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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 1.197 by root, Sat Oct 3 18:46:26 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 = msg_dynbuf; buf.clear ();
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
413 ****************************************************************************/ 398 ****************************************************************************/
414 399
415/** 400/**
401 * This function just checks whether who can handle equipping an item
402 * with item_power.
403 */
404
405bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
416 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
417 */ 418 */
418static int 419static int
419check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
420{ 421{
421 int count = 0; 422 int count = 0;
422 423
423 424 if (!item)
424 if (item == NULL)
425 return 0; 425 return 0;
426 426
427 op = op->below; 427 for (op = op->below; op; op = op->below)
428 while (op != NULL) 428 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) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* 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; 431 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 432
445 return count; 433 return count;
446} 434}
447 435
448/** 436/**
450 * op is typically the player, which is only 438 * op is typically the player, which is only
451 * really used to determine what space to look at. 439 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
453 */ 441 */
454static void 442static void
455eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 444{
457 object *prev; 445 object *prev;
458 446
459 prev = op; 447 prev = op;
460 op = op->below; 448 op = op->below;
461 449
462 while (op != NULL) 450 while (op)
463 { 451 {
464 if (strcmp (op->arch->name, item) == 0) 452 if (op->arch->archname == item)
465 { 453 {
466 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
467 { 455 {
468 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
469 return; 457 return;
470 } 458 }
471 else 459 else
472 { 460 {
473 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
474 nrof -= op->nrof; 462 nrof -= op->nrof;
475 } 463 }
464
476 op = prev; 465 op = prev;
477 } 466 }
467
478 prev = op; 468 prev = op;
479 op = op->below; 469 op = op->below;
480 } 470 }
481} 471}
482 472
483/** 473/**
484 * This checks to see of the player (who) is sufficient level to use a weapon
485 * with improvs improvements (typically last_eat). We take an int here
486 * instead of the object so that the improvement code can pass along the
487 * increased value to see if the object is usuable.
488 * we return 1 (true) if the player can use the weapon.
489 */
490static int
491check_weapon_power (const object *who, int improvs)
492{
493
494/* 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
496 * require high level in some combat skill, so we just use overall level.
497 */
498#if 1
499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
502 return 0;
503
504#else
505 int level = 0;
506
507 /* The skill system hands out wc and dam bonuses to fighters
508 * more generously than the old system (see fix_player). Thus
509 * we need to curtail the power of player enchanted weapons.
510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
511 * Note: Nothing should break by allowing this ratio to be different or
512 * using normal level - it is just a matter of play balance.
513 */
514 if (who->type == PLAYER)
515 {
516 object *wc_obj = NULL;
517
518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520 level = wc_obj->level;
521
522 if (!level)
523 {
524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
529 level = who->level;
530
531 return (improvs <= ((level / 5) + 5));
532#endif
533}
534
535/**
536 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
537 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
538 */ 476 */
539static int 477static int
540check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
541{ 479{
542 int count = 0; 480 int count = 0;
543 481
544 if (improver->slaying != NULL) 482 if (improver->slaying)
545 { 483 {
546 count = check_item (op, improver->slaying); 484 count = check_item (op, improver->slaying);
547 if (count < 1) 485 if (count < 1)
548 { 486 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 488 return 0;
554 } 489 }
555 } 490 }
556 else 491 else
557 count = 1; 492 count = 1;
560} 495}
561 496
562/** 497/**
563 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
564 */ 499 */
565int 500static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 502{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 503 stat += sacrifice_count;
571 weapon->last_eat++; 504 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 505 improver->decrease ();
573 decrease_ob (improver);
574 506
575 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
576 op->update_stats (); 508 op->update_stats ();
509
510 op->statusmsg (format (
511 "Your sacrifice was accepted.\n"
512 "Weapon's bonus to %s improved by %d.",
513 statname, sacrifice_count
514 ));
515
577 return 1; 516 return 1;
578} 517}
579 518
580/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 524#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 526#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 529#define IMPROVE_INT 10
591#define IMPROVE_POW 11 530#define IMPROVE_POW 11
592
593 531
594/** 532/**
595 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
597 */ 535 */
598
599int 536int
600prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
601{ 538{
602 int sacrifice_count, i; 539 int sacrifice_count, i;
603 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
604 541
605 if (weapon->level != 0) 542 if (weapon->level != 0)
606 { 543 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 544 op->failmsg ("Weapon is already prepared!");
608 return 0; 545 return 0;
609 } 546 }
547
610 for (i = 0; i < NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 549 if (weapon->resist[i])
612 break; 550 break;
613 551
614 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
621 { 559 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
623 return 0; 563 return 0;
624 } 564 }
565
625 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
627 return 0; 568 return 0;
569
628 weapon->level = isqrt (sacrifice_count); 570 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); 571 eat_item (op, improver->slaying, sacrifice_count);
631 572
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level
577 ));
633 578
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 582 slot at once! */
638 decrease_ob (improver); 583 improver->decrease ();
639 weapon->last_eat = 0; 584 weapon->last_eat = 0;
640 return 1; 585 return 1;
641} 586}
642
643 587
644/** 588/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 590 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
656improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
657{ 601{
658 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
659 603
660 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
663 } 606
664 if (weapon->level == 0) 607 if (weapon->level == 0)
665 { 608 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 612 return 0;
668 } 613 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 614
615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
670 { 617 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 619 return 0;
673 } 620 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 621
622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
675 { 624 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 625 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"); 626 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 627 "really want to improve it.");
679 return 0; 628 return 0;
680 } 629 }
630
681 /* This just increases damage by 5 points, no matter what. No sacrifice 631 /* 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, 632 * 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 633 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 634 * weapon can be improved.
685 */ 635 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 636 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 637 {
688 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 639 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); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 641 weapon->last_eat++;
692 642
693 weapon->item_power++; 643 weapon->item_power++;
694 decrease_ob (improver); 644 improver->decrease ();
695 return 1; 645 return 1;
696 } 646 }
647
697 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 649 {
699 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 651 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 652 if (weapon->weight < 1)
702 weapon->weight = 1; 653 weapon->weight = 1;
654
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 656 weapon->last_eat++;
705 weapon->item_power++; 657 weapon->item_power++;
706 decrease_ob (improver); 658 improver->decrease ();
707 return 1; 659 return 1;
708 } 660 }
661
709 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 663 {
711 weapon->magic++; 664 weapon->magic++;
712 weapon->last_eat++; 665 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 667 improver->decrease ();
715 weapon->item_power++; 668 weapon->item_power++;
716 return 1; 669 return 1;
717 } 670 }
718 671
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 677 sacrifice_needed *= 2;
725 678
726 sacrifice_count = check_sacrifice (op, improver); 679 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 680 if (sacrifice_count < sacrifice_needed)
728 { 681 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 683 return 0;
731 } 684 }
685
732 eat_item (op, improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 687 weapon->item_power++;
734 688
735 switch (improver->stats.sp) 689 switch (improver->stats.sp)
736 { 690 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 691 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"); 692 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"); 693 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"); 694 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"); 695 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"); 696 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"); 697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 698 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
753 } 700 }
701
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 703 return 0;
756} 704}
757 705
758/** 706/**
765{ 713{
766 object *otmp; 714 object *otmp;
767 715
768 if (op->type != PLAYER) 716 if (op->type != PLAYER)
769 return 0; 717 return 0;
718
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 720 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 721 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 722 return 0;
774 } 723 }
724
775 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
776 if (!otmp) 727 if (!otmp)
777 { 728 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 729 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; 730 return 0;
780 } 731 }
732
781 if (otmp->type != WEAPON && otmp->type != BOW) 733 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 734 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 735 op->failmsg ("Marked item is not a weapon or bow!");
784 return 0; 736 return 0;
785 } 737 }
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 738
739 op->statusmsg ("Applied weapon builder.");
740
787 improve_weapon (op, tmp, otmp); 741 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 742 esrv_send_item (op, otmp);
789 return 1; 743 return 1;
790} 744}
791 745
816{ 770{
817 object *tmp; 771 object *tmp;
818 772
819 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
820 { 774 {
821 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 775 op->failmsg ("This armour can not be enchanted any further!");
822 return 0; 776 return 0;
823 } 777 }
778
824 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 779 /* 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. 780 * 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 781 * Note - maybe add scrolls which make the random artifact versions (eg, armour
827 * of gnarg and what not?) 782 * of gnarg and what not?)
828 */ 783 */
829 if (armour->title) 784 if (armour->title)
830 { 785 {
831 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
832 return 0; 787 return 0;
833 } 788 }
834 789
835 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
837 */ 792 */
838 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
839 tmp = get_split_ob (armour, armour->nrof - 1);
840 else
841 tmp = NULL;
842 794
843 armour->magic++; 795 armour->magic++;
844 796
845 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
846 { 798 {
851 { 803 {
852 base = base - (base * settings.armor_speed_improvement) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++; 805 pow++;
854 } 806 }
855 807
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
857 } 809 }
858 else 810 else
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 811 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
860 812
861 if (!settings.armor_weight_linear) 813 if (!settings.armor_weight_linear)
862 { 814 {
863 int base = 100; 815 int base = 100;
864 int pow = 0; 816 int pow = 0;
867 { 819 {
868 base = base - (base * settings.armor_weight_reduction) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++; 821 pow++;
870 } 822 }
871 823
872 armour->weight = (armour->arch->clone.weight * base) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
873 } 825 }
874 else 826 else
875 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 827 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
876 828
877 if (armour->weight <= 0) 829 if (armour->weight <= 0)
878 { 830 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1; 832 armour->weight = 1;
881 } 833 }
882 834
883 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
884 836
885 if (op->type == PLAYER) 837 if (op->type == PLAYER)
886 { 838 {
887 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
889 op->update_stats (); 842 op->update_stats ();
890 } 843 }
891 decrease_ob (improver); 844
845 improver->decrease ();
846
892 if (tmp) 847 if (tmp)
893 { 848 op->insert (tmp);
894 insert_ob_in_ob (tmp, op); 849
895 esrv_send_item (op, tmp);
896 }
897 return 1; 850 return 1;
898} 851}
899
900 852
901/* 853/*
902 * convert_item() returns 1 if anything was converted, 0 if the item was not 854 * 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. 855 * what the converter wants, -1 if the converter is broken.
904 */ 856 *
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. 857 * Takes one type of items and makes another.
911 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
912 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
913 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
914 */ 861 */
915int 862int
916convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
917{ 864{
918 int nr = 0;
919 uint32 price_in; 865 sint64 nr, price_in;
866
867 if (item->flag [FLAG_UNPAID])
868 return 0;
869
870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp;
920 874
921 /* We make some assumptions - we assume if it takes money as it type, 875 /* 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 876 * it wants some amount. We don't make change (ie, if something costs
923 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
924 */ 878 */
925 if (!strcmp (CONV_FROM (converter), "money")) 879 if (conv_from == shstr_money)
926 { 880 {
927 int cost;
928
929 if (item->type != MONEY) 881 if (item->type != MONEY)
930 return 0; 882 return 0;
931 883
932 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
933 if (!nr) 885 if (!nr)
934 return 0; 886 return 0;
935 cost = nr * CONV_NEED (converter) / item->value; 887
936 /* take into account rounding errors */ 888 converter->play_sound (sound_find ("shop_buy"));
937 if (nr * CONV_NEED (converter) % item->value) 889
938 cost++; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
939 decrease_ob_nr (item, cost); 891
892 item->decrease (cost);
940 893
941 price_in = cost * item->value; 894 price_in = cost * item->value;
942 } 895 }
943 else 896 else
944 { 897 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 898 if (item->type == PLAYER
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
947 return 0; 901 return 0;
948 902
949 if (CONV_NEED (converter)) 903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
950 { 906 {
951 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
952 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
953 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
954 } 910 }
955 else 911 else
956 { 912 {
957 price_in = item->value; 913 price_in = item->value;
958 item->destroy (); 914 item->destroy ();
959 } 915 }
960 } 916 }
961 917
962 if (converter->inv != NULL) 918 if (converter->inv)
963 { 919 {
964 object *ob; 920 object *ob;
965 int i; 921 int i;
966 object *ob_to_copy; 922 object *ob_to_copy;
967 923
968 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 928 ob_to_copy = ob;
975 } 929
976 } 930 item = ob_to_copy->deep_clone ();
977 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 933 }
981 else 934 else
982 { 935 {
983 if (converter->other_arch == NULL) 936 if (!conv_to)
984 { 937 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 938 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); 939 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 940 return -1;
988 } 941 }
989 942
990 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 945 }
993 946
994 if (CONV_NR (converter)) 947 if (give)
995 item->nrof = CONV_NR (converter); 948 item->nrof = give;
949
996 if (nr) 950 if (nr)
997 item->nrof *= nr; 951 item->nrof *= nr;
998 if (is_in_shop (converter)) 952
953 if (converter->flag [FLAG_PRECIOUS])
999 SET_FLAG (item, FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
1000 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 965 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 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); 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /** 968 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 969 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1008 */ 971 */
1009 } 972 }
973
974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 980 return 1;
1012} 981}
1013 982
1014/** 983/**
1031 1000
1032 op->contr->last_used = 0; 1001 op->contr->last_used = 0;
1033 1002
1034 if (sack->env && sack->env != op) 1003 if (sack->env && sack->env != op)
1035 { 1004 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1037 return 1; 1006 return 1;
1038 } 1007 }
1039 1008
1040 // already applied == open on ground, or open in inv, or active in inv 1009 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1047 return 1; 1016 return 1;
1048 } 1017 }
1049 else if (!sack->env) 1018 else if (!sack->env)
1050 { 1019 {
1051 // active, but not ours: some other player has opened it 1020 // 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)); 1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1053 return 1; 1022 return 1;
1054 } 1023 }
1055 1024
1056 // fall through to opening it (active in inv) 1025 // fall through to opening it (active in inv)
1057 } 1026 }
1059 { 1028 {
1060 // it is in our env, so activate it, do not open yet 1029 // it is in our env, so activate it, do not open yet
1061 op->close_container (); 1030 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1; 1031 sack->flag [FLAG_APPLIED] = 1;
1063 esrv_update_item (UPD_FLAGS, op, sack); 1032 esrv_update_item (UPD_FLAGS, op, sack);
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1065 return 1; 1034 return 1;
1066 } 1035 }
1067 1036
1068 // it's locked? 1037 // it's locked?
1069 if (sack->slaying) 1038 if (sack->slaying)
1070 { 1039 {
1071 if (object *tmp = find_key (op, op, sack)) 1040 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)); 1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1073 else 1042 else
1074 { 1043 {
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1076 return 1; 1045 return 1;
1077 } 1046 }
1078 } 1047 }
1079 1048
1080 op->open_container (sack); 1049 op->open_container (sack);
1099 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1100 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1101 */ 1070 */
1102 if (altar->inv && altar->inv->type == SPELL) 1071 if (altar->inv && altar->inv->type == SPELL)
1103 { 1072 {
1104 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1073 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1105 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1106 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1107 * old maps. 1076 * old maps.
