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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.120 by root, Tue Jul 31 17:33:15 2007 UTC vs.
Revision 1.201 by root, Mon Oct 12 14:00:58 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
26#include <global.h> 27#include <global.h>
53 * subtype 5: arch or race 54 * subtype 5: arch or race
54 * subtype 7: all three 55 * subtype 7: all three
55 */ 56 */
56 if (op->subtype) 57 if (op->subtype)
57 { 58 {
58 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
61 } 62 }
62 else 63 else
63 { 64 {
64 arch_flag = 1; 65 arch_flag = 1;
65 name_flag = 1; 66 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 int success = 0;
99 99
100 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
101 return 0; 101 return 0;
102 102
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
105 */ 105 */
106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
107 return 0; 107 return 0;
108 108
109 marked = find_marked_object (pl);
110 /* if the player has a marked item, identify that if it needs to be 109 /* 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. 110 * identified. If it doesn't, then go through the player inventory.
112 */ 111 */
112 if (object *marked = find_marked_object (pl))
113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 { 114 {
115 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
116 { 116 {
117 identify (marked); 117 identify (marked);
118 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
120 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
123 } 124 }
124 return money == NULL;
125 } 125 }
126 }
127 126
128 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
129 { 128 {
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 { 130 {
132 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
133 { 132 {
134 identify (id); 133 identify (id);
135 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
136 if (id->msg) 136 if (id->msg)
137 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success = 1;
142 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
143 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
144 break; 141 break;
145 } 142 }
146 else 143 else
147 { 144 {
148 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
149 break; 146 break;
150 } 147 }
151 } 148 }
152 } 149 }
153 if (!success) 150
154 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
155 return money == NULL; 156 return !money;
156} 157}
157 158
158/** 159/**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item. 161 * matching item.
161 **/ 162 **/
162void 163void
163handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
164{ 165{
165 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 167 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} 168}
186 169
187/** 170/**
188 * Handles applying a potion. 171 * Handles applying a potion.
189 */ 172 */
195 178
196 floor = GET_MAP_OB (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
197 180
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 { 182 {
200 if (op->type == PLAYER)
201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
202 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0; 186 return 0;
204 } 187 }
205 188
206 if (op->type == PLAYER) 189 if (op->type == PLAYER)
217 200
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 202 {
220 op->drain_stat (); 203 op->drain_stat ();
221 op->update_stats (); 204 op->update_stats ();
222 decrease_ob (tmp); 205 tmp->decrease ();
223 return 1; 206 return 1;
224 } 207 }
225 208
226 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (ARCH_DEPLETION)))
227 { 210 {
228 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 212 return 0;
230 } 213 }
214
231 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
232 216
233 if (depl) 217 if (depl)
234 { 218 {
235 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i)) 220 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221 op->statusmsg (restore_msg[i]);
238 222
239 depl->destroy (); 223 depl->destroy ();
240 op->update_stats (); 224 op->update_stats ();
241 } 225 }
242 else 226 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
244 228
245 decrease_ob (tmp); 229 tmp->decrease ();
246 return 1; 230 return 1;
247 } 231 }
248 232
249 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 235 {
252 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < MIN (11, op->level); i++)
253 { 237 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 239 {
256 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
257 { 241 {
258 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
259 break; 243 break;
260 } 244 }
245
261 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
262 { 247 {
263 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
264 break; 249 break;
265 } 250 }
251
266 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
267 { 253 {
268 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
269 break; 255 break;
270 } 256 }
274 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
275 { 261 {
276 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
277 break; 263 break;
278 } 264 }
265
279 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
280 { 267 {
281 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
282 break; 269 break;
283 } 270 }
271
284 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
285 { 273 {
286 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
287 break; 275 break;
288 } 276 }
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 { 285 {
298 if (got_one) 286 if (got_one)
299 { 287 {
300 op->update_stats (); 288 op->update_stats ();
301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 289 op->statusmsg ("The Gods smile upon you and remake you "
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
304 } 292 }
305 else 293 else
306 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 294 op->statusmsg ("The potion had no effect - you are already perfect.");
307 } 295 }
308 else 296 else
309 { /* cursed potion */ 297 { /* cursed potion */
310 if (got_one) 298 if (got_one)
311 { 299 {
312 op->update_stats (); 300 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
314 } 302 }
315 else 303 else
316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
317 } 305 }
318 306
319 decrease_ob (tmp); 307 tmp->decrease ();
320 return 1; 308 return 1;
321 } 309 }
322 310
323 311
324 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
328 */ 316 */
329 if (tmp->inv) 317 if (tmp->inv)
330 { 318 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 { 320 {
333 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
334 322 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 } 323 }
344 else 324 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346 326
347 decrease_ob (tmp); 327 tmp->decrease ();
328
348 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats (); 331 op->update_stats ();
332
351 return 1; 333 return 1;
352 } 334 }
353 335
354 /* Deal with protection potions */ 336 /* Deal with protection potions */
355 force = NULL; 337 force = NULL;
357 { 339 {
358 if (tmp->resist[i]) 340 if (tmp->resist[i])
359 { 341 {
360 if (!force) 342 if (!force)
361 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
364 break; /* Only need to find one protection since we copy entire batch */ 347 break; /* Only need to find one protection since we copy entire batch */
365 } 348 }
366 } 349 }
350
367 /* This is a protection potion */ 351 /* This is a protection potion */
368 if (force) 352 if (force)
369 { 353 {
370 /* cursed items last longer */ 354 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
379 force->speed_left = -1; 363 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 367 change_abil (op, force);
384 decrease_ob (tmp); 368 tmp->decrease ();
385 return 1; 369 return 1;
386 } 370 }
387 371
388 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
389 if (op->type == PLAYER) 373 if (op->type == PLAYER)
390 { /* only for players */ 374 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 379 else
394 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
395 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
397 } 384 }
398 385
399 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
402 * up all the stats. 389 * up all the stats.
403 */ 390 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats (); 392 op->update_stats ();
406 decrease_ob (tmp); 393 tmp->decrease ();
407 return 1; 394 return 1;
408} 395}
409 396
410/**************************************************************************** 397/****************************************************************************
411 * Weapon improvement code follows 398 * Weapon improvement code follows
412 ****************************************************************************/ 399 ****************************************************************************/
413 400
414/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405
406bool
407check_item_power (object *who, int item_power)
408{
409 if (who->type == PLAYER
410 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
412 return false;
413 else
414 return true;
415}
416
417/**
415 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
416 */ 419 */
417static int 420static int
418check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
419{ 422{
420 int count = 0; 423 int count = 0;
421 424
422 425 if (!item)
423 if (item == NULL)
424 return 0; 426 return 0;
425 427
426 op = op->below; 428 for (op = op->below; op; op = op->below)
427 while (op != NULL)
428 {
429 if (strcmp (op->arch->archname, item) == 0) 429 if (op->arch->archname == item)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* 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; 432 count += op->number_of ();
438 }
439 }
440
441 op = op->below;
442 }
443 433
444 return count; 434 return count;
445} 435}
446 436
447/** 437/**
449 * op is typically the player, which is only 439 * op is typically the player, which is only
450 * really used to determine what space to look at. 440 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
452 */ 442 */
453static void 443static void
454eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 445{
456 object *prev; 446 object *prev;
457 447
458 prev = op; 448 prev = op;
459 op = op->below; 449 op = op->below;
460 450
461 while (op != NULL) 451 while (op)
462 { 452 {
463 if (strcmp (op->arch->archname, item) == 0) 453 if (op->arch->archname == item)
464 { 454 {
465 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
466 { 456 {
467 decrease_ob_nr (op, nrof); 457 op->decrease (nrof);
468 return; 458 return;
469 } 459 }
470 else 460 else
471 { 461 {
472 decrease_ob_nr (op, op->nrof); 462 op->decrease (nrof);
473 nrof -= op->nrof; 463 nrof -= op->nrof;
474 } 464 }
465
475 op = prev; 466 op = prev;
476 } 467 }
468
477 prev = op; 469 prev = op;
478 op = op->below; 470 op = op->below;
479 } 471 }
480} 472}
481 473
482/** 474/**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489static int
490check_weapon_power (const object *who, int improvs)
491{
492
493/* 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
495 * require high level in some combat skill, so we just use overall level.
496 */
497#if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503#else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531#endif
532}
533
534/**
535 * Returns how many items of type improver->slaying there are under op. 475 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL. 476 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 477 */
538static int 478static int
539check_sacrifice (object *op, const object *improver) 479check_sacrifice (object *op, const object *improver)
540{ 480{
541 int count = 0; 481 int count = 0;
542 482
543 if (improver->slaying != NULL) 483 if (improver->slaying)
544 { 484 {
545 count = check_item (op, improver->slaying); 485 count = check_item (op, improver->slaying);
546 if (count < 1) 486 if (count < 1)
547 { 487 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 488 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 489 return 0;
553 } 490 }
554 } 491 }
555 else 492 else
556 count = 1; 493 count = 1;
559} 496}
560 497
561/** 498/**
562 * Actually improves the weapon, and tells user. 499 * Actually improves the weapon, and tells user.
563 */ 500 */
564int 501static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 502improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 503{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 504 stat += sacrifice_count;
570 weapon->last_eat++; 505 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 506 improver->decrease ();
572 decrease_ob (improver);
573 507
574 /* So it updates the players stats and the window */ 508 /* So it updates the players stats and the window */
575 op->update_stats (); 509 op->update_stats ();
510
511 op->statusmsg (format (
512 "Your sacrifice was accepted.\n"
513 "Weapon's bonus to %s improved by %d.",
514 statname, sacrifice_count
515 ));
516
576 return 1; 517 return 1;
577} 518}
578 519
579/* Types of improvements, hidden in the sp field. */ 520/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 521#define IMPROVE_PREPARE 1
599 int sacrifice_count, i; 540 int sacrifice_count, i;
600 char buf[MAX_BUF]; 541 char buf[MAX_BUF];
601 542
602 if (weapon->level != 0) 543 if (weapon->level != 0)
603 { 544 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 545 op->failmsg ("Weapon is already prepared!");
605 return 0; 546 return 0;
606 } 547 }
607 548
608 for (i = 0; i < NROFATTACKS; i++) 549 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i]) 550 if (weapon->resist[i])
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 556 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 557 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
619 { 560 {
620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 561 op->failmsg ("You cannot prepare magic weapons. "
562 "H<A weapon is considered magical if it changes regeneration, "
563 "speed or ac, or has other protections.>");
621 return 0; 564 return 0;
622 } 565 }
623 566
624 sacrifice_count = check_sacrifice (op, improver); 567 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 568 if (sacrifice_count <= 0)
626 return 0; 569 return 0;
627 570
628 weapon->level = isqrt (sacrifice_count); 571 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); 572 eat_item (op, improver->slaying, sacrifice_count);
631 573
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 574 op->statusmsg (format (
575 "Your sacrifice was accepted."
576 "Your *%s may be improved %d times.",
577 &weapon->name, weapon->level
578 ));
633 579
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 581 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 582 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 583 slot at once! */
638 decrease_ob (improver); 584 improver->decrease ();
639 weapon->last_eat = 0; 585 weapon->last_eat = 0;
640 return 1; 586 return 1;
641} 587}
642
643 588
644/** 589/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 590 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 591 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 592 * Returns 0 if it was not able to work for some reason.
656improve_weapon (object *op, object *improver, object *weapon) 601improve_weapon (object *op, object *improver, object *weapon)
657{ 602{
658 int sacrifice_count, sacrifice_needed = 0; 603 int sacrifice_count, sacrifice_needed = 0;
659 604
660 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
663 } 607
664 if (weapon->level == 0) 608 if (weapon->level == 0)
665 { 609 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 613 return 0;
668 } 614 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615
616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
670 { 618 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 620 return 0;
673 } 621 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622
623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
624 && !check_item_power (op, weapon->item_power + 1))
675 { 625 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 626 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"); 627 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 628 "really want to improve it.");
679 return 0; 629 return 0;
680 } 630 }
631
681 /* This just increases damage by 5 points, no matter what. No sacrifice 632 /* 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, 633 * 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 634 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 635 * weapon can be improved.
685 */ 636 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 637 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 638 {
688 weapon->stats.dam += 5; 639 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 640 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); 641 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 642 weapon->last_eat++;
692 643
693 weapon->item_power++; 644 weapon->item_power++;
694 decrease_ob (improver); 645 improver->decrease ();
695 return 1; 646 return 1;
696 } 647 }
648
697 if (improver->stats.sp == IMPROVE_WEIGHT) 649 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 650 {
699 /* Reduce weight by 20% */ 651 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 652 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 653 if (weapon->weight < 1)
702 weapon->weight = 1; 654 weapon->weight = 1;
655
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 656 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 657 weapon->last_eat++;
705 weapon->item_power++; 658 weapon->item_power++;
706 decrease_ob (improver); 659 improver->decrease ();
707 return 1; 660 return 1;
708 } 661 }
662
709 if (improver->stats.sp == IMPROVE_ENCHANT) 663 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 664 {
711 weapon->magic++; 665 weapon->magic++;
712 weapon->last_eat++; 666 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 667 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 668 improver->decrease ();
715 weapon->item_power++; 669 weapon->item_power++;
716 return 1; 670 return 1;
717 } 671 }
718 672
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 678 sacrifice_needed *= 2;
725 679
726 sacrifice_count = check_sacrifice (op, improver); 680 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 681 if (sacrifice_count < sacrifice_needed)
728 { 682 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 683 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 684 return 0;
731 } 685 }
686
732 eat_item (op, improver->slaying, sacrifice_needed); 687 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 688 weapon->item_power++;
734 689
735 switch (improver->stats.sp) 690 switch (improver->stats.sp)
736 { 691 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 692 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"); 693 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"); 694 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"); 695 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"); 696 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"); 697 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"); 698 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 699 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 700 op->failmsg ("Unknown improvement type.");
753 } 701 }
702
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 703 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 704 return 0;
756} 705}
757 706
758/** 707/**
768 if (op->type != PLAYER) 717 if (op->type != PLAYER)
769 return 0; 718 return 0;
770 719
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 720 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 721 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 722 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 723 return 0;
775 } 724 }
776 725
777 otmp = find_marked_object (op); 726 otmp = find_marked_object (op);
727
778 if (!otmp) 728 if (!otmp)
779 { 729 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 730 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; 731 return 0;
782 } 732 }
783 733
784 if (otmp->type != WEAPON && otmp->type != BOW) 734 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 735 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 736 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 737 return 0;
788 } 738 }
789 739
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 740 op->statusmsg ("Applied weapon builder.");
741
791 improve_weapon (op, tmp, otmp); 742 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 743 esrv_send_item (op, otmp);
793 return 1; 744 return 1;
794} 745}
795 746
820{ 771{
821 object *tmp; 772 object *tmp;
822 773
823 if (armour->magic >= settings.armor_max_enchant) 774 if (armour->magic >= settings.armor_max_enchant)
824 { 775 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 776 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 777 return 0;
827 } 778 }
779
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 780 /* 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. 781 * 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 782 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 783 * of gnarg and what not?)
832 */ 784 */
833 if (armour->title) 785 if (armour->title)
834 { 786 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 787 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 788 return 0;
837 } 789 }
838 790
839 /* Split objects if needed. Can't insert tmp until the 791 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 792 * end of this function - otherwise it will just re-merge.
