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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.110 by root, Sun Jun 24 04:09:29 2007 UTC vs.
Revision 1.169 by root, Sun Sep 7 21:31:23 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 it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <cmath> 24#include <cmath>
26 25
27#include <global.h> 26#include <global.h>
54 * subtype 5: arch or race 53 * subtype 5: arch or race
55 * subtype 7: all three 54 * subtype 7: all three
56 */ 55 */
57 if (op->subtype) 56 if (op->subtype)
58 { 57 {
59 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
60 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
61 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
62 } 61 }
63 else 62 else
64 { 63 {
65 arch_flag = 1; 64 arch_flag = 1;
66 name_flag = 1; 65 name_flag = 1;
93 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
94 */ 93 */
95static int 94static int
96apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
97{ 96{
98 object *id, *marked; 97 dynbuf_text buf;
99 int success = 0;
100 98
101 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
102 return 0; 100 return 0;
103 101
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
106 */ 104 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108 return 0; 106 return 0;
109 107
110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
112 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
113 */ 110 */
111 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 113 {
116 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
117 { 115 {
118 identify (marked); 116 identify (marked);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
120 if (marked->msg) 119 if (marked->msg)
121 { 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
124 } 123 }
125 return money == NULL;
126 } 124 }
127 }
128 125
129 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
130 { 127 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 { 129 {
133 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
134 { 131 {
135 identify (id); 132 identify (id);
136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
137 if (id->msg) 135 if (id->msg)
138 { 136 buf << "The item has a story:\r" << id->msg << "\n\n";
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
145 break; 140 break;
146 } 141 }
147 else 142 else
148 { 143 {
149 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150 break; 145 break;
151 } 146 }
152 } 147 }
153 } 148 }
154 if (!success) 149
155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
156 return money == NULL; 155 return !money;
157} 156}
158 157
159/** 158/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item. 160 * matching item.
162 **/ 161 **/
163static void 162void
164handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
165{ 164{
166 const char *yield; 165 if (shstr yield = tmp->kv (shstr_on_use_yield))
167 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168 yield = get_ob_key_value (tmp, "on_use_yield");
169 if (yield != NULL)
170 {
171 object *drop = get_archetype (yield);
172
173 if (tmp->env)
174 {
175 drop = insert_ob_in_ob (drop, tmp->env);
176 if (tmp->env->type == PLAYER)
177 esrv_send_item (tmp->env, drop);
178 }
179 else
180 {
181 drop->x = tmp->x;
182 drop->y = tmp->y;
183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
184 }
185 }
186} 167}
187 168
188/** 169/**
189 * Handles applying a potion. 170 * Handles applying a potion.
190 */ 171 */
196 177
197 floor = GET_MAP_OB (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
198 179
199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 { 181 {
201 if (op->type == PLAYER)
202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
203 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0; 185 return 0;
205 } 186 }
206 187
207 if (op->type == PLAYER) 188 if (op->type == PLAYER)
218 199
219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220 { 201 {
221 op->drain_stat (); 202 op->drain_stat ();
222 op->update_stats (); 203 op->update_stats ();
223 decrease_ob (tmp); 204 tmp->decrease ();
224 return 1; 205 return 1;
225 } 206 }
226 207
227 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
228 { 209 {
229 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
230 return 0; 211 return 0;
231 } 212 }
213
232 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
233 215
234 if (depl) 216 if (depl)
235 { 217 {
236 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i)) 219 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 220 op->statusmsg (restore_msg[i]);
239 221
240 depl->destroy (); 222 depl->destroy ();
241 op->update_stats (); 223 op->update_stats ();
242 } 224 }
243 else 225 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
245 227
246 decrease_ob (tmp); 228 tmp->decrease ();
247 return 1; 229 return 1;
248 } 230 }
249 231
250 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 234 {
253 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
254 { 236 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 238 {
257 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
258 { 240 {
259 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
260 break; 242 break;
261 } 243 }
244
262 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
263 { 246 {
264 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
265 break; 248 break;
266 } 249 }
250
267 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
268 { 252 {
269 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
270 break; 254 break;
271 } 255 }
275 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
276 { 260 {
277 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
278 break; 262 break;
279 } 263 }
264
280 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
281 { 266 {
282 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
283 break; 268 break;
284 } 269 }
270
285 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
286 { 272 {
287 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
288 break; 274 break;
289 } 275 }
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 { 284 {
299 if (got_one) 285 if (got_one)
300 { 286 {
301 op->update_stats (); 287 op->update_stats ();
302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
305 } 291 }
306 else 292 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
308 } 294 }
309 else 295 else
310 { /* cursed potion */ 296 { /* cursed potion */
311 if (got_one) 297 if (got_one)
312 { 298 {
313 op->update_stats (); 299 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
315 } 301 }
316 else 302 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
318 } 304 }
319 305
320 decrease_ob (tmp); 306 tmp->decrease ();
321 return 1; 307 return 1;
322 } 308 }
323 309
324 310
325 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
331 { 317 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 { 319 {
334 object *fball; 320 object *fball;
335 321
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 322 op->failmsg ("Yech! Your lungs are on fire!");
323
337 /* Explodes a fireball centered at player */ 324 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL); 325 fball = get_archetype (EXPLODING_FIREBALL);
339 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;
340 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;
341 fball->x = op->x; 328 fball->x = op->x;
343 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
344 } 331 }
345 else 332 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 334
348 decrease_ob (tmp); 335 tmp->decrease ();
336
349 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats (); 339 op->update_stats ();
340
352 return 1; 341 return 1;
353 } 342 }
354 343
355 /* Deal with protection potions */ 344 /* Deal with protection potions */
356 force = NULL; 345 force = NULL;
358 { 347 {
359 if (tmp->resist[i]) 348 if (tmp->resist[i])
360 { 349 {
361 if (!force) 350 if (!force)
362 force = get_archetype (FORCE_NAME); 351 force = get_archetype (FORCE_NAME);
352
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT; 354 force->type = POTION_EFFECT;
365 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 */
366 } 356 }
367 } 357 }
358
368 /* This is a protection potion */ 359 /* This is a protection potion */
369 if (force) 360 if (force)
370 { 361 {
371 /* cursed items last longer */ 362 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
380 force->speed_left = -1; 371 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 375 change_abil (op, force);
385 decrease_ob (tmp); 376 tmp->decrease ();
386 return 1; 377 return 1;
387 } 378 }
388 379
389 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
390 if (op->type == PLAYER) 381 if (op->type == PLAYER)
391 { /* only for players */ 382 { /* only for players */
392 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)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 384 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 385 else
395 SET_FLAG (tmp, FLAG_APPLIED); 386 SET_FLAG (tmp, FLAG_APPLIED);
387
396 if (!change_abil (op, tmp)) 388 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 389 op->statusmsg ("Nothing happened.");
398 } 390 }
399 391
400 /* CLEAR_FLAG is so that if the character has other potions 392 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 393 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
403 * up all the stats. 395 * up all the stats.
404 */ 396 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats (); 398 op->update_stats ();
407 decrease_ob (tmp); 399 tmp->decrease ();
408 return 1; 400 return 1;
409} 401}
410 402
411/**************************************************************************** 403/****************************************************************************
412 * Weapon improvement code follows 404 * Weapon improvement code follows
418static int 410static int
419check_item (object *op, const char *item) 411check_item (object *op, const char *item)
420{ 412{
421 int count = 0; 413 int count = 0;
422 414
423 415 if (!item)
424 if (item == NULL)
425 return 0; 416 return 0;
426 417
427 op = op->below; 418 for (op = op->below; op; op = op->below)
428 while (op != NULL)
429 { 419 {
430 if (strcmp (op->arch->archname, item) == 0) 420 if (strcmp (op->arch->archname, item) == 0)
431 { 421 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
436 count++; 426 count++;
437 else 427 else
438 count += op->nrof; 428 count += op->nrof;
439 } 429 }
440 } 430 }
441
442 op = op->below;
443 } 431 }
444 432
445 return count; 433 return count;
446} 434}
447 435
457 object *prev; 445 object *prev;
458 446
459 prev = op; 447 prev = op;
460 op = op->below; 448 op = op->below;
461 449
462 while (op != NULL) 450 while (op)
463 { 451 {
464 if (strcmp (op->arch->archname, item) == 0) 452 if (strcmp (op->arch->archname, item) == 0)
465 { 453 {
466 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
467 { 455 {
468 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
469 return; 457 return;
470 } 458 }
471 else 459 else
472 { 460 {
473 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
474 nrof -= op->nrof; 462 nrof -= op->nrof;
475 } 463 }
464
476 op = prev; 465 op = prev;
477 } 466 }
467
478 prev = op; 468 prev = op;
479 op = op->below; 469 op = op->below;
480 } 470 }
481} 471}
482 472
488 * we return 1 (true) if the player can use the weapon. 478 * we return 1 (true) if the player can use the weapon.
489 */ 479 */
490static int 480static int
491check_weapon_power (const object *who, int improvs) 481check_weapon_power (const object *who, int improvs)
492{ 482{
493
494/* 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
495 * 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
496 * 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.
497 */ 486 */
498#if 1 487#if 1
539static int 528static int
540check_sacrifice (object *op, const object *improver) 529check_sacrifice (object *op, const object *improver)
541{ 530{
542 int count = 0; 531 int count = 0;
543 532
544 if (improver->slaying != NULL) 533 if (improver->slaying)
545 { 534 {
546 count = check_item (op, improver->slaying); 535 count = check_item (op, improver->slaying);
547 if (count < 1) 536 if (count < 1)
548 { 537 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 538 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 539 return 0;
554 } 540 }
555 } 541 }
556 else 542 else
557 count = 1; 543 count = 1;
560} 546}
561 547
562/** 548/**
563 * Actually improves the weapon, and tells user. 549 * Actually improves the weapon, and tells user.
564 */ 550 */
565int 551static int
566improve_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)
567{ 553{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 554 stat += sacrifice_count;
571 weapon->last_eat++; 555 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 556 improver->decrease ();
573 decrease_ob (improver);
574 557
575 /* So it updates the players stats and the window */ 558 /* So it updates the players stats and the window */
576 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
577 return 1; 567 return 1;
578} 568}
579 569
580/* Types of improvements, hidden in the sp field. */ 570/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 571#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 572#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 573#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 574#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 575#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 576#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 577#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 578#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 579#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 580#define IMPROVE_INT 10
591#define IMPROVE_POW 11 581#define IMPROVE_POW 11
592
593 582
594/** 583/**
595 * This does the prepare weapon scroll. 584 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 585 * Checks for sacrifice, and so on.
597 */ 586 */
598
599int 587int
600prepare_weapon (object *op, object *improver, object *weapon) 588prepare_weapon (object *op, object *improver, object *weapon)
601{ 589{
602 int sacrifice_count, i; 590 int sacrifice_count, i;
603 char buf[MAX_BUF]; 591 char buf[MAX_BUF];
604 592
605 if (weapon->level != 0) 593 if (weapon->level != 0)
606 { 594 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 595 op->failmsg ("Weapon is already prepared!");
608 return 0; 596 return 0;
609 } 597 }
598
610 for (i = 0; i < NROFATTACKS; i++) 599 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 600 if (weapon->resist[i])
612 break; 601 break;
613 602
614 /* If we break out, i will be less than nrofattacks, preventing 603 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 608 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 609 weapon->stats.ac) /* AC - only taifu's I think */
621 { 610 {
622 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.>");
623 return 0; 614 return 0;
624 } 615 }
616
625 sacrifice_count = check_sacrifice (op, improver); 617 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 618 if (sacrifice_count <= 0)
627 return 0; 619 return 0;
620
628 weapon->level = isqrt (sacrifice_count); 621 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 622 eat_item (op, improver->slaying, sacrifice_count);
631 623
632 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 ));
633 629
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 630 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 631 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 632 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 633 slot at once! */
638 decrease_ob (improver); 634 improver->decrease ();
639 weapon->last_eat = 0; 635 weapon->last_eat = 0;
640 return 1; 636 return 1;
641} 637}
642
643 638
644/** 639/**
645 * 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.
646 * This is the new improve weapon code. 641 * This is the new improve weapon code.
647 * 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.
656improve_weapon (object *op, object *improver, object *weapon) 651improve_weapon (object *op, object *improver, object *weapon)
657{ 652{
658 int sacrifice_count, sacrifice_needed = 0; 653 int sacrifice_count, sacrifice_needed = 0;
659 654
660 if (improver->stats.sp == IMPROVE_PREPARE) 655 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 656 return prepare_weapon (op, improver, weapon);
663 } 657
664 if (weapon->level == 0) 658 if (weapon->level == 0)
665 { 659 {
666 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.>");
667 return 0; 661 return 0;
668 } 662 }
663
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 { 665 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 666 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 667 return 0;
673 } 668 }
669
674 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))
675 { 671 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 672 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 673 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 674 "really want to improve it.");
679 return 0; 675 return 0;
680 } 676 }
677
681 /* 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
682 * 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,
683 * 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
684 * weapon can be improved. 681 * weapon can be improved.
