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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.107 by root, Mon May 28 21:28:35 2007 UTC vs.
Revision 1.189 by elmex, Sun Feb 22 17:10:06 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <cmath> 24#include <cmath>
26 25
27#include <global.h> 26#include <global.h>
54 * subtype 5: arch or race 53 * subtype 5: arch or race
55 * subtype 7: all three 54 * subtype 7: all three
56 */ 55 */
57 if (op->subtype) 56 if (op->subtype)
58 { 57 {
59 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
60 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
61 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
62 } 61 }
63 else 62 else
64 { 63 {
65 arch_flag = 1; 64 arch_flag = 1;
66 name_flag = 1; 65 name_flag = 1;
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{
98 object *id, *marked; 97 dynbuf_text buf;
99 int success = 0;
100 98
101 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
102 return 0; 100 return 0;
103 101
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
106 */ 104 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108 return 0; 106 return 0;
109 107
110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
112 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
113 */ 110 */
111 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 113 {
116 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
117 { 115 {
118 identify (marked); 116 identify (marked);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
120 if (marked->msg) 119 if (marked->msg)
121 { 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
124 } 123 }
125 return money == NULL;
126 } 124 }
127 }
128 125
129 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
130 { 127 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 { 129 {
133 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
134 { 131 {
135 identify (id); 132 identify (id);
136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
137 if (id->msg) 135 if (id->msg)
138 { 136 buf << "The item has a story:\r" << id->msg << "\n\n";
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
145 break; 140 break;
146 } 141 }
147 else 142 else
148 { 143 {
149 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150 break; 145 break;
151 } 146 }
152 } 147 }
153 } 148 }
154 if (!success) 149
155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
156 return money == NULL; 155 return !money;
157} 156}
158 157
159/** 158/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item. 160 * matching item.
162 **/ 161 **/
163static void 162void
164handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
165{ 164{
166 const char *yield; 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
167 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168 yield = get_ob_key_value (tmp, "on_use_yield");
169 if (yield != NULL)
170 {
171 object *drop = get_archetype (yield);
172
173 if (tmp->env)
174 {
175 drop = insert_ob_in_ob (drop, tmp->env);
176 if (tmp->env->type == PLAYER)
177 esrv_send_item (tmp->env, drop);
178 }
179 else
180 {
181 drop->x = tmp->x;
182 drop->y = tmp->y;
183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
184 }
185 }
186} 167}
187 168
188/** 169/**
189 * Handles applying a potion. 170 * Handles applying a potion.
190 */ 171 */
196 177
197 floor = GET_MAP_OB (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
198 179
199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 { 181 {
201 if (op->type == PLAYER)
202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
203 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0; 185 return 0;
205 } 186 }
206 187
207 if (op->type == PLAYER) 188 if (op->type == PLAYER)
218 199
219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220 { 201 {
221 op->drain_stat (); 202 op->drain_stat ();
222 op->update_stats (); 203 op->update_stats ();
223 decrease_ob (tmp); 204 tmp->decrease ();
224 return 1; 205 return 1;
225 } 206 }
226 207
227 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
228 { 209 {
229 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
230 return 0; 211 return 0;
231 } 212 }
213
232 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
233 215
234 if (depl) 216 if (depl)
235 { 217 {
236 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i)) 219 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 220 op->statusmsg (restore_msg[i]);
239 221
240 depl->destroy (); 222 depl->destroy ();
241 op->update_stats (); 223 op->update_stats ();
242 } 224 }
243 else 225 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
245 227
246 decrease_ob (tmp); 228 tmp->decrease ();
247 return 1; 229 return 1;
248 } 230 }
249 231
250 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 234 {
253 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
254 { 236 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 238 {
257 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
258 { 240 {
259 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
260 break; 242 break;
261 } 243 }
244
262 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
263 { 246 {
264 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
265 break; 248 break;
266 } 249 }
250
267 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
268 { 252 {
269 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
270 break; 254 break;
271 } 255 }
275 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
276 { 260 {
277 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
278 break; 262 break;
279 } 263 }
264
280 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
281 { 266 {
282 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
283 break; 268 break;
284 } 269 }
270
285 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
286 { 272 {
287 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
288 break; 274 break;
289 } 275 }
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 { 284 {
299 if (got_one) 285 if (got_one)
300 { 286 {
301 op->update_stats (); 287 op->update_stats ();
302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
305 } 291 }
306 else 292 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
308 } 294 }
309 else 295 else
310 { /* cursed potion */ 296 { /* cursed potion */
311 if (got_one) 297 if (got_one)
312 { 298 {
313 op->update_stats (); 299 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
315 } 301 }
316 else 302 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
318 } 304 }
319 305
320 decrease_ob (tmp); 306 tmp->decrease ();
321 return 1; 307 return 1;
322 } 308 }
323 309
324 310
325 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 */ 315 */
330 if (tmp->inv) 316 if (tmp->inv)
331 { 317 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 { 319 {
334 object *fball; 320 op->failmsg ("Yech! Your lungs are on fire!");
335 321 create_exploding_ball_at (op, op->level);
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
337 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL);
339 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;
341 fball->x = op->x;
342 fball->y = op->y;
343 insert_ob_in_map (fball, op->map, NULL, 0);
344 } 322 }
345 else 323 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 325
348 decrease_ob (tmp); 326 tmp->decrease ();
327
349 /* if youre dead, no point in doing this... */ 328 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED)) 329 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats (); 330 op->update_stats ();
331
352 return 1; 332 return 1;
353 } 333 }
354 334
355 /* Deal with protection potions */ 335 /* Deal with protection potions */
356 force = NULL; 336 force = NULL;
358 { 338 {
359 if (tmp->resist[i]) 339 if (tmp->resist[i])
360 { 340 {
361 if (!force) 341 if (!force)
362 force = get_archetype (FORCE_NAME); 342 force = get_archetype (FORCE_NAME);
343
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 344 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT; 345 force->type = POTION_EFFECT;
365 break; /* Only need to find one protection since we copy entire batch */ 346 break; /* Only need to find one protection since we copy entire batch */
366 } 347 }
367 } 348 }
349
368 /* This is a protection potion */ 350 /* This is a protection potion */
369 if (force) 351 if (force)
370 { 352 {
371 /* cursed items last longer */ 353 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 354 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
380 force->speed_left = -1; 362 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 363 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 364 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 365 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 366 change_abil (op, force);
385 decrease_ob (tmp); 367 tmp->decrease ();
386 return 1; 368 return 1;
387 } 369 }
388 370
389 /* Only thing left are the stat potions */ 371 /* Only thing left are the stat potions */
390 if (op->type == PLAYER) 372 if (op->type == PLAYER)
391 { /* only for players */ 373 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 378 else
395 SET_FLAG (tmp, FLAG_APPLIED); 379 SET_FLAG (tmp, FLAG_APPLIED);
380
396 if (!change_abil (op, tmp)) 381 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 382 op->statusmsg ("Nothing happened.");
398 } 383 }
399 384
400 /* CLEAR_FLAG is so that if the character has other potions 385 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 386 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 387 * stat will not be raised by them. fix_player just clears
403 * up all the stats. 388 * up all the stats.
404 */ 389 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats (); 391 op->update_stats ();
407 decrease_ob (tmp); 392 tmp->decrease ();
408 return 1; 393 return 1;
409} 394}
410 395
411/**************************************************************************** 396/****************************************************************************
412 * Weapon improvement code follows 397 * Weapon improvement code follows
413 ****************************************************************************/ 398 ****************************************************************************/
414 399
415/** 400/**
401 * This function just checks whether who can handle equipping an item
402 * with item_power.
403 */
404
405bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
416 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
417 */ 418 */
418static int 419static int
419check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
420{ 421{
421 int count = 0; 422 int count = 0;
422 423
423 424 if (!item)
424 if (item == NULL)
425 return 0; 425 return 0;
426 426
427 op = op->below; 427 for (op = op->below; op; op = op->below)
428 while (op != NULL) 428 if (op->arch->archname == item)
429 {
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 431 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 432
445 return count; 433 return count;
446} 434}
447 435
448/** 436/**
450 * op is typically the player, which is only 438 * op is typically the player, which is only
451 * really used to determine what space to look at. 439 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
453 */ 441 */
454static void 442static void
455eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 444{
457 object *prev; 445 object *prev;
458 446
459 prev = op; 447 prev = op;
460 op = op->below; 448 op = op->below;
461 449
462 while (op != NULL) 450 while (op)
463 { 451 {
464 if (strcmp (op->arch->name, item) == 0) 452 if (op->arch->archname == item)
465 { 453 {
466 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
467 { 455 {
468 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
469 return; 457 return;
470 } 458 }
471 else 459 else
472 { 460 {
473 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
474 nrof -= op->nrof; 462 nrof -= op->nrof;
475 } 463 }
464
476 op = prev; 465 op = prev;
477 } 466 }
467
478 prev = op; 468 prev = op;
479 op = op->below; 469 op = op->below;
480 } 470 }
481} 471}
482 472
483/** 473/**
484 * This checks to see of the player (who) is sufficient level to use a weapon
485 * with improvs improvements (typically last_eat). We take an int here
486 * instead of the object so that the improvement code can pass along the
487 * increased value to see if the object is usuable.
488 * we return 1 (true) if the player can use the weapon.
489 */
490static int
491check_weapon_power (const object *who, int improvs)
492{
493
494/* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level.
497 */
498#if 1
499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
502 return 0;
503
504#else
505 int level = 0;
506
507 /* The skill system hands out wc and dam bonuses to fighters
508 * more generously than the old system (see fix_player). Thus
509 * we need to curtail the power of player enchanted weapons.
510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
511 * Note: Nothing should break by allowing this ratio to be different or
512 * using normal level - it is just a matter of play balance.
513 */
514 if (who->type == PLAYER)
515 {
516 object *wc_obj = NULL;
517
518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520 level = wc_obj->level;
521
522 if (!level)
523 {
524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
529 level = who->level;
530
531 return (improvs <= ((level / 5) + 5));
532#endif
533}
534
535/**
536 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
537 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
538 */ 476 */
539static int 477static int
540check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
541{ 479{
542 int count = 0; 480 int count = 0;
543 481
544 if (improver->slaying != NULL) 482 if (improver->slaying)
545 { 483 {
546 count = check_item (op, improver->slaying); 484 count = check_item (op, improver->slaying);
547 if (count < 1) 485 if (count < 1)
548 { 486 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 488 return 0;
554 } 489 }
555 } 490 }
556 else 491 else
557 count = 1; 492 count = 1;
560} 495}
561 496
562/** 497/**
563 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
564 */ 499 */
565int 500static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 502{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 503 stat += sacrifice_count;
571 weapon->last_eat++; 504 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 505 improver->decrease ();
573 decrease_ob (improver);
574 506
575 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
576 op->update_stats (); 508 op->update_stats ();
509
510 op->statusmsg (format (
511 "Your sacrifice was accepted.\n"
512 "Weapon's bonus to %s improved by %d.",
513 statname, sacrifice_count
514 ));
515
577 return 1; 516 return 1;
578} 517}
579 518
580/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 524#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 526#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 529#define IMPROVE_INT 10
591#define IMPROVE_POW 11 530#define IMPROVE_POW 11
592
593 531
594/** 532/**
595 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
597 */ 535 */
598
599int 536int
600prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
601{ 538{
602 int sacrifice_count, i; 539 int sacrifice_count, i;
603 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
604 541
605 if (weapon->level != 0) 542 if (weapon->level != 0)
606 { 543 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 544 op->failmsg ("Weapon is already prepared!");
608 return 0; 545 return 0;
609 } 546 }
547
610 for (i = 0; i < NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 549 if (weapon->resist[i])
612 break; 550 break;
613 551
614 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
621 { 559 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
623 return 0; 563 return 0;
624 } 564 }
565
625 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
627 return 0; 568 return 0;
569
628 weapon->level = isqrt (sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
631 572
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level
577 ));
633 578
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 582 slot at once! */
638 decrease_ob (improver); 583 improver->decrease ();
639 weapon->last_eat = 0; 584 weapon->last_eat = 0;
640 return 1; 585 return 1;
641} 586}
642
643 587
644/** 588/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 590 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
656improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
657{ 601{
658 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
659 603
660 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
663 } 606
664 if (weapon->level == 0) 607 if (weapon->level == 0)
665 { 608 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 612 return 0;
668 } 613 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 614
615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
670 { 617 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 619 return 0;
673 } 620 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 621
622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
675 { 624 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 625 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 626 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 627 "really want to improve it.");
679 return 0; 628 return 0;
680 } 629 }
630
681 /* This just increases damage by 5 points, no matter what. No sacrifice 631 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the 633 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 634 * weapon can be improved.
685 */ 635 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 636 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 637 {
688 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 641 weapon->last_eat++;
692 642
693 weapon->item_power++; 643 weapon->item_power++;
694 decrease_ob (improver); 644 improver->decrease ();
695 return 1; 645 return 1;
696 } 646 }
647
697 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 649 {
699 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 651 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 652 if (weapon->weight < 1)
702 weapon->weight = 1; 653 weapon->weight = 1;
654
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 656 weapon->last_eat++;
705 weapon->item_power++; 657 weapon->item_power++;
706 decrease_ob (improver); 658 improver->decrease ();
707 return 1; 659 return 1;
708 } 660 }
661
709 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 663 {
711 weapon->magic++; 664 weapon->magic++;
712 weapon->last_eat++; 665 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 667 improver->decrease ();
715 weapon->item_power++; 668 weapon->item_power++;
716 return 1; 669 return 1;
717 } 670 }
718 671
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 677 sacrifice_needed *= 2;
725 678
726 sacrifice_count = check_sacrifice (op, improver); 679 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 680 if (sacrifice_count < sacrifice_needed)
728 { 681 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 683 return 0;
731 } 684 }
685
732 eat_item (op, improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 687 weapon->item_power++;
734 688
735 switch (improver->stats.sp) 689 switch (improver->stats.sp)
736 { 690 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 698 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
753 } 700 }
701
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 703 return 0;
756} 704}
757 705
758/** 706/**
768 if (op->type != PLAYER) 716 if (op->type != PLAYER)
769 return 0; 717 return 0;
770 718
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 720 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 721 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 722 return 0;
775 } 723 }
776 724
777 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
778 if (!otmp) 727 if (!otmp)
779 { 728 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
781 return 0; 730 return 0;
782 } 731 }
783 732
784 if (otmp->type != WEAPON && otmp->type != BOW) 733 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 734 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 735 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 736 return 0;
788 } 737 }
789 738
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 739 op->statusmsg ("Applied weapon builder.");
740
791 improve_weapon (op, tmp, otmp); 741 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 742 esrv_send_item (op, otmp);
793 return 1; 743 return 1;
794} 744}
795 745
820{ 770{
821 object *tmp; 771 object *tmp;
822 772
823 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
824 { 774 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 775 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 776 return 0;
827 } 777 }
778
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 779 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it. 780 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour 781 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 782 * of gnarg and what not?)
