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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.100 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.187 by elmex, Tue Jan 13 13:29:57 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <cmath> 24#include <cmath>
26 25
27#include <global.h> 26#include <global.h>
54 * subtype 5: arch or race 53 * subtype 5: arch or race
55 * subtype 7: all three 54 * subtype 7: all three
56 */ 55 */
57 if (op->subtype) 56 if (op->subtype)
58 { 57 {
59 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
60 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
61 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
62 } 61 }
63 else 62 else
64 { 63 {
65 arch_flag = 1; 64 arch_flag = 1;
66 name_flag = 1; 65 name_flag = 1;
69 68
70 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 70 * name or race that matches.
72 */ 71 */
73 if ((op->race) && 72 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1; 76 return 1;
78 77
79 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 79 * of arch, name, or race match.
81 */ 80 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 84 return 1;
86 85
87 return 0; 86 return 0;
93 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
94 */ 93 */
95static int 94static int
96apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
97{ 96{
98 object *id, *marked; 97 dynbuf_text buf;
99 int success = 0;
100 98
101 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
102 return 0; 100 return 0;
103 101
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
106 */ 104 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108 return 0; 106 return 0;
109 107
110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
112 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
113 */ 110 */
111 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 113 {
116 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
117 { 115 {
118 identify (marked); 116 identify (marked);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
120 if (marked->msg) 119 if (marked->msg)
121 { 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
124 } 123 }
125 return money == NULL;
126 } 124 }
127 }
128 125
129 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
130 { 127 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 { 129 {
133 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
134 { 131 {
135 identify (id); 132 identify (id);
136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
137 if (id->msg) 135 if (id->msg)
138 { 136 buf << "The item has a story:\r" << id->msg << "\n\n";
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
145 break; 140 break;
146 } 141 }
147 else 142 else
148 { 143 {
149 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150 break; 145 break;
151 } 146 }
152 } 147 }
153 } 148 }
154 if (!success) 149
155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
156 return money == NULL; 155 return !money;
157} 156}
158 157
159/** 158/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item. 160 * matching item.
162 **/ 161 **/
163static void 162void
164handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
165{ 164{
166 const char *yield; 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
167 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168 yield = get_ob_key_value (tmp, "on_use_yield");
169 if (yield != NULL)
170 {
171 object *drop = get_archetype (yield);
172
173 if (tmp->env)
174 {
175 drop = insert_ob_in_ob (drop, tmp->env);
176 if (tmp->env->type == PLAYER)
177 esrv_send_item (tmp->env, drop);
178 }
179 else
180 {
181 drop->x = tmp->x;
182 drop->y = tmp->y;
183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
184 }
185 }
186} 167}
187 168
188/** 169/**
189 * Handles applying a potion. 170 * Handles applying a potion.
190 */ 171 */
196 177
197 floor = GET_MAP_OB (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
198 179
199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 { 181 {
201 if (op->type == PLAYER)
202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
203 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0; 185 return 0;
205 } 186 }
206 187
207 if (op->type == PLAYER) 188 if (op->type == PLAYER)
218 199
219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220 { 201 {
221 op->drain_stat (); 202 op->drain_stat ();
222 op->update_stats (); 203 op->update_stats ();
223 decrease_ob (tmp); 204 tmp->decrease ();
224 return 1; 205 return 1;
225 } 206 }
226 207
227 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
228 { 209 {
229 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
230 return 0; 211 return 0;
231 } 212 }
213
232 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
233 215
234 if (depl) 216 if (depl)
235 { 217 {
236 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i)) 219 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 220 op->statusmsg (restore_msg[i]);
239 221
240 depl->destroy (); 222 depl->destroy ();
241 op->update_stats (); 223 op->update_stats ();
242 } 224 }
243 else 225 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
245 227
246 decrease_ob (tmp); 228 tmp->decrease ();
247 return 1; 229 return 1;
248 } 230 }
249 231
250 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 234 {
253 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
254 { 236 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 238 {
257 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
258 { 240 {
259 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
260 break; 242 break;
261 } 243 }
244
262 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
263 { 246 {
264 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
265 break; 248 break;
266 } 249 }
250
267 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
268 { 252 {
269 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
270 break; 254 break;
271 } 255 }
275 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
276 { 260 {
277 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
278 break; 262 break;
279 } 263 }
264
280 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
281 { 266 {
282 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
283 break; 268 break;
284 } 269 }
270
285 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
286 { 272 {
287 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
288 break; 274 break;
289 } 275 }
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 { 284 {
299 if (got_one) 285 if (got_one)
300 { 286 {
301 op->update_stats (); 287 op->update_stats ();
302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
305 } 291 }
306 else 292 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
308 } 294 }
309 else 295 else
310 { /* cursed potion */ 296 { /* cursed potion */
311 if (got_one) 297 if (got_one)
312 { 298 {
313 op->update_stats (); 299 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
315 } 301 }
316 else 302 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
318 } 304 }
319 305
320 decrease_ob (tmp); 306 tmp->decrease ();
321 return 1; 307 return 1;
322 } 308 }
323 309
324 310
325 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 */ 315 */
330 if (tmp->inv) 316 if (tmp->inv)
331 { 317 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 { 319 {
334 object *fball; 320 op->failmsg ("Yech! Your lungs are on fire!");
335 321 create_exploding_ball_at (op, op->level);
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
337 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL);
339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 fball->x = op->x;
342 fball->y = op->y;
343 insert_ob_in_map (fball, op->map, NULL, 0);
344 } 322 }
345 else 323 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 325
348 decrease_ob (tmp); 326 tmp->decrease ();
327
349 /* if youre dead, no point in doing this... */ 328 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED)) 329 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats (); 330 op->update_stats ();
331
352 return 1; 332 return 1;
353 } 333 }
354 334
355 /* Deal with protection potions */ 335 /* Deal with protection potions */
356 force = NULL; 336 force = NULL;
358 { 338 {
359 if (tmp->resist[i]) 339 if (tmp->resist[i])
360 { 340 {
361 if (!force) 341 if (!force)
362 force = get_archetype (FORCE_NAME); 342 force = get_archetype (FORCE_NAME);
343
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 344 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT; 345 force->type = POTION_EFFECT;
365 break; /* Only need to find one protection since we copy entire batch */ 346 break; /* Only need to find one protection since we copy entire batch */
366 } 347 }
367 } 348 }
349
368 /* This is a protection potion */ 350 /* This is a protection potion */
369 if (force) 351 if (force)
370 { 352 {
371 /* cursed items last longer */ 353 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 354 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
380 force->speed_left = -1; 362 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 363 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 364 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 365 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 366 change_abil (op, force);
385 decrease_ob (tmp); 367 tmp->decrease ();
386 return 1; 368 return 1;
387 } 369 }
388 370
389 /* Only thing left are the stat potions */ 371 /* Only thing left are the stat potions */
390 if (op->type == PLAYER) 372 if (op->type == PLAYER)
391 { /* only for players */ 373 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 378 else
395 SET_FLAG (tmp, FLAG_APPLIED); 379 SET_FLAG (tmp, FLAG_APPLIED);
380
396 if (!change_abil (op, tmp)) 381 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 382 op->statusmsg ("Nothing happened.");
398 } 383 }
399 384
400 /* CLEAR_FLAG is so that if the character has other potions 385 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 386 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 387 * stat will not be raised by them. fix_player just clears
403 * up all the stats. 388 * up all the stats.
404 */ 389 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats (); 391 op->update_stats ();
407 decrease_ob (tmp); 392 tmp->decrease ();
408 return 1; 393 return 1;
409} 394}
410 395
411/**************************************************************************** 396/****************************************************************************
412 * Weapon improvement code follows 397 * Weapon improvement code follows
414 399
415/** 400/**
416 * This returns the sum of nrof of item (arch name). 401 * This returns the sum of nrof of item (arch name).
417 */ 402 */
418static int 403static int
419check_item (object *op, const char *item) 404check_item (object *op, shstr_cmp item)
420{ 405{
421 int count = 0; 406 int count = 0;
422 407
423 408 if (!item)
424 if (item == NULL)
425 return 0; 409 return 0;
426 410
427 op = op->below; 411 for (op = op->below; op; op = op->below)
428 while (op != NULL) 412 if (op->arch->archname == item)
429 {
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 413 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 414 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 415 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 416
445 return count; 417 return count;
446} 418}
447 419
448/** 420/**
450 * op is typically the player, which is only 422 * op is typically the player, which is only
451 * really used to determine what space to look at. 423 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 424 * Modified to only eat 'nrof' of objects.
453 */ 425 */
454static void 426static void
455eat_item (object *op, const char *item, uint32 nrof) 427eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 428{
457 object *prev; 429 object *prev;
458 430
459 prev = op; 431 prev = op;
460 op = op->below; 432 op = op->below;
461 433
462 while (op != NULL) 434 while (op)
463 { 435 {
464 if (strcmp (op->arch->name, item) == 0) 436 if (op->arch->archname == item)
465 { 437 {
466 if (op->nrof >= nrof) 438 if (op->nrof >= nrof)
467 { 439 {
468 decrease_ob_nr (op, nrof); 440 op->decrease (nrof);
469 return; 441 return;
470 } 442 }
471 else 443 else
472 { 444 {
473 decrease_ob_nr (op, op->nrof); 445 op->decrease (nrof);
474 nrof -= op->nrof; 446 nrof -= op->nrof;
475 } 447 }
448
476 op = prev; 449 op = prev;
477 } 450 }
451
478 prev = op; 452 prev = op;
479 op = op->below; 453 op = op->below;
480 } 454 }
481} 455}
482 456
488 * we return 1 (true) if the player can use the weapon. 462 * we return 1 (true) if the player can use the weapon.
489 */ 463 */
490static int 464static int
491check_weapon_power (const object *who, int improvs) 465check_weapon_power (const object *who, int improvs)
492{ 466{
493
494/* Old code is below (commented out). Basically, since weapons are the only 467/* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to 468 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level. 469 * require high level in some combat skill, so we just use overall level.
497 */ 470 */
498#if 1 471#if 1
539static int 512static int
540check_sacrifice (object *op, const object *improver) 513check_sacrifice (object *op, const object *improver)
541{ 514{
542 int count = 0; 515 int count = 0;
543 516
544 if (improver->slaying != NULL) 517 if (improver->slaying)
545 { 518 {
546 count = check_item (op, improver->slaying); 519 count = check_item (op, improver->slaying);
547 if (count < 1) 520 if (count < 1)
548 { 521 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 522 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 523 return 0;
554 } 524 }
555 } 525 }
556 else 526 else
557 count = 1; 527 count = 1;
560} 530}
561 531
562/** 532/**
563 * Actually improves the weapon, and tells user. 533 * Actually improves the weapon, and tells user.
564 */ 534 */
565int 535static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 536improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 537{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 538 stat += sacrifice_count;
571 weapon->last_eat++; 539 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 540 improver->decrease ();
573 decrease_ob (improver);
574 541
575 /* So it updates the players stats and the window */ 542 /* So it updates the players stats and the window */
576 op->update_stats (); 543 op->update_stats ();
544
545 op->statusmsg (format (
546 "Your sacrifice was accepted.\n"
547 "Weapon's bonus to %s improved by %d.",
548 statname, sacrifice_count
549 ));
550
577 return 1; 551 return 1;
578} 552}
579 553
580/* Types of improvements, hidden in the sp field. */ 554/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 555#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 556#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 557#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 558#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 559#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 560#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 561#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 562#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 563#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 564#define IMPROVE_INT 10
591#define IMPROVE_POW 11 565#define IMPROVE_POW 11
592
593 566
594/** 567/**
595 * This does the prepare weapon scroll. 568 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 569 * Checks for sacrifice, and so on.
597 */ 570 */
598
599int 571int
600prepare_weapon (object *op, object *improver, object *weapon) 572prepare_weapon (object *op, object *improver, object *weapon)
601{ 573{
602 int sacrifice_count, i; 574 int sacrifice_count, i;
603 char buf[MAX_BUF]; 575 char buf[MAX_BUF];
604 576
605 if (weapon->level != 0) 577 if (weapon->level != 0)
606 { 578 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 579 op->failmsg ("Weapon is already prepared!");
608 return 0; 580 return 0;
609 } 581 }
582
610 for (i = 0; i < NROFATTACKS; i++) 583 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 584 if (weapon->resist[i])
612 break; 585 break;
613 586
614 /* If we break out, i will be less than nrofattacks, preventing 587 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 590 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 591 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 592 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 593 weapon->stats.ac) /* AC - only taifu's I think */
621 { 594 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 595 op->failmsg ("You cannot prepare magic weapons. "
596 "H<A weapon is considered magical if it changes regeneration, "
597 "speed or ac, or has other protections.>");
623 return 0; 598 return 0;
624 } 599 }
600
625 sacrifice_count = check_sacrifice (op, improver); 601 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 602 if (sacrifice_count <= 0)
627 return 0; 603 return 0;
604
628 weapon->level = isqrt (sacrifice_count); 605 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); 606 eat_item (op, improver->slaying, sacrifice_count);
631 607
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 608 op->statusmsg (format (
609 "Your sacrifice was accepted."
610 "Your *%s may be improved %d times.",
611 &weapon->name, weapon->level
612 ));
633 613
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 614 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 615 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 616 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 617 slot at once! */
638 decrease_ob (improver); 618 improver->decrease ();
639 weapon->last_eat = 0; 619 weapon->last_eat = 0;
640 return 1; 620 return 1;
641} 621}
642
643 622
644/** 623/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 624 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 625 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 626 * Returns 0 if it was not able to work for some reason.
656improve_weapon (object *op, object *improver, object *weapon) 635improve_weapon (object *op, object *improver, object *weapon)
657{ 636{
658 int sacrifice_count, sacrifice_needed = 0; 637 int sacrifice_count, sacrifice_needed = 0;
659 638
660 if (improver->stats.sp == IMPROVE_PREPARE) 639 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 640 return prepare_weapon (op, improver, weapon);
663 } 641
664 if (weapon->level == 0) 642 if (weapon->level == 0)
665 { 643 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 644 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 645 return 0;
668 } 646 }
647
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 648 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 { 649 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 650 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 651 return 0;
673 } 652 }
653
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 654 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 { 655 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 656 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"); 657 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 658 "really want to improve it.");
679 return 0; 659 return 0;
680 } 660 }
661
681 /* This just increases damage by 5 points, no matter what. No sacrifice 662 /* 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, 663 * 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 664 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 665 * weapon can be improved.
685 */ 666 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 667 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 668 {
688 weapon->stats.dam += 5; 669 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 670 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); 671 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 672 weapon->last_eat++;
692 673
693 weapon->item_power++; 674 weapon->item_power++;
694 decrease_ob (improver); 675 improver->decrease ();
695 return 1; 676 return 1;
696 } 677 }
678
697 if (improver->stats.sp == IMPROVE_WEIGHT) 679 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 680 {
699 /* Reduce weight by 20% */ 681 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 682 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 683 if (weapon->weight < 1)
702 weapon->weight = 1; 684 weapon->weight = 1;
685
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 686 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 687 weapon->last_eat++;
705 weapon->item_power++; 688 weapon->item_power++;
706 decrease_ob (improver); 689 improver->decrease ();
707 return 1; 690 return 1;
708 } 691 }
692
709 if (improver->stats.sp == IMPROVE_ENCHANT) 693 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 694 {
711 weapon->magic++; 695 weapon->magic++;
712 weapon->last_eat++; 696 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 697 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 698 improver->decrease ();
715 weapon->item_power++; 699 weapon->item_power++;
716 return 1; 700 return 1;
717 } 701 }
718 702
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 703 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 708 sacrifice_needed *= 2;
725 709
726 sacrifice_count = check_sacrifice (op, improver); 710 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 711 if (sacrifice_count < sacrifice_needed)
728 { 712 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 713 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 714 return 0;
731 } 715 }
716
732 eat_item (op, improver->slaying, sacrifice_needed); 717 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 718 weapon->item_power++;
734 719
735 switch (improver->stats.sp) 720 switch (improver->stats.sp)
736 { 721 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 722 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"); 723 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"); 724 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"); 725 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"); 726 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"); 727 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"); 728 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 729 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 730 op->failmsg ("Unknown improvement type.");
753 } 731 }
732
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 733 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 734 return 0;
756} 735}
757 736
758/** 737/**
768 if (op->type != PLAYER) 747 if (op->type != PLAYER)
769 return 0; 748 return 0;
770 749
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 750 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 751 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 752 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 753 return 0;
775 } 754 }
776 755
777 otmp = find_marked_object (op); 756 otmp = find_marked_object (op);
757
778 if (!otmp) 758 if (!otmp)
779 { 759 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 760 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; 761 return 0;
782 } 762 }
783 763
784 if (otmp->type != WEAPON && otmp->type != BOW) 764 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 765 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 766 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 767 return 0;
788 } 768 }
789 769
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 770 op->statusmsg ("Applied weapon builder.");
771
791 improve_weapon (op, tmp, otmp); 772 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 773 esrv_send_item (op, otmp);
793 return 1; 774 return 1;
794} 775}
795 776
820{ 801{
821 object *tmp; 802 object *tmp;
822 803
823 if (armour->magic >= settings.armor_max_enchant) 804 if (armour->magic >= settings.armor_max_enchant)
824 { 805 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 806 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 807 return 0;
827 } 808 }
809
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 810 /* 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. 811 * 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 812 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 813 * of gnarg and what not?)