685 */ 682 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 683 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 684 {
688 weapon->stats.dam += 5; 685 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 687 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 688 weapon->last_eat++;
692 689
693 weapon->item_power++; 690 weapon->item_power++;
694 decrease_ob (improver); 691 improver->decrease ();
695 return 1; 692 return 1;
696 } 693 }
694
697 if (improver->stats.sp == IMPROVE_WEIGHT) 695 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 696 {
699 /* Reduce weight by 20% */ 697 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 698 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 699 if (weapon->weight < 1)
702 weapon->weight = 1; 700 weapon->weight = 1;
701
703 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));
704 weapon->last_eat++; 703 weapon->last_eat++;
705 weapon->item_power++; 704 weapon->item_power++;
706 decrease_ob (improver); 705 improver->decrease ();
707 return 1; 706 return 1;
708 } 707 }
708
709 if (improver->stats.sp == IMPROVE_ENCHANT) 709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 710 {
711 weapon->magic++; 711 weapon->magic++;
712 weapon->last_eat++; 712 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 713 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 714 improver->decrease ();
715 weapon->item_power++; 715 weapon->item_power++;
716 return 1; 716 return 1;
717 } 717 }
718 718
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 724 sacrifice_needed *= 2;
725 725
726 sacrifice_count = check_sacrifice (op, improver); 726 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 727 if (sacrifice_count < sacrifice_needed)
728 { 728 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 729 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 730 return 0;
731 } 731 }
732
732 eat_item (op, improver->slaying, sacrifice_needed); 733 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 734 weapon->item_power++;
734 735
735 switch (improver->stats.sp) 736 switch (improver->stats.sp)
736 { 737 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 738 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 739 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 740 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 741 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 742 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 743 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 744 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 745 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 746 op->failmsg ("Unknown improvement type.");
753 } 747 }
748
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 749 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 750 return 0;
756} 751}
757 752
758/** 753/**
768 if (op->type != PLAYER) 763 if (op->type != PLAYER)
769 return 0; 764 return 0;
770 765
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 766 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 767 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 768 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 769 return 0;
775 } 770 }
776 771
777 otmp = find_marked_object (op); 772 otmp = find_marked_object (op);
773
778 if (!otmp) 774 if (!otmp)
779 { 775 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 776 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
781 return 0; 777 return 0;
782 } 778 }
783 779
784 if (otmp->type != WEAPON && otmp->type != BOW) 780 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 781 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 782 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 783 return 0;
788 } 784 }
789 785
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 786 op->statusmsg ("Applied weapon builder.");
787
791 improve_weapon (op, tmp, otmp); 788 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 789 esrv_send_item (op, otmp);
793 return 1; 790 return 1;
794} 791}
795 792
820{ 817{
821 object *tmp; 818 object *tmp;
822 819
823 if (armour->magic >= settings.armor_max_enchant) 820 if (armour->magic >= settings.armor_max_enchant)
824 { 821 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 822 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 823 return 0;
827 } 824 }
825
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 826 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it. 827 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour 828 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 829 * of gnarg and what not?)
832 */ 830 */
833 if (armour->title) 831 if (armour->title)
834 { 832 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 833 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 834 return 0;
837 } 835 }
838 836
839 /* Split objects if needed. Can't insert tmp until the 837 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 838 * end of this function - otherwise it will just re-merge.
841 */ 839 */
842 if (armour->nrof > 1) 840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846 841
847 armour->magic++; 842 armour->magic++;
848 843
849 if (!settings.armor_speed_linear) 844 if (!settings.armor_speed_linear)
850 { 845 {
887 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 882 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 883
889 if (op->type == PLAYER) 884 if (op->type == PLAYER)
890 { 885 {
891 esrv_send_item (op, armour); 886 esrv_send_item (op, armour);
887
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 888 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 889 op->update_stats ();
894 } 890 }
895 decrease_ob (improver); 891
892 improver->decrease ();
893
896 if (tmp) 894 if (tmp)
897 { 895 op->insert (tmp);
898 insert_ob_in_ob (tmp, op); 896
899 esrv_send_item (op, tmp);
900 }
901 return 1; 897 return 1;
902} 898}
903
904 899
905/* 900/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 901 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken. 902 * what the converter wants, -1 if the converter is broken.
908 */ 903 *
909#define CONV_FROM(xyz) xyz->slaying
910#define CONV_TO(xyz) xyz->other_arch
911#define CONV_NR(xyz) xyz->stats.sp
912#define CONV_NEED(xyz) xyz->stats.food
913
914/* Takes one items and makes another. 904 * Takes one type of items and makes another.
915 * converter is the object that is doing the conversion. 905 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not 906 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything. 907 * what the converter wants, this will not do anything.
918 */ 908 */
919int 909static int
920convert_item (object *item, object *converter) 910convert_item (object *item, object *converter)
921{ 911{
922 int nr = 0;
923 uint32 price_in; 912 sint64 nr, price_in;
913
914 if (item->flag [FLAG_UNPAID])
915 return 0;
916
917 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp;
924 921
925 /* We make some assumptions - we assume if it takes money as it type, 922 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs 923 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 924 * 3 gp and player drops a platinum, tough luck)
928 */ 925 */
929 if (!strcmp (CONV_FROM (converter), "money")) 926 if (conv_from == shstr_money)
930 { 927 {
931 int cost;
932
933 if (item->type != MONEY) 928 if (item->type != MONEY)
934 return 0; 929 return 0;
935 930
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 931 nr = sint64 (item->nrof) * item->value / need;
937 if (!nr) 932 if (!nr)
938 return 0; 933 return 0;
939 cost = nr * CONV_NEED (converter) / item->value; 934
940 /* take into account rounding errors */ 935 converter->play_sound (sound_find ("shop_buy"));
941 if (nr * CONV_NEED (converter) % item->value) 936
942 cost++; 937 sint64 cost = (nr * need + item->value - 1) / item->value;
943 decrease_ob_nr (item, cost); 938
939 item->decrease (cost);
944 940
945 price_in = cost * item->value; 941 price_in = cost * item->value;
946 } 942 }
947 else 943 else
948 { 944 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 945 if (item->type == PLAYER
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 946 || conv_from != item->arch->archname
947 || (need && need > (uint16) item->nrof))
951 return 0; 948 return 0;
952 949
953 if (CONV_NEED (converter)) 950 converter->play_sound (sound_find ("convert_item"));
951
952 if (need)
954 { 953 {
955 nr = item->nrof / CONV_NEED (converter); 954 nr = sint64 (item->nrof) / need;
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 955 item->decrease (nr * need);
957 price_in = nr * CONV_NEED (converter) * item->value; 956 price_in = nr * need * item->value;
958 } 957 }
959 else 958 else
960 { 959 {
961 price_in = item->value; 960 price_in = item->value;
962 item->destroy (); 961 item->destroy ();
963 } 962 }
964 } 963 }
965 964
966 if (converter->inv != NULL) 965 if (converter->inv)
967 { 966 {
968 object *ob; 967 object *ob;
969 int i; 968 int i;
970 object *ob_to_copy; 969 object *ob_to_copy;
971 970
972 /* select random object from inventory to copy */ 971 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 972 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 973 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 974 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 975 ob_to_copy = ob;
979 } 976
980 } 977 item = ob_to_copy->deep_clone ();
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 980 }
985 else 981 else
986 { 982 {
987 if (converter->other_arch == NULL) 983 if (!conv_to)
988 { 984 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y); 986 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1; 987 return -1;
992 } 988 }
993 989
994 item = object_create_arch (converter->other_arch); 990 item = object_create_arch (conv_to);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 992 }
997 993
998 if (CONV_NR (converter)) 994 if (give)
999 item->nrof = CONV_NR (converter); 995 item->nrof = give;
996
1000 if (nr) 997 if (nr)
1001 item->nrof *= nr; 998 item->nrof *= nr;
999
1002 if (is_in_shop (converter)) 1000 if (is_in_shop (converter))
1003 SET_FLAG (item, FLAG_UNPAID); 1001 SET_FLAG (item, FLAG_UNPAID);
1004 else if (price_in < item->nrof * item->value) 1002 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 1003 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1004 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1005 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 1006 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 1007 * elmex: we are going to let the game continue, as the mapcreator
1011 * probably had something in mind when doing this 1008 * hopefully had something in mind when doing this.
1012 */ 1009 */
1013 } 1010 }
1011
1012 // elmex: only identify if we need to, for example so that generated money doesn't
1013 // get an 'identified' flag so easily.
1014 if (need_identify (item))
1015 identify (item);
1016
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1017 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 1018 return 1;
1016} 1019}
1017 1020
1018/** 1021/**
1035 1038
1036 op->contr->last_used = 0; 1039 op->contr->last_used = 0;
1037 1040
1038 if (sack->env && sack->env != op) 1041 if (sack->env && sack->env != op)
1039 { 1042 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1043 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 1044 return 1;
1042 } 1045 }
1043 1046
1044 // already applied == open on ground, or open in inv, or active in inv 1047 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 1048 if (sack->flag [FLAG_APPLIED])
1051 return 1; 1054 return 1;
1052 } 1055 }
1053 else if (!sack->env) 1056 else if (!sack->env)
1054 { 1057 {
1055 // active, but not ours: some other player has opened it 1058 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1059 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1057 return 1; 1060 return 1;
1058 } 1061 }
1059 1062
1060 // fall through to opening it (active in inv) 1063 // fall through to opening it (active in inv)
1061 } 1064 }
1063 { 1066 {
1064 // it is in our env, so activate it, do not open yet 1067 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 1068 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 1069 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 1070 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1071 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 1072 return 1;
1070 } 1073 }
1071 1074
1072 // it's locked? 1075 // it's locked?
1073 if (sack->slaying) 1076 if (sack->slaying)
1074 { 1077 {
1075 if (object *tmp = find_key (op, op, sack)) 1078 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1079 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 1080 else
1078 { 1081 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1082 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1080 return 1; 1083 return 1;
1081 } 1084 }
1082 } 1085 }
1083 1086
1084 op->open_container (sack); 1087 op->open_container (sack);
1103 * with an altar. We call it a Potion - altars are stationary - it 1106 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly. 1107 * is up to map designers to use them properly.
1105 */ 1108 */
1106 if (altar->inv && altar->inv->type == SPELL) 1109 if (altar->inv && altar->inv->type == SPELL)
1107 { 1110 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1111 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 1112 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 1113 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 1114 * old maps.
1112 */ 1115 */
1113 1116
1114/* push_button (altar);*/ 1117/* push_button (altar);*/
1115 } 1118 }
1139 double opinion; 1142 double opinion;
1140 object *tmp, *next; 1143 object *tmp, *next;
1141 1144
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 1146
1147 bool has_unpaid = false;
1148
1149 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1150 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID])
1153 {
1154 has_unpaid = true;
1155 break;
1156 }
1157
1144 if (op->type != PLAYER) 1158 if (op->type != PLAYER)
1145 { 1159 {
1146 /* Remove all the unpaid objects that may be carried here. 1160 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 1161 * This could be pets or monsters that are somehow in
1148 * the shop. 1162 * the shop.
1174 /* unpaid objects, or non living objects, can't transfer by 1188 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 1189 * shop mats. Instead, put it on a nearby space.
1176 */ 1190 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1191 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 1192 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1193 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1194 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 1195
1183 if (i != -1) 1196 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1197 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1193 else if (can_pay (op) && get_payment (op)) 1206 else if (can_pay (op) && get_payment (op))
1194 { 1207 {
1195 /* this is only used for players */ 1208 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 1209 rv = teleport (shop_mat, SHOP_MAT, op);
1197 1210
1211 if (has_unpaid)
1212 op->contr->play_sound (sound_find ("shop_buy"));
1213 else if (is_in_shop (op))
1214 op->contr->play_sound (sound_find ("shop_enter"));
1215 else
1216 op->contr->play_sound (sound_find ("shop_leave"));
1217
1198 if (shop_mat->msg) 1218 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1219 op->statusmsg (shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 1220 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is 1221 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor. 1222 * actually the shop floor.
1203 */ 1223 */
1204 else if (!rv && !is_in_shop (op)) 1224 else if (!rv && !is_in_shop (op))
1205 { 1225 {
1206 opinion = shopkeeper_approval (op->map, op); 1226 opinion = shopkeeper_approval (op->map, op);
1207 1227
1208 if (opinion > 0.9) 1228 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1229 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 1230 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1231 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 1232 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 1233 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 1234 }
1217 } 1235 }
1218 else 1236 else
1219 { 1237 {
1220 /* if we get here, a player tried to leave a shop but was not able 1238 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that 1239 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 1240 * they are not on the mat anymore
1223 */ 1241 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1242 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 1243
1226 if (i == -1) 1244 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 1245 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 1246 else
1231 { 1247 {
1232 op->remove (); 1248 op->remove ();
1233 op->x += freearr_x[i]; 1249 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 1250 op->y += freearr_y[i];
1244 * Handles applying a sign. 1260 * Handles applying a sign.