832 */ 783 */
833 if (armour->title) 784 if (armour->title)
834 { 785 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 787 return 0;
837 } 788 }
838 789
839 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
841 */ 792 */
842 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846 794
847 armour->magic++; 795 armour->magic++;
848 796
849 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
850 { 798 {
855 { 803 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 805 pow++;
858 } 806 }
859 807
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 809 }
862 else 810 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 811 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 812
865 if (!settings.armor_weight_linear) 813 if (!settings.armor_weight_linear)
866 { 814 {
867 int base = 100; 815 int base = 100;
868 int pow = 0; 816 int pow = 0;
871 { 819 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 821 pow++;
874 } 822 }
875 823
876 armour->weight = (armour->arch->clone.weight * base) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
877 } 825 }
878 else 826 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 827 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 828
881 if (armour->weight <= 0) 829 if (armour->weight <= 0)
882 { 830 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 832 armour->weight = 1;
885 } 833 }
886 834
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 836
889 if (op->type == PLAYER) 837 if (op->type == PLAYER)
890 { 838 {
891 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 842 op->update_stats ();
894 } 843 }
895 decrease_ob (improver); 844
845 improver->decrease ();
846
896 if (tmp) 847 if (tmp)
897 { 848 op->insert (tmp);
898 insert_ob_in_ob (tmp, op); 849
899 esrv_send_item (op, tmp);
900 }
901 return 1; 850 return 1;
902} 851}
903
904 852
905/* 853/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 854 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
908 */ 856 *
909#define CONV_FROM(xyz) xyz->slaying
910#define CONV_TO(xyz) xyz->other_arch
911#define CONV_NR(xyz) xyz->stats.sp
912#define CONV_NEED(xyz) xyz->stats.food
913
914/* Takes one items and makes another. 857 * Takes one type of items and makes another.
915 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
918 */ 861 */
919int 862static int
920convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
921{ 864{
922 int nr = 0;
923 uint32 price_in; 865 sint64 nr, price_in;
866
867 if (item->flag [FLAG_UNPAID])
868 return 0;
869
870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp;
924 874
925 /* We make some assumptions - we assume if it takes money as it type, 875 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs 876 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
928 */ 878 */
929 if (!strcmp (CONV_FROM (converter), "money")) 879 if (conv_from == shstr_money)
930 { 880 {
931 int cost;
932
933 if (item->type != MONEY) 881 if (item->type != MONEY)
934 return 0; 882 return 0;
935 883
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
937 if (!nr) 885 if (!nr)
938 return 0; 886 return 0;
939 cost = nr * CONV_NEED (converter) / item->value; 887
940 /* take into account rounding errors */ 888 converter->play_sound (sound_find ("shop_buy"));
941 if (nr * CONV_NEED (converter) % item->value) 889
942 cost++; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
943 decrease_ob_nr (item, cost); 891
892 item->decrease (cost);
944 893
945 price_in = cost * item->value; 894 price_in = cost * item->value;
946 } 895 }
947 else 896 else
948 { 897 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 898 if (item->type == PLAYER
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
951 return 0; 901 return 0;
952 902
953 if (CONV_NEED (converter)) 903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
954 { 906 {
955 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
957 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
958 } 910 }
959 else 911 else
960 { 912 {
961 price_in = item->value; 913 price_in = item->value;
962 item->destroy (); 914 item->destroy ();
963 } 915 }
964 } 916 }
965 917
966 if (converter->inv != NULL) 918 if (converter->inv)
967 { 919 {
968 object *ob; 920 object *ob;
969 int i; 921 int i;
970 object *ob_to_copy; 922 object *ob_to_copy;
971 923
972 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 928 ob_to_copy = ob;
979 } 929
980 } 930 item = ob_to_copy->deep_clone ();
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 933 }
985 else 934 else
986 { 935 {
987 if (converter->other_arch == NULL) 936 if (!conv_to)
988 { 937 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1; 940 return -1;
992 } 941 }
993 942
994 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 945 }
997 946
998 if (CONV_NR (converter)) 947 if (give)
999 item->nrof = CONV_NR (converter); 948 item->nrof = give;
949
1000 if (nr) 950 if (nr)
1001 item->nrof *= nr; 951 item->nrof *= nr;
1002 if (is_in_shop (converter)) 952
953 if (converter->flag [FLAG_PRECIOUS])
1003 SET_FLAG (item, FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
1004 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 965 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 968 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 969 * elmex: we are going to let the game continue, as the mapcreator
1011 * probably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1012 */ 971 */
1013 } 972 }
973
974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 980 return 1;
1016} 981}
1017 982
1018/** 983/**
1035 1000
1036 op->contr->last_used = 0; 1001 op->contr->last_used = 0;
1037 1002
1038 if (sack->env && sack->env != op) 1003 if (sack->env && sack->env != op)
1039 { 1004 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 1006 return 1;
1042 } 1007 }
1043 1008
1044 // already applied == open on ground, or open in inv, or active in inv 1009 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1051 return 1; 1016 return 1;
1052 } 1017 }
1053 else if (!sack->env) 1018 else if (!sack->env)
1054 { 1019 {
1055 // active, but not ours: some other player has opened it 1020 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1057 return 1; 1022 return 1;
1058 } 1023 }
1059 1024
1060 // fall through to opening it (active in inv) 1025 // fall through to opening it (active in inv)
1061 } 1026 }
1063 { 1028 {
1064 // it is in our env, so activate it, do not open yet 1029 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 1030 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 1031 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 1032 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 1034 return 1;
1070 } 1035 }
1071 1036
1072 // it's locked? 1037 // it's locked?
1073 if (sack->slaying) 1038 if (sack->slaying)
1074 { 1039 {
1075 if (object *tmp = find_key (op, op, sack)) 1040 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 1042 else
1078 { 1043 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1080 return 1; 1045 return 1;
1081 } 1046 }
1082 } 1047 }
1083 1048
1084 op->open_container (sack); 1049 op->open_container (sack);
1103 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1105 */ 1070 */
1106 if (altar->inv && altar->inv->type == SPELL) 1071 if (altar->inv && altar->inv->type == SPELL)
1107 { 1072 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1073 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 1076 * old maps.
1112 */ 1077 */
1113 1078
1114/* push_button (altar);*/ 1079/* push_button (altar);*/
1115 } 1080 }
1116 else 1081 else
1117 { 1082 {
1118 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1119 push_button (altar); 1084 push_button (altar, originator);
1120 } 1085 }
1121 1086
1122 return !sacrifice; 1087 return !sacrifice;
1123 } 1088 }
1124 else 1089 else
1139 double opinion; 1104 double opinion;
1140 object *tmp, *next; 1105 object *tmp, *next;
1141 1106
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 1108
1144 if (op->type != PLAYER) 1109 bool has_unpaid = false;
1110
1111 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1112 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID])
1115 {
1116 has_unpaid = true;
1117 break;
1118 }
1119
1120 if (!op->is_player ())
1145 { 1121 {
1146 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1148 * the shop. 1124 * the shop.
1149 */ 1125 */
1153 1129
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 { 1131 {
1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1157 1133
1134 if (i >= 0)
1158 tmp->remove (); 1135 tmp->move (i);
1159
1160 if (i == -1)
1161 i = 0;
1162
1163 tmp->map = op->map;
1164 tmp->x = op->x + freearr_x[i];
1165 tmp->y = op->y + freearr_y[i];
1166 insert_ob_in_map (tmp, op->map, op, 0);
1167 } 1136 }
1168 } 1137 }
1169 1138
1170 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1171 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1174 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1176 */ 1145 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 1147 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* 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); 1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 1150
1183 if (i != -1) 1151 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185 1153
1186 return 0; 1154 return 0;
1187 } 1155 }
1156
1188 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1190 */ 1159 */
1191 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1192 } 1161 }
1193 else if (can_pay (op) && get_payment (op)) 1162 else if (can_pay (op) && get_payment (op))
1194 { 1163 {
1195 /* this is only used for players */ 1164 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1197 1166
1167 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op))
1170 op->contr->play_sound (sound_find ("shop_enter"));
1171 else
1172 op->contr->play_sound (sound_find ("shop_leave"));
1173
1198 if (shop_mat->msg) 1174 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1175 op->statusmsg (shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 1176 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is 1177 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor. 1178 * actually the shop floor.
1203 */ 1179 */
1204 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1205 { 1181 {
1206 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1207 1183
1208 if (opinion > 0.9) 1184 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 1188 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 1189 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 1190 }
1217 } 1191 }
1218 else 1192 else
1219 { 1193 {
1220 /* if we get here, a player tried to leave a shop but was not able 1194 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that 1195 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 1196 * they are not on the mat anymore
1223 */ 1197 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1198 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 1199
1226 if (i == -1) 1200 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 1202 else
1231 { 1203 {
1232 op->remove (); 1204 op->remove ();
1233 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1244 * Handles applying a sign. 1216 * Handles applying a sign.
1245 */ 1217 */
1246static void 1218static void
1247apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1248{ 1220{
1249 readable_message_type *msgType; 1221 if (!op->is_player())
1250 char newbuf[HUGE_BUF]; 1222 return;
1251 1223
1252 if (sign->msg == NULL) 1224 if (sign->has_dialogue ())
1253 { 1225 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1255 return; 1227 return;
1256 } 1228 }
1257 1229
1230 if (!sign->msg)
1231 {
1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1236 return;
1237 }
1238
1258 if (sign->stats.food) 1239 if (sign->stats.food)
1259 { 1240 {
1260 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1261 { 1242 {
1262 if (!sign->move_on) 1243 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1264 return; 1246 return;
1265 } 1247 }
1266 1248
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1250 sign->last_eat++;
1273 * move_on is zero, it needs to be manually applied (doesn't talk 1255 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us). 1256 * to us).
1275 */ 1257 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 1259 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1279 return; 1261 return;
1280 } 1262 }
1281 msgType = get_readable_message_type (sign); 1263
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1264 if (op->contr)
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1265 if (client *ns = op->contr->ns)
1266 {
1267 if (sign->sound)
1268 ns->play_sound (sign->sound);
1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1271
1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1273 }
1274}
1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1284} 1306}
1285 1307
1286/** 1308/**
1287 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1312 */ 1334 */
1313 if (recursion_depth >= 500) 1335 if (recursion_depth >= 500)
1314 { 1336 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 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); 1338 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1339 return;
1318 } 1340 }
1341
1319 recursion_depth++; 1342 recursion_depth++;
1320 if (trap->head) 1343 if (trap->head)
1321 trap = trap->head; 1344 trap = trap->head;
1322 1345
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1346 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1362 } 1385 }
1363 goto leave; 1386 goto leave;
1364 1387
1365 case BUTTON: 1388 case BUTTON:
1366 case PEDESTAL: 1389 case PEDESTAL:
1367 update_button (trap); 1390 update_button (trap, originator);
1368 goto leave; 1391 goto leave;
1369 1392
1370 case ALTAR: 1393 case ALTAR:
1371 /* sacrifice victim on trap */ 1394 /* sacrifice victim on trap */
1372 apply_altar (trap, victim, originator); 1395 apply_altar (trap, victim, originator);
1399 1422
1400 if (!trap->value) 1423 if (!trap->value)
1401 { 1424 {
1402 int tot; 1425 int tot;
1403 1426
1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1429 tot += ab->head_ ()->total_weight ();
1407 1430
1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1409 goto leave; 1432 goto leave;
1410 1433
1411 SET_ANIMATION (trap, trap->value); 1434 SET_ANIMATION (trap, trap->value);
1421 1444
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 { 1446 {
1424 if (!sound_was_played) 1447 if (!sound_was_played)
1425 { 1448 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1427 sound_was_played = 1; 1450 sound_was_played = 1;
1428 } 1451 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1431 } 1455 }
1432 } 1456 }
1433 goto leave; 1457 goto leave;
1434 } 1458 }
1435 1459
1436
1437 case CONVERTER: 1460 case CONVERTER:
1438 if (convert_item (victim, trap) < 0) 1461 if (convert_item (victim, trap) < 0)
1439 { 1462 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1441 get_archetype ("burnout")->insert_at (trap, trap); 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1442 } 1465 }
1443 1466
1444 goto leave; 1467 goto leave;
1445 1468
1446 case TRIGGER_BUTTON: 1469 case TRIGGER_BUTTON:
1456 case CHECK_INV: 1479 case CHECK_INV:
1457 check_inv (victim, trap); 1480 check_inv (victim, trap);
1458 goto leave; 1481 goto leave;
1459 1482
1460 case HOLE: 1483 case HOLE:
1461 /* Hole not open? */ 1484 move_apply_hole (trap, victim);
1462 if (trap->stats.wc > 0)
1463 goto leave;
1464
1465 /* Is this a multipart monster and not the head? If so, return.
1466 * Processing will happen if the head runs into the pit
1467 */
1468 if (victim->head)
1469 goto leave;
1470
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1472 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);
1474 goto leave; 1485 goto leave;
1475 1486
1476 case EXIT: 1487 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap)) 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 { 1489 {
1479 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1480 * players output. 1491 * players output.
