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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.119 by elmex, Tue Jul 31 09:59:19 2007 UTC vs.
Revision 1.172 by root, Mon Sep 29 10:32:50 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <cmath> 24#include <cmath>
25 25
26#include <global.h> 26#include <global.h>
53 * subtype 5: arch or race 53 * subtype 5: arch or race
54 * subtype 7: all three 54 * subtype 7: all three
55 */ 55 */
56 if (op->subtype) 56 if (op->subtype)
57 { 57 {
58 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
61 } 61 }
62 else 62 else
63 { 63 {
64 arch_flag = 1; 64 arch_flag = 1;
65 name_flag = 1; 65 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
93 */ 93 */
94static int 94static int
95apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
96{ 96{
97 object *id, *marked; 97 dynbuf_text buf;
98 int success = 0;
99 98
100 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
101 return 0; 100 return 0;
102 101
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
105 */ 104 */
106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
107 return 0; 106 return 0;
108 107
109 marked = find_marked_object (pl);
110 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
111 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
112 */ 110 */
111 if (object *marked = find_marked_object (pl))
113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 { 113 {
115 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
116 { 115 {
117 identify (marked); 116 identify (marked);
118 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 119 if (marked->msg)
120 { 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
123 } 123 }
124 return money == NULL;
125 } 124 }
126 }
127 125
128 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
129 { 127 {
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 { 129 {
132 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
133 { 131 {
134 identify (id); 132 identify (id);
135 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
136 if (id->msg) 135 if (id->msg)
137 { 136 buf << "The item has a story:\r" << id->msg << "\n\n";
138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success = 1;
142 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
143 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
144 break; 140 break;
145 } 141 }
146 else 142 else
147 { 143 {
148 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
149 break; 145 break;
150 } 146 }
151 } 147 }
152 } 148 }
153 if (!success) 149
154 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return money == NULL; 155 return !money;
156} 156}
157 157
158/** 158/**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item. 160 * matching item.
161 **/ 161 **/
162void 162void
163handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
164{ 164{
165 const char *yield; 165 if (shstr yield = tmp->kv (shstr_on_use_yield))
166 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 167}
186 168
187/** 169/**
188 * Handles applying a potion. 170 * Handles applying a potion.
189 */ 171 */
195 177
196 floor = GET_MAP_OB (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
197 179
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 { 181 {
200 if (op->type == PLAYER)
201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
202 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0; 185 return 0;
204 } 186 }
205 187
206 if (op->type == PLAYER) 188 if (op->type == PLAYER)
217 199
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 201 {
220 op->drain_stat (); 202 op->drain_stat ();
221 op->update_stats (); 203 op->update_stats ();
222 decrease_ob (tmp); 204 tmp->decrease ();
223 return 1; 205 return 1;
224 } 206 }
225 207
226 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
227 { 209 {
228 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 211 return 0;
230 } 212 }
213
231 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
232 215
233 if (depl) 216 if (depl)
234 { 217 {
235 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i)) 219 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 220 op->statusmsg (restore_msg[i]);
238 221
239 depl->destroy (); 222 depl->destroy ();
240 op->update_stats (); 223 op->update_stats ();
241 } 224 }
242 else 225 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
244 227
245 decrease_ob (tmp); 228 tmp->decrease ();
246 return 1; 229 return 1;
247 } 230 }
248 231
249 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 234 {
252 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
253 { 236 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 238 {
256 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
257 { 240 {
258 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
259 break; 242 break;
260 } 243 }
244
261 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
262 { 246 {
263 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
264 break; 248 break;
265 } 249 }
250
266 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
267 { 252 {
268 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
269 break; 254 break;
270 } 255 }
274 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
275 { 260 {
276 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
277 break; 262 break;
278 } 263 }
264
279 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
280 { 266 {
281 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
282 break; 268 break;
283 } 269 }
270
284 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
285 { 272 {
286 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
287 break; 274 break;
288 } 275 }
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 { 284 {
298 if (got_one) 285 if (got_one)
299 { 286 {
300 op->update_stats (); 287 op->update_stats ();
301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
304 } 291 }
305 else 292 else
306 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
307 } 294 }
308 else 295 else
309 { /* cursed potion */ 296 { /* cursed potion */
310 if (got_one) 297 if (got_one)
311 { 298 {
312 op->update_stats (); 299 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
314 } 301 }
315 else 302 else
316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
317 } 304 }
318 305
319 decrease_ob (tmp); 306 tmp->decrease ();
320 return 1; 307 return 1;
321 } 308 }
322 309
323 310
324 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
330 { 317 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 { 319 {
333 object *fball; 320 object *fball;
334 321
335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 322 op->failmsg ("Yech! Your lungs are on fire!");
323
336 /* Explodes a fireball centered at player */ 324 /* Explodes a fireball centered at player */
337 fball = get_archetype (EXPLODING_FIREBALL); 325 fball = get_archetype (EXPLODING_FIREBALL);
338 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
340 fball->x = op->x; 328 fball->x = op->x;
342 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
343 } 331 }
344 else 332 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346 334
347 decrease_ob (tmp); 335 tmp->decrease ();
336
348 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats (); 339 op->update_stats ();
340
351 return 1; 341 return 1;
352 } 342 }
353 343
354 /* Deal with protection potions */ 344 /* Deal with protection potions */
355 force = NULL; 345 force = NULL;
357 { 347 {
358 if (tmp->resist[i]) 348 if (tmp->resist[i])
359 { 349 {
360 if (!force) 350 if (!force)
361 force = get_archetype (FORCE_NAME); 351 force = get_archetype (FORCE_NAME);
352
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT; 354 force->type = POTION_EFFECT;
364 break; /* Only need to find one protection since we copy entire batch */ 355 break; /* Only need to find one protection since we copy entire batch */
365 } 356 }
366 } 357 }
358
367 /* This is a protection potion */ 359 /* This is a protection potion */
368 if (force) 360 if (force)
369 { 361 {
370 /* cursed items last longer */ 362 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
379 force->speed_left = -1; 371 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 375 change_abil (op, force);
384 decrease_ob (tmp); 376 tmp->decrease ();
385 return 1; 377 return 1;
386 } 378 }
387 379
388 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
389 if (op->type == PLAYER) 381 if (op->type == PLAYER)
390 { /* only for players */ 382 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 384 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 385 else
394 SET_FLAG (tmp, FLAG_APPLIED); 386 SET_FLAG (tmp, FLAG_APPLIED);
387
395 if (!change_abil (op, tmp)) 388 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 389 op->statusmsg ("Nothing happened.");
397 } 390 }
398 391
399 /* CLEAR_FLAG is so that if the character has other potions 392 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 393 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
402 * up all the stats. 395 * up all the stats.
403 */ 396 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats (); 398 op->update_stats ();
406 decrease_ob (tmp); 399 tmp->decrease ();
407 return 1; 400 return 1;
408} 401}
409 402
410/**************************************************************************** 403/****************************************************************************
411 * Weapon improvement code follows 404 * Weapon improvement code follows
417static int 410static int
418check_item (object *op, const char *item) 411check_item (object *op, const char *item)
419{ 412{
420 int count = 0; 413 int count = 0;
421 414
422 415 if (!item)
423 if (item == NULL)
424 return 0; 416 return 0;
425 417
426 op = op->below; 418 for (op = op->below; op; op = op->below)
427 while (op != NULL)
428 { 419 {
429 if (strcmp (op->arch->archname, item) == 0) 420 if (strcmp (op->arch->archname, item) == 0)
430 { 421 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 count++; 426 count++;
436 else 427 else
437 count += op->nrof; 428 count += op->nrof;
438 } 429 }
439 } 430 }
440
441 op = op->below;
442 } 431 }
443 432
444 return count; 433 return count;
445} 434}
446 435
456 object *prev; 445 object *prev;
457 446
458 prev = op; 447 prev = op;
459 op = op->below; 448 op = op->below;
460 449
461 while (op != NULL) 450 while (op)
462 { 451 {
463 if (strcmp (op->arch->archname, item) == 0) 452 if (strcmp (op->arch->archname, item) == 0)
464 { 453 {
465 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
466 { 455 {
467 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
468 return; 457 return;
469 } 458 }
470 else 459 else
471 { 460 {
472 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
473 nrof -= op->nrof; 462 nrof -= op->nrof;
474 } 463 }
464
475 op = prev; 465 op = prev;
476 } 466 }
467
477 prev = op; 468 prev = op;
478 op = op->below; 469 op = op->below;
479 } 470 }
480} 471}
481 472
487 * we return 1 (true) if the player can use the weapon. 478 * we return 1 (true) if the player can use the weapon.
488 */ 479 */
489static int 480static int
490check_weapon_power (const object *who, int improvs) 481check_weapon_power (const object *who, int improvs)
491{ 482{
492
493/* Old code is below (commented out). Basically, since weapons are the only 483/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to 484 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level. 485 * require high level in some combat skill, so we just use overall level.
496 */ 486 */
497#if 1 487#if 1
538static int 528static int
539check_sacrifice (object *op, const object *improver) 529check_sacrifice (object *op, const object *improver)
540{ 530{
541 int count = 0; 531 int count = 0;
542 532
543 if (improver->slaying != NULL) 533 if (improver->slaying)
544 { 534 {
545 count = check_item (op, improver->slaying); 535 count = check_item (op, improver->slaying);
546 if (count < 1) 536 if (count < 1)
547 { 537 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 538 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 539 return 0;
553 } 540 }
554 } 541 }
555 else 542 else
556 count = 1; 543 count = 1;
559} 546}
560 547
561/** 548/**
562 * Actually improves the weapon, and tells user. 549 * Actually improves the weapon, and tells user.
