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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.113 by root, Tue Jul 10 05:51:38 2007 UTC vs.
Revision 1.160 by root, Mon May 26 16:22:42 2008 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 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * 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>
22 */ 22 */
23 23
24#include <cmath> 24#include <cmath>
25 25
26#include <global.h> 26#include <global.h>
92 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
93 */ 93 */
94static int 94static int
95apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
96{ 96{
97 object *id, *marked; 97 dynbuf_text buf;
98 int success = 0;
99 98
100 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
101 return 0; 100 return 0;
102 101
103 /* 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
104 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
105 */ 104 */
106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
107 return 0; 106 return 0;
108 107
109 marked = find_marked_object (pl);
110 /* 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
111 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
112 */ 110 */
111 if (object *marked = find_marked_object (pl))
113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 { 113 {
115 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
116 { 115 {
117 identify (marked); 116 identify (marked);
118 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
119 if (marked->msg) 119 if (marked->msg)
120 { 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
123 } 123 }
124 return money == NULL;
125 } 124 }
126 }
127 125
128 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
129 { 127 {
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 { 129 {
132 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
133 { 131 {
134 identify (id); 132 identify (id);
135 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
136 if (id->msg) 135 if (id->msg)
137 { 136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success = 1;
142 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
143 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
144 break; 140 break;
145 } 141 }
146 else 142 else
147 { 143 {
148 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");
149 break; 145 break;
150 } 146 }
151 } 147 }
152 } 148 }
153 if (!success) 149
154 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
155 return money == NULL; 155 return !money;
156} 156}
157 157
158/** 158/**
159 * 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
160 * matching item. 160 * matching item.
161 **/ 161 **/
162static void 162void
163handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
164{ 164{
165 const char *yield; 165 if (shstr yield = tmp->kv (shstr_on_use_yield))
166 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 167}
186 168
187/** 169/**
188 * Handles applying a potion. 170 * Handles applying a potion.
189 */ 171 */
195 177
196 floor = GET_MAP_OB (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
197 179
198 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)
199 { 181 {
200 if (op->type == PLAYER)
201 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
202 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0; 185 return 0;
204 } 186 }
205 187
206 if (op->type == PLAYER) 188 if (op->type == PLAYER)
217 199
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 201 {
220 op->drain_stat (); 202 op->drain_stat ();
221 op->update_stats (); 203 op->update_stats ();
222 decrease_ob (tmp); 204 tmp->decrease ();
223 return 1; 205 return 1;
224 } 206 }
225 207
226 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
227 { 209 {
228 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 211 return 0;
230 } 212 }
213
231 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
232 215
233 if (depl) 216 if (depl)
234 { 217 {
235 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i)) 219 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 220 op->statusmsg (restore_msg[i]);
238 221
239 depl->destroy (); 222 depl->destroy ();
240 op->update_stats (); 223 op->update_stats ();
241 } 224 }
242 else 225 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
244 227
245 decrease_ob (tmp); 228 tmp->decrease ();
246 return 1; 229 return 1;
247 } 230 }
248 231
249 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 234 {
252 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
253 { 236 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 238 {
256 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
257 { 240 {
258 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
259 break; 242 break;
260 } 243 }
244
261 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
262 { 246 {
263 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
264 break; 248 break;
265 } 249 }
250
266 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
267 { 252 {
268 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
269 break; 254 break;
270 } 255 }
274 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
275 { 260 {
276 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
277 break; 262 break;
278 } 263 }
264
279 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
280 { 266 {
281 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
282 break; 268 break;
283 } 269 }
270
284 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
285 { 272 {
286 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
287 break; 274 break;
288 } 275 }
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 { 284 {
298 if (got_one) 285 if (got_one)
299 { 286 {
300 op->update_stats (); 287 op->update_stats ();
301 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 "
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
304 } 291 }
305 else 292 else
306 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.");
307 } 294 }
308 else 295 else
309 { /* cursed potion */ 296 { /* cursed potion */
310 if (got_one) 297 if (got_one)
311 { 298 {
312 op->update_stats (); 299 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
314 } 301 }
315 else 302 else
316 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);
317 } 304 }
318 305
319 decrease_ob (tmp); 306 tmp->decrease ();
320 return 1; 307 return 1;
321 } 308 }
322 309
323 310
324 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
330 { 317 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 { 319 {
333 object *fball; 320 object *fball;
334 321
335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 322 op->failmsg ("Yech! Your lungs are on fire!");
323
336 /* Explodes a fireball centered at player */ 324 /* Explodes a fireball centered at player */
337 fball = get_archetype (EXPLODING_FIREBALL); 325 fball = get_archetype (EXPLODING_FIREBALL);
338 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
340 fball->x = op->x; 328 fball->x = op->x;
342 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
343 } 331 }
344 else 332 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346 334
347 decrease_ob (tmp); 335 tmp->decrease ();
336
348 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats (); 339 op->update_stats ();
340
351 return 1; 341 return 1;
352 } 342 }
353 343
354 /* Deal with protection potions */ 344 /* Deal with protection potions */
355 force = NULL; 345 force = NULL;
357 { 347 {
358 if (tmp->resist[i]) 348 if (tmp->resist[i])
359 { 349 {
360 if (!force) 350 if (!force)
361 force = get_archetype (FORCE_NAME); 351 force = get_archetype (FORCE_NAME);
352
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT; 354 force->type = POTION_EFFECT;
364 break; /* Only need to find one protection since we copy entire batch */ 355 break; /* Only need to find one protection since we copy entire batch */
365 } 356 }
366 } 357 }
358
367 /* This is a protection potion */ 359 /* This is a protection potion */
368 if (force) 360 if (force)
369 { 361 {
370 /* cursed items last longer */ 362 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
379 force->speed_left = -1; 371 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 375 change_abil (op, force);
384 decrease_ob (tmp); 376 tmp->decrease ();
385 return 1; 377 return 1;
386 } 378 }
387 379
388 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
389 if (op->type == PLAYER) 381 if (op->type == PLAYER)
390 { /* only for players */ 382 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 384 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 385 else
394 SET_FLAG (tmp, FLAG_APPLIED); 386 SET_FLAG (tmp, FLAG_APPLIED);
387
395 if (!change_abil (op, tmp)) 388 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 389 op->statusmsg ("Nothing happened.");
397 } 390 }
398 391
399 /* CLEAR_FLAG is so that if the character has other potions 392 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 393 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
402 * up all the stats. 395 * up all the stats.
403 */ 396 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats (); 398 op->update_stats ();
406 decrease_ob (tmp); 399 tmp->decrease ();
407 return 1; 400 return 1;
408} 401}
409 402
410/**************************************************************************** 403/****************************************************************************
411 * Weapon improvement code follows 404 * Weapon improvement code follows
417static int 410static int
418check_item (object *op, const char *item) 411check_item (object *op, const char *item)
419{ 412{
420 int count = 0; 413 int count = 0;
421 414
422 415 if (!item)
423 if (item == NULL)
424 return 0; 416 return 0;
425 417
426 op = op->below; 418 for (op = op->below; op; op = op->below)
427 while (op != NULL)
428 { 419 {
429 if (strcmp (op->arch->archname, item) == 0) 420 if (strcmp (op->arch->archname, item) == 0)
430 { 421 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 count++; 426 count++;
436 else 427 else
437 count += op->nrof; 428 count += op->nrof;
438 } 429 }
439 } 430 }
440
441 op = op->below;
442 } 431 }
443 432
444 return count; 433 return count;
445} 434}
446 435
456 object *prev; 445 object *prev;
457 446
458 prev = op; 447 prev = op;
459 op = op->below; 448 op = op->below;
460 449
461 while (op != NULL) 450 while (op)
462 { 451 {
463 if (strcmp (op->arch->archname, item) == 0) 452 if (strcmp (op->arch->archname, item) == 0)
464 { 453 {
465 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
466 { 455 {
467 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
468 return; 457 return;
469 } 458 }
470 else 459 else
471 { 460 {
472 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
473 nrof -= op->nrof; 462 nrof -= op->nrof;
474 } 463 }
464
475 op = prev; 465 op = prev;
476 } 466 }
467
477 prev = op; 468 prev = op;
478 op = op->below; 469 op = op->below;
479 } 470 }
480} 471}
481 472
487 * we return 1 (true) if the player can use the weapon. 478 * we return 1 (true) if the player can use the weapon.
488 */ 479 */
489static int 480static int
490check_weapon_power (const object *who, int improvs) 481check_weapon_power (const object *who, int improvs)
491{ 482{
492
493/* Old code is below (commented out). Basically, since weapons are the only 483/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to 484 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level. 485 * require high level in some combat skill, so we just use overall level.
496 */ 486 */
497#if 1 487#if 1
538static int 528static int
539check_sacrifice (object *op, const object *improver) 529check_sacrifice (object *op, const object *improver)
540{ 530{
541 int count = 0; 531 int count = 0;
542 532
543 if (improver->slaying != NULL) 533 if (improver->slaying)
544 { 534 {
545 count = check_item (op, improver->slaying); 535 count = check_item (op, improver->slaying);
546 if (count < 1) 536 if (count < 1)
547 { 537 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 538 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 539 return 0;
553 } 540 }
554 } 541 }
555 else 542 else
556 count = 1; 543 count = 1;
559} 546}
560 547
561/** 548/**
562 * Actually improves the weapon, and tells user. 549 * Actually improves the weapon, and tells user.
563 */ 550 */
564int 551static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 552improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 553{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 554 stat += sacrifice_count;
570 weapon->last_eat++; 555 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 556 improver->decrease ();
572 decrease_ob (improver);
573 557
574 /* So it updates the players stats and the window */ 558 /* So it updates the players stats and the window */
575 op->update_stats (); 559 op->update_stats ();
560
561 op->statusmsg (format (
562 "Your sacrifice was accepted.\n"
563 "Weapon's bonus to %s improved by %d.",
564 statname, sacrifice_count
565 ));
566
576 return 1; 567 return 1;
577} 568}
578 569
579/* Types of improvements, hidden in the sp field. */ 570/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 571#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 572#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 573#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 574#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 575#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 576#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 577#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 578#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 579#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 580#define IMPROVE_INT 10
590#define IMPROVE_POW 11 581#define IMPROVE_POW 11
591
592 582
593/** 583/**
594 * This does the prepare weapon scroll. 584 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 585 * Checks for sacrifice, and so on.
596 */ 586 */
597
598int 587int
599prepare_weapon (object *op, object *improver, object *weapon) 588prepare_weapon (object *op, object *improver, object *weapon)
600{ 589{
601 int sacrifice_count, i; 590 int sacrifice_count, i;
602 char buf[MAX_BUF]; 591 char buf[MAX_BUF];
603 592
604 if (weapon->level != 0) 593 if (weapon->level != 0)
605 { 594 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 595 op->failmsg ("Weapon is already prepared!");
607 return 0; 596 return 0;
608 } 597 }
598
609 for (i = 0; i < NROFATTACKS; i++) 599 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 600 if (weapon->resist[i])
611 break; 601 break;
612 602
613 /* If we break out, i will be less than nrofattacks, preventing 603 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 608 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 609 weapon->stats.ac) /* AC - only taifu's I think */
620 { 610 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 611 op->failmsg ("You cannot prepare magic weapons. "
612 "H<A weapon is considered magical if it changes regeneration, "
613 "speed or ac, or has other protections.>");
622 return 0; 614 return 0;
623 } 615 }
616
624 sacrifice_count = check_sacrifice (op, improver); 617 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 618 if (sacrifice_count <= 0)
626 return 0; 619 return 0;
620
627 weapon->level = isqrt (sacrifice_count); 621 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 622 eat_item (op, improver->slaying, sacrifice_count);
630 623
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 624 op->statusmsg (format (
625 "Your sacrifice was accepted."
626 "Your *%s may be improved %d times.",
627 &weapon->name, weapon->level
628 ));
632 629
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 630 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 631 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 632 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 633 slot at once! */
637 decrease_ob (improver); 634 improver->decrease ();
638 weapon->last_eat = 0; 635 weapon->last_eat = 0;
639 return 1; 636 return 1;
640} 637}
641
642 638
643/** 639/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 640 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 641 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 642 * Returns 0 if it was not able to work for some reason.