1245 */ 1261 */
1246static void 1262static void
1247apply_sign (object *op, object *sign, int autoapply) 1263apply_sign (object *op, object *sign, int autoapply)
1248{ 1264{
1249 readable_message_type *msgType; 1265 if (sign->has_dialogue ())
1250
1251 if (sign->msg == NULL)
1252 { 1266 {
1253 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1267 op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name));
1254 return; 1268 return;
1255 } 1269 }
1256 1270
1271 if (!sign->msg)
1272 {
1273 op->statusmsg ("Nothing is written on it.");
1274 return;
1275 }
1276
1257 if (sign->stats.food) 1277 if (sign->stats.food)
1258 { 1278 {
1259 if (sign->last_eat >= sign->stats.food) 1279 if (sign->last_eat >= sign->stats.food)
1260 { 1280 {
1261 if (!sign->move_on) 1281 if (!sign->move_on)
1262 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1282 op->statusmsg ("You cannot read it anymore.");
1283
1263 return; 1284 return;
1264 } 1285 }
1265 1286
1266 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1287 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1267 sign->last_eat++; 1288 sign->last_eat++;
1272 * move_on is zero, it needs to be manually applied (doesn't talk 1293 * move_on is zero, it needs to be manually applied (doesn't talk
1273 * to us). 1294 * to us).
1274 */ 1295 */
1275 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1296 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1276 { 1297 {
1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1298 op->failmsg ("You are unable to read while blind!");
1278 return; 1299 return;
1279 } 1300 }
1280 1301
1281 if (op->contr) 1302 if (op->contr)
1282 if (client *ns = op->contr->ns) 1303 if (client *ns = op->contr->ns)
1283 { 1304 {
1284 msgType = get_readable_message_type (sign); 1305 if (sign->sound)
1306 ns->play_sound (sign->sound);
1307 else if (autoapply)
1308 ns->play_sound (sound_find ("msg_voice"));
1285 1309
1286 if (ns->can_msg) 1310 if (ns->can_msg)
1287 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg); 1311 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1288 else 1312 else
1289 { 1313 {
1290 char newbuf[HUGE_BUF]; 1314 readable_message_type *msgType = get_readable_message_type (sign);
1291 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg); 1315 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1292 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1316 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1293 } 1317 }
1294 } 1318 }
1319}
1320
1321static void
1322move_apply_hole (object *trap, object *victim)
1323{
1324 /* Hole not open? */
1325 if (trap->stats.wc > 0)
1326 return;
1327
1328 /* Is this a multipart monster and not the head? If so, return.
1329 * Processing will happen if the head runs into the pit
1330 */
1331 if (victim->head)
1332 return;
1333
1334 // now find all possible locations and randomly pick one
1335 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1336 trap->range >= 3 ? SIZEOFFREE3 + 1
1337 : trap->range >= 2 ? SIZEOFFREE2 + 1
1338 : trap->range >= 1 ? SIZEOFFREE1 + 1
1339 : SIZEOFFREE0 + 1);
1340
1341 if (dir < 0)
1342 return;
1343
1344 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1345 victim->statusmsg ("You fall through the hole!", NDI_RED);
1346
1347 transfer_ob (victim,
1348 EXIT_X (trap) + freearr_x[dir],
1349 EXIT_Y (trap) + freearr_y[dir],
1350 0, victim);
1295} 1351}
1296 1352
1297/** 1353/**
1298 * 'victim' moves onto 'trap' 1354 * 'victim' moves onto 'trap'
1299 * 'victim' leaves 'trap' 1355 * 'victim' leaves 'trap'
1411 1467
1412 if (!trap->value) 1468 if (!trap->value)
1413 { 1469 {
1414 int tot; 1470 int tot;
1415 1471
1416 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1472 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1417 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1473 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1418 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1474 tot += ab->head_ ()->total_weight ();
1419 1475
1420 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1476 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1421 goto leave; 1477 goto leave;
1422 1478
1423 SET_ANIMATION (trap, trap->value); 1479 SET_ANIMATION (trap, trap->value);
1433 1489
1434 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1490 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1435 { 1491 {
1436 if (!sound_was_played) 1492 if (!sound_was_played)
1437 { 1493 {
1438 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1494 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1439 sound_was_played = 1; 1495 sound_was_played = 1;
1440 } 1496 }
1441 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1497
1498 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1442 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1499 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1443 } 1500 }
1444 } 1501 }
1445 goto leave; 1502 goto leave;
1446 } 1503 }
1447 1504
1448
1449 case CONVERTER: 1505 case CONVERTER:
1450 if (convert_item (victim, trap) < 0) 1506 if (convert_item (victim, trap) < 0)
1451 { 1507 {
1452 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1508 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1453 get_archetype ("burnout")->insert_at (trap, trap); 1509 archetype::get (shstr_burnout)->insert_at (trap, trap);
1454 } 1510 }
1455 1511
1456 goto leave; 1512 goto leave;
1457 1513
1458 case TRIGGER_BUTTON: 1514 case TRIGGER_BUTTON:
1468 case CHECK_INV: 1524 case CHECK_INV:
1469 check_inv (victim, trap); 1525 check_inv (victim, trap);
1470 goto leave; 1526 goto leave;
1471 1527
1472 case HOLE: 1528 case HOLE:
1473 /* Hole not open? */ 1529 move_apply_hole (trap, victim);
1474 if (trap->stats.wc > 0)
1475 goto leave;
1476
1477 /* Is this a multipart monster and not the head? If so, return.
1478 * Processing will happen if the head runs into the pit
1479 */
1480 if (victim->head)
1481 goto leave;
1482
1483 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1484 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1485 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1486 goto leave; 1530 goto leave;
1487 1531
1488 case EXIT: 1532 case EXIT:
1489 if (victim->type == PLAYER && EXIT_PATH (trap)) 1533 if (victim->type == PLAYER && EXIT_PATH (trap))
1490 { 1534 {
1491 /* Basically, don't show exits leading to random maps the 1535 /* Basically, don't show exits leading to random maps the
1492 * players output. 1536 * players output.
1493 */ 1537 */
1494 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1538 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1495 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1539 victim->statusmsg (trap->msg, NDI_NAVY);
1496 1540
1541 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap); 1542 victim->enter_exit (trap);
1498 } 1543 }
1499 goto leave; 1544 goto leave;
1500 1545
1501 case ENCOUNTER: 1546 case ENCOUNTER:
1523 goto leave; 1568 goto leave;
1524 1569
1525 case RUNE: 1570 case RUNE:
1526 case TRAP: 1571 case TRAP:
1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1572 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528 {
1529 spring_trap (trap, victim); 1573 spring_trap (trap, victim);
1530 }
1531 goto leave; 1574 goto leave;
1532 1575
1533 default: 1576 default:
1534 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1577 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1535 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1578 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1549 int lev_diff; 1592 int lev_diff;
1550 object *skill_ob; 1593 object *skill_ob;
1551 1594
1552 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1595 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1553 { 1596 {
1554 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1597 op->failmsg ("You are unable to read while blind!");
1555 return; 1598 return;
1556 } 1599 }
1600
1557 if (tmp->msg == NULL) 1601 if (!tmp->msg)
1558 { 1602 {
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1603 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1560 return; 1604 return;
1561 } 1605 }
1562 1606
1563 /* need a literacy skill to read stuff! */ 1607 /* need a literacy skill to read stuff! */
1564 skill_ob = find_skill_by_name (op, tmp->skill); 1608 skill_ob = find_skill_by_name (op, tmp->skill);
1565 if (!skill_ob) 1609 if (!skill_ob)
1566 { 1610 {
1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1611 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1568 return; 1612 return;
1569 } 1613 }
1614
1570 lev_diff = tmp->level - (skill_ob->level + 5); 1615 lev_diff = tmp->level - (skill_ob->level + 5);
1571 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1616 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1572 { 1617 {
1573 if (lev_diff < 2) 1618 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1574 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1619 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1575 else if (lev_diff < 3) 1620 : lev_diff < 5 ? "This book is beyond your comprehension."
1576 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1621 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1577 else if (lev_diff < 5) 1622 : lev_diff < 15 ? "This book is way beyond your comprehension."
1578 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1623 : "This book is totally beyond your comprehension.");
1579 else if (lev_diff < 8) 1624 return;
1580 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1625 }
1581 else if (lev_diff < 15) 1626
1582 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1627 readable_message_type *msgType = get_readable_message_type (tmp);
1628
1629 if (player *pl = op->contr)
1630 if (client *ns = pl->ns)
1631 if (ns->can_msg)
1632 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1583 else 1633 else
1584 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1585 return;
1586 }
1587
1588 readable_message_type *msgType = get_readable_message_type (tmp);
1589
1590 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1634 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1591 msgType->message_type, msgType->message_subtype, 1635 msgType->message_type, msgType->message_subtype,
1592 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1636 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1593 long_desc (tmp, op), &tmp->msg); 1637 long_desc (tmp, op), &tmp->msg);
1594 1638
1595 /* gain xp from reading */ 1639 /* gain xp from reading */
1596 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1640 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1597 { /* only if not read before */ 1641 { /* only if not read before */
1598 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1642 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1600 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1644 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1601 { 1645 {
1602 /*exp_gain *= 2; because they just identified it too */ 1646 /*exp_gain *= 2; because they just identified it too */
1603 SET_FLAG (tmp, FLAG_IDENTIFIED); 1647 SET_FLAG (tmp, FLAG_IDENTIFIED);
1604 1648
1605 /* If in a container, update how it looks */ 1649 if (object *pl = tmp->visible_to ())
1606 if (tmp->env)
1607 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1650 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1608 else
1609 op->contr->ns->floorbox_update ();
1610 } 1651 }
1611 1652
1612 change_exp (op, exp_gain, skill_ob->skill, 0); 1653 change_exp (op, exp_gain, skill_ob->skill, 0);
1613 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1654 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1614 } 1655 }
1619 * op is the person learning the skill, tmp is the skill scroll object 1660 * op is the person learning the skill, tmp is the skill scroll object
1620 */ 1661 */
1621static void 1662static void
1622apply_skillscroll (object *op, object *tmp) 1663apply_skillscroll (object *op, object *tmp)
1623{ 1664{
1624 switch ((int) learn_skill (op, tmp)) 1665 switch (learn_skill (op, tmp))
1625 { 1666 {
1626 case 0: 1667 case 0:
1627 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1668 op->play_sound (sound_find ("generic_fail"));
1628 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1669 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1629 return; 1670 break;
1630 1671
1631 case 1: 1672 case 1:
1632 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1633 decrease_ob (tmp); 1673 tmp->decrease ();
1674 op->play_sound (sound_find ("skill_learn"));
1675 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1634 return; 1676 break;
1635 1677
1636 default: 1678 default:
1679 tmp->decrease ();
1680 op->play_sound (sound_find ("generic_fail"));
1637 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1681 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1638 decrease_ob (tmp);
1639 return; 1682 break;
1640 } 1683 }
1641} 1684}
1642 1685
1643/** 1686/**
1644 * Actually makes op learn spell. 1687 * Actually makes op learn spell.
1664 return; 1707 return;
1665 } 1708 }
1666 return; 1709 return;
1667 } 1710 }
1668 1711
1669 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1712 op->contr->play_sound (sound_find ("learn_spell"));
1713
1670 tmp = spell->clone (); 1714 tmp = spell->clone ();
1671 insert_ob_in_ob (tmp, op); 1715 insert_ob_in_ob (tmp, op);
1672 1716
1673 if (special_prayer) 1717 if (special_prayer)
1674 SET_FLAG (tmp, FLAG_STARTEQUIP); 1718 SET_FLAG (tmp, FLAG_STARTEQUIP);
1693 { 1737 {
1694 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1738 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1695 return; 1739 return;
1696 } 1740 }
1697 1741
1698 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1742 op->failmsg (format ("You lose knowledge of %s.", spell));
1699 player_unready_range_ob (op->contr, spob); 1743 player_unready_range_ob (op->contr, spob);
1700 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1701 spob->destroy (); 1745 spob->destroy ();
1702} 1746}
1703 1747
1711{ 1755{
1712 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1713 1757
1714 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1715 { 1759 {
1716 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1760 op->failmsg ("You are unable to read while blind.");
1717 return; 1761 return;
1718 } 1762 }
1719 1763
1720 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1721 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1722 * legacy spellbooks 1766 * legacy spellbooks
1723 */ 1767 */
1724
1725 if (tmp->slaying != NULL) 1768 if (tmp->slaying)
1726 { 1769 {
1727 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1728 if (!spell) 1771 if (!spell)
1729 { 1772 {
1730 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1773 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1731 return; 1774 return;
1732 } 1775 }
1733 else 1776 else
1734 insert_ob_in_ob (spell, tmp); 1777 insert_ob_in_ob (spell, tmp);
1778
1735 tmp->slaying = NULL; 1779 tmp->slaying = 0;
1736 } 1780 }
1737 1781
1738 skop = find_skill_by_name (op, tmp->skill); 1782 skop = find_skill_by_name (op, tmp->skill);
1739 1783
1740 /* need a literacy skill to learn spells. Also, having a literacy level 1784 /* need a literacy skill to learn spells. Also, having a literacy level
1741 * lower than the spell will make learning the spell more difficult */ 1785 * lower than the spell will make learning the spell more difficult */
1742 if (!skop) 1786 if (!skop)
1743 { 1787 {
1744 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1788 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1745 return; 1789 return;
1746 } 1790 }
1747 1791
1748 spell = tmp->inv; 1792 spell = tmp->inv;
1749 1793
1750 if (!spell) 1794 if (!spell)
1751 { 1795 {
1752 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1796 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1753 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1797 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1754 return; 1798 return;
1755 } 1799 }
1756 1800
1757 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1801 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1758 { 1802 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1803 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1760 return; 1804 return;
1761 } 1805 }
1762 1806
1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1807 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1764 1808
1765 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1809 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1766 {
1767 identify (tmp); 1810 identify (tmp);
1768
1769 if (tmp->env)
1770 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1771 else
1772 op->contr->ns->floorbox_update ();
1773 }
1774 1811
1775 /* I removed the check for special_prayer_mark here - it didn't make 1812 /* I removed the check for special_prayer_mark here - it didn't make
1776 * a lot of sense - special prayers are not found in spellbooks, and 1813 * a lot of sense - special prayers are not found in spellbooks, and
1777 * if the player doesn't know the spell, doesn't make a lot of sense that 1814 * if the player doesn't know the spell, doesn't make a lot of sense that
1778 * they would have a special prayer mark. 1815 * they would have a special prayer mark.
