ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.97 by root, Tue May 15 19:07:15 2007 UTC vs.
Revision 1.180 by root, Wed Dec 31 17:35:37 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>
54 * subtype 5: arch or race 53 * subtype 5: arch or race
55 * subtype 7: all three 54 * subtype 7: all three
56 */ 55 */
57 if (op->subtype) 56 if (op->subtype)
58 { 57 {
59 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
60 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
61 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
62 } 61 }
63 else 62 else
64 { 63 {
65 arch_flag = 1; 64 arch_flag = 1;
66 name_flag = 1; 65 name_flag = 1;
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.\r", long_desc (marked, pl));
120 if (marked->msg) 119 if (marked->msg)
121 { 120 buf << "The item has a story:\r" << 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.\r", long_desc (id, pl));
137 if (id->msg) 135 if (id->msg)
138 { 136 buf << "The item has a story:\r" << 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, or has other protections.>");
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 }
708
709 if (improver->stats.sp == IMPROVE_ENCHANT) 709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 710 {
711 weapon->magic++; 711 weapon->magic++;
712 weapon->last_eat++; 712 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 713 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 714 improver->decrease ();
715 weapon->item_power++; 715 weapon->item_power++;
716 return 1; 716 return 1;
717 } 717 }
718 718
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 724 sacrifice_needed *= 2;
725 725
726 sacrifice_count = check_sacrifice (op, improver); 726 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 727 if (sacrifice_count < sacrifice_needed)
728 { 728 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 729 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 730 return 0;
731 } 731 }
732
732 eat_item (op, improver->slaying, sacrifice_needed); 733 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 734 weapon->item_power++;
734 735
735 switch (improver->stats.sp) 736 switch (improver->stats.sp)
736 { 737 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 738 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"); 739 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"); 740 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"); 741 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"); 742 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"); 743 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"); 744 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 745 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 746 op->failmsg ("Unknown improvement type.");
753 } 747 }
748
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 749 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 750 return 0;
756} 751}
757 752
758/** 753/**
768 if (op->type != PLAYER) 763 if (op->type != PLAYER)
769 return 0; 764 return 0;
770 765
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 766 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 767 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 768 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 769 return 0;
775 } 770 }
776 771
777 otmp = find_marked_object (op); 772 otmp = find_marked_object (op);
773
778 if (!otmp) 774 if (!otmp)
779 { 775 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 776 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; 777 return 0;
782 } 778 }
783 779
784 if (otmp->type != WEAPON && otmp->type != BOW) 780 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 781 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 782 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 783 return 0;
788 } 784 }
789 785
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 786 op->statusmsg ("Applied weapon builder.");
787
791 improve_weapon (op, tmp, otmp); 788 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 789 esrv_send_item (op, otmp);
793 return 1; 790 return 1;
794} 791}
795 792
820{ 817{
821 object *tmp; 818 object *tmp;
822 819
823 if (armour->magic >= settings.armor_max_enchant) 820 if (armour->magic >= settings.armor_max_enchant)
824 { 821 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 822 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 823 return 0;
827 } 824 }
825
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 826 /* 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. 827 * 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 828 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 829 * of gnarg and what not?)
832 */ 830 */
833 if (armour->title) 831 if (armour->title)
834 { 832 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 833 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 834 return 0;
837 } 835 }
838 836
839 /* Split objects if needed. Can't insert tmp until the 837 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 838 * end of this function - otherwise it will just re-merge.
841 */ 839 */
842 if (armour->nrof > 1) 840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846 841
847 armour->magic++; 842 armour->magic++;
848 843
849 if (!settings.armor_speed_linear) 844 if (!settings.armor_speed_linear)
850 { 845 {
855 { 850 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 851 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 852 pow++;
858 } 853 }
859 854
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 856 }
862 else 857 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 859
865 if (!settings.armor_weight_linear) 860 if (!settings.armor_weight_linear)
866 { 861 {
867 int base = 100; 862 int base = 100;
868 int pow = 0; 863 int pow = 0;
871 { 866 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 867 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 868 pow++;
874 } 869 }
875 870
876 armour->weight = (armour->arch->clone.weight * base) / 100; 871 armour->weight = (armour->arch->weight * base) / 100;
877 } 872 }
878 else 873 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 874 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 875
881 if (armour->weight <= 0) 876 if (armour->weight <= 0)
882 { 877 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 879 armour->weight = 1;
885 } 880 }
886 881
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 882 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 883
889 if (op->type == PLAYER) 884 if (op->type == PLAYER)
890 { 885 {
891 esrv_send_item (op, armour); 886 esrv_send_item (op, armour);
887
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 888 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 889 op->update_stats ();
894 } 890 }
895 decrease_ob (improver); 891
892 improver->decrease ();
893
896 if (tmp) 894 if (tmp)
897 { 895 op->insert (tmp);
898 insert_ob_in_ob (tmp, op); 896
899 esrv_send_item (op, tmp);
900 }
901 return 1; 897 return 1;
902} 898}
903
904 899
905/* 900/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 901 * 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. 902 * what the converter wants, -1 if the converter is broken.
908 */ 903 *
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. 904 * Takes one type of items and makes another.
915 * converter is the object that is doing the conversion. 905 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not 906 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything. 907 * what the converter wants, this will not do anything.
918 */ 908 */
919int 909static int
920convert_item (object *item, object *converter) 910convert_item (object *item, object *converter)
921{ 911{
922 int nr = 0;
923 uint32 price_in; 912 sint64 nr, price_in;
913
914 if (item->flag [FLAG_UNPAID])
915 return 0;
916
917 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp;
924 921
925 /* We make some assumptions - we assume if it takes money as it type, 922 /* 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 923 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 924 * 3 gp and player drops a platinum, tough luck)
928 */ 925 */
929 if (!strcmp (CONV_FROM (converter), "money")) 926 if (conv_from == shstr_money)
930 { 927 {
931 int cost;
932
933 if (item->type != MONEY) 928 if (item->type != MONEY)
934 return 0; 929 return 0;
935 930
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 931 nr = sint64 (item->nrof) * item->value / need;
937 if (!nr) 932 if (!nr)
938 return 0; 933 return 0;
939 cost = nr * CONV_NEED (converter) / item->value; 934
940 /* take into account rounding errors */ 935 converter->play_sound (sound_find ("shop_buy"));
941 if (nr * CONV_NEED (converter) % item->value) 936
942 cost++; 937 sint64 cost = (nr * need + item->value - 1) / item->value;
943 decrease_ob_nr (item, cost); 938
939 item->decrease (cost);
944 940
945 price_in = cost * item->value; 941 price_in = cost * item->value;
946 } 942 }
947 else 943 else
948 { 944 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 945 if (item->type == PLAYER
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 946 || conv_from != item->arch->archname
947 || (need && need > (uint16) item->nrof))
951 return 0; 948 return 0;
952 949
953 if (CONV_NEED (converter)) 950 converter->play_sound (sound_find ("convert_item"));
951
952 if (need)
954 { 953 {
955 nr = item->nrof / CONV_NEED (converter); 954 nr = sint64 (item->nrof) / need;
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 955 item->decrease (nr * need);
957 price_in = nr * CONV_NEED (converter) * item->value; 956 price_in = nr * need * item->value;
958 } 957 }
959 else 958 else
960 { 959 {
961 price_in = item->value; 960 price_in = item->value;
962 item->destroy (); 961 item->destroy ();
963 } 962 }
964 } 963 }
965 964
966 if (converter->inv != NULL) 965 if (converter->inv)
967 { 966 {
968 object *ob; 967 object *ob;
969 int i; 968 int i;
970 object *ob_to_copy; 969 object *ob_to_copy;
971 970
972 /* select random object from inventory to copy */ 971 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 972 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 973 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 974 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 975 ob_to_copy = ob;
979 } 976
980 } 977 item = ob_to_copy->deep_clone ();
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 980 }
985 else 981 else
986 { 982 {
987 if (converter->other_arch == NULL) 983 if (!conv_to)
988 { 984 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 985 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); 986 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1; 987 return -1;
992 } 988 }
993 989
994 item = object_create_arch (converter->other_arch); 990 item = object_create_arch (conv_to);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 992 }
997 993
998 if (CONV_NR (converter)) 994 if (give)
999 item->nrof = CONV_NR (converter); 995 item->nrof = give;
996
1000 if (nr) 997 if (nr)
1001 item->nrof *= nr; 998 item->nrof *= nr;
1002 if (is_in_shop (converter)) 999
1000 if (converter->flag [FLAG_PRECIOUS])
1003 SET_FLAG (item, FLAG_UNPAID); 1001 SET_FLAG (item, FLAG_UNPAID);
1002
1003 if (is_in_shop (converter))
1004 {
1005 // converters on shop floors don't work anymore, bug lets check for it
1006 // and report in case someone still does it.
1007 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
1008 converter->debug_desc ());
1009 SET_FLAG (item, FLAG_UNPAID);
1010 }
1004 else if (price_in < item->nrof * item->value) 1011 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 1012 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1013 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); 1014 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 1015 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 1016 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this 1017 * hopefully had something in mind when doing this.
1012 */ 1018 */
1013 } 1019 }
1020
1021 // elmex: only identify if we need to, for example so that generated money doesn't
1022 // get an 'identified' flag so easily.
1023 if (need_identify (item))
1024 identify (item);
1025
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1026 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 1027 return 1;
1016} 1028}
1017 1029
1018/** 1030/**
1035 1047
1036 op->contr->last_used = 0; 1048 op->contr->last_used = 0;
1037 1049
1038 if (sack->env && sack->env != op) 1050 if (sack->env && sack->env != op)
1039 { 1051 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1052 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 1053 return 1;
1042 } 1054 }
1043 1055
1044 // already applied == open on ground, or open in inv, or active in inv 1056 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 1057 if (sack->flag [FLAG_APPLIED])
1051 return 1; 1063 return 1;
1052 } 1064 }
1053 else if (!sack->env) 1065 else if (!sack->env)
1054 { 1066 {
1055 // active, but not ours: some other player has opened it 1067 // 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)); 1068 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1057 return 1; 1069 return 1;
1058 } 1070 }
1059 1071
1060 // fall through to opening it (active in inv) 1072 // fall through to opening it (active in inv)
1061 } 1073 }
1063 { 1075 {
1064 // it is in our env, so activate it, do not open yet 1076 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 1077 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 1078 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 1079 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1080 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 1081 return 1;
1070 } 1082 }
1071 1083
1072 // it's locked? 1084 // it's locked?
1073 if (sack->slaying) 1085 if (sack->slaying)
1074 { 1086 {
1075 if (object *tmp = find_key (op, op, sack)) 1087 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)); 1088 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 1089 else
1078 { 1090 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1091 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1080 return 1; 1092 return 1;
1081 } 1093 }
1082 } 1094 }
1083 1095
1084 op->open_container (sack); 1096 op->open_container (sack);
1103 * with an altar. We call it a Potion - altars are stationary - it 1115 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly. 1116 * is up to map designers to use them properly.
1105 */ 1117 */
1106 if (altar->inv && altar->inv->type == SPELL) 1118 if (altar->inv && altar->inv->type == SPELL)
1107 { 1119 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1120 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 1121 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 1122 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 1123 * old maps.
1112 */ 1124 */
1113 1125
1114/* push_button (altar);*/ 1126/* push_button (altar);*/
1115 } 1127 }
1139 double opinion; 1151 double opinion;
1140 object *tmp, *next; 1152 object *tmp, *next;
1141 1153
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1154 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 1155
1144 if (op->type != PLAYER) 1156 bool has_unpaid = false;
1157
1158 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1159 // a quick and small change :(
1160 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1161 if (item->flag [FLAG_UNPAID])
1162 {
1163 has_unpaid = true;
1164 break;
1165 }
1166
1167 if (!op->is_player ())
1145 { 1168 {
1146 /* Remove all the unpaid objects that may be carried here. 1169 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 1170 * This could be pets or monsters that are somehow in
1148 * the shop. 1171 * the shop.
