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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.97 by root, Tue May 15 19:07:15 2007 UTC vs.
Revision 1.123 by root, Thu Aug 16 06:36:56 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <cmath> 24#include <cmath>
26 25
69 68
70 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 70 * name or race that matches.
72 */ 71 */
73 if ((op->race) && 72 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1; 76 return 1;
78 77
79 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 79 * of arch, name, or race match.
81 */ 80 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 84 return 1;
86 85
87 return 0; 86 return 0;
93 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
94 */ 93 */
95static int 94static int
96apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
97{ 96{
97 dynbuf_text buf;
98
98 object *id, *marked; 99 object *id, *marked;
99 int success = 0;
100 100
101 if (pl == NULL || pl->type != PLAYER) 101 if (pl == NULL || pl->type != PLAYER)
102 return 0; 102 return 0;
103 103
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs 104 /* Check for MONEY type is a special hack - it prevents 'nothing needs
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108 return 0; 108 return 0;
109 109
110 marked = find_marked_object (pl); 110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be 111 /* if the player has a marked item, identify that if it needs to be
112 * identified. IF it doesn't, then go through the player inventory. 112 * identified. If it doesn't, then go through the player inventory.
113 */ 113 */
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 115 {
116 if (operate_altar (altar, &money)) 116 if (operate_altar (altar, &money))
117 { 117 {
118 identify (marked); 118 identify (marked);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 119
120 buf.printf ("You have %s.", long_desc (marked, pl));
120 if (marked->msg) 121 if (marked->msg)
121 { 122 buf << "The item has a story:\n" << marked->msg;
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 123
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
124 }
125 return money == NULL; 124 return money == NULL;
126 } 125 }
127 } 126 }
128 127
129 for (id = pl->inv; id; id = id->below) 128 for (id = pl->inv; id; id = id->below)
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 { 131 {
133 if (operate_altar (altar, &money)) 132 if (operate_altar (altar, &money))
134 { 133 {
135 identify (id); 134 identify (id);
136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 135
136 buf.printf ("You have %s.", long_desc (id, pl));
137 if (id->msg) 137 if (marked->msg)
138 { 138 buf << "The item has a story:\n" << marked->msg;
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 139
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */ 140 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money)) 141 if (money == NULL || !check_altar_sacrifice (altar, money))
145 break; 142 break;
146 } 143 }
147 else 144 else
149 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 146 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150 break; 147 break;
151 } 148 }
152 } 149 }
153 } 150 }
154 if (!success) 151
155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 152 if (buf.empty ())
153 buf << ("You have nothing that needs identifying");
154
155 pl->contr->infobox (buf);
156
156 return money == NULL; 157 return !money;
157} 158}
158 159
159/** 160/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 161 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item. 162 * matching item.
162 **/ 163 **/
163static void 164void
164handle_apply_yield (object *tmp) 165handle_apply_yield (object *tmp)
165{ 166{
166 const char *yield; 167 const char *yield;
167 168
168 yield = get_ob_key_value (tmp, "on_use_yield"); 169 yield = get_ob_key_value (tmp, "on_use_yield");
196 197
197 floor = GET_MAP_OB (op->map, op->x, op->y); 198 floor = GET_MAP_OB (op->map, op->x, op->y);
198 199
199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 { 201 {
201 if (op->type == PLAYER)
202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 202 op->errormsg ("Gods prevent you from using this here, it's sacred ground!");
203
203 CLEAR_FLAG (tmp, FLAG_APPLIED); 204 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0; 205 return 0;
205 } 206 }
206 207
207 if (op->type == PLAYER) 208 if (op->type == PLAYER)
233 234
234 if (depl) 235 if (depl)
235 { 236 {
236 for (i = 0; i < NUM_STATS; i++) 237 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i)) 238 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 239 op->statusmsg (restore_msg[i]);
239 240
240 depl->destroy (); 241 depl->destroy ();
241 op->update_stats (); 242 op->update_stats ();
242 } 243 }
243 else 244 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 245 op->statusmsg ("Your potion had no effect.");
245 246
246 decrease_ob (tmp); 247 decrease_ob (tmp);
247 return 1; 248 return 1;
248 } 249 }
249 250
250 /* improvement potion - only for players */ 251 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 252 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 253 {
253 for (i = 1; i < MIN (11, op->level); i++) 254 for (i = 1; i < MIN (11, op->level); i++)
254 { 255 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 257 {
257 if (op->contr->levhp[i] != 1) 258 if (op->contr->levhp[i] != 1)
258 { 259 {
259 op->contr->levhp[i] = 1; 260 op->contr->levhp[i] = 1;
260 break; 261 break;
261 } 262 }
263
262 if (op->contr->levsp[i] != 1) 264 if (op->contr->levsp[i] != 1)
263 { 265 {
264 op->contr->levsp[i] = 1; 266 op->contr->levsp[i] = 1;
265 break; 267 break;
266 } 268 }
269
267 if (op->contr->levgrace[i] != 1) 270 if (op->contr->levgrace[i] != 1)
268 { 271 {
269 op->contr->levgrace[i] = 1; 272 op->contr->levgrace[i] = 1;
270 break; 273 break;
271 } 274 }
275 if (op->contr->levhp[i] < 9) 278 if (op->contr->levhp[i] < 9)
276 { 279 {
277 op->contr->levhp[i] = 9; 280 op->contr->levhp[i] = 9;
278 break; 281 break;
279 } 282 }
283
280 if (op->contr->levsp[i] < 6) 284 if (op->contr->levsp[i] < 6)
281 { 285 {
282 op->contr->levsp[i] = 6; 286 op->contr->levsp[i] = 6;
283 break; 287 break;
284 } 288 }
289
285 if (op->contr->levgrace[i] < 3) 290 if (op->contr->levgrace[i] < 3)
286 { 291 {
287 op->contr->levgrace[i] = 3; 292 op->contr->levgrace[i] = 3;
288 break; 293 break;
289 } 294 }
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 302 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 { 303 {
299 if (got_one) 304 if (got_one)
300 { 305 {
301 op->update_stats (); 306 op->update_stats ();
302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 307 op->statusmsg ("The Gods smile upon you and remake you "
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 308 "a little more in their image. "
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 309 "You feel a little more perfect.", NDI_GREEN);
305 } 310 }
306 else 311 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 312 op->statusmsg ("The potion had no effect - you are already perfect.");
308 } 313 }
309 else 314 else
310 { /* cursed potion */ 315 { /* cursed potion */
311 if (got_one) 316 if (got_one)
312 { 317 {
313 op->update_stats (); 318 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 319 op->errormsg ("The Gods are angry and punish you.");
315 } 320 }
316 else 321 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 322 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
318 } 323 }
319 324
320 decrease_ob (tmp); 325 decrease_ob (tmp);
321 return 1; 326 return 1;
322 } 327 }
331 { 336 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 337 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 { 338 {
334 object *fball; 339 object *fball;
335 340
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 341 op->errormsg ("Yech! Your lungs are on fire!");
342
337 /* Explodes a fireball centered at player */ 343 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL); 344 fball = get_archetype (EXPLODING_FIREBALL);
339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 345 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 346 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 fball->x = op->x; 347 fball->x = op->x;
344 } 350 }
345 else 351 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 352 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 353
348 decrease_ob (tmp); 354 decrease_ob (tmp);
355
349 /* if youre dead, no point in doing this... */ 356 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED)) 357 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats (); 358 op->update_stats ();
359
352 return 1; 360 return 1;
353 } 361 }
354 362
355 /* Deal with protection potions */ 363 /* Deal with protection potions */
356 force = NULL; 364 force = NULL;
358 { 366 {
359 if (tmp->resist[i]) 367 if (tmp->resist[i])
360 { 368 {
361 if (!force) 369 if (!force)
362 force = get_archetype (FORCE_NAME); 370 force = get_archetype (FORCE_NAME);
371
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 372 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT; 373 force->type = POTION_EFFECT;
365 break; /* Only need to find one protection since we copy entire batch */ 374 break; /* Only need to find one protection since we copy entire batch */
366 } 375 }
367 } 376 }
377
368 /* This is a protection potion */ 378 /* This is a protection potion */
369 if (force) 379 if (force)
370 { 380 {
371 /* cursed items last longer */ 381 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 382 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
391 { /* only for players */ 401 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 402 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 403 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 404 else
395 SET_FLAG (tmp, FLAG_APPLIED); 405 SET_FLAG (tmp, FLAG_APPLIED);
406
396 if (!change_abil (op, tmp)) 407 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 408 op->statusmsg ("Nothing happened.");
398 } 409 }
399 410
400 /* CLEAR_FLAG is so that if the character has other potions 411 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 412 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 413 * stat will not be raised by them. fix_player just clears
418static int 429static int
419check_item (object *op, const char *item) 430check_item (object *op, const char *item)
420{ 431{
421 int count = 0; 432 int count = 0;
422 433
423 434 if (!item)
424 if (item == NULL)
425 return 0; 435 return 0;
426 436
427 op = op->below; 437 for (op = op->below; op; op = op->below)
428 while (op != NULL)
429 { 438 {
430 if (strcmp (op->arch->name, item) == 0) 439 if (strcmp (op->arch->archname, item) == 0)
431 { 440 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 441 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 442 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 443 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 444 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++; 445 count++;
437 else 446 else
438 count += op->nrof; 447 count += op->nrof;
439 } 448 }
440 } 449 }
441
442 op = op->below;
443 } 450 }
444 451
445 return count; 452 return count;
446} 453}
447 454
457 object *prev; 464 object *prev;
458 465
459 prev = op; 466 prev = op;
460 op = op->below; 467 op = op->below;
461 468
462 while (op != NULL) 469 while (op)
463 { 470 {
464 if (strcmp (op->arch->name, item) == 0) 471 if (strcmp (op->arch->archname, item) == 0)
465 { 472 {
466 if (op->nrof >= nrof) 473 if (op->nrof >= nrof)
467 { 474 {
468 decrease_ob_nr (op, nrof); 475 decrease_ob_nr (op, nrof);
469 return; 476 return;
471 else 478 else
472 { 479 {
473 decrease_ob_nr (op, op->nrof); 480 decrease_ob_nr (op, op->nrof);
474 nrof -= op->nrof; 481 nrof -= op->nrof;
475 } 482 }
483
476 op = prev; 484 op = prev;
477 } 485 }
486
478 prev = op; 487 prev = op;
479 op = op->below; 488 op = op->below;
480 } 489 }
481} 490}
482 491
488 * we return 1 (true) if the player can use the weapon. 497 * we return 1 (true) if the player can use the weapon.