1481 */ 1492 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1494 victim->statusmsg (trap->msg, NDI_NAVY);
1484 1495
1496 trap->play_sound (trap->sound);
1485 victim->enter_exit (trap); 1497 victim->enter_exit (trap);
1486 } 1498 }
1487 goto leave; 1499 goto leave;
1488 1500
1489 case ENCOUNTER: 1501 case ENCOUNTER:
1511 goto leave; 1523 goto leave;
1512 1524
1513 case RUNE: 1525 case RUNE:
1514 case TRAP: 1526 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1518 }
1519 goto leave; 1529 goto leave;
1520 1530
1521 default: 1531 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1524 goto leave; 1534 goto leave;
1525 } 1535 }
1526 1536
1527leave: 1537leave:
1528 recursion_depth--; 1538 recursion_depth--;
1537 int lev_diff; 1547 int lev_diff;
1538 object *skill_ob; 1548 object *skill_ob;
1539 1549
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1550 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1551 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1552 op->failmsg ("You are unable to read while blind!");
1543 return; 1553 return;
1544 } 1554 }
1555
1545 if (tmp->msg == NULL) 1556 if (!tmp->msg)
1546 { 1557 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1558 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1548 return; 1559 return;
1549 } 1560 }
1550 1561
1551 /* need a literacy skill to read stuff! */ 1562 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1563 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob) 1564 if (!skill_ob)
1554 { 1565 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1566 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1556 return; 1567 return;
1557 } 1568 }
1569
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1570 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1571 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1572 {
1561 if (lev_diff < 2) 1573 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1574 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1563 else if (lev_diff < 3) 1575 : lev_diff < 5 ? "This book is beyond your comprehension."
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1576 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1565 else if (lev_diff < 5) 1577 : lev_diff < 15 ? "This book is way beyond your comprehension."
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1578 : "This book is totally beyond your comprehension.");
1567 else if (lev_diff < 8)
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1569 else if (lev_diff < 15)
1570 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1571 else
1572 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1573 return; 1579 return;
1574 } 1580 }
1575 1581
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1582 readable_message_type *msgType = get_readable_message_type (tmp);
1577 1583
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1584 if (player *pl = op->contr)
1579 msgType->message_type, msgType->message_subtype, 1585 if (client *ns = pl->ns)
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1586 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1581 long_desc (tmp, op), &tmp->msg);
1582 1587
1583 /* gain xp from reading */ 1588 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1589 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1590 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1591 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1593 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589 { 1594 {
1590 /*exp_gain *= 2; because they just identified it too */ 1595 /*exp_gain *= 2; because they just identified it too */
1591 SET_FLAG (tmp, FLAG_IDENTIFIED); 1596 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592 1597
1593 /* If in a container, update how it looks */ 1598 if (object *pl = tmp->visible_to ())
1594 if (tmp->env)
1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1599 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1596 else
1597 op->contr->ns->floorbox_update ();
1598 } 1600 }
1599 1601
1600 change_exp (op, exp_gain, skill_ob->skill, 0); 1602 change_exp (op, exp_gain, skill_ob->skill, 0);
1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1603 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1602 } 1604 }
1607 * op is the person learning the skill, tmp is the skill scroll object 1609 * op is the person learning the skill, tmp is the skill scroll object
1608 */ 1610 */
1609static void 1611static void
1610apply_skillscroll (object *op, object *tmp) 1612apply_skillscroll (object *op, object *tmp)
1611{ 1613{
1612 switch ((int) learn_skill (op, tmp)) 1614 switch (learn_skill (op, tmp))
1613 { 1615 {
1614 case 0: 1616 case 0:
1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1617 op->play_sound (sound_find ("generic_fail"));
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1618 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1617 return; 1619 break;
1618 1620
1619 case 1: 1621 case 1:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621 decrease_ob (tmp); 1622 tmp->decrease ();
1623 op->play_sound (sound_find ("skill_learn"));
1624 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1622 return; 1625 break;
1623 1626
1624 default: 1627 default:
1628 tmp->decrease ();
1629 op->play_sound (sound_find ("generic_fail"));
1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1630 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1626 decrease_ob (tmp);
1627 return; 1631 break;
1628 } 1632 }
1629} 1633}
1630 1634
1631/** 1635/**
1632 * Actually makes op learn spell. 1636 * Actually makes op learn spell.
1652 return; 1656 return;
1653 } 1657 }
1654 return; 1658 return;
1655 } 1659 }
1656 1660
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1661 op->contr->play_sound (sound_find ("learn_spell"));
1662
1658 tmp = spell->clone (); 1663 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op); 1664 insert_ob_in_ob (tmp, op);
1660 1665
1661 if (special_prayer) 1666 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP); 1667 SET_FLAG (tmp, FLAG_STARTEQUIP);
1681 { 1686 {
1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1687 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683 return; 1688 return;
1684 } 1689 }
1685 1690
1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1691 op->failmsg (format ("You lose knowledge of %s.", spell));
1687 player_unready_range_ob (op->contr, spob); 1692 player_unready_range_ob (op->contr, spob);
1688 esrv_remove_spell (op->contr, spob); 1693 esrv_remove_spell (op->contr, spob);
1689 spob->destroy (); 1694 spob->destroy ();
1690} 1695}
1691 1696
1699{ 1704{
1700 object *skop, *spell, *spell_skill; 1705 object *skop, *spell, *spell_skill;
1701 1706
1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1707 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 { 1708 {
1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1709 op->failmsg ("You are unable to read while blind.");
1705 return; 1710 return;
1706 } 1711 }
1707 1712
1708 /* artifact_spellbooks have 'slaying' field point to a spell name, 1713 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are 1714 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks 1715 * legacy spellbooks
1711 */ 1716 */
1712
1713 if (tmp->slaying != NULL) 1717 if (tmp->slaying)
1714 { 1718 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1719 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell) 1720 if (!spell)
1717 { 1721 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1722 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1719 return; 1723 return;
1720 } 1724 }
1721 else 1725 else
1722 insert_ob_in_ob (spell, tmp); 1726 insert_ob_in_ob (spell, tmp);
1727
1723 tmp->slaying = NULL; 1728 tmp->slaying = 0;
1724 } 1729 }
1725 1730
1726 skop = find_skill_by_name (op, tmp->skill); 1731 skop = find_skill_by_name (op, tmp->skill);
1727 1732
1728 /* need a literacy skill to learn spells. Also, having a literacy level 1733 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */ 1734 * lower than the spell will make learning the spell more difficult */
1730 if (!skop) 1735 if (!skop)
1731 { 1736 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1737 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1733 return; 1738 return;
1734 } 1739 }
1735 1740
1736 spell = tmp->inv; 1741 spell = tmp->inv;
1737 1742
1738 if (!spell) 1743 if (!spell)
1739 { 1744 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1745 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1741 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1746 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1742 return; 1747 return;
1743 } 1748 }
1744 1749
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1750 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 { 1751 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1752 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1748 return; 1753 return;
1749 } 1754 }
1750 1755
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1756 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1752 1757
1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1758 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 {
1755 identify (tmp); 1759 identify (tmp);
1756
1757 if (tmp->env)
1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1759 else
1760 op->contr->ns->floorbox_update ();
1761 }
1762 1760
1763 /* I removed the check for special_prayer_mark here - it didn't make 1761 /* I removed the check for special_prayer_mark here - it didn't make
1764 * a lot of sense - special prayers are not found in spellbooks, and 1762 * a lot of sense - special prayers are not found in spellbooks, and
1765 * if the player doesn't know the spell, doesn't make a lot of sense that 1763 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark. 1764 * they would have a special prayer mark.
1767 */ 1765 */
1768 if (check_spell_known (op, spell->name)) 1766 if (check_spell_known (op, spell->name))
1769 { 1767 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1768 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1771 return; 1769 return;
1772 } 1770 }
1773 1771
1774 if (spell->skill) 1772 if (spell->skill)
1775 { 1773 {
1776 spell_skill = find_skill_by_name (op, spell->skill); 1774 spell_skill = find_skill_by_name (op, spell->skill);
1777 1775
1778 if (!spell_skill) 1776 if (!spell_skill)
1779 { 1777 {
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1778 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1781 return; 1779 return;
1782 } 1780 }
1783 1781
1784 if (spell_skill->level < spell->level) 1782 if (spell_skill->level < spell->level)
1785 { 1783 {
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1784 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1787 return; 1785 return;
1788 } 1786 }
1789 } 1787 }
1790 1788
1791 /* Logic as follows 1789 /* Logic as follows
1800 * Overall, chances are the same but a player will find having a high 1798 * Overall, chances are the same but a player will find having a high
1801 * literacy rate very useful! -b.t. 1799 * literacy rate very useful! -b.t.
1802 */ 1800 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1801 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 { 1802 {
1805 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1803 op->failmsg ("In your confused state you flub the wording of the text!");
1806 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1804 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 } 1805 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1806 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1809 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1807 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810 { 1808 {
1811 1809 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1812 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1813 do_learn_spell (op, spell, 0); 1810 do_learn_spell (op, spell, 0);
1814 1811
1815 /* xp gain to literacy for spell learning */ 1812 /* xp gain to literacy for spell learning */
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1813 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1814 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 } 1815 }
1819 else 1816 else
1820 { 1817 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1818 op->contr->play_sound (sound_find ("fumble_spell"));
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1819 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1823 } 1820 }
1824 1821
1825 decrease_ob (tmp); 1822 tmp->decrease ();
1826} 1823}
1827 1824
1828/** 1825/**
1829 * Handles applying a spell scroll. 1826 * Handles applying a spell scroll.
1830 */ 1827 */
1833{ 1830{
1834 object *skop; 1831 object *skop;
1835 1832
1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1833 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 { 1834 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1835 op->failmsg ("You are unable to read while blind.");
1839 return; 1836 return;
1840 } 1837 }
1841 1838
1842 if (!tmp->inv || tmp->inv->type != SPELL) 1839 if (!tmp->inv || tmp->inv->type != SPELL)
1843 { 1840 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1841 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1845 return; 1842 return;
1846 } 1843 }
1847 1844
1848 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1849 { 1846 {
1855 */ 1852 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1853 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 1854
1858 if (!skop) 1855 if (!skop)
1859 { 1856 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1857 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1861 return; 1858 return;
1862 } 1859 }
1863 1860
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1861 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0); 1862 change_exp (op, exp_gain, skop->skill, 0);
1866 } 1863 }
1867 1864
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1865 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1866 identify (tmp);
1870 1867
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1868 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1872 1869
1873 cast_spell (op, tmp, dir, tmp->inv, NULL); 1870 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874 decrease_ob (tmp); 1871 tmp->decrease ();
1875} 1872}
1876 1873
1877/** 1874/**
1878 * Applies a treasure object - by default, chest. op 1875 * Applies a treasure object - by default, chest. op
1879 * is the person doing the applying, tmp is the treasure 1876 * is the person doing the applying, tmp is the treasure
1880 * chest. 1877 * chest.
1881 */ 1878 */
1882static void 1879static void
1883apply_treasure (object *op, object *tmp) 1880apply_treasure (object *op, object *tmp)
1884{ 1881{
1885 /* Nice side effect of new treasure creation method is that the treasure 1882 /* Nice side effect of this treasure creation method is that the treasure
1886 * for the chest is done when the chest is created, and put into the chest 1883 * for the chest is done when the chest is created, and put into the chest
1887 * inventory. So that when the chest burns up, the items still exist. Also 1884 * inventory. So that when the chest burns up, the items still exist. Also
1888 * prevents people fromt moving chests to more difficult maps to get better 1885 * prevents people from moving chests to more difficult maps to get better
1889 * treasure 1886 * treasure
1890 */ 1887 */
1891 object *treas = tmp->inv; 1888 object *treas = tmp->inv;
1892 1889
1893 if (!treas) 1890 if (!treas)
1894 { 1891 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1892 op->statusmsg ("The chest was empty.");
1896 decrease_ob (tmp); 1893 tmp->decrease ();
1897 return; 1894 return;
1898 } 1895 }
1899 1896
1900 while (tmp->inv) 1897 while (tmp->inv)
1901 { 1898 {
1902 treas = tmp->inv; 1899 treas = tmp->inv;
1903
1904 treas->remove (); 1900 treas->remove ();
1905 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1906 1901
1907 treas->x = op->x; 1902 treas->x = op->x;
1908 treas->y = op->y; 1903 treas->y = op->y;
1909 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1904 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1910 1905
1911 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1906 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1912 spring_trap (treas, op); 1907 spring_trap (treas, op);
1913 1908
1914 /* If either player or container was destroyed, no need to do 1909 /* If either player or container was destroyed, no need to do
1915 * further processing. I think this should be enclused with 1910 * further processing. I think this should be enclused with
1916 * spring trap above, as I don't think there is otherwise 1911 * spring trap above, as I don't think there is otherwise
1917 * any way for the treasure chest or player to get killed 1912 * any way for the treasure chest or player to get killed.
1918 */ 1913 */
1919 if (op->destroyed () || tmp->destroyed ()) 1914 if (op->destroyed () || tmp->destroyed ())
1920 break; 1915 break;
1921 } 1916 }
1922 1917
1923 if (!tmp->destroyed () && tmp->inv == NULL) 1918 if (!tmp->destroyed () && !tmp->inv)
1924 decrease_ob (tmp); 1919 tmp->decrease (true);
1925
1926} 1920}
1927 1921
1928/** 1922/**
1929 * op eats food. 1923 * op eats food.
1930 * If player, takes care of messages and dragon special food. 1924 * If player, takes care of messages and dragon special food.