1108 */ 1077 */
1109 1078
1110/* push_button (altar);*/ 1079/* push_button (altar);*/
1111 } 1080 }
1112 else 1081 else
1113 { 1082 {
1114 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1115 push_button (altar); 1084 push_button (altar, originator);
1116 } 1085 }
1117 1086
1118 return !sacrifice; 1087 return !sacrifice;
1119 } 1088 }
1120 else 1089 else
1135 double opinion; 1104 double opinion;
1136 object *tmp, *next; 1105 object *tmp, *next;
1137 1106
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139 1108
1140 if (op->type != PLAYER) 1109 bool has_unpaid = false;
1110
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID])
1115 {
1116 has_unpaid = true;
1117 break;
1118 }
1119
1120 if (!op->is_player ())
1141 { 1121 {
1142 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1143 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1144 * the shop. 1124 * the shop.
1145 */ 1125 */
1149 1129
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 { 1131 {
1152 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1153 1133
1134 if (i >= 0)
1154 tmp->remove (); 1135 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 } 1136 }
1164 } 1137 }
1165 1138
1166 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1167 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1170 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1171 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1172 */ 1145 */
1173 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1174 { 1147 {
1175
1176 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* 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); 1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1178 1150
1179 if (i != -1) 1151 if (i != -1)
1180 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1181 1153
1182 return 0; 1154 return 0;
1183 } 1155 }
1156
1184 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1185 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1186 */ 1159 */
1187 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1188 } 1161 }
1189 else if (can_pay (op) && get_payment (op)) 1162 else if (can_pay (op) && get_payment (op))
1190 { 1163 {
1191 /* this is only used for players */ 1164 /* this is only used for players */
1192 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1193 1166
1167 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op))
1170 op->contr->play_sound (sound_find ("shop_enter"));
1171 else
1172 op->contr->play_sound (sound_find ("shop_leave"));
1173
1194 if (shop_mat->msg) 1174 if (shop_mat->msg)
1195 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1175 op->statusmsg (shop_mat->msg);
1196 /* This check below is a bit simplistic - generally it should be correct, 1176 /* 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 1177 * but there is never a guarantee that the bottom space on the map is
1198 * actually the shop floor. 1178 * actually the shop floor.
1199 */ 1179 */
1200 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1201 { 1181 {
1202 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1203 1183
1204 if (opinion > 0.9) 1184 op->statusmsg (
1205 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1206 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1207 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1208 else if (opinion > 0.5) 1188 : "The shopkeeper glares at you with contempt."
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1210 else 1189 );
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1212 } 1190 }
1213 } 1191 }
1214 else 1192 else
1215 { 1193 {
1216 /* if we get here, a player tried to leave a shop but was not able 1194 /* 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 1195 * to afford the items he has. We try to move the player so that
1218 * they are not on the mat anymore 1196 * they are not on the mat anymore
1219 */ 1197 */
1220 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1198 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1221 1199
1222 if (i == -1) 1200 if (i == -1)
1223 {
1224 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1225 }
1226 else 1202 else
1227 { 1203 {
1228 op->remove (); 1204 op->remove ();
1229 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1230 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1240 * Handles applying a sign. 1216 * Handles applying a sign.
1241 */ 1217 */
1242static void 1218static void
1243apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1244{ 1220{
1245 readable_message_type *msgType; 1221 if (!op->is_player())
1246 char newbuf[HUGE_BUF]; 1222 return;
1247 1223
1248 if (sign->msg == NULL) 1224 if (sign->has_dialogue ())
1249 { 1225 {
1250 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1251 return; 1227 return;
1252 } 1228 }
1253 1229
1230 if (!sign->msg)
1231 {
1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1236 return;
1237 }
1238
1254 if (sign->stats.food) 1239 if (sign->stats.food)
1255 { 1240 {
1256 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1257 { 1242 {
1258 if (!sign->move_on) 1243 if (!sign->move_on)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1260 return; 1246 return;
1261 } 1247 }
1262 1248
1263 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1264 sign->last_eat++; 1250 sign->last_eat++;
1269 * move_on is zero, it needs to be manually applied (doesn't talk 1255 * move_on is zero, it needs to be manually applied (doesn't talk
1270 * to us). 1256 * to us).
1271 */ 1257 */
1272 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1273 { 1259 {
1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1275 return; 1261 return;
1276 } 1262 }
1277 msgType = get_readable_message_type (sign); 1263
1278 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1264 if (op->contr)
1279 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1265 if (client *ns = op->contr->ns)
1266 {
1267 if (sign->sound)
1268 ns->play_sound (sign->sound);
1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1271
1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1273 }
1274}
1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1280} 1306}
1281 1307
1282/** 1308/**
1283 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1284 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1307 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1308 */ 1334 */
1309 if (recursion_depth >= 500) 1335 if (recursion_depth >= 500)
1310 { 1336 {
1311 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 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); 1338 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1313 return; 1339 return;
1314 } 1340 }
1341
1315 recursion_depth++; 1342 recursion_depth++;
1316 if (trap->head) 1343 if (trap->head)
1317 trap = trap->head; 1344 trap = trap->head;
1318 1345
1319 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1346 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1334 1361
1335 /* Just put in some sanity check. I think there is a bug in the 1362 /* 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 1363 * above with some objects have zero speed, and thus the player
1337 * getting permanently paralyzed. 1364 * getting permanently paralyzed.
1338 */ 1365 */
1339 if (victim->speed_left < -50.0) 1366 if (victim->speed_left < -50.f)
1340 victim->speed_left = -50.0; 1367 victim->speed_left = -50.f;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1368 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 } 1369 }
1343 goto leave; 1370 goto leave;
1344 1371
1345 case SPINNER: 1372 case SPINNER:
1358 } 1385 }
1359 goto leave; 1386 goto leave;
1360 1387
1361 case BUTTON: 1388 case BUTTON:
1362 case PEDESTAL: 1389 case PEDESTAL:
1363 update_button (trap); 1390 update_button (trap, originator);
1364 goto leave; 1391 goto leave;
1365 1392
1366 case ALTAR: 1393 case ALTAR:
1367 /* sacrifice victim on trap */ 1394 /* sacrifice victim on trap */
1368 apply_altar (trap, victim, originator); 1395 apply_altar (trap, victim, originator);
1395 1422
1396 if (!trap->value) 1423 if (!trap->value)
1397 { 1424 {
1398 int tot; 1425 int tot;
1399 1426
1400 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1401 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1402 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1429 tot += ab->head_ ()->total_weight ();
1403 1430
1404 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1405 goto leave; 1432 goto leave;
1406 1433
1407 SET_ANIMATION (trap, trap->value); 1434 SET_ANIMATION (trap, trap->value);
1417 1444
1418 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1419 { 1446 {
1420 if (!sound_was_played) 1447 if (!sound_was_played)
1421 { 1448 {
1422 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1423 sound_was_played = 1; 1450 sound_was_played = 1;
1424 } 1451 }
1425 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1426 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1427 } 1455 }
1428 } 1456 }
1429 goto leave; 1457 goto leave;
1430 } 1458 }
1431 1459
1432
1433 case CONVERTER: 1460 case CONVERTER:
1434 if (convert_item (victim, trap) < 0) 1461 if (convert_item (victim, trap) < 0)
1435 { 1462 {
1436 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1437 get_archetype ("burnout")->insert_at (trap, trap); 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1438 } 1465 }
1439 1466
1440 goto leave; 1467 goto leave;
1441 1468
1442 case TRIGGER_BUTTON: 1469 case TRIGGER_BUTTON:
1452 case CHECK_INV: 1479 case CHECK_INV:
1453 check_inv (victim, trap); 1480 check_inv (victim, trap);
1454 goto leave; 1481 goto leave;
1455 1482
1456 case HOLE: 1483 case HOLE:
1457 /* Hole not open? */ 1484 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; 1485 goto leave;
1471 1486
1472 case EXIT: 1487 case EXIT:
1473 if (victim->type == PLAYER && EXIT_PATH (trap)) 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1474 { 1489 {
1475 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1476 * players output. 1491 * players output.
1477 */ 1492 */
1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1494 victim->statusmsg (trap->msg, NDI_NAVY);
1480 1495
1496 trap->play_sound (trap->sound);
1481 victim->enter_exit (trap); 1497 victim->enter_exit (trap);
1482 } 1498 }
1483 goto leave; 1499 goto leave;
1484 1500
1485 case ENCOUNTER: 1501 case ENCOUNTER:
1507 goto leave; 1523 goto leave;
1508 1524
1509 case RUNE: 1525 case RUNE:
1510 case TRAP: 1526 case TRAP:
1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1512 {
1513 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1514 }
1515 goto leave; 1529 goto leave;
1516 1530
1517 default: 1531 default:
1518 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 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); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1520 goto leave; 1534 goto leave;
1521 } 1535 }
1522 1536
1523leave: 1537leave:
1524 recursion_depth--; 1538 recursion_depth--;
1533 int lev_diff; 1547 int lev_diff;
1534 object *skill_ob; 1548 object *skill_ob;
1535 1549
1536 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1550 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1537 { 1551 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1552 op->failmsg ("You are unable to read while blind!");
1539 return; 1553 return;
1540 } 1554 }
1555
1541 if (tmp->msg == NULL) 1556 if (!tmp->msg)
1542 { 1557 {
1543 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1558 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1544 return; 1559 return;
1545 } 1560 }
1546 1561
1547 /* need a literacy skill to read stuff! */ 1562 /* need a literacy skill to read stuff! */
1548 skill_ob = find_skill_by_name (op, tmp->skill); 1563 skill_ob = find_skill_by_name (op, tmp->skill);
1549 if (!skill_ob) 1564 if (!skill_ob)
1550 { 1565 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1566 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1552 return; 1567 return;
1553 } 1568 }
1569
1554 lev_diff = tmp->level - (skill_ob->level + 5); 1570 lev_diff = tmp->level - (skill_ob->level + 5);
1555 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1571 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1556 { 1572 {
1557 if (lev_diff < 2) 1573 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."); 1574 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1559 else if (lev_diff < 3) 1575 : lev_diff < 5 ? "This book is beyond your comprehension."
1560 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1576 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1561 else if (lev_diff < 5) 1577 : lev_diff < 15 ? "This book is way beyond your comprehension."
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1578 : "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; 1579 return;
1570 } 1580 }
1571 1581
1572 readable_message_type *msgType = get_readable_message_type (tmp); 1582 readable_message_type *msgType = get_readable_message_type (tmp);
1573 1583
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1584 if (player *pl = op->contr)
1575 msgType->message_type, msgType->message_subtype, 1585 if (client *ns = pl->ns)
1576 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1586 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 1587
1579 /* gain xp from reading */ 1588 /* gain xp from reading */
1580 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1589 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1581 { /* only if not read before */ 1590 { /* only if not read before */
1582 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1591 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1584 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1593 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1585 { 1594 {
1586 /*exp_gain *= 2; because they just identified it too */ 1595 /*exp_gain *= 2; because they just identified it too */
1587 SET_FLAG (tmp, FLAG_IDENTIFIED); 1596 SET_FLAG (tmp, FLAG_IDENTIFIED);
1588 1597
1589 /* If in a container, update how it looks */ 1598 if (object *pl = tmp->visible_to ())
1590 if (tmp->env)
1591 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1599 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1592 else
1593 op->contr->ns->floorbox_update ();
1594 } 1600 }
1595 1601
1596 change_exp (op, exp_gain, skill_ob->skill, 0); 1602 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 */ 1603 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1598 } 1604 }
1603 * op is the person learning the skill, tmp is the skill scroll object 1609 * op is the person learning the skill, tmp is the skill scroll object
1604 */ 1610 */
1605static void 1611static void
1606apply_skillscroll (object *op, object *tmp) 1612apply_skillscroll (object *op, object *tmp)
1607{ 1613{
1608 switch ((int) learn_skill (op, tmp)) 1614 switch (learn_skill (op, tmp))
1609 { 1615 {
1610 case 0: 1616 case 0:
1611 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1617 op->play_sound (sound_find ("generic_fail"));
1612 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1618 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1613 return; 1619 break;
1614 1620
1615 case 1: 1621 case 1:
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1617 decrease_ob (tmp); 1622 tmp->decrease ();
1623 op->play_sound (sound_find ("skill_learn"));
1624 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1618 return; 1625 break;
1619 1626
1620 default: 1627 default:
1628 tmp->decrease ();
1629 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)); 1630 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1622 decrease_ob (tmp);
1623 return; 1631 break;
1624 } 1632 }
1625} 1633}
1626 1634
1627/** 1635/**
1628 * Actually makes op learn spell. 1636 * Actually makes op learn spell.
1648 return; 1656 return;
1649 } 1657 }
1650 return; 1658 return;
1651 } 1659 }
1652 1660
1653 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1661 op->contr->play_sound (sound_find ("learn_spell"));
1662
1654 tmp = spell->clone (); 1663 tmp = spell->clone ();
1655 insert_ob_in_ob (tmp, op); 1664 insert_ob_in_ob (tmp, op);
1656 1665
1657 if (special_prayer) 1666 if (special_prayer)
1658 SET_FLAG (tmp, FLAG_STARTEQUIP); 1667 SET_FLAG (tmp, FLAG_STARTEQUIP);
1677 { 1686 {
1678 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1687 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1679 return; 1688 return;
1680 } 1689 }
1681 1690
1682 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1691 op->failmsg (format ("You lose knowledge of %s.", spell));
1683 player_unready_range_ob (op->contr, spob); 1692 player_unready_range_ob (op->contr, spob);
1684 esrv_remove_spell (op->contr, spob); 1693 esrv_remove_spell (op->contr, spob);
1685 spob->destroy (); 1694 spob->destroy ();
1686} 1695}
1687 1696
1695{ 1704{
1696 object *skop, *spell, *spell_skill; 1705 object *skop, *spell, *spell_skill;
1697 1706
1698 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1707 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1699 { 1708 {
1700 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1709 op->failmsg ("You are unable to read while blind.");
1701 return; 1710 return;
1702 } 1711 }
1703 1712
1704 /* artifact_spellbooks have 'slaying' field point to a spell name, 1713 /* artifact_spellbooks have 'slaying' field point to a spell name,
1705 * instead of having their spell stored in stats.sp. These are 1714 * instead of having their spell stored in stats.sp. These are
1706 * legacy spellbooks 1715 * legacy spellbooks
1707 */ 1716 */
1708
1709 if (tmp->slaying != NULL) 1717 if (tmp->slaying)
1710 { 1718 {
1711 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1719 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1712 if (!spell) 1720 if (!spell)
1713 { 1721 {
1714 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1722 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1715 return; 1723 return;
1716 } 1724 }
1717 else 1725 else
1718 insert_ob_in_ob (spell, tmp); 1726 insert_ob_in_ob (spell, tmp);
1727
1719 tmp->slaying = NULL; 1728 tmp->slaying = 0;
1720 } 1729 }
1721 1730
1722 skop = find_skill_by_name (op, tmp->skill); 1731 skop = find_skill_by_name (op, tmp->skill);
1723 1732
1724 /* need a literacy skill to learn spells. Also, having a literacy level 1733 /* need a literacy skill to learn spells. Also, having a literacy level
1725 * lower than the spell will make learning the spell more difficult */ 1734 * lower than the spell will make learning the spell more difficult */
1726 if (!skop) 1735 if (!skop)
1727 { 1736 {
1728 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1737 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1729 return; 1738 return;
1730 } 1739 }
1731 1740
1732 spell = tmp->inv; 1741 spell = tmp->inv;
1733 1742
1734 if (!spell) 1743 if (!spell)
1735 { 1744 {
1736 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1745 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."); 1746 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1738 return; 1747 return;
1739 } 1748 }
1740 1749
1741 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1750 int learn_level = sqrtf (spell->level) * 1.5f;
1751 if (skop->level < learn_level)
1742 { 1752 {
1743 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1753 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1754 &tmp->skill, learn_level));
1744 return; 1755 return;
1745 } 1756 }
1746 1757
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1758 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1748 1759
1749 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1760 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1750 {
1751 identify (tmp); 1761 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 1762
1759 /* I removed the check for special_prayer_mark here - it didn't make 1763 /* 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 1764 * 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 1765 * if the player doesn't know the spell, doesn't make a lot of sense that
1762 * they would have a special prayer mark. 1766 * they would have a special prayer mark.
