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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.123 by root, Thu Aug 16 06:36:56 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 dynbuf_text buf; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 99
99 object *id, *marked;
100
101 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
102 return 0; 101 return 0;
103 102
104 /* 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
105 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
106 */ 105 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
108 return 0; 107 return 0;
109 108
110 marked = find_marked_object (pl);
111 /* 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
112 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
113 */ 111 */
112 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 114 {
116 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
117 { 116 {
118 identify (marked); 117 identify (marked);
119 118
120 buf.printf ("You have %s.", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
121 if (marked->msg) 120 if (marked->msg)
122 buf << "The item has a story:\n" << marked->msg; 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
123 122
124 return money == NULL; 123 return !money;
125 } 124 }
126 } 125 }
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);
135 134
136 buf.printf ("You have %s.", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
137 if (marked->msg) 136 if (id->msg)
138 buf << "The item has a story:\n" << marked->msg; 137 buf << "The item has a story:\r" << id->msg << "\n\n";
139 138
140 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
141 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
142 break; 141 break;
143 } 142 }
144 else 143 else
145 { 144 {
146 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");
148 } 147 }
149 } 148 }
150 } 149 }
151 150
152 if (buf.empty ()) 151 if (buf.empty ())
153 buf << ("You have nothing that needs identifying"); 152 pl->failmsg ("You have nothing that needs identifying");
154 153 else
155 pl->contr->infobox (buf); 154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
156 155
157 return !money; 156 return !money;
158} 157}
159 158
160/** 159/**
162 * matching item. 161 * matching item.
163 **/ 162 **/
164void 163void
165handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
166{ 165{
167 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
168 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
169 yield = get_ob_key_value (tmp, "on_use_yield");
170 if (yield != NULL)
171 {
172 object *drop = get_archetype (yield);
173
174 if (tmp->env)
175 {
176 drop = insert_ob_in_ob (drop, tmp->env);
177 if (tmp->env->type == PLAYER)
178 esrv_send_item (tmp->env, drop);
179 }
180 else
181 {
182 drop->x = tmp->x;
183 drop->y = tmp->y;
184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 }
186 }
187} 168}
188 169
189/** 170/**
190 * Handles applying a potion. 171 * Handles applying a potion.
191 */ 172 */
197 178
198 floor = GET_MAP_OB (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
199 180
200 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)
201 { 182 {
202 op->errormsg ("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!");
203 184
204 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0; 186 return 0;
206 } 187 }
207 188
219 200
220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221 { 202 {
222 op->drain_stat (); 203 op->drain_stat ();
223 op->update_stats (); 204 op->update_stats ();
224 decrease_ob (tmp); 205 tmp->decrease ();
225 return 1; 206 return 1;
226 } 207 }
227 208
228 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (ARCH_DEPLETION)))
229 { 210 {
230 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
231 return 0; 212 return 0;
232 } 213 }
214
233 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
234 216
235 if (depl) 217 if (depl)
236 { 218 {
237 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
242 op->update_stats (); 224 op->update_stats ();
243 } 225 }
244 else 226 else
245 op->statusmsg ("Your potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
246 228
247 decrease_ob (tmp); 229 tmp->decrease ();
248 return 1; 230 return 1;
249 } 231 }
250 232
251 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
252 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
314 else 296 else
315 { /* cursed potion */ 297 { /* cursed potion */
316 if (got_one) 298 if (got_one)
317 { 299 {
318 op->update_stats (); 300 op->update_stats ();
319 op->errormsg ("The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
320 } 302 }
321 else 303 else
322 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
323 } 305 }
324 306
325 decrease_ob (tmp); 307 tmp->decrease ();
326 return 1; 308 return 1;
327 } 309 }
328 310
329 311
330 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
334 */ 316 */
335 if (tmp->inv) 317 if (tmp->inv)
336 { 318 {
337 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
338 { 320 {
339 object *fball;
340
341 op->errormsg ("Yech! Your lungs are on fire!"); 321 op->failmsg ("Yech! Your lungs are on fire!");
342 322 create_exploding_ball_at (op, op->level);
343 /* Explodes a fireball centered at player */
344 fball = get_archetype (EXPLODING_FIREBALL);
345 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
346 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
347 fball->x = op->x;
348 fball->y = op->y;
349 insert_ob_in_map (fball, op->map, NULL, 0);
350 } 323 }
351 else 324 else
352 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
353 326
354 decrease_ob (tmp); 327 tmp->decrease ();
355 328
356 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
357 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
358 op->update_stats (); 331 op->update_stats ();
359 332
390 force->speed_left = -1; 363 force->speed_left = -1;
391 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
394 change_abil (op, force); 367 change_abil (op, force);
395 decrease_ob (tmp); 368 tmp->decrease ();
396 return 1; 369 return 1;
397 } 370 }
398 371
399 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
400 if (op->type == PLAYER) 373 if (op->type == PLAYER)
401 { /* only for players */ 374 { /* only for players */
402 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)
403 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
404 else 379 else
405 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
406 381
407 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
413 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
414 * up all the stats. 389 * up all the stats.
415 */ 390 */
416 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
417 op->update_stats (); 392 op->update_stats ();
418 decrease_ob (tmp); 393 tmp->decrease ();
419 return 1; 394 return 1;
420} 395}
421 396
422/**************************************************************************** 397/****************************************************************************
423 * Weapon improvement code follows 398 * Weapon improvement code follows
424 ****************************************************************************/ 399 ****************************************************************************/
425 400
426/** 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/**
427 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
428 */ 419 */
429static int 420static int
430check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
431{ 422{
432 int count = 0; 423 int count = 0;
433 424
434 if (!item) 425 if (!item)
435 return 0; 426 return 0;
436 427
437 for (op = op->below; op; op = op->below) 428 for (op = op->below; op; op = op->below)
438 {
439 if (strcmp (op->arch->archname, item) == 0) 429 if (op->arch->archname == item)
440 {
441 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
442 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
443 {
444 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
445 count++;
446 else
447 count += op->nrof; 432 count += op->number_of ();
448 }
449 }
450 }
451 433
452 return count; 434 return count;
453} 435}
454 436
455/** 437/**
457 * op is typically the player, which is only 439 * op is typically the player, which is only
458 * really used to determine what space to look at. 440 * really used to determine what space to look at.
459 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
460 */ 442 */
461static void 443static void
462eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
463{ 445{
464 object *prev; 446 object *prev;
465 447
466 prev = op; 448 prev = op;
467 op = op->below; 449 op = op->below;
468 450
469 while (op) 451 while (op)
470 { 452 {
471 if (strcmp (op->arch->archname, item) == 0) 453 if (op->arch->archname == item)
472 { 454 {
473 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
474 { 456 {
475 decrease_ob_nr (op, nrof); 457 op->decrease (nrof);
476 return; 458 return;
477 } 459 }
478 else 460 else
479 { 461 {
480 decrease_ob_nr (op, op->nrof); 462 op->decrease (nrof);
481 nrof -= op->nrof; 463 nrof -= op->nrof;
482 } 464 }
483 465
484 op = prev; 466 op = prev;
485 } 467 }
488 op = op->below; 470 op = op->below;
489 } 471 }
490} 472}
491 473
492/** 474/**
493 * This checks to see of the player (who) is sufficient level to use a weapon
494 * with improvs improvements (typically last_eat). We take an int here
495 * instead of the object so that the improvement code can pass along the
496 * increased value to see if the object is usuable.
497 * we return 1 (true) if the player can use the weapon.
498 */
499static int
500check_weapon_power (const object *who, int improvs)
501{
502/* Old code is below (commented out). Basically, since weapons are the only
503 * object players really have any control to improve, it's a bit harsh to
504 * require high level in some combat skill, so we just use overall level.
505 */
506#if 1
507 if (((who->level / 5) + 5) >= improvs)
508 return 1;
509 else
510 return 0;
511
512#else
513 int level = 0;
514
515 /* The skill system hands out wc and dam bonuses to fighters
516 * more generously than the old system (see fix_player). Thus
517 * we need to curtail the power of player enchanted weapons.
518 * I changed this to 1 improvement per "fighter" level/5 -b.t.
519 * Note: Nothing should break by allowing this ratio to be different or
520 * using normal level - it is just a matter of play balance.
521 */
522 if (who->type == PLAYER)
523 {
524 object *wc_obj = NULL;
525
526 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
527 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
528 level = wc_obj->level;
529
530 if (!level)
531 {
532 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
533 level = who->level;
534 }
535 }
536 else
537 level = who->level;
538
539 return (improvs <= ((level / 5) + 5));
540#endif
541}
542
543/**
544 * 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.
545 * 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.
546 */ 477 */
547static int 478static int
548check_sacrifice (object *op, const object *improver) 479check_sacrifice (object *op, const object *improver)
552 if (improver->slaying) 483 if (improver->slaying)
553 { 484 {
554 count = check_item (op, improver->slaying); 485 count = check_item (op, improver->slaying);
555 if (count < 1) 486 if (count < 1)
556 { 487 {
557 op->errormsg (format ("The gods want more %ss", &improver->slaying)); 488 op->failmsg (format ("The gods want more %ss", &improver->slaying));
558 return 0; 489 return 0;
559 } 490 }
560 } 491 }
561 else 492 else
562 count = 1; 493 count = 1;
570static int 501static int
571improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 502improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
572{ 503{
573 stat += sacrifice_count; 504 stat += sacrifice_count;
574 weapon->last_eat++; 505 weapon->last_eat++;
575 decrease_ob (improver); 506 improver->decrease ();
576 507
577 /* So it updates the players stats and the window */ 508 /* So it updates the players stats and the window */
578 op->update_stats (); 509 op->update_stats ();
579 510
580 op->statusmsg (format ( 511 op->statusmsg (format (
581 "Your sacrifice was accepted.\n" 512 "Your sacrifice was accepted.\n"
582 "Weapon's bonus to %s improved by %d.", 513 "Weapon's bonus to %s improved by %d.",
583 statname, sacrifice_count 514 statname, sacrifice_count
584 )); 515 ));
585 516
586 return 1; 517 return 1;
587} 518}
588 519
609 int sacrifice_count, i; 540 int sacrifice_count, i;
610 char buf[MAX_BUF]; 541 char buf[MAX_BUF];
611 542
612 if (weapon->level != 0) 543 if (weapon->level != 0)
613 { 544 {
614 op->errormsg ("Weapon is already prepared!"); 545 op->failmsg ("Weapon is already prepared!");
615 return 0; 546 return 0;
616 } 547 }
617 548
618 for (i = 0; i < NROFATTACKS; i++) 549 for (i = 0; i < NROFATTACKS; i++)
619 if (weapon->resist[i]) 550 if (weapon->resist[i])
625 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 556 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
626 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 557 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
627 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
628 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
629 { 560 {
630 op->errormsg ("You 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.>");
631 return 0; 564 return 0;
632 } 565 }
633 566
634 sacrifice_count = check_sacrifice (op, improver); 567 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 568 if (sacrifice_count <= 0)
637 570
638 weapon->level = isqrt (sacrifice_count); 571 weapon->level = isqrt (sacrifice_count);
639 eat_item (op, improver->slaying, sacrifice_count); 572 eat_item (op, improver->slaying, sacrifice_count);
640 573
641 op->statusmsg (format ( 574 op->statusmsg (format (
642 "Your sacrifice was accepted." 575 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.", 576 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level 577 &weapon->name, weapon->level
645 )); 578 ));
646 579
647 sprintf (buf, "%s's %s", &op->name, &weapon->name); 580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf; 581 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same 582 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */ 583 slot at once! */
651 decrease_ob (improver); 584 improver->decrease ();
652 weapon->last_eat = 0; 585 weapon->last_eat = 0;
653 return 1; 586 return 1;
654} 587}
655
656 588
657/** 589/**
658 * 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.
659 * This is the new improve weapon code. 591 * This is the new improve weapon code.
660 * 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.
