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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.121 by root, Tue Jul 31 19:23:31 2007 UTC vs.
Revision 1.178 by root, Sun Dec 28 15:28:47 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}
903 899
904/* 900/*
905 * 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
906 * what the converter wants, -1 if the converter is broken. 902 * what the converter wants, -1 if the converter is broken.
907 */ 903 *
908#define CONV_FROM(xyz) xyz->slaying
909#define CONV_TO(xyz) xyz->other_arch
910#define CONV_NR(xyz) xyz->stats.sp
911#define CONV_NEED(xyz) xyz->stats.food
912
913/* Takes one items and makes another. 904 * Takes one type of items and makes another.
914 * converter is the object that is doing the conversion. 905 * converter is the object that is doing the conversion.
915 * 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
916 * what the converter wants, this will not do anything. 907 * what the converter wants, this will not do anything.
917 */ 908 */
918int 909static int
919convert_item (object *item, object *converter) 910convert_item (object *item, object *converter)
920{ 911{
921 int nr = 0;
922 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;
923 921
924 /* 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,
925 * 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
926 * 3 gp and player drops a platinum, tough luck) 924 * 3 gp and player drops a platinum, tough luck)
927 */ 925 */
928 if (CONV_FROM (converter) == shstr_money) 926 if (conv_from == shstr_money)
929 { 927 {
930 if (item->type != MONEY) 928 if (item->type != MONEY)
931 return 0; 929 return 0;
932 930
933 nr = (item->nrof * item->value) / CONV_NEED (converter); 931 nr = sint64 (item->nrof) * item->value / need;
934 if (!nr) 932 if (!nr)
935 return 0; 933 return 0;
936 934
937 converter->play_sound (sound_find ("shop_buy")); 935 converter->play_sound (sound_find ("shop_buy"));
938 936
939 int cost = nr * CONV_NEED (converter) / item->value; 937 sint64 cost = (nr * need + item->value - 1) / item->value;
940 /* take into account rounding errors */
941 if (nr * CONV_NEED (converter) % item->value)
942 cost++;
943 938
944 decrease_ob_nr (item, cost); 939 item->decrease (cost);
945 940
946 price_in = cost * item->value; 941 price_in = cost * item->value;
947 } 942 }
948 else 943 else
949 { 944 {
950 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 945 if (item->type == PLAYER
951 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 946 || conv_from != item->arch->archname
947 || (need && need > (uint16) item->nrof))
952 return 0; 948 return 0;
953 949
954 converter->play_sound (sound_find ("convert_item")); 950 converter->play_sound (sound_find ("convert_item"));
955 951
956 if (CONV_NEED (converter)) 952 if (need)
957 { 953 {
958 nr = item->nrof / CONV_NEED (converter); 954 nr = sint64 (item->nrof) / need;
959 decrease_ob_nr (item, nr * CONV_NEED (converter)); 955 item->decrease (nr * need);
960 price_in = nr * CONV_NEED (converter) * item->value; 956 price_in = nr * need * item->value;
961 } 957 }
962 else 958 else
963 { 959 {
964 price_in = item->value; 960 price_in = item->value;
965 item->destroy (); 961 item->destroy ();
976 ob_to_copy = converter->inv; 972 ob_to_copy = converter->inv;
977 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 973 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
978 if (rndm (0, i) == 0) 974 if (rndm (0, i) == 0)
979 ob_to_copy = ob; 975 ob_to_copy = ob;
980 976
981 item = object_create_clone (ob_to_copy); 977 item = ob_to_copy->deep_clone ();
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;
1000 996
1001 if (nr) 997 if (nr)
1002 item->nrof *= nr; 998 item->nrof *= nr;
1003 999
1004 if (is_in_shop (converter)) 1000 if (converter->flag [FLAG_PRECIOUS])
1005 SET_FLAG (item, FLAG_UNPAID); 1001 SET_FLAG (item, FLAG_UNPAID);
1002
1003 if (is_in_shop (converter))
1004 {
1005 // converters on shop floors don't work anymore, bug lets check for it
1006 // and report in case someone still does it.
1007 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
1008 converter->debug_desc ());
1009 SET_FLAG (item, FLAG_UNPAID);
1010 }
1006 else if (price_in < item->nrof * item->value) 1011 else if (price_in < sint64 (item->nrof) * item->value)
1007 { 1012 {
1008 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1013 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1009 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1014 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1010 /** 1015 /**
1011 * elmex: we are going to let the game continue, as the mapcreator 1016 * elmex: we are going to let the game continue, as the mapcreator
1012 * hopefully had something in mind when doing this. 1017 * hopefully had something in mind when doing this.
1013 */ 1018 */
1014 } 1019 }
1015 1020
1016 SET_FLAG (item, FLAG_IDENTIFIED); 1021 // elmex: only identify if we need to, for example so that generated money doesn't
1022 // get an 'identified' flag so easily.
1023 if (need_identify (item))
1024 identify (item);
1025
1017 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1026 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1018 return 1; 1027 return 1;
1019} 1028}
1020 1029
1021/** 1030/**
1038 1047
1039 op->contr->last_used = 0; 1048 op->contr->last_used = 0;
1040 1049
1041 if (sack->env && sack->env != op) 1050 if (sack->env && sack->env != op)
1042 { 1051 {
1043 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1052 op->failmsg ("You must put it onto the floor or into your inventory first.");
1044 return 1; 1053 return 1;
1045 } 1054 }
1046 1055
1047 // already applied == open on ground, or open in inv, or active in inv 1056 // already applied == open on ground, or open in inv, or active in inv
1048 if (sack->flag [FLAG_APPLIED]) 1057 if (sack->flag [FLAG_APPLIED])
1054 return 1; 1063 return 1;
1055 } 1064 }
1056 else if (!sack->env) 1065 else if (!sack->env)
1057 { 1066 {
1058 // active, but not ours: some other player has opened it 1067 // active, but not ours: some other player has opened it
1059 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1068 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1060 return 1; 1069 return 1;
1061 } 1070 }
1062 1071
1063 // fall through to opening it (active in inv) 1072 // fall through to opening it (active in inv)
1064 } 1073 }
1066 { 1075 {
1067 // it is in our env, so activate it, do not open yet 1076 // it is in our env, so activate it, do not open yet
1068 op->close_container (); 1077 op->close_container ();
1069 sack->flag [FLAG_APPLIED] = 1; 1078 sack->flag [FLAG_APPLIED] = 1;
1070 esrv_update_item (UPD_FLAGS, op, sack); 1079 esrv_update_item (UPD_FLAGS, op, sack);
1071 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1080 op->statusmsg (format ("You ready %s.", query_name (sack)));
1072 return 1; 1081 return 1;
1073 } 1082 }
1074 1083
1075 // it's locked? 1084 // it's locked?
1076 if (sack->slaying) 1085 if (sack->slaying)
1077 { 1086 {
1078 if (object *tmp = find_key (op, op, sack)) 1087 if (object *tmp = find_key (op, op, sack))
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1088 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1080 else 1089 else
1081 { 1090 {
1082 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1091 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1083 return 1; 1092 return 1;
1084 } 1093 }
1085 } 1094 }
1086 1095
1087 op->open_container (sack); 1096 op->open_container (sack);
1106 * with an altar. We call it a Potion - altars are stationary - it 1115 * with an altar. We call it a Potion - altars are stationary - it
1107 * is up to map designers to use them properly. 1116 * is up to map designers to use them properly.
1108 */ 1117 */
1109 if (altar->inv && altar->inv->type == SPELL) 1118 if (altar->inv && altar->inv->type == SPELL)
1110 { 1119 {
1111 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1120 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1112 cast_spell (originator, altar, 0, altar->inv, NULL); 1121 cast_spell (originator, altar, 0, altar->inv, NULL);
1113 /* If it is connected, push the button. Fixes some problems with 1122 /* If it is connected, push the button. Fixes some problems with
1114 * old maps. 1123 * old maps.
1115 */ 1124 */
1116 1125
1117/* push_button (altar);*/ 1126/* push_button (altar);*/
1118 } 1127 }
1153 { 1162 {
1154 has_unpaid = true; 1163 has_unpaid = true;
1155 break; 1164 break;
1156 } 1165 }
1157 1166
1158 if (op->type != PLAYER) 1167 if (!op->is_player ())
1159 { 1168 {
1160 /* Remove all the unpaid objects that may be carried here. 1169 /* Remove all the unpaid objects that may be carried here.
1161 * This could be pets or monsters that are somehow in 1170 * This could be pets or monsters that are somehow in
1162 * the shop. 1171 * the shop.
1163 */ 1172 */
1167 1176
1168 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1177 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1169 { 1178 {
1170 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1179 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1171 1180
1181 if (i >= 0)
1172 tmp->remove (); 1182 tmp->move (i);
1173
1174 if (i == -1)
1175 i = 0;
1176
1177 tmp->map = op->map;
1178 tmp->x = op->x + freearr_x[i];
1179 tmp->y = op->y + freearr_y[i];
1180 insert_ob_in_map (tmp, op->map, op, 0);
1181 } 1183 }
1182 } 1184 }
1183 1185
1184 /* Don't teleport things like spell effects */ 1186 /* Don't teleport things like spell effects */
1185 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1187 if (QUERY_FLAG (op, FLAG_NO_PICK))
1196 if (i != -1) 1198 if (i != -1)
1197 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1199 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1198 1200
1199 return 0; 1201 return 0;
1200 } 1202 }
1203
1201 /* Removed code that checked for multipart objects - it appears that 1204 /* Removed code that checked for multipart objects - it appears that
1202 * the teleport function should be able to handle this just fine. 1205 * the teleport function should be able to handle this just fine.
1203 */ 1206 */
1204 rv = teleport (shop_mat, SHOP_MAT, op); 1207 rv = teleport (shop_mat, SHOP_MAT, op);
1205 } 1208 }
1214 op->contr->play_sound (sound_find ("shop_enter")); 1217 op->contr->play_sound (sound_find ("shop_enter"));
1215 else 1218 else
1216 op->contr->play_sound (sound_find ("shop_leave")); 1219 op->contr->play_sound (sound_find ("shop_leave"));
1217 1220
1218 if (shop_mat->msg) 1221 if (shop_mat->msg)
1219 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1222 op->statusmsg (shop_mat->msg);
1220 /* This check below is a bit simplistic - generally it should be correct, 1223 /* This check below is a bit simplistic - generally it should be correct,
1221 * but there is never a guarantee that the bottom space on the map is 1224 * but there is never a guarantee that the bottom space on the map is
1222 * actually the shop floor. 1225 * actually the shop floor.
1223 */ 1226 */
1224 else if (!rv && !is_in_shop (op)) 1227 else if (!rv && !is_in_shop (op))
1225 { 1228 {
1226 opinion = shopkeeper_approval (op->map, op); 1229 opinion = shopkeeper_approval (op->map, op);
1227 1230
1228 if (opinion > 0.9) 1231 op->statusmsg (
1229 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1232 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1230 else if (opinion > 0.75) 1233 : opinion >= 0.75 ? "The shopkeeper waves to you."
1231 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1234 : opinion >= 0.50 ? "The shopkeeper ignores you."