655improve_weapon (object *op, object *improver, object *weapon) 651improve_weapon (object *op, object *improver, object *weapon)
656{ 652{
657 int sacrifice_count, sacrifice_needed = 0; 653 int sacrifice_count, sacrifice_needed = 0;
658 654
659 if (improver->stats.sp == IMPROVE_PREPARE) 655 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 656 return prepare_weapon (op, improver, weapon);
662 } 657
663 if (weapon->level == 0) 658 if (weapon->level == 0)
664 { 659 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 661 return 0;
667 } 662 }
663
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 665 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 666 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 667 return 0;
672 } 668 }
669
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 { 671 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 672 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 673 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 674 "really want to improve it.");
678 return 0; 675 return 0;
679 } 676 }
677
680 /* This just increases damage by 5 points, no matter what. No sacrifice 678 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 679 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 680 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 681 * weapon can be improved.
684 */ 682 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 683 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 684 {
687 weapon->stats.dam += 5; 685 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 687 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 688 weapon->last_eat++;
691 689
692 weapon->item_power++; 690 weapon->item_power++;
693 decrease_ob (improver); 691 improver->decrease ();
694 return 1; 692 return 1;
695 } 693 }
694
696 if (improver->stats.sp == IMPROVE_WEIGHT) 695 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 696 {
698 /* Reduce weight by 20% */ 697 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 698 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 699 if (weapon->weight < 1)
701 weapon->weight = 1; 700 weapon->weight = 1;
701
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 702 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 703 weapon->last_eat++;
704 weapon->item_power++; 704 weapon->item_power++;
705 decrease_ob (improver); 705 improver->decrease ();
706 return 1; 706 return 1;
707 } 707 }
708 if (improver->stats.sp == IMPROVE_ENCHANT) 708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 709 {
710 weapon->magic++; 710 weapon->magic++;
711 weapon->last_eat++; 711 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 712 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 713 improver->decrease ();
714 weapon->item_power++; 714 weapon->item_power++;
715 return 1; 715 return 1;
716 } 716 }
717 717
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 723 sacrifice_needed *= 2;
724 724
725 sacrifice_count = check_sacrifice (op, improver); 725 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 726 if (sacrifice_count < sacrifice_needed)
727 { 727 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 728 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 729 return 0;
730 } 730 }
731
731 eat_item (op, improver->slaying, sacrifice_needed); 732 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 733 weapon->item_power++;
733 734
734 switch (improver->stats.sp) 735 switch (improver->stats.sp)
735 { 736 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 737 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 738 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 739 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 740 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 741 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 742 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 743 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 744 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 745 op->failmsg ("Unknown improvement type.");
752 } 746 }
747
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 748 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 749 return 0;
755} 750}
756 751
757/** 752/**
767 if (op->type != PLAYER) 762 if (op->type != PLAYER)
768 return 0; 763 return 0;
769 764
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 765 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 766 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 767 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 768 return 0;
774 } 769 }
775 770
776 otmp = find_marked_object (op); 771 otmp = find_marked_object (op);
777 if (!otmp) 772 if (!otmp)
778 { 773 {
779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 774 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
780 return 0; 775 return 0;
781 } 776 }
782 777
783 if (otmp->type != WEAPON && otmp->type != BOW) 778 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 779 {
785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 780 op->failmsg ("Marked item is not a weapon or bow!");
786 return 0; 781 return 0;
787 } 782 }
788 783
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 784 op->statusmsg ("Applied weapon builder.");
785
790 improve_weapon (op, tmp, otmp); 786 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 787 esrv_send_item (op, otmp);
792 return 1; 788 return 1;
793} 789}
794 790
819{ 815{
820 object *tmp; 816 object *tmp;
821 817
822 if (armour->magic >= settings.armor_max_enchant) 818 if (armour->magic >= settings.armor_max_enchant)
823 { 819 {
824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 820 op->failmsg ("This armour can not be enchanted any further!");
825 return 0; 821 return 0;
826 } 822 }
823
827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 824 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
828 * etc), so take the easy way out and don't worry about it. 825 * etc), so take the easy way out and don't worry about it.
829 * Note - maybe add scrolls which make the random artifact versions (eg, armour 826 * Note - maybe add scrolls which make the random artifact versions (eg, armour
830 * of gnarg and what not?) 827 * of gnarg and what not?)
831 */ 828 */
832 if (armour->title) 829 if (armour->title)
833 { 830 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 831 op->failmsg ("This armour will not accept further enchantment.");
835 return 0; 832 return 0;
836 } 833 }
837 834
838 /* Split objects if needed. Can't insert tmp until the 835 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 836 * end of this function - otherwise it will just re-merge.
840 */ 837 */
841 if (armour->nrof > 1) 838 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
842 tmp = get_split_ob (armour, armour->nrof - 1);
843 else
844 tmp = NULL;
845 839
846 armour->magic++; 840 armour->magic++;
847 841
848 if (!settings.armor_speed_linear) 842 if (!settings.armor_speed_linear)
849 { 843 {
886 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 880 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
887 881
888 if (op->type == PLAYER) 882 if (op->type == PLAYER)
889 { 883 {
890 esrv_send_item (op, armour); 884 esrv_send_item (op, armour);
885
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 886 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats (); 887 op->update_stats ();
893 } 888 }
894 decrease_ob (improver); 889
890 improver->decrease ();
891
895 if (tmp) 892 if (tmp)
896 { 893 op->insert (tmp);
897 insert_ob_in_ob (tmp, op); 894
898 esrv_send_item (op, tmp);
899 }
900 return 1; 895 return 1;
901} 896}
902
903 897
904/* 898/*
905 * convert_item() returns 1 if anything was converted, 0 if the item was not 899 * convert_item() returns 1 if anything was converted, 0 if the item was not
906 * what the converter wants, -1 if the converter is broken. 900 * what the converter wants, -1 if the converter is broken.
907 */ 901 *
908#define CONV_FROM(xyz) xyz->slaying
909#define CONV_TO(xyz) xyz->other_arch
910#define CONV_NR(xyz) xyz->stats.sp
911#define CONV_NEED(xyz) xyz->stats.food
912
913/* Takes one items and makes another. 902 * Takes one type of items and makes another.
914 * converter is the object that is doing the conversion. 903 * converter is the object that is doing the conversion.
915 * item is the object that triggered the converter - if it is not 904 * item is the object that triggered the converter - if it is not
916 * what the converter wants, this will not do anything. 905 * what the converter wants, this will not do anything.
917 */ 906 */
918int 907static int
919convert_item (object *item, object *converter) 908convert_item (object *item, object *converter)
920{ 909{
921 int nr = 0;
922 uint32 price_in; 910 sint64 nr, price_in;
911
912 if (item->flag [FLAG_UNPAID])
913 return 0;
914
915 shstr conv_from = converter->slaying;
916 archetype *conv_to = converter->other_arch;
917 sint64 need = converter->stats.food;
918 sint64 give = converter->stats.sp;
923 919
924 /* We make some assumptions - we assume if it takes money as it type, 920 /* We make some assumptions - we assume if it takes money as it type,
925 * it wants some amount. We don't make change (ie, if something costs 921 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck) 922 * 3 gp and player drops a platinum, tough luck)
927 */ 923 */
928 if (!strcmp (CONV_FROM (converter), "money")) 924 if (conv_from == shstr_money)
929 { 925 {
930 int cost;
931
932 if (item->type != MONEY) 926 if (item->type != MONEY)
933 return 0; 927 return 0;
934 928
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 929 nr = sint64 (item->nrof) * item->value / need;
936 if (!nr) 930 if (!nr)
937 return 0; 931 return 0;
938 cost = nr * CONV_NEED (converter) / item->value; 932
939 /* take into account rounding errors */ 933 converter->play_sound (sound_find ("shop_buy"));
940 if (nr * CONV_NEED (converter) % item->value) 934
941 cost++; 935 sint64 cost = (nr * need + item->value - 1) / item->value;
942 decrease_ob_nr (item, cost); 936
937 item->decrease (cost);
943 938
944 price_in = cost * item->value; 939 price_in = cost * item->value;
945 } 940 }
946 else 941 else
947 { 942 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 943 if (item->type == PLAYER
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 944 || conv_from != item->arch->archname
945 || (need && need > (uint16) item->nrof))
950 return 0; 946 return 0;
951 947
952 if (CONV_NEED (converter)) 948 converter->play_sound (sound_find ("convert_item"));
949
950 if (need)
953 { 951 {
954 nr = item->nrof / CONV_NEED (converter); 952 nr = sint64 (item->nrof) / need;
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 953 item->decrease (nr * need);
956 price_in = nr * CONV_NEED (converter) * item->value; 954 price_in = nr * need * item->value;
957 } 955 }
958 else 956 else
959 { 957 {
960 price_in = item->value; 958 price_in = item->value;
961 item->destroy (); 959 item->destroy ();
962 } 960 }
963 } 961 }
964 962
965 if (converter->inv != NULL) 963 if (converter->inv)
966 { 964 {
967 object *ob; 965 object *ob;
968 int i; 966 int i;
969 object *ob_to_copy; 967 object *ob_to_copy;
970 968
971 /* select random object from inventory to copy */ 969 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 970 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 971 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 {
975 if (rndm (0, i) == 0) 972 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 973 ob_to_copy = ob;
978 } 974
979 } 975 item = ob_to_copy->deep_clone ();
980 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 977 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 978 }
984 else 979 else
985 { 980 {
986 if (converter->other_arch == NULL) 981 if (!conv_to)
987 { 982 {
988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 983 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
989 &converter->name, &converter->map->path, converter->x, converter->y); 984 &converter->name, &converter->map->path, converter->x, converter->y);
990 return -1; 985 return -1;
991 } 986 }
992 987
993 item = object_create_arch (converter->other_arch); 988 item = object_create_arch (conv_to);
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 990 }
996 991
997 if (CONV_NR (converter)) 992 if (give)
998 item->nrof = CONV_NR (converter); 993 item->nrof = give;
994
999 if (nr) 995 if (nr)
1000 item->nrof *= nr; 996 item->nrof *= nr;
997
1001 if (is_in_shop (converter)) 998 if (is_in_shop (converter))
1002 SET_FLAG (item, FLAG_UNPAID); 999 SET_FLAG (item, FLAG_UNPAID);
1003 else if (price_in < item->nrof * item->value) 1000 else if (price_in < sint64 (item->nrof) * item->value)
1004 { 1001 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /** 1004 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 1005 * elmex: we are going to let the game continue, as the mapcreator
1010 * probably had something in mind when doing this 1006 * hopefully had something in mind when doing this.
1011 */ 1007 */
1012 } 1008 }
1009
1010 SET_FLAG (item, FLAG_IDENTIFIED);
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1011 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014 return 1; 1012 return 1;
1015} 1013}
1016 1014
1017/** 1015/**
1034 1032
1035 op->contr->last_used = 0; 1033 op->contr->last_used = 0;
1036 1034
1037 if (sack->env && sack->env != op) 1035 if (sack->env && sack->env != op)
1038 { 1036 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1037 op->failmsg ("You must put it onto the floor or into your inventory first.");
1040 return 1; 1038 return 1;
1041 } 1039 }
1042 1040
1043 // already applied == open on ground, or open in inv, or active in inv 1041 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED]) 1042 if (sack->flag [FLAG_APPLIED])
1050 return 1; 1048 return 1;
1051 } 1049 }
1052 else if (!sack->env) 1050 else if (!sack->env)
1053 { 1051 {
1054 // active, but not ours: some other player has opened it 1052 // active, but not ours: some other player has opened it
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1053 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1056 return 1; 1054 return 1;
1057 } 1055 }
1058 1056
1059 // fall through to opening it (active in inv) 1057 // fall through to opening it (active in inv)
1060 } 1058 }
1062 { 1060 {
1063 // it is in our env, so activate it, do not open yet 1061 // it is in our env, so activate it, do not open yet
1064 op->close_container (); 1062 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 1063 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack); 1064 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1065 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1; 1066 return 1;
1069 } 1067 }
1070 1068
1071 // it's locked? 1069 // it's locked?
1072 if (sack->slaying) 1070 if (sack->slaying)
1073 { 1071 {
1074 if (object *tmp = find_key (op, op, sack)) 1072 if (object *tmp = find_key (op, op, sack))
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1073 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1076 else 1074 else
1077 { 1075 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1076 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1079 return 1; 1077 return 1;
1080 } 1078 }
1081 } 1079 }
1082 1080
1083 op->open_container (sack); 1081 op->open_container (sack);
1102 * with an altar. We call it a Potion - altars are stationary - it 1100 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly. 1101 * is up to map designers to use them properly.
1104 */ 1102 */
1105 if (altar->inv && altar->inv->type == SPELL) 1103 if (altar->inv && altar->inv->type == SPELL)
1106 { 1104 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1105 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 1106 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 1107 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 1108 * old maps.
