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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.121 by root, Tue Jul 31 19:23:31 2007 UTC vs.
Revision 1.187 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 **/
162void 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}
903 883
904/* 884/*
905 * 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
906 * what the converter wants, -1 if the converter is broken. 886 * what the converter wants, -1 if the converter is broken.
907 */ 887 *
908#define CONV_FROM(xyz) xyz->slaying
909#define CONV_TO(xyz) xyz->other_arch
910#define CONV_NR(xyz) xyz->stats.sp
911#define CONV_NEED(xyz) xyz->stats.food
912
913/* Takes one items and makes another. 888 * Takes one type of items and makes another.
914 * converter is the object that is doing the conversion. 889 * converter is the object that is doing the conversion.
915 * 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
916 * what the converter wants, this will not do anything. 891 * what the converter wants, this will not do anything.
917 */ 892 */
918int 893static int
919convert_item (object *item, object *converter) 894convert_item (object *item, object *converter)
920{ 895{
921 int nr = 0;
922 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;
923 905
924 /* 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,
925 * 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
926 * 3 gp and player drops a platinum, tough luck) 908 * 3 gp and player drops a platinum, tough luck)
927 */ 909 */
928 if (CONV_FROM (converter) == shstr_money) 910 if (conv_from == shstr_money)
929 { 911 {
930 if (item->type != MONEY) 912 if (item->type != MONEY)
931 return 0; 913 return 0;
932 914
933 nr = (item->nrof * item->value) / CONV_NEED (converter); 915 nr = sint64 (item->nrof) * item->value / need;
934 if (!nr) 916 if (!nr)
935 return 0; 917 return 0;
936 918
937 converter->play_sound (sound_find ("shop_buy")); 919 converter->play_sound (sound_find ("shop_buy"));
938 920
939 int cost = nr * CONV_NEED (converter) / item->value; 921 sint64 cost = (nr * need + item->value - 1) / item->value;
940 /* take into account rounding errors */
941 if (nr * CONV_NEED (converter) % item->value)
942 cost++;
943 922
944 decrease_ob_nr (item, cost); 923 item->decrease (cost);
945 924
946 price_in = cost * item->value; 925 price_in = cost * item->value;
947 } 926 }
948 else 927 else
949 { 928 {
950 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 929 if (item->type == PLAYER
951 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 930 || conv_from != item->arch->archname
931 || (need && need > (uint16) item->nrof))
952 return 0; 932 return 0;
953 933
954 converter->play_sound (sound_find ("convert_item")); 934 converter->play_sound (sound_find ("convert_item"));
955 935
956 if (CONV_NEED (converter)) 936 if (need)
957 { 937 {
958 nr = item->nrof / CONV_NEED (converter); 938 nr = sint64 (item->nrof) / need;
959 decrease_ob_nr (item, nr * CONV_NEED (converter)); 939 item->decrease (nr * need);
960 price_in = nr * CONV_NEED (converter) * item->value; 940 price_in = nr * need * item->value;
961 } 941 }
962 else 942 else
963 { 943 {
964 price_in = item->value; 944 price_in = item->value;
965 item->destroy (); 945 item->destroy ();
976 ob_to_copy = converter->inv; 956 ob_to_copy = converter->inv;
977 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 957 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
978 if (rndm (0, i) == 0) 958 if (rndm (0, i) == 0)
979 ob_to_copy = ob; 959 ob_to_copy = ob;
980 960
981 item = object_create_clone (ob_to_copy); 961 item = ob_to_copy->deep_clone ();
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;
1000 980
1001 if (nr) 981 if (nr)
1002 item->nrof *= nr; 982 item->nrof *= nr;
1003 983
1004 if (is_in_shop (converter)) 984 if (converter->flag [FLAG_PRECIOUS])
1005 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 }
1006 else if (price_in < item->nrof * item->value) 995 else if (price_in < sint64 (item->nrof) * item->value)
1007 { 996 {
1008 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",
1009 &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);
1010 /** 999 /**
1011 * 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
1012 * hopefully had something in mind when doing this. 1001 * hopefully had something in mind when doing this.
1013 */ 1002 */
1014 } 1003 }
1015 1004
1016 SET_FLAG (item, FLAG_IDENTIFIED); 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
1017 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);
1018 return 1; 1011 return 1;
1019} 1012}
1020 1013
1021/** 1014/**
1038 1031
1039 op->contr->last_used = 0; 1032 op->contr->last_used = 0;
1040 1033
1041 if (sack->env && sack->env != op) 1034 if (sack->env && sack->env != op)
1042 { 1035 {
1043 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.");
1044 return 1; 1037 return 1;
1045 } 1038 }
1046 1039
1047 // 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
1048 if (sack->flag [FLAG_APPLIED]) 1041 if (sack->flag [FLAG_APPLIED])
1054 return 1; 1047 return 1;
1055 } 1048 }
1056 else if (!sack->env) 1049 else if (!sack->env)
1057 { 1050 {
1058 // active, but not ours: some other player has opened it 1051 // active, but not ours: some other player has opened it
1059 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1052 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1060 return 1; 1053 return 1;
1061 } 1054 }
1062 1055
1063 // fall through to opening it (active in inv) 1056 // fall through to opening it (active in inv)
1064 } 1057 }
1066 { 1059 {
1067 // 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
1068 op->close_container (); 1061 op->close_container ();
1069 sack->flag [FLAG_APPLIED] = 1; 1062 sack->flag [FLAG_APPLIED] = 1;
1070 esrv_update_item (UPD_FLAGS, op, sack); 1063 esrv_update_item (UPD_FLAGS, op, sack);
1071 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1064 op->statusmsg (format ("You ready %s.", query_name (sack)));
1072 return 1; 1065 return 1;
1073 } 1066 }
1074 1067
1075 // it's locked? 1068 // it's locked?
1076 if (sack->slaying) 1069 if (sack->slaying)
1077 { 1070 {
1078 if (object *tmp = find_key (op, op, sack)) 1071 if (object *tmp = find_key (op, op, sack))
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1072 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1080 else 1073 else
1081 { 1074 {
1082 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)));
1083 return 1; 1076 return 1;
1084 } 1077 }
1085 } 1078 }
1086 1079
1087 op->open_container (sack); 1080 op->open_container (sack);
1106 * 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
1107 * is up to map designers to use them properly. 1100 * is up to map designers to use them properly.
1108 */ 1101 */
1109 if (altar->inv && altar->inv->type == SPELL) 1102 if (altar->inv && altar->inv->type == SPELL)
1110 { 1103 {
1111 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));
1112 cast_spell (originator, altar, 0, altar->inv, NULL); 1105 cast_spell (originator, altar, 0, altar->inv, NULL);
1113 /* If it is connected, push the button. Fixes some problems with 1106 /* If it is connected, push the button. Fixes some problems with
1114 * old maps. 1107 * old maps.
1115 */ 1108 */
1116 1109
1117/* push_button (altar);*/ 1110/* push_button (altar);*/
1118 } 1111 }
1119 else 1112 else
1120 { 1113 {
1121 altar->value = 1; /* works only once */ 1114 altar->value = 1; /* works only once */
1122 push_button (altar); 1115 push_button (altar, originator);
1123 } 1116 }
1124 1117
1125 return !sacrifice; 1118 return !sacrifice;
1126 } 1119 }
1127 else 1120 else
1153 { 1146 {
1154 has_unpaid = true; 1147 has_unpaid = true;
1155 break; 1148 break;
1156 } 1149 }
1157 1150
1158 if (op->type != PLAYER) 1151 if (!op->is_player ())
1159 { 1152 {
1160 /* Remove all the unpaid objects that may be carried here. 1153 /* Remove all the unpaid objects that may be carried here.
1161 * This could be pets or monsters that are somehow in 1154 * This could be pets or monsters that are somehow in
1162 * the shop. 1155 * the shop.
1163 */ 1156 */
1167 1160
1168 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1161 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1169 { 1162 {
1170 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);
1171 1164
1165 if (i >= 0)
1172 tmp->remove (); 1166 tmp->move (i);
1173
1174 if (i == -1)
1175 i = 0;
1176
1177 tmp->map = op->map;
1178 tmp->x = op->x + freearr_x[i];
1179 tmp->y = op->y + freearr_y[i];
1180 insert_ob_in_map (tmp, op->map, op, 0);
1181 } 1167 }
1182 } 1168 }
1183 1169
1184 /* Don't teleport things like spell effects */ 1170 /* Don't teleport things like spell effects */
1185 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1196 if (i != -1) 1182 if (i != -1)
1197 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);
1198 1184
1199 return 0; 1185 return 0;
1200 } 1186 }
1187
1201 /* Removed code that checked for multipart objects - it appears that 1188 /* Removed code that checked for multipart objects - it appears that
1202 * the teleport function should be able to handle this just fine. 1189 * the teleport function should be able to handle this just fine.
1203 */ 1190 */
1204 rv = teleport (shop_mat, SHOP_MAT, op); 1191 rv = teleport (shop_mat, SHOP_MAT, op);
1205 } 1192 }
1214 op->contr->play_sound (sound_find ("shop_enter")); 1201 op->contr->play_sound (sound_find ("shop_enter"));
1215 else 1202 else
1216 op->contr->play_sound (sound_find ("shop_leave")); 1203 op->contr->play_sound (sound_find ("shop_leave"));
1217 1204
1218 if (shop_mat->msg) 1205 if (shop_mat->msg)
1219 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1206 op->statusmsg (shop_mat->msg);
1220 /* 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,
1221 * 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
1222 * actually the shop floor. 1209 * actually the shop floor.
1223 */ 1210 */
1224 else if (!rv && !is_in_shop (op)) 1211 else if (!rv && !is_in_shop (op))
1225 { 1212 {
1226 opinion = shopkeeper_approval (op->map, op); 1213 opinion = shopkeeper_approval (op->map, op);
1227 1214
1228 if (opinion > 0.9) 1215 op->statusmsg (
1229 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."
1230 else if (opinion > 0.75) 1217 : opinion >= 0.75 ? "The shopkeeper waves to you."
1231 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1218 : opinion >= 0.50 ? "The shopkeeper ignores you."
1232 else if (opinion > 0.5) 1219 : "The shopkeeper glares at you with contempt."
1233 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1234 else 1220 );
1235 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1236 } 1221 }
1237 } 1222 }
1238 else 1223 else
1239 { 1224 {
1240 /* 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
1262 * Handles applying a sign. 1247 * Handles applying a sign.