1232 else if (opinion > 0.5) 1235 : "The shopkeeper glares at you with contempt."
1233 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1234 else 1236 );
1235 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1236 } 1237 }
1237 } 1238 }
1238 else 1239 else
1239 { 1240 {
1240 /* if we get here, a player tried to leave a shop but was not able 1241 /* if we get here, a player tried to leave a shop but was not able
1262 * Handles applying a sign. 1263 * Handles applying a sign.
1263 */ 1264 */
1264static void 1265static void
1265apply_sign (object *op, object *sign, int autoapply) 1266apply_sign (object *op, object *sign, int autoapply)
1266{ 1267{
1267 readable_message_type *msgType; 1268 if (sign->has_dialogue ())
1268
1269 if (sign->msg == NULL)
1270 { 1269 {
1271 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1270 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1272 return; 1271 return;
1273 } 1272 }
1274 1273
1274 if (!sign->msg)
1275 {
1276 op->contr->infobox (MSG_CHANNEL ("examine"),
1277 format ("T<%s>\n\n Nothing %sis written on it.",
1278 &sign->name,
1279 sign->name == sign->arch->name ? "" : "else "));
1280 return;
1281 }
1282
1275 if (sign->stats.food) 1283 if (sign->stats.food)
1276 { 1284 {
1277 if (sign->last_eat >= sign->stats.food) 1285 if (sign->last_eat >= sign->stats.food)
1278 { 1286 {
1279 if (!sign->move_on) 1287 if (!sign->move_on)
1280 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1288 op->failmsg ("You cannot read it anymore.");
1281 1289
1282 return; 1290 return;
1283 } 1291 }
1284 1292
1285 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1293 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1291 * move_on is zero, it needs to be manually applied (doesn't talk 1299 * move_on is zero, it needs to be manually applied (doesn't talk
1292 * to us). 1300 * to us).
1293 */ 1301 */
1294 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1302 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1295 { 1303 {
1296 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1304 op->failmsg ("You are unable to read while blind!");
1297 return; 1305 return;
1298 } 1306 }
1299 1307
1300 if (op->contr) 1308 if (op->contr)
1301 if (client *ns = op->contr->ns) 1309 if (client *ns = op->contr->ns)
1302 { 1310 {
1311 if (sign->sound)
1303 ns->play_sound (sign->sound); 1312 ns->play_sound (sign->sound);
1304 msgType = get_readable_message_type (sign); 1313 else if (autoapply)
1314 ns->play_sound (sound_find ("msg_voice"));
1305 1315
1306 if (ns->can_msg) 1316 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1307 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1308 else
1309 {
1310 char newbuf[HUGE_BUF];
1311 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1312 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1313 }
1314 } 1317 }
1318}
1319
1320static void
1321move_apply_hole (object *trap, object *victim)
1322{
1323 /* Hole not open? */
1324 if (trap->stats.wc > 0)
1325 return;
1326
1327 /* Is this a multipart monster and not the head? If so, return.
1328 * Processing will happen if the head runs into the pit
1329 */
1330 if (victim->head)
1331 return;
1332
1333 // now find all possible locations and randomly pick one
1334 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1335 trap->range >= 3 ? SIZEOFFREE3 + 1
1336 : trap->range >= 2 ? SIZEOFFREE2 + 1
1337 : trap->range >= 1 ? SIZEOFFREE1 + 1
1338 : SIZEOFFREE0 + 1);
1339
1340 if (dir < 0)
1341 return;
1342
1343 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1344 victim->statusmsg ("You fall through the hole!", NDI_RED);
1345
1346 transfer_ob (victim,
1347 EXIT_X (trap) + freearr_x[dir],
1348 EXIT_Y (trap) + freearr_y[dir],
1349 0, victim);
1315} 1350}
1316 1351
1317/** 1352/**
1318 * 'victim' moves onto 'trap' 1353 * 'victim' moves onto 'trap'
1319 * 'victim' leaves 'trap' 1354 * 'victim' leaves 'trap'
1431 1466
1432 if (!trap->value) 1467 if (!trap->value)
1433 { 1468 {
1434 int tot; 1469 int tot;
1435 1470
1436 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1471 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1437 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1472 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1438 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1473 tot += ab->head_ ()->total_weight ();
1439 1474
1440 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1475 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1441 goto leave; 1476 goto leave;
1442 1477
1443 SET_ANIMATION (trap, trap->value); 1478 SET_ANIMATION (trap, trap->value);
1453 1488
1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1489 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1455 { 1490 {
1456 if (!sound_was_played) 1491 if (!sound_was_played)
1457 { 1492 {
1458 trap->play_sound (sound_find ("fall_hole")); 1493 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1459 sound_was_played = 1; 1494 sound_was_played = 1;
1460 } 1495 }
1461 1496
1462 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1497 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1463 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1498 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1464 } 1499 }
1465 } 1500 }
1466 goto leave; 1501 goto leave;
1467 } 1502 }
1468 1503
1469 case CONVERTER: 1504 case CONVERTER:
1470 if (convert_item (victim, trap) < 0) 1505 if (convert_item (victim, trap) < 0)
1471 { 1506 {
1472 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1507 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1473 get_archetype ("burnout")->insert_at (trap, trap); 1508 archetype::get (shstr_burnout)->insert_at (trap, trap);
1474 } 1509 }
1475 1510
1476 goto leave; 1511 goto leave;
1477 1512
1478 case TRIGGER_BUTTON: 1513 case TRIGGER_BUTTON:
1488 case CHECK_INV: 1523 case CHECK_INV:
1489 check_inv (victim, trap); 1524 check_inv (victim, trap);
1490 goto leave; 1525 goto leave;
1491 1526
1492 case HOLE: 1527 case HOLE:
1493 /* Hole not open? */ 1528 move_apply_hole (trap, victim);
1494 if (trap->stats.wc > 0)
1495 goto leave;
1496
1497 /* Is this a multipart monster and not the head? If so, return.
1498 * Processing will happen if the head runs into the pit
1499 */
1500 if (victim->head)
1501 goto leave;
1502
1503 victim->play_sound (sound_find ("fall_hole"));
1504 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1505 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1506 goto leave; 1529 goto leave;
1507 1530
1508 case EXIT: 1531 case EXIT:
1509 if (victim->type == PLAYER && EXIT_PATH (trap)) 1532 if (victim->type == PLAYER && EXIT_PATH (trap))
1510 { 1533 {
1511 /* Basically, don't show exits leading to random maps the 1534 /* Basically, don't show exits leading to random maps the
1512 * players output. 1535 * players output.
1513 */ 1536 */
1514 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1537 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1515 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1538 victim->statusmsg (trap->msg, NDI_NAVY);
1516 1539
1540 trap->play_sound (trap->sound);
1517 victim->enter_exit (trap); 1541 victim->enter_exit (trap);
1518 } 1542 }
1519 goto leave; 1543 goto leave;
1520 1544
1521 case ENCOUNTER: 1545 case ENCOUNTER:
1543 goto leave; 1567 goto leave;
1544 1568
1545 case RUNE: 1569 case RUNE:
1546 case TRAP: 1570 case TRAP:
1547 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1571 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1548 {
1549 spring_trap (trap, victim); 1572 spring_trap (trap, victim);
1550 }
1551 goto leave; 1573 goto leave;
1552 1574
1553 default: 1575 default:
1554 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1576 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1555 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1577 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1569 int lev_diff; 1591 int lev_diff;
1570 object *skill_ob; 1592 object *skill_ob;
1571 1593
1572 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1594 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1573 { 1595 {
1574 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1596 op->failmsg ("You are unable to read while blind!");
1575 return; 1597 return;
1576 } 1598 }
1577 1599
1578 if (!tmp->msg) 1600 if (!tmp->msg)
1579 { 1601 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1602 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1581 return; 1603 return;
1582 } 1604 }
1583 1605
1584 /* need a literacy skill to read stuff! */ 1606 /* need a literacy skill to read stuff! */
1585 skill_ob = find_skill_by_name (op, tmp->skill); 1607 skill_ob = find_skill_by_name (op, tmp->skill);
1586 if (!skill_ob) 1608 if (!skill_ob)
1587 { 1609 {
1588 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>"); 1610 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1589 return; 1611 return;
1590 } 1612 }
1591 1613
1592 lev_diff = tmp->level - (skill_ob->level + 5); 1614 lev_diff = tmp->level - (skill_ob->level + 5);
1593 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1615 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1594 { 1616 {
1595 if (lev_diff < 2) 1617 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1596 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1618 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1597 else if (lev_diff < 3) 1619 : lev_diff < 5 ? "This book is beyond your comprehension."
1598 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1620 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1599 else if (lev_diff < 5) 1621 : lev_diff < 15 ? "This book is way beyond your comprehension."
1600 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1622 : "This book is totally beyond your comprehension.");
1601 else if (lev_diff < 8)
1602 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1603 else if (lev_diff < 15)
1604 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1605 else
1606 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1607 return; 1623 return;
1608 } 1624 }
1609 1625
1610 readable_message_type *msgType = get_readable_message_type (tmp); 1626 readable_message_type *msgType = get_readable_message_type (tmp);
1611 1627
1612 if (player *pl = op->contr) 1628 if (player *pl = op->contr)
1613 if (client *ns = pl->ns) 1629 if (client *ns = pl->ns)
1614 if (ns->can_msg) 1630 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1615 {
1616 dynbuf_text buf;
1617 buf << long_desc (tmp, op)
1618 << "\n\n"
1619 << tmp->msg
1620 << '\0';
1621 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1622 }
1623 else
1624 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1625 msgType->message_type, msgType->message_subtype,
1626 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1627 long_desc (tmp, op), &tmp->msg);
1628 1631
1629 /* gain xp from reading */ 1632 /* gain xp from reading */
1630 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1631 { /* only if not read before */ 1634 { /* only if not read before */
1632 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1634 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1635 { 1638 {
1636 /*exp_gain *= 2; because they just identified it too */ 1639 /*exp_gain *= 2; because they just identified it too */
1637 SET_FLAG (tmp, FLAG_IDENTIFIED); 1640 SET_FLAG (tmp, FLAG_IDENTIFIED);
1638 1641
1639 /* If in a container, update how it looks */ 1642 if (object *pl = tmp->visible_to ())
1640 if (tmp->env)
1641 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1643 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1642 else
1643 op->contr->ns->floorbox_update ();
1644 } 1644 }
1645 1645
1646 change_exp (op, exp_gain, skill_ob->skill, 0); 1646 change_exp (op, exp_gain, skill_ob->skill, 0);
1647 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1647 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1648 } 1648 }
1653 * op is the person learning the skill, tmp is the skill scroll object 1653 * op is the person learning the skill, tmp is the skill scroll object
1654 */ 1654 */
1655static void 1655static void
1656apply_skillscroll (object *op, object *tmp) 1656apply_skillscroll (object *op, object *tmp)
1657{ 1657{
1658 switch ((int) learn_skill (op, tmp)) 1658 switch (learn_skill (op, tmp))
1659 { 1659 {
1660 case 0: 1660 case 0:
1661 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1661 op->play_sound (sound_find ("generic_fail"));
1662 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1662 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1663 return; 1663 break;
1664 1664
1665 case 1: 1665 case 1:
1666 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1667 decrease_ob (tmp); 1666 tmp->decrease ();
1667 op->play_sound (sound_find ("skill_learn"));
1668 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1668 return; 1669 break;
1669 1670
1670 default: 1671 default:
1672 tmp->decrease ();
1673 op->play_sound (sound_find ("generic_fail"));
1671 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1674 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1672 decrease_ob (tmp);
1673 return; 1675 break;
1674 } 1676 }
1675} 1677}
1676 1678
1677/** 1679/**
1678 * Actually makes op learn spell. 1680 * Actually makes op learn spell.