1945 { 1939 {
1946 /* usual case - no dragon meal: */ 1940 /* usual case - no dragon meal: */
1947 if (op->stats.food + tmp->stats.food > 999) 1941 if (op->stats.food + tmp->stats.food > 999)
1948 { 1942 {
1949 if (tmp->type == FOOD || tmp->type == FLESH) 1943 if (tmp->type == FOOD || tmp->type == FLESH)
1950 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1944 op->failmsg ("You feel full, but what a waste of food!");
1951 else 1945 else
1952 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1946 op->statusmsg ("Most of the drink goes down your face not your throat!");
1953 } 1947 }
1948
1949 tmp->play_sound (
1950 tmp->sound
1951 ? tmp->sound
1952 : tmp->type == DRINK
1953 ? sound_find ("eat_drink")
1954 : sound_find ("eat_food")
1955 );
1954 1956
1955 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1956 { 1958 {
1957 char buf[MAX_BUF]; 1959 const char *buf;
1958 1960
1959 if (!is_dragon_pl (op)) 1961 if (!is_dragon_pl (op))
1960 { 1962 {
1961 /* eating message for normal players */ 1963 /* eating message for normal players */
1962 if (tmp->type == DRINK) 1964 if (tmp->type == DRINK)
1963 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1965 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1964 else 1966 else
1965 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 1967 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1966 } 1968 }
1967 else 1969 else
1968 {
1969 /* eating message for dragon players */ 1970 /* eating message for dragon players */
1970 sprintf (buf, "The %s tasted terrible!", &tmp->name); 1971 buf = format ("The %s tasted terrible!", &tmp->name);
1971 }
1972 1972
1973 new_draw_info (NDI_UNIQUE, 0, op, buf); 1973 op->statusmsg (buf);
1974
1974 capacity_remaining = 999 - op->stats.food; 1975 capacity_remaining = 999 - op->stats.food;
1975 op->stats.food += tmp->stats.food; 1976 op->stats.food += tmp->stats.food;
1976 if (capacity_remaining < tmp->stats.food) 1977 if (capacity_remaining < tmp->stats.food)
1977 op->stats.hp += capacity_remaining / 50; 1978 op->stats.hp += capacity_remaining / 50;
1978 else 1979 else
1979 op->stats.hp += tmp->stats.food / 50; 1980 op->stats.hp += tmp->stats.food / 50;
1981
1980 if (op->stats.hp > op->stats.maxhp) 1982 if (op->stats.hp > op->stats.maxhp)
1981 op->stats.hp = op->stats.maxhp; 1983 op->stats.hp = op->stats.maxhp;
1982 if (op->stats.food > 999) 1984 if (op->stats.food > 999)
1983 op->stats.food = 999; 1985 op->stats.food = 999;
1984 } 1986 }
1986 /* special food hack -b.t. */ 1988 /* special food hack -b.t. */
1987 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1988 eat_special_food (op, tmp); 1990 eat_special_food (op, tmp);
1989 } 1991 }
1990 } 1992 }
1993
1991 handle_apply_yield (tmp); 1994 handle_apply_yield (tmp);
1992 decrease_ob (tmp); 1995 tmp->decrease ();
1993} 1996}
1994 1997
1995/** 1998/**
1996 * A dragon is eating some flesh. If the flesh contains resistances, 1999 * A dragon is eating some flesh. If the flesh contains resistances,
1997 * there is a chance for the dragon's skin to get improved. 2000 * there is a chance for the dragon's skin to get improved.
2007{ 2010{
2008 object *skin = NULL; /* pointer to dragon skin force */ 2011 object *skin = NULL; /* pointer to dragon skin force */
2009 object *abil = NULL; /* pointer to dragon ability force */ 2012 object *abil = NULL; /* pointer to dragon ability force */
2010 object *tmp = NULL; /* tmp. object */ 2013 object *tmp = NULL; /* tmp. object */
2011 2014
2012 char buf[MAX_BUF]; /* tmp. string buffer */
2013 double chance; /* improvement-chance of one resistance type */ 2015 double chance; /* improvement-chance of one resistance type */
2014 double totalchance = 1; /* total chance of gaining one resistance */ 2016 double totalchance = 1; /* total chance of gaining one resistance */
2015 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2016 double mbonus = 0; /* monster bonus */ 2018 double mbonus = 0; /* monster bonus */
2017 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2022 if (meal->type != FLESH || !is_dragon_pl (op)) 2024 if (meal->type != FLESH || !is_dragon_pl (op))
2023 return 0; 2025 return 0;
2024 2026
2025 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2026 from the player's inventory */ 2028 from the player's inventory */
2027 shstr_cmp dragon_ability_force ("dragon_ability_force");
2028 shstr_cmp dragon_skin_force ("dragon_skin_force");
2029
2030 for (tmp = op->inv; tmp; tmp = tmp->below) 2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2031 if (tmp->type == FORCE) 2030 if (tmp->type == FORCE)
2032 if (tmp->arch->name == dragon_skin_force) 2031 if (tmp->arch->archname == shstr_dragon_skin_force)
2033 skin = tmp; 2032 skin = tmp;
2034 else if (tmp->arch->name == dragon_ability_force) 2033 else if (tmp->arch->archname == shstr_dragon_ability_force)
2035 abil = tmp; 2034 abil = tmp;
2036 2035
2037 /* if either skin or ability are missing, this is an old player 2036 /* if either skin or ability are missing, this is an old player
2038 which is not to be considered a dragon -> bail out */ 2037 which is not to be considered a dragon -> bail out */
2039 if (skin == NULL || abil == NULL) 2038 if (skin == NULL || abil == NULL)
2042 /* now start by filling stomache and health, according to food-value */ 2041 /* now start by filling stomache and health, according to food-value */
2043 if ((999 - op->stats.food) < meal->stats.food) 2042 if ((999 - op->stats.food) < meal->stats.food)
2044 op->stats.hp += (999 - op->stats.food) / 50; 2043 op->stats.hp += (999 - op->stats.food) / 50;
2045 else 2044 else
2046 op->stats.hp += meal->stats.food / 50; 2045 op->stats.hp += meal->stats.food / 50;
2046
2047 if (op->stats.hp > op->stats.maxhp) 2047 if (op->stats.hp > op->stats.maxhp)
2048 op->stats.hp = op->stats.maxhp; 2048 op->stats.hp = op->stats.maxhp;
2049 2049
2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2051 2051
2096 } 2096 }
2097 } 2097 }
2098 2098
2099 /* inverse totalchance as until now we have the failure-chance */ 2099 /* inverse totalchance as until now we have the failure-chance */
2100 totalchance = 100 - totalchance * 100; 2100 totalchance = 100 - totalchance * 100;
2101
2101 /* print message according to totalchance */ 2102 /* print message according to totalchance */
2103 const char *buf;
2102 if (totalchance > 50.) 2104 if (totalchance > 50.)
2103 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2105 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2104 else if (totalchance > 10.) 2106 else if (totalchance > 10.)
2105 sprintf (buf, "The %s tasted very good.", &meal->name); 2107 buf = format ("The %s tasted very good.", &meal->name);
2106 else if (totalchance > 1.) 2108 else if (totalchance > 1.)
2107 sprintf (buf, "The %s tasted good.", &meal->name); 2109 buf = format ("The %s tasted good.", &meal->name);
2108 else if (totalchance > 0.1) 2110 else if (totalchance > 0.1)
2109 sprintf (buf, "The %s tasted bland.", &meal->name); 2111 buf = format ("The %s tasted bland.", &meal->name);
2110 else if (totalchance >= 0.01) 2112 else if (totalchance >= 0.01)
2111 sprintf (buf, "The %s had a boring taste.", &meal->name); 2113 buf = format ("The %s had a boring taste.", &meal->name);
2112 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2114 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2113 sprintf (buf, "The %s tasted strange.", &meal->name); 2115 buf = format ("The %s tasted strange.", &meal->name);
2114 else 2116 else
2115 sprintf (buf, "The %s had no taste.", &meal->name); 2117 buf = format ("The %s had no taste.", &meal->name);
2116 new_draw_info (NDI_UNIQUE, 0, op, buf); 2118
2119 op->statusmsg (buf);
2117 2120
2118 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2119 i = -1; 2122 i = -1;
2120 if (winners > 0) 2123 if (winners > 0)
2121 i = atnr_winner[RANDOM () % winners]; 2124 i = atnr_winner [rndm (winners)];
2122 2125
2123 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2124 { 2127 {
2125 /* resistance increased! */ 2128 /* resistance increased! */
2126 skin->resist[i]++; 2129 skin->resist[i]++;
2127 op->update_stats (); 2130 op->update_stats ();
2128 2131
2129 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2132 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2130 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2131 } 2133 }
2132 2134
2133 /* if this flesh contains a new ability focus, we mark it 2135 /* if this flesh contains a new ability focus, we mark it
2134 into the ability_force and it will take effect on next level */ 2136 into the ability_force and it will take effect on next level */
2135 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2137 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2136 { 2138 {
2137 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2139 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2138 2140
2139 if (meal->last_eat != abil->stats.exp) 2141 if (meal->last_eat != abil->stats.exp)
2142 op->statusmsg (format (
2143 "Your metabolism prepares to focus on %s!\n"
2144 "The change will happen at level %d.",
2145 change_resist_msg[meal->last_eat],
2146 abil->level + 1
2140 { 2147 ));
2141 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2142 new_draw_info (NDI_UNIQUE, 0, op, buf);
2143 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2144 new_draw_info (NDI_UNIQUE, 0, op, buf);
2145 }
2146 else 2148 else
2147 { 2149 {
2148 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2150 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2149 new_draw_info (NDI_UNIQUE, 0, op, buf);
2150 abil->last_eat = 0; 2151 abil->last_eat = 0;
2151 } 2152 }
2152 } 2153 }
2154
2153 return 1; 2155 return 1;
2154} 2156}
2155 2157
2156/** 2158/**
2157 * Handles applying an improve armor scroll. 2159 * Handles applying an improve armor scroll.
2160static void 2162static void
2161apply_armour_improver (object *op, object *tmp) 2163apply_armour_improver (object *op, object *tmp)
2162{ 2164{
2163 object *armor; 2165 object *armor;
2164 2166
2165 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2167 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2166 { 2168 {
2167 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2169 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2168 return; 2170 return;
2169 } 2171 }
2170 2172
2171 armor = find_marked_object (op); 2173 armor = find_marked_object (op);
2172 2174
2173 if (!armor) 2175 if (!armor)
2174 { 2176 {
2175 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2177 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2176 return; 2178 return;
2177 } 2179 }
2178 2180
2179 if (armor->type != ARMOUR 2181 if (armor->type != ARMOUR
2180 && armor->type != CLOAK 2182 && armor->type != CLOAK
2181 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2183 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2182 { 2184 {
2183 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2185 op->failmsg ("Your marked item is not armour!\n");
2184 return; 2186 return;
2185 } 2187 }
2186 2188
2187 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2189 op->statusmsg ("Applying armour enchantment.");
2188 improve_armour (op, tmp, armor); 2190 improve_armour (op, tmp, armor);
2189} 2191}
2190 2192
2191extern void 2193void
2192apply_poison (object *op, object *tmp) 2194apply_poison (object *op, object *tmp)
2193{ 2195{
2196 // need to do it now when it is still on the map
2197 handle_apply_yield (tmp);
2198
2199 object *poison = tmp->split (1);
2200
2194 if (op->type == PLAYER) 2201 if (op->type == PLAYER)
2195 { 2202 {
2196 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2203 op->contr->play_sound (sound_find ("drink_poison"));
2197 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2204 op->failmsg ("Yech! That tasted poisonous!");
2198 strcpy (op->contr->killer, "poisonous booze"); 2205 op->contr->killer = poison;
2199 } 2206 }
2207
2200 if (tmp->stats.hp > 0) 2208 if (poison->stats.hp > 0)
2201 { 2209 {
2202 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2210 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2203 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2211 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2204 } 2212 }
2213
2205 op->stats.food -= op->stats.food / 4; 2214 op->stats.food -= op->stats.food / 4;
2206 handle_apply_yield (tmp); 2215 poison->destroy ();
2207 decrease_ob (tmp);
2208} 2216}
2209 2217
2210/** 2218/**
2211 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2219 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2212 * A valid 2 way exit means: 2220 * A valid 2 way exit means:
2228#if 0 //TODO 2236#if 0 //TODO
2229 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2237 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2230 return 0; /* This is a reset town portal */ 2238 return 0; /* This is a reset town portal */
2231#endif 2239#endif
2232 2240
2241 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2242
2233 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2243 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2234 2244
2235 if (exitmap) 2245 if (exitmap)
2236 { 2246 {
2237 exitmap->load_sync (); 2247 exitmap->load_sync ();
2291 return 1; 2301 return 1;
2292 } 2302 }
2293 } 2303 }
2294 2304
2295 return 0; 2305 return 0;
2306}
2307
2308/**
2309 * This function will try to apply a lighter and in case no lighter
2310 * is specified it will try to find a lighter in the players inventory,
2311 * and inform him about this requirement.
2312 *
2313 * who - the player
2314 * op - the item we want to light
2315 * ligher - the lighter or 0 if a lighter has yet to be found
2316 */
2317object *auto_apply_lighter (object *who, object *op, object *lighter)
2318{
2319 if (lighter == 0)
2320 {
2321 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2322 {
2323 if (tmp->type == LIGHTER)
2324 {
2325 lighter = tmp;
2326 break;
2327 }
2328 }
2329
2330 if (!lighter)
2331 {
2332 who->failmsg (format (
2333 "You can't light up the %s with your bare hands! "
2334 "H<You need a lighter in your inventory, for example a flint and steel.>",
2335 &op->name));
2336 return 0;
2337 }
2338 }
2339
2340 // last_eat == 0 means the lighter is not being used up!
2341 if (lighter->last_eat && lighter->stats.food)
2342 {
2343 /* lighter gets used up */
2344 lighter = lighter->split ();
2345 lighter->stats.food--;
2346 who->insert (lighter);
2347 }
2348 else if (lighter->last_eat)
2349 {
2350 /* no charges left in lighter */
2351 who->failmsg (format (
2352 "You attempt to light the %s with a used up %s.",
2353 &op->name, &lighter->name));
2354 return 0;
2355 }
2356
2357 return lighter;
2358}
2359
2360/**
2361 * Designed primarily to light torches/lanterns/etc.
2362 * Also burns up burnable material too. First object in the inventory is
2363 * the selected object to "burn". -b.t.
2364 */
2365void
2366apply_lighter (object *who, object *lighter)
2367{
2368 object *item;
2369 int is_player_env = 0;
2370
2371 item = find_marked_object (who);
2372 if (item)
2373 {
2374 if (!auto_apply_lighter (who, 0, lighter))
2375 return;
2376
2377 /* Perhaps we should split what we are trying to light on fire?
2378 * I can't see many times when you would want to light multiple
2379 * objects at once.
2380 */
2381
2382 save_throw_object (item, AT_FIRE, who);
2383
2384 if (item->destroyed ()
2385 || ((item->type == LAMP || item->type == TORCH)
2386 && item->glow_radius > 0))
2387 who->statusmsg (format (
2388 "You light the %s with the %s.",
2389 &item->name, &lighter->name));
2390 else
2391 who->failmsg (format (
2392 "You attempt to light the %s with the %s and fail.",
2393 &item->name, &lighter->name));
2394 }
2395 else
2396 who->failmsg ("You need to mark a lightable object.");
2397}
2398
2399/**
2400 * This function generates a cursed effect for cursed lamps and torches.