1779 */ 1816 */
1780 if (check_spell_known (op, spell->name)) 1817 if (check_spell_known (op, spell->name))
1781 { 1818 {
1782 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1819 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1783 return; 1820 return;
1784 } 1821 }
1785 1822
1786 if (spell->skill) 1823 if (spell->skill)
1787 { 1824 {
1788 spell_skill = find_skill_by_name (op, spell->skill); 1825 spell_skill = find_skill_by_name (op, spell->skill);
1789 1826
1790 if (!spell_skill) 1827 if (!spell_skill)
1791 { 1828 {
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1829 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1793 return; 1830 return;
1794 } 1831 }
1795 1832
1796 if (spell_skill->level < spell->level) 1833 if (spell_skill->level < spell->level)
1797 { 1834 {
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1835 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1799 return; 1836 return;
1800 } 1837 }
1801 } 1838 }
1802 1839
1803 /* Logic as follows 1840 /* Logic as follows
1812 * Overall, chances are the same but a player will find having a high 1849 * Overall, chances are the same but a player will find having a high
1813 * literacy rate very useful! -b.t. 1850 * literacy rate very useful! -b.t.
1814 */ 1851 */
1815 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1852 if (QUERY_FLAG (op, FLAG_CONFUSED))
1816 { 1853 {
1817 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1854 op->failmsg ("In your confused state you flub the wording of the text!");
1818 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1855 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1819 } 1856 }
1820 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1857 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1821 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1858 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1822 { 1859 {
1823 1860 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1824 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1825 do_learn_spell (op, spell, 0); 1861 do_learn_spell (op, spell, 0);
1826 1862
1827 /* xp gain to literacy for spell learning */ 1863 /* xp gain to literacy for spell learning */
1828 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1864 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1829 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1865 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1830 } 1866 }
1831 else 1867 else
1832 { 1868 {
1833 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1869 op->contr->play_sound (sound_find ("fumble_spell"));
1834 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1870 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1835 } 1871 }
1836 1872
1837 decrease_ob (tmp); 1873 tmp->decrease ();
1838} 1874}
1839 1875
1840/** 1876/**
1841 * Handles applying a spell scroll. 1877 * Handles applying a spell scroll.
1842 */ 1878 */
1845{ 1881{
1846 object *skop; 1882 object *skop;
1847 1883
1848 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1884 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1849 { 1885 {
1850 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1886 op->failmsg ("You are unable to read while blind.");
1851 return; 1887 return;
1852 } 1888 }
1853 1889
1854 if (!tmp->inv || tmp->inv->type != SPELL) 1890 if (!tmp->inv || tmp->inv->type != SPELL)
1855 { 1891 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1892 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1857 return; 1893 return;
1858 } 1894 }
1859 1895
1860 if (op->type == PLAYER) 1896 if (op->type == PLAYER)
1861 { 1897 {
1867 */ 1903 */
1868 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1904 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1869 1905
1870 if (!skop) 1906 if (!skop)
1871 { 1907 {
1872 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1908 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1873 return; 1909 return;
1874 } 1910 }
1875 1911
1876 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1912 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1877 change_exp (op, exp_gain, skop->skill, 0); 1913 change_exp (op, exp_gain, skop->skill, 0);
1878 } 1914 }
1879 1915
1880 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1916 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1881 identify (tmp); 1917 identify (tmp);
1882 1918
1883 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1919 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1884 1920
1885 cast_spell (op, tmp, dir, tmp->inv, NULL); 1921 cast_spell (op, tmp, dir, tmp->inv, NULL);
1886 decrease_ob (tmp); 1922 tmp->decrease ();
1887} 1923}
1888 1924
1889/** 1925/**
1890 * Applies a treasure object - by default, chest. op 1926 * Applies a treasure object - by default, chest. op
1891 * is the person doing the applying, tmp is the treasure 1927 * is the person doing the applying, tmp is the treasure
1892 * chest. 1928 * chest.
1893 */ 1929 */
1894static void 1930static void
1895apply_treasure (object *op, object *tmp) 1931apply_treasure (object *op, object *tmp)
1896{ 1932{
1897 /* Nice side effect of new treasure creation method is that the treasure 1933 /* Nice side effect of this treasure creation method is that the treasure
1898 * for the chest is done when the chest is created, and put into the chest 1934 * for the chest is done when the chest is created, and put into the chest
1899 * inventory. So that when the chest burns up, the items still exist. Also 1935 * inventory. So that when the chest burns up, the items still exist. Also
1900 * prevents people fromt moving chests to more difficult maps to get better 1936 * prevents people from moving chests to more difficult maps to get better
1901 * treasure 1937 * treasure
1902 */ 1938 */
1903 object *treas = tmp->inv; 1939 object *treas = tmp->inv;
1904 1940
1905 if (!treas) 1941 if (!treas)
1906 { 1942 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1943 op->statusmsg ("The chest was empty.");
1908 decrease_ob (tmp); 1944 tmp->decrease ();
1909 return; 1945 return;
1910 } 1946 }
1911 1947
1912 while (tmp->inv) 1948 while (tmp->inv)
1913 { 1949 {
1914 treas = tmp->inv; 1950 treas = tmp->inv;
1915
1916 treas->remove (); 1951 treas->remove ();
1917 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1918 1952
1919 treas->x = op->x; 1953 treas->x = op->x;
1920 treas->y = op->y; 1954 treas->y = op->y;
1921 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1955 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1922 1956
1923 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1957 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1924 spring_trap (treas, op); 1958 spring_trap (treas, op);
1925 1959
1926 /* If either player or container was destroyed, no need to do 1960 /* If either player or container was destroyed, no need to do
1927 * further processing. I think this should be enclused with 1961 * further processing. I think this should be enclused with
1928 * spring trap above, as I don't think there is otherwise 1962 * spring trap above, as I don't think there is otherwise
1929 * any way for the treasure chest or player to get killed 1963 * any way for the treasure chest or player to get killed.
1930 */ 1964 */
1931 if (op->destroyed () || tmp->destroyed ()) 1965 if (op->destroyed () || tmp->destroyed ())
1932 break; 1966 break;
1933 } 1967 }
1934 1968
1935 if (!tmp->destroyed () && tmp->inv == NULL) 1969 if (!tmp->destroyed () && !tmp->inv)
1936 decrease_ob (tmp); 1970 tmp->decrease ();
1937
1938} 1971}
1939 1972
1940/** 1973/**
1941 * op eats food. 1974 * op eats food.
1942 * If player, takes care of messages and dragon special food. 1975 * If player, takes care of messages and dragon special food.
1957 { 1990 {
1958 /* usual case - no dragon meal: */ 1991 /* usual case - no dragon meal: */
1959 if (op->stats.food + tmp->stats.food > 999) 1992 if (op->stats.food + tmp->stats.food > 999)
1960 { 1993 {
1961 if (tmp->type == FOOD || tmp->type == FLESH) 1994 if (tmp->type == FOOD || tmp->type == FLESH)
1962 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1995 op->failmsg ("You feel full, but what a waste of food!");
1963 else 1996 else
1964 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1997 op->statusmsg ("Most of the drink goes down your face not your throat!");
1965 } 1998 }
1999
2000 tmp->play_sound (
2001 tmp->sound
2002 ? tmp->sound
2003 : tmp->type == DRINK
2004 ? sound_find ("eat_drink")
2005 : sound_find ("eat_food")
2006 );
1966 2007
1967 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2008 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1968 { 2009 {
1969 char buf[MAX_BUF]; 2010 const char *buf;
1970 2011
1971 if (!is_dragon_pl (op)) 2012 if (!is_dragon_pl (op))
1972 { 2013 {
1973 /* eating message for normal players */ 2014 /* eating message for normal players */
1974 if (tmp->type == DRINK) 2015 if (tmp->type == DRINK)
1975 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2016 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1976 else 2017 else
1977 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2018 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1978 } 2019 }
1979 else 2020 else
1980 {
1981 /* eating message for dragon players */ 2021 /* eating message for dragon players */
1982 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2022 buf = format ("The %s tasted terrible!", &tmp->name);
1983 }
1984 2023
1985 new_draw_info (NDI_UNIQUE, 0, op, buf); 2024 op->statusmsg (buf);
2025
1986 capacity_remaining = 999 - op->stats.food; 2026 capacity_remaining = 999 - op->stats.food;
1987 op->stats.food += tmp->stats.food; 2027 op->stats.food += tmp->stats.food;
1988 if (capacity_remaining < tmp->stats.food) 2028 if (capacity_remaining < tmp->stats.food)
1989 op->stats.hp += capacity_remaining / 50; 2029 op->stats.hp += capacity_remaining / 50;
1990 else 2030 else
1991 op->stats.hp += tmp->stats.food / 50; 2031 op->stats.hp += tmp->stats.food / 50;
2032
1992 if (op->stats.hp > op->stats.maxhp) 2033 if (op->stats.hp > op->stats.maxhp)
1993 op->stats.hp = op->stats.maxhp; 2034 op->stats.hp = op->stats.maxhp;
1994 if (op->stats.food > 999) 2035 if (op->stats.food > 999)
1995 op->stats.food = 999; 2036 op->stats.food = 999;
1996 } 2037 }
1998 /* special food hack -b.t. */ 2039 /* special food hack -b.t. */
1999 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2040 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2000 eat_special_food (op, tmp); 2041 eat_special_food (op, tmp);
2001 } 2042 }
2002 } 2043 }
2044
2003 handle_apply_yield (tmp); 2045 handle_apply_yield (tmp);
2004 decrease_ob (tmp); 2046 tmp->decrease ();
2005} 2047}
2006 2048
2007/** 2049/**
2008 * A dragon is eating some flesh. If the flesh contains resistances, 2050 * A dragon is eating some flesh. If the flesh contains resistances,
2009 * there is a chance for the dragon's skin to get improved. 2051 * there is a chance for the dragon's skin to get improved.
2019{ 2061{
2020 object *skin = NULL; /* pointer to dragon skin force */ 2062 object *skin = NULL; /* pointer to dragon skin force */
2021 object *abil = NULL; /* pointer to dragon ability force */ 2063 object *abil = NULL; /* pointer to dragon ability force */
2022 object *tmp = NULL; /* tmp. object */ 2064 object *tmp = NULL; /* tmp. object */
2023 2065
2024 char buf[MAX_BUF]; /* tmp. string buffer */
2025 double chance; /* improvement-chance of one resistance type */ 2066 double chance; /* improvement-chance of one resistance type */
2026 double totalchance = 1; /* total chance of gaining one resistance */ 2067 double totalchance = 1; /* total chance of gaining one resistance */
2027 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2068 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2028 double mbonus = 0; /* monster bonus */ 2069 double mbonus = 0; /* monster bonus */
2029 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2070 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2034 if (meal->type != FLESH || !is_dragon_pl (op)) 2075 if (meal->type != FLESH || !is_dragon_pl (op))
2035 return 0; 2076 return 0;
2036 2077
2037 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2078 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2038 from the player's inventory */ 2079 from the player's inventory */
2039 shstr_cmp dragon_ability_force ("dragon_ability_force");
2040 shstr_cmp dragon_skin_force ("dragon_skin_force");
2041
2042 for (tmp = op->inv; tmp; tmp = tmp->below) 2080 for (tmp = op->inv; tmp; tmp = tmp->below)
2043 if (tmp->type == FORCE) 2081 if (tmp->type == FORCE)
2044 if (tmp->arch->archname == dragon_skin_force) 2082 if (tmp->arch->archname == shstr_dragon_skin_force)
2045 skin = tmp; 2083 skin = tmp;
2046 else if (tmp->arch->archname == dragon_ability_force) 2084 else if (tmp->arch->archname == shstr_dragon_ability_force)
2047 abil = tmp; 2085 abil = tmp;
2048 2086
2049 /* if either skin or ability are missing, this is an old player 2087 /* if either skin or ability are missing, this is an old player
2050 which is not to be considered a dragon -> bail out */ 2088 which is not to be considered a dragon -> bail out */
2051 if (skin == NULL || abil == NULL) 2089 if (skin == NULL || abil == NULL)
2054 /* now start by filling stomache and health, according to food-value */ 2092 /* now start by filling stomache and health, according to food-value */
2055 if ((999 - op->stats.food) < meal->stats.food) 2093 if ((999 - op->stats.food) < meal->stats.food)
2056 op->stats.hp += (999 - op->stats.food) / 50; 2094 op->stats.hp += (999 - op->stats.food) / 50;
2057 else 2095 else
2058 op->stats.hp += meal->stats.food / 50; 2096 op->stats.hp += meal->stats.food / 50;
2097
2059 if (op->stats.hp > op->stats.maxhp) 2098 if (op->stats.hp > op->stats.maxhp)
2060 op->stats.hp = op->stats.maxhp; 2099 op->stats.hp = op->stats.maxhp;
2061 2100
2062 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2101 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2063 2102
2108 } 2147 }
2109 } 2148 }
2110 2149
2111 /* inverse totalchance as until now we have the failure-chance */ 2150 /* inverse totalchance as until now we have the failure-chance */
2112 totalchance = 100 - totalchance * 100; 2151 totalchance = 100 - totalchance * 100;
2152
2113 /* print message according to totalchance */ 2153 /* print message according to totalchance */
2154 const char *buf;
2114 if (totalchance > 50.) 2155 if (totalchance > 50.)