1728 { 1730 {
1729 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1731 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1730 return; 1732 return;
1731 } 1733 }
1732 1734
1733 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1735 op->failmsg (format ("You lose knowledge of %s.", spell));
1734 player_unready_range_ob (op->contr, spob); 1736 player_unready_range_ob (op->contr, spob);
1735 esrv_remove_spell (op->contr, spob); 1737 esrv_remove_spell (op->contr, spob);
1736 spob->destroy (); 1738 spob->destroy ();
1737} 1739}
1738 1740
1746{ 1748{
1747 object *skop, *spell, *spell_skill; 1749 object *skop, *spell, *spell_skill;
1748 1750
1749 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1751 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1750 { 1752 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1753 op->failmsg ("You are unable to read while blind.");
1752 return; 1754 return;
1753 } 1755 }
1754 1756
1755 /* artifact_spellbooks have 'slaying' field point to a spell name, 1757 /* artifact_spellbooks have 'slaying' field point to a spell name,
1756 * instead of having their spell stored in stats.sp. These are 1758 * instead of having their spell stored in stats.sp. These are
1759 if (tmp->slaying) 1761 if (tmp->slaying)
1760 { 1762 {
1761 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1763 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1762 if (!spell) 1764 if (!spell)
1763 { 1765 {
1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1766 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1765 return; 1767 return;
1766 } 1768 }
1767 else 1769 else
1768 insert_ob_in_ob (spell, tmp); 1770 insert_ob_in_ob (spell, tmp);
1769 1771
1774 1776
1775 /* need a literacy skill to learn spells. Also, having a literacy level 1777 /* need a literacy skill to learn spells. Also, having a literacy level
1776 * lower than the spell will make learning the spell more difficult */ 1778 * lower than the spell will make learning the spell more difficult */
1777 if (!skop) 1779 if (!skop)
1778 { 1780 {
1779 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>"); 1781 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1780 return; 1782 return;
1781 } 1783 }
1782 1784
1783 spell = tmp->inv; 1785 spell = tmp->inv;
1784 1786
1785 if (!spell) 1787 if (!spell)
1786 { 1788 {
1787 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1789 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1788 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!"); 1790 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1789 return; 1791 return;
1790 } 1792 }
1791 1793
1792 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1794 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1793 { 1795 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>"); 1796 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1795 return; 1797 return;
1796 } 1798 }
1797 1799
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1800 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1799 1801
1800 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1802 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1801 {
1802 identify (tmp); 1803 identify (tmp);
1803
1804 if (tmp->env)
1805 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1806 else
1807 op->contr->ns->floorbox_update ();
1808 }
1809 1804
1810 /* I removed the check for special_prayer_mark here - it didn't make 1805 /* I removed the check for special_prayer_mark here - it didn't make
1811 * a lot of sense - special prayers are not found in spellbooks, and 1806 * a lot of sense - special prayers are not found in spellbooks, and
1812 * if the player doesn't know the spell, doesn't make a lot of sense that 1807 * if the player doesn't know the spell, doesn't make a lot of sense that
1813 * they would have a special prayer mark. 1808 * they would have a special prayer mark.
1814 */ 1809 */
1815 if (check_spell_known (op, spell->name)) 1810 if (check_spell_known (op, spell->name))
1816 { 1811 {
1817 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"); 1812 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1818 return; 1813 return;
1819 } 1814 }
1820 1815
1821 if (spell->skill) 1816 if (spell->skill)
1822 { 1817 {
1823 spell_skill = find_skill_by_name (op, spell->skill); 1818 spell_skill = find_skill_by_name (op, spell->skill);
1824 1819
1825 if (!spell_skill) 1820 if (!spell_skill)
1826 { 1821 {
1827 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1822 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1828 return; 1823 return;
1829 } 1824 }
1830 1825
1831 if (spell_skill->level < spell->level) 1826 if (spell_skill->level < spell->level)
1832 { 1827 {
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1828 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1834 return; 1829 return;
1835 } 1830 }
1836 } 1831 }
1837 1832
1838 /* Logic as follows 1833 /* Logic as follows
1847 * Overall, chances are the same but a player will find having a high 1842 * Overall, chances are the same but a player will find having a high
1848 * literacy rate very useful! -b.t. 1843 * literacy rate very useful! -b.t.
1849 */ 1844 */
1850 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1845 if (QUERY_FLAG (op, FLAG_CONFUSED))
1851 { 1846 {
1852 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1847 op->failmsg ("In your confused state you flub the wording of the text!");
1853 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1848 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1854 } 1849 }
1855 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1850 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1856 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1851 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1857 { 1852 {
1858 1853 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1859 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1860 do_learn_spell (op, spell, 0); 1854 do_learn_spell (op, spell, 0);
1861 1855
1862 /* xp gain to literacy for spell learning */ 1856 /* xp gain to literacy for spell learning */
1863 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1857 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1864 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1858 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1865 } 1859 }
1866 else 1860 else
1867 { 1861 {
1868 op->contr->play_sound (sound_find ("fumble_spell")); 1862 op->contr->play_sound (sound_find ("fumble_spell"));
1869 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"); 1863 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1870 } 1864 }
1871 1865
1872 decrease_ob (tmp); 1866 tmp->decrease ();
1873} 1867}
1874 1868
1875/** 1869/**
1876 * Handles applying a spell scroll. 1870 * Handles applying a spell scroll.
1877 */ 1871 */
1880{ 1874{
1881 object *skop; 1875 object *skop;
1882 1876
1883 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1877 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1884 { 1878 {
1885 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1879 op->failmsg ("You are unable to read while blind.");
1886 return; 1880 return;
1887 } 1881 }
1888 1882
1889 if (!tmp->inv || tmp->inv->type != SPELL) 1883 if (!tmp->inv || tmp->inv->type != SPELL)
1890 { 1884 {
1891 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>"); 1885 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1892 return; 1886 return;
1893 } 1887 }
1894 1888
1895 if (op->type == PLAYER) 1889 if (op->type == PLAYER)
1896 { 1890 {
1902 */ 1896 */
1903 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1897 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1904 1898
1905 if (!skop) 1899 if (!skop)
1906 { 1900 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>"); 1901 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1908 return; 1902 return;
1909 } 1903 }
1910 1904
1911 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1905 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1912 change_exp (op, exp_gain, skop->skill, 0); 1906 change_exp (op, exp_gain, skop->skill, 0);
1913 } 1907 }
1914 1908
1915 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1909 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1916 identify (tmp); 1910 identify (tmp);
1917 1911
1918 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1912 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1919 1913
1920 cast_spell (op, tmp, dir, tmp->inv, NULL); 1914 cast_spell (op, tmp, dir, tmp->inv, NULL);
1921 decrease_ob (tmp); 1915 tmp->decrease ();
1922} 1916}
1923 1917
1924/** 1918/**
1925 * Applies a treasure object - by default, chest. op 1919 * Applies a treasure object - by default, chest. op
1926 * is the person doing the applying, tmp is the treasure 1920 * is the person doing the applying, tmp is the treasure
1927 * chest. 1921 * chest.
1928 */ 1922 */
1929static void 1923static void
1930apply_treasure (object *op, object *tmp) 1924apply_treasure (object *op, object *tmp)
1931{ 1925{
1932 /* Nice side effect of new treasure creation method is that the treasure 1926 /* Nice side effect of this treasure creation method is that the treasure
1933 * for the chest is done when the chest is created, and put into the chest 1927 * for the chest is done when the chest is created, and put into the chest
1934 * inventory. So that when the chest burns up, the items still exist. Also 1928 * inventory. So that when the chest burns up, the items still exist. Also
1935 * prevents people fromt moving chests to more difficult maps to get better 1929 * prevents people from moving chests to more difficult maps to get better
1936 * treasure 1930 * treasure
1937 */ 1931 */
1938 object *treas = tmp->inv; 1932 object *treas = tmp->inv;
1939 1933
1940 if (!treas) 1934 if (!treas)
1941 { 1935 {
1942 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1936 op->statusmsg ("The chest was empty.");
1943 decrease_ob (tmp); 1937 tmp->decrease ();
1944 return; 1938 return;
1945 } 1939 }
1946 1940
1947 while (tmp->inv) 1941 while (tmp->inv)
1948 { 1942 {
1949 treas = tmp->inv; 1943 treas = tmp->inv;
1950
1951 treas->remove (); 1944 treas->remove ();
1952 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1953 1945
1954 treas->x = op->x; 1946 treas->x = op->x;
1955 treas->y = op->y; 1947 treas->y = op->y;
1956 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1948 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1957 1949
1958 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1950 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1959 spring_trap (treas, op); 1951 spring_trap (treas, op);
1960 1952
1961 /* If either player or container was destroyed, no need to do 1953 /* If either player or container was destroyed, no need to do
1962 * further processing. I think this should be enclused with 1954 * further processing. I think this should be enclused with
1963 * spring trap above, as I don't think there is otherwise 1955 * spring trap above, as I don't think there is otherwise
1964 * any way for the treasure chest or player to get killed 1956 * any way for the treasure chest or player to get killed.
1965 */ 1957 */
1966 if (op->destroyed () || tmp->destroyed ()) 1958 if (op->destroyed () || tmp->destroyed ())
1967 break; 1959 break;
1968 } 1960 }
1969 1961
1970 if (!tmp->destroyed () && tmp->inv == NULL) 1962 if (!tmp->destroyed () && !tmp->inv)
1971 decrease_ob (tmp); 1963 tmp->decrease (true);
1972
1973} 1964}
1974 1965
1975/** 1966/**
1976 * op eats food. 1967 * op eats food.
1977 * If player, takes care of messages and dragon special food. 1968 * If player, takes care of messages and dragon special food.