673 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
675 607
676 if (weapon->level == 0) 608 if (weapon->level == 0)
677 { 609 {
678 op->errormsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
679 return 0; 613 return 0;
680 } 614 }
681 615
682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
683 { 618 {
684 op->errormsg ("This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
685 return 0; 620 return 0;
686 } 621 }
687 622
688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
624 && !check_item_power (op, weapon->item_power + 1))
689 { 625 {
690 op->errormsg ("Improving the weapon will make it too " 626 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you " 627 "powerful for you to use. Unready it if you "
692 "really want to improve it."); 628 "really want to improve it.");
693 return 0; 629 return 0;
694 } 630 }
695 631
704 weapon->weight += 5000; /* 5 KG's */ 640 weapon->weight += 5000; /* 5 KG's */
705 op->statusmsg (format ("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));
706 weapon->last_eat++; 642 weapon->last_eat++;
707 643
708 weapon->item_power++; 644 weapon->item_power++;
709 decrease_ob (improver); 645 improver->decrease ();
710 return 1; 646 return 1;
711 } 647 }
712 648
713 if (improver->stats.sp == IMPROVE_WEIGHT) 649 if (improver->stats.sp == IMPROVE_WEIGHT)
714 { 650 {
718 weapon->weight = 1; 654 weapon->weight = 1;
719 655
720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 656 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 weapon->last_eat++; 657 weapon->last_eat++;
722 weapon->item_power++; 658 weapon->item_power++;
723 decrease_ob (improver); 659 improver->decrease ();
724 return 1; 660 return 1;
725 } 661 }
662
726 if (improver->stats.sp == IMPROVE_ENCHANT) 663 if (improver->stats.sp == IMPROVE_ENCHANT)
727 { 664 {
728 weapon->magic++; 665 weapon->magic++;
729 weapon->last_eat++; 666 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 667 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 decrease_ob (improver); 668 improver->decrease ();
732 weapon->item_power++; 669 weapon->item_power++;
733 return 1; 670 return 1;
734 } 671 }
735 672
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
741 sacrifice_needed *= 2; 678 sacrifice_needed *= 2;
742 679
743 sacrifice_count = check_sacrifice (op, improver); 680 sacrifice_count = check_sacrifice (op, improver);
744 if (sacrifice_count < sacrifice_needed) 681 if (sacrifice_count < sacrifice_needed)
745 { 682 {
746 op->errormsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 683 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
747 return 0; 684 return 0;
748 } 685 }
749 686
750 eat_item (op, improver->slaying, sacrifice_needed); 687 eat_item (op, improver->slaying, sacrifice_needed);
751 weapon->item_power++; 688 weapon->item_power++;
758 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom"); 695 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
759 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma"); 696 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
760 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence"); 697 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power"); 698 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
762 default: 699 default:
763 op->errormsg ("Unknown improvement type."); 700 op->failmsg ("Unknown improvement type.");
764 } 701 }
765 702
766 LOG (llevError, "improve_weapon: Got to end of function\n"); 703 LOG (llevError, "improve_weapon: Got to end of function\n");
767 return 0; 704 return 0;
768} 705}
780 if (op->type != PLAYER) 717 if (op->type != PLAYER)
781 return 0; 718 return 0;
782 719
783 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))
784 { 721 {
785 op->errormsg ("Something blocks the magic of the scroll!"); 722 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 723 return 0;
787 } 724 }
788 725
789 otmp = find_marked_object (op); 726 otmp = find_marked_object (op);
727
790 if (!otmp) 728 if (!otmp)
791 { 729 {
792 op->errormsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 730 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 return 0; 731 return 0;
794 } 732 }
795 733
796 if (otmp->type != WEAPON && otmp->type != BOW) 734 if (otmp->type != WEAPON && otmp->type != BOW)
797 { 735 {
798 op->errormsg ("Marked item is not a weapon or bow!"); 736 op->failmsg ("Marked item is not a weapon or bow!");
799 return 0; 737 return 0;
800 } 738 }
801 739
802 op->statusmsg ("Applied weapon builder."); 740 op->statusmsg ("Applied weapon builder.");
803 741
833{ 771{
834 object *tmp; 772 object *tmp;
835 773
836 if (armour->magic >= settings.armor_max_enchant) 774 if (armour->magic >= settings.armor_max_enchant)
837 { 775 {
838 op->errormsg ("This armour can not be enchanted any further!"); 776 op->failmsg ("This armour can not be enchanted any further!");
839 return 0; 777 return 0;
840 } 778 }
779
841 /* 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,
842 * 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.
843 * 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
844 * of gnarg and what not?) 783 * of gnarg and what not?)
845 */ 784 */
846 if (armour->title) 785 if (armour->title)
847 { 786 {
848 op->errormsg ("This armour will not accept further enchantment."); 787 op->failmsg ("This armour will not accept further enchantment.");
849 return 0; 788 return 0;
850 } 789 }
851 790
852 /* Split objects if needed. Can't insert tmp until the 791 /* Split objects if needed. Can't insert tmp until the
853 * end of this function - otherwise it will just re-merge. 792 * end of this function - otherwise it will just re-merge.
854 */ 793 */
855 if (armour->nrof > 1) 794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
856 tmp = get_split_ob (armour, armour->nrof - 1);
857 else
858 tmp = NULL;
859 795
860 armour->magic++; 796 armour->magic++;
861 797
862 if (!settings.armor_speed_linear) 798 if (!settings.armor_speed_linear)
863 { 799 {
900 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);
901 837
902 if (op->type == PLAYER) 838 if (op->type == PLAYER)
903 { 839 {
904 esrv_send_item (op, armour); 840 esrv_send_item (op, armour);
841
905 if (QUERY_FLAG (armour, FLAG_APPLIED)) 842 if (QUERY_FLAG (armour, FLAG_APPLIED))
906 op->update_stats (); 843 op->update_stats ();
907 } 844 }
908 845
909 decrease_ob (improver); 846 improver->decrease ();
910 847
911 if (tmp) 848 if (tmp)
912 { 849 op->insert (tmp);
913 insert_ob_in_ob (tmp, op);
914 esrv_send_item (op, tmp);
915 }
916 850
917 return 1; 851 return 1;
918} 852}
919 853
920/* 854/*
921 * 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
922 * what the converter wants, -1 if the converter is broken. 856 * what the converter wants, -1 if the converter is broken.
923 */ 857 *
924#define CONV_FROM(xyz) xyz->slaying
925#define CONV_TO(xyz) xyz->other_arch
926#define CONV_NR(xyz) xyz->stats.sp
927#define CONV_NEED(xyz) xyz->stats.food
928
929/* Takes one items and makes another. 858 * Takes one type of items and makes another.
930 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
931 * 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
932 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
933 */ 862 */
934int 863int
935convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
936{ 865{
937 int nr = 0;
938 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;
939 875
940 /* 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,
941 * 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
942 * 3 gp and player drops a platinum, tough luck) 878 * 3 gp and player drops a platinum, tough luck)
943 */ 879 */
944 if (CONV_FROM (converter) == shstr_money) 880 if (conv_from == shstr_money)
945 { 881 {
946 if (item->type != MONEY) 882 if (item->type != MONEY)
947 return 0; 883 return 0;
948 884
949 nr = (item->nrof * item->value) / CONV_NEED (converter); 885 nr = sint64 (item->nrof) * item->value / need;
950 if (!nr) 886 if (!nr)
951 return 0; 887 return 0;
952 888
953 converter->play_sound (sound_find ("shop_buy")); 889 converter->play_sound (sound_find ("shop_buy"));
954 890
955 int cost = nr * CONV_NEED (converter) / item->value; 891 sint64 cost = (nr * need + item->value - 1) / item->value;
956 /* take into account rounding errors */
957 if (nr * CONV_NEED (converter) % item->value)
958 cost++;
959 892
960 decrease_ob_nr (item, cost); 893 item->decrease (cost);
961 894
962 price_in = cost * item->value; 895 price_in = cost * item->value;
963 } 896 }
964 else 897 else
965 { 898 {
966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 899 if (item->type == PLAYER
967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
968 return 0; 902 return 0;
969 903
970 converter->play_sound (sound_find ("convert_item")); 904 converter->play_sound (sound_find ("convert_item"));
971 905
972 if (CONV_NEED (converter)) 906 if (need)
973 { 907 {
974 nr = item->nrof / CONV_NEED (converter); 908 nr = sint64 (item->nrof) / need;
975 decrease_ob_nr (item, nr * CONV_NEED (converter)); 909 item->decrease (nr * need);
976 price_in = nr * CONV_NEED (converter) * item->value; 910 price_in = nr * need * item->value;
977 } 911 }
978 else 912 else
979 { 913 {
980 price_in = item->value; 914 price_in = item->value;
981 item->destroy (); 915 item->destroy ();
992 ob_to_copy = converter->inv; 926 ob_to_copy = converter->inv;
993 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
994 if (rndm (0, i) == 0) 928 if (rndm (0, i) == 0)
995 ob_to_copy = ob; 929 ob_to_copy = ob;
996 930
997 item = object_create_clone (ob_to_copy); 931 item = ob_to_copy->deep_clone ();
998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
999 unflag_inv (item, FLAG_IS_A_TEMPLATE); 933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1000 } 934 }
1001 else 935 else
1002 { 936 {
1003 if (converter->other_arch == NULL) 937 if (!conv_to)
1004 { 938 {
1005 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",
1006 &converter->name, &converter->map->path, converter->x, converter->y); 940 &converter->name, &converter->map->path, converter->x, converter->y);
1007 return -1; 941 return -1;
1008 } 942 }
1009 943
1010 item = object_create_arch (converter->other_arch); 944 item = object_create_arch (conv_to);
1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1012 } 946 }
1013 947
1014 if (CONV_NR (converter)) 948 if (give)
1015 item->nrof = CONV_NR (converter); 949 item->nrof = give;
1016 950
1017 if (nr) 951 if (nr)
1018 item->nrof *= nr; 952 item->nrof *= nr;
1019 953
1020 if (is_in_shop (converter)) 954 if (converter->flag [FLAG_PRECIOUS])
1021 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 }
1022 else if (price_in < item->nrof * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
1023 { 966 {
1024 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",
1025 &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);
1026 /** 969 /**
1027 * 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
1028 * hopefully had something in mind when doing this. 971 * hopefully had something in mind when doing this.
1029 */ 972 */
1030 } 973 }
1031 974
1032 SET_FLAG (item, FLAG_IDENTIFIED); 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
1033 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);
1034 return 1; 981 return 1;
1035} 982}
1036 983
1037/** 984/**
1054 1001
1055 op->contr->last_used = 0; 1002 op->contr->last_used = 0;
1056 1003
1057 if (sack->env && sack->env != op) 1004 if (sack->env && sack->env != op)
1058 { 1005 {
1059 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.");
1060 return 1; 1007 return 1;
1061 } 1008 }
1062 1009
1063 // 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
1064 if (sack->flag [FLAG_APPLIED]) 1011 if (sack->flag [FLAG_APPLIED])
1070 return 1; 1017 return 1;
1071 } 1018 }
1072 else if (!sack->env) 1019 else if (!sack->env)
1073 { 1020 {
1074 // active, but not ours: some other player has opened it 1021 // active, but not ours: some other player has opened it
1075 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)));
1076 return 1; 1023 return 1;
1077 } 1024 }
1078 1025
1079 // fall through to opening it (active in inv) 1026 // fall through to opening it (active in inv)
1080 } 1027 }
1082 { 1029 {
1083 // 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
1084 op->close_container (); 1031 op->close_container ();
1085 sack->flag [FLAG_APPLIED] = 1; 1032 sack->flag [FLAG_APPLIED] = 1;
1086 esrv_update_item (UPD_FLAGS, op, sack); 1033 esrv_update_item (UPD_FLAGS, op, sack);
1087 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1034 op->statusmsg (format ("You ready %s.", query_name (sack)));
1088 return 1; 1035 return 1;
1089 } 1036 }
1090 1037
1091 // it's locked? 1038 // it's locked?
1092 if (sack->slaying) 1039 if (sack->slaying)
1093 { 1040 {
1094 if (object *tmp = find_key (op, op, sack)) 1041 if (object *tmp = find_key (op, op, sack))
1095 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)));
1096 else 1043 else
1097 { 1044 {
1098 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)));
1099 return 1; 1046 return 1;
1100 } 1047 }
1101 } 1048 }
1102 1049
1103 op->open_container (sack); 1050 op->open_container (sack);
1114{ 1061{
1115 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1116 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1117 return 0; 1064 return 0;
1118 1065
1119 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1120 { 1067 {
1121 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1122 * 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
1123 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1124 */ 1071 */
1125 if (altar->inv && altar->inv->type == SPELL) 1072 if (altar->inv && altar->inv->type == SPELL)
1126 { 1073 {
1127 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));
1128 cast_spell (originator, altar, 0, altar->inv, NULL); 1075 cast_spell (originator, altar, 0, altar->inv, NULL);
1129 /* If it is connected, push the button. Fixes some problems with 1076 /* If it is connected, push the button. Fixes some problems with
1130 * old maps. 1077 * old maps.
1131 */ 1078 */
1132 1079
1133/* push_button (altar);*/ 1080/* push_button (altar);*/
1134 } 1081 }
1135 else 1082 else
1136 { 1083 {
1137 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1138 push_button (altar); 1085 push_button (altar, originator);
1139 } 1086 }
1140 1087
1141 return !sacrifice; 1088 return !sacrifice;
1142 } 1089 }
1143 else 1090 else
1160 1107
1161 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1162 1109
1163 bool has_unpaid = false; 1110 bool has_unpaid = false;
1164 1111
1165 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1112 // quite inefficient to do this here twice, but the api doesn't lend itself to
1166 // a quick and small change :( 1113 // a quick and small change :(
1167 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168 if (item->flag [FLAG_UNPAID]) 1115 if (item->flag [FLAG_UNPAID])
1169 { 1116 {
1170 has_unpaid = true; 1117 has_unpaid = true;
1171 break; 1118 break;
1172 } 1119 }
1173 1120
1174 if (op->type != PLAYER) 1121 if (!op->is_player ())
1175 { 1122 {
1176 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1177 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1178 * the shop. 1125 * the shop.
1179 */ 1126 */
1183 1130
1184 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1185 { 1132 {
1186 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);
1187 1134
1135 if (i >= 0)
1188 tmp->remove (); 1136 tmp->move (i);
1189
1190 if (i == -1)
1191 i = 0;
1192
1193 tmp->map = op->map;
1194 tmp->x = op->x + freearr_x[i];
1195 tmp->y = op->y + freearr_y[i];
1196 insert_ob_in_map (tmp, op->map, op, 0);
1197 } 1137 }
1198 } 1138 }
1199 1139
1200 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1201 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1212 if (i != -1) 1152 if (i != -1)
1213 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);
1214 1154
1215 return 0; 1155 return 0;
1216 } 1156 }
1157
1217 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1218 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1219 */ 1160 */
1220 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1221 } 1162 }
1230 op->contr->play_sound (sound_find ("shop_enter")); 1171 op->contr->play_sound (sound_find ("shop_enter"));
1231 else 1172 else
1232 op->contr->play_sound (sound_find ("shop_leave")); 1173 op->contr->play_sound (sound_find ("shop_leave"));
1233 1174
1234 if (shop_mat->msg) 1175 if (shop_mat->msg)
1235 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1176 op->statusmsg (shop_mat->msg);
1236 /* 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,
1237 * 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
1238 * actually the shop floor. 1179 * actually the shop floor.