1149 */ 1172 */
1153 1176
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1177 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 { 1178 {
1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1179 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1157 1180
1181 if (i >= 0)
1158 tmp->remove (); 1182 tmp->move (i);
1159
1160 if (i == -1)
1161 i = 0;
1162
1163 tmp->map = op->map;
1164 tmp->x = op->x + freearr_x[i];
1165 tmp->y = op->y + freearr_y[i];
1166 insert_ob_in_map (tmp, op->map, op, 0);
1167 } 1183 }
1168 } 1184 }
1169 1185
1170 /* Don't teleport things like spell effects */ 1186 /* Don't teleport things like spell effects */
1171 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1187 if (QUERY_FLAG (op, FLAG_NO_PICK))
1174 /* unpaid objects, or non living objects, can't transfer by 1190 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 1191 * shop mats. Instead, put it on a nearby space.
1176 */ 1192 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1193 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 1194 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1195 /* 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); 1196 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 1197
1183 if (i != -1) 1198 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1199 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185 1200
1186 return 0; 1201 return 0;
1187 } 1202 }
1203
1188 /* Removed code that checked for multipart objects - it appears that 1204 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine. 1205 * the teleport function should be able to handle this just fine.
1190 */ 1206 */
1191 rv = teleport (shop_mat, SHOP_MAT, op); 1207 rv = teleport (shop_mat, SHOP_MAT, op);
1192 } 1208 }
1193 else if (can_pay (op) && get_payment (op)) 1209 else if (can_pay (op) && get_payment (op))
1194 { 1210 {
1195 /* this is only used for players */ 1211 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 1212 rv = teleport (shop_mat, SHOP_MAT, op);
1197 1213
1214 if (has_unpaid)
1215 op->contr->play_sound (sound_find ("shop_buy"));
1216 else if (is_in_shop (op))
1217 op->contr->play_sound (sound_find ("shop_enter"));
1218 else
1219 op->contr->play_sound (sound_find ("shop_leave"));
1220
1198 if (shop_mat->msg) 1221 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1222 op->statusmsg (shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 1223 /* 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 1224 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor. 1225 * actually the shop floor.
1203 */ 1226 */
1204 else if (!rv && !is_in_shop (op)) 1227 else if (!rv && !is_in_shop (op))
1205 { 1228 {
1206 opinion = shopkeeper_approval (op->map, op); 1229 opinion = shopkeeper_approval (op->map, op);
1207 1230
1208 if (opinion > 0.9) 1231 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1232 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 1233 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1234 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 1235 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 1236 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 1237 }
1217 } 1238 }
1218 else 1239 else
1219 { 1240 {
1220 /* if we get here, a player tried to leave a shop but was not able 1241 /* 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 1242 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 1243 * they are not on the mat anymore
1223 */ 1244 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1245 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 1246
1226 if (i == -1) 1247 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 1248 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 1249 else
1231 { 1250 {
1232 op->remove (); 1251 op->remove ();
1233 op->x += freearr_x[i]; 1252 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 1253 op->y += freearr_y[i];
1244 * Handles applying a sign. 1263 * Handles applying a sign.
1245 */ 1264 */
1246static void 1265static void
1247apply_sign (object *op, object *sign, int autoapply) 1266apply_sign (object *op, object *sign, int autoapply)
1248{ 1267{
1249 readable_message_type *msgType; 1268 if (!op->is_player())
1250 char newbuf[HUGE_BUF]; 1269 return;
1251 1270
1252 if (sign->msg == NULL) 1271 if (sign->has_dialogue ())
1253 { 1272 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1273 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1255 return; 1274 return;
1256 } 1275 }
1257 1276
1277 if (!sign->msg)
1278 {
1279 op->contr->infobox (MSG_CHANNEL ("examine"),
1280 format ("T<%s>\n\n Nothing %sis written on it.",
1281 &sign->name,
1282 sign->name == sign->arch->name ? "" : "else "));
1283 return;
1284 }
1285
1258 if (sign->stats.food) 1286 if (sign->stats.food)
1259 { 1287 {
1260 if (sign->last_eat >= sign->stats.food) 1288 if (sign->last_eat >= sign->stats.food)
1261 { 1289 {
1262 if (!sign->move_on) 1290 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1291 op->failmsg ("You cannot read it anymore.");
1292
1264 return; 1293 return;
1265 } 1294 }
1266 1295
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1296 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1297 sign->last_eat++;
1273 * move_on is zero, it needs to be manually applied (doesn't talk 1302 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us). 1303 * to us).
1275 */ 1304 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1305 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 1306 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1307 op->failmsg ("You are unable to read while blind!");
1279 return; 1308 return;
1280 } 1309 }
1281 msgType = get_readable_message_type (sign); 1310
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1311 if (op->contr)
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1312 if (client *ns = op->contr->ns)
1313 {
1314 if (sign->sound)
1315 ns->play_sound (sign->sound);
1316 else if (autoapply)
1317 ns->play_sound (sound_find ("msg_voice"));
1318
1319 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1320 }
1321}
1322
1323static void
1324move_apply_hole (object *trap, object *victim)
1325{
1326 /* Hole not open? */
1327 if (trap->stats.wc > 0)
1328 return;
1329
1330 /* Is this a multipart monster and not the head? If so, return.
1331 * Processing will happen if the head runs into the pit
1332 */
1333 if (victim->head)
1334 return;
1335
1336 // now find all possible locations and randomly pick one
1337 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1338 trap->range >= 3 ? SIZEOFFREE3 + 1
1339 : trap->range >= 2 ? SIZEOFFREE2 + 1
1340 : trap->range >= 1 ? SIZEOFFREE1 + 1
1341 : SIZEOFFREE0 + 1);
1342
1343 if (dir < 0)
1344 return;
1345
1346 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1347 victim->statusmsg ("You fall through the hole!", NDI_RED);
1348
1349 transfer_ob (victim,
1350 EXIT_X (trap) + freearr_x[dir],
1351 EXIT_Y (trap) + freearr_y[dir],
1352 0, victim);
1284} 1353}
1285 1354
1286/** 1355/**
1287 * 'victim' moves onto 'trap' 1356 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1357 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1380 * proper. This code was causing needless crashes.
1312 */ 1381 */
1313 if (recursion_depth >= 500) 1382 if (recursion_depth >= 500)
1314 { 1383 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1384 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); 1385 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1386 return;
1318 } 1387 }
1388
1319 recursion_depth++; 1389 recursion_depth++;
1320 if (trap->head) 1390 if (trap->head)
1321 trap = trap->head; 1391 trap = trap->head;
1322 1392
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1393 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1399 1469
1400 if (!trap->value) 1470 if (!trap->value)
1401 { 1471 {
1402 int tot; 1472 int tot;
1403 1473
1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1474 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1475 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1476 tot += ab->head_ ()->total_weight ();
1407 1477
1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1478 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1409 goto leave; 1479 goto leave;
1410 1480
1411 SET_ANIMATION (trap, trap->value); 1481 SET_ANIMATION (trap, trap->value);
1421 1491
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1492 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 { 1493 {
1424 if (!sound_was_played) 1494 if (!sound_was_played)
1425 { 1495 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1496 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1427 sound_was_played = 1; 1497 sound_was_played = 1;
1428 } 1498 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1499
1500 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1501 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1431 } 1502 }
1432 } 1503 }
1433 goto leave; 1504 goto leave;
1434 } 1505 }
1435 1506
1436
1437 case CONVERTER: 1507 case CONVERTER:
1438 if (convert_item (victim, trap) < 0) 1508 if (convert_item (victim, trap) < 0)
1439 { 1509 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1510 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1441 get_archetype ("burnout")->insert_at (trap, trap); 1511 archetype::get (shstr_burnout)->insert_at (trap, trap);
1442 } 1512 }
1443 1513
1444 goto leave; 1514 goto leave;
1445 1515
1446 case TRIGGER_BUTTON: 1516 case TRIGGER_BUTTON:
1456 case CHECK_INV: 1526 case CHECK_INV:
1457 check_inv (victim, trap); 1527 check_inv (victim, trap);
1458 goto leave; 1528 goto leave;
1459 1529
1460 case HOLE: 1530 case HOLE:
1461 /* Hole not open? */ 1531 move_apply_hole (trap, victim);
1462 if (trap->stats.wc > 0)
1463 goto leave;
1464
1465 /* Is this a multipart monster and not the head? If so, return.
1466 * Processing will happen if the head runs into the pit
1467 */
1468 if (victim->head)
1469 goto leave;
1470
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave; 1532 goto leave;
1475 1533
1476 case EXIT: 1534 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap)) 1535 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 { 1536 {
1479 /* Basically, don't show exits leading to random maps the 1537 /* Basically, don't show exits leading to random maps the
1480 * players output. 1538 * players output.
1481 */ 1539 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1540 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1541 victim->statusmsg (trap->msg, NDI_NAVY);
1484 1542
1543 trap->play_sound (trap->sound);
1485 victim->enter_exit (trap); 1544 victim->enter_exit (trap);
1486 } 1545 }
1487 goto leave; 1546 goto leave;
1488 1547
1489 case ENCOUNTER: 1548 case ENCOUNTER:
1511 goto leave; 1570 goto leave;
1512 1571
1513 case RUNE: 1572 case RUNE:
1514 case TRAP: 1573 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1574 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim); 1575 spring_trap (trap, victim);
1518 }
1519 goto leave; 1576 goto leave;
1520 1577
1521 default: 1578 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1579 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); 1580 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1524 goto leave; 1581 goto leave;
1525 } 1582 }
1526 1583
1527leave: 1584leave:
1528 recursion_depth--; 1585 recursion_depth--;
1537 int lev_diff; 1594 int lev_diff;
1538 object *skill_ob; 1595 object *skill_ob;
1539 1596
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1597 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1598 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1599 op->failmsg ("You are unable to read while blind!");
1543 return; 1600 return;
1544 } 1601 }
1602
1545 if (tmp->msg == NULL) 1603 if (!tmp->msg)
1546 { 1604 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1605 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1548 return; 1606 return;
1549 } 1607 }
1550 1608
1551 /* need a literacy skill to read stuff! */ 1609 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1610 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob) 1611 if (!skill_ob)
1554 { 1612 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1613 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1556 return; 1614 return;
1557 } 1615 }
1616
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1617 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1618 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1619 {
1561 if (lev_diff < 2) 1620 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."); 1621 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1563 else if (lev_diff < 3) 1622 : lev_diff < 5 ? "This book is beyond your comprehension."
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1623 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1565 else if (lev_diff < 5) 1624 : lev_diff < 15 ? "This book is way beyond your comprehension."
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1625 : "This book is totally beyond your comprehension.");
1567 else if (lev_diff < 8)
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1569 else if (lev_diff < 15)
1570 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1571 else
1572 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1573 return; 1626 return;
1574 } 1627 }
1575 1628
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1629 readable_message_type *msgType = get_readable_message_type (tmp);
1577 1630
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1631 if (player *pl = op->contr)
1579 msgType->message_type, msgType->message_subtype, 1632 if (client *ns = pl->ns)
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1633 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1581 long_desc (tmp, op), &tmp->msg);
1582 1634
1583 /* gain xp from reading */ 1635 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1636 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1637 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1638 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1640 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589 { 1641 {
1590 /*exp_gain *= 2; because they just identified it too */ 1642 /*exp_gain *= 2; because they just identified it too */
1591 SET_FLAG (tmp, FLAG_IDENTIFIED); 1643 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592 1644
1593 /* If in a container, update how it looks */ 1645 if (object *pl = tmp->visible_to ())
1594 if (tmp->env)
1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1646 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1596 else
1597 op->contr->ns->floorbox_update ();
1598 } 1647 }
1599 1648
1600 change_exp (op, exp_gain, skill_ob->skill, 0); 1649 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 */ 1650 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1602 } 1651 }
1607 * op is the person learning the skill, tmp is the skill scroll object 1656 * op is the person learning the skill, tmp is the skill scroll object
1608 */ 1657 */
1609static void 1658static void
1610apply_skillscroll (object *op, object *tmp) 1659apply_skillscroll (object *op, object *tmp)
1611{ 1660{
1612 switch ((int) learn_skill (op, tmp)) 1661 switch (learn_skill (op, tmp))
1613 { 1662 {
1614 case 0: 1663 case 0:
1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1664 op->play_sound (sound_find ("generic_fail"));
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1665 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1617 return; 1666 break;
1618 1667
1619 case 1: 1668 case 1:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621 decrease_ob (tmp); 1669 tmp->decrease ();
1670 op->play_sound (sound_find ("skill_learn"));
1671 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1622 return; 1672 break;
1623 1673
1624 default: 1674 default:
1675 tmp->decrease ();
1676 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)); 1677 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1626 decrease_ob (tmp);
1627 return; 1678 break;
1628 } 1679 }
1629} 1680}
1630 1681
1631/** 1682/**
1632 * Actually makes op learn spell. 1683 * Actually makes op learn spell.