1111 */ 1109 */
1112 1110
1113/* push_button (altar);*/ 1111/* push_button (altar);*/
1114 } 1112 }
1138 double opinion; 1136 double opinion;
1139 object *tmp, *next; 1137 object *tmp, *next;
1140 1138
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1139 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 1140
1141 bool has_unpaid = false;
1142
1143 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1144 // a quick and small change :(
1145 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1146 if (item->flag [FLAG_UNPAID])
1147 {
1148 has_unpaid = true;
1149 break;
1150 }
1151
1143 if (op->type != PLAYER) 1152 if (op->type != PLAYER)
1144 { 1153 {
1145 /* Remove all the unpaid objects that may be carried here. 1154 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 1155 * This could be pets or monsters that are somehow in
1147 * the shop. 1156 * the shop.
1173 /* unpaid objects, or non living objects, can't transfer by 1182 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 1183 * shop mats. Instead, put it on a nearby space.
1175 */ 1184 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1185 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 { 1186 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1187 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1188 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 1189
1182 if (i != -1) 1190 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1191 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1192 else if (can_pay (op) && get_payment (op)) 1200 else if (can_pay (op) && get_payment (op))
1193 { 1201 {
1194 /* this is only used for players */ 1202 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 1203 rv = teleport (shop_mat, SHOP_MAT, op);
1196 1204
1205 if (has_unpaid)
1206 op->contr->play_sound (sound_find ("shop_buy"));
1207 else if (is_in_shop (op))
1208 op->contr->play_sound (sound_find ("shop_enter"));
1209 else
1210 op->contr->play_sound (sound_find ("shop_leave"));
1211
1197 if (shop_mat->msg) 1212 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1213 op->statusmsg (shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct, 1214 /* This check below is a bit simplistic - generally it should be correct,
1200 * but there is never a guarantee that the bottom space on the map is 1215 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor. 1216 * actually the shop floor.
1202 */ 1217 */
1203 else if (!rv && !is_in_shop (op)) 1218 else if (!rv && !is_in_shop (op))
1204 { 1219 {
1205 opinion = shopkeeper_approval (op->map, op); 1220 opinion = shopkeeper_approval (op->map, op);
1206 1221
1207 if (opinion > 0.9) 1222 op->statusmsg (
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1223 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1209 else if (opinion > 0.75) 1224 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1225 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 1226 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 1227 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 1228 }
1216 } 1229 }
1217 else 1230 else
1218 { 1231 {
1219 /* if we get here, a player tried to leave a shop but was not able 1232 /* if we get here, a player tried to leave a shop but was not able
1220 * to afford the items he has. We try to move the player so that 1233 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore 1234 * they are not on the mat anymore
1222 */ 1235 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1236 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 1237
1225 if (i == -1) 1238 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 1239 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 1240 else
1230 { 1241 {
1231 op->remove (); 1242 op->remove ();
1232 op->x += freearr_x[i]; 1243 op->x += freearr_x[i];
1233 op->y += freearr_y[i]; 1244 op->y += freearr_y[i];
1245static void 1256static void
1246apply_sign (object *op, object *sign, int autoapply) 1257apply_sign (object *op, object *sign, int autoapply)
1247{ 1258{
1248 readable_message_type *msgType; 1259 readable_message_type *msgType;
1249 1260
1250 if (sign->msg == NULL) 1261 if (!sign->msg)
1251 { 1262 {
1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1263 op->statusmsg ("Nothing is written on it.");
1253 return; 1264 return;
1254 } 1265 }
1255 1266
1256 if (sign->stats.food) 1267 if (sign->stats.food)
1257 { 1268 {
1258 if (sign->last_eat >= sign->stats.food) 1269 if (sign->last_eat >= sign->stats.food)
1259 { 1270 {
1260 if (!sign->move_on) 1271 if (!sign->move_on)
1261 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1272 op->statusmsg ("You cannot read it anymore.");
1273
1262 return; 1274 return;
1263 } 1275 }
1264 1276
1265 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1277 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1266 sign->last_eat++; 1278 sign->last_eat++;
1271 * move_on is zero, it needs to be manually applied (doesn't talk 1283 * move_on is zero, it needs to be manually applied (doesn't talk
1272 * to us). 1284 * to us).
1273 */ 1285 */
1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1286 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1275 { 1287 {
1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1288 op->failmsg ("You are unable to read while blind!");
1277 return; 1289 return;
1278 } 1290 }
1279 1291
1280 if (op->contr) 1292 if (op->contr)
1281 if (client *ns = op->contr->ns) 1293 if (client *ns = op->contr->ns)
1282 { 1294 {
1283 msgType = get_readable_message_type (sign); 1295 if (sign->sound)
1296 ns->play_sound (sign->sound);
1297 else if (autoapply)
1298 ns->play_sound (sound_find ("msg_voice"));
1284 1299
1285 if (ns->can_msg) 1300 if (ns->can_msg)
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg); 1301 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1287 else 1302 else
1288 { 1303 {
1289 char newbuf[HUGE_BUF]; 1304 msgType = get_readable_message_type (sign);
1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg); 1305 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1291 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1306 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1292 } 1307 }
1293 } 1308 }
1294} 1309}
1295 1310
1296/** 1311/**
1410 1425
1411 if (!trap->value) 1426 if (!trap->value)
1412 { 1427 {
1413 int tot; 1428 int tot;
1414 1429
1415 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1430 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1416 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1431 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1417 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1432 tot += ab->head_ ()->total_weight ();
1418 1433
1419 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1434 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1420 goto leave; 1435 goto leave;
1421 1436
1422 SET_ANIMATION (trap, trap->value); 1437 SET_ANIMATION (trap, trap->value);
1432 1447
1433 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1448 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1434 { 1449 {
1435 if (!sound_was_played) 1450 if (!sound_was_played)
1436 { 1451 {
1437 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1452 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1438 sound_was_played = 1; 1453 sound_was_played = 1;
1439 } 1454 }
1440 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1455
1456 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1441 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1457 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1442 } 1458 }
1443 } 1459 }
1444 goto leave; 1460 goto leave;
1445 } 1461 }
1446 1462
1447
1448 case CONVERTER: 1463 case CONVERTER:
1449 if (convert_item (victim, trap) < 0) 1464 if (convert_item (victim, trap) < 0)
1450 { 1465 {
1451 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1466 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1452 get_archetype ("burnout")->insert_at (trap, trap); 1467 archetype::get (shstr_burnout)->insert_at (trap, trap);
1453 } 1468 }
1454 1469
1455 goto leave; 1470 goto leave;
1456 1471
1457 case TRIGGER_BUTTON: 1472 case TRIGGER_BUTTON:
1477 * Processing will happen if the head runs into the pit 1492 * Processing will happen if the head runs into the pit
1478 */ 1493 */
1479 if (victim->head) 1494 if (victim->head)
1480 goto leave; 1495 goto leave;
1481 1496
1482 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1497 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1483 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1498 victim->statusmsg ("You fall through the hole!", NDI_RED);
1484 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1499 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1485 goto leave; 1500 goto leave;
1486 1501
1487 case EXIT: 1502 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap)) 1503 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 { 1504 {
1490 /* Basically, don't show exits leading to random maps the 1505 /* Basically, don't show exits leading to random maps the
1491 * players output. 1506 * players output.
1492 */ 1507 */
1493 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1508 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1494 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1509 victim->statusmsg (trap->msg, NDI_NAVY);
1495 1510
1511 trap->play_sound (trap->sound);
1496 victim->enter_exit (trap); 1512 victim->enter_exit (trap);
1497 } 1513 }
1498 goto leave; 1514 goto leave;
1499 1515
1500 case ENCOUNTER: 1516 case ENCOUNTER:
1522 goto leave; 1538 goto leave;
1523 1539
1524 case RUNE: 1540 case RUNE:
1525 case TRAP: 1541 case TRAP:
1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1542 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1527 {
1528 spring_trap (trap, victim); 1543 spring_trap (trap, victim);
1529 }
1530 goto leave; 1544 goto leave;
1531 1545
1532 default: 1546 default:
1533 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1547 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1534 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1548 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1548 int lev_diff; 1562 int lev_diff;
1549 object *skill_ob; 1563 object *skill_ob;
1550 1564
1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1565 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1552 { 1566 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1567 op->failmsg ("You are unable to read while blind!");
1554 return; 1568 return;
1555 } 1569 }
1556 1570
1557 if (!tmp->msg) 1571 if (!tmp->msg)
1558 { 1572 {
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1573 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1560 return; 1574 return;
1561 } 1575 }
1562 1576
1563 /* need a literacy skill to read stuff! */ 1577 /* need a literacy skill to read stuff! */
1564 skill_ob = find_skill_by_name (op, tmp->skill); 1578 skill_ob = find_skill_by_name (op, tmp->skill);
1565 if (!skill_ob) 1579 if (!skill_ob)
1566 { 1580 {
1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1581 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1568 return; 1582 return;
1569 } 1583 }
1570 1584
1571 lev_diff = tmp->level - (skill_ob->level + 5); 1585 lev_diff = tmp->level - (skill_ob->level + 5);
1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1586 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1573 { 1587 {
1574 if (lev_diff < 2) 1588 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1575 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1589 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1576 else if (lev_diff < 3) 1590 : lev_diff < 5 ? "This book is beyond your comprehension."
1577 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1591 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1578 else if (lev_diff < 5) 1592 : lev_diff < 15 ? "This book is way beyond your comprehension."
1579 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1593 : "This book is totally beyond your comprehension.");
1580 else if (lev_diff < 8)
1581 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1582 else if (lev_diff < 15)
1583 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1584 else
1585 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1586 return; 1594 return;
1587 } 1595 }
1588 1596
1589 readable_message_type *msgType = get_readable_message_type (tmp); 1597 readable_message_type *msgType = get_readable_message_type (tmp);
1590 1598
1591 if (player *pl = op->contr) 1599 if (player *pl = op->contr)
1592 if (client *ns = pl->ns) 1600 if (client *ns = pl->ns)
1593 if (ns->can_msg) 1601 if (ns->can_msg)
1594 { 1602 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1595 dynbuf_text buf;
1596 buf << long_desc (tmp, op)
1597 << "\n\n"
1598 << tmp->msg
1599 << '\0';
1600 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1601 }
1602 else 1603 else
1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1604 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1604 msgType->message_type, msgType->message_subtype, 1605 msgType->message_type, msgType->message_subtype,
1605 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1606 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1606 long_desc (tmp, op), &tmp->msg); 1607 long_desc (tmp, op), &tmp->msg);
1613 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1614 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1614 { 1615 {
1615 /*exp_gain *= 2; because they just identified it too */ 1616 /*exp_gain *= 2; because they just identified it too */
1616 SET_FLAG (tmp, FLAG_IDENTIFIED); 1617 SET_FLAG (tmp, FLAG_IDENTIFIED);
1617 1618
1618 /* If in a container, update how it looks */ 1619 if (object *pl = tmp->visible_to ())
1619 if (tmp->env)
1620 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1620 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1621 else
1622 op->contr->ns->floorbox_update ();
1623 } 1621 }
1624 1622
1625 change_exp (op, exp_gain, skill_ob->skill, 0); 1623 change_exp (op, exp_gain, skill_ob->skill, 0);
1626 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1624 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1627 } 1625 }
1632 * op is the person learning the skill, tmp is the skill scroll object 1630 * op is the person learning the skill, tmp is the skill scroll object
1633 */ 1631 */
1634static void 1632static void
1635apply_skillscroll (object *op, object *tmp) 1633apply_skillscroll (object *op, object *tmp)
1636{ 1634{
1637 switch ((int) learn_skill (op, tmp)) 1635 switch (learn_skill (op, tmp))
1638 { 1636 {
1639 case 0: 1637 case 0:
1640 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1638 op->play_sound (sound_find ("generic_fail"));
1641 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1639 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1642 return; 1640 break;
1643 1641
1644 case 1: 1642 case 1:
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1646 decrease_ob (tmp); 1643 tmp->decrease ();
1644 op->play_sound (sound_find ("skill_learn"));
1645 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1647 return; 1646 break;
1648 1647
1649 default: 1648 default:
1649 tmp->decrease ();
1650 op->play_sound (sound_find ("generic_fail"));
1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1651 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1651 decrease_ob (tmp);
1652 return; 1652 break;
1653 } 1653 }
1654} 1654}
1655 1655
1656/** 1656/**
1657 * Actually makes op learn spell. 1657 * Actually makes op learn spell.
