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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 1.187 by elmex, Tue Jan 13 13:29:57 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (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 */
55 * subtype 5: arch or race 53 * subtype 5: arch or race
56 * subtype 7: all three 54 * subtype 7: all three
57 */ 55 */
58 if (op->subtype) 56 if (op->subtype)
59 { 57 {
60 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
61 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
62 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
63 } 61 }
64 else 62 else
65 { 63 {
66 arch_flag = 1; 64 arch_flag = 1;
67 name_flag = 1; 65 name_flag = 1;
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.\r", long_desc (marked, pl));
121 if (marked->msg) 119 if (marked->msg)
122 { 120 buf << "The item has a story:\r" << 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.\r", long_desc (id, pl));
138 if (id->msg) 135 if (id->msg)
139 { 136 buf << "The item has a story:\r" << 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 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
168 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
169 yield = get_ob_key_value (tmp, "on_use_yield");
170 if (yield != NULL)
171 {
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} 167}
188 168
189/** 169/**
190 * Handles applying a potion. 170 * Handles applying a potion.
191 */ 171 */
197 177
198 floor = GET_MAP_OB (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
199 179
200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
201 { 181 {
202 if (op->type == PLAYER)
203 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
204 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0; 185 return 0;
206 } 186 }
207 187
208 if (op->type == PLAYER) 188 if (op->type == PLAYER)
219 199
220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221 { 201 {
222 op->drain_stat (); 202 op->drain_stat ();
223 op->update_stats (); 203 op->update_stats ();
224 decrease_ob (tmp); 204 tmp->decrease ();
225 return 1; 205 return 1;
226 } 206 }
227 207
228 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
229 { 209 {
230 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
231 return 0; 211 return 0;
232 } 212 }
213
233 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
234 215
235 if (depl) 216 if (depl)
236 { 217 {
237 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 219 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 220 op->statusmsg (restore_msg[i]);
240 221
241 depl->destroy (); 222 depl->destroy ();
242 op->update_stats (); 223 op->update_stats ();
243 } 224 }
244 else 225 else
245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
246 227
247 decrease_ob (tmp); 228 tmp->decrease ();
248 return 1; 229 return 1;
249 } 230 }
250 231
251 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
253 { 234 {
254 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
255 { 236 {
256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 { 238 {
258 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
259 { 240 {
260 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
261 break; 242 break;
262 } 243 }
244
263 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
264 { 246 {
265 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
266 break; 248 break;
267 } 249 }
250
268 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
269 { 252 {
270 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
271 break; 254 break;
272 } 255 }
276 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
277 { 260 {
278 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
279 break; 262 break;
280 } 263 }
264
281 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
282 { 266 {
283 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
284 break; 268 break;
285 } 269 }
270
286 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
287 { 272 {
288 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
289 break; 274 break;
290 } 275 }
298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 { 284 {
300 if (got_one) 285 if (got_one)
301 { 286 {
302 op->update_stats (); 287 op->update_stats ();
303 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
306 } 291 }
307 else 292 else
308 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
309 } 294 }
310 else 295 else
311 { /* cursed potion */ 296 { /* cursed potion */
312 if (got_one) 297 if (got_one)
313 { 298 {
314 op->update_stats (); 299 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
316 } 301 }
317 else 302 else
318 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
319 } 304 }
320 305
321 decrease_ob (tmp); 306 tmp->decrease ();
322 return 1; 307 return 1;
323 } 308 }
324 309
325 310
326 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
330 */ 315 */
331 if (tmp->inv) 316 if (tmp->inv)
332 { 317 {
333 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 { 319 {
335 object *fball; 320 op->failmsg ("Yech! Your lungs are on fire!");
336 321 create_exploding_ball_at (op, op->level);
337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
338 /* Explodes a fireball centered at player */
339 fball = get_archetype (EXPLODING_FIREBALL);
340 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;
342 fball->x = op->x;
343 fball->y = op->y;
344 insert_ob_in_map (fball, op->map, NULL, 0);
345 } 322 }
346 else 323 else
347 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348 325
349 decrease_ob (tmp); 326 tmp->decrease ();
327
350 /* if youre dead, no point in doing this... */ 328 /* if youre dead, no point in doing this... */
351 if (!QUERY_FLAG (op, FLAG_REMOVED)) 329 if (!QUERY_FLAG (op, FLAG_REMOVED))
352 op->update_stats (); 330 op->update_stats ();
331
353 return 1; 332 return 1;
354 } 333 }
355 334
356 /* Deal with protection potions */ 335 /* Deal with protection potions */
357 force = NULL; 336 force = NULL;
359 { 338 {
360 if (tmp->resist[i]) 339 if (tmp->resist[i])
361 { 340 {
362 if (!force) 341 if (!force)
363 force = get_archetype (FORCE_NAME); 342 force = get_archetype (FORCE_NAME);
343
364 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 344 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365 force->type = POTION_EFFECT; 345 force->type = POTION_EFFECT;
366 break; /* Only need to find one protection since we copy entire batch */ 346 break; /* Only need to find one protection since we copy entire batch */
367 } 347 }
368 } 348 }
349
369 /* This is a protection potion */ 350 /* This is a protection potion */
370 if (force) 351 if (force)
371 { 352 {
372 /* cursed items last longer */ 353 /* cursed items last longer */
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 354 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
375 force->stats.food *= 10; 356 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 357 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 358 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 359 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 360 }
361
380 force->speed_left = -1; 362 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 363 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 364 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 365 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 366 change_abil (op, force);
385 decrease_ob (tmp); 367 tmp->decrease ();
386 return 1; 368 return 1;
387 } 369 }
388 370
389 /* Only thing left are the stat potions */ 371 /* Only thing left are the stat potions */
390 if (op->type == PLAYER) 372 if (op->type == PLAYER)
391 { /* only for players */ 373 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 378 else
395 SET_FLAG (tmp, FLAG_APPLIED); 379 SET_FLAG (tmp, FLAG_APPLIED);
380
396 if (!change_abil (op, tmp)) 381 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 382 op->statusmsg ("Nothing happened.");
398 } 383 }
399 384
400 /* CLEAR_FLAG is so that if the character has other potions 385 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 386 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 387 * stat will not be raised by them. fix_player just clears
403 * up all the stats. 388 * up all the stats.
404 */ 389 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats (); 391 op->update_stats ();
407 decrease_ob (tmp); 392 tmp->decrease ();
408 return 1; 393 return 1;
409} 394}
410 395
411/**************************************************************************** 396/****************************************************************************
412 * Weapon improvement code follows 397 * Weapon improvement code follows
414 399
415/** 400/**
416 * This returns the sum of nrof of item (arch name). 401 * This returns the sum of nrof of item (arch name).
417 */ 402 */
418static int 403static int
419check_item (object *op, const char *item) 404check_item (object *op, shstr_cmp item)
420{ 405{
421 int count = 0; 406 int count = 0;
422 407
423 408 if (!item)
424 if (item == NULL)
425 return 0; 409 return 0;
426 410
427 op = op->below; 411 for (op = op->below; op; op = op->below)
428 while (op != NULL) 412 if (op->arch->archname == item)
429 {
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 413 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 414 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 415 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 416
445 return count; 417 return count;
446} 418}
447 419
448/** 420/**
450 * op is typically the player, which is only 422 * op is typically the player, which is only
451 * really used to determine what space to look at. 423 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 424 * Modified to only eat 'nrof' of objects.
453 */ 425 */
454static void 426static void
455eat_item (object *op, const char *item, uint32 nrof) 427eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 428{
457 object *prev; 429 object *prev;
458 430
459 prev = op; 431 prev = op;
460 op = op->below; 432 op = op->below;
461 433
462 while (op != NULL) 434 while (op)
463 { 435 {
464 if (strcmp (op->arch->name, item) == 0) 436 if (op->arch->archname == item)
465 { 437 {
466 if (op->nrof >= nrof) 438 if (op->nrof >= nrof)
467 { 439 {
468 decrease_ob_nr (op, nrof); 440 op->decrease (nrof);
469 return; 441 return;
470 } 442 }
471 else 443 else
472 { 444 {
473 decrease_ob_nr (op, op->nrof); 445 op->decrease (nrof);
474 nrof -= op->nrof; 446 nrof -= op->nrof;
475 } 447 }
448
476 op = prev; 449 op = prev;
477 } 450 }
451
478 prev = op; 452 prev = op;
479 op = op->below; 453 op = op->below;
480 } 454 }
481} 455}
482 456
488 * we return 1 (true) if the player can use the weapon. 462 * we return 1 (true) if the player can use the weapon.
489 */ 463 */
490static int 464static int
491check_weapon_power (const object *who, int improvs) 465check_weapon_power (const object *who, int improvs)
492{ 466{
493
494/* Old code is below (commented out). Basically, since weapons are the only 467/* 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 468 * 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. 469 * require high level in some combat skill, so we just use overall level.
497 */ 470 */
498#if 1 471#if 1
539static int 512static int
540check_sacrifice (object *op, const object *improver) 513check_sacrifice (object *op, const object *improver)
541{ 514{
542 int count = 0; 515 int count = 0;
543 516
544 if (improver->slaying != NULL) 517 if (improver->slaying)
545 { 518 {
546 count = check_item (op, improver->slaying); 519 count = check_item (op, improver->slaying);
547 if (count < 1) 520 if (count < 1)
548 { 521 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 522 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 523 return 0;
554 } 524 }
555 } 525 }
556 else 526 else
557 count = 1; 527 count = 1;
560} 530}
561 531
562/** 532/**
563 * Actually improves the weapon, and tells user. 533 * Actually improves the weapon, and tells user.
564 */ 534 */
565int 535static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 536improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 537{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 538 stat += sacrifice_count;
571 weapon->last_eat++; 539 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 540 improver->decrease ();
573 decrease_ob (improver);
574 541
575 /* So it updates the players stats and the window */ 542 /* So it updates the players stats and the window */
576 op->update_stats (); 543 op->update_stats ();
544
545 op->statusmsg (format (
546 "Your sacrifice was accepted.\n"
547 "Weapon's bonus to %s improved by %d.",
548 statname, sacrifice_count
549 ));
550
577 return 1; 551 return 1;
578} 552}
579 553
580/* Types of improvements, hidden in the sp field. */ 554/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 555#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 556#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 557#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 558#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 559#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 560#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 561#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 562#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 563#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 564#define IMPROVE_INT 10
591#define IMPROVE_POW 11 565#define IMPROVE_POW 11
592
593 566
594/** 567/**
595 * This does the prepare weapon scroll. 568 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 569 * Checks for sacrifice, and so on.
597 */ 570 */
598
599int 571int
600prepare_weapon (object *op, object *improver, object *weapon) 572prepare_weapon (object *op, object *improver, object *weapon)
601{ 573{
602 int sacrifice_count, i; 574 int sacrifice_count, i;
603 char buf[MAX_BUF]; 575 char buf[MAX_BUF];
604 576
605 if (weapon->level != 0) 577 if (weapon->level != 0)
606 { 578 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 579 op->failmsg ("Weapon is already prepared!");
608 return 0; 580 return 0;
609 } 581 }
582
610 for (i = 0; i < NROFATTACKS; i++) 583 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 584 if (weapon->resist[i])
612 break; 585 break;
613 586
614 /* If we break out, i will be less than nrofattacks, preventing 587 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 590 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 591 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 592 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 593 weapon->stats.ac) /* AC - only taifu's I think */
621 { 594 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 595 op->failmsg ("You cannot prepare magic weapons. "
596 "H<A weapon is considered magical if it changes regeneration, "
597 "speed or ac, or has other protections.>");
623 return 0; 598 return 0;
624 } 599 }
600
625 sacrifice_count = check_sacrifice (op, improver); 601 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 602 if (sacrifice_count <= 0)
627 return 0; 603 return 0;
604
628 weapon->level = isqrt (sacrifice_count); 605 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); 606 eat_item (op, improver->slaying, sacrifice_count);
631 607
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 608 op->statusmsg (format (
609 "Your sacrifice was accepted."
610 "Your *%s may be improved %d times.",
611 &weapon->name, weapon->level
612 ));
633 613
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 614 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 615 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 616 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 617 slot at once! */
638 decrease_ob (improver); 618 improver->decrease ();
639 weapon->last_eat = 0; 619 weapon->last_eat = 0;
640 return 1; 620 return 1;
641} 621}
642
643 622
644/** 623/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 624 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 625 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 626 * Returns 0 if it was not able to work for some reason.
656improve_weapon (object *op, object *improver, object *weapon) 635improve_weapon (object *op, object *improver, object *weapon)
657{ 636{
658 int sacrifice_count, sacrifice_needed = 0; 637 int sacrifice_count, sacrifice_needed = 0;
659 638
660 if (improver->stats.sp == IMPROVE_PREPARE) 639 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 640 return prepare_weapon (op, improver, weapon);
663 } 641
664 if (weapon->level == 0) 642 if (weapon->level == 0)
665 { 643 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 644 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 645 return 0;
668 } 646 }
647
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 648 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 { 649 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 650 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 651 return 0;
673 } 652 }
653
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 654 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 { 655 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 656 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"); 657 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 658 "really want to improve it.");
679 return 0; 659 return 0;
680 } 660 }
661
681 /* This just increases damage by 5 points, no matter what. No sacrifice 662 /* 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, 663 * 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 664 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 665 * weapon can be improved.
685 */ 666 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 667 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 668 {
688 weapon->stats.dam += 5; 669 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 670 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); 671 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 672 weapon->last_eat++;
692 673
693 weapon->item_power++; 674 weapon->item_power++;
694 decrease_ob (improver); 675 improver->decrease ();
695 return 1; 676 return 1;
696 } 677 }
678
697 if (improver->stats.sp == IMPROVE_WEIGHT) 679 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 680 {
699 /* Reduce weight by 20% */ 681 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 682 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 683 if (weapon->weight < 1)
702 weapon->weight = 1; 684 weapon->weight = 1;
685
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 686 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 687 weapon->last_eat++;
705 weapon->item_power++; 688 weapon->item_power++;
706 decrease_ob (improver); 689 improver->decrease ();
707 return 1; 690 return 1;
708 } 691 }
692
709 if (improver->stats.sp == IMPROVE_ENCHANT) 693 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 694 {
711 weapon->magic++; 695 weapon->magic++;
712 weapon->last_eat++; 696 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 697 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 698 improver->decrease ();
715 weapon->item_power++; 699 weapon->item_power++;
716 return 1; 700 return 1;
717 } 701 }
718 702
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 703 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 708 sacrifice_needed *= 2;
725 709
726 sacrifice_count = check_sacrifice (op, improver); 710 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 711 if (sacrifice_count < sacrifice_needed)
728 { 712 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 713 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 714 return 0;
731 } 715 }
716
732 eat_item (op, improver->slaying, sacrifice_needed); 717 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 718 weapon->item_power++;
734 719
735 switch (improver->stats.sp) 720 switch (improver->stats.sp)
736 { 721 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 722 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"); 723 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"); 724 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"); 725 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"); 726 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"); 727 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"); 728 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 729 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 730 op->failmsg ("Unknown improvement type.");
753 } 731 }
732
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 733 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 734 return 0;
756} 735}
757 736
758/** 737/**
765{ 744{
766 object *otmp; 745 object *otmp;
767 746
768 if (op->type != PLAYER) 747 if (op->type != PLAYER)
769 return 0; 748 return 0;
749
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 750 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 751 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 752 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 753 return 0;
774 } 754 }
755
775 otmp = find_marked_object (op); 756 otmp = find_marked_object (op);
757
776 if (!otmp) 758 if (!otmp)
777 { 759 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 760 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; 761 return 0;
780 } 762 }
763
781 if (otmp->type != WEAPON && otmp->type != BOW) 764 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 765 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 766 op->failmsg ("Marked item is not a weapon or bow!");
784 return 0; 767 return 0;
785 } 768 }
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 769
770 op->statusmsg ("Applied weapon builder.");
771
787 improve_weapon (op, tmp, otmp); 772 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 773 esrv_send_item (op, otmp);
789 return 1; 774 return 1;
790} 775}
791 776
816{ 801{
817 object *tmp; 802 object *tmp;
818 803
819 if (armour->magic >= settings.armor_max_enchant) 804 if (armour->magic >= settings.armor_max_enchant)
820 { 805 {
821 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 806 op->failmsg ("This armour can not be enchanted any further!");
822 return 0; 807 return 0;
823 } 808 }
809
824 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 810 /* 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. 811 * 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 812 * Note - maybe add scrolls which make the random artifact versions (eg, armour
827 * of gnarg and what not?) 813 * of gnarg and what not?)
828 */ 814 */
829 if (armour->title) 815 if (armour->title)
830 { 816 {
831 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 817 op->failmsg ("This armour will not accept further enchantment.");
832 return 0; 818 return 0;
833 } 819 }
834 820
835 /* Split objects if needed. Can't insert tmp until the 821 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge. 822 * end of this function - otherwise it will just re-merge.