1263 */ 1248 */
1264static void 1249static void
1265apply_sign (object *op, object *sign, int autoapply) 1250apply_sign (object *op, object *sign, int autoapply)
1266{ 1251{
1267 readable_message_type *msgType; 1252 if (!op->is_player())
1253 return;
1268 1254
1269 if (sign->msg == NULL) 1255 if (sign->has_dialogue ())
1270 { 1256 {
1271 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));
1272 return; 1258 return;
1273 } 1259 }
1274 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
1275 if (sign->stats.food) 1270 if (sign->stats.food)
1276 { 1271 {
1277 if (sign->last_eat >= sign->stats.food) 1272 if (sign->last_eat >= sign->stats.food)
1278 { 1273 {
1279 if (!sign->move_on) 1274 if (!sign->move_on)
1280 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1275 op->failmsg ("You cannot read it anymore.");
1281 1276
1282 return; 1277 return;
1283 } 1278 }
1284 1279
1285 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1280 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1291 * 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
1292 * to us). 1287 * to us).
1293 */ 1288 */
1294 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)
1295 { 1290 {
1296 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1291 op->failmsg ("You are unable to read while blind!");
1297 return; 1292 return;
1298 } 1293 }
1299 1294
1300 if (op->contr) 1295 if (op->contr)
1301 if (client *ns = op->contr->ns) 1296 if (client *ns = op->contr->ns)
1302 { 1297 {
1298 if (sign->sound)
1303 ns->play_sound (sign->sound); 1299 ns->play_sound (sign->sound);
1304 msgType = get_readable_message_type (sign); 1300 else if (autoapply)
1301 ns->play_sound (sound_find ("msg_voice"));
1305 1302
1306 if (ns->can_msg) 1303 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1307 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1308 else
1309 {
1310 char newbuf[HUGE_BUF];
1311 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1312 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1313 }
1314 } 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);
1315} 1337}
1316 1338
1317/** 1339/**
1318 * 'victim' moves onto 'trap' 1340 * 'victim' moves onto 'trap'
1319 * 'victim' leaves 'trap' 1341 * 'victim' leaves 'trap'
1394 } 1416 }
1395 goto leave; 1417 goto leave;
1396 1418
1397 case BUTTON: 1419 case BUTTON:
1398 case PEDESTAL: 1420 case PEDESTAL:
1399 update_button (trap); 1421 update_button (trap, originator);
1400 goto leave; 1422 goto leave;
1401 1423
1402 case ALTAR: 1424 case ALTAR:
1403 /* sacrifice victim on trap */ 1425 /* sacrifice victim on trap */
1404 apply_altar (trap, victim, originator); 1426 apply_altar (trap, victim, originator);
1431 1453
1432 if (!trap->value) 1454 if (!trap->value)
1433 { 1455 {
1434 int tot; 1456 int tot;
1435 1457
1436 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1458 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1437 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1459 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1438 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1460 tot += ab->head_ ()->total_weight ();
1439 1461
1440 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1462 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1441 goto leave; 1463 goto leave;
1442 1464
1443 SET_ANIMATION (trap, trap->value); 1465 SET_ANIMATION (trap, trap->value);
1453 1475
1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1476 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1455 { 1477 {
1456 if (!sound_was_played) 1478 if (!sound_was_played)
1457 { 1479 {
1458 trap->play_sound (sound_find ("fall_hole")); 1480 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1459 sound_was_played = 1; 1481 sound_was_played = 1;
1460 } 1482 }
1461 1483
1462 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1484 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1463 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);
1464 } 1486 }
1465 } 1487 }
1466 goto leave; 1488 goto leave;
1467 } 1489 }
1468 1490
1469 case CONVERTER: 1491 case CONVERTER:
1470 if (convert_item (victim, trap) < 0) 1492 if (convert_item (victim, trap) < 0)
1471 { 1493 {
1472 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)));
1473 get_archetype ("burnout")->insert_at (trap, trap); 1495 archetype::get (shstr_burnout)->insert_at (trap, trap);
1474 } 1496 }
1475 1497
1476 goto leave; 1498 goto leave;
1477 1499
1478 case TRIGGER_BUTTON: 1500 case TRIGGER_BUTTON:
1488 case CHECK_INV: 1510 case CHECK_INV:
1489 check_inv (victim, trap); 1511 check_inv (victim, trap);
1490 goto leave; 1512 goto leave;
1491 1513
1492 case HOLE: 1514 case HOLE:
1493 /* Hole not open? */ 1515 move_apply_hole (trap, victim);
1494 if (trap->stats.wc > 0)
1495 goto leave;
1496
1497 /* Is this a multipart monster and not the head? If so, return.
1498 * Processing will happen if the head runs into the pit
1499 */
1500 if (victim->head)
1501 goto leave;
1502
1503 victim->play_sound (sound_find ("fall_hole"));
1504 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1505 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1506 goto leave; 1516 goto leave;
1507 1517
1508 case EXIT: 1518 case EXIT:
1509 if (victim->type == PLAYER && EXIT_PATH (trap)) 1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1510 { 1520 {
1511 /* Basically, don't show exits leading to random maps the 1521 /* Basically, don't show exits leading to random maps the
1512 * players output. 1522 * players output.
1513 */ 1523 */
1514 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1515 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1525 victim->statusmsg (trap->msg, NDI_NAVY);
1516 1526
1527 trap->play_sound (trap->sound);
1517 victim->enter_exit (trap); 1528 victim->enter_exit (trap);
1518 } 1529 }
1519 goto leave; 1530 goto leave;
1520 1531
1521 case ENCOUNTER: 1532 case ENCOUNTER:
1543 goto leave; 1554 goto leave;
1544 1555
1545 case RUNE: 1556 case RUNE:
1546 case TRAP: 1557 case TRAP:
1547 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1558 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1548 {
1549 spring_trap (trap, victim); 1559 spring_trap (trap, victim);
1550 }
1551 goto leave; 1560 goto leave;
1552 1561
1553 default: 1562 default:
1554 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 "
1555 "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);
1569 int lev_diff; 1578 int lev_diff;
1570 object *skill_ob; 1579 object *skill_ob;
1571 1580
1572 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1581 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1573 { 1582 {
1574 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1583 op->failmsg ("You are unable to read while blind!");
1575 return; 1584 return;
1576 } 1585 }
1577 1586
1578 if (!tmp->msg) 1587 if (!tmp->msg)
1579 { 1588 {
1580 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));
1581 return; 1590 return;
1582 } 1591 }
1583 1592
1584 /* need a literacy skill to read stuff! */ 1593 /* need a literacy skill to read stuff! */
1585 skill_ob = find_skill_by_name (op, tmp->skill); 1594 skill_ob = find_skill_by_name (op, tmp->skill);
1586 if (!skill_ob) 1595 if (!skill_ob)
1587 { 1596 {
1588 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));
1589 return; 1598 return;
1590 } 1599 }
1591 1600
1592 lev_diff = tmp->level - (skill_ob->level + 5); 1601 lev_diff = tmp->level - (skill_ob->level + 5);
1593 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1602 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1594 { 1603 {
1595 if (lev_diff < 2) 1604 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1596 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1605 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1597 else if (lev_diff < 3) 1606 : lev_diff < 5 ? "This book is beyond your comprehension."
1598 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."
1599 else if (lev_diff < 5) 1608 : lev_diff < 15 ? "This book is way beyond your comprehension."
1600 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1609 : "This book is totally beyond your comprehension.");
1601 else if (lev_diff < 8)
1602 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1603 else if (lev_diff < 15)
1604 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1605 else
1606 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1607 return; 1610 return;
1608 } 1611 }
1609 1612
1610 readable_message_type *msgType = get_readable_message_type (tmp); 1613 readable_message_type *msgType = get_readable_message_type (tmp);
1611 1614
1612 if (player *pl = op->contr) 1615 if (player *pl = op->contr)
1613 if (client *ns = pl->ns) 1616 if (client *ns = pl->ns)
1614 if (ns->can_msg) 1617 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1615 {
1616 dynbuf_text buf;
1617 buf << long_desc (tmp, op)
1618 << "\n\n"
1619 << tmp->msg
1620 << '\0';
1621 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1622 }
1623 else
1624 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1625 msgType->message_type, msgType->message_subtype,
1626 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1627 long_desc (tmp, op), &tmp->msg);
1628 1618
1629 /* gain xp from reading */ 1619 /* gain xp from reading */
1630 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1620 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1631 { /* only if not read before */ 1621 { /* only if not read before */
1632 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1622 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1634 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1624 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1635 { 1625 {
1636 /*exp_gain *= 2; because they just identified it too */ 1626 /*exp_gain *= 2; because they just identified it too */
1637 SET_FLAG (tmp, FLAG_IDENTIFIED); 1627 SET_FLAG (tmp, FLAG_IDENTIFIED);
1638 1628
1639 /* If in a container, update how it looks */ 1629 if (object *pl = tmp->visible_to ())
1640 if (tmp->env)
1641 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1630 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1642 else
1643 op->contr->ns->floorbox_update ();
1644 } 1631 }
1645 1632
1646 change_exp (op, exp_gain, skill_ob->skill, 0); 1633 change_exp (op, exp_gain, skill_ob->skill, 0);
1647 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1634 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1648 } 1635 }
1653 * 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
1654 */ 1641 */
1655static void 1642static void
1656apply_skillscroll (object *op, object *tmp) 1643apply_skillscroll (object *op, object *tmp)
1657{ 1644{
1658 switch ((int) learn_skill (op, tmp)) 1645 switch (learn_skill (op, tmp))
1659 { 1646 {
1660 case 0: 1647 case 0:
1661 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1648 op->play_sound (sound_find ("generic_fail"));
1662 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)));
1663 return; 1650 break;
1664 1651
1665 case 1: 1652 case 1:
1666 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1667 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));
1668 return; 1656 break;
1669 1657
1670 default: 1658 default:
1659 tmp->decrease ();
1660 op->play_sound (sound_find ("generic_fail"));
1671 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1661 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1672 decrease_ob (tmp);
1673 return; 1662 break;
1674 } 1663 }
1675} 1664}
1676 1665
1677/** 1666/**
1678 * Actually makes op learn spell. 1667 * Actually makes op learn spell.