2401 */
2402void player_apply_lamp_cursed_effect (object *who, object *op)
2403{
2404 if (op->level)
2405 {
2406 who->failmsg (format (
2407 "The %s was cursed, it explodes in a big fireball!",
2408 &op->name));
2409 create_exploding_ball_at (who, op->level);
2410 }
2411 else
2412 {
2413 who->failmsg (format (
2414 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2415 &op->name));
2416 }
2417
2418 op->destroy ();
2419}
2420
2421/**
2422 * Apply for players and lamps
2423 *
2424 * who - the player
2425 * op - the lamp
2426 */
2427void player_apply_lamp (object *who, object *op)
2428{
2429 bool switch_on = op->glow_radius ? false : true;
2430
2431 if (switch_on)
2432 {
2433 object *lighter = 0;
2434
2435 if (op->flag [FLAG_IS_LIGHTABLE]
2436 && !(lighter = auto_apply_lighter (who, op, 0)))
2437 return;
2438
2439 if (op->stats.food < 1)
2440 {
2441 if (op->type == LAMP)
2442 who->failmsg (format (
2443 "The %s is out of fuel! "
2444 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2445 &op->name));
2446 else
2447 who->failmsg (format (
2448 "The %s is burnt out! "
2449 "H<Torches and similar items burn out and become worthless.>",
2450 &op->name));
2451 return;
2452 }
2453
2454 if (op->flag [FLAG_CURSED])
2455 {
2456 player_apply_lamp_cursed_effect (who, op);
2457 return;
2458 }
2459
2460 if (lighter)
2461 who->statusmsg (format (
2462 "You light up the %s with the %s.", &op->name, &lighter->name));
2463 else
2464 who->statusmsg (format ("You light up the %s.", &op->name));
2465 }
2466 else
2467 {
2468 if (op->flag [FLAG_CURSED])
2469 {
2470 player_apply_lamp_cursed_effect (who, op);
2471 return;
2472 }
2473
2474 if (op->type == TORCH)
2475 {
2476 if (!op->flag [FLAG_IS_LIGHTABLE])
2477 {
2478 who->statusmsg (format (
2479 "You put out the %s. "
2480 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2481 &op->name, &op->name));
2482 }
2483 else
2484 who->statusmsg (format (
2485 "You put out the %s."
2486 "H<Torches wear out if you put them out.>",
2487 &op->name));
2488 }
2489 else
2490 who->statusmsg (format ("You turn off the %s.", &op->name));
2491 }
2492
2493 apply_lamp (op, switch_on);
2494}
2495
2496void get_animation_from_arch (object *op, arch_ptr a)
2497{
2498 op->animation_id = a->animation_id;
2499 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2500 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2501 op->anim_speed = a->anim_speed;
2502 op->last_anim = 0;
2503 op->state = 0;
2504 op->face = a->face;
2505
2506 if (NUM_ANIMATIONS(op) > 1)
2507 {
2508 SET_ANIMATION(op, 0);
2509 animate_object (op, op->direction);
2510 }
2511 else
2512 update_object (op, UP_OBJ_FACE);
2513}
2514
2515/**
2516 * Apply for LAMPs and TORCHes.
2517 *
2518 * op - the lamp
2519 * switch_on - a flag which says whether the lamp should be switched on or off
2520 */
2521void apply_lamp (object *op, bool switch_on)
2522{
2523 op->set_glow_radius (switch_on ? op->range : 0);
2524 op->set_speed (switch_on ? op->arch->speed : 0);
2525
2526 // torches wear out if you put them out
2527 if (op->type == TORCH && !switch_on)
2528 {
2529 if (op->flag [FLAG_IS_LIGHTABLE])
2530 {
2531 op->stats.food -= (double) op->arch->stats.food / 15;
2532 if (op->stats.food < 0)
2533 op->stats.food = 0;
2534 }
2535 else
2536 op->stats.food = 0;
2537 }
2538
2539 // lamps and torched get worthless when used up
2540 if (op->stats.food <= 0)
2541 op->value = 0;
2542
2543 // FIXME: This is a hack to make the more sane torches and lamps
2544 // still animated ;-/
2545 if (op->other_arch)
2546 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2547
2548 if (object *pl = op->visible_to ())
2549 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2296} 2550}
2297 2551
2298/** 2552/**
2299 * Main apply handler. 2553 * Main apply handler.
2300 * 2554 *
2303 * Return value: 2557 * Return value:
2304 * 0: player or monster can't apply objects of that type 2558 * 0: player or monster can't apply objects of that type
2305 * 1: has been applied, or there was an error applying the object 2559 * 1: has been applied, or there was an error applying the object
2306 * 2: objects of that type can't be applied if not in inventory 2560 * 2: objects of that type can't be applied if not in inventory
2307 * 2561 *
2308 * op is the object that is causing object to be applied, tmp is the object 2562 * who is the object that is causing object to be applied, op is the object
2309 * being applied. 2563 * being applied.
2310 * 2564 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2565 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2566 * them in this function - they are passed to apply_special
2313 */ 2567 */
2314int 2568int
2315manual_apply (object *op, object *tmp, int aflag) 2569manual_apply (object *who, object *op, int aflag)
2316{ 2570{
2317 if (tmp->head) 2571 op = op->head_ ();
2318 tmp = tmp->head;
2319 2572
2320 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2573 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2321 { 2574 {
2322 if (op->type == PLAYER) 2575 if (who->type == PLAYER)
2323 { 2576 {
2324 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2577 examine (who, op);
2578 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2325 return 1; 2579 return 1;
2326 } 2580 }
2327 else 2581 else
2328 return 0; /* monsters just skip unpaid items */ 2582 return 0; /* monsters just skip unpaid items */
2329 } 2583 }
2330 2584
2331 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2585 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2332 return RESULT_INT (0); 2586 return RESULT_INT (0);
2333 2587
2334 switch (tmp->type) 2588 switch (op->type)
2335 { 2589 {
2336 case CF_HANDLE: 2590 case CF_HANDLE:
2337 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2591 who->play_sound (sound_find ("turn_handle"));
2338 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2592 who->statusmsg ("You turn the handle.");
2339 tmp->value = tmp->value ? 0 : 1; 2593 op->value = op->value ? 0 : 1;
2340 SET_ANIMATION (tmp, tmp->value); 2594 SET_ANIMATION (op, op->value);
2341 update_object (tmp, UP_OBJ_FACE); 2595 update_object (op, UP_OBJ_FACE);
2342 push_button (tmp); 2596 push_button (op, who);
2343 return 1; 2597 return 1;
2344 2598
2345 case TRIGGER: 2599 case TRIGGER:
2346 if (check_trigger (tmp, op)) 2600 if (check_trigger (op, who))
2347 { 2601 {
2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2602 who->statusmsg ("You turn the handle.");
2349 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2603 who->play_sound (sound_find ("turn_handle"));
2350 } 2604 }
2351 else 2605 else
2352 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2606 who->failmsg ("The handle doesn't move.");
2353 2607
2354 return 1; 2608 return 1;
2355 2609
2356 case EXIT: 2610 case EXIT:
2357 if (op->type != PLAYER) 2611 if (who->type != PLAYER)
2358 return 0; 2612 return 0;
2359 2613
2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2614 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2615 who->failmsg (format ("The %s is closed.", query_name (op)));
2362 else 2616 else
2363 { 2617 {
2364 /* Don't display messages for random maps. */ 2618 /* Don't display messages for random maps. */
2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2619 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2620 who->statusmsg (op->msg, NDI_NAVY);
2367 2621
2368 op->enter_exit (tmp); 2622 who->enter_exit (op);
2369 } 2623 }
2370 2624
2371 return 1; 2625 return 1;
2372 2626
2627 case INSCRIBABLE:
2628 who->statusmsg (op->msg);
2629 // maybe show a spell menu to chose from or something like that
2630 return 1;
2631
2373 case SIGN: 2632 case SIGN:
2374 apply_sign (op, tmp, 0); 2633 apply_sign (who, op, 0);
2375 return 1; 2634 return 1;
2376 2635
2377 case BOOK: 2636 case BOOK:
2378 if (op->type == PLAYER) 2637 if (who->type == PLAYER)
2379 { 2638 {
2380 apply_book (op, tmp); 2639 apply_book (who, op);
2381 return 1; 2640 return 1;
2382 } 2641 }
2383 else 2642 else
2384 return 0; 2643 return 0;
2385 2644
2386 case SKILLSCROLL: 2645 case SKILLSCROLL:
2387 if (op->type == PLAYER) 2646 if (who->type == PLAYER)
2388 { 2647 {
2389 apply_skillscroll (op, tmp); 2648 apply_skillscroll (who, op);
2390 return 1; 2649 return 1;
2391 } 2650 }
2392 else 2651 else
2393 return 0; 2652 return 0;
2394 2653
2395 case SPELLBOOK: 2654 case SPELLBOOK:
2396 if (op->type == PLAYER) 2655 if (who->type == PLAYER)
2397 { 2656 {
2398 apply_spellbook (op, tmp); 2657 apply_spellbook (who, op);
2399 return 1; 2658 return 1;
2400 } 2659 }
2401 else 2660 else
2402 return 0; 2661 return 0;
2403 2662
2404 case SCROLL: 2663 case SCROLL:
2405 apply_scroll (op, tmp, 0); 2664 apply_scroll (who, op, 0);
2406 return 1; 2665 return 1;
2407 2666
2408 case POTION: 2667 case POTION:
2409 apply_potion (op, tmp); 2668 apply_potion (who, op);
2410 return 1; 2669 return 1;
2411 2670
2412 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2671 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed? 2672 //TODO: remove, as it is unsed?
2414 case CLOSE_CON: 2673 case CLOSE_CON:
2415 apply_container (op, tmp->env); 2674 apply_container (who, op->env);
2416 return 1; 2675 return 1;
2417 2676
2418 case CONTAINER: 2677 case CONTAINER:
2419 apply_container (op, tmp); 2678 apply_container (who, op);
2420 return 1; 2679 return 1;
2421 2680
2422 case TREASURE: 2681 case TREASURE:
2423 if (op->type == PLAYER) 2682 if (who->type == PLAYER)
2424 { 2683 {
2425 apply_treasure (op, tmp); 2684 apply_treasure (who, op);
2426 return 1; 2685 return 1;
2427 } 2686 }
2428 else 2687 else
2429 return 0; 2688 return 0;
2689
2690 case LAMP:
2691 case TORCH:
2692 player_apply_lamp (who, op);
2693 return 1;
2430 2694
2431 case WEAPON: 2695 case WEAPON:
2432 case ARMOUR: 2696 case ARMOUR:
2433 case BOOTS: 2697 case BOOTS:
2434 case GLOVES: 2698 case GLOVES:
2442 case WAND: 2706 case WAND:
2443 case ROD: 2707 case ROD:
2444 case HORN: 2708 case HORN:
2445 case SKILL: 2709 case SKILL:
2446 case BOW: 2710 case BOW:
2447 case LAMP:
2448 case BUILDER: 2711 case BUILDER:
2449 case SKILL_TOOL: 2712 case SKILL_TOOL:
2450 if (tmp->env != op) 2713 if (op->env != who)
2451 return 2; /* not in inventory */ 2714 return 2; /* not in inventory */
2452 2715
2453 apply_special (op, tmp, aflag); 2716 apply_special (who, op, aflag);
2454 return 1; 2717 return 1;
2455 2718
2456 case DRINK: 2719 case DRINK:
2457 case FOOD: 2720 case FOOD:
2458 case FLESH: 2721 case FLESH:
2459 apply_food (op, tmp); 2722 apply_food (who, op);
2460 return 1; 2723 return 1;
2461 2724
2462 case POISON: 2725 case POISON:
2463 apply_poison (op, tmp); 2726 apply_poison (who, op);
2464 return 1; 2727 return 1;
2465 2728
2466 case SAVEBED: 2729 case SAVEBED:
2467 return 1; 2730 return 1;
2468 2731
2469 case ARMOUR_IMPROVER: 2732 case ARMOUR_IMPROVER:
2470 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2471 { 2734 {
2472 apply_armour_improver (op, tmp); 2735 apply_armour_improver (who, op);
2473 return 1; 2736 return 1;
2474 } 2737 }
2475 else 2738 else
2476 return 0; 2739 return 0;
2477 2740
2478 case WEAPON_IMPROVER: 2741 case WEAPON_IMPROVER:
2479 check_improve_weapon (op, tmp); 2742 check_improve_weapon (who, op);
2480 return 1; 2743 return 1;
2481 2744
2482 case CLOCK: 2745 case CLOCK:
2483 if (op->type == PLAYER) 2746 if (who->type == PLAYER)
2484 { 2747 {
2485 char buf[MAX_BUF]; 2748 char buf[MAX_BUF];
2486 timeofday_t tod; 2749 timeofday_t tod;
2487 2750
2488 get_tod (&tod); 2751 get_tod (&tod);
2752 who->play_sound (sound_find ("sound_clock"));
2753 who->statusmsg (format (
2489 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2754 "It is %d minute%s past %d o'clock %s",
2490 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2755 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2491 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2756 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2757 ));
2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2494 return 1; 2758 return 1;
2495 } 2759 }
2496 else 2760 else
2497 return 0; 2761 return 0;
2498 2762
2499 case MENU: 2763 case MENU:
2500 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2501 { 2765 {
2502 shop_listing (tmp, op); 2766 shop_listing (op, who);
2503 return 1; 2767 return 1;
2504 } 2768 }
2505 else 2769 else
2506 return 0; 2770 return 0;
2507 2771
2508 case POWER_CRYSTAL: 2772 case POWER_CRYSTAL:
2509 apply_power_crystal (op, tmp); /* see egoitem.c */ 2773 apply_power_crystal (who, op); /* see egoitem.c */
2510 return 1; 2774 return 1;
2511 2775
2512 case LIGHTER: /* for lighting torches/lanterns/etc */ 2776 case LIGHTER: /* for lighting torches/lanterns/etc */
2513 if (op->type == PLAYER) 2777 if (who->type == PLAYER)
2514 { 2778 {
2515 apply_lighter (op, tmp); 2779 apply_lighter (who, op);
2516 return 1; 2780 return 1;
2517 } 2781 }
2518 else 2782 else
2519 return 0; 2783 return 0;
2520 2784
2521 case ITEM_TRANSFORMER: 2785 case ITEM_TRANSFORMER:
2522 apply_item_transformer (op, tmp); 2786 apply_item_transformer (who, op);
2523 return 1; 2787 return 1;
2524 2788
2525 default: 2789 default:
2526 return 0; 2790 return 0;
2527 } 2791 }
2528} 2792}
2529
2530 2793
2531/* quiet suppresses the "don't know how to apply" and "you must get it first" 2794/* quiet suppresses the "don't know how to apply" and "you must get it first"
2532 * messages as needed by player_apply_below(). But there can still be 2795 * messages as needed by player_apply_below(). But there can still be
2533 * "but you are floating high above the ground" messages. 2796 * "but you are floating high above the ground" messages.
