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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.92 by root, Sat May 12 18:23:51 2007 UTC vs.
Revision 1.158 by root, Wed May 7 19:19:09 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <cmath> 24#include <cmath>
26 25
27#include <global.h> 26#include <global.h>
69 68
70 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 70 * name or race that matches.
72 */ 71 */
73 if ((op->race) && 72 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1; 76 return 1;
78 77
79 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 79 * of arch, name, or race match.
81 */ 80 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 84 return 1;
86 85
87 return 0; 86 return 0;
93 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
94 */ 93 */
95static int 94static int
96apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
97{ 96{
98 object *id, *marked; 97 dynbuf_text buf;
99 int success = 0;
100 98
101 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
102 return 0; 100 return 0;
103 101
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
106 */ 104 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108 return 0; 106 return 0;
109 107
110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
112 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
113 */ 110 */
111 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 113 {
116 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
117 { 115 {
118 identify (marked); 116 identify (marked);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
120 if (marked->msg) 119 if (marked->msg)
121 { 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
124 } 123 }
125 return money == NULL;
126 } 124 }
127 }
128 125
129 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
130 { 127 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 { 129 {
133 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
134 { 131 {
135 identify (id); 132 identify (id);
136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
137 if (id->msg) 135 if (id->msg)
138 { 136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
145 break; 140 break;
146 } 141 }
147 else 142 else
148 { 143 {
149 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150 break; 145 break;
151 } 146 }
152 } 147 }
153 } 148 }
154 if (!success) 149
155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
156 return money == NULL; 155 return !money;
157} 156}
158 157
159/** 158/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item. 160 * matching item.
162 **/ 161 **/
163static void 162void
164handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
165{ 164{
166 const char *yield; 165 if (shstr yield = tmp->kv (shstr_on_use_yield))
167 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168 yield = get_ob_key_value (tmp, "on_use_yield");
169 if (yield != NULL)
170 {
171 object *drop = get_archetype (yield);
172
173 if (tmp->env)
174 {
175 drop = insert_ob_in_ob (drop, tmp->env);
176 if (tmp->env->type == PLAYER)
177 esrv_send_item (tmp->env, drop);
178 }
179 else
180 {
181 drop->x = tmp->x;
182 drop->y = tmp->y;
183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
184 }
185 }
186} 167}
187 168
188/** 169/**
189 * Handles applying a potion. 170 * Handles applying a potion.
190 */ 171 */
196 177
197 floor = GET_MAP_OB (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
198 179
199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 { 181 {
201 if (op->type == PLAYER)
202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
203 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0; 185 return 0;
205 } 186 }
206 187
207 if (op->type == PLAYER) 188 if (op->type == PLAYER)
218 199
219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220 { 201 {
221 op->drain_stat (); 202 op->drain_stat ();
222 op->update_stats (); 203 op->update_stats ();
223 decrease_ob (tmp); 204 tmp->decrease ();
224 return 1; 205 return 1;
225 } 206 }
226 207
227 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
228 { 209 {
229 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
230 return 0; 211 return 0;
231 } 212 }
213
232 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
233 215
234 if (depl) 216 if (depl)
235 { 217 {
236 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i)) 219 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 220 op->statusmsg (restore_msg[i]);
239 221
240 depl->destroy (); 222 depl->destroy ();
241 op->update_stats (); 223 op->update_stats ();
242 } 224 }
243 else 225 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
245 227
246 decrease_ob (tmp); 228 tmp->decrease ();
247 return 1; 229 return 1;
248 } 230 }
249 231
250 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 234 {
253 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
254 { 236 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 238 {
257 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
258 { 240 {
259 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
260 break; 242 break;
261 } 243 }
244
262 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
263 { 246 {
264 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
265 break; 248 break;
266 } 249 }
250
267 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
268 { 252 {
269 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
270 break; 254 break;
271 } 255 }
275 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
276 { 260 {
277 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
278 break; 262 break;
279 } 263 }
264
280 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
281 { 266 {
282 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
283 break; 268 break;
284 } 269 }
270
285 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
286 { 272 {
287 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
288 break; 274 break;
289 } 275 }
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 { 284 {
299 if (got_one) 285 if (got_one)
300 { 286 {
301 op->update_stats (); 287 op->update_stats ();
302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
305 } 291 }
306 else 292 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
308 } 294 }
309 else 295 else
310 { /* cursed potion */ 296 { /* cursed potion */
311 if (got_one) 297 if (got_one)
312 { 298 {
313 op->update_stats (); 299 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
315 } 301 }
316 else 302 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
318 } 304 }
319 305
320 decrease_ob (tmp); 306 tmp->decrease ();
321 return 1; 307 return 1;
322 } 308 }
323 309
324 310
325 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
331 { 317 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 { 319 {
334 object *fball; 320 object *fball;
335 321
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 322 op->failmsg ("Yech! Your lungs are on fire!");
323
337 /* Explodes a fireball centered at player */ 324 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL); 325 fball = get_archetype (EXPLODING_FIREBALL);
339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 fball->x = op->x; 328 fball->x = op->x;
343 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
344 } 331 }
345 else 332 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 334
348 decrease_ob (tmp); 335 tmp->decrease ();
336
349 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats (); 339 op->update_stats ();
340
352 return 1; 341 return 1;
353 } 342 }
354 343
355 /* Deal with protection potions */ 344 /* Deal with protection potions */
356 force = NULL; 345 force = NULL;
358 { 347 {
359 if (tmp->resist[i]) 348 if (tmp->resist[i])
360 { 349 {
361 if (!force) 350 if (!force)
362 force = get_archetype (FORCE_NAME); 351 force = get_archetype (FORCE_NAME);
352
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT; 354 force->type = POTION_EFFECT;
365 break; /* Only need to find one protection since we copy entire batch */ 355 break; /* Only need to find one protection since we copy entire batch */
366 } 356 }
367 } 357 }
358
368 /* This is a protection potion */ 359 /* This is a protection potion */
369 if (force) 360 if (force)
370 { 361 {
371 /* cursed items last longer */ 362 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
380 force->speed_left = -1; 371 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 375 change_abil (op, force);
385 decrease_ob (tmp); 376 tmp->decrease ();
386 return 1; 377 return 1;
387 } 378 }
388 379
389 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
390 if (op->type == PLAYER) 381 if (op->type == PLAYER)
391 { /* only for players */ 382 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 384 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 385 else
395 SET_FLAG (tmp, FLAG_APPLIED); 386 SET_FLAG (tmp, FLAG_APPLIED);
387
396 if (!change_abil (op, tmp)) 388 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 389 op->statusmsg ("Nothing happened.");
398 } 390 }
399 391
400 /* CLEAR_FLAG is so that if the character has other potions 392 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 393 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
403 * up all the stats. 395 * up all the stats.
404 */ 396 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats (); 398 op->update_stats ();
407 decrease_ob (tmp); 399 tmp->decrease ();
408 return 1; 400 return 1;
409} 401}
410 402
411/**************************************************************************** 403/****************************************************************************
412 * Weapon improvement code follows 404 * Weapon improvement code follows
418static int 410static int
419check_item (object *op, const char *item) 411check_item (object *op, const char *item)
420{ 412{
421 int count = 0; 413 int count = 0;
422 414
423 415 if (!item)
424 if (item == NULL)
425 return 0; 416 return 0;
426 417
427 op = op->below; 418 for (op = op->below; op; op = op->below)
428 while (op != NULL)
429 { 419 {
430 if (strcmp (op->arch->name, item) == 0) 420 if (strcmp (op->arch->archname, item) == 0)
431 { 421 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 424 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++; 426 count++;
437 else 427 else
438 count += op->nrof; 428 count += op->nrof;
439 } 429 }
440 } 430 }
441
442 op = op->below;
443 } 431 }
444 432
445 return count; 433 return count;
446} 434}
447 435
457 object *prev; 445 object *prev;
458 446
459 prev = op; 447 prev = op;
460 op = op->below; 448 op = op->below;
461 449
462 while (op != NULL) 450 while (op)
463 { 451 {
464 if (strcmp (op->arch->name, item) == 0) 452 if (strcmp (op->arch->archname, item) == 0)
465 { 453 {
466 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
467 { 455 {
468 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
469 return; 457 return;
470 } 458 }
471 else 459 else
472 { 460 {
473 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
474 nrof -= op->nrof; 462 nrof -= op->nrof;
475 } 463 }
464
476 op = prev; 465 op = prev;
477 } 466 }
467
478 prev = op; 468 prev = op;
479 op = op->below; 469 op = op->below;
480 } 470 }
481} 471}
482 472
488 * we return 1 (true) if the player can use the weapon. 478 * we return 1 (true) if the player can use the weapon.
489 */ 479 */
490static int 480static int
491check_weapon_power (const object *who, int improvs) 481check_weapon_power (const object *who, int improvs)
492{ 482{
493
494/* Old code is below (commented out). Basically, since weapons are the only 483/* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to 484 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level. 485 * require high level in some combat skill, so we just use overall level.
497 */ 486 */
498#if 1 487#if 1
539static int 528static int
540check_sacrifice (object *op, const object *improver) 529check_sacrifice (object *op, const object *improver)
541{ 530{
542 int count = 0; 531 int count = 0;
543 532
544 if (improver->slaying != NULL) 533 if (improver->slaying)
545 { 534 {
546 count = check_item (op, improver->slaying); 535 count = check_item (op, improver->slaying);
547 if (count < 1) 536 if (count < 1)
548 { 537 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 538 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 539 return 0;
554 } 540 }
555 } 541 }
556 else 542 else
557 count = 1; 543 count = 1;
560} 546}
561 547
562/** 548/**
563 * Actually improves the weapon, and tells user. 549 * Actually improves the weapon, and tells user.
564 */ 550 */
565int 551static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 552improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 553{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 554 stat += sacrifice_count;
571 weapon->last_eat++; 555 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 556 improver->decrease ();
573 decrease_ob (improver);
574 557
575 /* So it updates the players stats and the window */ 558 /* So it updates the players stats and the window */
576 op->update_stats (); 559 op->update_stats ();
560
561 op->statusmsg (format (
562 "Your sacrifice was accepted.\n"
563 "Weapon's bonus to %s improved by %d.",
564 statname, sacrifice_count
565 ));
566
577 return 1; 567 return 1;
578} 568}
579 569
580/* Types of improvements, hidden in the sp field. */ 570/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 571#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 572#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 573#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 574#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 575#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 576#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 577#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 578#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 579#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 580#define IMPROVE_INT 10
591#define IMPROVE_POW 11 581#define IMPROVE_POW 11
592
593 582
594/** 583/**
595 * This does the prepare weapon scroll. 584 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 585 * Checks for sacrifice, and so on.
597 */ 586 */
598
599int 587int
600prepare_weapon (object *op, object *improver, object *weapon) 588prepare_weapon (object *op, object *improver, object *weapon)
601{ 589{
602 int sacrifice_count, i; 590 int sacrifice_count, i;
603 char buf[MAX_BUF]; 591 char buf[MAX_BUF];
604 592
605 if (weapon->level != 0) 593 if (weapon->level != 0)
606 { 594 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 595 op->failmsg ("Weapon is already prepared!");
608 return 0; 596 return 0;
609 } 597 }
598
610 for (i = 0; i < NROFATTACKS; i++) 599 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 600 if (weapon->resist[i])
612 break; 601 break;
613 602
614 /* If we break out, i will be less than nrofattacks, preventing 603 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 608 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 609 weapon->stats.ac) /* AC - only taifu's I think */
621 { 610 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 611 op->failmsg ("You cannot prepare magic weapons. "
612 "H<A weapon is considered magical if it changes regeneration, "
613 "speed or ac.>");
623 return 0; 614 return 0;
624 } 615 }
616
625 sacrifice_count = check_sacrifice (op, improver); 617 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 618 if (sacrifice_count <= 0)
627 return 0; 619 return 0;
620
628 weapon->level = isqrt (sacrifice_count); 621 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 622 eat_item (op, improver->slaying, sacrifice_count);
631 623
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 624 op->statusmsg (format (
625 "Your sacrifice was accepted."
626 "Your *%s may be improved %d times.",
627 &weapon->name, weapon->level
628 ));
633 629
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 630 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 631 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 632 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 633 slot at once! */
638 decrease_ob (improver); 634 improver->decrease ();
639 weapon->last_eat = 0; 635 weapon->last_eat = 0;
640 return 1; 636 return 1;
641} 637}
642
643 638
644/** 639/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 640 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 641 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 642 * Returns 0 if it was not able to work for some reason.
656improve_weapon (object *op, object *improver, object *weapon) 651improve_weapon (object *op, object *improver, object *weapon)
657{ 652{
658 int sacrifice_count, sacrifice_needed = 0; 653 int sacrifice_count, sacrifice_needed = 0;
659 654
660 if (improver->stats.sp == IMPROVE_PREPARE) 655 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 656 return prepare_weapon (op, improver, weapon);
663 } 657
664 if (weapon->level == 0) 658 if (weapon->level == 0)
665 { 659 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 661 return 0;
668 } 662 }
663
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 { 665 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 666 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 667 return 0;
673 } 668 }
669
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 { 671 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 672 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 673 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 674 "really want to improve it.");
679 return 0; 675 return 0;
680 } 676 }
677
681 /* This just increases damage by 5 points, no matter what. No sacrifice 678 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 679 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the 680 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 681 * weapon can be improved.