489 */ 498 */
490static int 499static int
491check_weapon_power (const object *who, int improvs) 500check_weapon_power (const object *who, int improvs)
492{ 501{
493
494/* Old code is below (commented out). Basically, since weapons are the only 502/* 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 503 * 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. 504 * require high level in some combat skill, so we just use overall level.
497 */ 505 */
498#if 1 506#if 1
539static int 547static int
540check_sacrifice (object *op, const object *improver) 548check_sacrifice (object *op, const object *improver)
541{ 549{
542 int count = 0; 550 int count = 0;
543 551
544 if (improver->slaying != NULL) 552 if (improver->slaying)
545 { 553 {
546 count = check_item (op, improver->slaying); 554 count = check_item (op, improver->slaying);
547 if (count < 1) 555 if (count < 1)
548 { 556 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 557 op->errormsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 558 return 0;
554 } 559 }
555 } 560 }
556 else 561 else
557 count = 1; 562 count = 1;
560} 565}
561 566
562/** 567/**
563 * Actually improves the weapon, and tells user. 568 * Actually improves the weapon, and tells user.
564 */ 569 */
565int 570static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 571improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 572{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 573 stat += sacrifice_count;
571 weapon->last_eat++; 574 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
573 decrease_ob (improver); 575 decrease_ob (improver);
574 576
575 /* So it updates the players stats and the window */ 577 /* So it updates the players stats and the window */
576 op->update_stats (); 578 op->update_stats ();
579
580 op->statusmsg (format (
581 "Your sacrifice was accepted.\n"
582 "Weapon's bonus to %s improved by %d.",
583 statname, sacrifice_count
584 ));
585
577 return 1; 586 return 1;
578} 587}
579 588
580/* Types of improvements, hidden in the sp field. */ 589/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 590#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 591#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 592#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 593#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 594#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 595#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 596#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 597#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 598#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 599#define IMPROVE_INT 10
591#define IMPROVE_POW 11 600#define IMPROVE_POW 11
592
593 601
594/** 602/**
595 * This does the prepare weapon scroll. 603 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 604 * Checks for sacrifice, and so on.
597 */ 605 */
598
599int 606int
600prepare_weapon (object *op, object *improver, object *weapon) 607prepare_weapon (object *op, object *improver, object *weapon)
601{ 608{
602 int sacrifice_count, i; 609 int sacrifice_count, i;
603 char buf[MAX_BUF]; 610 char buf[MAX_BUF];
604 611
605 if (weapon->level != 0) 612 if (weapon->level != 0)
606 { 613 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 614 op->errormsg ("Weapon is already prepared!");
608 return 0; 615 return 0;
609 } 616 }
617
610 for (i = 0; i < NROFATTACKS; i++) 618 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 619 if (weapon->resist[i])
612 break; 620 break;
613 621
614 /* If we break out, i will be less than nrofattacks, preventing 622 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 625 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 626 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 627 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 628 weapon->stats.ac) /* AC - only taifu's I think */
621 { 629 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 630 op->errormsg ("You cannot prepare magic weapons.");
623 return 0; 631 return 0;
624 } 632 }
633
625 sacrifice_count = check_sacrifice (op, improver); 634 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 635 if (sacrifice_count <= 0)
627 return 0; 636 return 0;
637
628 weapon->level = isqrt (sacrifice_count); 638 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); 639 eat_item (op, improver->slaying, sacrifice_count);
631 640
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 641 op->statusmsg (format (
642 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level
645 ));
633 646
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 648 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 649 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 650 slot at once! */
656improve_weapon (object *op, object *improver, object *weapon) 669improve_weapon (object *op, object *improver, object *weapon)
657{ 670{
658 int sacrifice_count, sacrifice_needed = 0; 671 int sacrifice_count, sacrifice_needed = 0;
659 672
660 if (improver->stats.sp == IMPROVE_PREPARE) 673 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 674 return prepare_weapon (op, improver, weapon);
663 } 675
664 if (weapon->level == 0) 676 if (weapon->level == 0)
665 { 677 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 678 op->errormsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 679 return 0;
668 } 680 }
681
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 { 683 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 684 op->errormsg ("This weapon cannot be improved any more.");
672 return 0; 685 return 0;
673 } 686 }
687
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 { 689 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 690 op->errormsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 691 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 692 "really want to improve it.");
679 return 0; 693 return 0;
680 } 694 }
695
681 /* This just increases damage by 5 points, no matter what. No sacrifice 696 /* 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, 697 * 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 698 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 699 * weapon can be improved.
685 */ 700 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 701 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 702 {
688 weapon->stats.dam += 5; 703 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 704 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); 705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 706 weapon->last_eat++;
692 707
693 weapon->item_power++; 708 weapon->item_power++;
694 decrease_ob (improver); 709 decrease_ob (improver);
695 return 1; 710 return 1;
696 } 711 }
712
697 if (improver->stats.sp == IMPROVE_WEIGHT) 713 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 714 {
699 /* Reduce weight by 20% */ 715 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 716 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 717 if (weapon->weight < 1)
702 weapon->weight = 1; 718 weapon->weight = 1;
719
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 721 weapon->last_eat++;
705 weapon->item_power++; 722 weapon->item_power++;
706 decrease_ob (improver); 723 decrease_ob (improver);
707 return 1; 724 return 1;
708 } 725 }
709 if (improver->stats.sp == IMPROVE_ENCHANT) 726 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 727 {
711 weapon->magic++; 728 weapon->magic++;
712 weapon->last_eat++; 729 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 731 decrease_ob (improver);
715 weapon->item_power++; 732 weapon->item_power++;
716 return 1; 733 return 1;
717 } 734 }
718 735
724 sacrifice_needed *= 2; 741 sacrifice_needed *= 2;
725 742
726 sacrifice_count = check_sacrifice (op, improver); 743 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 744 if (sacrifice_count < sacrifice_needed)
728 { 745 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 746 op->errormsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 747 return 0;
731 } 748 }
749
732 eat_item (op, improver->slaying, sacrifice_needed); 750 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 751 weapon->item_power++;
734 752
735 switch (improver->stats.sp) 753 switch (improver->stats.sp)
736 { 754 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 755 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"); 756 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"); 757 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"); 758 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"); 759 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"); 760 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"); 761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 762 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 763 op->errormsg ("Unknown improvement type.");
753 } 764 }
765
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 766 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 767 return 0;
756} 768}
757 769
758/** 770/**
768 if (op->type != PLAYER) 780 if (op->type != PLAYER)
769 return 0; 781 return 0;
770 782
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 783 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 784 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 785 op->errormsg ("Something blocks the magic of the scroll!");
774 return 0; 786 return 0;
775 } 787 }
776 788
777 otmp = find_marked_object (op); 789 otmp = find_marked_object (op);
778 if (!otmp) 790 if (!otmp)
779 { 791 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 792 op->errormsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
781 return 0; 793 return 0;
782 } 794 }
783 795
784 if (otmp->type != WEAPON && otmp->type != BOW) 796 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 797 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 798 op->errormsg ("Marked item is not a weapon or bow!");
787 return 0; 799 return 0;
788 } 800 }
789 801
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 802 op->statusmsg ("Applied weapon builder.");
803
791 improve_weapon (op, tmp, otmp); 804 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 805 esrv_send_item (op, otmp);
793 return 1; 806 return 1;
794} 807}
795 808
820{ 833{
821 object *tmp; 834 object *tmp;
822 835
823 if (armour->magic >= settings.armor_max_enchant) 836 if (armour->magic >= settings.armor_max_enchant)
824 { 837 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 838 op->errormsg ("This armour can not be enchanted any further!");
826 return 0; 839 return 0;
827 } 840 }
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 841 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it. 842 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour 843 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 844 * of gnarg and what not?)