1652 return; 1703 return;
1653 } 1704 }
1654 return; 1705 return;
1655 } 1706 }
1656 1707
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1708 op->contr->play_sound (sound_find ("learn_spell"));
1709
1658 tmp = spell->clone (); 1710 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op); 1711 insert_ob_in_ob (tmp, op);
1660 1712
1661 if (special_prayer) 1713 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP); 1714 SET_FLAG (tmp, FLAG_STARTEQUIP);
1681 { 1733 {
1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1734 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683 return; 1735 return;
1684 } 1736 }
1685 1737
1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1738 op->failmsg (format ("You lose knowledge of %s.", spell));
1687 player_unready_range_ob (op->contr, spob); 1739 player_unready_range_ob (op->contr, spob);
1688 esrv_remove_spell (op->contr, spob); 1740 esrv_remove_spell (op->contr, spob);
1689 spob->destroy (); 1741 spob->destroy ();
1690} 1742}
1691 1743
1699{ 1751{
1700 object *skop, *spell, *spell_skill; 1752 object *skop, *spell, *spell_skill;
1701 1753
1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1754 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 { 1755 {
1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1756 op->failmsg ("You are unable to read while blind.");
1705 return; 1757 return;
1706 } 1758 }
1707 1759
1708 /* artifact_spellbooks have 'slaying' field point to a spell name, 1760 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are 1761 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks 1762 * legacy spellbooks
1711 */ 1763 */
1712
1713 if (tmp->slaying != NULL) 1764 if (tmp->slaying)
1714 { 1765 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell) 1767 if (!spell)
1717 { 1768 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1769 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1719 return; 1770 return;
1720 } 1771 }
1721 else 1772 else
1722 insert_ob_in_ob (spell, tmp); 1773 insert_ob_in_ob (spell, tmp);
1774
1723 tmp->slaying = NULL; 1775 tmp->slaying = 0;
1724 } 1776 }
1725 1777
1726 skop = find_skill_by_name (op, tmp->skill); 1778 skop = find_skill_by_name (op, tmp->skill);
1727 1779
1728 /* need a literacy skill to learn spells. Also, having a literacy level 1780 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */ 1781 * lower than the spell will make learning the spell more difficult */
1730 if (!skop) 1782 if (!skop)
1731 { 1783 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1784 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1733 return; 1785 return;
1734 } 1786 }
1735 1787
1736 spell = tmp->inv; 1788 spell = tmp->inv;
1737 1789
1738 if (!spell) 1790 if (!spell)
1739 { 1791 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1792 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."); 1793 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1742 return; 1794 return;
1743 } 1795 }
1744 1796
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1797 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 { 1798 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1799 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1748 return; 1800 return;
1749 } 1801 }
1750 1802
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1803 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1752 1804
1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 {
1755 identify (tmp); 1806 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 1807
1763 /* I removed the check for special_prayer_mark here - it didn't make 1808 /* 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 1809 * 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 1810 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark. 1811 * they would have a special prayer mark.
1767 */ 1812 */
1768 if (check_spell_known (op, spell->name)) 1813 if (check_spell_known (op, spell->name))
1769 { 1814 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1815 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; 1816 return;
1772 } 1817 }
1773 1818
1774 if (spell->skill) 1819 if (spell->skill)
1775 { 1820 {
1776 spell_skill = find_skill_by_name (op, spell->skill); 1821 spell_skill = find_skill_by_name (op, spell->skill);
1777 1822
1778 if (!spell_skill) 1823 if (!spell_skill)
1779 { 1824 {
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1825 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1781 return; 1826 return;
1782 } 1827 }
1783 1828
1784 if (spell_skill->level < spell->level) 1829 if (spell_skill->level < spell->level)
1785 { 1830 {
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); 1831 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1787 return; 1832 return;
1788 } 1833 }
1789 } 1834 }
1790 1835
1791 /* Logic as follows 1836 /* Logic as follows
1800 * Overall, chances are the same but a player will find having a high 1845 * Overall, chances are the same but a player will find having a high
1801 * literacy rate very useful! -b.t. 1846 * literacy rate very useful! -b.t.
1802 */ 1847 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1848 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 { 1849 {
1805 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1850 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)); 1851 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 } 1852 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1853 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]) 1854 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810 { 1855 {
1811 1856 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); 1857 do_learn_spell (op, spell, 0);
1814 1858
1815 /* xp gain to literacy for spell learning */ 1859 /* xp gain to literacy for spell learning */
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1860 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1861 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 } 1862 }
1819 else 1863 else
1820 { 1864 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1865 op->contr->play_sound (sound_find ("fumble_spell"));
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1866 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 } 1867 }
1824 1868
1825 decrease_ob (tmp); 1869 tmp->decrease ();
1826} 1870}
1827 1871
1828/** 1872/**
1829 * Handles applying a spell scroll. 1873 * Handles applying a spell scroll.
1830 */ 1874 */
1833{ 1877{
1834 object *skop; 1878 object *skop;
1835 1879
1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1880 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 { 1881 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1882 op->failmsg ("You are unable to read while blind.");
1839 return; 1883 return;
1840 } 1884 }
1841 1885
1842 if (!tmp->inv || tmp->inv->type != SPELL) 1886 if (!tmp->inv || tmp->inv->type != SPELL)
1843 { 1887 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1888 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1845 return; 1889 return;
1846 } 1890 }
1847 1891
1848 if (op->type == PLAYER) 1892 if (op->type == PLAYER)
1849 { 1893 {
1855 */ 1899 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1900 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 1901
1858 if (!skop) 1902 if (!skop)
1859 { 1903 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1904 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1861 return; 1905 return;
1862 } 1906 }
1863 1907
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1908 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0); 1909 change_exp (op, exp_gain, skop->skill, 0);
1866 } 1910 }
1867 1911
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1912 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1913 identify (tmp);
1870 1914
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1915 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1872
1873 1916
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1917 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1918 tmp->decrease ();
1876} 1919}
1877 1920
1878/** 1921/**
1879 * Applies a treasure object - by default, chest. op 1922 * Applies a treasure object - by default, chest. op
1880 * is the person doing the applying, tmp is the treasure 1923 * is the person doing the applying, tmp is the treasure
1881 * chest. 1924 * chest.
1882 */ 1925 */
1883static void 1926static void
1884apply_treasure (object *op, object *tmp) 1927apply_treasure (object *op, object *tmp)
1885{ 1928{
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure 1929 /* 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 1930 * 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 1931 * 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 1932 * prevents people from moving chests to more difficult maps to get better
1893 * treasure 1933 * treasure
1894 */ 1934 */
1895
1896 treas = tmp->inv; 1935 object *treas = tmp->inv;
1897 if (treas == NULL) 1936
1937 if (!treas)
1898 { 1938 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1939 op->statusmsg ("The chest was empty.");
1900 decrease_ob (tmp); 1940 tmp->decrease ();
1901 return; 1941 return;
1902 } 1942 }
1943
1903 while (tmp->inv) 1944 while (tmp->inv)
1904 { 1945 {
1905 treas = tmp->inv; 1946 treas = tmp->inv;
1906
1907 treas->remove (); 1947 treas->remove ();
1908 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1909 1948
1910 treas->x = op->x; 1949 treas->x = op->x;
1911 treas->y = op->y; 1950 treas->y = op->y;
1912 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1951 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1913 1952
1914 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1953 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1915 spring_trap (treas, op); 1954 spring_trap (treas, op);
1916 1955
1917 /* If either player or container was destroyed, no need to do 1956 /* If either player or container was destroyed, no need to do
1918 * further processing. I think this should be enclused with 1957 * further processing. I think this should be enclused with
1919 * spring trap above, as I don't think there is otherwise 1958 * spring trap above, as I don't think there is otherwise
1920 * any way for the treasure chest or player to get killed 1959 * any way for the treasure chest or player to get killed.
1921 */ 1960 */
1922 if (op->destroyed () || tmp->destroyed ()) 1961 if (op->destroyed () || tmp->destroyed ())
1923 break; 1962 break;
1924 } 1963 }
1925 1964
1926 if (!tmp->destroyed () && tmp->inv == NULL) 1965 if (!tmp->destroyed () && !tmp->inv)
1927 decrease_ob (tmp); 1966 tmp->decrease (true);
1928
1929} 1967}
1930 1968
1931/** 1969/**
1932 * op eats food. 1970 * op eats food.
1933 * If player, takes care of messages and dragon special food. 1971 * If player, takes care of messages and dragon special food.
1948 { 1986 {
1949 /* usual case - no dragon meal: */ 1987 /* usual case - no dragon meal: */
1950 if (op->stats.food + tmp->stats.food > 999) 1988 if (op->stats.food + tmp->stats.food > 999)
1951 { 1989 {
1952 if (tmp->type == FOOD || tmp->type == FLESH) 1990 if (tmp->type == FOOD || tmp->type == FLESH)
1953 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1991 op->failmsg ("You feel full, but what a waste of food!");
1954 else 1992 else
1955 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1993 op->statusmsg ("Most of the drink goes down your face not your throat!");
1956 } 1994 }
1995
1996 tmp->play_sound (
1997 tmp->sound
1998 ? tmp->sound
1999 : tmp->type == DRINK
2000 ? sound_find ("eat_drink")
2001 : sound_find ("eat_food")
2002 );
1957 2003
1958 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1959 { 2005 {
1960 char buf[MAX_BUF]; 2006 const char *buf;
1961 2007
1962 if (!is_dragon_pl (op)) 2008 if (!is_dragon_pl (op))
1963 { 2009 {
1964 /* eating message for normal players */ 2010 /* eating message for normal players */
1965 if (tmp->type == DRINK) 2011 if (tmp->type == DRINK)
1966 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1967 else 2013 else
1968 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1969 } 2015 }
1970 else 2016 else
1971 {
1972 /* eating message for dragon players */ 2017 /* eating message for dragon players */
1973 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2018 buf = format ("The %s tasted terrible!", &tmp->name);
1974 }
1975 2019
1976 new_draw_info (NDI_UNIQUE, 0, op, buf); 2020 op->statusmsg (buf);
2021
1977 capacity_remaining = 999 - op->stats.food; 2022 capacity_remaining = 999 - op->stats.food;
1978 op->stats.food += tmp->stats.food; 2023 op->stats.food += tmp->stats.food;
1979 if (capacity_remaining < tmp->stats.food) 2024 if (capacity_remaining < tmp->stats.food)
1980 op->stats.hp += capacity_remaining / 50; 2025 op->stats.hp += capacity_remaining / 50;
1981 else 2026 else
1982 op->stats.hp += tmp->stats.food / 50; 2027 op->stats.hp += tmp->stats.food / 50;
2028
1983 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
1984 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
1985 if (op->stats.food > 999) 2031 if (op->stats.food > 999)
1986 op->stats.food = 999; 2032 op->stats.food = 999;
1987 } 2033 }
1989 /* special food hack -b.t. */ 2035 /* special food hack -b.t. */
1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1991 eat_special_food (op, tmp); 2037 eat_special_food (op, tmp);
1992 } 2038 }
1993 } 2039 }
2040
1994 handle_apply_yield (tmp); 2041 handle_apply_yield (tmp);
1995 decrease_ob (tmp); 2042 tmp->decrease ();
1996} 2043}
1997 2044
1998/** 2045/**
1999 * A dragon is eating some flesh. If the flesh contains resistances, 2046 * A dragon is eating some flesh. If the flesh contains resistances,
2000 * there is a chance for the dragon's skin to get improved. 2047 * there is a chance for the dragon's skin to get improved.
