failure_effects == TRUE) 3818 else if (settings.spell_failure_effects == TRUE)
3778 { 3819 {
3779 if (failure <= -35 && failure > -60) 3820 if (failure <= -35 && failure > -60)
3780 { /* confusion */ 3821 { /* confusion */
3781 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3822 op->failmsg ("The magic recoils on you!");
3782 confuse_player (op, op, power); 3823 confuse_player (op, op, power);
3783 } 3824 }
3784 else if (failure <= -60 && failure > -70) 3825 else if (failure <= -60 && failure > -70)
3785 { /* paralysis */ 3826 { /* paralysis */
3786 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3827 op->failmsg ("The magic recoils and paralyzes you!");
3787 paralyze_player (op, op, power); 3828 paralyze_player (op, op, power);
3788 } 3829 }
3789 else if (failure <= -70 && failure > -80) 3830 else if (failure <= -70 && failure > -80)
3790 { /* blind */ 3831 { /* blind */
3791 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3832 op->failmsg ("The magic recoils on you!");
3792 blind_player (op, op, power); 3833 blind_player (op, op, power);
3793 } 3834 }
3794 else if (failure <= -80) 3835 else if (failure <= -80)
3795 { /* blast the immediate area */ 3836 { /* blast the immediate area */
3796 object *tmp;
3797
3798 tmp = get_archetype (LOOSE_MANA); 3837 object *tmp = get_archetype (LOOSE_MANA);
3799 cast_magic_storm (op, tmp, power); 3838 cast_magic_storm (op, tmp, power);
3800 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3839 op->failmsg ("You unleash uncontrolled mana!");
3801 tmp->destroy (); 3840 tmp->destroy ();
3802 } 3841 }
3803 } 3842 }
3804} 3843}
3805 3844
3825 */ 3864 */
3826 int i, j; 3865 int i, j;
3827 3866
3828 for (i = 0; i < NUM_STATS; i++) 3867 for (i = 0; i < NUM_STATS; i++)
3829 { 3868 {
3830 sint8 stat = get_attr_value (stats, i); 3869 int race_bonus = pl->arch->stats.stat (i);
3831 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3870 sint8 stat = stats->stat (i) + ns->stat (i);
3832 3871
3833 stat += get_attr_value (ns, i);
3834 if (stat > 20 + race_bonus) 3872 if (stat > 20 + race_bonus)
3835 { 3873 {
3836 excess_stat++; 3874 excess_stat++;
3837 stat = 20 + race_bonus; 3875 stat = 20 + race_bonus;
3838 } 3876 }
3839 set_attr_value (stats, i, stat); 3877
3878 stats->stat (i) = stat;
3840 } 3879 }
3841 3880
3842 for (j = 0; excess_stat > 0 && j < 100; j++) 3881 for (j = 0; excess_stat > 0 && j < 100; j++)
3843 { /* try 100 times to assign excess stats */ 3882 { /* try 100 times to assign excess stats */
3844 int i = rndm (0, 6); 3883 int i = rndm (0, 6);
3845 int stat = get_attr_value (stats, i);
3846 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3847 3884
3848 if (i == CHA) 3885 if (i == CHA)
3849 continue; /* exclude cha from this */ 3886 continue; /* exclude cha from this */
3887
3888 int stat = stats->stat (i);
3889 int race_bonus = pl->arch->stats.stat (i);
3850 if (stat < 20 + race_bonus) 3890 if (stat < 20 + race_bonus)
3851 { 3891 {
3852 change_attr_value (stats, i, 1); 3892 change_attr_value (stats, i, 1);
3853 excess_stat--; 3893 excess_stat--;
3854 } 3894 }
3857 /* insert the randomitems from the change's treasurelist into 3897 /* insert the randomitems from the change's treasurelist into
3858 * the player ref: player.c 3898 * the player ref: player.c
3859 */ 3899 */
3860 if (change->randomitems != NULL) 3900 if (change->randomitems != NULL)
3861 give_initial_items (pl, change->randomitems); 3901 give_initial_items (pl, change->randomitems);
3862
3863 3902
3864 /* set up the face, for some races. */ 3903 /* set up the face, for some races. */
3865 3904
3866 /* first, look for the force object banning 3905 /* first, look for the force object banning
3867 * changing the face. Certain races never change face with class. 3906 * changing the face. Certain races never change face with class.