832 */ 814 */
833 if (armour->title) 815 if (armour->title)
834 { 816 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 817 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 818 return 0;
837 } 819 }
838 820
839 /* Split objects if needed. Can't insert tmp until the 821 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 822 * end of this function - otherwise it will just re-merge.
841 */ 823 */
842 if (armour->nrof > 1) 824 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846 825
847 armour->magic++; 826 armour->magic++;
848 827
849 if (!settings.armor_speed_linear) 828 if (!settings.armor_speed_linear)
850 { 829 {
855 { 834 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 835 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 836 pow++;
858 } 837 }
859 838
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 839 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 840 }
862 else 841 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 842 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 843
865 if (!settings.armor_weight_linear) 844 if (!settings.armor_weight_linear)
866 { 845 {
867 int base = 100; 846 int base = 100;
868 int pow = 0; 847 int pow = 0;
871 { 850 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 851 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 852 pow++;
874 } 853 }
875 854
876 armour->weight = (armour->arch->clone.weight * base) / 100; 855 armour->weight = (armour->arch->weight * base) / 100;
877 } 856 }
878 else 857 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 858 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 859
881 if (armour->weight <= 0) 860 if (armour->weight <= 0)
882 { 861 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 862 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 863 armour->weight = 1;
885 } 864 }
886 865
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 866 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 867
889 if (op->type == PLAYER) 868 if (op->type == PLAYER)
890 { 869 {
891 esrv_send_item (op, armour); 870 esrv_send_item (op, armour);
871
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 872 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 873 op->update_stats ();
894 } 874 }
895 decrease_ob (improver); 875
876 improver->decrease ();
877
896 if (tmp) 878 if (tmp)
897 { 879 op->insert (tmp);
898 insert_ob_in_ob (tmp, op); 880
899 esrv_send_item (op, tmp);
900 }
901 return 1; 881 return 1;
902} 882}
903
904 883
905/* 884/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 885 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken. 886 * what the converter wants, -1 if the converter is broken.
908 */ 887 *
909#define CONV_FROM(xyz) xyz->slaying
910#define CONV_TO(xyz) xyz->other_arch
911#define CONV_NR(xyz) xyz->stats.sp
912#define CONV_NEED(xyz) xyz->stats.food
913
914/* Takes one items and makes another. 888 * Takes one type of items and makes another.
915 * converter is the object that is doing the conversion. 889 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not 890 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything. 891 * what the converter wants, this will not do anything.
918 */ 892 */
919int 893static int
920convert_item (object *item, object *converter) 894convert_item (object *item, object *converter)
921{ 895{
922 int nr = 0;
923 uint32 price_in; 896 sint64 nr, price_in;
897
898 if (item->flag [FLAG_UNPAID])
899 return 0;
900
901 shstr conv_from = converter->slaying;
902 archetype *conv_to = converter->other_arch;
903 sint64 need = converter->stats.food;
904 sint64 give = converter->stats.sp;
924 905
925 /* We make some assumptions - we assume if it takes money as it type, 906 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs 907 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 908 * 3 gp and player drops a platinum, tough luck)
928 */ 909 */
929 if (!strcmp (CONV_FROM (converter), "money")) 910 if (conv_from == shstr_money)
930 { 911 {
931 int cost;
932
933 if (item->type != MONEY) 912 if (item->type != MONEY)
934 return 0; 913 return 0;
935 914
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 915 nr = sint64 (item->nrof) * item->value / need;
937 if (!nr) 916 if (!nr)
938 return 0; 917 return 0;
939 cost = nr * CONV_NEED (converter) / item->value; 918
940 /* take into account rounding errors */ 919 converter->play_sound (sound_find ("shop_buy"));
941 if (nr * CONV_NEED (converter) % item->value) 920
942 cost++; 921 sint64 cost = (nr * need + item->value - 1) / item->value;
943 decrease_ob_nr (item, cost); 922
923 item->decrease (cost);
944 924
945 price_in = cost * item->value; 925 price_in = cost * item->value;
946 } 926 }
947 else 927 else
948 { 928 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 929 if (item->type == PLAYER
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 930 || conv_from != item->arch->archname
931 || (need && need > (uint16) item->nrof))
951 return 0; 932 return 0;
952 933
953 if (CONV_NEED (converter)) 934 converter->play_sound (sound_find ("convert_item"));
935
936 if (need)
954 { 937 {
955 nr = item->nrof / CONV_NEED (converter); 938 nr = sint64 (item->nrof) / need;
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 939 item->decrease (nr * need);
957 price_in = nr * CONV_NEED (converter) * item->value; 940 price_in = nr * need * item->value;
958 } 941 }
959 else 942 else
960 { 943 {
961 price_in = item->value; 944 price_in = item->value;
962 item->destroy (); 945 item->destroy ();
963 } 946 }
964 } 947 }
965 948
966 if (converter->inv != NULL) 949 if (converter->inv)
967 { 950 {
968 object *ob; 951 object *ob;
969 int i; 952 int i;
970 object *ob_to_copy; 953 object *ob_to_copy;
971 954
972 /* select random object from inventory to copy */ 955 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 956 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 957 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 958 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 959 ob_to_copy = ob;
979 } 960
980 } 961 item = ob_to_copy->deep_clone ();
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 962 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 963 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 964 }
985 else 965 else
986 { 966 {
987 if (converter->other_arch == NULL) 967 if (!conv_to)
988 { 968 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 969 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); 970 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1; 971 return -1;
992 } 972 }
993 973
994 item = object_create_arch (converter->other_arch); 974 item = object_create_arch (conv_to);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 975 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 976 }
997 977
998 if (CONV_NR (converter)) 978 if (give)
999 item->nrof = CONV_NR (converter); 979 item->nrof = give;
980
1000 if (nr) 981 if (nr)
1001 item->nrof *= nr; 982 item->nrof *= nr;
1002 if (is_in_shop (converter)) 983
984 if (converter->flag [FLAG_PRECIOUS])
1003 SET_FLAG (item, FLAG_UNPAID); 985 SET_FLAG (item, FLAG_UNPAID);
986
987 if (is_in_shop (converter))
988 {
989 // converters on shop floors don't work anymore, bug lets check for it
990 // and report in case someone still does it.
991 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
992 converter->debug_desc ());
993 SET_FLAG (item, FLAG_UNPAID);
994 }
1004 else if (price_in < item->nrof * item->value) 995 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 996 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 997 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 998 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 999 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 1000 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this 1001 * hopefully had something in mind when doing this.
1012 */ 1002 */
1013 } 1003 }
1004
1005 // elmex: only identify if we need to, for example so that generated money doesn't
1006 // get an 'identified' flag so easily.
1007 if (need_identify (item))
1008 identify (item);
1009
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 1011 return 1;
1016} 1012}
1017 1013
1018/** 1014/**
1035 1031
1036 op->contr->last_used = 0; 1032 op->contr->last_used = 0;
1037 1033
1038 if (sack->env && sack->env != op) 1034 if (sack->env && sack->env != op)
1039 { 1035 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1036 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 1037 return 1;
1042 } 1038 }
1043 1039
1044 // already applied == open on ground, or open in inv, or active in inv 1040 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 1041 if (sack->flag [FLAG_APPLIED])
1051 return 1; 1047 return 1;
1052 } 1048 }
1053 else if (!sack->env) 1049 else if (!sack->env)
1054 { 1050 {
1055 // active, but not ours: some other player has opened it 1051 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1052 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1057 return 1; 1053 return 1;
1058 } 1054 }
1059 1055
1060 // fall through to opening it (active in inv) 1056 // fall through to opening it (active in inv)
1061 } 1057 }
1063 { 1059 {
1064 // it is in our env, so activate it, do not open yet 1060 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 1061 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 1062 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 1063 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1064 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 1065 return 1;
1070 } 1066 }
1071 1067
1072 // it's locked? 1068 // it's locked?
1073 if (sack->slaying) 1069 if (sack->slaying)
1074 { 1070 {
1075 if (object *tmp = find_key (op, op, sack)) 1071 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1072 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 1073 else
1078 { 1074 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1075 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1080 return 1; 1076 return 1;
1081 } 1077 }
1082 } 1078 }
1083 1079
1084 op->open_container (sack); 1080 op->open_container (sack);
1103 * with an altar. We call it a Potion - altars are stationary - it 1099 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly. 1100 * is up to map designers to use them properly.
1105 */ 1101 */
1106 if (altar->inv && altar->inv->type == SPELL) 1102 if (altar->inv && altar->inv->type == SPELL)
1107 { 1103 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1104 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 1105 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 1106 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 1107 * old maps.
1112 */ 1108 */
1113 1109
1114/* push_button (altar);*/ 1110/* push_button (altar);*/
1115 } 1111 }
1116 else 1112 else
1117 { 1113 {
1118 altar->value = 1; /* works only once */ 1114 altar->value = 1; /* works only once */
1119 push_button (altar); 1115 push_button (altar, originator);
1120 } 1116 }
1121 1117
1122 return !sacrifice; 1118 return !sacrifice;
1123 } 1119 }
1124 else 1120 else
1139 double opinion; 1135 double opinion;
1140 object *tmp, *next; 1136 object *tmp, *next;
1141 1137
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 1139
1144 if (op->type != PLAYER) 1140 bool has_unpaid = false;
1141
1142 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1143 // a quick and small change :(
1144 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1145 if (item->flag [FLAG_UNPAID])
1146 {
1147 has_unpaid = true;
1148 break;
1149 }
1150
1151 if (!op->is_player ())
1145 { 1152 {
1146 /* Remove all the unpaid objects that may be carried here. 1153 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 1154 * This could be pets or monsters that are somehow in
1148 * the shop. 1155 * the shop.
1149 */ 1156 */
1153 1160
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1161 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 { 1162 {
1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1163 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1157 1164
1165 if (i >= 0)
1158 tmp->remove (); 1166 tmp->move (i);
1159
1160 if (i == -1)
1161 i = 0;
1162
1163 tmp->map = op->map;
1164 tmp->x = op->x + freearr_x[i];
1165 tmp->y = op->y + freearr_y[i];
1166 insert_ob_in_map (tmp, op->map, op, 0);
1167 } 1167 }
1168 } 1168 }
1169 1169
1170 /* Don't teleport things like spell effects */ 1170 /* Don't teleport things like spell effects */
1171 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1174 /* unpaid objects, or non living objects, can't transfer by 1174 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 1175 * shop mats. Instead, put it on a nearby space.
1176 */ 1176 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 1178 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 1181
1183 if (i != -1) 1182 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185 1184
1186 return 0; 1185 return 0;
1187 } 1186 }
1187
1188 /* Removed code that checked for multipart objects - it appears that 1188 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine. 1189 * the teleport function should be able to handle this just fine.
1190 */ 1190 */
1191 rv = teleport (shop_mat, SHOP_MAT, op); 1191 rv = teleport (shop_mat, SHOP_MAT, op);
1192 } 1192 }
1193 else if (can_pay (op) && get_payment (op)) 1193 else if (can_pay (op) && get_payment (op))
1194 { 1194 {
1195 /* this is only used for players */ 1195 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 1196 rv = teleport (shop_mat, SHOP_MAT, op);
1197 1197
1198 if (has_unpaid)
1199 op->contr->play_sound (sound_find ("shop_buy"));
1200 else if (is_in_shop (op))
1201 op->contr->play_sound (sound_find ("shop_enter"));
1202 else
1203 op->contr->play_sound (sound_find ("shop_leave"));
1204
1198 if (shop_mat->msg) 1205 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1206 op->statusmsg (shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 1207 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is 1208 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor. 1209 * actually the shop floor.
1203 */ 1210 */
1204 else if (!rv && !is_in_shop (op)) 1211 else if (!rv && !is_in_shop (op))
1205 { 1212 {
1206 opinion = shopkeeper_approval (op->map, op); 1213 opinion = shopkeeper_approval (op->map, op);
1207 1214
1208 if (opinion > 0.9) 1215 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1216 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 1217 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1218 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 1219 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 1220 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 1221 }
1217 } 1222 }
1218 else 1223 else
1219 { 1224 {
1220 /* if we get here, a player tried to leave a shop but was not able 1225 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that 1226 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 1227 * they are not on the mat anymore
1223 */ 1228 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1229 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 1230
1226 if (i == -1) 1231 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 1232 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 1233 else
1231 { 1234 {
1232 op->remove (); 1235 op->remove ();
1233 op->x += freearr_x[i]; 1236 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 1237 op->y += freearr_y[i];
1244 * Handles applying a sign. 1247 * Handles applying a sign.
1245 */ 1248 */
1246static void 1249static void
1247apply_sign (object *op, object *sign, int autoapply) 1250apply_sign (object *op, object *sign, int autoapply)
1248{ 1251{
1249 readable_message_type *msgType; 1252 if (!op->is_player())
1250 char newbuf[HUGE_BUF]; 1253 return;
1251 1254
1252 if (sign->msg == NULL) 1255 if (sign->has_dialogue ())
1253 { 1256 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1257 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1255 return; 1258 return;
1256 } 1259 }
1257 1260
1261 if (!sign->msg)
1262 {
1263 op->contr->infobox (MSG_CHANNEL ("examine"),
1264 format ("T<%s>\n\n Nothing %sis written on it.",
1265 &sign->name,
1266 sign->name == sign->arch->name ? "" : "else "));
1267 return;
1268 }
1269
1258 if (sign->stats.food) 1270 if (sign->stats.food)
1259 { 1271 {
1260 if (sign->last_eat >= sign->stats.food) 1272 if (sign->last_eat >= sign->stats.food)
1261 { 1273 {
1262 if (!sign->move_on) 1274 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1275 op->failmsg ("You cannot read it anymore.");
1276
1264 return; 1277 return;
1265 } 1278 }
1266 1279
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1280 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1281 sign->last_eat++;
1273 * move_on is zero, it needs to be manually applied (doesn't talk 1286 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us). 1287 * to us).
1275 */ 1288 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1289 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 1290 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1291 op->failmsg ("You are unable to read while blind!");
1279 return; 1292 return;
1280 } 1293 }
1281 msgType = get_readable_message_type (sign); 1294
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1295 if (op->contr)
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1296 if (client *ns = op->contr->ns)
1297 {
1298 if (sign->sound)
1299 ns->play_sound (sign->sound);
1300 else if (autoapply)
1301 ns->play_sound (sound_find ("msg_voice"));
1302
1303 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1304 }
1305}
1306
1307static void
1308move_apply_hole (object *trap, object *victim)
1309{
1310 /* Hole not open? */
1311 if (trap->stats.wc > 0)
1312 return;
1313
1314 /* Is this a multipart monster and not the head? If so, return.