1239 */ 1180 */
1240 else if (!rv && !is_in_shop (op)) 1181 else if (!rv && !is_in_shop (op))
1241 { 1182 {
1242 opinion = shopkeeper_approval (op->map, op); 1183 opinion = shopkeeper_approval (op->map, op);
1243 1184
1244 if (opinion > 0.9) 1185 op->statusmsg (
1245 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."
1246 else if (opinion > 0.75) 1187 : opinion >= 0.75 ? "The shopkeeper waves to you."
1247 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1188 : opinion >= 0.50 ? "The shopkeeper ignores you."
1248 else if (opinion > 0.5) 1189 : "The shopkeeper glares at you with contempt."
1249 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1250 else 1190 );
1251 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1252 } 1191 }
1253 } 1192 }
1254 else 1193 else
1255 { 1194 {
1256 /* 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
1278 * Handles applying a sign. 1217 * Handles applying a sign.
1279 */ 1218 */
1280static void 1219static void
1281apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1282{ 1221{
1283 readable_message_type *msgType; 1222 if (!op->is_player())
1223 return;
1284 1224
1285 if (sign->msg == NULL) 1225 if (sign->has_dialogue ())
1286 { 1226 {
1287 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));
1288 return; 1228 return;
1289 } 1229 }
1290 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
1291 if (sign->stats.food) 1240 if (sign->stats.food)
1292 { 1241 {
1293 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1294 { 1243 {
1295 if (!sign->move_on) 1244 if (!sign->move_on)
1296 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1297 1246
1298 return; 1247 return;
1299 } 1248 }
1300 1249
1301 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1307 * 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
1308 * to us). 1257 * to us).
1309 */ 1258 */
1310 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)
1311 { 1260 {
1312 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1261 op->failmsg ("You are unable to read while blind!");
1313 return; 1262 return;
1314 } 1263 }
1315 1264
1316 if (op->contr) 1265 if (op->contr)
1317 if (client *ns = op->contr->ns) 1266 if (client *ns = op->contr->ns)
1318 { 1267 {
1268 if (sign->sound)
1319 ns->play_sound (sign->sound); 1269 ns->play_sound (sign->sound);
1320 msgType = get_readable_message_type (sign); 1270 else if (autoapply)
1271 ns->play_sound (sound_find ("msg_voice"));
1321 1272
1322 if (ns->can_msg) 1273 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1323 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1324 else
1325 {
1326 char newbuf[HUGE_BUF];
1327 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1328 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1329 }
1330 } 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);
1331} 1307}
1332 1308
1333/** 1309/**
1334 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1335 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1366 1342
1367 recursion_depth++; 1343 recursion_depth++;
1368 if (trap->head) 1344 if (trap->head)
1369 trap = trap->head; 1345 trap = trap->head;
1370 1346
1371 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)))
1372 goto leave;
1373
1374 switch (trap->type) 1348 switch (trap->type)
1375 { 1349 {
1376 case PLAYERMOVER: 1350 case PLAYERMOVER:
1377 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:
1378 { 1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1379 if (!trap->stats.maxsp) 1422 if (!trap->value)
1380 trap->stats.maxsp = 2; 1423 {
1424 int tot;
1381 1425
1382 /* Is this correct? From the docs, it doesn't look like it 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1383 * 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
1384 */ 1441 */
1385 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1442 ab_next = ab->above;
1386 1443
1387 /* 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)
1388 * above with some objects have zero speed, and thus the player 1445 {
1389 * 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 }
1390 */ 1455 }
1391 if (victim->speed_left < -50.f) 1456 break;
1392 victim->speed_left = -50.f;
1393 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1394 } 1457 }
1395 goto leave;
1396 1458
1397 case SPINNER: 1459 case CONVERTER:
1398 if (victim->direction) 1460 if (convert_item (victim, trap) < 0)
1399 {
1400 victim->direction = absdir (victim->direction - trap->stats.sp);
1401 update_turn_face (victim);
1402 }
1403 goto leave;
1404
1405 case DIRECTOR:
1406 if (victim->direction && !should_director_abort (trap, victim))
1407 {
1408 victim->direction = trap->stats.sp;
1409 update_turn_face (victim);
1410 }
1411 goto leave;
1412
1413 case BUTTON:
1414 case PEDESTAL:
1415 update_button (trap);
1416 goto leave;
1417
1418 case ALTAR:
1419 /* sacrifice victim on trap */
1420 apply_altar (trap, victim, originator);
1421 goto leave;
1422
1423 case THROWN_OBJ:
1424 if (trap->inv == NULL)
1425 goto leave;
1426 /* fallthrough */
1427
1428 case ARROW:
1429 /* bad bug: monster throw a object, make a step forwards, step on object ,
1430 * trigger this here and get hit by own missile - and will be own enemy.
1431 * Victim then is his own enemy and will start to kill herself (this is
1432 * removed) but we have not synced victim and his missile. To avoid senseless
1433 * action, we avoid hits here
1434 */
1435 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1436 hit_with_arrow (trap, victim);
1437 goto leave;
1438
1439 case SPELL_EFFECT:
1440 apply_spell_effect (trap, victim);
1441 goto leave;
1442
1443 case TRAPDOOR:
1444 {
1445 int max, sound_was_played;
1446 object *ab, *ab_next;
1447
1448 if (!trap->value)
1449 { 1461 {
1450 int tot; 1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1451 1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1452 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1453 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1454 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1455
1456 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1457 goto leave;
1458
1459 SET_ANIMATION (trap, trap->value);
1460 update_object (trap, UP_OBJ_FACE);
1461 } 1464 }
1462 1465
1463 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))
1464 { 1488 {
1465 /* need to set this up, since if we do transfer the object, 1489 /* Basically, don't show exits leading to random maps the
1466 * ab->above would be bogus 1490 * players output.
1467 */ 1491 */
1468 ab_next = ab->above; 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1469 1494
1470 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1495 trap->play_sound (trap->sound);
1471 { 1496 victim->enter_exit (trap);
1472 if (!sound_was_played)
1473 {
1474 trap->play_sound (sound_find ("fall_hole"));
1475 sound_was_played = 1;
1476 }
1477
1478 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1479 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1480 }
1481 } 1497 }
1482 goto leave; 1498 break;
1483 }
1484 1499
1485 case CONVERTER:
1486 if (convert_item (victim, trap) < 0)
1487 {
1488 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1489 get_archetype ("burnout")->insert_at (trap, trap);
1490 }
1491
1492 goto leave;
1493
1494 case TRIGGER_BUTTON:
1495 case TRIGGER_PEDESTAL:
1496 case TRIGGER_ALTAR:
1497 check_trigger (trap, victim);
1498 goto leave;
1499
1500 case DEEP_SWAMP:
1501 walk_on_deep_swamp (trap, victim);
1502 goto leave;
1503
1504 case CHECK_INV:
1505 check_inv (victim, trap);
1506 goto leave;
1507
1508 case HOLE:
1509 /* Hole not open? */
1510 if (trap->stats.wc > 0)
1511 goto leave;
1512
1513 /* Is this a multipart monster and not the head? If so, return.
1514 * Processing will happen if the head runs into the pit
1515 */
1516 if (victim->head)
1517 goto leave;
1518
1519 victim->play_sound (sound_find ("fall_hole"));
1520 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1521 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1522 goto leave;
1523
1524 case EXIT:
1525 if (victim->type == PLAYER && EXIT_PATH (trap))
1526 {
1527 /* Basically, don't show exits leading to random maps the
1528 * players output.
1529 */
1530 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1531 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1532
1533 victim->enter_exit (trap);
1534 }
1535 goto leave;
1536
1537 case ENCOUNTER: 1500 case ENCOUNTER:
1538 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1539 goto leave; 1502 break;
1540 1503
1541 case SHOP_MAT: 1504 case SHOP_MAT:
1542 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1543 goto leave; 1506 break;
1544 1507
1545 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1546 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1547 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1548 goto leave; 1511 break;
1549 1512
1550 case SIGN: 1513 case SIGN:
1551 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1552 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1553 1516
1554 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1555 goto leave; 1518 break;
1556 1519
1557 case CONTAINER: 1520 case CONTAINER:
1558 apply_container (victim, trap); 1521 apply_container (victim, trap);
1559 goto leave; 1522 break;
1560 1523
1561 case RUNE: 1524 case RUNE:
1562 case TRAP: 1525 case TRAP:
1563 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1564 {
1565 spring_trap (trap, victim); 1527 spring_trap (trap, victim);
1566 } 1528 break;
1567 goto leave;
1568 1529
1569 default: 1530 default:
1570 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 "
1571 "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);
1572 goto leave; 1533 break;
1573 } 1534 }
1574 1535
1575leave:
1576 recursion_depth--; 1536 recursion_depth--;
1577} 1537}
1578 1538
1579/** 1539/**
1580 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1585 int lev_diff; 1545 int lev_diff;
1586 object *skill_ob; 1546 object *skill_ob;
1587 1547
1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1548 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1589 { 1549 {
1590 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1550 op->failmsg ("You are unable to read while blind!");
1591 return; 1551 return;
1592 } 1552 }
1593 1553
1594 if (!tmp->msg) 1554 if (!tmp->msg)
1595 { 1555 {
1596 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));
1597 return; 1557 return;
1598 } 1558 }
1599 1559
1600 /* need a literacy skill to read stuff! */ 1560 /* need a literacy skill to read stuff! */
1601 skill_ob = find_skill_by_name (op, tmp->skill); 1561 skill_ob = find_skill_by_name (op, tmp->skill);
1602 if (!skill_ob) 1562 if (!skill_ob)
1603 { 1563 {
1604 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));
1605 return; 1565 return;
1606 } 1566 }
1607 1567
1608 lev_diff = tmp->level - (skill_ob->level + 5); 1568 lev_diff = tmp->level - (skill_ob->level + 5);
1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1569 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1610 { 1570 {
1611 if (lev_diff < 2) 1571 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1612 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."
1613 else if (lev_diff < 3) 1573 : lev_diff < 5 ? "This book is beyond your comprehension."
1614 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."
1615 else if (lev_diff < 5) 1575 : lev_diff < 15 ? "This book is way beyond your comprehension."
1616 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1576 : "This book is totally beyond your comprehension.");
1617 else if (lev_diff < 8)
1618 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1619 else if (lev_diff < 15)
1620 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1621 else
1622 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1623 return; 1577 return;
1624 } 1578 }
1625 1579
1626 readable_message_type *msgType = get_readable_message_type (tmp); 1580 readable_message_type *msgType = get_readable_message_type (tmp);
1627 1581
1628 if (player *pl = op->contr) 1582 if (player *pl = op->contr)
1629 if (client *ns = pl->ns) 1583 if (client *ns = pl->ns)
1630 if (ns->can_msg) 1584 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1631 {
1632 dynbuf_text buf;
1633 buf << long_desc (tmp, op)
1634 << "\n\n"
1635 << tmp->msg
1636 << '\0';
1637 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1638 }
1639 else
1640 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1641 msgType->message_type, msgType->message_subtype,
1642 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1643 long_desc (tmp, op), &tmp->msg);
1644 1585
1645 /* gain xp from reading */ 1586 /* gain xp from reading */
1646 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1647 { /* only if not read before */ 1588 { /* only if not read before */
1648 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1650 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1651 { 1592 {
1652 /*exp_gain *= 2; because they just identified it too */ 1593 /*exp_gain *= 2; because they just identified it too */
1653 SET_FLAG (tmp, FLAG_IDENTIFIED); 1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1654 1595
1655 /* If in a container, update how it looks */ 1596 if (object *pl = tmp->visible_to ())
1656 if (tmp->env)
1657 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1658 else
1659 op->contr->ns->floorbox_update ();
1660 } 1598 }
1661 1599
1662 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1663 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 */
1664 } 1602 }
1669 * 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
1670 */ 1608 */
1671static void 1609static void
1672apply_skillscroll (object *op, object *tmp) 1610apply_skillscroll (object *op, object *tmp)
1673{ 1611{
1674 switch ((int) learn_skill (op, tmp)) 1612 switch (learn_skill (op, tmp))
1675 { 1613 {
1676 case 0: 1614 case 0:
1677 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1615 op->play_sound (sound_find ("generic_fail"));
1678 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)));
1679 return; 1617 break;
1680 1618
1681 case 1: 1619 case 1:
1682 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1683 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));
1684 return; 1623 break;
1685 1624
1686 default: 1625 default:
1626 tmp->decrease ();
1627 op->play_sound (sound_find ("generic_fail"));
1687 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)));
1688 decrease_ob (tmp);
1689 return; 1629 break;
1690 } 1630 }
1691} 1631}
1692 1632
1693/** 1633/**
1694 * Actually makes op learn spell. 1634 * Actually makes op learn spell.