841 */ 793 */
842 if (armour->nrof > 1) 794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846 795
847 armour->magic++; 796 armour->magic++;
848 797
849 if (!settings.armor_speed_linear) 798 if (!settings.armor_speed_linear)
850 { 799 {
887 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 836 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 837
889 if (op->type == PLAYER) 838 if (op->type == PLAYER)
890 { 839 {
891 esrv_send_item (op, armour); 840 esrv_send_item (op, armour);
841
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 842 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 843 op->update_stats ();
894 } 844 }
895 decrease_ob (improver); 845
846 improver->decrease ();
847
896 if (tmp) 848 if (tmp)
897 { 849 op->insert (tmp);
898 insert_ob_in_ob (tmp, op); 850
899 esrv_send_item (op, tmp);
900 }
901 return 1; 851 return 1;
902} 852}
903
904 853
905/* 854/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 855 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken. 856 * what the converter wants, -1 if the converter is broken.
908 */ 857 *
909#define CONV_FROM(xyz) xyz->slaying
910#define CONV_TO(xyz) xyz->other_arch
911#define CONV_NR(xyz) xyz->stats.sp
912#define CONV_NEED(xyz) xyz->stats.food
913
914/* Takes one items and makes another. 858 * Takes one type of items and makes another.
915 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not 860 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
918 */ 862 */
919int 863int
920convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
921{ 865{
922 int nr = 0;
923 uint32 price_in; 866 sint64 nr, price_in;
867
868 if (item->flag [FLAG_UNPAID])
869 return 0;
870
871 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp;
924 875
925 /* We make some assumptions - we assume if it takes money as it type, 876 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs 877 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 878 * 3 gp and player drops a platinum, tough luck)
928 */ 879 */
929 if (!strcmp (CONV_FROM (converter), "money")) 880 if (conv_from == shstr_money)
930 { 881 {
931 int cost;
932
933 if (item->type != MONEY) 882 if (item->type != MONEY)
934 return 0; 883 return 0;
935 884
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 885 nr = sint64 (item->nrof) * item->value / need;
937 if (!nr) 886 if (!nr)
938 return 0; 887 return 0;
939 cost = nr * CONV_NEED (converter) / item->value; 888
940 /* take into account rounding errors */ 889 converter->play_sound (sound_find ("shop_buy"));
941 if (nr * CONV_NEED (converter) % item->value) 890
942 cost++; 891 sint64 cost = (nr * need + item->value - 1) / item->value;
943 decrease_ob_nr (item, cost); 892
893 item->decrease (cost);
944 894
945 price_in = cost * item->value; 895 price_in = cost * item->value;
946 } 896 }
947 else 897 else
948 { 898 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 899 if (item->type == PLAYER
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
951 return 0; 902 return 0;
952 903
953 if (CONV_NEED (converter)) 904 converter->play_sound (sound_find ("convert_item"));
905
906 if (need)
954 { 907 {
955 nr = item->nrof / CONV_NEED (converter); 908 nr = sint64 (item->nrof) / need;
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 909 item->decrease (nr * need);
957 price_in = nr * CONV_NEED (converter) * item->value; 910 price_in = nr * need * item->value;
958 } 911 }
959 else 912 else
960 { 913 {
961 price_in = item->value; 914 price_in = item->value;
962 item->destroy (); 915 item->destroy ();
963 } 916 }
964 } 917 }
965 918
966 if (converter->inv != NULL) 919 if (converter->inv)
967 { 920 {
968 object *ob; 921 object *ob;
969 int i; 922 int i;
970 object *ob_to_copy; 923 object *ob_to_copy;
971 924
972 /* select random object from inventory to copy */ 925 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 926 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 928 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 929 ob_to_copy = ob;
979 } 930
980 } 931 item = ob_to_copy->deep_clone ();
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 934 }
985 else 935 else
986 { 936 {
987 if (converter->other_arch == NULL) 937 if (!conv_to)
988 { 938 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 939 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); 940 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1; 941 return -1;
992 } 942 }
993 943
994 item = object_create_arch (converter->other_arch); 944 item = object_create_arch (conv_to);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 946 }
997 947
998 if (CONV_NR (converter)) 948 if (give)
999 item->nrof = CONV_NR (converter); 949 item->nrof = give;
950
1000 if (nr) 951 if (nr)
1001 item->nrof *= nr; 952 item->nrof *= nr;
1002 if (is_in_shop (converter)) 953
954 if (converter->flag [FLAG_PRECIOUS])
1003 SET_FLAG (item, FLAG_UNPAID); 955 SET_FLAG (item, FLAG_UNPAID);
956
957 if (is_in_shop (converter))
958 {
959 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID);
964 }
1004 else if (price_in < item->nrof * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 966 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 967 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 969 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 970 * elmex: we are going to let the game continue, as the mapcreator
1011 * probably had something in mind when doing this 971 * hopefully had something in mind when doing this.
1012 */ 972 */
1013 } 973 }
1014 SET_FLAG (item, FLAG_IDENTIFIED); 974
975 // elmex: only identify if we need to, for example so that generated money doesn't
976 // get an 'identified' flag so easily.
977 if (need_identify (item))
978 identify (item);
979
1015 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 980 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1016 return 1; 981 return 1;
1017} 982}
1018 983
1019/** 984/**
1036 1001
1037 op->contr->last_used = 0; 1002 op->contr->last_used = 0;
1038 1003
1039 if (sack->env && sack->env != op) 1004 if (sack->env && sack->env != op)
1040 { 1005 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1006 op->failmsg ("You must put it onto the floor or into your inventory first.");
1042 return 1; 1007 return 1;
1043 } 1008 }
1044 1009
1045 // already applied == open on ground, or open in inv, or active in inv 1010 // already applied == open on ground, or open in inv, or active in inv
1046 if (sack->flag [FLAG_APPLIED]) 1011 if (sack->flag [FLAG_APPLIED])
1052 return 1; 1017 return 1;
1053 } 1018 }
1054 else if (!sack->env) 1019 else if (!sack->env)
1055 { 1020 {
1056 // active, but not ours: some other player has opened it 1021 // active, but not ours: some other player has opened it
1057 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1022 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1058 return 1; 1023 return 1;
1059 } 1024 }
1060 1025
1061 // fall through to opening it (active in inv) 1026 // fall through to opening it (active in inv)
1062 } 1027 }
1064 { 1029 {
1065 // it is in our env, so activate it, do not open yet 1030 // it is in our env, so activate it, do not open yet
1066 op->close_container (); 1031 op->close_container ();
1067 sack->flag [FLAG_APPLIED] = 1; 1032 sack->flag [FLAG_APPLIED] = 1;
1068 esrv_update_item (UPD_FLAGS, op, sack); 1033 esrv_update_item (UPD_FLAGS, op, sack);
1069 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1034 op->statusmsg (format ("You ready %s.", query_name (sack)));
1070 return 1; 1035 return 1;
1071 } 1036 }
1072 1037
1073 // it's locked? 1038 // it's locked?
1074 if (sack->slaying) 1039 if (sack->slaying)
1075 { 1040 {
1076 if (object *tmp = find_key (op, op, sack)) 1041 if (object *tmp = find_key (op, op, sack))
1077 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1042 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1078 else 1043 else
1079 { 1044 {
1080 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1045 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1081 return 1; 1046 return 1;
1082 } 1047 }
1083 } 1048 }
1084 1049
1085 op->open_container (sack); 1050 op->open_container (sack);
1096{ 1061{
1097 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1098 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1099 return 0; 1064 return 0;
1100 1065
1101 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1102 { 1067 {
1103 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1104 * with an altar. We call it a Potion - altars are stationary - it 1069 * with an altar. We call it a Potion - altars are stationary - it
1105 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1106 */ 1071 */
1107 if (altar->inv && altar->inv->type == SPELL) 1072 if (altar->inv && altar->inv->type == SPELL)
1108 { 1073 {
1109 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1074 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1110 cast_spell (originator, altar, 0, altar->inv, NULL); 1075 cast_spell (originator, altar, 0, altar->inv, NULL);
1111 /* If it is connected, push the button. Fixes some problems with 1076 /* If it is connected, push the button. Fixes some problems with
1112 * old maps. 1077 * old maps.
1113 */ 1078 */
1114 1079
1115/* push_button (altar);*/ 1080/* push_button (altar);*/
1116 } 1081 }
1117 else 1082 else
1118 { 1083 {
1119 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1120 push_button (altar); 1085 push_button (altar, originator);
1121 } 1086 }
1122 1087
1123 return !sacrifice; 1088 return !sacrifice;
1124 } 1089 }
1125 else 1090 else
1140 double opinion; 1105 double opinion;
1141 object *tmp, *next; 1106 object *tmp, *next;
1142 1107
1143 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1144 1109
1145 if (op->type != PLAYER) 1110 bool has_unpaid = false;
1111
1112 // quite inefficient to do this here twice, but the api doesn't lend itself to
1113 // a quick and small change :(
1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1115 if (item->flag [FLAG_UNPAID])
1116 {
1117 has_unpaid = true;
1118 break;
1119 }
1120
1121 if (!op->is_player ())
1146 { 1122 {
1147 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1148 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1149 * the shop. 1125 * the shop.
1150 */ 1126 */
1154 1130
1155 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1156 { 1132 {
1157 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1133 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1158 1134
1135 if (i >= 0)
1159 tmp->remove (); 1136 tmp->move (i);
1160
1161 if (i == -1)
1162 i = 0;
1163
1164 tmp->map = op->map;
1165 tmp->x = op->x + freearr_x[i];
1166 tmp->y = op->y + freearr_y[i];
1167 insert_ob_in_map (tmp, op->map, op, 0);
1168 } 1137 }
1169 } 1138 }
1170 1139
1171 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1172 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1175 /* unpaid objects, or non living objects, can't transfer by 1144 /* unpaid objects, or non living objects, can't transfer by
1176 * shop mats. Instead, put it on a nearby space. 1145 * shop mats. Instead, put it on a nearby space.
1177 */ 1146 */
1178 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1147 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1179 { 1148 {
1180
1181 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1149 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1182 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1150 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1183 1151
1184 if (i != -1) 1152 if (i != -1)
1185 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1153 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1186 1154
1187 return 0; 1155 return 0;
1188 } 1156 }
1157
1189 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1190 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1191 */ 1160 */
1192 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1193 } 1162 }
1194 else if (can_pay (op) && get_payment (op)) 1163 else if (can_pay (op) && get_payment (op))
1195 { 1164 {
1196 /* this is only used for players */ 1165 /* this is only used for players */
1197 rv = teleport (shop_mat, SHOP_MAT, op); 1166 rv = teleport (shop_mat, SHOP_MAT, op);
1198 1167
1168 if (has_unpaid)
1169 op->contr->play_sound (sound_find ("shop_buy"));
1170 else if (is_in_shop (op))
1171 op->contr->play_sound (sound_find ("shop_enter"));
1172 else
1173 op->contr->play_sound (sound_find ("shop_leave"));
1174
1199 if (shop_mat->msg) 1175 if (shop_mat->msg)
1200 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1176 op->statusmsg (shop_mat->msg);
1201 /* This check below is a bit simplistic - generally it should be correct, 1177 /* This check below is a bit simplistic - generally it should be correct,
1202 * but there is never a guarantee that the bottom space on the map is 1178 * but there is never a guarantee that the bottom space on the map is
1203 * actually the shop floor. 1179 * actually the shop floor.
1204 */ 1180 */
1205 else if (!rv && !is_in_shop (op)) 1181 else if (!rv && !is_in_shop (op))
1206 { 1182 {
1207 opinion = shopkeeper_approval (op->map, op); 1183 opinion = shopkeeper_approval (op->map, op);
1208 1184
1209 if (opinion > 0.9) 1185 op->statusmsg (
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1186 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1211 else if (opinion > 0.75) 1187 : opinion >= 0.75 ? "The shopkeeper waves to you."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1188 : opinion >= 0.50 ? "The shopkeeper ignores you."
1213 else if (opinion > 0.5) 1189 : "The shopkeeper glares at you with contempt."
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1215 else 1190 );
1216 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1217 } 1191 }
1218 } 1192 }
1219 else 1193 else
1220 { 1194 {
1221 /* if we get here, a player tried to leave a shop but was not able 1195 /* if we get here, a player tried to leave a shop but was not able
1222 * to afford the items he has. We try to move the player so that 1196 * to afford the items he has. We try to move the player so that
1223 * they are not on the mat anymore 1197 * they are not on the mat anymore
1224 */ 1198 */
1225 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1199 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1226 1200
1227 if (i == -1) 1201 if (i == -1)
1228 {
1229 LOG (llevError, "Internal shop-mat problem.\n"); 1202 LOG (llevError, "Internal shop-mat problem.\n");
1230 }
1231 else 1203 else
1232 { 1204 {
1233 op->remove (); 1205 op->remove ();
1234 op->x += freearr_x[i]; 1206 op->x += freearr_x[i];
1235 op->y += freearr_y[i]; 1207 op->y += freearr_y[i];
1245 * Handles applying a sign. 1217 * Handles applying a sign.
1246 */ 1218 */
1247static void 1219static void
1248apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1249{ 1221{
1250 readable_message_type *msgType; 1222 if (!op->is_player())
1223 return;
1251 1224
1252 if (sign->msg == NULL) 1225 if (sign->has_dialogue ())
1253 { 1226 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1227 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1255 return; 1228 return;
1256 } 1229 }
1257 1230
1231 if (!sign->msg)
1232 {
1233 op->contr->infobox (MSG_CHANNEL ("examine"),
1234 format ("T<%s>\n\n Nothing %sis written on it.",
1235 &sign->name,
1236 sign->name == sign->arch->name ? "" : "else "));
1237 return;
1238 }
1239
1258 if (sign->stats.food) 1240 if (sign->stats.food)
1259 { 1241 {
1260 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1261 { 1243 {
1262 if (!sign->move_on) 1244 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1264 1246
1265 return; 1247 return;
1266 } 1248 }
1267 1249
1268 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1274 * move_on is zero, it needs to be manually applied (doesn't talk 1256 * move_on is zero, it needs to be manually applied (doesn't talk
1275 * to us). 1257 * to us).
1276 */ 1258 */
1277 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1259 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1278 { 1260 {
1279 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1261 op->failmsg ("You are unable to read while blind!");
1280 return; 1262 return;
1281 } 1263 }
1282 1264
1283 if (op->contr) 1265 if (op->contr)
1284 if (client *ns = op->contr->ns) 1266 if (client *ns = op->contr->ns)
1285 { 1267 {
1268 if (sign->sound)
1286 ns->play_sound (sign->sound); 1269 ns->play_sound (sign->sound);
1287 msgType = get_readable_message_type (sign); 1270 else if (autoapply)
1271 ns->play_sound (sound_find ("msg_voice"));
1288 1272
1289 if (ns->can_msg) 1273 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1290 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1291 else
1292 {
1293 char newbuf[HUGE_BUF];
1294 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1295 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1296 }
1297 } 1274 }
1275}
1276
1277static void
1278move_apply_hole (object *trap, object *victim)
1279{
1280 /* Hole not open? */
1281 if (trap->stats.wc > 0)
1282 return;
1283
1284 /* Is this a multipart monster and not the head? If so, return.