563 */ 550 */
564int 551static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 552improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 553{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 554 stat += sacrifice_count;
570 weapon->last_eat++; 555 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 556 improver->decrease ();
572 decrease_ob (improver);
573 557
574 /* So it updates the players stats and the window */ 558 /* So it updates the players stats and the window */
575 op->update_stats (); 559 op->update_stats ();
560
561 op->statusmsg (format (
562 "Your sacrifice was accepted.\n"
563 "Weapon's bonus to %s improved by %d.",
564 statname, sacrifice_count
565 ));
566
576 return 1; 567 return 1;
577} 568}
578 569
579/* Types of improvements, hidden in the sp field. */ 570/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 571#define IMPROVE_PREPARE 1
599 int sacrifice_count, i; 590 int sacrifice_count, i;
600 char buf[MAX_BUF]; 591 char buf[MAX_BUF];
601 592
602 if (weapon->level != 0) 593 if (weapon->level != 0)
603 { 594 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 595 op->failmsg ("Weapon is already prepared!");
605 return 0; 596 return 0;
606 } 597 }
607 598
608 for (i = 0; i < NROFATTACKS; i++) 599 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i]) 600 if (weapon->resist[i])
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */ 608 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */ 609 weapon->stats.ac) /* AC - only taifu's I think */
619 { 610 {
620 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.>");
621 return 0; 614 return 0;
622 } 615 }
623 616
624 sacrifice_count = check_sacrifice (op, improver); 617 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 618 if (sacrifice_count <= 0)
626 return 0; 619 return 0;
627 620
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 }
1014 SET_FLAG (item, FLAG_IDENTIFIED); 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
1015 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);
1016 return 1; 1018 return 1;
1017} 1019}
1018 1020
1019/** 1021/**
1036 1038
1037 op->contr->last_used = 0; 1039 op->contr->last_used = 0;
1038 1040
1039 if (sack->env && sack->env != op) 1041 if (sack->env && sack->env != op)
1040 { 1042 {
1041 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.");
1042 return 1; 1044 return 1;
1043 } 1045 }
1044 1046
1045 // 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
1046 if (sack->flag [FLAG_APPLIED]) 1048 if (sack->flag [FLAG_APPLIED])
1052 return 1; 1054 return 1;
1053 } 1055 }
1054 else if (!sack->env) 1056 else if (!sack->env)
1055 { 1057 {
1056 // active, but not ours: some other player has opened it 1058 // active, but not ours: some other player has opened it
1057 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)));
1058 return 1; 1060 return 1;
1059 } 1061 }
1060 1062
1061 // fall through to opening it (active in inv) 1063 // fall through to opening it (active in inv)
1062 } 1064 }
1064 { 1066 {
1065 // 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
1066 op->close_container (); 1068 op->close_container ();
1067 sack->flag [FLAG_APPLIED] = 1; 1069 sack->flag [FLAG_APPLIED] = 1;
1068 esrv_update_item (UPD_FLAGS, op, sack); 1070 esrv_update_item (UPD_FLAGS, op, sack);
1069 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1071 op->statusmsg (format ("You ready %s.", query_name (sack)));
1070 return 1; 1072 return 1;
1071 } 1073 }
1072 1074
1073 // it's locked? 1075 // it's locked?
1074 if (sack->slaying) 1076 if (sack->slaying)
1075 { 1077 {
1076 if (object *tmp = find_key (op, op, sack)) 1078 if (object *tmp = find_key (op, op, sack))
1077 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)));
1078 else 1080 else
1079 { 1081 {
1080 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)));
1081 return 1; 1083 return 1;
1082 } 1084 }
1083 } 1085 }
1084 1086
1085 op->open_container (sack); 1087 op->open_container (sack);
1104 * 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
1105 * is up to map designers to use them properly. 1107 * is up to map designers to use them properly.
1106 */ 1108 */
1107 if (altar->inv && altar->inv->type == SPELL) 1109 if (altar->inv && altar->inv->type == SPELL)
1108 { 1110 {
1109 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));
1110 cast_spell (originator, altar, 0, altar->inv, NULL); 1112 cast_spell (originator, altar, 0, altar->inv, NULL);
1111 /* If it is connected, push the button. Fixes some problems with 1113 /* If it is connected, push the button. Fixes some problems with
1112 * old maps. 1114 * old maps.
1113 */ 1115 */
1114 1116
1115/* push_button (altar);*/ 1117/* push_button (altar);*/
1116 } 1118 }
1140 double opinion; 1142 double opinion;
1141 object *tmp, *next; 1143 object *tmp, *next;
1142 1144
1143 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1144 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
1145 if (op->type != PLAYER) 1158 if (op->type != PLAYER)
1146 { 1159 {
1147 /* Remove all the unpaid objects that may be carried here. 1160 /* Remove all the unpaid objects that may be carried here.
1148 * This could be pets or monsters that are somehow in 1161 * This could be pets or monsters that are somehow in
1149 * the shop. 1162 * the shop.
1175 /* unpaid objects, or non living objects, can't transfer by 1188 /* unpaid objects, or non living objects, can't transfer by
1176 * shop mats. Instead, put it on a nearby space. 1189 * shop mats. Instead, put it on a nearby space.
1177 */ 1190 */
1178 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1191 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1179 { 1192 {
1180
1181 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1193 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1182 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);
1183 1195
1184 if (i != -1) 1196 if (i != -1)
1185 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);
1194 else if (can_pay (op) && get_payment (op)) 1206 else if (can_pay (op) && get_payment (op))
1195 { 1207 {
1196 /* this is only used for players */ 1208 /* this is only used for players */
1197 rv = teleport (shop_mat, SHOP_MAT, op); 1209 rv = teleport (shop_mat, SHOP_MAT, op);
1198 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
1199 if (shop_mat->msg) 1218 if (shop_mat->msg)
1200 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1219 op->statusmsg (shop_mat->msg);
1201 /* 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,
1202 * 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
1203 * actually the shop floor. 1222 * actually the shop floor.
1204 */ 1223 */
1205 else if (!rv && !is_in_shop (op)) 1224 else if (!rv && !is_in_shop (op))
1206 { 1225 {
1207 opinion = shopkeeper_approval (op->map, op); 1226 opinion = shopkeeper_approval (op->map, op);
1208 1227
1209 if (opinion > 0.9) 1228 op->statusmsg (
1210 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."
1211 else if (opinion > 0.75) 1230 : opinion >= 0.75 ? "The shopkeeper waves to you."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1231 : opinion >= 0.50 ? "The shopkeeper ignores you."
1213 else if (opinion > 0.5) 1232 : "The shopkeeper glares at you with contempt."
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1215 else 1233 );
1216 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1217 } 1234 }
1218 } 1235 }
1219 else 1236 else
1220 { 1237 {
1221 /* 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
1222 * 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
1223 * they are not on the mat anymore 1240 * they are not on the mat anymore
1224 */ 1241 */
1225 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);
1226 1243
1227 if (i == -1) 1244 if (i == -1)
1228 {
1229 LOG (llevError, "Internal shop-mat problem.\n"); 1245 LOG (llevError, "Internal shop-mat problem.\n");
1230 }
1231 else 1246 else
1232 { 1247 {
1233 op->remove (); 1248 op->remove ();
1234 op->x += freearr_x[i]; 1249 op->x += freearr_x[i];
1235 op->y += freearr_y[i]; 1250 op->y += freearr_y[i];
1245 * Handles applying a sign. 1260 * Handles applying a sign.
1246 */ 1261 */
1247static void 1262static void
1248apply_sign (object *op, object *sign, int autoapply) 1263apply_sign (object *op, object *sign, int autoapply)
1249{ 1264{
1250 readable_message_type *msgType; 1265 if (sign->has_dialogue ())
1251
1252 if (sign->msg == NULL)
1253 { 1266 {
1254 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));
1255 return; 1268 return;
1256 } 1269 }
1257 1270
1271 if (!sign->msg)
1272 {
1273 op->statusmsg ("Nothing is written on it.");
1274 return;
1275 }
1276
1258 if (sign->stats.food) 1277 if (sign->stats.food)
1259 { 1278 {
1260 if (sign->last_eat >= sign->stats.food) 1279 if (sign->last_eat >= sign->stats.food)
1261 { 1280 {
1262 if (!sign->move_on) 1281 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1282 op->statusmsg ("You cannot read it anymore.");
1283
1264 return; 1284 return;
1265 } 1285 }
1266 1286
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1287 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1288 sign->last_eat++;
1273 * 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
1274 * to us). 1294 * to us).
1275 */ 1295 */
1276 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)
1277 { 1297 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1298 op->failmsg ("You are unable to read while blind!");
1279 return; 1299 return;
1280 } 1300 }
1281 1301
1282 if (op->contr) 1302 if (op->contr)
1283 if (client *ns = op->contr->ns) 1303 if (client *ns = op->contr->ns)
1284 { 1304 {
1285 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"));
1286 1309
1287 if (ns->can_msg) 1310 if (ns->can_msg)
1288 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg); 1311 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1289 else 1312 else
1290 { 1313 {
1291 char newbuf[HUGE_BUF]; 1314 readable_message_type *msgType = get_readable_message_type (sign);
1292 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg); 1315 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1293 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);
1294 } 1317 }
1295 } 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);
1296} 1351}
1297 1352
1298/** 1353/**
1299 * 'victim' moves onto 'trap' 1354 * 'victim' moves onto 'trap'
1300 * 'victim' leaves 'trap' 1355 * 'victim' leaves 'trap'
1412 1467
1413 if (!trap->value) 1468 if (!trap->value)
1414 { 1469 {
1415 int tot; 1470 int tot;
1416 1471
1417 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1472 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1418 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1473 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1419 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1474 tot += ab->head_ ()->total_weight ();
1420 1475
1421 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1476 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1422 goto leave; 1477 goto leave;
1423 1478
1424 SET_ANIMATION (trap, trap->value); 1479 SET_ANIMATION (trap, trap->value);
1434 1489
1435 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1490 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1436 { 1491 {
1437 if (!sound_was_played) 1492 if (!sound_was_played)
1438 { 1493 {
1439 trap->play_sound (sound_find ("fall_hole")); 1494 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1440 sound_was_played = 1; 1495 sound_was_played = 1;
1441 } 1496 }
1442 1497
1443 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1498 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1444 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);
1445 } 1500 }
1446 } 1501 }
1447 goto leave; 1502 goto leave;
1448 } 1503 }
1449 1504
1450
1451 case CONVERTER: 1505 case CONVERTER:
1452 if (convert_item (victim, trap) < 0) 1506 if (convert_item (victim, trap) < 0)
1453 { 1507 {
1454 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)));
1455 get_archetype ("burnout")->insert_at (trap, trap); 1509 archetype::get (shstr_burnout)->insert_at (trap, trap);
1456 } 1510 }
1457 1511
1458 goto leave; 1512 goto leave;
1459 1513
1460 case TRIGGER_BUTTON: 1514 case TRIGGER_BUTTON:
1470 case CHECK_INV: 1524 case CHECK_INV:
1471 check_inv (victim, trap); 1525 check_inv (victim, trap);
1472 goto leave; 1526 goto leave;
1473 1527
1474 case HOLE: 1528 case HOLE:
1475 /* Hole not open? */ 1529 move_apply_hole (trap, victim);
1476 if (trap->stats.wc > 0)
1477 goto leave;
1478
1479 /* Is this a multipart monster and not the head? If so, return.
1480 * Processing will happen if the head runs into the pit
1481 */
1482 if (victim->head)
1483 goto leave;
1484
1485 victim->play_sound (sound_find ("fall_hole"));
1486 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1487 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1488 goto leave; 1530 goto leave;
1489 1531
1490 case EXIT: 1532 case EXIT:
1491 if (victim->type == PLAYER && EXIT_PATH (trap)) 1533 if (victim->type == PLAYER && EXIT_PATH (trap))
1492 { 1534 {
1493 /* Basically, don't show exits leading to random maps the 1535 /* Basically, don't show exits leading to random maps the
1494 * players output. 1536 * players output.