832 */ 845 */
833 if (armour->title) 846 if (armour->title)
834 { 847 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 848 op->errormsg ("This armour will not accept further enchantment.");
836 return 0; 849 return 0;
837 } 850 }
838 851
839 /* Split objects if needed. Can't insert tmp until the 852 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 853 * end of this function - otherwise it will just re-merge.
855 { 868 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 869 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 870 pow++;
858 } 871 }
859 872
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 873 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 874 }
862 else 875 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 876 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 877
865 if (!settings.armor_weight_linear) 878 if (!settings.armor_weight_linear)
866 { 879 {
867 int base = 100; 880 int base = 100;
868 int pow = 0; 881 int pow = 0;
871 { 884 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 885 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 886 pow++;
874 } 887 }
875 888
876 armour->weight = (armour->arch->clone.weight * base) / 100; 889 armour->weight = (armour->arch->weight * base) / 100;
877 } 890 }
878 else 891 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 892 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 893
881 if (armour->weight <= 0) 894 if (armour->weight <= 0)
882 { 895 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 896 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 897 armour->weight = 1;
885 } 898 }
886 899
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 900 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 901
889 if (op->type == PLAYER) 902 if (op->type == PLAYER)
890 { 903 {
891 esrv_send_item (op, armour); 904 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 905 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 906 op->update_stats ();
894 } 907 }
908
895 decrease_ob (improver); 909 decrease_ob (improver);
910
896 if (tmp) 911 if (tmp)
897 { 912 {
898 insert_ob_in_ob (tmp, op); 913 insert_ob_in_ob (tmp, op);
899 esrv_send_item (op, tmp); 914 esrv_send_item (op, tmp);
900 } 915 }
916
901 return 1; 917 return 1;
902} 918}
903
904 919
905/* 920/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 921 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken. 922 * what the converter wants, -1 if the converter is broken.
908 */ 923 */
924 939
925 /* We make some assumptions - we assume if it takes money as it type, 940 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs 941 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 942 * 3 gp and player drops a platinum, tough luck)
928 */ 943 */
929 if (!strcmp (CONV_FROM (converter), "money")) 944 if (CONV_FROM (converter) == shstr_money)
930 { 945 {
931 int cost;
932
933 if (item->type != MONEY) 946 if (item->type != MONEY)
934 return 0; 947 return 0;
935 948
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 949 nr = (item->nrof * item->value) / CONV_NEED (converter);
937 if (!nr) 950 if (!nr)
938 return 0; 951 return 0;
952
953 converter->play_sound (sound_find ("shop_buy"));
954
939 cost = nr * CONV_NEED (converter) / item->value; 955 int cost = nr * CONV_NEED (converter) / item->value;
940 /* take into account rounding errors */ 956 /* take into account rounding errors */
941 if (nr * CONV_NEED (converter) % item->value) 957 if (nr * CONV_NEED (converter) % item->value)
942 cost++; 958 cost++;
959
943 decrease_ob_nr (item, cost); 960 decrease_ob_nr (item, cost);
944 961
945 price_in = cost * item->value; 962 price_in = cost * item->value;
946 } 963 }
947 else 964 else
948 { 965 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951 return 0; 968 return 0;
969
970 converter->play_sound (sound_find ("convert_item"));
952 971
953 if (CONV_NEED (converter)) 972 if (CONV_NEED (converter))
954 { 973 {
955 nr = item->nrof / CONV_NEED (converter); 974 nr = item->nrof / CONV_NEED (converter);
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 975 decrease_ob_nr (item, nr * CONV_NEED (converter));
961 price_in = item->value; 980 price_in = item->value;
962 item->destroy (); 981 item->destroy ();
963 } 982 }
964 } 983 }
965 984
966 if (converter->inv != NULL) 985 if (converter->inv)
967 { 986 {
968 object *ob; 987 object *ob;
969 int i; 988 int i;
970 object *ob_to_copy; 989 object *ob_to_copy;
971 990
972 /* select random object from inventory to copy */ 991 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 992 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 993 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 994 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 995 ob_to_copy = ob;
979 } 996
980 }
981 item = object_create_clone (ob_to_copy); 997 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 999 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 1000 }
985 else 1001 else
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 1012 }
997 1013
998 if (CONV_NR (converter)) 1014 if (CONV_NR (converter))
999 item->nrof = CONV_NR (converter); 1015 item->nrof = CONV_NR (converter);
1016
1000 if (nr) 1017 if (nr)
1001 item->nrof *= nr; 1018 item->nrof *= nr;
1019
1002 if (is_in_shop (converter)) 1020 if (is_in_shop (converter))
1003 SET_FLAG (item, FLAG_UNPAID); 1021 SET_FLAG (item, FLAG_UNPAID);
1004 else if (price_in < item->nrof * item->value) 1022 else if (price_in < item->nrof * item->value)
1005 { 1023 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1024 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1025 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 1026 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 1027 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this 1028 * hopefully had something in mind when doing this.
1012 */ 1029 */
1013 } 1030 }
1031
1032 SET_FLAG (item, FLAG_IDENTIFIED);
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1033 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 1034 return 1;
1016} 1035}
1017 1036
1018/** 1037/**
1139 double opinion; 1158 double opinion;
1140 object *tmp, *next; 1159 object *tmp, *next;
1141 1160
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1161 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 1162
1163 bool has_unpaid = false;
1164
1165 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1166 // a quick and small change :(
1167 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168 if (item->flag [FLAG_UNPAID])
1169 {
1170 has_unpaid = true;
1171 break;
1172 }
1173
1144 if (op->type != PLAYER) 1174 if (op->type != PLAYER)
1145 { 1175 {
1146 /* Remove all the unpaid objects that may be carried here. 1176 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 1177 * This could be pets or monsters that are somehow in
1148 * the shop. 1178 * the shop.
1174 /* unpaid objects, or non living objects, can't transfer by 1204 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 1205 * shop mats. Instead, put it on a nearby space.
1176 */ 1206 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1207 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 1208 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1209 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1210 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 1211
1183 if (i != -1) 1212 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1213 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1192 } 1221 }
1193 else if (can_pay (op) && get_payment (op)) 1222 else if (can_pay (op) && get_payment (op))
1194 { 1223 {
1195 /* this is only used for players */ 1224 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 1225 rv = teleport (shop_mat, SHOP_MAT, op);
1226
1227 if (has_unpaid)
1228 op->contr->play_sound (sound_find ("shop_buy"));
1229 else if (is_in_shop (op))
1230 op->contr->play_sound (sound_find ("shop_enter"));
1231 else
1232 op->contr->play_sound (sound_find ("shop_leave"));
1197 1233
1198 if (shop_mat->msg) 1234 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1235 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 1236 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is 1237 * but there is never a guarantee that the bottom space on the map is
1216 } 1252 }
1217 } 1253 }
1218 else 1254 else
1219 { 1255 {
1220 /* if we get here, a player tried to leave a shop but was not able 1256 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that 1257 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 1258 * they are not on the mat anymore
1223 */ 1259 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1260 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 1261
1226 if (i == -1) 1262 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 1263 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 1264 else
1231 { 1265 {
1232 op->remove (); 1266 op->remove ();
1233 op->x += freearr_x[i]; 1267 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 1268 op->y += freearr_y[i];
1245 */ 1279 */
1246static void 1280static void
1247apply_sign (object *op, object *sign, int autoapply) 1281apply_sign (object *op, object *sign, int autoapply)
1248{ 1282{
1249 readable_message_type *msgType; 1283 readable_message_type *msgType;
1250 char newbuf[HUGE_BUF];
1251 1284
1252 if (sign->msg == NULL) 1285 if (sign->msg == NULL)
1253 { 1286 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1287 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1255 return; 1288 return;
1259 { 1292 {
1260 if (sign->last_eat >= sign->stats.food) 1293 if (sign->last_eat >= sign->stats.food)
1261 { 1294 {
1262 if (!sign->move_on) 1295 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1296 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1297
1264 return; 1298 return;
1265 } 1299 }
1266 1300
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1301 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1302 sign->last_eat++;
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1310 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 1311 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1312 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1279 return; 1313 return;
1280 } 1314 }
1315
1316 if (op->contr)
1317 if (client *ns = op->contr->ns)
1318 {
1319 ns->play_sound (sign->sound);
1281 msgType = get_readable_message_type (sign); 1320 msgType = get_readable_message_type (sign);
1321
1322 if (ns->can_msg)
1323 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1324 else
1325 {
1326 char newbuf[HUGE_BUF];
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1327 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1328 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1329 }
1330 }
1284} 1331}
1285 1332
1286/** 1333/**
1287 * 'victim' moves onto 'trap' 1334 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1335 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1358 * proper. This code was causing needless crashes.