1728 { 1717 {
1729 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1718 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1730 return; 1719 return;
1731 } 1720 }
1732 1721
1733 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));
1734 player_unready_range_ob (op->contr, spob); 1723 player_unready_range_ob (op->contr, spob);
1735 esrv_remove_spell (op->contr, spob); 1724 esrv_remove_spell (op->contr, spob);
1736 spob->destroy (); 1725 spob->destroy ();
1737} 1726}
1738 1727
1746{ 1735{
1747 object *skop, *spell, *spell_skill; 1736 object *skop, *spell, *spell_skill;
1748 1737
1749 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1738 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1750 { 1739 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1740 op->failmsg ("You are unable to read while blind.");
1752 return; 1741 return;
1753 } 1742 }
1754 1743
1755 /* artifact_spellbooks have 'slaying' field point to a spell name, 1744 /* artifact_spellbooks have 'slaying' field point to a spell name,
1756 * instead of having their spell stored in stats.sp. These are 1745 * instead of having their spell stored in stats.sp. These are
1759 if (tmp->slaying) 1748 if (tmp->slaying)
1760 { 1749 {
1761 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1750 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1762 if (!spell) 1751 if (!spell)
1763 { 1752 {
1764 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));
1765 return; 1754 return;
1766 } 1755 }
1767 else 1756 else
1768 insert_ob_in_ob (spell, tmp); 1757 insert_ob_in_ob (spell, tmp);
1769 1758
1774 1763
1775 /* 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
1776 * lower than the spell will make learning the spell more difficult */ 1765 * lower than the spell will make learning the spell more difficult */
1777 if (!skop) 1766 if (!skop)
1778 { 1767 {
1779 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));
1780 return; 1769 return;
1781 } 1770 }
1782 1771
1783 spell = tmp->inv; 1772 spell = tmp->inv;
1784 1773
1785 if (!spell) 1774 if (!spell)
1786 { 1775 {
1787 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);
1788 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!");
1789 return; 1778 return;
1790 } 1779 }
1791 1780
1792 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1781 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1793 { 1782 {
1794 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));
1795 return; 1784 return;
1796 } 1785 }
1797 1786
1798 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));
1799 1788
1800 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1801 {
1802 identify (tmp); 1790 identify (tmp);
1803
1804 if (tmp->env)
1805 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1806 else
1807 op->contr->ns->floorbox_update ();
1808 }
1809 1791
1810 /* 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
1811 * 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
1812 * 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
1813 * they would have a special prayer mark. 1795 * they would have a special prayer mark.
1814 */ 1796 */
1815 if (check_spell_known (op, spell->name)) 1797 if (check_spell_known (op, spell->name))
1816 { 1798 {
1817 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); 1799 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1818 return; 1800 return;
1819 } 1801 }
1820 1802
1821 if (spell->skill) 1803 if (spell->skill)
1822 { 1804 {
1823 spell_skill = find_skill_by_name (op, spell->skill); 1805 spell_skill = find_skill_by_name (op, spell->skill);
1824 1806
1825 if (!spell_skill) 1807 if (!spell_skill)
1826 { 1808 {
1827 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));
1828 return; 1810 return;
1829 } 1811 }
1830 1812
1831 if (spell_skill->level < spell->level) 1813 if (spell_skill->level < spell->level)
1832 { 1814 {
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1815 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1834 return; 1816 return;
1835 } 1817 }
1836 } 1818 }
1837 1819
1838 /* Logic as follows 1820 /* Logic as follows
1847 * 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
1848 * literacy rate very useful! -b.t. 1830 * literacy rate very useful! -b.t.
1849 */ 1831 */
1850 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1832 if (QUERY_FLAG (op, FLAG_CONFUSED))
1851 { 1833 {
1852 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!");
1853 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));
1854 } 1836 }
1855 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1837 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1856 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1838 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1857 { 1839 {
1858 1840 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1859 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1860 do_learn_spell (op, spell, 0); 1841 do_learn_spell (op, spell, 0);
1861 1842
1862 /* xp gain to literacy for spell learning */ 1843 /* xp gain to literacy for spell learning */
1863 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1844 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1864 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);
1865 } 1846 }
1866 else 1847 else
1867 { 1848 {
1868 op->contr->play_sound (sound_find ("fumble_spell")); 1849 op->contr->play_sound (sound_find ("fumble_spell"));
1869 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); 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");
1870 } 1851 }
1871 1852
1872 decrease_ob (tmp); 1853 tmp->decrease ();
1873} 1854}
1874 1855
1875/** 1856/**
1876 * Handles applying a spell scroll. 1857 * Handles applying a spell scroll.
1877 */ 1858 */
1880{ 1861{
1881 object *skop; 1862 object *skop;
1882 1863
1883 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1864 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1884 { 1865 {
1885 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1866 op->failmsg ("You are unable to read while blind.");
1886 return; 1867 return;
1887 } 1868 }
1888 1869
1889 if (!tmp->inv || tmp->inv->type != SPELL) 1870 if (!tmp->inv || tmp->inv->type != SPELL)
1890 { 1871 {
1891 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.>");
1892 return; 1873 return;
1893 } 1874 }
1894 1875
1895 if (op->type == PLAYER) 1876 if (op->type == PLAYER)
1896 { 1877 {
1902 */ 1883 */
1903 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1884 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1904 1885
1905 if (!skop) 1886 if (!skop)
1906 { 1887 {
1907 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]));
1908 return; 1889 return;
1909 } 1890 }
1910 1891
1911 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1892 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1912 change_exp (op, exp_gain, skop->skill, 0); 1893 change_exp (op, exp_gain, skop->skill, 0);
1913 } 1894 }
1914 1895
1915 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1896 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1916 identify (tmp); 1897 identify (tmp);
1917 1898
1918 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));
1919 1900
1920 cast_spell (op, tmp, dir, tmp->inv, NULL); 1901 cast_spell (op, tmp, dir, tmp->inv, NULL);
1921 decrease_ob (tmp); 1902 tmp->decrease ();
1922} 1903}
1923 1904
1924/** 1905/**
1925 * Applies a treasure object - by default, chest. op 1906 * Applies a treasure object - by default, chest. op
1926 * is the person doing the applying, tmp is the treasure 1907 * is the person doing the applying, tmp is the treasure
1927 * chest. 1908 * chest.
1928 */ 1909 */
1929static void 1910static void
1930apply_treasure (object *op, object *tmp) 1911apply_treasure (object *op, object *tmp)
1931{ 1912{
1932 /* 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
1933 * 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
1934 * 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
1935 * 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
1936 * treasure 1917 * treasure
1937 */ 1918 */
1938 object *treas = tmp->inv; 1919 object *treas = tmp->inv;
1939 1920
1940 if (!treas) 1921 if (!treas)
1941 { 1922 {
1942 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1923 op->statusmsg ("The chest was empty.");
1943 decrease_ob (tmp); 1924 tmp->decrease ();
1944 return; 1925 return;
1945 } 1926 }
1946 1927
1947 while (tmp->inv) 1928 while (tmp->inv)
1948 { 1929 {
1949 treas = tmp->inv; 1930 treas = tmp->inv;
1950
1951 treas->remove (); 1931 treas->remove ();
1952 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1953 1932
1954 treas->x = op->x; 1933 treas->x = op->x;
1955 treas->y = op->y; 1934 treas->y = op->y;
1956 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);
1957 1936
1958 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))
1959 spring_trap (treas, op); 1938 spring_trap (treas, op);
1960 1939
1961 /* If either player or container was destroyed, no need to do 1940 /* If either player or container was destroyed, no need to do
1962 * further processing. I think this should be enclused with 1941 * further processing. I think this should be enclused with
1963 * spring trap above, as I don't think there is otherwise 1942 * spring trap above, as I don't think there is otherwise
1964 * any way for the treasure chest or player to get killed 1943 * any way for the treasure chest or player to get killed.
1965 */ 1944 */
1966 if (op->destroyed () || tmp->destroyed ()) 1945 if (op->destroyed () || tmp->destroyed ())
1967 break; 1946 break;
1968 } 1947 }
1969 1948
1970 if (!tmp->destroyed () && tmp->inv == NULL) 1949 if (!tmp->destroyed () && !tmp->inv)
1971 decrease_ob (tmp); 1950 tmp->decrease (true);
1972
1973} 1951}
1974 1952
1975/** 1953/**
1976 * op eats food. 1954 * op eats food.
1977 * If player, takes care of messages and dragon special food. 1955 * If player, takes care of messages and dragon special food.
1992 { 1970 {
1993 /* usual case - no dragon meal: */ 1971 /* usual case - no dragon meal: */
1994 if (op->stats.food + tmp->stats.food > 999) 1972 if (op->stats.food + tmp->stats.food > 999)
1995 { 1973 {
1996 if (tmp->type == FOOD || tmp->type == FLESH) 1974 if (tmp->type == FOOD || tmp->type == FLESH)
1997 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!");
1998 else 1976 else
1999 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!");
2000 } 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 );
2001 1987
2002 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1988 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2003 { 1989 {
2004 char buf[MAX_BUF]; 1990 const char *buf;
2005 1991
2006 if (!is_dragon_pl (op)) 1992 if (!is_dragon_pl (op))
2007 { 1993 {
2008 /* eating message for normal players */ 1994 /* eating message for normal players */
2009 if (tmp->type == DRINK) 1995 if (tmp->type == DRINK)
2010 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1996 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2011 else 1997 else
2012 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.");
2013 } 1999 }
2014 else 2000 else
2015 {
2016 /* eating message for dragon players */ 2001 /* eating message for dragon players */
2017 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2002 buf = format ("The %s tasted terrible!", &tmp->name);
2018 }
2019 2003
2020 new_draw_info (NDI_UNIQUE, 0, op, buf); 2004 op->statusmsg (buf);
2005
2021 capacity_remaining = 999 - op->stats.food; 2006 capacity_remaining = 999 - op->stats.food;
2022 op->stats.food += tmp->stats.food; 2007 op->stats.food += tmp->stats.food;
2023 if (capacity_remaining < tmp->stats.food) 2008 if (capacity_remaining < tmp->stats.food)
2024 op->stats.hp += capacity_remaining / 50; 2009 op->stats.hp += capacity_remaining / 50;
2025 else 2010 else
2026 op->stats.hp += tmp->stats.food / 50; 2011 op->stats.hp += tmp->stats.food / 50;
2012
2027 if (op->stats.hp > op->stats.maxhp) 2013 if (op->stats.hp > op->stats.maxhp)
2028 op->stats.hp = op->stats.maxhp; 2014 op->stats.hp = op->stats.maxhp;
2029 if (op->stats.food > 999) 2015 if (op->stats.food > 999)
2030 op->stats.food = 999; 2016 op->stats.food = 999;
2031 } 2017 }
2035 eat_special_food (op, tmp); 2021 eat_special_food (op, tmp);
2036 } 2022 }
2037 } 2023 }
2038 2024
2039 handle_apply_yield (tmp); 2025 handle_apply_yield (tmp);
2040 decrease_ob (tmp); 2026 tmp->decrease ();
2041} 2027}
2042 2028
2043/** 2029/**
2044 * A dragon is eating some flesh. If the flesh contains resistances, 2030 * A dragon is eating some flesh. If the flesh contains resistances,
2045 * 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.