2534 * 2797 *
2535 * Same return value as apply() function. 2798 * Same return value as apply() function.
2536 */ 2799 */
2537int 2800int
2538player_apply (object *pl, object *op, int aflag, int quiet) 2801player_apply (object *pl, object *op, int aflag, int quiet)
2539{ 2802{
2540 int tmp;
2541
2542 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2803 if (!op->env && (pl->move_type & MOVE_FLYING))
2543 { 2804 {
2544 /* player is flying and applying object not in inventory */ 2805 /* player is flying and applying object not in inventory */
2545 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2806 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2546 { 2807 {
2547 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2808 pl->failmsg ("But you are floating high above the ground! "
2809 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2810 "or waiting till the levitation effect wears off.>");
2548 return 0; 2811 return 0;
2549 } 2812 }
2550 } 2813 }
2551 2814
2552 pl->contr->last_used = op; 2815 pl->contr->last_used = op;
2553 2816
2554 tmp = manual_apply (pl, op, aflag); 2817 int tmp = manual_apply (pl, op, aflag);
2818
2555 if (!quiet) 2819 if (!quiet)
2556 { 2820 {
2557 if (tmp == 0) 2821 if (tmp == 0)
2558 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2822 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2559 else if (tmp == 2) 2823 else if (tmp == 2)
2560 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2824 pl->failmsg ("You must get it first!\n");
2561 } 2825 }
2826
2562 return tmp; 2827 return tmp;
2563} 2828}
2564 2829
2565/** 2830/**
2566 * player_apply_below attempts to apply the object 'below' the player. 2831 * player_apply_below attempts to apply the object 'below' the player.
2593 * person moving on it, also activate. Added code to make it 2858 * person moving on it, also activate. Added code to make it
2594 * so that at least one of players movement types be that which 2859 * so that at least one of players movement types be that which
2595 * the item needs. 2860 * the item needs.
2596 */ 2861 */
2597 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2862 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2598 {
2599 if (player_apply (pl, tmp, 0, 1) == 1) 2863 if (player_apply (pl, tmp, 0, 1) == 1)
2600 return; 2864 return;
2601 } 2865
2602 if (floors >= 2) 2866 if (floors >= 2)
2603 return; /* process at most two floor objects */ 2867 return; /* process at most two floor objects */
2604 } 2868 }
2605} 2869}
2606 2870
2641 { 2905 {
2642 pl->combat_ob = 0; 2906 pl->combat_ob = 0;
2643 who->change_weapon (pl->ranged_ob); 2907 who->change_weapon (pl->ranged_ob);
2644 } 2908 }
2645 2909
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2910 who->statusmsg (format ("You unwield %s.", query_name (op)));
2647 2911
2648 change_abil (who, op); 2912 change_abil (who, op);
2649 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2913 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2650 break; 2914 break;
2651 2915
2652 case SKILL: 2916 case SKILL:
2653 if (who->contr) 2917 if (who->contr)
2654 { 2918 {
2919 if (IS_COMBAT_SKILL (op->subtype))
2920 who->change_weapon (who->contr->combat_ob = 0);
2921 else if (IS_RANGED_SKILL (op->subtype))
2922 who->change_weapon (who->contr->ranged_ob = 0);
2923
2655 if (!op->invisible) 2924 if (op->invisible)
2656 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2925 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2657 else 2926 else
2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2927 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2659 } 2928 }
2660 2929
2661 change_abil (who, op); 2930 change_abil (who, op);
2662 CLEAR_FLAG (who, FLAG_READY_SKILL); 2931 CLEAR_FLAG (who, FLAG_READY_SKILL);
2663 break; 2932 break;
2670 case GLOVES: 2939 case GLOVES:
2671 case AMULET: 2940 case AMULET:
2672 case GIRDLE: 2941 case GIRDLE:
2673 case BRACERS: 2942 case BRACERS:
2674 case CLOAK: 2943 case CLOAK:
2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2944 who->statusmsg (format ("You unwear %s.", query_name (op)));
2676 change_abil (who, op); 2945 change_abil (who, op);
2677 break; 2946 break;
2678
2679 case LAMP:
2680 {
2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2682
2683 object *tmp2 = arch_to_object (op->other_arch);
2684 tmp2->x = op->x;
2685 tmp2->y = op->y;
2686 tmp2->map = op->map;
2687 tmp2->below = op->below;
2688 tmp2->above = op->above;
2689 tmp2->stats.food = op->stats.food;
2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2691
2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2694
2695 if (who->contr)
2696 esrv_del_item (who->contr, op->count);
2697
2698 op->destroy ();
2699 insert_ob_in_ob (tmp2, who);
2700 who->update_stats ();
2701
2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2703 {
2704 if (who->contr)
2705 {
2706 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2708 }
2709 }
2710
2711 if (who->contr)
2712 esrv_send_item (who, tmp2);
2713 }
2714
2715 return 1; /* otherwise, an attempt to drop causes problems */
2716 2947
2717 case BOW: 2948 case BOW:
2718 case WAND: 2949 case WAND:
2719 case ROD: 2950 case ROD:
2720 case HORN: 2951 case HORN:
2724 { 2955 {
2725 pl->ranged_ob = 0; 2956 pl->ranged_ob = 0;
2726 who->change_weapon (pl->combat_ob); 2957 who->change_weapon (pl->combat_ob);
2727 } 2958 }
2728 2959
2729 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2960 who->statusmsg (format ("You unready %s.", query_name (op)));
2730 } 2961 }
2731 else 2962 else
2732 { 2963 {
2733 who->change_skill (0); 2964 who->change_skill (0);
2734 2965
2740 2971
2741 break; 2972 break;
2742 2973
2743 case BUILDER: 2974 case BUILDER:
2744 if (who->contr) 2975 if (who->contr)
2745 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2976 who->statusmsg (format ("You unready %s.", query_name (op)));
2746 break; 2977 break;
2747 2978
2748 default: 2979 default:
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2980 who->statusmsg (format ("You unapply %s.", query_name (op)));
2750 break; 2981 break;
2751 } 2982 }
2752 2983
2984 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2985 if (object *pl = op->visible_to ())
2986 esrv_send_item (pl, op);
2987
2753 who->update_stats (); 2988 who->update_stats ();
2754
2755 if (!(aflags & AP_NO_MERGE))
2756 {
2757 object *tmp = merge_ob (op, 0);
2758
2759 if (who->contr)
2760 {
2761 if (tmp)
2762 { /* it was merged */
2763 esrv_del_item (who->contr, op->count);
2764 op = tmp;
2765 }
2766
2767 esrv_send_item (who, op);
2768 }
2769 }
2770 2989
2771 return 0; 2990 return 0;
2772} 2991}
2773 2992
2774/** 2993/**
2806 * Returns 0 on success, returns 1 if there is some problem. 3025 * Returns 0 on success, returns 1 if there is some problem.
2807 * if aflags is AP_PRINT, we instead print out waht to unapply 3026 * if aflags is AP_PRINT, we instead print out waht to unapply
2808 * instead of doing it. This is a lot less code than having 3027 * instead of doing it. This is a lot less code than having
2809 * another function that does just that. 3028 * another function that does just that.
2810 */ 3029 */
3030
3031#define CANNOT_REMOVE_CURSED \
3032 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3033 "Praying over an altar, scrolls of remove curse/damnation, " \
3034 "priests or even other players might help.>"
3035
2811int 3036int
2812unapply_for_ob (object *who, object *op, int aflags) 3037unapply_for_ob (object *who, object *op, int aflags)
2813{ 3038{
2814 if (op->is_range ()) 3039 if (op->is_range ())
2815 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3040 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3041 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2817 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3042 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2818 { 3043 {
2819 if (aflags & AP_PRINT) 3044 if (aflags & AP_PRINT)
2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3045 who->failmsg (query_name (tmp));
2821 else 3046 else
2822 unapply_special (who, tmp, aflags); 3047 unapply_special (who, tmp, aflags);
2823 } 3048 }
2824 else 3049 else
2825 { 3050 {
2826 /* In this case, we want to try and remove a cursed item. 3051 /* In this case, we want to try and remove a cursed item.
2827 * While we know it won't work, we want unapply_special to 3052 * While we know it won't work, we want unapply_special to
2828 * at least generate the message. 3053 * at least generate the message.
2829 */ 3054 */
2830 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 3055 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2831 return 1; 3056 return 1;
2832 } 3057 }
2833 3058
2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3059 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2835 { 3060 {
2858 3083
2859 /* If we are just printing, we don't care about cursed status */ 3084 /* If we are just printing, we don't care about cursed status */
2860 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3085 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2861 { 3086 {
2862 if (aflags & AP_PRINT) 3087 if (aflags & AP_PRINT)
2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3088 who->failmsg (query_name (tmp));
2864 else 3089 else
2865 unapply_special (who, tmp, aflags); 3090 unapply_special (who, tmp, aflags);
2866 } 3091 }
2867 else 3092 else
2868 { 3093 {
2869 /* Cursed item that we can't unequip - tell the player. 3094 /* Cursed item that we can't unequip - tell the player.
2870 * Note this could be annoying if this is just one of a few, 3095 * Note this could be annoying if this is just one of a few,
2871 * so it may not be critical (eg, putting on a ring and you have 3096 * so it may not be critical (eg, putting on a ring and you have
2872 * one cursed ring.) 3097 * one cursed ring.)
2873 */ 3098 */
2874 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3099 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2875 } 3100 }
2876 3101
2877 last = tmp->below; 3102 last = tmp->below;
2878 } 3103 }
2879 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3104 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3032 * 3257 *
3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3258 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3034 * 3259 *
3035 * apply_special() doesn't check for unpaid items. 3260 * apply_special() doesn't check for unpaid items.
3036 */ 3261 */
3262
3263#define LACK_ITEM_POWER \
3264 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3265
3037int 3266int
3038apply_special (object *who, object *op, int aflags) 3267apply_special (object *who, object *op, int aflags)
3039{ 3268{
3040 int basic_flag = aflags & AP_BASIC_FLAGS; 3269 int basic_flag = aflags & AP_BASIC_FLAGS;
3041 object *tmp, *tmp2, *skop = NULL; 3270 object *tmp, *tmp2, *skop = NULL;
3056 if (basic_flag == AP_APPLY) 3285 if (basic_flag == AP_APPLY)
3057 return 0; 3286 return 0;
3058 3287
3059 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3288 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3060 { 3289 {
3061 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3290 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3062 return 1; 3291 return 1;
3063 } 3292 }
3064 3293
3065 return unapply_special (who, op, aflags); 3294 return unapply_special (who, op, aflags);
3066 } 3295 }
3067
3068 if (basic_flag == AP_UNAPPLY) 3296 else if (basic_flag == AP_UNAPPLY)
3069 return 0; 3297 return 0;
3070 3298
3071 // if the item is combat/ranged, wield the relevant slot first 3299 // if the item is combat/ranged, wield the relevant slot first
3072 // to resolve conflicts. 3300 // to resolve conflicts.
3073 if (player *pl = who->contr) 3301 if (player *pl = who->contr)
3082 /* Can't just apply this object. Lets see what not and what to do */ 3310 /* Can't just apply this object. Lets see what not and what to do */
3083 if (int i = can_apply_object (who, op)) 3311 if (int i = can_apply_object (who, op))
3084 { 3312 {
3085 if (i & CAN_APPLY_NEVER) 3313 if (i & CAN_APPLY_NEVER)
3086 { 3314 {
3087 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3315 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3088 return 1; 3316 return 1;
3089 } 3317 }
3090 else if (i & CAN_APPLY_RESTRICTION) 3318 else if (i & CAN_APPLY_RESTRICTION)
3091 { 3319 {
3092 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3320 who->failmsg (format (
3321 "You have a prohibition against using a %s. "
3322 "H<Your belief, profession or class prevents you from applying this item.>",
3323 query_name (op)
3324 ));
3093 return 1; 3325 return 1;
3094 } 3326 }
3095 3327
3096 if (who->type != PLAYER) 3328 if (who->type != PLAYER)
3097 { 3329 {
3101 } 3333 }
3102 else 3334 else
3103 { 3335 {
3104 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3336 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3105 { 3337 {
3106 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3338 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3107 unapply_for_ob (who, op, AP_PRINT); 3339 unapply_for_ob (who, op, AP_PRINT);
3108 return 1; 3340 return 1;
3109 } 3341 }
3110 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3342 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3111 if (unapply_for_ob (who, op, aflags)) 3343 if (unapply_for_ob (who, op, aflags))
3117 { 3349 {
3118 skop = find_skill_by_name (who, op->skill); 3350 skop = find_skill_by_name (who, op->skill);
3119 3351
3120 if (!skop) 3352 if (!skop)
3121 { 3353 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3354 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3123 return 1; 3355 return 1;
3124 } 3356 }
3125 else 3357 else
3126 /* While experience will be credited properly, we want to change the 3358 /* While experience will be credited properly, we want to change the
3127 * skill so that the dam and wc get updated 3359 * skill so that the dam and wc get updated
3128 */ 3360 */
3129 who->change_skill (skop); 3361 who->change_skill (skop);
3130 } 3362 }
3131 3363
3132 if (who->type == PLAYER 3364 if (!check_item_power (who, op->item_power))
3133 && op->item_power
3134 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3135 { 3365 {
3136 new_draw_info (NDI_UNIQUE, 0, who,
3137 "Equipping that combined with other items would consume your soul! " 3366 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3138 "[use the skills command to check your available item power]");
3139 return 1; 3367 return 1;
3140 } 3368 }
3141 3369
3142 /* Ok. We are now at the state where we can apply the new object. 3370 /* Ok. We are now at the state where we can apply the new object.
3143 * Note that we don't have the checks for can_use_... 3371 * Note that we don't have the checks for can_use_...