1312 */ 1359 */
1313 if (recursion_depth >= 500) 1360 if (recursion_depth >= 500)
1314 { 1361 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1362 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1363 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1364 return;
1318 } 1365 }
1366
1319 recursion_depth++; 1367 recursion_depth++;
1320 if (trap->head) 1368 if (trap->head)
1321 trap = trap->head; 1369 trap = trap->head;
1322 1370
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1371 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1421 1469
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1470 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 { 1471 {
1424 if (!sound_was_played) 1472 if (!sound_was_played)
1425 { 1473 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1474 trap->play_sound (sound_find ("fall_hole"));
1427 sound_was_played = 1; 1475 sound_was_played = 1;
1428 } 1476 }
1477
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1478 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1479 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1431 } 1480 }
1432 } 1481 }
1433 goto leave; 1482 goto leave;
1434 } 1483 }
1435
1436 1484
1437 case CONVERTER: 1485 case CONVERTER:
1438 if (convert_item (victim, trap) < 0) 1486 if (convert_item (victim, trap) < 0)
1439 { 1487 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1488 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1466 * Processing will happen if the head runs into the pit 1514 * Processing will happen if the head runs into the pit
1467 */ 1515 */
1468 if (victim->head) 1516 if (victim->head)
1469 goto leave; 1517 goto leave;
1470 1518
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1519 victim->play_sound (sound_find ("fall_hole"));
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1520 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1521 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave; 1522 goto leave;
1475 1523
1476 case EXIT: 1524 case EXIT:
1518 } 1566 }
1519 goto leave; 1567 goto leave;
1520 1568
1521 default: 1569 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1524 goto leave; 1572 goto leave;
1525 } 1573 }
1526 1574
1527leave: 1575leave:
1528 recursion_depth--; 1576 recursion_depth--;
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1589 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1590 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1543 return; 1591 return;
1544 } 1592 }
1593
1545 if (tmp->msg == NULL) 1594 if (!tmp->msg)
1546 { 1595 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1596 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1548 return; 1597 return;
1549 } 1598 }
1550 1599
1551 /* need a literacy skill to read stuff! */ 1600 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1601 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob) 1602 if (!skill_ob)
1554 { 1603 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1556 return; 1605 return;
1557 } 1606 }
1607
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1608 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1610 {
1561 if (lev_diff < 2) 1611 if (lev_diff < 2)
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1612 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1573 return; 1623 return;
1574 } 1624 }
1575 1625
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1626 readable_message_type *msgType = get_readable_message_type (tmp);
1577 1627
1628 if (player *pl = op->contr)
1629 if (client *ns = pl->ns)
1630 if (ns->can_msg)
1631 {
1632 dynbuf_text buf;
1633 buf << long_desc (tmp, op)
1634 << "\n\n"
1635 << tmp->msg
1636 << '\0';
1637 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1638 }
1639 else
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1640 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1579 msgType->message_type, msgType->message_subtype, 1641 msgType->message_type, msgType->message_subtype,
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1642 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg); 1643 long_desc (tmp, op), &tmp->msg);
1582 1644
1583 /* gain xp from reading */ 1645 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1646 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1647 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1648 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1652 return; 1714 return;
1653 } 1715 }
1654 return; 1716 return;
1655 } 1717 }
1656 1718
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1719 op->contr->play_sound (sound_find ("learn_spell"));
1720
1658 tmp = spell->clone (); 1721 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op); 1722 insert_ob_in_ob (tmp, op);
1660 1723
1661 if (special_prayer) 1724 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP); 1725 SET_FLAG (tmp, FLAG_STARTEQUIP);
1707 1770
1708 /* artifact_spellbooks have 'slaying' field point to a spell name, 1771 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are 1772 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks 1773 * legacy spellbooks
1711 */ 1774 */
1712
1713 if (tmp->slaying != NULL) 1775 if (tmp->slaying)
1714 { 1776 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1777 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell) 1778 if (!spell)
1717 { 1779 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1719 return; 1781 return;
1720 } 1782 }
1721 else 1783 else
1722 insert_ob_in_ob (spell, tmp); 1784 insert_ob_in_ob (spell, tmp);
1785
1723 tmp->slaying = NULL; 1786 tmp->slaying = 0;
1724 } 1787 }
1725 1788
1726 skop = find_skill_by_name (op, tmp->skill); 1789 skop = find_skill_by_name (op, tmp->skill);
1727 1790
1728 /* need a literacy skill to learn spells. Also, having a literacy level 1791 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */ 1792 * lower than the spell will make learning the spell more difficult */
1730 if (!skop) 1793 if (!skop)
1731 { 1794 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1733 return; 1796 return;
1734 } 1797 }
1735 1798
1736 spell = tmp->inv; 1799 spell = tmp->inv;
1737 1800
1738 if (!spell) 1801 if (!spell)
1739 { 1802 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1803 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1741 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1804 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1742 return; 1805 return;
1743 } 1806 }
1744 1807
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1808 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 { 1809 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1810 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1748 return; 1811 return;
1749 } 1812 }
1750 1813
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1814 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1752 1815
1765 * if the player doesn't know the spell, doesn't make a lot of sense that 1828 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark. 1829 * they would have a special prayer mark.
1767 */ 1830 */
1768 if (check_spell_known (op, spell->name)) 1831 if (check_spell_known (op, spell->name))
1769 { 1832 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1833 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1771 return; 1834 return;
1772 } 1835 }
1773 1836
1774 if (spell->skill) 1837 if (spell->skill)
1775 { 1838 {
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1879 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1880 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 } 1881 }
1819 else 1882 else
1820 { 1883 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1884 op->contr->play_sound (sound_find ("fumble_spell"));
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1885 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1823 } 1886 }
1824 1887
1825 decrease_ob (tmp); 1888 decrease_ob (tmp);
1826} 1889}
1827 1890
1839 return; 1902 return;
1840 } 1903 }
1841 1904
1842 if (!tmp->inv || tmp->inv->type != SPELL) 1905 if (!tmp->inv || tmp->inv->type != SPELL)
1843 { 1906 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1907 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1845 return; 1908 return;
1846 } 1909 }
1847 1910
1848 if (op->type == PLAYER) 1911 if (op->type == PLAYER)
1849 { 1912 {
1855 */ 1918 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1919 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 1920
1858 if (!skop) 1921 if (!skop)
1859 { 1922 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1923 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1861 return; 1924 return;
1862 } 1925 }
1863 1926
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1927 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0); 1928 change_exp (op, exp_gain, skop->skill, 0);
1867 1930
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1931 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1932 identify (tmp);
1870 1933
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1934 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1872
1873 1935
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1936 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1937 decrease_ob (tmp);
1876} 1938}
1877 1939
1881 * chest. 1943 * chest.
