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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.97 by root, Tue May 15 19:07:15 2007 UTC vs.
Revision 1.205 by root, Wed Oct 21 00:44:39 2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <cmath> 25#include <cmath>
26 26
27#include <global.h> 27#include <global.h>
54 * subtype 5: arch or race 54 * subtype 5: arch or race
55 * subtype 7: all three 55 * subtype 7: all three
56 */ 56 */
57 if (op->subtype) 57 if (op->subtype)
58 { 58 {
59 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
60 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
61 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
62 } 62 }
63 else 63 else
64 { 64 {
65 arch_flag = 1; 65 arch_flag = 1;
66 name_flag = 1; 66 name_flag = 1;
69 69
70 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 71 * name or race that matches.
72 */ 72 */
73 if ((op->race) && 73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1; 77 return 1;
78 78
79 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 80 * of arch, name, or race match.
81 */ 81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 85 return 1;
86 86
87 return 0; 87 return 0;
93 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
94 */ 94 */
95static int 95static int
96apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
97{ 97{
98 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
99 int success = 0;
100 99
101 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
102 return 0; 101 return 0;
103 102
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
106 */ 105 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
108 return 0; 107 return 0;
109 108
110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
112 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
113 */ 111 */
112 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 114 {
116 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
117 { 116 {
118 identify (marked); 117 identify (marked);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
120 if (marked->msg) 120 if (marked->msg)
121 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
124 } 124 }
125 return money == NULL;
126 } 125 }
127 }
128 126
129 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
130 { 128 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 { 130 {
133 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
134 { 132 {
135 identify (id); 133 identify (id);
136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
137 if (id->msg) 136 if (id->msg)
138 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
145 break; 141 break;
146 } 142 }
147 else 143 else
148 { 144 {
149 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150 break; 146 break;
151 } 147 }
152 } 148 }
153 } 149 }
154 if (!success) 150
155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
156 return money == NULL; 156 return !money;
157} 157}
158 158
159/** 159/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item. 161 * matching item.
162 **/ 162 **/
163static void 163void
164handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
165{ 165{
166 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
167 167 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} 168}
187 169
188/** 170/**
189 * Handles applying a potion. 171 * Handles applying a potion.
190 */ 172 */
196 178
197 floor = GET_MAP_OB (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
198 180
199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 { 182 {
201 if (op->type == PLAYER)
202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
203 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0; 186 return 0;
205 } 187 }
206 188
207 if (op->type == PLAYER) 189 if (op->type == PLAYER)
218 200
219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220 { 202 {
221 op->drain_stat (); 203 op->drain_stat ();
222 op->update_stats (); 204 op->update_stats ();
223 decrease_ob (tmp); 205 tmp->decrease ();
224 return 1; 206 return 1;
225 } 207 }
226 208
227 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (ARCH_DEPLETION)))
228 { 210 {
229 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
230 return 0; 212 return 0;
231 } 213 }
214
232 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
233 216
234 if (depl) 217 if (depl)
235 { 218 {
236 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i)) 220 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221 op->statusmsg (restore_msg[i]);
239 222
240 depl->destroy (); 223 depl->destroy ();
241 op->update_stats (); 224 op->update_stats ();
242 } 225 }
243 else 226 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
245 228
246 decrease_ob (tmp); 229 tmp->decrease ();
247 return 1; 230 return 1;
248 } 231 }
249 232
250 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 235 {
253 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < MIN (11, op->level); i++)
254 { 237 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 239 {
257 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
258 { 241 {
259 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
260 break; 243 break;
261 } 244 }
245
262 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
263 { 247 {
264 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
265 break; 249 break;
266 } 250 }
251
267 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
268 { 253 {
269 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
270 break; 255 break;
271 } 256 }
275 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
276 { 261 {
277 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
278 break; 263 break;
279 } 264 }
265
280 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
281 { 267 {
282 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
283 break; 269 break;
284 } 270 }
271
285 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
286 { 273 {
287 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
288 break; 275 break;
289 } 276 }
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 { 285 {
299 if (got_one) 286 if (got_one)
300 { 287 {
301 op->update_stats (); 288 op->update_stats ();
302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 289 op->statusmsg ("The Gods smile upon you and remake you "
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
305 } 292 }
306 else 293 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 294 op->statusmsg ("The potion had no effect - you are already perfect.");
308 } 295 }
309 else 296 else
310 { /* cursed potion */ 297 { /* cursed potion */
311 if (got_one) 298 if (got_one)
312 { 299 {
313 op->update_stats (); 300 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
315 } 302 }
316 else 303 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
318 } 305 }
319 306
320 decrease_ob (tmp); 307 tmp->decrease ();
321 return 1; 308 return 1;
322 } 309 }
323 310
324 311
325 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 */ 316 */
330 if (tmp->inv) 317 if (tmp->inv)
331 { 318 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 { 320 {
334 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
335 322 create_exploding_ball_at (op, op->level);
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
337 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL);
339 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;
341 fball->x = op->x;
342 fball->y = op->y;
343 insert_ob_in_map (fball, op->map, NULL, 0);
344 } 323 }
345 else 324 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 326
348 decrease_ob (tmp); 327 tmp->decrease ();
328
349 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats (); 331 op->update_stats ();
332
352 return 1; 333 return 1;
353 } 334 }
354 335
355 /* Deal with protection potions */ 336 /* Deal with protection potions */
356 force = NULL; 337 force = NULL;
358 { 339 {
359 if (tmp->resist[i]) 340 if (tmp->resist[i])
360 { 341 {
361 if (!force) 342 if (!force)
362 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
365 break; /* Only need to find one protection since we copy entire batch */ 347 break; /* Only need to find one protection since we copy entire batch */
366 } 348 }
367 } 349 }
350
368 /* This is a protection potion */ 351 /* This is a protection potion */
369 if (force) 352 if (force)
370 { 353 {
371 /* cursed items last longer */ 354 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
380 force->speed_left = -1; 363 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 367 change_abil (op, force);
385 decrease_ob (tmp); 368 tmp->decrease ();
386 return 1; 369 return 1;
387 } 370 }
388 371
389 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
390 if (op->type == PLAYER) 373 if (op->type == PLAYER)
391 { /* only for players */ 374 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 379 else
395 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
396 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
398 } 384 }
399 385
400 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
403 * up all the stats. 389 * up all the stats.