1495 */ 1537 */
1496 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1538 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1497 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1539 victim->statusmsg (trap->msg, NDI_NAVY);
1498 1540
1541 trap->play_sound (trap->sound);
1499 victim->enter_exit (trap); 1542 victim->enter_exit (trap);
1500 } 1543 }
1501 goto leave; 1544 goto leave;
1502 1545
1503 case ENCOUNTER: 1546 case ENCOUNTER:
1525 goto leave; 1568 goto leave;
1526 1569
1527 case RUNE: 1570 case RUNE:
1528 case TRAP: 1571 case TRAP:
1529 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1572 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1530 {
1531 spring_trap (trap, victim); 1573 spring_trap (trap, victim);
1532 }
1533 goto leave; 1574 goto leave;
1534 1575
1535 default: 1576 default:
1536 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 "
1537 "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);
1551 int lev_diff; 1592 int lev_diff;
1552 object *skill_ob; 1593 object *skill_ob;
1553 1594
1554 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1595 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1555 { 1596 {
1556 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1597 op->failmsg ("You are unable to read while blind!");
1557 return; 1598 return;
1558 } 1599 }
1559 1600
1560 if (!tmp->msg) 1601 if (!tmp->msg)
1561 { 1602 {
1562 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));
1563 return; 1604 return;
1564 } 1605 }
1565 1606
1566 /* need a literacy skill to read stuff! */ 1607 /* need a literacy skill to read stuff! */
1567 skill_ob = find_skill_by_name (op, tmp->skill); 1608 skill_ob = find_skill_by_name (op, tmp->skill);
1568 if (!skill_ob) 1609 if (!skill_ob)
1569 { 1610 {
1570 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>"); 1611 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1571 return; 1612 return;
1572 } 1613 }
1573 1614
1574 lev_diff = tmp->level - (skill_ob->level + 5); 1615 lev_diff = tmp->level - (skill_ob->level + 5);
1575 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1616 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1576 { 1617 {
1577 if (lev_diff < 2) 1618 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1578 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."
1579 else if (lev_diff < 3) 1620 : lev_diff < 5 ? "This book is beyond your comprehension."
1580 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."
1581 else if (lev_diff < 5) 1622 : lev_diff < 15 ? "This book is way beyond your comprehension."
1582 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1623 : "This book is totally beyond your comprehension.");
1583 else if (lev_diff < 8)
1584 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1585 else if (lev_diff < 15)
1586 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1587 else
1588 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1589 return; 1624 return;
1590 } 1625 }
1591 1626
1592 readable_message_type *msgType = get_readable_message_type (tmp); 1627 readable_message_type *msgType = get_readable_message_type (tmp);
1593 1628
1594 if (player *pl = op->contr) 1629 if (player *pl = op->contr)
1595 if (client *ns = pl->ns) 1630 if (client *ns = pl->ns)
1596 if (ns->can_msg) 1631 if (ns->can_msg)
1597 { 1632 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1598 dynbuf_text buf;
1599 buf << long_desc (tmp, op)
1600 << "\n\n"
1601 << tmp->msg
1602 << '\0';
1603 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1604 }
1605 else 1633 else
1606 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1634 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1607 msgType->message_type, msgType->message_subtype, 1635 msgType->message_type, msgType->message_subtype,
1608 "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",
1609 long_desc (tmp, op), &tmp->msg); 1637 long_desc (tmp, op), &tmp->msg);
1616 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1644 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1617 { 1645 {
1618 /*exp_gain *= 2; because they just identified it too */ 1646 /*exp_gain *= 2; because they just identified it too */
1619 SET_FLAG (tmp, FLAG_IDENTIFIED); 1647 SET_FLAG (tmp, FLAG_IDENTIFIED);
1620 1648
1621 /* If in a container, update how it looks */ 1649 if (object *pl = tmp->visible_to ())
1622 if (tmp->env)
1623 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1650 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1624 else
1625 op->contr->ns->floorbox_update ();
1626 } 1651 }
1627 1652
1628 change_exp (op, exp_gain, skill_ob->skill, 0); 1653 change_exp (op, exp_gain, skill_ob->skill, 0);
1629 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 */
1630 } 1655 }
1635 * 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
1636 */ 1661 */
1637static void 1662static void
1638apply_skillscroll (object *op, object *tmp) 1663apply_skillscroll (object *op, object *tmp)
1639{ 1664{
1640 switch ((int) learn_skill (op, tmp)) 1665 switch (learn_skill (op, tmp))
1641 { 1666 {
1642 case 0: 1667 case 0:
1643 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1668 op->play_sound (sound_find ("generic_fail"));
1644 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)));
1645 return; 1670 break;
1646 1671
1647 case 1: 1672 case 1:
1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1649 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));
1650 return; 1676 break;
1651 1677
1652 default: 1678 default:
1679 tmp->decrease ();
1680 op->play_sound (sound_find ("generic_fail"));
1653 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)));
1654 decrease_ob (tmp);
1655 return; 1682 break;
1656 } 1683 }
1657} 1684}
1658 1685
1659/** 1686/**
1660 * Actually makes op learn spell. 1687 * Actually makes op learn spell.
1710 { 1737 {
1711 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1738 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1712 return; 1739 return;
1713 } 1740 }
1714 1741
1715 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));
1716 player_unready_range_ob (op->contr, spob); 1743 player_unready_range_ob (op->contr, spob);
1717 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1718 spob->destroy (); 1745 spob->destroy ();
1719} 1746}
1720 1747
1728{ 1755{
1729 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1730 1757
1731 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1732 { 1759 {
1733 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1760 op->failmsg ("You are unable to read while blind.");
1734 return; 1761 return;
1735 } 1762 }
1736 1763
1737 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1738 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1741 if (tmp->slaying) 1768 if (tmp->slaying)
1742 { 1769 {
1743 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1744 if (!spell) 1771 if (!spell)
1745 { 1772 {
1746 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));
1747 return; 1774 return;
1748 } 1775 }
1749 else 1776 else
1750 insert_ob_in_ob (spell, tmp); 1777 insert_ob_in_ob (spell, tmp);
1751 1778
1756 1783
1757 /* 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
1758 * lower than the spell will make learning the spell more difficult */ 1785 * lower than the spell will make learning the spell more difficult */
1759 if (!skop) 1786 if (!skop)
1760 { 1787 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>"); 1788 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1762 return; 1789 return;
1763 } 1790 }
1764 1791
1765 spell = tmp->inv; 1792 spell = tmp->inv;
1766 1793
1767 if (!spell) 1794 if (!spell)
1768 { 1795 {
1769 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);
1770 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!"); 1797 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1771 return; 1798 return;
1772 } 1799 }
1773 1800
1774 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1801 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1775 { 1802 {
1776 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<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));
1777 return; 1804 return;
1778 } 1805 }
1779 1806
1780 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));
1781 1808
1782 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1809 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1783 {
1784 identify (tmp); 1810 identify (tmp);
1785
1786 if (tmp->env)
1787 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1788 else
1789 op->contr->ns->floorbox_update ();
1790 }
1791 1811
1792 /* 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
1793 * 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
1794 * 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
1795 * they would have a special prayer mark. 1815 * they would have a special prayer mark.
1796 */ 1816 */
1797 if (check_spell_known (op, spell->name)) 1817 if (check_spell_known (op, spell->name))
1798 { 1818 {
1799 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); 1819 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1800 return; 1820 return;
1801 } 1821 }
1802 1822
1803 if (spell->skill) 1823 if (spell->skill)
1804 { 1824 {
1805 spell_skill = find_skill_by_name (op, spell->skill); 1825 spell_skill = find_skill_by_name (op, spell->skill);
1806 1826
1807 if (!spell_skill) 1827 if (!spell_skill)
1808 { 1828 {
1809 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));
1810 return; 1830 return;
1811 } 1831 }
1812 1832
1813 if (spell_skill->level < spell->level) 1833 if (spell_skill->level < spell->level)
1814 { 1834 {
1815 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));
1816 return; 1836 return;
1817 } 1837 }
1818 } 1838 }
1819 1839
1820 /* Logic as follows 1840 /* Logic as follows
1829 * 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
1830 * literacy rate very useful! -b.t. 1850 * literacy rate very useful! -b.t.
1831 */ 1851 */
1832 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1852 if (QUERY_FLAG (op, FLAG_CONFUSED))
1833 { 1853 {
1834 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!");
1835 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));
1836 } 1856 }
1837 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1857 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1838 (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])
1839 { 1859 {
1840 1860 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1841 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1842 do_learn_spell (op, spell, 0); 1861 do_learn_spell (op, spell, 0);
1843 1862
1844 /* xp gain to literacy for spell learning */ 1863 /* xp gain to literacy for spell learning */
1845 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1864 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1846 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);
1847 } 1866 }
1848 else 1867 else
1849 { 1868 {
1850 op->contr->play_sound (sound_find ("fumble_spell")); 1869 op->contr->play_sound (sound_find ("fumble_spell"));
1851 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); 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");
1852 } 1871 }
1853 1872
1854 decrease_ob (tmp); 1873 tmp->decrease ();
1855} 1874}
1856 1875
1857/** 1876/**
1858 * Handles applying a spell scroll. 1877 * Handles applying a spell scroll.
1859 */ 1878 */
1862{ 1881{
1863 object *skop; 1882 object *skop;
1864 1883
1865 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1884 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1866 { 1885 {
1867 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1886 op->failmsg ("You are unable to read while blind.");
1868 return; 1887 return;
1869 } 1888 }
1870 1889
1871 if (!tmp->inv || tmp->inv->type != SPELL) 1890 if (!tmp->inv || tmp->inv->type != SPELL)
1872 { 1891 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>"); 1892 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1874 return; 1893 return;
1875 } 1894 }
1876 1895
1877 if (op->type == PLAYER) 1896 if (op->type == PLAYER)
1878 { 1897 {
1884 */ 1903 */
1885 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1904 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1886 1905
1887 if (!skop) 1906 if (!skop)
1888 { 1907 {
1889 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>"); 1908 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1890 return; 1909 return;
1891 } 1910 }
1892 1911
1893 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1912 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1894 change_exp (op, exp_gain, skop->skill, 0); 1913 change_exp (op, exp_gain, skop->skill, 0);
1895 } 1914 }
1896 1915
1897 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1916 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1898 identify (tmp); 1917 identify (tmp);
1899 1918
1900 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));
1901 1920
1902 cast_spell (op, tmp, dir, tmp->inv, NULL); 1921 cast_spell (op, tmp, dir, tmp->inv, NULL);
1903 decrease_ob (tmp); 1922 tmp->decrease ();
1904} 1923}
1905 1924
1906/** 1925/**
1907 * Applies a treasure object - by default, chest. op 1926 * Applies a treasure object - by default, chest. op
1908 * is the person doing the applying, tmp is the treasure 1927 * is the person doing the applying, tmp is the treasure
1909 * chest. 1928 * chest.