837 */ 823 */
838 if (armour->nrof > 1) 824 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
839 tmp = get_split_ob (armour, armour->nrof - 1);
840 else
841 tmp = NULL;
842 825
843 armour->magic++; 826 armour->magic++;
844 827
845 if (!settings.armor_speed_linear) 828 if (!settings.armor_speed_linear)
846 { 829 {
851 { 834 {
852 base = base - (base * settings.armor_speed_improvement) / 100; 835 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++; 836 pow++;
854 } 837 }
855 838
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 839 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
857 } 840 }
858 else 841 else
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 842 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
860 843
861 if (!settings.armor_weight_linear) 844 if (!settings.armor_weight_linear)
862 { 845 {
863 int base = 100; 846 int base = 100;
864 int pow = 0; 847 int pow = 0;
867 { 850 {
868 base = base - (base * settings.armor_weight_reduction) / 100; 851 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++; 852 pow++;
870 } 853 }
871 854
872 armour->weight = (armour->arch->clone.weight * base) / 100; 855 armour->weight = (armour->arch->weight * base) / 100;
873 } 856 }
874 else 857 else
875 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 858 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
876 859
877 if (armour->weight <= 0) 860 if (armour->weight <= 0)
878 { 861 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 862 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1; 863 armour->weight = 1;
881 } 864 }
882 865
883 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 866 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
884 867
885 if (op->type == PLAYER) 868 if (op->type == PLAYER)
886 { 869 {
887 esrv_send_item (op, armour); 870 esrv_send_item (op, armour);
871
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 872 if (QUERY_FLAG (armour, FLAG_APPLIED))
889 op->update_stats (); 873 op->update_stats ();
890 } 874 }
891 decrease_ob (improver); 875
876 improver->decrease ();
877
892 if (tmp) 878 if (tmp)
893 { 879 op->insert (tmp);
894 insert_ob_in_ob (tmp, op); 880
895 esrv_send_item (op, tmp);
896 }
897 return 1; 881 return 1;
898} 882}
899
900 883
901/* 884/*
902 * convert_item() returns 1 if anything was converted, 0 if the item was not 885 * 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. 886 * what the converter wants, -1 if the converter is broken.
904 */ 887 *
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. 888 * Takes one type of items and makes another.
911 * converter is the object that is doing the conversion. 889 * converter is the object that is doing the conversion.
912 * item is the object that triggered the converter - if it is not 890 * item is the object that triggered the converter - if it is not
913 * what the converter wants, this will not do anything. 891 * what the converter wants, this will not do anything.
914 */ 892 */
915int 893static int
916convert_item (object *item, object *converter) 894convert_item (object *item, object *converter)
917{ 895{
918 int nr = 0;
919 uint32 price_in; 896 sint64 nr, price_in;
897
898 if (item->flag [FLAG_UNPAID])
899 return 0;
900
901 shstr conv_from = converter->slaying;
902 archetype *conv_to = converter->other_arch;
903 sint64 need = converter->stats.food;
904 sint64 give = converter->stats.sp;
920 905
921 /* We make some assumptions - we assume if it takes money as it type, 906 /* 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 907 * it wants some amount. We don't make change (ie, if something costs
923 * 3 gp and player drops a platinum, tough luck) 908 * 3 gp and player drops a platinum, tough luck)
924 */ 909 */
925 if (!strcmp (CONV_FROM (converter), "money")) 910 if (conv_from == shstr_money)
926 { 911 {
927 int cost;
928
929 if (item->type != MONEY) 912 if (item->type != MONEY)
930 return 0; 913 return 0;
931 914
932 nr = (item->nrof * item->value) / CONV_NEED (converter); 915 nr = sint64 (item->nrof) * item->value / need;
933 if (!nr) 916 if (!nr)
934 return 0; 917 return 0;
935 cost = nr * CONV_NEED (converter) / item->value; 918
936 /* take into account rounding errors */ 919 converter->play_sound (sound_find ("shop_buy"));
937 if (nr * CONV_NEED (converter) % item->value) 920
938 cost++; 921 sint64 cost = (nr * need + item->value - 1) / item->value;
939 decrease_ob_nr (item, cost); 922
923 item->decrease (cost);
940 924
941 price_in = cost * item->value; 925 price_in = cost * item->value;
942 } 926 }
943 else 927 else
944 { 928 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 929 if (item->type == PLAYER
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 930 || conv_from != item->arch->archname
931 || (need && need > (uint16) item->nrof))
947 return 0; 932 return 0;
948 933
949 if (CONV_NEED (converter)) 934 converter->play_sound (sound_find ("convert_item"));
935
936 if (need)
950 { 937 {
951 nr = item->nrof / CONV_NEED (converter); 938 nr = sint64 (item->nrof) / need;
952 decrease_ob_nr (item, nr * CONV_NEED (converter)); 939 item->decrease (nr * need);
953 price_in = nr * CONV_NEED (converter) * item->value; 940 price_in = nr * need * item->value;
954 } 941 }
955 else 942 else
956 { 943 {
957 price_in = item->value; 944 price_in = item->value;
958 item->destroy (); 945 item->destroy ();
959 } 946 }
960 } 947 }
961 948
962 if (converter->inv != NULL) 949 if (converter->inv)
963 { 950 {
964 object *ob; 951 object *ob;
965 int i; 952 int i;
966 object *ob_to_copy; 953 object *ob_to_copy;
967 954
968 /* select random object from inventory to copy */ 955 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 956 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 957 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0) 958 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 959 ob_to_copy = ob;
975 } 960
976 } 961 item = ob_to_copy->deep_clone ();
977 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 962 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 963 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 964 }
981 else 965 else
982 { 966 {
983 if (converter->other_arch == NULL) 967 if (!conv_to)
984 { 968 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 969 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); 970 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 971 return -1;
988 } 972 }
989 973
990 item = object_create_arch (converter->other_arch); 974 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 975 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 976 }
993 977
994 if (CONV_NR (converter)) 978 if (give)
995 item->nrof = CONV_NR (converter); 979 item->nrof = give;
980
996 if (nr) 981 if (nr)
997 item->nrof *= nr; 982 item->nrof *= nr;
998 if (is_in_shop (converter)) 983
984 if (converter->flag [FLAG_PRECIOUS])
999 SET_FLAG (item, FLAG_UNPAID); 985 SET_FLAG (item, FLAG_UNPAID);
986
987 if (is_in_shop (converter))
988 {
989 // converters on shop floors don't work anymore, bug lets check for it
990 // and report in case someone still does it.
991 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
992 converter->debug_desc ());
993 SET_FLAG (item, FLAG_UNPAID);
994 }
1000 else if (price_in < item->nrof * item->value) 995 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 996 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 997 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); 998 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /** 999 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 1000 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 1001 * hopefully had something in mind when doing this.
1008 */ 1002 */
1009 } 1003 }
1004
1005 // elmex: only identify if we need to, for example so that generated money doesn't
1006 // get an 'identified' flag so easily.
1007 if (need_identify (item))
1008 identify (item);
1009
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 1011 return 1;
1012} 1012}
1013 1013
1014/** 1014/**
1031 1031
1032 op->contr->last_used = 0; 1032 op->contr->last_used = 0;
1033 1033
1034 if (sack->env && sack->env != op) 1034 if (sack->env && sack->env != op)
1035 { 1035 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1036 op->failmsg ("You must put it onto the floor or into your inventory first.");
1037 return 1; 1037 return 1;
1038 } 1038 }
1039 1039
1040 // already applied == open on ground, or open in inv, or active in inv 1040 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED]) 1041 if (sack->flag [FLAG_APPLIED])
1047 return 1; 1047 return 1;
1048 } 1048 }
1049 else if (!sack->env) 1049 else if (!sack->env)
1050 { 1050 {
1051 // active, but not ours: some other player has opened it 1051 // 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)); 1052 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1053 return 1; 1053 return 1;
1054 } 1054 }
1055 1055
1056 // fall through to opening it (active in inv) 1056 // fall through to opening it (active in inv)
1057 } 1057 }
1059 { 1059 {
1060 // it is in our env, so activate it, do not open yet 1060 // it is in our env, so activate it, do not open yet
1061 op->close_container (); 1061 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1; 1062 sack->flag [FLAG_APPLIED] = 1;
1063 esrv_update_item (UPD_FLAGS, op, sack); 1063 esrv_update_item (UPD_FLAGS, op, sack);
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1064 op->statusmsg (format ("You ready %s.", query_name (sack)));
1065 return 1; 1065 return 1;
1066 } 1066 }
1067 1067
1068 // it's locked? 1068 // it's locked?
1069 if (sack->slaying) 1069 if (sack->slaying)
1070 { 1070 {
1071 if (object *tmp = find_key (op, op, sack)) 1071 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)); 1072 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1073 else 1073 else
1074 { 1074 {
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1075 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1076 return 1; 1076 return 1;
1077 } 1077 }
1078 } 1078 }
1079 1079
1080 op->open_container (sack); 1080 op->open_container (sack);
1099 * with an altar. We call it a Potion - altars are stationary - it 1099 * with an altar. We call it a Potion - altars are stationary - it
1100 * is up to map designers to use them properly. 1100 * is up to map designers to use them properly.
1101 */ 1101 */
1102 if (altar->inv && altar->inv->type == SPELL) 1102 if (altar->inv && altar->inv->type == SPELL)
1103 { 1103 {
1104 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1104 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1105 cast_spell (originator, altar, 0, altar->inv, NULL); 1105 cast_spell (originator, altar, 0, altar->inv, NULL);
1106 /* If it is connected, push the button. Fixes some problems with 1106 /* If it is connected, push the button. Fixes some problems with
1107 * old maps. 1107 * old maps.
1108 */ 1108 */
1109 1109
1110/* push_button (altar);*/ 1110/* push_button (altar);*/
1111 } 1111 }
1112 else 1112 else
1113 { 1113 {
1114 altar->value = 1; /* works only once */ 1114 altar->value = 1; /* works only once */
1115 push_button (altar); 1115 push_button (altar, originator);
1116 } 1116 }
1117 1117
1118 return !sacrifice; 1118 return !sacrifice;
1119 } 1119 }
1120 else 1120 else
1135 double opinion; 1135 double opinion;
1136 object *tmp, *next; 1136 object *tmp, *next;
1137 1137
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139 1139
1140 if (op->type != PLAYER) 1140 bool has_unpaid = false;
1141
1142 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1143 // a quick and small change :(
1144 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1145 if (item->flag [FLAG_UNPAID])
1146 {
1147 has_unpaid = true;
1148 break;
1149 }
1150
1151 if (!op->is_player ())
1141 { 1152 {
1142 /* Remove all the unpaid objects that may be carried here. 1153 /* Remove all the unpaid objects that may be carried here.
1143 * This could be pets or monsters that are somehow in 1154 * This could be pets or monsters that are somehow in
1144 * the shop. 1155 * the shop.
1145 */ 1156 */
1149 1160
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1161 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 { 1162 {
1152 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1163 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1153 1164
1165 if (i >= 0)
1154 tmp->remove (); 1166 tmp->move (i);
1155
1156 if (i == -1)
1157 i = 0;
1158
1159 tmp->map = op->map;
1160 tmp->x = op->x + freearr_x[i];
1161 tmp->y = op->y + freearr_y[i];
1162 insert_ob_in_map (tmp, op->map, op, 0);
1163 } 1167 }
1164 } 1168 }
1165 1169
1166 /* Don't teleport things like spell effects */ 1170 /* Don't teleport things like spell effects */
1167 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1170 /* unpaid objects, or non living objects, can't transfer by 1174 /* unpaid objects, or non living objects, can't transfer by
1171 * shop mats. Instead, put it on a nearby space. 1175 * shop mats. Instead, put it on a nearby space.
1172 */ 1176 */
1173 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1174 { 1178 {
1175
1176 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1179 /* 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); 1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1178 1181
1179 if (i != -1) 1182 if (i != -1)
1180 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1181 1184
1182 return 0; 1185 return 0;
1183 } 1186 }
1187
1184 /* Removed code that checked for multipart objects - it appears that 1188 /* Removed code that checked for multipart objects - it appears that
1185 * the teleport function should be able to handle this just fine. 1189 * the teleport function should be able to handle this just fine.
1186 */ 1190 */
1187 rv = teleport (shop_mat, SHOP_MAT, op); 1191 rv = teleport (shop_mat, SHOP_MAT, op);
1188 } 1192 }
1189 else if (can_pay (op) && get_payment (op)) 1193 else if (can_pay (op) && get_payment (op))
1190 { 1194 {
1191 /* this is only used for players */ 1195 /* this is only used for players */
1192 rv = teleport (shop_mat, SHOP_MAT, op); 1196 rv = teleport (shop_mat, SHOP_MAT, op);
1193 1197
1198 if (has_unpaid)
1199 op->contr->play_sound (sound_find ("shop_buy"));
1200 else if (is_in_shop (op))
1201 op->contr->play_sound (sound_find ("shop_enter"));
1202 else
1203 op->contr->play_sound (sound_find ("shop_leave"));
1204
1194 if (shop_mat->msg) 1205 if (shop_mat->msg)
1195 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1206 op->statusmsg (shop_mat->msg);
1196 /* This check below is a bit simplistic - generally it should be correct, 1207 /* 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 1208 * but there is never a guarantee that the bottom space on the map is
1198 * actually the shop floor. 1209 * actually the shop floor.
1199 */ 1210 */
1200 else if (!rv && !is_in_shop (op)) 1211 else if (!rv && !is_in_shop (op))
1201 { 1212 {
1202 opinion = shopkeeper_approval (op->map, op); 1213 opinion = shopkeeper_approval (op->map, op);
1203 1214
1204 if (opinion > 0.9) 1215 op->statusmsg (
1205 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1216 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1206 else if (opinion > 0.75) 1217 : opinion >= 0.75 ? "The shopkeeper waves to you."
1207 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1218 : opinion >= 0.50 ? "The shopkeeper ignores you."
1208 else if (opinion > 0.5) 1219 : "The shopkeeper glares at you with contempt."
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1210 else 1220 );
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1212 } 1221 }
1213 } 1222 }
1214 else 1223 else
1215 { 1224 {
1216 /* if we get here, a player tried to leave a shop but was not able 1225 /* 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 1226 * to afford the items he has. We try to move the player so that
1218 * they are not on the mat anymore 1227 * they are not on the mat anymore
1219 */ 1228 */
1220 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1229 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1221 1230
1222 if (i == -1) 1231 if (i == -1)
1223 {
1224 LOG (llevError, "Internal shop-mat problem.\n"); 1232 LOG (llevError, "Internal shop-mat problem.\n");
1225 }
1226 else 1233 else
1227 { 1234 {
1228 op->remove (); 1235 op->remove ();
1229 op->x += freearr_x[i]; 1236 op->x += freearr_x[i];
1230 op->y += freearr_y[i]; 1237 op->y += freearr_y[i];
1240 * Handles applying a sign. 1247 * Handles applying a sign.
1241 */ 1248 */
1242static void 1249static void
1243apply_sign (object *op, object *sign, int autoapply) 1250apply_sign (object *op, object *sign, int autoapply)
1244{ 1251{
1245 readable_message_type *msgType; 1252 if (!op->is_player())
1246 char newbuf[HUGE_BUF]; 1253 return;
1247 1254
1248 if (sign->msg == NULL) 1255 if (sign->has_dialogue ())
1249 { 1256 {
1250 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1257 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1251 return; 1258 return;
1252 } 1259 }
1253 1260
1261 if (!sign->msg)
1262 {
1263 op->contr->infobox (MSG_CHANNEL ("examine"),
1264 format ("T<%s>\n\n Nothing %sis written on it.",
1265 &sign->name,
1266 sign->name == sign->arch->name ? "" : "else "));
1267 return;
1268 }
1269
1254 if (sign->stats.food) 1270 if (sign->stats.food)
1255 { 1271 {
1256 if (sign->last_eat >= sign->stats.food) 1272 if (sign->last_eat >= sign->stats.food)
1257 { 1273 {
1258 if (!sign->move_on) 1274 if (!sign->move_on)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1275 op->failmsg ("You cannot read it anymore.");
1276
1260 return; 1277 return;
1261 } 1278 }
1262 1279
1263 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1280 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1264 sign->last_eat++; 1281 sign->last_eat++;
1269 * move_on is zero, it needs to be manually applied (doesn't talk 1286 * move_on is zero, it needs to be manually applied (doesn't talk
1270 * to us). 1287 * to us).
1271 */ 1288 */
1272 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1289 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1273 { 1290 {
1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1291 op->failmsg ("You are unable to read while blind!");
1275 return; 1292 return;
1276 } 1293 }
1277 msgType = get_readable_message_type (sign); 1294
1278 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1295 if (op->contr)
1279 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1296 if (client *ns = op->contr->ns)
1297 {
1298 if (sign->sound)
1299 ns->play_sound (sign->sound);
1300 else if (autoapply)
1301 ns->play_sound (sound_find ("msg_voice"));
1302
1303 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1304 }
1305}
1306
1307static void
1308move_apply_hole (object *trap, object *victim)
1309{
1310 /* Hole not open? */
1311 if (trap->stats.wc > 0)
1312 return;
1313
1314 /* Is this a multipart monster and not the head? If so, return.
1315 * Processing will happen if the head runs into the pit
1316 */
1317 if (victim->head)
1318 return;
1319
1320 // now find all possible locations and randomly pick one
1321 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1322 trap->range >= 3 ? SIZEOFFREE3 + 1
1323 : trap->range >= 2 ? SIZEOFFREE2 + 1
1324 : trap->range >= 1 ? SIZEOFFREE1 + 1
1325 : SIZEOFFREE0 + 1);
1326
1327 if (dir < 0)
1328 return;
1329
1330 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1331 victim->statusmsg ("You fall through the hole!", NDI_RED);
1332
1333 transfer_ob (victim,
1334 EXIT_X (trap) + freearr_x[dir],
1335 EXIT_Y (trap) + freearr_y[dir],
1336 0, victim);
1280} 1337}
1281 1338
1282/** 1339/**
1283 * 'victim' moves onto 'trap' 1340 * 'victim' moves onto 'trap'
1284 * 'victim' leaves 'trap' 1341 * 'victim' leaves 'trap'
1307 * proper. This code was causing needless crashes. 1364 * proper. This code was causing needless crashes.