1992 { 1983 {
1993 /* usual case - no dragon meal: */ 1984 /* usual case - no dragon meal: */
1994 if (op->stats.food + tmp->stats.food > 999) 1985 if (op->stats.food + tmp->stats.food > 999)
1995 { 1986 {
1996 if (tmp->type == FOOD || tmp->type == FLESH) 1987 if (tmp->type == FOOD || tmp->type == FLESH)
1997 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1988 op->failmsg ("You feel full, but what a waste of food!");
1998 else 1989 else
1999 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1990 op->statusmsg ("Most of the drink goes down your face not your throat!");
2000 } 1991 }
1992
1993 tmp->play_sound (
1994 tmp->sound
1995 ? tmp->sound
1996 : tmp->type == DRINK
1997 ? sound_find ("eat_drink")
1998 : sound_find ("eat_food")
1999 );
2001 2000
2002 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2001 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2003 { 2002 {
2004 char buf[MAX_BUF]; 2003 const char *buf;
2005 2004
2006 if (!is_dragon_pl (op)) 2005 if (!is_dragon_pl (op))
2007 { 2006 {
2008 /* eating message for normal players */ 2007 /* eating message for normal players */
2009 if (tmp->type == DRINK) 2008 if (tmp->type == DRINK)
2010 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2009 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2011 else 2010 else
2012 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2011 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2013 } 2012 }
2014 else 2013 else
2015 {
2016 /* eating message for dragon players */ 2014 /* eating message for dragon players */
2017 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2015 buf = format ("The %s tasted terrible!", &tmp->name);
2018 }
2019 2016
2020 new_draw_info (NDI_UNIQUE, 0, op, buf); 2017 op->statusmsg (buf);
2018
2021 capacity_remaining = 999 - op->stats.food; 2019 capacity_remaining = 999 - op->stats.food;
2022 op->stats.food += tmp->stats.food; 2020 op->stats.food += tmp->stats.food;
2023 if (capacity_remaining < tmp->stats.food) 2021 if (capacity_remaining < tmp->stats.food)
2024 op->stats.hp += capacity_remaining / 50; 2022 op->stats.hp += capacity_remaining / 50;
2025 else 2023 else
2026 op->stats.hp += tmp->stats.food / 50; 2024 op->stats.hp += tmp->stats.food / 50;
2025
2027 if (op->stats.hp > op->stats.maxhp) 2026 if (op->stats.hp > op->stats.maxhp)
2028 op->stats.hp = op->stats.maxhp; 2027 op->stats.hp = op->stats.maxhp;
2029 if (op->stats.food > 999) 2028 if (op->stats.food > 999)
2030 op->stats.food = 999; 2029 op->stats.food = 999;
2031 } 2030 }
2035 eat_special_food (op, tmp); 2034 eat_special_food (op, tmp);
2036 } 2035 }
2037 } 2036 }
2038 2037
2039 handle_apply_yield (tmp); 2038 handle_apply_yield (tmp);
2040 decrease_ob (tmp); 2039 tmp->decrease ();
2041} 2040}
2042 2041
2043/** 2042/**
2044 * A dragon is eating some flesh. If the flesh contains resistances, 2043 * A dragon is eating some flesh. If the flesh contains resistances,
2045 * there is a chance for the dragon's skin to get improved. 2044 * there is a chance for the dragon's skin to get improved.
2055{ 2054{
2056 object *skin = NULL; /* pointer to dragon skin force */ 2055 object *skin = NULL; /* pointer to dragon skin force */
2057 object *abil = NULL; /* pointer to dragon ability force */ 2056 object *abil = NULL; /* pointer to dragon ability force */
2058 object *tmp = NULL; /* tmp. object */ 2057 object *tmp = NULL; /* tmp. object */
2059 2058
2060 char buf[MAX_BUF]; /* tmp. string buffer */
2061 double chance; /* improvement-chance of one resistance type */ 2059 double chance; /* improvement-chance of one resistance type */
2062 double totalchance = 1; /* total chance of gaining one resistance */ 2060 double totalchance = 1; /* total chance of gaining one resistance */
2063 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2061 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2064 double mbonus = 0; /* monster bonus */ 2062 double mbonus = 0; /* monster bonus */
2065 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2063 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2087 /* now start by filling stomache and health, according to food-value */ 2085 /* now start by filling stomache and health, according to food-value */
2088 if ((999 - op->stats.food) < meal->stats.food) 2086 if ((999 - op->stats.food) < meal->stats.food)
2089 op->stats.hp += (999 - op->stats.food) / 50; 2087 op->stats.hp += (999 - op->stats.food) / 50;
2090 else 2088 else
2091 op->stats.hp += meal->stats.food / 50; 2089 op->stats.hp += meal->stats.food / 50;
2090
2092 if (op->stats.hp > op->stats.maxhp) 2091 if (op->stats.hp > op->stats.maxhp)
2093 op->stats.hp = op->stats.maxhp; 2092 op->stats.hp = op->stats.maxhp;
2094 2093
2095 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2094 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2096 2095
2141 } 2140 }
2142 } 2141 }
2143 2142
2144 /* inverse totalchance as until now we have the failure-chance */ 2143 /* inverse totalchance as until now we have the failure-chance */
2145 totalchance = 100 - totalchance * 100; 2144 totalchance = 100 - totalchance * 100;
2145
2146 /* print message according to totalchance */ 2146 /* print message according to totalchance */
2147 const char *buf;
2147 if (totalchance > 50.) 2148 if (totalchance > 50.)
2148 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2149 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2149 else if (totalchance > 10.) 2150 else if (totalchance > 10.)
2150 sprintf (buf, "The %s tasted very good.", &meal->name); 2151 buf = format ("The %s tasted very good.", &meal->name);
2151 else if (totalchance > 1.) 2152 else if (totalchance > 1.)
2152 sprintf (buf, "The %s tasted good.", &meal->name); 2153 buf = format ("The %s tasted good.", &meal->name);
2153 else if (totalchance > 0.1) 2154 else if (totalchance > 0.1)
2154 sprintf (buf, "The %s tasted bland.", &meal->name); 2155 buf = format ("The %s tasted bland.", &meal->name);
2155 else if (totalchance >= 0.01) 2156 else if (totalchance >= 0.01)
2156 sprintf (buf, "The %s had a boring taste.", &meal->name); 2157 buf = format ("The %s had a boring taste.", &meal->name);
2157 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2158 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2158 sprintf (buf, "The %s tasted strange.", &meal->name); 2159 buf = format ("The %s tasted strange.", &meal->name);
2159 else 2160 else
2160 sprintf (buf, "The %s had no taste.", &meal->name); 2161 buf = format ("The %s had no taste.", &meal->name);
2161 new_draw_info (NDI_UNIQUE, 0, op, buf); 2162
2163 op->statusmsg (buf);
2162 2164
2163 /* now choose a winner if we have any */ 2165 /* now choose a winner if we have any */
2164 i = -1; 2166 i = -1;
2165 if (winners > 0) 2167 if (winners > 0)
2166 i = atnr_winner[RANDOM () % winners]; 2168 i = atnr_winner [rndm (winners)];
2167 2169
2168 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2170 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2169 { 2171 {
2170 /* resistance increased! */ 2172 /* resistance increased! */
2171 skin->resist[i]++; 2173 skin->resist[i]++;
2172 op->update_stats (); 2174 op->update_stats ();
2173 2175
2174 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2176 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2175 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2176 } 2177 }
2177 2178
2178 /* if this flesh contains a new ability focus, we mark it 2179 /* if this flesh contains a new ability focus, we mark it
2179 into the ability_force and it will take effect on next level */ 2180 into the ability_force and it will take effect on next level */
2180 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2181 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2181 { 2182 {
2182 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2183 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2183 2184
2184 if (meal->last_eat != abil->stats.exp) 2185 if (meal->last_eat != abil->stats.exp)
2186 op->statusmsg (format (
2187 "Your metabolism prepares to focus on %s!\n"
2188 "The change will happen at level %d.",
2189 change_resist_msg[meal->last_eat],
2190 abil->level + 1
2185 { 2191 ));
2186 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2187 new_draw_info (NDI_UNIQUE, 0, op, buf);
2188 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2189 new_draw_info (NDI_UNIQUE, 0, op, buf);
2190 }
2191 else 2192 else
2192 { 2193 {
2193 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2194 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2194 new_draw_info (NDI_UNIQUE, 0, op, buf);
2195 abil->last_eat = 0; 2195 abil->last_eat = 0;
2196 } 2196 }
2197 } 2197 }
2198
2198 return 1; 2199 return 1;
2199} 2200}
2200 2201
2201/** 2202/**
2202 * Handles applying an improve armor scroll. 2203 * Handles applying an improve armor scroll.
2207{ 2208{
2208 object *armor; 2209 object *armor;
2209 2210
2210 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) 2211 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2211 { 2212 {
2212 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>"); 2213 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2213 return; 2214 return;
2214 } 2215 }
2215 2216
2216 armor = find_marked_object (op); 2217 armor = find_marked_object (op);
2217 2218
2218 if (!armor) 2219 if (!armor)
2219 { 2220 {
2220 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."); 2221 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2221 return; 2222 return;
2222 } 2223 }
2223 2224
2224 if (armor->type != ARMOUR 2225 if (armor->type != ARMOUR
2225 && armor->type != CLOAK 2226 && armor->type != CLOAK
2226 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2227 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2227 { 2228 {
2228 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2229 op->failmsg ("Your marked item is not armour!\n");
2229 return; 2230 return;
2230 } 2231 }
2231 2232
2232 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2233 op->statusmsg ("Applying armour enchantment.");
2233 improve_armour (op, tmp, armor); 2234 improve_armour (op, tmp, armor);
2234} 2235}
2235 2236
2236extern void 2237void
2237apply_poison (object *op, object *tmp) 2238apply_poison (object *op, object *tmp)
2238{ 2239{
2240 // need to do it now when it is still on the map
2241 handle_apply_yield (tmp);
2242
2243 object *poison = tmp->split (1);
2244
2239 if (op->type == PLAYER) 2245 if (op->type == PLAYER)
2240 { 2246 {
2241 op->contr->play_sound (sound_find ("drink_poison")); 2247 op->contr->play_sound (sound_find ("drink_poison"));
2242 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2248 op->failmsg ("Yech! That tasted poisonous!");
2243 strcpy (op->contr->killer, "poisonous booze"); 2249 op->contr->killer = poison;
2244 } 2250 }
2245 2251
2246 if (tmp->stats.hp > 0) 2252 if (poison->stats.hp > 0)
2247 { 2253 {
2248 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2254 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2249 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2255 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2250 } 2256 }
2251 2257
2252 op->stats.food -= op->stats.food / 4; 2258 op->stats.food -= op->stats.food / 4;
2253 handle_apply_yield (tmp); 2259 poison->destroy ();
2254 decrease_ob (tmp);
2255} 2260}
2256 2261
2257/** 2262/**
2258 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2263 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2259 * A valid 2 way exit means: 2264 * A valid 2 way exit means:
2274 2279
2275#if 0 //TODO 2280#if 0 //TODO
2276 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2281 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2277 return 0; /* This is a reset town portal */ 2282 return 0; /* This is a reset town portal */
2278#endif 2283#endif
2284
2285 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2279 2286
2280 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2287 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2281 2288
2282 if (exitmap) 2289 if (exitmap)
2283 { 2290 {
2359 * them in this function - they are passed to apply_special 2366 * them in this function - they are passed to apply_special
2360 */ 2367 */
2361int 2368int