685 */ 682 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 683 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 684 {
688 weapon->stats.dam += 5; 685 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 687 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 688 weapon->last_eat++;
692 689
693 weapon->item_power++; 690 weapon->item_power++;
694 decrease_ob (improver); 691 improver->decrease ();
695 return 1; 692 return 1;
696 } 693 }
694
697 if (improver->stats.sp == IMPROVE_WEIGHT) 695 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 696 {
699 /* Reduce weight by 20% */ 697 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 698 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 699 if (weapon->weight < 1)
702 weapon->weight = 1; 700 weapon->weight = 1;
701
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 702 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 703 weapon->last_eat++;
705 weapon->item_power++; 704 weapon->item_power++;
706 decrease_ob (improver); 705 improver->decrease ();
707 return 1; 706 return 1;
708 } 707 }
709 if (improver->stats.sp == IMPROVE_ENCHANT) 708 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 709 {
711 weapon->magic++; 710 weapon->magic++;
712 weapon->last_eat++; 711 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 712 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 713 improver->decrease ();
715 weapon->item_power++; 714 weapon->item_power++;
716 return 1; 715 return 1;
717 } 716 }
718 717
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 723 sacrifice_needed *= 2;
725 724
726 sacrifice_count = check_sacrifice (op, improver); 725 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 726 if (sacrifice_count < sacrifice_needed)
728 { 727 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 728 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 729 return 0;
731 } 730 }
731
732 eat_item (op, improver->slaying, sacrifice_needed); 732 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 733 weapon->item_power++;
734 734
735 switch (improver->stats.sp) 735 switch (improver->stats.sp)
736 { 736 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 737 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 738 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 739 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 740 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 741 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 742 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 743 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 744 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 745 op->failmsg ("Unknown improvement type.");
753 } 746 }
747
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 748 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 749 return 0;
756} 750}
757 751
758/** 752/**
768 if (op->type != PLAYER) 762 if (op->type != PLAYER)
769 return 0; 763 return 0;
770 764
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 765 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 766 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 767 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 768 return 0;
775 } 769 }
776 770
777 otmp = find_marked_object (op); 771 otmp = find_marked_object (op);
778 if (!otmp) 772 if (!otmp)
779 { 773 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 774 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
781 return 0; 775 return 0;
782 } 776 }
783 777
784 if (otmp->type != WEAPON && otmp->type != BOW) 778 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 779 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 780 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 781 return 0;
788 } 782 }
789 783
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 784 op->statusmsg ("Applied weapon builder.");
785
791 improve_weapon (op, tmp, otmp); 786 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 787 esrv_send_item (op, otmp);
793 return 1; 788 return 1;
794} 789}
795 790
820{ 815{
821 object *tmp; 816 object *tmp;
822 817
823 if (armour->magic >= settings.armor_max_enchant) 818 if (armour->magic >= settings.armor_max_enchant)
824 { 819 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 820 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 821 return 0;
827 } 822 }
823
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 824 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it. 825 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour 826 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 827 * of gnarg and what not?)
832 */ 828 */
833 if (armour->title) 829 if (armour->title)
834 { 830 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 831 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 832 return 0;
837 } 833 }
838 834
839 /* Split objects if needed. Can't insert tmp until the 835 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 836 * end of this function - otherwise it will just re-merge.
841 */ 837 */
842 if (armour->nrof > 1) 838 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846 839
847 armour->magic++; 840 armour->magic++;
848 841
849 if (!settings.armor_speed_linear) 842 if (!settings.armor_speed_linear)
850 { 843 {
855 { 848 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 849 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 850 pow++;
858 } 851 }
859 852
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 853 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 854 }
862 else 855 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 857
865 if (!settings.armor_weight_linear) 858 if (!settings.armor_weight_linear)
866 { 859 {
867 int base = 100; 860 int base = 100;
868 int pow = 0; 861 int pow = 0;
871 { 864 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 865 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 866 pow++;
874 } 867 }
875 868
876 armour->weight = (armour->arch->clone.weight * base) / 100; 869 armour->weight = (armour->arch->weight * base) / 100;
877 } 870 }
878 else 871 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 872 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 873
881 if (armour->weight <= 0) 874 if (armour->weight <= 0)
882 { 875 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 876 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 877 armour->weight = 1;
885 } 878 }
886 879
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 880 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 881
889 if (op->type == PLAYER) 882 if (op->type == PLAYER)
890 { 883 {
891 esrv_send_item (op, armour); 884 esrv_send_item (op, armour);
885
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 886 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 887 op->update_stats ();
894 } 888 }
895 decrease_ob (improver); 889
890 improver->decrease ();
891
896 if (tmp) 892 if (tmp)
897 { 893 op->insert (tmp);
898 insert_ob_in_ob (tmp, op); 894
899 esrv_send_item (op, tmp);
900 }
901 return 1; 895 return 1;
902} 896}
903
904 897
905/* 898/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 899 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken. 900 * what the converter wants, -1 if the converter is broken.
908 */ 901 *
909#define CONV_FROM(xyz) xyz->slaying
910#define CONV_TO(xyz) xyz->other_arch
911#define CONV_NR(xyz) xyz->stats.sp
912#define CONV_NEED(xyz) xyz->stats.food
913
914/* Takes one items and makes another. 902 * Takes one type of items and makes another.
915 * converter is the object that is doing the conversion. 903 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not 904 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything. 905 * what the converter wants, this will not do anything.
918 */ 906 */
919int 907static int
920convert_item (object *item, object *converter) 908convert_item (object *item, object *converter)
921{ 909{
922 int nr = 0;
923 uint32 price_in; 910 sint64 nr, price_in;
911
912 if (item->flag [FLAG_UNPAID])
913 return 0;
914
915 shstr conv_from = converter->slaying;
916 archetype *conv_to = converter->other_arch;
917 sint64 need = converter->stats.food;
918 sint64 give = converter->stats.sp;
924 919
925 /* We make some assumptions - we assume if it takes money as it type, 920 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs 921 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 922 * 3 gp and player drops a platinum, tough luck)
928 */ 923 */
929 if (!strcmp (CONV_FROM (converter), "money")) 924 if (conv_from == shstr_money)
930 { 925 {
931 int cost;
932
933 if (item->type != MONEY) 926 if (item->type != MONEY)
934 return 0; 927 return 0;
935 928
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 929 nr = sint64 (item->nrof) * item->value / need;
937 if (!nr) 930 if (!nr)
938 return 0; 931 return 0;
939 cost = nr * CONV_NEED (converter) / item->value; 932
940 /* take into account rounding errors */ 933 converter->play_sound (sound_find ("shop_buy"));
941 if (nr * CONV_NEED (converter) % item->value) 934
942 cost++; 935 sint64 cost = (nr * need + item->value - 1) / item->value;
943 decrease_ob_nr (item, cost); 936
937 item->decrease (cost);
944 938
945 price_in = cost * item->value; 939 price_in = cost * item->value;
946 } 940 }
947 else 941 else
948 { 942 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 943 if (item->type == PLAYER
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 944 || conv_from != item->arch->archname
945 || (need && need > (uint16) item->nrof))
951 return 0; 946 return 0;
952 947
953 if (CONV_NEED (converter)) 948 converter->play_sound (sound_find ("convert_item"));
949
950 if (need)
954 { 951 {
955 nr = item->nrof / CONV_NEED (converter); 952 nr = sint64 (item->nrof) / need;
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 953 item->decrease (nr * need);
957 price_in = nr * CONV_NEED (converter) * item->value; 954 price_in = nr * need * item->value;
958 } 955 }
959 else 956 else
960 { 957 {
961 price_in = item->value; 958 price_in = item->value;
962 item->destroy (); 959 item->destroy ();
963 } 960 }
964 } 961 }
965 962
966 if (converter->inv != NULL) 963 if (converter->inv)
967 { 964 {
968 object *ob; 965 object *ob;
969 int i; 966 int i;
970 object *ob_to_copy; 967 object *ob_to_copy;
971 968
972 /* select random object from inventory to copy */ 969 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 970 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 971 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 972 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 973 ob_to_copy = ob;
979 } 974
980 } 975 item = ob_to_copy->deep_clone ();
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 977 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 978 }
985 else 979 else
986 { 980 {
987 if (converter->other_arch == NULL) 981 if (!conv_to)
988 { 982 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 983 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y); 984 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1; 985 return -1;
992 } 986 }
993 987
994 item = object_create_arch (converter->other_arch); 988 item = object_create_arch (conv_to);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 990 }
997 991
998 if (CONV_NR (converter)) 992 if (give)
999 item->nrof = CONV_NR (converter); 993 item->nrof = give;
994
1000 if (nr) 995 if (nr)
1001 item->nrof *= nr; 996 item->nrof *= nr;
997
1002 if (is_in_shop (converter)) 998 if (is_in_shop (converter))
1003 SET_FLAG (item, FLAG_UNPAID); 999 SET_FLAG (item, FLAG_UNPAID);
1004 else if (price_in < item->nrof * item->value) 1000 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 1001 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 1004 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 1005 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this 1006 * hopefully had something in mind when doing this.
1012 */ 1007 */
1013 } 1008 }
1009
1010 SET_FLAG (item, FLAG_IDENTIFIED);
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1011 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 1012 return 1;
1016} 1013}
1017 1014
1018/** 1015/**
1035 1032
1036 op->contr->last_used = 0; 1033 op->contr->last_used = 0;
1037 1034
1038 if (sack->env && sack->env != op) 1035 if (sack->env && sack->env != op)
1039 { 1036 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1037 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 1038 return 1;
1042 } 1039 }
1043 1040
1044 // already applied == open on ground, or open in inv, or active in inv 1041 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 1042 if (sack->flag [FLAG_APPLIED])
1051 return 1; 1048 return 1;
1052 } 1049 }
1053 else if (!sack->env) 1050 else if (!sack->env)
1054 { 1051 {
1055 // active, but not ours: some other player has opened it 1052 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1053 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1057 return 1; 1054 return 1;
1058 } 1055 }
1059 1056
1060 // fall through to opening it (active in inv) 1057 // fall through to opening it (active in inv)
1061 } 1058 }
1063 { 1060 {
1064 // it is in our env, so activate it, do not open yet 1061 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 1062 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 1063 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 1064 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1065 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 1066 return 1;
1070 } 1067 }
1071 1068
1072 // it's locked? 1069 // it's locked?
1073 if (sack->slaying) 1070 if (sack->slaying)
1074 { 1071 {
1075 if (object *tmp = find_key (op, op, sack)) 1072 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1073 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 1074 else
1078 { 1075 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1076 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1080 return 1; 1077 return 1;
1081 } 1078 }
1082 } 1079 }
1083 1080
1084 op->open_container (sack); 1081 op->open_container (sack);
1103 * with an altar. We call it a Potion - altars are stationary - it 1100 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly. 1101 * is up to map designers to use them properly.
1105 */ 1102 */
1106 if (altar->inv && altar->inv->type == SPELL) 1103 if (altar->inv && altar->inv->type == SPELL)
1107 { 1104 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1105 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 1106 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 1107 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 1108 * old maps.
1112 */ 1109 */
1113 1110
1114/* push_button (altar);*/ 1111/* push_button (altar);*/
1115 } 1112 }
1139 double opinion; 1136 double opinion;
1140 object *tmp, *next; 1137 object *tmp, *next;
1141 1138
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1139 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 1140
1141 bool has_unpaid = false;
1142
1143 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1144 // a quick and small change :(
1145 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1146 if (item->flag [FLAG_UNPAID])
1147 {
1148 has_unpaid = true;
1149 break;
1150 }
1151
1144 if (op->type != PLAYER) 1152 if (op->type != PLAYER)
1145 { 1153 {
1146 /* Remove all the unpaid objects that may be carried here. 1154 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 1155 * This could be pets or monsters that are somehow in
1148 * the shop. 1156 * the shop.
1174 /* unpaid objects, or non living objects, can't transfer by 1182 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 1183 * shop mats. Instead, put it on a nearby space.
1176 */ 1184 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1185 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 1186 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1187 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1188 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 1189
1183 if (i != -1) 1190 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1191 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1193 else if (can_pay (op) && get_payment (op)) 1200 else if (can_pay (op) && get_payment (op))
1194 { 1201 {
1195 /* this is only used for players */ 1202 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 1203 rv = teleport (shop_mat, SHOP_MAT, op);
1197 1204
1205 if (has_unpaid)
1206 op->contr->play_sound (sound_find ("shop_buy"));
1207 else if (is_in_shop (op))
1208 op->contr->play_sound (sound_find ("shop_enter"));
1209 else
1210 op->contr->play_sound (sound_find ("shop_leave"));
1211
1198 if (shop_mat->msg) 1212 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1213 op->statusmsg (shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 1214 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is 1215 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor. 1216 * actually the shop floor.
1203 */ 1217 */
1204 else if (!rv && !is_in_shop (op)) 1218 else if (!rv && !is_in_shop (op))
1205 { 1219 {
1206 opinion = shopkeeper_approval (op->map, op); 1220 opinion = shopkeeper_approval (op->map, op);
1207 1221
1208 if (opinion > 0.9) 1222 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1223 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 1224 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1225 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 1226 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 1227 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 1228 }
1217 } 1229 }
1218 else 1230 else
1219 { 1231 {
1220 /* if we get here, a player tried to leave a shop but was not able 1232 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that 1233 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 1234 * they are not on the mat anymore
1223 */ 1235 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1236 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 1237
1226 if (i == -1) 1238 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 1239 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 1240 else
1231 { 1241 {
1232 op->remove (); 1242 op->remove ();
1233 op->x += freearr_x[i]; 1243 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 1244 op->y += freearr_y[i];
1245 */ 1255 */
1246static void 1256static void
1247apply_sign (object *op, object *sign, int autoapply) 1257apply_sign (object *op, object *sign, int autoapply)
1248{ 1258{
1249 readable_message_type *msgType; 1259 readable_message_type *msgType;
1250 char newbuf[HUGE_BUF];
1251 1260
1252 if (sign->msg == NULL) 1261 if (!sign->msg)
1253 { 1262 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1263 op->statusmsg ("Nothing is written on it.");
1255 return; 1264 return;
1256 } 1265 }
1257 1266
1258 if (sign->stats.food) 1267 if (sign->stats.food)
1259 { 1268 {
1260 if (sign->last_eat >= sign->stats.food) 1269 if (sign->last_eat >= sign->stats.food)
1261 { 1270 {
1262 if (!sign->move_on) 1271 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1272 op->statusmsg ("You cannot read it anymore.");
1273
1264 return; 1274 return;
1265 } 1275 }
1266 1276
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1277 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1278 sign->last_eat++;
1273 * move_on is zero, it needs to be manually applied (doesn't talk 1283 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us). 1284 * to us).