2055{ 2041{
2056 object *skin = NULL; /* pointer to dragon skin force */ 2042 object *skin = NULL; /* pointer to dragon skin force */
2057 object *abil = NULL; /* pointer to dragon ability force */ 2043 object *abil = NULL; /* pointer to dragon ability force */
2058 object *tmp = NULL; /* tmp. object */ 2044 object *tmp = NULL; /* tmp. object */
2059 2045
2060 char buf[MAX_BUF]; /* tmp. string buffer */
2061 double chance; /* improvement-chance of one resistance type */ 2046 double chance; /* improvement-chance of one resistance type */
2062 double totalchance = 1; /* total chance of gaining one resistance */ 2047 double totalchance = 1; /* total chance of gaining one resistance */
2063 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2048 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2064 double mbonus = 0; /* monster bonus */ 2049 double mbonus = 0; /* monster bonus */
2065 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2050 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2087 /* now start by filling stomache and health, according to food-value */ 2072 /* now start by filling stomache and health, according to food-value */
2088 if ((999 - op->stats.food) < meal->stats.food) 2073 if ((999 - op->stats.food) < meal->stats.food)
2089 op->stats.hp += (999 - op->stats.food) / 50; 2074 op->stats.hp += (999 - op->stats.food) / 50;
2090 else 2075 else
2091 op->stats.hp += meal->stats.food / 50; 2076 op->stats.hp += meal->stats.food / 50;
2077
2092 if (op->stats.hp > op->stats.maxhp) 2078 if (op->stats.hp > op->stats.maxhp)
2093 op->stats.hp = op->stats.maxhp; 2079 op->stats.hp = op->stats.maxhp;
2094 2080
2095 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2081 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2096 2082
2141 } 2127 }
2142 } 2128 }
2143 2129
2144 /* inverse totalchance as until now we have the failure-chance */ 2130 /* inverse totalchance as until now we have the failure-chance */
2145 totalchance = 100 - totalchance * 100; 2131 totalchance = 100 - totalchance * 100;
2132
2146 /* print message according to totalchance */ 2133 /* print message according to totalchance */
2134 const char *buf;
2147 if (totalchance > 50.) 2135 if (totalchance > 50.)
2148 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2136 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2149 else if (totalchance > 10.) 2137 else if (totalchance > 10.)
2150 sprintf (buf, "The %s tasted very good.", &meal->name); 2138 buf = format ("The %s tasted very good.", &meal->name);
2151 else if (totalchance > 1.) 2139 else if (totalchance > 1.)
2152 sprintf (buf, "The %s tasted good.", &meal->name); 2140 buf = format ("The %s tasted good.", &meal->name);
2153 else if (totalchance > 0.1) 2141 else if (totalchance > 0.1)
2154 sprintf (buf, "The %s tasted bland.", &meal->name); 2142 buf = format ("The %s tasted bland.", &meal->name);
2155 else if (totalchance >= 0.01) 2143 else if (totalchance >= 0.01)
2156 sprintf (buf, "The %s had a boring taste.", &meal->name); 2144 buf = format ("The %s had a boring taste.", &meal->name);
2157 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))
2158 sprintf (buf, "The %s tasted strange.", &meal->name); 2146 buf = format ("The %s tasted strange.", &meal->name);
2159 else 2147 else
2160 sprintf (buf, "The %s had no taste.", &meal->name); 2148 buf = format ("The %s had no taste.", &meal->name);
2161 new_draw_info (NDI_UNIQUE, 0, op, buf); 2149
2150 op->statusmsg (buf);
2162 2151
2163 /* now choose a winner if we have any */ 2152 /* now choose a winner if we have any */
2164 i = -1; 2153 i = -1;
2165 if (winners > 0) 2154 if (winners > 0)
2166 i = atnr_winner[RANDOM () % winners]; 2155 i = atnr_winner [rndm (winners)];
2167 2156
2168 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2157 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2169 { 2158 {
2170 /* resistance increased! */ 2159 /* resistance increased! */
2171 skin->resist[i]++; 2160 skin->resist[i]++;
2172 op->update_stats (); 2161 op->update_stats ();
2173 2162
2174 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]));
2175 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2176 } 2164 }
2177 2165
2178 /* if this flesh contains a new ability focus, we mark it 2166 /* if this flesh contains a new ability focus, we mark it
2179 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 */
2180 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)
2181 { 2169 {
2182 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> */
2183 2171
2184 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
2185 { 2178 ));
2186 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2187 new_draw_info (NDI_UNIQUE, 0, op, buf);
2188 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2189 new_draw_info (NDI_UNIQUE, 0, op, buf);
2190 }
2191 else 2179 else
2192 { 2180 {
2193 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]));
2194 new_draw_info (NDI_UNIQUE, 0, op, buf);
2195 abil->last_eat = 0; 2182 abil->last_eat = 0;
2196 } 2183 }
2197 } 2184 }
2185
2198 return 1; 2186 return 1;
2199} 2187}
2200 2188
2201/** 2189/**
2202 * Handles applying an improve armor scroll. 2190 * Handles applying an improve armor scroll.
2207{ 2195{
2208 object *armor; 2196 object *armor;
2209 2197
2210 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))
2211 { 2199 {
2212 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.>");
2213 return; 2201 return;
2214 } 2202 }
2215 2203
2216 armor = find_marked_object (op); 2204 armor = find_marked_object (op);
2217 2205
2218 if (!armor) 2206 if (!armor)
2219 { 2207 {
2220 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); 2208 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2221 return; 2209 return;
2222 } 2210 }
2223 2211
2224 if (armor->type != ARMOUR 2212 if (armor->type != ARMOUR
2225 && armor->type != CLOAK 2213 && armor->type != CLOAK
2226 && 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)
2227 { 2215 {
2228 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2216 op->failmsg ("Your marked item is not armour!\n");
2229 return; 2217 return;
2230 } 2218 }
2231 2219
2232 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2220 op->statusmsg ("Applying armour enchantment.");
2233 improve_armour (op, tmp, armor); 2221 improve_armour (op, tmp, armor);
2234} 2222}
2235 2223
2236extern void 2224void
2237apply_poison (object *op, object *tmp) 2225apply_poison (object *op, object *tmp)
2238{ 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
2239 if (op->type == PLAYER) 2232 if (op->type == PLAYER)
2240 { 2233 {
2241 op->contr->play_sound (sound_find ("drink_poison")); 2234 op->contr->play_sound (sound_find ("drink_poison"));
2242 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2235 op->failmsg ("Yech! That tasted poisonous!");
2243 strcpy (op->contr->killer, "poisonous booze"); 2236 op->contr->killer = poison;
2244 } 2237 }
2245 2238
2246 if (tmp->stats.hp > 0) 2239 if (poison->stats.hp > 0)
2247 { 2240 {
2248 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);
2249 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2242 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2250 } 2243 }
2251 2244
2252 op->stats.food -= op->stats.food / 4; 2245 op->stats.food -= op->stats.food / 4;
2253 handle_apply_yield (tmp); 2246 poison->destroy ();
2254 decrease_ob (tmp);
2255} 2247}
2256 2248
2257/** 2249/**
2258 * 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.
2259 * A valid 2 way exit means: 2251 * A valid 2 way exit means:
2275#if 0 //TODO 2267#if 0 //TODO
2276 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2268 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2277 return 0; /* This is a reset town portal */ 2269 return 0; /* This is a reset town portal */
2278#endif 2270#endif
2279 2271
2272 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2273
2280 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2274 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2281 2275
2282 if (exitmap) 2276 if (exitmap)
2283 { 2277 {
2284 exitmap->load_sync (); 2278 exitmap->load_sync ();
2338 return 1; 2332 return 1;
2339 } 2333 }
2340 } 2334 }
2341 2335
2342 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);
2343} 2581}
2344 2582
2345/** 2583/**
2346 * Main apply handler. 2584 * Main apply handler.
2347 * 2585 *
2350 * Return value: 2588 * Return value:
2351 * 0: player or monster can't apply objects of that type 2589 * 0: player or monster can't apply objects of that type
2352 * 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
2353 * 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
2354 * 2592 *
2355 * 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
2356 * being applied. 2594 * being applied.
2357 * 2595 *
2358 * aflag is special (always apply/unapply) flags. Nothing is done with 2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2359 * them in this function - they are passed to apply_special 2597 * them in this function - they are passed to apply_special
2360 */ 2598 */
2361int 2599int
2362manual_apply (object *op, object *tmp, int aflag) 2600manual_apply (object *who, object *op, int aflag)
2363{ 2601{
2364 if (tmp->head) 2602 op = op->head_ ();
2365 tmp = tmp->head;
2366 2603
2367 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2368 { 2605 {
2369 if (op->type == PLAYER) 2606 if (who->type == PLAYER)
2370 { 2607 {
2608 examine (who, op);
2371 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
2372 return 1; 2610 return 1;
2373 } 2611 }
2374 else 2612 else
2375 return 0; /* monsters just skip unpaid items */ 2613 return 0; /* monsters just skip unpaid items */
2376 } 2614 }
2377 2615
2378 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2379 return RESULT_INT (0); 2617 return RESULT_INT (0);
2380 2618
2381 switch (tmp->type) 2619 switch (op->type)
2382 { 2620 {
2383 case CF_HANDLE: 2621 case CF_HANDLE:
2384 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2385 op->play_sound (sound_find ("turn_handle")); 2622 who->play_sound (sound_find ("turn_handle"));
2623 who->statusmsg ("You turn the handle.");
2386 tmp->value = tmp->value ? 0 : 1; 2624 op->value = op->value ? 0 : 1;
2387 SET_ANIMATION (tmp, tmp->value); 2625 SET_ANIMATION (op, op->value);
2388 update_object (tmp, UP_OBJ_FACE); 2626 update_object (op, UP_OBJ_FACE);
2389 push_button (tmp); 2627 push_button (op, who);
2390 return 1; 2628 return 1;
2391 2629
2392 case TRIGGER: 2630 case TRIGGER:
2393 if (check_trigger (tmp, op)) 2631 if (check_trigger (op, who))
2394 { 2632 {
2395 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2633 who->statusmsg ("You turn the handle.");
2396 op->play_sound (sound_find ("turn_handle")); 2634 who->play_sound (sound_find ("turn_handle"));
2397 } 2635 }
2398 else 2636 else
2399 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2637 who->failmsg ("The handle doesn't move.");
2400 2638
2401 return 1; 2639 return 1;
2402 2640
2403 case EXIT: 2641 case EXIT:
2404 if (op->type != PLAYER) 2642 if (who->type != PLAYER)
2405 return 0; 2643 return 0;
2406 2644
2407 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2408 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)));
2409 else 2647 else
2410 { 2648 {
2411 /* Don't display messages for random maps. */ 2649 /* Don't display messages for random maps. */
2412 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2413 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2651 who->statusmsg (op->msg, NDI_NAVY);
2414 2652
2415 op->enter_exit (tmp); 2653 who->enter_exit (op);
2416 } 2654 }
2417 2655
2418 return 1; 2656 return 1;
2419 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
2420 case SIGN: 2663 case SIGN:
2421 apply_sign (op, tmp, 0); 2664 apply_sign (who, op, 0);
2422 return 1; 2665 return 1;
2423 2666
2424 case BOOK: 2667 case BOOK:
2425 if (op->type == PLAYER) 2668 if (who->type == PLAYER)
2426 { 2669 {
2427 apply_book (op, tmp); 2670 apply_book (who, op);
2428 return 1; 2671 return 1;
2429 } 2672 }
2430 else 2673 else
2431 return 0; 2674 return 0;
2432 2675
2433 case SKILLSCROLL: 2676 case SKILLSCROLL:
2434 if (op->type == PLAYER) 2677 if (who->type == PLAYER)
2435 { 2678 {
2436 apply_skillscroll (op, tmp); 2679 apply_skillscroll (who, op);
2437 return 1; 2680 return 1;
2438 } 2681 }
2439 else 2682 else
2440 return 0; 2683 return 0;
2441 2684
2442 case SPELLBOOK: 2685 case SPELLBOOK:
2443 if (op->type == PLAYER) 2686 if (who->type == PLAYER)
2444 { 2687 {
2445 apply_spellbook (op, tmp); 2688 apply_spellbook (who, op);
2446 return 1; 2689 return 1;
2447 } 2690 }
2448 else 2691 else
2449 return 0; 2692 return 0;
2450 2693
2451 case SCROLL: 2694 case SCROLL:
2452 apply_scroll (op, tmp, 0); 2695 apply_scroll (who, op, 0);
2453 return 1; 2696 return 1;
2454 2697
2455 case POTION: 2698 case POTION:
2456 apply_potion (op, tmp); 2699 apply_potion (who, op);
2457 return 1; 2700 return 1;
2458 2701
2459 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2460 //TODO: remove, as it is unsed? 2703 //TODO: remove, as it is unsed?