2362manual_apply (object *op, object *tmp, int aflag) 2369manual_apply (object *op, object *tmp, int aflag)
2363{ 2370{
2364 if (tmp->head)
2365 tmp = tmp->head; 2371 tmp = tmp->head_ ();
2366 2372
2367 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2373 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2368 { 2374 {
2369 if (op->type == PLAYER) 2375 if (op->type == PLAYER)
2370 { 2376 {
2371 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>"); 2377 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2372 return 1; 2378 return 1;
2373 } 2379 }
2374 else 2380 else
2375 return 0; /* monsters just skip unpaid items */ 2381 return 0; /* monsters just skip unpaid items */
2376 } 2382 }
2379 return RESULT_INT (0); 2385 return RESULT_INT (0);
2380 2386
2381 switch (tmp->type) 2387 switch (tmp->type)
2382 { 2388 {
2383 case CF_HANDLE: 2389 case CF_HANDLE:
2384 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2385 op->play_sound (sound_find ("turn_handle")); 2390 op->play_sound (sound_find ("turn_handle"));
2391 op->statusmsg ("You turn the handle.");
2386 tmp->value = tmp->value ? 0 : 1; 2392 tmp->value = tmp->value ? 0 : 1;
2387 SET_ANIMATION (tmp, tmp->value); 2393 SET_ANIMATION (tmp, tmp->value);
2388 update_object (tmp, UP_OBJ_FACE); 2394 update_object (tmp, UP_OBJ_FACE);
2389 push_button (tmp); 2395 push_button (tmp);
2390 return 1; 2396 return 1;
2391 2397
2392 case TRIGGER: 2398 case TRIGGER:
2393 if (check_trigger (tmp, op)) 2399 if (check_trigger (tmp, op))
2394 { 2400 {
2395 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2401 op->statusmsg ("You turn the handle.");
2396 op->play_sound (sound_find ("turn_handle")); 2402 op->play_sound (sound_find ("turn_handle"));
2397 } 2403 }
2398 else 2404 else
2399 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2405 op->failmsg ("The handle doesn't move.");
2400 2406
2401 return 1; 2407 return 1;
2402 2408
2403 case EXIT: 2409 case EXIT:
2404 if (op->type != PLAYER) 2410 if (op->type != PLAYER)
2405 return 0; 2411 return 0;
2406 2412
2407 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2413 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2408 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2414 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2409 else 2415 else
2410 { 2416 {
2411 /* Don't display messages for random maps. */ 2417 /* Don't display messages for random maps. */
2412 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2418 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2413 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2419 op->statusmsg (tmp->msg, NDI_NAVY);
2414 2420
2415 op->enter_exit (tmp); 2421 op->enter_exit (tmp);
2416 } 2422 }
2417 2423
2424 return 1;
2425
2426 case INSCRIBABLE:
2427 op->statusmsg (tmp->msg);
2428 // maybe show a spell menu to chose from or something like that
2418 return 1; 2429 return 1;
2419 2430
2420 case SIGN: 2431 case SIGN:
2421 apply_sign (op, tmp, 0); 2432 apply_sign (op, tmp, 0);
2422 return 1; 2433 return 1;
2531 { 2542 {
2532 char buf[MAX_BUF]; 2543 char buf[MAX_BUF];
2533 timeofday_t tod; 2544 timeofday_t tod;
2534 2545
2535 get_tod (&tod); 2546 get_tod (&tod);
2536 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2537 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2538 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2539 op->play_sound (sound_find ("sound_clock")); 2547 op->play_sound (sound_find ("sound_clock"));
2540 new_draw_info (NDI_UNIQUE, 0, op, buf); 2548 op->statusmsg (format (
2549 "It is %d minute%s past %d o'clock %s",
2550 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2552 ));
2541 return 1; 2553 return 1;
2542 } 2554 }
2543 else 2555 else
2544 return 0; 2556 return 0;
2545 2557
2572 default: 2584 default:
2573 return 0; 2585 return 0;
2574 } 2586 }
2575} 2587}
2576 2588
2577
2578/* quiet suppresses the "don't know how to apply" and "you must get it first" 2589/* quiet suppresses the "don't know how to apply" and "you must get it first"
2579 * messages as needed by player_apply_below(). But there can still be 2590 * messages as needed by player_apply_below(). But there can still be
2580 * "but you are floating high above the ground" messages. 2591 * "but you are floating high above the ground" messages.
2581 * 2592 *
2582 * Same return value as apply() function. 2593 * Same return value as apply() function.
2583 */ 2594 */
2584int 2595int
2585player_apply (object *pl, object *op, int aflag, int quiet) 2596player_apply (object *pl, object *op, int aflag, int quiet)
2586{ 2597{
2587 int tmp;
2588
2589 if (op->env && (pl->move_type & MOVE_FLYING)) 2598 if (!op->env && (pl->move_type & MOVE_FLYING))
2590 { 2599 {
2591 /* player is flying and applying object not in inventory */ 2600 /* player is flying and applying object not in inventory */
2592 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2601 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2593 { 2602 {
2594 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.>"); 2603 pl->failmsg ("But you are floating high above the ground! "
2604 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2605 "or waiting till the levitation effect wears off.>");
2595 return 0; 2606 return 0;
2596 } 2607 }
2597 } 2608 }
2598 2609
2599 pl->contr->last_used = op; 2610 pl->contr->last_used = op;
2600 2611
2601 tmp = manual_apply (pl, op, aflag); 2612 int tmp = manual_apply (pl, op, aflag);
2613
2602 if (!quiet) 2614 if (!quiet)
2603 { 2615 {
2604 if (tmp == 0) 2616 if (tmp == 0)
2605 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2617 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2606 else if (tmp == 2) 2618 else if (tmp == 2)
2607 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2619 pl->failmsg ("You must get it first!\n");
2608 } 2620 }
2609 2621
2610 return tmp; 2622 return tmp;
2611} 2623}
2612 2624
2641 * person moving on it, also activate. Added code to make it 2653 * person moving on it, also activate. Added code to make it
2642 * so that at least one of players movement types be that which 2654 * so that at least one of players movement types be that which
2643 * the item needs. 2655 * the item needs.
2644 */ 2656 */
2645 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2657 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2646 {
2647 if (player_apply (pl, tmp, 0, 1) == 1) 2658 if (player_apply (pl, tmp, 0, 1) == 1)
2648 return; 2659 return;
2649 } 2660
2650 if (floors >= 2) 2661 if (floors >= 2)
2651 return; /* process at most two floor objects */ 2662 return; /* process at most two floor objects */
2652 } 2663 }
2653} 2664}
2654 2665
2689 { 2700 {
2690 pl->combat_ob = 0; 2701 pl->combat_ob = 0;
2691 who->change_weapon (pl->ranged_ob); 2702 who->change_weapon (pl->ranged_ob);
2692 } 2703 }
2693 2704
2694 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2705 who->statusmsg (format ("You unwield %s.", query_name (op)));
2695 2706
2696 change_abil (who, op); 2707 change_abil (who, op);
2697 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2708 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2698 break; 2709 break;
2699 2710
2700 case SKILL: 2711 case SKILL:
2701 if (who->contr) 2712 if (who->contr)
2702 { 2713 {
2714 if (IS_COMBAT_SKILL (op->subtype))
2715 who->change_weapon (who->contr->combat_ob = 0);
2716 else if (IS_RANGED_SKILL (op->subtype))
2717 who->change_weapon (who->contr->ranged_ob = 0);
2718
2703 if (!op->invisible) 2719 if (op->invisible)
2704 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2720 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2705 else 2721 else
2706 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2722 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2707 } 2723 }
2708 2724
2709 change_abil (who, op); 2725 change_abil (who, op);
2710 CLEAR_FLAG (who, FLAG_READY_SKILL); 2726 CLEAR_FLAG (who, FLAG_READY_SKILL);
2711 break; 2727 break;
2718 case GLOVES: 2734 case GLOVES:
2719 case AMULET: 2735 case AMULET:
2720 case GIRDLE: 2736 case GIRDLE:
2721 case BRACERS: 2737 case BRACERS:
2722 case CLOAK: 2738 case CLOAK:
2723 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2739 who->statusmsg (format ("You unwear %s.", query_name (op)));
2724 change_abil (who, op); 2740 change_abil (who, op);
2725 break; 2741 break;
2726 2742
2727 case LAMP: 2743 case LAMP:
2728 { 2744 {
2729 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2745 who->statusmsg (format ("You turn off your %s.", &op->name));
2730 2746
2731 object *tmp2 = arch_to_object (op->other_arch); 2747 object *tmp2 = arch_to_object (op->other_arch);
2732 tmp2->x = op->x; 2748 tmp2->x = op->x;
2733 tmp2->y = op->y; 2749 tmp2->y = op->y;
2734 tmp2->map = op->map; 2750 tmp2->map = op->map;
2738 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2754 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2739 2755
2740 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2756 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2741 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2757 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2742 2758
2759 op->destroy ();
2760 who->insert (tmp2);
2761 who->update_stats ();
2762
2743 if (who->contr) 2763 if (who->contr)
2744 esrv_del_item (who->contr, op->count);
2745
2746 op->destroy ();
2747 insert_ob_in_ob (tmp2, who);
2748 who->update_stats ();
2749
2750 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2764 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2751 {
2752 if (who->contr)
2753 { 2765 {
2754 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2766 who->failmsg ("Oops, it feels deadly cold!");
2755 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2767 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2756 } 2768 }
2757 }
2758
2759 if (who->contr)
2760 esrv_send_item (who, tmp2);
2761 } 2769 }
2762 2770
2763 return 1; /* otherwise, an attempt to drop causes problems */ 2771 return 1; /* otherwise, an attempt to drop causes problems */
2764 2772
2765 case BOW: 2773 case BOW:
2772 { 2780 {
2773 pl->ranged_ob = 0; 2781 pl->ranged_ob = 0;
2774 who->change_weapon (pl->combat_ob); 2782 who->change_weapon (pl->combat_ob);
2775 } 2783 }
2776 2784
2777 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2785 who->statusmsg (format ("You unready %s.", query_name (op)));
2778 } 2786 }
2779 else 2787 else
2780 { 2788 {
2781 who->change_skill (0); 2789 who->change_skill (0);
2782 2790
2788 2796
2789 break; 2797 break;
2790 2798
2791 case BUILDER: 2799 case BUILDER:
2792 if (who->contr) 2800 if (who->contr)
2793 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2801 who->statusmsg (format ("You unready %s.", query_name (op)));
2794 break; 2802 break;
2795 2803
2796 default: 2804 default:
2797 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2805 who->statusmsg (format ("You unapply %s.", query_name (op)));
2798 break; 2806 break;
2799 } 2807 }
2800 2808
2809 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2810 if (object *pl = op->visible_to ())
2811 esrv_send_item (pl, op);
2812
2801 who->update_stats (); 2813 who->update_stats ();
2802
2803 if (!(aflags & AP_NO_MERGE))
2804 {
2805 object *tmp = merge_ob (op, 0);
2806
2807 if (who->contr)
2808 {
2809 if (tmp)
2810 { /* it was merged */
2811 esrv_del_item (who->contr, op->count);
2812 op = tmp;
2813 }
2814
2815 esrv_send_item (who, op);
2816 }
2817 }
2818 2814
2819 return 0; 2815 return 0;
2820} 2816}
2821 2817
2822/** 2818/**
2869 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2865 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2870 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2866 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2871 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2867 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2872 { 2868 {
2873 if (aflags & AP_PRINT) 2869 if (aflags & AP_PRINT)
2874 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2870 who->failmsg (query_name (tmp));
2875 else 2871 else
2876 unapply_special (who, tmp, aflags); 2872 unapply_special (who, tmp, aflags);
2877 } 2873 }
2878 else 2874 else
2879 { 2875 {
2880 /* In this case, we want to try and remove a cursed item. 2876 /* In this case, we want to try and remove a cursed item.