2115 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2156 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2116 else if (totalchance > 10.) 2157 else if (totalchance > 10.)
2117 sprintf (buf, "The %s tasted very good.", &meal->name); 2158 buf = format ("The %s tasted very good.", &meal->name);
2118 else if (totalchance > 1.) 2159 else if (totalchance > 1.)
2119 sprintf (buf, "The %s tasted good.", &meal->name); 2160 buf = format ("The %s tasted good.", &meal->name);
2120 else if (totalchance > 0.1) 2161 else if (totalchance > 0.1)
2121 sprintf (buf, "The %s tasted bland.", &meal->name); 2162 buf = format ("The %s tasted bland.", &meal->name);
2122 else if (totalchance >= 0.01) 2163 else if (totalchance >= 0.01)
2123 sprintf (buf, "The %s had a boring taste.", &meal->name); 2164 buf = format ("The %s had a boring taste.", &meal->name);
2124 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2165 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2125 sprintf (buf, "The %s tasted strange.", &meal->name); 2166 buf = format ("The %s tasted strange.", &meal->name);
2126 else 2167 else
2127 sprintf (buf, "The %s had no taste.", &meal->name); 2168 buf = format ("The %s had no taste.", &meal->name);
2128 new_draw_info (NDI_UNIQUE, 0, op, buf); 2169
2170 op->statusmsg (buf);
2129 2171
2130 /* now choose a winner if we have any */ 2172 /* now choose a winner if we have any */
2131 i = -1; 2173 i = -1;
2132 if (winners > 0) 2174 if (winners > 0)
2133 i = atnr_winner[RANDOM () % winners]; 2175 i = atnr_winner[RANDOM () % winners];
2136 { 2178 {
2137 /* resistance increased! */ 2179 /* resistance increased! */
2138 skin->resist[i]++; 2180 skin->resist[i]++;
2139 op->update_stats (); 2181 op->update_stats ();
2140 2182
2141 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2183 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2142 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2143 } 2184 }
2144 2185
2145 /* if this flesh contains a new ability focus, we mark it 2186 /* if this flesh contains a new ability focus, we mark it
2146 into the ability_force and it will take effect on next level */ 2187 into the ability_force and it will take effect on next level */
2147 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2188 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2148 { 2189 {
2149 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2190 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2150 2191
2151 if (meal->last_eat != abil->stats.exp) 2192 if (meal->last_eat != abil->stats.exp)
2193 op->statusmsg (format (
2194 "Your metabolism prepares to focus on %s!\n"
2195 "The change will happen at level %d.",
2196 change_resist_msg[meal->last_eat],
2197 abil->level + 1
2152 { 2198 ));
2153 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2154 new_draw_info (NDI_UNIQUE, 0, op, buf);
2155 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2156 new_draw_info (NDI_UNIQUE, 0, op, buf);
2157 }
2158 else 2199 else
2159 { 2200 {
2160 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2201 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2161 new_draw_info (NDI_UNIQUE, 0, op, buf);
2162 abil->last_eat = 0; 2202 abil->last_eat = 0;
2163 } 2203 }
2164 } 2204 }
2205
2165 return 1; 2206 return 1;
2166} 2207}
2167 2208
2168/** 2209/**
2169 * Handles applying an improve armor scroll. 2210 * Handles applying an improve armor scroll.
2172static void 2213static void
2173apply_armour_improver (object *op, object *tmp) 2214apply_armour_improver (object *op, object *tmp)
2174{ 2215{
2175 object *armor; 2216 object *armor;
2176 2217
2177 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2218 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2178 { 2219 {
2179 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2220 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2180 return; 2221 return;
2181 } 2222 }
2182 2223
2183 armor = find_marked_object (op); 2224 armor = find_marked_object (op);
2184 2225
2185 if (!armor) 2226 if (!armor)
2186 { 2227 {
2187 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2228 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2188 return; 2229 return;
2189 } 2230 }
2190 2231
2191 if (armor->type != ARMOUR 2232 if (armor->type != ARMOUR
2192 && armor->type != CLOAK 2233 && armor->type != CLOAK
2193 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2234 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2194 { 2235 {
2195 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2236 op->failmsg ("Your marked item is not armour!\n");
2196 return; 2237 return;
2197 } 2238 }
2198 2239
2199 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2240 op->statusmsg ("Applying armour enchantment.");
2200 improve_armour (op, tmp, armor); 2241 improve_armour (op, tmp, armor);
2201} 2242}
2202 2243
2203extern void 2244void
2204apply_poison (object *op, object *tmp) 2245apply_poison (object *op, object *tmp)
2205{ 2246{
2247 // need to do it now when it is still on the map
2248 handle_apply_yield (tmp);
2249
2250 object *poison = tmp->split (1);
2251
2206 if (op->type == PLAYER) 2252 if (op->type == PLAYER)
2207 { 2253 {
2208 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2254 op->contr->play_sound (sound_find ("drink_poison"));
2209 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2255 op->failmsg ("Yech! That tasted poisonous!");
2210 strcpy (op->contr->killer, "poisonous booze"); 2256 op->contr->killer = poison;
2211 } 2257 }
2258
2212 if (tmp->stats.hp > 0) 2259 if (poison->stats.hp > 0)
2213 { 2260 {
2214 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2261 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2215 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2262 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2216 } 2263 }
2264
2217 op->stats.food -= op->stats.food / 4; 2265 op->stats.food -= op->stats.food / 4;
2218 handle_apply_yield (tmp); 2266 poison->destroy ();
2219 decrease_ob (tmp);
2220} 2267}
2221 2268
2222/** 2269/**
2223 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2270 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2224 * A valid 2 way exit means: 2271 * A valid 2 way exit means:
2239 2286
2240#if 0 //TODO 2287#if 0 //TODO
2241 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2288 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2242 return 0; /* This is a reset town portal */ 2289 return 0; /* This is a reset town portal */
2243#endif 2290#endif
2291
2292 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2244 2293
2245 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2294 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2246 2295
2247 if (exitmap) 2296 if (exitmap)
2248 { 2297 {
2324 * them in this function - they are passed to apply_special 2373 * them in this function - they are passed to apply_special
2325 */ 2374 */
2326int 2375int
2327manual_apply (object *op, object *tmp, int aflag) 2376manual_apply (object *op, object *tmp, int aflag)
2328{ 2377{
2329 if (tmp->head)
2330 tmp = tmp->head; 2378 tmp = tmp->head_ ();
2331 2379
2332 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2333 { 2381 {
2334 if (op->type == PLAYER) 2382 if (op->type == PLAYER)
2335 { 2383 {
2336 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2337 return 1; 2385 return 1;
2338 } 2386 }
2339 else 2387 else
2340 return 0; /* monsters just skip unpaid items */ 2388 return 0; /* monsters just skip unpaid items */
2341 } 2389 }
2344 return RESULT_INT (0); 2392 return RESULT_INT (0);
2345 2393
2346 switch (tmp->type) 2394 switch (tmp->type)
2347 { 2395 {
2348 case CF_HANDLE: 2396 case CF_HANDLE:
2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2397 op->play_sound (sound_find ("turn_handle"));
2350 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2398 op->statusmsg ("You turn the handle.");
2351 tmp->value = tmp->value ? 0 : 1; 2399 tmp->value = tmp->value ? 0 : 1;
2352 SET_ANIMATION (tmp, tmp->value); 2400 SET_ANIMATION (tmp, tmp->value);
2353 update_object (tmp, UP_OBJ_FACE); 2401 update_object (tmp, UP_OBJ_FACE);
2354 push_button (tmp); 2402 push_button (tmp);
2355 return 1; 2403 return 1;
2356 2404
2357 case TRIGGER: 2405 case TRIGGER:
2358 if (check_trigger (tmp, op)) 2406 if (check_trigger (tmp, op))
2359 { 2407 {
2360 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2408 op->statusmsg ("You turn the handle.");
2361 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2409 op->play_sound (sound_find ("turn_handle"));
2362 } 2410 }
2363 else 2411 else
2364 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2412 op->failmsg ("The handle doesn't move.");
2365 2413
2366 return 1; 2414 return 1;
2367 2415
2368 case EXIT: 2416 case EXIT:
2369 if (op->type != PLAYER) 2417 if (op->type != PLAYER)
2370 return 0; 2418 return 0;
2371 2419
2372 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2373 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2421 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2374 else 2422 else
2375 { 2423 {
2376 /* Don't display messages for random maps. */ 2424 /* Don't display messages for random maps. */
2377 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2378 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2426 op->statusmsg (tmp->msg, NDI_NAVY);
2379 2427
2380 op->enter_exit (tmp); 2428 op->enter_exit (tmp);
2381 } 2429 }
2382 2430
2431 return 1;
2432
2433 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg);
2435 // maybe show a spell menu to chose from or something like that
2383 return 1; 2436 return 1;
2384 2437
2385 case SIGN: 2438 case SIGN:
2386 apply_sign (op, tmp, 0); 2439 apply_sign (op, tmp, 0);
2387 return 1; 2440 return 1;
2496 { 2549 {
2497 char buf[MAX_BUF]; 2550 char buf[MAX_BUF];
2498 timeofday_t tod; 2551 timeofday_t tod;
2499 2552
2500 get_tod (&tod); 2553 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format (
2501 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2556 "It is %d minute%s past %d o'clock %s",
2502 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2503 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2504 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2559 ));
2505 new_draw_info (NDI_UNIQUE, 0, op, buf);
2506 return 1; 2560 return 1;
2507 } 2561 }
2508 else 2562 else
2509 return 0; 2563 return 0;
2510 2564
2537 default: 2591 default:
2538 return 0; 2592 return 0;
2539 } 2593 }
2540} 2594}
2541 2595
2542
2543/* quiet suppresses the "don't know how to apply" and "you must get it first" 2596/* quiet suppresses the "don't know how to apply" and "you must get it first"
2544 * messages as needed by player_apply_below(). But there can still be 2597 * messages as needed by player_apply_below(). But there can still be
2545 * "but you are floating high above the ground" messages. 2598 * "but you are floating high above the ground" messages.
2546 * 2599 *
2547 * Same return value as apply() function. 2600 * Same return value as apply() function.
2548 */ 2601 */
2549int 2602int
2550player_apply (object *pl, object *op, int aflag, int quiet) 2603player_apply (object *pl, object *op, int aflag, int quiet)
2551{ 2604{
2552 int tmp;
2553
2554 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2605 if (!op->env && (pl->move_type & MOVE_FLYING))
2555 { 2606 {
2556 /* player is flying and applying object not in inventory */ 2607 /* player is flying and applying object not in inventory */
2557 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2608 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2558 { 2609 {
2559 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2610 pl->failmsg ("But you are floating high above the ground! "
2611 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2612 "or waiting till the levitation effect wears off.>");
2560 return 0; 2613 return 0;
2561 } 2614 }
2562 } 2615 }
2563 2616
2564 pl->contr->last_used = op; 2617 pl->contr->last_used = op;
2565 2618
2566 tmp = manual_apply (pl, op, aflag); 2619 int tmp = manual_apply (pl, op, aflag);
2620
2567 if (!quiet) 2621 if (!quiet)
2568 { 2622 {
2569 if (tmp == 0) 2623 if (tmp == 0)
2570 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2571 else if (tmp == 2) 2625 else if (tmp == 2)
2572 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2626 pl->failmsg ("You must get it first!\n");
2573 } 2627 }
2628
2574 return tmp; 2629 return tmp;
2575} 2630}
2576 2631
2577/** 2632/**
2578 * player_apply_below attempts to apply the object 'below' the player. 2633 * player_apply_below attempts to apply the object 'below' the player.