1308 */ 1365 */
1309 if (recursion_depth >= 500) 1366 if (recursion_depth >= 500)
1310 { 1367 {
1311 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1368 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); 1369 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1313 return; 1370 return;
1314 } 1371 }
1372
1315 recursion_depth++; 1373 recursion_depth++;
1316 if (trap->head) 1374 if (trap->head)
1317 trap = trap->head; 1375 trap = trap->head;
1318 1376
1319 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1377 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1334 1392
1335 /* Just put in some sanity check. I think there is a bug in the 1393 /* 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 1394 * above with some objects have zero speed, and thus the player
1337 * getting permanently paralyzed. 1395 * getting permanently paralyzed.
1338 */ 1396 */
1339 if (victim->speed_left < -50.0) 1397 if (victim->speed_left < -50.f)
1340 victim->speed_left = -50.0; 1398 victim->speed_left = -50.f;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1399 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 } 1400 }
1343 goto leave; 1401 goto leave;
1344 1402
1345 case SPINNER: 1403 case SPINNER:
1358 } 1416 }
1359 goto leave; 1417 goto leave;
1360 1418
1361 case BUTTON: 1419 case BUTTON:
1362 case PEDESTAL: 1420 case PEDESTAL:
1363 update_button (trap); 1421 update_button (trap, originator);
1364 goto leave; 1422 goto leave;
1365 1423
1366 case ALTAR: 1424 case ALTAR:
1367 /* sacrifice victim on trap */ 1425 /* sacrifice victim on trap */
1368 apply_altar (trap, victim, originator); 1426 apply_altar (trap, victim, originator);
1395 1453
1396 if (!trap->value) 1454 if (!trap->value)
1397 { 1455 {
1398 int tot; 1456 int tot;
1399 1457
1400 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1458 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1401 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1459 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1402 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1460 tot += ab->head_ ()->total_weight ();
1403 1461
1404 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1462 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1405 goto leave; 1463 goto leave;
1406 1464
1407 SET_ANIMATION (trap, trap->value); 1465 SET_ANIMATION (trap, trap->value);
1417 1475
1418 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1476 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1419 { 1477 {
1420 if (!sound_was_played) 1478 if (!sound_was_played)
1421 { 1479 {
1422 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1480 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1423 sound_was_played = 1; 1481 sound_was_played = 1;
1424 } 1482 }
1425 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1483
1484 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1426 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1485 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1427 } 1486 }
1428 } 1487 }
1429 goto leave; 1488 goto leave;
1430 } 1489 }
1431 1490
1432
1433 case CONVERTER: 1491 case CONVERTER:
1434 if (convert_item (victim, trap) < 0) 1492 if (convert_item (victim, trap) < 0)
1435 { 1493 {
1436 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1494 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1437 get_archetype ("burnout")->insert_at (trap, trap); 1495 archetype::get (shstr_burnout)->insert_at (trap, trap);
1438 } 1496 }
1439 1497
1440 goto leave; 1498 goto leave;
1441 1499
1442 case TRIGGER_BUTTON: 1500 case TRIGGER_BUTTON:
1452 case CHECK_INV: 1510 case CHECK_INV:
1453 check_inv (victim, trap); 1511 check_inv (victim, trap);
1454 goto leave; 1512 goto leave;
1455 1513
1456 case HOLE: 1514 case HOLE:
1457 /* Hole not open? */ 1515 move_apply_hole (trap, victim);
1458 if (trap->stats.wc > 0)
1459 goto leave;
1460
1461 /* Is this a multipart monster and not the head? If so, return.
1462 * Processing will happen if the head runs into the pit
1463 */
1464 if (victim->head)
1465 goto leave;
1466
1467 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1468 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1469 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1470 goto leave; 1516 goto leave;
1471 1517
1472 case EXIT: 1518 case EXIT:
1473 if (victim->type == PLAYER && EXIT_PATH (trap)) 1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1474 { 1520 {
1475 /* Basically, don't show exits leading to random maps the 1521 /* Basically, don't show exits leading to random maps the
1476 * players output. 1522 * players output.
1477 */ 1523 */
1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1525 victim->statusmsg (trap->msg, NDI_NAVY);
1480 1526
1527 trap->play_sound (trap->sound);
1481 victim->enter_exit (trap); 1528 victim->enter_exit (trap);
1482 } 1529 }
1483 goto leave; 1530 goto leave;
1484 1531
1485 case ENCOUNTER: 1532 case ENCOUNTER:
1507 goto leave; 1554 goto leave;
1508 1555
1509 case RUNE: 1556 case RUNE:
1510 case TRAP: 1557 case TRAP:
1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1558 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1512 {
1513 spring_trap (trap, victim); 1559 spring_trap (trap, victim);
1514 }
1515 goto leave; 1560 goto leave;
1516 1561
1517 default: 1562 default:
1518 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1563 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); 1564 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1520 goto leave; 1565 goto leave;
1521 } 1566 }
1522 1567
1523leave: 1568leave:
1524 recursion_depth--; 1569 recursion_depth--;
1533 int lev_diff; 1578 int lev_diff;
1534 object *skill_ob; 1579 object *skill_ob;
1535 1580
1536 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1581 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1537 { 1582 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1583 op->failmsg ("You are unable to read while blind!");
1539 return; 1584 return;
1540 } 1585 }
1586
1541 if (tmp->msg == NULL) 1587 if (!tmp->msg)
1542 { 1588 {
1543 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1589 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1544 return; 1590 return;
1545 } 1591 }
1546 1592
1547 /* need a literacy skill to read stuff! */ 1593 /* need a literacy skill to read stuff! */
1548 skill_ob = find_skill_by_name (op, tmp->skill); 1594 skill_ob = find_skill_by_name (op, tmp->skill);
1549 if (!skill_ob) 1595 if (!skill_ob)
1550 { 1596 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1597 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1552 return; 1598 return;
1553 } 1599 }
1600
1554 lev_diff = tmp->level - (skill_ob->level + 5); 1601 lev_diff = tmp->level - (skill_ob->level + 5);
1555 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1602 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1556 { 1603 {
1557 if (lev_diff < 2) 1604 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."); 1605 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1559 else if (lev_diff < 3) 1606 : lev_diff < 5 ? "This book is beyond your comprehension."
1560 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1607 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1561 else if (lev_diff < 5) 1608 : lev_diff < 15 ? "This book is way beyond your comprehension."
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1609 : "This book is totally beyond your comprehension.");
1563 else if (lev_diff < 8)
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1565 else if (lev_diff < 15)
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1567 else
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1569 return; 1610 return;
1570 } 1611 }
1571 1612
1572 readable_message_type *msgType = get_readable_message_type (tmp); 1613 readable_message_type *msgType = get_readable_message_type (tmp);
1573 1614
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1615 if (player *pl = op->contr)
1575 msgType->message_type, msgType->message_subtype, 1616 if (client *ns = pl->ns)
1576 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1617 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1577 long_desc (tmp, op), &tmp->msg);
1578 1618
1579 /* gain xp from reading */ 1619 /* gain xp from reading */
1580 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1620 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1581 { /* only if not read before */ 1621 { /* only if not read before */
1582 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1622 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1584 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1624 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1585 { 1625 {
1586 /*exp_gain *= 2; because they just identified it too */ 1626 /*exp_gain *= 2; because they just identified it too */
1587 SET_FLAG (tmp, FLAG_IDENTIFIED); 1627 SET_FLAG (tmp, FLAG_IDENTIFIED);
1588 1628
1589 /* If in a container, update how it looks */ 1629 if (object *pl = tmp->visible_to ())
1590 if (tmp->env)
1591 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1630 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1592 else
1593 op->contr->ns->floorbox_update ();
1594 } 1631 }
1595 1632
1596 change_exp (op, exp_gain, skill_ob->skill, 0); 1633 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 */ 1634 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1598 } 1635 }
1603 * op is the person learning the skill, tmp is the skill scroll object 1640 * op is the person learning the skill, tmp is the skill scroll object
1604 */ 1641 */
1605static void 1642static void
1606apply_skillscroll (object *op, object *tmp) 1643apply_skillscroll (object *op, object *tmp)
1607{ 1644{
1608 switch ((int) learn_skill (op, tmp)) 1645 switch (learn_skill (op, tmp))
1609 { 1646 {
1610 case 0: 1647 case 0:
1611 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1648 op->play_sound (sound_find ("generic_fail"));
1612 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1649 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1613 return; 1650 break;
1614 1651
1615 case 1: 1652 case 1:
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1617 decrease_ob (tmp); 1653 tmp->decrease ();
1654 op->play_sound (sound_find ("skill_learn"));
1655 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1618 return; 1656 break;
1619 1657
1620 default: 1658 default:
1659 tmp->decrease ();
1660 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)); 1661 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1622 decrease_ob (tmp);
1623 return; 1662 break;
1624 } 1663 }
1625} 1664}
1626 1665
1627/** 1666/**
1628 * Actually makes op learn spell. 1667 * Actually makes op learn spell.
1648 return; 1687 return;
1649 } 1688 }
1650 return; 1689 return;
1651 } 1690 }
1652 1691
1653 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1692 op->contr->play_sound (sound_find ("learn_spell"));
1693
1654 tmp = spell->clone (); 1694 tmp = spell->clone ();
1655 insert_ob_in_ob (tmp, op); 1695 insert_ob_in_ob (tmp, op);
1656 1696
1657 if (special_prayer) 1697 if (special_prayer)
1658 SET_FLAG (tmp, FLAG_STARTEQUIP); 1698 SET_FLAG (tmp, FLAG_STARTEQUIP);
1677 { 1717 {
1678 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1718 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1679 return; 1719 return;
1680 } 1720 }
1681 1721
1682 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1722 op->failmsg (format ("You lose knowledge of %s.", spell));
1683 player_unready_range_ob (op->contr, spob); 1723 player_unready_range_ob (op->contr, spob);
1684 esrv_remove_spell (op->contr, spob); 1724 esrv_remove_spell (op->contr, spob);
1685 spob->destroy (); 1725 spob->destroy ();
1686} 1726}
1687 1727
1695{ 1735{
1696 object *skop, *spell, *spell_skill; 1736 object *skop, *spell, *spell_skill;
1697 1737
1698 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1738 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1699 { 1739 {
1700 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1740 op->failmsg ("You are unable to read while blind.");
1701 return; 1741 return;
1702 } 1742 }
1703 1743
1704 /* artifact_spellbooks have 'slaying' field point to a spell name, 1744 /* artifact_spellbooks have 'slaying' field point to a spell name,
1705 * instead of having their spell stored in stats.sp. These are 1745 * instead of having their spell stored in stats.sp. These are
1706 * legacy spellbooks 1746 * legacy spellbooks
1707 */ 1747 */
1708
1709 if (tmp->slaying != NULL) 1748 if (tmp->slaying)
1710 { 1749 {
1711 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1750 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1712 if (!spell) 1751 if (!spell)
1713 { 1752 {
1714 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1753 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1715 return; 1754 return;
1716 } 1755 }
1717 else 1756 else
1718 insert_ob_in_ob (spell, tmp); 1757 insert_ob_in_ob (spell, tmp);
1758
1719 tmp->slaying = NULL; 1759 tmp->slaying = 0;
1720 } 1760 }
1721 1761
1722 skop = find_skill_by_name (op, tmp->skill); 1762 skop = find_skill_by_name (op, tmp->skill);
1723 1763
1724 /* need a literacy skill to learn spells. Also, having a literacy level 1764 /* need a literacy skill to learn spells. Also, having a literacy level
1725 * lower than the spell will make learning the spell more difficult */ 1765 * lower than the spell will make learning the spell more difficult */
1726 if (!skop) 1766 if (!skop)
1727 { 1767 {
1728 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1768 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1729 return; 1769 return;
1730 } 1770 }
1731 1771
1732 spell = tmp->inv; 1772 spell = tmp->inv;
1733 1773
1734 if (!spell) 1774 if (!spell)
1735 { 1775 {
1736 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1776 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."); 1777 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1738 return; 1778 return;
1739 } 1779 }
1740 1780
1741 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1781 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1742 { 1782 {
1743 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1783 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1744 return; 1784 return;
1745 } 1785 }
1746 1786
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1787 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1748 1788
1749 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1750 {
1751 identify (tmp); 1790 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 1791
1759 /* I removed the check for special_prayer_mark here - it didn't make 1792 /* 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 1793 * 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 1794 * if the player doesn't know the spell, doesn't make a lot of sense that
1762 * they would have a special prayer mark. 1795 * they would have a special prayer mark.
1763 */ 1796 */
1764 if (check_spell_known (op, spell->name)) 1797 if (check_spell_known (op, spell->name))
1765 { 1798 {
1766 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1799 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; 1800 return;
1768 } 1801 }
1769 1802
1770 if (spell->skill) 1803 if (spell->skill)
1771 { 1804 {
1772 spell_skill = find_skill_by_name (op, spell->skill); 1805 spell_skill = find_skill_by_name (op, spell->skill);
1773 1806
1774 if (!spell_skill) 1807 if (!spell_skill)
1775 { 1808 {
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1809 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1777 return; 1810 return;
1778 } 1811 }
1779 1812
1780 if (spell_skill->level < spell->level) 1813 if (spell_skill->level < spell->level)
1781 { 1814 {
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); 1815 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1783 return; 1816 return;
1784 } 1817 }
1785 } 1818 }
1786 1819
1787 /* Logic as follows 1820 /* Logic as follows
1796 * Overall, chances are the same but a player will find having a high 1829 * Overall, chances are the same but a player will find having a high
1797 * literacy rate very useful! -b.t. 1830 * literacy rate very useful! -b.t.
1798 */ 1831 */
1799 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1832 if (QUERY_FLAG (op, FLAG_CONFUSED))
1800 { 1833 {
1801 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1834 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)); 1835 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1803 } 1836 }
1804 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1837 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]) 1838 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1806 { 1839 {
1807 1840 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); 1841 do_learn_spell (op, spell, 0);
1810 1842
1811 /* xp gain to literacy for spell learning */ 1843 /* xp gain to literacy for spell learning */
1812 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1844 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1813 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1845 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1814 } 1846 }
1815 else 1847 else
1816 { 1848 {
1817 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1849 op->contr->play_sound (sound_find ("fumble_spell"));
1818 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1850 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 } 1851 }
1820 1852
1821 decrease_ob (tmp); 1853 tmp->decrease ();
1822} 1854}
1823 1855
1824/** 1856/**
1825 * Handles applying a spell scroll. 1857 * Handles applying a spell scroll.
1826 */ 1858 */
1829{ 1861{
1830 object *skop; 1862 object *skop;
1831 1863
1832 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1864 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1833 { 1865 {
1834 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1866 op->failmsg ("You are unable to read while blind.");
1835 return; 1867 return;
1836 } 1868 }
1837 1869
1838 if (!tmp->inv || tmp->inv->type != SPELL) 1870 if (!tmp->inv || tmp->inv->type != SPELL)
1839 { 1871 {
1840 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1872 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1841 return; 1873 return;
1842 } 1874 }
1843 1875
1844 if (op->type == PLAYER) 1876 if (op->type == PLAYER)
1845 { 1877 {
1851 */ 1883 */
1852 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1884 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1853 1885
1854 if (!skop) 1886 if (!skop)
1855 { 1887 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1888 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1857 return; 1889 return;
1858 } 1890 }
1859 1891
1860 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1892 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1861 change_exp (op, exp_gain, skop->skill, 0); 1893 change_exp (op, exp_gain, skop->skill, 0);
1862 } 1894 }
1863 1895
1864 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1896 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1865 identify (tmp); 1897 identify (tmp);
1866 1898
1867 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1899 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1868
1869 1900
1870 cast_spell (op, tmp, dir, tmp->inv, NULL); 1901 cast_spell (op, tmp, dir, tmp->inv, NULL);
1871 decrease_ob (tmp); 1902 tmp->decrease ();
1872} 1903}
1873 1904
1874/** 1905/**
1875 * Applies a treasure object - by default, chest. op 1906 * Applies a treasure object - by default, chest. op
1876 * is the person doing the applying, tmp is the treasure 1907 * is the person doing the applying, tmp is the treasure
1877 * chest. 1908 * chest.
1878 */ 1909 */
1879static void 1910static void
1880apply_treasure (object *op, object *tmp) 1911apply_treasure (object *op, object *tmp)
1881{ 1912{
1882 object *treas;
1883
1884
1885 /* Nice side effect of new treasure creation method is that the treasure 1913 /* 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 1914 * 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 1915 * 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 1916 * prevents people from moving chests to more difficult maps to get better
1889 * treasure 1917 * treasure
1890 */ 1918 */
1891
1892 treas = tmp->inv; 1919 object *treas = tmp->inv;
1893 if (treas == NULL) 1920
1921 if (!treas)
1894 { 1922 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1923 op->statusmsg ("The chest was empty.");
1896 decrease_ob (tmp); 1924 tmp->decrease ();
1897 return; 1925 return;
1898 } 1926 }
1927
1899 while (tmp->inv) 1928 while (tmp->inv)
1900 { 1929 {
1901 treas = tmp->inv; 1930 treas = tmp->inv;
1902
1903 treas->remove (); 1931 treas->remove ();
1904 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1905 1932
1906 treas->x = op->x; 1933 treas->x = op->x;
1907 treas->y = op->y; 1934 treas->y = op->y;
1908 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1935 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1909 1936
1910 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1937 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1911 spring_trap (treas, op); 1938 spring_trap (treas, op);
1912 1939
1913 /* If either player or container was destroyed, no need to do 1940 /* If either player or container was destroyed, no need to do
1914 * further processing. I think this should be enclused with 1941 * further processing. I think this should be enclused with
1915 * spring trap above, as I don't think there is otherwise 1942 * spring trap above, as I don't think there is otherwise
1916 * any way for the treasure chest or player to get killed 1943 * any way for the treasure chest or player to get killed.