1763 */ 1767 */
1764 if (check_spell_known (op, spell->name)) 1768 if (check_spell_known (op, spell->name))
1765 { 1769 {
1766 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1770 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; 1771 return;
1768 } 1772 }
1769 1773
1770 if (spell->skill) 1774 if (spell->skill)
1771 { 1775 {
1772 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1773 1777
1774 if (!spell_skill) 1778 if (!spell_skill)
1775 { 1779 {
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1780 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1777 return; 1781 return;
1778 } 1782 }
1779 1783
1780 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1781 { 1785 {
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); 1786 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1783 return; 1787 return;
1784 } 1788 }
1785 } 1789 }
1786 1790
1787 /* Logic as follows 1791 /* Logic as follows
1796 * Overall, chances are the same but a player will find having a high 1800 * Overall, chances are the same but a player will find having a high
1797 * literacy rate very useful! -b.t. 1801 * literacy rate very useful! -b.t.
1798 */ 1802 */
1799 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1803 if (QUERY_FLAG (op, FLAG_CONFUSED))
1800 { 1804 {
1801 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1805 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)); 1806 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1803 } 1807 }
1804 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1808 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]) 1809 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1806 { 1810 {
1807 1811 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); 1812 do_learn_spell (op, spell, 0);
1810 1813
1811 /* xp gain to literacy for spell learning */ 1814 /* xp gain to literacy for spell learning */
1812 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1815 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1813 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1816 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1814 } 1817 }
1815 else 1818 else
1816 { 1819 {
1817 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1820 op->contr->play_sound (sound_find ("fumble_spell"));
1818 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1821 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 } 1822 }
1820 1823
1821 decrease_ob (tmp); 1824 tmp->decrease ();
1822} 1825}
1823 1826
1824/** 1827/**
1825 * Handles applying a spell scroll. 1828 * Handles applying a spell scroll.
1826 */ 1829 */
1829{ 1832{
1830 object *skop; 1833 object *skop;
1831 1834
1832 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1835 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1833 { 1836 {
1834 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1837 op->failmsg ("You are unable to read while blind.");
1835 return; 1838 return;
1836 } 1839 }
1837 1840
1838 if (!tmp->inv || tmp->inv->type != SPELL) 1841 if (!tmp->inv || tmp->inv->type != SPELL)
1839 { 1842 {
1840 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1843 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1841 return; 1844 return;
1842 } 1845 }
1843 1846
1844 if (op->type == PLAYER) 1847 if (op->type == PLAYER)
1845 { 1848 {
1851 */ 1854 */
1852 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1855 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1853 1856
1854 if (!skop) 1857 if (!skop)
1855 { 1858 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1859 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1857 return; 1860 return;
1858 } 1861 }
1859 1862
1860 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1863 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1861 change_exp (op, exp_gain, skop->skill, 0); 1864 change_exp (op, exp_gain, skop->skill, 0);
1862 } 1865 }
1863 1866
1864 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1867 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1865 identify (tmp); 1868 identify (tmp);
1866 1869
1867 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1870 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1868
1869 1871
1870 cast_spell (op, tmp, dir, tmp->inv, NULL); 1872 cast_spell (op, tmp, dir, tmp->inv, NULL);
1871 decrease_ob (tmp); 1873 tmp->decrease ();
1872} 1874}
1873 1875
1874/** 1876/**
1875 * Applies a treasure object - by default, chest. op 1877 * Applies a treasure object - by default, chest. op
1876 * is the person doing the applying, tmp is the treasure 1878 * is the person doing the applying, tmp is the treasure
1877 * chest. 1879 * chest.
1878 */ 1880 */
1879static void 1881static void
1880apply_treasure (object *op, object *tmp) 1882apply_treasure (object *op, object *tmp)
1881{ 1883{
1882 object *treas;
1883
1884
1885 /* Nice side effect of new treasure creation method is that the treasure 1884 /* 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 1885 * 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 1886 * 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 1887 * prevents people from moving chests to more difficult maps to get better
1889 * treasure 1888 * treasure
1890 */ 1889 */
1891
1892 treas = tmp->inv; 1890 object *treas = tmp->inv;
1893 if (treas == NULL) 1891
1892 if (!treas)
1894 { 1893 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1894 op->statusmsg ("The chest was empty.");
1896 decrease_ob (tmp); 1895 tmp->decrease ();
1897 return; 1896 return;
1898 } 1897 }
1898
1899 while (tmp->inv) 1899 while (tmp->inv)
1900 { 1900 {
1901 treas = tmp->inv; 1901 treas = tmp->inv;
1902
1903 treas->remove (); 1902 treas->remove ();
1904 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1905 1903
1906 treas->x = op->x; 1904 treas->x = op->x;
1907 treas->y = op->y; 1905 treas->y = op->y;
1908 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1906 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1909 1907
1910 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1908 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1911 spring_trap (treas, op); 1909 spring_trap (treas, op);
1912 1910
1913 /* If either player or container was destroyed, no need to do 1911 /* If either player or container was destroyed, no need to do
1914 * further processing. I think this should be enclused with 1912 * further processing. I think this should be enclused with
1915 * spring trap above, as I don't think there is otherwise 1913 * spring trap above, as I don't think there is otherwise
1916 * any way for the treasure chest or player to get killed 1914 * any way for the treasure chest or player to get killed.
1917 */ 1915 */
1918 if (op->destroyed () || tmp->destroyed ()) 1916 if (op->destroyed () || tmp->destroyed ())
1919 break; 1917 break;
1920 } 1918 }
1921 1919
1922 if (!tmp->destroyed () && tmp->inv == NULL) 1920 if (!tmp->destroyed () && !tmp->inv)
1923 decrease_ob (tmp); 1921 tmp->decrease (true);
1924
1925} 1922}
1926 1923
1927/** 1924/**
1928 * op eats food. 1925 * op eats food.
1929 * If player, takes care of messages and dragon special food. 1926 * If player, takes care of messages and dragon special food.
1944 { 1941 {
1945 /* usual case - no dragon meal: */ 1942 /* usual case - no dragon meal: */
1946 if (op->stats.food + tmp->stats.food > 999) 1943 if (op->stats.food + tmp->stats.food > 999)
1947 { 1944 {
1948 if (tmp->type == FOOD || tmp->type == FLESH) 1945 if (tmp->type == FOOD || tmp->type == FLESH)
1949 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1946 op->failmsg ("You feel full, but what a waste of food!");
1950 else 1947 else
1951 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1948 op->statusmsg ("Most of the drink goes down your face not your throat!");
1952 } 1949 }
1950
1951 tmp->play_sound (
1952 tmp->sound
1953 ? tmp->sound
1954 : tmp->type == DRINK
1955 ? sound_find ("eat_drink")
1956 : sound_find ("eat_food")
1957 );
1953 1958
1954 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1959 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1955 { 1960 {
1956 char buf[MAX_BUF]; 1961 const char *buf;
1957 1962
1958 if (!is_dragon_pl (op)) 1963 if (!is_dragon_pl (op))
1959 { 1964 {
1960 /* eating message for normal players */ 1965 /* eating message for normal players */
1961 if (tmp->type == DRINK) 1966 if (tmp->type == DRINK)
1962 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1967 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1963 else 1968 else
1964 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 1969 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1965 } 1970 }
1966 else 1971 else
1967 {
1968 /* eating message for dragon players */ 1972 /* eating message for dragon players */
1969 sprintf (buf, "The %s tasted terrible!", &tmp->name); 1973 buf = format ("The %s tasted terrible!", &tmp->name);
1970 }
1971 1974
1972 new_draw_info (NDI_UNIQUE, 0, op, buf); 1975 op->statusmsg (buf);
1976
1973 capacity_remaining = 999 - op->stats.food; 1977 capacity_remaining = 999 - op->stats.food;
1974 op->stats.food += tmp->stats.food; 1978 op->stats.food += tmp->stats.food;
1975 if (capacity_remaining < tmp->stats.food) 1979 if (capacity_remaining < tmp->stats.food)
1976 op->stats.hp += capacity_remaining / 50; 1980 op->stats.hp += capacity_remaining / 50;
1977 else 1981 else
1978 op->stats.hp += tmp->stats.food / 50; 1982 op->stats.hp += tmp->stats.food / 50;
1983
1979 if (op->stats.hp > op->stats.maxhp) 1984 if (op->stats.hp > op->stats.maxhp)
1980 op->stats.hp = op->stats.maxhp; 1985 op->stats.hp = op->stats.maxhp;
1981 if (op->stats.food > 999) 1986 if (op->stats.food > 999)
1982 op->stats.food = 999; 1987 op->stats.food = 999;
1983 } 1988 }
1985 /* special food hack -b.t. */ 1990 /* special food hack -b.t. */
1986 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 1991 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1987 eat_special_food (op, tmp); 1992 eat_special_food (op, tmp);
1988 } 1993 }
1989 } 1994 }
1995
1990 handle_apply_yield (tmp); 1996 handle_apply_yield (tmp);
1991 decrease_ob (tmp); 1997 tmp->decrease ();
1992} 1998}
1993 1999
1994/** 2000/**
1995 * A dragon is eating some flesh. If the flesh contains resistances, 2001 * A dragon is eating some flesh. If the flesh contains resistances,
1996 * there is a chance for the dragon's skin to get improved. 2002 * there is a chance for the dragon's skin to get improved.
2006{ 2012{
2007 object *skin = NULL; /* pointer to dragon skin force */ 2013 object *skin = NULL; /* pointer to dragon skin force */
2008 object *abil = NULL; /* pointer to dragon ability force */ 2014 object *abil = NULL; /* pointer to dragon ability force */
2009 object *tmp = NULL; /* tmp. object */ 2015 object *tmp = NULL; /* tmp. object */
2010 2016
2011 char buf[MAX_BUF]; /* tmp. string buffer */
2012 double chance; /* improvement-chance of one resistance type */ 2017 double chance; /* improvement-chance of one resistance type */
2013 double totalchance = 1; /* total chance of gaining one resistance */ 2018 double totalchance = 1; /* total chance of gaining one resistance */
2014 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2019 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2015 double mbonus = 0; /* monster bonus */ 2020 double mbonus = 0; /* monster bonus */
2016 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2021 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2021 if (meal->type != FLESH || !is_dragon_pl (op)) 2026 if (meal->type != FLESH || !is_dragon_pl (op))
2022 return 0; 2027 return 0;
2023 2028
2024 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2029 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2025 from the player's inventory */ 2030 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) 2031 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == FORCE) 2032 if (tmp->type == FORCE)
2031 if (tmp->arch->name == dragon_skin_force) 2033 if (tmp->arch->archname == shstr_dragon_skin_force)
2032 skin = tmp; 2034 skin = tmp;
2033 else if (tmp->arch->name == dragon_ability_force) 2035 else if (tmp->arch->archname == shstr_dragon_ability_force)
2034 abil = tmp; 2036 abil = tmp;
2035 2037
2036 /* if either skin or ability are missing, this is an old player 2038 /* if either skin or ability are missing, this is an old player
2037 which is not to be considered a dragon -> bail out */ 2039 which is not to be considered a dragon -> bail out */
2038 if (skin == NULL || abil == NULL) 2040 if (skin == NULL || abil == NULL)
2041 /* now start by filling stomache and health, according to food-value */ 2043 /* now start by filling stomache and health, according to food-value */
2042 if ((999 - op->stats.food) < meal->stats.food) 2044 if ((999 - op->stats.food) < meal->stats.food)
2043 op->stats.hp += (999 - op->stats.food) / 50; 2045 op->stats.hp += (999 - op->stats.food) / 50;
2044 else 2046 else
2045 op->stats.hp += meal->stats.food / 50; 2047 op->stats.hp += meal->stats.food / 50;
2048
2046 if (op->stats.hp > op->stats.maxhp) 2049 if (op->stats.hp > op->stats.maxhp)
2047 op->stats.hp = op->stats.maxhp; 2050 op->stats.hp = op->stats.maxhp;
2048 2051
2049 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2052 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2050 2053
2095 } 2098 }
2096 } 2099 }
2097 2100
2098 /* inverse totalchance as until now we have the failure-chance */ 2101 /* inverse totalchance as until now we have the failure-chance */
2099 totalchance = 100 - totalchance * 100; 2102 totalchance = 100 - totalchance * 100;
2103
2100 /* print message according to totalchance */ 2104 /* print message according to totalchance */
2105 const char *buf;
2101 if (totalchance > 50.) 2106 if (totalchance > 50.)
2102 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2107 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2103 else if (totalchance > 10.) 2108 else if (totalchance > 10.)
2104 sprintf (buf, "The %s tasted very good.", &meal->name); 2109 buf = format ("The %s tasted very good.", &meal->name);
2105 else if (totalchance > 1.) 2110 else if (totalchance > 1.)