1275 */ 1285 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1286 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 1287 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1288 op->failmsg ("You are unable to read while blind!");
1279 return; 1289 return;
1280 } 1290 }
1291
1292 if (op->contr)
1293 if (client *ns = op->contr->ns)
1294 {
1295 if (sign->sound)
1296 ns->play_sound (sign->sound);
1297 else if (autoapply)
1298 ns->play_sound (sound_find ("msg_voice"));
1299
1300 if (ns->can_msg)
1301 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1302 else
1303 {
1281 msgType = get_readable_message_type (sign); 1304 msgType = get_readable_message_type (sign);
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1305 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1306 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1307 }
1308 }
1284} 1309}
1285 1310
1286/** 1311/**
1287 * 'victim' moves onto 'trap' 1312 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1313 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1336 * proper. This code was causing needless crashes.
1312 */ 1337 */
1313 if (recursion_depth >= 500) 1338 if (recursion_depth >= 500)
1314 { 1339 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1340 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1341 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1342 return;
1318 } 1343 }
1344
1319 recursion_depth++; 1345 recursion_depth++;
1320 if (trap->head) 1346 if (trap->head)
1321 trap = trap->head; 1347 trap = trap->head;
1322 1348
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1349 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1338 1364
1339 /* Just put in some sanity check. I think there is a bug in the 1365 /* Just put in some sanity check. I think there is a bug in the
1340 * above with some objects have zero speed, and thus the player 1366 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed. 1367 * getting permanently paralyzed.
1342 */ 1368 */
1343 if (victim->speed_left < -50.0) 1369 if (victim->speed_left < -50.f)
1344 victim->speed_left = -50.0; 1370 victim->speed_left = -50.f;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1371 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 } 1372 }
1347 goto leave; 1373 goto leave;
1348 1374
1349 case SPINNER: 1375 case SPINNER:
1399 1425
1400 if (!trap->value) 1426 if (!trap->value)
1401 { 1427 {
1402 int tot; 1428 int tot;
1403 1429
1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1430 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1431 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1432 tot += ab->head_ ()->total_weight ();
1407 1433
1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1434 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1409 goto leave; 1435 goto leave;
1410 1436
1411 SET_ANIMATION (trap, trap->value); 1437 SET_ANIMATION (trap, trap->value);
1421 1447
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1448 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 { 1449 {
1424 if (!sound_was_played) 1450 if (!sound_was_played)
1425 { 1451 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1452 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1427 sound_was_played = 1; 1453 sound_was_played = 1;
1428 } 1454 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1455
1456 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1457 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1431 } 1458 }
1432 } 1459 }
1433 goto leave; 1460 goto leave;
1434 } 1461 }
1435 1462
1436
1437 case CONVERTER: 1463 case CONVERTER:
1438 if (convert_item (victim, trap) < 0) 1464 if (convert_item (victim, trap) < 0)
1439 { 1465 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1466 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1441 get_archetype ("burnout")->insert_at (trap, trap); 1467 archetype::get (shstr_burnout)->insert_at (trap, trap);
1442 } 1468 }
1443 1469
1444 goto leave; 1470 goto leave;
1445 1471
1446 case TRIGGER_BUTTON: 1472 case TRIGGER_BUTTON:
1466 * Processing will happen if the head runs into the pit 1492 * Processing will happen if the head runs into the pit
1467 */ 1493 */
1468 if (victim->head) 1494 if (victim->head)
1469 goto leave; 1495 goto leave;
1470 1496
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1497 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1498 victim->statusmsg ("You fall through the hole!", NDI_RED);
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1499 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave; 1500 goto leave;
1475 1501
1476 case EXIT: 1502 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap)) 1503 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 { 1504 {
1479 /* Basically, don't show exits leading to random maps the 1505 /* Basically, don't show exits leading to random maps the
1480 * players output. 1506 * players output.
1481 */ 1507 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1508 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1509 victim->statusmsg (trap->msg, NDI_NAVY);
1484 1510
1511 trap->play_sound (trap->sound);
1485 victim->enter_exit (trap); 1512 victim->enter_exit (trap);
1486 } 1513 }
1487 goto leave; 1514 goto leave;
1488 1515
1489 case ENCOUNTER: 1516 case ENCOUNTER:
1511 goto leave; 1538 goto leave;
1512 1539
1513 case RUNE: 1540 case RUNE:
1514 case TRAP: 1541 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1542 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim); 1543 spring_trap (trap, victim);
1518 }
1519 goto leave; 1544 goto leave;
1520 1545
1521 default: 1546 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1547 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1548 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1524 goto leave; 1549 goto leave;
1525 } 1550 }
1526 1551
1527leave: 1552leave:
1528 recursion_depth--; 1553 recursion_depth--;
1537 int lev_diff; 1562 int lev_diff;
1538 object *skill_ob; 1563 object *skill_ob;
1539 1564
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1565 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1566 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1567 op->failmsg ("You are unable to read while blind!");
1543 return; 1568 return;
1544 } 1569 }
1570
1545 if (tmp->msg == NULL) 1571 if (!tmp->msg)
1546 { 1572 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1573 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1548 return; 1574 return;
1549 } 1575 }
1550 1576
1551 /* need a literacy skill to read stuff! */ 1577 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1578 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob) 1579 if (!skill_ob)
1554 { 1580 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1581 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1556 return; 1582 return;
1557 } 1583 }
1584
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1585 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1586 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1587 {
1561 if (lev_diff < 2) 1588 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1589 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1563 else if (lev_diff < 3) 1590 : lev_diff < 5 ? "This book is beyond your comprehension."
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1591 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1565 else if (lev_diff < 5) 1592 : lev_diff < 15 ? "This book is way beyond your comprehension."
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1593 : "This book is totally beyond your comprehension.");
1567 else if (lev_diff < 8) 1594 return;
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1595 }
1569 else if (lev_diff < 15) 1596
1570 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1597 readable_message_type *msgType = get_readable_message_type (tmp);
1598
1599 if (player *pl = op->contr)
1600 if (client *ns = pl->ns)
1601 if (ns->can_msg)
1602 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1571 else 1603 else
1572 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1573 return;
1574 }
1575
1576 readable_message_type *msgType = get_readable_message_type (tmp);
1577
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1604 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1579 msgType->message_type, msgType->message_subtype, 1605 msgType->message_type, msgType->message_subtype,
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1606 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg); 1607 long_desc (tmp, op), &tmp->msg);
1582 1608
1583 /* gain xp from reading */ 1609 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1610 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1611 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1612 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1614 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589 { 1615 {
1590 /*exp_gain *= 2; because they just identified it too */ 1616 /*exp_gain *= 2; because they just identified it too */
1591 SET_FLAG (tmp, FLAG_IDENTIFIED); 1617 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592 1618
1593 /* If in a container, update how it looks */ 1619 if (object *pl = tmp->visible_to ())
1594 if (tmp->env)
1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1620 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1596 else
1597 op->contr->ns->floorbox_update ();
1598 } 1621 }
1599 1622
1600 change_exp (op, exp_gain, skill_ob->skill, 0); 1623 change_exp (op, exp_gain, skill_ob->skill, 0);
1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1624 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1602 } 1625 }
1607 * op is the person learning the skill, tmp is the skill scroll object 1630 * op is the person learning the skill, tmp is the skill scroll object
1608 */ 1631 */
1609static void 1632static void
1610apply_skillscroll (object *op, object *tmp) 1633apply_skillscroll (object *op, object *tmp)
1611{ 1634{
1612 switch ((int) learn_skill (op, tmp)) 1635 switch (learn_skill (op, tmp))
1613 { 1636 {
1614 case 0: 1637 case 0:
1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1638 op->play_sound (sound_find ("generic_fail"));
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1639 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1617 return; 1640 break;
1618 1641
1619 case 1: 1642 case 1:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621 decrease_ob (tmp); 1643 tmp->decrease ();
1644 op->play_sound (sound_find ("skill_learn"));
1645 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1622 return; 1646 break;
1623 1647
1624 default: 1648 default:
1649 tmp->decrease ();
1650 op->play_sound (sound_find ("generic_fail"));
1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1651 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1626 decrease_ob (tmp);
1627 return; 1652 break;
1628 } 1653 }
1629} 1654}
1630 1655
1631/** 1656/**
1632 * Actually makes op learn spell. 1657 * Actually makes op learn spell.
1652 return; 1677 return;
1653 } 1678 }
1654 return; 1679 return;
1655 } 1680 }
1656 1681
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1682 op->contr->play_sound (sound_find ("learn_spell"));
1683
1658 tmp = spell->clone (); 1684 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op); 1685 insert_ob_in_ob (tmp, op);
1660 1686
1661 if (special_prayer) 1687 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP); 1688 SET_FLAG (tmp, FLAG_STARTEQUIP);
1681 { 1707 {
1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1708 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683 return; 1709 return;
1684 } 1710 }
1685 1711
1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1712 op->failmsg (format ("You lose knowledge of %s.", spell));
1687 player_unready_range_ob (op->contr, spob); 1713 player_unready_range_ob (op->contr, spob);
1688 esrv_remove_spell (op->contr, spob); 1714 esrv_remove_spell (op->contr, spob);
1689 spob->destroy (); 1715 spob->destroy ();
1690} 1716}
1691 1717
1699{ 1725{
1700 object *skop, *spell, *spell_skill; 1726 object *skop, *spell, *spell_skill;
1701 1727
1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1728 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 { 1729 {
1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1730 op->failmsg ("You are unable to read while blind.");
1705 return; 1731 return;
1706 } 1732 }
1707 1733
1708 /* artifact_spellbooks have 'slaying' field point to a spell name, 1734 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are 1735 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks 1736 * legacy spellbooks
1711 */ 1737 */
1712
1713 if (tmp->slaying != NULL) 1738 if (tmp->slaying)
1714 { 1739 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell) 1741 if (!spell)
1717 { 1742 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1743 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1719 return; 1744 return;
1720 } 1745 }
1721 else 1746 else
1722 insert_ob_in_ob (spell, tmp); 1747 insert_ob_in_ob (spell, tmp);
1748
1723 tmp->slaying = NULL; 1749 tmp->slaying = 0;
1724 } 1750 }
1725 1751
1726 skop = find_skill_by_name (op, tmp->skill); 1752 skop = find_skill_by_name (op, tmp->skill);
1727 1753
1728 /* need a literacy skill to learn spells. Also, having a literacy level 1754 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */ 1755 * lower than the spell will make learning the spell more difficult */
1730 if (!skop) 1756 if (!skop)
1731 { 1757 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1758 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1733 return; 1759 return;
1734 } 1760 }
1735 1761
1736 spell = tmp->inv; 1762 spell = tmp->inv;
1737 1763
1738 if (!spell) 1764 if (!spell)
1739 { 1765 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1766 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1741 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1767 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1742 return; 1768 return;
1743 } 1769 }
1744 1770
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1771 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 { 1772 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1773 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1748 return; 1774 return;
1749 } 1775 }
1750 1776
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1777 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1752 1778
1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1779 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 {
1755 identify (tmp); 1780 identify (tmp);
1756
1757 if (tmp->env)
1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1759 else
1760 op->contr->ns->floorbox_update ();
1761 }
1762 1781
1763 /* I removed the check for special_prayer_mark here - it didn't make 1782 /* I removed the check for special_prayer_mark here - it didn't make
1764 * a lot of sense - special prayers are not found in spellbooks, and 1783 * a lot of sense - special prayers are not found in spellbooks, and
1765 * if the player doesn't know the spell, doesn't make a lot of sense that 1784 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark. 1785 * they would have a special prayer mark.
1767 */ 1786 */
1768 if (check_spell_known (op, spell->name)) 1787 if (check_spell_known (op, spell->name))
1769 { 1788 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1789 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1771 return; 1790 return;
1772 } 1791 }
1773 1792
1774 if (spell->skill) 1793 if (spell->skill)
1775 { 1794 {
1776 spell_skill = find_skill_by_name (op, spell->skill); 1795 spell_skill = find_skill_by_name (op, spell->skill);
1777 1796
1778 if (!spell_skill) 1797 if (!spell_skill)
1779 { 1798 {
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1799 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1781 return; 1800 return;
1782 } 1801 }
1783 1802
1784 if (spell_skill->level < spell->level) 1803 if (spell_skill->level < spell->level)
1785 { 1804 {
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1805 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1787 return; 1806 return;
1788 } 1807 }
1789 } 1808 }
1790 1809
1791 /* Logic as follows 1810 /* Logic as follows
1800 * Overall, chances are the same but a player will find having a high 1819 * Overall, chances are the same but a player will find having a high
1801 * literacy rate very useful! -b.t. 1820 * literacy rate very useful! -b.t.
1802 */ 1821 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1822 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 { 1823 {
1805 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1824 op->failmsg ("In your confused state you flub the wording of the text!");
1806 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1825 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 } 1826 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1827 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1809 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1828 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810 { 1829 {
1811 1830 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1812 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1813 do_learn_spell (op, spell, 0); 1831 do_learn_spell (op, spell, 0);
1814 1832
1815 /* xp gain to literacy for spell learning */ 1833 /* xp gain to literacy for spell learning */
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1834 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1835 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 } 1836 }
1819 else 1837 else
1820 { 1838 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1839 op->contr->play_sound (sound_find ("fumble_spell"));
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1840 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1823 } 1841 }
1824 1842
1825 decrease_ob (tmp); 1843 tmp->decrease ();
1826} 1844}
1827 1845
1828/** 1846/**
1829 * Handles applying a spell scroll. 1847 * Handles applying a spell scroll.