2881 * While we know it won't work, we want unapply_special to 2877 * While we know it won't work, we want unapply_special to
2882 * at least generate the message. 2878 * at least generate the message.
2883 */ 2879 */
2884 new_draw_info_format (NDI_UNIQUE, 0, who, 2880 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2885 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2886 query_name (tmp));
2887 return 1; 2881 return 1;
2888 } 2882 }
2889 2883
2890 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2884 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2891 { 2885 {
2914 2908
2915 /* If we are just printing, we don't care about cursed status */ 2909 /* If we are just printing, we don't care about cursed status */
2916 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2910 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2917 { 2911 {
2918 if (aflags & AP_PRINT) 2912 if (aflags & AP_PRINT)
2919 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2913 who->failmsg (query_name (tmp));
2920 else 2914 else
2921 unapply_special (who, tmp, aflags); 2915 unapply_special (who, tmp, aflags);
2922 } 2916 }
2923 else 2917 else
2924 { 2918 {
2925 /* Cursed item that we can't unequip - tell the player. 2919 /* Cursed item that we can't unequip - tell the player.
2926 * Note this could be annoying if this is just one of a few, 2920 * Note this could be annoying if this is just one of a few,
2927 * so it may not be critical (eg, putting on a ring and you have 2921 * so it may not be critical (eg, putting on a ring and you have
2928 * one cursed ring.) 2922 * one cursed ring.)
2929 */ 2923 */
2930 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); 2924 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2931 } 2925 }
2932 2926
2933 last = tmp->below; 2927 last = tmp->below;
2934 } 2928 }
2935 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2929 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3116 if (basic_flag == AP_APPLY) 3110 if (basic_flag == AP_APPLY)
3117 return 0; 3111 return 0;
3118 3112
3119 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3113 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3120 { 3114 {
3121 new_draw_info_format (NDI_UNIQUE, 0, who, 3115 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3122 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3123 query_name (op));
3124 return 1; 3116 return 1;
3125 } 3117 }
3126 3118
3127 return unapply_special (who, op, aflags); 3119 return unapply_special (who, op, aflags);
3128 } 3120 }
3129
3130 if (basic_flag == AP_UNAPPLY) 3121 else if (basic_flag == AP_UNAPPLY)
3131 return 0; 3122 return 0;
3132 3123
3133 // if the item is combat/ranged, wield the relevant slot first 3124 // if the item is combat/ranged, wield the relevant slot first
3134 // to resolve conflicts. 3125 // to resolve conflicts.
3135 if (player *pl = who->contr) 3126 if (player *pl = who->contr)
3144 /* Can't just apply this object. Lets see what not and what to do */ 3135 /* Can't just apply this object. Lets see what not and what to do */
3145 if (int i = can_apply_object (who, op)) 3136 if (int i = can_apply_object (who, op))
3146 { 3137 {
3147 if (i & CAN_APPLY_NEVER) 3138 if (i & CAN_APPLY_NEVER)
3148 { 3139 {
3149 new_draw_info_format (NDI_UNIQUE, 0, who, 3140 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3150 "You don't have the body to use a %s. H<You can never apply this item.>",
3151 query_name (op));
3152 return 1; 3141 return 1;
3153 } 3142 }
3154 else if (i & CAN_APPLY_RESTRICTION) 3143 else if (i & CAN_APPLY_RESTRICTION)
3155 { 3144 {
3156 new_draw_info_format (NDI_UNIQUE, 0, who, 3145 who->failmsg (format (
3157 "You have a prohibition against using a %s. " 3146 "You have a prohibition against using a %s. "
3158 "H<Your belief, profession or class prevents you from applying this item.>", 3147 "H<Your belief, profession or class prevents you from applying this item.>",
3159 query_name (op)); 3148 query_name (op)
3149 ));
3160 return 1; 3150 return 1;
3161 } 3151 }
3162 3152
3163 if (who->type != PLAYER) 3153 if (who->type != PLAYER)
3164 { 3154 {
3168 } 3158 }
3169 else 3159 else
3170 { 3160 {
3171 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3161 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3172 { 3162 {
3173 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3163 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3174 unapply_for_ob (who, op, AP_PRINT); 3164 unapply_for_ob (who, op, AP_PRINT);
3175 return 1; 3165 return 1;
3176 } 3166 }
3177 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3167 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3178 if (unapply_for_ob (who, op, aflags)) 3168 if (unapply_for_ob (who, op, aflags))
3184 { 3174 {
3185 skop = find_skill_by_name (who, op->skill); 3175 skop = find_skill_by_name (who, op->skill);
3186 3176
3187 if (!skop) 3177 if (!skop)
3188 { 3178 {
3189 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3179 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3190 return 1; 3180 return 1;
3191 } 3181 }
3192 else 3182 else
3193 /* While experience will be credited properly, we want to change the 3183 /* While experience will be credited properly, we want to change the
3194 * skill so that the dam and wc get updated 3184 * skill so that the dam and wc get updated
3198 3188
3199 if (who->type == PLAYER 3189 if (who->type == PLAYER
3200 && op->item_power 3190 && op->item_power
3201 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3191 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3202 { 3192 {
3203 new_draw_info (NDI_UNIQUE, 0, who,
3204 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3193 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3205 return 1; 3194 return 1;
3206 } 3195 }
3207 3196
3208 /* Ok. We are now at the state where we can apply the new object. 3197 /* Ok. We are now at the state where we can apply the new object.
3209 * Note that we don't have the checks for can_use_... 3198 * Note that we don't have the checks for can_use_...
3210 * below - that is already taken care of by can_apply_object. 3199 * below - that is already taken care of by can_apply_object.
3211 */ 3200 */
3212 if (op->nrof > 1) 3201 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3213 tmp = get_split_ob (op, op->nrof - 1);
3214 else
3215 tmp = 0;
3216 3202
3217 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3203 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3218 return RESULT_INT (0); 3204 return RESULT_INT (0);
3219 3205
3220 switch (op->type) 3206 switch (op->type)
3221 { 3207 {
3222 case WEAPON: 3208 case WEAPON:
3223 if (!check_weapon_power (who, op->last_eat)) 3209 if (!check_weapon_power (who, op->last_eat))
3224 { 3210 {
3225 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. " 3211 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3226 "It would consume your soul!." LACK_ITEM_POWER);
3227 3212
3228 if (tmp) 3213 if (tmp)
3229 insert_ob_in_ob (tmp, who); 3214 insert_ob_in_ob (tmp, who);
3230 3215
3231 return 1; 3216 return 1;
3235 // i.e. "R" can use Ragnarok's sword. 3220 // i.e. "R" can use Ragnarok's sword.
3236 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3221 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3237 { 3222 {
3238 /* if the weapon does not have the name as the character, can't use it. */ 3223 /* if the weapon does not have the name as the character, can't use it. */
3239 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3224 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3240 new_draw_info (NDI_UNIQUE, 0, who, 3225 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3241 "The weapon does not recognize you as its owner. "
3242 "H<Its name indicates that it belongs to somebody else.>");
3243 3226
3244 if (tmp) 3227 if (tmp)
3245 insert_ob_in_ob (tmp, who); 3228 insert_ob_in_ob (tmp, who);
3246 3229
3247 return 1; 3230 return 1;
3248 } 3231 }
3249 3232
3250 if (!skop) 3233 if (!skop)
3251 { 3234 {
3252 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3235 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3253 return 1; 3236 return 1;
3254 } 3237 }
3255 3238
3256 SET_FLAG (op, FLAG_APPLIED); 3239 SET_FLAG (op, FLAG_APPLIED);
3257 who->change_skill (skop); 3240 who->change_skill (skop);
3258 3241
3259 if (who->contr) 3242 if (who->contr)
3260 who->change_weapon (who->contr->combat_ob = op); 3243 who->change_weapon (who->contr->combat_ob = op);
3261 3244
3262 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3245 who->statusmsg (format ("You wield %s.", query_name (op)));
3263 3246
3264 SET_FLAG (who, FLAG_READY_WEAPON); 3247 SET_FLAG (who, FLAG_READY_WEAPON);
3265 change_abil (who, op); 3248 change_abil (who, op);
3266 break; 3249 break;
3267 3250
3274 case BRACERS: 3257 case BRACERS:
3275 case CLOAK: 3258 case CLOAK:
3276 case RING: 3259 case RING:
3277 case AMULET: 3260 case AMULET:
3278 SET_FLAG (op, FLAG_APPLIED); 3261 SET_FLAG (op, FLAG_APPLIED);
3279 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3262 who->statusmsg (format ("You wear %s.", query_name (op)));
3280 change_abil (who, op); 3263 change_abil (who, op);
3281 break; 3264 break;
3282 3265
3283 case LAMP: 3266 case LAMP:
3284 if (op->stats.food < 1) 3267 if (op->stats.food < 1)
3285 { 3268 {
3286 new_draw_info_format (NDI_UNIQUE, 0, who, 3269 who->failmsg (format (
3287 "Your %s is out of fuel! " 3270 "Your %s is out of fuel! "
3288 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name); 3271 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3272 &op->name
3273 ));
3289 return 1; 3274 return 1;
3290 } 3275 }
3291 3276
3292 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3277 who->statusmsg (format ("You turn on your %s.", &op->name));
3278
3293 tmp2 = arch_to_object (op->other_arch); 3279 tmp2 = arch_to_object (op->other_arch);
3294 tmp2->stats.food = op->stats.food; 3280 tmp2->stats.food = op->stats.food;
3295 SET_FLAG (tmp2, FLAG_APPLIED); 3281 SET_FLAG (tmp2, FLAG_APPLIED);
3296 3282
3297 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3283 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3298 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3284 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3299 3285
3300 insert_ob_in_ob (tmp2, who); 3286 who->insert (tmp2);
3301 3287
3302 /* Remove the old lantern */ 3288 /* Remove the old lantern */
3303 if (who->type == PLAYER)
3304 esrv_del_item (who->contr, op->count);
3305
3306 op->destroy (); 3289 op->destroy ();
3307 3290
3308 /* insert the portion that was split off */ 3291 /* insert the portion that was split off */
3309 if (tmp) 3292 if (tmp)
3310 { 3293 who->insert (tmp);
3311 insert_ob_in_ob (tmp, who);
3312 if (who->type == PLAYER)
3313 esrv_send_item (who, tmp);
3314 }
3315 3294
3316 who->update_stats (); 3295 who->update_stats ();
3317 3296
3318 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3297 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3319 if (who->type == PLAYER) 3298 if (who->type == PLAYER)
3320 { 3299 {
3321 new_draw_info (NDI_UNIQUE, 0, who, 3300 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3322 "Oops, it feels deadly cold! "
3323 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3324 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3301 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3325 } 3302 }
3326
3327 if (who->type == PLAYER)
3328 esrv_send_item (who, tmp2);
3329 3303
3330 return 0; 3304 return 0;
3331 3305
3332 case SKILL_TOOL: 3306 case SKILL_TOOL:
3333 // applying a skill tool also readies the skill 3307 // applying a skill tool also readies the skill
3356 who->change_weapon (pl->combat_ob = item); 3330 who->change_weapon (pl->combat_ob = item);
3357 goto found_weapon; 3331 goto found_weapon;
3358 } 3332 }
3359 } 3333 }
3360 3334
3361 new_draw_info_format (NDI_UNIQUE, 0, who, 3335 who->failmsg (format (
3362 "You need to apply a '%s' melee weapon before readying this skill. " 3336 "You need to apply a '%s' melee weapon before readying this skill. "
3363 "H<Some skills need an item, in this case a melee weapon, to function.>", 3337 "H<Some skills need an item, in this case a melee weapon, to function.>",
3364 &op->skill); 3338 &op->skill
3339 ));
3365 return 1; 3340 return 1;
3366 3341
3367 found_weapon:; 3342 found_weapon:;
3368 } 3343 }
3369 else 3344 else
3379 //TODO: bows should/must all have skill missile weapon right now 3354 //TODO: bows should/must all have skill missile weapon right now
3380 who->change_weapon (pl->ranged_ob = item); 3355 who->change_weapon (pl->ranged_ob = item);
3381 goto found_bow; 3356 goto found_bow;
3382 } 3357 }
3383 3358
3384 new_draw_info (NDI_UNIQUE, 0, who, 3359 who->failmsg (
3385 "You need to apply a missile weapon before readying this skill. " 3360 "You need to apply a missile weapon before readying this skill. "
3386 "H<Some skills need an item, in this case a missile weapon, to function.>"); 3361 "H<Some skills need an item, in this case a missile weapon, to function.>"
3362 );
3387 return 1; 3363 return 1;
3388 3364
3389 found_bow:; 3365 found_bow:;
3390 } 3366 }
3391 else 3367 else
3392 who->change_weapon (pl->ranged_ob = op); 3368 who->change_weapon (pl->ranged_ob = op);
3393 } 3369 }
3394 3370
3395 if (!op->invisible) 3371 if (!op->invisible)
3396 { 3372 {
3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3373 who->statusmsg (format (
3398 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3374 "You ready %s."