2106 sprintf (buf, "The %s tasted good.", &meal->name); 2111 buf = format ("The %s tasted good.", &meal->name);
2107 else if (totalchance > 0.1) 2112 else if (totalchance > 0.1)
2108 sprintf (buf, "The %s tasted bland.", &meal->name); 2113 buf = format ("The %s tasted bland.", &meal->name);
2109 else if (totalchance >= 0.01) 2114 else if (totalchance >= 0.01)
2110 sprintf (buf, "The %s had a boring taste.", &meal->name); 2115 buf = format ("The %s had a boring taste.", &meal->name);
2111 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2116 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2112 sprintf (buf, "The %s tasted strange.", &meal->name); 2117 buf = format ("The %s tasted strange.", &meal->name);
2113 else 2118 else
2114 sprintf (buf, "The %s had no taste.", &meal->name); 2119 buf = format ("The %s had no taste.", &meal->name);
2115 new_draw_info (NDI_UNIQUE, 0, op, buf); 2120
2121 op->statusmsg (buf);
2116 2122
2117 /* now choose a winner if we have any */ 2123 /* now choose a winner if we have any */
2118 i = -1; 2124 i = -1;
2119 if (winners > 0) 2125 if (winners > 0)
2120 i = atnr_winner[RANDOM () % winners]; 2126 i = atnr_winner [rndm (winners)];
2121 2127
2122 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2128 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2123 { 2129 {
2124 /* resistance increased! */ 2130 /* resistance increased! */
2125 skin->resist[i]++; 2131 skin->resist[i]++;
2126 op->update_stats (); 2132 op->update_stats ();
2127 2133
2128 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2134 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 } 2135 }
2131 2136
2132 /* if this flesh contains a new ability focus, we mark it 2137 /* if this flesh contains a new ability focus, we mark it
2133 into the ability_force and it will take effect on next level */ 2138 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) 2139 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2135 { 2140 {
2136 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2141 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2137 2142
2138 if (meal->last_eat != abil->stats.exp) 2143 if (meal->last_eat != abil->stats.exp)
2144 op->statusmsg (format (
2145 "Your metabolism prepares to focus on %s!\n"
2146 "The change will happen at level %d.",
2147 change_resist_msg[meal->last_eat],
2148 abil->level + 1
2139 { 2149 ));
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 2150 else
2146 { 2151 {
2147 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2152 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; 2153 abil->last_eat = 0;
2150 } 2154 }
2151 } 2155 }
2156
2152 return 1; 2157 return 1;
2153} 2158}
2154 2159
2155/** 2160/**
2156 * Handles applying an improve armor scroll. 2161 * Handles applying an improve armor scroll.
2159static void 2164static void
2160apply_armour_improver (object *op, object *tmp) 2165apply_armour_improver (object *op, object *tmp)
2161{ 2166{
2162 object *armor; 2167 object *armor;
2163 2168
2164 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2169 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2165 { 2170 {
2166 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2171 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2167 return; 2172 return;
2168 } 2173 }
2169 2174
2170 armor = find_marked_object (op); 2175 armor = find_marked_object (op);
2171 2176
2172 if (!armor) 2177 if (!armor)
2173 { 2178 {
2174 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2179 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2175 return; 2180 return;
2176 } 2181 }
2177 2182
2178 if (armor->type != ARMOUR 2183 if (armor->type != ARMOUR
2179 && armor->type != CLOAK 2184 && armor->type != CLOAK
2180 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2185 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2181 { 2186 {
2182 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2187 op->failmsg ("Your marked item is not armour!\n");
2183 return; 2188 return;
2184 } 2189 }
2185 2190
2186 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2191 op->statusmsg ("Applying armour enchantment.");
2187 improve_armour (op, tmp, armor); 2192 improve_armour (op, tmp, armor);
2188} 2193}
2189 2194
2190extern void 2195void
2191apply_poison (object *op, object *tmp) 2196apply_poison (object *op, object *tmp)
2192{ 2197{
2198 // need to do it now when it is still on the map
2199 handle_apply_yield (tmp);
2200
2201 object *poison = tmp->split (1);
2202
2193 if (op->type == PLAYER) 2203 if (op->type == PLAYER)
2194 { 2204 {
2195 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2205 op->contr->play_sound (sound_find ("drink_poison"));
2196 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2206 op->failmsg ("Yech! That tasted poisonous!");
2197 strcpy (op->contr->killer, "poisonous booze"); 2207 op->contr->killer = poison;
2198 } 2208 }
2209
2199 if (tmp->stats.hp > 0) 2210 if (poison->stats.hp > 0)
2200 { 2211 {
2201 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2212 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); 2213 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2203 } 2214 }
2215
2204 op->stats.food -= op->stats.food / 4; 2216 op->stats.food -= op->stats.food / 4;
2205 handle_apply_yield (tmp); 2217 poison->destroy ();
2206 decrease_ob (tmp);
2207} 2218}
2208 2219
2209/** 2220/**
2210 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2221 * 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: 2222 * A valid 2 way exit means:
2227#if 0 //TODO 2238#if 0 //TODO
2228 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2239 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2229 return 0; /* This is a reset town portal */ 2240 return 0; /* This is a reset town portal */
2230#endif 2241#endif
2231 2242
2243 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2244
2232 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2245 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2233 2246
2234 if (exitmap) 2247 if (exitmap)
2235 { 2248 {
2236 exitmap->load_sync (); 2249 exitmap->load_sync ();
2292 } 2305 }
2293 2306
2294 return 0; 2307 return 0;
2295} 2308}
2296 2309
2310/**
2311 * This function will try to apply a lighter and in case no lighter
2312 * is specified it will try to find a lighter in the players inventory,
2313 * and inform him about this requirement.
2314 *
2315 * who - the player
2316 * op - the item we want to light
2317 * lighter - the lighter or 0 if a lighter has yet to be found
2318 */
2319static object *
2320auto_apply_lighter (object *who, object *op, object *lighter)
2321{
2322 if (lighter == 0)
2323 {
2324 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2325 {
2326 if (tmp->type == LIGHTER)
2327 {
2328 lighter = tmp;
2329 break;
2330 }
2331 }
2332
2333 if (!lighter)
2334 {
2335 who->failmsg (format (
2336 "You can't light up the %s with your bare hands! "
2337 "H<You need a lighter in your inventory, for example a flint and steel.>",
2338 &op->name));
2339 return 0;
2340 }
2341 }
2342
2343 // last_eat == 0 means the lighter is not being used up!
2344 if (lighter->last_eat && lighter->stats.food)
2345 {
2346 /* lighter gets used up */
2347 lighter = lighter->split ();
2348 lighter->stats.food--;
2349 who->insert (lighter);
2350 }
2351 else if (lighter->last_eat)
2352 {
2353 /* no charges left in lighter */
2354 who->failmsg (format (
2355 "You attempt to light the %s with a used up %s.",
2356 &op->name, &lighter->name));
2357 return 0;
2358 }
2359
2360 return lighter;
2361}
2362
2363/**
2364 * Designed primarily to light torches/lanterns/etc.
2365 * Also burns up burnable material too. First object in the inventory is
2366 * the selected object to "burn". -b.t.
2367 */
2368void
2369apply_lighter (object *who, object *lighter)
2370{
2371 object *item;
2372 int is_player_env = 0;
2373
2374 item = find_marked_object (who);
2375 if (item)
2376 {
2377 if (!auto_apply_lighter (who, item, lighter))
2378 return;
2379
2380 /* Perhaps we should split what we are trying to light on fire?
2381 * I can't see many times when you would want to light multiple
2382 * objects at once.
2383 */
2384
2385 save_throw_object (item, AT_FIRE, who);
2386
2387 if (item->destroyed ()
2388 || ((item->type == LAMP || item->type == TORCH)
2389 && item->glow_radius > 0))
2390 who->statusmsg (format (
2391 "You light the %s with the %s.",
2392 &item->name, &lighter->name));
2393 else
2394 who->failmsg (format (
2395 "You attempt to light the %s with the %s and fail.",
2396 &item->name, &lighter->name));
2397 }
2398 else
2399 who->failmsg ("You need to mark a lightable object.");
2400}
2401
2402/**
2403 * This function generates a cursed effect for cursed lamps and torches.
2404 */
2405void player_apply_lamp_cursed_effect (object *who, object *op)
2406{
2407 if (op->level)
2408 {
2409 who->failmsg (format (
2410 "The %s was cursed, it explodes in a big fireball!",
2411 &op->name));
2412 create_exploding_ball_at (who, op->level);
2413 }
2414 else
2415 {
2416 who->failmsg (format (
2417 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2418 &op->name));
2419 }
2420
2421 op->destroy ();
2422}
2423
2424/**
2425 * Apply for players and lamps
2426 *
2427 * who - the player
2428 * op - the lamp
2429 */
2430void player_apply_lamp (object *who, object *op)
2431{
2432 bool switch_on = op->glow_radius ? false : true;
2433
2434 if (switch_on)
2435 {
2436 object *lighter = 0;
2437
2438 if (op->flag [FLAG_IS_LIGHTABLE]
2439 && !(lighter = auto_apply_lighter (who, op, 0)))
2440 return;
2441
2442 if (op->stats.food < 1)
2443 {
2444 if (op->type == LAMP)
2445 who->failmsg (format (
2446 "The %s is out of fuel! "
2447 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2448 &op->name));
2449 else
2450 who->failmsg (format (
2451 "The %s is burnt out! "
2452 "H<Torches and similar items burn out and become worthless.>",
2453 &op->name));
2454 return;
2455 }
2456
2457 if (op->flag [FLAG_CURSED])
2458 {
2459 player_apply_lamp_cursed_effect (who, op);
2460 return;
2461 }
2462
2463 if (lighter)
2464 who->statusmsg (format (
2465 "You light up the %s with the %s.", &op->name, &lighter->name));
2466 else
2467 who->statusmsg (format ("You light up the %s.", &op->name));
2468 }
2469 else
2470 {
2471 if (op->flag [FLAG_CURSED])
2472 {
2473 player_apply_lamp_cursed_effect (who, op);
2474 return;
2475 }
2476
2477 if (op->type == TORCH)
2478 {
2479 if (!op->flag [FLAG_IS_LIGHTABLE])
2480 {
2481 who->statusmsg (format (
2482 "You put out the %s. "
2483 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2484 &op->name, &op->name));
2485 }
2486 else
2487 who->statusmsg (format (
2488 "You put out the %s."
2489 "H<Torches wear out if you put them out.>",
2490 &op->name));
2491 }
2492 else
2493 who->statusmsg (format ("You turn off the %s.", &op->name));
2494 }
2495
2496 apply_lamp (op, switch_on);
2497}
2498
2499void get_animation_from_arch (object *op, arch_ptr a)
2500{
2501 op->animation_id = a->animation_id;
2502 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2503 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2504 op->anim_speed = a->anim_speed;
2505 op->last_anim = 0;
2506 op->state = 0;
2507 op->face = a->face;
2508
2509 if (NUM_ANIMATIONS(op) > 1)
2510 {
2511 SET_ANIMATION(op, 0);
2512 animate_object (op, op->direction);
2513 }
2514 else
2515 update_object (op, UP_OBJ_FACE);
2516}
2517
2518/**
2519 * Apply for LAMPs and TORCHes.
2520 *
2521 * op - the lamp
2522 * switch_on - a flag which says whether the lamp should be switched on or off
2523 */
2524void apply_lamp (object *op, bool switch_on)
2525{
2526 op->set_glow_radius (switch_on ? op->range : 0);
2527 op->set_speed (switch_on ? op->arch->speed : 0);
2528
2529 // torches wear out if you put them out
2530 if (op->type == TORCH && !switch_on)
2531 {
2532 if (op->flag [FLAG_IS_LIGHTABLE])
2533 {
2534 op->stats.food -= (double) op->arch->stats.food / 15;
2535 if (op->stats.food < 0)
2536 op->stats.food = 0;
2537 }
2538 else
2539 op->stats.food = 0;
2540 }
2541
2542 // lamps and torched get worthless when used up
2543 if (op->stats.food <= 0)
2544 op->value = 0;
2545
2546 // FIXME: This is a hack to make the more sane torches and lamps
2547 // still animated ;-/
2548 if (op->other_arch)
2549 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2550
2551 if (object *pl = op->visible_to ())
2552 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2553}
2297 2554
2298/** 2555/**
2299 * Main apply handler. 2556 * Main apply handler.
2300 * 2557 *
2301 * Checks for unpaid items before applying. 2558 * Checks for unpaid items before applying.
2303 * Return value: 2560 * Return value:
2304 * 0: player or monster can't apply objects of that type 2561 * 0: player or monster can't apply objects of that type
2305 * 1: has been applied, or there was an error applying the object 2562 * 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 2563 * 2: objects of that type can't be applied if not in inventory
2307 * 2564 *
2308 * op is the object that is causing object to be applied, tmp is the object 2565 * who is the object that is causing object to be applied, op is the object
2309 * being applied. 2566 * being applied.
2310 * 2567 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2568 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2569 * them in this function - they are passed to apply_special
2313 */ 2570 */
2314
2315int 2571int
2316manual_apply (object *op, object *tmp, int aflag) 2572manual_apply (object *who, object *op, int aflag)
2317{ 2573{
2318 if (tmp->head) 2574 op = op->head_ ();
2319 tmp = tmp->head;
2320 2575
2321 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2576 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2322 { 2577 {
2323 if (op->type == PLAYER) 2578 if (who->type == PLAYER)
2324 { 2579 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2580 examine (who, op);
2581 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2326 return 1; 2582 return 1;
2327 } 2583 }
2328 else 2584 else
2329 return 0; /* monsters just skip unpaid items */ 2585 return 0; /* monsters just skip unpaid items */
2330 } 2586 }
2331 2587
2332 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2588 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2333 return RESULT_INT (0); 2589 return RESULT_INT (0);
2334 2590
2335 switch (tmp->type) 2591 switch (op->type)
2336 { 2592 {
2337 case CF_HANDLE: 2593 case CF_HANDLE:
2338 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2594 who->play_sound (sound_find ("turn_handle"));
2339 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2595 who->statusmsg ("You turn the handle.");
2340 tmp->value = tmp->value ? 0 : 1; 2596 op->value = op->value ? 0 : 1;
2341 SET_ANIMATION (tmp, tmp->value); 2597 SET_ANIMATION (op, op->value);
2342 update_object (tmp, UP_OBJ_FACE); 2598 update_object (op, UP_OBJ_FACE);
2343 push_button (tmp); 2599 push_button (op, who);
2344 return 1; 2600 return 1;
2345 2601
2346 case TRIGGER: 2602 case TRIGGER:
2347 if (check_trigger (tmp, op)) 2603 if (check_trigger (op, who))
2348 { 2604 {
2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2605 who->statusmsg ("You turn the handle.");
2350 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2606 who->play_sound (sound_find ("turn_handle"));
2351 } 2607 }
2352 else 2608 else
2353 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2609 who->failmsg ("The handle doesn't move.");
2354 2610
2355 return 1; 2611 return 1;
2356 2612
2357 case EXIT: 2613 case EXIT:
2358 if (op->type != PLAYER) 2614 if (who->type != PLAYER)
2359 return 0; 2615 return 0;
2360 2616
2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2617 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2362 { 2618 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2364 }
2365 else 2619 else
2366 { 2620 {
2367 /* Don't display messages for random maps. */ 2621 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2622 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2623 who->statusmsg (op->msg, NDI_NAVY);
2370 2624
2371 op->enter_exit (tmp); 2625 who->enter_exit (op);
2372 } 2626 }
2627
2373 return 1; 2628 return 1;
2374 2629
2630 case INSCRIBABLE:
2631 who->statusmsg (op->msg);
2632 // maybe show a spell menu to chose from or something like that
2633 return 1;
2634
2375 case SIGN: 2635 case SIGN:
2376 apply_sign (op, tmp, 0); 2636 apply_sign (who, op, 0);
2377 return 1; 2637 return 1;
2378 2638
2379 case BOOK: 2639 case BOOK:
2380 if (op->type == PLAYER) 2640 if (who->type == PLAYER)
2381 { 2641 {
2382 apply_book (op, tmp); 2642 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; 2643 return 1;
2429 } 2644 }
2430 else 2645 else
2431 return 0; 2646 return 0;
2647
2648 case SKILLSCROLL:
2649 if (who->type == PLAYER)
2650 {
2651 apply_skillscroll (who, op);
2652 return 1;
2653 }
2654 else
2655 return 0;
2656
2657 case SPELLBOOK:
2658 if (who->type == PLAYER)
2659 {
2660 apply_spellbook (who, op);
2661 return 1;
2662 }
2663 else
2664 return 0;
2665
2666 case SCROLL:
2667 apply_scroll (who, op, 0);
2668 return 1;
2669
2670 case POTION:
2671 apply_potion (who, op);
2672 return 1;
2673
2674 /* Eneq(@csd.uu.se): Handle apply on containers. */
2675 //TODO: remove, as it is unsed?