1910 */ 1929 */
1911static void 1930static void
1912apply_treasure (object *op, object *tmp) 1931apply_treasure (object *op, object *tmp)
1913{ 1932{
1914 /* 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
1915 * 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
1916 * 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
1917 * 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
1918 * treasure 1937 * treasure
1919 */ 1938 */
1920 object *treas = tmp->inv; 1939 object *treas = tmp->inv;
1921 1940
1922 if (!treas) 1941 if (!treas)
1923 { 1942 {
1924 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1943 op->statusmsg ("The chest was empty.");
1925 decrease_ob (tmp); 1944 tmp->decrease ();
1926 return; 1945 return;
1927 } 1946 }
1928 1947
1929 while (tmp->inv) 1948 while (tmp->inv)
1930 { 1949 {
1931 treas = tmp->inv; 1950 treas = tmp->inv;
1932
1933 treas->remove (); 1951 treas->remove ();
1934 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1935 1952
1936 treas->x = op->x; 1953 treas->x = op->x;
1937 treas->y = op->y; 1954 treas->y = op->y;
1938 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);
1939 1956
1940 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))
1941 spring_trap (treas, op); 1958 spring_trap (treas, op);
1942 1959
1943 /* If either player or container was destroyed, no need to do 1960 /* If either player or container was destroyed, no need to do
1944 * further processing. I think this should be enclused with 1961 * further processing. I think this should be enclused with
1945 * spring trap above, as I don't think there is otherwise 1962 * spring trap above, as I don't think there is otherwise
1946 * any way for the treasure chest or player to get killed 1963 * any way for the treasure chest or player to get killed.
1947 */ 1964 */
1948 if (op->destroyed () || tmp->destroyed ()) 1965 if (op->destroyed () || tmp->destroyed ())
1949 break; 1966 break;
1950 } 1967 }
1951 1968
1952 if (!tmp->destroyed () && tmp->inv == NULL) 1969 if (!tmp->destroyed () && !tmp->inv)
1953 decrease_ob (tmp); 1970 tmp->decrease (true);
1954
1955} 1971}
1956 1972
1957/** 1973/**
1958 * op eats food. 1974 * op eats food.
1959 * If player, takes care of messages and dragon special food. 1975 * If player, takes care of messages and dragon special food.
1974 { 1990 {
1975 /* usual case - no dragon meal: */ 1991 /* usual case - no dragon meal: */
1976 if (op->stats.food + tmp->stats.food > 999) 1992 if (op->stats.food + tmp->stats.food > 999)
1977 { 1993 {
1978 if (tmp->type == FOOD || tmp->type == FLESH) 1994 if (tmp->type == FOOD || tmp->type == FLESH)
1979 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!");
1980 else 1996 else
1981 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!");
1982 } 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 );
1983 2007
1984 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2008 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1985 { 2009 {
1986 char buf[MAX_BUF]; 2010 const char *buf;
1987 2011
1988 if (!is_dragon_pl (op)) 2012 if (!is_dragon_pl (op))
1989 { 2013 {
1990 /* eating message for normal players */ 2014 /* eating message for normal players */
1991 if (tmp->type == DRINK) 2015 if (tmp->type == DRINK)
1992 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2016 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1993 else 2017 else
1994 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.");
1995 } 2019 }
1996 else 2020 else
1997 {
1998 /* eating message for dragon players */ 2021 /* eating message for dragon players */
1999 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2022 buf = format ("The %s tasted terrible!", &tmp->name);
2000 }
2001 2023
2002 new_draw_info (NDI_UNIQUE, 0, op, buf); 2024 op->statusmsg (buf);
2025
2003 capacity_remaining = 999 - op->stats.food; 2026 capacity_remaining = 999 - op->stats.food;
2004 op->stats.food += tmp->stats.food; 2027 op->stats.food += tmp->stats.food;
2005 if (capacity_remaining < tmp->stats.food) 2028 if (capacity_remaining < tmp->stats.food)
2006 op->stats.hp += capacity_remaining / 50; 2029 op->stats.hp += capacity_remaining / 50;
2007 else 2030 else
2008 op->stats.hp += tmp->stats.food / 50; 2031 op->stats.hp += tmp->stats.food / 50;
2032
2009 if (op->stats.hp > op->stats.maxhp) 2033 if (op->stats.hp > op->stats.maxhp)
2010 op->stats.hp = op->stats.maxhp; 2034 op->stats.hp = op->stats.maxhp;
2011 if (op->stats.food > 999) 2035 if (op->stats.food > 999)
2012 op->stats.food = 999; 2036 op->stats.food = 999;
2013 } 2037 }
2017 eat_special_food (op, tmp); 2041 eat_special_food (op, tmp);
2018 } 2042 }
2019 } 2043 }
2020 2044
2021 handle_apply_yield (tmp); 2045 handle_apply_yield (tmp);
2022 decrease_ob (tmp); 2046 tmp->decrease ();
2023} 2047}
2024 2048
2025/** 2049/**
2026 * A dragon is eating some flesh. If the flesh contains resistances, 2050 * A dragon is eating some flesh. If the flesh contains resistances,
2027 * 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.
2037{ 2061{
2038 object *skin = NULL; /* pointer to dragon skin force */ 2062 object *skin = NULL; /* pointer to dragon skin force */
2039 object *abil = NULL; /* pointer to dragon ability force */ 2063 object *abil = NULL; /* pointer to dragon ability force */
2040 object *tmp = NULL; /* tmp. object */ 2064 object *tmp = NULL; /* tmp. object */
2041 2065
2042 char buf[MAX_BUF]; /* tmp. string buffer */
2043 double chance; /* improvement-chance of one resistance type */ 2066 double chance; /* improvement-chance of one resistance type */
2044 double totalchance = 1; /* total chance of gaining one resistance */ 2067 double totalchance = 1; /* total chance of gaining one resistance */
2045 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2068 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2046 double mbonus = 0; /* monster bonus */ 2069 double mbonus = 0; /* monster bonus */
2047 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2070 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2069 /* now start by filling stomache and health, according to food-value */ 2092 /* now start by filling stomache and health, according to food-value */
2070 if ((999 - op->stats.food) < meal->stats.food) 2093 if ((999 - op->stats.food) < meal->stats.food)
2071 op->stats.hp += (999 - op->stats.food) / 50; 2094 op->stats.hp += (999 - op->stats.food) / 50;
2072 else 2095 else
2073 op->stats.hp += meal->stats.food / 50; 2096 op->stats.hp += meal->stats.food / 50;
2097
2074 if (op->stats.hp > op->stats.maxhp) 2098 if (op->stats.hp > op->stats.maxhp)
2075 op->stats.hp = op->stats.maxhp; 2099 op->stats.hp = op->stats.maxhp;
2076 2100
2077 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2101 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2078 2102
2123 } 2147 }
2124 } 2148 }
2125 2149
2126 /* inverse totalchance as until now we have the failure-chance */ 2150 /* inverse totalchance as until now we have the failure-chance */
2127 totalchance = 100 - totalchance * 100; 2151 totalchance = 100 - totalchance * 100;
2152
2128 /* print message according to totalchance */ 2153 /* print message according to totalchance */
2154 const char *buf;
2129 if (totalchance > 50.) 2155 if (totalchance > 50.)
2130 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2156 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2131 else if (totalchance > 10.) 2157 else if (totalchance > 10.)
2132 sprintf (buf, "The %s tasted very good.", &meal->name); 2158 buf = format ("The %s tasted very good.", &meal->name);
2133 else if (totalchance > 1.) 2159 else if (totalchance > 1.)
2134 sprintf (buf, "The %s tasted good.", &meal->name); 2160 buf = format ("The %s tasted good.", &meal->name);
2135 else if (totalchance > 0.1) 2161 else if (totalchance > 0.1)
2136 sprintf (buf, "The %s tasted bland.", &meal->name); 2162 buf = format ("The %s tasted bland.", &meal->name);
2137 else if (totalchance >= 0.01) 2163 else if (totalchance >= 0.01)
2138 sprintf (buf, "The %s had a boring taste.", &meal->name); 2164 buf = format ("The %s had a boring taste.", &meal->name);
2139 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))
2140 sprintf (buf, "The %s tasted strange.", &meal->name); 2166 buf = format ("The %s tasted strange.", &meal->name);
2141 else 2167 else
2142 sprintf (buf, "The %s had no taste.", &meal->name); 2168 buf = format ("The %s had no taste.", &meal->name);
2143 new_draw_info (NDI_UNIQUE, 0, op, buf); 2169
2170 op->statusmsg (buf);
2144 2171
2145 /* now choose a winner if we have any */ 2172 /* now choose a winner if we have any */
2146 i = -1; 2173 i = -1;
2147 if (winners > 0) 2174 if (winners > 0)
2148 i = atnr_winner[RANDOM () % winners]; 2175 i = atnr_winner[RANDOM () % winners];
2151 { 2178 {
2152 /* resistance increased! */ 2179 /* resistance increased! */
2153 skin->resist[i]++; 2180 skin->resist[i]++;
2154 op->update_stats (); 2181 op->update_stats ();
2155 2182
2156 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]));
2157 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2158 } 2184 }
2159 2185
2160 /* if this flesh contains a new ability focus, we mark it 2186 /* if this flesh contains a new ability focus, we mark it
2161 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 */
2162 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)
2163 { 2189 {
2164 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> */
2165 2191
2166 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
2167 { 2198 ));
2168 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2169 new_draw_info (NDI_UNIQUE, 0, op, buf);
2170 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2172 }
2173 else 2199 else
2174 { 2200 {
2175 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]));
2176 new_draw_info (NDI_UNIQUE, 0, op, buf);
2177 abil->last_eat = 0; 2202 abil->last_eat = 0;
2178 } 2203 }
2179 } 2204 }
2205
2180 return 1; 2206 return 1;
2181} 2207}
2182 2208
2183/** 2209/**
2184 * Handles applying an improve armor scroll. 2210 * Handles applying an improve armor scroll.
2189{ 2215{
2190 object *armor; 2216 object *armor;
2191 2217
2192 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & 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))
2193 { 2219 {
2194 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>"); 2220 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2195 return; 2221 return;
2196 } 2222 }
2197 2223
2198 armor = find_marked_object (op); 2224 armor = find_marked_object (op);
2199 2225
2200 if (!armor) 2226 if (!armor)
2201 { 2227 {
2202 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); 2228 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2203 return; 2229 return;
2204 } 2230 }
2205 2231
2206 if (armor->type != ARMOUR 2232 if (armor->type != ARMOUR
2207 && armor->type != CLOAK 2233 && armor->type != CLOAK
2208 && 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)
2209 { 2235 {
2210 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2236 op->failmsg ("Your marked item is not armour!\n");
2211 return; 2237 return;
2212 } 2238 }
2213 2239
2214 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2240 op->statusmsg ("Applying armour enchantment.");
2215 improve_armour (op, tmp, armor); 2241 improve_armour (op, tmp, armor);
2216} 2242}
2217 2243
2218extern void 2244void
2219apply_poison (object *op, object *tmp) 2245apply_poison (object *op, object *tmp)
2220{ 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
2221 if (op->type == PLAYER) 2252 if (op->type == PLAYER)
2222 { 2253 {
2223 op->contr->play_sound (sound_find ("drink_poison")); 2254 op->contr->play_sound (sound_find ("drink_poison"));
2224 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2255 op->failmsg ("Yech! That tasted poisonous!");
2225 strcpy (op->contr->killer, "poisonous booze"); 2256 op->contr->killer = poison;
2226 } 2257 }
2227 2258
2228 if (tmp->stats.hp > 0) 2259 if (poison->stats.hp > 0)
2229 { 2260 {
2230 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);
2231 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2262 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2232 } 2263 }
2233 2264
2234 op->stats.food -= op->stats.food / 4; 2265 op->stats.food -= op->stats.food / 4;
2235 handle_apply_yield (tmp); 2266 poison->destroy ();
2236 decrease_ob (tmp);
2237} 2267}
2238 2268
2239/** 2269/**
2240 * 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.