3375 "You can now use the skill: %s.",
3376 query_name (op),
3377 &op->skill
3378 ));
3399 } 3379 }
3400 else 3380 else
3401 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3381 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3402 } 3382 }
3403 else 3383 else
3404 { 3384 {
3405 SET_FLAG (op, FLAG_APPLIED); 3385 SET_FLAG (op, FLAG_APPLIED);
3406 change_abil (who, op); 3386 change_abil (who, op);
3411 break; 3391 break;
3412 3392
3413 case BOW: 3393 case BOW:
3414 if (!check_weapon_power (who, op->last_eat)) 3394 if (!check_weapon_power (who, op->last_eat))
3415 { 3395 {
3416 new_draw_info (NDI_UNIQUE, 0, who,
3417 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); 3396 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3418 3397
3419 if (tmp) 3398 if (tmp)
3420 insert_ob_in_ob (tmp, who); 3399 insert_ob_in_ob (tmp, who);
3421 3400
3422 return 1; 3401 return 1;
3423 } 3402 }
3424 3403
3425 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3404 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3426 { 3405 {
3427 new_draw_info (NDI_UNIQUE, 0, who,
3428 "The weapon does not recognize you as its owner. " 3406 who->failmsg ("The weapon does not recognize you as its owner. "
3429 "H<Its name indicates that it belongs to somebody else.>"); 3407 "H<Its name indicates that it belongs to somebody else.>");
3430 if (tmp) 3408 if (tmp)
3431 insert_ob_in_ob (tmp, who); 3409 insert_ob_in_ob (tmp, who);
3432 3410
3433 return 1; 3411 return 1;
3439 case HORN: 3417 case HORN:
3440 /* check for skill, alter player status */ 3418 /* check for skill, alter player status */
3441 3419
3442 if (!skop) 3420 if (!skop)
3443 { 3421 {
3444 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3422 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3445 return 1; 3423 return 1;
3446 } 3424 }
3447 3425
3448 SET_FLAG (op, FLAG_APPLIED); 3426 SET_FLAG (op, FLAG_APPLIED);
3449 who->change_skill (skop); 3427 who->change_skill (skop);
3450 3428
3451 if (who->contr) 3429 if (who->contr)
3452 { 3430 {
3453 who->contr->ranged_ob = op; 3431 who->contr->ranged_ob = op;
3454 3432
3455 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3433 who->statusmsg (format ("You ready %s.", query_name (op)));
3456 3434
3457 if (op->type == BOW) 3435 if (op->type == BOW)
3458 { 3436 {
3459 who->current_weapon = op; 3437 who->current_weapon = op;
3460 change_abil (who, op); 3438 change_abil (who, op);
3461 new_draw_info_format (NDI_UNIQUE, 0, who,
3462 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3439 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3463 } 3440 }
3464 } 3441 }
3465 else 3442 else
3466 { 3443 {
3467 if (op->type == BOW) 3444 if (op->type == BOW)
3477 { 3454 {
3478 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3455 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3479 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3456 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3480 unapply_special (who, who->contr->ranged_ob, 0); 3457 unapply_special (who, who->contr->ranged_ob, 0);
3481 3458
3482 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3459 who->statusmsg (format ("You ready your %s.", query_name (op)));
3483 3460
3484 who->contr->ranged_ob = op; 3461 who->contr->ranged_ob = op;
3485 } 3462 }
3486 break; 3463 break;
3487 3464
3488 default: 3465 default:
3489 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3466 who->statusmsg (format ("You apply %s.", query_name (op)));
3490 } /* end of switch op->type */ 3467 }
3491 3468
3492 SET_FLAG (op, FLAG_APPLIED); 3469 SET_FLAG (op, FLAG_APPLIED);
3493 3470
3494 if (tmp) 3471 if (tmp)
3495 tmp = insert_ob_in_ob (tmp, who); 3472 who->insert (tmp);
3496 3473
3497 who->update_stats (); 3474 who->update_stats ();
3498 3475
3499 /* We exclude spell casting objects. The fire code will set the 3476 /* We exclude spell casting objects. The fire code will set the
3500 * been applied flag when they are used - until that point, 3477 * been applied flag when they are used - until that point,
3504 SET_FLAG (op, FLAG_BEEN_APPLIED); 3481 SET_FLAG (op, FLAG_BEEN_APPLIED);
3505 3482
3506 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3483 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3507 if (who->type == PLAYER) 3484 if (who->type == PLAYER)
3508 { 3485 {
3509 new_draw_info (NDI_UNIQUE, 0, who, 3486 who->failmsg (
3510 "Oops, it feels deadly cold! " 3487 "Oops, it feels deadly cold! "
3511 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"); 3488 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3489 );
3512 SET_FLAG (op, FLAG_KNOWN_CURSED); 3490 SET_FLAG (op, FLAG_KNOWN_CURSED);
3513 } 3491 }
3514 3492
3515 if (who->type == PLAYER) 3493 if (object *pl = op->visible_to ())
3516 {
3517 /* if multiple objects were applied, update both slots */
3518 if (tmp)
3519 esrv_send_item (who, tmp);
3520
3521 esrv_send_item (who, op); 3494 esrv_send_item (pl, op);
3522 }
3523 3495
3524 return 0; 3496 return 0;
3525} 3497}
3526 3498
3527int 3499int
3541int 3513int
3542auto_apply (object *op) 3514auto_apply (object *op)
3543{ 3515{
3544 object *tmp = NULL, *tmp2; 3516 object *tmp = NULL, *tmp2;
3545 int i; 3517 int i;
3518
3519 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3546 3520
3547 switch (op->type) 3521 switch (op->type)
3548 { 3522 {
3549 case SHOP_FLOOR: 3523 case SHOP_FLOOR:
3550 if (!op->has_random_items ()) 3524 if (!op->has_random_items ())
3552 3526
3553 do 3527 do
3554 { 3528 {
3555 i = 10; /* let's give it 10 tries */ 3529 i = 10; /* let's give it 10 tries */
3556 while ((tmp = generate_treasure (op->randomitems, 3530 while ((tmp = generate_treasure (op->randomitems,
3557 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3531 op->stats.exp
3532 ? (int) op->stats.exp
3533 : max (op->map->difficulty, 5)))
3534 == NULL && --i);
3535
3558 if (tmp == NULL) 3536 if (tmp == NULL)
3559 return 0; 3537 return 0;
3538
3560 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3539 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3561 { 3540 {
3562 tmp->destroy (); 3541 tmp->destroy ();
3563 tmp = NULL; 3542 tmp = NULL;
3564 } 3543 }
3567 3546
3568 tmp->x = op->x; 3547 tmp->x = op->x;
3569 tmp->y = op->y; 3548 tmp->y = op->y;
3570 SET_FLAG (tmp, FLAG_UNPAID); 3549 SET_FLAG (tmp, FLAG_UNPAID);
3571 insert_ob_in_map (tmp, op->map, NULL, 0); 3550 insert_ob_in_map (tmp, op->map, NULL, 0);
3572 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3573 identify (tmp); 3551 identify (tmp);
3574 break; 3552 break;
3575 3553
3576 case TREASURE: 3554 case TREASURE:
3577 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3555 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3584 /* If we generated an object and put it in this object inventory, 3562 /* If we generated an object and put it in this object inventory,
3585 * move it to the parent object as the current object is about 3563 * move it to the parent object as the current object is about
3586 * to disappear. An example of this item is the random_* stuff 3564 * to disappear. An example of this item is the random_* stuff
3587 * that is put inside other objects. 3565 * that is put inside other objects.