2010{ 2057{
2011 object *skin = NULL; /* pointer to dragon skin force */ 2058 object *skin = NULL; /* pointer to dragon skin force */
2012 object *abil = NULL; /* pointer to dragon ability force */ 2059 object *abil = NULL; /* pointer to dragon ability force */
2013 object *tmp = NULL; /* tmp. object */ 2060 object *tmp = NULL; /* tmp. object */
2014 2061
2015 char buf[MAX_BUF]; /* tmp. string buffer */
2016 double chance; /* improvement-chance of one resistance type */ 2062 double chance; /* improvement-chance of one resistance type */
2017 double totalchance = 1; /* total chance of gaining one resistance */ 2063 double totalchance = 1; /* total chance of gaining one resistance */
2018 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2019 double mbonus = 0; /* monster bonus */ 2065 double mbonus = 0; /* monster bonus */
2020 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2025 if (meal->type != FLESH || !is_dragon_pl (op)) 2071 if (meal->type != FLESH || !is_dragon_pl (op))
2026 return 0; 2072 return 0;
2027 2073
2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2029 from the player's inventory */ 2075 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) 2076 for (tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == FORCE) 2077 if (tmp->type == FORCE)
2035 if (tmp->arch->name == dragon_skin_force) 2078 if (tmp->arch->archname == shstr_dragon_skin_force)
2036 skin = tmp; 2079 skin = tmp;
2037 else if (tmp->arch->name == dragon_ability_force) 2080 else if (tmp->arch->archname == shstr_dragon_ability_force)
2038 abil = tmp; 2081 abil = tmp;
2039 2082
2040 /* if either skin or ability are missing, this is an old player 2083 /* if either skin or ability are missing, this is an old player
2041 which is not to be considered a dragon -> bail out */ 2084 which is not to be considered a dragon -> bail out */
2042 if (skin == NULL || abil == NULL) 2085 if (skin == NULL || abil == NULL)
2045 /* now start by filling stomache and health, according to food-value */ 2088 /* now start by filling stomache and health, according to food-value */
2046 if ((999 - op->stats.food) < meal->stats.food) 2089 if ((999 - op->stats.food) < meal->stats.food)
2047 op->stats.hp += (999 - op->stats.food) / 50; 2090 op->stats.hp += (999 - op->stats.food) / 50;
2048 else 2091 else
2049 op->stats.hp += meal->stats.food / 50; 2092 op->stats.hp += meal->stats.food / 50;
2093
2050 if (op->stats.hp > op->stats.maxhp) 2094 if (op->stats.hp > op->stats.maxhp)
2051 op->stats.hp = op->stats.maxhp; 2095 op->stats.hp = op->stats.maxhp;
2052 2096
2053 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2054 2098
2099 } 2143 }
2100 } 2144 }
2101 2145
2102 /* inverse totalchance as until now we have the failure-chance */ 2146 /* inverse totalchance as until now we have the failure-chance */
2103 totalchance = 100 - totalchance * 100; 2147 totalchance = 100 - totalchance * 100;
2148
2104 /* print message according to totalchance */ 2149 /* print message according to totalchance */
2150 const char *buf;
2105 if (totalchance > 50.) 2151 if (totalchance > 50.)
2106 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2107 else if (totalchance > 10.) 2153 else if (totalchance > 10.)
2108 sprintf (buf, "The %s tasted very good.", &meal->name); 2154 buf = format ("The %s tasted very good.", &meal->name);
2109 else if (totalchance > 1.) 2155 else if (totalchance > 1.)
2110 sprintf (buf, "The %s tasted good.", &meal->name); 2156 buf = format ("The %s tasted good.", &meal->name);
2111 else if (totalchance > 0.1) 2157 else if (totalchance > 0.1)
2112 sprintf (buf, "The %s tasted bland.", &meal->name); 2158 buf = format ("The %s tasted bland.", &meal->name);
2113 else if (totalchance >= 0.01) 2159 else if (totalchance >= 0.01)
2114 sprintf (buf, "The %s had a boring taste.", &meal->name); 2160 buf = format ("The %s had a boring taste.", &meal->name);
2115 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2161 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2116 sprintf (buf, "The %s tasted strange.", &meal->name); 2162 buf = format ("The %s tasted strange.", &meal->name);
2117 else 2163 else
2118 sprintf (buf, "The %s had no taste.", &meal->name); 2164 buf = format ("The %s had no taste.", &meal->name);
2119 new_draw_info (NDI_UNIQUE, 0, op, buf); 2165
2166 op->statusmsg (buf);
2120 2167
2121 /* now choose a winner if we have any */ 2168 /* now choose a winner if we have any */
2122 i = -1; 2169 i = -1;
2123 if (winners > 0) 2170 if (winners > 0)
2124 i = atnr_winner[RANDOM () % winners]; 2171 i = atnr_winner [rndm (winners)];
2125 2172
2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2127 { 2174 {
2128 /* resistance increased! */ 2175 /* resistance increased! */
2129 skin->resist[i]++; 2176 skin->resist[i]++;
2130 op->update_stats (); 2177 op->update_stats ();
2131 2178
2132 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2179 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 } 2180 }
2135 2181
2136 /* if this flesh contains a new ability focus, we mark it 2182 /* if this flesh contains a new ability focus, we mark it
2137 into the ability_force and it will take effect on next level */ 2183 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) 2184 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2139 { 2185 {
2140 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2186 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2141 2187
2142 if (meal->last_eat != abil->stats.exp) 2188 if (meal->last_eat != abil->stats.exp)
2189 op->statusmsg (format (
2190 "Your metabolism prepares to focus on %s!\n"
2191 "The change will happen at level %d.",
2192 change_resist_msg[meal->last_eat],
2193 abil->level + 1
2143 { 2194 ));
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 2195 else
2150 { 2196 {
2151 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2197 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; 2198 abil->last_eat = 0;
2154 } 2199 }
2155 } 2200 }
2201
2156 return 1; 2202 return 1;
2157} 2203}
2158 2204
2159/** 2205/**
2160 * Handles applying an improve armor scroll. 2206 * Handles applying an improve armor scroll.
2163static void 2209static void
2164apply_armour_improver (object *op, object *tmp) 2210apply_armour_improver (object *op, object *tmp)
2165{ 2211{
2166 object *armor; 2212 object *armor;
2167 2213
2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2214 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2169 { 2215 {
2170 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2216 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2171 return; 2217 return;
2172 } 2218 }
2173 2219
2174 armor = find_marked_object (op); 2220 armor = find_marked_object (op);
2175 2221
2176 if (!armor) 2222 if (!armor)
2177 { 2223 {
2178 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2224 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2179 return; 2225 return;
2180 } 2226 }
2181 2227
2182 if (armor->type != ARMOUR 2228 if (armor->type != ARMOUR
2183 && armor->type != CLOAK 2229 && armor->type != CLOAK
2184 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2230 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2185 { 2231 {
2186 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2232 op->failmsg ("Your marked item is not armour!\n");
2187 return; 2233 return;
2188 } 2234 }
2189 2235
2190 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2236 op->statusmsg ("Applying armour enchantment.");
2191 improve_armour (op, tmp, armor); 2237 improve_armour (op, tmp, armor);
2192} 2238}
2193 2239
2194extern void 2240void
2195apply_poison (object *op, object *tmp) 2241apply_poison (object *op, object *tmp)
2196{ 2242{
2243 // need to do it now when it is still on the map
2244 handle_apply_yield (tmp);
2245
2246 object *poison = tmp->split (1);
2247
2197 if (op->type == PLAYER) 2248 if (op->type == PLAYER)
2198 { 2249 {
2199 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2250 op->contr->play_sound (sound_find ("drink_poison"));
2200 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2251 op->failmsg ("Yech! That tasted poisonous!");
2201 strcpy (op->contr->killer, "poisonous booze"); 2252 op->contr->killer = poison;
2202 } 2253 }
2254
2203 if (tmp->stats.hp > 0) 2255 if (poison->stats.hp > 0)
2204 { 2256 {
2205 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2257 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); 2258 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2207 } 2259 }
2260
2208 op->stats.food -= op->stats.food / 4; 2261 op->stats.food -= op->stats.food / 4;
2209 handle_apply_yield (tmp); 2262 poison->destroy ();
2210 decrease_ob (tmp);
2211} 2263}
2212 2264
2213/** 2265/**
2214 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2266 * 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: 2267 * A valid 2 way exit means:
2230 2282
2231#if 0 //TODO 2283#if 0 //TODO
2232 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2284 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2233 return 0; /* This is a reset town portal */ 2285 return 0; /* This is a reset town portal */
2234#endif 2286#endif
2287
2288 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2235 2289
2236 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2290 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2237 2291
2238 if (exitmap) 2292 if (exitmap)
2239 { 2293 {
2315 * them in this function - they are passed to apply_special 2369 * them in this function - they are passed to apply_special
2316 */ 2370 */
2317int 2371int
2318manual_apply (object *op, object *tmp, int aflag) 2372manual_apply (object *op, object *tmp, int aflag)
2319{ 2373{
2320 if (tmp->head)
2321 tmp = tmp->head; 2374 tmp = tmp->head_ ();
2322 2375
2323 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2376 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2324 { 2377 {
2325 if (op->type == PLAYER) 2378 if (op->type == PLAYER)
2326 { 2379 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2380 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2328 return 1; 2381 return 1;
2329 } 2382 }
2330 else 2383 else
2331 return 0; /* monsters just skip unpaid items */ 2384 return 0; /* monsters just skip unpaid items */
2332 } 2385 }
2335 return RESULT_INT (0); 2388 return RESULT_INT (0);
2336 2389
2337 switch (tmp->type) 2390 switch (tmp->type)
2338 { 2391 {
2339 case CF_HANDLE: 2392 case CF_HANDLE:
2340 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2393 op->play_sound (sound_find ("turn_handle"));
2341 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2394 op->statusmsg ("You turn the handle.");
2342 tmp->value = tmp->value ? 0 : 1; 2395 tmp->value = tmp->value ? 0 : 1;
2343 SET_ANIMATION (tmp, tmp->value); 2396 SET_ANIMATION (tmp, tmp->value);
2344 update_object (tmp, UP_OBJ_FACE); 2397 update_object (tmp, UP_OBJ_FACE);
2345 push_button (tmp); 2398 push_button (tmp);
2346 return 1; 2399 return 1;
2347 2400
2348 case TRIGGER: 2401 case TRIGGER:
2349 if (check_trigger (tmp, op)) 2402 if (check_trigger (tmp, op))
2350 { 2403 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2404 op->statusmsg ("You turn the handle.");
2352 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2405 op->play_sound (sound_find ("turn_handle"));
2353 } 2406 }
2354 else 2407 else
2355 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2408 op->failmsg ("The handle doesn't move.");
2356 2409
2357 return 1; 2410 return 1;
2358 2411
2359 case EXIT: 2412 case EXIT:
2360 if (op->type != PLAYER) 2413 if (op->type != PLAYER)
2361 return 0; 2414 return 0;
2362 2415
2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2416 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)); 2417 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2365 else 2418 else
2366 { 2419 {
2367 /* Don't display messages for random maps. */ 2420 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2421 if (tmp->msg && !EXIT_PATH (tmp).starts_with ("/!"))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2422 op->statusmsg (tmp->msg, NDI_NAVY);
2370 2423
2371 op->enter_exit (tmp); 2424 op->enter_exit (tmp);
2372 } 2425 }
2373 2426
2427 return 1;
2428
2429 case INSCRIBABLE:
2430 op->statusmsg (tmp->msg);
2431 // maybe show a spell menu to chose from or something like that
2374 return 1; 2432 return 1;
2375 2433
2376 case SIGN: 2434 case SIGN:
2377 apply_sign (op, tmp, 0); 2435 apply_sign (op, tmp, 0);
2378 return 1; 2436 return 1;
2487 { 2545 {
2488 char buf[MAX_BUF]; 2546 char buf[MAX_BUF];
2489 timeofday_t tod; 2547 timeofday_t tod;
2490 2548
2491 get_tod (&tod); 2549 get_tod (&tod);
2550 op->play_sound (sound_find ("sound_clock"));
2551 op->statusmsg (format (
2492 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2552 "It is %d minute%s past %d o'clock %s",
2493 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2553 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2494 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2554 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2555 ));
2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1; 2556 return 1;
2498 } 2557 }
2499 else 2558 else
2500 return 0; 2559 return 0;
2501 2560
2528 default: 2587 default:
2529 return 0; 2588 return 0;
2530 } 2589 }
2531} 2590}
2532 2591
2533
2534/* quiet suppresses the "don't know how to apply" and "you must get it first" 2592/* 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 2593 * messages as needed by player_apply_below(). But there can still be
2536 * "but you are floating high above the ground" messages. 2594 * "but you are floating high above the ground" messages.