1917 */ 1944 */
1918 if (op->destroyed () || tmp->destroyed ()) 1945 if (op->destroyed () || tmp->destroyed ())
1919 break; 1946 break;
1920 } 1947 }
1921 1948
1922 if (!tmp->destroyed () && tmp->inv == NULL) 1949 if (!tmp->destroyed () && !tmp->inv)
1923 decrease_ob (tmp); 1950 tmp->decrease (true);
1924
1925} 1951}
1926 1952
1927/** 1953/**
1928 * op eats food. 1954 * op eats food.
1929 * If player, takes care of messages and dragon special food. 1955 * If player, takes care of messages and dragon special food.
1944 { 1970 {
1945 /* usual case - no dragon meal: */ 1971 /* usual case - no dragon meal: */
1946 if (op->stats.food + tmp->stats.food > 999) 1972 if (op->stats.food + tmp->stats.food > 999)
1947 { 1973 {
1948 if (tmp->type == FOOD || tmp->type == FLESH) 1974 if (tmp->type == FOOD || tmp->type == FLESH)
1949 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1975 op->failmsg ("You feel full, but what a waste of food!");
1950 else 1976 else
1951 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1977 op->statusmsg ("Most of the drink goes down your face not your throat!");
1952 } 1978 }
1979
1980 tmp->play_sound (
1981 tmp->sound
1982 ? tmp->sound
1983 : tmp->type == DRINK
1984 ? sound_find ("eat_drink")
1985 : sound_find ("eat_food")
1986 );
1953 1987
1954 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1988 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1955 { 1989 {
1956 char buf[MAX_BUF]; 1990 const char *buf;
1957 1991
1958 if (!is_dragon_pl (op)) 1992 if (!is_dragon_pl (op))
1959 { 1993 {
1960 /* eating message for normal players */ 1994 /* eating message for normal players */
1961 if (tmp->type == DRINK) 1995 if (tmp->type == DRINK)
1962 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1996 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1963 else 1997 else
1964 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 1998 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1965 } 1999 }
1966 else 2000 else
1967 {
1968 /* eating message for dragon players */ 2001 /* eating message for dragon players */
1969 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2002 buf = format ("The %s tasted terrible!", &tmp->name);
1970 }
1971 2003
1972 new_draw_info (NDI_UNIQUE, 0, op, buf); 2004 op->statusmsg (buf);
2005
1973 capacity_remaining = 999 - op->stats.food; 2006 capacity_remaining = 999 - op->stats.food;
1974 op->stats.food += tmp->stats.food; 2007 op->stats.food += tmp->stats.food;
1975 if (capacity_remaining < tmp->stats.food) 2008 if (capacity_remaining < tmp->stats.food)
1976 op->stats.hp += capacity_remaining / 50; 2009 op->stats.hp += capacity_remaining / 50;
1977 else 2010 else
1978 op->stats.hp += tmp->stats.food / 50; 2011 op->stats.hp += tmp->stats.food / 50;
2012
1979 if (op->stats.hp > op->stats.maxhp) 2013 if (op->stats.hp > op->stats.maxhp)
1980 op->stats.hp = op->stats.maxhp; 2014 op->stats.hp = op->stats.maxhp;
1981 if (op->stats.food > 999) 2015 if (op->stats.food > 999)
1982 op->stats.food = 999; 2016 op->stats.food = 999;
1983 } 2017 }
1985 /* special food hack -b.t. */ 2019 /* special food hack -b.t. */
1986 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2020 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1987 eat_special_food (op, tmp); 2021 eat_special_food (op, tmp);
1988 } 2022 }
1989 } 2023 }
2024
1990 handle_apply_yield (tmp); 2025 handle_apply_yield (tmp);
1991 decrease_ob (tmp); 2026 tmp->decrease ();
1992} 2027}
1993 2028
1994/** 2029/**
1995 * A dragon is eating some flesh. If the flesh contains resistances, 2030 * A dragon is eating some flesh. If the flesh contains resistances,
1996 * there is a chance for the dragon's skin to get improved. 2031 * there is a chance for the dragon's skin to get improved.
2006{ 2041{
2007 object *skin = NULL; /* pointer to dragon skin force */ 2042 object *skin = NULL; /* pointer to dragon skin force */
2008 object *abil = NULL; /* pointer to dragon ability force */ 2043 object *abil = NULL; /* pointer to dragon ability force */
2009 object *tmp = NULL; /* tmp. object */ 2044 object *tmp = NULL; /* tmp. object */
2010 2045
2011 char buf[MAX_BUF]; /* tmp. string buffer */
2012 double chance; /* improvement-chance of one resistance type */ 2046 double chance; /* improvement-chance of one resistance type */
2013 double totalchance = 1; /* total chance of gaining one resistance */ 2047 double totalchance = 1; /* total chance of gaining one resistance */
2014 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2048 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2015 double mbonus = 0; /* monster bonus */ 2049 double mbonus = 0; /* monster bonus */
2016 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2050 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2021 if (meal->type != FLESH || !is_dragon_pl (op)) 2055 if (meal->type != FLESH || !is_dragon_pl (op))
2022 return 0; 2056 return 0;
2023 2057
2024 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2058 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2025 from the player's inventory */ 2059 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) 2060 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == FORCE) 2061 if (tmp->type == FORCE)
2031 if (tmp->arch->name == dragon_skin_force) 2062 if (tmp->arch->archname == shstr_dragon_skin_force)
2032 skin = tmp; 2063 skin = tmp;
2033 else if (tmp->arch->name == dragon_ability_force) 2064 else if (tmp->arch->archname == shstr_dragon_ability_force)
2034 abil = tmp; 2065 abil = tmp;
2035 2066
2036 /* if either skin or ability are missing, this is an old player 2067 /* if either skin or ability are missing, this is an old player
2037 which is not to be considered a dragon -> bail out */ 2068 which is not to be considered a dragon -> bail out */
2038 if (skin == NULL || abil == NULL) 2069 if (skin == NULL || abil == NULL)
2041 /* now start by filling stomache and health, according to food-value */ 2072 /* now start by filling stomache and health, according to food-value */
2042 if ((999 - op->stats.food) < meal->stats.food) 2073 if ((999 - op->stats.food) < meal->stats.food)
2043 op->stats.hp += (999 - op->stats.food) / 50; 2074 op->stats.hp += (999 - op->stats.food) / 50;
2044 else 2075 else
2045 op->stats.hp += meal->stats.food / 50; 2076 op->stats.hp += meal->stats.food / 50;
2077
2046 if (op->stats.hp > op->stats.maxhp) 2078 if (op->stats.hp > op->stats.maxhp)
2047 op->stats.hp = op->stats.maxhp; 2079 op->stats.hp = op->stats.maxhp;
2048 2080
2049 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2081 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2050 2082
2095 } 2127 }
2096 } 2128 }
2097 2129
2098 /* inverse totalchance as until now we have the failure-chance */ 2130 /* inverse totalchance as until now we have the failure-chance */
2099 totalchance = 100 - totalchance * 100; 2131 totalchance = 100 - totalchance * 100;
2132
2100 /* print message according to totalchance */ 2133 /* print message according to totalchance */
2134 const char *buf;
2101 if (totalchance > 50.) 2135 if (totalchance > 50.)
2102 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2136 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2103 else if (totalchance > 10.) 2137 else if (totalchance > 10.)
2104 sprintf (buf, "The %s tasted very good.", &meal->name); 2138 buf = format ("The %s tasted very good.", &meal->name);
2105 else if (totalchance > 1.) 2139 else if (totalchance > 1.)
2106 sprintf (buf, "The %s tasted good.", &meal->name); 2140 buf = format ("The %s tasted good.", &meal->name);
2107 else if (totalchance > 0.1) 2141 else if (totalchance > 0.1)
2108 sprintf (buf, "The %s tasted bland.", &meal->name); 2142 buf = format ("The %s tasted bland.", &meal->name);
2109 else if (totalchance >= 0.01) 2143 else if (totalchance >= 0.01)
2110 sprintf (buf, "The %s had a boring taste.", &meal->name); 2144 buf = format ("The %s had a boring taste.", &meal->name);
2111 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2145 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2112 sprintf (buf, "The %s tasted strange.", &meal->name); 2146 buf = format ("The %s tasted strange.", &meal->name);
2113 else 2147 else
2114 sprintf (buf, "The %s had no taste.", &meal->name); 2148 buf = format ("The %s had no taste.", &meal->name);
2115 new_draw_info (NDI_UNIQUE, 0, op, buf); 2149
2150 op->statusmsg (buf);
2116 2151
2117 /* now choose a winner if we have any */ 2152 /* now choose a winner if we have any */
2118 i = -1; 2153 i = -1;
2119 if (winners > 0) 2154 if (winners > 0)
2120 i = atnr_winner[RANDOM () % winners]; 2155 i = atnr_winner [rndm (winners)];
2121 2156
2122 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2157 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2123 { 2158 {
2124 /* resistance increased! */ 2159 /* resistance increased! */
2125 skin->resist[i]++; 2160 skin->resist[i]++;
2126 op->update_stats (); 2161 op->update_stats ();
2127 2162
2128 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2163 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 } 2164 }
2131 2165
2132 /* if this flesh contains a new ability focus, we mark it 2166 /* if this flesh contains a new ability focus, we mark it
2133 into the ability_force and it will take effect on next level */ 2167 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) 2168 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2135 { 2169 {
2136 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2170 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2137 2171
2138 if (meal->last_eat != abil->stats.exp) 2172 if (meal->last_eat != abil->stats.exp)
2173 op->statusmsg (format (
2174 "Your metabolism prepares to focus on %s!\n"
2175 "The change will happen at level %d.",
2176 change_resist_msg[meal->last_eat],
2177 abil->level + 1
2139 { 2178 ));
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 2179 else
2146 { 2180 {
2147 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2181 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; 2182 abil->last_eat = 0;
2150 } 2183 }
2151 } 2184 }
2185
2152 return 1; 2186 return 1;
2153} 2187}
2154 2188
2155/** 2189/**
2156 * Handles applying an improve armor scroll. 2190 * Handles applying an improve armor scroll.
2159static void 2193static void
2160apply_armour_improver (object *op, object *tmp) 2194apply_armour_improver (object *op, object *tmp)
2161{ 2195{
2162 object *armor; 2196 object *armor;
2163 2197
2164 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2198 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2165 { 2199 {
2166 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2200 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2167 return; 2201 return;
2168 } 2202 }
2169 2203
2170 armor = find_marked_object (op); 2204 armor = find_marked_object (op);
2171 2205
2172 if (!armor) 2206 if (!armor)
2173 { 2207 {
2174 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2208 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2175 return; 2209 return;
2176 } 2210 }
2177 2211
2178 if (armor->type != ARMOUR 2212 if (armor->type != ARMOUR
2179 && armor->type != CLOAK 2213 && armor->type != CLOAK
2180 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2214 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2181 { 2215 {
2182 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2216 op->failmsg ("Your marked item is not armour!\n");
2183 return; 2217 return;
2184 } 2218 }
2185 2219
2186 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2220 op->statusmsg ("Applying armour enchantment.");
2187 improve_armour (op, tmp, armor); 2221 improve_armour (op, tmp, armor);
2188} 2222}
2189 2223
2190extern void 2224void
2191apply_poison (object *op, object *tmp) 2225apply_poison (object *op, object *tmp)
2192{ 2226{
2227 // need to do it now when it is still on the map
2228 handle_apply_yield (tmp);
2229
2230 object *poison = tmp->split (1);
2231
2193 if (op->type == PLAYER) 2232 if (op->type == PLAYER)
2194 { 2233 {
2195 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2234 op->contr->play_sound (sound_find ("drink_poison"));
2196 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2235 op->failmsg ("Yech! That tasted poisonous!");
2197 strcpy (op->contr->killer, "poisonous booze"); 2236 op->contr->killer = poison;
2198 } 2237 }
2238
2199 if (tmp->stats.hp > 0) 2239 if (poison->stats.hp > 0)
2200 { 2240 {
2201 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2241 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2202 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2242 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2203 } 2243 }
2244
2204 op->stats.food -= op->stats.food / 4; 2245 op->stats.food -= op->stats.food / 4;
2205 handle_apply_yield (tmp); 2246 poison->destroy ();
2206 decrease_ob (tmp);
2207} 2247}
2208 2248
2209/** 2249/**
2210 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2250 * 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: 2251 * A valid 2 way exit means:
2227#if 0 //TODO 2267#if 0 //TODO
2228 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2268 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2229 return 0; /* This is a reset town portal */ 2269 return 0; /* This is a reset town portal */
2230#endif 2270#endif
2231 2271
2272 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2273
2232 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2274 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2233 2275
2234 if (exitmap) 2276 if (exitmap)
2235 { 2277 {
2236 exitmap->load_sync (); 2278 exitmap->load_sync ();
2292 } 2334 }
2293 2335
2294 return 0; 2336 return 0;
2295} 2337}
2296 2338
2339/**
2340 * This function will try to apply a lighter and in case no lighter
2341 * is specified it will try to find a lighter in the players inventory,
2342 * and inform him about this requirement.
2343 *
2344 * who - the player
2345 * op - the item we want to light
2346 * ligher - the lighter or 0 if a lighter has yet to be found
2347 */
2348object *auto_apply_lighter (object *who, object *op, object *lighter)
2349{
2350 if (lighter == 0)
2351 {
2352 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2353 {
2354 if (tmp->type == LIGHTER)
2355 {
2356 lighter = tmp;
2357 break;
2358 }
2359 }
2360
2361 if (!lighter)
2362 {
2363 who->failmsg (format (
2364 "You can't light up the %s with your bare hands! "
2365 "H<You need a lighter in your inventory, for example a flint and steel.>",
2366 &op->name));
2367 return 0;
2368 }
2369 }
2370
2371 // last_eat == 0 means the lighter is not being used up!
2372 if (lighter->last_eat && lighter->stats.food)
2373 {
2374 /* lighter gets used up */
2375 lighter = lighter->split ();
2376 lighter->stats.food--;
2377 who->insert (lighter);
2378 }
2379 else if (lighter->last_eat)
2380 {
2381 /* no charges left in lighter */
2382 who->failmsg (format (
2383 "You attempt to light the %s with a used up %s.",
2384 &op->name, &lighter->name));
2385 return 0;
2386 }
2387
2388 return lighter;
2389}
2390
2391/**
2392 * Designed primarily to light torches/lanterns/etc.
2393 * Also burns up burnable material too. First object in the inventory is
2394 * the selected object to "burn". -b.t.
2395 */
2396void
2397apply_lighter (object *who, object *lighter)
2398{
2399 object *item;
2400 int is_player_env = 0;
2401
2402 item = find_marked_object (who);
2403 if (item)
2404 {
2405 if (!auto_apply_lighter (who, 0, lighter))
2406 return;
2407
2408 /* Perhaps we should split what we are trying to light on fire?
2409 * I can't see many times when you would want to light multiple
2410 * objects at once.
2411 */
2412
2413 save_throw_object (item, AT_FIRE, who);
2414
2415 if (item->destroyed ()
2416 || ((item->type == LAMP || item->type == TORCH)
2417 && item->glow_radius > 0))
2418 who->statusmsg (format (
2419 "You light the %s with the %s.",
2420 &item->name, &lighter->name));
2421 else
2422 who->failmsg (format (
2423 "You attempt to light the %s with the %s and fail.",
2424 &item->name, &lighter->name));
2425 }
2426 else
2427 who->failmsg ("You need to mark a lightable object.");
2428}
2429
2430/**
2431 * This function generates a cursed effect for cursed lamps and torches.
2432 */
2433void player_apply_lamp_cursed_effect (object *who, object *op)
2434{
2435 if (op->level)
2436 {
2437 who->failmsg (format (
2438 "The %s was cursed, it explodes in a big fireball!",
2439 &op->name));
2440 create_exploding_ball_at (who, op->level);
2441 }
2442 else
2443 {
2444 who->failmsg (format (
2445 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2446 &op->name));
2447 }
2448
2449 op->destroy ();
2450}
2451
2452/**
2453 * Apply for players and lamps
2454 *
2455 * who - the player
2456 * op - the lamp
2457 */
2458void player_apply_lamp (object *who, object *op)
2459{
2460 bool switch_on = op->glow_radius ? false : true;
2461
2462 if (switch_on)
2463 {
2464 object *lighter = 0;
2465
2466 if (op->flag [FLAG_IS_LIGHTABLE]
2467 && !(lighter = auto_apply_lighter (who, op, 0)))
2468 return;
2469
2470 if (op->stats.food < 1)
2471 {
2472 if (op->type == LAMP)
2473 who->failmsg (format (
2474 "The %s is out of fuel! "
2475 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2476 &op->name));
2477 else
2478 who->failmsg (format (
2479 "The %s is burnt out! "
2480 "H<Torches and similar items burn out and become worthless.>",
2481 &op->name));
2482 return;
2483 }
2484
2485 if (op->flag [FLAG_CURSED])
2486 {
2487 player_apply_lamp_cursed_effect (who, op);
2488 return;
2489 }
2490
2491 if (lighter)
2492 who->statusmsg (format (
2493 "You light up the %s with the %s.", &op->name, &lighter->name));
2494 else
2495 who->statusmsg (format ("You light up the %s.", &op->name));
2496 }
2497 else
2498 {
2499 if (op->flag [FLAG_CURSED])
2500 {
2501 player_apply_lamp_cursed_effect (who, op);
2502 return;
2503 }
2504
2505 if (op->type == TORCH)
2506 {
2507 if (!op->flag [FLAG_IS_LIGHTABLE])
2508 {
2509 who->statusmsg (format (
2510 "You put out the %s. "
2511 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2512 &op->name, &op->name));
2513 }
2514 else
2515 who->statusmsg (format (
2516 "You put out the %s."