1315 * Processing will happen if the head runs into the pit
1316 */
1317 if (victim->head)
1318 return;
1319
1320 // now find all possible locations and randomly pick one
1321 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1322 trap->range >= 3 ? SIZEOFFREE3 + 1
1323 : trap->range >= 2 ? SIZEOFFREE2 + 1
1324 : trap->range >= 1 ? SIZEOFFREE1 + 1
1325 : SIZEOFFREE0 + 1);
1326
1327 if (dir < 0)
1328 return;
1329
1330 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1331 victim->statusmsg ("You fall through the hole!", NDI_RED);
1332
1333 transfer_ob (victim,
1334 EXIT_X (trap) + freearr_x[dir],
1335 EXIT_Y (trap) + freearr_y[dir],
1336 0, victim);
1284} 1337}
1285 1338
1286/** 1339/**
1287 * 'victim' moves onto 'trap' 1340 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1341 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1364 * proper. This code was causing needless crashes.
1312 */ 1365 */
1313 if (recursion_depth >= 500) 1366 if (recursion_depth >= 500)
1314 { 1367 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1368 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1369 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1370 return;
1318 } 1371 }
1372
1319 recursion_depth++; 1373 recursion_depth++;
1320 if (trap->head) 1374 if (trap->head)
1321 trap = trap->head; 1375 trap = trap->head;
1322 1376
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1377 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1362 } 1416 }
1363 goto leave; 1417 goto leave;
1364 1418
1365 case BUTTON: 1419 case BUTTON:
1366 case PEDESTAL: 1420 case PEDESTAL:
1367 update_button (trap); 1421 update_button (trap, originator);
1368 goto leave; 1422 goto leave;
1369 1423
1370 case ALTAR: 1424 case ALTAR:
1371 /* sacrifice victim on trap */ 1425 /* sacrifice victim on trap */
1372 apply_altar (trap, victim, originator); 1426 apply_altar (trap, victim, originator);
1399 1453
1400 if (!trap->value) 1454 if (!trap->value)
1401 { 1455 {
1402 int tot; 1456 int tot;
1403 1457
1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1458 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1459 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1460 tot += ab->head_ ()->total_weight ();
1407 1461
1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1462 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1409 goto leave; 1463 goto leave;
1410 1464
1411 SET_ANIMATION (trap, trap->value); 1465 SET_ANIMATION (trap, trap->value);
1421 1475
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1476 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 { 1477 {
1424 if (!sound_was_played) 1478 if (!sound_was_played)
1425 { 1479 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1480 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1427 sound_was_played = 1; 1481 sound_was_played = 1;
1428 } 1482 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1483
1484 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1485 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1431 } 1486 }
1432 } 1487 }
1433 goto leave; 1488 goto leave;
1434 } 1489 }
1435 1490
1436
1437 case CONVERTER: 1491 case CONVERTER:
1438 if (convert_item (victim, trap) < 0) 1492 if (convert_item (victim, trap) < 0)
1439 { 1493 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1494 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1441 get_archetype ("burnout")->insert_at (trap, trap); 1495 archetype::get (shstr_burnout)->insert_at (trap, trap);
1442 } 1496 }
1443 1497
1444 goto leave; 1498 goto leave;
1445 1499
1446 case TRIGGER_BUTTON: 1500 case TRIGGER_BUTTON:
1456 case CHECK_INV: 1510 case CHECK_INV:
1457 check_inv (victim, trap); 1511 check_inv (victim, trap);
1458 goto leave; 1512 goto leave;
1459 1513
1460 case HOLE: 1514 case HOLE:
1461 /* Hole not open? */ 1515 move_apply_hole (trap, victim);
1462 if (trap->stats.wc > 0)
1463 goto leave;
1464
1465 /* Is this a multipart monster and not the head? If so, return.
1466 * Processing will happen if the head runs into the pit
1467 */
1468 if (victim->head)
1469 goto leave;
1470
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave; 1516 goto leave;
1475 1517
1476 case EXIT: 1518 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap)) 1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 { 1520 {
1479 /* Basically, don't show exits leading to random maps the 1521 /* Basically, don't show exits leading to random maps the
1480 * players output. 1522 * players output.
1481 */ 1523 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1525 victim->statusmsg (trap->msg, NDI_NAVY);
1484 1526
1527 trap->play_sound (trap->sound);
1485 victim->enter_exit (trap); 1528 victim->enter_exit (trap);
1486 } 1529 }
1487 goto leave; 1530 goto leave;
1488 1531
1489 case ENCOUNTER: 1532 case ENCOUNTER:
1511 goto leave; 1554 goto leave;
1512 1555
1513 case RUNE: 1556 case RUNE:
1514 case TRAP: 1557 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1558 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim); 1559 spring_trap (trap, victim);
1518 }
1519 goto leave; 1560 goto leave;
1520 1561
1521 default: 1562 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1563 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1564 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1524 goto leave; 1565 goto leave;
1525 } 1566 }
1526 1567
1527leave: 1568leave:
1528 recursion_depth--; 1569 recursion_depth--;
1537 int lev_diff; 1578 int lev_diff;
1538 object *skill_ob; 1579 object *skill_ob;
1539 1580
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1581 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1582 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1583 op->failmsg ("You are unable to read while blind!");
1543 return; 1584 return;
1544 } 1585 }
1586
1545 if (tmp->msg == NULL) 1587 if (!tmp->msg)
1546 { 1588 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1589 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1548 return; 1590 return;
1549 } 1591 }
1550 1592
1551 /* need a literacy skill to read stuff! */ 1593 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1594 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob) 1595 if (!skill_ob)
1554 { 1596 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1597 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1556 return; 1598 return;
1557 } 1599 }
1600
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1601 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1602 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1603 {
1561 if (lev_diff < 2) 1604 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1605 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1563 else if (lev_diff < 3) 1606 : lev_diff < 5 ? "This book is beyond your comprehension."
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1607 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1565 else if (lev_diff < 5) 1608 : lev_diff < 15 ? "This book is way beyond your comprehension."
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1609 : "This book is totally beyond your comprehension.");
1567 else if (lev_diff < 8)
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1569 else if (lev_diff < 15)
1570 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1571 else
1572 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1573 return; 1610 return;
1574 } 1611 }
1575 1612
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1613 readable_message_type *msgType = get_readable_message_type (tmp);
1577 1614
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1615 if (player *pl = op->contr)
1579 msgType->message_type, msgType->message_subtype, 1616 if (client *ns = pl->ns)
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1617 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1581 long_desc (tmp, op), &tmp->msg);
1582 1618
1583 /* gain xp from reading */ 1619 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1620 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1621 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1622 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1624 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589 { 1625 {
1590 /*exp_gain *= 2; because they just identified it too */ 1626 /*exp_gain *= 2; because they just identified it too */
1591 SET_FLAG (tmp, FLAG_IDENTIFIED); 1627 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592 1628
1593 /* If in a container, update how it looks */ 1629 if (object *pl = tmp->visible_to ())
1594 if (tmp->env)
1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1630 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1596 else
1597 op->contr->ns->floorbox_update ();
1598 } 1631 }
1599 1632
1600 change_exp (op, exp_gain, skill_ob->skill, 0); 1633 change_exp (op, exp_gain, skill_ob->skill, 0);
1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1634 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1602 } 1635 }
1607 * op is the person learning the skill, tmp is the skill scroll object 1640 * op is the person learning the skill, tmp is the skill scroll object
1608 */ 1641 */
1609static void 1642static void
1610apply_skillscroll (object *op, object *tmp) 1643apply_skillscroll (object *op, object *tmp)
1611{ 1644{
1612 switch ((int) learn_skill (op, tmp)) 1645 switch (learn_skill (op, tmp))
1613 { 1646 {
1614 case 0: 1647 case 0:
1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1648 op->play_sound (sound_find ("generic_fail"));
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1649 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1617 return; 1650 break;
1618 1651
1619 case 1: 1652 case 1:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621 decrease_ob (tmp); 1653 tmp->decrease ();
1654 op->play_sound (sound_find ("skill_learn"));
1655 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1622 return; 1656 break;
1623 1657
1624 default: 1658 default:
1659 tmp->decrease ();
1660 op->play_sound (sound_find ("generic_fail"));
1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1661 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1626 decrease_ob (tmp);
1627 return; 1662 break;
1628 } 1663 }
1629} 1664}
1630 1665
1631/** 1666/**
1632 * Actually makes op learn spell. 1667 * Actually makes op learn spell.
1652 return; 1687 return;
1653 } 1688 }
1654 return; 1689 return;
1655 } 1690 }
1656 1691
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1692 op->contr->play_sound (sound_find ("learn_spell"));
1693
1658 tmp = spell->clone (); 1694 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op); 1695 insert_ob_in_ob (tmp, op);
1660 1696
1661 if (special_prayer) 1697 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP); 1698 SET_FLAG (tmp, FLAG_STARTEQUIP);
1681 { 1717 {
1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1718 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683 return; 1719 return;
1684 } 1720 }
1685 1721
1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1722 op->failmsg (format ("You lose knowledge of %s.", spell));
1687 player_unready_range_ob (op->contr, spob); 1723 player_unready_range_ob (op->contr, spob);
1688 esrv_remove_spell (op->contr, spob); 1724 esrv_remove_spell (op->contr, spob);
1689 spob->destroy (); 1725 spob->destroy ();
1690} 1726}
1691 1727
1699{ 1735{
1700 object *skop, *spell, *spell_skill; 1736 object *skop, *spell, *spell_skill;
1701 1737
1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1738 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 { 1739 {
1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1740 op->failmsg ("You are unable to read while blind.");
1705 return; 1741 return;
1706 } 1742 }
1707 1743
1708 /* artifact_spellbooks have 'slaying' field point to a spell name, 1744 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are 1745 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks 1746 * legacy spellbooks
1711 */ 1747 */
1712
1713 if (tmp->slaying != NULL) 1748 if (tmp->slaying)
1714 { 1749 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1750 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell) 1751 if (!spell)
1717 { 1752 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1753 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1719 return; 1754 return;
1720 } 1755 }
1721 else 1756 else
1722 insert_ob_in_ob (spell, tmp); 1757 insert_ob_in_ob (spell, tmp);
1758
1723 tmp->slaying = NULL; 1759 tmp->slaying = 0;
1724 } 1760 }
1725 1761
1726 skop = find_skill_by_name (op, tmp->skill); 1762 skop = find_skill_by_name (op, tmp->skill);
1727 1763
1728 /* need a literacy skill to learn spells. Also, having a literacy level 1764 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */ 1765 * lower than the spell will make learning the spell more difficult */
1730 if (!skop) 1766 if (!skop)
1731 { 1767 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1768 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1733 return; 1769 return;
1734 } 1770 }
1735 1771
1736 spell = tmp->inv; 1772 spell = tmp->inv;
1737 1773
1738 if (!spell) 1774 if (!spell)
1739 { 1775 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1776 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1741 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1777 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1742 return; 1778 return;
1743 } 1779 }
1744 1780
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1781 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 { 1782 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1783 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1748 return; 1784 return;
1749 } 1785 }
1750 1786
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1787 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1752 1788
1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 {
1755 identify (tmp); 1790 identify (tmp);
1756
1757 if (tmp->env)
1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1759 else
1760 op->contr->ns->floorbox_update ();
1761 }
1762 1791
1763 /* I removed the check for special_prayer_mark here - it didn't make 1792 /* I removed the check for special_prayer_mark here - it didn't make
1764 * a lot of sense - special prayers are not found in spellbooks, and 1793 * a lot of sense - special prayers are not found in spellbooks, and
1765 * if the player doesn't know the spell, doesn't make a lot of sense that 1794 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark. 1795 * they would have a special prayer mark.
1767 */ 1796 */
1768 if (check_spell_known (op, spell->name)) 1797 if (check_spell_known (op, spell->name))
1769 { 1798 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1799 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1771 return; 1800 return;
1772 } 1801 }
1773 1802
1774 if (spell->skill) 1803 if (spell->skill)
1775 { 1804 {
1776 spell_skill = find_skill_by_name (op, spell->skill); 1805 spell_skill = find_skill_by_name (op, spell->skill);
1777 1806
1778 if (!spell_skill) 1807 if (!spell_skill)
1779 { 1808 {
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1809 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1781 return; 1810 return;
1782 } 1811 }
1783 1812
1784 if (spell_skill->level < spell->level) 1813 if (spell_skill->level < spell->level)
1785 { 1814 {
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1815 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1787 return; 1816 return;
1788 } 1817 }
1789 } 1818 }
1790 1819
1791 /* Logic as follows 1820 /* Logic as follows
1800 * Overall, chances are the same but a player will find having a high 1829 * Overall, chances are the same but a player will find having a high
1801 * literacy rate very useful! -b.t. 1830 * literacy rate very useful! -b.t.
1802 */ 1831 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1832 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 { 1833 {
1805 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1834 op->failmsg ("In your confused state you flub the wording of the text!");
1806 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1835 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 } 1836 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1837 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1809 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1838 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810 { 1839 {
1811 1840 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1812 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1813 do_learn_spell (op, spell, 0); 1841 do_learn_spell (op, spell, 0);
1814 1842
1815 /* xp gain to literacy for spell learning */ 1843 /* xp gain to literacy for spell learning */
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1844 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1845 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 } 1846 }
1819 else 1847 else
1820 { 1848 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1849 op->contr->play_sound (sound_find ("fumble_spell"));
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1850 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1823 } 1851 }
1824 1852
1825 decrease_ob (tmp); 1853 tmp->decrease ();
1826} 1854}
1827 1855
1828/** 1856/**
1829 * Handles applying a spell scroll. 1857 * Handles applying a spell scroll.
1830 */ 1858 */
1833{ 1861{
1834 object *skop; 1862 object *skop;
1835 1863
1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1864 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 { 1865 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1866 op->failmsg ("You are unable to read while blind.");
1839 return; 1867 return;
1840 } 1868 }
1841 1869
1842 if (!tmp->inv || tmp->inv->type != SPELL) 1870 if (!tmp->inv || tmp->inv->type != SPELL)
1843 { 1871 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1872 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1845 return; 1873 return;
1846 } 1874 }
1847 1875
1848 if (op->type == PLAYER) 1876 if (op->type == PLAYER)
1849 { 1877 {
1855 */ 1883 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1884 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 1885
1858 if (!skop) 1886 if (!skop)
1859 { 1887 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1888 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1861 return; 1889 return;
1862 } 1890 }
1863 1891
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1892 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0); 1893 change_exp (op, exp_gain, skop->skill, 0);
1866 } 1894 }
1867 1895
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1896 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1897 identify (tmp);
1870 1898
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1899 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1872 1900
1873 cast_spell (op, tmp, dir, tmp->inv, NULL); 1901 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874 decrease_ob (tmp); 1902 tmp->decrease ();
1875} 1903}
1876 1904
1877/** 1905/**
1878 * Applies a treasure object - by default, chest. op 1906 * Applies a treasure object - by default, chest. op
1879 * is the person doing the applying, tmp is the treasure 1907 * is the person doing the applying, tmp is the treasure
1880 * chest. 1908 * chest.
1881 */ 1909 */
1882static void 1910static void
1883apply_treasure (object *op, object *tmp) 1911apply_treasure (object *op, object *tmp)
1884{ 1912{
1885 /* Nice side effect of new treasure creation method is that the treasure 1913 /* Nice side effect of this treasure creation method is that the treasure
1886 * for the chest is done when the chest is created, and put into the chest 1914 * for the chest is done when the chest is created, and put into the chest
1887 * inventory. So that when the chest burns up, the items still exist. Also 1915 * inventory. So that when the chest burns up, the items still exist. Also
1888 * prevents people fromt moving chests to more difficult maps to get better 1916 * prevents people from moving chests to more difficult maps to get better
1889 * treasure 1917 * treasure
1890 */ 1918 */
1891 object *treas = tmp->inv; 1919 object *treas = tmp->inv;
1892 1920
1893 if (!treas) 1921 if (!treas)
1894 { 1922 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1923 op->statusmsg ("The chest was empty.");
1896 decrease_ob (tmp); 1924 tmp->decrease ();
1897 return; 1925 return;
1898 } 1926 }
1899 1927
1900 while (tmp->inv) 1928 while (tmp->inv)
1901 { 1929 {
1902 treas = tmp->inv; 1930 treas = tmp->inv;
1903
1904 treas->remove (); 1931 treas->remove ();
1905 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1906 1932
1907 treas->x = op->x; 1933 treas->x = op->x;
1908 treas->y = op->y; 1934 treas->y = op->y;
1909 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1935 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1910 1936
1911 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1937 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1912 spring_trap (treas, op); 1938 spring_trap (treas, op);
1913 1939
1914 /* If either player or container was destroyed, no need to do 1940 /* If either player or container was destroyed, no need to do
1915 * further processing. I think this should be enclused with 1941 * further processing. I think this should be enclused with
1916 * spring trap above, as I don't think there is otherwise 1942 * spring trap above, as I don't think there is otherwise
1917 * any way for the treasure chest or player to get killed 1943 * any way for the treasure chest or player to get killed.