1285 * Processing will happen if the head runs into the pit
1286 */
1287 if (victim->head)
1288 return;
1289
1290 // now find all possible locations and randomly pick one
1291 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1292 trap->range >= 3 ? SIZEOFFREE3 + 1
1293 : trap->range >= 2 ? SIZEOFFREE2 + 1
1294 : trap->range >= 1 ? SIZEOFFREE1 + 1
1295 : SIZEOFFREE0 + 1);
1296
1297 if (dir < 0)
1298 return;
1299
1300 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1301 victim->statusmsg ("You fall through the hole!", NDI_RED);
1302
1303 transfer_ob (victim,
1304 EXIT_X (trap) + freearr_x[dir],
1305 EXIT_Y (trap) + freearr_y[dir],
1306 0, victim);
1298} 1307}
1299 1308
1300/** 1309/**
1301 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1302 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1333 1342
1334 recursion_depth++; 1343 recursion_depth++;
1335 if (trap->head) 1344 if (trap->head)
1336 trap = trap->head; 1345 trap = trap->head;
1337 1346
1338 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1347 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1339 goto leave;
1340
1341 switch (trap->type) 1348 switch (trap->type)
1342 { 1349 {
1343 case PLAYERMOVER: 1350 case PLAYERMOVER:
1344 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1352 {
1353 if (!trap->stats.maxsp)
1354 trap->stats.maxsp = 2;
1355
1356 /* Is this correct? From the docs, it doesn't look like it
1357 * should be divided by trap->speed
1358 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1360
1361 /* Just put in some sanity check. I think there is a bug in the
1362 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed.
1364 */
1365 if (victim->speed_left < -50.f)
1366 victim->speed_left = -50.f;
1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1368 }
1369 break;
1370
1371 case SPINNER:
1372 if (victim->direction)
1373 {
1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1375 update_turn_face (victim);
1376 }
1377 break;
1378
1379 case DIRECTOR:
1380 if (victim->direction && !should_director_abort (trap, victim))
1381 {
1382 victim->direction = trap->stats.sp;
1383 update_turn_face (victim);
1384 }
1385 break;
1386
1387 case BUTTON:
1388 case PEDESTAL:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1410 hit_with_arrow (trap, victim);
1411 break;
1412
1413 case SPELL_EFFECT:
1414 apply_spell_effect (trap, victim);
1415 break;
1416
1417 case TRAPDOOR:
1345 { 1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1346 if (!trap->stats.maxsp) 1422 if (!trap->value)
1347 trap->stats.maxsp = 2; 1423 {
1424 int tot;
1348 1425
1349 /* Is this correct? From the docs, it doesn't look like it 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1350 * should be divided by trap->speed 1427 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1428 tot += ab->head_ ()->total_weight ();
1429
1430 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1431 break;
1432
1433 SET_ANIMATION (trap, trap->value);
1434 update_object (trap, UP_OBJ_FACE);
1435 }
1436
1437 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1438 {
1439 /* need to set this up, since if we do transfer the object,
1440 * ab->above would be bogus
1351 */ 1441 */
1352 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1442 ab_next = ab->above;
1353 1443
1354 /* Just put in some sanity check. I think there is a bug in the 1444 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1355 * above with some objects have zero speed, and thus the player 1445 {
1356 * getting permanently paralyzed. 1446 if (!sound_was_played)
1447 {
1448 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1449 sound_was_played = 1;
1450 }
1451
1452 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1453 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1454 }
1357 */ 1455 }
1358 if (victim->speed_left < -50.f) 1456 break;
1359 victim->speed_left = -50.f;
1360 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1361 } 1457 }
1362 goto leave;
1363 1458
1364 case SPINNER: 1459 case CONVERTER:
1365 if (victim->direction) 1460 if (convert_item (victim, trap) < 0)
1366 {
1367 victim->direction = absdir (victim->direction - trap->stats.sp);
1368 update_turn_face (victim);
1369 }
1370 goto leave;
1371
1372 case DIRECTOR:
1373 if (victim->direction && !should_director_abort (trap, victim))
1374 {
1375 victim->direction = trap->stats.sp;
1376 update_turn_face (victim);
1377 }
1378 goto leave;
1379
1380 case BUTTON:
1381 case PEDESTAL:
1382 update_button (trap);
1383 goto leave;
1384
1385 case ALTAR:
1386 /* sacrifice victim on trap */
1387 apply_altar (trap, victim, originator);
1388 goto leave;
1389
1390 case THROWN_OBJ:
1391 if (trap->inv == NULL)
1392 goto leave;
1393 /* fallthrough */
1394
1395 case ARROW:
1396 /* bad bug: monster throw a object, make a step forwards, step on object ,
1397 * trigger this here and get hit by own missile - and will be own enemy.
1398 * Victim then is his own enemy and will start to kill herself (this is
1399 * removed) but we have not synced victim and his missile. To avoid senseless
1400 * action, we avoid hits here
1401 */
1402 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1403 hit_with_arrow (trap, victim);
1404 goto leave;
1405
1406 case SPELL_EFFECT:
1407 apply_spell_effect (trap, victim);
1408 goto leave;
1409
1410 case TRAPDOOR:
1411 {
1412 int max, sound_was_played;
1413 object *ab, *ab_next;
1414
1415 if (!trap->value)
1416 { 1461 {
1417 int tot; 1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1418 1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1419 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1420 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1421 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1422
1423 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1424 goto leave;
1425
1426 SET_ANIMATION (trap, trap->value);
1427 update_object (trap, UP_OBJ_FACE);
1428 } 1464 }
1429 1465
1430 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1466 break;
1467
1468 case TRIGGER_BUTTON:
1469 case TRIGGER_PEDESTAL:
1470 case TRIGGER_ALTAR:
1471 check_trigger (trap, victim, originator);
1472 break;
1473
1474 case DEEP_SWAMP:
1475 walk_on_deep_swamp (trap, victim);
1476 break;
1477
1478 case CHECK_INV:
1479 check_inv (victim, trap);
1480 break;
1481
1482 case HOLE:
1483 move_apply_hole (trap, victim);
1484 break;
1485
1486 case EXIT:
1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1431 { 1488 {
1432 /* need to set this up, since if we do transfer the object, 1489 /* Basically, don't show exits leading to random maps the
1433 * ab->above would be bogus 1490 * players output.
1434 */ 1491 */
1435 ab_next = ab->above; 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1436 1494
1437 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1495 trap->play_sound (trap->sound);
1438 { 1496 victim->enter_exit (trap);
1439 if (!sound_was_played)
1440 {
1441 trap->play_sound (sound_find ("fall_hole"));
1442 sound_was_played = 1;
1443 }
1444
1445 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1446 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1447 }
1448 } 1497 }
1449 goto leave; 1498 break;
1450 }
1451 1499
1452
1453 case CONVERTER:
1454 if (convert_item (victim, trap) < 0)
1455 {
1456 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1457 get_archetype ("burnout")->insert_at (trap, trap);
1458 }
1459
1460 goto leave;
1461
1462 case TRIGGER_BUTTON:
1463 case TRIGGER_PEDESTAL:
1464 case TRIGGER_ALTAR:
1465 check_trigger (trap, victim);
1466 goto leave;
1467
1468 case DEEP_SWAMP:
1469 walk_on_deep_swamp (trap, victim);
1470 goto leave;
1471
1472 case CHECK_INV:
1473 check_inv (victim, trap);
1474 goto leave;
1475
1476 case HOLE:
1477 /* Hole not open? */
1478 if (trap->stats.wc > 0)
1479 goto leave;
1480
1481 /* Is this a multipart monster and not the head? If so, return.
1482 * Processing will happen if the head runs into the pit
1483 */
1484 if (victim->head)
1485 goto leave;
1486
1487 victim->play_sound (sound_find ("fall_hole"));
1488 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1489 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1490 goto leave;
1491
1492 case EXIT:
1493 if (victim->type == PLAYER && EXIT_PATH (trap))
1494 {
1495 /* Basically, don't show exits leading to random maps the
1496 * players output.
1497 */
1498 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1499 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1500
1501 victim->enter_exit (trap);
1502 }
1503 goto leave;
1504
1505 case ENCOUNTER: 1500 case ENCOUNTER:
1506 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1507 goto leave; 1502 break;
1508 1503
1509 case SHOP_MAT: 1504 case SHOP_MAT:
1510 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1511 goto leave; 1506 break;
1512 1507
1513 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1514 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1515 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1516 goto leave; 1511 break;
1517 1512
1518 case SIGN: 1513 case SIGN:
1519 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1520 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1521 1516
1522 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1523 goto leave; 1518 break;
1524 1519
1525 case CONTAINER: 1520 case CONTAINER:
1526 apply_container (victim, trap); 1521 apply_container (victim, trap);
1527 goto leave; 1522 break;
1528 1523
1529 case RUNE: 1524 case RUNE:
1530 case TRAP: 1525 case TRAP:
1531 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1532 {
1533 spring_trap (trap, victim); 1527 spring_trap (trap, victim);
1534 } 1528 break;
1535 goto leave;
1536 1529
1537 default: 1530 default:
1538 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1531 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1539 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1532 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1540 goto leave; 1533 break;
1541 } 1534 }
1542 1535
1543leave:
1544 recursion_depth--; 1536 recursion_depth--;
1545} 1537}
1546 1538
1547/** 1539/**
1548 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1553 int lev_diff; 1545 int lev_diff;
1554 object *skill_ob; 1546 object *skill_ob;
1555 1547
1556 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1548 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1557 { 1549 {
1558 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1550 op->failmsg ("You are unable to read while blind!");
1559 return; 1551 return;
1560 } 1552 }
1561 1553
1562 if (!tmp->msg) 1554 if (!tmp->msg)
1563 { 1555 {
1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1556 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1565 return; 1557 return;
1566 } 1558 }
1567 1559
1568 /* need a literacy skill to read stuff! */ 1560 /* need a literacy skill to read stuff! */
1569 skill_ob = find_skill_by_name (op, tmp->skill); 1561 skill_ob = find_skill_by_name (op, tmp->skill);
1570 if (!skill_ob) 1562 if (!skill_ob)
1571 { 1563 {
1572 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>"); 1564 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1573 return; 1565 return;
1574 } 1566 }
1575 1567
1576 lev_diff = tmp->level - (skill_ob->level + 5); 1568 lev_diff = tmp->level - (skill_ob->level + 5);
1577 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1569 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1578 { 1570 {
1579 if (lev_diff < 2) 1571 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1580 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1572 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1581 else if (lev_diff < 3) 1573 : lev_diff < 5 ? "This book is beyond your comprehension."
1582 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1574 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1583 else if (lev_diff < 5) 1575 : lev_diff < 15 ? "This book is way beyond your comprehension."
1584 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1576 : "This book is totally beyond your comprehension.");
1585 else if (lev_diff < 8)
1586 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1587 else if (lev_diff < 15)
1588 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1589 else
1590 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1591 return; 1577 return;
1592 } 1578 }
1593 1579
1594 readable_message_type *msgType = get_readable_message_type (tmp); 1580 readable_message_type *msgType = get_readable_message_type (tmp);
1595 1581
1596 if (player *pl = op->contr) 1582 if (player *pl = op->contr)
1597 if (client *ns = pl->ns) 1583 if (client *ns = pl->ns)
1598 if (ns->can_msg) 1584 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1599 {
1600 dynbuf_text buf;
1601 buf << long_desc (tmp, op)
1602 << "\n\n"
1603 << tmp->msg
1604 << '\0';
1605 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1606 }
1607 else
1608 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1609 msgType->message_type, msgType->message_subtype,
1610 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1611 long_desc (tmp, op), &tmp->msg);
1612 1585
1613 /* gain xp from reading */ 1586 /* gain xp from reading */
1614 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1615 { /* only if not read before */ 1588 { /* only if not read before */
1616 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1618 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1619 { 1592 {
1620 /*exp_gain *= 2; because they just identified it too */ 1593 /*exp_gain *= 2; because they just identified it too */
1621 SET_FLAG (tmp, FLAG_IDENTIFIED); 1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1622 1595
1623 /* If in a container, update how it looks */ 1596 if (object *pl = tmp->visible_to ())
1624 if (tmp->env)
1625 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1626 else
1627 op->contr->ns->floorbox_update ();
1628 } 1598 }
1629 1599
1630 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1631 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1632 } 1602 }
1637 * op is the person learning the skill, tmp is the skill scroll object 1607 * op is the person learning the skill, tmp is the skill scroll object
1638 */ 1608 */
1639static void 1609static void
1640apply_skillscroll (object *op, object *tmp) 1610apply_skillscroll (object *op, object *tmp)
1641{ 1611{
1642 switch ((int) learn_skill (op, tmp)) 1612 switch (learn_skill (op, tmp))
1643 { 1613 {
1644 case 0: 1614 case 0:
1645 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1615 op->play_sound (sound_find ("generic_fail"));
1646 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1616 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1647 return; 1617 break;
1648 1618
1649 case 1: 1619 case 1:
1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1651 decrease_ob (tmp); 1620 tmp->decrease ();
1621 op->play_sound (sound_find ("skill_learn"));
1622 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1652 return; 1623 break;
1653 1624
1654 default: 1625 default:
1626 tmp->decrease ();
1627 op->play_sound (sound_find ("generic_fail"));
1655 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1628 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1656 decrease_ob (tmp);
1657 return; 1629 break;
1658 } 1630 }
1659} 1631}
1660 1632
1661/** 1633/**
1662 * Actually makes op learn spell. 1634 * Actually makes op learn spell.
1712 { 1684 {
1713 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1685 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1714 return; 1686 return;
1715 } 1687 }
1716 1688
1717 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1689 op->failmsg (format ("You lose knowledge of %s.", spell));
1718 player_unready_range_ob (op->contr, spob); 1690 player_unready_range_ob (op->contr, spob);
1719 esrv_remove_spell (op->contr, spob); 1691 esrv_remove_spell (op->contr, spob);
1720 spob->destroy (); 1692 spob->destroy ();
1721} 1693}
1722 1694
1730{ 1702{
1731 object *skop, *spell, *spell_skill; 1703 object *skop, *spell, *spell_skill;
1732 1704
1733 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1705 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1734 { 1706 {
1735 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1707 op->failmsg ("You are unable to read while blind.");
1736 return; 1708 return;
1737 } 1709 }
1738 1710
1739 /* artifact_spellbooks have 'slaying' field point to a spell name, 1711 /* artifact_spellbooks have 'slaying' field point to a spell name,
1740 * instead of having their spell stored in stats.sp. These are 1712 * instead of having their spell stored in stats.sp. These are
1743 if (tmp->slaying) 1715 if (tmp->slaying)
1744 { 1716 {
1745 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1717 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1746 if (!spell) 1718 if (!spell)
1747 { 1719 {
1748 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1720 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1749 return; 1721 return;
1750 } 1722 }
1751 else 1723 else
1752 insert_ob_in_ob (spell, tmp); 1724 insert_ob_in_ob (spell, tmp);
1753 1725
1758 1730
1759 /* need a literacy skill to learn spells. Also, having a literacy level 1731 /* need a literacy skill to learn spells. Also, having a literacy level
1760 * lower than the spell will make learning the spell more difficult */ 1732 * lower than the spell will make learning the spell more difficult */
1761 if (!skop) 1733 if (!skop)
1762 { 1734 {
1763 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>"); 1735 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1764 return; 1736 return;
1765 } 1737 }
1766 1738
1767 spell = tmp->inv; 1739 spell = tmp->inv;
1768 1740
1769 if (!spell) 1741 if (!spell)
1770 { 1742 {
1771 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1743 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1772 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!"); 1744 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1773 return; 1745 return;
1774 } 1746 }
1775 1747
1776 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1748 int learn_level = sqrtf (spell->level) * 1.5f;
1749 if (skop->level < learn_level)
1777 { 1750 {
1778 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>"); 1751 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1752 &tmp->skill, learn_level));
1779 return; 1753 return;
1780 } 1754 }
1781 1755
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1756 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1783 1757
1784 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1758 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1785 {
1786 identify (tmp); 1759 identify (tmp);
1787
1788 if (tmp->env)
1789 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1790 else
1791 op->contr->ns->floorbox_update ();
1792 }
1793 1760
1794 /* I removed the check for special_prayer_mark here - it didn't make 1761 /* I removed the check for special_prayer_mark here - it didn't make
1795 * a lot of sense - special prayers are not found in spellbooks, and 1762 * a lot of sense - special prayers are not found in spellbooks, and
1796 * if the player doesn't know the spell, doesn't make a lot of sense that 1763 * if the player doesn't know the spell, doesn't make a lot of sense that
1797 * they would have a special prayer mark. 1764 * they would have a special prayer mark.
1798 */ 1765 */
1799 if (check_spell_known (op, spell->name)) 1766 if (check_spell_known (op, spell->name))
1800 { 1767 {
1801 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"); 1768 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1802 return; 1769 return;
1803 } 1770 }
1804 1771
1805 if (spell->skill) 1772 if (spell->skill)
1806 { 1773 {
1807 spell_skill = find_skill_by_name (op, spell->skill); 1774 spell_skill = find_skill_by_name (op, spell->skill);
1808 1775
1809 if (!spell_skill) 1776 if (!spell_skill)
1810 { 1777 {
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1778 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1812 return; 1779 return;
1813 } 1780 }
1814 1781
1815 if (spell_skill->level < spell->level) 1782 if (spell_skill->level < spell->level)
1816 { 1783 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1784 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1818 return; 1785 return;
1819 } 1786 }
1820 } 1787 }
1821 1788
1822 /* Logic as follows 1789 /* Logic as follows
1831 * Overall, chances are the same but a player will find having a high 1798 * Overall, chances are the same but a player will find having a high
1832 * literacy rate very useful! -b.t. 1799 * literacy rate very useful! -b.t.
1833 */ 1800 */
1834 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1801 if (QUERY_FLAG (op, FLAG_CONFUSED))
1835 { 1802 {
1836 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1803 op->failmsg ("In your confused state you flub the wording of the text!");
1837 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1804 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1838 } 1805 }
1839 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1806 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1840 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1807 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1841 { 1808 {
1842 1809 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1843 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1844 do_learn_spell (op, spell, 0); 1810 do_learn_spell (op, spell, 0);
1845 1811
1846 /* xp gain to literacy for spell learning */ 1812 /* xp gain to literacy for spell learning */
1847 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1813 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1848 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1814 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1849 } 1815 }
1850 else 1816 else
1851 { 1817 {
1852 op->contr->play_sound (sound_find ("fumble_spell")); 1818 op->contr->play_sound (sound_find ("fumble_spell"));
1853 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"); 1819 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1854 } 1820 }
1855 1821
1856 decrease_ob (tmp); 1822 tmp->decrease ();
1857} 1823}
1858 1824
1859/** 1825/**
1860 * Handles applying a spell scroll. 1826 * Handles applying a spell scroll.
1861 */ 1827 */
1864{ 1830{
1865 object *skop; 1831 object *skop;
1866 1832
1867 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1833 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1868 { 1834 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1835 op->failmsg ("You are unable to read while blind.");
1870 return; 1836 return;
1871 } 1837 }
1872 1838
1873 if (!tmp->inv || tmp->inv->type != SPELL) 1839 if (!tmp->inv || tmp->inv->type != SPELL)
1874 { 1840 {
1875 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>"); 1841 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1876 return; 1842 return;
1877 } 1843 }
1878 1844
1879 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1880 { 1846 {
1886 */ 1852 */
1887 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1853 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1888 1854
1889 if (!skop) 1855 if (!skop)
1890 { 1856 {
1891 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>"); 1857 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1892 return; 1858 return;
1893 } 1859 }
1894 1860
1895 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1861 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1896 change_exp (op, exp_gain, skop->skill, 0); 1862 change_exp (op, exp_gain, skop->skill, 0);
1897 } 1863 }
1898 1864
1899 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1865 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1900 identify (tmp); 1866 identify (tmp);
1901 1867
1902 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1868 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1903 1869
1904 cast_spell (op, tmp, dir, tmp->inv, NULL); 1870 cast_spell (op, tmp, dir, tmp->inv, NULL);
1905 decrease_ob (tmp); 1871 tmp->decrease ();
1906} 1872}
1907 1873
1908/** 1874/**
1909 * Applies a treasure object - by default, chest. op 1875 * Applies a treasure object - by default, chest. op
1910 * is the person doing the applying, tmp is the treasure 1876 * is the person doing the applying, tmp is the treasure
1911 * chest. 1877 * chest.
1912 */ 1878 */
1913static void 1879static void
1914apply_treasure (object *op, object *tmp) 1880apply_treasure (object *op, object *tmp)
1915{ 1881{
1916 /* Nice side effect of new treasure creation method is that the treasure 1882 /* Nice side effect of this treasure creation method is that the treasure
1917 * for the chest is done when the chest is created, and put into the chest 1883 * for the chest is done when the chest is created, and put into the chest
1918 * inventory. So that when the chest burns up, the items still exist. Also 1884 * inventory. So that when the chest burns up, the items still exist. Also
1919 * prevents people fromt moving chests to more difficult maps to get better 1885 * prevents people from moving chests to more difficult maps to get better
1920 * treasure 1886 * treasure
1921 */ 1887 */
1922 object *treas = tmp->inv; 1888 object *treas = tmp->inv;
1923 1889
1924 if (!treas) 1890 if (!treas)
1925 { 1891 {
1926 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1892 op->statusmsg ("The chest was empty.");
1927 decrease_ob (tmp); 1893 tmp->decrease ();
1928 return; 1894 return;
1929 } 1895 }
1930 1896
1931 while (tmp->inv) 1897 while (tmp->inv)
1932 { 1898 {
1933 treas = tmp->inv; 1899 treas = tmp->inv;
1934
1935 treas->remove (); 1900 treas->remove ();
1936 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1937 1901
1938 treas->x = op->x; 1902 treas->x = op->x;
1939 treas->y = op->y; 1903 treas->y = op->y;
1940 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1904 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1941 1905
1942 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1906 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1943 spring_trap (treas, op); 1907 spring_trap (treas, op);
1944 1908
1945 /* If either player or container was destroyed, no need to do 1909 /* If either player or container was destroyed, no need to do
1946 * further processing. I think this should be enclused with 1910 * further processing. I think this should be enclused with
1947 * spring trap above, as I don't think there is otherwise 1911 * spring trap above, as I don't think there is otherwise
1948 * any way for the treasure chest or player to get killed 1912 * any way for the treasure chest or player to get killed.
1949 */ 1913 */
1950 if (op->destroyed () || tmp->destroyed ()) 1914 if (op->destroyed () || tmp->destroyed ())
1951 break; 1915 break;
1952 } 1916 }
1953 1917
1954 if (!tmp->destroyed () && tmp->inv == NULL) 1918 if (!tmp->destroyed () && !tmp->inv)
1955 decrease_ob (tmp); 1919 tmp->decrease (true);
1956
1957} 1920}
1958 1921
1959/** 1922/**
1960 * op eats food. 1923 * op eats food.
1961 * If player, takes care of messages and dragon special food. 1924 * If player, takes care of messages and dragon special food.
1976 { 1939 {
1977 /* usual case - no dragon meal: */ 1940 /* usual case - no dragon meal: */
1978 if (op->stats.food + tmp->stats.food > 999) 1941 if (op->stats.food + tmp->stats.food > 999)
1979 { 1942 {
1980 if (tmp->type == FOOD || tmp->type == FLESH) 1943 if (tmp->type == FOOD || tmp->type == FLESH)
1981 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1944 op->failmsg ("You feel full, but what a waste of food!");
1982 else 1945 else
1983 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1946 op->statusmsg ("Most of the drink goes down your face not your throat!");
1984 } 1947 }
1948
1949 tmp->play_sound (
1950 tmp->sound
1951 ? tmp->sound
1952 : tmp->type == DRINK
1953 ? sound_find ("eat_drink")
1954 : sound_find ("eat_food")
1955 );
1985 1956
1986 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1987 { 1958 {
1988 char buf[MAX_BUF]; 1959 const char *buf;
1989 1960
1990 if (!is_dragon_pl (op)) 1961 if (!is_dragon_pl (op))
1991 { 1962 {
1992 /* eating message for normal players */ 1963 /* eating message for normal players */
1993 if (tmp->type == DRINK) 1964 if (tmp->type == DRINK)
1994 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1965 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1995 else 1966 else
1996 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 1967 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1997 } 1968 }
1998 else 1969 else
1999 {
2000 /* eating message for dragon players */ 1970 /* eating message for dragon players */
2001 sprintf (buf, "The %s tasted terrible!", &tmp->name); 1971 buf = format ("The %s tasted terrible!", &tmp->name);
2002 }
2003 1972
2004 new_draw_info (NDI_UNIQUE, 0, op, buf); 1973 op->statusmsg (buf);
1974
2005 capacity_remaining = 999 - op->stats.food; 1975 capacity_remaining = 999 - op->stats.food;
2006 op->stats.food += tmp->stats.food; 1976 op->stats.food += tmp->stats.food;
2007 if (capacity_remaining < tmp->stats.food) 1977 if (capacity_remaining < tmp->stats.food)
2008 op->stats.hp += capacity_remaining / 50; 1978 op->stats.hp += capacity_remaining / 50;
2009 else 1979 else
2010 op->stats.hp += tmp->stats.food / 50; 1980 op->stats.hp += tmp->stats.food / 50;
1981
2011 if (op->stats.hp > op->stats.maxhp) 1982 if (op->stats.hp > op->stats.maxhp)
2012 op->stats.hp = op->stats.maxhp; 1983 op->stats.hp = op->stats.maxhp;
2013 if (op->stats.food > 999) 1984 if (op->stats.food > 999)
2014 op->stats.food = 999; 1985 op->stats.food = 999;
2015 } 1986 }
2019 eat_special_food (op, tmp); 1990 eat_special_food (op, tmp);
2020 } 1991 }
2021 } 1992 }
2022 1993
2023 handle_apply_yield (tmp); 1994 handle_apply_yield (tmp);
2024 decrease_ob (tmp); 1995 tmp->decrease ();
2025} 1996}
2026 1997
2027/** 1998/**
2028 * A dragon is eating some flesh. If the flesh contains resistances, 1999 * A dragon is eating some flesh. If the flesh contains resistances,
2029 * there is a chance for the dragon's skin to get improved. 2000 * there is a chance for the dragon's skin to get improved.
2039{ 2010{
2040 object *skin = NULL; /* pointer to dragon skin force */ 2011 object *skin = NULL; /* pointer to dragon skin force */
2041 object *abil = NULL; /* pointer to dragon ability force */ 2012 object *abil = NULL; /* pointer to dragon ability force */
2042 object *tmp = NULL; /* tmp. object */ 2013 object *tmp = NULL; /* tmp. object */
2043 2014
2044 char buf[MAX_BUF]; /* tmp. string buffer */
2045 double chance; /* improvement-chance of one resistance type */ 2015 double chance; /* improvement-chance of one resistance type */
2046 double totalchance = 1; /* total chance of gaining one resistance */ 2016 double totalchance = 1; /* total chance of gaining one resistance */
2047 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2048 double mbonus = 0; /* monster bonus */ 2018 double mbonus = 0; /* monster bonus */
2049 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2071 /* now start by filling stomache and health, according to food-value */ 2041 /* now start by filling stomache and health, according to food-value */
2072 if ((999 - op->stats.food) < meal->stats.food) 2042 if ((999 - op->stats.food) < meal->stats.food)
2073 op->stats.hp += (999 - op->stats.food) / 50; 2043 op->stats.hp += (999 - op->stats.food) / 50;
2074 else 2044 else
2075 op->stats.hp += meal->stats.food / 50; 2045 op->stats.hp += meal->stats.food / 50;
2046
2076 if (op->stats.hp > op->stats.maxhp) 2047 if (op->stats.hp > op->stats.maxhp)
2077 op->stats.hp = op->stats.maxhp; 2048 op->stats.hp = op->stats.maxhp;
2078 2049
2079 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2080 2051
2125 } 2096 }
2126 } 2097 }
2127 2098
2128 /* inverse totalchance as until now we have the failure-chance */ 2099 /* inverse totalchance as until now we have the failure-chance */
2129 totalchance = 100 - totalchance * 100; 2100 totalchance = 100 - totalchance * 100;
2101
2130 /* print message according to totalchance */ 2102 /* print message according to totalchance */
2103 const char *buf;
2131 if (totalchance > 50.) 2104 if (totalchance > 50.)
2132 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2105 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2133 else if (totalchance > 10.) 2106 else if (totalchance > 10.)
2134 sprintf (buf, "The %s tasted very good.", &meal->name); 2107 buf = format ("The %s tasted very good.", &meal->name);
2135 else if (totalchance > 1.) 2108 else if (totalchance > 1.)
2136 sprintf (buf, "The %s tasted good.", &meal->name); 2109 buf = format ("The %s tasted good.", &meal->name);
2137 else if (totalchance > 0.1) 2110 else if (totalchance > 0.1)
2138 sprintf (buf, "The %s tasted bland.", &meal->name); 2111 buf = format ("The %s tasted bland.", &meal->name);
2139 else if (totalchance >= 0.01) 2112 else if (totalchance >= 0.01)
2140 sprintf (buf, "The %s had a boring taste.", &meal->name); 2113 buf = format ("The %s had a boring taste.", &meal->name);
2141 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2114 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2142 sprintf (buf, "The %s tasted strange.", &meal->name); 2115 buf = format ("The %s tasted strange.", &meal->name);
2143 else 2116 else
2144 sprintf (buf, "The %s had no taste.", &meal->name); 2117 buf = format ("The %s had no taste.", &meal->name);
2145 new_draw_info (NDI_UNIQUE, 0, op, buf); 2118
2119 op->statusmsg (buf);
2146 2120
2147 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2148 i = -1; 2122 i = -1;
2149 if (winners > 0) 2123 if (winners > 0)
2150 i = atnr_winner[RANDOM () % winners]; 2124 i = atnr_winner [rndm (winners)];
2151 2125
2152 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2153 { 2127 {
2154 /* resistance increased! */ 2128 /* resistance increased! */
2155 skin->resist[i]++; 2129 skin->resist[i]++;
2156 op->update_stats (); 2130 op->update_stats ();
2157 2131
2158 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2132 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2159 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2160 } 2133 }
2161 2134
2162 /* if this flesh contains a new ability focus, we mark it 2135 /* if this flesh contains a new ability focus, we mark it
2163 into the ability_force and it will take effect on next level */ 2136 into the ability_force and it will take effect on next level */
2164 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2137 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2165 { 2138 {
2166 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2139 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2167 2140
2168 if (meal->last_eat != abil->stats.exp) 2141 if (meal->last_eat != abil->stats.exp)
2142 op->statusmsg (format (
2143 "Your metabolism prepares to focus on %s!\n"
2144 "The change will happen at level %d.",
2145 change_resist_msg[meal->last_eat],
2146 abil->level + 1
2169 { 2147 ));
2170 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2172 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2173 new_draw_info (NDI_UNIQUE, 0, op, buf);
2174 }
2175 else 2148 else
2176 { 2149 {
2177 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2150 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2178 new_draw_info (NDI_UNIQUE, 0, op, buf);
2179 abil->last_eat = 0; 2151 abil->last_eat = 0;
2180 } 2152 }
2181 } 2153 }
2154
2182 return 1; 2155 return 1;
2183} 2156}
2184 2157
2185/** 2158/**
2186 * Handles applying an improve armor scroll. 2159 * Handles applying an improve armor scroll.