2537 * 2595 *
2538 * Same return value as apply() function. 2596 * Same return value as apply() function.
2539 */ 2597 */
2540int 2598int
2541player_apply (object *pl, object *op, int aflag, int quiet) 2599player_apply (object *pl, object *op, int aflag, int quiet)
2542{ 2600{
2543 int tmp;
2544
2545 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2601 if (!op->env && (pl->move_type & MOVE_FLYING))
2546 { 2602 {
2547 /* player is flying and applying object not in inventory */ 2603 /* player is flying and applying object not in inventory */
2548 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2604 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2549 { 2605 {
2550 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2606 pl->failmsg ("But you are floating high above the ground! "
2607 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2608 "or waiting till the levitation effect wears off.>");
2551 return 0; 2609 return 0;
2552 } 2610 }
2553 } 2611 }
2554 2612
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; 2613 pl->contr->last_used = op;
2568 2614
2569 tmp = manual_apply (pl, op, aflag); 2615 int tmp = manual_apply (pl, op, aflag);
2616
2570 if (!quiet) 2617 if (!quiet)
2571 { 2618 {
2572 if (tmp == 0) 2619 if (tmp == 0)
2573 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2620 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2574 else if (tmp == 2) 2621 else if (tmp == 2)
2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2622 pl->failmsg ("You must get it first!\n");
2576 } 2623 }
2624
2577 return tmp; 2625 return tmp;
2578} 2626}
2579 2627
2580/** 2628/**
2581 * player_apply_below attempts to apply the object 'below' the player. 2629 * player_apply_below attempts to apply the object 'below' the player.
2608 * person moving on it, also activate. Added code to make it 2656 * person moving on it, also activate. Added code to make it
2609 * so that at least one of players movement types be that which 2657 * so that at least one of players movement types be that which
2610 * the item needs. 2658 * the item needs.
2611 */ 2659 */
2612 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2660 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2613 {
2614 if (player_apply (pl, tmp, 0, 1) == 1) 2661 if (player_apply (pl, tmp, 0, 1) == 1)
2615 return; 2662 return;
2616 } 2663
2617 if (floors >= 2) 2664 if (floors >= 2)
2618 return; /* process at most two floor objects */ 2665 return; /* process at most two floor objects */
2619 } 2666 }
2620} 2667}
2621 2668
2630{ 2677{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2678 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2679 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2680 return RESULT_INT (0);
2634 2681
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2682 CLEAR_FLAG (op, FLAG_APPLIED);
2638
2639 if (player *pl = who->contr)
2640 {
2641 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2642 if (op == pl->combat_ob) pl->combat_ob = 0;
2643 }
2644 2683
2645 switch (op->type) 2684 switch (op->type)
2646 { 2685 {
2647 case SKILL_TOOL: 2686 case SKILL_TOOL:
2648 // unapplying a skill tool should also unapply the skill it governs 2687 // unapplying a skill tool should also unapply the skill it governs
2657 2696
2658 change_abil (who, op); 2697 change_abil (who, op);
2659 break; 2698 break;
2660 2699
2661 case WEAPON: 2700 case WEAPON:
2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2701 if (player *pl = who->contr)
2702 if (op == pl->combat_ob)
2703 {
2704 pl->combat_ob = 0;
2705 who->change_weapon (pl->ranged_ob);
2706 }
2707
2708 who->statusmsg (format ("You unwield %s.", query_name (op)));
2663 2709
2664 change_abil (who, op); 2710 change_abil (who, op);
2665 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2711 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2666 clear_skill (who);
2667 break; 2712 break;
2668 2713
2669 case SKILL: 2714 case SKILL:
2670 if (op != who->chosen_skill)
2671 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2672
2673 if (who->contr) 2715 if (who->contr)
2674 { 2716 {
2717 if (IS_COMBAT_SKILL (op->subtype))
2718 who->change_weapon (who->contr->combat_ob = 0);
2719 else if (IS_RANGED_SKILL (op->subtype))
2720 who->change_weapon (who->contr->ranged_ob = 0);
2721
2675 if (!op->invisible) 2722 if (op->invisible)
2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2723 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2677 else 2724 else
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2725 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2679 } 2726 }
2680 2727
2681 change_abil (who, op); 2728 change_abil (who, op);
2682 who->chosen_skill = 0;
2683 CLEAR_FLAG (who, FLAG_READY_SKILL); 2729 CLEAR_FLAG (who, FLAG_READY_SKILL);
2684 break; 2730 break;
2685 2731
2686 case ARMOUR: 2732 case ARMOUR:
2687 case HELMET: 2733 case HELMET:
2691 case GLOVES: 2737 case GLOVES:
2692 case AMULET: 2738 case AMULET:
2693 case GIRDLE: 2739 case GIRDLE:
2694 case BRACERS: 2740 case BRACERS:
2695 case CLOAK: 2741 case CLOAK:
2696 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2742 who->statusmsg (format ("You unwear %s.", query_name (op)));
2697 change_abil (who, op); 2743 change_abil (who, op);
2698 break; 2744 break;
2699 2745
2700 case LAMP: 2746 case LAMP:
2701 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2747 {
2748 who->statusmsg (format ("You turn off your %s.", &op->name));
2749
2702 tmp2 = arch_to_object (op->other_arch); 2750 object *tmp2 = arch_to_object (op->other_arch);
2703 tmp2->x = op->x; 2751 tmp2->x = op->x;
2704 tmp2->y = op->y; 2752 tmp2->y = op->y;
2705 tmp2->map = op->map; 2753 tmp2->map = op->map;
2706 tmp2->below = op->below; 2754 tmp2->below = op->below;
2707 tmp2->above = op->above; 2755 tmp2->above = op->above;
2708 tmp2->stats.food = op->stats.food; 2756 tmp2->stats.food = op->stats.food;
2709 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2710 2758
2711 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2712 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2713 2761
2714 if (who->contr)
2715 esrv_del_item (who->contr, op->count);
2716
2717 op->destroy (); 2762 op->destroy ();
2718 insert_ob_in_ob (tmp2, who); 2763 who->insert (tmp2);
2719 who->update_stats (); 2764 who->update_stats ();
2720 2765
2766 if (who->contr)
2721 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2767 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2722 {
2723 if (who->contr)
2724 { 2768 {
2725 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2769 who->failmsg ("Oops, it feels deadly cold!");
2726 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2770 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2727 } 2771 }
2728 } 2772 }
2729
2730 if (who->contr)
2731 esrv_send_item (who, tmp2);
2732 2773
2733 return 1; /* otherwise, an attempt to drop causes problems */ 2774 return 1; /* otherwise, an attempt to drop causes problems */
2734 2775
2735 case BOW: 2776 case BOW:
2736 case WAND: 2777 case WAND:
2737 case ROD: 2778 case ROD:
2738 case HORN: 2779 case HORN:
2739 clear_skill (who);
2740
2741 if (who->contr) 2780 if (player *pl = who->contr)
2742 { 2781 {
2743 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2782 if (op == pl->ranged_ob)
2744 2783 {
2745 if (who->contr->ranged_ob == op)
2746 who->contr->ranged_ob = 0; 2784 pl->ranged_ob = 0;
2785 who->change_weapon (pl->combat_ob);
2786 }
2747 2787
2748 if (who->current_weapon == op) 2788 who->statusmsg (format ("You unready %s.", query_name (op)));
2749 who->current_weapon = 0;
2750 } 2789 }
2751 else 2790 else
2752 { 2791 {
2792 who->change_skill (0);
2793
2753 if (op->type == BOW) 2794 if (op->type == BOW)
2754 CLEAR_FLAG (who, FLAG_READY_BOW); 2795 CLEAR_FLAG (who, FLAG_READY_BOW);
2755 else 2796 else
2756 CLEAR_FLAG (who, FLAG_READY_RANGE); 2797 CLEAR_FLAG (who, FLAG_READY_RANGE);
2757 } 2798 }
2758 2799
2759 break; 2800 break;
2760 2801
2761 case BUILDER: 2802 case BUILDER:
2762 if (who->contr) 2803 if (who->contr)
2763 { 2804 who->statusmsg (format ("You unready %s.", query_name (op)));
2764 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2765
2766 if (who->contr->ranged_ob == op)
2767 who->contr->ranged_ob = 0;
2768 }
2769 break; 2805 break;
2770 2806
2771 default: 2807 default:
2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2808 who->statusmsg (format ("You unapply %s.", query_name (op)));
2773 break; 2809 break;
2774 } 2810 }
2775 2811
2812 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2813 if (object *pl = op->visible_to ())
2814 esrv_send_item (pl, op);
2815
2776 who->update_stats (); 2816 who->update_stats ();
2777
2778 if (!(aflags & AP_NO_MERGE))
2779 {
2780 object *tmp = merge_ob (op, 0);
2781
2782 if (who->contr)
2783 {
2784 if (tmp)
2785 { /* it was merged */
2786 esrv_del_item (who->contr, op->count);
2787 op = tmp;
2788 }
2789
2790 esrv_send_item (who, op);
2791 }
2792 }
2793 2817
2794 return 0; 2818 return 0;
2795} 2819}
2796 2820
2797/** 2821/**
2829 * Returns 0 on success, returns 1 if there is some problem. 2853 * Returns 0 on success, returns 1 if there is some problem.
2830 * if aflags is AP_PRINT, we instead print out waht to unapply 2854 * if aflags is AP_PRINT, we instead print out waht to unapply
2831 * instead of doing it. This is a lot less code than having 2855 * instead of doing it. This is a lot less code than having
2832 * another function that does just that. 2856 * another function that does just that.
2833 */ 2857 */
2858
2859#define CANNOT_REMOVE_CURSED \
2860 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2861 "Praying over an altar, scrolls of remove curse/damnation, " \
2862 "priests or even other players might help.>"
2863
2834int 2864int
2835unapply_for_ob (object *who, object *op, int aflags) 2865unapply_for_ob (object *who, object *op, int aflags)
2836{ 2866{
2837 if (op->is_range ()) 2867 if (op->is_range ())
2838 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2868 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2839 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2869 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2840 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2870 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2841 { 2871 {
2842 if (aflags & AP_PRINT) 2872 if (aflags & AP_PRINT)
2843 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2873 who->failmsg (query_name (tmp));
2844 else 2874 else
2845 unapply_special (who, tmp, aflags); 2875 unapply_special (who, tmp, aflags);
2846 } 2876 }
2847 else 2877 else
2848 { 2878 {
2849 /* In this case, we want to try and remove a cursed item. 2879 /* In this case, we want to try and remove a cursed item.
2850 * While we know it won't work, we want unapply_special to 2880 * While we know it won't work, we want unapply_special to
2851 * at least generate the message. 2881 * at least generate the message.
2852 */ 2882 */
2853 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 2883 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2854 return 1; 2884 return 1;
2855 } 2885 }
2856 2886
2857 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2887 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2858 { 2888 {
2881 2911
2882 /* If we are just printing, we don't care about cursed status */ 2912 /* If we are just printing, we don't care about cursed status */
2883 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2913 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2884 { 2914 {
2885 if (aflags & AP_PRINT) 2915 if (aflags & AP_PRINT)
2886 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2916 who->failmsg (query_name (tmp));
2887 else 2917 else
2888 unapply_special (who, tmp, aflags); 2918 unapply_special (who, tmp, aflags);
2889 } 2919 }
2890 else 2920 else
2891 { 2921 {
2892 /* Cursed item that we can't unequip - tell the player. 2922 /* Cursed item that we can't unequip - tell the player.
2893 * Note this could be annoying if this is just one of a few, 2923 * Note this could be annoying if this is just one of a few,
2894 * so it may not be critical (eg, putting on a ring and you have 2924 * so it may not be critical (eg, putting on a ring and you have
2895 * one cursed ring.) 2925 * one cursed ring.)
2896 */ 2926 */
2897 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2927 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2898 } 2928 }
2899 2929
2900 last = tmp->below; 2930 last = tmp->below;
2901 } 2931 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2932 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2968 /* This is sort of an error, but happens a lot when old players 2998 /* This is sort of an error, but happens a lot when old players
2969 * join in with more stuff equipped than they are now allowed. 2999 * join in with more stuff equipped than they are now allowed.