1677 return; 1677 return;
1678 } 1678 }
1679 return; 1679 return;
1680 } 1680 }
1681 1681
1682 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1682 op->contr->play_sound (sound_find ("learn_spell"));
1683
1683 tmp = spell->clone (); 1684 tmp = spell->clone ();
1684 insert_ob_in_ob (tmp, op); 1685 insert_ob_in_ob (tmp, op);
1685 1686
1686 if (special_prayer) 1687 if (special_prayer)
1687 SET_FLAG (tmp, FLAG_STARTEQUIP); 1688 SET_FLAG (tmp, FLAG_STARTEQUIP);
1706 { 1707 {
1707 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1708 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1708 return; 1709 return;
1709 } 1710 }
1710 1711
1711 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1712 op->failmsg (format ("You lose knowledge of %s.", spell));
1712 player_unready_range_ob (op->contr, spob); 1713 player_unready_range_ob (op->contr, spob);
1713 esrv_remove_spell (op->contr, spob); 1714 esrv_remove_spell (op->contr, spob);
1714 spob->destroy (); 1715 spob->destroy ();
1715} 1716}
1716 1717
1724{ 1725{
1725 object *skop, *spell, *spell_skill; 1726 object *skop, *spell, *spell_skill;
1726 1727
1727 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1728 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1728 { 1729 {
1729 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1730 op->failmsg ("You are unable to read while blind.");
1730 return; 1731 return;
1731 } 1732 }
1732 1733
1733 /* artifact_spellbooks have 'slaying' field point to a spell name, 1734 /* artifact_spellbooks have 'slaying' field point to a spell name,
1734 * instead of having their spell stored in stats.sp. These are 1735 * instead of having their spell stored in stats.sp. These are
1735 * legacy spellbooks 1736 * legacy spellbooks
1736 */ 1737 */
1737
1738 if (tmp->slaying != NULL) 1738 if (tmp->slaying)
1739 { 1739 {
1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1741 if (!spell) 1741 if (!spell)
1742 { 1742 {
1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1743 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1744 return; 1744 return;
1745 } 1745 }
1746 else 1746 else
1747 insert_ob_in_ob (spell, tmp); 1747 insert_ob_in_ob (spell, tmp);
1748
1748 tmp->slaying = NULL; 1749 tmp->slaying = 0;
1749 } 1750 }
1750 1751
1751 skop = find_skill_by_name (op, tmp->skill); 1752 skop = find_skill_by_name (op, tmp->skill);
1752 1753
1753 /* need a literacy skill to learn spells. Also, having a literacy level 1754 /* need a literacy skill to learn spells. Also, having a literacy level
1754 * lower than the spell will make learning the spell more difficult */ 1755 * lower than the spell will make learning the spell more difficult */
1755 if (!skop) 1756 if (!skop)
1756 { 1757 {
1757 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1758 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1758 return; 1759 return;
1759 } 1760 }
1760 1761
1761 spell = tmp->inv; 1762 spell = tmp->inv;
1762 1763
1763 if (!spell) 1764 if (!spell)
1764 { 1765 {
1765 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1766 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1766 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1767 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1767 return; 1768 return;
1768 } 1769 }
1769 1770
1770 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1771 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1771 { 1772 {
1772 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1773 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1773 return; 1774 return;
1774 } 1775 }
1775 1776
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1777 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1777 1778
1778 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1779 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1779 {
1780 identify (tmp); 1780 identify (tmp);
1781
1782 if (tmp->env)
1783 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1784 else
1785 op->contr->ns->floorbox_update ();
1786 }
1787 1781
1788 /* I removed the check for special_prayer_mark here - it didn't make 1782 /* I removed the check for special_prayer_mark here - it didn't make
1789 * a lot of sense - special prayers are not found in spellbooks, and 1783 * a lot of sense - special prayers are not found in spellbooks, and
1790 * if the player doesn't know the spell, doesn't make a lot of sense that 1784 * if the player doesn't know the spell, doesn't make a lot of sense that
1791 * they would have a special prayer mark. 1785 * they would have a special prayer mark.
1792 */ 1786 */
1793 if (check_spell_known (op, spell->name)) 1787 if (check_spell_known (op, spell->name))
1794 { 1788 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1789 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1796 return; 1790 return;
1797 } 1791 }
1798 1792
1799 if (spell->skill) 1793 if (spell->skill)
1800 { 1794 {
1801 spell_skill = find_skill_by_name (op, spell->skill); 1795 spell_skill = find_skill_by_name (op, spell->skill);
1802 1796
1803 if (!spell_skill) 1797 if (!spell_skill)
1804 { 1798 {
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1799 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1806 return; 1800 return;
1807 } 1801 }
1808 1802
1809 if (spell_skill->level < spell->level) 1803 if (spell_skill->level < spell->level)
1810 { 1804 {
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1805 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1812 return; 1806 return;
1813 } 1807 }
1814 } 1808 }
1815 1809
1816 /* Logic as follows 1810 /* Logic as follows
1825 * Overall, chances are the same but a player will find having a high 1819 * Overall, chances are the same but a player will find having a high
1826 * literacy rate very useful! -b.t. 1820 * literacy rate very useful! -b.t.
1827 */ 1821 */
1828 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1822 if (QUERY_FLAG (op, FLAG_CONFUSED))
1829 { 1823 {
1830 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1824 op->failmsg ("In your confused state you flub the wording of the text!");
1831 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1825 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1832 } 1826 }
1833 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1827 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1834 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1828 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1835 { 1829 {
1836 1830 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1837 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1838 do_learn_spell (op, spell, 0); 1831 do_learn_spell (op, spell, 0);
1839 1832
1840 /* xp gain to literacy for spell learning */ 1833 /* xp gain to literacy for spell learning */
1841 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1834 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1842 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1835 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1843 } 1836 }
1844 else 1837 else
1845 { 1838 {
1846 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1839 op->contr->play_sound (sound_find ("fumble_spell"));
1847 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1840 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1848 } 1841 }
1849 1842
1850 decrease_ob (tmp); 1843 tmp->decrease ();
1851} 1844}
1852 1845
1853/** 1846/**
1854 * Handles applying a spell scroll. 1847 * Handles applying a spell scroll.
1855 */ 1848 */
1858{ 1851{
1859 object *skop; 1852 object *skop;
1860 1853
1861 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1854 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1862 { 1855 {
1863 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1856 op->failmsg ("You are unable to read while blind.");
1864 return; 1857 return;
1865 } 1858 }
1866 1859
1867 if (!tmp->inv || tmp->inv->type != SPELL) 1860 if (!tmp->inv || tmp->inv->type != SPELL)
1868 { 1861 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1862 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1870 return; 1863 return;
1871 } 1864 }
1872 1865
1873 if (op->type == PLAYER) 1866 if (op->type == PLAYER)
1874 { 1867 {
1880 */ 1873 */
1881 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1874 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1882 1875
1883 if (!skop) 1876 if (!skop)
1884 { 1877 {
1885 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1878 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1886 return; 1879 return;
1887 } 1880 }
1888 1881
1889 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1882 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1890 change_exp (op, exp_gain, skop->skill, 0); 1883 change_exp (op, exp_gain, skop->skill, 0);
1891 } 1884 }
1892 1885
1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1886 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1894 identify (tmp); 1887 identify (tmp);
1895 1888
1896 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1889 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1897 1890
1898 cast_spell (op, tmp, dir, tmp->inv, NULL); 1891 cast_spell (op, tmp, dir, tmp->inv, NULL);
1899 decrease_ob (tmp); 1892 tmp->decrease ();
1900} 1893}
1901 1894
1902/** 1895/**
1903 * Applies a treasure object - by default, chest. op 1896 * Applies a treasure object - by default, chest. op
1904 * is the person doing the applying, tmp is the treasure 1897 * is the person doing the applying, tmp is the treasure
1905 * chest. 1898 * chest.
1906 */ 1899 */
1907static void 1900static void
1908apply_treasure (object *op, object *tmp) 1901apply_treasure (object *op, object *tmp)
1909{ 1902{
1910 /* Nice side effect of new treasure creation method is that the treasure 1903 /* Nice side effect of this treasure creation method is that the treasure
1911 * for the chest is done when the chest is created, and put into the chest 1904 * for the chest is done when the chest is created, and put into the chest
1912 * inventory. So that when the chest burns up, the items still exist. Also 1905 * inventory. So that when the chest burns up, the items still exist. Also
1913 * prevents people fromt moving chests to more difficult maps to get better 1906 * prevents people from moving chests to more difficult maps to get better
1914 * treasure 1907 * treasure
1915 */ 1908 */
1916 object *treas = tmp->inv; 1909 object *treas = tmp->inv;
1917 1910
1918 if (!treas) 1911 if (!treas)
1919 { 1912 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1913 op->statusmsg ("The chest was empty.");
1921 decrease_ob (tmp); 1914 tmp->decrease ();
1922 return; 1915 return;
1923 } 1916 }
1924 1917
1925 while (tmp->inv) 1918 while (tmp->inv)
1926 { 1919 {
1927 treas = tmp->inv; 1920 treas = tmp->inv;
1928
1929 treas->remove (); 1921 treas->remove ();
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1931 1922
1932 treas->x = op->x; 1923 treas->x = op->x;
1933 treas->y = op->y; 1924 treas->y = op->y;
1934 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1925 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1935 1926
1936 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1927 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1937 spring_trap (treas, op); 1928 spring_trap (treas, op);
1938 1929
1939 /* If either player or container was destroyed, no need to do 1930 /* If either player or container was destroyed, no need to do
1940 * further processing. I think this should be enclused with 1931 * further processing. I think this should be enclused with
1941 * spring trap above, as I don't think there is otherwise 1932 * spring trap above, as I don't think there is otherwise
1942 * any way for the treasure chest or player to get killed 1933 * any way for the treasure chest or player to get killed.
1943 */ 1934 */
1944 if (op->destroyed () || tmp->destroyed ()) 1935 if (op->destroyed () || tmp->destroyed ())
1945 break; 1936 break;
1946 } 1937 }
1947 1938
1948 if (!tmp->destroyed () && tmp->inv == NULL) 1939 if (!tmp->destroyed () && !tmp->inv)
1949 decrease_ob (tmp); 1940 tmp->decrease ();
1950
1951} 1941}
1952 1942
1953/** 1943/**
1954 * op eats food. 1944 * op eats food.
1955 * If player, takes care of messages and dragon special food. 1945 * If player, takes care of messages and dragon special food.
1970 { 1960 {
1971 /* usual case - no dragon meal: */ 1961 /* usual case - no dragon meal: */
1972 if (op->stats.food + tmp->stats.food > 999) 1962 if (op->stats.food + tmp->stats.food > 999)
1973 { 1963 {
1974 if (tmp->type == FOOD || tmp->type == FLESH) 1964 if (tmp->type == FOOD || tmp->type == FLESH)
1975 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1965 op->failmsg ("You feel full, but what a waste of food!");
1976 else 1966 else
1977 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1967 op->statusmsg ("Most of the drink goes down your face not your throat!");
1978 } 1968 }
1969
1970 tmp->play_sound (
1971 tmp->sound
1972 ? tmp->sound
1973 : tmp->type == DRINK
1974 ? sound_find ("eat_drink")
1975 : sound_find ("eat_food")
1976 );
1979 1977
1980 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1978 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1981 { 1979 {
1982 char buf[MAX_BUF]; 1980 const char *buf;
1983 1981
1984 if (!is_dragon_pl (op)) 1982 if (!is_dragon_pl (op))
1985 { 1983 {
1986 /* eating message for normal players */ 1984 /* eating message for normal players */
1987 if (tmp->type == DRINK) 1985 if (tmp->type == DRINK)
1988 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1986 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1989 else 1987 else
1990 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 1988 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1991 } 1989 }
1992 else 1990 else
1993 {
1994 /* eating message for dragon players */ 1991 /* eating message for dragon players */
1995 sprintf (buf, "The %s tasted terrible!", &tmp->name); 1992 buf = format ("The %s tasted terrible!", &tmp->name);
1996 }
1997 1993
1998 new_draw_info (NDI_UNIQUE, 0, op, buf); 1994 op->statusmsg (buf);
1995
1999 capacity_remaining = 999 - op->stats.food; 1996 capacity_remaining = 999 - op->stats.food;
2000 op->stats.food += tmp->stats.food; 1997 op->stats.food += tmp->stats.food;
2001 if (capacity_remaining < tmp->stats.food) 1998 if (capacity_remaining < tmp->stats.food)
2002 op->stats.hp += capacity_remaining / 50; 1999 op->stats.hp += capacity_remaining / 50;
2003 else 2000 else
2004 op->stats.hp += tmp->stats.food / 50; 2001 op->stats.hp += tmp->stats.food / 50;
2002
2005 if (op->stats.hp > op->stats.maxhp) 2003 if (op->stats.hp > op->stats.maxhp)
2006 op->stats.hp = op->stats.maxhp; 2004 op->stats.hp = op->stats.maxhp;
2007 if (op->stats.food > 999) 2005 if (op->stats.food > 999)
2008 op->stats.food = 999; 2006 op->stats.food = 999;
2009 } 2007 }
2011 /* special food hack -b.t. */ 2009 /* special food hack -b.t. */
2012 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2010 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2013 eat_special_food (op, tmp); 2011 eat_special_food (op, tmp);
2014 } 2012 }
2015 } 2013 }
2014
2016 handle_apply_yield (tmp); 2015 handle_apply_yield (tmp);
2017 decrease_ob (tmp); 2016 tmp->decrease ();
2018} 2017}
2019 2018
2020/** 2019/**
2021 * A dragon is eating some flesh. If the flesh contains resistances, 2020 * A dragon is eating some flesh. If the flesh contains resistances,
2022 * there is a chance for the dragon's skin to get improved. 2021 * there is a chance for the dragon's skin to get improved.