2241 * A valid 2 way exit means: 2271 * A valid 2 way exit means:
2256 2286
2257#if 0 //TODO 2287#if 0 //TODO
2258 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2288 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2259 return 0; /* This is a reset town portal */ 2289 return 0; /* This is a reset town portal */
2260#endif 2290#endif
2291
2292 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2261 2293
2262 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2294 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2263 2295
2264 if (exitmap) 2296 if (exitmap)
2265 { 2297 {
2341 * them in this function - they are passed to apply_special 2373 * them in this function - they are passed to apply_special
2342 */ 2374 */
2343int 2375int
2344manual_apply (object *op, object *tmp, int aflag) 2376manual_apply (object *op, object *tmp, int aflag)
2345{ 2377{
2346 if (tmp->head)
2347 tmp = tmp->head; 2378 tmp = tmp->head_ ();
2348 2379
2349 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2350 { 2381 {
2351 if (op->type == PLAYER) 2382 if (op->type == PLAYER)
2352 { 2383 {
2353 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>"); 2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2354 return 1; 2385 return 1;
2355 } 2386 }
2356 else 2387 else
2357 return 0; /* monsters just skip unpaid items */ 2388 return 0; /* monsters just skip unpaid items */
2358 } 2389 }
2361 return RESULT_INT (0); 2392 return RESULT_INT (0);
2362 2393
2363 switch (tmp->type) 2394 switch (tmp->type)
2364 { 2395 {
2365 case CF_HANDLE: 2396 case CF_HANDLE:
2366 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2367 op->play_sound (sound_find ("turn_handle")); 2397 op->play_sound (sound_find ("turn_handle"));
2398 op->statusmsg ("You turn the handle.");
2368 tmp->value = tmp->value ? 0 : 1; 2399 tmp->value = tmp->value ? 0 : 1;
2369 SET_ANIMATION (tmp, tmp->value); 2400 SET_ANIMATION (tmp, tmp->value);
2370 update_object (tmp, UP_OBJ_FACE); 2401 update_object (tmp, UP_OBJ_FACE);
2371 push_button (tmp); 2402 push_button (tmp);
2372 return 1; 2403 return 1;
2373 2404
2374 case TRIGGER: 2405 case TRIGGER:
2375 if (check_trigger (tmp, op)) 2406 if (check_trigger (tmp, op))
2376 { 2407 {
2377 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2408 op->statusmsg ("You turn the handle.");
2378 op->play_sound (sound_find ("turn_handle")); 2409 op->play_sound (sound_find ("turn_handle"));
2379 } 2410 }
2380 else 2411 else
2381 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2412 op->failmsg ("The handle doesn't move.");
2382 2413
2383 return 1; 2414 return 1;
2384 2415
2385 case EXIT: 2416 case EXIT:
2386 if (op->type != PLAYER) 2417 if (op->type != PLAYER)
2387 return 0; 2418 return 0;
2388 2419
2389 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2390 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)));
2391 else 2422 else
2392 { 2423 {
2393 /* Don't display messages for random maps. */ 2424 /* Don't display messages for random maps. */
2394 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2395 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2426 op->statusmsg (tmp->msg, NDI_NAVY);
2396 2427
2397 op->enter_exit (tmp); 2428 op->enter_exit (tmp);
2398 } 2429 }
2399 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
2400 return 1; 2436 return 1;
2401 2437
2402 case SIGN: 2438 case SIGN:
2403 apply_sign (op, tmp, 0); 2439 apply_sign (op, tmp, 0);
2404 return 1; 2440 return 1;
2513 { 2549 {
2514 char buf[MAX_BUF]; 2550 char buf[MAX_BUF];
2515 timeofday_t tod; 2551 timeofday_t tod;
2516 2552
2517 get_tod (&tod); 2553 get_tod (&tod);
2518 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2519 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2520 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2521 op->play_sound (sound_find ("sound_clock")); 2554 op->play_sound (sound_find ("sound_clock"));
2522 new_draw_info (NDI_UNIQUE, 0, op, buf); 2555 op->statusmsg (format (
2556 "It is %d minute%s past %d o'clock %s",
2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 ));
2523 return 1; 2560 return 1;
2524 } 2561 }
2525 else 2562 else
2526 return 0; 2563 return 0;
2527 2564
2554 default: 2591 default:
2555 return 0; 2592 return 0;
2556 } 2593 }
2557} 2594}
2558 2595
2559
2560/* 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"
2561 * 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
2562 * "but you are floating high above the ground" messages. 2598 * "but you are floating high above the ground" messages.
2563 * 2599 *
2564 * Same return value as apply() function. 2600 * Same return value as apply() function.
2565 */ 2601 */
2566int 2602int
2567player_apply (object *pl, object *op, int aflag, int quiet) 2603player_apply (object *pl, object *op, int aflag, int quiet)
2568{ 2604{
2569 int tmp;
2570
2571 if (op->env && (pl->move_type & MOVE_FLYING)) 2605 if (!op->env && (pl->move_type & MOVE_FLYING))
2572 { 2606 {
2573 /* player is flying and applying object not in inventory */ 2607 /* player is flying and applying object not in inventory */
2574 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2608 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2575 { 2609 {
2576 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 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.>");
2577 return 0; 2613 return 0;
2578 } 2614 }
2579 } 2615 }
2580 2616
2581 pl->contr->last_used = op; 2617 pl->contr->last_used = op;
2582 2618
2583 tmp = manual_apply (pl, op, aflag); 2619 int tmp = manual_apply (pl, op, aflag);
2620
2584 if (!quiet) 2621 if (!quiet)
2585 { 2622 {
2586 if (tmp == 0) 2623 if (tmp == 0)
2587 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)));
2588 else if (tmp == 2) 2625 else if (tmp == 2)
2589 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2626 pl->failmsg ("You must get it first!\n");
2590 } 2627 }
2591 2628
2592 return tmp; 2629 return tmp;
2593} 2630}
2594 2631
2671 { 2708 {
2672 pl->combat_ob = 0; 2709 pl->combat_ob = 0;
2673 who->change_weapon (pl->ranged_ob); 2710 who->change_weapon (pl->ranged_ob);
2674 } 2711 }
2675 2712
2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2677 2714
2678 change_abil (who, op); 2715 change_abil (who, op);
2679 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2680 break; 2717 break;
2681 2718
2682 case SKILL: 2719 case SKILL:
2683 if (who->contr) 2720 if (who->contr)
2684 { 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
2685 if (!op->invisible) 2727 if (op->invisible)
2686 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));
2687 else 2729 else
2688 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)));
2689 } 2731 }
2690 2732
2691 change_abil (who, op); 2733 change_abil (who, op);
2692 CLEAR_FLAG (who, FLAG_READY_SKILL); 2734 CLEAR_FLAG (who, FLAG_READY_SKILL);
2693 break; 2735 break;
2700 case GLOVES: 2742 case GLOVES:
2701 case AMULET: 2743 case AMULET:
2702 case GIRDLE: 2744 case GIRDLE:
2703 case BRACERS: 2745 case BRACERS:
2704 case CLOAK: 2746 case CLOAK:
2705 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2747 who->statusmsg (format ("You unwear %s.", query_name (op)));
2706 change_abil (who, op); 2748 change_abil (who, op);
2707 break; 2749 break;
2708 2750
2709 case LAMP: 2751 case LAMP:
2710 { 2752 {
2711 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));
2712 2754
2713 object *tmp2 = arch_to_object (op->other_arch); 2755 object *tmp2 = arch_to_object (op->other_arch);
2714 tmp2->x = op->x; 2756 tmp2->x = op->x;
2715 tmp2->y = op->y; 2757 tmp2->y = op->y;
2716 tmp2->map = op->map; 2758 tmp2->map = op->map;
2720 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2762 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2721 2763
2722 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2764 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2723 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2765 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2724 2766
2767 op->destroy ();
2768 who->insert (tmp2);
2769 who->update_stats ();
2770
2725 if (who->contr) 2771 if (who->contr)
2726 esrv_del_item (who->contr, op->count);
2727
2728 op->destroy ();
2729 insert_ob_in_ob (tmp2, who);
2730 who->update_stats ();
2731
2732 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2733 { 2772 {
2734 if (who->contr) 2773 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2735 { 2774 {
2736 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2775 who->failmsg ("Oops, it feels deadly cold!");
2737 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2738 } 2777 }
2739 } 2778 }
2740
2741 if (who->contr)
2742 esrv_send_item (who, tmp2);
2743 } 2779 }
2744 2780
2745 return 1; /* otherwise, an attempt to drop causes problems */ 2781 return 1; /* otherwise, an attempt to drop causes problems */
2746 2782
2747 case BOW: 2783 case BOW:
2754 { 2790 {
2755 pl->ranged_ob = 0; 2791 pl->ranged_ob = 0;
2756 who->change_weapon (pl->combat_ob); 2792 who->change_weapon (pl->combat_ob);
2757 } 2793 }
2758 2794
2759 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2795 who->statusmsg (format ("You unready %s.", query_name (op)));
2760 } 2796 }
2761 else 2797 else
2762 { 2798 {
2763 who->change_skill (0); 2799 who->change_skill (0);
2764 2800
2770 2806
2771 break; 2807 break;
2772 2808
2773 case BUILDER: 2809 case BUILDER:
2774 if (who->contr) 2810 if (who->contr)
2775 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2811 who->statusmsg (format ("You unready %s.", query_name (op)));
2776 break; 2812 break;
2777 2813
2778 default: 2814 default:
2779 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2815 who->statusmsg (format ("You unapply %s.", query_name (op)));
2780 break; 2816 break;
2781 } 2817 }
2782 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
2783 who->update_stats (); 2823 who->update_stats ();
2784
2785 if (!(aflags & AP_NO_MERGE))
2786 {
2787 object *tmp = merge_ob (op, 0);
2788
2789 if (who->contr)
2790 {
2791 if (tmp)
2792 { /* it was merged */
2793 esrv_del_item (who->contr, op->count);
2794 op = tmp;
2795 }
2796
2797 esrv_send_item (who, op);
2798 }
2799 }
2800 2824
2801 return 0; 2825 return 0;
2802} 2826}
2803 2827
2804/** 2828/**
2851 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2875 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2852 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2876 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2853 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)))
2854 { 2878 {
2855 if (aflags & AP_PRINT) 2879 if (aflags & AP_PRINT)
2856 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2880 who->failmsg (query_name (tmp));
2857 else 2881 else
2858 unapply_special (who, tmp, aflags); 2882 unapply_special (who, tmp, aflags);
2859 } 2883 }
2860 else 2884 else
2861 { 2885 {
2862 /* 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.