1830 */ 1848 */
1833{ 1851{
1834 object *skop; 1852 object *skop;
1835 1853
1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1854 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 { 1855 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1856 op->failmsg ("You are unable to read while blind.");
1839 return; 1857 return;
1840 } 1858 }
1841 1859
1842 if (!tmp->inv || tmp->inv->type != SPELL) 1860 if (!tmp->inv || tmp->inv->type != SPELL)
1843 { 1861 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1862 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1845 return; 1863 return;
1846 } 1864 }
1847 1865
1848 if (op->type == PLAYER) 1866 if (op->type == PLAYER)
1849 { 1867 {
1855 */ 1873 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1874 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 1875
1858 if (!skop) 1876 if (!skop)
1859 { 1877 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1878 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1861 return; 1879 return;
1862 } 1880 }
1863 1881
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1882 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0); 1883 change_exp (op, exp_gain, skop->skill, 0);
1866 } 1884 }
1867 1885
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1886 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1887 identify (tmp);
1870 1888
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1889 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1872
1873 1890
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1891 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1892 tmp->decrease ();
1876} 1893}
1877 1894
1878/** 1895/**
1879 * Applies a treasure object - by default, chest. op 1896 * Applies a treasure object - by default, chest. op
1880 * is the person doing the applying, tmp is the treasure 1897 * is the person doing the applying, tmp is the treasure
1881 * chest. 1898 * chest.
1882 */ 1899 */
1883static void 1900static void
1884apply_treasure (object *op, object *tmp) 1901apply_treasure (object *op, object *tmp)
1885{ 1902{
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure 1903 /* Nice side effect of this treasure creation method is that the treasure
1890 * for the chest is done when the chest is created, and put into the chest 1904 * for the chest is done when the chest is created, and put into the chest
1891 * inventory. So that when the chest burns up, the items still exist. Also 1905 * inventory. So that when the chest burns up, the items still exist. Also
1892 * prevents people fromt moving chests to more difficult maps to get better 1906 * prevents people from moving chests to more difficult maps to get better
1893 * treasure 1907 * treasure
1894 */ 1908 */
1895
1896 treas = tmp->inv; 1909 object *treas = tmp->inv;
1897 if (treas == NULL) 1910
1911 if (!treas)
1898 { 1912 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1913 op->statusmsg ("The chest was empty.");
1900 decrease_ob (tmp); 1914 tmp->decrease ();
1901 return; 1915 return;
1902 } 1916 }
1917
1903 while (tmp->inv) 1918 while (tmp->inv)
1904 { 1919 {
1905 treas = tmp->inv; 1920 treas = tmp->inv;
1906
1907 treas->remove (); 1921 treas->remove ();
1908 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1909 1922
1910 treas->x = op->x; 1923 treas->x = op->x;
1911 treas->y = op->y; 1924 treas->y = op->y;
1912 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1925 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1913 1926
1914 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1927 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1915 spring_trap (treas, op); 1928 spring_trap (treas, op);
1916 1929
1917 /* If either player or container was destroyed, no need to do 1930 /* If either player or container was destroyed, no need to do
1918 * further processing. I think this should be enclused with 1931 * further processing. I think this should be enclused with
1919 * spring trap above, as I don't think there is otherwise 1932 * spring trap above, as I don't think there is otherwise
1920 * any way for the treasure chest or player to get killed 1933 * any way for the treasure chest or player to get killed.
1921 */ 1934 */
1922 if (op->destroyed () || tmp->destroyed ()) 1935 if (op->destroyed () || tmp->destroyed ())
1923 break; 1936 break;
1924 } 1937 }
1925 1938
1926 if (!tmp->destroyed () && tmp->inv == NULL) 1939 if (!tmp->destroyed () && !tmp->inv)
1927 decrease_ob (tmp); 1940 tmp->decrease ();
1928
1929} 1941}
1930 1942
1931/** 1943/**
1932 * op eats food. 1944 * op eats food.
1933 * If player, takes care of messages and dragon special food. 1945 * If player, takes care of messages and dragon special food.
1948 { 1960 {
1949 /* usual case - no dragon meal: */ 1961 /* usual case - no dragon meal: */
1950 if (op->stats.food + tmp->stats.food > 999) 1962 if (op->stats.food + tmp->stats.food > 999)
1951 { 1963 {
1952 if (tmp->type == FOOD || tmp->type == FLESH) 1964 if (tmp->type == FOOD || tmp->type == FLESH)
1953 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1965 op->failmsg ("You feel full, but what a waste of food!");
1954 else 1966 else
1955 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1967 op->statusmsg ("Most of the drink goes down your face not your throat!");
1956 } 1968 }
1969
1970 tmp->play_sound (
1971 tmp->sound
1972 ? tmp->sound
1973 : tmp->type == DRINK
1974 ? sound_find ("eat_drink")
1975 : sound_find ("eat_food")
1976 );
1957 1977
1958 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1978 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1959 { 1979 {
1960 char buf[MAX_BUF]; 1980 const char *buf;
1961 1981
1962 if (!is_dragon_pl (op)) 1982 if (!is_dragon_pl (op))
1963 { 1983 {
1964 /* eating message for normal players */ 1984 /* eating message for normal players */
1965 if (tmp->type == DRINK) 1985 if (tmp->type == DRINK)
1966 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1986 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1967 else 1987 else
1968 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 1988 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1969 } 1989 }
1970 else 1990 else
1971 {
1972 /* eating message for dragon players */ 1991 /* eating message for dragon players */
1973 sprintf (buf, "The %s tasted terrible!", &tmp->name); 1992 buf = format ("The %s tasted terrible!", &tmp->name);
1974 }
1975 1993
1976 new_draw_info (NDI_UNIQUE, 0, op, buf); 1994 op->statusmsg (buf);
1995
1977 capacity_remaining = 999 - op->stats.food; 1996 capacity_remaining = 999 - op->stats.food;
1978 op->stats.food += tmp->stats.food; 1997 op->stats.food += tmp->stats.food;
1979 if (capacity_remaining < tmp->stats.food) 1998 if (capacity_remaining < tmp->stats.food)
1980 op->stats.hp += capacity_remaining / 50; 1999 op->stats.hp += capacity_remaining / 50;
1981 else 2000 else
1982 op->stats.hp += tmp->stats.food / 50; 2001 op->stats.hp += tmp->stats.food / 50;
2002
1983 if (op->stats.hp > op->stats.maxhp) 2003 if (op->stats.hp > op->stats.maxhp)
1984 op->stats.hp = op->stats.maxhp; 2004 op->stats.hp = op->stats.maxhp;
1985 if (op->stats.food > 999) 2005 if (op->stats.food > 999)
1986 op->stats.food = 999; 2006 op->stats.food = 999;
1987 } 2007 }
1989 /* special food hack -b.t. */ 2009 /* special food hack -b.t. */
1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2010 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1991 eat_special_food (op, tmp); 2011 eat_special_food (op, tmp);
1992 } 2012 }
1993 } 2013 }
2014
1994 handle_apply_yield (tmp); 2015 handle_apply_yield (tmp);
1995 decrease_ob (tmp); 2016 tmp->decrease ();
1996} 2017}
1997 2018
1998/** 2019/**
1999 * A dragon is eating some flesh. If the flesh contains resistances, 2020 * A dragon is eating some flesh. If the flesh contains resistances,
2000 * there is a chance for the dragon's skin to get improved. 2021 * there is a chance for the dragon's skin to get improved.
2010{ 2031{
2011 object *skin = NULL; /* pointer to dragon skin force */ 2032 object *skin = NULL; /* pointer to dragon skin force */
2012 object *abil = NULL; /* pointer to dragon ability force */ 2033 object *abil = NULL; /* pointer to dragon ability force */
2013 object *tmp = NULL; /* tmp. object */ 2034 object *tmp = NULL; /* tmp. object */
2014 2035
2015 char buf[MAX_BUF]; /* tmp. string buffer */
2016 double chance; /* improvement-chance of one resistance type */ 2036 double chance; /* improvement-chance of one resistance type */
2017 double totalchance = 1; /* total chance of gaining one resistance */ 2037 double totalchance = 1; /* total chance of gaining one resistance */
2018 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2038 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2019 double mbonus = 0; /* monster bonus */ 2039 double mbonus = 0; /* monster bonus */
2020 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2040 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2025 if (meal->type != FLESH || !is_dragon_pl (op)) 2045 if (meal->type != FLESH || !is_dragon_pl (op))
2026 return 0; 2046 return 0;
2027 2047
2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2048 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2029 from the player's inventory */ 2049 from the player's inventory */
2030 shstr_cmp dragon_ability_force ("dragon_ability_force");
2031 shstr_cmp dragon_skin_force ("dragon_skin_force");
2032
2033 for (tmp = op->inv; tmp; tmp = tmp->below) 2050 for (tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == FORCE) 2051 if (tmp->type == FORCE)
2035 if (tmp->arch->name == dragon_skin_force) 2052 if (tmp->arch->archname == shstr_dragon_skin_force)
2036 skin = tmp; 2053 skin = tmp;
2037 else if (tmp->arch->name == dragon_ability_force) 2054 else if (tmp->arch->archname == shstr_dragon_ability_force)
2038 abil = tmp; 2055 abil = tmp;
2039 2056
2040 /* if either skin or ability are missing, this is an old player 2057 /* if either skin or ability are missing, this is an old player
2041 which is not to be considered a dragon -> bail out */ 2058 which is not to be considered a dragon -> bail out */
2042 if (skin == NULL || abil == NULL) 2059 if (skin == NULL || abil == NULL)
2045 /* now start by filling stomache and health, according to food-value */ 2062 /* now start by filling stomache and health, according to food-value */
2046 if ((999 - op->stats.food) < meal->stats.food) 2063 if ((999 - op->stats.food) < meal->stats.food)
2047 op->stats.hp += (999 - op->stats.food) / 50; 2064 op->stats.hp += (999 - op->stats.food) / 50;
2048 else 2065 else
2049 op->stats.hp += meal->stats.food / 50; 2066 op->stats.hp += meal->stats.food / 50;
2067
2050 if (op->stats.hp > op->stats.maxhp) 2068 if (op->stats.hp > op->stats.maxhp)
2051 op->stats.hp = op->stats.maxhp; 2069 op->stats.hp = op->stats.maxhp;
2052 2070
2053 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2071 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2054 2072
2099 } 2117 }
2100 } 2118 }
2101 2119
2102 /* inverse totalchance as until now we have the failure-chance */ 2120 /* inverse totalchance as until now we have the failure-chance */
2103 totalchance = 100 - totalchance * 100; 2121 totalchance = 100 - totalchance * 100;
2122
2104 /* print message according to totalchance */ 2123 /* print message according to totalchance */
2124 const char *buf;
2105 if (totalchance > 50.) 2125 if (totalchance > 50.)
2106 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2126 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2107 else if (totalchance > 10.) 2127 else if (totalchance > 10.)
2108 sprintf (buf, "The %s tasted very good.", &meal->name); 2128 buf = format ("The %s tasted very good.", &meal->name);
2109 else if (totalchance > 1.) 2129 else if (totalchance > 1.)
2110 sprintf (buf, "The %s tasted good.", &meal->name); 2130 buf = format ("The %s tasted good.", &meal->name);
2111 else if (totalchance > 0.1) 2131 else if (totalchance > 0.1)
2112 sprintf (buf, "The %s tasted bland.", &meal->name); 2132 buf = format ("The %s tasted bland.", &meal->name);
2113 else if (totalchance >= 0.01) 2133 else if (totalchance >= 0.01)
2114 sprintf (buf, "The %s had a boring taste.", &meal->name); 2134 buf = format ("The %s had a boring taste.", &meal->name);
2115 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2135 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2116 sprintf (buf, "The %s tasted strange.", &meal->name); 2136 buf = format ("The %s tasted strange.", &meal->name);
2117 else 2137 else
2118 sprintf (buf, "The %s had no taste.", &meal->name); 2138 buf = format ("The %s had no taste.", &meal->name);
2119 new_draw_info (NDI_UNIQUE, 0, op, buf); 2139
2140 op->statusmsg (buf);
2120 2141
2121 /* now choose a winner if we have any */ 2142 /* now choose a winner if we have any */
2122 i = -1; 2143 i = -1;
2123 if (winners > 0) 2144 if (winners > 0)
2124 i = atnr_winner[RANDOM () % winners]; 2145 i = atnr_winner[RANDOM () % winners];
2127 { 2148 {
2128 /* resistance increased! */ 2149 /* resistance increased! */
2129 skin->resist[i]++; 2150 skin->resist[i]++;
2130 op->update_stats (); 2151 op->update_stats ();
2131 2152
2132 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2153 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2133 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2134 } 2154 }
2135 2155
2136 /* if this flesh contains a new ability focus, we mark it 2156 /* if this flesh contains a new ability focus, we mark it
2137 into the ability_force and it will take effect on next level */ 2157 into the ability_force and it will take effect on next level */
2138 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2158 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2139 { 2159 {
2140 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2160 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2141 2161
2142 if (meal->last_eat != abil->stats.exp) 2162 if (meal->last_eat != abil->stats.exp)
2163 op->statusmsg (format (
2164 "Your metabolism prepares to focus on %s!\n"
2165 "The change will happen at level %d.",
2166 change_resist_msg[meal->last_eat],
2167 abil->level + 1
2143 { 2168 ));
2144 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2145 new_draw_info (NDI_UNIQUE, 0, op, buf);
2146 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2147 new_draw_info (NDI_UNIQUE, 0, op, buf);
2148 }
2149 else 2169 else
2150 { 2170 {
2151 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2171 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2152 new_draw_info (NDI_UNIQUE, 0, op, buf);
2153 abil->last_eat = 0; 2172 abil->last_eat = 0;
2154 } 2173 }
2155 } 2174 }
2175
2156 return 1; 2176 return 1;
2157} 2177}
2158 2178
2159/** 2179/**
2160 * Handles applying an improve armor scroll. 2180 * Handles applying an improve armor scroll.