2517 "H<Torches wear out if you put them out.>",
2518 &op->name));
2519 }
2520 else
2521 who->statusmsg (format ("You turn off the %s.", &op->name));
2522 }
2523
2524 apply_lamp (op, switch_on);
2525}
2526
2527void get_animation_from_arch (object *op, arch_ptr a)
2528{
2529 op->animation_id = a->animation_id;
2530 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2531 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2532 op->anim_speed = a->anim_speed;
2533 op->last_anim = 0;
2534 op->state = 0;
2535 op->face = a->face;
2536
2537 if (NUM_ANIMATIONS(op) > 1)
2538 {
2539 SET_ANIMATION(op, 0);
2540 animate_object (op, op->direction);
2541 }
2542 else
2543 update_object (op, UP_OBJ_FACE);
2544}
2545
2546/**
2547 * Apply for LAMPs and TORCHes.
2548 *
2549 * op - the lamp
2550 * switch_on - a flag which says whether the lamp should be switched on or off
2551 */
2552void apply_lamp (object *op, bool switch_on)
2553{
2554 op->set_glow_radius (switch_on ? op->range : 0);
2555 op->set_speed (switch_on ? op->arch->speed : 0);
2556
2557 // torches wear out if you put them out
2558 if (op->type == TORCH && !switch_on)
2559 {
2560 if (op->flag [FLAG_IS_LIGHTABLE])
2561 {
2562 op->stats.food -= (double) op->arch->stats.food / 15;
2563 if (op->stats.food < 0)
2564 op->stats.food = 0;
2565 }
2566 else
2567 op->stats.food = 0;
2568 }
2569
2570 // lamps and torched get worthless when used up
2571 if (op->stats.food <= 0)
2572 op->value = 0;
2573
2574 // FIXME: This is a hack to make the more sane torches and lamps
2575 // still animated ;-/
2576 if (op->other_arch)
2577 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2578
2579 if (object *pl = op->visible_to ())
2580 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2581}
2297 2582
2298/** 2583/**
2299 * Main apply handler. 2584 * Main apply handler.
2300 * 2585 *
2301 * Checks for unpaid items before applying. 2586 * Checks for unpaid items before applying.
2303 * Return value: 2588 * Return value:
2304 * 0: player or monster can't apply objects of that type 2589 * 0: player or monster can't apply objects of that type
2305 * 1: has been applied, or there was an error applying the object 2590 * 1: has been applied, or there was an error applying the object
2306 * 2: objects of that type can't be applied if not in inventory 2591 * 2: objects of that type can't be applied if not in inventory
2307 * 2592 *
2308 * op is the object that is causing object to be applied, tmp is the object 2593 * who is the object that is causing object to be applied, op is the object
2309 * being applied. 2594 * being applied.
2310 * 2595 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2597 * them in this function - they are passed to apply_special
2313 */ 2598 */
2314
2315int 2599int
2316manual_apply (object *op, object *tmp, int aflag) 2600manual_apply (object *who, object *op, int aflag)
2317{ 2601{
2318 if (tmp->head) 2602 op = op->head_ ();
2319 tmp = tmp->head;
2320 2603
2321 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2322 { 2605 {
2323 if (op->type == PLAYER) 2606 if (who->type == PLAYER)
2324 { 2607 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2608 examine (who, op);
2609 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2326 return 1; 2610 return 1;
2327 } 2611 }
2328 else 2612 else
2329 return 0; /* monsters just skip unpaid items */ 2613 return 0; /* monsters just skip unpaid items */
2330 } 2614 }
2331 2615
2332 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2333 return RESULT_INT (0); 2617 return RESULT_INT (0);
2334 2618
2335 switch (tmp->type) 2619 switch (op->type)
2336 { 2620 {
2337 case CF_HANDLE: 2621 case CF_HANDLE:
2338 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2622 who->play_sound (sound_find ("turn_handle"));
2339 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2623 who->statusmsg ("You turn the handle.");
2340 tmp->value = tmp->value ? 0 : 1; 2624 op->value = op->value ? 0 : 1;
2341 SET_ANIMATION (tmp, tmp->value); 2625 SET_ANIMATION (op, op->value);
2342 update_object (tmp, UP_OBJ_FACE); 2626 update_object (op, UP_OBJ_FACE);
2343 push_button (tmp); 2627 push_button (op, who);
2344 return 1; 2628 return 1;
2345 2629
2346 case TRIGGER: 2630 case TRIGGER:
2347 if (check_trigger (tmp, op)) 2631 if (check_trigger (op, who))
2348 { 2632 {
2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2633 who->statusmsg ("You turn the handle.");
2350 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2634 who->play_sound (sound_find ("turn_handle"));
2351 } 2635 }
2352 else 2636 else
2353 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2637 who->failmsg ("The handle doesn't move.");
2354 2638
2355 return 1; 2639 return 1;
2356 2640
2357 case EXIT: 2641 case EXIT:
2358 if (op->type != PLAYER) 2642 if (who->type != PLAYER)
2359 return 0; 2643 return 0;
2360 2644
2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2362 { 2646 who->failmsg (format ("The %s is closed.", query_name (op)));
2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2364 }
2365 else 2647 else
2366 { 2648 {
2367 /* Don't display messages for random maps. */ 2649 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2651 who->statusmsg (op->msg, NDI_NAVY);
2370 2652
2371 op->enter_exit (tmp); 2653 who->enter_exit (op);
2372 } 2654 }
2655
2373 return 1; 2656 return 1;
2374 2657
2658 case INSCRIBABLE:
2659 who->statusmsg (op->msg);
2660 // maybe show a spell menu to chose from or something like that
2661 return 1;
2662
2375 case SIGN: 2663 case SIGN:
2376 apply_sign (op, tmp, 0); 2664 apply_sign (who, op, 0);
2377 return 1; 2665 return 1;
2378 2666
2379 case BOOK: 2667 case BOOK:
2380 if (op->type == PLAYER) 2668 if (who->type == PLAYER)
2381 { 2669 {
2382 apply_book (op, tmp); 2670 apply_book (who, op);
2383 return 1;
2384 }
2385 else
2386 {
2387 return 0;
2388 }
2389
2390 case SKILLSCROLL:
2391 if (op->type == PLAYER)
2392 {
2393 apply_skillscroll (op, tmp);
2394 return 1;
2395 }
2396 return 0;
2397
2398 case SPELLBOOK:
2399 if (op->type == PLAYER)
2400 {
2401 apply_spellbook (op, tmp);
2402 return 1;
2403 }
2404 return 0;
2405
2406 case SCROLL:
2407 apply_scroll (op, tmp, 0);
2408 return 1;
2409
2410 case POTION:
2411 (void) apply_potion (op, tmp);
2412 return 1;
2413
2414 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed?
2416 case CLOSE_CON:
2417 apply_container (op, tmp->env);
2418 return 1;
2419
2420 case CONTAINER:
2421 apply_container (op, tmp);
2422 return 1;
2423
2424 case TREASURE:
2425 if (op->type == PLAYER)
2426 {
2427 apply_treasure (op, tmp);
2428 return 1; 2671 return 1;
2429 } 2672 }
2430 else 2673 else
2431 return 0; 2674 return 0;
2675
2676 case SKILLSCROLL:
2677 if (who->type == PLAYER)
2678 {
2679 apply_skillscroll (who, op);
2680 return 1;
2681 }
2682 else
2683 return 0;
2684
2685 case SPELLBOOK:
2686 if (who->type == PLAYER)
2687 {
2688 apply_spellbook (who, op);
2689 return 1;
2690 }
2691 else
2692 return 0;
2693
2694 case SCROLL:
2695 apply_scroll (who, op, 0);
2696 return 1;
2697
2698 case POTION:
2699 apply_potion (who, op);
2700 return 1;
2701
2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2703 //TODO: remove, as it is unsed?
2704 case CLOSE_CON:
2705 apply_container (who, op->env);
2706 return 1;
2707
2708 case CONTAINER:
2709 apply_container (who, op);
2710 return 1;
2711
2712 case TREASURE:
2713 if (who->type == PLAYER)
2714 {
2715 apply_treasure (who, op);
2716 return 1;
2717 }
2718 else
2719 return 0;
2720
2721 case LAMP:
2722 case TORCH:
2723 player_apply_lamp (who, op);
2724 return 1;
2432 2725
2433 case WEAPON: 2726 case WEAPON:
2434 case ARMOUR: 2727 case ARMOUR:
2435 case BOOTS: 2728 case BOOTS:
2436 case GLOVES: 2729 case GLOVES:
2444 case WAND: 2737 case WAND:
2445 case ROD: 2738 case ROD:
2446 case HORN: 2739 case HORN:
2447 case SKILL: 2740 case SKILL:
2448 case BOW: 2741 case BOW:
2449 case LAMP:
2450 case BUILDER: 2742 case BUILDER:
2451 case SKILL_TOOL: 2743 case SKILL_TOOL:
2452 if (tmp->env != op) 2744 if (op->env != who)
2453 return 2; /* not in inventory */ 2745 return 2; /* not in inventory */
2746
2454 (void) apply_special (op, tmp, aflag); 2747 apply_special (who, op, aflag);
2455 return 1; 2748 return 1;
2456 2749
2457 case DRINK: 2750 case DRINK:
2458 case FOOD: 2751 case FOOD:
2459 case FLESH: 2752 case FLESH:
2460 apply_food (op, tmp); 2753 apply_food (who, op);
2461 return 1; 2754 return 1;
2462 2755
2463 case POISON: 2756 case POISON:
2464 apply_poison (op, tmp); 2757 apply_poison (who, op);
2465 return 1; 2758 return 1;
2466 2759
2467 case SAVEBED: 2760 case SAVEBED:
2468 return 1; 2761 return 1;
2469 2762
2470 case ARMOUR_IMPROVER: 2763 case ARMOUR_IMPROVER:
2471 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2472 { 2765 {
2473 apply_armour_improver (op, tmp); 2766 apply_armour_improver (who, op);
2474 return 1; 2767 return 1;
2475 } 2768 }
2476 else 2769 else
2477 return 0; 2770 return 0;
2478 2771
2479 case WEAPON_IMPROVER: 2772 case WEAPON_IMPROVER:
2480 (void) check_improve_weapon (op, tmp); 2773 check_improve_weapon (who, op);
2481 return 1; 2774 return 1;
2482 2775
2483 case CLOCK: 2776 case CLOCK:
2484 if (op->type == PLAYER) 2777 if (who->type == PLAYER)
2485 { 2778 {
2486 char buf[MAX_BUF]; 2779 char buf[MAX_BUF];
2487 timeofday_t tod; 2780 timeofday_t tod;
2488 2781
2489 get_tod (&tod); 2782 get_tod (&tod);
2783 who->play_sound (sound_find ("sound_clock"));
2784 who->statusmsg (format (
2490 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2785 "It is %d minute%s past %d o'clock %s",
2491 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2786 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2492 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2787 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2788 ));
2494 new_draw_info (NDI_UNIQUE, 0, op, buf);
2495 return 1; 2789 return 1;
2496 } 2790 }
2497 else 2791 else
2792 return 0;
2793
2794 case MENU:
2795 if (who->type == PLAYER)
2498 { 2796 {
2499 return 0;
2500 }
2501
2502 case MENU:
2503 if (op->type == PLAYER)
2504 {
2505 shop_listing (tmp, op); 2797 shop_listing (op, who);
2506 return 1; 2798 return 1;
2507 } 2799 }
2508 else 2800 else
2801 return 0;
2802
2803 case POWER_CRYSTAL:
2804 apply_power_crystal (who, op); /* see egoitem.c */
2805 return 1;
2806
2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2808 if (who->type == PLAYER)
2509 { 2809 {
2510 return 0;
2511 }
2512
2513 case POWER_CRYSTAL:
2514 apply_power_crystal (op, tmp); /* see egoitem.c */
2515 return 1;
2516
2517 case LIGHTER: /* for lighting torches/lanterns/etc */
2518 if (op->type == PLAYER)
2519 {
2520 apply_lighter (op, tmp); 2810 apply_lighter (who, op);
2521 return 1; 2811 return 1;
2522 } 2812 }
2523 else 2813 else
2524 {
2525 return 0; 2814 return 0;
2526 }
2527 2815
2528 case ITEM_TRANSFORMER: 2816 case ITEM_TRANSFORMER:
2529 apply_item_transformer (op, tmp); 2817 apply_item_transformer (who, op);
2530 return 1; 2818 return 1;
2531 2819
2532 default: 2820 default:
2533 return 0; 2821 return 0;
2534 } 2822 }
2535} 2823}
2536
2537 2824
2538/* quiet suppresses the "don't know how to apply" and "you must get it first" 2825/* quiet suppresses the "don't know how to apply" and "you must get it first"
2539 * messages as needed by player_apply_below(). But there can still be 2826 * messages as needed by player_apply_below(). But there can still be
2540 * "but you are floating high above the ground" messages. 2827 * "but you are floating high above the ground" messages.
2541 * 2828 *
2542 * Same return value as apply() function. 2829 * Same return value as apply() function.
2543 */ 2830 */
2544int 2831int
2545player_apply (object *pl, object *op, int aflag, int quiet) 2832player_apply (object *pl, object *op, int aflag, int quiet)
2546{ 2833{
2547 int tmp;
2548
2549 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2834 if (!op->env && (pl->move_type & MOVE_FLYING))
2550 { 2835 {
2551 /* player is flying and applying object not in inventory */ 2836 /* player is flying and applying object not in inventory */
2552 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2837 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2553 { 2838 {
2554 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2839 pl->failmsg ("But you are floating high above the ground! "
2840 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2841 "or waiting till the levitation effect wears off.>");
2555 return 0; 2842 return 0;
2556 } 2843 }
2557 } 2844 }
2558 2845
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 }
2570
2571 pl->contr->last_used = op; 2846 pl->contr->last_used = op;
2572 2847
2573 tmp = manual_apply (pl, op, aflag); 2848 int tmp = manual_apply (pl, op, aflag);
2849
2574 if (!quiet) 2850 if (!quiet)
2575 { 2851 {
2576 if (tmp == 0) 2852 if (tmp == 0)
2577 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2853 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2578 else if (tmp == 2) 2854 else if (tmp == 2)
2579 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2855 pl->failmsg ("You must get it first!\n");
2580 } 2856 }
2857
2581 return tmp; 2858 return tmp;
2582} 2859}
2583 2860
2584/** 2861/**
2585 * player_apply_below attempts to apply the object 'below' the player. 2862 * 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 2863 * If the player has an open container, we use that for below, otherwise
2587 * we use the ground. 2864 * we use the ground.
2588 */ 2865 */
2589
2590void 2866void
2591player_apply_below (object *pl) 2867player_apply_below (object *pl)
2592{ 2868{
2593 int floors = 0; 2869 int floors = 0;
2594 2870
2613 * person moving on it, also activate. Added code to make it 2889 * person moving on it, also activate. Added code to make it
2614 * so that at least one of players movement types be that which 2890 * so that at least one of players movement types be that which
2615 * the item needs. 2891 * the item needs.
2616 */ 2892 */
2617 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2893 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2618 {
2619 if (player_apply (pl, tmp, 0, 1) == 1) 2894 if (player_apply (pl, tmp, 0, 1) == 1)
2620 return; 2895 return;
2621 } 2896
2622 if (floors >= 2) 2897 if (floors >= 2)
2623 return; /* process at most two floor objects */ 2898 return; /* process at most two floor objects */
2624 } 2899 }
2625} 2900}
2626 2901
2631 * to keep the size of apply_special to a more managable size. 2906 * to keep the size of apply_special to a more managable size.