1882 */ 1944 */
1883static void 1945static void
1884apply_treasure (object *op, object *tmp) 1946apply_treasure (object *op, object *tmp)
1885{ 1947{
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure 1948 /* Nice side effect of new treasure creation method is that the treasure
1890 * for the chest is done when the chest is created, and put into the chest 1949 * for the chest is done when the chest is created, and put into the chest
1891 * inventory. So that when the chest burns up, the items still exist. Also 1950 * inventory. So that when the chest burns up, the items still exist. Also
1892 * prevents people fromt moving chests to more difficult maps to get better 1951 * prevents people fromt moving chests to more difficult maps to get better
1893 * treasure 1952 * treasure
1894 */ 1953 */
1895
1896 treas = tmp->inv; 1954 object *treas = tmp->inv;
1897 if (treas == NULL) 1955
1956 if (!treas)
1898 { 1957 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1958 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1900 decrease_ob (tmp); 1959 decrease_ob (tmp);
1901 return; 1960 return;
1902 } 1961 }
1962
1903 while (tmp->inv) 1963 while (tmp->inv)
1904 { 1964 {
1905 treas = tmp->inv; 1965 treas = tmp->inv;
1906 1966
1907 treas->remove (); 1967 treas->remove ();
1989 /* special food hack -b.t. */ 2049 /* special food hack -b.t. */
1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2050 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1991 eat_special_food (op, tmp); 2051 eat_special_food (op, tmp);
1992 } 2052 }
1993 } 2053 }
2054
1994 handle_apply_yield (tmp); 2055 handle_apply_yield (tmp);
1995 decrease_ob (tmp); 2056 decrease_ob (tmp);
1996} 2057}
1997 2058
1998/** 2059/**
2025 if (meal->type != FLESH || !is_dragon_pl (op)) 2086 if (meal->type != FLESH || !is_dragon_pl (op))
2026 return 0; 2087 return 0;
2027 2088
2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2089 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2029 from the player's inventory */ 2090 from the player's inventory */
2030 shstr_cmp dragon_ability_force ("dragon_ability_force");
2031 shstr_cmp dragon_skin_force ("dragon_skin_force");
2032
2033 for (tmp = op->inv; tmp; tmp = tmp->below) 2091 for (tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == FORCE) 2092 if (tmp->type == FORCE)
2035 if (tmp->arch->name == dragon_skin_force) 2093 if (tmp->arch->archname == shstr_dragon_skin_force)
2036 skin = tmp; 2094 skin = tmp;
2037 else if (tmp->arch->name == dragon_ability_force) 2095 else if (tmp->arch->archname == shstr_dragon_ability_force)
2038 abil = tmp; 2096 abil = tmp;
2039 2097
2040 /* if either skin or ability are missing, this is an old player 2098 /* if either skin or ability are missing, this is an old player
2041 which is not to be considered a dragon -> bail out */ 2099 which is not to be considered a dragon -> bail out */
2042 if (skin == NULL || abil == NULL) 2100 if (skin == NULL || abil == NULL)
2163static void 2221static void
2164apply_armour_improver (object *op, object *tmp) 2222apply_armour_improver (object *op, object *tmp)
2165{ 2223{
2166 object *armor; 2224 object *armor;
2167 2225
2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2226 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2169 { 2227 {
2170 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2228 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2171 return; 2229 return;
2172 } 2230 }
2173 2231
2174 armor = find_marked_object (op); 2232 armor = find_marked_object (op);
2175 2233
2176 if (!armor) 2234 if (!armor)
2177 { 2235 {
2178 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2236 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2179 return; 2237 return;
2180 } 2238 }
2181 2239
2182 if (armor->type != ARMOUR 2240 if (armor->type != ARMOUR
2183 && armor->type != CLOAK 2241 && armor->type != CLOAK
2194extern void 2252extern void
2195apply_poison (object *op, object *tmp) 2253apply_poison (object *op, object *tmp)
2196{ 2254{
2197 if (op->type == PLAYER) 2255 if (op->type == PLAYER)
2198 { 2256 {
2199 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2257 op->contr->play_sound (sound_find ("drink_poison"));
2200 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2258 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2201 strcpy (op->contr->killer, "poisonous booze"); 2259 strcpy (op->contr->killer, "poisonous booze");
2202 } 2260 }
2261
2203 if (tmp->stats.hp > 0) 2262 if (tmp->stats.hp > 0)
2204 { 2263 {
2205 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2264 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2206 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2265 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2207 } 2266 }
2267
2208 op->stats.food -= op->stats.food / 4; 2268 op->stats.food -= op->stats.food / 4;
2209 handle_apply_yield (tmp); 2269 handle_apply_yield (tmp);
2210 decrease_ob (tmp); 2270 decrease_ob (tmp);
2211} 2271}
2212 2272
2322 2382
2323 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2383 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2324 { 2384 {
2325 if (op->type == PLAYER) 2385 if (op->type == PLAYER)
2326 { 2386 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2387 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2328 return 1; 2388 return 1;
2329 } 2389 }
2330 else 2390 else
2331 return 0; /* monsters just skip unpaid items */ 2391 return 0; /* monsters just skip unpaid items */
2332 } 2392 }
2336 2396
2337 switch (tmp->type) 2397 switch (tmp->type)
2338 { 2398 {
2339 case CF_HANDLE: 2399 case CF_HANDLE:
2340 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2400 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2341 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2401 op->play_sound (sound_find ("turn_handle"));
2342 tmp->value = tmp->value ? 0 : 1; 2402 tmp->value = tmp->value ? 0 : 1;
2343 SET_ANIMATION (tmp, tmp->value); 2403 SET_ANIMATION (tmp, tmp->value);
2344 update_object (tmp, UP_OBJ_FACE); 2404 update_object (tmp, UP_OBJ_FACE);
2345 push_button (tmp); 2405 push_button (tmp);
2346 return 1; 2406 return 1;
2347 2407
2348 case TRIGGER: 2408 case TRIGGER:
2349 if (check_trigger (tmp, op)) 2409 if (check_trigger (tmp, op))
2350 { 2410 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2411 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2352 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2412 op->play_sound (sound_find ("turn_handle"));
2353 } 2413 }
2354 else 2414 else
2355 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2415 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2356 2416
2357 return 1; 2417 return 1;
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2429 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370 2430
2371 op->enter_exit (tmp); 2431 op->enter_exit (tmp);
2372 } 2432 }
2373 2433
2434 return 1;
2435
2436 case INSCRIBABLE:
2437 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2438 // maybe show a spell menu to chose from or something like that
2374 return 1; 2439 return 1;
2375 2440
2376 case SIGN: 2441 case SIGN:
2377 apply_sign (op, tmp, 0); 2442 apply_sign (op, tmp, 0);
2378 return 1; 2443 return 1;
2490 2555
2491 get_tod (&tod); 2556 get_tod (&tod);
2492 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2557 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2493 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2558 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2494 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2559 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2560 op->play_sound (sound_find ("sound_clock"));
2496 new_draw_info (NDI_UNIQUE, 0, op, buf); 2561 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1; 2562 return 1;
2498 } 2563 }
2499 else 2564 else
2500 return 0; 2565 return 0;
2540int 2605int
2541player_apply (object *pl, object *op, int aflag, int quiet) 2606player_apply (object *pl, object *op, int aflag, int quiet)
2542{ 2607{
2543 int tmp; 2608 int tmp;
2544 2609
2545 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2610 if (op->env && (pl->move_type & MOVE_FLYING))
2546 { 2611 {
2547 /* player is flying and applying object not in inventory */ 2612 /* player is flying and applying object not in inventory */
2548 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2613 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2549 { 2614 {
2550 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2615 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2551 return 0; 2616 return 0;
2552 } 2617 }
2553 }
2554
2555 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2556 * applied.
2557 */
2558 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2559 {
2560 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2561 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2562 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2563 op->destroy ();
2564 return 1;
2565 } 2618 }
2566 2619
2567 pl->contr->last_used = op; 2620 pl->contr->last_used = op;
2568 2621
2569 tmp = manual_apply (pl, op, aflag); 2622 tmp = manual_apply (pl, op, aflag);
2572 if (tmp == 0) 2625 if (tmp == 0)
2573 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2626 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2574 else if (tmp == 2) 2627 else if (tmp == 2)
2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2628 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2576 } 2629 }
2630
2577 return tmp; 2631 return tmp;
2578} 2632}
2579 2633
2580/** 2634/**
2581 * player_apply_below attempts to apply the object 'below' the player. 2635 * player_apply_below attempts to apply the object 'below' the player.