2163static void 2183static void
2164apply_armour_improver (object *op, object *tmp) 2184apply_armour_improver (object *op, object *tmp)
2165{ 2185{
2166 object *armor; 2186 object *armor;
2167 2187
2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2188 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2169 { 2189 {
2170 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2190 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2171 return; 2191 return;
2172 } 2192 }
2173 2193
2174 armor = find_marked_object (op); 2194 armor = find_marked_object (op);
2175 2195
2176 if (!armor) 2196 if (!armor)
2177 { 2197 {
2178 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2198 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2179 return; 2199 return;
2180 } 2200 }
2181 2201
2182 if (armor->type != ARMOUR 2202 if (armor->type != ARMOUR
2183 && armor->type != CLOAK 2203 && armor->type != CLOAK
2184 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2204 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2185 { 2205 {
2186 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2206 op->failmsg ("Your marked item is not armour!\n");
2187 return; 2207 return;
2188 } 2208 }
2189 2209
2190 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2210 op->statusmsg ("Applying armour enchantment.");
2191 improve_armour (op, tmp, armor); 2211 improve_armour (op, tmp, armor);
2192} 2212}
2193 2213
2194extern void 2214void
2195apply_poison (object *op, object *tmp) 2215apply_poison (object *op, object *tmp)
2196{ 2216{
2217 // need to do it now when it is still on the map
2218 handle_apply_yield (tmp);
2219
2220 object *poison = tmp->split (1);
2221
2197 if (op->type == PLAYER) 2222 if (op->type == PLAYER)
2198 { 2223 {
2199 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2224 op->contr->play_sound (sound_find ("drink_poison"));
2200 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2225 op->failmsg ("Yech! That tasted poisonous!");
2201 strcpy (op->contr->killer, "poisonous booze"); 2226 op->contr->killer = poison;
2202 } 2227 }
2228
2203 if (tmp->stats.hp > 0) 2229 if (poison->stats.hp > 0)
2204 { 2230 {
2205 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2231 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2206 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2232 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2207 } 2233 }
2234
2208 op->stats.food -= op->stats.food / 4; 2235 op->stats.food -= op->stats.food / 4;
2209 handle_apply_yield (tmp); 2236 poison->destroy ();
2210 decrease_ob (tmp);
2211} 2237}
2212 2238
2213/** 2239/**
2214 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2240 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2215 * A valid 2 way exit means: 2241 * A valid 2 way exit means:
2230 2256
2231#if 0 //TODO 2257#if 0 //TODO
2232 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2258 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2233 return 0; /* This is a reset town portal */ 2259 return 0; /* This is a reset town portal */
2234#endif 2260#endif
2261
2262 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2235 2263
2236 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2264 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2237 2265
2238 if (exitmap) 2266 if (exitmap)
2239 { 2267 {
2315 * them in this function - they are passed to apply_special 2343 * them in this function - they are passed to apply_special
2316 */ 2344 */
2317int 2345int
2318manual_apply (object *op, object *tmp, int aflag) 2346manual_apply (object *op, object *tmp, int aflag)
2319{ 2347{
2320 if (tmp->head)
2321 tmp = tmp->head; 2348 tmp = tmp->head_ ();
2322 2349
2323 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2350 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2324 { 2351 {
2325 if (op->type == PLAYER) 2352 if (op->type == PLAYER)
2326 { 2353 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2354 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2328 return 1; 2355 return 1;
2329 } 2356 }
2330 else 2357 else
2331 return 0; /* monsters just skip unpaid items */ 2358 return 0; /* monsters just skip unpaid items */
2332 } 2359 }
2335 return RESULT_INT (0); 2362 return RESULT_INT (0);
2336 2363
2337 switch (tmp->type) 2364 switch (tmp->type)
2338 { 2365 {
2339 case CF_HANDLE: 2366 case CF_HANDLE:
2340 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2367 op->play_sound (sound_find ("turn_handle"));
2341 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2368 op->statusmsg ("You turn the handle.");
2342 tmp->value = tmp->value ? 0 : 1; 2369 tmp->value = tmp->value ? 0 : 1;
2343 SET_ANIMATION (tmp, tmp->value); 2370 SET_ANIMATION (tmp, tmp->value);
2344 update_object (tmp, UP_OBJ_FACE); 2371 update_object (tmp, UP_OBJ_FACE);
2345 push_button (tmp); 2372 push_button (tmp);
2346 return 1; 2373 return 1;
2347 2374
2348 case TRIGGER: 2375 case TRIGGER:
2349 if (check_trigger (tmp, op)) 2376 if (check_trigger (tmp, op))
2350 { 2377 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2378 op->statusmsg ("You turn the handle.");
2352 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2379 op->play_sound (sound_find ("turn_handle"));
2353 } 2380 }
2354 else 2381 else
2355 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2382 op->failmsg ("The handle doesn't move.");
2356 2383
2357 return 1; 2384 return 1;
2358 2385
2359 case EXIT: 2386 case EXIT:
2360 if (op->type != PLAYER) 2387 if (op->type != PLAYER)
2361 return 0; 2388 return 0;
2362 2389
2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2390 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2364 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2391 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2365 else 2392 else
2366 { 2393 {
2367 /* Don't display messages for random maps. */ 2394 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2395 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2396 op->statusmsg (tmp->msg, NDI_NAVY);
2370 2397
2371 op->enter_exit (tmp); 2398 op->enter_exit (tmp);
2372 } 2399 }
2373 2400
2401 return 1;
2402
2403 case INSCRIBABLE:
2404 op->statusmsg (tmp->msg);
2405 // maybe show a spell menu to chose from or something like that
2374 return 1; 2406 return 1;
2375 2407
2376 case SIGN: 2408 case SIGN:
2377 apply_sign (op, tmp, 0); 2409 apply_sign (op, tmp, 0);
2378 return 1; 2410 return 1;
2487 { 2519 {
2488 char buf[MAX_BUF]; 2520 char buf[MAX_BUF];
2489 timeofday_t tod; 2521 timeofday_t tod;
2490 2522
2491 get_tod (&tod); 2523 get_tod (&tod);
2524 op->play_sound (sound_find ("sound_clock"));
2525 op->statusmsg (format (
2492 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2526 "It is %d minute%s past %d o'clock %s",
2493 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2527 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2494 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2528 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2529 ));
2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1; 2530 return 1;
2498 } 2531 }
2499 else 2532 else
2500 return 0; 2533 return 0;
2501 2534
2528 default: 2561 default:
2529 return 0; 2562 return 0;
2530 } 2563 }
2531} 2564}
2532 2565
2533
2534/* quiet suppresses the "don't know how to apply" and "you must get it first" 2566/* quiet suppresses the "don't know how to apply" and "you must get it first"
2535 * messages as needed by player_apply_below(). But there can still be 2567 * messages as needed by player_apply_below(). But there can still be
2536 * "but you are floating high above the ground" messages. 2568 * "but you are floating high above the ground" messages.
2537 * 2569 *
2538 * Same return value as apply() function. 2570 * Same return value as apply() function.
2539 */ 2571 */
2540int 2572int
2541player_apply (object *pl, object *op, int aflag, int quiet) 2573player_apply (object *pl, object *op, int aflag, int quiet)
2542{ 2574{
2543 int tmp;
2544
2545 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2575 if (!op->env && (pl->move_type & MOVE_FLYING))
2546 { 2576 {
2547 /* player is flying and applying object not in inventory */ 2577 /* player is flying and applying object not in inventory */
2548 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2578 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2549 { 2579 {
2550 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2580 pl->failmsg ("But you are floating high above the ground! "
2581 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2582 "or waiting till the levitation effect wears off.>");
2551 return 0; 2583 return 0;
2552 } 2584 }
2553 } 2585 }
2554 2586
2555 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2556 * applied.
2557 */
2558 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2559 {
2560 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2561 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2562 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2563 op->destroy ();
2564 return 1;
2565 }
2566
2567 pl->contr->last_used = op; 2587 pl->contr->last_used = op;
2568 2588
2569 tmp = manual_apply (pl, op, aflag); 2589 int tmp = manual_apply (pl, op, aflag);
2590
2570 if (!quiet) 2591 if (!quiet)
2571 { 2592 {
2572 if (tmp == 0) 2593 if (tmp == 0)
2573 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2594 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2574 else if (tmp == 2) 2595 else if (tmp == 2)
2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2596 pl->failmsg ("You must get it first!\n");
2576 } 2597 }
2598
2577 return tmp; 2599 return tmp;
2578} 2600}
2579 2601
2580/** 2602/**
2581 * player_apply_below attempts to apply the object 'below' the player. 2603 * player_apply_below attempts to apply the object 'below' the player.
2630{ 2652{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2653 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2654 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2655 return RESULT_INT (0);
2634 2656
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2657 CLEAR_FLAG (op, FLAG_APPLIED);
2638 2658
2639 switch (op->type) 2659 switch (op->type)
2640 { 2660 {
2661 case SKILL_TOOL:
2662 // unapplying a skill tool should also unapply the skill it governs
2663 // but this is hard, as it shouldn't do so when the skill can
2664 // be used for other reasons
2665 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2666 if (tmp->skill == op->skill
2667 && tmp->type == SKILL
2668 && tmp->flag [FLAG_APPLIED]
2669 && !tmp->flag [FLAG_CAN_USE_SKILL])
2670 unapply_special (who, tmp, 0);
2671
2672 change_abil (who, op);
2673 break;
2674
2641 case WEAPON: 2675 case WEAPON:
2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2676 if (player *pl = who->contr)
2677 if (op == pl->combat_ob)
2678 {
2679 pl->combat_ob = 0;
2680 who->change_weapon (pl->ranged_ob);
2681 }
2682
2683 who->statusmsg (format ("You unwield %s.", query_name (op)));
2643 2684
2644 change_abil (who, op); 2685 change_abil (who, op);
2645 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2686 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2646
2647 if (who->contr)
2648 {
2649 if (who->contr->combat_ob == op)
2650 who->contr->combat_ob = 0;
2651
2652 if (who->current_weapon == op)
2653 who->current_weapon = 0;
2654 }
2655
2656 clear_skill (who);
2657 break; 2687 break;
2658 2688
2659 case SKILL: /* allows objects to impart skills */
2660 case SKILL_TOOL: 2689 case SKILL:
2661 if (op != who->chosen_skill)
2662 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2663
2664 if (who->contr) 2690 if (who->contr)
2665 { 2691 {
2666 if (!op->invisible) 2692 if (!op->invisible)
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2693 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2668 else 2694 else
2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2695 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2670 } 2696 }
2671 2697
2672 change_abil (who, op); 2698 change_abil (who, op);
2673 who->chosen_skill = 0;
2674 CLEAR_FLAG (who, FLAG_READY_SKILL); 2699 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break; 2700 break;
2676 2701
2677 case ARMOUR: 2702 case ARMOUR:
2678 case HELMET: 2703 case HELMET:
2682 case GLOVES: 2707 case GLOVES:
2683 case AMULET: 2708 case AMULET:
2684 case GIRDLE: 2709 case GIRDLE:
2685 case BRACERS: 2710 case BRACERS:
2686 case CLOAK: 2711 case CLOAK:
2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2712 who->statusmsg (format ("You unwear %s.", query_name (op)));
2688 change_abil (who, op); 2713 change_abil (who, op);
2689 break; 2714 break;
2690 2715
2691 case LAMP: 2716 case LAMP:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2717 {
2718 who->statusmsg (format ("You turn off your %s.", &op->name));
2719
2693 tmp2 = arch_to_object (op->other_arch); 2720 object *tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2721 tmp2->x = op->x;
2695 tmp2->y = op->y; 2722 tmp2->y = op->y;
2696 tmp2->map = op->map; 2723 tmp2->map = op->map;
2697 tmp2->below = op->below; 2724 tmp2->below = op->below;
2698 tmp2->above = op->above; 2725 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food; 2726 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2727 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2728
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2729 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2730 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2731
2705 if (who->contr)
2706 esrv_del_item (who->contr, op->count);
2707
2708 op->destroy (); 2732 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2733 who->insert (tmp2);
2710 who->update_stats (); 2734 who->update_stats ();
2711 2735
2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2713 {
2714 if (who->contr) 2736 if (who->contr)
2737 {
2738 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2715 { 2739 {
2716 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2740 who->failmsg ("Oops, it feels deadly cold!");
2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2741 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2718 } 2742 }
2719 } 2743 }
2720 2744 }
2721 if (who->contr)
2722 esrv_send_item (who, tmp2);
2723 2745
2724 return 1; /* otherwise, an attempt to drop causes problems */ 2746 return 1; /* otherwise, an attempt to drop causes problems */
2725 2747
2726 case BOW: 2748 case BOW:
2727 case WAND: 2749 case WAND:
2728 case ROD: 2750 case ROD:
2729 case HORN: 2751 case HORN:
2730 clear_skill (who);
2731
2732 if (who->contr) 2752 if (player *pl = who->contr)
2733 { 2753 {
2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2754 if (op == pl->ranged_ob)
2735 2755 {
2736 if (who->contr->ranged_ob == op)
2737 who->contr->ranged_ob = 0; 2756 pl->ranged_ob = 0;
2757 who->change_weapon (pl->combat_ob);
2758 }
2738 2759
2739 if (who->current_weapon == op) 2760 who->statusmsg (format ("You unready %s.", query_name (op)));
2740 who->current_weapon = 0;
2741 } 2761 }
2742 else 2762 else
2743 { 2763 {
2764 who->change_skill (0);
2765
2744 if (op->type == BOW) 2766 if (op->type == BOW)
2745 CLEAR_FLAG (who, FLAG_READY_BOW); 2767 CLEAR_FLAG (who, FLAG_READY_BOW);
2746 else 2768 else
2747 CLEAR_FLAG (who, FLAG_READY_RANGE); 2769 CLEAR_FLAG (who, FLAG_READY_RANGE);
2748 } 2770 }
2749 2771
2750 break; 2772 break;
2751 2773
2752 case BUILDER: 2774 case BUILDER:
2753 if (who->contr) 2775 if (who->contr)
2754 { 2776 who->statusmsg (format ("You unready %s.", query_name (op)));
2755 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2756
2757 if (who->contr->ranged_ob == op)
2758 who->contr->ranged_ob = 0;
2759 }
2760 break; 2777 break;
2761 2778
2762 default: 2779 default:
2763 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2780 who->statusmsg (format ("You unapply %s.", query_name (op)));
2764 break; 2781 break;
2765 } 2782 }
2766 2783
2784 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2785 if (object *pl = op->visible_to ())
2786 esrv_send_item (pl, op);
2787
2767 who->update_stats (); 2788 who->update_stats ();
2768
2769 if (!(aflags & AP_NO_MERGE))
2770 {
2771 object *tmp = merge_ob (op, 0);
2772
2773 if (who->contr)
2774 {
2775 if (tmp)
2776 { /* it was merged */
2777 esrv_del_item (who->contr, op->count);
2778 op = tmp;
2779 }
2780
2781 esrv_send_item (who, op);
2782 }
2783 }
2784 2789
2785 return 0; 2790 return 0;
2786} 2791}
2787 2792
2788/** 2793/**
2789 * Returns the object that is using location 'loc'. 2794 * Returns the object that is using location 'loc'.