2632 */ 2907 */
2633static int 2908static int
2634unapply_special (object *who, object *op, int aflags) 2909unapply_special (object *who, object *op, int aflags)
2635{ 2910{
2636 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2911 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2912 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2637 return RESULT_INT (0); 2913 return RESULT_INT (0);
2638 2914
2639 object *tmp2;
2640
2641 CLEAR_FLAG (op, FLAG_APPLIED); 2915 CLEAR_FLAG (op, FLAG_APPLIED);
2642 2916
2643 switch (op->type) 2917 switch (op->type)
2644 { 2918 {
2919 case SKILL_TOOL:
2920 // unapplying a skill tool should also unapply the skill it governs
2921 // but this is hard, as it shouldn't do so when the skill can
2922 // be used for other reasons
2923 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2924 if (tmp->skill == op->skill
2925 && tmp->type == SKILL
2926 && tmp->flag [FLAG_APPLIED]
2927 && !tmp->flag [FLAG_CAN_USE_SKILL])
2928 unapply_special (who, tmp, 0);
2929
2930 change_abil (who, op);
2931 break;
2932
2645 case WEAPON: 2933 case WEAPON:
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2934 if (player *pl = who->contr)
2935 if (op == pl->combat_ob)
2936 {
2937 pl->combat_ob = 0;
2938 who->change_weapon (pl->ranged_ob);
2939 }
2647 2940
2941 who->statusmsg (format ("You unwield %s.", query_name (op)));
2942
2648 (void) change_abil (who, op); 2943 change_abil (who, op);
2649 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2944 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2651 clear_skill (who);
2652 break; 2945 break;
2653 2946
2654 case SKILL: /* allows objects to impart skills */
2655 case SKILL_TOOL: 2947 case SKILL:
2656 if (op != who->chosen_skill) 2948 if (who->contr)
2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2658
2659 if (who->type == PLAYER)
2660 { 2949 {
2661 if (who->contr->ranged_ob == op) 2950 if (IS_COMBAT_SKILL (op->subtype))
2662 { 2951 who->change_weapon (who->contr->combat_ob = 0);
2663 who->contr->ranged_skill = 0; 2952 else if (IS_RANGED_SKILL (op->subtype))
2664 who->contr->ranged_ob = 0; 2953 who->change_weapon (who->contr->ranged_ob = 0);
2665 }
2666 2954
2667 if (!op->invisible) 2955 if (op->invisible)
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2956 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2669 else 2957 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2958 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2671 } 2959 }
2672 2960
2673 change_abil (who, op); 2961 change_abil (who, op);
2674 who->chosen_skill = 0;
2675 CLEAR_FLAG (who, FLAG_READY_SKILL); 2962 CLEAR_FLAG (who, FLAG_READY_SKILL);
2676 break; 2963 break;
2677 2964
2678 case ARMOUR: 2965 case ARMOUR:
2679 case HELMET: 2966 case HELMET:
2683 case GLOVES: 2970 case GLOVES:
2684 case AMULET: 2971 case AMULET:
2685 case GIRDLE: 2972 case GIRDLE:
2686 case BRACERS: 2973 case BRACERS:
2687 case CLOAK: 2974 case CLOAK:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2975 who->statusmsg (format ("You unwear %s.", query_name (op)));
2689 (void) change_abil (who, op); 2976 change_abil (who, op);
2690 break;
2691 case LAMP:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2693 tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x;
2695 tmp2->y = op->y;
2696 tmp2->map = op->map;
2697 tmp2->below = op->below;
2698 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704
2705 if (who->type == PLAYER)
2706 esrv_del_item (who->contr, op->count);
2707
2708 op->destroy ();
2709 insert_ob_in_ob (tmp2, who);
2710 who->update_stats ();
2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712 {
2713 if (who->type == PLAYER)
2714 {
2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717 }
2718 }
2719 if (who->type == PLAYER)
2720 esrv_send_item (who, tmp2);
2721 return 1; /* otherwise, an attempt to drop causes problems */
2722 break; 2977 break;
2723 2978
2724 case BOW: 2979 case BOW:
2725 case WAND: 2980 case WAND:
2726 case ROD: 2981 case ROD:
2727 case HORN: 2982 case HORN:
2728 clear_skill (who); 2983 if (player *pl = who->contr)
2729 if (who->type == PLAYER)
2730 { 2984 {
2731 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2985 if (op == pl->ranged_ob)
2986 {
2987 pl->ranged_ob = 0;
2988 who->change_weapon (pl->combat_ob);
2989 }
2732 2990
2733 who->contr->ranged_skill = 0; 2991 who->statusmsg (format ("You unready %s.", query_name (op)));
2734 who->contr->ranged_ob = 0;
2735 } 2992 }
2736 else 2993 else
2737 { 2994 {
2995 who->change_skill (0);
2996
2738 if (op->type == BOW) 2997 if (op->type == BOW)
2739 CLEAR_FLAG (who, FLAG_READY_BOW); 2998 CLEAR_FLAG (who, FLAG_READY_BOW);
2740 else 2999 else
2741 CLEAR_FLAG (who, FLAG_READY_RANGE); 3000 CLEAR_FLAG (who, FLAG_READY_RANGE);
2742 } 3001 }
2743 3002
2744 break; 3003 break;
2745 3004
2746 case BUILDER: 3005 case BUILDER:
2747 if (who->type == PLAYER) 3006 if (who->contr)
2748 { 3007 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; 3008 break;
2755 3009
2756 default: 3010 default:
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3011 who->statusmsg (format ("You unapply %s.", query_name (op)));
2758 break; 3012 break;
2759 } 3013 }
2760 3014
3015 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3016 if (object *pl = op->visible_to ())
3017 esrv_send_item (pl, op);
3018
2761 who->update_stats (); 3019 who->update_stats ();
2762 3020
2763 if (!(aflags & AP_NO_MERGE))
2764 {
2765 object *tmp;
2766
2767 tmp = merge_ob (op, NULL);
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
2776 esrv_send_item (who, op);
2777 }
2778 }
2779 return 0; 3021 return 0;
2780} 3022}
2781 3023
2782/** 3024/**
2783 * Returns the object that is using location 'loc'. 3025 * Returns the object that is using location 'loc'.
2784 * Note that 'start' is the first object to start examing - we 3026 * 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 3027 * then go through the below of this. In this way, you can do
2786 * something like: 3028 * something like:
2787 * tmp = get_item_from_body_location(who->inv, 1); 3029 * tmp = get_next_item_from_body_location(who->inv, 1);
2788 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3030 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2789 * to find the second object that may use this location, etc. 3031 * to find the second object that may use this location, etc.
2790 * Returns NULL if no match is found. 3032 * Returns NULL if no match is found.
2791 * loc is the index into the array we are looking for a match. 3033 * loc is the index into the array we are looking for a match.
2792 * don't return invisible objects unless they are skill objects 3034 * don't return invisible objects unless they are skill objects
2793 * invisible other objects that use 3035 * invisible other objects that use
2794 * up body locations can be used as restrictions. 3036 * up body locations can be used as restrictions.
2795 */ 3037 */
2796object * 3038static object *
2797get_item_from_body_location (object *start, int loc) 3039get_next_item_from_body_location (int loc, object *start)
2798{ 3040{
2799 object *tmp;
2800
2801 if (!start)
2802 return NULL;
2803
2804 for (tmp = start; tmp; tmp = tmp->below) 3041 for (object *tmp = start; tmp; tmp = tmp->below)
2805 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 3042 if (tmp->flag [FLAG_APPLIED]
3043 && tmp->slot[loc].info
3044 && (!tmp->invisible || tmp->type == SKILL))
2806 return tmp; 3045 return tmp;
2807 3046
2808 return NULL; 3047 return 0;
2809} 3048}
2810
2811
2812 3049
2813/** 3050/**
2814 * 'op' wants to apply an object, but can't because of other equipment. 3051 * 'op' wants to apply an object, but can't because of other equipment.
2815 * This should only be called when it is known 3052 * This should only be called when it is known
2816 * that there are objects to unapply. This makes pretty heavy 3053 * that there are objects to unapply. This makes pretty heavy
2819 * Returns 0 on success, returns 1 if there is some problem. 3056 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 3057 * 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 3058 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 3059 * another function that does just that.
2823 */ 3060 */
3061
3062#define CANNOT_REMOVE_CURSED \
3063 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3064 "Praying over an altar, scrolls of remove curse/damnation, " \
3065 "priests or even other players might help.>"
3066
2824int 3067int
2825unapply_for_ob (object *who, object *op, int aflags) 3068unapply_for_ob (object *who, object *op, int aflags)
2826{ 3069{
2827 int i; 3070 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) 3071 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2836 {
2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3072 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))) 3073 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 3074 {
2841 if (aflags & AP_PRINT) 3075 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3076 who->failmsg (query_name (tmp));
2843 else 3077 else
2844 unapply_special (who, tmp, aflags); 3078 unapply_special (who, tmp, aflags);
2845 } 3079 }
2846 else 3080 else
2847 { 3081 {
2848 /* In this case, we want to try and remove a cursed item. 3082 /* 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 3083 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 3084 * at least generate the message.
2851 */ 3085 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 3086 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; 3087 return 1;
2854 }
2855
2856 } 3088 }
2857 }
2858 }
2859 3089
2860 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3090 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2861 { 3091 {
2862 /* this used up a slot that we need to free */ 3092 /* this used up a slot that we need to free */
2863 if (op->body_info[i]) 3093 if (op->slot[i].info)
2864 { 3094 {
2865 last = who->inv; 3095 object *last = who->inv;
2866 3096
2867 /* We do a while loop - may need to remove several items in order 3097 /* We do a while loop - may need to remove several items in order
2868 * to free up enough slots. 3098 * to free up enough slots.
2869 */ 3099 */
2870 while ((who->body_used[i] + op->body_info[i]) < 0) 3100 while ((who->slot[i].used + op->slot[i].info) < 0)
2871 { 3101 {
2872 tmp = get_item_from_body_location (last, i); 3102 object *tmp = get_next_item_from_body_location (i, last);
3103
2873 if (!tmp) 3104 if (!tmp)
2874 { 3105 {
2875#if 0 3106#if 0
2876 /* Not a bug - we'll get this if the player has cursed items 3107 /* Not a bug - we'll get this if the player has cursed items
2877 * equipped. 3108 * equipped.
2878 */ 3109 */
2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 3110 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2880#endif 3111#endif
2881 return 1; 3112 return 1;
2882 } 3113 }
3114
2883 /* If we are just printing, we don't care about cursed status */ 3115 /* 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)))) 3116 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2885 { 3117 {
2886 if (aflags & AP_PRINT) 3118 if (aflags & AP_PRINT)
2887 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3119 who->failmsg (query_name (tmp));
2888 else 3120 else
2889 unapply_special (who, tmp, aflags); 3121 unapply_special (who, tmp, aflags);
2890 } 3122 }
2891 else 3123 else
2892 { 3124 {
2893 /* Cursed item that we can't unequip - tell the player. 3125 /* Cursed item that we can't unequip - tell the player.
2894 * Note this could be annoying if this is just one of a few, 3126 * 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 3127 * so it may not be critical (eg, putting on a ring and you have
2896 * one cursed ring.) 3128 * one cursed ring.)
2897 */ 3129 */
2898 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3130 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2899 } 3131 }
3132
2900 last = tmp->below; 3133 last = tmp->below;
2901 } 3134 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3135 /* 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. 3136 * return in the !tmp would have kicked in.
2904 */ 3137 */
2905 } /* if op is using this body location */ 3138 } /* if op is using this body location */
2906 } /* for body lcoations */ 3139 } /* for body lcoations */
3140
2907 return 0; 3141 return 0;
2908} 3142}
2909 3143
2910/** 3144/**
2911 * Checks to see if 'who' can apply object 'op'. 3145 * Checks to see if 'who' can apply object 'op'.
2912 * Returns 0 if apply can be done without anything special. 3146 * Returns 0 if apply can be done without anything special.
2913 * Otherwise returns a bitmask - potentially several of these may be 3147 * Otherwise returns a bitmask - potentially several of these may be
2914 * set, but largely depends on circumstance - in the future, processing 3148 * set, but largely depends on circumstance - in the future, processing
2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3149 * 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?) 3150 * is set, do we really care what the other flags may be?)
2917 * 3151 *
2918 * See include/define.h for detailed description of the meaning of 3152 * See include/define.h for detailed description of the meaning of
2919 * these return values. 3153 * these return values.
2920 */ 3154 */
2921int 3155int
2922can_apply_object (object *who, object *op) 3156can_apply_object (object *who, object *op)
2923{ 3157{
2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 3158 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2925 return RESULT_INT (0); 3159 return RESULT_INT (0);
2926 3160
2927 int i, retval = 0; 3161 int retval = 0;
2928 object *tmp = NULL, *ws = NULL; 3162 object *tmp = 0, *ws = 0;
2929 3163
2930 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3164 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 { 3165 {
2937 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3166 if (op->slot[i].info)
2938 { 3167 {
2939 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3168 /* Item uses more slots than we have */
3169 if (who->slot[i].info + op->slot [i].info < 0)
2940 { 3170 {
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' 3171 /* Could return now for efficiency - rest of info below isn't
2955 * really needed. 3172 * really needed.
2956 */ 3173 */
2957 retval |= CAN_APPLY_NEVER; 3174 retval |= CAN_APPLY_NEVER;
2958 } 3175 }
2959 else if ((who->body_used[i] + op->body_info[i]) < 0) 3176 else if (who->slot[i].used + op->slot[i].info < 0)
2960 { 3177 {
2961 /* in this case, equipping this would use more free spots than 3178 /* in this case, equipping this would use more free spots than
2962 * we have. 3179 * we have.
2963 */ 3180 */
2964 object *tmp1;
2965
2966 3181
2967 /* if we have an applied weapon/shield, and unapply it would free 3182 /* 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 3183 * enough slots to equip the new item, then just set "can
2969 * continue. We don't care about the logic below - if you have 3184 * 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 3185 * shield equipped and try to equip another shield, there is only
2971 * one choice. However, the check for the number of body locations 3186 * one choice. However, the check for the number of body locations
2972 * does take into the account cases where what is being applied 3187 * does take into the account cases where what is being applied
2973 * may be two handed for example. 3188 * may be two handed for example.
2974 */ 3189 */
2975 if (ws) 3190 if (ws)
2976 { 3191 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 { 3192 {
2979 retval |= CAN_APPLY_UNAPPLY; 3193 retval |= CAN_APPLY_UNAPPLY;
2980 continue; 3194 continue;
2981 } 3195 }
2982 }
2983 3196
2984 tmp1 = get_item_from_body_location (who->inv, i); 3197 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2985 if (!tmp1) 3198 if (!tmp1)
2986 { 3199 {
2987#if 0 3200#if 0
2988 /* This is sort of an error, but happens a lot when old players 3201 /* 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. 3202 * join in with more stuff equipped than they are now allowed.
2997 /* need to unapply something. However, if this something 3210 /* need to unapply something. However, if this something
2998 * is different than we had found before, it means they need 3211 * is different than we had found before, it means they need
2999 * to apply multiple objects 3212 * to apply multiple objects
3000 */ 3213 */
3001 retval |= CAN_APPLY_UNAPPLY; 3214 retval |= CAN_APPLY_UNAPPLY;
3215
3002 if (!tmp) 3216 if (!tmp)
3003 tmp = tmp1; 3217 tmp = tmp1;
3004 else if (tmp != tmp1) 3218 else if (tmp != tmp1)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY_MULT; 3219 retval |= CAN_APPLY_UNAPPLY_MULT;
3007 } 3220
3008 /* This object isn't using up all the slots, so there must 3221 /* 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 3222 * be another. If so, and it the new item doesn't need all
3010 * the slots, the player then has a choice. 3223 * the slots, the player then has a choice.
3011 */ 3224 */
3012 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3225 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3226 && abs (op->slot[i].info) < who->slot[i].info)
3013 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3227 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3014 3228
3015 /* Does unequippint 'tmp1' free up enough slots for this to be 3229 /* Does unequippint 'tmp1' free up enough slots for this to be
3016 * equipped? If not, there must be something else to unapply. 3230 * equipped? If not, there must be something else to unapply.
3017 */ 3231 */
3018 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3232 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3019 retval |= CAN_APPLY_UNAPPLY_MULT; 3233 retval |= CAN_APPLY_UNAPPLY_MULT;
3020
3021 } 3234 }
3022 } /* if not enough free slots */ 3235 } /* if not enough free slots */
3023 } /* if this object uses location i */ 3236 } /* if this object uses location i */
3024 } /* for i -> num_body_locations loop */ 3237 } /* for i -> num_body_locations loop */
3025 3238
3038 3251
3039 if (who->type != PLAYER) 3252 if (who->type != PLAYER)
3040 { 3253 {
3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3254 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3042 retval |= CAN_APPLY_RESTRICTION; 3255 retval |= CAN_APPLY_RESTRICTION;
3256
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3257 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3044 retval |= CAN_APPLY_RESTRICTION; 3258 retval |= CAN_APPLY_RESTRICTION;
3259
3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3260 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3046 retval |= CAN_APPLY_RESTRICTION; 3261 retval |= CAN_APPLY_RESTRICTION;
3262
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3263 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION; 3264 retval |= CAN_APPLY_RESTRICTION;
3049 } 3265 }
3050 3266
3051 return retval; 3267 return retval;
3066 * AP_UNAPPLY=always unapply). 3282 * AP_UNAPPLY=always unapply).
3067 * 3283 *
3068 * Optional flags: 3284 * Optional flags:
3069 * AP_NO_MERGE: don't merge an unapplied object with other objects 3285 * AP_NO_MERGE: don't merge an unapplied object with other objects
3070 * AP_IGNORE_CURSE: unapply cursed items 3286 * AP_IGNORE_CURSE: unapply cursed items
3287 * AP_NO_READY: do not ready skills when applying skill tools
3071 * 3288 *
3072 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3289 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3073 * 3290 *
3074 * apply_special() doesn't check for unpaid items. 3291 * apply_special() doesn't check for unpaid items.