1918 */ 1944 */
1919 if (op->destroyed () || tmp->destroyed ()) 1945 if (op->destroyed () || tmp->destroyed ())
1920 break; 1946 break;
1921 } 1947 }
1922 1948
1923 if (!tmp->destroyed () && tmp->inv == NULL) 1949 if (!tmp->destroyed () && !tmp->inv)
1924 decrease_ob (tmp); 1950 tmp->decrease (true);
1925
1926} 1951}
1927 1952
1928/** 1953/**
1929 * op eats food. 1954 * op eats food.
1930 * If player, takes care of messages and dragon special food. 1955 * If player, takes care of messages and dragon special food.
1945 { 1970 {
1946 /* usual case - no dragon meal: */ 1971 /* usual case - no dragon meal: */
1947 if (op->stats.food + tmp->stats.food > 999) 1972 if (op->stats.food + tmp->stats.food > 999)
1948 { 1973 {
1949 if (tmp->type == FOOD || tmp->type == FLESH) 1974 if (tmp->type == FOOD || tmp->type == FLESH)
1950 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1975 op->failmsg ("You feel full, but what a waste of food!");
1951 else 1976 else
1952 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1977 op->statusmsg ("Most of the drink goes down your face not your throat!");
1953 } 1978 }
1979
1980 tmp->play_sound (
1981 tmp->sound
1982 ? tmp->sound
1983 : tmp->type == DRINK
1984 ? sound_find ("eat_drink")
1985 : sound_find ("eat_food")
1986 );
1954 1987
1955 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1988 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1956 { 1989 {
1957 char buf[MAX_BUF]; 1990 const char *buf;
1958 1991
1959 if (!is_dragon_pl (op)) 1992 if (!is_dragon_pl (op))
1960 { 1993 {
1961 /* eating message for normal players */ 1994 /* eating message for normal players */
1962 if (tmp->type == DRINK) 1995 if (tmp->type == DRINK)
1963 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1996 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1964 else 1997 else
1965 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 1998 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1966 } 1999 }
1967 else 2000 else
1968 {
1969 /* eating message for dragon players */ 2001 /* eating message for dragon players */
1970 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2002 buf = format ("The %s tasted terrible!", &tmp->name);
1971 }
1972 2003
1973 new_draw_info (NDI_UNIQUE, 0, op, buf); 2004 op->statusmsg (buf);
2005
1974 capacity_remaining = 999 - op->stats.food; 2006 capacity_remaining = 999 - op->stats.food;
1975 op->stats.food += tmp->stats.food; 2007 op->stats.food += tmp->stats.food;
1976 if (capacity_remaining < tmp->stats.food) 2008 if (capacity_remaining < tmp->stats.food)
1977 op->stats.hp += capacity_remaining / 50; 2009 op->stats.hp += capacity_remaining / 50;
1978 else 2010 else
1979 op->stats.hp += tmp->stats.food / 50; 2011 op->stats.hp += tmp->stats.food / 50;
2012
1980 if (op->stats.hp > op->stats.maxhp) 2013 if (op->stats.hp > op->stats.maxhp)
1981 op->stats.hp = op->stats.maxhp; 2014 op->stats.hp = op->stats.maxhp;
1982 if (op->stats.food > 999) 2015 if (op->stats.food > 999)
1983 op->stats.food = 999; 2016 op->stats.food = 999;
1984 } 2017 }
1986 /* special food hack -b.t. */ 2019 /* special food hack -b.t. */
1987 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2020 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1988 eat_special_food (op, tmp); 2021 eat_special_food (op, tmp);
1989 } 2022 }
1990 } 2023 }
2024
1991 handle_apply_yield (tmp); 2025 handle_apply_yield (tmp);
1992 decrease_ob (tmp); 2026 tmp->decrease ();
1993} 2027}
1994 2028
1995/** 2029/**
1996 * A dragon is eating some flesh. If the flesh contains resistances, 2030 * A dragon is eating some flesh. If the flesh contains resistances,
1997 * there is a chance for the dragon's skin to get improved. 2031 * there is a chance for the dragon's skin to get improved.
2007{ 2041{
2008 object *skin = NULL; /* pointer to dragon skin force */ 2042 object *skin = NULL; /* pointer to dragon skin force */
2009 object *abil = NULL; /* pointer to dragon ability force */ 2043 object *abil = NULL; /* pointer to dragon ability force */
2010 object *tmp = NULL; /* tmp. object */ 2044 object *tmp = NULL; /* tmp. object */
2011 2045
2012 char buf[MAX_BUF]; /* tmp. string buffer */
2013 double chance; /* improvement-chance of one resistance type */ 2046 double chance; /* improvement-chance of one resistance type */
2014 double totalchance = 1; /* total chance of gaining one resistance */ 2047 double totalchance = 1; /* total chance of gaining one resistance */
2015 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2048 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2016 double mbonus = 0; /* monster bonus */ 2049 double mbonus = 0; /* monster bonus */
2017 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2050 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2022 if (meal->type != FLESH || !is_dragon_pl (op)) 2055 if (meal->type != FLESH || !is_dragon_pl (op))
2023 return 0; 2056 return 0;
2024 2057
2025 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2058 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2026 from the player's inventory */ 2059 from the player's inventory */
2027 shstr_cmp dragon_ability_force ("dragon_ability_force");
2028 shstr_cmp dragon_skin_force ("dragon_skin_force");
2029
2030 for (tmp = op->inv; tmp; tmp = tmp->below) 2060 for (tmp = op->inv; tmp; tmp = tmp->below)
2031 if (tmp->type == FORCE) 2061 if (tmp->type == FORCE)
2032 if (tmp->arch->name == dragon_skin_force) 2062 if (tmp->arch->archname == shstr_dragon_skin_force)
2033 skin = tmp; 2063 skin = tmp;
2034 else if (tmp->arch->name == dragon_ability_force) 2064 else if (tmp->arch->archname == shstr_dragon_ability_force)
2035 abil = tmp; 2065 abil = tmp;
2036 2066
2037 /* if either skin or ability are missing, this is an old player 2067 /* if either skin or ability are missing, this is an old player
2038 which is not to be considered a dragon -> bail out */ 2068 which is not to be considered a dragon -> bail out */
2039 if (skin == NULL || abil == NULL) 2069 if (skin == NULL || abil == NULL)
2042 /* now start by filling stomache and health, according to food-value */ 2072 /* now start by filling stomache and health, according to food-value */
2043 if ((999 - op->stats.food) < meal->stats.food) 2073 if ((999 - op->stats.food) < meal->stats.food)
2044 op->stats.hp += (999 - op->stats.food) / 50; 2074 op->stats.hp += (999 - op->stats.food) / 50;
2045 else 2075 else
2046 op->stats.hp += meal->stats.food / 50; 2076 op->stats.hp += meal->stats.food / 50;
2077
2047 if (op->stats.hp > op->stats.maxhp) 2078 if (op->stats.hp > op->stats.maxhp)
2048 op->stats.hp = op->stats.maxhp; 2079 op->stats.hp = op->stats.maxhp;
2049 2080
2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2081 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2051 2082
2096 } 2127 }
2097 } 2128 }
2098 2129
2099 /* inverse totalchance as until now we have the failure-chance */ 2130 /* inverse totalchance as until now we have the failure-chance */
2100 totalchance = 100 - totalchance * 100; 2131 totalchance = 100 - totalchance * 100;
2132
2101 /* print message according to totalchance */ 2133 /* print message according to totalchance */
2134 const char *buf;
2102 if (totalchance > 50.) 2135 if (totalchance > 50.)
2103 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2136 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2104 else if (totalchance > 10.) 2137 else if (totalchance > 10.)
2105 sprintf (buf, "The %s tasted very good.", &meal->name); 2138 buf = format ("The %s tasted very good.", &meal->name);
2106 else if (totalchance > 1.) 2139 else if (totalchance > 1.)
2107 sprintf (buf, "The %s tasted good.", &meal->name); 2140 buf = format ("The %s tasted good.", &meal->name);
2108 else if (totalchance > 0.1) 2141 else if (totalchance > 0.1)
2109 sprintf (buf, "The %s tasted bland.", &meal->name); 2142 buf = format ("The %s tasted bland.", &meal->name);
2110 else if (totalchance >= 0.01) 2143 else if (totalchance >= 0.01)
2111 sprintf (buf, "The %s had a boring taste.", &meal->name); 2144 buf = format ("The %s had a boring taste.", &meal->name);
2112 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2145 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2113 sprintf (buf, "The %s tasted strange.", &meal->name); 2146 buf = format ("The %s tasted strange.", &meal->name);
2114 else 2147 else
2115 sprintf (buf, "The %s had no taste.", &meal->name); 2148 buf = format ("The %s had no taste.", &meal->name);
2116 new_draw_info (NDI_UNIQUE, 0, op, buf); 2149
2150 op->statusmsg (buf);
2117 2151
2118 /* now choose a winner if we have any */ 2152 /* now choose a winner if we have any */
2119 i = -1; 2153 i = -1;
2120 if (winners > 0) 2154 if (winners > 0)
2121 i = atnr_winner[RANDOM () % winners]; 2155 i = atnr_winner [rndm (winners)];
2122 2156
2123 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2157 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2124 { 2158 {
2125 /* resistance increased! */ 2159 /* resistance increased! */
2126 skin->resist[i]++; 2160 skin->resist[i]++;
2127 op->update_stats (); 2161 op->update_stats ();
2128 2162
2129 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2163 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2130 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2131 } 2164 }
2132 2165
2133 /* if this flesh contains a new ability focus, we mark it 2166 /* if this flesh contains a new ability focus, we mark it
2134 into the ability_force and it will take effect on next level */ 2167 into the ability_force and it will take effect on next level */
2135 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2168 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2136 { 2169 {
2137 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2170 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2138 2171
2139 if (meal->last_eat != abil->stats.exp) 2172 if (meal->last_eat != abil->stats.exp)
2173 op->statusmsg (format (
2174 "Your metabolism prepares to focus on %s!\n"
2175 "The change will happen at level %d.",
2176 change_resist_msg[meal->last_eat],
2177 abil->level + 1
2140 { 2178 ));
2141 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2142 new_draw_info (NDI_UNIQUE, 0, op, buf);
2143 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2144 new_draw_info (NDI_UNIQUE, 0, op, buf);
2145 }
2146 else 2179 else
2147 { 2180 {
2148 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2181 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2149 new_draw_info (NDI_UNIQUE, 0, op, buf);
2150 abil->last_eat = 0; 2182 abil->last_eat = 0;
2151 } 2183 }
2152 } 2184 }
2185
2153 return 1; 2186 return 1;
2154} 2187}
2155 2188
2156/** 2189/**
2157 * Handles applying an improve armor scroll. 2190 * Handles applying an improve armor scroll.
2160static void 2193static void
2161apply_armour_improver (object *op, object *tmp) 2194apply_armour_improver (object *op, object *tmp)
2162{ 2195{
2163 object *armor; 2196 object *armor;
2164 2197
2165 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2198 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2166 { 2199 {
2167 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2200 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2168 return; 2201 return;
2169 } 2202 }
2170 2203
2171 armor = find_marked_object (op); 2204 armor = find_marked_object (op);
2172 2205
2173 if (!armor) 2206 if (!armor)
2174 { 2207 {
2175 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2208 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2176 return; 2209 return;
2177 } 2210 }
2178 2211
2179 if (armor->type != ARMOUR 2212 if (armor->type != ARMOUR
2180 && armor->type != CLOAK 2213 && armor->type != CLOAK
2181 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2214 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2182 { 2215 {
2183 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2216 op->failmsg ("Your marked item is not armour!\n");
2184 return; 2217 return;
2185 } 2218 }
2186 2219
2187 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2220 op->statusmsg ("Applying armour enchantment.");
2188 improve_armour (op, tmp, armor); 2221 improve_armour (op, tmp, armor);
2189} 2222}
2190 2223
2191extern void 2224void
2192apply_poison (object *op, object *tmp) 2225apply_poison (object *op, object *tmp)
2193{ 2226{
2227 // need to do it now when it is still on the map
2228 handle_apply_yield (tmp);
2229
2230 object *poison = tmp->split (1);
2231
2194 if (op->type == PLAYER) 2232 if (op->type == PLAYER)
2195 { 2233 {
2196 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2234 op->contr->play_sound (sound_find ("drink_poison"));
2197 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2235 op->failmsg ("Yech! That tasted poisonous!");
2198 strcpy (op->contr->killer, "poisonous booze"); 2236 op->contr->killer = poison;
2199 } 2237 }
2238
2200 if (tmp->stats.hp > 0) 2239 if (poison->stats.hp > 0)
2201 { 2240 {
2202 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2241 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2203 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2242 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2204 } 2243 }
2244
2205 op->stats.food -= op->stats.food / 4; 2245 op->stats.food -= op->stats.food / 4;
2206 handle_apply_yield (tmp); 2246 poison->destroy ();
2207 decrease_ob (tmp);
2208} 2247}
2209 2248
2210/** 2249/**
2211 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2250 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2212 * A valid 2 way exit means: 2251 * A valid 2 way exit means:
2228#if 0 //TODO 2267#if 0 //TODO
2229 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2268 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2230 return 0; /* This is a reset town portal */ 2269 return 0; /* This is a reset town portal */
2231#endif 2270#endif
2232 2271
2272 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2273
2233 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2274 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2234 2275
2235 if (exitmap) 2276 if (exitmap)
2236 { 2277 {
2237 exitmap->load_sync (); 2278 exitmap->load_sync ();
2291 return 1; 2332 return 1;
2292 } 2333 }
2293 } 2334 }
2294 2335
2295 return 0; 2336 return 0;
2337}
2338
2339/**
2340 * This function will try to apply a lighter and in case no lighter
2341 * is specified it will try to find a lighter in the players inventory,
2342 * and inform him about this requirement.
2343 *
2344 * who - the player
2345 * op - the item we want to light
2346 * ligher - the lighter or 0 if a lighter has yet to be found
2347 */
2348object *auto_apply_lighter (object *who, object *op, object *lighter)
2349{
2350 if (lighter == 0)
2351 {
2352 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2353 {
2354 if (tmp->type == LIGHTER)
2355 {
2356 lighter = tmp;
2357 break;
2358 }
2359 }
2360
2361 if (!lighter)
2362 {
2363 who->failmsg (format (
2364 "You can't light up the %s with your bare hands! "
2365 "H<You need a lighter in your inventory, for example a flint and steel.>",
2366 &op->name));
2367 return 0;
2368 }
2369 }
2370
2371 // last_eat == 0 means the lighter is not being used up!
2372 if (lighter->last_eat && lighter->stats.food)
2373 {
2374 /* lighter gets used up */
2375 lighter = lighter->split ();
2376 lighter->stats.food--;
2377 who->insert (lighter);
2378 }
2379 else if (lighter->last_eat)
2380 {
2381 /* no charges left in lighter */
2382 who->failmsg (format (
2383 "You attempt to light the %s with a used up %s.",
2384 &op->name, &lighter->name));
2385 return 0;
2386 }
2387
2388 return lighter;
2389}
2390
2391/**
2392 * Designed primarily to light torches/lanterns/etc.