2790 * Note that 'start' is the first object to start examing - we 2795 * Note that 'start' is the first object to start examing - we
2791 * then go through the below of this. In this way, you can do 2796 * then go through the below of this. In this way, you can do
2792 * something like: 2797 * something like:
2793 * tmp = get_item_from_body_location(who->inv, 1); 2798 * tmp = get_next_item_from_body_location(who->inv, 1);
2794 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2799 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2795 * to find the second object that may use this location, etc. 2800 * to find the second object that may use this location, etc.
2796 * Returns NULL if no match is found. 2801 * Returns NULL if no match is found.
2797 * loc is the index into the array we are looking for a match. 2802 * loc is the index into the array we are looking for a match.
2798 * don't return invisible objects unless they are skill objects 2803 * don't return invisible objects unless they are skill objects
2799 * invisible other objects that use 2804 * invisible other objects that use
2800 * up body locations can be used as restrictions. 2805 * up body locations can be used as restrictions.
2801 */ 2806 */
2802static object * 2807static object *
2803get_item_from_body_location (int loc, object *start) 2808get_next_item_from_body_location (int loc, object *start)
2804{ 2809{
2805 if (start)
2806 for (object *tmp = start; tmp; tmp = tmp->below) 2810 for (object *tmp = start; tmp; tmp = tmp->below)
2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 2811 if (tmp->flag [FLAG_APPLIED]
2812 && tmp->slot[loc].info
2813 && (!tmp->invisible || tmp->type == SKILL))
2808 return tmp; 2814 return tmp;
2809 2815
2810 return 0; 2816 return 0;
2811} 2817}
2812 2818
2813/** 2819/**
2819 * Returns 0 on success, returns 1 if there is some problem. 2825 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 2826 * if aflags is AP_PRINT, we instead print out waht to unapply
2821 * instead of doing it. This is a lot less code than having 2827 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 2828 * another function that does just that.
2823 */ 2829 */
2830
2831#define CANNOT_REMOVE_CURSED \
2832 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2833 "Praying over an altar, scrolls of remove curse/damnation, " \
2834 "priests or even other players might help.>"
2835
2824int 2836int
2825unapply_for_ob (object *who, object *op, int aflags) 2837unapply_for_ob (object *who, object *op, int aflags)
2826{ 2838{
2827 if (op->is_range ()) 2839 if (op->is_range ())
2828 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2840 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2841 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2830 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2842 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2831 { 2843 {
2832 if (aflags & AP_PRINT) 2844 if (aflags & AP_PRINT)
2833 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2845 who->failmsg (query_name (tmp));
2834 else 2846 else
2835 unapply_special (who, tmp, aflags); 2847 unapply_special (who, tmp, aflags);
2836 } 2848 }
2837 else 2849 else
2838 { 2850 {
2839 /* In this case, we want to try and remove a cursed item. 2851 /* In this case, we want to try and remove a cursed item.
2840 * While we know it won't work, we want unapply_special to 2852 * While we know it won't work, we want unapply_special to
2841 * at least generate the message. 2853 * at least generate the message.
2842 */ 2854 */
2843 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 2855 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2844 return 1; 2856 return 1;
2845 } 2857 }
2846 2858
2847 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2859 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2848 { 2860 {
2854 /* We do a while loop - may need to remove several items in order 2866 /* We do a while loop - may need to remove several items in order
2855 * to free up enough slots. 2867 * to free up enough slots.
2856 */ 2868 */
2857 while ((who->slot[i].used + op->slot[i].info) < 0) 2869 while ((who->slot[i].used + op->slot[i].info) < 0)
2858 { 2870 {
2859 object *tmp = get_item_from_body_location (i, last); 2871 object *tmp = get_next_item_from_body_location (i, last);
2860 2872
2861 if (!tmp) 2873 if (!tmp)
2862 { 2874 {
2863#if 0 2875#if 0
2864 /* Not a bug - we'll get this if the player has cursed items 2876 /* Not a bug - we'll get this if the player has cursed items
2871 2883
2872 /* If we are just printing, we don't care about cursed status */ 2884 /* If we are just printing, we don't care about cursed status */
2873 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2885 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2874 { 2886 {
2875 if (aflags & AP_PRINT) 2887 if (aflags & AP_PRINT)
2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2888 who->failmsg (query_name (tmp));
2877 else 2889 else
2878 unapply_special (who, tmp, aflags); 2890 unapply_special (who, tmp, aflags);
2879 } 2891 }
2880 else 2892 else
2881 { 2893 {
2882 /* Cursed item that we can't unequip - tell the player. 2894 /* Cursed item that we can't unequip - tell the player.
2883 * Note this could be annoying if this is just one of a few, 2895 * Note this could be annoying if this is just one of a few,
2884 * so it may not be critical (eg, putting on a ring and you have 2896 * so it may not be critical (eg, putting on a ring and you have
2885 * one cursed ring.) 2897 * one cursed ring.)
2886 */ 2898 */
2887 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2899 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2888 } 2900 }
2889 2901
2890 last = tmp->below; 2902 last = tmp->below;
2891 } 2903 }
2892 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2904 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2902 * Checks to see if 'who' can apply object 'op'. 2914 * Checks to see if 'who' can apply object 'op'.
2903 * Returns 0 if apply can be done without anything special. 2915 * Returns 0 if apply can be done without anything special.
2904 * Otherwise returns a bitmask - potentially several of these may be 2916 * Otherwise returns a bitmask - potentially several of these may be
2905 * set, but largely depends on circumstance - in the future, processing 2917 * set, but largely depends on circumstance - in the future, processing
2906 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2918 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2907 * is set, do we really are what the other flags may be?) 2919 * is set, do we really care what the other flags may be?)
2908 * 2920 *
2909 * See include/define.h for detailed description of the meaning of 2921 * See include/define.h for detailed description of the meaning of
2910 * these return values. 2922 * these return values.
2911 */ 2923 */
2912int 2924int
2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2922 { 2934 {
2923 if (op->slot[i].info) 2935 if (op->slot[i].info)
2924 { 2936 {
2925 /* Item uses more slots than we have */ 2937 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info) 2938 if (who->slot[i].info + op->slot [i].info < 0)
2927 { 2939 {
2928 /* Could return now for efficiency - rest of info below isn't 2940 /* Could return now for efficiency - rest of info below isn't
2929 * really needed. 2941 * really needed.
2930 */ 2942 */
2931 retval |= CAN_APPLY_NEVER; 2943 retval |= CAN_APPLY_NEVER;
2932 } 2944 }
2933 else if ((who->slot[i].used + op->slot[i].info) < 0) 2945 else if (who->slot[i].used + op->slot[i].info < 0)
2934 { 2946 {
2935 /* in this case, equipping this would use more free spots than 2947 /* in this case, equipping this would use more free spots than
2936 * we have. 2948 * we have.
2937 */ 2949 */
2938 2950
2949 { 2961 {
2950 retval |= CAN_APPLY_UNAPPLY; 2962 retval |= CAN_APPLY_UNAPPLY;
2951 continue; 2963 continue;
2952 } 2964 }
2953 2965
2954 object *tmp1 = get_item_from_body_location (i, who->inv); 2966 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2955 if (!tmp1) 2967 if (!tmp1)
2956 { 2968 {
2957#if 0 2969#if 0
2958 /* This is sort of an error, but happens a lot when old players 2970 /* This is sort of an error, but happens a lot when old players
2959 * join in with more stuff equipped than they are now allowed. 2971 * join in with more stuff equipped than they are now allowed.
2967 /* need to unapply something. However, if this something 2979 /* need to unapply something. However, if this something
2968 * is different than we had found before, it means they need 2980 * is different than we had found before, it means they need
2969 * to apply multiple objects 2981 * to apply multiple objects
2970 */ 2982 */
2971 retval |= CAN_APPLY_UNAPPLY; 2983 retval |= CAN_APPLY_UNAPPLY;
2984
2972 if (!tmp) 2985 if (!tmp)
2973 tmp = tmp1; 2986 tmp = tmp1;
2974 else if (tmp != tmp1) 2987 else if (tmp != tmp1)
2975 retval |= CAN_APPLY_UNAPPLY_MULT; 2988 retval |= CAN_APPLY_UNAPPLY_MULT;
2976 2989
3038 * AP_UNAPPLY=always unapply). 3051 * AP_UNAPPLY=always unapply).
3039 * 3052 *
3040 * Optional flags: 3053 * Optional flags:
3041 * AP_NO_MERGE: don't merge an unapplied object with other objects 3054 * AP_NO_MERGE: don't merge an unapplied object with other objects
3042 * AP_IGNORE_CURSE: unapply cursed items 3055 * AP_IGNORE_CURSE: unapply cursed items
3056 * AP_NO_READY: do not ready skills when applying skill tools
3043 * 3057 *
3044 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3058 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3045 * 3059 *
3046 * apply_special() doesn't check for unpaid items. 3060 * apply_special() doesn't check for unpaid items.
3047 */ 3061 */
3062
3063#define LACK_ITEM_POWER \
3064 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3065
3048int 3066int
3049apply_special (object *who, object *op, int aflags) 3067apply_special (object *who, object *op, int aflags)
3050{ 3068{
3051 int basic_flag = aflags & AP_BASIC_FLAGS; 3069 int basic_flag = aflags & AP_BASIC_FLAGS;
3052 object *tmp, *tmp2, *skop = NULL; 3070 object *tmp, *tmp2, *skop = NULL;
3067 if (basic_flag == AP_APPLY) 3085 if (basic_flag == AP_APPLY)
3068 return 0; 3086 return 0;
3069 3087
3070 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3088 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3071 { 3089 {
3072 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3090 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3073 return 1; 3091 return 1;
3074 } 3092 }
3075 3093
3076 return unapply_special (who, op, aflags); 3094 return unapply_special (who, op, aflags);
3077 } 3095 }
3080 return 0; 3098 return 0;
3081 3099
3082 // if the item is combat/ranged, wield the relevant slot first 3100 // if the item is combat/ranged, wield the relevant slot first
3083 // to resolve conflicts. 3101 // to resolve conflicts.
3084 if (player *pl = who->contr) 3102 if (player *pl = who->contr)
3085 switch (op->type) 3103 switch (op->slottype ())
3086 { 3104 {
3087 case WEAPON:
3088 who->change_weapon (pl->combat_ob); 3105 case slot_combat: who->change_weapon (pl->combat_ob); break;
3089 break;
3090
3091 case BOW:
3092 case ROD:
3093 case WAND:
3094 case HORN:
3095 case SKILL_TOOL:
3096 who->change_weapon (pl->ranged_ob); 3106 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3097 break;
3098
3099 case SKILL:
3100 if (IS_COMBAT_SKILL (op->subtype))
3101 who->change_weapon (pl->combat_ob);
3102 else if (IS_RANGED_SKILL (op->subtype))
3103 who->change_weapon (pl->ranged_ob);
3104 break;
3105 } 3107 }
3108
3109 splay (op);
3106 3110
3107 /* Can't just apply this object. Lets see what not and what to do */ 3111 /* Can't just apply this object. Lets see what not and what to do */
3108 if (int i = can_apply_object (who, op)) 3112 if (int i = can_apply_object (who, op))
3109 { 3113 {
3110 if (i & CAN_APPLY_NEVER) 3114 if (i & CAN_APPLY_NEVER)
3111 { 3115 {
3112 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3116 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3113 return 1; 3117 return 1;
3114 } 3118 }
3115 else if (i & CAN_APPLY_RESTRICTION) 3119 else if (i & CAN_APPLY_RESTRICTION)
3116 { 3120 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3121 who->failmsg (format (
3122 "You have a prohibition against using a %s. "
3123 "H<Your belief, profession or class prevents you from applying this item.>",
3124 query_name (op)
3125 ));
3118 return 1; 3126 return 1;
3119 } 3127 }
3120 3128
3121 if (who->type != PLAYER) 3129 if (who->type != PLAYER)
3122 { 3130 {
3126 } 3134 }
3127 else 3135 else
3128 { 3136 {
3129 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3137 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3130 { 3138 {
3131 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3139 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3132 unapply_for_ob (who, op, AP_PRINT); 3140 unapply_for_ob (who, op, AP_PRINT);
3133 return 1; 3141 return 1;
3134 } 3142 }
3135 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3143 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3136 if (unapply_for_ob (who, op, aflags)) 3144 if (unapply_for_ob (who, op, aflags))
3142 { 3150 {
3143 skop = find_skill_by_name (who, op->skill); 3151 skop = find_skill_by_name (who, op->skill);
3144 3152
3145 if (!skop) 3153 if (!skop)
3146 { 3154 {
3147 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3155 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3148 return 1; 3156 return 1;
3149 } 3157 }
3150 else 3158 else
3151 /* While experience will be credited properly, we want to change the 3159 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated 3160 * skill so that the dam and wc get updated
3153 */ 3161 */
3154 change_skill (who, skop, 0); 3162 who->change_skill (skop);
3155 } 3163 }
3156 3164
3157 if (who->type == PLAYER 3165 if (who->type == PLAYER
3158 && op->item_power 3166 && op->item_power
3159 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3167 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3160 { 3168 {
3161 new_draw_info (NDI_UNIQUE, 0, who,
3162 "Equipping that combined with other items would consume your soul! " 3169 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3163 "[use the skills command to check your available item power]");
3164 return 1; 3170 return 1;
3165 } 3171 }
3166 3172
3167 /* Ok. We are now at the state where we can apply the new object. 3173 /* Ok. We are now at the state where we can apply the new object.