3075 */ 3292 */
3293
3294#define LACK_ITEM_POWER \
3295 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3296
3076int 3297int
3077apply_special (object *who, object *op, int aflags) 3298apply_special (object *who, object *op, int aflags)
3078{ 3299{
3079 int basic_flag = aflags & AP_BASIC_FLAGS; 3300 int basic_flag = aflags & AP_BASIC_FLAGS;
3080 object *tmp, *tmp2, *skop = NULL; 3301 object *tmp, *tmp2, *skop = NULL;
3081 int i;
3082 3302
3083 if (who == NULL) 3303 if (who == NULL)
3084 { 3304 {
3085 LOG (llevError, "apply_special() from object without environment.\n"); 3305 LOG (llevError, "apply_special() from object without environment.\n");
3086 return 1; 3306 return 1;
3096 if (basic_flag == AP_APPLY) 3316 if (basic_flag == AP_APPLY)
3097 return 0; 3317 return 0;
3098 3318
3099 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3319 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3100 { 3320 {
3101 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3321 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3102 return 1; 3322 return 1;
3103 } 3323 }
3324
3104 return unapply_special (who, op, aflags); 3325 return unapply_special (who, op, aflags);
3105 } 3326 }
3106
3107 if (basic_flag == AP_UNAPPLY) 3327 else if (basic_flag == AP_UNAPPLY)
3108 return 0; 3328 return 0;
3109 3329
3110 i = can_apply_object (who, op); 3330 // if the item is combat/ranged, wield the relevant slot first
3331 // to resolve conflicts.
3332 if (player *pl = who->contr)
3333 switch (op->slottype ())
3334 {
3335 case slot_combat: who->change_weapon (pl->combat_ob); break;
3336 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3337 }
3338
3339 splay (op);
3111 3340
3112 /* Can't just apply this object. Lets see what not and what to do */ 3341 /* Can't just apply this object. Lets see what not and what to do */
3113 if (i) 3342 if (int i = can_apply_object (who, op))
3114 { 3343 {
3115 if (i & CAN_APPLY_NEVER) 3344 if (i & CAN_APPLY_NEVER)
3116 { 3345 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3346 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; 3347 return 1;
3119 } 3348 }
3120 else if (i & CAN_APPLY_RESTRICTION) 3349 else if (i & CAN_APPLY_RESTRICTION)
3121 { 3350 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3351 who->failmsg (format (
3352 "You have a prohibition against using a %s. "
3353 "H<Your belief, profession or class prevents you from applying this item.>",
3354 query_name (op)
3355 ));
3123 return 1; 3356 return 1;
3124 } 3357 }
3358
3125 if (who->type != PLAYER) 3359 if (who->type != PLAYER)
3126 { 3360 {
3127 /* Some error, so don't try to equip something more */ 3361 /* Some error, so don't try to equip something more */
3128 if (unapply_for_ob (who, op, aflags)) 3362 if (unapply_for_ob (who, op, aflags))
3129 return 1; 3363 return 1;
3130 } 3364 }
3131 else 3365 else
3132 { 3366 {
3133 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3367 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3134 { 3368 {
3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3369 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3136 unapply_for_ob (who, op, AP_PRINT); 3370 unapply_for_ob (who, op, AP_PRINT);
3137 return 1; 3371 return 1;
3138 } 3372 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3373 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3140 {
3141 i = unapply_for_ob (who, op, aflags); 3374 if (unapply_for_ob (who, op, aflags))
3142 if (i)
3143 return 1; 3375 return 1;
3144 }
3145 } 3376 }
3146 } 3377 }
3147 3378
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3379 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 { 3380 {
3150 skop = find_skill_by_name (who, op->skill); 3381 skop = find_skill_by_name (who, op->skill);
3382
3151 if (!skop) 3383 if (!skop)
3152 { 3384 {
3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3385 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3154 return 1; 3386 return 1;
3155 } 3387 }
3156 else 3388 else
3157 /* While experience will be credited properly, we want to change the 3389 /* While experience will be credited properly, we want to change the
3158 * skill so that the dam and wc get updated 3390 * skill so that the dam and wc get updated
3159 */ 3391 */
3160 change_skill (who, skop, 0); 3392 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 { 3393 }
3165 new_draw_info (NDI_UNIQUE, 0, who, 3394
3395 if (who->type == PLAYER
3396 && op->item_power
3397 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3398 {
3166 "Equipping that combined with other items would consume your soul! " 3399 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; 3400 return 1;
3169 } 3401 }
3170
3171 3402
3172 /* Ok. We are now at the state where we can apply the new object. 3403 /* 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_... 3404 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object. 3405 * below - that is already taken care of by can_apply_object.
3175 */ 3406 */
3176 3407 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 3408
3182 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3409 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3183 return RESULT_INT (0); 3410 return RESULT_INT (0);
3184 3411
3185 switch (op->type) 3412 switch (op->type)
3186 { 3413 {
3187 case WEAPON: 3414 case WEAPON:
3188 if (!check_weapon_power (who, op->last_eat)) 3415 if (!check_weapon_power (who, op->last_eat))
3189 { 3416 {
3190 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3417 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!."); 3418
3192 if (tmp != NULL) 3419 if (tmp)
3193 (void) insert_ob_in_ob (tmp, who); 3420 insert_ob_in_ob (tmp, who);
3421
3194 return 1; 3422 return 1;
3195 } 3423 }
3196 3424
3197 //TODO: this obviously fails for players using a shiorter prefix 3425 //TODO: this obviously fails for players using a shorter prefix
3198 // i.e. "R" can use Ragnarok's swors. 3426 // i.e. "R" can use Ragnarok's sword.
3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3427 if (op->level && !op->name.starts_with (who->name))
3200 { 3428 {
3201 /* if the weapon does not have the name as the character, can't use it. */ 3429 /* 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) */ 3430 /* (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."); 3431 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3204 3432
3205 if (tmp) 3433 if (tmp)
3206 insert_ob_in_ob (tmp, who); 3434 insert_ob_in_ob (tmp, who);
3207 3435
3208 return 1; 3436 return 1;
3209 } 3437 }
3210 3438
3439 if (!skop)
3440 {
3441 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3442 return 1;
3443 }
3444
3211 SET_FLAG (op, FLAG_APPLIED); 3445 SET_FLAG (op, FLAG_APPLIED);
3212
3213 if (skop)
3214 change_skill (who, skop, 1); 3446 who->change_skill (skop);
3215 3447
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3448 if (who->contr)
3449 who->change_weapon (who->contr->combat_ob = op);
3450
3451 who->statusmsg (format ("You wield %s.", query_name (op)));
3452
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3453 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); 3454 change_abil (who, op);
3222 break; 3455 break;
3223 3456
3224 case ARMOUR: 3457 case ARMOUR:
3225 case HELMET: 3458 case HELMET:
3230 case BRACERS: 3463 case BRACERS:
3231 case CLOAK: 3464 case CLOAK:
3232 case RING: 3465 case RING:
3233 case AMULET: 3466 case AMULET:
3234 SET_FLAG (op, FLAG_APPLIED); 3467 SET_FLAG (op, FLAG_APPLIED);
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3468 who->statusmsg (format ("You wear %s.", query_name (op)));
3236 change_abil (who, op); 3469 change_abil (who, op);
3237 break; 3470 break;
3238 3471
3239 case LAMP: 3472 case SKILL_TOOL:
3240 if (op->stats.food < 1) 3473 // applying a skill tool also readies the skill
3474 SET_FLAG (op, FLAG_APPLIED);
3475
3476 if (!(aflags & AP_NO_READY))
3241 { 3477 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3478 skop = find_skill_by_name (who, op->skill);
3243 return 1; 3479 if (!skop->flag [FLAG_APPLIED])
3480 apply_special (who, skop, AP_APPLY);
3244 } 3481 }
3482 break;
3245 3483
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3484 case SKILL:
3247 tmp2 = arch_to_object (op->other_arch); 3485 if (player *pl = who->contr)
3248 tmp2->stats.food = op->stats.food;
3249 SET_FLAG (tmp2, FLAG_APPLIED);
3250
3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3252 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253
3254 insert_ob_in_ob (tmp2, who);
3255
3256 /* Remove the old lantern */
3257 if (who->type == PLAYER)
3258 esrv_del_item (who->contr, op->count);
3259
3260 op->destroy ();
3261
3262 /* insert the portion that was split off */
3263 if (tmp)
3264 { 3486 {
3265 insert_ob_in_ob (tmp, who); 3487 if (IS_COMBAT_SKILL (op->subtype))
3266 if (who->type == PLAYER)
3267 esrv_send_item (who, tmp);
3268 }
3269
3270 who->update_stats ();
3271
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 {
3274 if (who->type == PLAYER)
3275 { 3488 {
3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3489 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3490 {
3491 for (object *item = who->inv; item; item = item->below)
3492 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3493 {
3494 if (item->skill == op->skill)
3495 {
3496 who->change_weapon (pl->combat_ob = item);
3497 goto found_weapon;
3498 }
3499 }
3500
3501 who->failmsg (format (
3502 "You need to apply a '%s' melee weapon before readying this skill. "
3503 "H<Some skills need an item, in this case a melee weapon, to function.>",
3504 &op->skill
3505 ));
3506 return 1;
3507
3508 found_weapon:;
3509 }
3510 else
3511 who->change_weapon (pl->combat_ob = op);
3278 } 3512 }
3279 } 3513 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 { 3514 {
3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3515 if (skill_flags [op->subtype] & SF_NEED_BOW)
3516 {
3517 for (object *item = who->inv; item; item = item->below)
3518 if (item->type == BOW && item->flag [FLAG_APPLIED])
3519 {
3520 //TODO: bows should/must all have skill missile weapon right now
3521 who->change_weapon (pl->ranged_ob = item);
3522 goto found_bow;
3523 }
3524
3525 who->failmsg (
3526 "You need to apply a missile weapon before readying this skill. "
3527 "H<Some skills need an item, in this case a missile weapon, to function.>"
3528 );
3292 return 1; 3529 return 1;
3530
3531 found_bow:;
3532 }
3533 else
3534 who->change_weapon (pl->ranged_ob = op);
3293 } 3535 }
3294
3295 if (who->type == PLAYER)
3296 {
3297 who->contr->ranged_skill = who;
3298 who->contr->ranged_ob = op;
3299 3536
3300 if (!op->invisible) 3537 if (!op->invisible)
3301 { 3538 {
3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3539 who->statusmsg (format (
3303 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3540 "You ready %s."
3541 "You can now use the skill: %s.",
3542 query_name (op),
3543 &op->skill
3544 ));
3304 } 3545 }
3305 else 3546 else
3306 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3547 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3307 } 3548 }
3308 3549 else
3550 {
3309 SET_FLAG (op, FLAG_APPLIED); 3551 SET_FLAG (op, FLAG_APPLIED);
3310 change_abil (who, op); 3552 change_abil (who, op);
3311 who->chosen_skill = op; 3553 who->chosen_skill = op;
3312 SET_FLAG (who, FLAG_READY_SKILL); 3554 SET_FLAG (who, FLAG_READY_SKILL);
3555 }
3556
3313 break; 3557 break;
3314 3558
3315 case BOW: 3559 case BOW:
3316 if (!check_weapon_power (who, op->last_eat)) 3560 if (!check_weapon_power (who, op->last_eat))
3317 { 3561 {
3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3562 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 3563
3321 if (tmp) 3564 if (tmp)
3322 insert_ob_in_ob (tmp, who); 3565 insert_ob_in_ob (tmp, who);
3323 3566
3324 return 1; 3567 return 1;
3325 } 3568 }
3326 3569
3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3570 if (op->level && !op->name.starts_with (who->name))
3328 { 3571 {
3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3572 who->failmsg ("The weapon does not recognize you as its owner. "
3573 "H<Its name indicates that it belongs to somebody else.>");
3330 if (tmp != NULL) 3574 if (tmp)
3331 insert_ob_in_ob (tmp, who); 3575 insert_ob_in_ob (tmp, who);
3332 3576
3333 return 1; 3577 return 1;
3334 } 3578 }
3335 3579
3336 /*FALLTHROUGH*/ 3580 /*FALLTHROUGH*/
3337 case WAND: 3581 case WAND:
3338 case ROD: 3582 case ROD:
3339 case HORN: 3583 case HORN:
3340 /* check for skill, alter player status */ 3584 /* check for skill, alter player status */
3585
3586 if (!skop)
3587 {
3588 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3589 return 1;
3590 }
3591
3341 SET_FLAG (op, FLAG_APPLIED); 3592 SET_FLAG (op, FLAG_APPLIED);
3342 if (skop)
3343 change_skill (who, skop, 0); 3593 who->change_skill (skop);
3344 3594
3345 if (who->type == PLAYER) 3595 if (who->contr)
3346 { 3596 {
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3597 who->contr->ranged_ob = op;
3598
3599 who->statusmsg (format ("You ready %s.", query_name (op)));
3348 3600
3349 if (op->type == BOW) 3601 if (op->type == BOW)
3350 { 3602 {
3603 who->current_weapon = op;
3351 change_abil (who, op); 3604 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)); 3605 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3354 } 3606 }
3355
3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3357 who->contr->ranged_ob = op;
3358 } 3607 }
3359 else 3608 else
3360 { 3609 {
3361 if (op->type == BOW) 3610 if (op->type == BOW)
3362 SET_FLAG (who, FLAG_READY_BOW); 3611 SET_FLAG (who, FLAG_READY_BOW);
3367 break; 3616 break;
3368 3617
3369 case BUILDER: 3618 case BUILDER:
3370 if (who->type == PLAYER) 3619 if (who->type == PLAYER)
3371 { 3620 {
3621 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3622 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3373 unapply_special (who, who->contr->ranged_ob, 0); 3623 unapply_special (who, who->contr->ranged_ob, 0);
3374 3624
3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3625 who->statusmsg (format ("You ready your %s.", query_name (op)));
3376 3626
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op; 3627 who->contr->ranged_ob = op;
3379 } 3628 }
3380 break; 3629 break;
3381 3630
3382 default: 3631 default:
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3632 who->statusmsg (format ("You apply %s.", query_name (op)));
3384 } /* end of switch op->type */ 3633 }
3385 3634
3386 SET_FLAG (op, FLAG_APPLIED); 3635 SET_FLAG (op, FLAG_APPLIED);
3387 3636
3388 if (tmp != NULL) 3637 if (tmp)
3389 tmp = insert_ob_in_ob (tmp, who); 3638 who->insert (tmp);
3390 3639
3391 who->update_stats (); 3640 who->update_stats ();
3392 3641
3393 /* We exclude spell casting objects. The fire code will set the 3642 /* We exclude spell casting objects. The fire code will set the
3394 * been applied flag when they are used - until that point, 3643 * been applied flag when they are used - until that point,
3396 */ 3645 */
3397 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3646 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3398 SET_FLAG (op, FLAG_BEEN_APPLIED); 3647 SET_FLAG (op, FLAG_BEEN_APPLIED);
3399 3648
3400 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3649 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3401 {
3402 if (who->type == PLAYER) 3650 if (who->type == PLAYER)
3403 { 3651 {
3404 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3652 who->failmsg (
3653 "Oops, it feels deadly cold! "
3654 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3655 );
3405 SET_FLAG (op, FLAG_KNOWN_CURSED); 3656 SET_FLAG (op, FLAG_KNOWN_CURSED);
3406 } 3657 }
3407 }
3408 3658
3409 if (who->type == PLAYER) 3659 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); 3660 esrv_send_item (pl, op);
3416 }
3417 3661
3418 return 0; 3662 return 0;
3419} 3663}
3420 3664
3421int 3665int
3422monster_apply_special (object *who, object *op, int aflags) 3666monster_apply_special (object *who, object *op, int aflags)
3423{ 3667{
3424 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3668 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3425 return 1; 3669 return 1;
3670
3426 return apply_special (who, op, aflags); 3671 return apply_special (who, op, aflags);
3427} 3672}
3428 3673
3429/** 3674/**
3430 * Map was just loaded, handle op's initialisation. 3675 * Map was just loaded, handle op's initialisation.
3434int 3679int
3435auto_apply (object *op) 3680auto_apply (object *op)
3436{ 3681{
3437 object *tmp = NULL, *tmp2; 3682 object *tmp = NULL, *tmp2;
3438 int i; 3683 int i;
3684
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3439 3686
3440 switch (op->type) 3687 switch (op->type)
3441 { 3688 {
3442 case SHOP_FLOOR: 3689 case SHOP_FLOOR:
3443 if (!op->has_random_items ()) 3690 if (!op->has_random_items ())
3445 3692
3446 do 3693 do
3447 { 3694 {
3448 i = 10; /* let's give it 10 tries */ 3695 i = 10; /* let's give it 10 tries */
3449 while ((tmp = generate_treasure (op->randomitems, 3696 while ((tmp = generate_treasure (op->randomitems,
3450 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3697 op->stats.exp
3698 ? (int) op->stats.exp
3699 : max (op->map->difficulty, 5)))
3700 == NULL && --i);
3701
3451 if (tmp == NULL) 3702 if (tmp == NULL)
3452 return 0; 3703 return 0;
3704
3453 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3705 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3454 { 3706 {
3455 tmp->destroy (); 3707 tmp->destroy ();
3456 tmp = NULL; 3708 tmp = NULL;
3457 } 3709 }
3460 3712
3461 tmp->x = op->x; 3713 tmp->x = op->x;
3462 tmp->y = op->y; 3714 tmp->y = op->y;
3463 SET_FLAG (tmp, FLAG_UNPAID); 3715 SET_FLAG (tmp, FLAG_UNPAID);
3464 insert_ob_in_map (tmp, op->map, NULL, 0); 3716 insert_ob_in_map (tmp, op->map, NULL, 0);
3465 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3466 identify (tmp); 3717 identify (tmp);
3467 break; 3718 break;
3468 3719
3469 case TREASURE: 3720 case TREASURE:
3470 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3721 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3477 /* If we generated an object and put it in this object inventory, 3728 /* If we generated an object and put it in this object inventory,
3478 * move it to the parent object as the current object is about 3729 * move it to the parent object as the current object is about
3479 * to disappear. An example of this item is the random_* stuff 3730 * to disappear. An example of this item is the random_* stuff
3480 * that is put inside other objects. 3731 * that is put inside other objects.