2676 case CLOSE_CON:
2677 apply_container (who, op->env);
2678 return 1;
2679
2680 case CONTAINER:
2681 apply_container (who, op);
2682 return 1;
2683
2684 case TREASURE:
2685 if (who->type == PLAYER)
2686 {
2687 apply_treasure (who, op);
2688 return 1;
2689 }
2690 else
2691 return 0;
2692
2693 case LAMP:
2694 case TORCH:
2695 player_apply_lamp (who, op);
2696 return 1;
2432 2697
2433 case WEAPON: 2698 case WEAPON:
2434 case ARMOUR: 2699 case ARMOUR:
2435 case BOOTS: 2700 case BOOTS:
2436 case GLOVES: 2701 case GLOVES:
2444 case WAND: 2709 case WAND:
2445 case ROD: 2710 case ROD:
2446 case HORN: 2711 case HORN:
2447 case SKILL: 2712 case SKILL:
2448 case BOW: 2713 case BOW:
2449 case LAMP:
2450 case BUILDER: 2714 case BUILDER:
2451 case SKILL_TOOL: 2715 case SKILL_TOOL:
2452 if (tmp->env != op) 2716 if (op->env != who)
2453 return 2; /* not in inventory */ 2717 return 2; /* not in inventory */
2718
2454 (void) apply_special (op, tmp, aflag); 2719 apply_special (who, op, aflag);
2455 return 1; 2720 return 1;
2456 2721
2457 case DRINK: 2722 case DRINK:
2458 case FOOD: 2723 case FOOD:
2459 case FLESH: 2724 case FLESH:
2460 apply_food (op, tmp); 2725 apply_food (who, op);
2461 return 1; 2726 return 1;
2462 2727
2463 case POISON: 2728 case POISON:
2464 apply_poison (op, tmp); 2729 apply_poison (who, op);
2465 return 1; 2730 return 1;
2466 2731
2467 case SAVEBED: 2732 case SAVEBED:
2468 return 1; 2733 return 1;
2469 2734
2470 case ARMOUR_IMPROVER: 2735 case ARMOUR_IMPROVER:
2471 if (op->type == PLAYER) 2736 if (who->type == PLAYER)
2472 { 2737 {
2473 apply_armour_improver (op, tmp); 2738 apply_armour_improver (who, op);
2474 return 1; 2739 return 1;
2475 } 2740 }
2476 else 2741 else
2477 return 0; 2742 return 0;
2478 2743
2479 case WEAPON_IMPROVER: 2744 case WEAPON_IMPROVER:
2480 (void) check_improve_weapon (op, tmp); 2745 check_improve_weapon (who, op);
2481 return 1; 2746 return 1;
2482 2747
2483 case CLOCK: 2748 case CLOCK:
2484 if (op->type == PLAYER) 2749 if (who->type == PLAYER)
2485 { 2750 {
2486 char buf[MAX_BUF]; 2751 char buf[MAX_BUF];
2487 timeofday_t tod; 2752 timeofday_t tod;
2488 2753
2489 get_tod (&tod); 2754 get_tod (&tod);
2755 who->play_sound (sound_find ("sound_clock"));
2756 who->statusmsg (format (
2490 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2757 "It is %d minute%s past %d o'clock %s",
2491 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2758 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2492 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2759 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2760 ));
2494 new_draw_info (NDI_UNIQUE, 0, op, buf);
2495 return 1; 2761 return 1;
2496 } 2762 }
2497 else 2763 else
2764 return 0;
2765
2766 case MENU:
2767 if (who->type == PLAYER)
2498 { 2768 {
2499 return 0;
2500 }
2501
2502 case MENU:
2503 if (op->type == PLAYER)
2504 {
2505 shop_listing (tmp, op); 2769 shop_listing (op, who);
2506 return 1; 2770 return 1;
2507 } 2771 }
2508 else 2772 else
2773 return 0;
2774
2775 case POWER_CRYSTAL:
2776 apply_power_crystal (who, op); /* see egoitem.c */
2777 return 1;
2778
2779 case LIGHTER: /* for lighting torches/lanterns/etc */
2780 if (who->type == PLAYER)
2509 { 2781 {
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); 2782 apply_lighter (who, op);
2521 return 1; 2783 return 1;
2522 } 2784 }
2523 else 2785 else
2524 {
2525 return 0; 2786 return 0;
2526 }
2527 2787
2528 case ITEM_TRANSFORMER: 2788 case ITEM_TRANSFORMER:
2529 apply_item_transformer (op, tmp); 2789 apply_item_transformer (who, op);
2530 return 1; 2790 return 1;
2531 2791
2532 default: 2792 default:
2533 return 0; 2793 return 0;
2534 } 2794 }
2535} 2795}
2536
2537 2796
2538/* quiet suppresses the "don't know how to apply" and "you must get it first" 2797/* 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 2798 * messages as needed by player_apply_below(). But there can still be
2540 * "but you are floating high above the ground" messages. 2799 * "but you are floating high above the ground" messages.
2541 * 2800 *
2542 * Same return value as apply() function. 2801 * Same return value as apply() function.
2543 */ 2802 */
2544int 2803int
2545player_apply (object *pl, object *op, int aflag, int quiet) 2804player_apply (object *pl, object *op, int aflag, int quiet)
2546{ 2805{
2547 int tmp;
2548
2549 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2806 if (!op->env && (pl->move_type & MOVE_FLYING))
2550 { 2807 {
2551 /* player is flying and applying object not in inventory */ 2808 /* player is flying and applying object not in inventory */
2552 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2809 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2553 { 2810 {
2554 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2811 pl->failmsg ("But you are floating high above the ground! "
2812 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2813 "or waiting till the levitation effect wears off.>");
2555 return 0; 2814 return 0;
2556 } 2815 }
2557 } 2816 }
2558 2817
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; 2818 pl->contr->last_used = op;
2572 2819
2573 tmp = manual_apply (pl, op, aflag); 2820 int tmp = manual_apply (pl, op, aflag);
2821
2574 if (!quiet) 2822 if (!quiet)
2575 { 2823 {
2576 if (tmp == 0) 2824 if (tmp == 0)
2577 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2825 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2578 else if (tmp == 2) 2826 else if (tmp == 2)
2579 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2827 pl->failmsg ("You must get it first!\n");
2580 } 2828 }
2829
2581 return tmp; 2830 return tmp;
2582} 2831}
2583 2832
2584/** 2833/**
2585 * player_apply_below attempts to apply the object 'below' the player. 2834 * 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 2835 * If the player has an open container, we use that for below, otherwise
2587 * we use the ground. 2836 * we use the ground.
2588 */ 2837 */
2589
2590void 2838void
2591player_apply_below (object *pl) 2839player_apply_below (object *pl)
2592{ 2840{
2593 int floors = 0; 2841 int floors = 0;
2594 2842
2613 * person moving on it, also activate. Added code to make it 2861 * person moving on it, also activate. Added code to make it
2614 * so that at least one of players movement types be that which 2862 * so that at least one of players movement types be that which
2615 * the item needs. 2863 * the item needs.
2616 */ 2864 */
2617 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2865 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2618 {
2619 if (player_apply (pl, tmp, 0, 1) == 1) 2866 if (player_apply (pl, tmp, 0, 1) == 1)
2620 return; 2867 return;
2621 } 2868
2622 if (floors >= 2) 2869 if (floors >= 2)
2623 return; /* process at most two floor objects */ 2870 return; /* process at most two floor objects */
2624 } 2871 }
2625} 2872}
2626 2873
2631 * to keep the size of apply_special to a more managable size. 2878 * to keep the size of apply_special to a more managable size.
2632 */ 2879 */
2633static int 2880static int
2634unapply_special (object *who, object *op, int aflags) 2881unapply_special (object *who, object *op, int aflags)
2635{ 2882{
2636 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2883 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2884 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2637 return RESULT_INT (0); 2885 return RESULT_INT (0);
2638 2886
2639 object *tmp2;
2640
2641 CLEAR_FLAG (op, FLAG_APPLIED); 2887 CLEAR_FLAG (op, FLAG_APPLIED);
2642 2888
2643 switch (op->type) 2889 switch (op->type)
2644 { 2890 {
2891 case SKILL_TOOL:
2892 // unapplying a skill tool should also unapply the skill it governs
2893 // but this is hard, as it shouldn't do so when the skill can
2894 // be used for other reasons
2895 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2896 if (tmp->skill == op->skill
2897 && tmp->type == SKILL
2898 && tmp->flag [FLAG_APPLIED]
2899 && !tmp->flag [FLAG_CAN_USE_SKILL])
2900 unapply_special (who, tmp, 0);
2901
2902 change_abil (who, op);
2903 break;
2904
2645 case WEAPON: 2905 case WEAPON:
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2906 if (player *pl = who->contr)
2907 if (op == pl->combat_ob)
2908 {
2909 pl->combat_ob = 0;
2910 who->change_weapon (pl->ranged_ob);
2911 }
2647 2912
2913 who->statusmsg (format ("You unwield %s.", query_name (op)));
2914
2648 (void) change_abil (who, op); 2915 change_abil (who, op);
2649 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2916 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2651 clear_skill (who);
2652 break; 2917 break;
2653 2918
2654 case SKILL: /* allows objects to impart skills */
2655 case SKILL_TOOL: 2919 case SKILL:
2656 if (op != who->chosen_skill) 2920 if (who->contr)
2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2658
2659 if (who->type == PLAYER)
2660 { 2921 {
2661 if (who->contr->ranged_ob == op) 2922 if (IS_COMBAT_SKILL (op->subtype))
2662 { 2923 who->change_weapon (who->contr->combat_ob = 0);
2663 who->contr->ranged_skill = 0; 2924 else if (IS_RANGED_SKILL (op->subtype))
2664 who->contr->ranged_ob = 0; 2925 who->change_weapon (who->contr->ranged_ob = 0);
2665 }
2666 2926
2667 if (!op->invisible) 2927 if (op->invisible)
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2928 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2669 else 2929 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2930 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2671 } 2931 }
2672 2932
2673 change_abil (who, op); 2933 change_abil (who, op);
2674 who->chosen_skill = 0;
2675 CLEAR_FLAG (who, FLAG_READY_SKILL); 2934 CLEAR_FLAG (who, FLAG_READY_SKILL);
2676 break; 2935 break;
2677 2936
2678 case ARMOUR: 2937 case ARMOUR:
2679 case HELMET: 2938 case HELMET:
2683 case GLOVES: 2942 case GLOVES:
2684 case AMULET: 2943 case AMULET:
2685 case GIRDLE: 2944 case GIRDLE:
2686 case BRACERS: 2945 case BRACERS:
2687 case CLOAK: 2946 case CLOAK:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2947 who->statusmsg (format ("You unwear %s.", query_name (op)));
2689 (void) change_abil (who, op); 2948 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; 2949 break;
2723 2950
2724 case BOW: 2951 case BOW:
2725 case WAND: 2952 case WAND:
2726 case ROD: 2953 case ROD:
2727 case HORN: 2954 case HORN:
2728 clear_skill (who); 2955 if (player *pl = who->contr)
2729 if (who->type == PLAYER)
2730 { 2956 {
2731 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2957 if (op == pl->ranged_ob)
2958 {
2959 pl->ranged_ob = 0;
2960 who->change_weapon (pl->combat_ob);
2961 }
2732 2962
2733 who->contr->ranged_skill = 0; 2963 who->statusmsg (format ("You unready %s.", query_name (op)));
2734 who->contr->ranged_ob = 0;
2735 } 2964 }
2736 else 2965 else
2737 { 2966 {
2967 who->change_skill (0);
2968
2738 if (op->type == BOW) 2969 if (op->type == BOW)
2739 CLEAR_FLAG (who, FLAG_READY_BOW); 2970 CLEAR_FLAG (who, FLAG_READY_BOW);
2740 else 2971 else
2741 CLEAR_FLAG (who, FLAG_READY_RANGE); 2972 CLEAR_FLAG (who, FLAG_READY_RANGE);
2742 } 2973 }
2743 2974
2744 break; 2975 break;
2745 2976
2746 case BUILDER: 2977 case BUILDER:
2747 if (who->type == PLAYER) 2978 if (who->contr)
2748 { 2979 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; 2980 break;
2755 2981
2756 default: 2982 default:
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2983 who->statusmsg (format ("You unapply %s.", query_name (op)));
2758 break; 2984 break;
2759 } 2985 }
2760 2986
2987 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2988 if (object *pl = op->visible_to ())
2989 esrv_send_item (pl, op);
2990
2761 who->update_stats (); 2991 who->update_stats ();
2762 2992
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; 2993 return 0;
2780} 2994}
2781 2995
2782/** 2996/**
2783 * Returns the object that is using location 'loc'. 2997 * Returns the object that is using location 'loc'.
2784 * Note that 'start' is the first object to start examing - we 2998 * 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 2999 * then go through the below of this. In this way, you can do
2786 * something like: 3000 * something like:
2787 * tmp = get_item_from_body_location(who->inv, 1); 3001 * tmp = get_next_item_from_body_location(who->inv, 1);
2788 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3002 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2789 * to find the second object that may use this location, etc. 3003 * to find the second object that may use this location, etc.
2790 * Returns NULL if no match is found. 3004 * Returns NULL if no match is found.