2461 case CLOSE_CON: 2704 case CLOSE_CON:
2462 apply_container (op, tmp->env); 2705 apply_container (who, op->env);
2463 return 1; 2706 return 1;
2464 2707
2465 case CONTAINER: 2708 case CONTAINER:
2466 apply_container (op, tmp); 2709 apply_container (who, op);
2467 return 1; 2710 return 1;
2468 2711
2469 case TREASURE: 2712 case TREASURE:
2470 if (op->type == PLAYER) 2713 if (who->type == PLAYER)
2471 { 2714 {
2472 apply_treasure (op, tmp); 2715 apply_treasure (who, op);
2473 return 1; 2716 return 1;
2474 } 2717 }
2475 else 2718 else
2476 return 0; 2719 return 0;
2720
2721 case LAMP:
2722 case TORCH:
2723 player_apply_lamp (who, op);
2724 return 1;
2477 2725
2478 case WEAPON: 2726 case WEAPON:
2479 case ARMOUR: 2727 case ARMOUR:
2480 case BOOTS: 2728 case BOOTS:
2481 case GLOVES: 2729 case GLOVES:
2489 case WAND: 2737 case WAND:
2490 case ROD: 2738 case ROD:
2491 case HORN: 2739 case HORN:
2492 case SKILL: 2740 case SKILL:
2493 case BOW: 2741 case BOW:
2494 case LAMP:
2495 case BUILDER: 2742 case BUILDER:
2496 case SKILL_TOOL: 2743 case SKILL_TOOL:
2497 if (tmp->env != op) 2744 if (op->env != who)
2498 return 2; /* not in inventory */ 2745 return 2; /* not in inventory */
2499 2746
2500 apply_special (op, tmp, aflag); 2747 apply_special (who, op, aflag);
2501 return 1; 2748 return 1;
2502 2749
2503 case DRINK: 2750 case DRINK:
2504 case FOOD: 2751 case FOOD:
2505 case FLESH: 2752 case FLESH:
2506 apply_food (op, tmp); 2753 apply_food (who, op);
2507 return 1; 2754 return 1;
2508 2755
2509 case POISON: 2756 case POISON:
2510 apply_poison (op, tmp); 2757 apply_poison (who, op);
2511 return 1; 2758 return 1;
2512 2759
2513 case SAVEBED: 2760 case SAVEBED:
2514 return 1; 2761 return 1;
2515 2762
2516 case ARMOUR_IMPROVER: 2763 case ARMOUR_IMPROVER:
2517 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2518 { 2765 {
2519 apply_armour_improver (op, tmp); 2766 apply_armour_improver (who, op);
2520 return 1; 2767 return 1;
2521 } 2768 }
2522 else 2769 else
2523 return 0; 2770 return 0;
2524 2771
2525 case WEAPON_IMPROVER: 2772 case WEAPON_IMPROVER:
2526 check_improve_weapon (op, tmp); 2773 check_improve_weapon (who, op);
2527 return 1; 2774 return 1;
2528 2775
2529 case CLOCK: 2776 case CLOCK:
2530 if (op->type == PLAYER) 2777 if (who->type == PLAYER)
2531 { 2778 {
2532 char buf[MAX_BUF]; 2779 char buf[MAX_BUF];
2533 timeofday_t tod; 2780 timeofday_t tod;
2534 2781
2535 get_tod (&tod); 2782 get_tod (&tod);
2536 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2537 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2538 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2539 op->play_sound (sound_find ("sound_clock")); 2783 who->play_sound (sound_find ("sound_clock"));
2540 new_draw_info (NDI_UNIQUE, 0, op, buf); 2784 who->statusmsg (format (
2785 "It is %d minute%s past %d o'clock %s",
2786 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2787 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2788 ));
2541 return 1; 2789 return 1;
2542 } 2790 }
2543 else 2791 else
2544 return 0; 2792 return 0;
2545 2793
2546 case MENU: 2794 case MENU:
2547 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2548 { 2796 {
2549 shop_listing (tmp, op); 2797 shop_listing (op, who);
2550 return 1; 2798 return 1;
2551 } 2799 }
2552 else 2800 else
2553 return 0; 2801 return 0;
2554 2802
2555 case POWER_CRYSTAL: 2803 case POWER_CRYSTAL:
2556 apply_power_crystal (op, tmp); /* see egoitem.c */ 2804 apply_power_crystal (who, op); /* see egoitem.c */
2557 return 1; 2805 return 1;
2558 2806
2559 case LIGHTER: /* for lighting torches/lanterns/etc */ 2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2560 if (op->type == PLAYER) 2808 if (who->type == PLAYER)
2561 { 2809 {
2562 apply_lighter (op, tmp); 2810 apply_lighter (who, op);
2563 return 1; 2811 return 1;
2564 } 2812 }
2565 else 2813 else
2566 return 0; 2814 return 0;
2567 2815
2568 case ITEM_TRANSFORMER: 2816 case ITEM_TRANSFORMER:
2569 apply_item_transformer (op, tmp); 2817 apply_item_transformer (who, op);
2570 return 1; 2818 return 1;
2571 2819
2572 default: 2820 default:
2573 return 0; 2821 return 0;
2574 } 2822 }
2575} 2823}
2576
2577 2824
2578/* 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"
2579 * 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
2580 * "but you are floating high above the ground" messages. 2827 * "but you are floating high above the ground" messages.
2581 * 2828 *
2582 * Same return value as apply() function. 2829 * Same return value as apply() function.
2583 */ 2830 */
2584int 2831int
2585player_apply (object *pl, object *op, int aflag, int quiet) 2832player_apply (object *pl, object *op, int aflag, int quiet)
2586{ 2833{
2587 int tmp;
2588
2589 if (op->env && (pl->move_type & MOVE_FLYING)) 2834 if (!op->env && (pl->move_type & MOVE_FLYING))
2590 { 2835 {
2591 /* player is flying and applying object not in inventory */ 2836 /* player is flying and applying object not in inventory */
2592 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2837 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2593 { 2838 {
2594 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 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.>");
2595 return 0; 2842 return 0;
2596 } 2843 }
2597 } 2844 }
2598 2845
2599 pl->contr->last_used = op; 2846 pl->contr->last_used = op;
2600 2847
2601 tmp = manual_apply (pl, op, aflag); 2848 int tmp = manual_apply (pl, op, aflag);
2849
2602 if (!quiet) 2850 if (!quiet)
2603 { 2851 {
2604 if (tmp == 0) 2852 if (tmp == 0)
2605 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)));
2606 else if (tmp == 2) 2854 else if (tmp == 2)
2607 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2855 pl->failmsg ("You must get it first!\n");
2608 } 2856 }
2609 2857
2610 return tmp; 2858 return tmp;
2611} 2859}
2612 2860
2641 * person moving on it, also activate. Added code to make it 2889 * person moving on it, also activate. Added code to make it
2642 * 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
2643 * the item needs. 2891 * the item needs.
2644 */ 2892 */
2645 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2893 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2646 {
2647 if (player_apply (pl, tmp, 0, 1) == 1) 2894 if (player_apply (pl, tmp, 0, 1) == 1)
2648 return; 2895 return;
2649 } 2896
2650 if (floors >= 2) 2897 if (floors >= 2)
2651 return; /* process at most two floor objects */ 2898 return; /* process at most two floor objects */
2652 } 2899 }
2653} 2900}
2654 2901
2689 { 2936 {
2690 pl->combat_ob = 0; 2937 pl->combat_ob = 0;
2691 who->change_weapon (pl->ranged_ob); 2938 who->change_weapon (pl->ranged_ob);
2692 } 2939 }
2693 2940
2694 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2941 who->statusmsg (format ("You unwield %s.", query_name (op)));
2695 2942
2696 change_abil (who, op); 2943 change_abil (who, op);
2697 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2944 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2698 break; 2945 break;
2699 2946
2700 case SKILL: 2947 case SKILL:
2701 if (who->contr) 2948 if (who->contr)
2702 { 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
2703 if (!op->invisible) 2955 if (op->invisible)
2704 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));
2705 else 2957 else
2706 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)));
2707 } 2959 }
2708 2960
2709 change_abil (who, op); 2961 change_abil (who, op);
2710 CLEAR_FLAG (who, FLAG_READY_SKILL); 2962 CLEAR_FLAG (who, FLAG_READY_SKILL);
2711 break; 2963 break;
2718 case GLOVES: 2970 case GLOVES:
2719 case AMULET: 2971 case AMULET:
2720 case GIRDLE: 2972 case GIRDLE:
2721 case BRACERS: 2973 case BRACERS:
2722 case CLOAK: 2974 case CLOAK:
2723 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2975 who->statusmsg (format ("You unwear %s.", query_name (op)));
2724 change_abil (who, op); 2976 change_abil (who, op);
2725 break; 2977 break;
2726
2727 case LAMP:
2728 {
2729 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2730
2731 object *tmp2 = arch_to_object (op->other_arch);
2732 tmp2->x = op->x;
2733 tmp2->y = op->y;
2734 tmp2->map = op->map;
2735 tmp2->below = op->below;
2736 tmp2->above = op->above;
2737 tmp2->stats.food = op->stats.food;
2738 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2739
2740 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2741 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2742
2743 if (who->contr)
2744 esrv_del_item (who->contr, op->count);
2745
2746 op->destroy ();
2747 insert_ob_in_ob (tmp2, who);
2748 who->update_stats ();
2749
2750 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2751 {
2752 if (who->contr)
2753 {
2754 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2755 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2756 }
2757 }
2758
2759 if (who->contr)
2760 esrv_send_item (who, tmp2);
2761 }
2762
2763 return 1; /* otherwise, an attempt to drop causes problems */
2764 2978
2765 case BOW: 2979 case BOW:
2766 case WAND: 2980 case WAND:
2767 case ROD: 2981 case ROD:
2768 case HORN: 2982 case HORN:
2772 { 2986 {
2773 pl->ranged_ob = 0; 2987 pl->ranged_ob = 0;
2774 who->change_weapon (pl->combat_ob); 2988 who->change_weapon (pl->combat_ob);
2775 } 2989 }
2776 2990
2777 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2991 who->statusmsg (format ("You unready %s.", query_name (op)));
2778 } 2992 }
2779 else 2993 else
2780 { 2994 {
2781 who->change_skill (0); 2995 who->change_skill (0);
2782 2996
2788 3002
2789 break; 3003 break;
2790 3004
2791 case BUILDER: 3005 case BUILDER:
2792 if (who->contr) 3006 if (who->contr)
2793 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3007 who->statusmsg (format ("You unready %s.", query_name (op)));
2794 break; 3008 break;
2795 3009
2796 default: 3010 default:
2797 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3011 who->statusmsg (format ("You unapply %s.", query_name (op)));
2798 break; 3012 break;
2799 } 3013 }
2800 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
2801 who->update_stats (); 3019 who->update_stats ();
2802
2803 if (!(aflags & AP_NO_MERGE))
2804 {
2805 object *tmp = merge_ob (op, 0);
2806
2807 if (who->contr)
2808 {
2809 if (tmp)
2810 { /* it was merged */
2811 esrv_del_item (who->contr, op->count);
2812 op = tmp;
2813 }
2814
2815 esrv_send_item (who, op);
2816 }
2817 }
2818 3020
2819 return 0; 3021 return 0;
2820} 3022}
2821 3023
2822/** 3024/**
2869 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3071 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2870 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3072 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2871 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3073 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2872 { 3074 {
2873 if (aflags & AP_PRINT) 3075 if (aflags & AP_PRINT)
2874 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3076 who->failmsg (query_name (tmp));
2875 else 3077 else
2876 unapply_special (who, tmp, aflags); 3078 unapply_special (who, tmp, aflags);
2877 } 3079 }
2878 else 3080 else
2879 { 3081 {
2880 /* 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.