1744 { 1684 {
1745 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1685 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1746 return; 1686 return;
1747 } 1687 }
1748 1688
1749 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));
1750 player_unready_range_ob (op->contr, spob); 1690 player_unready_range_ob (op->contr, spob);
1751 esrv_remove_spell (op->contr, spob); 1691 esrv_remove_spell (op->contr, spob);
1752 spob->destroy (); 1692 spob->destroy ();
1753} 1693}
1754 1694
1762{ 1702{
1763 object *skop, *spell, *spell_skill; 1703 object *skop, *spell, *spell_skill;
1764 1704
1765 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1705 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1766 { 1706 {
1767 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1707 op->failmsg ("You are unable to read while blind.");
1768 return; 1708 return;
1769 } 1709 }
1770 1710
1771 /* artifact_spellbooks have 'slaying' field point to a spell name, 1711 /* artifact_spellbooks have 'slaying' field point to a spell name,
1772 * instead of having their spell stored in stats.sp. These are 1712 * instead of having their spell stored in stats.sp. These are
1775 if (tmp->slaying) 1715 if (tmp->slaying)
1776 { 1716 {
1777 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1717 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1778 if (!spell) 1718 if (!spell)
1779 { 1719 {
1780 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));
1781 return; 1721 return;
1782 } 1722 }
1783 else 1723 else
1784 insert_ob_in_ob (spell, tmp); 1724 insert_ob_in_ob (spell, tmp);
1785 1725
1790 1730
1791 /* 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
1792 * lower than the spell will make learning the spell more difficult */ 1732 * lower than the spell will make learning the spell more difficult */
1793 if (!skop) 1733 if (!skop)
1794 { 1734 {
1795 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));
1796 return; 1736 return;
1797 } 1737 }
1798 1738
1799 spell = tmp->inv; 1739 spell = tmp->inv;
1800 1740
1801 if (!spell) 1741 if (!spell)
1802 { 1742 {
1803 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);
1804 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!");
1805 return; 1745 return;
1806 } 1746 }
1807 1747
1808 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1748 int learn_level = sqrtf (spell->level) * 1.5f;
1749 if (skop->level < learn_level)
1809 { 1750 {
1810 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));
1811 return; 1753 return;
1812 } 1754 }
1813 1755
1814 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));
1815 1757
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1758 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1817 {
1818 identify (tmp); 1759 identify (tmp);
1819
1820 if (tmp->env)
1821 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1822 else
1823 op->contr->ns->floorbox_update ();
1824 }
1825 1760
1826 /* 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
1827 * 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
1828 * 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
1829 * they would have a special prayer mark. 1764 * they would have a special prayer mark.
1830 */ 1765 */
1831 if (check_spell_known (op, spell->name)) 1766 if (check_spell_known (op, spell->name))
1832 { 1767 {
1833 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");
1834 return; 1769 return;
1835 } 1770 }
1836 1771
1837 if (spell->skill) 1772 if (spell->skill)
1838 { 1773 {
1839 spell_skill = find_skill_by_name (op, spell->skill); 1774 spell_skill = find_skill_by_name (op, spell->skill);
1840 1775
1841 if (!spell_skill) 1776 if (!spell_skill)
1842 { 1777 {
1843 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));
1844 return; 1779 return;
1845 } 1780 }
1846 1781
1847 if (spell_skill->level < spell->level) 1782 if (spell_skill->level < spell->level)
1848 { 1783 {
1849 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));
1850 return; 1785 return;
1851 } 1786 }
1852 } 1787 }
1853 1788
1854 /* Logic as follows 1789 /* Logic as follows
1863 * 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
1864 * literacy rate very useful! -b.t. 1799 * literacy rate very useful! -b.t.
1865 */ 1800 */
1866 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1801 if (QUERY_FLAG (op, FLAG_CONFUSED))
1867 { 1802 {
1868 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!");
1869 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));
1870 } 1805 }
1871 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1806 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1872 (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])
1873 { 1808 {
1874 1809 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1875 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1876 do_learn_spell (op, spell, 0); 1810 do_learn_spell (op, spell, 0);
1877 1811
1878 /* xp gain to literacy for spell learning */ 1812 /* xp gain to literacy for spell learning */
1879 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1813 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1880 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);
1881 } 1815 }
1882 else 1816 else
1883 { 1817 {
1884 op->contr->play_sound (sound_find ("fumble_spell")); 1818 op->contr->play_sound (sound_find ("fumble_spell"));
1885 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");
1886 } 1820 }
1887 1821
1888 decrease_ob (tmp); 1822 tmp->decrease ();
1889} 1823}
1890 1824
1891/** 1825/**
1892 * Handles applying a spell scroll. 1826 * Handles applying a spell scroll.
1893 */ 1827 */
1896{ 1830{
1897 object *skop; 1831 object *skop;
1898 1832
1899 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1833 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1900 { 1834 {
1901 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1835 op->failmsg ("You are unable to read while blind.");
1902 return; 1836 return;
1903 } 1837 }
1904 1838
1905 if (!tmp->inv || tmp->inv->type != SPELL) 1839 if (!tmp->inv || tmp->inv->type != SPELL)
1906 { 1840 {
1907 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.>");
1908 return; 1842 return;
1909 } 1843 }
1910 1844
1911 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1912 { 1846 {
1918 */ 1852 */
1919 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1853 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1920 1854
1921 if (!skop) 1855 if (!skop)
1922 { 1856 {
1923 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]));
1924 return; 1858 return;
1925 } 1859 }
1926 1860
1927 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1861 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1928 change_exp (op, exp_gain, skop->skill, 0); 1862 change_exp (op, exp_gain, skop->skill, 0);
1929 } 1863 }
1930 1864
1931 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1865 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1932 identify (tmp); 1866 identify (tmp);
1933 1867
1934 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));
1935 1869
1936 cast_spell (op, tmp, dir, tmp->inv, NULL); 1870 cast_spell (op, tmp, dir, tmp->inv, NULL);
1937 decrease_ob (tmp); 1871 tmp->decrease ();
1938} 1872}
1939 1873
1940/** 1874/**
1941 * Applies a treasure object - by default, chest. op 1875 * Applies a treasure object - by default, chest. op
1942 * is the person doing the applying, tmp is the treasure 1876 * is the person doing the applying, tmp is the treasure
1943 * chest. 1877 * chest.
1944 */ 1878 */
1945static void 1879static void
1946apply_treasure (object *op, object *tmp) 1880apply_treasure (object *op, object *tmp)
1947{ 1881{
1948 /* 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
1949 * 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
1950 * 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
1951 * 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
1952 * treasure 1886 * treasure
1953 */ 1887 */
1954 object *treas = tmp->inv; 1888 object *treas = tmp->inv;
1955 1889
1956 if (!treas) 1890 if (!treas)
1957 { 1891 {
1958 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1892 op->statusmsg ("The chest was empty.");
1959 decrease_ob (tmp); 1893 tmp->decrease ();
1960 return; 1894 return;
1961 } 1895 }
1962 1896
1963 while (tmp->inv) 1897 while (tmp->inv)
1964 { 1898 {
1965 treas = tmp->inv; 1899 treas = tmp->inv;
1966
1967 treas->remove (); 1900 treas->remove ();
1968 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1969 1901
1970 treas->x = op->x; 1902 treas->x = op->x;
1971 treas->y = op->y; 1903 treas->y = op->y;
1972 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);
1973 1905
1974 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))
1975 spring_trap (treas, op); 1907 spring_trap (treas, op);
1976 1908
1977 /* If either player or container was destroyed, no need to do 1909 /* If either player or container was destroyed, no need to do
1978 * further processing. I think this should be enclused with 1910 * further processing. I think this should be enclused with
1979 * spring trap above, as I don't think there is otherwise 1911 * spring trap above, as I don't think there is otherwise
1980 * any way for the treasure chest or player to get killed 1912 * any way for the treasure chest or player to get killed.
1981 */ 1913 */
1982 if (op->destroyed () || tmp->destroyed ()) 1914 if (op->destroyed () || tmp->destroyed ())
1983 break; 1915 break;
1984 } 1916 }
1985 1917
1986 if (!tmp->destroyed () && tmp->inv == NULL) 1918 if (!tmp->destroyed () && !tmp->inv)
1987 decrease_ob (tmp); 1919 tmp->decrease (true);
1988
1989} 1920}
1990 1921
1991/** 1922/**
1992 * op eats food. 1923 * op eats food.
1993 * If player, takes care of messages and dragon special food. 1924 * If player, takes care of messages and dragon special food.
2008 { 1939 {
2009 /* usual case - no dragon meal: */ 1940 /* usual case - no dragon meal: */
2010 if (op->stats.food + tmp->stats.food > 999) 1941 if (op->stats.food + tmp->stats.food > 999)
2011 { 1942 {
2012 if (tmp->type == FOOD || tmp->type == FLESH) 1943 if (tmp->type == FOOD || tmp->type == FLESH)
2013 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!");
2014 else 1945 else
2015 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!");
2016 } 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 );
2017 1956
2018 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2019 { 1958 {
2020 char buf[MAX_BUF]; 1959 const char *buf;
2021 1960
2022 if (!is_dragon_pl (op)) 1961 if (!is_dragon_pl (op))
2023 { 1962 {
2024 /* eating message for normal players */ 1963 /* eating message for normal players */
2025 if (tmp->type == DRINK) 1964 if (tmp->type == DRINK)
2026 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1965 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2027 else 1966 else
2028 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.");
2029 } 1968 }
2030 else 1969 else
2031 {
2032 /* eating message for dragon players */ 1970 /* eating message for dragon players */
2033 sprintf (buf, "The %s tasted terrible!", &tmp->name); 1971 buf = format ("The %s tasted terrible!", &tmp->name);
2034 }
2035 1972
2036 new_draw_info (NDI_UNIQUE, 0, op, buf); 1973 op->statusmsg (buf);
1974
2037 capacity_remaining = 999 - op->stats.food; 1975 capacity_remaining = 999 - op->stats.food;
2038 op->stats.food += tmp->stats.food; 1976 op->stats.food += tmp->stats.food;
2039 if (capacity_remaining < tmp->stats.food) 1977 if (capacity_remaining < tmp->stats.food)
2040 op->stats.hp += capacity_remaining / 50; 1978 op->stats.hp += capacity_remaining / 50;
2041 else 1979 else
2042 op->stats.hp += tmp->stats.food / 50; 1980 op->stats.hp += tmp->stats.food / 50;
1981
2043 if (op->stats.hp > op->stats.maxhp) 1982 if (op->stats.hp > op->stats.maxhp)
2044 op->stats.hp = op->stats.maxhp; 1983 op->stats.hp = op->stats.maxhp;
2045 if (op->stats.food > 999) 1984 if (op->stats.food > 999)
2046 op->stats.food = 999; 1985 op->stats.food = 999;
2047 } 1986 }
2051 eat_special_food (op, tmp); 1990 eat_special_food (op, tmp);
2052 } 1991 }
2053 } 1992 }
2054 1993
2055 handle_apply_yield (tmp); 1994 handle_apply_yield (tmp);
2056 decrease_ob (tmp); 1995 tmp->decrease ();
2057} 1996}
2058 1997
2059/** 1998/**
2060 * A dragon is eating some flesh. If the flesh contains resistances, 1999 * A dragon is eating some flesh. If the flesh contains resistances,
2061 * 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.
2071{ 2010{
2072 object *skin = NULL; /* pointer to dragon skin force */ 2011 object *skin = NULL; /* pointer to dragon skin force */
2073 object *abil = NULL; /* pointer to dragon ability force */ 2012 object *abil = NULL; /* pointer to dragon ability force */
2074 object *tmp = NULL; /* tmp. object */ 2013 object *tmp = NULL; /* tmp. object */
2075 2014
2076 char buf[MAX_BUF]; /* tmp. string buffer */
2077 double chance; /* improvement-chance of one resistance type */ 2015 double chance; /* improvement-chance of one resistance type */
2078 double totalchance = 1; /* total chance of gaining one resistance */ 2016 double totalchance = 1; /* total chance of gaining one resistance */
2079 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2080 double mbonus = 0; /* monster bonus */ 2018 double mbonus = 0; /* monster bonus */
2081 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2103 /* now start by filling stomache and health, according to food-value */ 2041 /* now start by filling stomache and health, according to food-value */
2104 if ((999 - op->stats.food) < meal->stats.food) 2042 if ((999 - op->stats.food) < meal->stats.food)
2105 op->stats.hp += (999 - op->stats.food) / 50; 2043 op->stats.hp += (999 - op->stats.food) / 50;
2106 else 2044 else
2107 op->stats.hp += meal->stats.food / 50; 2045 op->stats.hp += meal->stats.food / 50;
2046
2108 if (op->stats.hp > op->stats.maxhp) 2047 if (op->stats.hp > op->stats.maxhp)
2109 op->stats.hp = op->stats.maxhp; 2048 op->stats.hp = op->stats.maxhp;
2110 2049
2111 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2112 2051
2157 } 2096 }
2158 } 2097 }
2159 2098
2160 /* inverse totalchance as until now we have the failure-chance */ 2099 /* inverse totalchance as until now we have the failure-chance */
2161 totalchance = 100 - totalchance * 100; 2100 totalchance = 100 - totalchance * 100;
2101
2162 /* print message according to totalchance */ 2102 /* print message according to totalchance */
2103 const char *buf;
2163 if (totalchance > 50.) 2104 if (totalchance > 50.)
2164 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2105 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2165 else if (totalchance > 10.) 2106 else if (totalchance > 10.)
2166 sprintf (buf, "The %s tasted very good.", &meal->name); 2107 buf = format ("The %s tasted very good.", &meal->name);
2167 else if (totalchance > 1.) 2108 else if (totalchance > 1.)