2393 * Also burns up burnable material too. First object in the inventory is
2394 * the selected object to "burn". -b.t.
2395 */
2396void
2397apply_lighter (object *who, object *lighter)
2398{
2399 object *item;
2400 int is_player_env = 0;
2401
2402 item = find_marked_object (who);
2403 if (item)
2404 {
2405 if (!auto_apply_lighter (who, 0, lighter))
2406 return;
2407
2408 /* Perhaps we should split what we are trying to light on fire?
2409 * I can't see many times when you would want to light multiple
2410 * objects at once.
2411 */
2412
2413 save_throw_object (item, AT_FIRE, who);
2414
2415 if (item->destroyed ()
2416 || ((item->type == LAMP || item->type == TORCH)
2417 && item->glow_radius > 0))
2418 who->statusmsg (format (
2419 "You light the %s with the %s.",
2420 &item->name, &lighter->name));
2421 else
2422 who->failmsg (format (
2423 "You attempt to light the %s with the %s and fail.",
2424 &item->name, &lighter->name));
2425 }
2426 else
2427 who->failmsg ("You need to mark a lightable object.");
2428}
2429
2430/**
2431 * This function generates a cursed effect for cursed lamps and torches.
2432 */
2433void player_apply_lamp_cursed_effect (object *who, object *op)
2434{
2435 if (op->level)
2436 {
2437 who->failmsg (format (
2438 "The %s was cursed, it explodes in a big fireball!",
2439 &op->name));
2440 create_exploding_ball_at (who, op->level);
2441 }
2442 else
2443 {
2444 who->failmsg (format (
2445 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2446 &op->name));
2447 }
2448
2449 op->destroy ();
2450}
2451
2452/**
2453 * Apply for players and lamps
2454 *
2455 * who - the player
2456 * op - the lamp
2457 */
2458void player_apply_lamp (object *who, object *op)
2459{
2460 bool switch_on = op->glow_radius ? false : true;
2461
2462 if (switch_on)
2463 {
2464 object *lighter = 0;
2465
2466 if (op->flag [FLAG_IS_LIGHTABLE]
2467 && !(lighter = auto_apply_lighter (who, op, 0)))
2468 return;
2469
2470 if (op->stats.food < 1)
2471 {
2472 if (op->type == LAMP)
2473 who->failmsg (format (
2474 "The %s is out of fuel! "
2475 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2476 &op->name));
2477 else
2478 who->failmsg (format (
2479 "The %s is burnt out! "
2480 "H<Torches and similar items burn out and become worthless.>",
2481 &op->name));
2482 return;
2483 }
2484
2485 if (op->flag [FLAG_CURSED])
2486 {
2487 player_apply_lamp_cursed_effect (who, op);
2488 return;
2489 }
2490
2491 if (lighter)
2492 who->statusmsg (format (
2493 "You light up the %s with the %s.", &op->name, &lighter->name));
2494 else
2495 who->statusmsg (format ("You light up the %s.", &op->name));
2496 }
2497 else
2498 {
2499 if (op->flag [FLAG_CURSED])
2500 {
2501 player_apply_lamp_cursed_effect (who, op);
2502 return;
2503 }
2504
2505 if (op->type == TORCH)
2506 {
2507 if (!op->flag [FLAG_IS_LIGHTABLE])
2508 {
2509 who->statusmsg (format (
2510 "You put out the %s. "
2511 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2512 &op->name, &op->name));
2513 }
2514 else
2515 who->statusmsg (format (
2516 "You put out the %s."
2517 "H<Torches wear out if you put them out.>",
2518 &op->name));
2519 }
2520 else
2521 who->statusmsg (format ("You turn off the %s.", &op->name));
2522 }
2523
2524 apply_lamp (op, switch_on);
2525}
2526
2527void get_animation_from_arch (object *op, arch_ptr a)
2528{
2529 op->animation_id = a->animation_id;
2530 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2531 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2532 op->anim_speed = a->anim_speed;
2533 op->last_anim = 0;
2534 op->state = 0;
2535 op->face = a->face;
2536
2537 if (NUM_ANIMATIONS(op) > 1)
2538 {
2539 SET_ANIMATION(op, 0);
2540 animate_object (op, op->direction);
2541 }
2542 else
2543 update_object (op, UP_OBJ_FACE);
2544}
2545
2546/**
2547 * Apply for LAMPs and TORCHes.
2548 *
2549 * op - the lamp
2550 * switch_on - a flag which says whether the lamp should be switched on or off
2551 */
2552void apply_lamp (object *op, bool switch_on)
2553{
2554 op->set_glow_radius (switch_on ? op->range : 0);
2555 op->set_speed (switch_on ? op->arch->speed : 0);
2556
2557 // torches wear out if you put them out
2558 if (op->type == TORCH && !switch_on)
2559 {
2560 if (op->flag [FLAG_IS_LIGHTABLE])
2561 {
2562 op->stats.food -= (double) op->arch->stats.food / 15;
2563 if (op->stats.food < 0)
2564 op->stats.food = 0;
2565 }
2566 else
2567 op->stats.food = 0;
2568 }
2569
2570 // lamps and torched get worthless when used up
2571 if (op->stats.food <= 0)
2572 op->value = 0;
2573
2574 // FIXME: This is a hack to make the more sane torches and lamps
2575 // still animated ;-/
2576 if (op->other_arch)
2577 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2578
2579 if (object *pl = op->visible_to ())
2580 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2296} 2581}
2297 2582
2298/** 2583/**
2299 * Main apply handler. 2584 * Main apply handler.
2300 * 2585 *
2303 * Return value: 2588 * Return value:
2304 * 0: player or monster can't apply objects of that type 2589 * 0: player or monster can't apply objects of that type
2305 * 1: has been applied, or there was an error applying the object 2590 * 1: has been applied, or there was an error applying the object
2306 * 2: objects of that type can't be applied if not in inventory 2591 * 2: objects of that type can't be applied if not in inventory
2307 * 2592 *
2308 * op is the object that is causing object to be applied, tmp is the object 2593 * who is the object that is causing object to be applied, op is the object
2309 * being applied. 2594 * being applied.
2310 * 2595 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2597 * them in this function - they are passed to apply_special
2313 */ 2598 */
2314int 2599int
2315manual_apply (object *op, object *tmp, int aflag) 2600manual_apply (object *who, object *op, int aflag)
2316{ 2601{
2317 if (tmp->head) 2602 op = op->head_ ();
2318 tmp = tmp->head;
2319 2603
2320 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2321 { 2605 {
2322 if (op->type == PLAYER) 2606 if (who->type == PLAYER)
2323 { 2607 {
2324 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2608 examine (who, op);
2609 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2325 return 1; 2610 return 1;
2326 } 2611 }
2327 else 2612 else
2328 return 0; /* monsters just skip unpaid items */ 2613 return 0; /* monsters just skip unpaid items */
2329 } 2614 }
2330 2615
2331 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2332 return RESULT_INT (0); 2617 return RESULT_INT (0);
2333 2618
2334 switch (tmp->type) 2619 switch (op->type)
2335 { 2620 {
2336 case CF_HANDLE: 2621 case CF_HANDLE:
2337 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2622 who->play_sound (sound_find ("turn_handle"));
2338 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2623 who->statusmsg ("You turn the handle.");
2339 tmp->value = tmp->value ? 0 : 1; 2624 op->value = op->value ? 0 : 1;
2340 SET_ANIMATION (tmp, tmp->value); 2625 SET_ANIMATION (op, op->value);
2341 update_object (tmp, UP_OBJ_FACE); 2626 update_object (op, UP_OBJ_FACE);
2342 push_button (tmp); 2627 push_button (op, who);
2343 return 1; 2628 return 1;
2344 2629
2345 case TRIGGER: 2630 case TRIGGER:
2346 if (check_trigger (tmp, op)) 2631 if (check_trigger (op, who))
2347 { 2632 {
2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2633 who->statusmsg ("You turn the handle.");
2349 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2634 who->play_sound (sound_find ("turn_handle"));
2350 } 2635 }
2351 else 2636 else
2352 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2637 who->failmsg ("The handle doesn't move.");
2353 2638
2354 return 1; 2639 return 1;
2355 2640
2356 case EXIT: 2641 case EXIT:
2357 if (op->type != PLAYER) 2642 if (who->type != PLAYER)
2358 return 0; 2643 return 0;
2359 2644
2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2646 who->failmsg (format ("The %s is closed.", query_name (op)));
2362 else 2647 else
2363 { 2648 {
2364 /* Don't display messages for random maps. */ 2649 /* Don't display messages for random maps. */
2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2651 who->statusmsg (op->msg, NDI_NAVY);
2367 2652
2368 op->enter_exit (tmp); 2653 who->enter_exit (op);
2369 } 2654 }
2370 2655
2371 return 1; 2656 return 1;
2372 2657
2658 case INSCRIBABLE:
2659 who->statusmsg (op->msg);
2660 // maybe show a spell menu to chose from or something like that
2661 return 1;
2662
2373 case SIGN: 2663 case SIGN:
2374 apply_sign (op, tmp, 0); 2664 apply_sign (who, op, 0);
2375 return 1; 2665 return 1;
2376 2666
2377 case BOOK: 2667 case BOOK:
2378 if (op->type == PLAYER) 2668 if (who->type == PLAYER)
2379 { 2669 {
2380 apply_book (op, tmp); 2670 apply_book (who, op);
2381 return 1; 2671 return 1;
2382 } 2672 }
2383 else 2673 else
2384 return 0; 2674 return 0;
2385 2675
2386 case SKILLSCROLL: 2676 case SKILLSCROLL:
2387 if (op->type == PLAYER) 2677 if (who->type == PLAYER)
2388 { 2678 {
2389 apply_skillscroll (op, tmp); 2679 apply_skillscroll (who, op);
2390 return 1; 2680 return 1;
2391 } 2681 }
2392 else 2682 else
2393 return 0; 2683 return 0;
2394 2684
2395 case SPELLBOOK: 2685 case SPELLBOOK:
2396 if (op->type == PLAYER) 2686 if (who->type == PLAYER)
2397 { 2687 {
2398 apply_spellbook (op, tmp); 2688 apply_spellbook (who, op);
2399 return 1; 2689 return 1;
2400 } 2690 }
2401 else 2691 else
2402 return 0; 2692 return 0;
2403 2693
2404 case SCROLL: 2694 case SCROLL:
2405 apply_scroll (op, tmp, 0); 2695 apply_scroll (who, op, 0);
2406 return 1; 2696 return 1;
2407 2697
2408 case POTION: 2698 case POTION:
2409 apply_potion (op, tmp); 2699 apply_potion (who, op);
2410 return 1; 2700 return 1;
2411 2701
2412 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed? 2703 //TODO: remove, as it is unsed?
2414 case CLOSE_CON: 2704 case CLOSE_CON:
2415 apply_container (op, tmp->env); 2705 apply_container (who, op->env);
2416 return 1; 2706 return 1;
2417 2707
2418 case CONTAINER: 2708 case CONTAINER:
2419 apply_container (op, tmp); 2709 apply_container (who, op);
2420 return 1; 2710 return 1;
2421 2711
2422 case TREASURE: 2712 case TREASURE:
2423 if (op->type == PLAYER) 2713 if (who->type == PLAYER)
2424 { 2714 {
2425 apply_treasure (op, tmp); 2715 apply_treasure (who, op);
2426 return 1; 2716 return 1;
2427 } 2717 }
2428 else 2718 else
2429 return 0; 2719 return 0;
2720
2721 case LAMP:
2722 case TORCH:
2723 player_apply_lamp (who, op);
2724 return 1;
2430 2725
2431 case WEAPON: 2726 case WEAPON:
2432 case ARMOUR: 2727 case ARMOUR:
2433 case BOOTS: 2728 case BOOTS:
2434 case GLOVES: 2729 case GLOVES:
2442 case WAND: 2737 case WAND:
2443 case ROD: 2738 case ROD:
2444 case HORN: 2739 case HORN:
2445 case SKILL: 2740 case SKILL:
2446 case BOW: 2741 case BOW:
2447 case LAMP:
2448 case BUILDER: 2742 case BUILDER:
2449 case SKILL_TOOL: 2743 case SKILL_TOOL:
2450 if (tmp->env != op) 2744 if (op->env != who)
2451 return 2; /* not in inventory */ 2745 return 2; /* not in inventory */
2452 2746
2453 apply_special (op, tmp, aflag); 2747 apply_special (who, op, aflag);
2454 return 1; 2748 return 1;
2455 2749
2456 case DRINK: 2750 case DRINK:
2457 case FOOD: 2751 case FOOD:
2458 case FLESH: 2752 case FLESH:
2459 apply_food (op, tmp); 2753 apply_food (who, op);
2460 return 1; 2754 return 1;
2461 2755
2462 case POISON: 2756 case POISON:
2463 apply_poison (op, tmp); 2757 apply_poison (who, op);
2464 return 1; 2758 return 1;
2465 2759
2466 case SAVEBED: 2760 case SAVEBED:
2467 return 1; 2761 return 1;
2468 2762
2469 case ARMOUR_IMPROVER: 2763 case ARMOUR_IMPROVER:
2470 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2471 { 2765 {
2472 apply_armour_improver (op, tmp); 2766 apply_armour_improver (who, op);
2473 return 1; 2767 return 1;
2474 } 2768 }
2475 else 2769 else
2476 return 0; 2770 return 0;
2477 2771
2478 case WEAPON_IMPROVER: 2772 case WEAPON_IMPROVER:
2479 check_improve_weapon (op, tmp); 2773 check_improve_weapon (who, op);
2480 return 1; 2774 return 1;
2481 2775
2482 case CLOCK: 2776 case CLOCK:
2483 if (op->type == PLAYER) 2777 if (who->type == PLAYER)
2484 { 2778 {
2485 char buf[MAX_BUF]; 2779 char buf[MAX_BUF];
2486 timeofday_t tod; 2780 timeofday_t tod;
2487 2781
2488 get_tod (&tod); 2782 get_tod (&tod);
2783 who->play_sound (sound_find ("sound_clock"));
2784 who->statusmsg (format (
2489 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2785 "It is %d minute%s past %d o'clock %s",
2490 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2786 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2491 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2787 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2788 ));
2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2494 return 1; 2789 return 1;
2495 } 2790 }
2496 else 2791 else
2497 return 0; 2792 return 0;
2498 2793
2499 case MENU: 2794 case MENU:
2500 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2501 { 2796 {
2502 shop_listing (tmp, op); 2797 shop_listing (op, who);
2503 return 1; 2798 return 1;
2504 } 2799 }
2505 else 2800 else
2506 return 0; 2801 return 0;
2507 2802
2508 case POWER_CRYSTAL: 2803 case POWER_CRYSTAL:
2509 apply_power_crystal (op, tmp); /* see egoitem.c */ 2804 apply_power_crystal (who, op); /* see egoitem.c */
2510 return 1; 2805 return 1;
2511 2806
2512 case LIGHTER: /* for lighting torches/lanterns/etc */ 2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2513 if (op->type == PLAYER) 2808 if (who->type == PLAYER)
2514 { 2809 {
2515 apply_lighter (op, tmp); 2810 apply_lighter (who, op);
2516 return 1; 2811 return 1;
2517 } 2812 }
2518 else 2813 else
2519 return 0; 2814 return 0;
2520 2815
2521 case ITEM_TRANSFORMER: 2816 case ITEM_TRANSFORMER:
2522 apply_item_transformer (op, tmp); 2817 apply_item_transformer (who, op);
2523 return 1; 2818 return 1;
2524 2819
2525 default: 2820 default:
2526 return 0; 2821 return 0;
2527 } 2822 }
2528} 2823}
2529
2530 2824
2531/* quiet suppresses the "don't know how to apply" and "you must get it first" 2825/* quiet suppresses the "don't know how to apply" and "you must get it first"
2532 * messages as needed by player_apply_below(). But there can still be 2826 * messages as needed by player_apply_below(). But there can still be
2533 * "but you are floating high above the ground" messages. 2827 * "but you are floating high above the ground" messages.