2791 * loc is the index into the array we are looking for a match. 3005 * loc is the index into the array we are looking for a match.
2792 * don't return invisible objects unless they are skill objects 3006 * don't return invisible objects unless they are skill objects
2793 * invisible other objects that use 3007 * invisible other objects that use
2794 * up body locations can be used as restrictions. 3008 * up body locations can be used as restrictions.
2795 */ 3009 */
2796object * 3010static object *
2797get_item_from_body_location (object *start, int loc) 3011get_next_item_from_body_location (int loc, object *start)
2798{ 3012{
2799 object *tmp;
2800
2801 if (!start)
2802 return NULL;
2803
2804 for (tmp = start; tmp; tmp = tmp->below) 3013 for (object *tmp = start; tmp; tmp = tmp->below)
2805 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 3014 if (tmp->flag [FLAG_APPLIED]
3015 && tmp->slot[loc].info
3016 && (!tmp->invisible || tmp->type == SKILL))
2806 return tmp; 3017 return tmp;
2807 3018
2808 return NULL; 3019 return 0;
2809} 3020}
2810
2811
2812 3021
2813/** 3022/**
2814 * 'op' wants to apply an object, but can't because of other equipment. 3023 * 'op' wants to apply an object, but can't because of other equipment.
2815 * This should only be called when it is known 3024 * This should only be called when it is known
2816 * that there are objects to unapply. This makes pretty heavy 3025 * that there are objects to unapply. This makes pretty heavy
2819 * Returns 0 on success, returns 1 if there is some problem. 3028 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 3029 * 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 3030 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 3031 * another function that does just that.
2823 */ 3032 */
3033
3034#define CANNOT_REMOVE_CURSED \
3035 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3036 "Praying over an altar, scrolls of remove curse/damnation, " \
3037 "priests or even other players might help.>"
3038
2824int 3039int
2825unapply_for_ob (object *who, object *op, int aflags) 3040unapply_for_ob (object *who, object *op, int aflags)
2826{ 3041{
2827 int i; 3042 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) 3043 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2836 {
2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3044 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))) 3045 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 3046 {
2841 if (aflags & AP_PRINT) 3047 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3048 who->failmsg (query_name (tmp));
2843 else 3049 else
2844 unapply_special (who, tmp, aflags); 3050 unapply_special (who, tmp, aflags);
2845 } 3051 }
2846 else 3052 else
2847 { 3053 {
2848 /* In this case, we want to try and remove a cursed item. 3054 /* 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 3055 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 3056 * at least generate the message.
2851 */ 3057 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 3058 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; 3059 return 1;
2854 }
2855
2856 } 3060 }
2857 }
2858 }
2859 3061
2860 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3062 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2861 { 3063 {
2862 /* this used up a slot that we need to free */ 3064 /* this used up a slot that we need to free */
2863 if (op->body_info[i]) 3065 if (op->slot[i].info)
2864 { 3066 {
2865 last = who->inv; 3067 object *last = who->inv;
2866 3068
2867 /* We do a while loop - may need to remove several items in order 3069 /* We do a while loop - may need to remove several items in order
2868 * to free up enough slots. 3070 * to free up enough slots.
2869 */ 3071 */
2870 while ((who->body_used[i] + op->body_info[i]) < 0) 3072 while ((who->slot[i].used + op->slot[i].info) < 0)
2871 { 3073 {
2872 tmp = get_item_from_body_location (last, i); 3074 object *tmp = get_next_item_from_body_location (i, last);
3075
2873 if (!tmp) 3076 if (!tmp)
2874 { 3077 {
2875#if 0 3078#if 0
2876 /* Not a bug - we'll get this if the player has cursed items 3079 /* Not a bug - we'll get this if the player has cursed items
2877 * equipped. 3080 * equipped.
2878 */ 3081 */
2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 3082 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2880#endif 3083#endif
2881 return 1; 3084 return 1;
2882 } 3085 }
3086
2883 /* If we are just printing, we don't care about cursed status */ 3087 /* 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)))) 3088 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2885 { 3089 {
2886 if (aflags & AP_PRINT) 3090 if (aflags & AP_PRINT)
2887 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3091 who->failmsg (query_name (tmp));
2888 else 3092 else
2889 unapply_special (who, tmp, aflags); 3093 unapply_special (who, tmp, aflags);
2890 } 3094 }
2891 else 3095 else
2892 { 3096 {
2893 /* Cursed item that we can't unequip - tell the player. 3097 /* Cursed item that we can't unequip - tell the player.
2894 * Note this could be annoying if this is just one of a few, 3098 * 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 3099 * so it may not be critical (eg, putting on a ring and you have
2896 * one cursed ring.) 3100 * one cursed ring.)
2897 */ 3101 */
2898 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3102 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2899 } 3103 }
3104
2900 last = tmp->below; 3105 last = tmp->below;
2901 } 3106 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3107 /* 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. 3108 * return in the !tmp would have kicked in.
2904 */ 3109 */
2905 } /* if op is using this body location */ 3110 } /* if op is using this body location */
2906 } /* for body lcoations */ 3111 } /* for body lcoations */
3112
2907 return 0; 3113 return 0;
2908} 3114}
2909 3115
2910/** 3116/**
2911 * Checks to see if 'who' can apply object 'op'. 3117 * Checks to see if 'who' can apply object 'op'.
2912 * Returns 0 if apply can be done without anything special. 3118 * Returns 0 if apply can be done without anything special.
2913 * Otherwise returns a bitmask - potentially several of these may be 3119 * Otherwise returns a bitmask - potentially several of these may be
2914 * set, but largely depends on circumstance - in the future, processing 3120 * set, but largely depends on circumstance - in the future, processing
2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3121 * 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?) 3122 * is set, do we really care what the other flags may be?)
2917 * 3123 *
2918 * See include/define.h for detailed description of the meaning of 3124 * See include/define.h for detailed description of the meaning of
2919 * these return values. 3125 * these return values.
2920 */ 3126 */
2921int 3127int
2922can_apply_object (object *who, object *op) 3128can_apply_object (object *who, object *op)
2923{ 3129{
2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 3130 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2925 return RESULT_INT (0); 3131 return RESULT_INT (0);
2926 3132
2927 int i, retval = 0; 3133 int retval = 0;
2928 object *tmp = NULL, *ws = NULL; 3134 object *tmp = 0, *ws = 0;
2929 3135
2930 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3136 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 { 3137 {
2937 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3138 if (op->slot[i].info)
2938 { 3139 {
2939 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3140 /* Item uses more slots than we have */
3141 if (who->slot[i].info + op->slot [i].info < 0)
2940 { 3142 {
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' 3143 /* Could return now for efficiency - rest of info below isn't
2955 * really needed. 3144 * really needed.
2956 */ 3145 */
2957 retval |= CAN_APPLY_NEVER; 3146 retval |= CAN_APPLY_NEVER;
2958 } 3147 }
2959 else if ((who->body_used[i] + op->body_info[i]) < 0) 3148 else if (who->slot[i].used + op->slot[i].info < 0)
2960 { 3149 {
2961 /* in this case, equipping this would use more free spots than 3150 /* in this case, equipping this would use more free spots than
2962 * we have. 3151 * we have.
2963 */ 3152 */
2964 object *tmp1;
2965
2966 3153
2967 /* if we have an applied weapon/shield, and unapply it would free 3154 /* 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 3155 * enough slots to equip the new item, then just set "can
2969 * continue. We don't care about the logic below - if you have 3156 * 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 3157 * shield equipped and try to equip another shield, there is only
2971 * one choice. However, the check for the number of body locations 3158 * one choice. However, the check for the number of body locations
2972 * does take into the account cases where what is being applied 3159 * does take into the account cases where what is being applied
2973 * may be two handed for example. 3160 * may be two handed for example.
2974 */ 3161 */
2975 if (ws) 3162 if (ws)
2976 { 3163 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 { 3164 {
2979 retval |= CAN_APPLY_UNAPPLY; 3165 retval |= CAN_APPLY_UNAPPLY;
2980 continue; 3166 continue;
2981 } 3167 }
2982 }
2983 3168
2984 tmp1 = get_item_from_body_location (who->inv, i); 3169 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2985 if (!tmp1) 3170 if (!tmp1)
2986 { 3171 {
2987#if 0 3172#if 0
2988 /* This is sort of an error, but happens a lot when old players 3173 /* 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. 3174 * join in with more stuff equipped than they are now allowed.
2997 /* need to unapply something. However, if this something 3182 /* need to unapply something. However, if this something
2998 * is different than we had found before, it means they need 3183 * is different than we had found before, it means they need
2999 * to apply multiple objects 3184 * to apply multiple objects
3000 */ 3185 */
3001 retval |= CAN_APPLY_UNAPPLY; 3186 retval |= CAN_APPLY_UNAPPLY;
3187
3002 if (!tmp) 3188 if (!tmp)
3003 tmp = tmp1; 3189 tmp = tmp1;
3004 else if (tmp != tmp1) 3190 else if (tmp != tmp1)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY_MULT; 3191 retval |= CAN_APPLY_UNAPPLY_MULT;
3007 } 3192
3008 /* This object isn't using up all the slots, so there must 3193 /* 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 3194 * be another. If so, and it the new item doesn't need all
3010 * the slots, the player then has a choice. 3195 * the slots, the player then has a choice.
3011 */ 3196 */
3012 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3197 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3198 && abs (op->slot[i].info) < who->slot[i].info)
3013 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3199 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3014 3200
3015 /* Does unequippint 'tmp1' free up enough slots for this to be 3201 /* Does unequippint 'tmp1' free up enough slots for this to be
3016 * equipped? If not, there must be something else to unapply. 3202 * equipped? If not, there must be something else to unapply.
3017 */ 3203 */
3018 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3204 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3019 retval |= CAN_APPLY_UNAPPLY_MULT; 3205 retval |= CAN_APPLY_UNAPPLY_MULT;
3020
3021 } 3206 }
3022 } /* if not enough free slots */ 3207 } /* if not enough free slots */
3023 } /* if this object uses location i */ 3208 } /* if this object uses location i */
3024 } /* for i -> num_body_locations loop */ 3209 } /* for i -> num_body_locations loop */
3025 3210
3038 3223
3039 if (who->type != PLAYER) 3224 if (who->type != PLAYER)
3040 { 3225 {
3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3226 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3042 retval |= CAN_APPLY_RESTRICTION; 3227 retval |= CAN_APPLY_RESTRICTION;
3228
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3229 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3044 retval |= CAN_APPLY_RESTRICTION; 3230 retval |= CAN_APPLY_RESTRICTION;
3231
3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3232 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3046 retval |= CAN_APPLY_RESTRICTION; 3233 retval |= CAN_APPLY_RESTRICTION;
3234
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3235 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION; 3236 retval |= CAN_APPLY_RESTRICTION;
3049 } 3237 }
3050 3238
3051 return retval; 3239 return retval;
3066 * AP_UNAPPLY=always unapply). 3254 * AP_UNAPPLY=always unapply).
3067 * 3255 *
3068 * Optional flags: 3256 * Optional flags:
3069 * AP_NO_MERGE: don't merge an unapplied object with other objects 3257 * AP_NO_MERGE: don't merge an unapplied object with other objects
3070 * AP_IGNORE_CURSE: unapply cursed items 3258 * AP_IGNORE_CURSE: unapply cursed items
3259 * AP_NO_READY: do not ready skills when applying skill tools
3071 * 3260 *
3072 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3261 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3073 * 3262 *
3074 * apply_special() doesn't check for unpaid items. 3263 * apply_special() doesn't check for unpaid items.
3075 */ 3264 */
3265
3266#define LACK_ITEM_POWER \
3267 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3268
3076int 3269int
3077apply_special (object *who, object *op, int aflags) 3270apply_special (object *who, object *op, int aflags)
3078{ 3271{
3079 int basic_flag = aflags & AP_BASIC_FLAGS; 3272 int basic_flag = aflags & AP_BASIC_FLAGS;
3080 object *tmp, *tmp2, *skop = NULL; 3273 object *tmp, *tmp2, *skop = NULL;
3081 int i;
3082 3274
3083 if (who == NULL) 3275 if (who == NULL)
3084 { 3276 {
3085 LOG (llevError, "apply_special() from object without environment.\n"); 3277 LOG (llevError, "apply_special() from object without environment.\n");
3086 return 1; 3278 return 1;
3096 if (basic_flag == AP_APPLY) 3288 if (basic_flag == AP_APPLY)
3097 return 0; 3289 return 0;
3098 3290
3099 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3291 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3100 { 3292 {
3101 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3293 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3102 return 1; 3294 return 1;
3103 } 3295 }
3296
3104 return unapply_special (who, op, aflags); 3297 return unapply_special (who, op, aflags);
3105 } 3298 }
3106
3107 if (basic_flag == AP_UNAPPLY) 3299 else if (basic_flag == AP_UNAPPLY)
3108 return 0; 3300 return 0;
3109 3301
3110 i = can_apply_object (who, op); 3302 // if the item is combat/ranged, wield the relevant slot first
3303 // to resolve conflicts.
3304 if (player *pl = who->contr)
3305 switch (op->slottype ())
3306 {
3307 case slot_combat: who->change_weapon (pl->combat_ob); break;
3308 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3309 }
3310
3311 splay (op);
3111 3312
3112 /* Can't just apply this object. Lets see what not and what to do */ 3313 /* Can't just apply this object. Lets see what not and what to do */
3113 if (i) 3314 if (int i = can_apply_object (who, op))
3114 { 3315 {
3115 if (i & CAN_APPLY_NEVER) 3316 if (i & CAN_APPLY_NEVER)
3116 { 3317 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3318 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; 3319 return 1;
3119 } 3320 }
3120 else if (i & CAN_APPLY_RESTRICTION) 3321 else if (i & CAN_APPLY_RESTRICTION)
3121 { 3322 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3323 who->failmsg (format (
3324 "You have a prohibition against using a %s. "
3325 "H<Your belief, profession or class prevents you from applying this item.>",
3326 query_name (op)
3327 ));
3123 return 1; 3328 return 1;
3124 } 3329 }
3330
3125 if (who->type != PLAYER) 3331 if (who->type != PLAYER)
3126 { 3332 {
3127 /* Some error, so don't try to equip something more */ 3333 /* Some error, so don't try to equip something more */
3128 if (unapply_for_ob (who, op, aflags)) 3334 if (unapply_for_ob (who, op, aflags))
3129 return 1; 3335 return 1;
3130 } 3336 }
3131 else 3337 else
3132 { 3338 {
3133 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3339 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3134 { 3340 {
3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3341 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3136 unapply_for_ob (who, op, AP_PRINT); 3342 unapply_for_ob (who, op, AP_PRINT);
3137 return 1; 3343 return 1;
3138 } 3344 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3345 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3140 {
3141 i = unapply_for_ob (who, op, aflags); 3346 if (unapply_for_ob (who, op, aflags))
3142 if (i)
3143 return 1; 3347 return 1;
3144 }
3145 } 3348 }
3146 } 3349 }
3147 3350
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3351 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 { 3352 {
3150 skop = find_skill_by_name (who, op->skill); 3353 skop = find_skill_by_name (who, op->skill);
3354
3151 if (!skop) 3355 if (!skop)
3152 { 3356 {
3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3357 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3154 return 1; 3358 return 1;
3155 } 3359 }
3156 else 3360 else
3157 /* While experience will be credited properly, we want to change the 3361 /* While experience will be credited properly, we want to change the
3158 * skill so that the dam and wc get updated 3362 * skill so that the dam and wc get updated
3159 */ 3363 */
3160 change_skill (who, skop, 0); 3364 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 { 3365 }
3165 new_draw_info (NDI_UNIQUE, 0, who, 3366
3367 if (!check_item_power (who, op->item_power))
3368 {
3166 "Equipping that combined with other items would consume your soul! " 3369 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; 3370 return 1;
3169 } 3371 }
3170
3171 3372
3172 /* Ok. We are now at the state where we can apply the new object. 3373 /* 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_... 3374 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object. 3375 * below - that is already taken care of by can_apply_object.