3144 * below - that is already taken care of by can_apply_object. 3372 * below - that is already taken care of by can_apply_object.
3145 */ 3373 */
3146 if (op->nrof > 1) 3374 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3147 tmp = get_split_ob (op, op->nrof - 1);
3148 else
3149 tmp = 0;
3150 3375
3151 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3376 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3152 return RESULT_INT (0); 3377 return RESULT_INT (0);
3153 3378
3154 switch (op->type) 3379 switch (op->type)
3155 { 3380 {
3156 case WEAPON: 3381 case WEAPON:
3157 if (!check_weapon_power (who, op->last_eat))
3158 {
3159 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3160 "It would consume your soul!.");
3161
3162 if (tmp)
3163 insert_ob_in_ob (tmp, who);
3164
3165 return 1;
3166 }
3167
3168 //TODO: this obviously fails for players using a shorter prefix 3382 //TODO: this obviously fails for players using a shorter prefix
3169 // i.e. "R" can use Ragnarok's sword. 3383 // i.e. "R" can use Ragnarok's sword.
3170 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3384 if (op->level && !op->name.starts_with (who->name))
3171 { 3385 {
3172 /* if the weapon does not have the name as the character, can't use it. */ 3386 /* if the weapon does not have the name as the character, can't use it. */
3173 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3387 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3174 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3388 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3175 3389
3176 if (tmp) 3390 if (tmp)
3177 insert_ob_in_ob (tmp, who); 3391 insert_ob_in_ob (tmp, who);
3178 3392
3179 return 1; 3393 return 1;
3180 } 3394 }
3181 3395
3182 if (!skop) 3396 if (!skop)
3183 { 3397 {
3184 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3398 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3185 return 1; 3399 return 1;
3186 } 3400 }
3187 3401
3188 SET_FLAG (op, FLAG_APPLIED); 3402 SET_FLAG (op, FLAG_APPLIED);
3189 who->change_skill (skop); 3403 who->change_skill (skop);
3190 3404
3191 if (who->contr) 3405 if (who->contr)
3192 who->change_weapon (who->contr->combat_ob = op); 3406 who->change_weapon (who->contr->combat_ob = op);
3193 3407
3194 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3408 who->statusmsg (format ("You wield %s.", query_name (op)));
3195 3409
3196 SET_FLAG (who, FLAG_READY_WEAPON); 3410 SET_FLAG (who, FLAG_READY_WEAPON);
3197 change_abil (who, op); 3411 change_abil (who, op);
3198 break; 3412 break;
3199 3413
3206 case BRACERS: 3420 case BRACERS:
3207 case CLOAK: 3421 case CLOAK:
3208 case RING: 3422 case RING:
3209 case AMULET: 3423 case AMULET:
3210 SET_FLAG (op, FLAG_APPLIED); 3424 SET_FLAG (op, FLAG_APPLIED);
3211 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3425 who->statusmsg (format ("You wear %s.", query_name (op)));
3212 change_abil (who, op); 3426 change_abil (who, op);
3213 break; 3427 break;
3214
3215 case LAMP:
3216 if (op->stats.food < 1)
3217 {
3218 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3219 return 1;
3220 }
3221
3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3223 tmp2 = arch_to_object (op->other_arch);
3224 tmp2->stats.food = op->stats.food;
3225 SET_FLAG (tmp2, FLAG_APPLIED);
3226
3227 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3228 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3229
3230 insert_ob_in_ob (tmp2, who);
3231
3232 /* Remove the old lantern */
3233 if (who->type == PLAYER)
3234 esrv_del_item (who->contr, op->count);
3235
3236 op->destroy ();
3237
3238 /* insert the portion that was split off */
3239 if (tmp)
3240 {
3241 insert_ob_in_ob (tmp, who);
3242 if (who->type == PLAYER)
3243 esrv_send_item (who, tmp);
3244 }
3245
3246 who->update_stats ();
3247
3248 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3249 if (who->type == PLAYER)
3250 {
3251 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3252 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3253 }
3254
3255 if (who->type == PLAYER)
3256 esrv_send_item (who, tmp2);
3257
3258 return 0;
3259 3428
3260 case SKILL_TOOL: 3429 case SKILL_TOOL:
3261 // applying a skill tool also readies the skill 3430 // applying a skill tool also readies the skill
3262 SET_FLAG (op, FLAG_APPLIED); 3431 SET_FLAG (op, FLAG_APPLIED);
3263 3432
3284 who->change_weapon (pl->combat_ob = item); 3453 who->change_weapon (pl->combat_ob = item);
3285 goto found_weapon; 3454 goto found_weapon;
3286 } 3455 }
3287 } 3456 }
3288 3457
3458 who->failmsg (format (
3289 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill); 3459 "You need to apply a '%s' melee weapon before readying this skill. "
3460 "H<Some skills need an item, in this case a melee weapon, to function.>",
3461 &op->skill
3462 ));
3290 return 1; 3463 return 1;
3291 3464
3292 found_weapon:; 3465 found_weapon:;
3293 } 3466 }
3294 else 3467 else
3304 //TODO: bows should/must all have skill missile weapon right now 3477 //TODO: bows should/must all have skill missile weapon right now
3305 who->change_weapon (pl->ranged_ob = item); 3478 who->change_weapon (pl->ranged_ob = item);
3306 goto found_bow; 3479 goto found_bow;
3307 } 3480 }
3308 3481
3482 who->failmsg (
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3483 "You need to apply a missile weapon before readying this skill. "
3484 "H<Some skills need an item, in this case a missile weapon, to function.>"
3485 );
3310 return 1; 3486 return 1;
3311 3487
3312 found_bow:; 3488 found_bow:;
3313 } 3489 }
3314 else 3490 else
3315 who->change_weapon (pl->ranged_ob = op); 3491 who->change_weapon (pl->ranged_ob = op);
3316 } 3492 }
3317 3493
3318 if (!op->invisible) 3494 if (!op->invisible)
3319 { 3495 {
3320 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3496 who->statusmsg (format (
3321 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3497 "You ready %s."
3498 "You can now use the skill: %s.",
3499 query_name (op),
3500 &op->skill
3501 ));
3322 } 3502 }
3323 else 3503 else
3324 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3504 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3325 } 3505 }
3326 else 3506 else
3327 { 3507 {
3328 SET_FLAG (op, FLAG_APPLIED); 3508 SET_FLAG (op, FLAG_APPLIED);
3329 change_abil (who, op); 3509 change_abil (who, op);
3332 } 3512 }
3333 3513
3334 break; 3514 break;
3335 3515
3336 case BOW: 3516 case BOW:
3337 if (!check_weapon_power (who, op->last_eat)) 3517 if (op->level && !op->name.starts_with (who->name))
3338 { 3518 {
3339 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3519 who->failmsg ("The weapon does not recognize you as its owner. "
3340 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3520 "H<Its name indicates that it belongs to somebody else.>");
3341
3342 if (tmp)
3343 insert_ob_in_ob (tmp, who);
3344
3345 return 1;
3346 }
3347
3348 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3349 {
3350 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3351 if (tmp) 3521 if (tmp)
3352 insert_ob_in_ob (tmp, who); 3522 insert_ob_in_ob (tmp, who);
3353 3523
3354 return 1; 3524 return 1;
3355 } 3525 }
3360 case HORN: 3530 case HORN:
3361 /* check for skill, alter player status */ 3531 /* check for skill, alter player status */
3362 3532
3363 if (!skop) 3533 if (!skop)
3364 { 3534 {
3365 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3535 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3366 return 1; 3536 return 1;
3367 } 3537 }
3368 3538
3369 SET_FLAG (op, FLAG_APPLIED); 3539 SET_FLAG (op, FLAG_APPLIED);
3370 who->change_skill (skop); 3540 who->change_skill (skop);
3371 3541
3372 if (who->contr) 3542 if (who->contr)
3373 { 3543 {
3374 who->contr->ranged_ob = op; 3544 who->contr->ranged_ob = op;
3375 3545
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3546 who->statusmsg (format ("You ready %s.", query_name (op)));
3377 3547
3378 if (op->type == BOW) 3548 if (op->type == BOW)
3379 { 3549 {
3380 who->current_weapon = op; 3550 who->current_weapon = op;
3381 change_abil (who, op); 3551 change_abil (who, op);
3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3383 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3552 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3384 } 3553 }
3385 } 3554 }
3386 else 3555 else
3387 { 3556 {
3388 if (op->type == BOW) 3557 if (op->type == BOW)
3398 { 3567 {
3399 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3568 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3400 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3569 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3401 unapply_special (who, who->contr->ranged_ob, 0); 3570 unapply_special (who, who->contr->ranged_ob, 0);
3402 3571
3403 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3572 who->statusmsg (format ("You ready your %s.", query_name (op)));
3404 3573
3405 who->contr->ranged_ob = op; 3574 who->contr->ranged_ob = op;
3406 } 3575 }
3407 break; 3576 break;
3408 3577
3409 default: 3578 default:
3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3579 who->statusmsg (format ("You apply %s.", query_name (op)));
3411 } /* end of switch op->type */ 3580 }
3412 3581
3413 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3414 3583
3415 if (tmp) 3584 if (tmp)
3416 tmp = insert_ob_in_ob (tmp, who); 3585 who->insert (tmp);
3417 3586
3418 who->update_stats (); 3587 who->update_stats ();
3419 3588
3420 /* We exclude spell casting objects. The fire code will set the 3589 /* We exclude spell casting objects. The fire code will set the
3421 * been applied flag when they are used - until that point, 3590 * been applied flag when they are used - until that point,
3423 */ 3592 */
3424 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3593 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3425 SET_FLAG (op, FLAG_BEEN_APPLIED); 3594 SET_FLAG (op, FLAG_BEEN_APPLIED);
3426 3595
3427 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3596 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3428 {
3429 if (who->type == PLAYER) 3597 if (who->type == PLAYER)
3430 { 3598 {
3431 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3599 who->failmsg (
3600 "Oops, it feels deadly cold! "
3601 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3602 );
3432 SET_FLAG (op, FLAG_KNOWN_CURSED); 3603 SET_FLAG (op, FLAG_KNOWN_CURSED);
3433 } 3604 }
3434 }
3435 3605
3436 if (who->type == PLAYER) 3606 if (object *pl = op->visible_to ())
3437 {
3438 /* if multiple objects were applied, update both slots */
3439 if (tmp)
3440 esrv_send_item (who, tmp);
3441
3442 esrv_send_item (who, op); 3607 esrv_send_item (pl, op);
3443 }
3444 3608
3445 return 0; 3609 return 0;
3446} 3610}
3447 3611
3448int 3612int
3449monster_apply_special (object *who, object *op, int aflags) 3613monster_apply_special (object *who, object *op, int aflags)
3450{ 3614{
3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3615 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3452 return 1; 3616 return 1;
3617
3453 return apply_special (who, op, aflags); 3618 return apply_special (who, op, aflags);
3454} 3619}
3455 3620
3456/** 3621/**
3457 * Map was just loaded, handle op's initialisation. 3622 * Map was just loaded, handle op's initialisation.
3461int 3626int
3462auto_apply (object *op) 3627auto_apply (object *op)
3463{ 3628{
3464 object *tmp = NULL, *tmp2; 3629 object *tmp = NULL, *tmp2;
3465 int i; 3630 int i;
3631
3632 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3466 3633
3467 switch (op->type) 3634 switch (op->type)
3468 { 3635 {
3469 case SHOP_FLOOR: 3636 case SHOP_FLOOR:
3470 if (!op->has_random_items ()) 3637 if (!op->has_random_items ())
3472 3639
3473 do 3640 do
3474 { 3641 {
3475 i = 10; /* let's give it 10 tries */ 3642 i = 10; /* let's give it 10 tries */
3476 while ((tmp = generate_treasure (op->randomitems, 3643 while ((tmp = generate_treasure (op->randomitems,
3477 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3644 op->stats.exp
3645 ? (int) op->stats.exp
3646 : max (op->map->difficulty, 5)))
3647 == NULL && --i);
3648
3478 if (tmp == NULL) 3649 if (tmp == NULL)
3479 return 0; 3650 return 0;
3651
3480 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3652 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3481 { 3653 {
3482 tmp->destroy (); 3654 tmp->destroy ();
3483 tmp = NULL; 3655 tmp = NULL;
3484 } 3656 }
3487 3659
3488 tmp->x = op->x; 3660 tmp->x = op->x;
3489 tmp->y = op->y; 3661 tmp->y = op->y;
3490 SET_FLAG (tmp, FLAG_UNPAID); 3662 SET_FLAG (tmp, FLAG_UNPAID);
3491 insert_ob_in_map (tmp, op->map, NULL, 0); 3663 insert_ob_in_map (tmp, op->map, NULL, 0);
3492 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3493 identify (tmp); 3664 identify (tmp);
3494 break; 3665 break;
3495 3666
3496 case TREASURE: 3667 case TREASURE:
3497 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3668 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3504 /* If we generated an object and put it in this object inventory, 3675 /* If we generated an object and put it in this object inventory,
3505 * move it to the parent object as the current object is about 3676 * move it to the parent object as the current object is about
3506 * to disappear. An example of this item is the random_* stuff 3677 * to disappear. An example of this item is the random_* stuff
3507 * that is put inside other objects. 3678 * that is put inside other objects.