3912 char got[MAX_BUF]; 3951 char got[MAX_BUF];
3913 int len; 3952 int len;
3914 3953
3915 if (!pl || !transformer) 3954 if (!pl || !transformer)
3916 return; 3955 return;
3956
3917 marked = find_marked_object (pl); 3957 marked = find_marked_object (pl);
3958
3918 if (!marked) 3959 if (!marked)
3919 { 3960 {
3920 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3961 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3921 return; 3962 return;
3922 } 3963 }
3964
3923 if (!marked->slaying) 3965 if (!marked->slaying)
3924 { 3966 {
3925 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3967 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3926 return; 3968 return;
3927 } 3969 }
3970
3928 /* check whether they are compatible or not */ 3971 /* check whether they are compatible or not */
3929 find = strstr (marked->slaying, transformer->arch->name); 3972 find = strstr (marked->slaying, transformer->arch->archname);
3930 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3931 { 3974 {
3932 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3975 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3933 return; 3976 return;
3934 } 3977 }
3978
3935 find += strlen (transformer->arch->name) + 1; 3979 find += strlen (transformer->arch->archname) + 1;
3936 /* Item can be used, now find how many and what it yields */ 3980 /* Item can be used, now find how many and what it yields */
3937 if (isdigit (*(find))) 3981 if (isdigit (*(find)))
3938 { 3982 {
3939 yield = atoi (find); 3983 yield = atoi (find);
3940 if (yield < 1) 3984 if (yield < 1)
3946 else 3990 else
3947 yield = 1; 3991 yield = 1;
3948 3992
3949 while (isdigit (*find)) 3993 while (isdigit (*find))
3950 find++; 3994 find++;
3995
3951 while (*find == ' ') 3996 while (*find == ' ')
3952 find++; 3997 find++;
3998
3953 memset (got, 0, MAX_BUF); 3999 memset (got, 0, MAX_BUF);
4000
3954 if ((separator = strchr (find, ';')) != NULL) 4001 if ((separator = strchr (find, ';')) != NULL)
3955 {
3956 len = separator - find; 4002 len = separator - find;
3957 }
3958 else 4003 else
3959 {
3960 len = strlen (find); 4004 len = strlen (find);
3961 } 4005
3962 if (len > MAX_BUF - 1) 4006 if (len > MAX_BUF - 1)
3963 len = MAX_BUF - 1; 4007 len = MAX_BUF - 1;
4008
3964 strcpy (got, find); 4009 strcpy (got, find);
3965 got[len] = '\0'; 4010 got[len] = '\0';
3966 4011
3967 /* Now create new item, remove used ones when required. */ 4012 /* Now create new item, remove used ones when required. */
3968 new_item = get_archetype (got); 4013 new_item = get_archetype (got);
3969 if (!new_item) 4014 if (!new_item)
3970 { 4015 {
3971 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4016 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3972 return; 4017 return;
3973 } 4018 }
3974 4019
3975 new_item->nrof = yield; 4020 new_item->nrof = yield;
4021
3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4022 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3977 insert_ob_in_ob (new_item, pl); 4023
3978 esrv_send_inventory (pl, pl); 4024 pl->insert (new_item);
3979 /* Eat up one item */ 4025 /* Eat up one item */
3980 decrease_ob_nr (marked, 1); 4026 marked->decrease ();
4027
3981 /* Eat one transformer if needed */ 4028 /* Eat one transformer if needed */
3982 if (transformer->stats.food) 4029 if (transformer->stats.food)
3983 if (--transformer->stats.food == 0) 4030 if (--transformer->stats.food == 0)
3984 decrease_ob_nr (transformer, 1); 4031 transformer->decrease ();
3985} 4032}
4033

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