2534 * 2828 *
2535 * Same return value as apply() function. 2829 * Same return value as apply() function.
2536 */ 2830 */
2537int 2831int
2538player_apply (object *pl, object *op, int aflag, int quiet) 2832player_apply (object *pl, object *op, int aflag, int quiet)
2539{ 2833{
2540 int tmp;
2541
2542 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2834 if (!op->env && (pl->move_type & MOVE_FLYING))
2543 { 2835 {
2544 /* player is flying and applying object not in inventory */ 2836 /* player is flying and applying object not in inventory */
2545 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2837 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2546 { 2838 {
2547 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2839 pl->failmsg ("But you are floating high above the ground! "
2840 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2841 "or waiting till the levitation effect wears off.>");
2548 return 0; 2842 return 0;
2549 } 2843 }
2550 } 2844 }
2551 2845
2552 pl->contr->last_used = op; 2846 pl->contr->last_used = op;
2553 2847
2554 tmp = manual_apply (pl, op, aflag); 2848 int tmp = manual_apply (pl, op, aflag);
2849
2555 if (!quiet) 2850 if (!quiet)
2556 { 2851 {
2557 if (tmp == 0) 2852 if (tmp == 0)
2558 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2853 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2559 else if (tmp == 2) 2854 else if (tmp == 2)
2560 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2855 pl->failmsg ("You must get it first!\n");
2561 } 2856 }
2857
2562 return tmp; 2858 return tmp;
2563} 2859}
2564 2860
2565/** 2861/**
2566 * player_apply_below attempts to apply the object 'below' the player. 2862 * player_apply_below attempts to apply the object 'below' the player.
2593 * person moving on it, also activate. Added code to make it 2889 * person moving on it, also activate. Added code to make it
2594 * so that at least one of players movement types be that which 2890 * so that at least one of players movement types be that which
2595 * the item needs. 2891 * the item needs.
2596 */ 2892 */
2597 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2893 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2598 {
2599 if (player_apply (pl, tmp, 0, 1) == 1) 2894 if (player_apply (pl, tmp, 0, 1) == 1)
2600 return; 2895 return;
2601 } 2896
2602 if (floors >= 2) 2897 if (floors >= 2)
2603 return; /* process at most two floor objects */ 2898 return; /* process at most two floor objects */
2604 } 2899 }
2605} 2900}
2606 2901
2615{ 2910{
2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2911 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2912 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2618 return RESULT_INT (0); 2913 return RESULT_INT (0);
2619 2914
2620 object *tmp2;
2621
2622 CLEAR_FLAG (op, FLAG_APPLIED); 2915 CLEAR_FLAG (op, FLAG_APPLIED);
2623
2624 if (player *pl = who->contr)
2625 {
2626 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2627 if (op == pl->combat_ob) pl->combat_ob = 0;
2628 }
2629 2916
2630 switch (op->type) 2917 switch (op->type)
2631 { 2918 {
2632 case SKILL_TOOL: 2919 case SKILL_TOOL:
2633 // unapplying a skill tool should also unapply the skill it governs 2920 // unapplying a skill tool should also unapply the skill it governs
2642 2929
2643 change_abil (who, op); 2930 change_abil (who, op);
2644 break; 2931 break;
2645 2932
2646 case WEAPON: 2933 case WEAPON:
2647 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2934 if (player *pl = who->contr)
2935 if (op == pl->combat_ob)
2936 {
2937 pl->combat_ob = 0;
2938 who->change_weapon (pl->ranged_ob);
2939 }
2940
2941 who->statusmsg (format ("You unwield %s.", query_name (op)));
2648 2942
2649 change_abil (who, op); 2943 change_abil (who, op);
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2944 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2651 clear_skill (who);
2652 break; 2945 break;
2653 2946
2654 case SKILL: 2947 case SKILL:
2655 if (op != who->chosen_skill)
2656 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2657
2658 if (who->contr) 2948 if (who->contr)
2659 { 2949 {
2950 if (IS_COMBAT_SKILL (op->subtype))
2951 who->change_weapon (who->contr->combat_ob = 0);
2952 else if (IS_RANGED_SKILL (op->subtype))
2953 who->change_weapon (who->contr->ranged_ob = 0);
2954
2660 if (!op->invisible) 2955 if (op->invisible)
2661 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2956 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2662 else 2957 else
2663 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2958 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2664 } 2959 }
2665 2960
2666 change_abil (who, op); 2961 change_abil (who, op);
2667 who->chosen_skill = 0;
2668 CLEAR_FLAG (who, FLAG_READY_SKILL); 2962 CLEAR_FLAG (who, FLAG_READY_SKILL);
2669 break; 2963 break;
2670 2964
2671 case ARMOUR: 2965 case ARMOUR:
2672 case HELMET: 2966 case HELMET:
2676 case GLOVES: 2970 case GLOVES:
2677 case AMULET: 2971 case AMULET:
2678 case GIRDLE: 2972 case GIRDLE:
2679 case BRACERS: 2973 case BRACERS:
2680 case CLOAK: 2974 case CLOAK:
2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2975 who->statusmsg (format ("You unwear %s.", query_name (op)));
2682 change_abil (who, op); 2976 change_abil (who, op);
2683 break; 2977 break;
2684
2685 case LAMP:
2686 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2687 tmp2 = arch_to_object (op->other_arch);
2688 tmp2->x = op->x;
2689 tmp2->y = op->y;
2690 tmp2->map = op->map;
2691 tmp2->below = op->below;
2692 tmp2->above = op->above;
2693 tmp2->stats.food = op->stats.food;
2694 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2695
2696 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2697 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2698
2699 if (who->contr)
2700 esrv_del_item (who->contr, op->count);
2701
2702 op->destroy ();
2703 insert_ob_in_ob (tmp2, who);
2704 who->update_stats ();
2705
2706 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2707 {
2708 if (who->contr)
2709 {
2710 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2711 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2712 }
2713 }
2714
2715 if (who->contr)
2716 esrv_send_item (who, tmp2);
2717
2718 return 1; /* otherwise, an attempt to drop causes problems */
2719 2978
2720 case BOW: 2979 case BOW:
2721 case WAND: 2980 case WAND:
2722 case ROD: 2981 case ROD:
2723 case HORN: 2982 case HORN:
2724 clear_skill (who);
2725
2726 if (who->contr) 2983 if (player *pl = who->contr)
2727 { 2984 {
2728 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2985 if (op == pl->ranged_ob)
2729 2986 {
2730 if (who->contr->ranged_ob == op)
2731 who->contr->ranged_ob = 0; 2987 pl->ranged_ob = 0;
2988 who->change_weapon (pl->combat_ob);
2989 }
2732 2990
2733 if (who->current_weapon == op) 2991 who->statusmsg (format ("You unready %s.", query_name (op)));
2734 who->current_weapon = 0;
2735 } 2992 }
2736 else 2993 else
2737 { 2994 {
2995 who->change_skill (0);
2996
2738 if (op->type == BOW) 2997 if (op->type == BOW)
2739 CLEAR_FLAG (who, FLAG_READY_BOW); 2998 CLEAR_FLAG (who, FLAG_READY_BOW);
2740 else 2999 else
2741 CLEAR_FLAG (who, FLAG_READY_RANGE); 3000 CLEAR_FLAG (who, FLAG_READY_RANGE);
2742 } 3001 }
2743 3002
2744 break; 3003 break;
2745 3004
2746 case BUILDER: 3005 case BUILDER:
2747 if (who->contr) 3006 if (who->contr)
2748 { 3007 who->statusmsg (format ("You unready %s.", query_name (op)));
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2750
2751 if (who->contr->ranged_ob == op)
2752 who->contr->ranged_ob = 0;
2753 }
2754 break; 3008 break;
2755 3009
2756 default: 3010 default:
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3011 who->statusmsg (format ("You unapply %s.", query_name (op)));
2758 break; 3012 break;
2759 } 3013 }
2760 3014
3015 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3016 if (object *pl = op->visible_to ())
3017 esrv_send_item (pl, op);
3018
2761 who->update_stats (); 3019 who->update_stats ();
2762
2763 if (!(aflags & AP_NO_MERGE))
2764 {
2765 object *tmp = merge_ob (op, 0);
2766
2767 if (who->contr)
2768 {
2769 if (tmp)
2770 { /* it was merged */
2771 esrv_del_item (who->contr, op->count);
2772 op = tmp;
2773 }
2774
2775 esrv_send_item (who, op);
2776 }
2777 }
2778 3020
2779 return 0; 3021 return 0;
2780} 3022}
2781 3023
2782/** 3024/**
2814 * Returns 0 on success, returns 1 if there is some problem. 3056 * Returns 0 on success, returns 1 if there is some problem.
2815 * if aflags is AP_PRINT, we instead print out waht to unapply 3057 * if aflags is AP_PRINT, we instead print out waht to unapply
2816 * instead of doing it. This is a lot less code than having 3058 * instead of doing it. This is a lot less code than having
2817 * another function that does just that. 3059 * another function that does just that.
2818 */ 3060 */
3061
3062#define CANNOT_REMOVE_CURSED \
3063 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3064 "Praying over an altar, scrolls of remove curse/damnation, " \
3065 "priests or even other players might help.>"
3066
2819int 3067int
2820unapply_for_ob (object *who, object *op, int aflags) 3068unapply_for_ob (object *who, object *op, int aflags)
2821{ 3069{
2822 if (op->is_range ()) 3070 if (op->is_range ())
2823 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3071 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2824 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3072 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2825 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3073 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2826 { 3074 {
2827 if (aflags & AP_PRINT) 3075 if (aflags & AP_PRINT)
2828 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3076 who->failmsg (query_name (tmp));
2829 else 3077 else
2830 unapply_special (who, tmp, aflags); 3078 unapply_special (who, tmp, aflags);
2831 } 3079 }
2832 else 3080 else
2833 { 3081 {
2834 /* In this case, we want to try and remove a cursed item. 3082 /* In this case, we want to try and remove a cursed item.
2835 * While we know it won't work, we want unapply_special to 3083 * While we know it won't work, we want unapply_special to
2836 * at least generate the message. 3084 * at least generate the message.
2837 */ 3085 */
2838 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 3086 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2839 return 1; 3087 return 1;
2840 } 3088 }
2841 3089
2842 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3090 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2843 { 3091 {
2866 3114
2867 /* If we are just printing, we don't care about cursed status */ 3115 /* If we are just printing, we don't care about cursed status */
2868 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3116 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2869 { 3117 {
2870 if (aflags & AP_PRINT) 3118 if (aflags & AP_PRINT)
2871 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3119 who->failmsg (query_name (tmp));
2872 else 3120 else
2873 unapply_special (who, tmp, aflags); 3121 unapply_special (who, tmp, aflags);
2874 } 3122 }
2875 else 3123 else
2876 { 3124 {
2877 /* Cursed item that we can't unequip - tell the player. 3125 /* Cursed item that we can't unequip - tell the player.
2878 * Note this could be annoying if this is just one of a few, 3126 * Note this could be annoying if this is just one of a few,
2879 * so it may not be critical (eg, putting on a ring and you have 3127 * so it may not be critical (eg, putting on a ring and you have
2880 * one cursed ring.) 3128 * one cursed ring.)
2881 */ 3129 */
2882 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3130 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2883 } 3131 }
2884 3132
2885 last = tmp->below; 3133 last = tmp->below;
2886 } 3134 }
2887 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3135 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2953 /* This is sort of an error, but happens a lot when old players 3201 /* This is sort of an error, but happens a lot when old players
2954 * join in with more stuff equipped than they are now allowed. 3202 * join in with more stuff equipped than they are now allowed.
2955 */ 3203 */
2956 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); 3204 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2957#endif 3205#endif
2958 fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D
2959 i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D
2960 retval |= CAN_APPLY_NEVER; 3206 retval |= CAN_APPLY_NEVER;
2961 } 3207 }
2962 else 3208 else
2963 { 3209 {
2964 /* need to unapply something. However, if this something 3210 /* need to unapply something. However, if this something
3036 * AP_UNAPPLY=always unapply). 3282 * AP_UNAPPLY=always unapply).
3037 * 3283 *
3038 * Optional flags: 3284 * Optional flags:
3039 * AP_NO_MERGE: don't merge an unapplied object with other objects 3285 * AP_NO_MERGE: don't merge an unapplied object with other objects
3040 * AP_IGNORE_CURSE: unapply cursed items 3286 * AP_IGNORE_CURSE: unapply cursed items
3287 * AP_NO_READY: do not ready skills when applying skill tools
3041 * 3288 *
3042 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3289 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3043 * 3290 *
3044 * apply_special() doesn't check for unpaid items. 3291 * apply_special() doesn't check for unpaid items.
3045 */ 3292 */
3293
3294#define LACK_ITEM_POWER \
3295 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3296
3046int 3297int
3047apply_special (object *who, object *op, int aflags) 3298apply_special (object *who, object *op, int aflags)
3048{ 3299{
3049 int basic_flag = aflags & AP_BASIC_FLAGS; 3300 int basic_flag = aflags & AP_BASIC_FLAGS;
3050 object *tmp, *tmp2, *skop = NULL; 3301 object *tmp, *tmp2, *skop = NULL;
3065 if (basic_flag == AP_APPLY) 3316 if (basic_flag == AP_APPLY)
3066 return 0; 3317 return 0;
3067 3318
3068 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3319 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3069 { 3320 {
3070 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3321 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3071 return 1; 3322 return 1;
3072 } 3323 }
3073 3324
3074 return unapply_special (who, op, aflags); 3325 return unapply_special (who, op, aflags);
3075 } 3326 }
3076
3077 if (basic_flag == AP_UNAPPLY) 3327 else if (basic_flag == AP_UNAPPLY)
3078 return 0; 3328 return 0;
3079 3329
3080 // if the item is combat/ranged, wield the relevant slot first 3330 // if the item is combat/ranged, wield the relevant slot first
3081 // to resolve conflicts. 3331 // to resolve conflicts.
3082 if (player *pl = who->contr) 3332 if (player *pl = who->contr)
3084 { 3334 {
3085 case slot_combat: who->change_weapon (pl->combat_ob); break; 3335 case slot_combat: who->change_weapon (pl->combat_ob); break;
3086 case slot_ranged: who->change_weapon (pl->ranged_ob); break; 3336 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3087 } 3337 }
3088 3338
3339 splay (op);
3340
3089 /* Can't just apply this object. Lets see what not and what to do */ 3341 /* Can't just apply this object. Lets see what not and what to do */
3090 if (int i = can_apply_object (who, op)) 3342 if (int i = can_apply_object (who, op))
3091 { 3343 {
3092 if (i & CAN_APPLY_NEVER) 3344 if (i & CAN_APPLY_NEVER)
3093 { 3345 {
3094 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3346 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3095 return 1; 3347 return 1;
3096 } 3348 }
3097 else if (i & CAN_APPLY_RESTRICTION) 3349 else if (i & CAN_APPLY_RESTRICTION)
3098 { 3350 {
3099 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3351 who->failmsg (format (
3352 "You have a prohibition against using a %s. "
3353 "H<Your belief, profession or class prevents you from applying this item.>",
3354 query_name (op)
3355 ));
3100 return 1; 3356 return 1;
3101 } 3357 }
3102 3358
3103 if (who->type != PLAYER) 3359 if (who->type != PLAYER)
3104 { 3360 {
3108 } 3364 }
3109 else 3365 else
3110 { 3366 {
3111 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3367 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3112 { 3368 {
3113 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3369 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3114 unapply_for_ob (who, op, AP_PRINT); 3370 unapply_for_ob (who, op, AP_PRINT);
3115 return 1; 3371 return 1;
3116 } 3372 }
3117 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3373 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3118 if (unapply_for_ob (who, op, aflags)) 3374 if (unapply_for_ob (who, op, aflags))
3124 { 3380 {
3125 skop = find_skill_by_name (who, op->skill); 3381 skop = find_skill_by_name (who, op->skill);
3126 3382
3127 if (!skop) 3383 if (!skop)
3128 { 3384 {
3129 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3385 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3130 return 1; 3386 return 1;
3131 } 3387 }
3132 else 3388 else
3133 /* While experience will be credited properly, we want to change the 3389 /* While experience will be credited properly, we want to change the
3134 * skill so that the dam and wc get updated 3390 * skill so that the dam and wc get updated
3135 */ 3391 */
3136 change_skill (who, skop, 0); 3392 who->change_skill (skop);
3137 } 3393 }
3138 3394
3139 if (who->type == PLAYER 3395 if (who->type == PLAYER
3140 && op->item_power 3396 && op->item_power
3141 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3397 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3142 { 3398 {
3143 new_draw_info (NDI_UNIQUE, 0, who,
3144 "Equipping that combined with other items would consume your soul! " 3399 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3145 "[use the skills command to check your available item power]");
3146 return 1; 3400 return 1;
3147 } 3401 }
3148 3402
3149 /* Ok. We are now at the state where we can apply the new object. 3403 /* Ok. We are now at the state where we can apply the new object.
3150 * Note that we don't have the checks for can_use_... 3404 * Note that we don't have the checks for can_use_...
3151 * below - that is already taken care of by can_apply_object. 3405 * below - that is already taken care of by can_apply_object.
3152 */ 3406 */
3153 if (op->nrof > 1) 3407 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3154 tmp = get_split_ob (op, op->nrof - 1);
3155 else
3156 tmp = 0;
3157 3408
3158 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3409 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3159 return RESULT_INT (0); 3410 return RESULT_INT (0);
3160 3411
3161 switch (op->type) 3412 switch (op->type)
3162 { 3413 {
3163 case WEAPON: 3414 case WEAPON:
3164 if (!check_weapon_power (who, op->last_eat)) 3415 if (!check_weapon_power (who, op->last_eat))
3165 { 3416 {
3166 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n" 3417 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3167 "It would consume your soul!.");
3168 3418
3169 if (tmp) 3419 if (tmp)
3170 insert_ob_in_ob (tmp, who); 3420 insert_ob_in_ob (tmp, who);
3171 3421
3172 return 1; 3422 return 1;
3173 } 3423 }
3174 3424
3175 //TODO: this obviously fails for players using a shorter prefix 3425 //TODO: this obviously fails for players using a shorter prefix
3176 // i.e. "R" can use Ragnarok's sword. 3426 // i.e. "R" can use Ragnarok's sword.
3177 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3427 if (op->level && !op->name.starts_with (who->name))
3178 { 3428 {
3179 /* if the weapon does not have the name as the character, can't use it. */ 3429 /* if the weapon does not have the name as the character, can't use it. */
3180 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3430 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3181 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3431 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3182 3432
3183 if (tmp) 3433 if (tmp)
3184 insert_ob_in_ob (tmp, who); 3434 insert_ob_in_ob (tmp, who);
3185 3435
3186 return 1; 3436 return 1;
3187 } 3437 }
3188 3438
3189 if (!skop) 3439 if (!skop)
3190 { 3440 {
3191 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3441 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3192 return 1; 3442 return 1;
3193 } 3443 }
3194 3444
3195 SET_FLAG (op, FLAG_APPLIED); 3445 SET_FLAG (op, FLAG_APPLIED);
3196 change_skill (who, skop, 1); 3446 who->change_skill (skop);
3197 3447
3198 if (who->contr) 3448 if (who->contr)
3199 who->change_weapon (who->contr->combat_ob = op); 3449 who->change_weapon (who->contr->combat_ob = op);
3200 3450
3201 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3451 who->statusmsg (format ("You wield %s.", query_name (op)));
3452
3202 SET_FLAG (who, FLAG_READY_WEAPON); 3453 SET_FLAG (who, FLAG_READY_WEAPON);
3203
3204 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3205
3206 change_abil (who, op); 3454 change_abil (who, op);
3207 break; 3455 break;
3208 3456
3209 case ARMOUR: 3457 case ARMOUR:
3210 case HELMET: 3458 case HELMET:
3215 case BRACERS: 3463 case BRACERS:
3216 case CLOAK: 3464 case CLOAK:
3217 case RING: 3465 case RING:
3218 case AMULET: 3466 case AMULET:
3219 SET_FLAG (op, FLAG_APPLIED); 3467 SET_FLAG (op, FLAG_APPLIED);
3220 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3468 who->statusmsg (format ("You wear %s.", query_name (op)));
3221 change_abil (who, op); 3469 change_abil (who, op);
3222 break; 3470 break;
3223
3224 case LAMP:
3225 if (op->stats.food < 1)
3226 {
3227 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3228 return 1;
3229 }
3230
3231 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3232 tmp2 = arch_to_object (op->other_arch);
3233 tmp2->stats.food = op->stats.food;
3234 SET_FLAG (tmp2, FLAG_APPLIED);
3235
3236 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3237 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3238
3239 insert_ob_in_ob (tmp2, who);
3240
3241 /* Remove the old lantern */
3242 if (who->type == PLAYER)
3243 esrv_del_item (who->contr, op->count);
3244
3245 op->destroy ();
3246
3247 /* insert the portion that was split off */
3248 if (tmp)
3249 {
3250 insert_ob_in_ob (tmp, who);
3251 if (who->type == PLAYER)
3252 esrv_send_item (who, tmp);
3253 }
3254
3255 who->update_stats ();
3256
3257 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3258 if (who->type == PLAYER)
3259 {
3260 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3261 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3262 }
3263
3264 if (who->type == PLAYER)
3265 esrv_send_item (who, tmp2);
3266
3267 return 0;
3268 3471
3269 case SKILL_TOOL: 3472 case SKILL_TOOL:
3270 // applying a skill tool also readies the skill 3473 // applying a skill tool also readies the skill
3271 SET_FLAG (op, FLAG_APPLIED); 3474 SET_FLAG (op, FLAG_APPLIED);
3475
3476 if (!(aflags & AP_NO_READY))
3477 {
3272 skop = find_skill_by_name (who, op->skill); 3478 skop = find_skill_by_name (who, op->skill);
3273 if (!skop->flag [FLAG_APPLIED]) 3479 if (!skop->flag [FLAG_APPLIED])
3274 apply_special (who, skop, AP_APPLY); 3480 apply_special (who, skop, AP_APPLY);
3481 }
3275 break; 3482 break;
3276 3483
3277 case SKILL: 3484 case SKILL:
3278 if (who->chosen_skill)
3279 {
3280 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3281 return 1;
3282 }
3283
3284 if (player *pl = who->contr) 3485 if (player *pl = who->contr)
3285 { 3486 {
3286 if (IS_COMBAT_SKILL (op->subtype)) 3487 if (IS_COMBAT_SKILL (op->subtype))
3287 { 3488 {
3288 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3489 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3289 { 3490 {
3290 for (object *item = who->inv; item; item = item->below) 3491 for (object *item = who->inv; item; item = item->below)
3291 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3492 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3292 { 3493 {
3494 if (item->skill == op->skill)
3495 {
3293 who->change_weapon (pl->combat_ob = item); 3496 who->change_weapon (pl->combat_ob = item);
3294 goto found_weapon; 3497 goto found_weapon;
3498 }
3295 } 3499 }
3296 3500
3501 who->failmsg (format (
3297 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3502 "You need to apply a '%s' melee weapon before readying this skill. "
3503 "H<Some skills need an item, in this case a melee weapon, to function.>",
3504 &op->skill
3505 ));
3298 return 1; 3506 return 1;
3299 3507
3300 found_weapon:; 3508 found_weapon:;
3301 } 3509 }
3302 else 3510 else
3307 if (skill_flags [op->subtype] & SF_NEED_BOW) 3515 if (skill_flags [op->subtype] & SF_NEED_BOW)
3308 { 3516 {
3309 for (object *item = who->inv; item; item = item->below) 3517 for (object *item = who->inv; item; item = item->below)
3310 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3518 if (item->type == BOW && item->flag [FLAG_APPLIED])
3311 { 3519 {
3520 //TODO: bows should/must all have skill missile weapon right now
3312 who->change_weapon (pl->ranged_ob = item); 3521 who->change_weapon (pl->ranged_ob = item);
3313 goto found_bow; 3522 goto found_bow;
3314 } 3523 }
3315 3524
3525 who->failmsg (
3316 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3526 "You need to apply a missile weapon before readying this skill. "
3527 "H<Some skills need an item, in this case a missile weapon, to function.>"
3528 );
3317 return 1; 3529 return 1;
3318 3530
3319 found_bow:; 3531 found_bow:;
3320 } 3532 }
3321 else 3533 else
3322 who->change_weapon (pl->ranged_ob = op); 3534 who->change_weapon (pl->ranged_ob = op);
3323 } 3535 }
3324 3536
3325 if (!op->invisible) 3537 if (!op->invisible)
3326 { 3538 {
3327 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3539 who->statusmsg (format (
3328 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3540 "You ready %s."
3541 "You can now use the skill: %s.",
3542 query_name (op),
3543 &op->skill
3544 ));
3329 } 3545 }
3330 else 3546 else
3331 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3547 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3332 } 3548 }
3333 3549 else
3550 {
3334 SET_FLAG (op, FLAG_APPLIED); 3551 SET_FLAG (op, FLAG_APPLIED);
3335 change_abil (who, op); 3552 change_abil (who, op);
3336 who->chosen_skill = op; 3553 who->chosen_skill = op;
3337 SET_FLAG (who, FLAG_READY_SKILL); 3554 SET_FLAG (who, FLAG_READY_SKILL);
3555 }
3556
3338 break; 3557 break;
3339 3558
3340 case BOW: 3559 case BOW:
3341 if (!check_weapon_power (who, op->last_eat)) 3560 if (!check_weapon_power (who, op->last_eat))
3342 { 3561 {
3343 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3562 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3344 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3345 3563
3346 if (tmp) 3564 if (tmp)
3347 insert_ob_in_ob (tmp, who); 3565 insert_ob_in_ob (tmp, who);
3348 3566
3349 return 1; 3567 return 1;
3350 } 3568 }
3351 3569
3352 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3570 if (op->level && !op->name.starts_with (who->name))
3353 { 3571 {
3354 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3572 who->failmsg ("The weapon does not recognize you as its owner. "
3573 "H<Its name indicates that it belongs to somebody else.>");
3355 if (tmp) 3574 if (tmp)
3356 insert_ob_in_ob (tmp, who); 3575 insert_ob_in_ob (tmp, who);
3357 3576
3358 return 1; 3577 return 1;
3359 } 3578 }
3364 case HORN: 3583 case HORN:
3365 /* check for skill, alter player status */ 3584 /* check for skill, alter player status */
3366 3585
3367 if (!skop) 3586 if (!skop)
3368 { 3587 {
3369 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3588 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3370 return 1; 3589 return 1;
3371 } 3590 }
3372 3591
3373 SET_FLAG (op, FLAG_APPLIED); 3592 SET_FLAG (op, FLAG_APPLIED);
3374 change_skill (who, skop, 0); 3593 who->change_skill (skop);
3375 3594
3376 if (who->contr) 3595 if (who->contr)
3377 { 3596 {
3378 who->contr->ranged_ob = op; 3597 who->contr->ranged_ob = op;
3379 3598
3380 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3599 who->statusmsg (format ("You ready %s.", query_name (op)));
3381 3600
3382 if (op->type == BOW) 3601 if (op->type == BOW)
3383 { 3602 {
3384 who->current_weapon = op; 3603 who->current_weapon = op;
3385 change_abil (who, op); 3604 change_abil (who, op);
3386 new_draw_info_format (NDI_UNIQUE, 0, who,
3387 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3605 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3388 } 3606 }
3389 } 3607 }
3390 else 3608 else
3391 { 3609 {
3392 if (op->type == BOW) 3610 if (op->type == BOW)
3398 break; 3616 break;
3399 3617
3400 case BUILDER: 3618 case BUILDER:
3401 if (who->type == PLAYER) 3619 if (who->type == PLAYER)
3402 { 3620 {
3621 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3403 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3622 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3404 unapply_special (who, who->contr->ranged_ob, 0); 3623 unapply_special (who, who->contr->ranged_ob, 0);
3405 3624
3406 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3625 who->statusmsg (format ("You ready your %s.", query_name (op)));
3407 3626
3408 who->contr->ranged_ob = op; 3627 who->contr->ranged_ob = op;
3409 } 3628 }
3410 break; 3629 break;
3411 3630
3412 default: 3631 default:
3413 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3632 who->statusmsg (format ("You apply %s.", query_name (op)));
3414 } /* end of switch op->type */ 3633 }
3415 3634
3416 SET_FLAG (op, FLAG_APPLIED); 3635 SET_FLAG (op, FLAG_APPLIED);
3417 3636
3418 if (tmp) 3637 if (tmp)
3419 tmp = insert_ob_in_ob (tmp, who); 3638 who->insert (tmp);
3420 3639
3421 who->update_stats (); 3640 who->update_stats ();
3422 3641
3423 /* We exclude spell casting objects. The fire code will set the 3642 /* We exclude spell casting objects. The fire code will set the
3424 * been applied flag when they are used - until that point, 3643 * been applied flag when they are used - until that point,
3426 */ 3645 */
3427 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3646 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3428 SET_FLAG (op, FLAG_BEEN_APPLIED); 3647 SET_FLAG (op, FLAG_BEEN_APPLIED);
3429 3648
3430 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3649 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3431 {
3432 if (who->type == PLAYER) 3650 if (who->type == PLAYER)
3433 { 3651 {
3434 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3652 who->failmsg (
3653 "Oops, it feels deadly cold! "
3654 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3655 );
3435 SET_FLAG (op, FLAG_KNOWN_CURSED); 3656 SET_FLAG (op, FLAG_KNOWN_CURSED);
3436 } 3657 }
3437 }
3438 3658
3439 if (who->type == PLAYER) 3659 if (object *pl = op->visible_to ())
3440 {
3441 /* if multiple objects were applied, update both slots */
3442 if (tmp)
3443 esrv_send_item (who, tmp);
3444
3445 esrv_send_item (who, op); 3660 esrv_send_item (pl, op);
3446 }
3447 3661
3448 return 0; 3662 return 0;
3449} 3663}
3450 3664
3451int 3665int
3452monster_apply_special (object *who, object *op, int aflags) 3666monster_apply_special (object *who, object *op, int aflags)
3453{ 3667{
3454 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3668 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3455 return 1; 3669 return 1;
3670
3456 return apply_special (who, op, aflags); 3671 return apply_special (who, op, aflags);
3457} 3672}
3458 3673
3459/** 3674/**
3460 * Map was just loaded, handle op's initialisation. 3675 * Map was just loaded, handle op's initialisation.
3464int 3679int
3465auto_apply (object *op) 3680auto_apply (object *op)
3466{ 3681{
3467 object *tmp = NULL, *tmp2; 3682 object *tmp = NULL, *tmp2;
3468 int i; 3683 int i;
3684
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3469 3686
3470 switch (op->type) 3687 switch (op->type)
3471 { 3688 {
3472 case SHOP_FLOOR: 3689 case SHOP_FLOOR:
3473 if (!op->has_random_items ()) 3690 if (!op->has_random_items ())
3475 3692
3476 do 3693 do
3477 { 3694 {
3478 i = 10; /* let's give it 10 tries */ 3695 i = 10; /* let's give it 10 tries */
3479 while ((tmp = generate_treasure (op->randomitems, 3696 while ((tmp = generate_treasure (op->randomitems,
3480 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3697 op->stats.exp
3698 ? (int) op->stats.exp
3699 : max (op->map->difficulty, 5)))
3700 == NULL && --i);
3701
3481 if (tmp == NULL) 3702 if (tmp == NULL)
3482 return 0; 3703 return 0;
3704
3483 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3705 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3484 { 3706 {
3485 tmp->destroy (); 3707 tmp->destroy ();
3486 tmp = NULL; 3708 tmp = NULL;
3487 } 3709 }
3490 3712
3491 tmp->x = op->x; 3713 tmp->x = op->x;
3492 tmp->y = op->y; 3714 tmp->y = op->y;
3493 SET_FLAG (tmp, FLAG_UNPAID); 3715 SET_FLAG (tmp, FLAG_UNPAID);
3494 insert_ob_in_map (tmp, op->map, NULL, 0); 3716 insert_ob_in_map (tmp, op->map, NULL, 0);
3495 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3496 identify (tmp); 3717 identify (tmp);
3497 break; 3718 break;
3498 3719
3499 case TREASURE: 3720 case TREASURE:
3500 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3721 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3507 /* If we generated an object and put it in this object inventory, 3728 /* If we generated an object and put it in this object inventory,
3508 * move it to the parent object as the current object is about 3729 * move it to the parent object as the current object is about
3509 * to disappear. An example of this item is the random_* stuff 3730 * to disappear. An example of this item is the random_* stuff
3510 * that is put inside other objects. 3731 * that is put inside other objects.
3511 */ 3732 */
3512 for (tmp = op->inv; tmp; tmp = tmp2)
3513 {
3514 tmp2 = tmp->below;
3515 tmp->remove ();
3516
3517 if (op->env) 3733 if (op->env)
3518 insert_ob_in_ob (tmp, op->env); 3734 while (op->inv)
3519 else 3735 op->env->insert (op->inv);
3520 tmp->destroy ();
3521 }
3522 3736
3523 op->destroy (); 3737 op->destroy ();
3524 break; 3738 break;
3525 } 3739 }
3526 return tmp ? 1 : 0; 3740
3741 return !!tmp;
3527} 3742}
3528 3743
3529/** 3744/**
3530 * fix_auto_apply goes through the entire map every time a map 3745 * fix_auto_apply goes through the entire map every time a map
3531 * is loaded or swapped in and performs special actions for 3746 * is loaded or swapped in and performs special actions for
3545 3760
3546 if (tmp->inv) 3761 if (tmp->inv)
3547 { 3762 {
3548 object *invtmp, *invnext; 3763 object *invtmp, *invnext;
3549 3764
3550 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3765 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3551 { 3766 {
3552 invnext = invtmp->below; 3767 invnext = invtmp->below;
3553 3768
3554 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3769 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3555 auto_apply (invtmp); 3770 auto_apply (invtmp);
3556 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3771 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3557 { 3772 {
3558 while ((invtmp->stats.hp--) > 0) 3773 while (invtmp->stats.hp-- > 0)
3559 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3774 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3560 3775
3561 invtmp->randomitems = NULL; 3776 invtmp->randomitems = NULL;
3562 } 3777 }
3563 else if (invtmp && invtmp->arch 3778 else if (invtmp && invtmp->arch
3675 /* check for hp, sp change */ 3890 /* check for hp, sp change */
3676 if (food->stats.hp != 0) 3891 if (food->stats.hp != 0)
3677 { 3892 {
3678 if (QUERY_FLAG (food, FLAG_CURSED)) 3893 if (QUERY_FLAG (food, FLAG_CURSED))
3679 { 3894 {
3680 assign (who->contr->killer, food->name); 3895 who->contr->killer = food;
3681 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3896 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3682 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3897 who->failmsg ("Eck!...that was poisonous!");
3683 } 3898 }
3684 else 3899 else
3685 { 3900 {
3686 if (food->stats.hp > 0) 3901 if (food->stats.hp > 0)
3687 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3902 who->statusmsg ("You begin to feel better.");
3688 else 3903 else
3689 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3904 who->failmsg ("Eck!...that was poisonous!");
3905
3690 who->stats.hp += food->stats.hp; 3906 who->stats.hp += food->stats.hp;
3691 } 3907 }
3692 } 3908 }
3909
3693 if (food->stats.sp != 0) 3910 if (food->stats.sp != 0)
3694 { 3911 {
3695 if (QUERY_FLAG (food, FLAG_CURSED)) 3912 if (QUERY_FLAG (food, FLAG_CURSED))
3696 { 3913 {
3697 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3914 who->failmsg ("You are drained of mana!");
3698 who->stats.sp -= food->stats.sp; 3915 who->stats.sp -= food->stats.sp;
3699 if (who->stats.sp < 0) 3916 if (who->stats.sp < 0)
3700 who->stats.sp = 0; 3917 who->stats.sp = 0;
3701 } 3918 }
3702 else 3919 else
3703 { 3920 {
3704 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3921 who->statusmsg ("You feel a rush of magical energy!");
3705 who->stats.sp += food->stats.sp; 3922 who->stats.sp += food->stats.sp;
3706 /* place limit on max sp from food? */ 3923 /* place limit on max sp from food? */
3707 } 3924 }
3708 } 3925 }
3926
3709 who->update_stats (); 3927 who->update_stats ();
3710} 3928}
3711 3929
3712/**
3713 * Designed primarily to light torches/lanterns/etc.
3714 * Also burns up burnable material too. First object in the inventory is
3715 * the selected object to "burn". -b.t.
3716 */
3717void
3718apply_lighter (object *who, object *lighter)
3719{
3720 object *item;
3721 int is_player_env = 0;
3722
3723 item = find_marked_object (who);
3724 if (item)
3725 {
3726 if (lighter->last_eat && lighter->stats.food)
3727 { /* lighter gets used up */
3728 /* Split multiple lighters if they're being used up. Otherwise *
3729 * one charge from each would be used up. --DAMN */
3730 if (lighter->nrof > 1)
3731 {
3732 object *oneLighter = lighter->clone ();
3733
3734 lighter->nrof -= 1;
3735 oneLighter->nrof = 1;
3736 oneLighter->stats.food--;
3737 esrv_send_item (who, lighter);
3738 oneLighter = insert_ob_in_ob (oneLighter, who);
3739 esrv_send_item (who, oneLighter);
3740 }
3741 else
3742 lighter->stats.food--;
3743 }
3744 else if (lighter->last_eat)
3745 { /* no charges left in lighter */
3746 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3747 return;
3748 }
3749
3750 /* Perhaps we should split what we are trying to light on fire?
3751 * I can't see many times when you would want to light multiple
3752 * objects at once.
3753 */
3754
3755 if (who == item->in_player ())
3756 is_player_env = 1;
3757
3758 save_throw_object (item, AT_FIRE, who);
3759
3760 if (item->destroyed ())
3761 {
3762 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3763 /* Need to update the player so that the players glow radius
3764 * gets changed.
3765 */
3766 if (is_player_env)
3767 who->update_stats ();
3768 }
3769 else
3770 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3771 }
3772 else /* nothing to light */
3773 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3774
3775}
3776 3930
3777/** 3931/**
3778 * op made some mistake with a scroll, this takes care of punishment. 3932 * op made some mistake with a scroll, this takes care of punishment.
3779 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3780 */ 3934 */
3786 3940
3787 if (failure <= -1 && failure > -15) 3941 if (failure <= -1 && failure > -15)
3788 { /* wonder */ 3942 { /* wonder */
3789 object *tmp; 3943 object *tmp;
3790 3944
3791 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3945 op->failmsg ("Your spell warps!");
3792 tmp = get_archetype (SPELL_WONDER); 3946 tmp = get_archetype (SPELL_WONDER);
3793 cast_wonder (op, op, 0, tmp); 3947 cast_wonder (op, op, 0, tmp);
3794 tmp->destroy (); 3948 tmp->destroy ();
3795 } 3949 }
3796 else if (failure <= -15 && failure > -35) 3950 else if (failure <= -15 && failure > -35)
3797 { /* drain mana */ 3951 { /* drain mana */
3798 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3952 op->failmsg ("Your mana is drained!");
3799 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3800 if (op->stats.sp < 0) 3954 if (op->stats.sp < 0)
3801 op->stats.sp = 0; 3955 op->stats.sp = 0;
3802 } 3956 }
3803 else if (settings.spell_failure_effects == TRUE) 3957 else if (settings.spell_failure_effects == TRUE)
3804 { 3958 {
3805 if (failure <= -35 && failure > -60) 3959 if (failure <= -35 && failure > -60)
3806 { /* confusion */ 3960 { /* confusion */
3807 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3961 op->failmsg ("The magic recoils on you!");
3808 confuse_player (op, op, power); 3962 confuse_player (op, op, power);
3809 } 3963 }
3810 else if (failure <= -60 && failure > -70) 3964 else if (failure <= -60 && failure > -70)
3811 { /* paralysis */ 3965 { /* paralysis */
3812 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3966 op->failmsg ("The magic recoils and paralyzes you!");
3813 paralyze_player (op, op, power); 3967 paralyze_player (op, op, power);
3814 } 3968 }
3815 else if (failure <= -70 && failure > -80) 3969 else if (failure <= -70 && failure > -80)
3816 { /* blind */ 3970 { /* blind */
3817 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3971 op->failmsg ("The magic recoils on you!");
3818 blind_player (op, op, power); 3972 blind_player (op, op, power);
3819 } 3973 }
3820 else if (failure <= -80) 3974 else if (failure <= -80)
3821 { /* blast the immediate area */ 3975 { /* blast the immediate area */
3822 object *tmp = get_archetype (LOOSE_MANA); 3976 object *tmp = get_archetype (LOOSE_MANA);
3823 cast_magic_storm (op, tmp, power); 3977 cast_magic_storm (op, tmp, power);
3824 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3978 op->failmsg ("You unleash uncontrolled mana!");
3825 tmp->destroy (); 3979 tmp->destroy ();
3826 } 3980 }
3827 } 3981 }
3828} 3982}
3829 3983
3849 */ 4003 */
3850 int i, j; 4004 int i, j;
3851 4005
3852 for (i = 0; i < NUM_STATS; i++) 4006 for (i = 0; i < NUM_STATS; i++)
3853 { 4007 {
3854 int race_bonus = pl->arch->clone.stats.stat (i); 4008 int race_bonus = pl->arch->stats.stat (i);
3855 sint8 stat = stats->stat (i) + ns->stat (i); 4009 sint8 stat = stats->stat (i) + ns->stat (i);
3856 4010
3857 if (stat > 20 + race_bonus) 4011 if (stat > 20 + race_bonus)
3858 { 4012 {
3859 excess_stat++; 4013 excess_stat++;
3869 4023
3870 if (i == CHA) 4024 if (i == CHA)
3871 continue; /* exclude cha from this */ 4025 continue; /* exclude cha from this */
3872 4026
3873 int stat = stats->stat (i); 4027 int stat = stats->stat (i);
3874 int race_bonus = pl->arch->clone.stats.stat (i); 4028 int race_bonus = pl->arch->stats.stat (i);
3875 if (stat < 20 + race_bonus) 4029 if (stat < 20 + race_bonus)
3876 { 4030 {
3877 change_attr_value (stats, i, 1); 4031 change_attr_value (stats, i, 1);
3878 excess_stat--; 4032 excess_stat--;
3879 } 4033 }
3880 } 4034 }
3881 4035
3882 /* insert the randomitems from the change's treasurelist into 4036 /* insert the randomitems from the change's treasurelist into
3883 * the player ref: player.c 4037 * the player ref: player.c
3884 */ 4038 */
3885 if (change->randomitems != NULL) 4039 if (change->randomitems)
3886 give_initial_items (pl, change->randomitems); 4040 give_initial_items (pl, change->randomitems);
3887 4041
3888 /* set up the face, for some races. */ 4042 /* set up the face, for some races. */
3889 4043
3890 /* first, look for the force object banning 4044 /* first, look for the force object banning
3891 * changing the face. Certain races never change face with class. 4045 * changing the face. Certain races never change face with class.
3892 */ 4046 */
3893 for (walk = pl->inv; walk != NULL; walk = walk->below) 4047 for (walk = pl->inv; walk; walk = walk->below)
3894 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4048 if (walk->name == shstr_NOCLASSFACECHANGE)
3895 flag_change_face = 0; 4049 flag_change_face = 0;
3896 4050
3897 if (flag_change_face) 4051 if (flag_change_face)
3898 { 4052 {
3899 pl->animation_id = GET_ANIM_ID (change);
3900 pl->face = change->face; 4053 pl->face = change->face;
3901 4054 pl->animation_id = change->animation_id;
3902 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4055 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3903 SET_FLAG (pl, FLAG_ANIMATE);
3904 else
3905 CLEAR_FLAG (pl, FLAG_ANIMATE);
3906 } 4056 }
3907 4057
3908 /* check the special case of can't use weapons */ 4058 /* check the special case of can't use weapons */
3909 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4059 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3910 if (!strcmp (change->name, "monk")) 4060 if (change->name == shstr_monk)
3911 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4061 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3912 4062
3913 break; 4063 break;
3914 } 4064 }
3915 } 4065 }
3936 char got[MAX_BUF]; 4086 char got[MAX_BUF];
3937 int len; 4087 int len;
3938 4088
3939 if (!pl || !transformer) 4089 if (!pl || !transformer)
3940 return; 4090 return;
4091
3941 marked = find_marked_object (pl); 4092 marked = find_marked_object (pl);
4093
3942 if (!marked) 4094 if (!marked)
3943 { 4095 {
3944 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4096 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3945 return; 4097 return;
3946 } 4098 }
4099
3947 if (!marked->slaying) 4100 if (!marked->slaying)
3948 { 4101 {
3949 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4102 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3950 return; 4103 return;
3951 } 4104 }
4105
3952 /* check whether they are compatible or not */ 4106 /* check whether they are compatible or not */
3953 find = strstr (marked->slaying, transformer->arch->name); 4107 find = strstr (&marked->slaying, transformer->arch->archname);
3954 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3955 { 4109 {
3956 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4110 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3957 return; 4111 return;
3958 } 4112 }
4113
3959 find += strlen (transformer->arch->name) + 1; 4114 find += strlen (transformer->arch->archname) + 1;
3960 /* Item can be used, now find how many and what it yields */ 4115 /* Item can be used, now find how many and what it yields */
3961 if (isdigit (*(find))) 4116 if (isdigit (*(find)))
3962 { 4117 {
3963 yield = atoi (find); 4118 yield = atoi (find);
3964 if (yield < 1) 4119 if (yield < 1)
3970 else 4125 else
3971 yield = 1; 4126 yield = 1;
3972 4127
3973 while (isdigit (*find)) 4128 while (isdigit (*find))
3974 find++; 4129 find++;
4130
3975 while (*find == ' ') 4131 while (*find == ' ')
3976 find++; 4132 find++;
4133
3977 memset (got, 0, MAX_BUF); 4134 memset (got, 0, MAX_BUF);
4135
3978 if ((separator = strchr (find, ';')) != NULL) 4136 if ((separator = strchr (find, ';')) != NULL)
3979 {
3980 len = separator - find; 4137 len = separator - find;
3981 }
3982 else 4138 else
3983 {
3984 len = strlen (find); 4139 len = strlen (find);
3985 } 4140
3986 if (len > MAX_BUF - 1) 4141 if (len > MAX_BUF - 1)
3987 len = MAX_BUF - 1; 4142 len = MAX_BUF - 1;
4143
3988 strcpy (got, find); 4144 strcpy (got, find);
3989 got[len] = '\0'; 4145 got[len] = '\0';
3990 4146
3991 /* Now create new item, remove used ones when required. */ 4147 /* Now create new item, remove used ones when required. */
3992 new_item = get_archetype (got); 4148 new_item = get_archetype (got);
3993 if (!new_item) 4149 if (!new_item)
3994 { 4150 {
3995 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4151 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3996 return; 4152 return;
3997 } 4153 }
3998 4154
3999 new_item->nrof = yield; 4155 new_item->nrof = yield;
4156
4000 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4157 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4001 insert_ob_in_ob (new_item, pl); 4158
4002 esrv_send_inventory (pl, pl); 4159 pl->insert (new_item);
4003 /* Eat up one item */ 4160 /* Eat up one item */
4004 decrease_ob_nr (marked, 1); 4161 marked->decrease ();
4162
4005 /* Eat one transformer if needed */ 4163 /* Eat one transformer if needed */
4006 if (transformer->stats.food) 4164 if (transformer->stats.food)
4007 if (--transformer->stats.food == 0) 4165 if (--transformer->stats.food == 0)
4008 decrease_ob_nr (transformer, 1); 4166 transformer->decrease ();
4009} 4167}
4168

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