3508 */ 3679 */
3509 for (tmp = op->inv; tmp; tmp = tmp2)
3510 {
3511 tmp2 = tmp->below;
3512 tmp->remove ();
3513
3514 if (op->env) 3680 if (op->env)
3515 insert_ob_in_ob (tmp, op->env); 3681 while (op->inv)
3516 else 3682 op->env->insert (op->inv);
3517 tmp->destroy ();
3518 }
3519 3683
3520 op->destroy (); 3684 op->destroy ();
3521 break; 3685 break;
3522 } 3686 }
3523 return tmp ? 1 : 0; 3687
3688 return !!tmp;
3524} 3689}
3525 3690
3526/** 3691/**
3527 * fix_auto_apply goes through the entire map every time a map 3692 * fix_auto_apply goes through the entire map every time a map
3528 * is loaded or swapped in and performs special actions for 3693 * is loaded or swapped in and performs special actions for
3542 3707
3543 if (tmp->inv) 3708 if (tmp->inv)
3544 { 3709 {
3545 object *invtmp, *invnext; 3710 object *invtmp, *invnext;
3546 3711
3547 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3712 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3548 { 3713 {
3549 invnext = invtmp->below; 3714 invnext = invtmp->below;
3550 3715
3551 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3716 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3552 auto_apply (invtmp); 3717 auto_apply (invtmp);
3553 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3718 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3554 { 3719 {
3555 while ((invtmp->stats.hp--) > 0) 3720 while (invtmp->stats.hp-- > 0)
3556 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3721 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3557 3722
3558 invtmp->randomitems = NULL; 3723 invtmp->randomitems = NULL;
3559 } 3724 }
3560 else if (invtmp && invtmp->arch 3725 else if (invtmp && invtmp->arch
3672 /* check for hp, sp change */ 3837 /* check for hp, sp change */
3673 if (food->stats.hp != 0) 3838 if (food->stats.hp != 0)
3674 { 3839 {
3675 if (QUERY_FLAG (food, FLAG_CURSED)) 3840 if (QUERY_FLAG (food, FLAG_CURSED))
3676 { 3841 {
3677 assign (who->contr->killer, food->name); 3842 who->contr->killer = food;
3678 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3843 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3679 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3844 who->failmsg ("Eck!...that was poisonous!");
3680 } 3845 }
3681 else 3846 else
3682 { 3847 {
3683 if (food->stats.hp > 0) 3848 if (food->stats.hp > 0)
3684 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3849 who->statusmsg ("You begin to feel better.");
3685 else 3850 else
3686 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3851 who->failmsg ("Eck!...that was poisonous!");
3852
3687 who->stats.hp += food->stats.hp; 3853 who->stats.hp += food->stats.hp;
3688 } 3854 }
3689 } 3855 }
3856
3690 if (food->stats.sp != 0) 3857 if (food->stats.sp != 0)
3691 { 3858 {
3692 if (QUERY_FLAG (food, FLAG_CURSED)) 3859 if (QUERY_FLAG (food, FLAG_CURSED))
3693 { 3860 {
3694 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3861 who->failmsg ("You are drained of mana!");
3695 who->stats.sp -= food->stats.sp; 3862 who->stats.sp -= food->stats.sp;
3696 if (who->stats.sp < 0) 3863 if (who->stats.sp < 0)
3697 who->stats.sp = 0; 3864 who->stats.sp = 0;
3698 } 3865 }
3699 else 3866 else
3700 { 3867 {
3701 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3868 who->statusmsg ("You feel a rush of magical energy!");
3702 who->stats.sp += food->stats.sp; 3869 who->stats.sp += food->stats.sp;
3703 /* place limit on max sp from food? */ 3870 /* place limit on max sp from food? */
3704 } 3871 }
3705 } 3872 }
3873
3706 who->update_stats (); 3874 who->update_stats ();
3707} 3875}
3708 3876
3709/**
3710 * Designed primarily to light torches/lanterns/etc.
3711 * Also burns up burnable material too. First object in the inventory is
3712 * the selected object to "burn". -b.t.
3713 */
3714void
3715apply_lighter (object *who, object *lighter)
3716{
3717 object *item;
3718 int is_player_env = 0;
3719
3720 item = find_marked_object (who);
3721 if (item)
3722 {
3723 if (lighter->last_eat && lighter->stats.food)
3724 { /* lighter gets used up */
3725 /* Split multiple lighters if they're being used up. Otherwise *
3726 * one charge from each would be used up. --DAMN */
3727 if (lighter->nrof > 1)
3728 {
3729 object *oneLighter = lighter->clone ();
3730
3731 lighter->nrof -= 1;
3732 oneLighter->nrof = 1;
3733 oneLighter->stats.food--;
3734 esrv_send_item (who, lighter);
3735 oneLighter = insert_ob_in_ob (oneLighter, who);
3736 esrv_send_item (who, oneLighter);
3737 }
3738 else
3739 lighter->stats.food--;
3740 }
3741 else if (lighter->last_eat)
3742 { /* no charges left in lighter */
3743 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3744 return;
3745 }
3746
3747 /* Perhaps we should split what we are trying to light on fire?
3748 * I can't see many times when you would want to light multiple
3749 * objects at once.
3750 */
3751
3752 if (who == item->in_player ())
3753 is_player_env = 1;
3754
3755 save_throw_object (item, AT_FIRE, who);
3756
3757 if (item->destroyed ())
3758 {
3759 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3760 /* Need to update the player so that the players glow radius
3761 * gets changed.
3762 */
3763 if (is_player_env)
3764 who->update_stats ();
3765 }
3766 else
3767 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3768 }
3769 else /* nothing to light */
3770 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3771
3772}
3773 3877
3774/** 3878/**
3775 * op made some mistake with a scroll, this takes care of punishment. 3879 * op made some mistake with a scroll, this takes care of punishment.
3776 * scroll_failure()- hacked directly from spell_failure 3880 * scroll_failure()- hacked directly from spell_failure
3777 */ 3881 */
3783 3887
3784 if (failure <= -1 && failure > -15) 3888 if (failure <= -1 && failure > -15)
3785 { /* wonder */ 3889 { /* wonder */
3786 object *tmp; 3890 object *tmp;
3787 3891
3788 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3892 op->failmsg ("Your spell warps!");
3789 tmp = get_archetype (SPELL_WONDER); 3893 tmp = get_archetype (SPELL_WONDER);
3790 cast_wonder (op, op, 0, tmp); 3894 cast_wonder (op, op, 0, tmp);
3791 tmp->destroy (); 3895 tmp->destroy ();
3792 } 3896 }
3793 else if (failure <= -15 && failure > -35) 3897 else if (failure <= -15 && failure > -35)
3794 { /* drain mana */ 3898 { /* drain mana */
3795 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3899 op->failmsg ("Your mana is drained!");
3796 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3900 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3797 if (op->stats.sp < 0) 3901 if (op->stats.sp < 0)
3798 op->stats.sp = 0; 3902 op->stats.sp = 0;
3799 } 3903 }
3800 else if (settings.spell_failure_effects == TRUE) 3904 else if (settings.spell_failure_effects == TRUE)
3801 { 3905 {
3802 if (failure <= -35 && failure > -60) 3906 if (failure <= -35 && failure > -60)
3803 { /* confusion */ 3907 { /* confusion */
3804 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3908 op->failmsg ("The magic recoils on you!");
3805 confuse_player (op, op, power); 3909 confuse_player (op, op, power);
3806 } 3910 }
3807 else if (failure <= -60 && failure > -70) 3911 else if (failure <= -60 && failure > -70)
3808 { /* paralysis */ 3912 { /* paralysis */
3809 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3913 op->failmsg ("The magic recoils and paralyzes you!");
3810 paralyze_player (op, op, power); 3914 paralyze_player (op, op, power);
3811 } 3915 }
3812 else if (failure <= -70 && failure > -80) 3916 else if (failure <= -70 && failure > -80)
3813 { /* blind */ 3917 { /* blind */
3814 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3918 op->failmsg ("The magic recoils on you!");
3815 blind_player (op, op, power); 3919 blind_player (op, op, power);
3816 } 3920 }
3817 else if (failure <= -80) 3921 else if (failure <= -80)
3818 { /* blast the immediate area */ 3922 { /* blast the immediate area */
3819 object *tmp = get_archetype (LOOSE_MANA); 3923 object *tmp = get_archetype (LOOSE_MANA);
3820 cast_magic_storm (op, tmp, power); 3924 cast_magic_storm (op, tmp, power);
3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3925 op->failmsg ("You unleash uncontrolled mana!");
3822 tmp->destroy (); 3926 tmp->destroy ();
3823 } 3927 }
3824 } 3928 }
3825} 3929}
3826 3930
3846 */ 3950 */
3847 int i, j; 3951 int i, j;
3848 3952
3849 for (i = 0; i < NUM_STATS; i++) 3953 for (i = 0; i < NUM_STATS; i++)
3850 { 3954 {
3851 int race_bonus = pl->arch->clone.stats.stat (i); 3955 int race_bonus = pl->arch->stats.stat (i);
3852 sint8 stat = stats->stat (i) + ns->stat (i); 3956 sint8 stat = stats->stat (i) + ns->stat (i);
3853 3957
3854 if (stat > 20 + race_bonus) 3958 if (stat > 20 + race_bonus)
3855 { 3959 {
3856 excess_stat++; 3960 excess_stat++;
3866 3970
3867 if (i == CHA) 3971 if (i == CHA)
3868 continue; /* exclude cha from this */ 3972 continue; /* exclude cha from this */
3869 3973
3870 int stat = stats->stat (i); 3974 int stat = stats->stat (i);
3871 int race_bonus = pl->arch->clone.stats.stat (i); 3975 int race_bonus = pl->arch->stats.stat (i);
3872 if (stat < 20 + race_bonus) 3976 if (stat < 20 + race_bonus)
3873 { 3977 {
3874 change_attr_value (stats, i, 1); 3978 change_attr_value (stats, i, 1);
3875 excess_stat--; 3979 excess_stat--;
3876 } 3980 }
3877 } 3981 }
3878 3982
3879 /* insert the randomitems from the change's treasurelist into 3983 /* insert the randomitems from the change's treasurelist into
3880 * the player ref: player.c 3984 * the player ref: player.c
3881 */ 3985 */
3882 if (change->randomitems != NULL) 3986 if (change->randomitems)
3883 give_initial_items (pl, change->randomitems); 3987 give_initial_items (pl, change->randomitems);
3884 3988
3885 /* set up the face, for some races. */ 3989 /* set up the face, for some races. */
3886 3990
3887 /* first, look for the force object banning 3991 /* first, look for the force object banning
3888 * changing the face. Certain races never change face with class. 3992 * changing the face. Certain races never change face with class.
3889 */ 3993 */
3890 for (walk = pl->inv; walk != NULL; walk = walk->below) 3994 for (walk = pl->inv; walk; walk = walk->below)
3891 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3995 if (walk->name == shstr_NOCLASSFACECHANGE)
3892 flag_change_face = 0; 3996 flag_change_face = 0;
3893 3997
3894 if (flag_change_face) 3998 if (flag_change_face)
3895 { 3999 {
3896 pl->animation_id = GET_ANIM_ID (change);
3897 pl->face = change->face; 4000 pl->face = change->face;
3898 4001 pl->animation_id = change->animation_id;
3899 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4002 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3900 SET_FLAG (pl, FLAG_ANIMATE);
3901 else
3902 CLEAR_FLAG (pl, FLAG_ANIMATE);
3903 } 4003 }
3904 4004
3905 /* check the special case of can't use weapons */ 4005 /* check the special case of can't use weapons */
3906 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4006 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3907 if (!strcmp (change->name, "monk")) 4007 if (change->name == shstr_monk)
3908 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4008 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3909 4009
3910 break; 4010 break;
3911 } 4011 }
3912 } 4012 }
3933 char got[MAX_BUF]; 4033 char got[MAX_BUF];
3934 int len; 4034 int len;
3935 4035
3936 if (!pl || !transformer) 4036 if (!pl || !transformer)
3937 return; 4037 return;
4038
3938 marked = find_marked_object (pl); 4039 marked = find_marked_object (pl);
4040
3939 if (!marked) 4041 if (!marked)
3940 { 4042 {
3941 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4043 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3942 return; 4044 return;
3943 } 4045 }
4046
3944 if (!marked->slaying) 4047 if (!marked->slaying)
3945 { 4048 {
3946 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4049 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3947 return; 4050 return;
3948 } 4051 }
4052
3949 /* check whether they are compatible or not */ 4053 /* check whether they are compatible or not */
3950 find = strstr (marked->slaying, transformer->arch->name); 4054 find = strstr (&marked->slaying, transformer->arch->archname);
3951 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4055 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3952 { 4056 {
3953 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4057 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3954 return; 4058 return;
3955 } 4059 }
4060
3956 find += strlen (transformer->arch->name) + 1; 4061 find += strlen (transformer->arch->archname) + 1;
3957 /* Item can be used, now find how many and what it yields */ 4062 /* Item can be used, now find how many and what it yields */
3958 if (isdigit (*(find))) 4063 if (isdigit (*(find)))
3959 { 4064 {
3960 yield = atoi (find); 4065 yield = atoi (find);
3961 if (yield < 1) 4066 if (yield < 1)
3967 else 4072 else
3968 yield = 1; 4073 yield = 1;
3969 4074
3970 while (isdigit (*find)) 4075 while (isdigit (*find))
3971 find++; 4076 find++;
4077
3972 while (*find == ' ') 4078 while (*find == ' ')
3973 find++; 4079 find++;
4080
3974 memset (got, 0, MAX_BUF); 4081 memset (got, 0, MAX_BUF);
4082
3975 if ((separator = strchr (find, ';')) != NULL) 4083 if ((separator = strchr (find, ';')) != NULL)
3976 {
3977 len = separator - find; 4084 len = separator - find;
3978 }
3979 else 4085 else
3980 {
3981 len = strlen (find); 4086 len = strlen (find);
3982 } 4087
3983 if (len > MAX_BUF - 1) 4088 if (len > MAX_BUF - 1)
3984 len = MAX_BUF - 1; 4089 len = MAX_BUF - 1;
4090
3985 strcpy (got, find); 4091 strcpy (got, find);
3986 got[len] = '\0'; 4092 got[len] = '\0';
3987 4093
3988 /* Now create new item, remove used ones when required. */ 4094 /* Now create new item, remove used ones when required. */
3989 new_item = get_archetype (got); 4095 new_item = get_archetype (got);
3990 if (!new_item) 4096 if (!new_item)
3991 { 4097 {
3992 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4098 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3993 return; 4099 return;
3994 } 4100 }
3995 4101
3996 new_item->nrof = yield; 4102 new_item->nrof = yield;
4103
3997 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)));
3998 insert_ob_in_ob (new_item, pl); 4105
3999 esrv_send_inventory (pl, pl); 4106 pl->insert (new_item);
4000 /* Eat up one item */ 4107 /* Eat up one item */
4001 decrease_ob_nr (marked, 1); 4108 marked->decrease ();
4109
4002 /* Eat one transformer if needed */ 4110 /* Eat one transformer if needed */
4003 if (transformer->stats.food) 4111 if (transformer->stats.food)
4004 if (--transformer->stats.food == 0) 4112 if (--transformer->stats.food == 0)
4005 decrease_ob_nr (transformer, 1); 4113 transformer->decrease ();
4006} 4114}
4115

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