2863 * 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
2864 * at least generate the message. 2888 * at least generate the message.
2865 */ 2889 */
2866 new_draw_info_format (NDI_UNIQUE, 0, who, 2890 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2867 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2868 query_name (tmp));
2869 return 1; 2891 return 1;
2870 } 2892 }
2871 2893
2872 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2894 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2873 { 2895 {
2896 2918
2897 /* 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 */
2898 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))))
2899 { 2921 {
2900 if (aflags & AP_PRINT) 2922 if (aflags & AP_PRINT)
2901 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2923 who->failmsg (query_name (tmp));
2902 else 2924 else
2903 unapply_special (who, tmp, aflags); 2925 unapply_special (who, tmp, aflags);
2904 } 2926 }
2905 else 2927 else
2906 { 2928 {
2907 /* Cursed item that we can't unequip - tell the player. 2929 /* Cursed item that we can't unequip - tell the player.
2908 * 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,
2909 * 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
2910 * one cursed ring.) 2932 * one cursed ring.)
2911 */ 2933 */
2912 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); 2934 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2913 } 2935 }
2914 2936
2915 last = tmp->below; 2937 last = tmp->below;
2916 } 2938 }
2917 /* 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
3098 if (basic_flag == AP_APPLY) 3120 if (basic_flag == AP_APPLY)
3099 return 0; 3121 return 0;
3100 3122
3101 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)))
3102 { 3124 {
3103 new_draw_info_format (NDI_UNIQUE, 0, who, 3125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3104 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3105 query_name (op));
3106 return 1; 3126 return 1;
3107 } 3127 }
3108 3128
3109 return unapply_special (who, op, aflags); 3129 return unapply_special (who, op, aflags);
3110 } 3130 }
3111
3112 if (basic_flag == AP_UNAPPLY) 3131 else if (basic_flag == AP_UNAPPLY)
3113 return 0; 3132 return 0;
3114 3133
3115 // if the item is combat/ranged, wield the relevant slot first 3134 // if the item is combat/ranged, wield the relevant slot first
3116 // to resolve conflicts. 3135 // to resolve conflicts.
3117 if (player *pl = who->contr) 3136 if (player *pl = who->contr)
3126 /* 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 */
3127 if (int i = can_apply_object (who, op)) 3146 if (int i = can_apply_object (who, op))
3128 { 3147 {
3129 if (i & CAN_APPLY_NEVER) 3148 if (i & CAN_APPLY_NEVER)
3130 { 3149 {
3131 new_draw_info_format (NDI_UNIQUE, 0, who, 3150 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3132 "You don't have the body to use a %s. H<You can never apply this item.>",
3133 query_name (op));
3134 return 1; 3151 return 1;
3135 } 3152 }
3136 else if (i & CAN_APPLY_RESTRICTION) 3153 else if (i & CAN_APPLY_RESTRICTION)
3137 { 3154 {
3138 new_draw_info_format (NDI_UNIQUE, 0, who, 3155 who->failmsg (format (
3139 "You have a prohibition against using a %s. " 3156 "You have a prohibition against using a %s. "
3140 "H<Your belief, profession or class prevents you from applying this item.>", 3157 "H<Your belief, profession or class prevents you from applying this item.>",
3141 query_name (op)); 3158 query_name (op)
3159 ));
3142 return 1; 3160 return 1;
3143 } 3161 }
3144 3162
3145 if (who->type != PLAYER) 3163 if (who->type != PLAYER)
3146 { 3164 {
3150 } 3168 }
3151 else 3169 else
3152 { 3170 {
3153 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))
3154 { 3172 {
3155 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:");
3156 unapply_for_ob (who, op, AP_PRINT); 3174 unapply_for_ob (who, op, AP_PRINT);
3157 return 1; 3175 return 1;
3158 } 3176 }
3159 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))
3160 if (unapply_for_ob (who, op, aflags)) 3178 if (unapply_for_ob (who, op, aflags))
3166 { 3184 {
3167 skop = find_skill_by_name (who, op->skill); 3185 skop = find_skill_by_name (who, op->skill);
3168 3186
3169 if (!skop) 3187 if (!skop)
3170 { 3188 {
3171 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));
3172 return 1; 3190 return 1;
3173 } 3191 }
3174 else 3192 else
3175 /* While experience will be credited properly, we want to change the 3193 /* While experience will be credited properly, we want to change the
3176 * skill so that the dam and wc get updated 3194 * skill so that the dam and wc get updated
3180 3198
3181 if (who->type == PLAYER 3199 if (who->type == PLAYER
3182 && op->item_power 3200 && op->item_power
3183 && 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)
3184 { 3202 {
3185 new_draw_info (NDI_UNIQUE, 0, who,
3186 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3203 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3187 return 1; 3204 return 1;
3188 } 3205 }
3189 3206
3190 /* 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.
3191 * Note that we don't have the checks for can_use_... 3208 * Note that we don't have the checks for can_use_...
3192 * below - that is already taken care of by can_apply_object. 3209 * below - that is already taken care of by can_apply_object.
3193 */ 3210 */
3194 if (op->nrof > 1) 3211 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3195 tmp = get_split_ob (op, op->nrof - 1);
3196 else
3197 tmp = 0;
3198 3212
3199 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)))
3200 return RESULT_INT (0); 3214 return RESULT_INT (0);
3201 3215
3202 switch (op->type) 3216 switch (op->type)
3203 { 3217 {
3204 case WEAPON: 3218 case WEAPON:
3205 if (!check_weapon_power (who, op->last_eat)) 3219 if (!check_weapon_power (who, op->last_eat))
3206 { 3220 {
3207 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);
3208 "It would consume your soul!." LACK_ITEM_POWER);
3209 3222
3210 if (tmp) 3223 if (tmp)
3211 insert_ob_in_ob (tmp, who); 3224 insert_ob_in_ob (tmp, who);
3212 3225
3213 return 1; 3226 return 1;
3217 // i.e. "R" can use Ragnarok's sword. 3230 // i.e. "R" can use Ragnarok's sword.
3218 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3231 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3219 { 3232 {
3220 /* 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. */
3221 /* (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) */
3222 new_draw_info (NDI_UNIQUE, 0, who, 3235 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3223 "The weapon does not recognize you as its owner. "
3224 "H<Its name indicates that it belongs to somebody else.>");
3225 3236
3226 if (tmp) 3237 if (tmp)
3227 insert_ob_in_ob (tmp, who); 3238 insert_ob_in_ob (tmp, who);
3228 3239
3229 return 1; 3240 return 1;
3230 } 3241 }
3231 3242
3232 if (!skop) 3243 if (!skop)
3233 { 3244 {
3234 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
3235 return 1; 3246 return 1;
3236 } 3247 }
3237 3248
3238 SET_FLAG (op, FLAG_APPLIED); 3249 SET_FLAG (op, FLAG_APPLIED);
3239 who->change_skill (skop); 3250 who->change_skill (skop);
3240 3251
3241 if (who->contr) 3252 if (who->contr)
3242 who->change_weapon (who->contr->combat_ob = op); 3253 who->change_weapon (who->contr->combat_ob = op);
3243 3254
3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3255 who->statusmsg (format ("You wield %s.", query_name (op)));
3245 3256
3246 SET_FLAG (who, FLAG_READY_WEAPON); 3257 SET_FLAG (who, FLAG_READY_WEAPON);
3247 change_abil (who, op); 3258 change_abil (who, op);
3248 break; 3259 break;
3249 3260
3256 case BRACERS: 3267 case BRACERS:
3257 case CLOAK: 3268 case CLOAK:
3258 case RING: 3269 case RING:
3259 case AMULET: 3270 case AMULET:
3260 SET_FLAG (op, FLAG_APPLIED); 3271 SET_FLAG (op, FLAG_APPLIED);
3261 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3272 who->statusmsg (format ("You wear %s.", query_name (op)));
3262 change_abil (who, op); 3273 change_abil (who, op);
3263 break; 3274 break;
3264 3275
3265 case LAMP: 3276 case LAMP:
3266 if (op->stats.food < 1) 3277 if (op->stats.food < 1)
3267 { 3278 {
3268 new_draw_info_format (NDI_UNIQUE, 0, who, 3279 who->failmsg (format (
3269 "Your %s is out of fuel! " 3280 "Your %s is out of fuel! "
3270 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name); 3281 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3282 &op->name
3283 ));
3271 return 1; 3284 return 1;
3272 } 3285 }
3273 3286
3274 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
3275 tmp2 = arch_to_object (op->other_arch); 3289 tmp2 = arch_to_object (op->other_arch);
3276 tmp2->stats.food = op->stats.food; 3290 tmp2->stats.food = op->stats.food;
3277 SET_FLAG (tmp2, FLAG_APPLIED); 3291 SET_FLAG (tmp2, FLAG_APPLIED);
3278 3292
3279 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3293 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3280 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3294 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3281 3295
3282 insert_ob_in_ob (tmp2, who); 3296 who->insert (tmp2);
3283 3297
3284 /* Remove the old lantern */ 3298 /* Remove the old lantern */
3285 if (who->type == PLAYER)
3286 esrv_del_item (who->contr, op->count);
3287
3288 op->destroy (); 3299 op->destroy ();
3289 3300
3290 /* insert the portion that was split off */ 3301 /* insert the portion that was split off */
3291 if (tmp) 3302 if (tmp)
3292 { 3303 who->insert (tmp);
3293 insert_ob_in_ob (tmp, who);