2630{ 2684{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2685 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2686 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2687 return RESULT_INT (0);
2634 2688
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2689 CLEAR_FLAG (op, FLAG_APPLIED);
2638
2639 if (player *pl = who->contr)
2640 {
2641 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2642 if (op == pl->combat_ob) pl->combat_ob = 0;
2643 }
2644 2690
2645 switch (op->type) 2691 switch (op->type)
2646 { 2692 {
2647 case SKILL_TOOL: 2693 case SKILL_TOOL:
2648 // unapplying a skill tool should also unapply the skill it governs 2694 // unapplying a skill tool should also unapply the skill it governs
2657 2703
2658 change_abil (who, op); 2704 change_abil (who, op);
2659 break; 2705 break;
2660 2706
2661 case WEAPON: 2707 case WEAPON:
2708 if (player *pl = who->contr)
2709 if (op == pl->combat_ob)
2710 {
2711 pl->combat_ob = 0;
2712 who->change_weapon (pl->ranged_ob);
2713 }
2714
2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2715 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2663 2716
2664 change_abil (who, op); 2717 change_abil (who, op);
2665 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2718 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2666 clear_skill (who);
2667 break; 2719 break;
2668 2720
2669 case SKILL: 2721 case SKILL:
2670 if (op != who->chosen_skill)
2671 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2672
2673 if (who->contr) 2722 if (who->contr)
2674 { 2723 {
2675 if (!op->invisible) 2724 if (!op->invisible)
2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2725 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2677 else 2726 else
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2727 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2679 } 2728 }
2680 2729
2681 change_abil (who, op); 2730 change_abil (who, op);
2682 who->chosen_skill = 0;
2683 CLEAR_FLAG (who, FLAG_READY_SKILL); 2731 CLEAR_FLAG (who, FLAG_READY_SKILL);
2684 break; 2732 break;
2685 2733
2686 case ARMOUR: 2734 case ARMOUR:
2687 case HELMET: 2735 case HELMET:
2696 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2744 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2697 change_abil (who, op); 2745 change_abil (who, op);
2698 break; 2746 break;
2699 2747
2700 case LAMP: 2748 case LAMP:
2749 {
2701 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2750 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2751
2702 tmp2 = arch_to_object (op->other_arch); 2752 object *tmp2 = arch_to_object (op->other_arch);
2703 tmp2->x = op->x; 2753 tmp2->x = op->x;
2704 tmp2->y = op->y; 2754 tmp2->y = op->y;
2705 tmp2->map = op->map; 2755 tmp2->map = op->map;
2706 tmp2->below = op->below; 2756 tmp2->below = op->below;
2707 tmp2->above = op->above; 2757 tmp2->above = op->above;
2708 tmp2->stats.food = op->stats.food; 2758 tmp2->stats.food = op->stats.food;
2709 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2759 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2710 2760
2711 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2761 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2712 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2762 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2713 2763
2714 if (who->contr) 2764 if (who->contr)
2715 esrv_del_item (who->contr, op->count); 2765 esrv_del_item (who->contr, op->count);
2716 2766
2717 op->destroy (); 2767 op->destroy ();
2718 insert_ob_in_ob (tmp2, who); 2768 insert_ob_in_ob (tmp2, who);
2719 who->update_stats (); 2769 who->update_stats ();
2720 2770
2721 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2771 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2722 { 2772 {
2723 if (who->contr) 2773 if (who->contr)
2724 { 2774 {
2725 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2775 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2726 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2727 } 2777 }
2728 } 2778 }
2729 2779
2730 if (who->contr) 2780 if (who->contr)
2731 esrv_send_item (who, tmp2); 2781 esrv_send_item (who, tmp2);
2782 }
2732 2783
2733 return 1; /* otherwise, an attempt to drop causes problems */ 2784 return 1; /* otherwise, an attempt to drop causes problems */
2734 2785
2735 case BOW: 2786 case BOW:
2736 case WAND: 2787 case WAND:
2737 case ROD: 2788 case ROD:
2738 case HORN: 2789 case HORN:
2739 clear_skill (who);
2740
2741 if (who->contr) 2790 if (player *pl = who->contr)
2742 { 2791 {
2792 if (op == pl->ranged_ob)
2793 {
2794 pl->ranged_ob = 0;
2795 who->change_weapon (pl->combat_ob);
2796 }
2797
2743 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2798 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2744
2745 if (who->contr->ranged_ob == op)
2746 who->contr->ranged_ob = 0;
2747
2748 if (who->current_weapon == op)
2749 who->current_weapon = 0;
2750 } 2799 }
2751 else 2800 else
2752 { 2801 {
2802 who->change_skill (0);
2803
2753 if (op->type == BOW) 2804 if (op->type == BOW)
2754 CLEAR_FLAG (who, FLAG_READY_BOW); 2805 CLEAR_FLAG (who, FLAG_READY_BOW);
2755 else 2806 else
2756 CLEAR_FLAG (who, FLAG_READY_RANGE); 2807 CLEAR_FLAG (who, FLAG_READY_RANGE);
2757 } 2808 }
2758 2809
2759 break; 2810 break;
2760 2811
2761 case BUILDER: 2812 case BUILDER:
2762 if (who->contr) 2813 if (who->contr)
2763 {
2764 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2814 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2765
2766 if (who->contr->ranged_ob == op)
2767 who->contr->ranged_ob = 0;
2768 }
2769 break; 2815 break;
2770 2816
2771 default: 2817 default:
2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2818 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2773 break; 2819 break;
2829 * Returns 0 on success, returns 1 if there is some problem. 2875 * Returns 0 on success, returns 1 if there is some problem.
2830 * if aflags is AP_PRINT, we instead print out waht to unapply 2876 * if aflags is AP_PRINT, we instead print out waht to unapply
2831 * instead of doing it. This is a lot less code than having 2877 * instead of doing it. This is a lot less code than having
2832 * another function that does just that. 2878 * another function that does just that.
2833 */ 2879 */
2880
2881#define CANNOT_REMOVE_CURSED \
2882 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2883 "Praying over an altar, scrolls of remove curse/damnation, " \
2884 "priests or even other players might help.>"
2885
2834int 2886int
2835unapply_for_ob (object *who, object *op, int aflags) 2887unapply_for_ob (object *who, object *op, int aflags)
2836{ 2888{
2837 if (op->is_range ()) 2889 if (op->is_range ())
2838 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2890 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2848 { 2900 {
2849 /* In this case, we want to try and remove a cursed item. 2901 /* In this case, we want to try and remove a cursed item.
2850 * While we know it won't work, we want unapply_special to 2902 * While we know it won't work, we want unapply_special to
2851 * at least generate the message. 2903 * at least generate the message.
2852 */ 2904 */
2853 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 2905 new_draw_info_format (NDI_UNIQUE, 0, who,
2906 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2907 query_name (tmp));
2854 return 1; 2908 return 1;
2855 } 2909 }
2856 2910
2857 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2911 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2858 { 2912 {
2892 /* Cursed item that we can't unequip - tell the player. 2946 /* Cursed item that we can't unequip - tell the player.
2893 * Note this could be annoying if this is just one of a few, 2947 * Note this could be annoying if this is just one of a few,
2894 * so it may not be critical (eg, putting on a ring and you have 2948 * so it may not be critical (eg, putting on a ring and you have
2895 * one cursed ring.) 2949 * one cursed ring.)
2896 */ 2950 */
2897 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2951 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2898 } 2952 }
2899 2953
2900 last = tmp->below; 2954 last = tmp->below;
2901 } 2955 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2956 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2968 /* This is sort of an error, but happens a lot when old players 3022 /* This is sort of an error, but happens a lot when old players
2969 * join in with more stuff equipped than they are now allowed. 3023 * join in with more stuff equipped than they are now allowed.
2970 */ 3024 */
2971 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); 3025 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2972#endif 3026#endif
2973 fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D
2974 i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D
2975 retval |= CAN_APPLY_NEVER; 3027 retval |= CAN_APPLY_NEVER;
2976 } 3028 }
2977 else 3029 else
2978 { 3030 {
2979 /* need to unapply something. However, if this something 3031 /* need to unapply something. However, if this something
3051 * AP_UNAPPLY=always unapply). 3103 * AP_UNAPPLY=always unapply).
3052 * 3104 *
3053 * Optional flags: 3105 * Optional flags:
3054 * AP_NO_MERGE: don't merge an unapplied object with other objects 3106 * AP_NO_MERGE: don't merge an unapplied object with other objects
3055 * AP_IGNORE_CURSE: unapply cursed items 3107 * AP_IGNORE_CURSE: unapply cursed items
3108 * AP_NO_READY: do not ready skills when applying skill tools
3056 * 3109 *
3057 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3110 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3058 * 3111 *
3059 * apply_special() doesn't check for unpaid items. 3112 * apply_special() doesn't check for unpaid items.
3060 */ 3113 */
3114
3115#define LACK_ITEM_POWER \
3116 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3117
3061int 3118int
3062apply_special (object *who, object *op, int aflags) 3119apply_special (object *who, object *op, int aflags)
3063{ 3120{
3064 int basic_flag = aflags & AP_BASIC_FLAGS; 3121 int basic_flag = aflags & AP_BASIC_FLAGS;
3065 object *tmp, *tmp2, *skop = NULL; 3122 object *tmp, *tmp2, *skop = NULL;
3080 if (basic_flag == AP_APPLY) 3137 if (basic_flag == AP_APPLY)
3081 return 0; 3138 return 0;
3082 3139
3083 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3140 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3084 { 3141 {
3085 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3142 new_draw_info_format (NDI_UNIQUE, 0, who,
3143 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3144 query_name (op));
3086 return 1; 3145 return 1;
3087 } 3146 }
3088 3147
3089 return unapply_special (who, op, aflags); 3148 return unapply_special (who, op, aflags);
3090 } 3149 }
3099 { 3158 {
3100 case slot_combat: who->change_weapon (pl->combat_ob); break; 3159 case slot_combat: who->change_weapon (pl->combat_ob); break;
3101 case slot_ranged: who->change_weapon (pl->ranged_ob); break; 3160 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3102 } 3161 }
3103 3162
3163 splay (op);
3164
3104 /* Can't just apply this object. Lets see what not and what to do */ 3165 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 3166 if (int i = can_apply_object (who, op))
3106 { 3167 {
3107 if (i & CAN_APPLY_NEVER) 3168 if (i & CAN_APPLY_NEVER)
3108 { 3169 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3170 new_draw_info_format (NDI_UNIQUE, 0, who,
3171 "You don't have the body to use a %s. H<You can never apply this item.>",
3172 query_name (op));
3110 return 1; 3173 return 1;
3111 } 3174 }
3112 else if (i & CAN_APPLY_RESTRICTION) 3175 else if (i & CAN_APPLY_RESTRICTION)
3113 { 3176 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3177 new_draw_info_format (NDI_UNIQUE, 0, who,
3178 "You have a prohibition against using a %s. "
3179 "H<Your belief, profession or class prevents you from applying this item.>",
3180 query_name (op));
3115 return 1; 3181 return 1;
3116 } 3182 }
3117 3183
3118 if (who->type != PLAYER) 3184 if (who->type != PLAYER)
3119 { 3185 {
3146 } 3212 }
3147 else 3213 else
3148 /* While experience will be credited properly, we want to change the 3214 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated 3215 * skill so that the dam and wc get updated
3150 */ 3216 */
3151 change_skill (who, skop, 0); 3217 who->change_skill (skop);
3152 } 3218 }
3153 3219
3154 if (who->type == PLAYER 3220 if (who->type == PLAYER
3155 && op->item_power 3221 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3222 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 3223 {
3158 new_draw_info (NDI_UNIQUE, 0, who, 3224 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! " 3225 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3160 "[use the skills command to check your available item power]");
3161 return 1; 3226 return 1;
3162 } 3227 }
3163 3228
3164 /* Ok. We are now at the state where we can apply the new object. 3229 /* Ok. We are now at the state where we can apply the new object.