2970 */ 3000 */
2971 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); 3001 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2972#endif 3002#endif
2973 fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D
2974 i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D
2975 retval |= CAN_APPLY_NEVER; 3003 retval |= CAN_APPLY_NEVER;
2976 } 3004 }
2977 else 3005 else
2978 { 3006 {
2979 /* need to unapply something. However, if this something 3007 /* need to unapply something. However, if this something
3051 * AP_UNAPPLY=always unapply). 3079 * AP_UNAPPLY=always unapply).
3052 * 3080 *
3053 * Optional flags: 3081 * Optional flags:
3054 * AP_NO_MERGE: don't merge an unapplied object with other objects 3082 * AP_NO_MERGE: don't merge an unapplied object with other objects
3055 * AP_IGNORE_CURSE: unapply cursed items 3083 * AP_IGNORE_CURSE: unapply cursed items
3084 * AP_NO_READY: do not ready skills when applying skill tools
3056 * 3085 *
3057 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3086 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3058 * 3087 *
3059 * apply_special() doesn't check for unpaid items. 3088 * apply_special() doesn't check for unpaid items.
3060 */ 3089 */
3090
3091#define LACK_ITEM_POWER \
3092 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3093
3061int 3094int
3062apply_special (object *who, object *op, int aflags) 3095apply_special (object *who, object *op, int aflags)
3063{ 3096{
3064 int basic_flag = aflags & AP_BASIC_FLAGS; 3097 int basic_flag = aflags & AP_BASIC_FLAGS;
3065 object *tmp, *tmp2, *skop = NULL; 3098 object *tmp, *tmp2, *skop = NULL;
3080 if (basic_flag == AP_APPLY) 3113 if (basic_flag == AP_APPLY)
3081 return 0; 3114 return 0;
3082 3115
3083 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3116 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3084 { 3117 {
3085 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3118 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3086 return 1; 3119 return 1;
3087 } 3120 }
3088 3121
3089 return unapply_special (who, op, aflags); 3122 return unapply_special (who, op, aflags);
3090 } 3123 }
3091
3092 if (basic_flag == AP_UNAPPLY) 3124 else if (basic_flag == AP_UNAPPLY)
3093 return 0; 3125 return 0;
3094 3126
3095 // if the item is combat/ranged, wield the relevant slot first 3127 // if the item is combat/ranged, wield the relevant slot first
3096 // to resolve conflicts. 3128 // to resolve conflicts.
3097 if (player *pl = who->contr) 3129 if (player *pl = who->contr)
3099 { 3131 {
3100 case slot_combat: who->change_weapon (pl->combat_ob); break; 3132 case slot_combat: who->change_weapon (pl->combat_ob); break;
3101 case slot_ranged: who->change_weapon (pl->ranged_ob); break; 3133 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3102 } 3134 }
3103 3135
3136 splay (op);
3137
3104 /* Can't just apply this object. Lets see what not and what to do */ 3138 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 3139 if (int i = can_apply_object (who, op))
3106 { 3140 {
3107 if (i & CAN_APPLY_NEVER) 3141 if (i & CAN_APPLY_NEVER)
3108 { 3142 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3143 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3110 return 1; 3144 return 1;
3111 } 3145 }
3112 else if (i & CAN_APPLY_RESTRICTION) 3146 else if (i & CAN_APPLY_RESTRICTION)
3113 { 3147 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3148 who->failmsg (format (
3149 "You have a prohibition against using a %s. "
3150 "H<Your belief, profession or class prevents you from applying this item.>",
3151 query_name (op)
3152 ));
3115 return 1; 3153 return 1;
3116 } 3154 }
3117 3155
3118 if (who->type != PLAYER) 3156 if (who->type != PLAYER)
3119 { 3157 {
3123 } 3161 }
3124 else 3162 else
3125 { 3163 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3164 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 { 3165 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3166 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3129 unapply_for_ob (who, op, AP_PRINT); 3167 unapply_for_ob (who, op, AP_PRINT);
3130 return 1; 3168 return 1;
3131 } 3169 }
3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3170 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 if (unapply_for_ob (who, op, aflags)) 3171 if (unapply_for_ob (who, op, aflags))
3139 { 3177 {
3140 skop = find_skill_by_name (who, op->skill); 3178 skop = find_skill_by_name (who, op->skill);
3141 3179
3142 if (!skop) 3180 if (!skop)
3143 { 3181 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3182 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3145 return 1; 3183 return 1;
3146 } 3184 }
3147 else 3185 else
3148 /* While experience will be credited properly, we want to change the 3186 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated 3187 * skill so that the dam and wc get updated
3150 */ 3188 */
3151 change_skill (who, skop, 0); 3189 who->change_skill (skop);
3152 } 3190 }
3153 3191
3154 if (who->type == PLAYER 3192 if (who->type == PLAYER
3155 && op->item_power 3193 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3194 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 3195 {
3158 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! " 3196 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3160 "[use the skills command to check your available item power]");
3161 return 1; 3197 return 1;
3162 } 3198 }
3163 3199
3164 /* Ok. We are now at the state where we can apply the new object. 3200 /* Ok. We are now at the state where we can apply the new object.
3165 * Note that we don't have the checks for can_use_... 3201 * Note that we don't have the checks for can_use_...
3166 * below - that is already taken care of by can_apply_object. 3202 * below - that is already taken care of by can_apply_object.
3167 */ 3203 */
3168 if (op->nrof > 1) 3204 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3169 tmp = get_split_ob (op, op->nrof - 1);
3170 else
3171 tmp = 0;
3172 3205
3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3206 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174 return RESULT_INT (0); 3207 return RESULT_INT (0);
3175 3208
3176 switch (op->type) 3209 switch (op->type)
3177 { 3210 {
3178 case WEAPON: 3211 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat)) 3212 if (!check_weapon_power (who, op->last_eat))
3180 { 3213 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n" 3214 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3182 "It would consume your soul!.");
3183 3215
3184 if (tmp) 3216 if (tmp)
3185 insert_ob_in_ob (tmp, who); 3217 insert_ob_in_ob (tmp, who);
3186 3218
3187 return 1; 3219 return 1;
3188 } 3220 }
3189 3221
3190 //TODO: this obviously fails for players using a shorter prefix 3222 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's sword. 3223 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3224 if (op->level && !op->name.starts_with (who->name))
3193 { 3225 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3226 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3227 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3228 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3197 3229
3198 if (tmp) 3230 if (tmp)
3199 insert_ob_in_ob (tmp, who); 3231 insert_ob_in_ob (tmp, who);
3200 3232
3201 return 1; 3233 return 1;
3202 } 3234 }
3203 3235
3204 if (!skop) 3236 if (!skop)
3205 { 3237 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3238 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3207 return 1; 3239 return 1;
3208 } 3240 }
3209 3241
3210 SET_FLAG (op, FLAG_APPLIED); 3242 SET_FLAG (op, FLAG_APPLIED);
3211 change_skill (who, skop, 1); 3243 who->change_skill (skop);
3212 3244
3213 if (who->contr) 3245 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op); 3246 who->change_weapon (who->contr->combat_ob = op);
3215 3247
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3248 who->statusmsg (format ("You wield %s.", query_name (op)));
3249
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3250 SET_FLAG (who, FLAG_READY_WEAPON);
3218
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3220
3221 change_abil (who, op); 3251 change_abil (who, op);
3222 break; 3252 break;
3223 3253
3224 case ARMOUR: 3254 case ARMOUR:
3225 case HELMET: 3255 case HELMET:
3230 case BRACERS: 3260 case BRACERS:
3231 case CLOAK: 3261 case CLOAK:
3232 case RING: 3262 case RING:
3233 case AMULET: 3263 case AMULET:
3234 SET_FLAG (op, FLAG_APPLIED); 3264 SET_FLAG (op, FLAG_APPLIED);
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3265 who->statusmsg (format ("You wear %s.", query_name (op)));
3236 change_abil (who, op); 3266 change_abil (who, op);
3237 break; 3267 break;
3238 3268
3239 case LAMP: 3269 case LAMP:
3240 if (op->stats.food < 1) 3270 if (op->stats.food < 1)
3241 { 3271 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3272 who->failmsg (format (
3273 "Your %s is out of fuel! "
3274 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3275 &op->name
3276 ));
3243 return 1; 3277 return 1;
3244 } 3278 }
3245 3279
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3280 who->statusmsg (format ("You turn on your %s.", &op->name));
3281
3247 tmp2 = arch_to_object (op->other_arch); 3282 tmp2 = arch_to_object (op->other_arch);
3248 tmp2->stats.food = op->stats.food; 3283 tmp2->stats.food = op->stats.food;
3249 SET_FLAG (tmp2, FLAG_APPLIED); 3284 SET_FLAG (tmp2, FLAG_APPLIED);
3250 3285
3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3286 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3252 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3287 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253 3288
3254 insert_ob_in_ob (tmp2, who); 3289 who->insert (tmp2);
3255 3290
3256 /* Remove the old lantern */ 3291 /* Remove the old lantern */
3257 if (who->type == PLAYER)
3258 esrv_del_item (who->contr, op->count);
3259
3260 op->destroy (); 3292 op->destroy ();
3261 3293
3262 /* insert the portion that was split off */ 3294 /* insert the portion that was split off */
3263 if (tmp) 3295 if (tmp)
3264 { 3296 who->insert (tmp);
3265 insert_ob_in_ob (tmp, who);
3266 if (who->type == PLAYER)
3267 esrv_send_item (who, tmp);
3268 }
3269 3297
3270 who->update_stats (); 3298 who->update_stats ();
3271 3299
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3300 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 if (who->type == PLAYER) 3301 if (who->type == PLAYER)
3274 { 3302 {
3275 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3303 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3276 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3304 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3277 } 3305 }
3278
3279 if (who->type == PLAYER)
3280 esrv_send_item (who, tmp2);
3281 3306
3282 return 0; 3307 return 0;
3283 3308
3284 case SKILL_TOOL: 3309 case SKILL_TOOL:
3285 // applying a skill tool also readies the skill 3310 // applying a skill tool also readies the skill
3286 SET_FLAG (op, FLAG_APPLIED); 3311 SET_FLAG (op, FLAG_APPLIED);
3312
3313 if (!(aflags & AP_NO_READY))
3314 {
3287 skop = find_skill_by_name (who, op->skill); 3315 skop = find_skill_by_name (who, op->skill);
3288 if (!skop->flag [FLAG_APPLIED]) 3316 if (!skop->flag [FLAG_APPLIED])
3289 apply_special (who, skop, AP_APPLY); 3317 apply_special (who, skop, AP_APPLY);
3318 }
3290 break; 3319 break;
3291 3320
3292 case SKILL: 3321 case SKILL:
3293 if (who->chosen_skill)
3294 {
3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3296 return 1;
3297 }
3298
3299 if (player *pl = who->contr) 3322 if (player *pl = who->contr)
3300 { 3323 {
3301 if (IS_COMBAT_SKILL (op->subtype)) 3324 if (IS_COMBAT_SKILL (op->subtype))
3302 { 3325 {
3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3326 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3304 { 3327 {
3305 for (object *item = who->inv; item; item = item->below) 3328 for (object *item = who->inv; item; item = item->below)
3306 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3329 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3307 { 3330 {
3331 if (item->skill == op->skill)
3332 {
3308 who->change_weapon (pl->combat_ob = item); 3333 who->change_weapon (pl->combat_ob = item);
3309 goto found_weapon; 3334 goto found_weapon;
3335 }
3310 } 3336 }
3311 3337
3338 who->failmsg (format (
3312 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3339 "You need to apply a '%s' melee weapon before readying this skill. "
3340 "H<Some skills need an item, in this case a melee weapon, to function.>",
3341 &op->skill
3342 ));
3313 return 1; 3343 return 1;
3314 3344
3315 found_weapon:; 3345 found_weapon:;
3316 } 3346 }
3317 else 3347 else
3322 if (skill_flags [op->subtype] & SF_NEED_BOW) 3352 if (skill_flags [op->subtype] & SF_NEED_BOW)
3323 { 3353 {
3324 for (object *item = who->inv; item; item = item->below) 3354 for (object *item = who->inv; item; item = item->below)
3325 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3355 if (item->type == BOW && item->flag [FLAG_APPLIED])
3326 { 3356 {
3357 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item); 3358 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow; 3359 goto found_bow;
3329 } 3360 }
3330 3361
3362 who->failmsg (
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3363 "You need to apply a missile weapon before readying this skill. "
3364 "H<Some skills need an item, in this case a missile weapon, to function.>"
3365 );
3332 return 1; 3366 return 1;
3333 3367
3334 found_bow:; 3368 found_bow:;
3335 }
3336 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3337 {
3338 for (object *item = who->inv; item; item = item->below)
3339 if (item->flag [FLAG_APPLIED]
3340 && (item->type == WAND || item->type == ROD || item->type == HORN))
3341 {
3342 who->change_weapon (pl->ranged_ob = item);
3343 goto found_item;
3344 }
3345
3346 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3347 return 1;
3348
3349 found_item:;
3350 } 3369 }
3351 else 3370 else
3352 who->change_weapon (pl->ranged_ob = op); 3371 who->change_weapon (pl->ranged_ob = op);
3353 } 3372 }
3354 3373
3355 if (!op->invisible) 3374 if (!op->invisible)
3356 { 3375 {
3357 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3376 who->statusmsg (format (
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3377 "You ready %s."