2653 { 2708 {
2654 pl->combat_ob = 0; 2709 pl->combat_ob = 0;
2655 who->change_weapon (pl->ranged_ob); 2710 who->change_weapon (pl->ranged_ob);
2656 } 2711 }
2657 2712
2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2659 2714
2660 change_abil (who, op); 2715 change_abil (who, op);
2661 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2662 break; 2717 break;
2663 2718
2664 case SKILL: 2719 case SKILL:
2665 if (who->contr) 2720 if (who->contr)
2666 { 2721 {
2722 if (IS_COMBAT_SKILL (op->subtype))
2723 who->change_weapon (who->contr->combat_ob = 0);
2724 else if (IS_RANGED_SKILL (op->subtype))
2725 who->change_weapon (who->contr->ranged_ob = 0);
2726
2667 if (!op->invisible) 2727 if (op->invisible)
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2728 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2669 else 2729 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2730 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2671 } 2731 }
2672 2732
2673 change_abil (who, op); 2733 change_abil (who, op);
2674 CLEAR_FLAG (who, FLAG_READY_SKILL); 2734 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break; 2735 break;
2682 case GLOVES: 2742 case GLOVES:
2683 case AMULET: 2743 case AMULET:
2684 case GIRDLE: 2744 case GIRDLE:
2685 case BRACERS: 2745 case BRACERS:
2686 case CLOAK: 2746 case CLOAK:
2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2747 who->statusmsg (format ("You unwear %s.", query_name (op)));
2688 change_abil (who, op); 2748 change_abil (who, op);
2689 break; 2749 break;
2690 2750
2691 case LAMP: 2751 case LAMP:
2692 { 2752 {
2693 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2753 who->statusmsg (format ("You turn off your %s.", &op->name));
2694 2754
2695 object *tmp2 = arch_to_object (op->other_arch); 2755 object *tmp2 = arch_to_object (op->other_arch);
2696 tmp2->x = op->x; 2756 tmp2->x = op->x;
2697 tmp2->y = op->y; 2757 tmp2->y = op->y;
2698 tmp2->map = op->map; 2758 tmp2->map = op->map;
2702 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2762 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2703 2763
2704 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2764 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2705 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2765 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2706 2766
2767 op->destroy ();
2768 who->insert (tmp2);
2769 who->update_stats ();
2770
2707 if (who->contr) 2771 if (who->contr)
2708 esrv_del_item (who->contr, op->count);
2709
2710 op->destroy ();
2711 insert_ob_in_ob (tmp2, who);
2712 who->update_stats ();
2713
2714 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2715 { 2772 {
2716 if (who->contr) 2773 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2717 { 2774 {
2718 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2775 who->failmsg ("Oops, it feels deadly cold!");
2719 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2720 } 2777 }
2721 } 2778 }
2722
2723 if (who->contr)
2724 esrv_send_item (who, tmp2);
2725 } 2779 }
2726 2780
2727 return 1; /* otherwise, an attempt to drop causes problems */ 2781 return 1; /* otherwise, an attempt to drop causes problems */
2728 2782
2729 case BOW: 2783 case BOW:
2736 { 2790 {
2737 pl->ranged_ob = 0; 2791 pl->ranged_ob = 0;
2738 who->change_weapon (pl->combat_ob); 2792 who->change_weapon (pl->combat_ob);
2739 } 2793 }
2740 2794
2741 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2795 who->statusmsg (format ("You unready %s.", query_name (op)));
2742 } 2796 }
2743 else 2797 else
2744 { 2798 {
2745 who->change_skill (0); 2799 who->change_skill (0);
2746 2800
2752 2806
2753 break; 2807 break;
2754 2808
2755 case BUILDER: 2809 case BUILDER:
2756 if (who->contr) 2810 if (who->contr)
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2811 who->statusmsg (format ("You unready %s.", query_name (op)));
2758 break; 2812 break;
2759 2813
2760 default: 2814 default:
2761 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2815 who->statusmsg (format ("You unapply %s.", query_name (op)));
2762 break; 2816 break;
2763 } 2817 }
2764 2818
2819 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2820 if (object *pl = op->visible_to ())
2821 esrv_send_item (pl, op);
2822
2765 who->update_stats (); 2823 who->update_stats ();
2766
2767 if (!(aflags & AP_NO_MERGE))
2768 {
2769 object *tmp = merge_ob (op, 0);
2770
2771 if (who->contr)
2772 {
2773 if (tmp)
2774 { /* it was merged */
2775 esrv_del_item (who->contr, op->count);
2776 op = tmp;
2777 }
2778
2779 esrv_send_item (who, op);
2780 }
2781 }
2782 2824
2783 return 0; 2825 return 0;
2784} 2826}
2785 2827
2786/** 2828/**
2818 * Returns 0 on success, returns 1 if there is some problem. 2860 * Returns 0 on success, returns 1 if there is some problem.
2819 * if aflags is AP_PRINT, we instead print out waht to unapply 2861 * if aflags is AP_PRINT, we instead print out waht to unapply
2820 * instead of doing it. This is a lot less code than having 2862 * instead of doing it. This is a lot less code than having
2821 * another function that does just that. 2863 * another function that does just that.
2822 */ 2864 */
2865
2866#define CANNOT_REMOVE_CURSED \
2867 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2868 "Praying over an altar, scrolls of remove curse/damnation, " \
2869 "priests or even other players might help.>"
2870
2823int 2871int
2824unapply_for_ob (object *who, object *op, int aflags) 2872unapply_for_ob (object *who, object *op, int aflags)
2825{ 2873{
2826 if (op->is_range ()) 2874 if (op->is_range ())
2827 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2875 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2828 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2876 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2829 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2877 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2830 { 2878 {
2831 if (aflags & AP_PRINT) 2879 if (aflags & AP_PRINT)
2832 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2880 who->failmsg (query_name (tmp));
2833 else 2881 else
2834 unapply_special (who, tmp, aflags); 2882 unapply_special (who, tmp, aflags);
2835 } 2883 }
2836 else 2884 else
2837 { 2885 {
2838 /* In this case, we want to try and remove a cursed item. 2886 /* In this case, we want to try and remove a cursed item.
2839 * While we know it won't work, we want unapply_special to 2887 * While we know it won't work, we want unapply_special to
2840 * at least generate the message. 2888 * at least generate the message.
2841 */ 2889 */
2842 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 2890 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2843 return 1; 2891 return 1;
2844 } 2892 }
2845 2893
2846 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2894 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2847 { 2895 {
2870 2918
2871 /* If we are just printing, we don't care about cursed status */ 2919 /* If we are just printing, we don't care about cursed status */
2872 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2920 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2873 { 2921 {
2874 if (aflags & AP_PRINT) 2922 if (aflags & AP_PRINT)
2875 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2923 who->failmsg (query_name (tmp));
2876 else 2924 else
2877 unapply_special (who, tmp, aflags); 2925 unapply_special (who, tmp, aflags);
2878 } 2926 }
2879 else 2927 else
2880 { 2928 {
2881 /* Cursed item that we can't unequip - tell the player. 2929 /* Cursed item that we can't unequip - tell the player.
2882 * Note this could be annoying if this is just one of a few, 2930 * Note this could be annoying if this is just one of a few,
2883 * so it may not be critical (eg, putting on a ring and you have 2931 * so it may not be critical (eg, putting on a ring and you have
2884 * one cursed ring.) 2932 * one cursed ring.)
2885 */ 2933 */
2886 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2934 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2887 } 2935 }
2888 2936
2889 last = tmp->below; 2937 last = tmp->below;
2890 } 2938 }
2891 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2939 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3044 * 3092 *
3045 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3093 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3046 * 3094 *
3047 * apply_special() doesn't check for unpaid items. 3095 * apply_special() doesn't check for unpaid items.
3048 */ 3096 */
3097
3098#define LACK_ITEM_POWER \
3099 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3100
3049int 3101int
3050apply_special (object *who, object *op, int aflags) 3102apply_special (object *who, object *op, int aflags)
3051{ 3103{
3052 int basic_flag = aflags & AP_BASIC_FLAGS; 3104 int basic_flag = aflags & AP_BASIC_FLAGS;
3053 object *tmp, *tmp2, *skop = NULL; 3105 object *tmp, *tmp2, *skop = NULL;
3068 if (basic_flag == AP_APPLY) 3120 if (basic_flag == AP_APPLY)
3069 return 0; 3121 return 0;
3070 3122
3071 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3123 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3072 { 3124 {
3073 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3074 return 1; 3126 return 1;
3075 } 3127 }
3076 3128
3077 return unapply_special (who, op, aflags); 3129 return unapply_special (who, op, aflags);
3078 } 3130 }
3079
3080 if (basic_flag == AP_UNAPPLY) 3131 else if (basic_flag == AP_UNAPPLY)
3081 return 0; 3132 return 0;
3082 3133
3083 // if the item is combat/ranged, wield the relevant slot first 3134 // if the item is combat/ranged, wield the relevant slot first
3084 // to resolve conflicts. 3135 // to resolve conflicts.
3085 if (player *pl = who->contr) 3136 if (player *pl = who->contr)
3094 /* Can't just apply this object. Lets see what not and what to do */ 3145 /* Can't just apply this object. Lets see what not and what to do */
3095 if (int i = can_apply_object (who, op)) 3146 if (int i = can_apply_object (who, op))
3096 { 3147 {
3097 if (i & CAN_APPLY_NEVER) 3148 if (i & CAN_APPLY_NEVER)
3098 { 3149 {
3099 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3150 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3100 return 1; 3151 return 1;
3101 } 3152 }
3102 else if (i & CAN_APPLY_RESTRICTION) 3153 else if (i & CAN_APPLY_RESTRICTION)
3103 { 3154 {
3104 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3155 who->failmsg (format (
3156 "You have a prohibition against using a %s. "
3157 "H<Your belief, profession or class prevents you from applying this item.>",
3158 query_name (op)
3159 ));
3105 return 1; 3160 return 1;
3106 } 3161 }
3107 3162
3108 if (who->type != PLAYER) 3163 if (who->type != PLAYER)
3109 { 3164 {
3113 } 3168 }
3114 else 3169 else
3115 { 3170 {
3116 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3171 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3117 { 3172 {
3118 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3173 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3119 unapply_for_ob (who, op, AP_PRINT); 3174 unapply_for_ob (who, op, AP_PRINT);
3120 return 1; 3175 return 1;
3121 } 3176 }
3122 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3177 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3123 if (unapply_for_ob (who, op, aflags)) 3178 if (unapply_for_ob (who, op, aflags))
3129 { 3184 {
3130 skop = find_skill_by_name (who, op->skill); 3185 skop = find_skill_by_name (who, op->skill);
3131 3186
3132 if (!skop) 3187 if (!skop)
3133 { 3188 {
3134 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3189 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3135 return 1; 3190 return 1;
3136 } 3191 }
3137 else 3192 else
3138 /* While experience will be credited properly, we want to change the 3193 /* While experience will be credited properly, we want to change the
3139 * skill so that the dam and wc get updated 3194 * skill so that the dam and wc get updated
3143 3198
3144 if (who->type == PLAYER 3199 if (who->type == PLAYER
3145 && op->item_power 3200 && op->item_power
3146 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3201 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3147 { 3202 {
3148 new_draw_info (NDI_UNIQUE, 0, who,
3149 "Equipping that combined with other items would consume your soul! " 3203 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3150 "[use the skills command to check your available item power]");
3151 return 1; 3204 return 1;
3152 } 3205 }
3153 3206
3154 /* Ok. We are now at the state where we can apply the new object. 3207 /* Ok. We are now at the state where we can apply the new object.
3155 * Note that we don't have the checks for can_use_... 3208 * Note that we don't have the checks for can_use_...
3156 * below - that is already taken care of by can_apply_object. 3209 * below - that is already taken care of by can_apply_object.
3157 */ 3210 */
3158 if (op->nrof > 1) 3211 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3159 tmp = get_split_ob (op, op->nrof - 1);
3160 else
3161 tmp = 0;
3162 3212
3163 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3213 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3164 return RESULT_INT (0); 3214 return RESULT_INT (0);
3165 3215
3166 switch (op->type) 3216 switch (op->type)
3167 { 3217 {
3168 case WEAPON: 3218 case WEAPON:
3169 if (!check_weapon_power (who, op->last_eat)) 3219 if (!check_weapon_power (who, op->last_eat))
3170 { 3220 {
3171 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. " 3221 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3172 "It would consume your soul!.");
3173 3222
3174 if (tmp) 3223 if (tmp)
3175 insert_ob_in_ob (tmp, who); 3224 insert_ob_in_ob (tmp, who);
3176 3225
3177 return 1; 3226 return 1;
3181 // i.e. "R" can use Ragnarok's sword. 3230 // i.e. "R" can use Ragnarok's sword.