3481 */ 3732 */
3482 for (tmp = op->inv; tmp; tmp = tmp2)
3483 {
3484 tmp2 = tmp->below;
3485 tmp->remove ();
3486
3487 if (op->env) 3733 if (op->env)
3488 insert_ob_in_ob (tmp, op->env); 3734 while (op->inv)
3489 else 3735 op->env->insert (op->inv);
3490 tmp->destroy ();
3491 }
3492 3736
3493 op->destroy (); 3737 op->destroy ();
3494 break; 3738 break;
3495 } 3739 }
3496 return tmp ? 1 : 0; 3740
3741 return !!tmp;
3497} 3742}
3498 3743
3499/** 3744/**
3500 * fix_auto_apply goes through the entire map every time a map 3745 * fix_auto_apply goes through the entire map every time a map
3501 * is loaded or swapped in and performs special actions for 3746 * is loaded or swapped in and performs special actions for
3515 3760
3516 if (tmp->inv) 3761 if (tmp->inv)
3517 { 3762 {
3518 object *invtmp, *invnext; 3763 object *invtmp, *invnext;
3519 3764
3520 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3765 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3521 { 3766 {
3522 invnext = invtmp->below; 3767 invnext = invtmp->below;
3523 3768
3524 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3769 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3525 auto_apply (invtmp); 3770 auto_apply (invtmp);
3526 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3771 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3527 { 3772 {
3528 while ((invtmp->stats.hp--) > 0) 3773 while (invtmp->stats.hp-- > 0)
3529 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3774 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3530 3775
3531 invtmp->randomitems = NULL; 3776 invtmp->randomitems = NULL;
3532 } 3777 }
3533 else if (invtmp && invtmp->arch 3778 else if (invtmp && invtmp->arch
3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3828 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3584 { 3829 {
3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3830 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3586 tmp->randomitems = NULL; 3831 tmp->randomitems = NULL;
3587 } 3832 }
3833
3588 // close all containers 3834 // close all containers
3589 else if (tmp->type == CONTAINER) 3835 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0; 3836 tmp->flag [FLAG_APPLIED] = 0;
3591 3837
3592 tmp = above; 3838 tmp = above;
3602 * Handles player eating food that temporarily changes status (resistances, stats). 3848 * Handles player eating food that temporarily changes status (resistances, stats).
3603 * This used to call cast_change_attr(), but 3849 * This used to call cast_change_attr(), but
3604 * that doesn't work with the new spell code. Since we know what 3850 * 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. 3851 * the food changes, just grab a force and use that instead.
3606 */ 3852 */
3607
3608void 3853void
3609eat_special_food (object *who, object *food) 3854eat_special_food (object *who, object *food)
3610{ 3855{
3611 object *force; 3856 object *force;
3612 int i, did_one = 0; 3857 int i, did_one = 0;
3613 sint8 k;
3614 3858
3615 force = get_archetype (FORCE_NAME); 3859 force = get_archetype (FORCE_NAME);
3616 3860
3617 for (i = 0; i < NUM_STATS; i++) 3861 for (i = 0; i < NUM_STATS; i++)
3618 { 3862 if (sint8 k = food->stats.stat (i))
3619 k = get_attr_value (&food->stats, i);
3620 if (k)
3621 { 3863 {
3622 set_attr_value (&force->stats, i, k); 3864 force->stats.stat (i) = k;
3623 did_one = 1; 3865 did_one = 1;
3624 } 3866 }
3625 }
3626 3867
3627 /* check if we can protect the eater */ 3868 /* check if we can protect the eater */
3628 for (i = 0; i < NROFATTACKS; i++) 3869 for (i = 0; i < NROFATTACKS; i++)
3629 { 3870 {
3630 if (food->resist[i] > 0) 3871 if (food->resist[i] > 0)
3649 /* check for hp, sp change */ 3890 /* check for hp, sp change */
3650 if (food->stats.hp != 0) 3891 if (food->stats.hp != 0)
3651 { 3892 {
3652 if (QUERY_FLAG (food, FLAG_CURSED)) 3893 if (QUERY_FLAG (food, FLAG_CURSED))
3653 { 3894 {
3654 assign (who->contr->killer, food->name); 3895 who->contr->killer = food;
3655 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3896 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3656 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3897 who->failmsg ("Eck!...that was poisonous!");
3657 } 3898 }
3658 else 3899 else
3659 { 3900 {
3660 if (food->stats.hp > 0) 3901 if (food->stats.hp > 0)
3661 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3902 who->statusmsg ("You begin to feel better.");
3662 else 3903 else
3663 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3904 who->failmsg ("Eck!...that was poisonous!");
3905
3664 who->stats.hp += food->stats.hp; 3906 who->stats.hp += food->stats.hp;
3665 } 3907 }
3666 } 3908 }
3909
3667 if (food->stats.sp != 0) 3910 if (food->stats.sp != 0)
3668 { 3911 {
3669 if (QUERY_FLAG (food, FLAG_CURSED)) 3912 if (QUERY_FLAG (food, FLAG_CURSED))
3670 { 3913 {
3671 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3914 who->failmsg ("You are drained of mana!");
3672 who->stats.sp -= food->stats.sp; 3915 who->stats.sp -= food->stats.sp;
3673 if (who->stats.sp < 0) 3916 if (who->stats.sp < 0)
3674 who->stats.sp = 0; 3917 who->stats.sp = 0;
3675 } 3918 }
3676 else 3919 else
3677 { 3920 {
3678 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3921 who->statusmsg ("You feel a rush of magical energy!");
3679 who->stats.sp += food->stats.sp; 3922 who->stats.sp += food->stats.sp;
3680 /* place limit on max sp from food? */ 3923 /* place limit on max sp from food? */
3681 } 3924 }
3682 } 3925 }
3926
3683 who->update_stats (); 3927 who->update_stats ();
3684} 3928}
3685 3929
3686/**
3687 * Designed primarily to light torches/lanterns/etc.
3688 * Also burns up burnable material too. First object in the inventory is
3689 * the selected object to "burn". -b.t.
3690 */
3691void
3692apply_lighter (object *who, object *lighter)
3693{
3694 object *item;
3695 int is_player_env = 0;
3696
3697 item = find_marked_object (who);
3698 if (item)
3699 {
3700 if (lighter->last_eat && lighter->stats.food)
3701 { /* 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 ();
3707
3708 lighter->nrof -= 1;
3709 oneLighter->nrof = 1;
3710 oneLighter->stats.food--;
3711 esrv_send_item (who, lighter);
3712 oneLighter = insert_ob_in_ob (oneLighter, who);
3713 esrv_send_item (who, oneLighter);
3714 }
3715 else
3716 lighter->stats.food--;
3717 }
3718 else if (lighter->last_eat)
3719 { /* 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);
3721 return;
3722 }
3723
3724 /* 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
3726 * objects at once.
3727 */
3728
3729 if (who == item->in_player ())
3730 is_player_env = 1;
3731
3732 save_throw_object (item, AT_FIRE, who);
3733
3734 if (item->destroyed ())
3735 {
3736 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3737 /* Need to update the player so that the players glow radius
3738 * gets changed.
3739 */
3740 if (is_player_env)
3741 who->update_stats ();
3742 }
3743 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);
3745 }
3746 else /* nothing to light */
3747 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3748
3749}
3750 3930
3751/** 3931/**
3752 * op made some mistake with a scroll, this takes care of punishment. 3932 * op made some mistake with a scroll, this takes care of punishment.
3753 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3754 */ 3934 */
3760 3940
3761 if (failure <= -1 && failure > -15) 3941 if (failure <= -1 && failure > -15)
3762 { /* wonder */ 3942 { /* wonder */
3763 object *tmp; 3943 object *tmp;
3764 3944
3765 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3945 op->failmsg ("Your spell warps!");
3766 tmp = get_archetype (SPELL_WONDER); 3946 tmp = get_archetype (SPELL_WONDER);
3767 cast_wonder (op, op, 0, tmp); 3947 cast_wonder (op, op, 0, tmp);
3768 tmp->destroy (); 3948 tmp->destroy ();
3769 } 3949 }
3770 else if (failure <= -15 && failure > -35) 3950 else if (failure <= -15 && failure > -35)
3771 { /* drain mana */ 3951 { /* drain mana */
3772 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3952 op->failmsg ("Your mana is drained!");
3773 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3774 if (op->stats.sp < 0) 3954 if (op->stats.sp < 0)
3775 op->stats.sp = 0; 3955 op->stats.sp = 0;
3776 } 3956 }
3777 else if (settings.spell_failure_effects == TRUE) 3957 else if (settings.spell_failure_effects == TRUE)
3778 { 3958 {
3779 if (failure <= -35 && failure > -60) 3959 if (failure <= -35 && failure > -60)
3780 { /* confusion */ 3960 { /* confusion */
3781 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3961 op->failmsg ("The magic recoils on you!");
3782 confuse_player (op, op, power); 3962 confuse_player (op, op, power);
3783 } 3963 }
3784 else if (failure <= -60 && failure > -70) 3964 else if (failure <= -60 && failure > -70)
3785 { /* paralysis */ 3965 { /* paralysis */
3786 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3966 op->failmsg ("The magic recoils and paralyzes you!");
3787 paralyze_player (op, op, power); 3967 paralyze_player (op, op, power);
3788 } 3968 }
3789 else if (failure <= -70 && failure > -80) 3969 else if (failure <= -70 && failure > -80)
3790 { /* blind */ 3970 { /* blind */
3791 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3971 op->failmsg ("The magic recoils on you!");
3792 blind_player (op, op, power); 3972 blind_player (op, op, power);
3793 } 3973 }
3794 else if (failure <= -80) 3974 else if (failure <= -80)
3795 { /* blast the immediate area */ 3975 { /* blast the immediate area */
3796 object *tmp;
3797
3798 tmp = get_archetype (LOOSE_MANA); 3976 object *tmp = get_archetype (LOOSE_MANA);
3799 cast_magic_storm (op, tmp, power); 3977 cast_magic_storm (op, tmp, power);
3800 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3978 op->failmsg ("You unleash uncontrolled mana!");
3801 tmp->destroy (); 3979 tmp->destroy ();
3802 } 3980 }
3803 } 3981 }
3804} 3982}
3805 3983
3825 */ 4003 */
3826 int i, j; 4004 int i, j;
3827 4005
3828 for (i = 0; i < NUM_STATS; i++) 4006 for (i = 0; i < NUM_STATS; i++)
3829 { 4007 {
3830 sint8 stat = get_attr_value (stats, i); 4008 int race_bonus = pl->arch->stats.stat (i);
3831 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 4009 sint8 stat = stats->stat (i) + ns->stat (i);
3832 4010
3833 stat += get_attr_value (ns, i);
3834 if (stat > 20 + race_bonus) 4011 if (stat > 20 + race_bonus)
3835 { 4012 {
3836 excess_stat++; 4013 excess_stat++;
3837 stat = 20 + race_bonus; 4014 stat = 20 + race_bonus;
3838 } 4015 }
3839 set_attr_value (stats, i, stat); 4016
4017 stats->stat (i) = stat;
3840 } 4018 }
3841 4019
3842 for (j = 0; excess_stat > 0 && j < 100; j++) 4020 for (j = 0; excess_stat > 0 && j < 100; j++)
3843 { /* try 100 times to assign excess stats */ 4021 { /* try 100 times to assign excess stats */
3844 int i = rndm (0, 6); 4022 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 4023
3848 if (i == CHA) 4024 if (i == CHA)
3849 continue; /* exclude cha from this */ 4025 continue; /* exclude cha from this */
4026
4027 int stat = stats->stat (i);
4028 int race_bonus = pl->arch->stats.stat (i);
3850 if (stat < 20 + race_bonus) 4029 if (stat < 20 + race_bonus)
3851 { 4030 {
3852 change_attr_value (stats, i, 1); 4031 change_attr_value (stats, i, 1);
3853 excess_stat--; 4032 excess_stat--;
3854 } 4033 }
3855 } 4034 }
3856 4035
3857 /* insert the randomitems from the change's treasurelist into 4036 /* insert the randomitems from the change's treasurelist into
3858 * the player ref: player.c 4037 * the player ref: player.c
3859 */ 4038 */
3860 if (change->randomitems != NULL) 4039 if (change->randomitems)
3861 give_initial_items (pl, change->randomitems); 4040 give_initial_items (pl, change->randomitems);
3862
3863 4041
3864 /* set up the face, for some races. */ 4042 /* set up the face, for some races. */
3865 4043
3866 /* first, look for the force object banning 4044 /* first, look for the force object banning
3867 * changing the face. Certain races never change face with class. 4045 * changing the face. Certain races never change face with class.
3868 */ 4046 */
3869 for (walk = pl->inv; walk != NULL; walk = walk->below) 4047 for (walk = pl->inv; walk; walk = walk->below)
3870 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4048 if (walk->name == shstr_NOCLASSFACECHANGE)
3871 flag_change_face = 0; 4049 flag_change_face = 0;
3872 4050
3873 if (flag_change_face) 4051 if (flag_change_face)
3874 { 4052 {
3875 pl->animation_id = GET_ANIM_ID (change);
3876 pl->face = change->face; 4053 pl->face = change->face;
3877 4054 pl->animation_id = change->animation_id;
3878 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4055 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3879 SET_FLAG (pl, FLAG_ANIMATE);
3880 else
3881 CLEAR_FLAG (pl, FLAG_ANIMATE);
3882 } 4056 }
3883 4057
3884 /* check the special case of can't use weapons */ 4058 /* check the special case of can't use weapons */
3885 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4059 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3886 if (!strcmp (change->name, "monk")) 4060 if (change->name == shstr_monk)
3887 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4061 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3888 4062
3889 break; 4063 break;
3890 } 4064 }
3891 } 4065 }
3912 char got[MAX_BUF]; 4086 char got[MAX_BUF];
3913 int len; 4087 int len;
3914 4088
3915 if (!pl || !transformer) 4089 if (!pl || !transformer)
3916 return; 4090 return;
4091
3917 marked = find_marked_object (pl); 4092 marked = find_marked_object (pl);
4093
3918 if (!marked) 4094 if (!marked)
3919 { 4095 {
3920 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4096 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3921 return; 4097 return;
3922 } 4098 }
4099
3923 if (!marked->slaying) 4100 if (!marked->slaying)
3924 { 4101 {
3925 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4102 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3926 return; 4103 return;
3927 } 4104 }
4105
3928 /* check whether they are compatible or not */ 4106 /* check whether they are compatible or not */
3929 find = strstr (marked->slaying, transformer->arch->name); 4107 find = strstr (&marked->slaying, transformer->arch->archname);
3930 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3931 { 4109 {
3932 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4110 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3933 return; 4111 return;
3934 } 4112 }
4113
3935 find += strlen (transformer->arch->name) + 1; 4114 find += strlen (transformer->arch->archname) + 1;
3936 /* Item can be used, now find how many and what it yields */ 4115 /* Item can be used, now find how many and what it yields */
3937 if (isdigit (*(find))) 4116 if (isdigit (*(find)))
3938 { 4117 {
3939 yield = atoi (find); 4118 yield = atoi (find);
3940 if (yield < 1) 4119 if (yield < 1)
3946 else 4125 else
3947 yield = 1; 4126 yield = 1;
3948 4127
3949 while (isdigit (*find)) 4128 while (isdigit (*find))
3950 find++; 4129 find++;
4130
3951 while (*find == ' ') 4131 while (*find == ' ')
3952 find++; 4132 find++;
4133
3953 memset (got, 0, MAX_BUF); 4134 memset (got, 0, MAX_BUF);
4135
3954 if ((separator = strchr (find, ';')) != NULL) 4136 if ((separator = strchr (find, ';')) != NULL)
3955 {
3956 len = separator - find; 4137 len = separator - find;
3957 }
3958 else 4138 else
3959 {
3960 len = strlen (find); 4139 len = strlen (find);
3961 } 4140
3962 if (len > MAX_BUF - 1) 4141 if (len > MAX_BUF - 1)
3963 len = MAX_BUF - 1; 4142 len = MAX_BUF - 1;
4143
3964 strcpy (got, find); 4144 strcpy (got, find);
3965 got[len] = '\0'; 4145 got[len] = '\0';
3966 4146
3967 /* Now create new item, remove used ones when required. */ 4147 /* Now create new item, remove used ones when required. */
3968 new_item = get_archetype (got); 4148 new_item = get_archetype (got);
3969 if (!new_item) 4149 if (!new_item)
3970 { 4150 {
3971 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4151 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3972 return; 4152 return;
3973 } 4153 }
3974 4154
3975 new_item->nrof = yield; 4155 new_item->nrof = yield;
4156
3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4157 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3977 insert_ob_in_ob (new_item, pl); 4158
3978 esrv_send_inventory (pl, pl); 4159 pl->insert (new_item);
3979 /* Eat up one item */ 4160 /* Eat up one item */
3980 decrease_ob_nr (marked, 1); 4161 marked->decrease ();
4162
3981 /* Eat one transformer if needed */ 4163 /* Eat one transformer if needed */
3982 if (transformer->stats.food) 4164 if (transformer->stats.food)
3983 if (--transformer->stats.food == 0) 4165 if (--transformer->stats.food == 0)
3984 decrease_ob_nr (transformer, 1); 4166 transformer->decrease ();
3985} 4167}
4168

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