3294 if (who->type == PLAYER)
3295 esrv_send_item (who, tmp);
3296 }
3297 3304
3298 who->update_stats (); 3305 who->update_stats ();
3299 3306
3300 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3307 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3301 if (who->type == PLAYER) 3308 if (who->type == PLAYER)
3302 { 3309 {
3303 new_draw_info (NDI_UNIQUE, 0, who,
3304 "Oops, it feels deadly cold! "
3305 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"); 3310 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3306 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3311 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3307 } 3312 }
3308
3309 if (who->type == PLAYER)
3310 esrv_send_item (who, tmp2);
3311 3313
3312 return 0; 3314 return 0;
3313 3315
3314 case SKILL_TOOL: 3316 case SKILL_TOOL:
3315 // applying a skill tool also readies the skill 3317 // applying a skill tool also readies the skill
3338 who->change_weapon (pl->combat_ob = item); 3340 who->change_weapon (pl->combat_ob = item);
3339 goto found_weapon; 3341 goto found_weapon;
3340 } 3342 }
3341 } 3343 }
3342 3344
3343 new_draw_info_format (NDI_UNIQUE, 0, who, 3345 who->failmsg (format (
3344 "You need to apply a '%s' melee weapon before readying this skill. " 3346 "You need to apply a '%s' melee weapon before readying this skill. "
3345 "H<Some skills need an item, in this case a melee weapon, to function.>", 3347 "H<Some skills need an item, in this case a melee weapon, to function.>",
3346 &op->skill); 3348 &op->skill
3349 ));
3347 return 1; 3350 return 1;
3348 3351
3349 found_weapon:; 3352 found_weapon:;
3350 } 3353 }
3351 else 3354 else
3361 //TODO: bows should/must all have skill missile weapon right now 3364 //TODO: bows should/must all have skill missile weapon right now
3362 who->change_weapon (pl->ranged_ob = item); 3365 who->change_weapon (pl->ranged_ob = item);
3363 goto found_bow; 3366 goto found_bow;
3364 } 3367 }
3365 3368
3366 new_draw_info (NDI_UNIQUE, 0, who, 3369 who->failmsg (
3367 "You need to apply a missile weapon before readying this skill. " 3370 "You need to apply a missile weapon before readying this skill. "
3368 "H<Some skills need an item, in this case a missile weapon, to function.>"); 3371 "H<Some skills need an item, in this case a missile weapon, to function.>"
3372 );
3369 return 1; 3373 return 1;
3370 3374
3371 found_bow:; 3375 found_bow:;
3372 } 3376 }
3373 else 3377 else
3374 who->change_weapon (pl->ranged_ob = op); 3378 who->change_weapon (pl->ranged_ob = op);
3375 } 3379 }
3376 3380
3377 if (!op->invisible) 3381 if (!op->invisible)
3378 { 3382 {
3379 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3383 who->statusmsg (format (
3380 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 ));
3381 } 3389 }
3382 else 3390 else
3383 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));
3384 } 3392 }
3385 else 3393 else
3386 { 3394 {
3387 SET_FLAG (op, FLAG_APPLIED); 3395 SET_FLAG (op, FLAG_APPLIED);
3388 change_abil (who, op); 3396 change_abil (who, op);
3393 break; 3401 break;
3394 3402
3395 case BOW: 3403 case BOW:
3396 if (!check_weapon_power (who, op->last_eat)) 3404 if (!check_weapon_power (who, op->last_eat))
3397 { 3405 {
3398 new_draw_info (NDI_UNIQUE, 0, who,
3399 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); 3406 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3400 3407
3401 if (tmp) 3408 if (tmp)
3402 insert_ob_in_ob (tmp, who); 3409 insert_ob_in_ob (tmp, who);
3403 3410
3404 return 1; 3411 return 1;
3405 } 3412 }
3406 3413
3407 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3414 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408 { 3415 {
3409 new_draw_info (NDI_UNIQUE, 0, who,
3410 "The weapon does not recognize you as its owner. " 3416 who->failmsg ("The weapon does not recognize you as its owner. "
3411 "H<Its name indicates that it belongs to somebody else.>"); 3417 "H<Its name indicates that it belongs to somebody else.>");
3412 if (tmp) 3418 if (tmp)
3413 insert_ob_in_ob (tmp, who); 3419 insert_ob_in_ob (tmp, who);
3414 3420
3415 return 1; 3421 return 1;
3421 case HORN: 3427 case HORN:
3422 /* check for skill, alter player status */ 3428 /* check for skill, alter player status */
3423 3429
3424 if (!skop) 3430 if (!skop)
3425 { 3431 {
3426 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
3427 return 1; 3433 return 1;
3428 } 3434 }
3429 3435
3430 SET_FLAG (op, FLAG_APPLIED); 3436 SET_FLAG (op, FLAG_APPLIED);
3431 who->change_skill (skop); 3437 who->change_skill (skop);
3432 3438
3433 if (who->contr) 3439 if (who->contr)
3434 { 3440 {
3435 who->contr->ranged_ob = op; 3441 who->contr->ranged_ob = op;
3436 3442
3437 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3443 who->statusmsg (format ("You ready %s.", query_name (op)));
3438 3444
3439 if (op->type == BOW) 3445 if (op->type == BOW)
3440 { 3446 {
3441 who->current_weapon = op; 3447 who->current_weapon = op;
3442 change_abil (who, op); 3448 change_abil (who, op);
3443 new_draw_info_format (NDI_UNIQUE, 0, who,
3444 "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)));
3445 } 3450 }
3446 } 3451 }
3447 else 3452 else
3448 { 3453 {
3449 if (op->type == BOW) 3454 if (op->type == BOW)
3459 { 3464 {
3460 //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?)
3461 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3466 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3462 unapply_special (who, who->contr->ranged_ob, 0); 3467 unapply_special (who, who->contr->ranged_ob, 0);
3463 3468
3464 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)));
3465 3470
3466 who->contr->ranged_ob = op; 3471 who->contr->ranged_ob = op;
3467 } 3472 }
3468 break; 3473 break;
3469 3474
3470 default: 3475 default:
3471 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3476 who->statusmsg (format ("You apply %s.", query_name (op)));
3472 } /* end of switch op->type */ 3477 }
3473 3478
3474 SET_FLAG (op, FLAG_APPLIED); 3479 SET_FLAG (op, FLAG_APPLIED);
3475 3480
3476 if (tmp) 3481 if (tmp)
3477 tmp = insert_ob_in_ob (tmp, who); 3482 who->insert (tmp);
3478 3483
3479 who->update_stats (); 3484 who->update_stats ();
3480 3485
3481 /* We exclude spell casting objects. The fire code will set the 3486 /* We exclude spell casting objects. The fire code will set the
3482 * been applied flag when they are used - until that point, 3487 * been applied flag when they are used - until that point,
3486 SET_FLAG (op, FLAG_BEEN_APPLIED); 3491 SET_FLAG (op, FLAG_BEEN_APPLIED);
3487 3492
3488 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3493 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3489 if (who->type == PLAYER) 3494 if (who->type == PLAYER)
3490 { 3495 {
3491 new_draw_info (NDI_UNIQUE, 0, who, 3496 who->failmsg (
3492 "Oops, it feels deadly cold! " 3497 "Oops, it feels deadly cold! "
3493 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"); 3498 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3499 );
3494 SET_FLAG (op, FLAG_KNOWN_CURSED); 3500 SET_FLAG (op, FLAG_KNOWN_CURSED);
3495 } 3501 }
3496 3502
3497 if (who->type == PLAYER) 3503 if (object *pl = op->visible_to ())
3498 {
3499 /* if multiple objects were applied, update both slots */
3500 if (tmp)
3501 esrv_send_item (who, tmp);
3502
3503 esrv_send_item (who, op); 3504 esrv_send_item (pl, op);
3504 }
3505 3505
3506 return 0; 3506 return 0;
3507} 3507}
3508 3508
3509int 3509int
3523int 3523int
3524auto_apply (object *op) 3524auto_apply (object *op)
3525{ 3525{
3526 object *tmp = NULL, *tmp2; 3526 object *tmp = NULL, *tmp2;
3527 int i; 3527 int i;
3528
3529 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3528 3530
3529 switch (op->type) 3531 switch (op->type)
3530 { 3532 {
3531 case SHOP_FLOOR: 3533 case SHOP_FLOOR:
3532 if (!op->has_random_items ()) 3534 if (!op->has_random_items ())
3534 3536
3535 do 3537 do
3536 { 3538 {
3537 i = 10; /* let's give it 10 tries */ 3539 i = 10; /* let's give it 10 tries */
3538 while ((tmp = generate_treasure (op->randomitems, 3540 while ((tmp = generate_treasure (op->randomitems,
3539 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
3540 if (tmp == NULL) 3546 if (tmp == NULL)
3541 return 0; 3547 return 0;
3548
3542 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3549 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3543 { 3550 {
3544 tmp->destroy (); 3551 tmp->destroy ();
3545 tmp = NULL; 3552 tmp = NULL;
3546 } 3553 }
3549 3556
3550 tmp->x = op->x; 3557 tmp->x = op->x;
3551 tmp->y = op->y; 3558 tmp->y = op->y;
3552 SET_FLAG (tmp, FLAG_UNPAID); 3559 SET_FLAG (tmp, FLAG_UNPAID);
3553 insert_ob_in_map (tmp, op->map, NULL, 0); 3560 insert_ob_in_map (tmp, op->map, NULL, 0);
3554 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3555 identify (tmp); 3561 identify (tmp);
3556 break; 3562 break;
3557 3563
3558 case TREASURE: 3564 case TREASURE:
3559 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3565 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3566 /* If we generated an object and put it in this object inventory, 3572 /* If we generated an object and put it in this object inventory,
3567 * move it to the parent object as the current object is about 3573 * move it to the parent object as the current object is about
3568 * to disappear. An example of this item is the random_* stuff 3574 * to disappear. An example of this item is the random_* stuff
3569 * that is put inside other objects. 3575 * that is put inside other objects.