3175 */ 3376 */
3176 3377 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 3378
3182 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3379 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3183 return RESULT_INT (0); 3380 return RESULT_INT (0);
3184 3381
3185 switch (op->type) 3382 switch (op->type)
3186 { 3383 {
3187 case WEAPON: 3384 case WEAPON:
3188 if (!check_weapon_power (who, op->last_eat))
3189 {
3190 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3191 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3192 if (tmp != NULL)
3193 (void) insert_ob_in_ob (tmp, who);
3194 return 1;
3195 }
3196
3197 //TODO: this obviously fails for players using a shiorter prefix 3385 //TODO: this obviously fails for players using a shorter prefix
3198 // i.e. "R" can use Ragnarok's swors. 3386 // i.e. "R" can use Ragnarok's sword.
3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3387 if (op->level && !op->name.starts_with (who->name))
3200 { 3388 {
3201 /* if the weapon does not have the name as the character, can't use it. */ 3389 /* 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) */ 3390 /* (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."); 3391 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3204 3392
3205 if (tmp) 3393 if (tmp)
3206 insert_ob_in_ob (tmp, who); 3394 insert_ob_in_ob (tmp, who);
3207 3395
3208 return 1; 3396 return 1;
3209 } 3397 }
3210 3398
3399 if (!skop)
3400 {
3401 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3402 return 1;
3403 }
3404
3211 SET_FLAG (op, FLAG_APPLIED); 3405 SET_FLAG (op, FLAG_APPLIED);
3212
3213 if (skop)
3214 change_skill (who, skop, 1); 3406 who->change_skill (skop);
3215 3407
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3408 if (who->contr)
3409 who->change_weapon (who->contr->combat_ob = op);
3410
3411 who->statusmsg (format ("You wield %s.", query_name (op)));
3412
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3413 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); 3414 change_abil (who, op);
3222 break; 3415 break;
3223 3416
3224 case ARMOUR: 3417 case ARMOUR:
3225 case HELMET: 3418 case HELMET:
3230 case BRACERS: 3423 case BRACERS:
3231 case CLOAK: 3424 case CLOAK:
3232 case RING: 3425 case RING:
3233 case AMULET: 3426 case AMULET:
3234 SET_FLAG (op, FLAG_APPLIED); 3427 SET_FLAG (op, FLAG_APPLIED);
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3428 who->statusmsg (format ("You wear %s.", query_name (op)));
3236 change_abil (who, op); 3429 change_abil (who, op);
3237 break; 3430 break;
3238 3431
3239 case LAMP: 3432 case SKILL_TOOL:
3240 if (op->stats.food < 1) 3433 // applying a skill tool also readies the skill
3434 SET_FLAG (op, FLAG_APPLIED);
3435
3436 if (!(aflags & AP_NO_READY))
3241 { 3437 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3438 skop = find_skill_by_name (who, op->skill);
3243 return 1; 3439 if (!skop->flag [FLAG_APPLIED])
3440 apply_special (who, skop, AP_APPLY);
3244 } 3441 }
3442 break;
3245 3443
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3444 case SKILL:
3247 tmp2 = arch_to_object (op->other_arch); 3445 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 { 3446 {
3265 insert_ob_in_ob (tmp, who); 3447 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 { 3448 {
3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3449 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3450 {
3451 for (object *item = who->inv; item; item = item->below)
3452 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3453 {
3454 if (item->skill == op->skill)
3455 {
3456 who->change_weapon (pl->combat_ob = item);
3457 goto found_weapon;
3458 }
3459 }
3460
3461 who->failmsg (format (
3462 "You need to apply a '%s' melee weapon before readying this skill. "
3463 "H<Some skills need an item, in this case a melee weapon, to function.>",
3464 &op->skill
3465 ));
3466 return 1;
3467
3468 found_weapon:;
3469 }
3470 else
3471 who->change_weapon (pl->combat_ob = op);
3278 } 3472 }
3279 } 3473 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 { 3474 {
3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3475 if (skill_flags [op->subtype] & SF_NEED_BOW)
3476 {
3477 for (object *item = who->inv; item; item = item->below)
3478 if (item->type == BOW && item->flag [FLAG_APPLIED])
3479 {
3480 //TODO: bows should/must all have skill missile weapon right now
3481 who->change_weapon (pl->ranged_ob = item);
3482 goto found_bow;
3483 }
3484
3485 who->failmsg (
3486 "You need to apply a missile weapon before readying this skill. "
3487 "H<Some skills need an item, in this case a missile weapon, to function.>"
3488 );
3292 return 1; 3489 return 1;
3490
3491 found_bow:;
3492 }
3493 else
3494 who->change_weapon (pl->ranged_ob = op);
3293 } 3495 }
3294
3295 if (who->type == PLAYER)
3296 {
3297 who->contr->ranged_skill = who;
3298 who->contr->ranged_ob = op;
3299 3496
3300 if (!op->invisible) 3497 if (!op->invisible)
3301 { 3498 {
3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3499 who->statusmsg (format (
3303 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3500 "You ready %s."
3501 "You can now use the skill: %s.",
3502 query_name (op),
3503 &op->skill
3504 ));
3304 } 3505 }
3305 else 3506 else
3306 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3507 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3307 } 3508 }
3308 3509 else
3510 {
3309 SET_FLAG (op, FLAG_APPLIED); 3511 SET_FLAG (op, FLAG_APPLIED);
3310 change_abil (who, op); 3512 change_abil (who, op);
3311 who->chosen_skill = op; 3513 who->chosen_skill = op;
3312 SET_FLAG (who, FLAG_READY_SKILL); 3514 SET_FLAG (who, FLAG_READY_SKILL);
3515 }
3516
3313 break; 3517 break;
3314 3518
3315 case BOW: 3519 case BOW:
3316 if (!check_weapon_power (who, op->last_eat)) 3520 if (op->level && !op->name.starts_with (who->name))
3317 { 3521 {
3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3522 who->failmsg ("The weapon does not recognize you as its owner. "
3319 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3523 "H<Its name indicates that it belongs to somebody else.>");
3320
3321 if (tmp) 3524 if (tmp)
3322 insert_ob_in_ob (tmp, who);
3323
3324 return 1;
3325 }
3326
3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3328 {
3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3330 if (tmp != NULL)
3331 insert_ob_in_ob (tmp, who); 3525 insert_ob_in_ob (tmp, who);
3332 3526
3333 return 1; 3527 return 1;
3334 } 3528 }
3335 3529
3336 /*FALLTHROUGH*/ 3530 /*FALLTHROUGH*/
3337 case WAND: 3531 case WAND:
3338 case ROD: 3532 case ROD:
3339 case HORN: 3533 case HORN:
3340 /* check for skill, alter player status */ 3534 /* check for skill, alter player status */
3535
3536 if (!skop)
3537 {
3538 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3539 return 1;
3540 }
3541
3341 SET_FLAG (op, FLAG_APPLIED); 3542 SET_FLAG (op, FLAG_APPLIED);
3342 if (skop)
3343 change_skill (who, skop, 0); 3543 who->change_skill (skop);
3344 3544
3345 if (who->type == PLAYER) 3545 if (who->contr)
3346 { 3546 {
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3547 who->contr->ranged_ob = op;
3548
3549 who->statusmsg (format ("You ready %s.", query_name (op)));
3348 3550
3349 if (op->type == BOW) 3551 if (op->type == BOW)
3350 { 3552 {
3553 who->current_weapon = op;
3351 change_abil (who, op); 3554 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)); 3555 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3354 } 3556 }
3355
3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3357 who->contr->ranged_ob = op;
3358 } 3557 }
3359 else 3558 else
3360 { 3559 {
3361 if (op->type == BOW) 3560 if (op->type == BOW)
3362 SET_FLAG (who, FLAG_READY_BOW); 3561 SET_FLAG (who, FLAG_READY_BOW);
3367 break; 3566 break;
3368 3567
3369 case BUILDER: 3568 case BUILDER:
3370 if (who->type == PLAYER) 3569 if (who->type == PLAYER)
3371 { 3570 {
3571 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3572 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3373 unapply_special (who, who->contr->ranged_ob, 0); 3573 unapply_special (who, who->contr->ranged_ob, 0);
3374 3574
3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3575 who->statusmsg (format ("You ready your %s.", query_name (op)));
3376 3576
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op; 3577 who->contr->ranged_ob = op;
3379 } 3578 }
3380 break; 3579 break;
3381 3580
3382 default: 3581 default:
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3582 who->statusmsg (format ("You apply %s.", query_name (op)));
3384 } /* end of switch op->type */ 3583 }
3385 3584
3386 SET_FLAG (op, FLAG_APPLIED); 3585 SET_FLAG (op, FLAG_APPLIED);
3387 3586
3388 if (tmp != NULL) 3587 if (tmp)
3389 tmp = insert_ob_in_ob (tmp, who); 3588 who->insert (tmp);
3390 3589
3391 who->update_stats (); 3590 who->update_stats ();
3392 3591
3393 /* We exclude spell casting objects. The fire code will set the 3592 /* We exclude spell casting objects. The fire code will set the
3394 * been applied flag when they are used - until that point, 3593 * been applied flag when they are used - until that point,
3396 */ 3595 */
3397 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3596 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3398 SET_FLAG (op, FLAG_BEEN_APPLIED); 3597 SET_FLAG (op, FLAG_BEEN_APPLIED);
3399 3598
3400 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3599 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3401 {
3402 if (who->type == PLAYER) 3600 if (who->type == PLAYER)
3403 { 3601 {
3404 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3602 who->failmsg (
3603 "Oops, it feels deadly cold! "
3604 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3605 );
3405 SET_FLAG (op, FLAG_KNOWN_CURSED); 3606 SET_FLAG (op, FLAG_KNOWN_CURSED);
3406 } 3607 }
3407 }
3408 3608
3409 if (who->type == PLAYER) 3609 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); 3610 esrv_send_item (pl, op);
3416 }
3417 3611
3418 return 0; 3612 return 0;
3419} 3613}
3420 3614
3421int 3615int
3422monster_apply_special (object *who, object *op, int aflags) 3616monster_apply_special (object *who, object *op, int aflags)
3423{ 3617{
3424 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3618 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3425 return 1; 3619 return 1;
3620
3426 return apply_special (who, op, aflags); 3621 return apply_special (who, op, aflags);
3427} 3622}
3428 3623
3429/** 3624/**
3430 * Map was just loaded, handle op's initialisation. 3625 * Map was just loaded, handle op's initialisation.
3434int 3629int
3435auto_apply (object *op) 3630auto_apply (object *op)
3436{ 3631{
3437 object *tmp = NULL, *tmp2; 3632 object *tmp = NULL, *tmp2;
3438 int i; 3633 int i;
3634
3635 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3439 3636
3440 switch (op->type) 3637 switch (op->type)
3441 { 3638 {
3442 case SHOP_FLOOR: 3639 case SHOP_FLOOR:
3443 if (!op->has_random_items ()) 3640 if (!op->has_random_items ())
3445 3642
3446 do 3643 do
3447 { 3644 {
3448 i = 10; /* let's give it 10 tries */ 3645 i = 10; /* let's give it 10 tries */
3449 while ((tmp = generate_treasure (op->randomitems, 3646 while ((tmp = generate_treasure (op->randomitems,
3450 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3647 op->stats.exp
3648 ? (int) op->stats.exp
3649 : max (op->map->difficulty, 5)))
3650 == NULL && --i);
3651
3451 if (tmp == NULL) 3652 if (tmp == NULL)
3452 return 0; 3653 return 0;
3654
3453 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3655 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3454 { 3656 {
3455 tmp->destroy (); 3657 tmp->destroy ();
3456 tmp = NULL; 3658 tmp = NULL;
3457 } 3659 }
3460 3662
3461 tmp->x = op->x; 3663 tmp->x = op->x;
3462 tmp->y = op->y; 3664 tmp->y = op->y;
3463 SET_FLAG (tmp, FLAG_UNPAID); 3665 SET_FLAG (tmp, FLAG_UNPAID);
3464 insert_ob_in_map (tmp, op->map, NULL, 0); 3666 insert_ob_in_map (tmp, op->map, NULL, 0);
3465 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3466 identify (tmp); 3667 identify (tmp);
3467 break; 3668 break;
3468 3669
3469 case TREASURE: 3670 case TREASURE:
3470 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3671 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3477 /* If we generated an object and put it in this object inventory, 3678 /* 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 3679 * move it to the parent object as the current object is about
3479 * to disappear. An example of this item is the random_* stuff 3680 * to disappear. An example of this item is the random_* stuff
3480 * that is put inside other objects. 3681 * that is put inside other objects.
3481 */ 3682 */
3482 for (tmp = op->inv; tmp; tmp = tmp2)
3483 {
3484 tmp2 = tmp->below;
3485 tmp->remove ();
3486
3487 if (op->env) 3683 if (op->env)
3488 insert_ob_in_ob (tmp, op->env); 3684 while (op->inv)
3489 else 3685 op->env->insert (op->inv);
3490 tmp->destroy ();
3491 }
3492 3686
3493 op->destroy (); 3687 op->destroy ();
3494 break; 3688 break;
3495 } 3689 }
3496 return tmp ? 1 : 0; 3690
3691 return !!tmp;
3497} 3692}
3498 3693
3499/** 3694/**
3500 * fix_auto_apply goes through the entire map every time a map 3695 * fix_auto_apply goes through the entire map every time a map
3501 * is loaded or swapped in and performs special actions for 3696 * is loaded or swapped in and performs special actions for
3515 3710
3516 if (tmp->inv) 3711 if (tmp->inv)
3517 { 3712 {
3518 object *invtmp, *invnext; 3713 object *invtmp, *invnext;
3519 3714
3520 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3715 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3521 { 3716 {
3522 invnext = invtmp->below; 3717 invnext = invtmp->below;
3523 3718
3524 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3719 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3525 auto_apply (invtmp); 3720 auto_apply (invtmp);
3526 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3721 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3527 { 3722 {
3528 while ((invtmp->stats.hp--) > 0) 3723 while (invtmp->stats.hp-- > 0)
3529 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3724 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3530 3725
3531 invtmp->randomitems = NULL; 3726 invtmp->randomitems = NULL;
3532 } 3727 }
3533 else if (invtmp && invtmp->arch 3728 else if (invtmp && invtmp->arch
3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3778 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3584 { 3779 {
3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3780 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3586 tmp->randomitems = NULL; 3781 tmp->randomitems = NULL;
3587 } 3782 }
3783
3588 // close all containers 3784 // close all containers
3589 else if (tmp->type == CONTAINER) 3785 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0; 3786 tmp->flag [FLAG_APPLIED] = 0;
3591 3787
3592 tmp = above; 3788 tmp = above;
3602 * Handles player eating food that temporarily changes status (resistances, stats). 3798 * Handles player eating food that temporarily changes status (resistances, stats).