2881 * 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
2882 * at least generate the message. 3084 * at least generate the message.
2883 */ 3085 */
2884 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)));
2885 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2886 query_name (tmp));
2887 return 1; 3087 return 1;
2888 } 3088 }
2889 3089
2890 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3090 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2891 { 3091 {
2914 3114
2915 /* 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 */
2916 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))))
2917 { 3117 {
2918 if (aflags & AP_PRINT) 3118 if (aflags & AP_PRINT)
2919 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3119 who->failmsg (query_name (tmp));
2920 else 3120 else
2921 unapply_special (who, tmp, aflags); 3121 unapply_special (who, tmp, aflags);
2922 } 3122 }
2923 else 3123 else
2924 { 3124 {
2925 /* Cursed item that we can't unequip - tell the player. 3125 /* Cursed item that we can't unequip - tell the player.
2926 * 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,
2927 * 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
2928 * one cursed ring.) 3128 * one cursed ring.)
2929 */ 3129 */
2930 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)));
2931 } 3131 }
2932 3132
2933 last = tmp->below; 3133 last = tmp->below;
2934 } 3134 }
2935 /* 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
3116 if (basic_flag == AP_APPLY) 3316 if (basic_flag == AP_APPLY)
3117 return 0; 3317 return 0;
3118 3318
3119 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)))
3120 { 3320 {
3121 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)));
3122 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3123 query_name (op));
3124 return 1; 3322 return 1;
3125 } 3323 }
3126 3324
3127 return unapply_special (who, op, aflags); 3325 return unapply_special (who, op, aflags);
3128 } 3326 }
3129
3130 if (basic_flag == AP_UNAPPLY) 3327 else if (basic_flag == AP_UNAPPLY)
3131 return 0; 3328 return 0;
3132 3329
3133 // if the item is combat/ranged, wield the relevant slot first 3330 // if the item is combat/ranged, wield the relevant slot first
3134 // to resolve conflicts. 3331 // to resolve conflicts.
3135 if (player *pl = who->contr) 3332 if (player *pl = who->contr)
3144 /* 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 */
3145 if (int i = can_apply_object (who, op)) 3342 if (int i = can_apply_object (who, op))
3146 { 3343 {
3147 if (i & CAN_APPLY_NEVER) 3344 if (i & CAN_APPLY_NEVER)
3148 { 3345 {
3149 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)));
3150 "You don't have the body to use a %s. H<You can never apply this item.>",
3151 query_name (op));
3152 return 1; 3347 return 1;
3153 } 3348 }
3154 else if (i & CAN_APPLY_RESTRICTION) 3349 else if (i & CAN_APPLY_RESTRICTION)
3155 { 3350 {
3156 new_draw_info_format (NDI_UNIQUE, 0, who, 3351 who->failmsg (format (
3157 "You have a prohibition against using a %s. " 3352 "You have a prohibition against using a %s. "
3158 "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.>",
3159 query_name (op)); 3354 query_name (op)
3355 ));
3160 return 1; 3356 return 1;
3161 } 3357 }
3162 3358
3163 if (who->type != PLAYER) 3359 if (who->type != PLAYER)
3164 { 3360 {
3168 } 3364 }
3169 else 3365 else
3170 { 3366 {
3171 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))
3172 { 3368 {
3173 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:");
3174 unapply_for_ob (who, op, AP_PRINT); 3370 unapply_for_ob (who, op, AP_PRINT);
3175 return 1; 3371 return 1;
3176 } 3372 }
3177 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))
3178 if (unapply_for_ob (who, op, aflags)) 3374 if (unapply_for_ob (who, op, aflags))
3184 { 3380 {
3185 skop = find_skill_by_name (who, op->skill); 3381 skop = find_skill_by_name (who, op->skill);
3186 3382
3187 if (!skop) 3383 if (!skop)
3188 { 3384 {
3189 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));
3190 return 1; 3386 return 1;
3191 } 3387 }
3192 else 3388 else
3193 /* While experience will be credited properly, we want to change the 3389 /* While experience will be credited properly, we want to change the
3194 * skill so that the dam and wc get updated 3390 * skill so that the dam and wc get updated
3198 3394
3199 if (who->type == PLAYER 3395 if (who->type == PLAYER
3200 && op->item_power 3396 && op->item_power
3201 && 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)
3202 { 3398 {
3203 new_draw_info (NDI_UNIQUE, 0, who,
3204 "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);
3205 return 1; 3400 return 1;
3206 } 3401 }
3207 3402
3208 /* 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.
3209 * Note that we don't have the checks for can_use_... 3404 * Note that we don't have the checks for can_use_...
3210 * below - that is already taken care of by can_apply_object. 3405 * below - that is already taken care of by can_apply_object.
3211 */ 3406 */
3212 if (op->nrof > 1) 3407 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3213 tmp = get_split_ob (op, op->nrof - 1);
3214 else
3215 tmp = 0;
3216 3408
3217 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)))
3218 return RESULT_INT (0); 3410 return RESULT_INT (0);
3219 3411
3220 switch (op->type) 3412 switch (op->type)
3221 { 3413 {
3222 case WEAPON: 3414 case WEAPON:
3223 if (!check_weapon_power (who, op->last_eat)) 3415 if (!check_weapon_power (who, op->last_eat))
3224 { 3416 {
3225 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);
3226 "It would consume your soul!." LACK_ITEM_POWER);
3227 3418
3228 if (tmp) 3419 if (tmp)
3229 insert_ob_in_ob (tmp, who); 3420 insert_ob_in_ob (tmp, who);
3230 3421
3231 return 1; 3422 return 1;
3232 } 3423 }
3233 3424
3234 //TODO: this obviously fails for players using a shorter prefix 3425 //TODO: this obviously fails for players using a shorter prefix
3235 // i.e. "R" can use Ragnarok's sword. 3426 // i.e. "R" can use Ragnarok's sword.