3182 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3231 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3183 { 3232 {
3184 /* if the weapon does not have the name as the character, can't use it. */ 3233 /* if the weapon does not have the name as the character, can't use it. */
3185 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3234 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3186 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3235 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3187 3236
3188 if (tmp) 3237 if (tmp)
3189 insert_ob_in_ob (tmp, who); 3238 insert_ob_in_ob (tmp, who);
3190 3239
3191 return 1; 3240 return 1;
3192 } 3241 }
3193 3242
3194 if (!skop) 3243 if (!skop)
3195 { 3244 {
3196 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3245 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3197 return 1; 3246 return 1;
3198 } 3247 }
3199 3248
3200 SET_FLAG (op, FLAG_APPLIED); 3249 SET_FLAG (op, FLAG_APPLIED);
3201 who->change_skill (skop); 3250 who->change_skill (skop);
3202 3251
3203 if (who->contr) 3252 if (who->contr)
3204 who->change_weapon (who->contr->combat_ob = op); 3253 who->change_weapon (who->contr->combat_ob = op);
3205 3254
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3255 who->statusmsg (format ("You wield %s.", query_name (op)));
3207 3256
3208 SET_FLAG (who, FLAG_READY_WEAPON); 3257 SET_FLAG (who, FLAG_READY_WEAPON);
3209 change_abil (who, op); 3258 change_abil (who, op);
3210 break; 3259 break;
3211 3260
3218 case BRACERS: 3267 case BRACERS:
3219 case CLOAK: 3268 case CLOAK:
3220 case RING: 3269 case RING:
3221 case AMULET: 3270 case AMULET:
3222 SET_FLAG (op, FLAG_APPLIED); 3271 SET_FLAG (op, FLAG_APPLIED);
3223 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3272 who->statusmsg (format ("You wear %s.", query_name (op)));
3224 change_abil (who, op); 3273 change_abil (who, op);
3225 break; 3274 break;
3226 3275
3227 case LAMP: 3276 case LAMP:
3228 if (op->stats.food < 1) 3277 if (op->stats.food < 1)
3229 { 3278 {
3230 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3279 who->failmsg (format (
3280 "Your %s is out of fuel! "
3281 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3282 &op->name
3283 ));
3231 return 1; 3284 return 1;
3232 } 3285 }
3233 3286
3234 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3287 who->statusmsg (format ("You turn on your %s.", &op->name));
3288
3235 tmp2 = arch_to_object (op->other_arch); 3289 tmp2 = arch_to_object (op->other_arch);
3236 tmp2->stats.food = op->stats.food; 3290 tmp2->stats.food = op->stats.food;
3237 SET_FLAG (tmp2, FLAG_APPLIED); 3291 SET_FLAG (tmp2, FLAG_APPLIED);
3238 3292
3239 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3293 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3240 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3294 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3241 3295
3242 insert_ob_in_ob (tmp2, who); 3296 who->insert (tmp2);
3243 3297
3244 /* Remove the old lantern */ 3298 /* Remove the old lantern */
3245 if (who->type == PLAYER)
3246 esrv_del_item (who->contr, op->count);
3247
3248 op->destroy (); 3299 op->destroy ();
3249 3300
3250 /* insert the portion that was split off */ 3301 /* insert the portion that was split off */
3251 if (tmp) 3302 if (tmp)
3252 { 3303 who->insert (tmp);
3253 insert_ob_in_ob (tmp, who);
3254 if (who->type == PLAYER)
3255 esrv_send_item (who, tmp);
3256 }
3257 3304
3258 who->update_stats (); 3305 who->update_stats ();
3259 3306
3260 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3307 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3261 if (who->type == PLAYER) 3308 if (who->type == PLAYER)
3262 { 3309 {
3263 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3310 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3264 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3311 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3265 } 3312 }
3266
3267 if (who->type == PLAYER)
3268 esrv_send_item (who, tmp2);
3269 3313
3270 return 0; 3314 return 0;
3271 3315
3272 case SKILL_TOOL: 3316 case SKILL_TOOL:
3273 // applying a skill tool also readies the skill 3317 // applying a skill tool also readies the skill
3296 who->change_weapon (pl->combat_ob = item); 3340 who->change_weapon (pl->combat_ob = item);
3297 goto found_weapon; 3341 goto found_weapon;
3298 } 3342 }
3299 } 3343 }
3300 3344
3345 who->failmsg (format (
3301 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill); 3346 "You need to apply a '%s' melee weapon before readying this skill. "
3347 "H<Some skills need an item, in this case a melee weapon, to function.>",
3348 &op->skill
3349 ));
3302 return 1; 3350 return 1;
3303 3351
3304 found_weapon:; 3352 found_weapon:;
3305 } 3353 }
3306 else 3354 else
3316 //TODO: bows should/must all have skill missile weapon right now 3364 //TODO: bows should/must all have skill missile weapon right now
3317 who->change_weapon (pl->ranged_ob = item); 3365 who->change_weapon (pl->ranged_ob = item);
3318 goto found_bow; 3366 goto found_bow;
3319 } 3367 }
3320 3368
3369 who->failmsg (
3321 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3370 "You need to apply a missile weapon before readying this skill. "
3371 "H<Some skills need an item, in this case a missile weapon, to function.>"
3372 );
3322 return 1; 3373 return 1;
3323 3374
3324 found_bow:; 3375 found_bow:;
3325 } 3376 }
3326 else 3377 else
3327 who->change_weapon (pl->ranged_ob = op); 3378 who->change_weapon (pl->ranged_ob = op);
3328 } 3379 }
3329 3380
3330 if (!op->invisible) 3381 if (!op->invisible)
3331 { 3382 {
3332 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3383 who->statusmsg (format (
3333 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3384 "You ready %s."
3385 "You can now use the skill: %s.",
3386 query_name (op),
3387 &op->skill
3388 ));
3334 } 3389 }
3335 else 3390 else
3336 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3391 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3337 } 3392 }
3338 else 3393 else
3339 { 3394 {
3340 SET_FLAG (op, FLAG_APPLIED); 3395 SET_FLAG (op, FLAG_APPLIED);
3341 change_abil (who, op); 3396 change_abil (who, op);
3346 break; 3401 break;
3347 3402
3348 case BOW: 3403 case BOW:
3349 if (!check_weapon_power (who, op->last_eat)) 3404 if (!check_weapon_power (who, op->last_eat))
3350 { 3405 {
3351 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3406 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3352 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3353 3407
3354 if (tmp) 3408 if (tmp)
3355 insert_ob_in_ob (tmp, who); 3409 insert_ob_in_ob (tmp, who);
3356 3410
3357 return 1; 3411 return 1;
3358 } 3412 }
3359 3413
3360 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3414 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3361 { 3415 {
3362 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3416 who->failmsg ("The weapon does not recognize you as its owner. "
3417 "H<Its name indicates that it belongs to somebody else.>");
3363 if (tmp) 3418 if (tmp)
3364 insert_ob_in_ob (tmp, who); 3419 insert_ob_in_ob (tmp, who);
3365 3420
3366 return 1; 3421 return 1;
3367 } 3422 }
3372 case HORN: 3427 case HORN:
3373 /* check for skill, alter player status */ 3428 /* check for skill, alter player status */
3374 3429
3375 if (!skop) 3430 if (!skop)
3376 { 3431 {
3377 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3432 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3378 return 1; 3433 return 1;
3379 } 3434 }
3380 3435
3381 SET_FLAG (op, FLAG_APPLIED); 3436 SET_FLAG (op, FLAG_APPLIED);
3382 who->change_skill (skop); 3437 who->change_skill (skop);
3383 3438
3384 if (who->contr) 3439 if (who->contr)
3385 { 3440 {
3386 who->contr->ranged_ob = op; 3441 who->contr->ranged_ob = op;
3387 3442
3388 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3443 who->statusmsg (format ("You ready %s.", query_name (op)));
3389 3444
3390 if (op->type == BOW) 3445 if (op->type == BOW)
3391 { 3446 {
3392 who->current_weapon = op; 3447 who->current_weapon = op;
3393 change_abil (who, op); 3448 change_abil (who, op);
3394 new_draw_info_format (NDI_UNIQUE, 0, who,
3395 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3449 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3396 } 3450 }
3397 } 3451 }
3398 else 3452 else
3399 { 3453 {
3400 if (op->type == BOW) 3454 if (op->type == BOW)
3410 { 3464 {
3411 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3465 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3412 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3466 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3413 unapply_special (who, who->contr->ranged_ob, 0); 3467 unapply_special (who, who->contr->ranged_ob, 0);
3414 3468
3415 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3469 who->statusmsg (format ("You ready your %s.", query_name (op)));
3416 3470
3417 who->contr->ranged_ob = op; 3471 who->contr->ranged_ob = op;
3418 } 3472 }
3419 break; 3473 break;
3420 3474
3421 default: 3475 default:
3422 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3476 who->statusmsg (format ("You apply %s.", query_name (op)));
3423 } /* end of switch op->type */ 3477 }
3424 3478
3425 SET_FLAG (op, FLAG_APPLIED); 3479 SET_FLAG (op, FLAG_APPLIED);
3426 3480
3427 if (tmp) 3481 if (tmp)
3428 tmp = insert_ob_in_ob (tmp, who); 3482 who->insert (tmp);
3429 3483
3430 who->update_stats (); 3484 who->update_stats ();
3431 3485
3432 /* We exclude spell casting objects. The fire code will set the 3486 /* We exclude spell casting objects. The fire code will set the
3433 * been applied flag when they are used - until that point, 3487 * been applied flag when they are used - until that point,
3435 */ 3489 */
3436 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3490 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3437 SET_FLAG (op, FLAG_BEEN_APPLIED); 3491 SET_FLAG (op, FLAG_BEEN_APPLIED);
3438 3492
3439 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3493 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3440 {
3441 if (who->type == PLAYER) 3494 if (who->type == PLAYER)
3442 { 3495 {
3443 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3496 who->failmsg (
3497 "Oops, it feels deadly cold! "
3498 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3499 );
3444 SET_FLAG (op, FLAG_KNOWN_CURSED); 3500 SET_FLAG (op, FLAG_KNOWN_CURSED);
3445 } 3501 }
3446 }
3447 3502
3448 if (who->type == PLAYER) 3503 if (object *pl = op->visible_to ())
3449 {
3450 /* if multiple objects were applied, update both slots */
3451 if (tmp)
3452 esrv_send_item (who, tmp);
3453
3454 esrv_send_item (who, op); 3504 esrv_send_item (pl, op);
3455 }
3456 3505
3457 return 0; 3506 return 0;
3458} 3507}
3459 3508
3460int 3509int
3461monster_apply_special (object *who, object *op, int aflags) 3510monster_apply_special (object *who, object *op, int aflags)
3462{ 3511{
3463 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3512 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3464 return 1; 3513 return 1;
3514
3465 return apply_special (who, op, aflags); 3515 return apply_special (who, op, aflags);
3466} 3516}
3467 3517
3468/** 3518/**
3469 * Map was just loaded, handle op's initialisation. 3519 * Map was just loaded, handle op's initialisation.