2168 sprintf (buf, "The %s tasted good.", &meal->name); 2109 buf = format ("The %s tasted good.", &meal->name);
2169 else if (totalchance > 0.1) 2110 else if (totalchance > 0.1)
2170 sprintf (buf, "The %s tasted bland.", &meal->name); 2111 buf = format ("The %s tasted bland.", &meal->name);
2171 else if (totalchance >= 0.01) 2112 else if (totalchance >= 0.01)
2172 sprintf (buf, "The %s had a boring taste.", &meal->name); 2113 buf = format ("The %s had a boring taste.", &meal->name);
2173 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))
2174 sprintf (buf, "The %s tasted strange.", &meal->name); 2115 buf = format ("The %s tasted strange.", &meal->name);
2175 else 2116 else
2176 sprintf (buf, "The %s had no taste.", &meal->name); 2117 buf = format ("The %s had no taste.", &meal->name);
2177 new_draw_info (NDI_UNIQUE, 0, op, buf); 2118
2119 op->statusmsg (buf);
2178 2120
2179 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2180 i = -1; 2122 i = -1;
2181 if (winners > 0) 2123 if (winners > 0)
2182 i = atnr_winner[RANDOM () % winners]; 2124 i = atnr_winner [rndm (winners)];
2183 2125
2184 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2185 { 2127 {
2186 /* resistance increased! */ 2128 /* resistance increased! */
2187 skin->resist[i]++; 2129 skin->resist[i]++;
2188 op->update_stats (); 2130 op->update_stats ();
2189 2131
2190 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]));
2191 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2192 } 2133 }
2193 2134
2194 /* if this flesh contains a new ability focus, we mark it 2135 /* if this flesh contains a new ability focus, we mark it
2195 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 */
2196 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)
2197 { 2138 {
2198 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> */
2199 2140
2200 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
2201 { 2147 ));
2202 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2203 new_draw_info (NDI_UNIQUE, 0, op, buf);
2204 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2205 new_draw_info (NDI_UNIQUE, 0, op, buf);
2206 }
2207 else 2148 else
2208 { 2149 {
2209 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]));
2210 new_draw_info (NDI_UNIQUE, 0, op, buf);
2211 abil->last_eat = 0; 2151 abil->last_eat = 0;
2212 } 2152 }
2213 } 2153 }
2154
2214 return 1; 2155 return 1;
2215} 2156}
2216 2157
2217/** 2158/**
2218 * Handles applying an improve armor scroll. 2159 * Handles applying an improve armor scroll.
2223{ 2164{
2224 object *armor; 2165 object *armor;
2225 2166
2226 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))
2227 { 2168 {
2228 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.>");
2229 return; 2170 return;
2230 } 2171 }
2231 2172
2232 armor = find_marked_object (op); 2173 armor = find_marked_object (op);
2233 2174
2234 if (!armor) 2175 if (!armor)
2235 { 2176 {
2236 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.");
2237 return; 2178 return;
2238 } 2179 }
2239 2180
2240 if (armor->type != ARMOUR 2181 if (armor->type != ARMOUR
2241 && armor->type != CLOAK 2182 && armor->type != CLOAK
2242 && 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)
2243 { 2184 {
2244 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2185 op->failmsg ("Your marked item is not armour!\n");
2245 return; 2186 return;
2246 } 2187 }
2247 2188
2248 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2189 op->statusmsg ("Applying armour enchantment.");
2249 improve_armour (op, tmp, armor); 2190 improve_armour (op, tmp, armor);
2250} 2191}
2251 2192
2252extern void 2193void
2253apply_poison (object *op, object *tmp) 2194apply_poison (object *op, object *tmp)
2254{ 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
2255 if (op->type == PLAYER) 2201 if (op->type == PLAYER)
2256 { 2202 {
2257 op->contr->play_sound (sound_find ("drink_poison")); 2203 op->contr->play_sound (sound_find ("drink_poison"));
2258 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2204 op->failmsg ("Yech! That tasted poisonous!");
2259 strcpy (op->contr->killer, "poisonous booze"); 2205 op->contr->killer = poison;
2260 } 2206 }
2261 2207
2262 if (tmp->stats.hp > 0) 2208 if (poison->stats.hp > 0)
2263 { 2209 {
2264 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);
2265 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2211 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2266 } 2212 }
2267 2213
2268 op->stats.food -= op->stats.food / 4; 2214 op->stats.food -= op->stats.food / 4;
2269 handle_apply_yield (tmp); 2215 poison->destroy ();
2270 decrease_ob (tmp);
2271} 2216}
2272 2217
2273/** 2218/**
2274 * 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.
2275 * A valid 2 way exit means: 2220 * A valid 2 way exit means:
2291#if 0 //TODO 2236#if 0 //TODO
2292 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2237 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2293 return 0; /* This is a reset town portal */ 2238 return 0; /* This is a reset town portal */
2294#endif 2239#endif
2295 2240
2241 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2242
2296 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2243 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2297 2244
2298 if (exitmap) 2245 if (exitmap)
2299 { 2246 {
2300 exitmap->load_sync (); 2247 exitmap->load_sync ();
2354 return 1; 2301 return 1;
2355 } 2302 }
2356 } 2303 }
2357 2304
2358 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);
2359} 2551}
2360 2552
2361/** 2553/**
2362 * Main apply handler. 2554 * Main apply handler.
2363 * 2555 *
2366 * Return value: 2558 * Return value:
2367 * 0: player or monster can't apply objects of that type 2559 * 0: player or monster can't apply objects of that type
2368 * 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
2369 * 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
2370 * 2562 *
2371 * 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
2372 * being applied. 2564 * being applied.
2373 * 2565 *
2374 * aflag is special (always apply/unapply) flags. Nothing is done with 2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2375 * them in this function - they are passed to apply_special 2567 * them in this function - they are passed to apply_special
2376 */ 2568 */
2377int 2569int
2378manual_apply (object *op, object *tmp, int aflag) 2570manual_apply (object *who, object *op, int aflag)
2379{ 2571{
2380 if (tmp->head) 2572 op = op->head_ ();
2381 tmp = tmp->head;
2382 2573
2383 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2384 { 2575 {
2385 if (op->type == PLAYER) 2576 if (who->type == PLAYER)
2386 { 2577 {
2578 examine (who, op);
2387 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
2388 return 1; 2580 return 1;
2389 } 2581 }
2390 else 2582 else
2391 return 0; /* monsters just skip unpaid items */ 2583 return 0; /* monsters just skip unpaid items */
2392 } 2584 }
2393 2585
2394 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2395 return RESULT_INT (0); 2587 return RESULT_INT (0);
2396 2588
2397 switch (tmp->type) 2589 switch (op->type)
2398 { 2590 {
2399 case CF_HANDLE: 2591 case CF_HANDLE:
2400 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2401 op->play_sound (sound_find ("turn_handle")); 2592 who->play_sound (sound_find ("turn_handle"));
2593 who->statusmsg ("You turn the handle.");
2402 tmp->value = tmp->value ? 0 : 1; 2594 op->value = op->value ? 0 : 1;
2403 SET_ANIMATION (tmp, tmp->value); 2595 SET_ANIMATION (op, op->value);
2404 update_object (tmp, UP_OBJ_FACE); 2596 update_object (op, UP_OBJ_FACE);
2405 push_button (tmp); 2597 push_button (op, who);
2406 return 1; 2598 return 1;
2407 2599
2408 case TRIGGER: 2600 case TRIGGER:
2409 if (check_trigger (tmp, op)) 2601 if (check_trigger (op, who, who))
2410 { 2602 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2603 who->statusmsg ("You turn the handle.");
2412 op->play_sound (sound_find ("turn_handle")); 2604 who->play_sound (sound_find ("turn_handle"));
2413 } 2605 }
2414 else 2606 else
2415 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2607 who->failmsg ("The handle doesn't move.");
2416 2608
2417 return 1; 2609 return 1;
2418 2610
2419 case EXIT: 2611 case EXIT:
2420 if (op->type != PLAYER) 2612 if (who->type != PLAYER)
2421 return 0; 2613 return 0;
2422 2614
2423 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2424 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)));
2425 else 2617 else
2426 { 2618 {
2427 /* Don't display messages for random maps. */ 2619 /* Don't display messages for random maps. */
2428 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2429 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2621 who->statusmsg (op->msg, NDI_NAVY);
2430 2622
2431 op->enter_exit (tmp); 2623 who->enter_exit (op);
2432 } 2624 }
2433 2625
2434 return 1; 2626 return 1;
2435 2627
2436 case INSCRIBABLE: 2628 case INSCRIBABLE:
2437 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 2629 who->statusmsg (op->msg);
2438 // maybe show a spell menu to chose from or something like that 2630 // maybe show a spell menu to chose from or something like that
2439 return 1; 2631 return 1;
2440 2632
2441 case SIGN: 2633 case SIGN:
2442 apply_sign (op, tmp, 0); 2634 apply_sign (who, op, 0);
2443 return 1; 2635 return 1;
2444 2636
2445 case BOOK: 2637 case BOOK:
2446 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2447 { 2639 {
2448 apply_book (op, tmp); 2640 apply_book (who, op);
2449 return 1; 2641 return 1;
2450 } 2642 }
2451 else 2643 else
2452 return 0; 2644 return 0;
2453 2645
2454 case SKILLSCROLL: 2646 case SKILLSCROLL:
2455 if (op->type == PLAYER) 2647 if (who->type == PLAYER)
2456 { 2648 {
2457 apply_skillscroll (op, tmp); 2649 apply_skillscroll (who, op);
2458 return 1; 2650 return 1;
2459 } 2651 }
2460 else 2652 else
2461 return 0; 2653 return 0;
2462 2654
2463 case SPELLBOOK: 2655 case SPELLBOOK:
2464 if (op->type == PLAYER) 2656 if (who->type == PLAYER)
2465 { 2657 {
2466 apply_spellbook (op, tmp); 2658 apply_spellbook (who, op);
2467 return 1; 2659 return 1;
2468 } 2660 }
2469 else 2661 else
2470 return 0; 2662 return 0;
2471 2663
2472 case SCROLL: 2664 case SCROLL:
2473 apply_scroll (op, tmp, 0); 2665 apply_scroll (who, op, 0);
2474 return 1; 2666 return 1;
2475 2667
2476 case POTION: 2668 case POTION:
2477 apply_potion (op, tmp); 2669 apply_potion (who, op);
2478 return 1; 2670 return 1;
2479 2671
2480 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2672 /* Eneq(@csd.uu.se): Handle apply on containers. */
2481 //TODO: remove, as it is unsed? 2673 //TODO: remove, as it is unsed?
2482 case CLOSE_CON: 2674 case CLOSE_CON:
2483 apply_container (op, tmp->env); 2675 apply_container (who, op->env);
2484 return 1; 2676 return 1;
2485 2677
2486 case CONTAINER: 2678 case CONTAINER:
2487 apply_container (op, tmp); 2679 apply_container (who, op);
2488 return 1; 2680 return 1;
2489 2681
2490 case TREASURE: 2682 case TREASURE:
2491 if (op->type == PLAYER) 2683 if (who->type == PLAYER)
2492 { 2684 {
2493 apply_treasure (op, tmp); 2685 apply_treasure (who, op);
2494 return 1; 2686 return 1;
2495 } 2687 }
2496 else 2688 else
2497 return 0; 2689 return 0;
2690
2691 case LAMP:
2692 case TORCH:
2693 player_apply_lamp (who, op);
2694 return 1;
2498 2695
2499 case WEAPON: 2696 case WEAPON:
2500 case ARMOUR: 2697 case ARMOUR:
2501 case BOOTS: 2698 case BOOTS:
2502 case GLOVES: 2699 case GLOVES:
2510 case WAND: 2707 case WAND:
2511 case ROD: 2708 case ROD:
2512 case HORN: 2709 case HORN:
2513 case SKILL: 2710 case SKILL:
2514 case BOW: 2711 case BOW:
2515 case LAMP:
2516 case BUILDER: 2712 case BUILDER:
2517 case SKILL_TOOL: 2713 case SKILL_TOOL:
2518 if (tmp->env != op) 2714 if (op->env != who)
2519 return 2; /* not in inventory */ 2715 return 2; /* not in inventory */
2520 2716
2521 apply_special (op, tmp, aflag); 2717 apply_special (who, op, aflag);
2522 return 1; 2718 return 1;
2523 2719
2524 case DRINK: 2720 case DRINK:
2525 case FOOD: 2721 case FOOD:
2526 case FLESH: 2722 case FLESH:
2527 apply_food (op, tmp); 2723 apply_food (who, op);
2528 return 1; 2724 return 1;
2529 2725
2530 case POISON: 2726 case POISON:
2531 apply_poison (op, tmp); 2727 apply_poison (who, op);
2532 return 1; 2728 return 1;
2533 2729
2534 case SAVEBED: 2730 case SAVEBED:
2535 return 1; 2731 return 1;
2536 2732
2537 case ARMOUR_IMPROVER: 2733 case ARMOUR_IMPROVER:
2538 if (op->type == PLAYER) 2734 if (who->type == PLAYER)
2539 { 2735 {
2540 apply_armour_improver (op, tmp); 2736 apply_armour_improver (who, op);
2541 return 1; 2737 return 1;
2542 } 2738 }
2543 else 2739 else
2544 return 0; 2740 return 0;
2545 2741
2546 case WEAPON_IMPROVER: 2742 case WEAPON_IMPROVER:
2547 check_improve_weapon (op, tmp); 2743 check_improve_weapon (who, op);
2548 return 1; 2744 return 1;
2549 2745
2550 case CLOCK: 2746 case CLOCK:
2551 if (op->type == PLAYER) 2747 if (who->type == PLAYER)
2552 { 2748 {
2553 char buf[MAX_BUF]; 2749 char buf[MAX_BUF];
2554 timeofday_t tod; 2750 timeofday_t tod;
2555 2751
2556 get_tod (&tod); 2752 get_tod (&tod);
2557 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2558 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2559 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2560 op->play_sound (sound_find ("sound_clock")); 2753 who->play_sound (sound_find ("sound_clock"));
2561 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 ));
2562 return 1; 2759 return 1;
2563 } 2760 }
2564 else 2761 else
2565 return 0; 2762 return 0;
2566 2763
2567 case MENU: 2764 case MENU:
2568 if (op->type == PLAYER) 2765 if (who->type == PLAYER)
2569 { 2766 {
2570 shop_listing (tmp, op); 2767 shop_listing (op, who);
2571 return 1; 2768 return 1;
2572 } 2769 }
2573 else 2770 else
2574 return 0; 2771 return 0;
2575 2772
2576 case POWER_CRYSTAL: 2773 case POWER_CRYSTAL:
2577 apply_power_crystal (op, tmp); /* see egoitem.c */ 2774 apply_power_crystal (who, op); /* see egoitem.c */
2578 return 1; 2775 return 1;
2579 2776
2580 case LIGHTER: /* for lighting torches/lanterns/etc */ 2777 case LIGHTER: /* for lighting torches/lanterns/etc */
2581 if (op->type == PLAYER) 2778 if (who->type == PLAYER)
2582 { 2779 {
2583 apply_lighter (op, tmp); 2780 apply_lighter (who, op);
2584 return 1; 2781 return 1;
2585 } 2782 }
2586 else 2783 else
2587 return 0; 2784 return 0;
2588 2785
2589 case ITEM_TRANSFORMER: 2786 case ITEM_TRANSFORMER:
2590 apply_item_transformer (op, tmp); 2787 apply_item_transformer (who, op);
2591 return 1; 2788 return 1;
2592 2789
2593 default: 2790 default:
2594 return 0; 2791 return 0;
2595 } 2792 }
2596} 2793}
2597
2598 2794
2599/* 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"
2600 * 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
2601 * "but you are floating high above the ground" messages. 2797 * "but you are floating high above the ground" messages.