2032{ 2031{
2033 object *skin = NULL; /* pointer to dragon skin force */ 2032 object *skin = NULL; /* pointer to dragon skin force */
2034 object *abil = NULL; /* pointer to dragon ability force */ 2033 object *abil = NULL; /* pointer to dragon ability force */
2035 object *tmp = NULL; /* tmp. object */ 2034 object *tmp = NULL; /* tmp. object */
2036 2035
2037 char buf[MAX_BUF]; /* tmp. string buffer */
2038 double chance; /* improvement-chance of one resistance type */ 2036 double chance; /* improvement-chance of one resistance type */
2039 double totalchance = 1; /* total chance of gaining one resistance */ 2037 double totalchance = 1; /* total chance of gaining one resistance */
2040 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2038 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2041 double mbonus = 0; /* monster bonus */ 2039 double mbonus = 0; /* monster bonus */
2042 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2040 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2064 /* now start by filling stomache and health, according to food-value */ 2062 /* now start by filling stomache and health, according to food-value */
2065 if ((999 - op->stats.food) < meal->stats.food) 2063 if ((999 - op->stats.food) < meal->stats.food)
2066 op->stats.hp += (999 - op->stats.food) / 50; 2064 op->stats.hp += (999 - op->stats.food) / 50;
2067 else 2065 else
2068 op->stats.hp += meal->stats.food / 50; 2066 op->stats.hp += meal->stats.food / 50;
2067
2069 if (op->stats.hp > op->stats.maxhp) 2068 if (op->stats.hp > op->stats.maxhp)
2070 op->stats.hp = op->stats.maxhp; 2069 op->stats.hp = op->stats.maxhp;
2071 2070
2072 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2071 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2073 2072
2118 } 2117 }
2119 } 2118 }
2120 2119
2121 /* inverse totalchance as until now we have the failure-chance */ 2120 /* inverse totalchance as until now we have the failure-chance */
2122 totalchance = 100 - totalchance * 100; 2121 totalchance = 100 - totalchance * 100;
2122
2123 /* print message according to totalchance */ 2123 /* print message according to totalchance */
2124 const char *buf;
2124 if (totalchance > 50.) 2125 if (totalchance > 50.)
2125 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2126 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2126 else if (totalchance > 10.) 2127 else if (totalchance > 10.)
2127 sprintf (buf, "The %s tasted very good.", &meal->name); 2128 buf = format ("The %s tasted very good.", &meal->name);
2128 else if (totalchance > 1.) 2129 else if (totalchance > 1.)
2129 sprintf (buf, "The %s tasted good.", &meal->name); 2130 buf = format ("The %s tasted good.", &meal->name);
2130 else if (totalchance > 0.1) 2131 else if (totalchance > 0.1)
2131 sprintf (buf, "The %s tasted bland.", &meal->name); 2132 buf = format ("The %s tasted bland.", &meal->name);
2132 else if (totalchance >= 0.01) 2133 else if (totalchance >= 0.01)
2133 sprintf (buf, "The %s had a boring taste.", &meal->name); 2134 buf = format ("The %s had a boring taste.", &meal->name);
2134 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2135 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2135 sprintf (buf, "The %s tasted strange.", &meal->name); 2136 buf = format ("The %s tasted strange.", &meal->name);
2136 else 2137 else
2137 sprintf (buf, "The %s had no taste.", &meal->name); 2138 buf = format ("The %s had no taste.", &meal->name);
2138 new_draw_info (NDI_UNIQUE, 0, op, buf); 2139
2140 op->statusmsg (buf);
2139 2141
2140 /* now choose a winner if we have any */ 2142 /* now choose a winner if we have any */
2141 i = -1; 2143 i = -1;
2142 if (winners > 0) 2144 if (winners > 0)
2143 i = atnr_winner[RANDOM () % winners]; 2145 i = atnr_winner[RANDOM () % winners];
2146 { 2148 {
2147 /* resistance increased! */ 2149 /* resistance increased! */
2148 skin->resist[i]++; 2150 skin->resist[i]++;
2149 op->update_stats (); 2151 op->update_stats ();
2150 2152
2151 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2153 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2152 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2153 } 2154 }
2154 2155
2155 /* if this flesh contains a new ability focus, we mark it 2156 /* if this flesh contains a new ability focus, we mark it
2156 into the ability_force and it will take effect on next level */ 2157 into the ability_force and it will take effect on next level */
2157 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2158 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2158 { 2159 {
2159 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2160 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2160 2161
2161 if (meal->last_eat != abil->stats.exp) 2162 if (meal->last_eat != abil->stats.exp)
2163 op->statusmsg (format (
2164 "Your metabolism prepares to focus on %s!\n"
2165 "The change will happen at level %d.",
2166 change_resist_msg[meal->last_eat],
2167 abil->level + 1
2162 { 2168 ));
2163 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2164 new_draw_info (NDI_UNIQUE, 0, op, buf);
2165 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2166 new_draw_info (NDI_UNIQUE, 0, op, buf);
2167 }
2168 else 2169 else
2169 { 2170 {
2170 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2171 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2172 abil->last_eat = 0; 2172 abil->last_eat = 0;
2173 } 2173 }
2174 } 2174 }
2175
2175 return 1; 2176 return 1;
2176} 2177}
2177 2178
2178/** 2179/**
2179 * Handles applying an improve armor scroll. 2180 * Handles applying an improve armor scroll.
2182static void 2183static void
2183apply_armour_improver (object *op, object *tmp) 2184apply_armour_improver (object *op, object *tmp)
2184{ 2185{
2185 object *armor; 2186 object *armor;
2186 2187
2187 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2188 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2188 { 2189 {
2189 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2190 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2190 return; 2191 return;
2191 } 2192 }
2192 2193
2193 armor = find_marked_object (op); 2194 armor = find_marked_object (op);
2194 2195
2195 if (!armor) 2196 if (!armor)
2196 { 2197 {
2197 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2198 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2198 return; 2199 return;
2199 } 2200 }
2200 2201
2201 if (armor->type != ARMOUR 2202 if (armor->type != ARMOUR
2202 && armor->type != CLOAK 2203 && armor->type != CLOAK
2203 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2204 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2204 { 2205 {
2205 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2206 op->failmsg ("Your marked item is not armour!\n");
2206 return; 2207 return;
2207 } 2208 }
2208 2209
2209 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2210 op->statusmsg ("Applying armour enchantment.");
2210 improve_armour (op, tmp, armor); 2211 improve_armour (op, tmp, armor);
2211} 2212}
2212 2213
2213extern void 2214void
2214apply_poison (object *op, object *tmp) 2215apply_poison (object *op, object *tmp)
2215{ 2216{
2217 // need to do it now when it is still on the map
2218 handle_apply_yield (tmp);
2219
2220 object *poison = tmp->split (1);
2221
2216 if (op->type == PLAYER) 2222 if (op->type == PLAYER)
2217 { 2223 {
2218 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2224 op->contr->play_sound (sound_find ("drink_poison"));
2219 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2225 op->failmsg ("Yech! That tasted poisonous!");
2220 strcpy (op->contr->killer, "poisonous booze"); 2226 op->contr->killer = poison;
2221 } 2227 }
2228
2222 if (tmp->stats.hp > 0) 2229 if (poison->stats.hp > 0)
2223 { 2230 {
2224 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2231 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2225 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2232 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2226 } 2233 }
2234
2227 op->stats.food -= op->stats.food / 4; 2235 op->stats.food -= op->stats.food / 4;
2228 handle_apply_yield (tmp); 2236 poison->destroy ();
2229 decrease_ob (tmp);
2230} 2237}
2231 2238
2232/** 2239/**
2233 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2240 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2234 * A valid 2 way exit means: 2241 * A valid 2 way exit means:
2249 2256
2250#if 0 //TODO 2257#if 0 //TODO
2251 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2258 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2252 return 0; /* This is a reset town portal */ 2259 return 0; /* This is a reset town portal */
2253#endif 2260#endif
2261
2262 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2254 2263
2255 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2264 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2256 2265
2257 if (exitmap) 2266 if (exitmap)
2258 { 2267 {
2334 * them in this function - they are passed to apply_special 2343 * them in this function - they are passed to apply_special
2335 */ 2344 */
2336int 2345int
2337manual_apply (object *op, object *tmp, int aflag) 2346manual_apply (object *op, object *tmp, int aflag)
2338{ 2347{
2339 if (tmp->head)
2340 tmp = tmp->head; 2348 tmp = tmp->head_ ();
2341 2349
2342 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2350 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2343 { 2351 {
2344 if (op->type == PLAYER) 2352 if (op->type == PLAYER)
2345 { 2353 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2354 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2347 return 1; 2355 return 1;
2348 } 2356 }
2349 else 2357 else
2350 return 0; /* monsters just skip unpaid items */ 2358 return 0; /* monsters just skip unpaid items */
2351 } 2359 }
2354 return RESULT_INT (0); 2362 return RESULT_INT (0);
2355 2363
2356 switch (tmp->type) 2364 switch (tmp->type)
2357 { 2365 {
2358 case CF_HANDLE: 2366 case CF_HANDLE:
2359 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2367 op->play_sound (sound_find ("turn_handle"));
2360 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2368 op->statusmsg ("You turn the handle.");
2361 tmp->value = tmp->value ? 0 : 1; 2369 tmp->value = tmp->value ? 0 : 1;
2362 SET_ANIMATION (tmp, tmp->value); 2370 SET_ANIMATION (tmp, tmp->value);
2363 update_object (tmp, UP_OBJ_FACE); 2371 update_object (tmp, UP_OBJ_FACE);
2364 push_button (tmp); 2372 push_button (tmp);
2365 return 1; 2373 return 1;
2366 2374
2367 case TRIGGER: 2375 case TRIGGER:
2368 if (check_trigger (tmp, op)) 2376 if (check_trigger (tmp, op))
2369 { 2377 {
2370 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2378 op->statusmsg ("You turn the handle.");
2371 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2379 op->play_sound (sound_find ("turn_handle"));
2372 } 2380 }
2373 else 2381 else
2374 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2382 op->failmsg ("The handle doesn't move.");
2375 2383
2376 return 1; 2384 return 1;
2377 2385
2378 case EXIT: 2386 case EXIT:
2379 if (op->type != PLAYER) 2387 if (op->type != PLAYER)
2380 return 0; 2388 return 0;
2381 2389
2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2390 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2383 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2391 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2384 else 2392 else
2385 { 2393 {
2386 /* Don't display messages for random maps. */ 2394 /* Don't display messages for random maps. */
2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2395 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2396 op->statusmsg (tmp->msg, NDI_NAVY);
2389 2397
2390 op->enter_exit (tmp); 2398 op->enter_exit (tmp);
2391 } 2399 }
2392 2400
2401 return 1;
2402
2403 case INSCRIBABLE:
2404 op->statusmsg (tmp->msg);
2405 // maybe show a spell menu to chose from or something like that
2393 return 1; 2406 return 1;
2394 2407
2395 case SIGN: 2408 case SIGN:
2396 apply_sign (op, tmp, 0); 2409 apply_sign (op, tmp, 0);
2397 return 1; 2410 return 1;
2506 { 2519 {
2507 char buf[MAX_BUF]; 2520 char buf[MAX_BUF];
2508 timeofday_t tod; 2521 timeofday_t tod;
2509 2522
2510 get_tod (&tod); 2523 get_tod (&tod);
2524 op->play_sound (sound_find ("sound_clock"));
2525 op->statusmsg (format (
2511 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2526 "It is %d minute%s past %d o'clock %s",
2512 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2527 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2513 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2528 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2529 ));
2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2516 return 1; 2530 return 1;
2517 } 2531 }
2518 else 2532 else
2519 return 0; 2533 return 0;
2520 2534
2547 default: 2561 default:
2548 return 0; 2562 return 0;
2549 } 2563 }
2550} 2564}
2551 2565
2552
2553/* quiet suppresses the "don't know how to apply" and "you must get it first" 2566/* quiet suppresses the "don't know how to apply" and "you must get it first"
2554 * messages as needed by player_apply_below(). But there can still be 2567 * messages as needed by player_apply_below(). But there can still be
2555 * "but you are floating high above the ground" messages. 2568 * "but you are floating high above the ground" messages.