3168 * Note that we don't have the checks for can_use_... 3174 * Note that we don't have the checks for can_use_...
3169 * below - that is already taken care of by can_apply_object. 3175 * below - that is already taken care of by can_apply_object.
3170 */ 3176 */
3171 if (op->nrof > 1) 3177 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3172 tmp = get_split_ob (op, op->nrof - 1);
3173 else
3174 tmp = 0;
3175 3178
3176 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3179 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3177 return RESULT_INT (0); 3180 return RESULT_INT (0);
3178 3181
3179 switch (op->type) 3182 switch (op->type)
3180 { 3183 {
3181 case WEAPON: 3184 case WEAPON:
3182 if (!check_weapon_power (who, op->last_eat)) 3185 if (!check_weapon_power (who, op->last_eat))
3183 { 3186 {
3184 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n" 3187 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3185 "It would consume your soul!.");
3186 3188
3187 if (tmp) 3189 if (tmp)
3188 insert_ob_in_ob (tmp, who); 3190 insert_ob_in_ob (tmp, who);
3189 3191
3190 return 1; 3192 return 1;
3194 // i.e. "R" can use Ragnarok's sword. 3196 // i.e. "R" can use Ragnarok's sword.
3195 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3197 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3196 { 3198 {
3197 /* if the weapon does not have the name as the character, can't use it. */ 3199 /* if the weapon does not have the name as the character, can't use it. */
3198 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3200 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3199 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3201 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3200 3202
3201 if (tmp) 3203 if (tmp)
3202 insert_ob_in_ob (tmp, who); 3204 insert_ob_in_ob (tmp, who);
3203 3205
3204 return 1; 3206 return 1;
3205 } 3207 }
3206 3208
3207 if (!skop) 3209 if (!skop)
3208 { 3210 {
3209 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3211 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3210 return 1; 3212 return 1;
3211 } 3213 }
3212 3214
3213 SET_FLAG (op, FLAG_APPLIED); 3215 SET_FLAG (op, FLAG_APPLIED);
3214 change_skill (who, skop, 1); 3216 who->change_skill (skop);
3215 3217
3216 if (who->contr) 3218 if (who->contr)
3217 who->change_weapon (who->contr->combat_ob = op); 3219 who->change_weapon (who->contr->combat_ob = op);
3218 3220
3219 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3221 who->statusmsg (format ("You wield %s.", query_name (op)));
3222
3220 SET_FLAG (who, FLAG_READY_WEAPON); 3223 SET_FLAG (who, FLAG_READY_WEAPON);
3221
3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3223
3224 change_abil (who, op); 3224 change_abil (who, op);
3225 break; 3225 break;
3226 3226
3227 case ARMOUR: 3227 case ARMOUR:
3228 case HELMET: 3228 case HELMET:
3233 case BRACERS: 3233 case BRACERS:
3234 case CLOAK: 3234 case CLOAK:
3235 case RING: 3235 case RING:
3236 case AMULET: 3236 case AMULET:
3237 SET_FLAG (op, FLAG_APPLIED); 3237 SET_FLAG (op, FLAG_APPLIED);
3238 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3238 who->statusmsg (format ("You wear %s.", query_name (op)));
3239 change_abil (who, op); 3239 change_abil (who, op);
3240 break; 3240 break;
3241 3241
3242 case LAMP: 3242 case LAMP:
3243 if (op->stats.food < 1) 3243 if (op->stats.food < 1)
3244 { 3244 {
3245 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3245 who->failmsg (format (
3246 "Your %s is out of fuel! "
3247 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3248 &op->name
3249 ));
3246 return 1; 3250 return 1;
3247 } 3251 }
3248 3252
3249 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3253 who->statusmsg (format ("You turn on your %s.", &op->name));
3254
3250 tmp2 = arch_to_object (op->other_arch); 3255 tmp2 = arch_to_object (op->other_arch);
3251 tmp2->stats.food = op->stats.food; 3256 tmp2->stats.food = op->stats.food;
3252 SET_FLAG (tmp2, FLAG_APPLIED); 3257 SET_FLAG (tmp2, FLAG_APPLIED);
3253 3258
3254 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3259 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3255 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3260 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3256 3261
3257 insert_ob_in_ob (tmp2, who); 3262 who->insert (tmp2);
3258 3263
3259 /* Remove the old lantern */ 3264 /* Remove the old lantern */
3260 if (who->type == PLAYER)
3261 esrv_del_item (who->contr, op->count);
3262
3263 op->destroy (); 3265 op->destroy ();
3264 3266
3265 /* insert the portion that was split off */ 3267 /* insert the portion that was split off */
3266 if (tmp) 3268 if (tmp)
3267 { 3269 who->insert (tmp);
3268 insert_ob_in_ob (tmp, who);
3269 if (who->type == PLAYER)
3270 esrv_send_item (who, tmp);
3271 }
3272 3270
3273 who->update_stats (); 3271 who->update_stats ();
3274 3272
3275 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3273 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3276 if (who->type == PLAYER) 3274 if (who->type == PLAYER)
3277 { 3275 {
3278 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3276 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3279 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3280 } 3278 }
3281 3279
3282 if (who->type == PLAYER)
3283 esrv_send_item (who, tmp2);
3284
3285 return 0; 3280 return 0;
3286 3281
3287 /* this part is needed for skill-tools */ 3282 case SKILL_TOOL:
3283 // applying a skill tool also readies the skill
3284 SET_FLAG (op, FLAG_APPLIED);
3285
3286 if (!(aflags & AP_NO_READY))
3287 {
3288 skop = find_skill_by_name (who, op->skill);
3289 if (!skop->flag [FLAG_APPLIED])
3290 apply_special (who, skop, AP_APPLY);
3291 }
3292 break;
3293
3288 case SKILL: 3294 case SKILL:
3289 case SKILL_TOOL:
3290 if (who->chosen_skill)
3291 {
3292 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3293 return 1;
3294 }
3295
3296 if (player *pl = who->contr) 3295 if (player *pl = who->contr)
3297 { 3296 {
3298 if (IS_COMBAT_SKILL (op->subtype)) 3297 if (IS_COMBAT_SKILL (op->subtype))
3299 { 3298 {
3300 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3299 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3301 { 3300 {
3302 for (object *item = who->inv; item; item = item->below) 3301 for (object *item = who->inv; item; item = item->below)
3303 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3302 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3304 { 3303 {
3304 if (item->skill == op->skill)
3305 {
3305 who->change_weapon (pl->combat_ob = item); 3306 who->change_weapon (pl->combat_ob = item);
3306 goto found_weapon; 3307 goto found_weapon;
3308 }
3307 } 3309 }
3308 3310
3311 who->failmsg (format (
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3312 "You need to apply a '%s' melee weapon before readying this skill. "
3313 "H<Some skills need an item, in this case a melee weapon, to function.>",
3314 &op->skill
3315 ));
3310 return 1; 3316 return 1;
3311 3317
3312 found_weapon:; 3318 found_weapon:;
3313 } 3319 }
3314 else 3320 else
3319 if (skill_flags [op->subtype] & SF_NEED_BOW) 3325 if (skill_flags [op->subtype] & SF_NEED_BOW)
3320 { 3326 {
3321 for (object *item = who->inv; item; item = item->below) 3327 for (object *item = who->inv; item; item = item->below)
3322 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3328 if (item->type == BOW && item->flag [FLAG_APPLIED])
3323 { 3329 {
3330 //TODO: bows should/must all have skill missile weapon right now
3324 who->change_weapon (pl->ranged_ob = item); 3331 who->change_weapon (pl->ranged_ob = item);
3325 goto found_bow; 3332 goto found_bow;
3326 } 3333 }
3327 3334
3335 who->failmsg (
3328 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3336 "You need to apply a missile weapon before readying this skill. "
3337 "H<Some skills need an item, in this case a missile weapon, to function.>"
3338 );
3329 return 1; 3339 return 1;
3330 3340
3331 found_bow:; 3341 found_bow:;
3332 }
3333 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3334 {
3335 for (object *item = who->inv; item; item = item->below)
3336 if (item->flag [FLAG_APPLIED]
3337 && (item->type == WAND || item->type == ROD || item->type == HORN))
3338 {
3339 who->change_weapon (pl->ranged_ob = item);
3340 goto found_item;
3341 }
3342
3343 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3344 return 1;
3345
3346 found_item:;
3347 } 3342 }
3348 else 3343 else
3349 who->change_weapon (pl->ranged_ob = op); 3344 who->change_weapon (pl->ranged_ob = op);
3350 } 3345 }
3351 3346
3352 if (!op->invisible) 3347 if (!op->invisible)
3353 { 3348 {
3354 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3349 who->statusmsg (format (
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3350 "You ready %s."
3351 "You can now use the skill: %s.",
3352 query_name (op),
3353 &op->skill
3354 ));
3356 } 3355 }
3357 else 3356 else
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3357 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3359 } 3358 }
3360 3359 else
3360 {
3361 SET_FLAG (op, FLAG_APPLIED); 3361 SET_FLAG (op, FLAG_APPLIED);
3362 change_abil (who, op); 3362 change_abil (who, op);
3363 who->chosen_skill = op; 3363 who->chosen_skill = op;
3364 SET_FLAG (who, FLAG_READY_SKILL); 3364 SET_FLAG (who, FLAG_READY_SKILL);
3365 }
3366
3365 break; 3367 break;
3366 3368
3367 case BOW: 3369 case BOW:
3368 if (!check_weapon_power (who, op->last_eat)) 3370 if (!check_weapon_power (who, op->last_eat))
3369 { 3371 {
3370 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3372 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3371 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3372 3373
3373 if (tmp) 3374 if (tmp)
3374 insert_ob_in_ob (tmp, who); 3375 insert_ob_in_ob (tmp, who);
3375 3376
3376 return 1; 3377 return 1;
3377 } 3378 }
3378 3379
3379 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3380 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3380 { 3381 {
3381 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3382 who->failmsg ("The weapon does not recognize you as its owner. "
3383 "H<Its name indicates that it belongs to somebody else.>");
3382 if (tmp) 3384 if (tmp)
3383 insert_ob_in_ob (tmp, who); 3385 insert_ob_in_ob (tmp, who);
3384 3386
3385 return 1; 3387 return 1;
3386 } 3388 }
3391 case HORN: 3393 case HORN:
3392 /* check for skill, alter player status */ 3394 /* check for skill, alter player status */
3393 3395
3394 if (!skop) 3396 if (!skop)
3395 { 3397 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3398 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3397 return 1; 3399 return 1;
3398 } 3400 }
3399 3401
3400 SET_FLAG (op, FLAG_APPLIED); 3402 SET_FLAG (op, FLAG_APPLIED);
3401 change_skill (who, skop, 0); 3403 who->change_skill (skop);
3402 3404
3403 if (who->contr) 3405 if (who->contr)
3404 { 3406 {
3405 who->contr->ranged_ob = op; 3407 who->contr->ranged_ob = op;
3406 3408
3407 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3409 who->statusmsg (format ("You ready %s.", query_name (op)));
3408 3410
3409 if (op->type == BOW) 3411 if (op->type == BOW)
3410 { 3412 {
3411 who->current_weapon = op; 3413 who->current_weapon = op;
3412 change_abil (who, op); 3414 change_abil (who, op);
3413 new_draw_info_format (NDI_UNIQUE, 0, who,
3414 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3415 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3415 } 3416 }
3416 } 3417 }
3417 else 3418 else
3418 { 3419 {
3419 if (op->type == BOW) 3420 if (op->type == BOW)
3425 break; 3426 break;
3426 3427
3427 case BUILDER: 3428 case BUILDER:
3428 if (who->type == PLAYER) 3429 if (who->type == PLAYER)
3429 { 3430 {
3431 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3430 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3432 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3431 unapply_special (who, who->contr->ranged_ob, 0); 3433 unapply_special (who, who->contr->ranged_ob, 0);
3432 3434
3433 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3435 who->statusmsg (format ("You ready your %s.", query_name (op)));
3434 3436
3435 who->contr->ranged_ob = op; 3437 who->contr->ranged_ob = op;
3436 } 3438 }
3437 break; 3439 break;
3438 3440
3439 default: 3441 default:
3440 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3442 who->statusmsg (format ("You apply %s.", query_name (op)));
3441 } /* end of switch op->type */ 3443 }
3442 3444
3443 SET_FLAG (op, FLAG_APPLIED); 3445 SET_FLAG (op, FLAG_APPLIED);
3444 3446
3445 if (tmp) 3447 if (tmp)
3446 tmp = insert_ob_in_ob (tmp, who); 3448 who->insert (tmp);
3447 3449
3448 who->update_stats (); 3450 who->update_stats ();
3449 3451
3450 /* We exclude spell casting objects. The fire code will set the 3452 /* We exclude spell casting objects. The fire code will set the
3451 * been applied flag when they are used - until that point, 3453 * been applied flag when they are used - until that point,
3453 */ 3455 */
3454 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3456 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3455 SET_FLAG (op, FLAG_BEEN_APPLIED); 3457 SET_FLAG (op, FLAG_BEEN_APPLIED);
3456 3458
3457 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3459 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3458 {
3459 if (who->type == PLAYER) 3460 if (who->type == PLAYER)
3460 { 3461 {
3461 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3462 who->failmsg (
3463 "Oops, it feels deadly cold! "
3464 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3465 );
3462 SET_FLAG (op, FLAG_KNOWN_CURSED); 3466 SET_FLAG (op, FLAG_KNOWN_CURSED);
3463 } 3467 }
3464 }
3465 3468
3466 if (who->type == PLAYER) 3469 if (object *pl = op->visible_to ())
3467 {
3468 /* if multiple objects were applied, update both slots */
3469 if (tmp)
3470 esrv_send_item (who, tmp);
3471
3472 esrv_send_item (who, op); 3470 esrv_send_item (pl, op);
3473 }
3474 3471
3475 return 0; 3472 return 0;
3476} 3473}
3477 3474
3478int 3475int
3479monster_apply_special (object *who, object *op, int aflags) 3476monster_apply_special (object *who, object *op, int aflags)
3480{ 3477{
3481 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3478 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3482 return 1; 3479 return 1;
3480
3483 return apply_special (who, op, aflags); 3481 return apply_special (who, op, aflags);
3484} 3482}
3485 3483
3486/** 3484/**
3487 * Map was just loaded, handle op's initialisation. 3485 * Map was just loaded, handle op's initialisation.