3603 * This used to call cast_change_attr(), but 3799 * This used to call cast_change_attr(), but
3604 * that doesn't work with the new spell code. Since we know what 3800 * 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. 3801 * the food changes, just grab a force and use that instead.
3606 */ 3802 */
3607
3608void 3803void
3609eat_special_food (object *who, object *food) 3804eat_special_food (object *who, object *food)
3610{ 3805{
3611 object *force; 3806 object *force;
3612 int i, did_one = 0; 3807 int i, did_one = 0;
3613 sint8 k;
3614 3808
3615 force = get_archetype (FORCE_NAME); 3809 force = get_archetype (FORCE_NAME);
3616 3810
3617 for (i = 0; i < NUM_STATS; i++) 3811 for (i = 0; i < NUM_STATS; i++)
3618 { 3812 if (sint8 k = food->stats.stat (i))
3619 k = get_attr_value (&food->stats, i);
3620 if (k)
3621 { 3813 {
3622 set_attr_value (&force->stats, i, k); 3814 force->stats.stat (i) = k;
3623 did_one = 1; 3815 did_one = 1;
3624 } 3816 }
3625 }
3626 3817
3627 /* check if we can protect the eater */ 3818 /* check if we can protect the eater */
3628 for (i = 0; i < NROFATTACKS; i++) 3819 for (i = 0; i < NROFATTACKS; i++)
3629 { 3820 {
3630 if (food->resist[i] > 0) 3821 if (food->resist[i] > 0)
3649 /* check for hp, sp change */ 3840 /* check for hp, sp change */
3650 if (food->stats.hp != 0) 3841 if (food->stats.hp != 0)
3651 { 3842 {
3652 if (QUERY_FLAG (food, FLAG_CURSED)) 3843 if (QUERY_FLAG (food, FLAG_CURSED))
3653 { 3844 {
3654 assign (who->contr->killer, food->name); 3845 who->contr->killer = food;
3655 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3846 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3656 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3847 who->failmsg ("Eck!...that was poisonous!");
3657 } 3848 }
3658 else 3849 else
3659 { 3850 {
3660 if (food->stats.hp > 0) 3851 if (food->stats.hp > 0)
3661 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3852 who->statusmsg ("You begin to feel better.");
3662 else 3853 else
3663 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3854 who->failmsg ("Eck!...that was poisonous!");
3855
3664 who->stats.hp += food->stats.hp; 3856 who->stats.hp += food->stats.hp;
3665 } 3857 }
3666 } 3858 }
3859
3667 if (food->stats.sp != 0) 3860 if (food->stats.sp != 0)
3668 { 3861 {
3669 if (QUERY_FLAG (food, FLAG_CURSED)) 3862 if (QUERY_FLAG (food, FLAG_CURSED))
3670 { 3863 {
3671 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3864 who->failmsg ("You are drained of mana!");
3672 who->stats.sp -= food->stats.sp; 3865 who->stats.sp -= food->stats.sp;
3673 if (who->stats.sp < 0) 3866 if (who->stats.sp < 0)
3674 who->stats.sp = 0; 3867 who->stats.sp = 0;
3675 } 3868 }
3676 else 3869 else
3677 { 3870 {
3678 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3871 who->statusmsg ("You feel a rush of magical energy!");
3679 who->stats.sp += food->stats.sp; 3872 who->stats.sp += food->stats.sp;
3680 /* place limit on max sp from food? */ 3873 /* place limit on max sp from food? */
3681 } 3874 }
3682 } 3875 }
3876
3683 who->update_stats (); 3877 who->update_stats ();
3684} 3878}
3685 3879
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 3880
3751/** 3881/**
3752 * op made some mistake with a scroll, this takes care of punishment. 3882 * op made some mistake with a scroll, this takes care of punishment.
3753 * scroll_failure()- hacked directly from spell_failure 3883 * scroll_failure()- hacked directly from spell_failure
3754 */ 3884 */
3760 3890
3761 if (failure <= -1 && failure > -15) 3891 if (failure <= -1 && failure > -15)
3762 { /* wonder */ 3892 { /* wonder */
3763 object *tmp; 3893 object *tmp;
3764 3894
3765 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3895 op->failmsg ("Your spell warps!");
3766 tmp = get_archetype (SPELL_WONDER); 3896 tmp = get_archetype (SPELL_WONDER);
3767 cast_wonder (op, op, 0, tmp); 3897 cast_wonder (op, op, 0, tmp);
3768 tmp->destroy (); 3898 tmp->destroy ();
3769 } 3899 }
3770 else if (failure <= -15 && failure > -35) 3900 else if (failure <= -15 && failure > -35)
3771 { /* drain mana */ 3901 { /* drain mana */
3772 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3902 op->failmsg ("Your mana is drained!");
3773 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3903 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3774 if (op->stats.sp < 0) 3904 if (op->stats.sp < 0)
3775 op->stats.sp = 0; 3905 op->stats.sp = 0;
3776 } 3906 }
3777 else if (settings.spell_failure_effects == TRUE) 3907 else if (settings.spell_failure_effects == TRUE)
3778 { 3908 {
3779 if (failure <= -35 && failure > -60) 3909 if (failure <= -35 && failure > -60)
3780 { /* confusion */ 3910 { /* confusion */
3781 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3911 op->failmsg ("The magic recoils on you!");
3782 confuse_player (op, op, power); 3912 confuse_player (op, op, power);
3783 } 3913 }
3784 else if (failure <= -60 && failure > -70) 3914 else if (failure <= -60 && failure > -70)
3785 { /* paralysis */ 3915 { /* paralysis */
3786 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3916 op->failmsg ("The magic recoils and paralyzes you!");
3787 paralyze_player (op, op, power); 3917 paralyze_player (op, op, power);
3788 } 3918 }
3789 else if (failure <= -70 && failure > -80) 3919 else if (failure <= -70 && failure > -80)
3790 { /* blind */ 3920 { /* blind */
3791 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3921 op->failmsg ("The magic recoils on you!");
3792 blind_player (op, op, power); 3922 blind_player (op, op, power);
3793 } 3923 }
3794 else if (failure <= -80) 3924 else if (failure <= -80)
3795 { /* blast the immediate area */ 3925 { /* blast the immediate area */
3796 object *tmp;
3797
3798 tmp = get_archetype (LOOSE_MANA); 3926 object *tmp = get_archetype (LOOSE_MANA);
3799 cast_magic_storm (op, tmp, power); 3927 cast_magic_storm (op, tmp, power);
3800 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3928 op->failmsg ("You unleash uncontrolled mana!");
3801 tmp->destroy (); 3929 tmp->destroy ();
3802 } 3930 }
3803 } 3931 }
3804} 3932}
3805 3933
3825 */ 3953 */
3826 int i, j; 3954 int i, j;
3827 3955
3828 for (i = 0; i < NUM_STATS; i++) 3956 for (i = 0; i < NUM_STATS; i++)
3829 { 3957 {
3830 sint8 stat = get_attr_value (stats, i); 3958 int race_bonus = pl->arch->stats.stat (i);
3831 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3959 sint8 stat = stats->stat (i) + ns->stat (i);
3832 3960
3833 stat += get_attr_value (ns, i);
3834 if (stat > 20 + race_bonus) 3961 if (stat > 20 + race_bonus)
3835 { 3962 {
3836 excess_stat++; 3963 excess_stat++;
3837 stat = 20 + race_bonus; 3964 stat = 20 + race_bonus;
3838 } 3965 }
3839 set_attr_value (stats, i, stat); 3966
3967 stats->stat (i) = stat;
3840 } 3968 }
3841 3969
3842 for (j = 0; excess_stat > 0 && j < 100; j++) 3970 for (j = 0; excess_stat > 0 && j < 100; j++)
3843 { /* try 100 times to assign excess stats */ 3971 { /* try 100 times to assign excess stats */
3844 int i = rndm (0, 6); 3972 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 3973
3848 if (i == CHA) 3974 if (i == CHA)
3849 continue; /* exclude cha from this */ 3975 continue; /* exclude cha from this */
3976
3977 int stat = stats->stat (i);
3978 int race_bonus = pl->arch->stats.stat (i);
3850 if (stat < 20 + race_bonus) 3979 if (stat < 20 + race_bonus)
3851 { 3980 {
3852 change_attr_value (stats, i, 1); 3981 change_attr_value (stats, i, 1);
3853 excess_stat--; 3982 excess_stat--;
3854 } 3983 }
3855 } 3984 }
3856 3985
3857 /* insert the randomitems from the change's treasurelist into 3986 /* insert the randomitems from the change's treasurelist into
3858 * the player ref: player.c 3987 * the player ref: player.c
3859 */ 3988 */
3860 if (change->randomitems != NULL) 3989 if (change->randomitems)
3861 give_initial_items (pl, change->randomitems); 3990 give_initial_items (pl, change->randomitems);
3862
3863 3991
3864 /* set up the face, for some races. */ 3992 /* set up the face, for some races. */
3865 3993
3866 /* first, look for the force object banning 3994 /* first, look for the force object banning
3867 * changing the face. Certain races never change face with class. 3995 * changing the face. Certain races never change face with class.
3868 */ 3996 */
3869 for (walk = pl->inv; walk != NULL; walk = walk->below) 3997 for (walk = pl->inv; walk; walk = walk->below)
3870 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3998 if (walk->name == shstr_NOCLASSFACECHANGE)
3871 flag_change_face = 0; 3999 flag_change_face = 0;
3872 4000
3873 if (flag_change_face) 4001 if (flag_change_face)
3874 { 4002 {
3875 pl->animation_id = GET_ANIM_ID (change);
3876 pl->face = change->face; 4003 pl->face = change->face;
3877 4004 pl->animation_id = change->animation_id;
3878 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4005 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3879 SET_FLAG (pl, FLAG_ANIMATE);
3880 else
3881 CLEAR_FLAG (pl, FLAG_ANIMATE);
3882 } 4006 }
3883 4007
3884 /* check the special case of can't use weapons */ 4008 /* check the special case of can't use weapons */
3885 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4009 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3886 if (!strcmp (change->name, "monk")) 4010 if (change->name == shstr_monk)
3887 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4011 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3888 4012
3889 break; 4013 break;
3890 } 4014 }
3891 } 4015 }
3912 char got[MAX_BUF]; 4036 char got[MAX_BUF];
3913 int len; 4037 int len;
3914 4038
3915 if (!pl || !transformer) 4039 if (!pl || !transformer)
3916 return; 4040 return;
4041
3917 marked = find_marked_object (pl); 4042 marked = find_marked_object (pl);
4043
3918 if (!marked) 4044 if (!marked)
3919 { 4045 {
3920 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4046 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3921 return; 4047 return;
3922 } 4048 }
4049
3923 if (!marked->slaying) 4050 if (!marked->slaying)
3924 { 4051 {
3925 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4052 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3926 return; 4053 return;
3927 } 4054 }
4055
3928 /* check whether they are compatible or not */ 4056 /* check whether they are compatible or not */
3929 find = strstr (marked->slaying, transformer->arch->name); 4057 find = strstr (&marked->slaying, transformer->arch->archname);
3930 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4058 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3931 { 4059 {
3932 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4060 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3933 return; 4061 return;
3934 } 4062 }
4063
3935 find += strlen (transformer->arch->name) + 1; 4064 find += strlen (transformer->arch->archname) + 1;
3936 /* Item can be used, now find how many and what it yields */ 4065 /* Item can be used, now find how many and what it yields */
3937 if (isdigit (*(find))) 4066 if (isdigit (*(find)))
3938 { 4067 {
3939 yield = atoi (find); 4068 yield = atoi (find);
3940 if (yield < 1) 4069 if (yield < 1)
3946 else 4075 else
3947 yield = 1; 4076 yield = 1;
3948 4077
3949 while (isdigit (*find)) 4078 while (isdigit (*find))
3950 find++; 4079 find++;
4080
3951 while (*find == ' ') 4081 while (*find == ' ')
3952 find++; 4082 find++;
4083
3953 memset (got, 0, MAX_BUF); 4084 memset (got, 0, MAX_BUF);
4085
3954 if ((separator = strchr (find, ';')) != NULL) 4086 if ((separator = strchr (find, ';')) != NULL)
3955 {
3956 len = separator - find; 4087 len = separator - find;
3957 }
3958 else 4088 else
3959 {
3960 len = strlen (find); 4089 len = strlen (find);
3961 } 4090
3962 if (len > MAX_BUF - 1) 4091 if (len > MAX_BUF - 1)
3963 len = MAX_BUF - 1; 4092 len = MAX_BUF - 1;
4093
3964 strcpy (got, find); 4094 strcpy (got, find);
3965 got[len] = '\0'; 4095 got[len] = '\0';
3966 4096
3967 /* Now create new item, remove used ones when required. */ 4097 /* Now create new item, remove used ones when required. */
3968 new_item = get_archetype (got); 4098 new_item = get_archetype (got);
3969 if (!new_item) 4099 if (!new_item)
3970 { 4100 {
3971 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4101 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3972 return; 4102 return;
3973 } 4103 }
3974 4104
3975 new_item->nrof = yield; 4105 new_item->nrof = yield;
4106
3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4107 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3977 insert_ob_in_ob (new_item, pl); 4108
3978 esrv_send_inventory (pl, pl); 4109 pl->insert (new_item);
3979 /* Eat up one item */ 4110 /* Eat up one item */
3980 decrease_ob_nr (marked, 1); 4111 marked->decrease ();
4112
3981 /* Eat one transformer if needed */ 4113 /* Eat one transformer if needed */
3982 if (transformer->stats.food) 4114 if (transformer->stats.food)
3983 if (--transformer->stats.food == 0) 4115 if (--transformer->stats.food == 0)
3984 decrease_ob_nr (transformer, 1); 4116 transformer->decrease ();
3985} 4117}
4118

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