2556 * 2569 *
2557 * Same return value as apply() function. 2570 * Same return value as apply() function.
2558 */ 2571 */
2559int 2572int
2560player_apply (object *pl, object *op, int aflag, int quiet) 2573player_apply (object *pl, object *op, int aflag, int quiet)
2561{ 2574{
2562 int tmp;
2563
2564 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2575 if (!op->env && (pl->move_type & MOVE_FLYING))
2565 { 2576 {
2566 /* player is flying and applying object not in inventory */ 2577 /* player is flying and applying object not in inventory */
2567 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2578 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2568 { 2579 {
2569 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2580 pl->failmsg ("But you are floating high above the ground! "
2581 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2582 "or waiting till the levitation effect wears off.>");
2570 return 0; 2583 return 0;
2571 } 2584 }
2572 } 2585 }
2573 2586
2574 pl->contr->last_used = op; 2587 pl->contr->last_used = op;
2575 2588
2576 tmp = manual_apply (pl, op, aflag); 2589 int tmp = manual_apply (pl, op, aflag);
2590
2577 if (!quiet) 2591 if (!quiet)
2578 { 2592 {
2579 if (tmp == 0) 2593 if (tmp == 0)
2580 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2594 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2581 else if (tmp == 2) 2595 else if (tmp == 2)
2582 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2596 pl->failmsg ("You must get it first!\n");
2583 } 2597 }
2598
2584 return tmp; 2599 return tmp;
2585} 2600}
2586 2601
2587/** 2602/**
2588 * player_apply_below attempts to apply the object 'below' the player. 2603 * player_apply_below attempts to apply the object 'below' the player.
2663 { 2678 {
2664 pl->combat_ob = 0; 2679 pl->combat_ob = 0;
2665 who->change_weapon (pl->ranged_ob); 2680 who->change_weapon (pl->ranged_ob);
2666 } 2681 }
2667 2682
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2683 who->statusmsg (format ("You unwield %s.", query_name (op)));
2669 2684
2670 change_abil (who, op); 2685 change_abil (who, op);
2671 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2686 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2672 break; 2687 break;
2673 2688
2674 case SKILL: 2689 case SKILL:
2675 if (who->contr) 2690 if (who->contr)
2676 { 2691 {
2692 if (IS_COMBAT_SKILL (op->subtype))
2693 who->change_weapon (who->contr->combat_ob = 0);
2694 else if (IS_RANGED_SKILL (op->subtype))
2695 who->change_weapon (who->contr->ranged_ob = 0);
2696
2677 if (!op->invisible) 2697 if (op->invisible)
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2698 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2679 else 2699 else
2680 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2700 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2681 } 2701 }
2682 2702
2683 change_abil (who, op); 2703 change_abil (who, op);
2684 CLEAR_FLAG (who, FLAG_READY_SKILL); 2704 CLEAR_FLAG (who, FLAG_READY_SKILL);
2685 break; 2705 break;
2692 case GLOVES: 2712 case GLOVES:
2693 case AMULET: 2713 case AMULET:
2694 case GIRDLE: 2714 case GIRDLE:
2695 case BRACERS: 2715 case BRACERS:
2696 case CLOAK: 2716 case CLOAK:
2697 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2717 who->statusmsg (format ("You unwear %s.", query_name (op)));
2698 change_abil (who, op); 2718 change_abil (who, op);
2699 break; 2719 break;
2700 2720
2701 case LAMP: 2721 case LAMP:
2702 { 2722 {
2703 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2723 who->statusmsg (format ("You turn off your %s.", &op->name));
2704 2724
2705 object *tmp2 = arch_to_object (op->other_arch); 2725 object *tmp2 = arch_to_object (op->other_arch);
2706 tmp2->x = op->x; 2726 tmp2->x = op->x;
2707 tmp2->y = op->y; 2727 tmp2->y = op->y;
2708 tmp2->map = op->map; 2728 tmp2->map = op->map;
2712 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2732 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2713 2733
2714 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2734 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2715 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2735 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2716 2736
2737 op->destroy ();
2738 who->insert (tmp2);
2739 who->update_stats ();
2740
2717 if (who->contr) 2741 if (who->contr)
2718 esrv_del_item (who->contr, op->count);
2719
2720 op->destroy ();
2721 insert_ob_in_ob (tmp2, who);
2722 who->update_stats ();
2723
2724 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2725 { 2742 {
2726 if (who->contr) 2743 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2727 { 2744 {
2728 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2745 who->failmsg ("Oops, it feels deadly cold!");
2729 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2746 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2730 } 2747 }
2731 } 2748 }
2732
2733 if (who->contr)
2734 esrv_send_item (who, tmp2);
2735 } 2749 }
2736 2750
2737 return 1; /* otherwise, an attempt to drop causes problems */ 2751 return 1; /* otherwise, an attempt to drop causes problems */
2738 2752
2739 case BOW: 2753 case BOW:
2746 { 2760 {
2747 pl->ranged_ob = 0; 2761 pl->ranged_ob = 0;
2748 who->change_weapon (pl->combat_ob); 2762 who->change_weapon (pl->combat_ob);
2749 } 2763 }
2750 2764
2751 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2765 who->statusmsg (format ("You unready %s.", query_name (op)));
2752 } 2766 }
2753 else 2767 else
2754 { 2768 {
2755 who->change_skill (0); 2769 who->change_skill (0);
2756 2770
2762 2776
2763 break; 2777 break;
2764 2778
2765 case BUILDER: 2779 case BUILDER:
2766 if (who->contr) 2780 if (who->contr)
2767 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2781 who->statusmsg (format ("You unready %s.", query_name (op)));
2768 break; 2782 break;
2769 2783
2770 default: 2784 default:
2771 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2785 who->statusmsg (format ("You unapply %s.", query_name (op)));
2772 break; 2786 break;
2773 } 2787 }
2774 2788
2789 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2790 if (object *pl = op->visible_to ())
2791 esrv_send_item (pl, op);
2792
2775 who->update_stats (); 2793 who->update_stats ();
2776
2777 if (!(aflags & AP_NO_MERGE))
2778 {
2779 object *tmp = merge_ob (op, 0);
2780
2781 if (who->contr)
2782 {
2783 if (tmp)
2784 { /* it was merged */
2785 esrv_del_item (who->contr, op->count);
2786 op = tmp;
2787 }
2788
2789 esrv_send_item (who, op);
2790 }
2791 }
2792 2794
2793 return 0; 2795 return 0;
2794} 2796}
2795 2797
2796/** 2798/**
2828 * Returns 0 on success, returns 1 if there is some problem. 2830 * Returns 0 on success, returns 1 if there is some problem.
2829 * if aflags is AP_PRINT, we instead print out waht to unapply 2831 * if aflags is AP_PRINT, we instead print out waht to unapply
2830 * instead of doing it. This is a lot less code than having 2832 * instead of doing it. This is a lot less code than having
2831 * another function that does just that. 2833 * another function that does just that.
2832 */ 2834 */
2835
2836#define CANNOT_REMOVE_CURSED \
2837 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2838 "Praying over an altar, scrolls of remove curse/damnation, " \
2839 "priests or even other players might help.>"
2840
2833int 2841int
2834unapply_for_ob (object *who, object *op, int aflags) 2842unapply_for_ob (object *who, object *op, int aflags)
2835{ 2843{
2836 if (op->is_range ()) 2844 if (op->is_range ())
2837 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2845 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2838 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2846 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2839 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2847 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 2848 {
2841 if (aflags & AP_PRINT) 2849 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2850 who->failmsg (query_name (tmp));
2843 else 2851 else
2844 unapply_special (who, tmp, aflags); 2852 unapply_special (who, tmp, aflags);
2845 } 2853 }
2846 else 2854 else
2847 { 2855 {
2848 /* In this case, we want to try and remove a cursed item. 2856 /* In this case, we want to try and remove a cursed item.
2849 * While we know it won't work, we want unapply_special to 2857 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 2858 * at least generate the message.
2851 */ 2859 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 2860 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2853 return 1; 2861 return 1;
2854 } 2862 }
2855 2863
2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2864 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2857 { 2865 {
2880 2888
2881 /* If we are just printing, we don't care about cursed status */ 2889 /* If we are just printing, we don't care about cursed status */
2882 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2890 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2883 { 2891 {
2884 if (aflags & AP_PRINT) 2892 if (aflags & AP_PRINT)
2885 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2893 who->failmsg (query_name (tmp));
2886 else 2894 else
2887 unapply_special (who, tmp, aflags); 2895 unapply_special (who, tmp, aflags);
2888 } 2896 }
2889 else 2897 else
2890 { 2898 {
2891 /* Cursed item that we can't unequip - tell the player. 2899 /* Cursed item that we can't unequip - tell the player.
2892 * Note this could be annoying if this is just one of a few, 2900 * Note this could be annoying if this is just one of a few,
2893 * so it may not be critical (eg, putting on a ring and you have 2901 * so it may not be critical (eg, putting on a ring and you have
2894 * one cursed ring.) 2902 * one cursed ring.)
2895 */ 2903 */
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2904 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2897 } 2905 }
2898 2906
2899 last = tmp->below; 2907 last = tmp->below;
2900 } 2908 }
2901 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2909 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3054 * 3062 *
3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3063 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3056 * 3064 *
3057 * apply_special() doesn't check for unpaid items. 3065 * apply_special() doesn't check for unpaid items.
3058 */ 3066 */
3067
3068#define LACK_ITEM_POWER \
3069 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3070
3059int 3071int
3060apply_special (object *who, object *op, int aflags) 3072apply_special (object *who, object *op, int aflags)
3061{ 3073{
3062 int basic_flag = aflags & AP_BASIC_FLAGS; 3074 int basic_flag = aflags & AP_BASIC_FLAGS;
3063 object *tmp, *tmp2, *skop = NULL; 3075 object *tmp, *tmp2, *skop = NULL;
3078 if (basic_flag == AP_APPLY) 3090 if (basic_flag == AP_APPLY)
3079 return 0; 3091 return 0;
3080 3092
3081 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3093 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3082 { 3094 {
3083 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3095 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3084 return 1; 3096 return 1;
3085 } 3097 }
3086 3098
3087 return unapply_special (who, op, aflags); 3099 return unapply_special (who, op, aflags);
3088 } 3100 }
3089
3090 if (basic_flag == AP_UNAPPLY) 3101 else if (basic_flag == AP_UNAPPLY)
3091 return 0; 3102 return 0;
3092 3103
3093 // if the item is combat/ranged, wield the relevant slot first 3104 // if the item is combat/ranged, wield the relevant slot first
3094 // to resolve conflicts. 3105 // to resolve conflicts.