3378 "You can now use the skill: %s.",
3379 query_name (op),
3380 &op->skill
3381 ));
3359 } 3382 }
3360 else 3383 else
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3384 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3362 } 3385 }
3363 3386 else
3387 {
3364 SET_FLAG (op, FLAG_APPLIED); 3388 SET_FLAG (op, FLAG_APPLIED);
3365 change_abil (who, op); 3389 change_abil (who, op);
3366 who->chosen_skill = op; 3390 who->chosen_skill = op;
3367 SET_FLAG (who, FLAG_READY_SKILL); 3391 SET_FLAG (who, FLAG_READY_SKILL);
3392 }
3393
3368 break; 3394 break;
3369 3395
3370 case BOW: 3396 case BOW:
3371 if (!check_weapon_power (who, op->last_eat)) 3397 if (!check_weapon_power (who, op->last_eat))
3372 { 3398 {
3373 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3399 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3374 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3375 3400
3376 if (tmp) 3401 if (tmp)
3377 insert_ob_in_ob (tmp, who); 3402 insert_ob_in_ob (tmp, who);
3378 3403
3379 return 1; 3404 return 1;
3380 } 3405 }
3381 3406
3382 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3407 if (op->level && !op->name.starts_with (who->name))
3383 { 3408 {
3384 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3409 who->failmsg ("The weapon does not recognize you as its owner. "
3410 "H<Its name indicates that it belongs to somebody else.>");
3385 if (tmp) 3411 if (tmp)
3386 insert_ob_in_ob (tmp, who); 3412 insert_ob_in_ob (tmp, who);
3387 3413
3388 return 1; 3414 return 1;
3389 } 3415 }
3394 case HORN: 3420 case HORN:
3395 /* check for skill, alter player status */ 3421 /* check for skill, alter player status */
3396 3422
3397 if (!skop) 3423 if (!skop)
3398 { 3424 {
3399 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3425 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3400 return 1; 3426 return 1;
3401 } 3427 }
3402 3428
3403 SET_FLAG (op, FLAG_APPLIED); 3429 SET_FLAG (op, FLAG_APPLIED);
3404 change_skill (who, skop, 0); 3430 who->change_skill (skop);
3405 3431
3406 if (who->contr) 3432 if (who->contr)
3407 { 3433 {
3408 who->contr->ranged_ob = op; 3434 who->contr->ranged_ob = op;
3409 3435
3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3436 who->statusmsg (format ("You ready %s.", query_name (op)));
3411 3437
3412 if (op->type == BOW) 3438 if (op->type == BOW)
3413 { 3439 {
3414 who->current_weapon = op; 3440 who->current_weapon = op;
3415 change_abil (who, op); 3441 change_abil (who, op);
3416 new_draw_info_format (NDI_UNIQUE, 0, who,
3417 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3442 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3418 } 3443 }
3419 } 3444 }
3420 else 3445 else
3421 { 3446 {
3422 if (op->type == BOW) 3447 if (op->type == BOW)
3428 break; 3453 break;
3429 3454
3430 case BUILDER: 3455 case BUILDER:
3431 if (who->type == PLAYER) 3456 if (who->type == PLAYER)
3432 { 3457 {
3458 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3433 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3459 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3434 unapply_special (who, who->contr->ranged_ob, 0); 3460 unapply_special (who, who->contr->ranged_ob, 0);
3435 3461
3436 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3462 who->statusmsg (format ("You ready your %s.", query_name (op)));
3437 3463
3438 who->contr->ranged_ob = op; 3464 who->contr->ranged_ob = op;
3439 } 3465 }
3440 break; 3466 break;
3441 3467
3442 default: 3468 default:
3443 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3469 who->statusmsg (format ("You apply %s.", query_name (op)));
3444 } /* end of switch op->type */ 3470 }
3445 3471
3446 SET_FLAG (op, FLAG_APPLIED); 3472 SET_FLAG (op, FLAG_APPLIED);
3447 3473
3448 if (tmp) 3474 if (tmp)
3449 tmp = insert_ob_in_ob (tmp, who); 3475 who->insert (tmp);
3450 3476
3451 who->update_stats (); 3477 who->update_stats ();
3452 3478
3453 /* We exclude spell casting objects. The fire code will set the 3479 /* We exclude spell casting objects. The fire code will set the
3454 * been applied flag when they are used - until that point, 3480 * been applied flag when they are used - until that point,
3456 */ 3482 */
3457 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3483 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3458 SET_FLAG (op, FLAG_BEEN_APPLIED); 3484 SET_FLAG (op, FLAG_BEEN_APPLIED);
3459 3485
3460 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3486 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3461 {
3462 if (who->type == PLAYER) 3487 if (who->type == PLAYER)
3463 { 3488 {
3464 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3489 who->failmsg (
3490 "Oops, it feels deadly cold! "
3491 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3492 );
3465 SET_FLAG (op, FLAG_KNOWN_CURSED); 3493 SET_FLAG (op, FLAG_KNOWN_CURSED);
3466 } 3494 }
3467 }
3468 3495
3469 if (who->type == PLAYER) 3496 if (object *pl = op->visible_to ())
3470 {
3471 /* if multiple objects were applied, update both slots */
3472 if (tmp)
3473 esrv_send_item (who, tmp);
3474
3475 esrv_send_item (who, op); 3497 esrv_send_item (pl, op);
3476 }
3477 3498
3478 return 0; 3499 return 0;
3479} 3500}
3480 3501
3481int 3502int
3482monster_apply_special (object *who, object *op, int aflags) 3503monster_apply_special (object *who, object *op, int aflags)
3483{ 3504{
3484 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3505 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3485 return 1; 3506 return 1;
3507
3486 return apply_special (who, op, aflags); 3508 return apply_special (who, op, aflags);
3487} 3509}
3488 3510
3489/** 3511/**
3490 * Map was just loaded, handle op's initialisation. 3512 * Map was just loaded, handle op's initialisation.
3494int 3516int
3495auto_apply (object *op) 3517auto_apply (object *op)
3496{ 3518{
3497 object *tmp = NULL, *tmp2; 3519 object *tmp = NULL, *tmp2;
3498 int i; 3520 int i;
3521
3522 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3499 3523
3500 switch (op->type) 3524 switch (op->type)
3501 { 3525 {
3502 case SHOP_FLOOR: 3526 case SHOP_FLOOR:
3503 if (!op->has_random_items ()) 3527 if (!op->has_random_items ())
3505 3529
3506 do 3530 do
3507 { 3531 {
3508 i = 10; /* let's give it 10 tries */ 3532 i = 10; /* let's give it 10 tries */
3509 while ((tmp = generate_treasure (op->randomitems, 3533 while ((tmp = generate_treasure (op->randomitems,
3510 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3534 op->stats.exp
3535 ? (int) op->stats.exp
3536 : max (op->map->difficulty, 5)))
3537 == NULL && --i);
3538
3511 if (tmp == NULL) 3539 if (tmp == NULL)
3512 return 0; 3540 return 0;
3541
3513 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3542 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3514 { 3543 {
3515 tmp->destroy (); 3544 tmp->destroy ();
3516 tmp = NULL; 3545 tmp = NULL;
3517 } 3546 }
3520 3549
3521 tmp->x = op->x; 3550 tmp->x = op->x;
3522 tmp->y = op->y; 3551 tmp->y = op->y;
3523 SET_FLAG (tmp, FLAG_UNPAID); 3552 SET_FLAG (tmp, FLAG_UNPAID);
3524 insert_ob_in_map (tmp, op->map, NULL, 0); 3553 insert_ob_in_map (tmp, op->map, NULL, 0);
3525 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3526 identify (tmp); 3554 identify (tmp);
3527 break; 3555 break;
3528 3556
3529 case TREASURE: 3557 case TREASURE:
3530 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3558 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3537 /* If we generated an object and put it in this object inventory, 3565 /* If we generated an object and put it in this object inventory,
3538 * move it to the parent object as the current object is about 3566 * move it to the parent object as the current object is about
3539 * to disappear. An example of this item is the random_* stuff 3567 * to disappear. An example of this item is the random_* stuff
3540 * that is put inside other objects. 3568 * that is put inside other objects.
3541 */ 3569 */
3542 for (tmp = op->inv; tmp; tmp = tmp2)
3543 {
3544 tmp2 = tmp->below;
3545 tmp->remove ();
3546
3547 if (op->env) 3570 if (op->env)
3548 insert_ob_in_ob (tmp, op->env); 3571 while (op->inv)
3549 else 3572 op->env->insert (op->inv);
3550 tmp->destroy ();
3551 }
3552 3573
3553 op->destroy (); 3574 op->destroy ();
3554 break; 3575 break;
3555 } 3576 }
3556 return tmp ? 1 : 0; 3577
3578 return !!tmp;
3557} 3579}
3558 3580
3559/** 3581/**
3560 * fix_auto_apply goes through the entire map every time a map 3582 * fix_auto_apply goes through the entire map every time a map
3561 * is loaded or swapped in and performs special actions for 3583 * is loaded or swapped in and performs special actions for
3575 3597
3576 if (tmp->inv) 3598 if (tmp->inv)
3577 { 3599 {
3578 object *invtmp, *invnext; 3600 object *invtmp, *invnext;
3579 3601
3580 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3602 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3581 { 3603 {
3582 invnext = invtmp->below; 3604 invnext = invtmp->below;
3583 3605
3584 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3606 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3585 auto_apply (invtmp); 3607 auto_apply (invtmp);
3586 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3608 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3587 { 3609 {
3588 while ((invtmp->stats.hp--) > 0) 3610 while (invtmp->stats.hp-- > 0)
3589 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3611 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3590 3612
3591 invtmp->randomitems = NULL; 3613 invtmp->randomitems = NULL;
3592 } 3614 }
3593 else if (invtmp && invtmp->arch 3615 else if (invtmp && invtmp->arch
3705 /* check for hp, sp change */ 3727 /* check for hp, sp change */
3706 if (food->stats.hp != 0) 3728 if (food->stats.hp != 0)
3707 { 3729 {
3708 if (QUERY_FLAG (food, FLAG_CURSED)) 3730 if (QUERY_FLAG (food, FLAG_CURSED))
3709 { 3731 {
3710 assign (who->contr->killer, food->name); 3732 who->contr->killer = food;
3711 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3733 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3712 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3734 who->failmsg ("Eck!...that was poisonous!");
3713 } 3735 }
3714 else 3736 else
3715 { 3737 {
3716 if (food->stats.hp > 0) 3738 if (food->stats.hp > 0)
3717 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3739 who->statusmsg ("You begin to feel better.");
3718 else 3740 else
3719 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3741 who->failmsg ("Eck!...that was poisonous!");
3742
3720 who->stats.hp += food->stats.hp; 3743 who->stats.hp += food->stats.hp;
3721 } 3744 }
3722 } 3745 }
3746
3723 if (food->stats.sp != 0) 3747 if (food->stats.sp != 0)
3724 { 3748 {
3725 if (QUERY_FLAG (food, FLAG_CURSED)) 3749 if (QUERY_FLAG (food, FLAG_CURSED))
3726 { 3750 {
3727 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3751 who->failmsg ("You are drained of mana!");
3728 who->stats.sp -= food->stats.sp; 3752 who->stats.sp -= food->stats.sp;
3729 if (who->stats.sp < 0) 3753 if (who->stats.sp < 0)
3730 who->stats.sp = 0; 3754 who->stats.sp = 0;
3731 } 3755 }
3732 else 3756 else
3733 { 3757 {
3734 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3758 who->statusmsg ("You feel a rush of magical energy!");
3735 who->stats.sp += food->stats.sp; 3759 who->stats.sp += food->stats.sp;
3736 /* place limit on max sp from food? */ 3760 /* place limit on max sp from food? */
3737 } 3761 }
3738 } 3762 }
3763
3739 who->update_stats (); 3764 who->update_stats ();
3740} 3765}
3741 3766
3742/** 3767/**
3743 * Designed primarily to light torches/lanterns/etc. 3768 * Designed primarily to light torches/lanterns/etc.