3165 * Note that we don't have the checks for can_use_... 3230 * Note that we don't have the checks for can_use_...
3176 switch (op->type) 3241 switch (op->type)
3177 { 3242 {
3178 case WEAPON: 3243 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat)) 3244 if (!check_weapon_power (who, op->last_eat))
3180 { 3245 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n" 3246 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3182 "It would consume your soul!."); 3247 "It would consume your soul!." LACK_ITEM_POWER);
3183 3248
3184 if (tmp) 3249 if (tmp)
3185 insert_ob_in_ob (tmp, who); 3250 insert_ob_in_ob (tmp, who);
3186 3251
3187 return 1; 3252 return 1;
3191 // i.e. "R" can use Ragnarok's sword. 3256 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3257 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 { 3258 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3259 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3260 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3261 new_draw_info (NDI_UNIQUE, 0, who,
3262 "The weapon does not recognize you as its owner. "
3263 "H<Its name indicates that it belongs to somebody else.>");
3197 3264
3198 if (tmp) 3265 if (tmp)
3199 insert_ob_in_ob (tmp, who); 3266 insert_ob_in_ob (tmp, who);
3200 3267
3201 return 1; 3268 return 1;
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3273 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3207 return 1; 3274 return 1;
3208 } 3275 }
3209 3276
3210 SET_FLAG (op, FLAG_APPLIED); 3277 SET_FLAG (op, FLAG_APPLIED);
3211 change_skill (who, skop, 1); 3278 who->change_skill (skop);
3212 3279
3213 if (who->contr) 3280 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op); 3281 who->change_weapon (who->contr->combat_ob = op);
3215 3282
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3217 SET_FLAG (who, FLAG_READY_WEAPON);
3218
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3283 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3220 3284
3285 SET_FLAG (who, FLAG_READY_WEAPON);
3221 change_abil (who, op); 3286 change_abil (who, op);
3222 break; 3287 break;
3223 3288
3224 case ARMOUR: 3289 case ARMOUR:
3225 case HELMET: 3290 case HELMET:
3237 break; 3302 break;
3238 3303
3239 case LAMP: 3304 case LAMP:
3240 if (op->stats.food < 1) 3305 if (op->stats.food < 1)
3241 { 3306 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3307 new_draw_info_format (NDI_UNIQUE, 0, who,
3308 "Your %s is out of fuel! "
3309 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3243 return 1; 3310 return 1;
3244 } 3311 }
3245 3312
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3313 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3247 tmp2 = arch_to_object (op->other_arch); 3314 tmp2 = arch_to_object (op->other_arch);
3270 who->update_stats (); 3337 who->update_stats ();
3271 3338
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3339 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 if (who->type == PLAYER) 3340 if (who->type == PLAYER)
3274 { 3341 {
3275 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3342 new_draw_info (NDI_UNIQUE, 0, who,
3343 "Oops, it feels deadly cold! "
3344 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3276 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3345 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3277 } 3346 }
3278 3347
3279 if (who->type == PLAYER) 3348 if (who->type == PLAYER)
3280 esrv_send_item (who, tmp2); 3349 esrv_send_item (who, tmp2);
3282 return 0; 3351 return 0;
3283 3352
3284 case SKILL_TOOL: 3353 case SKILL_TOOL:
3285 // applying a skill tool also readies the skill 3354 // applying a skill tool also readies the skill
3286 SET_FLAG (op, FLAG_APPLIED); 3355 SET_FLAG (op, FLAG_APPLIED);
3356
3357 if (!(aflags & AP_NO_READY))
3358 {
3287 skop = find_skill_by_name (who, op->skill); 3359 skop = find_skill_by_name (who, op->skill);
3288 if (!skop->flag [FLAG_APPLIED]) 3360 if (!skop->flag [FLAG_APPLIED])
3289 apply_special (who, skop, AP_APPLY); 3361 apply_special (who, skop, AP_APPLY);
3362 }
3290 break; 3363 break;
3291 3364
3292 case SKILL: 3365 case SKILL:
3293 if (who->chosen_skill)
3294 {
3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3296 return 1;
3297 }
3298
3299 if (player *pl = who->contr) 3366 if (player *pl = who->contr)
3300 { 3367 {
3301 if (IS_COMBAT_SKILL (op->subtype)) 3368 if (IS_COMBAT_SKILL (op->subtype))
3302 { 3369 {
3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3370 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3304 { 3371 {
3305 for (object *item = who->inv; item; item = item->below) 3372 for (object *item = who->inv; item; item = item->below)
3306 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3373 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3307 { 3374 {
3375 if (item->skill == op->skill)
3376 {
3308 who->change_weapon (pl->combat_ob = item); 3377 who->change_weapon (pl->combat_ob = item);
3309 goto found_weapon; 3378 goto found_weapon;
3379 }
3310 } 3380 }
3311 3381
3312 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3383 "You need to apply a '%s' melee weapon before readying this skill. "
3384 "H<Some skills need an item, in this case a melee weapon, to function.>",
3385 &op->skill);
3313 return 1; 3386 return 1;
3314 3387
3315 found_weapon:; 3388 found_weapon:;
3316 } 3389 }
3317 else 3390 else
3322 if (skill_flags [op->subtype] & SF_NEED_BOW) 3395 if (skill_flags [op->subtype] & SF_NEED_BOW)
3323 { 3396 {
3324 for (object *item = who->inv; item; item = item->below) 3397 for (object *item = who->inv; item; item = item->below)
3325 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3398 if (item->type == BOW && item->flag [FLAG_APPLIED])
3326 { 3399 {
3400 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item); 3401 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow; 3402 goto found_bow;
3329 } 3403 }
3330 3404
3405 new_draw_info (NDI_UNIQUE, 0, who,
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3406 "You need to apply a missile weapon before readying this skill. "
3407 "H<Some skills need an item, in this case a missile weapon, to function.>");
3332 return 1; 3408 return 1;
3333 3409
3334 found_bow:; 3410 found_bow:;
3335 }
3336 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3337 {
3338 for (object *item = who->inv; item; item = item->below)
3339 if (item->flag [FLAG_APPLIED]
3340 && (item->type == WAND || item->type == ROD || item->type == HORN))
3341 {
3342 who->change_weapon (pl->ranged_ob = item);
3343 goto found_item;
3344 }
3345
3346 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3347 return 1;
3348
3349 found_item:;
3350 } 3411 }
3351 else 3412 else
3352 who->change_weapon (pl->ranged_ob = op); 3413 who->change_weapon (pl->ranged_ob = op);
3353 } 3414 }
3354 3415
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3419 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3359 } 3420 }
3360 else 3421 else
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3422 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3362 } 3423 }
3363 3424 else
3425 {
3364 SET_FLAG (op, FLAG_APPLIED); 3426 SET_FLAG (op, FLAG_APPLIED);
3365 change_abil (who, op); 3427 change_abil (who, op);
3366 who->chosen_skill = op; 3428 who->chosen_skill = op;
3367 SET_FLAG (who, FLAG_READY_SKILL); 3429 SET_FLAG (who, FLAG_READY_SKILL);
3430 }
3431
3368 break; 3432 break;
3369 3433
3370 case BOW: 3434 case BOW:
3371 if (!check_weapon_power (who, op->last_eat)) 3435 if (!check_weapon_power (who, op->last_eat))
3372 { 3436 {
3373 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3437 new_draw_info (NDI_UNIQUE, 0, who,
3374 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3438 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3375 3439
3376 if (tmp) 3440 if (tmp)
3377 insert_ob_in_ob (tmp, who); 3441 insert_ob_in_ob (tmp, who);
3378 3442
3379 return 1; 3443 return 1;
3380 } 3444 }
3381 3445
3382 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3446 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3383 { 3447 {