2191{ 2164{
2192 object *armor; 2165 object *armor;
2193 2166
2194 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) 2167 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2195 { 2168 {
2196 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>"); 2169 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2197 return; 2170 return;
2198 } 2171 }
2199 2172
2200 armor = find_marked_object (op); 2173 armor = find_marked_object (op);
2201 2174
2202 if (!armor) 2175 if (!armor)
2203 { 2176 {
2204 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."); 2177 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2205 return; 2178 return;
2206 } 2179 }
2207 2180
2208 if (armor->type != ARMOUR 2181 if (armor->type != ARMOUR
2209 && armor->type != CLOAK 2182 && armor->type != CLOAK
2210 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2183 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2211 { 2184 {
2212 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2185 op->failmsg ("Your marked item is not armour!\n");
2213 return; 2186 return;
2214 } 2187 }
2215 2188
2216 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2189 op->statusmsg ("Applying armour enchantment.");
2217 improve_armour (op, tmp, armor); 2190 improve_armour (op, tmp, armor);
2218} 2191}
2219 2192
2220extern void 2193void
2221apply_poison (object *op, object *tmp) 2194apply_poison (object *op, object *tmp)
2222{ 2195{
2196 // need to do it now when it is still on the map
2197 handle_apply_yield (tmp);
2198
2199 object *poison = tmp->split (1);
2200
2223 if (op->type == PLAYER) 2201 if (op->type == PLAYER)
2224 { 2202 {
2225 op->contr->play_sound (sound_find ("drink_poison")); 2203 op->contr->play_sound (sound_find ("drink_poison"));
2226 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2204 op->failmsg ("Yech! That tasted poisonous!");
2227 strcpy (op->contr->killer, "poisonous booze"); 2205 op->contr->killer = poison;
2228 } 2206 }
2229 2207
2230 if (tmp->stats.hp > 0) 2208 if (poison->stats.hp > 0)
2231 { 2209 {
2232 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2210 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2233 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2211 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2234 } 2212 }
2235 2213
2236 op->stats.food -= op->stats.food / 4; 2214 op->stats.food -= op->stats.food / 4;
2237 handle_apply_yield (tmp); 2215 poison->destroy ();
2238 decrease_ob (tmp);
2239} 2216}
2240 2217
2241/** 2218/**
2242 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2219 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2243 * A valid 2 way exit means: 2220 * A valid 2 way exit means:
2259#if 0 //TODO 2236#if 0 //TODO
2260 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2237 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2261 return 0; /* This is a reset town portal */ 2238 return 0; /* This is a reset town portal */
2262#endif 2239#endif
2263 2240
2241 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2242
2264 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2243 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2265 2244
2266 if (exitmap) 2245 if (exitmap)
2267 { 2246 {
2268 exitmap->load_sync (); 2247 exitmap->load_sync ();
2322 return 1; 2301 return 1;
2323 } 2302 }
2324 } 2303 }
2325 2304
2326 return 0; 2305 return 0;
2306}
2307
2308/**
2309 * This function will try to apply a lighter and in case no lighter
2310 * is specified it will try to find a lighter in the players inventory,
2311 * and inform him about this requirement.
2312 *
2313 * who - the player
2314 * op - the item we want to light
2315 * lighter - the lighter or 0 if a lighter has yet to be found
2316 */
2317static object *
2318auto_apply_lighter (object *who, object *op, object *lighter)
2319{
2320 if (lighter == 0)
2321 {
2322 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2323 {
2324 if (tmp->type == LIGHTER)
2325 {
2326 lighter = tmp;
2327 break;
2328 }
2329 }
2330
2331 if (!lighter)
2332 {
2333 who->failmsg (format (
2334 "You can't light up the %s with your bare hands! "
2335 "H<You need a lighter in your inventory, for example a flint and steel.>",
2336 &op->name));
2337 return 0;
2338 }
2339 }
2340
2341 // last_eat == 0 means the lighter is not being used up!
2342 if (lighter->last_eat && lighter->stats.food)
2343 {
2344 /* lighter gets used up */
2345 lighter = lighter->split ();
2346 lighter->stats.food--;
2347 who->insert (lighter);
2348 }
2349 else if (lighter->last_eat)
2350 {
2351 /* no charges left in lighter */
2352 who->failmsg (format (
2353 "You attempt to light the %s with a used up %s.",
2354 &op->name, &lighter->name));
2355 return 0;
2356 }
2357
2358 return lighter;
2359}
2360
2361/**
2362 * Designed primarily to light torches/lanterns/etc.
2363 * Also burns up burnable material too. First object in the inventory is
2364 * the selected object to "burn". -b.t.
2365 */
2366void
2367apply_lighter (object *who, object *lighter)
2368{
2369 object *item;
2370 int is_player_env = 0;
2371
2372 item = find_marked_object (who);
2373 if (item)
2374 {
2375 if (!auto_apply_lighter (who, item, lighter))
2376 return;
2377
2378 /* Perhaps we should split what we are trying to light on fire?
2379 * I can't see many times when you would want to light multiple
2380 * objects at once.
2381 */
2382
2383 save_throw_object (item, AT_FIRE, who);
2384
2385 if (item->destroyed ()
2386 || ((item->type == LAMP || item->type == TORCH)
2387 && item->glow_radius > 0))
2388 who->statusmsg (format (
2389 "You light the %s with the %s.",
2390 &item->name, &lighter->name));
2391 else
2392 who->failmsg (format (
2393 "You attempt to light the %s with the %s and fail.",
2394 &item->name, &lighter->name));
2395 }
2396 else
2397 who->failmsg ("You need to mark a lightable object.");
2398}
2399
2400/**
2401 * This function generates a cursed effect for cursed lamps and torches.
2402 */
2403void player_apply_lamp_cursed_effect (object *who, object *op)
2404{
2405 if (op->level)
2406 {
2407 who->failmsg (format (
2408 "The %s was cursed, it explodes in a big fireball!",
2409 &op->name));
2410 create_exploding_ball_at (who, op->level);
2411 }
2412 else
2413 {
2414 who->failmsg (format (
2415 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2416 &op->name));
2417 }
2418
2419 op->destroy ();
2420}
2421
2422/**
2423 * Apply for players and lamps
2424 *
2425 * who - the player
2426 * op - the lamp
2427 */
2428void player_apply_lamp (object *who, object *op)
2429{
2430 bool switch_on = op->glow_radius ? false : true;
2431
2432 if (switch_on)
2433 {
2434 object *lighter = 0;
2435
2436 if (op->flag [FLAG_IS_LIGHTABLE]
2437 && !(lighter = auto_apply_lighter (who, op, 0)))
2438 return;
2439
2440 if (op->stats.food < 1)
2441 {
2442 if (op->type == LAMP)
2443 who->failmsg (format (
2444 "The %s is out of fuel! "
2445 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2446 &op->name));
2447 else
2448 who->failmsg (format (
2449 "The %s is burnt out! "
2450 "H<Torches and similar items burn out and become worthless.>",
2451 &op->name));
2452 return;
2453 }
2454
2455 if (op->flag [FLAG_CURSED])
2456 {
2457 player_apply_lamp_cursed_effect (who, op);
2458 return;
2459 }
2460
2461 if (lighter)
2462 who->statusmsg (format (
2463 "You light up the %s with the %s.", &op->name, &lighter->name));
2464 else
2465 who->statusmsg (format ("You light up the %s.", &op->name));
2466 }
2467 else
2468 {
2469 if (op->flag [FLAG_CURSED])
2470 {
2471 player_apply_lamp_cursed_effect (who, op);
2472 return;
2473 }
2474
2475 if (op->type == TORCH)
2476 {
2477 if (!op->flag [FLAG_IS_LIGHTABLE])
2478 {
2479 who->statusmsg (format (
2480 "You put out the %s. "
2481 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2482 &op->name, &op->name));
2483 }
2484 else
2485 who->statusmsg (format (
2486 "You put out the %s."
2487 "H<Torches wear out if you put them out.>",
2488 &op->name));
2489 }
2490 else
2491 who->statusmsg (format ("You turn off the %s.", &op->name));
2492 }
2493
2494 apply_lamp (op, switch_on);
2495}
2496
2497void get_animation_from_arch (object *op, arch_ptr a)
2498{
2499 op->animation_id = a->animation_id;
2500 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2501 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2502 op->anim_speed = a->anim_speed;
2503 op->last_anim = 0;
2504 op->state = 0;
2505 op->face = a->face;
2506
2507 if (NUM_ANIMATIONS(op) > 1)
2508 {
2509 SET_ANIMATION(op, 0);
2510 animate_object (op, op->direction);
2511 }
2512 else
2513 update_object (op, UP_OBJ_FACE);
2514}
2515
2516/**
2517 * Apply for LAMPs and TORCHes.
2518 *
2519 * op - the lamp
2520 * switch_on - a flag which says whether the lamp should be switched on or off
2521 */
2522void apply_lamp (object *op, bool switch_on)
2523{
2524 op->set_glow_radius (switch_on ? op->range : 0);
2525 op->set_speed (switch_on ? op->arch->speed : 0);
2526
2527 // torches wear out if you put them out
2528 if (op->type == TORCH && !switch_on)
2529 {
2530 if (op->flag [FLAG_IS_LIGHTABLE])
2531 {
2532 op->stats.food -= (double) op->arch->stats.food / 15;
2533 if (op->stats.food < 0)
2534 op->stats.food = 0;
2535 }
2536 else
2537 op->stats.food = 0;
2538 }
2539
2540 // lamps and torched get worthless when used up
2541 if (op->stats.food <= 0)
2542 op->value = 0;
2543
2544 // FIXME: This is a hack to make the more sane torches and lamps
2545 // still animated ;-/
2546 if (op->other_arch)
2547 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2548
2549 if (object *pl = op->visible_to ())
2550 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2327} 2551}
2328 2552
2329/** 2553/**
2330 * Main apply handler. 2554 * Main apply handler.
2331 * 2555 *
2334 * Return value: 2558 * Return value:
2335 * 0: player or monster can't apply objects of that type 2559 * 0: player or monster can't apply objects of that type
2336 * 1: has been applied, or there was an error applying the object 2560 * 1: has been applied, or there was an error applying the object
2337 * 2: objects of that type can't be applied if not in inventory 2561 * 2: objects of that type can't be applied if not in inventory
2338 * 2562 *
2339 * op is the object that is causing object to be applied, tmp is the object 2563 * who is the object that is causing object to be applied, op is the object
2340 * being applied. 2564 * being applied.
2341 * 2565 *
2342 * aflag is special (always apply/unapply) flags. Nothing is done with 2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2343 * them in this function - they are passed to apply_special 2567 * them in this function - they are passed to apply_special
2344 */ 2568 */
2345int 2569int
2346manual_apply (object *op, object *tmp, int aflag) 2570manual_apply (object *who, object *op, int aflag)
2347{ 2571{
2348 if (tmp->head) 2572 op = op->head_ ();
2349 tmp = tmp->head;
2350 2573
2351 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2352 { 2575 {
2353 if (op->type == PLAYER) 2576 if (who->type == PLAYER)
2354 { 2577 {
2578 examine (who, op);
2355 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>"); 2579 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2356 return 1; 2580 return 1;
2357 } 2581 }
2358 else 2582 else
2359 return 0; /* monsters just skip unpaid items */ 2583 return 0; /* monsters just skip unpaid items */
2360 } 2584 }
2361 2585
2362 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2363 return RESULT_INT (0); 2587 return RESULT_INT (0);
2364 2588
2365 switch (tmp->type) 2589 switch (op->type)
2366 { 2590 {
2367 case CF_HANDLE: 2591 case CF_HANDLE:
2368 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2369 op->play_sound (sound_find ("turn_handle")); 2592 who->play_sound (sound_find ("turn_handle"));
2593 who->statusmsg ("You turn the handle.");
2370 tmp->value = tmp->value ? 0 : 1; 2594 op->value = op->value ? 0 : 1;
2371 SET_ANIMATION (tmp, tmp->value); 2595 SET_ANIMATION (op, op->value);
2372 update_object (tmp, UP_OBJ_FACE); 2596 update_object (op, UP_OBJ_FACE);
2373 push_button (tmp); 2597 push_button (op, who);
2374 return 1; 2598 return 1;
2375 2599
2376 case TRIGGER: 2600 case TRIGGER:
2377 if (check_trigger (tmp, op)) 2601 if (check_trigger (op, who, who))
2378 { 2602 {
2379 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2603 who->statusmsg ("You turn the handle.");
2380 op->play_sound (sound_find ("turn_handle")); 2604 who->play_sound (sound_find ("turn_handle"));
2381 } 2605 }
2382 else 2606 else
2383 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2607 who->failmsg ("The handle doesn't move.");
2384 2608
2385 return 1; 2609 return 1;
2386 2610
2387 case EXIT: 2611 case EXIT:
2388 if (op->type != PLAYER) 2612 if (who->type != PLAYER)
2389 return 0; 2613 return 0;
2390 2614
2391 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2392 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2616 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2393 else 2617 else
2394 { 2618 {
2395 /* Don't display messages for random maps. */ 2619 /* Don't display messages for random maps. */
2396 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2397 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2621 who->statusmsg (op->msg, NDI_NAVY);
2398 2622
2399 op->enter_exit (tmp); 2623 who->enter_exit (op);
2400 } 2624 }
2401 2625
2402 return 1; 2626 return 1;
2403 2627
2628 case INSCRIBABLE:
2629 who->statusmsg (op->msg);
2630 // maybe show a spell menu to chose from or something like that
2631 return 1;
2632
2404 case SIGN: 2633 case SIGN:
2405 apply_sign (op, tmp, 0); 2634 apply_sign (who, op, 0);
2406 return 1; 2635 return 1;
2407 2636
2408 case BOOK: 2637 case BOOK:
2409 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2410 { 2639 {
2411 apply_book (op, tmp); 2640 apply_book (who, op);
2412 return 1; 2641 return 1;
2413 } 2642 }
2414 else 2643 else
2415 return 0; 2644 return 0;
2416 2645
2417 case SKILLSCROLL: 2646 case SKILLSCROLL:
2418 if (op->type == PLAYER) 2647 if (who->type == PLAYER)
2419 { 2648 {
2420 apply_skillscroll (op, tmp); 2649 apply_skillscroll (who, op);
2421 return 1; 2650 return 1;
2422 } 2651 }
2423 else 2652 else
2424 return 0; 2653 return 0;
2425 2654
2426 case SPELLBOOK: 2655 case SPELLBOOK:
2427 if (op->type == PLAYER) 2656 if (who->type == PLAYER)
2428 { 2657 {
2429 apply_spellbook (op, tmp); 2658 apply_spellbook (who, op);
2430 return 1; 2659 return 1;
2431 } 2660 }
2432 else 2661 else
2433 return 0; 2662 return 0;
2434 2663
2435 case SCROLL: 2664 case SCROLL:
2436 apply_scroll (op, tmp, 0); 2665 apply_scroll (who, op, 0);
2437 return 1; 2666 return 1;
2438 2667
2439 case POTION: 2668 case POTION:
2440 apply_potion (op, tmp); 2669 apply_potion (who, op);
2441 return 1; 2670 return 1;
2442 2671
2443 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2672 /* Eneq(@csd.uu.se): Handle apply on containers. */
2444 //TODO: remove, as it is unsed? 2673 //TODO: remove, as it is unsed?