3753 item = find_marked_object (who); 3778 item = find_marked_object (who);
3754 if (item) 3779 if (item)
3755 { 3780 {
3756 if (lighter->last_eat && lighter->stats.food) 3781 if (lighter->last_eat && lighter->stats.food)
3757 { /* lighter gets used up */ 3782 { /* lighter gets used up */
3758 /* Split multiple lighters if they're being used up. Otherwise *
3759 * one charge from each would be used up. --DAMN */
3760 if (lighter->nrof > 1)
3761 {
3762 object *oneLighter = lighter->clone (); 3783 object *oneLighter = lighter->split ();
3763
3764 lighter->nrof -= 1;
3765 oneLighter->nrof = 1;
3766 oneLighter->stats.food--; 3784 oneLighter->stats.food--;
3767 esrv_send_item (who, lighter); 3785 who->insert (oneLighter);
3768 oneLighter = insert_ob_in_ob (oneLighter, who);
3769 esrv_send_item (who, oneLighter);
3770 }
3771 else
3772 lighter->stats.food--;
3773 } 3786 }
3774 else if (lighter->last_eat) 3787 else if (lighter->last_eat)
3788 {
3775 { /* no charges left in lighter */ 3789 /* no charges left in lighter */
3776 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3790 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3777 return; 3791 return;
3778 } 3792 }
3779 3793
3780 /* Perhaps we should split what we are trying to light on fire? 3794 /* Perhaps we should split what we are trying to light on fire?
3781 * I can't see many times when you would want to light multiple 3795 * I can't see many times when you would want to light multiple
3787 3801
3788 save_throw_object (item, AT_FIRE, who); 3802 save_throw_object (item, AT_FIRE, who);
3789 3803
3790 if (item->destroyed ()) 3804 if (item->destroyed ())
3791 { 3805 {
3792 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3806 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3793 /* Need to update the player so that the players glow radius 3807 /* Need to update the player so that the players glow radius
3794 * gets changed. 3808 * gets changed.
3795 */ 3809 */
3796 if (is_player_env) 3810 if (is_player_env)
3797 who->update_stats (); 3811 who->update_stats ();
3798 } 3812 }
3799 else 3813 else
3800 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3814 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3801 } 3815 }
3802 else /* nothing to light */ 3816 else
3803 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3817 who->failmsg ("You need to mark a lightable object.");
3804
3805} 3818}
3806 3819
3807/** 3820/**
3808 * op made some mistake with a scroll, this takes care of punishment. 3821 * op made some mistake with a scroll, this takes care of punishment.
3809 * scroll_failure()- hacked directly from spell_failure 3822 * scroll_failure()- hacked directly from spell_failure
3816 3829
3817 if (failure <= -1 && failure > -15) 3830 if (failure <= -1 && failure > -15)
3818 { /* wonder */ 3831 { /* wonder */
3819 object *tmp; 3832 object *tmp;
3820 3833
3821 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3834 op->failmsg ("Your spell warps!");
3822 tmp = get_archetype (SPELL_WONDER); 3835 tmp = get_archetype (SPELL_WONDER);
3823 cast_wonder (op, op, 0, tmp); 3836 cast_wonder (op, op, 0, tmp);
3824 tmp->destroy (); 3837 tmp->destroy ();
3825 } 3838 }
3826 else if (failure <= -15 && failure > -35) 3839 else if (failure <= -15 && failure > -35)
3827 { /* drain mana */ 3840 { /* drain mana */
3828 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3841 op->failmsg ("Your mana is drained!");
3829 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3842 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3830 if (op->stats.sp < 0) 3843 if (op->stats.sp < 0)
3831 op->stats.sp = 0; 3844 op->stats.sp = 0;
3832 } 3845 }
3833 else if (settings.spell_failure_effects == TRUE) 3846 else if (settings.spell_failure_effects == TRUE)
3834 { 3847 {
3835 if (failure <= -35 && failure > -60) 3848 if (failure <= -35 && failure > -60)
3836 { /* confusion */ 3849 { /* confusion */
3837 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3850 op->failmsg ("The magic recoils on you!");
3838 confuse_player (op, op, power); 3851 confuse_player (op, op, power);
3839 } 3852 }
3840 else if (failure <= -60 && failure > -70) 3853 else if (failure <= -60 && failure > -70)
3841 { /* paralysis */ 3854 { /* paralysis */
3842 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3855 op->failmsg ("The magic recoils and paralyzes you!");
3843 paralyze_player (op, op, power); 3856 paralyze_player (op, op, power);
3844 } 3857 }
3845 else if (failure <= -70 && failure > -80) 3858 else if (failure <= -70 && failure > -80)
3846 { /* blind */ 3859 { /* blind */
3847 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3860 op->failmsg ("The magic recoils on you!");
3848 blind_player (op, op, power); 3861 blind_player (op, op, power);
3849 } 3862 }
3850 else if (failure <= -80) 3863 else if (failure <= -80)
3851 { /* blast the immediate area */ 3864 { /* blast the immediate area */
3852 object *tmp = get_archetype (LOOSE_MANA); 3865 object *tmp = get_archetype (LOOSE_MANA);
3853 cast_magic_storm (op, tmp, power); 3866 cast_magic_storm (op, tmp, power);
3854 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3867 op->failmsg ("You unleash uncontrolled mana!");
3855 tmp->destroy (); 3868 tmp->destroy ();
3856 } 3869 }
3857 } 3870 }
3858} 3871}
3859 3872
3879 */ 3892 */
3880 int i, j; 3893 int i, j;
3881 3894
3882 for (i = 0; i < NUM_STATS; i++) 3895 for (i = 0; i < NUM_STATS; i++)
3883 { 3896 {
3884 int race_bonus = pl->arch->clone.stats.stat (i); 3897 int race_bonus = pl->arch->stats.stat (i);
3885 sint8 stat = stats->stat (i) + ns->stat (i); 3898 sint8 stat = stats->stat (i) + ns->stat (i);
3886 3899
3887 if (stat > 20 + race_bonus) 3900 if (stat > 20 + race_bonus)
3888 { 3901 {
3889 excess_stat++; 3902 excess_stat++;
3899 3912
3900 if (i == CHA) 3913 if (i == CHA)
3901 continue; /* exclude cha from this */ 3914 continue; /* exclude cha from this */
3902 3915
3903 int stat = stats->stat (i); 3916 int stat = stats->stat (i);
3904 int race_bonus = pl->arch->clone.stats.stat (i); 3917 int race_bonus = pl->arch->stats.stat (i);
3905 if (stat < 20 + race_bonus) 3918 if (stat < 20 + race_bonus)
3906 { 3919 {
3907 change_attr_value (stats, i, 1); 3920 change_attr_value (stats, i, 1);
3908 excess_stat--; 3921 excess_stat--;
3909 } 3922 }
3924 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3937 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3925 flag_change_face = 0; 3938 flag_change_face = 0;
3926 3939
3927 if (flag_change_face) 3940 if (flag_change_face)
3928 { 3941 {
3929 pl->animation_id = GET_ANIM_ID (change);
3930 pl->face = change->face; 3942 pl->face = change->face;
3931 3943 pl->animation_id = change->animation_id;
3932 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3944 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3933 SET_FLAG (pl, FLAG_ANIMATE);
3934 else
3935 CLEAR_FLAG (pl, FLAG_ANIMATE);
3936 } 3945 }
3937 3946
3938 /* check the special case of can't use weapons */ 3947 /* check the special case of can't use weapons */
3939 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3948 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3940 if (!strcmp (change->name, "monk")) 3949 if (!strcmp (change->name, "monk"))
3966 char got[MAX_BUF]; 3975 char got[MAX_BUF];
3967 int len; 3976 int len;
3968 3977
3969 if (!pl || !transformer) 3978 if (!pl || !transformer)
3970 return; 3979 return;
3980
3971 marked = find_marked_object (pl); 3981 marked = find_marked_object (pl);
3982
3972 if (!marked) 3983 if (!marked)
3973 { 3984 {
3974 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 3985 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3975 return; 3986 return;
3976 } 3987 }
3988
3977 if (!marked->slaying) 3989 if (!marked->slaying)
3978 { 3990 {
3979 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3991 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3980 return; 3992 return;
3981 } 3993 }
3994
3982 /* check whether they are compatible or not */ 3995 /* check whether they are compatible or not */
3983 find = strstr (marked->slaying, transformer->arch->name); 3996 find = strstr (marked->slaying, transformer->arch->archname);
3984 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3997 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3985 { 3998 {
3986 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3999 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3987 return; 4000 return;
3988 } 4001 }
4002
3989 find += strlen (transformer->arch->name) + 1; 4003 find += strlen (transformer->arch->archname) + 1;
3990 /* Item can be used, now find how many and what it yields */ 4004 /* Item can be used, now find how many and what it yields */
3991 if (isdigit (*(find))) 4005 if (isdigit (*(find)))
3992 { 4006 {
3993 yield = atoi (find); 4007 yield = atoi (find);
3994 if (yield < 1) 4008 if (yield < 1)
4000 else 4014 else
4001 yield = 1; 4015 yield = 1;
4002 4016
4003 while (isdigit (*find)) 4017 while (isdigit (*find))
4004 find++; 4018 find++;
4019
4005 while (*find == ' ') 4020 while (*find == ' ')
4006 find++; 4021 find++;
4022
4007 memset (got, 0, MAX_BUF); 4023 memset (got, 0, MAX_BUF);
4024
4008 if ((separator = strchr (find, ';')) != NULL) 4025 if ((separator = strchr (find, ';')) != NULL)
4009 {
4010 len = separator - find; 4026 len = separator - find;
4011 }
4012 else 4027 else
4013 {
4014 len = strlen (find); 4028 len = strlen (find);
4015 } 4029
4016 if (len > MAX_BUF - 1) 4030 if (len > MAX_BUF - 1)
4017 len = MAX_BUF - 1; 4031 len = MAX_BUF - 1;
4032
4018 strcpy (got, find); 4033 strcpy (got, find);
4019 got[len] = '\0'; 4034 got[len] = '\0';
4020 4035
4021 /* Now create new item, remove used ones when required. */ 4036 /* Now create new item, remove used ones when required. */
4022 new_item = get_archetype (got); 4037 new_item = get_archetype (got);
4023 if (!new_item) 4038 if (!new_item)
4024 { 4039 {
4025 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4040 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4026 return; 4041 return;
4027 } 4042 }
4028 4043
4029 new_item->nrof = yield; 4044 new_item->nrof = yield;
4045
4030 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4046 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4031 insert_ob_in_ob (new_item, pl); 4047
4032 esrv_send_inventory (pl, pl); 4048 pl->insert (new_item);
4033 /* Eat up one item */ 4049 /* Eat up one item */
4034 decrease_ob_nr (marked, 1); 4050 marked->decrease ();
4051
4035 /* Eat one transformer if needed */ 4052 /* Eat one transformer if needed */
4036 if (transformer->stats.food) 4053 if (transformer->stats.food)
4037 if (--transformer->stats.food == 0) 4054 if (--transformer->stats.food == 0)
4038 decrease_ob_nr (transformer, 1); 4055 transformer->decrease ();
4039} 4056}
4057

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines