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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.116 by pippijn, Tue Jul 10 07:35:49 2007 UTC vs.
Revision 1.187 by elmex, Tue Jan 13 13:29:57 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <cmath> 24#include <cmath>
25 25
26#include <global.h> 26#include <global.h>
53 * subtype 5: arch or race 53 * subtype 5: arch or race
54 * subtype 7: all three 54 * subtype 7: all three
55 */ 55 */
56 if (op->subtype) 56 if (op->subtype)
57 { 57 {
58 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
61 } 61 }
62 else 62 else
63 { 63 {
64 arch_flag = 1; 64 arch_flag = 1;
65 name_flag = 1; 65 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
93 */ 93 */
94static int 94static int
95apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
96{ 96{
97 object *id, *marked; 97 dynbuf_text buf;
98 int success = 0;
99 98
100 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
101 return 0; 100 return 0;
102 101
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
105 */ 104 */
106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
107 return 0; 106 return 0;
108 107
109 marked = find_marked_object (pl);
110 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
111 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
112 */ 110 */
111 if (object *marked = find_marked_object (pl))
113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 { 113 {
115 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
116 { 115 {
117 identify (marked); 116 identify (marked);
118 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 119 if (marked->msg)
120 { 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
123 } 123 }
124 return money == NULL;
125 } 124 }
126 }
127 125
128 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
129 { 127 {
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 { 129 {
132 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
133 { 131 {
134 identify (id); 132 identify (id);
135 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
136 if (id->msg) 135 if (id->msg)
137 { 136 buf << "The item has a story:\r" << id->msg << "\n\n";
138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success = 1;
142 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
143 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
144 break; 140 break;
145 } 141 }
146 else 142 else
147 { 143 {
148 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
149 break; 145 break;
150 } 146 }
151 } 147 }
152 } 148 }
153 if (!success) 149
154 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return money == NULL; 155 return !money;
156} 156}
157 157
158/** 158/**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item. 160 * matching item.
161 **/ 161 **/
162static void 162void
163handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
164{ 164{
165 const char *yield; 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 167}
186 168
187/** 169/**
188 * Handles applying a potion. 170 * Handles applying a potion.
189 */ 171 */
195 177
196 floor = GET_MAP_OB (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
197 179
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 { 181 {
200 if (op->type == PLAYER)
201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
202 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0; 185 return 0;
204 } 186 }
205 187
206 if (op->type == PLAYER) 188 if (op->type == PLAYER)
217 199
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 201 {
220 op->drain_stat (); 202 op->drain_stat ();
221 op->update_stats (); 203 op->update_stats ();
222 decrease_ob (tmp); 204 tmp->decrease ();
223 return 1; 205 return 1;
224 } 206 }
225 207
226 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
227 { 209 {
228 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 211 return 0;
230 } 212 }
213
231 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
232 215
233 if (depl) 216 if (depl)
234 { 217 {
235 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i)) 219 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 220 op->statusmsg (restore_msg[i]);
238 221
239 depl->destroy (); 222 depl->destroy ();
240 op->update_stats (); 223 op->update_stats ();
241 } 224 }
242 else 225 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
244 227
245 decrease_ob (tmp); 228 tmp->decrease ();
246 return 1; 229 return 1;
247 } 230 }
248 231
249 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 234 {
252 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
253 { 236 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 238 {
256 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
257 { 240 {
258 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
259 break; 242 break;
260 } 243 }
244
261 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
262 { 246 {
263 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
264 break; 248 break;
265 } 249 }
250
266 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
267 { 252 {
268 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
269 break; 254 break;
270 } 255 }
274 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
275 { 260 {
276 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
277 break; 262 break;
278 } 263 }
264
279 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
280 { 266 {
281 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
282 break; 268 break;
283 } 269 }
270
284 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
285 { 272 {
286 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
287 break; 274 break;
288 } 275 }
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 { 284 {
298 if (got_one) 285 if (got_one)
299 { 286 {
300 op->update_stats (); 287 op->update_stats ();
301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
304 } 291 }
305 else 292 else
306 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
307 } 294 }
308 else 295 else
309 { /* cursed potion */ 296 { /* cursed potion */
310 if (got_one) 297 if (got_one)
311 { 298 {
312 op->update_stats (); 299 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
314 } 301 }
315 else 302 else
316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
317 } 304 }
318 305
319 decrease_ob (tmp); 306 tmp->decrease ();
320 return 1; 307 return 1;
321 } 308 }
322 309
323 310
324 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
328 */ 315 */
329 if (tmp->inv) 316 if (tmp->inv)
330 { 317 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 { 319 {
333 object *fball; 320 op->failmsg ("Yech! Your lungs are on fire!");
334 321 create_exploding_ball_at (op, op->level);
335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
336 /* Explodes a fireball centered at player */
337 fball = get_archetype (EXPLODING_FIREBALL);
338 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
340 fball->x = op->x;
341 fball->y = op->y;
342 insert_ob_in_map (fball, op->map, NULL, 0);
343 } 322 }
344 else 323 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346 325
347 decrease_ob (tmp); 326 tmp->decrease ();
327
348 /* if youre dead, no point in doing this... */ 328 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED)) 329 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats (); 330 op->update_stats ();
331
351 return 1; 332 return 1;
352 } 333 }
353 334
354 /* Deal with protection potions */ 335 /* Deal with protection potions */
355 force = NULL; 336 force = NULL;
357 { 338 {
358 if (tmp->resist[i]) 339 if (tmp->resist[i])
359 { 340 {
360 if (!force) 341 if (!force)
361 force = get_archetype (FORCE_NAME); 342 force = get_archetype (FORCE_NAME);
343
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 344 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT; 345 force->type = POTION_EFFECT;
364 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 */
365 } 347 }
366 } 348 }
349
367 /* This is a protection potion */ 350 /* This is a protection potion */
368 if (force) 351 if (force)
369 { 352 {
370 /* cursed items last longer */ 353 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 354 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
379 force->speed_left = -1; 362 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 363 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 364 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 365 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 366 change_abil (op, force);
384 decrease_ob (tmp); 367 tmp->decrease ();
385 return 1; 368 return 1;
386 } 369 }
387 370
388 /* Only thing left are the stat potions */ 371 /* Only thing left are the stat potions */
389 if (op->type == PLAYER) 372 if (op->type == PLAYER)
390 { /* only for players */ 373 { /* only for players */
391 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)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 378 else
394 SET_FLAG (tmp, FLAG_APPLIED); 379 SET_FLAG (tmp, FLAG_APPLIED);
380
395 if (!change_abil (op, tmp)) 381 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 382 op->statusmsg ("Nothing happened.");
397 } 383 }
398 384
399 /* CLEAR_FLAG is so that if the character has other potions 385 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 386 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 387 * stat will not be raised by them. fix_player just clears
402 * up all the stats. 388 * up all the stats.
403 */ 389 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats (); 391 op->update_stats ();
406 decrease_ob (tmp); 392 tmp->decrease ();
407 return 1; 393 return 1;
408} 394}
409 395
410/**************************************************************************** 396/****************************************************************************
411 * Weapon improvement code follows 397 * Weapon improvement code follows
413 399
414/** 400/**
415 * This returns the sum of nrof of item (arch name). 401 * This returns the sum of nrof of item (arch name).
416 */ 402 */
417static int 403static int
418check_item (object *op, const char *item) 404check_item (object *op, shstr_cmp item)
419{ 405{
420 int count = 0; 406 int count = 0;
421 407
422 408 if (!item)
423 if (item == NULL)
424 return 0; 409 return 0;
425 410
426 op = op->below; 411 for (op = op->below; op; op = op->below)
427 while (op != NULL)
428 {
429 if (strcmp (op->arch->archname, item) == 0) 412 if (op->arch->archname == item)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 413 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 414 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 415 count += op->number_of ();
438 }
439 }
440
441 op = op->below;
442 }
443 416
444 return count; 417 return count;
445} 418}
446 419
447/** 420/**
449 * op is typically the player, which is only 422 * op is typically the player, which is only
450 * really used to determine what space to look at. 423 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 424 * Modified to only eat 'nrof' of objects.
452 */ 425 */
453static void 426static void
454eat_item (object *op, const char *item, uint32 nrof) 427eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 428{
456 object *prev; 429 object *prev;
457 430
458 prev = op; 431 prev = op;
459 op = op->below; 432 op = op->below;
460 433
461 while (op != NULL) 434 while (op)
462 { 435 {
463 if (strcmp (op->arch->archname, item) == 0) 436 if (op->arch->archname == item)
464 { 437 {
465 if (op->nrof >= nrof) 438 if (op->nrof >= nrof)
466 { 439 {
467 decrease_ob_nr (op, nrof); 440 op->decrease (nrof);
468 return; 441 return;
469 } 442 }
470 else 443 else
471 { 444 {
472 decrease_ob_nr (op, op->nrof); 445 op->decrease (nrof);
473 nrof -= op->nrof; 446 nrof -= op->nrof;
474 } 447 }
448
475 op = prev; 449 op = prev;
476 } 450 }
451
477 prev = op; 452 prev = op;
478 op = op->below; 453 op = op->below;
479 } 454 }
480} 455}
481 456
487 * we return 1 (true) if the player can use the weapon. 462 * we return 1 (true) if the player can use the weapon.
488 */ 463 */
489static int 464static int
490check_weapon_power (const object *who, int improvs) 465check_weapon_power (const object *who, int improvs)
491{ 466{
492
493/* 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
494 * 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
495 * 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.
496 */ 470 */
497#if 1 471#if 1
538static int 512static int
539check_sacrifice (object *op, const object *improver) 513check_sacrifice (object *op, const object *improver)
540{ 514{
541 int count = 0; 515 int count = 0;
542 516
543 if (improver->slaying != NULL) 517 if (improver->slaying)
544 { 518 {
545 count = check_item (op, improver->slaying); 519 count = check_item (op, improver->slaying);
546 if (count < 1) 520 if (count < 1)
547 { 521 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 522 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 523 return 0;
553 } 524 }
554 } 525 }
555 else 526 else
556 count = 1; 527 count = 1;
559} 530}
560 531
561/** 532/**
562 * Actually improves the weapon, and tells user. 533 * Actually improves the weapon, and tells user.
563 */ 534 */
564int 535static int
565improve_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)
566{ 537{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 538 stat += sacrifice_count;
570 weapon->last_eat++; 539 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 540 improver->decrease ();
572 decrease_ob (improver);
573 541
574 /* So it updates the players stats and the window */ 542 /* So it updates the players stats and the window */
575 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
576 return 1; 551 return 1;
577} 552}
578 553
579/* Types of improvements, hidden in the sp field. */ 554/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 555#define IMPROVE_PREPARE 1
599 int sacrifice_count, i; 574 int sacrifice_count, i;
600 char buf[MAX_BUF]; 575 char buf[MAX_BUF];
601 576
602 if (weapon->level != 0) 577 if (weapon->level != 0)
603 { 578 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 579 op->failmsg ("Weapon is already prepared!");
605 return 0; 580 return 0;
606 } 581 }
607 582
608 for (i = 0; i < NROFATTACKS; i++) 583 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i]) 584 if (weapon->resist[i])
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 590 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 591 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */ 592 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */ 593 weapon->stats.ac) /* AC - only taifu's I think */
619 { 594 {
620 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.>");
621 return 0; 598 return 0;
622 } 599 }
623 600
624 sacrifice_count = check_sacrifice (op, improver); 601 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 602 if (sacrifice_count <= 0)
626 return 0; 603 return 0;
627 604
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 {
887 armour->item_power = get_power_from_ench (armour->arch->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->archname || 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 * probably 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())
1253 return;
1250 1254
1251 if (sign->msg == NULL) 1255 if (sign->has_dialogue ())
1252 { 1256 {
1253 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));
1254 return; 1258 return;
1255 } 1259 }
1256 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
1257 if (sign->stats.food) 1270 if (sign->stats.food)
1258 { 1271 {
1259 if (sign->last_eat >= sign->stats.food) 1272 if (sign->last_eat >= sign->stats.food)
1260 { 1273 {
1261 if (!sign->move_on) 1274 if (!sign->move_on)
1262 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1275 op->failmsg ("You cannot read it anymore.");
1276
1263 return; 1277 return;
1264 } 1278 }
1265 1279
1266 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1280 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1267 sign->last_eat++; 1281 sign->last_eat++;
1272 * 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
1273 * to us). 1287 * to us).
1274 */ 1288 */
1275 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)
1276 { 1290 {
1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1291 op->failmsg ("You are unable to read while blind!");
1278 return; 1292 return;
1279 } 1293 }
1280 1294
1281 if (op->contr) 1295 if (op->contr)
1282 if (client *ns = op->contr->ns) 1296 if (client *ns = op->contr->ns)
1283 { 1297 {
1284 msgType = get_readable_message_type (sign); 1298 if (sign->sound)
1299 ns->play_sound (sign->sound);
1300 else if (autoapply)
1301 ns->play_sound (sound_find ("msg_voice"));
1285 1302
1286 if (ns->can_msg) 1303 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1287 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1288 else
1289 {
1290 char newbuf[HUGE_BUF];
1291 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1292 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1293 }
1294 } 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);
1295} 1337}
1296 1338
1297/** 1339/**
1298 * 'victim' moves onto 'trap' 1340 * 'victim' moves onto 'trap'
1299 * 'victim' leaves 'trap' 1341 * 'victim' leaves 'trap'
1374 } 1416 }
1375 goto leave; 1417 goto leave;
1376 1418
1377 case BUTTON: 1419 case BUTTON:
1378 case PEDESTAL: 1420 case PEDESTAL:
1379 update_button (trap); 1421 update_button (trap, originator);
1380 goto leave; 1422 goto leave;
1381 1423
1382 case ALTAR: 1424 case ALTAR:
1383 /* sacrifice victim on trap */ 1425 /* sacrifice victim on trap */
1384 apply_altar (trap, victim, originator); 1426 apply_altar (trap, victim, originator);
1411 1453
1412 if (!trap->value) 1454 if (!trap->value)
1413 { 1455 {
1414 int tot; 1456 int tot;
1415 1457
1416 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1458 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1417 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1459 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1418 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1460 tot += ab->head_ ()->total_weight ();
1419 1461
1420 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1462 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1421 goto leave; 1463 goto leave;
1422 1464
1423 SET_ANIMATION (trap, trap->value); 1465 SET_ANIMATION (trap, trap->value);
1433 1475
1434 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1476 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1435 { 1477 {
1436 if (!sound_was_played) 1478 if (!sound_was_played)
1437 { 1479 {
1438 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1480 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1439 sound_was_played = 1; 1481 sound_was_played = 1;
1440 } 1482 }
1441 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1483
1484 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1442 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);
1443 } 1486 }
1444 } 1487 }
1445 goto leave; 1488 goto leave;
1446 } 1489 }
1447 1490
1448
1449 case CONVERTER: 1491 case CONVERTER:
1450 if (convert_item (victim, trap) < 0) 1492 if (convert_item (victim, trap) < 0)
1451 { 1493 {
1452 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)));
1453 get_archetype ("burnout")->insert_at (trap, trap); 1495 archetype::get (shstr_burnout)->insert_at (trap, trap);
1454 } 1496 }
1455 1497
1456 goto leave; 1498 goto leave;
1457 1499
1458 case TRIGGER_BUTTON: 1500 case TRIGGER_BUTTON:
1468 case CHECK_INV: 1510 case CHECK_INV:
1469 check_inv (victim, trap); 1511 check_inv (victim, trap);
1470 goto leave; 1512 goto leave;
1471 1513
1472 case HOLE: 1514 case HOLE:
1473 /* Hole not open? */ 1515 move_apply_hole (trap, victim);
1474 if (trap->stats.wc > 0)
1475 goto leave;
1476
1477 /* Is this a multipart monster and not the head? If so, return.
1478 * Processing will happen if the head runs into the pit
1479 */
1480 if (victim->head)
1481 goto leave;
1482
1483 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1484 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1485 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1486 goto leave; 1516 goto leave;
1487 1517
1488 case EXIT: 1518 case EXIT:
1489 if (victim->type == PLAYER && EXIT_PATH (trap)) 1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1490 { 1520 {
1491 /* Basically, don't show exits leading to random maps the 1521 /* Basically, don't show exits leading to random maps the
1492 * players output. 1522 * players output.
1493 */ 1523 */
1494 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1495 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1525 victim->statusmsg (trap->msg, NDI_NAVY);
1496 1526
1527 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap); 1528 victim->enter_exit (trap);
1498 } 1529 }
1499 goto leave; 1530 goto leave;
1500 1531
1501 case ENCOUNTER: 1532 case ENCOUNTER:
1523 goto leave; 1554 goto leave;
1524 1555
1525 case RUNE: 1556 case RUNE:
1526 case TRAP: 1557 case TRAP:
1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1558 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528 {
1529 spring_trap (trap, victim); 1559 spring_trap (trap, victim);
1530 }
1531 goto leave; 1560 goto leave;
1532 1561
1533 default: 1562 default:
1534 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 "
1535 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1564 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1549 int lev_diff; 1578 int lev_diff;
1550 object *skill_ob; 1579 object *skill_ob;
1551 1580
1552 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1581 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1553 { 1582 {
1554 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1583 op->failmsg ("You are unable to read while blind!");
1555 return; 1584 return;
1556 } 1585 }
1557 1586
1558 if (!tmp->msg) 1587 if (!tmp->msg)
1559 { 1588 {
1560 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));
1561 return; 1590 return;
1562 } 1591 }
1563 1592
1564 /* need a literacy skill to read stuff! */ 1593 /* need a literacy skill to read stuff! */
1565 skill_ob = find_skill_by_name (op, tmp->skill); 1594 skill_ob = find_skill_by_name (op, tmp->skill);
1566 if (!skill_ob) 1595 if (!skill_ob)
1567 { 1596 {
1568 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>"); 1597 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1569 return; 1598 return;
1570 } 1599 }
1571 1600
1572 lev_diff = tmp->level - (skill_ob->level + 5); 1601 lev_diff = tmp->level - (skill_ob->level + 5);
1573 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1602 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1574 { 1603 {
1575 if (lev_diff < 2) 1604 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1576 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."
1577 else if (lev_diff < 3) 1606 : lev_diff < 5 ? "This book is beyond your comprehension."
1578 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."
1579 else if (lev_diff < 5) 1608 : lev_diff < 15 ? "This book is way beyond your comprehension."
1580 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1609 : "This book is totally beyond your comprehension.");
1581 else if (lev_diff < 8)
1582 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1583 else if (lev_diff < 15)
1584 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1585 else
1586 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1587 return; 1610 return;
1588 } 1611 }
1589 1612
1590 readable_message_type *msgType = get_readable_message_type (tmp); 1613 readable_message_type *msgType = get_readable_message_type (tmp);
1591 1614
1592 if (player *pl = op->contr) 1615 if (player *pl = op->contr)
1593 if (client *ns = pl->ns) 1616 if (client *ns = pl->ns)
1594 if (ns->can_msg) 1617 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1595 {
1596 dynbuf_text buf;
1597 buf << long_desc (tmp, op)
1598 << "\n\n"
1599 << tmp->msg
1600 << '\0';
1601 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1602 }
1603 else
1604 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1605 msgType->message_type, msgType->message_subtype,
1606 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1607 long_desc (tmp, op), &tmp->msg);
1608 1618
1609 /* gain xp from reading */ 1619 /* gain xp from reading */
1610 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1620 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1611 { /* only if not read before */ 1621 { /* only if not read before */
1612 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1622 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1614 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1624 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1615 { 1625 {
1616 /*exp_gain *= 2; because they just identified it too */ 1626 /*exp_gain *= 2; because they just identified it too */
1617 SET_FLAG (tmp, FLAG_IDENTIFIED); 1627 SET_FLAG (tmp, FLAG_IDENTIFIED);
1618 1628
1619 /* If in a container, update how it looks */ 1629 if (object *pl = tmp->visible_to ())
1620 if (tmp->env)
1621 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1630 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1622 else
1623 op->contr->ns->floorbox_update ();
1624 } 1631 }
1625 1632
1626 change_exp (op, exp_gain, skill_ob->skill, 0); 1633 change_exp (op, exp_gain, skill_ob->skill, 0);
1627 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 */
1628 } 1635 }
1633 * 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
1634 */ 1641 */
1635static void 1642static void
1636apply_skillscroll (object *op, object *tmp) 1643apply_skillscroll (object *op, object *tmp)
1637{ 1644{
1638 switch ((int) learn_skill (op, tmp)) 1645 switch (learn_skill (op, tmp))
1639 { 1646 {
1640 case 0: 1647 case 0:
1641 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1648 op->play_sound (sound_find ("generic_fail"));
1642 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)));
1643 return; 1650 break;
1644 1651
1645 case 1: 1652 case 1:
1646 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1647 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));
1648 return; 1656 break;
1649 1657
1650 default: 1658 default:
1659 tmp->decrease ();
1660 op->play_sound (sound_find ("generic_fail"));
1651 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)));
1652 decrease_ob (tmp);
1653 return; 1662 break;
1654 } 1663 }
1655} 1664}
1656 1665
1657/** 1666/**
1658 * Actually makes op learn spell. 1667 * Actually makes op learn spell.
1678 return; 1687 return;
1679 } 1688 }
1680 return; 1689 return;
1681 } 1690 }
1682 1691
1683 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1692 op->contr->play_sound (sound_find ("learn_spell"));
1693
1684 tmp = spell->clone (); 1694 tmp = spell->clone ();
1685 insert_ob_in_ob (tmp, op); 1695 insert_ob_in_ob (tmp, op);
1686 1696
1687 if (special_prayer) 1697 if (special_prayer)
1688 SET_FLAG (tmp, FLAG_STARTEQUIP); 1698 SET_FLAG (tmp, FLAG_STARTEQUIP);
1707 { 1717 {
1708 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1718 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1709 return; 1719 return;
1710 } 1720 }
1711 1721
1712 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));
1713 player_unready_range_ob (op->contr, spob); 1723 player_unready_range_ob (op->contr, spob);
1714 esrv_remove_spell (op->contr, spob); 1724 esrv_remove_spell (op->contr, spob);
1715 spob->destroy (); 1725 spob->destroy ();
1716} 1726}
1717 1727
1725{ 1735{
1726 object *skop, *spell, *spell_skill; 1736 object *skop, *spell, *spell_skill;
1727 1737
1728 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1738 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1729 { 1739 {
1730 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1740 op->failmsg ("You are unable to read while blind.");
1731 return; 1741 return;
1732 } 1742 }
1733 1743
1734 /* artifact_spellbooks have 'slaying' field point to a spell name, 1744 /* artifact_spellbooks have 'slaying' field point to a spell name,
1735 * instead of having their spell stored in stats.sp. These are 1745 * instead of having their spell stored in stats.sp. These are
1738 if (tmp->slaying) 1748 if (tmp->slaying)
1739 { 1749 {
1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1750 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1741 if (!spell) 1751 if (!spell)
1742 { 1752 {
1743 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));
1744 return; 1754 return;
1745 } 1755 }
1746 else 1756 else
1747 insert_ob_in_ob (spell, tmp); 1757 insert_ob_in_ob (spell, tmp);
1748 1758
1753 1763
1754 /* 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
1755 * lower than the spell will make learning the spell more difficult */ 1765 * lower than the spell will make learning the spell more difficult */
1756 if (!skop) 1766 if (!skop)
1757 { 1767 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>"); 1768 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1759 return; 1769 return;
1760 } 1770 }
1761 1771
1762 spell = tmp->inv; 1772 spell = tmp->inv;
1763 1773
1764 if (!spell) 1774 if (!spell)
1765 { 1775 {
1766 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);
1767 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!"); 1777 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1768 return; 1778 return;
1769 } 1779 }
1770 1780
1771 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1781 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1772 { 1782 {
1773 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<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));
1774 return; 1784 return;
1775 } 1785 }
1776 1786
1777 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));
1778 1788
1779 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1780 {
1781 identify (tmp); 1790 identify (tmp);
1782
1783 if (tmp->env)
1784 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1785 else
1786 op->contr->ns->floorbox_update ();
1787 }
1788 1791
1789 /* 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
1790 * 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
1791 * 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
1792 * they would have a special prayer mark. 1795 * they would have a special prayer mark.
1793 */ 1796 */
1794 if (check_spell_known (op, spell->name)) 1797 if (check_spell_known (op, spell->name))
1795 { 1798 {
1796 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); 1799 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1797 return; 1800 return;
1798 } 1801 }
1799 1802
1800 if (spell->skill) 1803 if (spell->skill)
1801 { 1804 {
1802 spell_skill = find_skill_by_name (op, spell->skill); 1805 spell_skill = find_skill_by_name (op, spell->skill);
1803 1806
1804 if (!spell_skill) 1807 if (!spell_skill)
1805 { 1808 {
1806 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));
1807 return; 1810 return;
1808 } 1811 }
1809 1812
1810 if (spell_skill->level < spell->level) 1813 if (spell_skill->level < spell->level)
1811 { 1814 {
1812 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));
1813 return; 1816 return;
1814 } 1817 }
1815 } 1818 }
1816 1819
1817 /* Logic as follows 1820 /* Logic as follows
1826 * 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
1827 * literacy rate very useful! -b.t. 1830 * literacy rate very useful! -b.t.
1828 */ 1831 */
1829 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1832 if (QUERY_FLAG (op, FLAG_CONFUSED))
1830 { 1833 {
1831 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!");
1832 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));
1833 } 1836 }
1834 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1837 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1835 (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])
1836 { 1839 {
1837 1840 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1838 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1839 do_learn_spell (op, spell, 0); 1841 do_learn_spell (op, spell, 0);
1840 1842
1841 /* xp gain to literacy for spell learning */ 1843 /* xp gain to literacy for spell learning */
1842 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1844 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1843 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);
1844 } 1846 }
1845 else 1847 else
1846 { 1848 {
1847 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1849 op->contr->play_sound (sound_find ("fumble_spell"));
1848 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); 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");
1849 } 1851 }
1850 1852
1851 decrease_ob (tmp); 1853 tmp->decrease ();
1852} 1854}
1853 1855
1854/** 1856/**
1855 * Handles applying a spell scroll. 1857 * Handles applying a spell scroll.
1856 */ 1858 */
1859{ 1861{
1860 object *skop; 1862 object *skop;
1861 1863
1862 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1864 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1863 { 1865 {
1864 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1866 op->failmsg ("You are unable to read while blind.");
1865 return; 1867 return;
1866 } 1868 }
1867 1869
1868 if (!tmp->inv || tmp->inv->type != SPELL) 1870 if (!tmp->inv || tmp->inv->type != SPELL)
1869 { 1871 {
1870 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>"); 1872 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1871 return; 1873 return;
1872 } 1874 }
1873 1875
1874 if (op->type == PLAYER) 1876 if (op->type == PLAYER)
1875 { 1877 {
1881 */ 1883 */
1882 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1884 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1883 1885
1884 if (!skop) 1886 if (!skop)
1885 { 1887 {
1886 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>"); 1888 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1887 return; 1889 return;
1888 } 1890 }
1889 1891
1890 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1892 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1891 change_exp (op, exp_gain, skop->skill, 0); 1893 change_exp (op, exp_gain, skop->skill, 0);
1892 } 1894 }
1893 1895
1894 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1896 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1895 identify (tmp); 1897 identify (tmp);
1896 1898
1897 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));
1898 1900
1899 cast_spell (op, tmp, dir, tmp->inv, NULL); 1901 cast_spell (op, tmp, dir, tmp->inv, NULL);
1900 decrease_ob (tmp); 1902 tmp->decrease ();
1901} 1903}
1902 1904
1903/** 1905/**
1904 * Applies a treasure object - by default, chest. op 1906 * Applies a treasure object - by default, chest. op
1905 * is the person doing the applying, tmp is the treasure 1907 * is the person doing the applying, tmp is the treasure
1906 * chest. 1908 * chest.
1907 */ 1909 */
1908static void 1910static void
1909apply_treasure (object *op, object *tmp) 1911apply_treasure (object *op, object *tmp)
1910{ 1912{
1911 /* 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
1912 * 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
1913 * 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
1914 * 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
1915 * treasure 1917 * treasure
1916 */ 1918 */
1917 object *treas = tmp->inv; 1919 object *treas = tmp->inv;
1918 1920
1919 if (!treas) 1921 if (!treas)
1920 { 1922 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1923 op->statusmsg ("The chest was empty.");
1922 decrease_ob (tmp); 1924 tmp->decrease ();
1923 return; 1925 return;
1924 } 1926 }
1925 1927
1926 while (tmp->inv) 1928 while (tmp->inv)
1927 { 1929 {
1928 treas = tmp->inv; 1930 treas = tmp->inv;
1929
1930 treas->remove (); 1931 treas->remove ();
1931 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1932 1932
1933 treas->x = op->x; 1933 treas->x = op->x;
1934 treas->y = op->y; 1934 treas->y = op->y;
1935 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);
1936 1936
1937 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))
1938 spring_trap (treas, op); 1938 spring_trap (treas, op);
1939 1939
1940 /* If either player or container was destroyed, no need to do 1940 /* If either player or container was destroyed, no need to do
1941 * further processing. I think this should be enclused with 1941 * further processing. I think this should be enclused with
1942 * spring trap above, as I don't think there is otherwise 1942 * spring trap above, as I don't think there is otherwise
1943 * any way for the treasure chest or player to get killed 1943 * any way for the treasure chest or player to get killed.
1944 */ 1944 */
1945 if (op->destroyed () || tmp->destroyed ()) 1945 if (op->destroyed () || tmp->destroyed ())
1946 break; 1946 break;
1947 } 1947 }
1948 1948
1949 if (!tmp->destroyed () && tmp->inv == NULL) 1949 if (!tmp->destroyed () && !tmp->inv)
1950 decrease_ob (tmp); 1950 tmp->decrease (true);
1951
1952} 1951}
1953 1952
1954/** 1953/**
1955 * op eats food. 1954 * op eats food.
1956 * If player, takes care of messages and dragon special food. 1955 * If player, takes care of messages and dragon special food.
1971 { 1970 {
1972 /* usual case - no dragon meal: */ 1971 /* usual case - no dragon meal: */
1973 if (op->stats.food + tmp->stats.food > 999) 1972 if (op->stats.food + tmp->stats.food > 999)
1974 { 1973 {
1975 if (tmp->type == FOOD || tmp->type == FLESH) 1974 if (tmp->type == FOOD || tmp->type == FLESH)
1976 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!");
1977 else 1976 else
1978 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!");
1979 } 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 );
1980 1987
1981 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1988 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1982 { 1989 {
1983 char buf[MAX_BUF]; 1990 const char *buf;
1984 1991
1985 if (!is_dragon_pl (op)) 1992 if (!is_dragon_pl (op))
1986 { 1993 {
1987 /* eating message for normal players */ 1994 /* eating message for normal players */
1988 if (tmp->type == DRINK) 1995 if (tmp->type == DRINK)
1989 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1996 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1990 else 1997 else
1991 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.");
1992 } 1999 }
1993 else 2000 else
1994 {
1995 /* eating message for dragon players */ 2001 /* eating message for dragon players */
1996 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2002 buf = format ("The %s tasted terrible!", &tmp->name);
1997 }
1998 2003
1999 new_draw_info (NDI_UNIQUE, 0, op, buf); 2004 op->statusmsg (buf);
2005
2000 capacity_remaining = 999 - op->stats.food; 2006 capacity_remaining = 999 - op->stats.food;
2001 op->stats.food += tmp->stats.food; 2007 op->stats.food += tmp->stats.food;
2002 if (capacity_remaining < tmp->stats.food) 2008 if (capacity_remaining < tmp->stats.food)
2003 op->stats.hp += capacity_remaining / 50; 2009 op->stats.hp += capacity_remaining / 50;
2004 else 2010 else
2005 op->stats.hp += tmp->stats.food / 50; 2011 op->stats.hp += tmp->stats.food / 50;
2012
2006 if (op->stats.hp > op->stats.maxhp) 2013 if (op->stats.hp > op->stats.maxhp)
2007 op->stats.hp = op->stats.maxhp; 2014 op->stats.hp = op->stats.maxhp;
2008 if (op->stats.food > 999) 2015 if (op->stats.food > 999)
2009 op->stats.food = 999; 2016 op->stats.food = 999;
2010 } 2017 }
2014 eat_special_food (op, tmp); 2021 eat_special_food (op, tmp);
2015 } 2022 }
2016 } 2023 }
2017 2024
2018 handle_apply_yield (tmp); 2025 handle_apply_yield (tmp);
2019 decrease_ob (tmp); 2026 tmp->decrease ();
2020} 2027}
2021 2028
2022/** 2029/**
2023 * A dragon is eating some flesh. If the flesh contains resistances, 2030 * A dragon is eating some flesh. If the flesh contains resistances,
2024 * 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.
2034{ 2041{
2035 object *skin = NULL; /* pointer to dragon skin force */ 2042 object *skin = NULL; /* pointer to dragon skin force */
2036 object *abil = NULL; /* pointer to dragon ability force */ 2043 object *abil = NULL; /* pointer to dragon ability force */
2037 object *tmp = NULL; /* tmp. object */ 2044 object *tmp = NULL; /* tmp. object */
2038 2045
2039 char buf[MAX_BUF]; /* tmp. string buffer */
2040 double chance; /* improvement-chance of one resistance type */ 2046 double chance; /* improvement-chance of one resistance type */
2041 double totalchance = 1; /* total chance of gaining one resistance */ 2047 double totalchance = 1; /* total chance of gaining one resistance */
2042 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2048 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2043 double mbonus = 0; /* monster bonus */ 2049 double mbonus = 0; /* monster bonus */
2044 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2050 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2066 /* now start by filling stomache and health, according to food-value */ 2072 /* now start by filling stomache and health, according to food-value */
2067 if ((999 - op->stats.food) < meal->stats.food) 2073 if ((999 - op->stats.food) < meal->stats.food)
2068 op->stats.hp += (999 - op->stats.food) / 50; 2074 op->stats.hp += (999 - op->stats.food) / 50;
2069 else 2075 else
2070 op->stats.hp += meal->stats.food / 50; 2076 op->stats.hp += meal->stats.food / 50;
2077
2071 if (op->stats.hp > op->stats.maxhp) 2078 if (op->stats.hp > op->stats.maxhp)
2072 op->stats.hp = op->stats.maxhp; 2079 op->stats.hp = op->stats.maxhp;
2073 2080
2074 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2081 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2075 2082
2120 } 2127 }
2121 } 2128 }
2122 2129
2123 /* inverse totalchance as until now we have the failure-chance */ 2130 /* inverse totalchance as until now we have the failure-chance */
2124 totalchance = 100 - totalchance * 100; 2131 totalchance = 100 - totalchance * 100;
2132
2125 /* print message according to totalchance */ 2133 /* print message according to totalchance */
2134 const char *buf;
2126 if (totalchance > 50.) 2135 if (totalchance > 50.)
2127 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2136 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2128 else if (totalchance > 10.) 2137 else if (totalchance > 10.)
2129 sprintf (buf, "The %s tasted very good.", &meal->name); 2138 buf = format ("The %s tasted very good.", &meal->name);
2130 else if (totalchance > 1.) 2139 else if (totalchance > 1.)
2131 sprintf (buf, "The %s tasted good.", &meal->name); 2140 buf = format ("The %s tasted good.", &meal->name);
2132 else if (totalchance > 0.1) 2141 else if (totalchance > 0.1)
2133 sprintf (buf, "The %s tasted bland.", &meal->name); 2142 buf = format ("The %s tasted bland.", &meal->name);
2134 else if (totalchance >= 0.01) 2143 else if (totalchance >= 0.01)
2135 sprintf (buf, "The %s had a boring taste.", &meal->name); 2144 buf = format ("The %s had a boring taste.", &meal->name);
2136 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))
2137 sprintf (buf, "The %s tasted strange.", &meal->name); 2146 buf = format ("The %s tasted strange.", &meal->name);
2138 else 2147 else
2139 sprintf (buf, "The %s had no taste.", &meal->name); 2148 buf = format ("The %s had no taste.", &meal->name);
2140 new_draw_info (NDI_UNIQUE, 0, op, buf); 2149
2150 op->statusmsg (buf);
2141 2151
2142 /* now choose a winner if we have any */ 2152 /* now choose a winner if we have any */
2143 i = -1; 2153 i = -1;
2144 if (winners > 0) 2154 if (winners > 0)
2145 i = atnr_winner[RANDOM () % winners]; 2155 i = atnr_winner [rndm (winners)];
2146 2156
2147 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2157 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2148 { 2158 {
2149 /* resistance increased! */ 2159 /* resistance increased! */
2150 skin->resist[i]++; 2160 skin->resist[i]++;
2151 op->update_stats (); 2161 op->update_stats ();
2152 2162
2153 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]));
2154 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2155 } 2164 }
2156 2165
2157 /* if this flesh contains a new ability focus, we mark it 2166 /* if this flesh contains a new ability focus, we mark it
2158 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 */
2159 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)
2160 { 2169 {
2161 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> */
2162 2171
2163 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
2164 { 2178 ));
2165 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2166 new_draw_info (NDI_UNIQUE, 0, op, buf);
2167 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2168 new_draw_info (NDI_UNIQUE, 0, op, buf);
2169 }
2170 else 2179 else
2171 { 2180 {
2172 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]));
2173 new_draw_info (NDI_UNIQUE, 0, op, buf);
2174 abil->last_eat = 0; 2182 abil->last_eat = 0;
2175 } 2183 }
2176 } 2184 }
2185
2177 return 1; 2186 return 1;
2178} 2187}
2179 2188
2180/** 2189/**
2181 * Handles applying an improve armor scroll. 2190 * Handles applying an improve armor scroll.
2186{ 2195{
2187 object *armor; 2196 object *armor;
2188 2197
2189 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & 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))
2190 { 2199 {
2191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>"); 2200 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2192 return; 2201 return;
2193 } 2202 }
2194 2203
2195 armor = find_marked_object (op); 2204 armor = find_marked_object (op);
2196 2205
2197 if (!armor) 2206 if (!armor)
2198 { 2207 {
2199 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); 2208 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2200 return; 2209 return;
2201 } 2210 }
2202 2211
2203 if (armor->type != ARMOUR 2212 if (armor->type != ARMOUR
2204 && armor->type != CLOAK 2213 && armor->type != CLOAK
2205 && 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)
2206 { 2215 {
2207 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2216 op->failmsg ("Your marked item is not armour!\n");
2208 return; 2217 return;
2209 } 2218 }
2210 2219
2211 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2220 op->statusmsg ("Applying armour enchantment.");
2212 improve_armour (op, tmp, armor); 2221 improve_armour (op, tmp, armor);
2213} 2222}
2214 2223
2215extern void 2224void
2216apply_poison (object *op, object *tmp) 2225apply_poison (object *op, object *tmp)
2217{ 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
2218 if (op->type == PLAYER) 2232 if (op->type == PLAYER)
2219 { 2233 {
2220 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2234 op->contr->play_sound (sound_find ("drink_poison"));
2221 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2235 op->failmsg ("Yech! That tasted poisonous!");
2222 strcpy (op->contr->killer, "poisonous booze"); 2236 op->contr->killer = poison;
2223 } 2237 }
2224 2238
2225 if (tmp->stats.hp > 0) 2239 if (poison->stats.hp > 0)
2226 { 2240 {
2227 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);
2228 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2242 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2229 } 2243 }
2230 2244
2231 op->stats.food -= op->stats.food / 4; 2245 op->stats.food -= op->stats.food / 4;
2232 handle_apply_yield (tmp); 2246 poison->destroy ();
2233 decrease_ob (tmp);
2234} 2247}
2235 2248
2236/** 2249/**
2237 * 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.
2238 * A valid 2 way exit means: 2251 * A valid 2 way exit means:
2254#if 0 //TODO 2267#if 0 //TODO
2255 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2268 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2256 return 0; /* This is a reset town portal */ 2269 return 0; /* This is a reset town portal */
2257#endif 2270#endif
2258 2271
2272 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2273
2259 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2274 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2260 2275
2261 if (exitmap) 2276 if (exitmap)
2262 { 2277 {
2263 exitmap->load_sync (); 2278 exitmap->load_sync ();
2317 return 1; 2332 return 1;
2318 } 2333 }
2319 } 2334 }
2320 2335
2321 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);
2322} 2581}
2323 2582
2324/** 2583/**
2325 * Main apply handler. 2584 * Main apply handler.
2326 * 2585 *
2329 * Return value: 2588 * Return value:
2330 * 0: player or monster can't apply objects of that type 2589 * 0: player or monster can't apply objects of that type
2331 * 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
2332 * 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
2333 * 2592 *
2334 * 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
2335 * being applied. 2594 * being applied.
2336 * 2595 *
2337 * aflag is special (always apply/unapply) flags. Nothing is done with 2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2338 * them in this function - they are passed to apply_special 2597 * them in this function - they are passed to apply_special
2339 */ 2598 */
2340int 2599int
2341manual_apply (object *op, object *tmp, int aflag) 2600manual_apply (object *who, object *op, int aflag)
2342{ 2601{
2343 if (tmp->head) 2602 op = op->head_ ();
2344 tmp = tmp->head;
2345 2603
2346 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2347 { 2605 {
2348 if (op->type == PLAYER) 2606 if (who->type == PLAYER)
2349 { 2607 {
2608 examine (who, op);
2350 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>"); 2609 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2351 return 1; 2610 return 1;
2352 } 2611 }
2353 else 2612 else
2354 return 0; /* monsters just skip unpaid items */ 2613 return 0; /* monsters just skip unpaid items */
2355 } 2614 }
2356 2615
2357 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2358 return RESULT_INT (0); 2617 return RESULT_INT (0);
2359 2618
2360 switch (tmp->type) 2619 switch (op->type)
2361 { 2620 {
2362 case CF_HANDLE: 2621 case CF_HANDLE:
2363 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2622 who->play_sound (sound_find ("turn_handle"));
2364 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2623 who->statusmsg ("You turn the handle.");
2365 tmp->value = tmp->value ? 0 : 1; 2624 op->value = op->value ? 0 : 1;
2366 SET_ANIMATION (tmp, tmp->value); 2625 SET_ANIMATION (op, op->value);
2367 update_object (tmp, UP_OBJ_FACE); 2626 update_object (op, UP_OBJ_FACE);
2368 push_button (tmp); 2627 push_button (op, who);
2369 return 1; 2628 return 1;
2370 2629
2371 case TRIGGER: 2630 case TRIGGER:
2372 if (check_trigger (tmp, op)) 2631 if (check_trigger (op, who))
2373 { 2632 {
2374 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2633 who->statusmsg ("You turn the handle.");
2375 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2634 who->play_sound (sound_find ("turn_handle"));
2376 } 2635 }
2377 else 2636 else
2378 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2637 who->failmsg ("The handle doesn't move.");
2379 2638
2380 return 1; 2639 return 1;
2381 2640
2382 case EXIT: 2641 case EXIT:
2383 if (op->type != PLAYER) 2642 if (who->type != PLAYER)
2384 return 0; 2643 return 0;
2385 2644
2386 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2387 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)));
2388 else 2647 else
2389 { 2648 {
2390 /* Don't display messages for random maps. */ 2649 /* Don't display messages for random maps. */
2391 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2392 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2651 who->statusmsg (op->msg, NDI_NAVY);
2393 2652
2394 op->enter_exit (tmp); 2653 who->enter_exit (op);
2395 } 2654 }
2396 2655
2397 return 1; 2656 return 1;
2398 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
2399 case SIGN: 2663 case SIGN:
2400 apply_sign (op, tmp, 0); 2664 apply_sign (who, op, 0);
2401 return 1; 2665 return 1;
2402 2666
2403 case BOOK: 2667 case BOOK:
2404 if (op->type == PLAYER) 2668 if (who->type == PLAYER)
2405 { 2669 {
2406 apply_book (op, tmp); 2670 apply_book (who, op);
2407 return 1; 2671 return 1;
2408 } 2672 }
2409 else 2673 else
2410 return 0; 2674 return 0;
2411 2675
2412 case SKILLSCROLL: 2676 case SKILLSCROLL:
2413 if (op->type == PLAYER) 2677 if (who->type == PLAYER)
2414 { 2678 {
2415 apply_skillscroll (op, tmp); 2679 apply_skillscroll (who, op);
2416 return 1; 2680 return 1;
2417 } 2681 }
2418 else 2682 else
2419 return 0; 2683 return 0;
2420 2684
2421 case SPELLBOOK: 2685 case SPELLBOOK:
2422 if (op->type == PLAYER) 2686 if (who->type == PLAYER)
2423 { 2687 {
2424 apply_spellbook (op, tmp); 2688 apply_spellbook (who, op);
2425 return 1; 2689 return 1;
2426 } 2690 }
2427 else 2691 else
2428 return 0; 2692 return 0;
2429 2693
2430 case SCROLL: 2694 case SCROLL:
2431 apply_scroll (op, tmp, 0); 2695 apply_scroll (who, op, 0);
2432 return 1; 2696 return 1;
2433 2697
2434 case POTION: 2698 case POTION:
2435 apply_potion (op, tmp); 2699 apply_potion (who, op);
2436 return 1; 2700 return 1;
2437 2701
2438 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2439 //TODO: remove, as it is unsed? 2703 //TODO: remove, as it is unsed?
2440 case CLOSE_CON: 2704 case CLOSE_CON:
2441 apply_container (op, tmp->env); 2705 apply_container (who, op->env);
2442 return 1; 2706 return 1;
2443 2707
2444 case CONTAINER: 2708 case CONTAINER:
2445 apply_container (op, tmp); 2709 apply_container (who, op);
2446 return 1; 2710 return 1;
2447 2711
2448 case TREASURE: 2712 case TREASURE:
2449 if (op->type == PLAYER) 2713 if (who->type == PLAYER)
2450 { 2714 {
2451 apply_treasure (op, tmp); 2715 apply_treasure (who, op);
2452 return 1; 2716 return 1;
2453 } 2717 }
2454 else 2718 else
2455 return 0; 2719 return 0;
2720
2721 case LAMP:
2722 case TORCH:
2723 player_apply_lamp (who, op);
2724 return 1;
2456 2725
2457 case WEAPON: 2726 case WEAPON:
2458 case ARMOUR: 2727 case ARMOUR:
2459 case BOOTS: 2728 case BOOTS:
2460 case GLOVES: 2729 case GLOVES:
2468 case WAND: 2737 case WAND:
2469 case ROD: 2738 case ROD:
2470 case HORN: 2739 case HORN:
2471 case SKILL: 2740 case SKILL:
2472 case BOW: 2741 case BOW:
2473 case LAMP:
2474 case BUILDER: 2742 case BUILDER:
2475 case SKILL_TOOL: 2743 case SKILL_TOOL:
2476 if (tmp->env != op) 2744 if (op->env != who)
2477 return 2; /* not in inventory */ 2745 return 2; /* not in inventory */
2478 2746
2479 apply_special (op, tmp, aflag); 2747 apply_special (who, op, aflag);
2480 return 1; 2748 return 1;
2481 2749
2482 case DRINK: 2750 case DRINK:
2483 case FOOD: 2751 case FOOD:
2484 case FLESH: 2752 case FLESH:
2485 apply_food (op, tmp); 2753 apply_food (who, op);
2486 return 1; 2754 return 1;
2487 2755
2488 case POISON: 2756 case POISON:
2489 apply_poison (op, tmp); 2757 apply_poison (who, op);
2490 return 1; 2758 return 1;
2491 2759
2492 case SAVEBED: 2760 case SAVEBED:
2493 return 1; 2761 return 1;
2494 2762
2495 case ARMOUR_IMPROVER: 2763 case ARMOUR_IMPROVER:
2496 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2497 { 2765 {
2498 apply_armour_improver (op, tmp); 2766 apply_armour_improver (who, op);
2499 return 1; 2767 return 1;
2500 } 2768 }
2501 else 2769 else
2502 return 0; 2770 return 0;
2503 2771
2504 case WEAPON_IMPROVER: 2772 case WEAPON_IMPROVER:
2505 check_improve_weapon (op, tmp); 2773 check_improve_weapon (who, op);
2506 return 1; 2774 return 1;
2507 2775
2508 case CLOCK: 2776 case CLOCK:
2509 if (op->type == PLAYER) 2777 if (who->type == PLAYER)
2510 { 2778 {
2511 char buf[MAX_BUF]; 2779 char buf[MAX_BUF];
2512 timeofday_t tod; 2780 timeofday_t tod;
2513 2781
2514 get_tod (&tod); 2782 get_tod (&tod);
2783 who->play_sound (sound_find ("sound_clock"));
2784 who->statusmsg (format (
2515 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2785 "It is %d minute%s past %d o'clock %s",
2516 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2786 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2517 ((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")
2518 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2788 ));
2519 new_draw_info (NDI_UNIQUE, 0, op, buf);
2520 return 1; 2789 return 1;
2521 } 2790 }
2522 else 2791 else
2523 return 0; 2792 return 0;
2524 2793
2525 case MENU: 2794 case MENU:
2526 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2527 { 2796 {
2528 shop_listing (tmp, op); 2797 shop_listing (op, who);
2529 return 1; 2798 return 1;
2530 } 2799 }
2531 else 2800 else
2532 return 0; 2801 return 0;
2533 2802
2534 case POWER_CRYSTAL: 2803 case POWER_CRYSTAL:
2535 apply_power_crystal (op, tmp); /* see egoitem.c */ 2804 apply_power_crystal (who, op); /* see egoitem.c */
2536 return 1; 2805 return 1;
2537 2806
2538 case LIGHTER: /* for lighting torches/lanterns/etc */ 2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2539 if (op->type == PLAYER) 2808 if (who->type == PLAYER)
2540 { 2809 {
2541 apply_lighter (op, tmp); 2810 apply_lighter (who, op);
2542 return 1; 2811 return 1;
2543 } 2812 }
2544 else 2813 else
2545 return 0; 2814 return 0;
2546 2815
2547 case ITEM_TRANSFORMER: 2816 case ITEM_TRANSFORMER:
2548 apply_item_transformer (op, tmp); 2817 apply_item_transformer (who, op);
2549 return 1; 2818 return 1;
2550 2819
2551 default: 2820 default:
2552 return 0; 2821 return 0;
2553 } 2822 }
2554} 2823}
2555
2556 2824
2557/* 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"
2558 * 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
2559 * "but you are floating high above the ground" messages. 2827 * "but you are floating high above the ground" messages.
2560 * 2828 *
2561 * Same return value as apply() function. 2829 * Same return value as apply() function.
2562 */ 2830 */
2563int 2831int
2564player_apply (object *pl, object *op, int aflag, int quiet) 2832player_apply (object *pl, object *op, int aflag, int quiet)
2565{ 2833{
2566 int tmp;
2567
2568 if (op->env && (pl->move_type & MOVE_FLYING)) 2834 if (!op->env && (pl->move_type & MOVE_FLYING))
2569 { 2835 {
2570 /* player is flying and applying object not in inventory */ 2836 /* player is flying and applying object not in inventory */
2571 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2837 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2572 { 2838 {
2573 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 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.>");
2574 return 0; 2842 return 0;
2575 } 2843 }
2576 } 2844 }
2577 2845
2578 pl->contr->last_used = op; 2846 pl->contr->last_used = op;
2579 2847
2580 tmp = manual_apply (pl, op, aflag); 2848 int tmp = manual_apply (pl, op, aflag);
2849
2581 if (!quiet) 2850 if (!quiet)
2582 { 2851 {
2583 if (tmp == 0) 2852 if (tmp == 0)
2584 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)));
2585 else if (tmp == 2) 2854 else if (tmp == 2)
2586 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2855 pl->failmsg ("You must get it first!\n");
2587 } 2856 }
2588 2857
2589 return tmp; 2858 return tmp;
2590} 2859}
2591 2860
2620 * person moving on it, also activate. Added code to make it 2889 * person moving on it, also activate. Added code to make it
2621 * 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
2622 * the item needs. 2891 * the item needs.
2623 */ 2892 */
2624 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2893 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2625 {
2626 if (player_apply (pl, tmp, 0, 1) == 1) 2894 if (player_apply (pl, tmp, 0, 1) == 1)
2627 return; 2895 return;
2628 } 2896
2629 if (floors >= 2) 2897 if (floors >= 2)
2630 return; /* process at most two floor objects */ 2898 return; /* process at most two floor objects */
2631 } 2899 }
2632} 2900}
2633 2901
2668 { 2936 {
2669 pl->combat_ob = 0; 2937 pl->combat_ob = 0;
2670 who->change_weapon (pl->ranged_ob); 2938 who->change_weapon (pl->ranged_ob);
2671 } 2939 }
2672 2940
2673 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2941 who->statusmsg (format ("You unwield %s.", query_name (op)));
2674 2942
2675 change_abil (who, op); 2943 change_abil (who, op);
2676 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2944 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2677 break; 2945 break;
2678 2946
2679 case SKILL: 2947 case SKILL:
2680 if (who->contr) 2948 if (who->contr)
2681 { 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
2682 if (!op->invisible) 2955 if (op->invisible)
2683 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));
2684 else 2957 else
2685 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)));
2686 } 2959 }
2687 2960
2688 change_abil (who, op); 2961 change_abil (who, op);
2689 CLEAR_FLAG (who, FLAG_READY_SKILL); 2962 CLEAR_FLAG (who, FLAG_READY_SKILL);
2690 break; 2963 break;
2697 case GLOVES: 2970 case GLOVES:
2698 case AMULET: 2971 case AMULET:
2699 case GIRDLE: 2972 case GIRDLE:
2700 case BRACERS: 2973 case BRACERS:
2701 case CLOAK: 2974 case CLOAK:
2702 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2975 who->statusmsg (format ("You unwear %s.", query_name (op)));
2703 change_abil (who, op); 2976 change_abil (who, op);
2704 break; 2977 break;
2705
2706 case LAMP:
2707 {
2708 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2709
2710 object *tmp2 = arch_to_object (op->other_arch);
2711 tmp2->x = op->x;
2712 tmp2->y = op->y;
2713 tmp2->map = op->map;
2714 tmp2->below = op->below;
2715 tmp2->above = op->above;
2716 tmp2->stats.food = op->stats.food;
2717 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2718
2719 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2720 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2721
2722 if (who->contr)
2723 esrv_del_item (who->contr, op->count);
2724
2725 op->destroy ();
2726 insert_ob_in_ob (tmp2, who);
2727 who->update_stats ();
2728
2729 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2730 {
2731 if (who->contr)
2732 {
2733 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2734 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2735 }
2736 }
2737
2738 if (who->contr)
2739 esrv_send_item (who, tmp2);
2740 }
2741
2742 return 1; /* otherwise, an attempt to drop causes problems */
2743 2978
2744 case BOW: 2979 case BOW:
2745 case WAND: 2980 case WAND:
2746 case ROD: 2981 case ROD:
2747 case HORN: 2982 case HORN:
2751 { 2986 {
2752 pl->ranged_ob = 0; 2987 pl->ranged_ob = 0;
2753 who->change_weapon (pl->combat_ob); 2988 who->change_weapon (pl->combat_ob);
2754 } 2989 }
2755 2990
2756 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2991 who->statusmsg (format ("You unready %s.", query_name (op)));
2757 } 2992 }
2758 else 2993 else
2759 { 2994 {
2760 who->change_skill (0); 2995 who->change_skill (0);
2761 2996
2767 3002
2768 break; 3003 break;
2769 3004
2770 case BUILDER: 3005 case BUILDER:
2771 if (who->contr) 3006 if (who->contr)
2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3007 who->statusmsg (format ("You unready %s.", query_name (op)));
2773 break; 3008 break;
2774 3009
2775 default: 3010 default:
2776 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3011 who->statusmsg (format ("You unapply %s.", query_name (op)));
2777 break; 3012 break;
2778 } 3013 }
2779 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
2780 who->update_stats (); 3019 who->update_stats ();
2781
2782 if (!(aflags & AP_NO_MERGE))
2783 {
2784 object *tmp = merge_ob (op, 0);
2785
2786 if (who->contr)
2787 {
2788 if (tmp)
2789 { /* it was merged */
2790 esrv_del_item (who->contr, op->count);
2791 op = tmp;
2792 }
2793
2794 esrv_send_item (who, op);
2795 }
2796 }
2797 3020
2798 return 0; 3021 return 0;
2799} 3022}
2800 3023
2801/** 3024/**
2848 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3071 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2849 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3072 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2850 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)))
2851 { 3074 {
2852 if (aflags & AP_PRINT) 3075 if (aflags & AP_PRINT)
2853 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3076 who->failmsg (query_name (tmp));
2854 else 3077 else
2855 unapply_special (who, tmp, aflags); 3078 unapply_special (who, tmp, aflags);
2856 } 3079 }
2857 else 3080 else
2858 { 3081 {
2859 /* 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.
2860 * 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
2861 * at least generate the message. 3084 * at least generate the message.
2862 */ 3085 */
2863 new_draw_info_format (NDI_UNIQUE, 0, who, 3086 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2864 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2865 query_name (tmp));
2866 return 1; 3087 return 1;
2867 } 3088 }
2868 3089
2869 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3090 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2870 { 3091 {
2893 3114
2894 /* 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 */
2895 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))))
2896 { 3117 {
2897 if (aflags & AP_PRINT) 3118 if (aflags & AP_PRINT)
2898 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3119 who->failmsg (query_name (tmp));
2899 else 3120 else
2900 unapply_special (who, tmp, aflags); 3121 unapply_special (who, tmp, aflags);
2901 } 3122 }
2902 else 3123 else
2903 { 3124 {
2904 /* Cursed item that we can't unequip - tell the player. 3125 /* Cursed item that we can't unequip - tell the player.
2905 * 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,
2906 * 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
2907 * one cursed ring.) 3128 * one cursed ring.)
2908 */ 3129 */
2909 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); 3130 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2910 } 3131 }
2911 3132
2912 last = tmp->below; 3133 last = tmp->below;
2913 } 3134 }
2914 /* 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
3095 if (basic_flag == AP_APPLY) 3316 if (basic_flag == AP_APPLY)
3096 return 0; 3317 return 0;
3097 3318
3098 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)))
3099 { 3320 {
3100 new_draw_info_format (NDI_UNIQUE, 0, who, 3321 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3101 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3102 query_name (op));
3103 return 1; 3322 return 1;
3104 } 3323 }
3105 3324
3106 return unapply_special (who, op, aflags); 3325 return unapply_special (who, op, aflags);
3107 } 3326 }
3108
3109 if (basic_flag == AP_UNAPPLY) 3327 else if (basic_flag == AP_UNAPPLY)
3110 return 0; 3328 return 0;
3111 3329
3112 // if the item is combat/ranged, wield the relevant slot first 3330 // if the item is combat/ranged, wield the relevant slot first
3113 // to resolve conflicts. 3331 // to resolve conflicts.
3114 if (player *pl = who->contr) 3332 if (player *pl = who->contr)
3123 /* 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 */
3124 if (int i = can_apply_object (who, op)) 3342 if (int i = can_apply_object (who, op))
3125 { 3343 {
3126 if (i & CAN_APPLY_NEVER) 3344 if (i & CAN_APPLY_NEVER)
3127 { 3345 {
3128 new_draw_info_format (NDI_UNIQUE, 0, who, 3346 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3129 "You don't have the body to use a %s. H<You can never apply this item.>",
3130 query_name (op));
3131 return 1; 3347 return 1;
3132 } 3348 }
3133 else if (i & CAN_APPLY_RESTRICTION) 3349 else if (i & CAN_APPLY_RESTRICTION)
3134 { 3350 {
3135 new_draw_info_format (NDI_UNIQUE, 0, who, 3351 who->failmsg (format (
3136 "You have a prohibition against using a %s. " 3352 "You have a prohibition against using a %s. "
3137 "H<Your belief, profession or class prevents you from applying this item.>", 3353 "H<Your belief, profession or class prevents you from applying this item.>",
3138 query_name (op)); 3354 query_name (op)
3355 ));
3139 return 1; 3356 return 1;
3140 } 3357 }
3141 3358
3142 if (who->type != PLAYER) 3359 if (who->type != PLAYER)
3143 { 3360 {
3147 } 3364 }
3148 else 3365 else
3149 { 3366 {
3150 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))
3151 { 3368 {
3152 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:");
3153 unapply_for_ob (who, op, AP_PRINT); 3370 unapply_for_ob (who, op, AP_PRINT);
3154 return 1; 3371 return 1;
3155 } 3372 }
3156 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))
3157 if (unapply_for_ob (who, op, aflags)) 3374 if (unapply_for_ob (who, op, aflags))
3163 { 3380 {
3164 skop = find_skill_by_name (who, op->skill); 3381 skop = find_skill_by_name (who, op->skill);
3165 3382
3166 if (!skop) 3383 if (!skop)
3167 { 3384 {
3168 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));
3169 return 1; 3386 return 1;
3170 } 3387 }
3171 else 3388 else
3172 /* While experience will be credited properly, we want to change the 3389 /* While experience will be credited properly, we want to change the
3173 * skill so that the dam and wc get updated 3390 * skill so that the dam and wc get updated
3177 3394
3178 if (who->type == PLAYER 3395 if (who->type == PLAYER
3179 && op->item_power 3396 && op->item_power
3180 && 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)
3181 { 3398 {
3182 new_draw_info (NDI_UNIQUE, 0, who,
3183 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3399 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3184 return 1; 3400 return 1;
3185 } 3401 }
3186 3402
3187 /* 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.
3188 * Note that we don't have the checks for can_use_... 3404 * Note that we don't have the checks for can_use_...
3189 * below - that is already taken care of by can_apply_object. 3405 * below - that is already taken care of by can_apply_object.
3190 */ 3406 */
3191 if (op->nrof > 1) 3407 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3192 tmp = get_split_ob (op, op->nrof - 1);
3193 else
3194 tmp = 0;
3195 3408
3196 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)))
3197 return RESULT_INT (0); 3410 return RESULT_INT (0);
3198 3411
3199 switch (op->type) 3412 switch (op->type)
3200 { 3413 {
3201 case WEAPON: 3414 case WEAPON:
3202 if (!check_weapon_power (who, op->last_eat)) 3415 if (!check_weapon_power (who, op->last_eat))
3203 { 3416 {
3204 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. " 3417 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3205 "It would consume your soul!." LACK_ITEM_POWER);
3206 3418
3207 if (tmp) 3419 if (tmp)
3208 insert_ob_in_ob (tmp, who); 3420 insert_ob_in_ob (tmp, who);
3209 3421
3210 return 1; 3422 return 1;
3211 } 3423 }
3212 3424
3213 //TODO: this obviously fails for players using a shorter prefix 3425 //TODO: this obviously fails for players using a shorter prefix
3214 // i.e. "R" can use Ragnarok's sword. 3426 // i.e. "R" can use Ragnarok's sword.
3215 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3427 if (op->level && !op->name.starts_with (who->name))
3216 { 3428 {
3217 /* 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. */
3218 /* (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) */
3219 new_draw_info (NDI_UNIQUE, 0, who, 3431 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3220 "The weapon does not recognize you as its owner. "
3221 "H<Its name indicates that it belongs to somebody else.>");
3222 3432
3223 if (tmp) 3433 if (tmp)
3224 insert_ob_in_ob (tmp, who); 3434 insert_ob_in_ob (tmp, who);
3225 3435
3226 return 1; 3436 return 1;
3227 } 3437 }
3228 3438
3229 if (!skop) 3439 if (!skop)
3230 { 3440 {
3231 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
3232 return 1; 3442 return 1;
3233 } 3443 }
3234 3444
3235 SET_FLAG (op, FLAG_APPLIED); 3445 SET_FLAG (op, FLAG_APPLIED);
3236 who->change_skill (skop); 3446 who->change_skill (skop);
3237 3447
3238 if (who->contr) 3448 if (who->contr)
3239 who->change_weapon (who->contr->combat_ob = op); 3449 who->change_weapon (who->contr->combat_ob = op);
3240 3450
3241 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3451 who->statusmsg (format ("You wield %s.", query_name (op)));
3242 3452
3243 SET_FLAG (who, FLAG_READY_WEAPON); 3453 SET_FLAG (who, FLAG_READY_WEAPON);
3244 change_abil (who, op); 3454 change_abil (who, op);
3245 break; 3455 break;
3246 3456
3253 case BRACERS: 3463 case BRACERS:
3254 case CLOAK: 3464 case CLOAK:
3255 case RING: 3465 case RING:
3256 case AMULET: 3466 case AMULET:
3257 SET_FLAG (op, FLAG_APPLIED); 3467 SET_FLAG (op, FLAG_APPLIED);
3258 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3468 who->statusmsg (format ("You wear %s.", query_name (op)));
3259 change_abil (who, op); 3469 change_abil (who, op);
3260 break; 3470 break;
3261
3262 case LAMP:
3263 if (op->stats.food < 1)
3264 {
3265 new_draw_info_format (NDI_UNIQUE, 0, who,
3266 "Your %s is out of fuel! "
3267 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3268 return 1;
3269 }
3270
3271 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3272 tmp2 = arch_to_object (op->other_arch);
3273 tmp2->stats.food = op->stats.food;
3274 SET_FLAG (tmp2, FLAG_APPLIED);
3275
3276 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3277 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3278
3279 insert_ob_in_ob (tmp2, who);
3280
3281 /* Remove the old lantern */
3282 if (who->type == PLAYER)
3283 esrv_del_item (who->contr, op->count);
3284
3285 op->destroy ();
3286
3287 /* insert the portion that was split off */
3288 if (tmp)
3289 {
3290 insert_ob_in_ob (tmp, who);
3291 if (who->type == PLAYER)
3292 esrv_send_item (who, tmp);
3293 }
3294
3295 who->update_stats ();
3296
3297 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3298 if (who->type == PLAYER)
3299 {
3300 new_draw_info (NDI_UNIQUE, 0, who,
3301 "Oops, it feels deadly cold! "
3302 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3303 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3304 }
3305
3306 if (who->type == PLAYER)
3307 esrv_send_item (who, tmp2);
3308
3309 return 0;
3310 3471
3311 case SKILL_TOOL: 3472 case SKILL_TOOL:
3312 // applying a skill tool also readies the skill 3473 // applying a skill tool also readies the skill
3313 SET_FLAG (op, FLAG_APPLIED); 3474 SET_FLAG (op, FLAG_APPLIED);
3314 3475
3335 who->change_weapon (pl->combat_ob = item); 3496 who->change_weapon (pl->combat_ob = item);
3336 goto found_weapon; 3497 goto found_weapon;
3337 } 3498 }
3338 } 3499 }
3339 3500
3340 new_draw_info_format (NDI_UNIQUE, 0, who, 3501 who->failmsg (format (
3341 "You need to apply a '%s' melee weapon before readying this skill. " 3502 "You need to apply a '%s' melee weapon before readying this skill. "
3342 "H<Some skills need an item, in this case a melee weapon, to function.>", 3503 "H<Some skills need an item, in this case a melee weapon, to function.>",
3343 &op->skill); 3504 &op->skill
3505 ));
3344 return 1; 3506 return 1;
3345 3507
3346 found_weapon:; 3508 found_weapon:;
3347 } 3509 }
3348 else 3510 else
3358 //TODO: bows should/must all have skill missile weapon right now 3520 //TODO: bows should/must all have skill missile weapon right now
3359 who->change_weapon (pl->ranged_ob = item); 3521 who->change_weapon (pl->ranged_ob = item);
3360 goto found_bow; 3522 goto found_bow;
3361 } 3523 }
3362 3524
3363 new_draw_info (NDI_UNIQUE, 0, who, 3525 who->failmsg (
3364 "You need to apply a missile weapon before readying this skill. " 3526 "You need to apply a missile weapon before readying this skill. "
3365 "H<Some skills need an item, in this case a missile weapon, to function.>"); 3527 "H<Some skills need an item, in this case a missile weapon, to function.>"
3528 );
3366 return 1; 3529 return 1;
3367 3530
3368 found_bow:; 3531 found_bow:;
3369 } 3532 }
3370 else 3533 else
3371 who->change_weapon (pl->ranged_ob = op); 3534 who->change_weapon (pl->ranged_ob = op);
3372 } 3535 }
3373 3536
3374 if (!op->invisible) 3537 if (!op->invisible)
3375 { 3538 {
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3539 who->statusmsg (format (
3377 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 ));
3378 } 3545 }
3379 else 3546 else
3380 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));
3381 } 3548 }
3382 else 3549 else
3383 { 3550 {
3384 SET_FLAG (op, FLAG_APPLIED); 3551 SET_FLAG (op, FLAG_APPLIED);
3385 change_abil (who, op); 3552 change_abil (who, op);
3390 break; 3557 break;
3391 3558
3392 case BOW: 3559 case BOW:
3393 if (!check_weapon_power (who, op->last_eat)) 3560 if (!check_weapon_power (who, op->last_eat))
3394 { 3561 {
3395 new_draw_info (NDI_UNIQUE, 0, who,
3396 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); 3562 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3397 3563
3398 if (tmp) 3564 if (tmp)
3399 insert_ob_in_ob (tmp, who); 3565 insert_ob_in_ob (tmp, who);
3400 3566
3401 return 1; 3567 return 1;
3402 } 3568 }
3403 3569
3404 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3570 if (op->level && !op->name.starts_with (who->name))
3405 { 3571 {
3406 new_draw_info (NDI_UNIQUE, 0, who,
3407 "The weapon does not recognize you as its owner. " 3572 who->failmsg ("The weapon does not recognize you as its owner. "
3408 "H<Its name indicates that it belongs to somebody else.>"); 3573 "H<Its name indicates that it belongs to somebody else.>");
3409 if (tmp) 3574 if (tmp)
3410 insert_ob_in_ob (tmp, who); 3575 insert_ob_in_ob (tmp, who);
3411 3576
3412 return 1; 3577 return 1;
3418 case HORN: 3583 case HORN:
3419 /* check for skill, alter player status */ 3584 /* check for skill, alter player status */
3420 3585
3421 if (!skop) 3586 if (!skop)
3422 { 3587 {
3423 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
3424 return 1; 3589 return 1;
3425 } 3590 }
3426 3591
3427 SET_FLAG (op, FLAG_APPLIED); 3592 SET_FLAG (op, FLAG_APPLIED);
3428 who->change_skill (skop); 3593 who->change_skill (skop);
3429 3594
3430 if (who->contr) 3595 if (who->contr)
3431 { 3596 {
3432 who->contr->ranged_ob = op; 3597 who->contr->ranged_ob = op;
3433 3598
3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3599 who->statusmsg (format ("You ready %s.", query_name (op)));
3435 3600
3436 if (op->type == BOW) 3601 if (op->type == BOW)
3437 { 3602 {
3438 who->current_weapon = op; 3603 who->current_weapon = op;
3439 change_abil (who, op); 3604 change_abil (who, op);
3440 new_draw_info_format (NDI_UNIQUE, 0, who,
3441 "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)));
3442 } 3606 }
3443 } 3607 }
3444 else 3608 else
3445 { 3609 {
3446 if (op->type == BOW) 3610 if (op->type == BOW)
3456 { 3620 {
3457 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3621 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3458 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3622 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3459 unapply_special (who, who->contr->ranged_ob, 0); 3623 unapply_special (who, who->contr->ranged_ob, 0);
3460 3624
3461 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)));
3462 3626
3463 who->contr->ranged_ob = op; 3627 who->contr->ranged_ob = op;
3464 } 3628 }
3465 break; 3629 break;
3466 3630
3467 default: 3631 default:
3468 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3632 who->statusmsg (format ("You apply %s.", query_name (op)));
3469 } /* end of switch op->type */ 3633 }
3470 3634
3471 SET_FLAG (op, FLAG_APPLIED); 3635 SET_FLAG (op, FLAG_APPLIED);
3472 3636
3473 if (tmp) 3637 if (tmp)
3474 tmp = insert_ob_in_ob (tmp, who); 3638 who->insert (tmp);
3475 3639
3476 who->update_stats (); 3640 who->update_stats ();
3477 3641
3478 /* We exclude spell casting objects. The fire code will set the 3642 /* We exclude spell casting objects. The fire code will set the
3479 * been applied flag when they are used - until that point, 3643 * been applied flag when they are used - until that point,
3483 SET_FLAG (op, FLAG_BEEN_APPLIED); 3647 SET_FLAG (op, FLAG_BEEN_APPLIED);
3484 3648
3485 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3649 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3486 if (who->type == PLAYER) 3650 if (who->type == PLAYER)
3487 { 3651 {
3488 new_draw_info (NDI_UNIQUE, 0, who, 3652 who->failmsg (
3489 "Oops, it feels deadly cold! " 3653 "Oops, it feels deadly cold! "
3490 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"); 3654 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3655 );
3491 SET_FLAG (op, FLAG_KNOWN_CURSED); 3656 SET_FLAG (op, FLAG_KNOWN_CURSED);
3492 } 3657 }
3493 3658
3494 if (who->type == PLAYER) 3659 if (object *pl = op->visible_to ())
3495 {
3496 /* if multiple objects were applied, update both slots */
3497 if (tmp)
3498 esrv_send_item (who, tmp);
3499
3500 esrv_send_item (who, op); 3660 esrv_send_item (pl, op);
3501 }
3502 3661
3503 return 0; 3662 return 0;
3504} 3663}
3505 3664
3506int 3665int
3520int 3679int
3521auto_apply (object *op) 3680auto_apply (object *op)
3522{ 3681{
3523 object *tmp = NULL, *tmp2; 3682 object *tmp = NULL, *tmp2;
3524 int i; 3683 int i;
3684
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3525 3686
3526 switch (op->type) 3687 switch (op->type)
3527 { 3688 {
3528 case SHOP_FLOOR: 3689 case SHOP_FLOOR:
3529 if (!op->has_random_items ()) 3690 if (!op->has_random_items ())
3531 3692
3532 do 3693 do
3533 { 3694 {
3534 i = 10; /* let's give it 10 tries */ 3695 i = 10; /* let's give it 10 tries */
3535 while ((tmp = generate_treasure (op->randomitems, 3696 while ((tmp = generate_treasure (op->randomitems,
3536 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
3537 if (tmp == NULL) 3702 if (tmp == NULL)
3538 return 0; 3703 return 0;
3704
3539 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3705 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3540 { 3706 {
3541 tmp->destroy (); 3707 tmp->destroy ();
3542 tmp = NULL; 3708 tmp = NULL;
3543 } 3709 }
3546 3712
3547 tmp->x = op->x; 3713 tmp->x = op->x;
3548 tmp->y = op->y; 3714 tmp->y = op->y;
3549 SET_FLAG (tmp, FLAG_UNPAID); 3715 SET_FLAG (tmp, FLAG_UNPAID);
3550 insert_ob_in_map (tmp, op->map, NULL, 0); 3716 insert_ob_in_map (tmp, op->map, NULL, 0);
3551 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3552 identify (tmp); 3717 identify (tmp);
3553 break; 3718 break;
3554 3719
3555 case TREASURE: 3720 case TREASURE:
3556 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3721 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3563 /* 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,
3564 * 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
3565 * to disappear. An example of this item is the random_* stuff 3730 * to disappear. An example of this item is the random_* stuff
3566 * that is put inside other objects. 3731 * that is put inside other objects.
3567 */ 3732 */
3568 for (tmp = op->inv; tmp; tmp = tmp2)
3569 {
3570 tmp2 = tmp->below;
3571 tmp->remove ();
3572
3573 if (op->env) 3733 if (op->env)
3574 insert_ob_in_ob (tmp, op->env); 3734 while (op->inv)
3575 else 3735 op->env->insert (op->inv);
3576 tmp->destroy ();
3577 }
3578 3736
3579 op->destroy (); 3737 op->destroy ();
3580 break; 3738 break;
3581 } 3739 }
3582 return tmp ? 1 : 0; 3740
3741 return !!tmp;
3583} 3742}
3584 3743
3585/** 3744/**
3586 * 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
3587 * is loaded or swapped in and performs special actions for 3746 * is loaded or swapped in and performs special actions for
3601 3760
3602 if (tmp->inv) 3761 if (tmp->inv)
3603 { 3762 {
3604 object *invtmp, *invnext; 3763 object *invtmp, *invnext;
3605 3764
3606 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3765 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3607 { 3766 {
3608 invnext = invtmp->below; 3767 invnext = invtmp->below;
3609 3768
3610 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3769 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3611 auto_apply (invtmp); 3770 auto_apply (invtmp);
3612 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3771 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3613 { 3772 {
3614 while ((invtmp->stats.hp--) > 0) 3773 while (invtmp->stats.hp-- > 0)
3615 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3774 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3616 3775
3617 invtmp->randomitems = NULL; 3776 invtmp->randomitems = NULL;
3618 } 3777 }
3619 else if (invtmp && invtmp->arch 3778 else if (invtmp && invtmp->arch
3731 /* check for hp, sp change */ 3890 /* check for hp, sp change */
3732 if (food->stats.hp != 0) 3891 if (food->stats.hp != 0)
3733 { 3892 {
3734 if (QUERY_FLAG (food, FLAG_CURSED)) 3893 if (QUERY_FLAG (food, FLAG_CURSED))
3735 { 3894 {
3736 assign (who->contr->killer, food->name); 3895 who->contr->killer = food;
3737 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3896 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3738 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3897 who->failmsg ("Eck!...that was poisonous!");
3739 } 3898 }
3740 else 3899 else
3741 { 3900 {
3742 if (food->stats.hp > 0) 3901 if (food->stats.hp > 0)
3743 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3902 who->statusmsg ("You begin to feel better.");
3744 else 3903 else
3745 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3904 who->failmsg ("Eck!...that was poisonous!");
3905
3746 who->stats.hp += food->stats.hp; 3906 who->stats.hp += food->stats.hp;
3747 } 3907 }
3748 } 3908 }
3909
3749 if (food->stats.sp != 0) 3910 if (food->stats.sp != 0)
3750 { 3911 {
3751 if (QUERY_FLAG (food, FLAG_CURSED)) 3912 if (QUERY_FLAG (food, FLAG_CURSED))
3752 { 3913 {
3753 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3914 who->failmsg ("You are drained of mana!");
3754 who->stats.sp -= food->stats.sp; 3915 who->stats.sp -= food->stats.sp;
3755 if (who->stats.sp < 0) 3916 if (who->stats.sp < 0)
3756 who->stats.sp = 0; 3917 who->stats.sp = 0;
3757 } 3918 }
3758 else 3919 else
3759 { 3920 {
3760 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3921 who->statusmsg ("You feel a rush of magical energy!");
3761 who->stats.sp += food->stats.sp; 3922 who->stats.sp += food->stats.sp;
3762 /* place limit on max sp from food? */ 3923 /* place limit on max sp from food? */
3763 } 3924 }
3764 } 3925 }
3926
3765 who->update_stats (); 3927 who->update_stats ();
3766} 3928}
3767 3929
3768/**
3769 * Designed primarily to light torches/lanterns/etc.
3770 * Also burns up burnable material too. First object in the inventory is
3771 * the selected object to "burn". -b.t.
3772 */
3773void
3774apply_lighter (object *who, object *lighter)
3775{
3776 object *item;
3777 int is_player_env = 0;
3778
3779 item = find_marked_object (who);
3780 if (item)
3781 {
3782 if (lighter->last_eat && lighter->stats.food)
3783 { /* lighter gets used up */
3784 /* Split multiple lighters if they're being used up. Otherwise *
3785 * one charge from each would be used up. --DAMN */
3786 if (lighter->nrof > 1)
3787 {
3788 object *oneLighter = lighter->clone ();
3789
3790 lighter->nrof -= 1;
3791 oneLighter->nrof = 1;
3792 oneLighter->stats.food--;
3793 esrv_send_item (who, lighter);
3794 oneLighter = insert_ob_in_ob (oneLighter, who);
3795 esrv_send_item (who, oneLighter);
3796 }
3797 else
3798 lighter->stats.food--;
3799 }
3800 else if (lighter->last_eat)
3801 { /* no charges left in lighter */
3802 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3803 return;
3804 }
3805
3806 /* Perhaps we should split what we are trying to light on fire?
3807 * I can't see many times when you would want to light multiple
3808 * objects at once.
3809 */
3810
3811 if (who == item->in_player ())
3812 is_player_env = 1;
3813
3814 save_throw_object (item, AT_FIRE, who);
3815
3816 if (item->destroyed ())
3817 {
3818 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3819 /* Need to update the player so that the players glow radius
3820 * gets changed.
3821 */
3822 if (is_player_env)
3823 who->update_stats ();
3824 }
3825 else
3826 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3827 }
3828 else /* nothing to light */
3829 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3830
3831}
3832 3930
3833/** 3931/**
3834 * 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.
3835 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3836 */ 3934 */
3842 3940
3843 if (failure <= -1 && failure > -15) 3941 if (failure <= -1 && failure > -15)
3844 { /* wonder */ 3942 { /* wonder */
3845 object *tmp; 3943 object *tmp;
3846 3944
3847 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!"); 3945 op->failmsg ("Your spell warps!");
3848 tmp = get_archetype (SPELL_WONDER); 3946 tmp = get_archetype (SPELL_WONDER);
3849 cast_wonder (op, op, 0, tmp); 3947 cast_wonder (op, op, 0, tmp);
3850 tmp->destroy (); 3948 tmp->destroy ();
3851 } 3949 }
3852 else if (failure <= -15 && failure > -35) 3950 else if (failure <= -15 && failure > -35)
3853 { /* drain mana */ 3951 { /* drain mana */
3854 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3952 op->failmsg ("Your mana is drained!");
3855 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3856 if (op->stats.sp < 0) 3954 if (op->stats.sp < 0)
3857 op->stats.sp = 0; 3955 op->stats.sp = 0;
3858 } 3956 }
3859 else if (settings.spell_failure_effects == TRUE) 3957 else if (settings.spell_failure_effects == TRUE)
3860 { 3958 {
3861 if (failure <= -35 && failure > -60) 3959 if (failure <= -35 && failure > -60)
3862 { /* confusion */ 3960 { /* confusion */
3863 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3961 op->failmsg ("The magic recoils on you!");
3864 confuse_player (op, op, power); 3962 confuse_player (op, op, power);
3865 } 3963 }
3866 else if (failure <= -60 && failure > -70) 3964 else if (failure <= -60 && failure > -70)
3867 { /* paralysis */ 3965 { /* paralysis */
3868 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3966 op->failmsg ("The magic recoils and paralyzes you!");
3869 paralyze_player (op, op, power); 3967 paralyze_player (op, op, power);
3870 } 3968 }
3871 else if (failure <= -70 && failure > -80) 3969 else if (failure <= -70 && failure > -80)
3872 { /* blind */ 3970 { /* blind */
3873 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3971 op->failmsg ("The magic recoils on you!");
3874 blind_player (op, op, power); 3972 blind_player (op, op, power);
3875 } 3973 }
3876 else if (failure <= -80) 3974 else if (failure <= -80)
3877 { /* blast the immediate area */ 3975 { /* blast the immediate area */
3878 object *tmp = get_archetype (LOOSE_MANA); 3976 object *tmp = get_archetype (LOOSE_MANA);
3879 cast_magic_storm (op, tmp, power); 3977 cast_magic_storm (op, tmp, power);
3880 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3978 op->failmsg ("You unleash uncontrolled mana!");
3881 tmp->destroy (); 3979 tmp->destroy ();
3882 } 3980 }
3883 } 3981 }
3884} 3982}
3885 3983
3936 } 4034 }
3937 4035
3938 /* insert the randomitems from the change's treasurelist into 4036 /* insert the randomitems from the change's treasurelist into
3939 * the player ref: player.c 4037 * the player ref: player.c
3940 */ 4038 */
3941 if (change->randomitems != NULL) 4039 if (change->randomitems)
3942 give_initial_items (pl, change->randomitems); 4040 give_initial_items (pl, change->randomitems);
3943 4041
3944 /* set up the face, for some races. */ 4042 /* set up the face, for some races. */
3945 4043
3946 /* first, look for the force object banning 4044 /* first, look for the force object banning
3947 * changing the face. Certain races never change face with class. 4045 * changing the face. Certain races never change face with class.
3948 */ 4046 */
3949 for (walk = pl->inv; walk != NULL; walk = walk->below) 4047 for (walk = pl->inv; walk; walk = walk->below)
3950 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4048 if (walk->name == shstr_NOCLASSFACECHANGE)
3951 flag_change_face = 0; 4049 flag_change_face = 0;
3952 4050
3953 if (flag_change_face) 4051 if (flag_change_face)
3954 { 4052 {
3955 pl->animation_id = GET_ANIM_ID (change);
3956 pl->face = change->face; 4053 pl->face = change->face;
3957 4054 pl->animation_id = change->animation_id;
3958 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4055 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3959 SET_FLAG (pl, FLAG_ANIMATE);
3960 else
3961 CLEAR_FLAG (pl, FLAG_ANIMATE);
3962 } 4056 }
3963 4057
3964 /* check the special case of can't use weapons */ 4058 /* check the special case of can't use weapons */
3965 /*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); */
3966 if (!strcmp (change->name, "monk")) 4060 if (change->name == shstr_monk)
3967 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4061 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3968 4062
3969 break; 4063 break;
3970 } 4064 }
3971 } 4065 }
3997 4091
3998 marked = find_marked_object (pl); 4092 marked = find_marked_object (pl);
3999 4093
4000 if (!marked) 4094 if (!marked)
4001 { 4095 {
4002 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)));
4003 return; 4097 return;
4004 } 4098 }
4005 4099
4006 if (!marked->slaying) 4100 if (!marked->slaying)
4007 { 4101 {
4008 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)));
4009 return; 4103 return;
4010 } 4104 }
4011 4105
4012 /* check whether they are compatible or not */ 4106 /* check whether they are compatible or not */
4013 find = strstr (marked->slaying, transformer->arch->archname); 4107 find = strstr (&marked->slaying, transformer->arch->archname);
4014 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4015 { 4109 {
4016 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)));
4017 return; 4111 return;
4018 } 4112 }
4019 4113
4020 find += strlen (transformer->arch->archname) + 1; 4114 find += strlen (transformer->arch->archname) + 1;
4021 /* 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 */
4031 else 4125 else
4032 yield = 1; 4126 yield = 1;
4033 4127
4034 while (isdigit (*find)) 4128 while (isdigit (*find))
4035 find++; 4129 find++;
4130
4036 while (*find == ' ') 4131 while (*find == ' ')
4037 find++; 4132 find++;
4038 4133
4039 memset (got, 0, MAX_BUF); 4134 memset (got, 0, MAX_BUF);
4040 4135
4051 4146
4052 /* Now create new item, remove used ones when required. */ 4147 /* Now create new item, remove used ones when required. */
4053 new_item = get_archetype (got); 4148 new_item = get_archetype (got);
4054 if (!new_item) 4149 if (!new_item)
4055 { 4150 {
4056 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)));
4057 return; 4152 return;
4058 } 4153 }
4059 4154
4060 new_item->nrof = yield; 4155 new_item->nrof = yield;
4156
4061 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)));
4062 insert_ob_in_ob (new_item, pl); 4158
4063 esrv_send_inventory (pl, pl); 4159 pl->insert (new_item);
4064 /* Eat up one item */ 4160 /* Eat up one item */
4065 decrease_ob_nr (marked, 1); 4161 marked->decrease ();
4066 4162
4067 /* Eat one transformer if needed */ 4163 /* Eat one transformer if needed */
4068 if (transformer->stats.food) 4164 if (transformer->stats.food)
4069 if (--transformer->stats.food == 0) 4165 if (--transformer->stats.food == 0)
4070 decrease_ob_nr (transformer, 1); 4166 transformer->decrease ();
4071} 4167}
4168

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