3384 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3448 new_draw_info (NDI_UNIQUE, 0, who,
3449 "The weapon does not recognize you as its owner. "
3450 "H<Its name indicates that it belongs to somebody else.>");
3385 if (tmp) 3451 if (tmp)
3386 insert_ob_in_ob (tmp, who); 3452 insert_ob_in_ob (tmp, who);
3387 3453
3388 return 1; 3454 return 1;
3389 } 3455 }
3399 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3465 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3400 return 1; 3466 return 1;
3401 } 3467 }
3402 3468
3403 SET_FLAG (op, FLAG_APPLIED); 3469 SET_FLAG (op, FLAG_APPLIED);
3404 change_skill (who, skop, 0); 3470 who->change_skill (skop);
3405 3471
3406 if (who->contr) 3472 if (who->contr)
3407 { 3473 {
3408 who->contr->ranged_ob = op; 3474 who->contr->ranged_ob = op;
3409 3475
3428 break; 3494 break;
3429 3495
3430 case BUILDER: 3496 case BUILDER:
3431 if (who->type == PLAYER) 3497 if (who->type == PLAYER)
3432 { 3498 {
3499 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3433 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3500 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3434 unapply_special (who, who->contr->ranged_ob, 0); 3501 unapply_special (who, who->contr->ranged_ob, 0);
3435 3502
3436 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3503 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3437 3504
3456 */ 3523 */
3457 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3524 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3458 SET_FLAG (op, FLAG_BEEN_APPLIED); 3525 SET_FLAG (op, FLAG_BEEN_APPLIED);
3459 3526
3460 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3527 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3461 {
3462 if (who->type == PLAYER) 3528 if (who->type == PLAYER)
3463 { 3529 {
3464 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3530 new_draw_info (NDI_UNIQUE, 0, who,
3531 "Oops, it feels deadly cold! "
3532 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3465 SET_FLAG (op, FLAG_KNOWN_CURSED); 3533 SET_FLAG (op, FLAG_KNOWN_CURSED);
3466 } 3534 }
3467 }
3468 3535
3469 if (who->type == PLAYER) 3536 if (who->type == PLAYER)
3470 { 3537 {
3471 /* if multiple objects were applied, update both slots */ 3538 /* if multiple objects were applied, update both slots */
3472 if (tmp) 3539 if (tmp)
3481int 3548int
3482monster_apply_special (object *who, object *op, int aflags) 3549monster_apply_special (object *who, object *op, int aflags)
3483{ 3550{
3484 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3551 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3485 return 1; 3552 return 1;
3553
3486 return apply_special (who, op, aflags); 3554 return apply_special (who, op, aflags);
3487} 3555}
3488 3556
3489/** 3557/**
3490 * Map was just loaded, handle op's initialisation. 3558 * Map was just loaded, handle op's initialisation.
3816 3884
3817 if (failure <= -1 && failure > -15) 3885 if (failure <= -1 && failure > -15)
3818 { /* wonder */ 3886 { /* wonder */
3819 object *tmp; 3887 object *tmp;
3820 3888
3821 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3889 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3822 tmp = get_archetype (SPELL_WONDER); 3890 tmp = get_archetype (SPELL_WONDER);
3823 cast_wonder (op, op, 0, tmp); 3891 cast_wonder (op, op, 0, tmp);
3824 tmp->destroy (); 3892 tmp->destroy ();
3825 } 3893 }
3826 else if (failure <= -15 && failure > -35) 3894 else if (failure <= -15 && failure > -35)
3879 */ 3947 */
3880 int i, j; 3948 int i, j;
3881 3949
3882 for (i = 0; i < NUM_STATS; i++) 3950 for (i = 0; i < NUM_STATS; i++)
3883 { 3951 {
3884 int race_bonus = pl->arch->clone.stats.stat (i); 3952 int race_bonus = pl->arch->stats.stat (i);
3885 sint8 stat = stats->stat (i) + ns->stat (i); 3953 sint8 stat = stats->stat (i) + ns->stat (i);
3886 3954
3887 if (stat > 20 + race_bonus) 3955 if (stat > 20 + race_bonus)
3888 { 3956 {
3889 excess_stat++; 3957 excess_stat++;
3899 3967
3900 if (i == CHA) 3968 if (i == CHA)
3901 continue; /* exclude cha from this */ 3969 continue; /* exclude cha from this */
3902 3970
3903 int stat = stats->stat (i); 3971 int stat = stats->stat (i);
3904 int race_bonus = pl->arch->clone.stats.stat (i); 3972 int race_bonus = pl->arch->stats.stat (i);
3905 if (stat < 20 + race_bonus) 3973 if (stat < 20 + race_bonus)
3906 { 3974 {
3907 change_attr_value (stats, i, 1); 3975 change_attr_value (stats, i, 1);
3908 excess_stat--; 3976 excess_stat--;
3909 } 3977 }
3966 char got[MAX_BUF]; 4034 char got[MAX_BUF];
3967 int len; 4035 int len;
3968 4036
3969 if (!pl || !transformer) 4037 if (!pl || !transformer)
3970 return; 4038 return;
4039
3971 marked = find_marked_object (pl); 4040 marked = find_marked_object (pl);
4041
3972 if (!marked) 4042 if (!marked)
3973 { 4043 {
3974 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4044 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3975 return; 4045 return;
3976 } 4046 }
4047
3977 if (!marked->slaying) 4048 if (!marked->slaying)
3978 { 4049 {
3979 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4050 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3980 return; 4051 return;
3981 } 4052 }
4053
3982 /* check whether they are compatible or not */ 4054 /* check whether they are compatible or not */
3983 find = strstr (marked->slaying, transformer->arch->name); 4055 find = strstr (marked->slaying, transformer->arch->archname);
3984 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4056 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3985 { 4057 {
3986 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4058 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3987 return; 4059 return;
3988 } 4060 }
4061
3989 find += strlen (transformer->arch->name) + 1; 4062 find += strlen (transformer->arch->archname) + 1;
3990 /* Item can be used, now find how many and what it yields */ 4063 /* Item can be used, now find how many and what it yields */
3991 if (isdigit (*(find))) 4064 if (isdigit (*(find)))
3992 { 4065 {
3993 yield = atoi (find); 4066 yield = atoi (find);
3994 if (yield < 1) 4067 if (yield < 1)
4002 4075
4003 while (isdigit (*find)) 4076 while (isdigit (*find))
4004 find++; 4077 find++;
4005 while (*find == ' ') 4078 while (*find == ' ')
4006 find++; 4079 find++;
4080
4007 memset (got, 0, MAX_BUF); 4081 memset (got, 0, MAX_BUF);
4082
4008 if ((separator = strchr (find, ';')) != NULL) 4083 if ((separator = strchr (find, ';')) != NULL)
4009 {
4010 len = separator - find; 4084 len = separator - find;
4011 }
4012 else 4085 else
4013 {
4014 len = strlen (find); 4086 len = strlen (find);
4015 } 4087
4016 if (len > MAX_BUF - 1) 4088 if (len > MAX_BUF - 1)
4017 len = MAX_BUF - 1; 4089 len = MAX_BUF - 1;
4090
4018 strcpy (got, find); 4091 strcpy (got, find);
4019 got[len] = '\0'; 4092 got[len] = '\0';
4020 4093
4021 /* Now create new item, remove used ones when required. */ 4094 /* Now create new item, remove used ones when required. */
4022 new_item = get_archetype (got); 4095 new_item = get_archetype (got);
4023 if (!new_item) 4096 if (!new_item)
4024 { 4097 {
4025 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4098 pl->errormsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4026 return; 4099 return;
4027 } 4100 }
4028 4101
4029 new_item->nrof = yield; 4102 new_item->nrof = yield;
4103
4030 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4104 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4105
4031 insert_ob_in_ob (new_item, pl); 4106 insert_ob_in_ob (new_item, pl);
4032 esrv_send_inventory (pl, pl); 4107 esrv_send_inventory (pl, pl);
4033 /* Eat up one item */ 4108 /* Eat up one item */
4034 decrease_ob_nr (marked, 1); 4109 decrease_ob_nr (marked, 1);
4110
4035 /* Eat one transformer if needed */ 4111 /* Eat one transformer if needed */
4036 if (transformer->stats.food) 4112 if (transformer->stats.food)
4037 if (--transformer->stats.food == 0) 4113 if (--transformer->stats.food == 0)
4038 decrease_ob_nr (transformer, 1); 4114 decrease_ob_nr (transformer, 1);
4039} 4115}
4116

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