3473int 3523int
3474auto_apply (object *op) 3524auto_apply (object *op)
3475{ 3525{
3476 object *tmp = NULL, *tmp2; 3526 object *tmp = NULL, *tmp2;
3477 int i; 3527 int i;
3528
3529 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3478 3530
3479 switch (op->type) 3531 switch (op->type)
3480 { 3532 {
3481 case SHOP_FLOOR: 3533 case SHOP_FLOOR:
3482 if (!op->has_random_items ()) 3534 if (!op->has_random_items ())
3484 3536
3485 do 3537 do
3486 { 3538 {
3487 i = 10; /* let's give it 10 tries */ 3539 i = 10; /* let's give it 10 tries */
3488 while ((tmp = generate_treasure (op->randomitems, 3540 while ((tmp = generate_treasure (op->randomitems,
3489 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3541 op->stats.exp
3542 ? (int) op->stats.exp
3543 : max (op->map->difficulty, 5)))
3544 == NULL && --i);
3545
3490 if (tmp == NULL) 3546 if (tmp == NULL)
3491 return 0; 3547 return 0;
3548
3492 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3549 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3493 { 3550 {
3494 tmp->destroy (); 3551 tmp->destroy ();
3495 tmp = NULL; 3552 tmp = NULL;
3496 } 3553 }
3499 3556
3500 tmp->x = op->x; 3557 tmp->x = op->x;
3501 tmp->y = op->y; 3558 tmp->y = op->y;
3502 SET_FLAG (tmp, FLAG_UNPAID); 3559 SET_FLAG (tmp, FLAG_UNPAID);
3503 insert_ob_in_map (tmp, op->map, NULL, 0); 3560 insert_ob_in_map (tmp, op->map, NULL, 0);
3504 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3505 identify (tmp); 3561 identify (tmp);
3506 break; 3562 break;
3507 3563
3508 case TREASURE: 3564 case TREASURE:
3509 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3565 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3530 } 3586 }
3531 3587
3532 op->destroy (); 3588 op->destroy ();
3533 break; 3589 break;
3534 } 3590 }
3535 return tmp ? 1 : 0; 3591
3592 return !!tmp;
3536} 3593}
3537 3594
3538/** 3595/**
3539 * fix_auto_apply goes through the entire map every time a map 3596 * fix_auto_apply goes through the entire map every time a map
3540 * is loaded or swapped in and performs special actions for 3597 * is loaded or swapped in and performs special actions for
3554 3611
3555 if (tmp->inv) 3612 if (tmp->inv)
3556 { 3613 {
3557 object *invtmp, *invnext; 3614 object *invtmp, *invnext;
3558 3615
3559 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3616 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3560 { 3617 {
3561 invnext = invtmp->below; 3618 invnext = invtmp->below;
3562 3619
3563 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3620 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3564 auto_apply (invtmp); 3621 auto_apply (invtmp);
3565 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3622 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3566 { 3623 {
3567 while ((invtmp->stats.hp--) > 0) 3624 while (invtmp->stats.hp-- > 0)
3568 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3625 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3569 3626
3570 invtmp->randomitems = NULL; 3627 invtmp->randomitems = NULL;
3571 } 3628 }
3572 else if (invtmp && invtmp->arch 3629 else if (invtmp && invtmp->arch
3684 /* check for hp, sp change */ 3741 /* check for hp, sp change */
3685 if (food->stats.hp != 0) 3742 if (food->stats.hp != 0)
3686 { 3743 {
3687 if (QUERY_FLAG (food, FLAG_CURSED)) 3744 if (QUERY_FLAG (food, FLAG_CURSED))
3688 { 3745 {
3689 assign (who->contr->killer, food->name); 3746 who->contr->killer = food;
3690 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3747 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3691 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3748 who->failmsg ("Eck!...that was poisonous!");
3692 } 3749 }
3693 else 3750 else
3694 { 3751 {
3695 if (food->stats.hp > 0) 3752 if (food->stats.hp > 0)
3696 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3753 who->statusmsg ("You begin to feel better.");
3697 else 3754 else
3698 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3755 who->failmsg ("Eck!...that was poisonous!");
3756
3699 who->stats.hp += food->stats.hp; 3757 who->stats.hp += food->stats.hp;
3700 } 3758 }
3701 } 3759 }
3760
3702 if (food->stats.sp != 0) 3761 if (food->stats.sp != 0)
3703 { 3762 {
3704 if (QUERY_FLAG (food, FLAG_CURSED)) 3763 if (QUERY_FLAG (food, FLAG_CURSED))
3705 { 3764 {
3706 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3765 who->failmsg ("You are drained of mana!");
3707 who->stats.sp -= food->stats.sp; 3766 who->stats.sp -= food->stats.sp;
3708 if (who->stats.sp < 0) 3767 if (who->stats.sp < 0)
3709 who->stats.sp = 0; 3768 who->stats.sp = 0;
3710 } 3769 }
3711 else 3770 else
3712 { 3771 {
3713 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3772 who->statusmsg ("You feel a rush of magical energy!");
3714 who->stats.sp += food->stats.sp; 3773 who->stats.sp += food->stats.sp;
3715 /* place limit on max sp from food? */ 3774 /* place limit on max sp from food? */
3716 } 3775 }
3717 } 3776 }
3777
3718 who->update_stats (); 3778 who->update_stats ();
3719} 3779}
3720 3780
3721/** 3781/**
3722 * Designed primarily to light torches/lanterns/etc. 3782 * Designed primarily to light torches/lanterns/etc.
3732 item = find_marked_object (who); 3792 item = find_marked_object (who);
3733 if (item) 3793 if (item)
3734 { 3794 {
3735 if (lighter->last_eat && lighter->stats.food) 3795 if (lighter->last_eat && lighter->stats.food)
3736 { /* lighter gets used up */ 3796 { /* lighter gets used up */
3737 /* Split multiple lighters if they're being used up. Otherwise *
3738 * one charge from each would be used up. --DAMN */
3739 if (lighter->nrof > 1)
3740 {
3741 object *oneLighter = lighter->clone (); 3797 object *oneLighter = lighter->split ();
3742
3743 lighter->nrof -= 1;
3744 oneLighter->nrof = 1;
3745 oneLighter->stats.food--; 3798 oneLighter->stats.food--;
3746 esrv_send_item (who, lighter); 3799 who->insert (oneLighter);
3747 oneLighter = insert_ob_in_ob (oneLighter, who);
3748 esrv_send_item (who, oneLighter);
3749 }
3750 else
3751 lighter->stats.food--;
3752 } 3800 }
3753 else if (lighter->last_eat) 3801 else if (lighter->last_eat)
3802 {
3754 { /* no charges left in lighter */ 3803 /* no charges left in lighter */
3755 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3804 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3756 return; 3805 return;
3757 } 3806 }
3758 3807
3759 /* Perhaps we should split what we are trying to light on fire? 3808 /* Perhaps we should split what we are trying to light on fire?
3760 * I can't see many times when you would want to light multiple 3809 * I can't see many times when you would want to light multiple
3766 3815
3767 save_throw_object (item, AT_FIRE, who); 3816 save_throw_object (item, AT_FIRE, who);
3768 3817
3769 if (item->destroyed ()) 3818 if (item->destroyed ())
3770 { 3819 {
3771 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3820 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3772 /* Need to update the player so that the players glow radius 3821 /* Need to update the player so that the players glow radius
3773 * gets changed. 3822 * gets changed.
3774 */ 3823 */
3775 if (is_player_env) 3824 if (is_player_env)
3776 who->update_stats (); 3825 who->update_stats ();
3777 } 3826 }
3778 else 3827 else
3779 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3828 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3780 } 3829 }
3781 else /* nothing to light */ 3830 else
3782 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3831 who->failmsg ("You need to mark a lightable object.");
3783
3784} 3832}
3785 3833
3786/** 3834/**
3787 * op made some mistake with a scroll, this takes care of punishment. 3835 * op made some mistake with a scroll, this takes care of punishment.
3788 * scroll_failure()- hacked directly from spell_failure 3836 * scroll_failure()- hacked directly from spell_failure
3795 3843
3796 if (failure <= -1 && failure > -15) 3844 if (failure <= -1 && failure > -15)
3797 { /* wonder */ 3845 { /* wonder */
3798 object *tmp; 3846 object *tmp;
3799 3847
3800 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3848 op->failmsg ("Your spell warps!");
3801 tmp = get_archetype (SPELL_WONDER); 3849 tmp = get_archetype (SPELL_WONDER);
3802 cast_wonder (op, op, 0, tmp); 3850 cast_wonder (op, op, 0, tmp);
3803 tmp->destroy (); 3851 tmp->destroy ();
3804 } 3852 }
3805 else if (failure <= -15 && failure > -35) 3853 else if (failure <= -15 && failure > -35)
3806 { /* drain mana */ 3854 { /* drain mana */
3807 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3855 op->failmsg ("Your mana is drained!");
3808 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3856 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3809 if (op->stats.sp < 0) 3857 if (op->stats.sp < 0)
3810 op->stats.sp = 0; 3858 op->stats.sp = 0;
3811 } 3859 }
3812 else if (settings.spell_failure_effects == TRUE) 3860 else if (settings.spell_failure_effects == TRUE)
3813 { 3861 {
3814 if (failure <= -35 && failure > -60) 3862 if (failure <= -35 && failure > -60)
3815 { /* confusion */ 3863 { /* confusion */
3816 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3864 op->failmsg ("The magic recoils on you!");
3817 confuse_player (op, op, power); 3865 confuse_player (op, op, power);
3818 } 3866 }
3819 else if (failure <= -60 && failure > -70) 3867 else if (failure <= -60 && failure > -70)
3820 { /* paralysis */ 3868 { /* paralysis */
3821 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3869 op->failmsg ("The magic recoils and paralyzes you!");
3822 paralyze_player (op, op, power); 3870 paralyze_player (op, op, power);
3823 } 3871 }
3824 else if (failure <= -70 && failure > -80) 3872 else if (failure <= -70 && failure > -80)
3825 { /* blind */ 3873 { /* blind */
3826 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3874 op->failmsg ("The magic recoils on you!");
3827 blind_player (op, op, power); 3875 blind_player (op, op, power);
3828 } 3876 }
3829 else if (failure <= -80) 3877 else if (failure <= -80)
3830 { /* blast the immediate area */ 3878 { /* blast the immediate area */
3831 object *tmp = get_archetype (LOOSE_MANA); 3879 object *tmp = get_archetype (LOOSE_MANA);
3832 cast_magic_storm (op, tmp, power); 3880 cast_magic_storm (op, tmp, power);
3833 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3881 op->failmsg ("You unleash uncontrolled mana!");
3834 tmp->destroy (); 3882 tmp->destroy ();
3835 } 3883 }
3836 } 3884 }
3837} 3885}
3838 3886
3903 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3951 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3904 flag_change_face = 0; 3952 flag_change_face = 0;
3905 3953
3906 if (flag_change_face) 3954 if (flag_change_face)
3907 { 3955 {
3908 pl->animation_id = GET_ANIM_ID (change);
3909 pl->face = change->face; 3956 pl->face = change->face;
3910 3957 pl->animation_id = change->animation_id;
3911 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3958 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3912 SET_FLAG (pl, FLAG_ANIMATE);
3913 else
3914 CLEAR_FLAG (pl, FLAG_ANIMATE);
3915 } 3959 }
3916 3960
3917 /* check the special case of can't use weapons */ 3961 /* check the special case of can't use weapons */
3918 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3962 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3919 if (!strcmp (change->name, "monk")) 3963 if (!strcmp (change->name, "monk"))
3945 char got[MAX_BUF]; 3989 char got[MAX_BUF];
3946 int len; 3990 int len;
3947 3991
3948 if (!pl || !transformer) 3992 if (!pl || !transformer)
3949 return; 3993 return;
3994
3950 marked = find_marked_object (pl); 3995 marked = find_marked_object (pl);
3996
3951 if (!marked) 3997 if (!marked)
3952 { 3998 {
3953 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3999 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3954 return; 4000 return;
3955 } 4001 }
4002
3956 if (!marked->slaying) 4003 if (!marked->slaying)
3957 { 4004 {
3958 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4005 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3959 return; 4006 return;
3960 } 4007 }
4008
3961 /* check whether they are compatible or not */ 4009 /* check whether they are compatible or not */
3962 find = strstr (marked->slaying, transformer->arch->archname); 4010 find = strstr (marked->slaying, transformer->arch->archname);
3963 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4011 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3964 { 4012 {
3965 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4013 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3966 return; 4014 return;
3967 } 4015 }
4016
3968 find += strlen (transformer->arch->archname) + 1; 4017 find += strlen (transformer->arch->archname) + 1;
3969 /* Item can be used, now find how many and what it yields */ 4018 /* Item can be used, now find how many and what it yields */
3970 if (isdigit (*(find))) 4019 if (isdigit (*(find)))
3971 { 4020 {
3972 yield = atoi (find); 4021 yield = atoi (find);
3979 else 4028 else
3980 yield = 1; 4029 yield = 1;
3981 4030
3982 while (isdigit (*find)) 4031 while (isdigit (*find))
3983 find++; 4032 find++;
4033
3984 while (*find == ' ') 4034 while (*find == ' ')
3985 find++; 4035 find++;
4036
3986 memset (got, 0, MAX_BUF); 4037 memset (got, 0, MAX_BUF);
4038
3987 if ((separator = strchr (find, ';')) != NULL) 4039 if ((separator = strchr (find, ';')) != NULL)
3988 {
3989 len = separator - find; 4040 len = separator - find;
3990 }
3991 else 4041 else
3992 {
3993 len = strlen (find); 4042 len = strlen (find);
3994 } 4043
3995 if (len > MAX_BUF - 1) 4044 if (len > MAX_BUF - 1)
3996 len = MAX_BUF - 1; 4045 len = MAX_BUF - 1;
4046
3997 strcpy (got, find); 4047 strcpy (got, find);
3998 got[len] = '\0'; 4048 got[len] = '\0';
3999 4049
4000 /* Now create new item, remove used ones when required. */ 4050 /* Now create new item, remove used ones when required. */
4001 new_item = get_archetype (got); 4051 new_item = get_archetype (got);
4002 if (!new_item) 4052 if (!new_item)
4003 { 4053 {
4004 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4054 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4005 return; 4055 return;
4006 } 4056 }
4007 4057
4008 new_item->nrof = yield; 4058 new_item->nrof = yield;
4059
4009 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4060 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4010 insert_ob_in_ob (new_item, pl); 4061
4011 esrv_send_inventory (pl, pl); 4062 pl->insert (new_item);
4012 /* Eat up one item */ 4063 /* Eat up one item */
4013 decrease_ob_nr (marked, 1); 4064 marked->decrease ();
4065
4014 /* Eat one transformer if needed */ 4066 /* Eat one transformer if needed */
4015 if (transformer->stats.food) 4067 if (transformer->stats.food)
4016 if (--transformer->stats.food == 0) 4068 if (--transformer->stats.food == 0)
4017 decrease_ob_nr (transformer, 1); 4069 transformer->decrease ();
4018} 4070}
4071

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