2445 case CLOSE_CON: 2674 case CLOSE_CON:
2446 apply_container (op, tmp->env); 2675 apply_container (who, op->env);
2447 return 1; 2676 return 1;
2448 2677
2449 case CONTAINER: 2678 case CONTAINER:
2450 apply_container (op, tmp); 2679 apply_container (who, op);
2451 return 1; 2680 return 1;
2452 2681
2453 case TREASURE: 2682 case TREASURE:
2454 if (op->type == PLAYER) 2683 if (who->type == PLAYER)
2455 { 2684 {
2456 apply_treasure (op, tmp); 2685 apply_treasure (who, op);
2457 return 1; 2686 return 1;
2458 } 2687 }
2459 else 2688 else
2460 return 0; 2689 return 0;
2690
2691 case LAMP:
2692 case TORCH:
2693 player_apply_lamp (who, op);
2694 return 1;
2461 2695
2462 case WEAPON: 2696 case WEAPON:
2463 case ARMOUR: 2697 case ARMOUR:
2464 case BOOTS: 2698 case BOOTS:
2465 case GLOVES: 2699 case GLOVES:
2473 case WAND: 2707 case WAND:
2474 case ROD: 2708 case ROD:
2475 case HORN: 2709 case HORN:
2476 case SKILL: 2710 case SKILL:
2477 case BOW: 2711 case BOW:
2478 case LAMP:
2479 case BUILDER: 2712 case BUILDER:
2480 case SKILL_TOOL: 2713 case SKILL_TOOL:
2481 if (tmp->env != op) 2714 if (op->env != who)
2482 return 2; /* not in inventory */ 2715 return 2; /* not in inventory */
2483 2716
2484 apply_special (op, tmp, aflag); 2717 apply_special (who, op, aflag);
2485 return 1; 2718 return 1;
2486 2719
2487 case DRINK: 2720 case DRINK:
2488 case FOOD: 2721 case FOOD:
2489 case FLESH: 2722 case FLESH:
2490 apply_food (op, tmp); 2723 apply_food (who, op);
2491 return 1; 2724 return 1;
2492 2725
2493 case POISON: 2726 case POISON:
2494 apply_poison (op, tmp); 2727 apply_poison (who, op);
2495 return 1; 2728 return 1;
2496 2729
2497 case SAVEBED: 2730 case SAVEBED:
2498 return 1; 2731 return 1;
2499 2732
2500 case ARMOUR_IMPROVER: 2733 case ARMOUR_IMPROVER:
2501 if (op->type == PLAYER) 2734 if (who->type == PLAYER)
2502 { 2735 {
2503 apply_armour_improver (op, tmp); 2736 apply_armour_improver (who, op);
2504 return 1; 2737 return 1;
2505 } 2738 }
2506 else 2739 else
2507 return 0; 2740 return 0;
2508 2741
2509 case WEAPON_IMPROVER: 2742 case WEAPON_IMPROVER:
2510 check_improve_weapon (op, tmp); 2743 check_improve_weapon (who, op);
2511 return 1; 2744 return 1;
2512 2745
2513 case CLOCK: 2746 case CLOCK:
2514 if (op->type == PLAYER) 2747 if (who->type == PLAYER)
2515 { 2748 {
2516 char buf[MAX_BUF]; 2749 char buf[MAX_BUF];
2517 timeofday_t tod; 2750 timeofday_t tod;
2518 2751
2519 get_tod (&tod); 2752 get_tod (&tod);
2520 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2521 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2522 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2523 op->play_sound (sound_find ("sound_clock")); 2753 who->play_sound (sound_find ("sound_clock"));
2524 new_draw_info (NDI_UNIQUE, 0, op, buf); 2754 who->statusmsg (format (
2755 "It is %d minute%s past %d o'clock %s",
2756 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2757 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2758 ));
2525 return 1; 2759 return 1;
2526 } 2760 }
2527 else 2761 else
2528 return 0; 2762 return 0;
2529 2763
2530 case MENU: 2764 case MENU:
2531 if (op->type == PLAYER) 2765 if (who->type == PLAYER)
2532 { 2766 {
2533 shop_listing (tmp, op); 2767 shop_listing (op, who);
2534 return 1; 2768 return 1;
2535 } 2769 }
2536 else 2770 else
2537 return 0; 2771 return 0;
2538 2772
2539 case POWER_CRYSTAL: 2773 case POWER_CRYSTAL:
2540 apply_power_crystal (op, tmp); /* see egoitem.c */ 2774 apply_power_crystal (who, op); /* see egoitem.c */
2541 return 1; 2775 return 1;
2542 2776
2543 case LIGHTER: /* for lighting torches/lanterns/etc */ 2777 case LIGHTER: /* for lighting torches/lanterns/etc */
2544 if (op->type == PLAYER) 2778 if (who->type == PLAYER)
2545 { 2779 {
2546 apply_lighter (op, tmp); 2780 apply_lighter (who, op);
2547 return 1; 2781 return 1;
2548 } 2782 }
2549 else 2783 else
2550 return 0; 2784 return 0;
2551 2785
2552 case ITEM_TRANSFORMER: 2786 case ITEM_TRANSFORMER:
2553 apply_item_transformer (op, tmp); 2787 apply_item_transformer (who, op);
2554 return 1; 2788 return 1;
2555 2789
2556 default: 2790 default:
2557 return 0; 2791 return 0;
2558 } 2792 }
2559} 2793}
2560
2561 2794
2562/* quiet suppresses the "don't know how to apply" and "you must get it first" 2795/* quiet suppresses the "don't know how to apply" and "you must get it first"
2563 * messages as needed by player_apply_below(). But there can still be 2796 * messages as needed by player_apply_below(). But there can still be
2564 * "but you are floating high above the ground" messages. 2797 * "but you are floating high above the ground" messages.
2565 * 2798 *
2566 * Same return value as apply() function. 2799 * Same return value as apply() function.
2567 */ 2800 */
2568int 2801int
2569player_apply (object *pl, object *op, int aflag, int quiet) 2802player_apply (object *pl, object *op, int aflag, int quiet)
2570{ 2803{
2571 int tmp;
2572
2573 if (op->env && (pl->move_type & MOVE_FLYING)) 2804 if (!op->env && (pl->move_type & MOVE_FLYING))
2574 { 2805 {
2575 /* player is flying and applying object not in inventory */ 2806 /* player is flying and applying object not in inventory */
2576 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2807 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2577 { 2808 {
2578 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.>"); 2809 pl->failmsg ("But you are floating high above the ground! "
2810 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2811 "or waiting till the levitation effect wears off.>");
2579 return 0; 2812 return 0;
2580 } 2813 }
2581 } 2814 }
2582 2815
2583 pl->contr->last_used = op; 2816 pl->contr->last_used = op;
2584 2817
2585 tmp = manual_apply (pl, op, aflag); 2818 int tmp = manual_apply (pl, op, aflag);
2819
2586 if (!quiet) 2820 if (!quiet)
2587 { 2821 {
2588 if (tmp == 0) 2822 if (tmp == 0)
2589 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2823 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2590 else if (tmp == 2) 2824 else if (tmp == 2)
2591 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2825 pl->failmsg ("You must get it first!\n");
2592 } 2826 }
2593 2827
2594 return tmp; 2828 return tmp;
2595} 2829}
2596 2830
2625 * person moving on it, also activate. Added code to make it 2859 * person moving on it, also activate. Added code to make it
2626 * so that at least one of players movement types be that which 2860 * so that at least one of players movement types be that which
2627 * the item needs. 2861 * the item needs.
2628 */ 2862 */
2629 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2863 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2630 {
2631 if (player_apply (pl, tmp, 0, 1) == 1) 2864 if (player_apply (pl, tmp, 0, 1) == 1)
2632 return; 2865 return;
2633 } 2866
2634 if (floors >= 2) 2867 if (floors >= 2)
2635 return; /* process at most two floor objects */ 2868 return; /* process at most two floor objects */
2636 } 2869 }
2637} 2870}
2638 2871
2673 { 2906 {
2674 pl->combat_ob = 0; 2907 pl->combat_ob = 0;
2675 who->change_weapon (pl->ranged_ob); 2908 who->change_weapon (pl->ranged_ob);
2676 } 2909 }
2677 2910
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2911 who->statusmsg (format ("You unwield %s.", query_name (op)));
2679 2912
2680 change_abil (who, op); 2913 change_abil (who, op);
2681 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2914 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2682 break; 2915 break;
2683 2916
2684 case SKILL: 2917 case SKILL:
2685 if (who->contr) 2918 if (who->contr)
2686 { 2919 {
2920 if (IS_COMBAT_SKILL (op->subtype))
2921 who->change_weapon (who->contr->combat_ob = 0);
2922 else if (IS_RANGED_SKILL (op->subtype))
2923 who->change_weapon (who->contr->ranged_ob = 0);
2924
2687 if (!op->invisible) 2925 if (op->invisible)
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2926 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2689 else 2927 else
2690 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2928 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2691 } 2929 }
2692 2930
2693 change_abil (who, op); 2931 change_abil (who, op);
2694 CLEAR_FLAG (who, FLAG_READY_SKILL); 2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2695 break; 2933 break;
2702 case GLOVES: 2940 case GLOVES:
2703 case AMULET: 2941 case AMULET:
2704 case GIRDLE: 2942 case GIRDLE:
2705 case BRACERS: 2943 case BRACERS:
2706 case CLOAK: 2944 case CLOAK:
2707 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2945 who->statusmsg (format ("You unwear %s.", query_name (op)));
2708 change_abil (who, op); 2946 change_abil (who, op);
2709 break; 2947 break;
2710
2711 case LAMP:
2712 {
2713 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2714
2715 object *tmp2 = arch_to_object (op->other_arch);
2716 tmp2->x = op->x;
2717 tmp2->y = op->y;
2718 tmp2->map = op->map;
2719 tmp2->below = op->below;
2720 tmp2->above = op->above;
2721 tmp2->stats.food = op->stats.food;
2722 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2723
2724 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2725 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2726
2727 if (who->contr)
2728 esrv_del_item (who->contr, op->count);
2729
2730 op->destroy ();
2731 insert_ob_in_ob (tmp2, who);
2732 who->update_stats ();
2733
2734 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2735 {
2736 if (who->contr)
2737 {
2738 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2739 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2740 }
2741 }
2742
2743 if (who->contr)
2744 esrv_send_item (who, tmp2);
2745 }
2746
2747 return 1; /* otherwise, an attempt to drop causes problems */
2748 2948
2749 case BOW: 2949 case BOW:
2750 case WAND: 2950 case WAND:
2751 case ROD: 2951 case ROD:
2752 case HORN: 2952 case HORN:
2756 { 2956 {
2757 pl->ranged_ob = 0; 2957 pl->ranged_ob = 0;
2758 who->change_weapon (pl->combat_ob); 2958 who->change_weapon (pl->combat_ob);
2759 } 2959 }
2760 2960
2761 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2961 who->statusmsg (format ("You unready %s.", query_name (op)));
2762 } 2962 }
2763 else 2963 else
2764 { 2964 {
2765 who->change_skill (0); 2965 who->change_skill (0);
2766 2966
2772 2972
2773 break; 2973 break;
2774 2974
2775 case BUILDER: 2975 case BUILDER:
2776 if (who->contr) 2976 if (who->contr)
2777 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2977 who->statusmsg (format ("You unready %s.", query_name (op)));
2778 break; 2978 break;
2779 2979
2780 default: 2980 default:
2781 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2981 who->statusmsg (format ("You unapply %s.", query_name (op)));
2782 break; 2982 break;
2783 } 2983 }
2784 2984
2985 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2986 if (object *pl = op->visible_to ())
2987 esrv_send_item (pl, op);
2988
2785 who->update_stats (); 2989 who->update_stats ();
2786
2787 if (!(aflags & AP_NO_MERGE))
2788 {
2789 object *tmp = merge_ob (op, 0);
2790
2791 if (who->contr)
2792 {
2793 if (tmp)
2794 { /* it was merged */
2795 esrv_del_item (who->contr, op->count);
2796 op = tmp;
2797 }
2798
2799 esrv_send_item (who, op);
2800 }
2801 }
2802 2990
2803 return 0; 2991 return 0;
2804} 2992}
2805 2993
2806/** 2994/**
2853 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3041 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2854 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3042 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2855 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3043 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2856 { 3044 {
2857 if (aflags & AP_PRINT) 3045 if (aflags & AP_PRINT)
2858 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3046 who->failmsg (query_name (tmp));
2859 else 3047 else
2860 unapply_special (who, tmp, aflags); 3048 unapply_special (who, tmp, aflags);
2861 } 3049 }
2862 else 3050 else
2863 { 3051 {
2864 /* In this case, we want to try and remove a cursed item. 3052 /* In this case, we want to try and remove a cursed item.
2865 * While we know it won't work, we want unapply_special to 3053 * While we know it won't work, we want unapply_special to
2866 * at least generate the message. 3054 * at least generate the message.
2867 */ 3055 */
2868 new_draw_info_format (NDI_UNIQUE, 0, who, 3056 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2869 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2870 query_name (tmp));
2871 return 1; 3057 return 1;
2872 } 3058 }
2873 3059
2874 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3060 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2875 { 3061 {
2898 3084
2899 /* If we are just printing, we don't care about cursed status */ 3085 /* If we are just printing, we don't care about cursed status */
2900 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3086 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2901 { 3087 {
2902 if (aflags & AP_PRINT) 3088 if (aflags & AP_PRINT)
2903 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3089 who->failmsg (query_name (tmp));
2904 else 3090 else
2905 unapply_special (who, tmp, aflags); 3091 unapply_special (who, tmp, aflags);
2906 } 3092 }
2907 else 3093 else
2908 { 3094 {
2909 /* Cursed item that we can't unequip - tell the player. 3095 /* Cursed item that we can't unequip - tell the player.
2910 * Note this could be annoying if this is just one of a few, 3096 * Note this could be annoying if this is just one of a few,
2911 * so it may not be critical (eg, putting on a ring and you have 3097 * so it may not be critical (eg, putting on a ring and you have
2912 * one cursed ring.) 3098 * one cursed ring.)
2913 */ 3099 */
2914 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); 3100 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2915 } 3101 }
2916 3102
2917 last = tmp->below; 3103 last = tmp->below;
2918 } 3104 }
2919 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3105 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3100 if (basic_flag == AP_APPLY) 3286 if (basic_flag == AP_APPLY)
3101 return 0; 3287 return 0;
3102 3288
3103 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3289 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3104 { 3290 {
3105 new_draw_info_format (NDI_UNIQUE, 0, who, 3291 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3106 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3107 query_name (op));
3108 return 1; 3292 return 1;
3109 } 3293 }
3110 3294
3111 return unapply_special (who, op, aflags); 3295 return unapply_special (who, op, aflags);
3112 } 3296 }
3113
3114 if (basic_flag == AP_UNAPPLY) 3297 else if (basic_flag == AP_UNAPPLY)
3115 return 0; 3298 return 0;
3116 3299
3117 // if the item is combat/ranged, wield the relevant slot first 3300 // if the item is combat/ranged, wield the relevant slot first
3118 // to resolve conflicts. 3301 // to resolve conflicts.