3570 */ 3576 */
3571 for (tmp = op->inv; tmp; tmp = tmp2)
3572 {
3573 tmp2 = tmp->below;
3574 tmp->remove ();
3575
3576 if (op->env) 3577 if (op->env)
3577 insert_ob_in_ob (tmp, op->env); 3578 while (op->inv)
3578 else 3579 op->env->insert (op->inv);
3579 tmp->destroy ();
3580 }
3581 3580
3582 op->destroy (); 3581 op->destroy ();
3583 break; 3582 break;
3584 } 3583 }
3585 return tmp ? 1 : 0; 3584
3585 return !!tmp;
3586} 3586}
3587 3587
3588/** 3588/**
3589 * fix_auto_apply goes through the entire map every time a map 3589 * fix_auto_apply goes through the entire map every time a map
3590 * is loaded or swapped in and performs special actions for 3590 * is loaded or swapped in and performs special actions for
3604 3604
3605 if (tmp->inv) 3605 if (tmp->inv)
3606 { 3606 {
3607 object *invtmp, *invnext; 3607 object *invtmp, *invnext;
3608 3608
3609 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3609 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3610 { 3610 {
3611 invnext = invtmp->below; 3611 invnext = invtmp->below;
3612 3612
3613 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3613 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3614 auto_apply (invtmp); 3614 auto_apply (invtmp);
3615 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3615 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3616 { 3616 {
3617 while ((invtmp->stats.hp--) > 0) 3617 while (invtmp->stats.hp-- > 0)
3618 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3618 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3619 3619
3620 invtmp->randomitems = NULL; 3620 invtmp->randomitems = NULL;
3621 } 3621 }
3622 else if (invtmp && invtmp->arch 3622 else if (invtmp && invtmp->arch
3734 /* check for hp, sp change */ 3734 /* check for hp, sp change */
3735 if (food->stats.hp != 0) 3735 if (food->stats.hp != 0)
3736 { 3736 {
3737 if (QUERY_FLAG (food, FLAG_CURSED)) 3737 if (QUERY_FLAG (food, FLAG_CURSED))
3738 { 3738 {
3739 assign (who->contr->killer, food->name); 3739 who->contr->killer = food;
3740 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3740 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3741 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3741 who->failmsg ("Eck!...that was poisonous!");
3742 } 3742 }
3743 else 3743 else
3744 { 3744 {
3745 if (food->stats.hp > 0) 3745 if (food->stats.hp > 0)
3746 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3746 who->statusmsg ("You begin to feel better.");
3747 else 3747 else
3748 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3748 who->failmsg ("Eck!...that was poisonous!");
3749
3749 who->stats.hp += food->stats.hp; 3750 who->stats.hp += food->stats.hp;
3750 } 3751 }
3751 } 3752 }
3753
3752 if (food->stats.sp != 0) 3754 if (food->stats.sp != 0)
3753 { 3755 {
3754 if (QUERY_FLAG (food, FLAG_CURSED)) 3756 if (QUERY_FLAG (food, FLAG_CURSED))
3755 { 3757 {
3756 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3758 who->failmsg ("You are drained of mana!");
3757 who->stats.sp -= food->stats.sp; 3759 who->stats.sp -= food->stats.sp;
3758 if (who->stats.sp < 0) 3760 if (who->stats.sp < 0)
3759 who->stats.sp = 0; 3761 who->stats.sp = 0;
3760 } 3762 }
3761 else 3763 else
3762 { 3764 {
3763 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3765 who->statusmsg ("You feel a rush of magical energy!");
3764 who->stats.sp += food->stats.sp; 3766 who->stats.sp += food->stats.sp;
3765 /* place limit on max sp from food? */ 3767 /* place limit on max sp from food? */
3766 } 3768 }
3767 } 3769 }
3770
3768 who->update_stats (); 3771 who->update_stats ();
3769} 3772}
3770 3773
3771/** 3774/**
3772 * Designed primarily to light torches/lanterns/etc. 3775 * Designed primarily to light torches/lanterns/etc.
3782 item = find_marked_object (who); 3785 item = find_marked_object (who);
3783 if (item) 3786 if (item)
3784 { 3787 {
3785 if (lighter->last_eat && lighter->stats.food) 3788 if (lighter->last_eat && lighter->stats.food)
3786 { /* lighter gets used up */ 3789 { /* lighter gets used up */
3787 /* Split multiple lighters if they're being used up. Otherwise *
3788 * one charge from each would be used up. --DAMN */
3789 if (lighter->nrof > 1)
3790 {
3791 object *oneLighter = lighter->clone (); 3790 object *oneLighter = lighter->split ();
3792
3793 lighter->nrof -= 1;
3794 oneLighter->nrof = 1;
3795 oneLighter->stats.food--; 3791 oneLighter->stats.food--;
3796 esrv_send_item (who, lighter); 3792 who->insert (oneLighter);
3797 oneLighter = insert_ob_in_ob (oneLighter, who);
3798 esrv_send_item (who, oneLighter);
3799 }
3800 else
3801 lighter->stats.food--;
3802 } 3793 }
3803 else if (lighter->last_eat) 3794 else if (lighter->last_eat)
3795 {
3804 { /* no charges left in lighter */ 3796 /* no charges left in lighter */
3805 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3797 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3806 return; 3798 return;
3807 } 3799 }
3808 3800
3809 /* Perhaps we should split what we are trying to light on fire? 3801 /* Perhaps we should split what we are trying to light on fire?
3810 * I can't see many times when you would want to light multiple 3802 * I can't see many times when you would want to light multiple
3816 3808
3817 save_throw_object (item, AT_FIRE, who); 3809 save_throw_object (item, AT_FIRE, who);
3818 3810
3819 if (item->destroyed ()) 3811 if (item->destroyed ())
3820 { 3812 {
3821 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3813 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3822 /* Need to update the player so that the players glow radius 3814 /* Need to update the player so that the players glow radius
3823 * gets changed. 3815 * gets changed.
3824 */ 3816 */
3825 if (is_player_env) 3817 if (is_player_env)
3826 who->update_stats (); 3818 who->update_stats ();
3827 } 3819 }
3828 else 3820 else
3829 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3821 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3830 } 3822 }
3831 else /* nothing to light */ 3823 else
3832 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3824 who->failmsg ("You need to mark a lightable object.");
3833
3834} 3825}
3835 3826
3836/** 3827/**
3837 * op made some mistake with a scroll, this takes care of punishment. 3828 * op made some mistake with a scroll, this takes care of punishment.
3838 * scroll_failure()- hacked directly from spell_failure 3829 * scroll_failure()- hacked directly from spell_failure
3845 3836
3846 if (failure <= -1 && failure > -15) 3837 if (failure <= -1 && failure > -15)
3847 { /* wonder */ 3838 { /* wonder */
3848 object *tmp; 3839 object *tmp;
3849 3840
3850 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!"); 3841 op->failmsg ("Your spell warps!");
3851 tmp = get_archetype (SPELL_WONDER); 3842 tmp = get_archetype (SPELL_WONDER);
3852 cast_wonder (op, op, 0, tmp); 3843 cast_wonder (op, op, 0, tmp);
3853 tmp->destroy (); 3844 tmp->destroy ();
3854 } 3845 }
3855 else if (failure <= -15 && failure > -35) 3846 else if (failure <= -15 && failure > -35)
3856 { /* drain mana */ 3847 { /* drain mana */
3857 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3848 op->failmsg ("Your mana is drained!");
3858 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3849 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3859 if (op->stats.sp < 0) 3850 if (op->stats.sp < 0)
3860 op->stats.sp = 0; 3851 op->stats.sp = 0;
3861 } 3852 }
3862 else if (settings.spell_failure_effects == TRUE) 3853 else if (settings.spell_failure_effects == TRUE)
3863 { 3854 {
3864 if (failure <= -35 && failure > -60) 3855 if (failure <= -35 && failure > -60)
3865 { /* confusion */ 3856 { /* confusion */
3866 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3857 op->failmsg ("The magic recoils on you!");
3867 confuse_player (op, op, power); 3858 confuse_player (op, op, power);
3868 } 3859 }
3869 else if (failure <= -60 && failure > -70) 3860 else if (failure <= -60 && failure > -70)
3870 { /* paralysis */ 3861 { /* paralysis */
3871 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3862 op->failmsg ("The magic recoils and paralyzes you!");
3872 paralyze_player (op, op, power); 3863 paralyze_player (op, op, power);
3873 } 3864 }
3874 else if (failure <= -70 && failure > -80) 3865 else if (failure <= -70 && failure > -80)
3875 { /* blind */ 3866 { /* blind */
3876 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3867 op->failmsg ("The magic recoils on you!");
3877 blind_player (op, op, power); 3868 blind_player (op, op, power);
3878 } 3869 }
3879 else if (failure <= -80) 3870 else if (failure <= -80)
3880 { /* blast the immediate area */ 3871 { /* blast the immediate area */
3881 object *tmp = get_archetype (LOOSE_MANA); 3872 object *tmp = get_archetype (LOOSE_MANA);
3882 cast_magic_storm (op, tmp, power); 3873 cast_magic_storm (op, tmp, power);
3883 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3874 op->failmsg ("You unleash uncontrolled mana!");
3884 tmp->destroy (); 3875 tmp->destroy ();
3885 } 3876 }
3886 } 3877 }
3887} 3878}
3888 3879
3953 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3944 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3954 flag_change_face = 0; 3945 flag_change_face = 0;
3955 3946
3956 if (flag_change_face) 3947 if (flag_change_face)
3957 { 3948 {
3958 pl->animation_id = GET_ANIM_ID (change);
3959 pl->face = change->face; 3949 pl->face = change->face;
3960 3950 pl->animation_id = change->animation_id;
3961 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3951 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3962 SET_FLAG (pl, FLAG_ANIMATE);
3963 else
3964 CLEAR_FLAG (pl, FLAG_ANIMATE);
3965 } 3952 }
3966 3953
3967 /* check the special case of can't use weapons */ 3954 /* check the special case of can't use weapons */
3968 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3955 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3969 if (!strcmp (change->name, "monk")) 3956 if (!strcmp (change->name, "monk"))
4000 3987
4001 marked = find_marked_object (pl); 3988 marked = find_marked_object (pl);
4002 3989
4003 if (!marked) 3990 if (!marked)
4004 { 3991 {
4005 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3992 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4006 return; 3993 return;
4007 } 3994 }
4008 3995
4009 if (!marked->slaying) 3996 if (!marked->slaying)
4010 { 3997 {
4011 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3998 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4012 return; 3999 return;
4013 } 4000 }
4014 4001
4015 /* check whether they are compatible or not */ 4002 /* check whether they are compatible or not */
4016 find = strstr (marked->slaying, transformer->arch->archname); 4003 find = strstr (marked->slaying, transformer->arch->archname);
4017 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4004 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4018 { 4005 {
4019 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4006 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4020 return; 4007 return;
4021 } 4008 }
4022 4009
4023 find += strlen (transformer->arch->archname) + 1; 4010 find += strlen (transformer->arch->archname) + 1;
4024 /* Item can be used, now find how many and what it yields */ 4011 /* Item can be used, now find how many and what it yields */
4034 else 4021 else
4035 yield = 1; 4022 yield = 1;
4036 4023
4037 while (isdigit (*find)) 4024 while (isdigit (*find))
4038 find++; 4025 find++;
4026
4039 while (*find == ' ') 4027 while (*find == ' ')
4040 find++; 4028 find++;
4041 4029
4042 memset (got, 0, MAX_BUF); 4030 memset (got, 0, MAX_BUF);
4043 4031
4054 4042
4055 /* Now create new item, remove used ones when required. */ 4043 /* Now create new item, remove used ones when required. */
4056 new_item = get_archetype (got); 4044 new_item = get_archetype (got);
4057 if (!new_item) 4045 if (!new_item)
4058 { 4046 {
4059 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4047 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4060 return; 4048 return;
4061 } 4049 }
4062 4050
4063 new_item->nrof = yield; 4051 new_item->nrof = yield;
4052
4064 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4053 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4065 insert_ob_in_ob (new_item, pl); 4054
4066 esrv_send_inventory (pl, pl); 4055 pl->insert (new_item);
4067 /* Eat up one item */ 4056 /* Eat up one item */
4068 decrease_ob_nr (marked, 1); 4057 marked->decrease ();
4069 4058
4070 /* Eat one transformer if needed */ 4059 /* Eat one transformer if needed */
4071 if (transformer->stats.food) 4060 if (transformer->stats.food)
4072 if (--transformer->stats.food == 0) 4061 if (--transformer->stats.food == 0)
4073 decrease_ob_nr (transformer, 1); 4062 transformer->decrease ();
4074} 4063}
4064

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