3588 */ 3566 */
3589 for (tmp = op->inv; tmp; tmp = tmp2)
3590 {
3591 tmp2 = tmp->below;
3592 tmp->remove ();
3593
3594 if (op->env) 3567 if (op->env)
3595 insert_ob_in_ob (tmp, op->env); 3568 while (op->inv)
3596 else 3569 op->env->insert (op->inv);
3597 tmp->destroy ();
3598 }
3599 3570
3600 op->destroy (); 3571 op->destroy ();
3601 break; 3572 break;
3602 } 3573 }
3603 return tmp ? 1 : 0; 3574
3575 return !!tmp;
3604} 3576}
3605 3577
3606/** 3578/**
3607 * fix_auto_apply goes through the entire map every time a map 3579 * fix_auto_apply goes through the entire map every time a map
3608 * is loaded or swapped in and performs special actions for 3580 * is loaded or swapped in and performs special actions for
3622 3594
3623 if (tmp->inv) 3595 if (tmp->inv)
3624 { 3596 {
3625 object *invtmp, *invnext; 3597 object *invtmp, *invnext;
3626 3598
3627 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3599 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3628 { 3600 {
3629 invnext = invtmp->below; 3601 invnext = invtmp->below;
3630 3602
3631 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3603 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3632 auto_apply (invtmp); 3604 auto_apply (invtmp);
3633 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3605 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3634 { 3606 {
3635 while ((invtmp->stats.hp--) > 0) 3607 while (invtmp->stats.hp-- > 0)
3636 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3608 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3637 3609
3638 invtmp->randomitems = NULL; 3610 invtmp->randomitems = NULL;
3639 } 3611 }
3640 else if (invtmp && invtmp->arch 3612 else if (invtmp && invtmp->arch
3752 /* check for hp, sp change */ 3724 /* check for hp, sp change */
3753 if (food->stats.hp != 0) 3725 if (food->stats.hp != 0)
3754 { 3726 {
3755 if (QUERY_FLAG (food, FLAG_CURSED)) 3727 if (QUERY_FLAG (food, FLAG_CURSED))
3756 { 3728 {
3757 assign (who->contr->killer, food->name); 3729 who->contr->killer = food;
3758 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3730 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3759 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3731 who->failmsg ("Eck!...that was poisonous!");
3760 } 3732 }
3761 else 3733 else
3762 { 3734 {
3763 if (food->stats.hp > 0) 3735 if (food->stats.hp > 0)
3764 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3736 who->statusmsg ("You begin to feel better.");
3765 else 3737 else
3766 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3738 who->failmsg ("Eck!...that was poisonous!");
3739
3767 who->stats.hp += food->stats.hp; 3740 who->stats.hp += food->stats.hp;
3768 } 3741 }
3769 } 3742 }
3743
3770 if (food->stats.sp != 0) 3744 if (food->stats.sp != 0)
3771 { 3745 {
3772 if (QUERY_FLAG (food, FLAG_CURSED)) 3746 if (QUERY_FLAG (food, FLAG_CURSED))
3773 { 3747 {
3774 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3748 who->failmsg ("You are drained of mana!");
3775 who->stats.sp -= food->stats.sp; 3749 who->stats.sp -= food->stats.sp;
3776 if (who->stats.sp < 0) 3750 if (who->stats.sp < 0)
3777 who->stats.sp = 0; 3751 who->stats.sp = 0;
3778 } 3752 }
3779 else 3753 else
3780 { 3754 {
3781 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3755 who->statusmsg ("You feel a rush of magical energy!");
3782 who->stats.sp += food->stats.sp; 3756 who->stats.sp += food->stats.sp;
3783 /* place limit on max sp from food? */ 3757 /* place limit on max sp from food? */
3784 } 3758 }
3785 } 3759 }
3760
3786 who->update_stats (); 3761 who->update_stats ();
3787} 3762}
3788 3763
3789/** 3764/**
3790 * Designed primarily to light torches/lanterns/etc. 3765 * Designed primarily to light torches/lanterns/etc.
3800 item = find_marked_object (who); 3775 item = find_marked_object (who);
3801 if (item) 3776 if (item)
3802 { 3777 {
3803 if (lighter->last_eat && lighter->stats.food) 3778 if (lighter->last_eat && lighter->stats.food)
3804 { /* lighter gets used up */ 3779 { /* lighter gets used up */
3805 /* Split multiple lighters if they're being used up. Otherwise *
3806 * one charge from each would be used up. --DAMN */
3807 if (lighter->nrof > 1)
3808 {
3809 object *oneLighter = lighter->clone (); 3780 object *oneLighter = lighter->split ();
3810
3811 lighter->nrof -= 1;
3812 oneLighter->nrof = 1;
3813 oneLighter->stats.food--; 3781 oneLighter->stats.food--;
3814 esrv_send_item (who, lighter); 3782 who->insert (oneLighter);
3815 oneLighter = insert_ob_in_ob (oneLighter, who);
3816 esrv_send_item (who, oneLighter);
3817 }
3818 else
3819 lighter->stats.food--;
3820 } 3783 }
3821 else if (lighter->last_eat) 3784 else if (lighter->last_eat)
3785 {
3822 { /* no charges left in lighter */ 3786 /* no charges left in lighter */
3823 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3787 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3824 return; 3788 return;
3825 } 3789 }
3826 3790
3827 /* Perhaps we should split what we are trying to light on fire? 3791 /* Perhaps we should split what we are trying to light on fire?
3828 * I can't see many times when you would want to light multiple 3792 * I can't see many times when you would want to light multiple
3834 3798
3835 save_throw_object (item, AT_FIRE, who); 3799 save_throw_object (item, AT_FIRE, who);
3836 3800
3837 if (item->destroyed ()) 3801 if (item->destroyed ())
3838 { 3802 {
3839 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3803 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3840 /* Need to update the player so that the players glow radius 3804 /* Need to update the player so that the players glow radius
3841 * gets changed. 3805 * gets changed.
3842 */ 3806 */
3843 if (is_player_env) 3807 if (is_player_env)
3844 who->update_stats (); 3808 who->update_stats ();
3845 } 3809 }
3846 else 3810 else
3847 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3811 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3848 } 3812 }
3849 else /* nothing to light */ 3813 else
3850 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3814 who->failmsg ("You need to mark a lightable object.");
3851
3852} 3815}
3853 3816
3854/** 3817/**
3855 * op made some mistake with a scroll, this takes care of punishment. 3818 * op made some mistake with a scroll, this takes care of punishment.
3856 * scroll_failure()- hacked directly from spell_failure 3819 * scroll_failure()- hacked directly from spell_failure
3863 3826
3864 if (failure <= -1 && failure > -15) 3827 if (failure <= -1 && failure > -15)
3865 { /* wonder */ 3828 { /* wonder */
3866 object *tmp; 3829 object *tmp;
3867 3830
3868 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!"); 3831 op->failmsg ("Your spell warps!");
3869 tmp = get_archetype (SPELL_WONDER); 3832 tmp = get_archetype (SPELL_WONDER);
3870 cast_wonder (op, op, 0, tmp); 3833 cast_wonder (op, op, 0, tmp);
3871 tmp->destroy (); 3834 tmp->destroy ();
3872 } 3835 }
3873 else if (failure <= -15 && failure > -35) 3836 else if (failure <= -15 && failure > -35)
3874 { /* drain mana */ 3837 { /* drain mana */
3875 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3838 op->failmsg ("Your mana is drained!");
3876 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3839 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3877 if (op->stats.sp < 0) 3840 if (op->stats.sp < 0)
3878 op->stats.sp = 0; 3841 op->stats.sp = 0;
3879 } 3842 }
3880 else if (settings.spell_failure_effects == TRUE) 3843 else if (settings.spell_failure_effects == TRUE)
3881 { 3844 {
3882 if (failure <= -35 && failure > -60) 3845 if (failure <= -35 && failure > -60)
3883 { /* confusion */ 3846 { /* confusion */
3884 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3847 op->failmsg ("The magic recoils on you!");
3885 confuse_player (op, op, power); 3848 confuse_player (op, op, power);
3886 } 3849 }
3887 else if (failure <= -60 && failure > -70) 3850 else if (failure <= -60 && failure > -70)
3888 { /* paralysis */ 3851 { /* paralysis */
3889 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3852 op->failmsg ("The magic recoils and paralyzes you!");
3890 paralyze_player (op, op, power); 3853 paralyze_player (op, op, power);
3891 } 3854 }
3892 else if (failure <= -70 && failure > -80) 3855 else if (failure <= -70 && failure > -80)
3893 { /* blind */ 3856 { /* blind */
3894 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3857 op->failmsg ("The magic recoils on you!");
3895 blind_player (op, op, power); 3858 blind_player (op, op, power);
3896 } 3859 }
3897 else if (failure <= -80) 3860 else if (failure <= -80)
3898 { /* blast the immediate area */ 3861 { /* blast the immediate area */
3899 object *tmp = get_archetype (LOOSE_MANA); 3862 object *tmp = get_archetype (LOOSE_MANA);
3900 cast_magic_storm (op, tmp, power); 3863 cast_magic_storm (op, tmp, power);
3901 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3864 op->failmsg ("You unleash uncontrolled mana!");
3902 tmp->destroy (); 3865 tmp->destroy ();
3903 } 3866 }
3904 } 3867 }
3905} 3868}
3906 3869
3971 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3934 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3972 flag_change_face = 0; 3935 flag_change_face = 0;
3973 3936
3974 if (flag_change_face) 3937 if (flag_change_face)
3975 { 3938 {
3976 pl->animation_id = GET_ANIM_ID (change);
3977 pl->face = change->face; 3939 pl->face = change->face;
3978 3940 pl->animation_id = change->animation_id;
3979 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3941 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3980 SET_FLAG (pl, FLAG_ANIMATE);
3981 else
3982 CLEAR_FLAG (pl, FLAG_ANIMATE);
3983 } 3942 }
3984 3943
3985 /* check the special case of can't use weapons */ 3944 /* check the special case of can't use weapons */
3986 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3945 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3987 if (!strcmp (change->name, "monk")) 3946 if (!strcmp (change->name, "monk"))
4018 3977
4019 marked = find_marked_object (pl); 3978 marked = find_marked_object (pl);
4020 3979
4021 if (!marked) 3980 if (!marked)
4022 { 3981 {
4023 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3982 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4024 return; 3983 return;
4025 } 3984 }
4026 3985
4027 if (!marked->slaying) 3986 if (!marked->slaying)
4028 { 3987 {
4029 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3988 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4030 return; 3989 return;
4031 } 3990 }
4032 3991
4033 /* check whether they are compatible or not */ 3992 /* check whether they are compatible or not */
4034 find = strstr (marked->slaying, transformer->arch->archname); 3993 find = strstr (marked->slaying, transformer->arch->archname);
4035 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 3994 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4036 { 3995 {
4037 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3996 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4038 return; 3997 return;
4039 } 3998 }
4040 3999
4041 find += strlen (transformer->arch->archname) + 1; 4000 find += strlen (transformer->arch->archname) + 1;
4042 /* Item can be used, now find how many and what it yields */ 4001 /* Item can be used, now find how many and what it yields */
4052 else 4011 else
4053 yield = 1; 4012 yield = 1;
4054 4013
4055 while (isdigit (*find)) 4014 while (isdigit (*find))
4056 find++; 4015 find++;
4016
4057 while (*find == ' ') 4017 while (*find == ' ')
4058 find++; 4018 find++;
4059 4019
4060 memset (got, 0, MAX_BUF); 4020 memset (got, 0, MAX_BUF);
4061 4021
4072 4032
4073 /* Now create new item, remove used ones when required. */ 4033 /* Now create new item, remove used ones when required. */
4074 new_item = get_archetype (got); 4034 new_item = get_archetype (got);
4075 if (!new_item) 4035 if (!new_item)
4076 { 4036 {
4077 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4037 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4078 return; 4038 return;
4079 } 4039 }
4080 4040
4081 new_item->nrof = yield; 4041 new_item->nrof = yield;
4042
4082 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4043 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4083 insert_ob_in_ob (new_item, pl); 4044
4084 esrv_send_inventory (pl, pl); 4045 pl->insert (new_item);
4085 /* Eat up one item */ 4046 /* Eat up one item */
4086 decrease_ob_nr (marked, 1); 4047 marked->decrease ();
4087 4048
4088 /* Eat one transformer if needed */ 4049 /* Eat one transformer if needed */
4089 if (transformer->stats.food) 4050 if (transformer->stats.food)
4090 if (--transformer->stats.food == 0) 4051 if (--transformer->stats.food == 0)
4091 decrease_ob_nr (transformer, 1); 4052 transformer->decrease ();
4092} 4053}
4054

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