3119 if (player *pl = who->contr) 3302 if (player *pl = who->contr)
3128 /* Can't just apply this object. Lets see what not and what to do */ 3311 /* Can't just apply this object. Lets see what not and what to do */
3129 if (int i = can_apply_object (who, op)) 3312 if (int i = can_apply_object (who, op))
3130 { 3313 {
3131 if (i & CAN_APPLY_NEVER) 3314 if (i & CAN_APPLY_NEVER)
3132 { 3315 {
3133 new_draw_info_format (NDI_UNIQUE, 0, who, 3316 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3134 "You don't have the body to use a %s. H<You can never apply this item.>",
3135 query_name (op));
3136 return 1; 3317 return 1;
3137 } 3318 }
3138 else if (i & CAN_APPLY_RESTRICTION) 3319 else if (i & CAN_APPLY_RESTRICTION)
3139 { 3320 {
3140 new_draw_info_format (NDI_UNIQUE, 0, who, 3321 who->failmsg (format (
3141 "You have a prohibition against using a %s. " 3322 "You have a prohibition against using a %s. "
3142 "H<Your belief, profession or class prevents you from applying this item.>", 3323 "H<Your belief, profession or class prevents you from applying this item.>",
3143 query_name (op)); 3324 query_name (op)
3325 ));
3144 return 1; 3326 return 1;
3145 } 3327 }
3146 3328
3147 if (who->type != PLAYER) 3329 if (who->type != PLAYER)
3148 { 3330 {
3152 } 3334 }
3153 else 3335 else
3154 { 3336 {
3155 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3337 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3156 { 3338 {
3157 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3339 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3158 unapply_for_ob (who, op, AP_PRINT); 3340 unapply_for_ob (who, op, AP_PRINT);
3159 return 1; 3341 return 1;
3160 } 3342 }
3161 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3343 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3162 if (unapply_for_ob (who, op, aflags)) 3344 if (unapply_for_ob (who, op, aflags))
3168 { 3350 {
3169 skop = find_skill_by_name (who, op->skill); 3351 skop = find_skill_by_name (who, op->skill);
3170 3352
3171 if (!skop) 3353 if (!skop)
3172 { 3354 {
3173 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3355 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3174 return 1; 3356 return 1;
3175 } 3357 }
3176 else 3358 else
3177 /* While experience will be credited properly, we want to change the 3359 /* While experience will be credited properly, we want to change the
3178 * skill so that the dam and wc get updated 3360 * skill so that the dam and wc get updated
3179 */ 3361 */
3180 who->change_skill (skop); 3362 who->change_skill (skop);
3181 } 3363 }
3182 3364
3183 if (who->type == PLAYER 3365 if (!check_item_power (who, op->item_power))
3184 && op->item_power
3185 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3186 { 3366 {
3187 new_draw_info (NDI_UNIQUE, 0, who,
3188 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3367 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3189 return 1; 3368 return 1;
3190 } 3369 }
3191 3370
3192 /* Ok. We are now at the state where we can apply the new object. 3371 /* Ok. We are now at the state where we can apply the new object.
3193 * Note that we don't have the checks for can_use_... 3372 * Note that we don't have the checks for can_use_...
3194 * below - that is already taken care of by can_apply_object. 3373 * below - that is already taken care of by can_apply_object.
3195 */ 3374 */
3196 if (op->nrof > 1) 3375 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3197 tmp = get_split_ob (op, op->nrof - 1);
3198 else
3199 tmp = 0;
3200 3376
3201 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3377 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3202 return RESULT_INT (0); 3378 return RESULT_INT (0);
3203 3379
3204 switch (op->type) 3380 switch (op->type)
3205 { 3381 {
3206 case WEAPON: 3382 case WEAPON:
3207 if (!check_weapon_power (who, op->last_eat))
3208 {
3209 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3210 "It would consume your soul!." LACK_ITEM_POWER);
3211
3212 if (tmp)
3213 insert_ob_in_ob (tmp, who);
3214
3215 return 1;
3216 }
3217
3218 //TODO: this obviously fails for players using a shorter prefix 3383 //TODO: this obviously fails for players using a shorter prefix
3219 // i.e. "R" can use Ragnarok's sword. 3384 // i.e. "R" can use Ragnarok's sword.
3220 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3385 if (op->level && !op->name.starts_with (who->name))
3221 { 3386 {
3222 /* if the weapon does not have the name as the character, can't use it. */ 3387 /* if the weapon does not have the name as the character, can't use it. */
3223 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3388 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3224 new_draw_info (NDI_UNIQUE, 0, who, 3389 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3225 "The weapon does not recognize you as its owner. "
3226 "H<Its name indicates that it belongs to somebody else.>");
3227 3390
3228 if (tmp) 3391 if (tmp)
3229 insert_ob_in_ob (tmp, who); 3392 insert_ob_in_ob (tmp, who);
3230 3393
3231 return 1; 3394 return 1;
3232 } 3395 }
3233 3396
3234 if (!skop) 3397 if (!skop)
3235 { 3398 {
3236 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3399 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3237 return 1; 3400 return 1;
3238 } 3401 }
3239 3402
3240 SET_FLAG (op, FLAG_APPLIED); 3403 SET_FLAG (op, FLAG_APPLIED);
3241 who->change_skill (skop); 3404 who->change_skill (skop);
3242 3405
3243 if (who->contr) 3406 if (who->contr)
3244 who->change_weapon (who->contr->combat_ob = op); 3407 who->change_weapon (who->contr->combat_ob = op);
3245 3408
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3409 who->statusmsg (format ("You wield %s.", query_name (op)));
3247 3410
3248 SET_FLAG (who, FLAG_READY_WEAPON); 3411 SET_FLAG (who, FLAG_READY_WEAPON);
3249 change_abil (who, op); 3412 change_abil (who, op);
3250 break; 3413 break;
3251 3414
3258 case BRACERS: 3421 case BRACERS:
3259 case CLOAK: 3422 case CLOAK:
3260 case RING: 3423 case RING:
3261 case AMULET: 3424 case AMULET:
3262 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3263 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3426 who->statusmsg (format ("You wear %s.", query_name (op)));
3264 change_abil (who, op); 3427 change_abil (who, op);
3265 break; 3428 break;
3266
3267 case LAMP:
3268 if (op->stats.food < 1)
3269 {
3270 new_draw_info_format (NDI_UNIQUE, 0, who,
3271 "Your %s is out of fuel! "
3272 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3273 return 1;
3274 }
3275
3276 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3277 tmp2 = arch_to_object (op->other_arch);
3278 tmp2->stats.food = op->stats.food;
3279 SET_FLAG (tmp2, FLAG_APPLIED);
3280
3281 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3282 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3283
3284 insert_ob_in_ob (tmp2, who);
3285
3286 /* Remove the old lantern */
3287 if (who->type == PLAYER)
3288 esrv_del_item (who->contr, op->count);
3289
3290 op->destroy ();
3291
3292 /* insert the portion that was split off */
3293 if (tmp)
3294 {
3295 insert_ob_in_ob (tmp, who);
3296 if (who->type == PLAYER)
3297 esrv_send_item (who, tmp);
3298 }
3299
3300 who->update_stats ();
3301
3302 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3303 if (who->type == PLAYER)
3304 {
3305 new_draw_info (NDI_UNIQUE, 0, who,
3306 "Oops, it feels deadly cold! "
3307 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3308 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3309 }
3310
3311 if (who->type == PLAYER)
3312 esrv_send_item (who, tmp2);
3313
3314 return 0;
3315 3429
3316 case SKILL_TOOL: 3430 case SKILL_TOOL:
3317 // applying a skill tool also readies the skill 3431 // applying a skill tool also readies the skill
3318 SET_FLAG (op, FLAG_APPLIED); 3432 SET_FLAG (op, FLAG_APPLIED);
3319 3433
3340 who->change_weapon (pl->combat_ob = item); 3454 who->change_weapon (pl->combat_ob = item);
3341 goto found_weapon; 3455 goto found_weapon;
3342 } 3456 }
3343 } 3457 }
3344 3458
3345 new_draw_info_format (NDI_UNIQUE, 0, who, 3459 who->failmsg (format (
3346 "You need to apply a '%s' melee weapon before readying this skill. " 3460 "You need to apply a '%s' melee weapon before readying this skill. "
3347 "H<Some skills need an item, in this case a melee weapon, to function.>", 3461 "H<Some skills need an item, in this case a melee weapon, to function.>",
3348 &op->skill); 3462 &op->skill
3463 ));
3349 return 1; 3464 return 1;
3350 3465
3351 found_weapon:; 3466 found_weapon:;
3352 } 3467 }
3353 else 3468 else
3363 //TODO: bows should/must all have skill missile weapon right now 3478 //TODO: bows should/must all have skill missile weapon right now
3364 who->change_weapon (pl->ranged_ob = item); 3479 who->change_weapon (pl->ranged_ob = item);
3365 goto found_bow; 3480 goto found_bow;
3366 } 3481 }
3367 3482
3368 new_draw_info (NDI_UNIQUE, 0, who, 3483 who->failmsg (
3369 "You need to apply a missile weapon before readying this skill. " 3484 "You need to apply a missile weapon before readying this skill. "
3370 "H<Some skills need an item, in this case a missile weapon, to function.>"); 3485 "H<Some skills need an item, in this case a missile weapon, to function.>"
3486 );
3371 return 1; 3487 return 1;
3372 3488
3373 found_bow:; 3489 found_bow:;
3374 } 3490 }
3375 else 3491 else
3376 who->change_weapon (pl->ranged_ob = op); 3492 who->change_weapon (pl->ranged_ob = op);
3377 } 3493 }
3378 3494
3379 if (!op->invisible) 3495 if (!op->invisible)
3380 { 3496 {
3381 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3497 who->statusmsg (format (
3382 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3498 "You ready %s."
3499 "You can now use the skill: %s.",
3500 query_name (op),
3501 &op->skill
3502 ));
3383 } 3503 }
3384 else 3504 else
3385 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3505 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3386 } 3506 }
3387 else 3507 else
3388 { 3508 {
3389 SET_FLAG (op, FLAG_APPLIED); 3509 SET_FLAG (op, FLAG_APPLIED);
3390 change_abil (who, op); 3510 change_abil (who, op);
3393 } 3513 }
3394 3514
3395 break; 3515 break;
3396 3516
3397 case BOW: 3517 case BOW:
3398 if (!check_weapon_power (who, op->last_eat)) 3518 if (op->level && !op->name.starts_with (who->name))
3399 { 3519 {
3400 new_draw_info (NDI_UNIQUE, 0, who,
3401 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3402
3403 if (tmp)
3404 insert_ob_in_ob (tmp, who);
3405
3406 return 1;
3407 }
3408
3409 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3410 {
3411 new_draw_info (NDI_UNIQUE, 0, who,
3412 "The weapon does not recognize you as its owner. " 3520 who->failmsg ("The weapon does not recognize you as its owner. "
3413 "H<Its name indicates that it belongs to somebody else.>"); 3521 "H<Its name indicates that it belongs to somebody else.>");
3414 if (tmp) 3522 if (tmp)
3415 insert_ob_in_ob (tmp, who); 3523 insert_ob_in_ob (tmp, who);
3416 3524
3417 return 1; 3525 return 1;
3423 case HORN: 3531 case HORN:
3424 /* check for skill, alter player status */ 3532 /* check for skill, alter player status */
3425 3533
3426 if (!skop) 3534 if (!skop)
3427 { 3535 {
3428 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3536 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3429 return 1; 3537 return 1;
3430 } 3538 }
3431 3539
3432 SET_FLAG (op, FLAG_APPLIED); 3540 SET_FLAG (op, FLAG_APPLIED);
3433 who->change_skill (skop); 3541 who->change_skill (skop);
3434 3542
3435 if (who->contr) 3543 if (who->contr)
3436 { 3544 {
3437 who->contr->ranged_ob = op; 3545 who->contr->ranged_ob = op;
3438 3546
3439 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3547 who->statusmsg (format ("You ready %s.", query_name (op)));
3440 3548
3441 if (op->type == BOW) 3549 if (op->type == BOW)
3442 { 3550 {
3443 who->current_weapon = op; 3551 who->current_weapon = op;
3444 change_abil (who, op); 3552 change_abil (who, op);
3445 new_draw_info_format (NDI_UNIQUE, 0, who,
3446 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3553 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3447 } 3554 }
3448 } 3555 }
3449 else 3556 else
3450 { 3557 {
3451 if (op->type == BOW) 3558 if (op->type == BOW)
3461 { 3568 {
3462 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3569 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3463 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3570 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3464 unapply_special (who, who->contr->ranged_ob, 0); 3571 unapply_special (who, who->contr->ranged_ob, 0);
3465 3572
3466 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3573 who->statusmsg (format ("You ready your %s.", query_name (op)));
3467 3574
3468 who->contr->ranged_ob = op; 3575 who->contr->ranged_ob = op;
3469 } 3576 }
3470 break; 3577 break;
3471 3578
3472 default: 3579 default:
3473 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3580 who->statusmsg (format ("You apply %s.", query_name (op)));
3474 } /* end of switch op->type */ 3581 }
3475 3582
3476 SET_FLAG (op, FLAG_APPLIED); 3583 SET_FLAG (op, FLAG_APPLIED);
3477 3584
3478 if (tmp) 3585 if (tmp)
3479 tmp = insert_ob_in_ob (tmp, who); 3586 who->insert (tmp);
3480 3587
3481 who->update_stats (); 3588 who->update_stats ();
3482 3589
3483 /* We exclude spell casting objects. The fire code will set the 3590 /* We exclude spell casting objects. The fire code will set the
3484 * been applied flag when they are used - until that point, 3591 * been applied flag when they are used - until that point,
3488 SET_FLAG (op, FLAG_BEEN_APPLIED); 3595 SET_FLAG (op, FLAG_BEEN_APPLIED);
3489 3596
3490 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3597 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3491 if (who->type == PLAYER) 3598 if (who->type == PLAYER)
3492 { 3599 {
3493 new_draw_info (NDI_UNIQUE, 0, who, 3600 who->failmsg (
3494 "Oops, it feels deadly cold! " 3601 "Oops, it feels deadly cold! "
3495 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"); 3602 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3603 );
3496 SET_FLAG (op, FLAG_KNOWN_CURSED); 3604 SET_FLAG (op, FLAG_KNOWN_CURSED);
3497 } 3605 }
3498 3606
3499 if (who->type == PLAYER) 3607 if (object *pl = op->visible_to ())
3500 {
3501 /* if multiple objects were applied, update both slots */
3502 if (tmp)
3503 esrv_send_item (who, tmp);
3504
3505 esrv_send_item (who, op); 3608 esrv_send_item (pl, op);
3506 }
3507 3609
3508 return 0; 3610 return 0;
3509} 3611}
3510 3612
3511int 3613int
3525int 3627int
3526auto_apply (object *op) 3628auto_apply (object *op)
3527{ 3629{
3528 object *tmp = NULL, *tmp2; 3630 object *tmp = NULL, *tmp2;
3529 int i; 3631 int i;
3632
3633 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3530 3634
3531 switch (op->type) 3635 switch (op->type)
3532 { 3636 {
3533 case SHOP_FLOOR: 3637 case SHOP_FLOOR:
3534 if (!op->has_random_items ()) 3638 if (!op->has_random_items ())
3536 3640
3537 do 3641 do
3538 { 3642 {
3539 i = 10; /* let's give it 10 tries */ 3643 i = 10; /* let's give it 10 tries */
3540 while ((tmp = generate_treasure (op->randomitems, 3644 while ((tmp = generate_treasure (op->randomitems,
3541 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3645 op->stats.exp
3646 ? (int) op->stats.exp
3647 : max (op->map->difficulty, 5)))
3648 == NULL && --i);
3649
3542 if (tmp == NULL) 3650 if (tmp == NULL)
3543 return 0; 3651 return 0;
3652
3544 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3653 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3545 { 3654 {
3546 tmp->destroy (); 3655 tmp->destroy ();
3547 tmp = NULL; 3656 tmp = NULL;
3548 } 3657 }
3551 3660
3552 tmp->x = op->x; 3661 tmp->x = op->x;
3553 tmp->y = op->y; 3662 tmp->y = op->y;
3554 SET_FLAG (tmp, FLAG_UNPAID); 3663 SET_FLAG (tmp, FLAG_UNPAID);
3555 insert_ob_in_map (tmp, op->map, NULL, 0); 3664 insert_ob_in_map (tmp, op->map, NULL, 0);
3556 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3557 identify (tmp); 3665 identify (tmp);
3558 break; 3666 break;
3559 3667
3560 case TREASURE: 3668 case TREASURE:
3561 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3669 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3568 /* If we generated an object and put it in this object inventory, 3676 /* If we generated an object and put it in this object inventory,
3569 * move it to the parent object as the current object is about 3677 * move it to the parent object as the current object is about
3570 * to disappear. An example of this item is the random_* stuff 3678 * to disappear. An example of this item is the random_* stuff
3571 * that is put inside other objects. 3679 * that is put inside other objects.