3095 if (player *pl = who->contr) 3106 if (player *pl = who->contr)
3104 /* Can't just apply this object. Lets see what not and what to do */ 3115 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 3116 if (int i = can_apply_object (who, op))
3106 { 3117 {
3107 if (i & CAN_APPLY_NEVER) 3118 if (i & CAN_APPLY_NEVER)
3108 { 3119 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3120 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3110 return 1; 3121 return 1;
3111 } 3122 }
3112 else if (i & CAN_APPLY_RESTRICTION) 3123 else if (i & CAN_APPLY_RESTRICTION)
3113 { 3124 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3125 who->failmsg (format (
3126 "You have a prohibition against using a %s. "
3127 "H<Your belief, profession or class prevents you from applying this item.>",
3128 query_name (op)
3129 ));
3115 return 1; 3130 return 1;
3116 } 3131 }
3117 3132
3118 if (who->type != PLAYER) 3133 if (who->type != PLAYER)
3119 { 3134 {
3123 } 3138 }
3124 else 3139 else
3125 { 3140 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3141 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 { 3142 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3143 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3129 unapply_for_ob (who, op, AP_PRINT); 3144 unapply_for_ob (who, op, AP_PRINT);
3130 return 1; 3145 return 1;
3131 } 3146 }
3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3147 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 if (unapply_for_ob (who, op, aflags)) 3148 if (unapply_for_ob (who, op, aflags))
3139 { 3154 {
3140 skop = find_skill_by_name (who, op->skill); 3155 skop = find_skill_by_name (who, op->skill);
3141 3156
3142 if (!skop) 3157 if (!skop)
3143 { 3158 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3159 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3145 return 1; 3160 return 1;
3146 } 3161 }
3147 else 3162 else
3148 /* While experience will be credited properly, we want to change the 3163 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated 3164 * skill so that the dam and wc get updated
3153 3168
3154 if (who->type == PLAYER 3169 if (who->type == PLAYER
3155 && op->item_power 3170 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3171 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 3172 {
3158 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! " 3173 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3160 "[use the skills command to check your available item power]");
3161 return 1; 3174 return 1;
3162 } 3175 }
3163 3176
3164 /* Ok. We are now at the state where we can apply the new object. 3177 /* Ok. We are now at the state where we can apply the new object.
3165 * Note that we don't have the checks for can_use_... 3178 * Note that we don't have the checks for can_use_...
3166 * below - that is already taken care of by can_apply_object. 3179 * below - that is already taken care of by can_apply_object.
3167 */ 3180 */
3168 if (op->nrof > 1) 3181 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3169 tmp = get_split_ob (op, op->nrof - 1);
3170 else
3171 tmp = 0;
3172 3182
3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3183 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174 return RESULT_INT (0); 3184 return RESULT_INT (0);
3175 3185
3176 switch (op->type) 3186 switch (op->type)
3177 { 3187 {
3178 case WEAPON: 3188 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat)) 3189 if (!check_weapon_power (who, op->last_eat))
3180 { 3190 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. " 3191 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3182 "It would consume your soul!.");
3183 3192
3184 if (tmp) 3193 if (tmp)
3185 insert_ob_in_ob (tmp, who); 3194 insert_ob_in_ob (tmp, who);
3186 3195
3187 return 1; 3196 return 1;
3191 // i.e. "R" can use Ragnarok's sword. 3200 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3201 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 { 3202 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3203 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3204 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3205 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3197 3206
3198 if (tmp) 3207 if (tmp)
3199 insert_ob_in_ob (tmp, who); 3208 insert_ob_in_ob (tmp, who);
3200 3209
3201 return 1; 3210 return 1;
3202 } 3211 }
3203 3212
3204 if (!skop) 3213 if (!skop)
3205 { 3214 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3215 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3207 return 1; 3216 return 1;
3208 } 3217 }
3209 3218
3210 SET_FLAG (op, FLAG_APPLIED); 3219 SET_FLAG (op, FLAG_APPLIED);
3211 who->change_skill (skop); 3220 who->change_skill (skop);
3212 3221
3213 if (who->contr) 3222 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op); 3223 who->change_weapon (who->contr->combat_ob = op);
3215 3224
3216 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3225 who->statusmsg (format ("You wield %s.", query_name (op)));
3217 3226
3218 SET_FLAG (who, FLAG_READY_WEAPON); 3227 SET_FLAG (who, FLAG_READY_WEAPON);
3219 change_abil (who, op); 3228 change_abil (who, op);
3220 break; 3229 break;
3221 3230
3228 case BRACERS: 3237 case BRACERS:
3229 case CLOAK: 3238 case CLOAK:
3230 case RING: 3239 case RING:
3231 case AMULET: 3240 case AMULET:
3232 SET_FLAG (op, FLAG_APPLIED); 3241 SET_FLAG (op, FLAG_APPLIED);
3233 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3242 who->statusmsg (format ("You wear %s.", query_name (op)));
3234 change_abil (who, op); 3243 change_abil (who, op);
3235 break; 3244 break;
3236 3245
3237 case LAMP: 3246 case LAMP:
3238 if (op->stats.food < 1) 3247 if (op->stats.food < 1)
3239 { 3248 {
3240 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3249 who->failmsg (format (
3250 "Your %s is out of fuel! "
3251 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3252 &op->name
3253 ));
3241 return 1; 3254 return 1;
3242 } 3255 }
3243 3256
3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3257 who->statusmsg (format ("You turn on your %s.", &op->name));
3258
3245 tmp2 = arch_to_object (op->other_arch); 3259 tmp2 = arch_to_object (op->other_arch);
3246 tmp2->stats.food = op->stats.food; 3260 tmp2->stats.food = op->stats.food;
3247 SET_FLAG (tmp2, FLAG_APPLIED); 3261 SET_FLAG (tmp2, FLAG_APPLIED);
3248 3262
3249 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3263 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3250 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3264 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3251 3265
3252 insert_ob_in_ob (tmp2, who); 3266 who->insert (tmp2);
3253 3267
3254 /* Remove the old lantern */ 3268 /* Remove the old lantern */
3255 if (who->type == PLAYER)
3256 esrv_del_item (who->contr, op->count);
3257
3258 op->destroy (); 3269 op->destroy ();
3259 3270
3260 /* insert the portion that was split off */ 3271 /* insert the portion that was split off */
3261 if (tmp) 3272 if (tmp)
3262 { 3273 who->insert (tmp);
3263 insert_ob_in_ob (tmp, who);
3264 if (who->type == PLAYER)
3265 esrv_send_item (who, tmp);
3266 }
3267 3274
3268 who->update_stats (); 3275 who->update_stats ();
3269 3276
3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3277 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3271 if (who->type == PLAYER) 3278 if (who->type == PLAYER)
3272 { 3279 {
3273 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3280 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3274 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3281 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3275 } 3282 }
3276
3277 if (who->type == PLAYER)
3278 esrv_send_item (who, tmp2);
3279 3283
3280 return 0; 3284 return 0;
3281 3285
3282 case SKILL_TOOL: 3286 case SKILL_TOOL:
3283 // applying a skill tool also readies the skill 3287 // applying a skill tool also readies the skill
3306 who->change_weapon (pl->combat_ob = item); 3310 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon; 3311 goto found_weapon;
3308 } 3312 }
3309 } 3313 }
3310 3314
3315 who->failmsg (format (
3311 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill); 3316 "You need to apply a '%s' melee weapon before readying this skill. "
3317 "H<Some skills need an item, in this case a melee weapon, to function.>",
3318 &op->skill
3319 ));
3312 return 1; 3320 return 1;
3313 3321
3314 found_weapon:; 3322 found_weapon:;
3315 } 3323 }
3316 else 3324 else
3326 //TODO: bows should/must all have skill missile weapon right now 3334 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item); 3335 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow; 3336 goto found_bow;
3329 } 3337 }
3330 3338
3339 who->failmsg (
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3340 "You need to apply a missile weapon before readying this skill. "
3341 "H<Some skills need an item, in this case a missile weapon, to function.>"
3342 );
3332 return 1; 3343 return 1;
3333 3344
3334 found_bow:; 3345 found_bow:;
3335 } 3346 }
3336 else 3347 else
3337 who->change_weapon (pl->ranged_ob = op); 3348 who->change_weapon (pl->ranged_ob = op);
3338 } 3349 }
3339 3350
3340 if (!op->invisible) 3351 if (!op->invisible)
3341 { 3352 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3353 who->statusmsg (format (
3343 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3354 "You ready %s."
3355 "You can now use the skill: %s.",
3356 query_name (op),
3357 &op->skill
3358 ));
3344 } 3359 }
3345 else 3360 else
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3361 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3347 } 3362 }
3348 else 3363 else
3349 { 3364 {
3350 SET_FLAG (op, FLAG_APPLIED); 3365 SET_FLAG (op, FLAG_APPLIED);
3351 change_abil (who, op); 3366 change_abil (who, op);
3356 break; 3371 break;
3357 3372
3358 case BOW: 3373 case BOW:
3359 if (!check_weapon_power (who, op->last_eat)) 3374 if (!check_weapon_power (who, op->last_eat))
3360 { 3375 {
3361 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3376 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3362 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3363 3377
3364 if (tmp) 3378 if (tmp)
3365 insert_ob_in_ob (tmp, who); 3379 insert_ob_in_ob (tmp, who);
3366 3380
3367 return 1; 3381 return 1;
3368 } 3382 }
3369 3383
3370 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3384 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3371 { 3385 {
3372 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3386 who->failmsg ("The weapon does not recognize you as its owner. "
3387 "H<Its name indicates that it belongs to somebody else.>");
3373 if (tmp) 3388 if (tmp)
3374 insert_ob_in_ob (tmp, who); 3389 insert_ob_in_ob (tmp, who);
3375 3390
3376 return 1; 3391 return 1;
3377 } 3392 }
3382 case HORN: 3397 case HORN:
3383 /* check for skill, alter player status */ 3398 /* check for skill, alter player status */
3384 3399
3385 if (!skop) 3400 if (!skop)
3386 { 3401 {
3387 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3402 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3388 return 1; 3403 return 1;
3389 } 3404 }
3390 3405
3391 SET_FLAG (op, FLAG_APPLIED); 3406 SET_FLAG (op, FLAG_APPLIED);
3392 who->change_skill (skop); 3407 who->change_skill (skop);
3393 3408
3394 if (who->contr) 3409 if (who->contr)
3395 { 3410 {
3396 who->contr->ranged_ob = op; 3411 who->contr->ranged_ob = op;
3397 3412
3398 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3413 who->statusmsg (format ("You ready %s.", query_name (op)));
3399 3414
3400 if (op->type == BOW) 3415 if (op->type == BOW)
3401 { 3416 {
3402 who->current_weapon = op; 3417 who->current_weapon = op;
3403 change_abil (who, op); 3418 change_abil (who, op);
3404 new_draw_info_format (NDI_UNIQUE, 0, who,
3405 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3419 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3406 } 3420 }
3407 } 3421 }
3408 else 3422 else
3409 { 3423 {
3410 if (op->type == BOW) 3424 if (op->type == BOW)
3420 { 3434 {
3421 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3435 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3422 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3436 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3423 unapply_special (who, who->contr->ranged_ob, 0); 3437 unapply_special (who, who->contr->ranged_ob, 0);
3424 3438
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3439 who->statusmsg (format ("You ready your %s.", query_name (op)));
3426 3440
3427 who->contr->ranged_ob = op; 3441 who->contr->ranged_ob = op;
3428 } 3442 }
3429 break; 3443 break;
3430 3444
3431 default: 3445 default:
3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3446 who->statusmsg (format ("You apply %s.", query_name (op)));
3433 } /* end of switch op->type */ 3447 }
3434 3448
3435 SET_FLAG (op, FLAG_APPLIED); 3449 SET_FLAG (op, FLAG_APPLIED);
3436 3450
3437 if (tmp) 3451 if (tmp)
3438 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3439 3453
3440 who->update_stats (); 3454 who->update_stats ();
3441 3455
3442 /* We exclude spell casting objects. The fire code will set the 3456 /* We exclude spell casting objects. The fire code will set the
3443 * been applied flag when they are used - until that point, 3457 * been applied flag when they are used - until that point,
3445 */ 3459 */
3446 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3460 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3447 SET_FLAG (op, FLAG_BEEN_APPLIED); 3461 SET_FLAG (op, FLAG_BEEN_APPLIED);
3448 3462
3449 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3463 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3450 {
3451 if (who->type == PLAYER) 3464 if (who->type == PLAYER)
3452 { 3465 {
3453 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3466 who->failmsg (
3467 "Oops, it feels deadly cold! "
3468 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3469 );
3454 SET_FLAG (op, FLAG_KNOWN_CURSED); 3470 SET_FLAG (op, FLAG_KNOWN_CURSED);
3455 } 3471 }
3456 }
3457 3472
3458 if (who->type == PLAYER) 3473 if (object *pl = op->visible_to ())
3459 {
3460 /* if multiple objects were applied, update both slots */
3461 if (tmp)
3462 esrv_send_item (who, tmp);
3463
3464 esrv_send_item (who, op); 3474 esrv_send_item (pl, op);
3465 }
3466 3475
3467 return 0; 3476 return 0;
3468} 3477}
3469 3478
3470int 3479int
3471monster_apply_special (object *who, object *op, int aflags) 3480monster_apply_special (object *who, object *op, int aflags)
3472{ 3481{
3473 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3482 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3474 return 1; 3483 return 1;
3484
3475 return apply_special (who, op, aflags); 3485 return apply_special (who, op, aflags);
3476} 3486}
3477 3487
3478/** 3488/**
3479 * Map was just loaded, handle op's initialisation. 3489 * Map was just loaded, handle op's initialisation.