3236 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3427 if (op->level && !op->name.starts_with (who->name))
3237 { 3428 {
3238 /* 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. */
3239 /* (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) */
3240 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.>");
3241 "The weapon does not recognize you as its owner. "
3242 "H<Its name indicates that it belongs to somebody else.>");
3243 3432
3244 if (tmp) 3433 if (tmp)
3245 insert_ob_in_ob (tmp, who); 3434 insert_ob_in_ob (tmp, who);
3246 3435
3247 return 1; 3436 return 1;
3248 } 3437 }
3249 3438
3250 if (!skop) 3439 if (!skop)
3251 { 3440 {
3252 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
3253 return 1; 3442 return 1;
3254 } 3443 }
3255 3444
3256 SET_FLAG (op, FLAG_APPLIED); 3445 SET_FLAG (op, FLAG_APPLIED);
3257 who->change_skill (skop); 3446 who->change_skill (skop);
3258 3447
3259 if (who->contr) 3448 if (who->contr)
3260 who->change_weapon (who->contr->combat_ob = op); 3449 who->change_weapon (who->contr->combat_ob = op);
3261 3450
3262 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3451 who->statusmsg (format ("You wield %s.", query_name (op)));
3263 3452
3264 SET_FLAG (who, FLAG_READY_WEAPON); 3453 SET_FLAG (who, FLAG_READY_WEAPON);
3265 change_abil (who, op); 3454 change_abil (who, op);
3266 break; 3455 break;
3267 3456
3274 case BRACERS: 3463 case BRACERS:
3275 case CLOAK: 3464 case CLOAK:
3276 case RING: 3465 case RING:
3277 case AMULET: 3466 case AMULET:
3278 SET_FLAG (op, FLAG_APPLIED); 3467 SET_FLAG (op, FLAG_APPLIED);
3279 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3468 who->statusmsg (format ("You wear %s.", query_name (op)));
3280 change_abil (who, op); 3469 change_abil (who, op);
3281 break; 3470 break;
3282
3283 case LAMP:
3284 if (op->stats.food < 1)
3285 {
3286 new_draw_info_format (NDI_UNIQUE, 0, who,
3287 "Your %s is out of fuel! "
3288 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3289 return 1;
3290 }
3291
3292 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3293 tmp2 = arch_to_object (op->other_arch);
3294 tmp2->stats.food = op->stats.food;
3295 SET_FLAG (tmp2, FLAG_APPLIED);
3296
3297 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3298 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3299
3300 insert_ob_in_ob (tmp2, who);
3301
3302 /* Remove the old lantern */
3303 if (who->type == PLAYER)
3304 esrv_del_item (who->contr, op->count);
3305
3306 op->destroy ();
3307
3308 /* insert the portion that was split off */
3309 if (tmp)
3310 {
3311 insert_ob_in_ob (tmp, who);
3312 if (who->type == PLAYER)
3313 esrv_send_item (who, tmp);
3314 }
3315
3316 who->update_stats ();
3317
3318 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3319 if (who->type == PLAYER)
3320 {
3321 new_draw_info (NDI_UNIQUE, 0, who,
3322 "Oops, it feels deadly cold! "
3323 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3324 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3325 }
3326
3327 if (who->type == PLAYER)
3328 esrv_send_item (who, tmp2);
3329
3330 return 0;
3331 3471
3332 case SKILL_TOOL: 3472 case SKILL_TOOL:
3333 // applying a skill tool also readies the skill 3473 // applying a skill tool also readies the skill
3334 SET_FLAG (op, FLAG_APPLIED); 3474 SET_FLAG (op, FLAG_APPLIED);
3335 3475
3356 who->change_weapon (pl->combat_ob = item); 3496 who->change_weapon (pl->combat_ob = item);
3357 goto found_weapon; 3497 goto found_weapon;
3358 } 3498 }
3359 } 3499 }
3360 3500
3361 new_draw_info_format (NDI_UNIQUE, 0, who, 3501 who->failmsg (format (
3362 "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. "
3363 "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.>",
3364 &op->skill); 3504 &op->skill
3505 ));
3365 return 1; 3506 return 1;
3366 3507
3367 found_weapon:; 3508 found_weapon:;
3368 } 3509 }
3369 else 3510 else
3379 //TODO: bows should/must all have skill missile weapon right now 3520 //TODO: bows should/must all have skill missile weapon right now
3380 who->change_weapon (pl->ranged_ob = item); 3521 who->change_weapon (pl->ranged_ob = item);
3381 goto found_bow; 3522 goto found_bow;
3382 } 3523 }
3383 3524
3384 new_draw_info (NDI_UNIQUE, 0, who, 3525 who->failmsg (
3385 "You need to apply a missile weapon before readying this skill. " 3526 "You need to apply a missile weapon before readying this skill. "
3386 "H<Some skills need an item, in this case a missile weapon, to function.>"); 3527 "H<Some skills need an item, in this case a missile weapon, to function.>"
3528 );
3387 return 1; 3529 return 1;
3388 3530
3389 found_bow:; 3531 found_bow:;
3390 } 3532 }
3391 else 3533 else
3392 who->change_weapon (pl->ranged_ob = op); 3534 who->change_weapon (pl->ranged_ob = op);
3393 } 3535 }
3394 3536
3395 if (!op->invisible) 3537 if (!op->invisible)
3396 { 3538 {
3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3539 who->statusmsg (format (
3398 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 ));
3399 } 3545 }
3400 else 3546 else
3401 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));
3402 } 3548 }
3403 else 3549 else
3404 { 3550 {
3405 SET_FLAG (op, FLAG_APPLIED); 3551 SET_FLAG (op, FLAG_APPLIED);
3406 change_abil (who, op); 3552 change_abil (who, op);
3411 break; 3557 break;
3412 3558
3413 case BOW: 3559 case BOW:
3414 if (!check_weapon_power (who, op->last_eat)) 3560 if (!check_weapon_power (who, op->last_eat))
3415 { 3561 {
3416 new_draw_info (NDI_UNIQUE, 0, who,
3417 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); 3562 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3418 3563
3419 if (tmp) 3564 if (tmp)
3420 insert_ob_in_ob (tmp, who); 3565 insert_ob_in_ob (tmp, who);
3421 3566
3422 return 1; 3567 return 1;
3423 } 3568 }
3424 3569
3425 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3570 if (op->level && !op->name.starts_with (who->name))
3426 { 3571 {
3427 new_draw_info (NDI_UNIQUE, 0, who,
3428 "The weapon does not recognize you as its owner. " 3572 who->failmsg ("The weapon does not recognize you as its owner. "
3429 "H<Its name indicates that it belongs to somebody else.>"); 3573 "H<Its name indicates that it belongs to somebody else.>");
3430 if (tmp) 3574 if (tmp)
3431 insert_ob_in_ob (tmp, who); 3575 insert_ob_in_ob (tmp, who);
3432 3576
3433 return 1; 3577 return 1;
3439 case HORN: 3583 case HORN:
3440 /* check for skill, alter player status */ 3584 /* check for skill, alter player status */
3441 3585
3442 if (!skop) 3586 if (!skop)
3443 { 3587 {
3444 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
3445 return 1; 3589 return 1;
3446 } 3590 }
3447 3591
3448 SET_FLAG (op, FLAG_APPLIED); 3592 SET_FLAG (op, FLAG_APPLIED);
3449 who->change_skill (skop); 3593 who->change_skill (skop);
3450 3594
3451 if (who->contr) 3595 if (who->contr)
3452 { 3596 {
3453 who->contr->ranged_ob = op; 3597 who->contr->ranged_ob = op;
3454 3598
3455 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3599 who->statusmsg (format ("You ready %s.", query_name (op)));
3456 3600
3457 if (op->type == BOW) 3601 if (op->type == BOW)
3458 { 3602 {
3459 who->current_weapon = op; 3603 who->current_weapon = op;
3460 change_abil (who, op); 3604 change_abil (who, op);
3461 new_draw_info_format (NDI_UNIQUE, 0, who,
3462 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3605 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3463 } 3606 }
3464 } 3607 }
3465 else 3608 else
3466 { 3609 {
3467 if (op->type == BOW) 3610 if (op->type == BOW)
3477 { 3620 {
3478 //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?)
3479 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3622 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3480 unapply_special (who, who->contr->ranged_ob, 0); 3623 unapply_special (who, who->contr->ranged_ob, 0);
3481 3624
3482 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)));
3483 3626
3484 who->contr->ranged_ob = op; 3627 who->contr->ranged_ob = op;
3485 } 3628 }
3486 break; 3629 break;
3487 3630
3488 default: 3631 default:
3489 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3632 who->statusmsg (format ("You apply %s.", query_name (op)));
3490 } /* end of switch op->type */ 3633 }
3491 3634
3492 SET_FLAG (op, FLAG_APPLIED); 3635 SET_FLAG (op, FLAG_APPLIED);
3493 3636
3494 if (tmp) 3637 if (tmp)
3495 tmp = insert_ob_in_ob (tmp, who); 3638 who->insert (tmp);
3496 3639
3497 who->update_stats (); 3640 who->update_stats ();
3498 3641
3499 /* We exclude spell casting objects. The fire code will set the 3642 /* We exclude spell casting objects. The fire code will set the
3500 * been applied flag when they are used - until that point, 3643 * been applied flag when they are used - until that point,
3504 SET_FLAG (op, FLAG_BEEN_APPLIED); 3647 SET_FLAG (op, FLAG_BEEN_APPLIED);
3505 3648
3506 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3649 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3507 if (who->type == PLAYER) 3650 if (who->type == PLAYER)
3508 { 3651 {
3509 new_draw_info (NDI_UNIQUE, 0, who, 3652 who->failmsg (
3510 "Oops, it feels deadly cold! " 3653 "Oops, it feels deadly cold! "
3511 "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 );
3512 SET_FLAG (op, FLAG_KNOWN_CURSED); 3656 SET_FLAG (op, FLAG_KNOWN_CURSED);
3513 } 3657 }
3514 3658
3515 if (who->type == PLAYER) 3659 if (object *pl = op->visible_to ())
3516 {
3517 /* if multiple objects were applied, update both slots */
3518 if (tmp)
3519 esrv_send_item (who, tmp);
3520
3521 esrv_send_item (who, op); 3660 esrv_send_item (pl, op);
3522 }
3523 3661
3524 return 0; 3662 return 0;
3525} 3663}
3526 3664
3527int 3665int
3541int 3679int
3542auto_apply (object *op) 3680auto_apply (object *op)
3543{ 3681{
3544 object *tmp = NULL, *tmp2; 3682 object *tmp = NULL, *tmp2;
3545 int i; 3683 int i;
3684
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3546 3686
3547 switch (op->type) 3687 switch (op->type)
3548 { 3688 {
3549 case SHOP_FLOOR: 3689 case SHOP_FLOOR:
3550 if (!op->has_random_items ()) 3690 if (!op->has_random_items ())
3552 3692
3553 do 3693 do
3554 { 3694 {
3555 i = 10; /* let's give it 10 tries */ 3695 i = 10; /* let's give it 10 tries */
3556 while ((tmp = generate_treasure (op->randomitems, 3696 while ((tmp = generate_treasure (op->randomitems,
3557 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
3558 if (tmp == NULL) 3702 if (tmp == NULL)
3559 return 0; 3703 return 0;
3704
3560 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3705 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3561 { 3706 {
3562 tmp->destroy (); 3707 tmp->destroy ();
3563 tmp = NULL; 3708 tmp = NULL;
3564 } 3709 }
3567 3712
3568 tmp->x = op->x; 3713 tmp->x = op->x;
3569 tmp->y = op->y; 3714 tmp->y = op->y;
3570 SET_FLAG (tmp, FLAG_UNPAID); 3715 SET_FLAG (tmp, FLAG_UNPAID);
3571 insert_ob_in_map (tmp, op->map, NULL, 0); 3716 insert_ob_in_map (tmp, op->map, NULL, 0);
3572 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3573 identify (tmp); 3717 identify (tmp);
3574 break; 3718 break;
3575 3719
3576 case TREASURE: 3720 case TREASURE:
3577 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3721 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3584 /* 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,
3585 * 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
3586 * to disappear. An example of this item is the random_* stuff 3730 * to disappear. An example of this item is the random_* stuff
3587 * that is put inside other objects. 3731 * that is put inside other objects.