3572 */ 3680 */
3573 for (tmp = op->inv; tmp; tmp = tmp2)
3574 {
3575 tmp2 = tmp->below;
3576 tmp->remove ();
3577
3578 if (op->env) 3681 if (op->env)
3579 insert_ob_in_ob (tmp, op->env); 3682 while (op->inv)
3580 else 3683 op->env->insert (op->inv);
3581 tmp->destroy ();
3582 }
3583 3684
3584 op->destroy (); 3685 op->destroy ();
3585 break; 3686 break;
3586 } 3687 }
3587 return tmp ? 1 : 0; 3688
3689 return !!tmp;
3588} 3690}
3589 3691
3590/** 3692/**
3591 * fix_auto_apply goes through the entire map every time a map 3693 * fix_auto_apply goes through the entire map every time a map
3592 * is loaded or swapped in and performs special actions for 3694 * is loaded or swapped in and performs special actions for
3606 3708
3607 if (tmp->inv) 3709 if (tmp->inv)
3608 { 3710 {
3609 object *invtmp, *invnext; 3711 object *invtmp, *invnext;
3610 3712
3611 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3713 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3612 { 3714 {
3613 invnext = invtmp->below; 3715 invnext = invtmp->below;
3614 3716
3615 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3717 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3616 auto_apply (invtmp); 3718 auto_apply (invtmp);
3617 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3719 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3618 { 3720 {
3619 while ((invtmp->stats.hp--) > 0) 3721 while (invtmp->stats.hp-- > 0)
3620 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3722 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3621 3723
3622 invtmp->randomitems = NULL; 3724 invtmp->randomitems = NULL;
3623 } 3725 }
3624 else if (invtmp && invtmp->arch 3726 else if (invtmp && invtmp->arch
3685 } 3787 }
3686 3788
3687 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3688 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3689 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3690 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3691} 3793}
3692 3794
3693/** 3795/**
3694 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3695 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3700eat_special_food (object *who, object *food) 3802eat_special_food (object *who, object *food)
3701{ 3803{
3702 object *force; 3804 object *force;
3703 int i, did_one = 0; 3805 int i, did_one = 0;
3704 3806
3705 force = get_archetype (FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3706 3810
3707 for (i = 0; i < NUM_STATS; i++)
3708 if (sint8 k = food->stats.stat (i))
3709 {
3710 force->stats.stat (i) = k;
3711 did_one = 1;
3712 }
3713
3714 /* check if we can protect the eater */
3715 for (i = 0; i < NROFATTACKS; i++)
3716 {
3717 if (food->resist[i] > 0)
3718 {
3719 force->resist[i] = food->resist[i] / 2;
3720 did_one = 1;
3721 }
3722 }
3723
3724 if (did_one)
3725 {
3726 force->set_speed (0.1);
3727 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3728 force->duration = food->stats.food / 5; 3812 int duration = TIME2TICK (food->stats.food);
3729 SET_FLAG (force, FLAG_APPLIED); 3813
3730 change_abil (who, force); 3814 if (force = who->force_find (key))
3731 insert_ob_in_ob (force, who); 3815 {
3816 if (duration > abs (force->speed_left / force->speed))
3817 {
3818 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3819 force->force_set_timer (duration);
3820 }
3821 else
3822 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3823
3824 return;
3732 } 3825 }
3733 else 3826 else
3827 {
3828 force = who->force_add (key, duration);
3829 force->name = key;
3830
3831 /* check if the food affects a stat */
3832 for (i = 0; i < NUM_STATS; i++)
3833 if (sint8 k = food->stats.stat (i))
3834 {
3835 force->stats.stat (i) = k;
3836 did_one = 1;
3837 }
3838
3839 /* check if we can protect the eater */
3840 for (i = 0; i < NROFATTACKS; i++)
3841 {
3842 if (food->resist[i] > 0)
3843 {
3844 force->resist[i] = food->resist[i];
3845 did_one = 1;
3846 }
3847 }
3848
3849 if (did_one)
3850 {
3851 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3852
3853 /* make the force take effect and report effects to user */
3854 change_abil (who, force);
3855 }
3856 else
3734 force->destroy (); 3857 force->destroy ();
3858 }
3735 3859
3736 /* check for hp, sp change */ 3860 /* check for hp, sp change */
3737 if (food->stats.hp != 0) 3861 if (food->stats.hp != 0)
3738 { 3862 {
3739 if (QUERY_FLAG (food, FLAG_CURSED)) 3863 if (QUERY_FLAG (food, FLAG_CURSED))
3740 { 3864 {
3741 assign (who->contr->killer, food->name); 3865 who->contr->killer = food;
3742 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3866 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3743 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3867 who->failmsg ("Eck!...that was poisonous!");
3744 } 3868 }
3745 else 3869 else
3746 { 3870 {
3747 if (food->stats.hp > 0) 3871 if (food->stats.hp > 0)
3748 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3872 who->statusmsg ("You begin to feel better.");
3749 else 3873 else
3750 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3874 who->failmsg ("Eck!...that was poisonous!");
3875
3751 who->stats.hp += food->stats.hp; 3876 who->stats.hp += food->stats.hp;
3752 } 3877 }
3753 } 3878 }
3879
3754 if (food->stats.sp != 0) 3880 if (food->stats.sp != 0)
3755 { 3881 {
3756 if (QUERY_FLAG (food, FLAG_CURSED)) 3882 if (QUERY_FLAG (food, FLAG_CURSED))
3757 { 3883 {
3758 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3884 who->failmsg ("You are drained of mana!");
3759 who->stats.sp -= food->stats.sp; 3885 who->stats.sp -= food->stats.sp;
3760 if (who->stats.sp < 0) 3886 if (who->stats.sp < 0)
3761 who->stats.sp = 0; 3887 who->stats.sp = 0;
3762 } 3888 }
3763 else 3889 else
3764 { 3890 {
3765 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3891 who->statusmsg ("You feel a rush of magical energy!");
3766 who->stats.sp += food->stats.sp; 3892 who->stats.sp += food->stats.sp;
3767 /* place limit on max sp from food? */ 3893 /* place limit on max sp from food? */
3768 } 3894 }
3769 } 3895 }
3896
3770 who->update_stats (); 3897 who->update_stats ();
3771} 3898}
3772 3899
3773/**
3774 * Designed primarily to light torches/lanterns/etc.
3775 * Also burns up burnable material too. First object in the inventory is
3776 * the selected object to "burn". -b.t.
3777 */
3778void
3779apply_lighter (object *who, object *lighter)
3780{
3781 object *item;
3782 int is_player_env = 0;
3783
3784 item = find_marked_object (who);
3785 if (item)
3786 {
3787 if (lighter->last_eat && lighter->stats.food)
3788 { /* lighter gets used up */
3789 /* Split multiple lighters if they're being used up. Otherwise *
3790 * one charge from each would be used up. --DAMN */
3791 if (lighter->nrof > 1)
3792 {
3793 object *oneLighter = lighter->clone ();
3794
3795 lighter->nrof -= 1;
3796 oneLighter->nrof = 1;
3797 oneLighter->stats.food--;
3798 esrv_send_item (who, lighter);
3799 oneLighter = insert_ob_in_ob (oneLighter, who);
3800 esrv_send_item (who, oneLighter);
3801 }
3802 else
3803 lighter->stats.food--;
3804 }
3805 else if (lighter->last_eat)
3806 { /* no charges left in lighter */
3807 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3808 return;
3809 }
3810
3811 /* Perhaps we should split what we are trying to light on fire?
3812 * I can't see many times when you would want to light multiple
3813 * objects at once.
3814 */
3815
3816 if (who == item->in_player ())
3817 is_player_env = 1;
3818
3819 save_throw_object (item, AT_FIRE, who);
3820
3821 if (item->destroyed ())
3822 {
3823 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3824 /* Need to update the player so that the players glow radius
3825 * gets changed.
3826 */
3827 if (is_player_env)
3828 who->update_stats ();
3829 }
3830 else
3831 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3832 }
3833 else /* nothing to light */
3834 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3835
3836}
3837 3900
3838/** 3901/**
3839 * op made some mistake with a scroll, this takes care of punishment. 3902 * op made some mistake with a scroll, this takes care of punishment.
3840 * scroll_failure()- hacked directly from spell_failure 3903 * scroll_failure()- hacked directly from spell_failure
3841 */ 3904 */
3847 3910
3848 if (failure <= -1 && failure > -15) 3911 if (failure <= -1 && failure > -15)
3849 { /* wonder */ 3912 { /* wonder */
3850 object *tmp; 3913 object *tmp;
3851 3914
3852 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!"); 3915 op->failmsg ("Your spell warps!");
3853 tmp = get_archetype (SPELL_WONDER); 3916 tmp = get_archetype (SPELL_WONDER);
3854 cast_wonder (op, op, 0, tmp); 3917 cast_wonder (op, op, 0, tmp);
3855 tmp->destroy (); 3918 tmp->destroy ();
3856 } 3919 }
3857 else if (failure <= -15 && failure > -35) 3920 else if (failure <= -15 && failure > -35)
3858 { /* drain mana */ 3921 { /* drain mana */
3859 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3922 op->failmsg ("Your mana is drained!");
3860 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3923 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3861 if (op->stats.sp < 0) 3924 if (op->stats.sp < 0)
3862 op->stats.sp = 0; 3925 op->stats.sp = 0;
3863 } 3926 }
3864 else if (settings.spell_failure_effects == TRUE) 3927 else if (settings.spell_failure_effects == TRUE)
3865 { 3928 {
3866 if (failure <= -35 && failure > -60) 3929 if (failure <= -35 && failure > -60)
3867 { /* confusion */ 3930 { /* confusion */
3868 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3931 op->failmsg ("The magic recoils on you!");
3869 confuse_player (op, op, power); 3932 confuse_player (op, op, power);
3870 } 3933 }
3871 else if (failure <= -60 && failure > -70) 3934 else if (failure <= -60 && failure > -70)
3872 { /* paralysis */ 3935 { /* paralysis */
3873 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3936 op->failmsg ("The magic recoils and paralyzes you!");
3874 paralyze_player (op, op, power); 3937 paralyze_player (op, op, power);
3875 } 3938 }
3876 else if (failure <= -70 && failure > -80) 3939 else if (failure <= -70 && failure > -80)
3877 { /* blind */ 3940 { /* blind */
3878 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3941 op->failmsg ("The magic recoils on you!");
3879 blind_player (op, op, power); 3942 blind_player (op, op, power);
3880 } 3943 }
3881 else if (failure <= -80) 3944 else if (failure <= -80)
3882 { /* blast the immediate area */ 3945 { /* blast the immediate area */
3883 object *tmp = get_archetype (LOOSE_MANA); 3946 object *tmp = get_archetype (LOOSE_MANA);
3884 cast_magic_storm (op, tmp, power); 3947 cast_magic_storm (op, tmp, power);
3885 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3948 op->failmsg ("You unleash uncontrolled mana!");
3886 tmp->destroy (); 3949 tmp->destroy ();
3887 } 3950 }
3888 } 3951 }
3889} 3952}
3890 3953
3941 } 4004 }
3942 4005
3943 /* insert the randomitems from the change's treasurelist into 4006 /* insert the randomitems from the change's treasurelist into
3944 * the player ref: player.c 4007 * the player ref: player.c
3945 */ 4008 */
3946 if (change->randomitems != NULL) 4009 if (change->randomitems)
3947 give_initial_items (pl, change->randomitems); 4010 give_initial_items (pl, change->randomitems);
3948 4011
3949 /* set up the face, for some races. */ 4012 /* set up the face, for some races. */
3950 4013
3951 /* first, look for the force object banning 4014 /* first, look for the force object banning
3952 * changing the face. Certain races never change face with class. 4015 * changing the face. Certain races never change face with class.
3953 */ 4016 */
3954 for (walk = pl->inv; walk != NULL; walk = walk->below) 4017 for (walk = pl->inv; walk; walk = walk->below)
3955 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4018 if (walk->name == shstr_NOCLASSFACECHANGE)
3956 flag_change_face = 0; 4019 flag_change_face = 0;
3957 4020
3958 if (flag_change_face) 4021 if (flag_change_face)
3959 { 4022 {
3960 pl->animation_id = GET_ANIM_ID (change);
3961 pl->face = change->face; 4023 pl->face = change->face;
3962 4024 pl->animation_id = change->animation_id;
3963 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3964 SET_FLAG (pl, FLAG_ANIMATE);
3965 else
3966 CLEAR_FLAG (pl, FLAG_ANIMATE);
3967 } 4026 }
3968 4027
3969 /* check the special case of can't use weapons */ 4028 /* check the special case of can't use weapons */
3970 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4029 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3971 if (!strcmp (change->name, "monk")) 4030 if (change->name == shstr_monk)
3972 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3973 4032
3974 break; 4033 break;
3975 } 4034 }
3976 } 4035 }
4002 4061
4003 marked = find_marked_object (pl); 4062 marked = find_marked_object (pl);
4004 4063
4005 if (!marked) 4064 if (!marked)
4006 { 4065 {
4007 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4066 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4008 return; 4067 return;
4009 } 4068 }
4010 4069
4011 if (!marked->slaying) 4070 if (!marked->slaying)
4012 { 4071 {
4013 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4072 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4014 return; 4073 return;
4015 } 4074 }
4016 4075
4017 /* check whether they are compatible or not */ 4076 /* check whether they are compatible or not */
4018 find = strstr (marked->slaying, transformer->arch->archname); 4077 find = strstr (&marked->slaying, transformer->arch->archname);
4019 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4020 { 4079 {
4021 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4080 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4022 return; 4081 return;
4023 } 4082 }
4024 4083
4025 find += strlen (transformer->arch->archname) + 1; 4084 find += strlen (transformer->arch->archname) + 1;
4026 /* Item can be used, now find how many and what it yields */ 4085 /* Item can be used, now find how many and what it yields */
4036 else 4095 else
4037 yield = 1; 4096 yield = 1;
4038 4097
4039 while (isdigit (*find)) 4098 while (isdigit (*find))
4040 find++; 4099 find++;
4100
4041 while (*find == ' ') 4101 while (*find == ' ')
4042 find++; 4102 find++;
4043 4103
4044 memset (got, 0, MAX_BUF); 4104 memset (got, 0, MAX_BUF);
4045 4105
4056 4116
4057 /* Now create new item, remove used ones when required. */ 4117 /* Now create new item, remove used ones when required. */
4058 new_item = get_archetype (got); 4118 new_item = get_archetype (got);
4059 if (!new_item) 4119 if (!new_item)
4060 { 4120 {
4061 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4121 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4062 return; 4122 return;
4063 } 4123 }
4064 4124
4065 new_item->nrof = yield; 4125 new_item->nrof = yield;
4126
4066 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4127 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4067 insert_ob_in_ob (new_item, pl); 4128
4068 esrv_send_inventory (pl, pl); 4129 pl->insert (new_item);
4069 /* Eat up one item */ 4130 /* Eat up one item */
4070 decrease_ob_nr (marked, 1); 4131 marked->decrease ();
4071 4132
4072 /* Eat one transformer if needed */ 4133 /* Eat one transformer if needed */
4073 if (transformer->stats.food) 4134 if (transformer->stats.food)
4074 if (--transformer->stats.food == 0) 4135 if (--transformer->stats.food == 0)
4075 decrease_ob_nr (transformer, 1); 4136 transformer->decrease ();
4076} 4137}
4138

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