2602 * 2798 *
2603 * Same return value as apply() function. 2799 * Same return value as apply() function.
2604 */ 2800 */
2605int 2801int
2606player_apply (object *pl, object *op, int aflag, int quiet) 2802player_apply (object *pl, object *op, int aflag, int quiet)
2607{ 2803{
2608 int tmp;
2609
2610 if (op->env && (pl->move_type & MOVE_FLYING)) 2804 if (!op->env && (pl->move_type & MOVE_FLYING))
2611 { 2805 {
2612 /* player is flying and applying object not in inventory */ 2806 /* player is flying and applying object not in inventory */
2613 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2807 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2614 { 2808 {
2615 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.>");
2616 return 0; 2812 return 0;
2617 } 2813 }
2618 } 2814 }
2619 2815
2620 pl->contr->last_used = op; 2816 pl->contr->last_used = op;
2621 2817
2622 tmp = manual_apply (pl, op, aflag); 2818 int tmp = manual_apply (pl, op, aflag);
2819
2623 if (!quiet) 2820 if (!quiet)
2624 { 2821 {
2625 if (tmp == 0) 2822 if (tmp == 0)
2626 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)));
2627 else if (tmp == 2) 2824 else if (tmp == 2)
2628 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2825 pl->failmsg ("You must get it first!\n");
2629 } 2826 }
2630 2827
2631 return tmp; 2828 return tmp;
2632} 2829}
2633 2830
2662 * person moving on it, also activate. Added code to make it 2859 * person moving on it, also activate. Added code to make it
2663 * 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
2664 * the item needs. 2861 * the item needs.
2665 */ 2862 */
2666 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2863 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2667 {
2668 if (player_apply (pl, tmp, 0, 1) == 1) 2864 if (player_apply (pl, tmp, 0, 1) == 1)
2669 return; 2865 return;
2670 } 2866
2671 if (floors >= 2) 2867 if (floors >= 2)
2672 return; /* process at most two floor objects */ 2868 return; /* process at most two floor objects */
2673 } 2869 }
2674} 2870}
2675 2871
2710 { 2906 {
2711 pl->combat_ob = 0; 2907 pl->combat_ob = 0;
2712 who->change_weapon (pl->ranged_ob); 2908 who->change_weapon (pl->ranged_ob);
2713 } 2909 }
2714 2910
2715 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2911 who->statusmsg (format ("You unwield %s.", query_name (op)));
2716 2912
2717 change_abil (who, op); 2913 change_abil (who, op);
2718 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2914 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2719 break; 2915 break;
2720 2916
2721 case SKILL: 2917 case SKILL:
2722 if (who->contr) 2918 if (who->contr)
2723 { 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
2724 if (!op->invisible) 2925 if (op->invisible)
2725 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));
2726 else 2927 else
2727 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)));
2728 } 2929 }
2729 2930
2730 change_abil (who, op); 2931 change_abil (who, op);
2731 CLEAR_FLAG (who, FLAG_READY_SKILL); 2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2732 break; 2933 break;
2739 case GLOVES: 2940 case GLOVES:
2740 case AMULET: 2941 case AMULET:
2741 case GIRDLE: 2942 case GIRDLE:
2742 case BRACERS: 2943 case BRACERS:
2743 case CLOAK: 2944 case CLOAK:
2744 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2945 who->statusmsg (format ("You unwear %s.", query_name (op)));
2745 change_abil (who, op); 2946 change_abil (who, op);
2746 break; 2947 break;
2747
2748 case LAMP:
2749 {
2750 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2751
2752 object *tmp2 = arch_to_object (op->other_arch);
2753 tmp2->x = op->x;
2754 tmp2->y = op->y;
2755 tmp2->map = op->map;
2756 tmp2->below = op->below;
2757 tmp2->above = op->above;
2758 tmp2->stats.food = op->stats.food;
2759 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2760
2761 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2762 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2763
2764 if (who->contr)
2765 esrv_del_item (who->contr, op->count);
2766
2767 op->destroy ();
2768 insert_ob_in_ob (tmp2, who);
2769 who->update_stats ();
2770
2771 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2772 {
2773 if (who->contr)
2774 {
2775 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2777 }
2778 }
2779
2780 if (who->contr)
2781 esrv_send_item (who, tmp2);
2782 }
2783
2784 return 1; /* otherwise, an attempt to drop causes problems */
2785 2948
2786 case BOW: 2949 case BOW:
2787 case WAND: 2950 case WAND:
2788 case ROD: 2951 case ROD:
2789 case HORN: 2952 case HORN:
2793 { 2956 {
2794 pl->ranged_ob = 0; 2957 pl->ranged_ob = 0;
2795 who->change_weapon (pl->combat_ob); 2958 who->change_weapon (pl->combat_ob);
2796 } 2959 }
2797 2960
2798 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2961 who->statusmsg (format ("You unready %s.", query_name (op)));
2799 } 2962 }
2800 else 2963 else
2801 { 2964 {
2802 who->change_skill (0); 2965 who->change_skill (0);
2803 2966
2809 2972
2810 break; 2973 break;
2811 2974
2812 case BUILDER: 2975 case BUILDER:
2813 if (who->contr) 2976 if (who->contr)
2814 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2977 who->statusmsg (format ("You unready %s.", query_name (op)));
2815 break; 2978 break;
2816 2979
2817 default: 2980 default:
2818 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2981 who->statusmsg (format ("You unapply %s.", query_name (op)));
2819 break; 2982 break;
2820 } 2983 }
2821 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
2822 who->update_stats (); 2989 who->update_stats ();
2823
2824 if (!(aflags & AP_NO_MERGE))
2825 {
2826 object *tmp = merge_ob (op, 0);
2827
2828 if (who->contr)
2829 {
2830 if (tmp)
2831 { /* it was merged */
2832 esrv_del_item (who->contr, op->count);
2833 op = tmp;
2834 }
2835
2836 esrv_send_item (who, op);
2837 }
2838 }
2839 2990
2840 return 0; 2991 return 0;
2841} 2992}
2842 2993
2843/** 2994/**
2890 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3041 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2891 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3042 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2892 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)))
2893 { 3044 {
2894 if (aflags & AP_PRINT) 3045 if (aflags & AP_PRINT)
2895 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3046 who->failmsg (query_name (tmp));
2896 else 3047 else
2897 unapply_special (who, tmp, aflags); 3048 unapply_special (who, tmp, aflags);
2898 } 3049 }
2899 else 3050 else
2900 { 3051 {
2901 /* 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.
2902 * 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
2903 * at least generate the message. 3054 * at least generate the message.
2904 */ 3055 */
2905 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)));
2906 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2907 query_name (tmp));
2908 return 1; 3057 return 1;
2909 } 3058 }
2910 3059
2911 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3060 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2912 { 3061 {
2935 3084
2936 /* 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 */
2937 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))))
2938 { 3087 {
2939 if (aflags & AP_PRINT) 3088 if (aflags & AP_PRINT)
2940 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3089 who->failmsg (query_name (tmp));
2941 else 3090 else
2942 unapply_special (who, tmp, aflags); 3091 unapply_special (who, tmp, aflags);
2943 } 3092 }
2944 else 3093 else
2945 { 3094 {
2946 /* Cursed item that we can't unequip - tell the player. 3095 /* Cursed item that we can't unequip - tell the player.
2947 * 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,
2948 * 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
2949 * one cursed ring.) 3098 * one cursed ring.)
2950 */ 3099 */
2951 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)));
2952 } 3101 }
2953 3102
2954 last = tmp->below; 3103 last = tmp->below;
2955 } 3104 }
2956 /* 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
3137 if (basic_flag == AP_APPLY) 3286 if (basic_flag == AP_APPLY)
3138 return 0; 3287 return 0;
3139 3288
3140 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)))
3141 { 3290 {
3142 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)));
3143 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3144 query_name (op));
3145 return 1; 3292 return 1;
3146 } 3293 }
3147 3294
3148 return unapply_special (who, op, aflags); 3295 return unapply_special (who, op, aflags);
3149 } 3296 }
3150
3151 if (basic_flag == AP_UNAPPLY) 3297 else if (basic_flag == AP_UNAPPLY)
3152 return 0; 3298 return 0;
3153 3299
3154 // if the item is combat/ranged, wield the relevant slot first 3300 // if the item is combat/ranged, wield the relevant slot first
3155 // to resolve conflicts. 3301 // to resolve conflicts.
3156 if (player *pl = who->contr) 3302 if (player *pl = who->contr)
3165 /* 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 */
3166 if (int i = can_apply_object (who, op)) 3312 if (int i = can_apply_object (who, op))
3167 { 3313 {
3168 if (i & CAN_APPLY_NEVER) 3314 if (i & CAN_APPLY_NEVER)
3169 { 3315 {
3170 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)));
3171 "You don't have the body to use a %s. H<You can never apply this item.>",
3172 query_name (op));
3173 return 1; 3317 return 1;
3174 } 3318 }
3175 else if (i & CAN_APPLY_RESTRICTION) 3319 else if (i & CAN_APPLY_RESTRICTION)
3176 { 3320 {
3177 new_draw_info_format (NDI_UNIQUE, 0, who, 3321 who->failmsg (format (
3178 "You have a prohibition against using a %s. " 3322 "You have a prohibition against using a %s. "
3179 "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.>",
3180 query_name (op)); 3324 query_name (op)
3325 ));
3181 return 1; 3326 return 1;
3182 } 3327 }
3183 3328
3184 if (who->type != PLAYER) 3329 if (who->type != PLAYER)
3185 { 3330 {
3189 } 3334 }
3190 else 3335 else
3191 { 3336 {
3192 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))
3193 { 3338 {
3194 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:");
3195 unapply_for_ob (who, op, AP_PRINT); 3340 unapply_for_ob (who, op, AP_PRINT);
3196 return 1; 3341 return 1;
3197 } 3342 }
3198 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))
3199 if (unapply_for_ob (who, op, aflags)) 3344 if (unapply_for_ob (who, op, aflags))
3205 { 3350 {
3206 skop = find_skill_by_name (who, op->skill); 3351 skop = find_skill_by_name (who, op->skill);
3207 3352
3208 if (!skop) 3353 if (!skop)
3209 { 3354 {
3210 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));
3211 return 1; 3356 return 1;
3212 } 3357 }
3213 else 3358 else
3214 /* While experience will be credited properly, we want to change the 3359 /* While experience will be credited properly, we want to change the
3215 * skill so that the dam and wc get updated 3360 * skill so that the dam and wc get updated
3216 */ 3361 */
3217 who->change_skill (skop); 3362 who->change_skill (skop);
3218 } 3363 }
3219 3364
3220 if (who->type == PLAYER 3365 if (!check_item_power (who, op->item_power))
3221 && op->item_power
3222 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3223 { 3366 {
3224 new_draw_info (NDI_UNIQUE, 0, who,
3225 "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);
3226 return 1; 3368 return 1;
3227 } 3369 }
3228 3370
3229 /* 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.
3230 * Note that we don't have the checks for can_use_... 3372 * Note that we don't have the checks for can_use_...
3231 * below - that is already taken care of by can_apply_object. 3373 * below - that is already taken care of by can_apply_object.