3588 */ 3732 */
3589 for (tmp = op->inv; tmp; tmp = tmp2)
3590 {
3591 tmp2 = tmp->below;
3592 tmp->remove ();
3593
3594 if (op->env) 3733 if (op->env)
3595 insert_ob_in_ob (tmp, op->env); 3734 while (op->inv)
3596 else 3735 op->env->insert (op->inv);
3597 tmp->destroy ();
3598 }
3599 3736
3600 op->destroy (); 3737 op->destroy ();
3601 break; 3738 break;
3602 } 3739 }
3603 return tmp ? 1 : 0; 3740
3741 return !!tmp;
3604} 3742}
3605 3743
3606/** 3744/**
3607 * 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
3608 * is loaded or swapped in and performs special actions for 3746 * is loaded or swapped in and performs special actions for
3622 3760
3623 if (tmp->inv) 3761 if (tmp->inv)
3624 { 3762 {
3625 object *invtmp, *invnext; 3763 object *invtmp, *invnext;
3626 3764
3627 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3765 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3628 { 3766 {
3629 invnext = invtmp->below; 3767 invnext = invtmp->below;
3630 3768
3631 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3769 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3632 auto_apply (invtmp); 3770 auto_apply (invtmp);
3633 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3771 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3634 { 3772 {
3635 while ((invtmp->stats.hp--) > 0) 3773 while (invtmp->stats.hp-- > 0)
3636 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3774 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3637 3775
3638 invtmp->randomitems = NULL; 3776 invtmp->randomitems = NULL;
3639 } 3777 }
3640 else if (invtmp && invtmp->arch 3778 else if (invtmp && invtmp->arch
3752 /* check for hp, sp change */ 3890 /* check for hp, sp change */
3753 if (food->stats.hp != 0) 3891 if (food->stats.hp != 0)
3754 { 3892 {
3755 if (QUERY_FLAG (food, FLAG_CURSED)) 3893 if (QUERY_FLAG (food, FLAG_CURSED))
3756 { 3894 {
3757 assign (who->contr->killer, food->name); 3895 who->contr->killer = food;
3758 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3896 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3759 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3897 who->failmsg ("Eck!...that was poisonous!");
3760 } 3898 }
3761 else 3899 else
3762 { 3900 {
3763 if (food->stats.hp > 0) 3901 if (food->stats.hp > 0)
3764 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3902 who->statusmsg ("You begin to feel better.");
3765 else 3903 else
3766 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3904 who->failmsg ("Eck!...that was poisonous!");
3905
3767 who->stats.hp += food->stats.hp; 3906 who->stats.hp += food->stats.hp;
3768 } 3907 }
3769 } 3908 }
3909
3770 if (food->stats.sp != 0) 3910 if (food->stats.sp != 0)
3771 { 3911 {
3772 if (QUERY_FLAG (food, FLAG_CURSED)) 3912 if (QUERY_FLAG (food, FLAG_CURSED))
3773 { 3913 {
3774 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3914 who->failmsg ("You are drained of mana!");
3775 who->stats.sp -= food->stats.sp; 3915 who->stats.sp -= food->stats.sp;
3776 if (who->stats.sp < 0) 3916 if (who->stats.sp < 0)
3777 who->stats.sp = 0; 3917 who->stats.sp = 0;
3778 } 3918 }
3779 else 3919 else
3780 { 3920 {
3781 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3921 who->statusmsg ("You feel a rush of magical energy!");
3782 who->stats.sp += food->stats.sp; 3922 who->stats.sp += food->stats.sp;
3783 /* place limit on max sp from food? */ 3923 /* place limit on max sp from food? */
3784 } 3924 }
3785 } 3925 }
3926
3786 who->update_stats (); 3927 who->update_stats ();
3787} 3928}
3788 3929
3789/**
3790 * Designed primarily to light torches/lanterns/etc.
3791 * Also burns up burnable material too. First object in the inventory is
3792 * the selected object to "burn". -b.t.
3793 */
3794void
3795apply_lighter (object *who, object *lighter)
3796{
3797 object *item;
3798 int is_player_env = 0;
3799
3800 item = find_marked_object (who);
3801 if (item)
3802 {
3803 if (lighter->last_eat && lighter->stats.food)
3804 { /* lighter gets used up */
3805 /* Split multiple lighters if they're being used up. Otherwise *
3806 * one charge from each would be used up. --DAMN */
3807 if (lighter->nrof > 1)
3808 {
3809 object *oneLighter = lighter->clone ();
3810
3811 lighter->nrof -= 1;
3812 oneLighter->nrof = 1;
3813 oneLighter->stats.food--;
3814 esrv_send_item (who, lighter);
3815 oneLighter = insert_ob_in_ob (oneLighter, who);
3816 esrv_send_item (who, oneLighter);
3817 }
3818 else
3819 lighter->stats.food--;
3820 }
3821 else if (lighter->last_eat)
3822 { /* no charges left in lighter */
3823 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3824 return;
3825 }
3826
3827 /* Perhaps we should split what we are trying to light on fire?
3828 * I can't see many times when you would want to light multiple
3829 * objects at once.
3830 */
3831
3832 if (who == item->in_player ())
3833 is_player_env = 1;
3834
3835 save_throw_object (item, AT_FIRE, who);
3836
3837 if (item->destroyed ())
3838 {
3839 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3840 /* Need to update the player so that the players glow radius
3841 * gets changed.
3842 */
3843 if (is_player_env)
3844 who->update_stats ();
3845 }
3846 else
3847 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3848 }
3849 else /* nothing to light */
3850 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3851
3852}
3853 3930
3854/** 3931/**
3855 * 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.
3856 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3857 */ 3934 */
3863 3940
3864 if (failure <= -1 && failure > -15) 3941 if (failure <= -1 && failure > -15)
3865 { /* wonder */ 3942 { /* wonder */
3866 object *tmp; 3943 object *tmp;
3867 3944
3868 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!"); 3945 op->failmsg ("Your spell warps!");
3869 tmp = get_archetype (SPELL_WONDER); 3946 tmp = get_archetype (SPELL_WONDER);
3870 cast_wonder (op, op, 0, tmp); 3947 cast_wonder (op, op, 0, tmp);
3871 tmp->destroy (); 3948 tmp->destroy ();
3872 } 3949 }
3873 else if (failure <= -15 && failure > -35) 3950 else if (failure <= -15 && failure > -35)
3874 { /* drain mana */ 3951 { /* drain mana */
3875 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3952 op->failmsg ("Your mana is drained!");
3876 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3877 if (op->stats.sp < 0) 3954 if (op->stats.sp < 0)
3878 op->stats.sp = 0; 3955 op->stats.sp = 0;
3879 } 3956 }
3880 else if (settings.spell_failure_effects == TRUE) 3957 else if (settings.spell_failure_effects == TRUE)
3881 { 3958 {
3882 if (failure <= -35 && failure > -60) 3959 if (failure <= -35 && failure > -60)
3883 { /* confusion */ 3960 { /* confusion */
3884 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3961 op->failmsg ("The magic recoils on you!");
3885 confuse_player (op, op, power); 3962 confuse_player (op, op, power);
3886 } 3963 }
3887 else if (failure <= -60 && failure > -70) 3964 else if (failure <= -60 && failure > -70)
3888 { /* paralysis */ 3965 { /* paralysis */
3889 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3966 op->failmsg ("The magic recoils and paralyzes you!");
3890 paralyze_player (op, op, power); 3967 paralyze_player (op, op, power);
3891 } 3968 }
3892 else if (failure <= -70 && failure > -80) 3969 else if (failure <= -70 && failure > -80)
3893 { /* blind */ 3970 { /* blind */
3894 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3971 op->failmsg ("The magic recoils on you!");
3895 blind_player (op, op, power); 3972 blind_player (op, op, power);
3896 } 3973 }
3897 else if (failure <= -80) 3974 else if (failure <= -80)
3898 { /* blast the immediate area */ 3975 { /* blast the immediate area */
3899 object *tmp = get_archetype (LOOSE_MANA); 3976 object *tmp = get_archetype (LOOSE_MANA);
3900 cast_magic_storm (op, tmp, power); 3977 cast_magic_storm (op, tmp, power);
3901 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3978 op->failmsg ("You unleash uncontrolled mana!");
3902 tmp->destroy (); 3979 tmp->destroy ();
3903 } 3980 }
3904 } 3981 }
3905} 3982}
3906 3983
3957 } 4034 }
3958 4035
3959 /* insert the randomitems from the change's treasurelist into 4036 /* insert the randomitems from the change's treasurelist into
3960 * the player ref: player.c 4037 * the player ref: player.c
3961 */ 4038 */
3962 if (change->randomitems != NULL) 4039 if (change->randomitems)
3963 give_initial_items (pl, change->randomitems); 4040 give_initial_items (pl, change->randomitems);
3964 4041
3965 /* set up the face, for some races. */ 4042 /* set up the face, for some races. */
3966 4043
3967 /* first, look for the force object banning 4044 /* first, look for the force object banning
3968 * changing the face. Certain races never change face with class. 4045 * changing the face. Certain races never change face with class.
3969 */ 4046 */
3970 for (walk = pl->inv; walk != NULL; walk = walk->below) 4047 for (walk = pl->inv; walk; walk = walk->below)
3971 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4048 if (walk->name == shstr_NOCLASSFACECHANGE)
3972 flag_change_face = 0; 4049 flag_change_face = 0;
3973 4050
3974 if (flag_change_face) 4051 if (flag_change_face)
3975 { 4052 {
3976 pl->animation_id = GET_ANIM_ID (change);
3977 pl->face = change->face; 4053 pl->face = change->face;
3978 4054 pl->animation_id = change->animation_id;
3979 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4055 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3980 SET_FLAG (pl, FLAG_ANIMATE);
3981 else
3982 CLEAR_FLAG (pl, FLAG_ANIMATE);
3983 } 4056 }
3984 4057
3985 /* check the special case of can't use weapons */ 4058 /* check the special case of can't use weapons */
3986 /*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); */
3987 if (!strcmp (change->name, "monk")) 4060 if (change->name == shstr_monk)
3988 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4061 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3989 4062
3990 break; 4063 break;
3991 } 4064 }
3992 } 4065 }
4018 4091
4019 marked = find_marked_object (pl); 4092 marked = find_marked_object (pl);
4020 4093
4021 if (!marked) 4094 if (!marked)
4022 { 4095 {
4023 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)));
4024 return; 4097 return;
4025 } 4098 }
4026 4099
4027 if (!marked->slaying) 4100 if (!marked->slaying)
4028 { 4101 {
4029 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)));
4030 return; 4103 return;
4031 } 4104 }
4032 4105
4033 /* check whether they are compatible or not */ 4106 /* check whether they are compatible or not */
4034 find = strstr (marked->slaying, transformer->arch->archname); 4107 find = strstr (&marked->slaying, transformer->arch->archname);
4035 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4036 { 4109 {
4037 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)));
4038 return; 4111 return;
4039 } 4112 }
4040 4113
4041 find += strlen (transformer->arch->archname) + 1; 4114 find += strlen (transformer->arch->archname) + 1;
4042 /* 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 */
4052 else 4125 else
4053 yield = 1; 4126 yield = 1;
4054 4127
4055 while (isdigit (*find)) 4128 while (isdigit (*find))
4056 find++; 4129 find++;
4130
4057 while (*find == ' ') 4131 while (*find == ' ')
4058 find++; 4132 find++;
4059 4133
4060 memset (got, 0, MAX_BUF); 4134 memset (got, 0, MAX_BUF);
4061 4135
4072 4146
4073 /* Now create new item, remove used ones when required. */ 4147 /* Now create new item, remove used ones when required. */
4074 new_item = get_archetype (got); 4148 new_item = get_archetype (got);
4075 if (!new_item) 4149 if (!new_item)
4076 { 4150 {
4077 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)));
4078 return; 4152 return;
4079 } 4153 }
4080 4154
4081 new_item->nrof = yield; 4155 new_item->nrof = yield;
4156
4082 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)));
4083 insert_ob_in_ob (new_item, pl); 4158
4084 esrv_send_inventory (pl, pl); 4159 pl->insert (new_item);
4085 /* Eat up one item */ 4160 /* Eat up one item */
4086 decrease_ob_nr (marked, 1); 4161 marked->decrease ();
4087 4162
4088 /* Eat one transformer if needed */ 4163 /* Eat one transformer if needed */
4089 if (transformer->stats.food) 4164 if (transformer->stats.food)
4090 if (--transformer->stats.food == 0) 4165 if (--transformer->stats.food == 0)
4091 decrease_ob_nr (transformer, 1); 4166 transformer->decrease ();
4092} 4167}
4168

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