3694 /* check for hp, sp change */ 3704 /* check for hp, sp change */
3695 if (food->stats.hp != 0) 3705 if (food->stats.hp != 0)
3696 { 3706 {
3697 if (QUERY_FLAG (food, FLAG_CURSED)) 3707 if (QUERY_FLAG (food, FLAG_CURSED))
3698 { 3708 {
3699 assign (who->contr->killer, food->name); 3709 who->contr->killer = food;
3700 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3710 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3701 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3711 who->failmsg ("Eck!...that was poisonous!");
3702 } 3712 }
3703 else 3713 else
3704 { 3714 {
3705 if (food->stats.hp > 0) 3715 if (food->stats.hp > 0)
3706 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3716 who->statusmsg ("You begin to feel better.");
3707 else 3717 else
3708 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3718 who->failmsg ("Eck!...that was poisonous!");
3719
3709 who->stats.hp += food->stats.hp; 3720 who->stats.hp += food->stats.hp;
3710 } 3721 }
3711 } 3722 }
3723
3712 if (food->stats.sp != 0) 3724 if (food->stats.sp != 0)
3713 { 3725 {
3714 if (QUERY_FLAG (food, FLAG_CURSED)) 3726 if (QUERY_FLAG (food, FLAG_CURSED))
3715 { 3727 {
3716 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3728 who->failmsg ("You are drained of mana!");
3717 who->stats.sp -= food->stats.sp; 3729 who->stats.sp -= food->stats.sp;
3718 if (who->stats.sp < 0) 3730 if (who->stats.sp < 0)
3719 who->stats.sp = 0; 3731 who->stats.sp = 0;
3720 } 3732 }
3721 else 3733 else
3722 { 3734 {
3723 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3735 who->statusmsg ("You feel a rush of magical energy!");
3724 who->stats.sp += food->stats.sp; 3736 who->stats.sp += food->stats.sp;
3725 /* place limit on max sp from food? */ 3737 /* place limit on max sp from food? */
3726 } 3738 }
3727 } 3739 }
3740
3728 who->update_stats (); 3741 who->update_stats ();
3729} 3742}
3730 3743
3731/** 3744/**
3732 * Designed primarily to light torches/lanterns/etc. 3745 * Designed primarily to light torches/lanterns/etc.
3742 item = find_marked_object (who); 3755 item = find_marked_object (who);
3743 if (item) 3756 if (item)
3744 { 3757 {
3745 if (lighter->last_eat && lighter->stats.food) 3758 if (lighter->last_eat && lighter->stats.food)
3746 { /* lighter gets used up */ 3759 { /* lighter gets used up */
3747 /* Split multiple lighters if they're being used up. Otherwise *
3748 * one charge from each would be used up. --DAMN */
3749 if (lighter->nrof > 1)
3750 {
3751 object *oneLighter = lighter->clone (); 3760 object *oneLighter = lighter->split ();
3752
3753 lighter->nrof -= 1;
3754 oneLighter->nrof = 1;
3755 oneLighter->stats.food--; 3761 oneLighter->stats.food--;
3756 esrv_send_item (who, lighter); 3762 who->insert (oneLighter);
3757 oneLighter = insert_ob_in_ob (oneLighter, who);
3758 esrv_send_item (who, oneLighter);
3759 }
3760 else
3761 lighter->stats.food--;
3762 } 3763 }
3763 else if (lighter->last_eat) 3764 else if (lighter->last_eat)
3765 {
3764 { /* no charges left in lighter */ 3766 /* no charges left in lighter */
3765 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3767 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3766 return; 3768 return;
3767 } 3769 }
3768 3770
3769 /* Perhaps we should split what we are trying to light on fire? 3771 /* Perhaps we should split what we are trying to light on fire?
3770 * I can't see many times when you would want to light multiple 3772 * I can't see many times when you would want to light multiple
3776 3778
3777 save_throw_object (item, AT_FIRE, who); 3779 save_throw_object (item, AT_FIRE, who);
3778 3780
3779 if (item->destroyed ()) 3781 if (item->destroyed ())
3780 { 3782 {
3781 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3783 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3782 /* Need to update the player so that the players glow radius 3784 /* Need to update the player so that the players glow radius
3783 * gets changed. 3785 * gets changed.
3784 */ 3786 */
3785 if (is_player_env) 3787 if (is_player_env)
3786 who->update_stats (); 3788 who->update_stats ();
3787 } 3789 }
3788 else 3790 else
3789 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3791 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3790 } 3792 }
3791 else /* nothing to light */ 3793 else
3792 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3794 who->failmsg ("You need to mark a lightable object.");
3793
3794} 3795}
3795 3796
3796/** 3797/**
3797 * op made some mistake with a scroll, this takes care of punishment. 3798 * op made some mistake with a scroll, this takes care of punishment.
3798 * scroll_failure()- hacked directly from spell_failure 3799 * scroll_failure()- hacked directly from spell_failure
3805 3806
3806 if (failure <= -1 && failure > -15) 3807 if (failure <= -1 && failure > -15)
3807 { /* wonder */ 3808 { /* wonder */
3808 object *tmp; 3809 object *tmp;
3809 3810
3810 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3811 op->failmsg ("Your spell warps!");
3811 tmp = get_archetype (SPELL_WONDER); 3812 tmp = get_archetype (SPELL_WONDER);
3812 cast_wonder (op, op, 0, tmp); 3813 cast_wonder (op, op, 0, tmp);
3813 tmp->destroy (); 3814 tmp->destroy ();
3814 } 3815 }
3815 else if (failure <= -15 && failure > -35) 3816 else if (failure <= -15 && failure > -35)
3816 { /* drain mana */ 3817 { /* drain mana */
3817 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3818 op->failmsg ("Your mana is drained!");
3818 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3819 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3819 if (op->stats.sp < 0) 3820 if (op->stats.sp < 0)
3820 op->stats.sp = 0; 3821 op->stats.sp = 0;
3821 } 3822 }
3822 else if (settings.spell_failure_effects == TRUE) 3823 else if (settings.spell_failure_effects == TRUE)
3823 { 3824 {
3824 if (failure <= -35 && failure > -60) 3825 if (failure <= -35 && failure > -60)
3825 { /* confusion */ 3826 { /* confusion */
3826 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3827 op->failmsg ("The magic recoils on you!");
3827 confuse_player (op, op, power); 3828 confuse_player (op, op, power);
3828 } 3829 }
3829 else if (failure <= -60 && failure > -70) 3830 else if (failure <= -60 && failure > -70)
3830 { /* paralysis */ 3831 { /* paralysis */
3831 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3832 op->failmsg ("The magic recoils and paralyzes you!");
3832 paralyze_player (op, op, power); 3833 paralyze_player (op, op, power);
3833 } 3834 }
3834 else if (failure <= -70 && failure > -80) 3835 else if (failure <= -70 && failure > -80)
3835 { /* blind */ 3836 { /* blind */
3836 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3837 op->failmsg ("The magic recoils on you!");
3837 blind_player (op, op, power); 3838 blind_player (op, op, power);
3838 } 3839 }
3839 else if (failure <= -80) 3840 else if (failure <= -80)
3840 { /* blast the immediate area */ 3841 { /* blast the immediate area */
3841 object *tmp = get_archetype (LOOSE_MANA); 3842 object *tmp = get_archetype (LOOSE_MANA);
3842 cast_magic_storm (op, tmp, power); 3843 cast_magic_storm (op, tmp, power);
3843 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3844 op->failmsg ("You unleash uncontrolled mana!");
3844 tmp->destroy (); 3845 tmp->destroy ();
3845 } 3846 }
3846 } 3847 }
3847} 3848}
3848 3849
3913 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3914 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3914 flag_change_face = 0; 3915 flag_change_face = 0;
3915 3916
3916 if (flag_change_face) 3917 if (flag_change_face)
3917 { 3918 {
3918 pl->animation_id = GET_ANIM_ID (change);
3919 pl->face = change->face; 3919 pl->face = change->face;
3920 3920 pl->animation_id = change->animation_id;
3921 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3921 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3922 SET_FLAG (pl, FLAG_ANIMATE);
3923 else
3924 CLEAR_FLAG (pl, FLAG_ANIMATE);
3925 } 3922 }
3926 3923
3927 /* check the special case of can't use weapons */ 3924 /* check the special case of can't use weapons */
3928 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3925 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3929 if (!strcmp (change->name, "monk")) 3926 if (!strcmp (change->name, "monk"))
3955 char got[MAX_BUF]; 3952 char got[MAX_BUF];
3956 int len; 3953 int len;
3957 3954
3958 if (!pl || !transformer) 3955 if (!pl || !transformer)
3959 return; 3956 return;
3957
3960 marked = find_marked_object (pl); 3958 marked = find_marked_object (pl);
3959
3961 if (!marked) 3960 if (!marked)
3962 { 3961 {
3963 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3962 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3964 return; 3963 return;
3965 } 3964 }
3965
3966 if (!marked->slaying) 3966 if (!marked->slaying)
3967 { 3967 {
3968 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3968 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3969 return; 3969 return;
3970 } 3970 }
3971
3971 /* check whether they are compatible or not */ 3972 /* check whether they are compatible or not */
3972 find = strstr (marked->slaying, transformer->arch->archname); 3973 find = strstr (marked->slaying, transformer->arch->archname);
3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 3974 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3974 { 3975 {
3975 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3976 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3976 return; 3977 return;
3977 } 3978 }
3979
3978 find += strlen (transformer->arch->archname) + 1; 3980 find += strlen (transformer->arch->archname) + 1;
3979 /* Item can be used, now find how many and what it yields */ 3981 /* Item can be used, now find how many and what it yields */
3980 if (isdigit (*(find))) 3982 if (isdigit (*(find)))
3981 { 3983 {
3982 yield = atoi (find); 3984 yield = atoi (find);
3989 else 3991 else
3990 yield = 1; 3992 yield = 1;
3991 3993
3992 while (isdigit (*find)) 3994 while (isdigit (*find))
3993 find++; 3995 find++;
3996
3994 while (*find == ' ') 3997 while (*find == ' ')
3995 find++; 3998 find++;
3999
3996 memset (got, 0, MAX_BUF); 4000 memset (got, 0, MAX_BUF);
4001
3997 if ((separator = strchr (find, ';')) != NULL) 4002 if ((separator = strchr (find, ';')) != NULL)
3998 {
3999 len = separator - find; 4003 len = separator - find;
4000 }
4001 else 4004 else
4002 {
4003 len = strlen (find); 4005 len = strlen (find);
4004 } 4006
4005 if (len > MAX_BUF - 1) 4007 if (len > MAX_BUF - 1)
4006 len = MAX_BUF - 1; 4008 len = MAX_BUF - 1;
4009
4007 strcpy (got, find); 4010 strcpy (got, find);
4008 got[len] = '\0'; 4011 got[len] = '\0';
4009 4012
4010 /* Now create new item, remove used ones when required. */ 4013 /* Now create new item, remove used ones when required. */
4011 new_item = get_archetype (got); 4014 new_item = get_archetype (got);
4012 if (!new_item) 4015 if (!new_item)
4013 { 4016 {
4014 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4017 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4015 return; 4018 return;
4016 } 4019 }
4017 4020
4018 new_item->nrof = yield; 4021 new_item->nrof = yield;
4022
4019 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4023 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4020 insert_ob_in_ob (new_item, pl); 4024
4021 esrv_send_inventory (pl, pl); 4025 pl->insert (new_item);
4022 /* Eat up one item */ 4026 /* Eat up one item */
4023 decrease_ob_nr (marked, 1); 4027 marked->decrease ();
4028
4024 /* Eat one transformer if needed */ 4029 /* Eat one transformer if needed */
4025 if (transformer->stats.food) 4030 if (transformer->stats.food)
4026 if (--transformer->stats.food == 0) 4031 if (--transformer->stats.food == 0)
4027 decrease_ob_nr (transformer, 1); 4032 transformer->decrease ();
4028} 4033}
4034

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