3232 */ 3374 */
3233 if (op->nrof > 1) 3375 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3234 tmp = get_split_ob (op, op->nrof - 1);
3235 else
3236 tmp = 0;
3237 3376
3238 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)))
3239 return RESULT_INT (0); 3378 return RESULT_INT (0);
3240 3379
3241 switch (op->type) 3380 switch (op->type)
3242 { 3381 {
3243 case WEAPON: 3382 case WEAPON:
3244 if (!check_weapon_power (who, op->last_eat))
3245 {
3246 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3247 "It would consume your soul!." LACK_ITEM_POWER);
3248
3249 if (tmp)
3250 insert_ob_in_ob (tmp, who);
3251
3252 return 1;
3253 }
3254
3255 //TODO: this obviously fails for players using a shorter prefix 3383 //TODO: this obviously fails for players using a shorter prefix
3256 // i.e. "R" can use Ragnarok's sword. 3384 // i.e. "R" can use Ragnarok's sword.
3257 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3385 if (op->level && !op->name.starts_with (who->name))
3258 { 3386 {
3259 /* 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. */
3260 /* (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) */
3261 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.>");
3262 "The weapon does not recognize you as its owner. "
3263 "H<Its name indicates that it belongs to somebody else.>");
3264 3390
3265 if (tmp) 3391 if (tmp)
3266 insert_ob_in_ob (tmp, who); 3392 insert_ob_in_ob (tmp, who);
3267 3393
3268 return 1; 3394 return 1;
3269 } 3395 }
3270 3396
3271 if (!skop) 3397 if (!skop)
3272 { 3398 {
3273 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
3274 return 1; 3400 return 1;
3275 } 3401 }
3276 3402
3277 SET_FLAG (op, FLAG_APPLIED); 3403 SET_FLAG (op, FLAG_APPLIED);
3278 who->change_skill (skop); 3404 who->change_skill (skop);
3279 3405
3280 if (who->contr) 3406 if (who->contr)
3281 who->change_weapon (who->contr->combat_ob = op); 3407 who->change_weapon (who->contr->combat_ob = op);
3282 3408
3283 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3409 who->statusmsg (format ("You wield %s.", query_name (op)));
3284 3410
3285 SET_FLAG (who, FLAG_READY_WEAPON); 3411 SET_FLAG (who, FLAG_READY_WEAPON);
3286 change_abil (who, op); 3412 change_abil (who, op);
3287 break; 3413 break;
3288 3414
3295 case BRACERS: 3421 case BRACERS:
3296 case CLOAK: 3422 case CLOAK:
3297 case RING: 3423 case RING:
3298 case AMULET: 3424 case AMULET:
3299 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3300 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3426 who->statusmsg (format ("You wear %s.", query_name (op)));
3301 change_abil (who, op); 3427 change_abil (who, op);
3302 break; 3428 break;
3303
3304 case LAMP:
3305 if (op->stats.food < 1)
3306 {
3307 new_draw_info_format (NDI_UNIQUE, 0, who,
3308 "Your %s is out of fuel! "
3309 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3310 return 1;
3311 }
3312
3313 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3314 tmp2 = arch_to_object (op->other_arch);
3315 tmp2->stats.food = op->stats.food;
3316 SET_FLAG (tmp2, FLAG_APPLIED);
3317
3318 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3319 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3320
3321 insert_ob_in_ob (tmp2, who);
3322
3323 /* Remove the old lantern */
3324 if (who->type == PLAYER)
3325 esrv_del_item (who->contr, op->count);
3326
3327 op->destroy ();
3328
3329 /* insert the portion that was split off */
3330 if (tmp)
3331 {
3332 insert_ob_in_ob (tmp, who);
3333 if (who->type == PLAYER)
3334 esrv_send_item (who, tmp);
3335 }
3336
3337 who->update_stats ();
3338
3339 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3340 if (who->type == PLAYER)
3341 {
3342 new_draw_info (NDI_UNIQUE, 0, who,
3343 "Oops, it feels deadly cold! "
3344 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3345 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3346 }
3347
3348 if (who->type == PLAYER)
3349 esrv_send_item (who, tmp2);
3350
3351 return 0;
3352 3429
3353 case SKILL_TOOL: 3430 case SKILL_TOOL:
3354 // applying a skill tool also readies the skill 3431 // applying a skill tool also readies the skill
3355 SET_FLAG (op, FLAG_APPLIED); 3432 SET_FLAG (op, FLAG_APPLIED);
3356 3433
3377 who->change_weapon (pl->combat_ob = item); 3454 who->change_weapon (pl->combat_ob = item);
3378 goto found_weapon; 3455 goto found_weapon;
3379 } 3456 }
3380 } 3457 }
3381 3458
3382 new_draw_info_format (NDI_UNIQUE, 0, who, 3459 who->failmsg (format (
3383 "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. "
3384 "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.>",
3385 &op->skill); 3462 &op->skill
3463 ));
3386 return 1; 3464 return 1;
3387 3465
3388 found_weapon:; 3466 found_weapon:;
3389 } 3467 }
3390 else 3468 else
3400 //TODO: bows should/must all have skill missile weapon right now 3478 //TODO: bows should/must all have skill missile weapon right now
3401 who->change_weapon (pl->ranged_ob = item); 3479 who->change_weapon (pl->ranged_ob = item);
3402 goto found_bow; 3480 goto found_bow;
3403 } 3481 }
3404 3482
3405 new_draw_info (NDI_UNIQUE, 0, who, 3483 who->failmsg (
3406 "You need to apply a missile weapon before readying this skill. " 3484 "You need to apply a missile weapon before readying this skill. "
3407 "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 );
3408 return 1; 3487 return 1;
3409 3488
3410 found_bow:; 3489 found_bow:;
3411 } 3490 }
3412 else 3491 else
3413 who->change_weapon (pl->ranged_ob = op); 3492 who->change_weapon (pl->ranged_ob = op);
3414 } 3493 }
3415 3494
3416 if (!op->invisible) 3495 if (!op->invisible)
3417 { 3496 {
3418 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3497 who->statusmsg (format (
3419 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 ));
3420 } 3503 }
3421 else 3504 else
3422 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));
3423 } 3506 }
3424 else 3507 else
3425 { 3508 {
3426 SET_FLAG (op, FLAG_APPLIED); 3509 SET_FLAG (op, FLAG_APPLIED);
3427 change_abil (who, op); 3510 change_abil (who, op);
3430 } 3513 }
3431 3514
3432 break; 3515 break;
3433 3516
3434 case BOW: 3517 case BOW:
3435 if (!check_weapon_power (who, op->last_eat)) 3518 if (op->level && !op->name.starts_with (who->name))
3436 { 3519 {
3437 new_draw_info (NDI_UNIQUE, 0, who,
3438 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3439
3440 if (tmp)
3441 insert_ob_in_ob (tmp, who);
3442
3443 return 1;
3444 }
3445
3446 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3447 {
3448 new_draw_info (NDI_UNIQUE, 0, who,
3449 "The weapon does not recognize you as its owner. " 3520 who->failmsg ("The weapon does not recognize you as its owner. "
3450 "H<Its name indicates that it belongs to somebody else.>"); 3521 "H<Its name indicates that it belongs to somebody else.>");
3451 if (tmp) 3522 if (tmp)
3452 insert_ob_in_ob (tmp, who); 3523 insert_ob_in_ob (tmp, who);
3453 3524
3454 return 1; 3525 return 1;
3460 case HORN: 3531 case HORN:
3461 /* check for skill, alter player status */ 3532 /* check for skill, alter player status */
3462 3533
3463 if (!skop) 3534 if (!skop)
3464 { 3535 {
3465 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
3466 return 1; 3537 return 1;
3467 } 3538 }
3468 3539
3469 SET_FLAG (op, FLAG_APPLIED); 3540 SET_FLAG (op, FLAG_APPLIED);
3470 who->change_skill (skop); 3541 who->change_skill (skop);
3471 3542
3472 if (who->contr) 3543 if (who->contr)
3473 { 3544 {
3474 who->contr->ranged_ob = op; 3545 who->contr->ranged_ob = op;
3475 3546
3476 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3547 who->statusmsg (format ("You ready %s.", query_name (op)));
3477 3548
3478 if (op->type == BOW) 3549 if (op->type == BOW)
3479 { 3550 {
3480 who->current_weapon = op; 3551 who->current_weapon = op;
3481 change_abil (who, op); 3552 change_abil (who, op);
3482 new_draw_info_format (NDI_UNIQUE, 0, who,
3483 "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)));
3484 } 3554 }
3485 } 3555 }
3486 else 3556 else
3487 { 3557 {
3488 if (op->type == BOW) 3558 if (op->type == BOW)
3498 { 3568 {
3499 //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?)
3500 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3570 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3501 unapply_special (who, who->contr->ranged_ob, 0); 3571 unapply_special (who, who->contr->ranged_ob, 0);
3502 3572
3503 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)));
3504 3574
3505 who->contr->ranged_ob = op; 3575 who->contr->ranged_ob = op;
3506 } 3576 }
3507 break; 3577 break;
3508 3578
3509 default: 3579 default:
3510 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3580 who->statusmsg (format ("You apply %s.", query_name (op)));
3511 } /* end of switch op->type */ 3581 }
3512 3582
3513 SET_FLAG (op, FLAG_APPLIED); 3583 SET_FLAG (op, FLAG_APPLIED);
3514 3584
3515 if (tmp) 3585 if (tmp)
3516 tmp = insert_ob_in_ob (tmp, who); 3586 who->insert (tmp);
3517 3587
3518 who->update_stats (); 3588 who->update_stats ();
3519 3589
3520 /* We exclude spell casting objects. The fire code will set the 3590 /* We exclude spell casting objects. The fire code will set the
3521 * been applied flag when they are used - until that point, 3591 * been applied flag when they are used - until that point,
3525 SET_FLAG (op, FLAG_BEEN_APPLIED); 3595 SET_FLAG (op, FLAG_BEEN_APPLIED);
3526 3596
3527 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3597 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3528 if (who->type == PLAYER) 3598 if (who->type == PLAYER)
3529 { 3599 {
3530 new_draw_info (NDI_UNIQUE, 0, who, 3600 who->failmsg (
3531 "Oops, it feels deadly cold! " 3601 "Oops, it feels deadly cold! "
3532 "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 );
3533 SET_FLAG (op, FLAG_KNOWN_CURSED); 3604 SET_FLAG (op, FLAG_KNOWN_CURSED);
3534 } 3605 }
3535 3606
3536 if (who->type == PLAYER) 3607 if (object *pl = op->visible_to ())
3537 {
3538 /* if multiple objects were applied, update both slots */
3539 if (tmp)
3540 esrv_send_item (who, tmp);
3541
3542 esrv_send_item (who, op); 3608 esrv_send_item (pl, op);
3543 }
3544 3609
3545 return 0; 3610 return 0;
3546} 3611}
3547 3612
3548int 3613int
3562int 3627int
3563auto_apply (object *op) 3628auto_apply (object *op)
3564{ 3629{
3565 object *tmp = NULL, *tmp2; 3630 object *tmp = NULL, *tmp2;
3566 int i; 3631 int i;
3632
3633 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3567 3634
3568 switch (op->type) 3635 switch (op->type)
3569 { 3636 {
3570 case SHOP_FLOOR: 3637 case SHOP_FLOOR:
3571 if (!op->has_random_items ()) 3638 if (!op->has_random_items ())
3573 3640
3574 do 3641 do
3575 { 3642 {
3576 i = 10; /* let's give it 10 tries */ 3643 i = 10; /* let's give it 10 tries */
3577 while ((tmp = generate_treasure (op->randomitems, 3644 while ((tmp = generate_treasure (op->randomitems,
3578 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
3579 if (tmp == NULL) 3650 if (tmp == NULL)
3580 return 0; 3651 return 0;
3652
3581 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3653 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3582 { 3654 {
3583 tmp->destroy (); 3655 tmp->destroy ();
3584 tmp = NULL; 3656 tmp = NULL;
3585 } 3657 }
3588 3660
3589 tmp->x = op->x; 3661 tmp->x = op->x;
3590 tmp->y = op->y; 3662 tmp->y = op->y;
3591 SET_FLAG (tmp, FLAG_UNPAID); 3663 SET_FLAG (tmp, FLAG_UNPAID);
3592 insert_ob_in_map (tmp, op->map, NULL, 0); 3664 insert_ob_in_map (tmp, op->map, NULL, 0);
3593 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3594 identify (tmp); 3665 identify (tmp);
3595 break; 3666 break;
3596 3667
3597 case TREASURE: 3668 case TREASURE:
3598 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3669 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3605 /* 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,
3606 * 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
3607 * to disappear. An example of this item is the random_* stuff 3678 * to disappear. An example of this item is the random_* stuff
3608 * that is put inside other objects. 3679 * that is put inside other objects.