3702 /* check for hp, sp change */ 3700 /* check for hp, sp change */
3703 if (food->stats.hp != 0) 3701 if (food->stats.hp != 0)
3704 { 3702 {
3705 if (QUERY_FLAG (food, FLAG_CURSED)) 3703 if (QUERY_FLAG (food, FLAG_CURSED))
3706 { 3704 {
3707 assign (who->contr->killer, food->name); 3705 who->contr->killer = food;
3708 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3706 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3709 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3707 who->failmsg ("Eck!...that was poisonous!");
3710 } 3708 }
3711 else 3709 else
3712 { 3710 {
3713 if (food->stats.hp > 0) 3711 if (food->stats.hp > 0)
3714 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3712 who->statusmsg ("You begin to feel better.");
3715 else 3713 else
3716 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3714 who->failmsg ("Eck!...that was poisonous!");
3715
3717 who->stats.hp += food->stats.hp; 3716 who->stats.hp += food->stats.hp;
3718 } 3717 }
3719 } 3718 }
3719
3720 if (food->stats.sp != 0) 3720 if (food->stats.sp != 0)
3721 { 3721 {
3722 if (QUERY_FLAG (food, FLAG_CURSED)) 3722 if (QUERY_FLAG (food, FLAG_CURSED))
3723 { 3723 {
3724 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3724 who->failmsg ("You are drained of mana!");
3725 who->stats.sp -= food->stats.sp; 3725 who->stats.sp -= food->stats.sp;
3726 if (who->stats.sp < 0) 3726 if (who->stats.sp < 0)
3727 who->stats.sp = 0; 3727 who->stats.sp = 0;
3728 } 3728 }
3729 else 3729 else
3730 { 3730 {
3731 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3731 who->statusmsg ("You feel a rush of magical energy!");
3732 who->stats.sp += food->stats.sp; 3732 who->stats.sp += food->stats.sp;
3733 /* place limit on max sp from food? */ 3733 /* place limit on max sp from food? */
3734 } 3734 }
3735 } 3735 }
3736
3736 who->update_stats (); 3737 who->update_stats ();
3737} 3738}
3738 3739
3739/** 3740/**
3740 * Designed primarily to light torches/lanterns/etc. 3741 * Designed primarily to light torches/lanterns/etc.
3750 item = find_marked_object (who); 3751 item = find_marked_object (who);
3751 if (item) 3752 if (item)
3752 { 3753 {
3753 if (lighter->last_eat && lighter->stats.food) 3754 if (lighter->last_eat && lighter->stats.food)
3754 { /* lighter gets used up */ 3755 { /* lighter gets used up */
3755 /* Split multiple lighters if they're being used up. Otherwise *
3756 * one charge from each would be used up. --DAMN */
3757 if (lighter->nrof > 1)
3758 {
3759 object *oneLighter = lighter->clone (); 3756 object *oneLighter = lighter->split ();
3760
3761 lighter->nrof -= 1;
3762 oneLighter->nrof = 1;
3763 oneLighter->stats.food--; 3757 oneLighter->stats.food--;
3764 esrv_send_item (who, lighter); 3758 who->insert (oneLighter);
3765 oneLighter = insert_ob_in_ob (oneLighter, who);
3766 esrv_send_item (who, oneLighter);
3767 }
3768 else
3769 lighter->stats.food--;
3770 } 3759 }
3771 else if (lighter->last_eat) 3760 else if (lighter->last_eat)
3761 {
3772 { /* no charges left in lighter */ 3762 /* no charges left in lighter */
3773 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3763 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3774 return; 3764 return;
3775 } 3765 }
3776 3766
3777 /* Perhaps we should split what we are trying to light on fire? 3767 /* Perhaps we should split what we are trying to light on fire?
3778 * I can't see many times when you would want to light multiple 3768 * I can't see many times when you would want to light multiple
3784 3774
3785 save_throw_object (item, AT_FIRE, who); 3775 save_throw_object (item, AT_FIRE, who);
3786 3776
3787 if (item->destroyed ()) 3777 if (item->destroyed ())
3788 { 3778 {
3789 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3779 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3790 /* Need to update the player so that the players glow radius 3780 /* Need to update the player so that the players glow radius
3791 * gets changed. 3781 * gets changed.
3792 */ 3782 */
3793 if (is_player_env) 3783 if (is_player_env)
3794 who->update_stats (); 3784 who->update_stats ();
3795 } 3785 }
3796 else 3786 else
3797 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3787 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3798 } 3788 }
3799 else /* nothing to light */ 3789 else
3800 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3790 who->failmsg ("You need to mark a lightable object.");
3801
3802} 3791}
3803 3792
3804/** 3793/**
3805 * op made some mistake with a scroll, this takes care of punishment. 3794 * op made some mistake with a scroll, this takes care of punishment.
3806 * scroll_failure()- hacked directly from spell_failure 3795 * scroll_failure()- hacked directly from spell_failure
3813 3802
3814 if (failure <= -1 && failure > -15) 3803 if (failure <= -1 && failure > -15)
3815 { /* wonder */ 3804 { /* wonder */
3816 object *tmp; 3805 object *tmp;
3817 3806
3818 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3807 op->failmsg ("Your spell warps!");
3819 tmp = get_archetype (SPELL_WONDER); 3808 tmp = get_archetype (SPELL_WONDER);
3820 cast_wonder (op, op, 0, tmp); 3809 cast_wonder (op, op, 0, tmp);
3821 tmp->destroy (); 3810 tmp->destroy ();
3822 } 3811 }
3823 else if (failure <= -15 && failure > -35) 3812 else if (failure <= -15 && failure > -35)
3824 { /* drain mana */ 3813 { /* drain mana */
3825 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3814 op->failmsg ("Your mana is drained!");
3826 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3815 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3827 if (op->stats.sp < 0) 3816 if (op->stats.sp < 0)
3828 op->stats.sp = 0; 3817 op->stats.sp = 0;
3829 } 3818 }
3830 else if (settings.spell_failure_effects == TRUE) 3819 else if (settings.spell_failure_effects == TRUE)
3831 { 3820 {
3832 if (failure <= -35 && failure > -60) 3821 if (failure <= -35 && failure > -60)
3833 { /* confusion */ 3822 { /* confusion */
3834 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3823 op->failmsg ("The magic recoils on you!");
3835 confuse_player (op, op, power); 3824 confuse_player (op, op, power);
3836 } 3825 }
3837 else if (failure <= -60 && failure > -70) 3826 else if (failure <= -60 && failure > -70)
3838 { /* paralysis */ 3827 { /* paralysis */
3839 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3828 op->failmsg ("The magic recoils and paralyzes you!");
3840 paralyze_player (op, op, power); 3829 paralyze_player (op, op, power);
3841 } 3830 }
3842 else if (failure <= -70 && failure > -80) 3831 else if (failure <= -70 && failure > -80)
3843 { /* blind */ 3832 { /* blind */
3844 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3833 op->failmsg ("The magic recoils on you!");
3845 blind_player (op, op, power); 3834 blind_player (op, op, power);
3846 } 3835 }
3847 else if (failure <= -80) 3836 else if (failure <= -80)
3848 { /* blast the immediate area */ 3837 { /* blast the immediate area */
3849 object *tmp = get_archetype (LOOSE_MANA); 3838 object *tmp = get_archetype (LOOSE_MANA);
3850 cast_magic_storm (op, tmp, power); 3839 cast_magic_storm (op, tmp, power);
3851 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3840 op->failmsg ("You unleash uncontrolled mana!");
3852 tmp->destroy (); 3841 tmp->destroy ();
3853 } 3842 }
3854 } 3843 }
3855} 3844}
3856 3845
3876 */ 3865 */
3877 int i, j; 3866 int i, j;
3878 3867
3879 for (i = 0; i < NUM_STATS; i++) 3868 for (i = 0; i < NUM_STATS; i++)
3880 { 3869 {
3881 int race_bonus = pl->arch->clone.stats.stat (i); 3870 int race_bonus = pl->arch->stats.stat (i);
3882 sint8 stat = stats->stat (i) + ns->stat (i); 3871 sint8 stat = stats->stat (i) + ns->stat (i);
3883 3872
3884 if (stat > 20 + race_bonus) 3873 if (stat > 20 + race_bonus)
3885 { 3874 {
3886 excess_stat++; 3875 excess_stat++;
3896 3885
3897 if (i == CHA) 3886 if (i == CHA)
3898 continue; /* exclude cha from this */ 3887 continue; /* exclude cha from this */
3899 3888
3900 int stat = stats->stat (i); 3889 int stat = stats->stat (i);
3901 int race_bonus = pl->arch->clone.stats.stat (i); 3890 int race_bonus = pl->arch->stats.stat (i);
3902 if (stat < 20 + race_bonus) 3891 if (stat < 20 + race_bonus)
3903 { 3892 {
3904 change_attr_value (stats, i, 1); 3893 change_attr_value (stats, i, 1);
3905 excess_stat--; 3894 excess_stat--;
3906 } 3895 }
3921 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3910 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3922 flag_change_face = 0; 3911 flag_change_face = 0;
3923 3912
3924 if (flag_change_face) 3913 if (flag_change_face)
3925 { 3914 {
3926 pl->animation_id = GET_ANIM_ID (change);
3927 pl->face = change->face; 3915 pl->face = change->face;
3928 3916 pl->animation_id = change->animation_id;
3929 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3917 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3930 SET_FLAG (pl, FLAG_ANIMATE);
3931 else
3932 CLEAR_FLAG (pl, FLAG_ANIMATE);
3933 } 3918 }
3934 3919
3935 /* check the special case of can't use weapons */ 3920 /* check the special case of can't use weapons */
3936 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3921 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3937 if (!strcmp (change->name, "monk")) 3922 if (!strcmp (change->name, "monk"))
3963 char got[MAX_BUF]; 3948 char got[MAX_BUF];
3964 int len; 3949 int len;
3965 3950
3966 if (!pl || !transformer) 3951 if (!pl || !transformer)
3967 return; 3952 return;
3953
3968 marked = find_marked_object (pl); 3954 marked = find_marked_object (pl);
3955
3969 if (!marked) 3956 if (!marked)
3970 { 3957 {
3971 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3958 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3972 return; 3959 return;
3973 } 3960 }
3961
3974 if (!marked->slaying) 3962 if (!marked->slaying)
3975 { 3963 {
3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3964 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3977 return; 3965 return;
3978 } 3966 }
3967
3979 /* check whether they are compatible or not */ 3968 /* check whether they are compatible or not */
3980 find = strstr (marked->slaying, transformer->arch->name); 3969 find = strstr (marked->slaying, transformer->arch->archname);
3981 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3970 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3982 { 3971 {
3983 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3972 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3984 return; 3973 return;
3985 } 3974 }
3975
3986 find += strlen (transformer->arch->name) + 1; 3976 find += strlen (transformer->arch->archname) + 1;
3987 /* Item can be used, now find how many and what it yields */ 3977 /* Item can be used, now find how many and what it yields */
3988 if (isdigit (*(find))) 3978 if (isdigit (*(find)))
3989 { 3979 {
3990 yield = atoi (find); 3980 yield = atoi (find);
3991 if (yield < 1) 3981 if (yield < 1)
3997 else 3987 else
3998 yield = 1; 3988 yield = 1;
3999 3989
4000 while (isdigit (*find)) 3990 while (isdigit (*find))
4001 find++; 3991 find++;
3992
4002 while (*find == ' ') 3993 while (*find == ' ')
4003 find++; 3994 find++;
3995
4004 memset (got, 0, MAX_BUF); 3996 memset (got, 0, MAX_BUF);
3997
4005 if ((separator = strchr (find, ';')) != NULL) 3998 if ((separator = strchr (find, ';')) != NULL)
4006 {
4007 len = separator - find; 3999 len = separator - find;
4008 }
4009 else 4000 else
4010 {
4011 len = strlen (find); 4001 len = strlen (find);
4012 } 4002
4013 if (len > MAX_BUF - 1) 4003 if (len > MAX_BUF - 1)
4014 len = MAX_BUF - 1; 4004 len = MAX_BUF - 1;
4005
4015 strcpy (got, find); 4006 strcpy (got, find);
4016 got[len] = '\0'; 4007 got[len] = '\0';
4017 4008
4018 /* Now create new item, remove used ones when required. */ 4009 /* Now create new item, remove used ones when required. */
4019 new_item = get_archetype (got); 4010 new_item = get_archetype (got);
4020 if (!new_item) 4011 if (!new_item)
4021 { 4012 {
4022 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4013 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4023 return; 4014 return;
4024 } 4015 }
4025 4016
4026 new_item->nrof = yield; 4017 new_item->nrof = yield;
4018
4027 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4019 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4028 insert_ob_in_ob (new_item, pl); 4020
4029 esrv_send_inventory (pl, pl); 4021 pl->insert (new_item);
4030 /* Eat up one item */ 4022 /* Eat up one item */
4031 decrease_ob_nr (marked, 1); 4023 marked->decrease ();
4024
4032 /* Eat one transformer if needed */ 4025 /* Eat one transformer if needed */
4033 if (transformer->stats.food) 4026 if (transformer->stats.food)
4034 if (--transformer->stats.food == 0) 4027 if (--transformer->stats.food == 0)
4035 decrease_ob_nr (transformer, 1); 4028 transformer->decrease ();
4036} 4029}
4030

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