3609 */ 3680 */
3610 for (tmp = op->inv; tmp; tmp = tmp2)
3611 {
3612 tmp2 = tmp->below;
3613 tmp->remove ();
3614
3615 if (op->env) 3681 if (op->env)
3616 insert_ob_in_ob (tmp, op->env); 3682 while (op->inv)
3617 else 3683 op->env->insert (op->inv);
3618 tmp->destroy ();
3619 }
3620 3684
3621 op->destroy (); 3685 op->destroy ();
3622 break; 3686 break;
3623 } 3687 }
3624 return tmp ? 1 : 0; 3688
3689 return !!tmp;
3625} 3690}
3626 3691
3627/** 3692/**
3628 * 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
3629 * is loaded or swapped in and performs special actions for 3694 * is loaded or swapped in and performs special actions for
3643 3708
3644 if (tmp->inv) 3709 if (tmp->inv)
3645 { 3710 {
3646 object *invtmp, *invnext; 3711 object *invtmp, *invnext;
3647 3712
3648 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3713 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3649 { 3714 {
3650 invnext = invtmp->below; 3715 invnext = invtmp->below;
3651 3716
3652 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3717 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3653 auto_apply (invtmp); 3718 auto_apply (invtmp);
3654 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3719 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3655 { 3720 {
3656 while ((invtmp->stats.hp--) > 0) 3721 while (invtmp->stats.hp-- > 0)
3657 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3722 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3658 3723
3659 invtmp->randomitems = NULL; 3724 invtmp->randomitems = NULL;
3660 } 3725 }
3661 else if (invtmp && invtmp->arch 3726 else if (invtmp && invtmp->arch
3722 } 3787 }
3723 3788
3724 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3725 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3726 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3727 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3728} 3793}
3729 3794
3730/** 3795/**
3731 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3732 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3737eat_special_food (object *who, object *food) 3802eat_special_food (object *who, object *food)
3738{ 3803{
3739 object *force; 3804 object *force;
3740 int i, did_one = 0; 3805 int i, did_one = 0;
3741 3806
3742 force = get_archetype (FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3743 3810
3744 for (i = 0; i < NUM_STATS; i++)
3745 if (sint8 k = food->stats.stat (i))
3746 {
3747 force->stats.stat (i) = k;
3748 did_one = 1;
3749 }
3750
3751 /* check if we can protect the eater */
3752 for (i = 0; i < NROFATTACKS; i++)
3753 {
3754 if (food->resist[i] > 0)
3755 {
3756 force->resist[i] = food->resist[i] / 2;
3757 did_one = 1;
3758 }
3759 }
3760
3761 if (did_one)
3762 {
3763 force->set_speed (0.1);
3764 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3765 force->duration = food->stats.food / 5; 3812 int duration = TIME2TICK (food->stats.food);
3766 SET_FLAG (force, FLAG_APPLIED); 3813
3767 change_abil (who, force); 3814 if (force = who->force_find (key))
3768 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;
3769 } 3825 }
3770 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
3771 force->destroy (); 3857 force->destroy ();
3858 }
3772 3859
3773 /* check for hp, sp change */ 3860 /* check for hp, sp change */
3774 if (food->stats.hp != 0) 3861 if (food->stats.hp != 0)
3775 { 3862 {
3776 if (QUERY_FLAG (food, FLAG_CURSED)) 3863 if (QUERY_FLAG (food, FLAG_CURSED))
3777 { 3864 {
3778 assign (who->contr->killer, food->name); 3865 who->contr->killer = food;
3779 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3866 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3780 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3867 who->failmsg ("Eck!...that was poisonous!");
3781 } 3868 }
3782 else 3869 else
3783 { 3870 {
3784 if (food->stats.hp > 0) 3871 if (food->stats.hp > 0)
3785 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3872 who->statusmsg ("You begin to feel better.");
3786 else 3873 else
3787 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3874 who->failmsg ("Eck!...that was poisonous!");
3875
3788 who->stats.hp += food->stats.hp; 3876 who->stats.hp += food->stats.hp;
3789 } 3877 }
3790 } 3878 }
3879
3791 if (food->stats.sp != 0) 3880 if (food->stats.sp != 0)
3792 { 3881 {
3793 if (QUERY_FLAG (food, FLAG_CURSED)) 3882 if (QUERY_FLAG (food, FLAG_CURSED))
3794 { 3883 {
3795 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3884 who->failmsg ("You are drained of mana!");
3796 who->stats.sp -= food->stats.sp; 3885 who->stats.sp -= food->stats.sp;
3797 if (who->stats.sp < 0) 3886 if (who->stats.sp < 0)
3798 who->stats.sp = 0; 3887 who->stats.sp = 0;
3799 } 3888 }
3800 else 3889 else
3801 { 3890 {
3802 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3891 who->statusmsg ("You feel a rush of magical energy!");
3803 who->stats.sp += food->stats.sp; 3892 who->stats.sp += food->stats.sp;
3804 /* place limit on max sp from food? */ 3893 /* place limit on max sp from food? */
3805 } 3894 }
3806 } 3895 }
3896
3807 who->update_stats (); 3897 who->update_stats ();
3808} 3898}
3809 3899
3810/**
3811 * Designed primarily to light torches/lanterns/etc.
3812 * Also burns up burnable material too. First object in the inventory is
3813 * the selected object to "burn". -b.t.
3814 */
3815void
3816apply_lighter (object *who, object *lighter)
3817{
3818 object *item;
3819 int is_player_env = 0;
3820
3821 item = find_marked_object (who);
3822 if (item)
3823 {
3824 if (lighter->last_eat && lighter->stats.food)
3825 { /* lighter gets used up */
3826 /* Split multiple lighters if they're being used up. Otherwise *
3827 * one charge from each would be used up. --DAMN */
3828 if (lighter->nrof > 1)
3829 {
3830 object *oneLighter = lighter->clone ();
3831
3832 lighter->nrof -= 1;
3833 oneLighter->nrof = 1;
3834 oneLighter->stats.food--;
3835 esrv_send_item (who, lighter);
3836 oneLighter = insert_ob_in_ob (oneLighter, who);
3837 esrv_send_item (who, oneLighter);
3838 }
3839 else
3840 lighter->stats.food--;
3841 }
3842 else if (lighter->last_eat)
3843 { /* no charges left in lighter */
3844 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3845 return;
3846 }
3847
3848 /* Perhaps we should split what we are trying to light on fire?
3849 * I can't see many times when you would want to light multiple
3850 * objects at once.
3851 */
3852
3853 if (who == item->in_player ())
3854 is_player_env = 1;
3855
3856 save_throw_object (item, AT_FIRE, who);
3857
3858 if (item->destroyed ())
3859 {
3860 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3861 /* Need to update the player so that the players glow radius
3862 * gets changed.
3863 */
3864 if (is_player_env)
3865 who->update_stats ();
3866 }
3867 else
3868 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3869 }
3870 else /* nothing to light */
3871 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3872
3873}
3874 3900
3875/** 3901/**
3876 * 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.
3877 * scroll_failure()- hacked directly from spell_failure 3903 * scroll_failure()- hacked directly from spell_failure
3878 */ 3904 */
3884 3910
3885 if (failure <= -1 && failure > -15) 3911 if (failure <= -1 && failure > -15)
3886 { /* wonder */ 3912 { /* wonder */
3887 object *tmp; 3913 object *tmp;
3888 3914
3889 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!"); 3915 op->failmsg ("Your spell warps!");
3890 tmp = get_archetype (SPELL_WONDER); 3916 tmp = get_archetype (SPELL_WONDER);
3891 cast_wonder (op, op, 0, tmp); 3917 cast_wonder (op, op, 0, tmp);
3892 tmp->destroy (); 3918 tmp->destroy ();
3893 } 3919 }
3894 else if (failure <= -15 && failure > -35) 3920 else if (failure <= -15 && failure > -35)
3895 { /* drain mana */ 3921 { /* drain mana */
3896 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3922 op->failmsg ("Your mana is drained!");
3897 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3923 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3898 if (op->stats.sp < 0) 3924 if (op->stats.sp < 0)
3899 op->stats.sp = 0; 3925 op->stats.sp = 0;
3900 } 3926 }
3901 else if (settings.spell_failure_effects == TRUE) 3927 else if (settings.spell_failure_effects == TRUE)
3902 { 3928 {
3903 if (failure <= -35 && failure > -60) 3929 if (failure <= -35 && failure > -60)
3904 { /* confusion */ 3930 { /* confusion */
3905 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3931 op->failmsg ("The magic recoils on you!");
3906 confuse_player (op, op, power); 3932 confuse_player (op, op, power);
3907 } 3933 }
3908 else if (failure <= -60 && failure > -70) 3934 else if (failure <= -60 && failure > -70)
3909 { /* paralysis */ 3935 { /* paralysis */
3910 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3936 op->failmsg ("The magic recoils and paralyzes you!");
3911 paralyze_player (op, op, power); 3937 paralyze_player (op, op, power);
3912 } 3938 }
3913 else if (failure <= -70 && failure > -80) 3939 else if (failure <= -70 && failure > -80)
3914 { /* blind */ 3940 { /* blind */
3915 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3941 op->failmsg ("The magic recoils on you!");
3916 blind_player (op, op, power); 3942 blind_player (op, op, power);
3917 } 3943 }
3918 else if (failure <= -80) 3944 else if (failure <= -80)
3919 { /* blast the immediate area */ 3945 { /* blast the immediate area */
3920 object *tmp = get_archetype (LOOSE_MANA); 3946 object *tmp = get_archetype (LOOSE_MANA);
3921 cast_magic_storm (op, tmp, power); 3947 cast_magic_storm (op, tmp, power);
3922 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3948 op->failmsg ("You unleash uncontrolled mana!");
3923 tmp->destroy (); 3949 tmp->destroy ();
3924 } 3950 }
3925 } 3951 }
3926} 3952}
3927 3953
3978 } 4004 }
3979 4005
3980 /* insert the randomitems from the change's treasurelist into 4006 /* insert the randomitems from the change's treasurelist into
3981 * the player ref: player.c 4007 * the player ref: player.c
3982 */ 4008 */
3983 if (change->randomitems != NULL) 4009 if (change->randomitems)
3984 give_initial_items (pl, change->randomitems); 4010 give_initial_items (pl, change->randomitems);
3985 4011
3986 /* set up the face, for some races. */ 4012 /* set up the face, for some races. */
3987 4013
3988 /* first, look for the force object banning 4014 /* first, look for the force object banning
3989 * changing the face. Certain races never change face with class. 4015 * changing the face. Certain races never change face with class.
3990 */ 4016 */
3991 for (walk = pl->inv; walk != NULL; walk = walk->below) 4017 for (walk = pl->inv; walk; walk = walk->below)
3992 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4018 if (walk->name == shstr_NOCLASSFACECHANGE)
3993 flag_change_face = 0; 4019 flag_change_face = 0;
3994 4020
3995 if (flag_change_face) 4021 if (flag_change_face)
3996 { 4022 {
3997 pl->animation_id = GET_ANIM_ID (change);
3998 pl->face = change->face; 4023 pl->face = change->face;
3999 4024 pl->animation_id = change->animation_id;
4000 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4001 SET_FLAG (pl, FLAG_ANIMATE);
4002 else
4003 CLEAR_FLAG (pl, FLAG_ANIMATE);
4004 } 4026 }
4005 4027
4006 /* check the special case of can't use weapons */ 4028 /* check the special case of can't use weapons */
4007 /*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); */
4008 if (!strcmp (change->name, "monk")) 4030 if (change->name == shstr_monk)
4009 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4010 4032
4011 break; 4033 break;
4012 } 4034 }
4013 } 4035 }
4039 4061
4040 marked = find_marked_object (pl); 4062 marked = find_marked_object (pl);
4041 4063
4042 if (!marked) 4064 if (!marked)
4043 { 4065 {
4044 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)));
4045 return; 4067 return;
4046 } 4068 }
4047 4069
4048 if (!marked->slaying) 4070 if (!marked->slaying)
4049 { 4071 {
4050 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)));
4051 return; 4073 return;
4052 } 4074 }
4053 4075
4054 /* check whether they are compatible or not */ 4076 /* check whether they are compatible or not */
4055 find = strstr (marked->slaying, transformer->arch->archname); 4077 find = strstr (&marked->slaying, transformer->arch->archname);
4056 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4057 { 4079 {
4058 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)));
4059 return; 4081 return;
4060 } 4082 }
4061 4083
4062 find += strlen (transformer->arch->archname) + 1; 4084 find += strlen (transformer->arch->archname) + 1;
4063 /* 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 */
4073 else 4095 else
4074 yield = 1; 4096 yield = 1;
4075 4097
4076 while (isdigit (*find)) 4098 while (isdigit (*find))
4077 find++; 4099 find++;
4100
4078 while (*find == ' ') 4101 while (*find == ' ')
4079 find++; 4102 find++;
4080 4103
4081 memset (got, 0, MAX_BUF); 4104 memset (got, 0, MAX_BUF);
4082 4105
4093 4116
4094 /* Now create new item, remove used ones when required. */ 4117 /* Now create new item, remove used ones when required. */
4095 new_item = get_archetype (got); 4118 new_item = get_archetype (got);
4096 if (!new_item) 4119 if (!new_item)
4097 { 4120 {
4098 pl->errormsg (format ("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)));
4099 return; 4122 return;
4100 } 4123 }
4101 4124
4102 new_item->nrof = yield; 4125 new_item->nrof = yield;
4103 4126
4104 pl->statusmsg (format ("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)));
4105 4128
4106 insert_ob_in_ob (new_item, pl); 4129 pl->insert (new_item);
4107 esrv_send_inventory (pl, pl);
4108 /* Eat up one item */ 4130 /* Eat up one item */
4109 decrease_ob_nr (marked, 1); 4131 marked->decrease ();
4110 4132
4111 /* Eat one transformer if needed */ 4133 /* Eat one transformer if needed */
4112 if (transformer->stats.food) 4134 if (transformer->stats.food)
4113 if (--transformer->stats.food == 0) 4135 if (--transformer->stats.food == 0)
4114 decrease_ob_nr (transformer, 1); 4136 transformer->decrease ();
4115} 4137}
4116 4138

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