404 */ 390 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats (); 392 op->update_stats ();
407 decrease_ob (tmp); 393 tmp->decrease ();
408 return 1; 394 return 1;
409} 395}
410 396
411/**************************************************************************** 397/****************************************************************************
412 * Weapon improvement code follows 398 * Weapon improvement code follows
413 ****************************************************************************/ 399 ****************************************************************************/
414 400
415/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405
406bool
407check_item_power (object *who, int item_power)
408{
409 if (who->type == PLAYER
410 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
412 return false;
413 else
414 return true;
415}
416
417/**
416 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
417 */ 419 */
418static int 420static int
419check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
420{ 422{
421 int count = 0; 423 int count = 0;
422 424
423 425 if (!item)
424 if (item == NULL)
425 return 0; 426 return 0;
426 427
427 op = op->below; 428 for (op = op->below; op; op = op->below)
428 while (op != NULL) 429 if (op->arch->archname == item)
429 {
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 432 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 433
445 return count; 434 return count;
446} 435}
447 436
448/** 437/**
450 * op is typically the player, which is only 439 * op is typically the player, which is only
451 * really used to determine what space to look at. 440 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
453 */ 442 */
454static void 443static void
455eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 445{
457 object *prev; 446 object *prev;
458 447
459 prev = op; 448 prev = op;
460 op = op->below; 449 op = op->below;
461 450
462 while (op != NULL) 451 while (op)
463 { 452 {
464 if (strcmp (op->arch->name, item) == 0) 453 if (op->arch->archname == item)
465 { 454 {
466 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
467 { 456 {
468 decrease_ob_nr (op, nrof); 457 op->decrease (nrof);
469 return; 458 return;
470 } 459 }
471 else 460 else
472 { 461 {
473 decrease_ob_nr (op, op->nrof); 462 op->decrease (nrof);
474 nrof -= op->nrof; 463 nrof -= op->nrof;
475 } 464 }
465
476 op = prev; 466 op = prev;
477 } 467 }
468
478 prev = op; 469 prev = op;
479 op = op->below; 470 op = op->below;
480 } 471 }
481} 472}
482 473
483/** 474/**
484 * This checks to see of the player (who) is sufficient level to use a weapon
485 * with improvs improvements (typically last_eat). We take an int here
486 * instead of the object so that the improvement code can pass along the
487 * increased value to see if the object is usuable.
488 * we return 1 (true) if the player can use the weapon.
489 */
490static int
491check_weapon_power (const object *who, int improvs)
492{
493
494/* 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
496 * require high level in some combat skill, so we just use overall level.
497 */
498#if 1
499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
502 return 0;
503
504#else
505 int level = 0;
506
507 /* The skill system hands out wc and dam bonuses to fighters
508 * more generously than the old system (see fix_player). Thus
509 * we need to curtail the power of player enchanted weapons.
510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
511 * Note: Nothing should break by allowing this ratio to be different or
512 * using normal level - it is just a matter of play balance.
513 */
514 if (who->type == PLAYER)
515 {
516 object *wc_obj = NULL;
517
518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520 level = wc_obj->level;
521
522 if (!level)
523 {
524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
529 level = who->level;
530
531 return (improvs <= ((level / 5) + 5));
532#endif
533}
534
535/**
536 * Returns how many items of type improver->slaying there are under op. 475 * Returns how many items of type improver->slaying there are under op.
537 * Will display a message if none found, and 1 if improver->slaying is NULL. 476 * Will display a message if none found, and 1 if improver->slaying is NULL.
538 */ 477 */
539static int 478static int
540check_sacrifice (object *op, const object *improver) 479check_sacrifice (object *op, const object *improver)
541{ 480{
542 int count = 0; 481 int count = 0;
543 482
544 if (improver->slaying != NULL) 483 if (improver->slaying)
545 { 484 {
546 count = check_item (op, improver->slaying); 485 count = check_item (op, improver->slaying);
547 if (count < 1) 486 if (count < 1)
548 { 487 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 488 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 489 return 0;
554 } 490 }
555 } 491 }
556 else 492 else
557 count = 1; 493 count = 1;
560} 496}
561 497
562/** 498/**
563 * Actually improves the weapon, and tells user. 499 * Actually improves the weapon, and tells user.
564 */ 500 */
565int 501static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 502improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 503{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 504 stat += sacrifice_count;
571 weapon->last_eat++; 505 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 506 improver->decrease ();
573 decrease_ob (improver);
574 507
575 /* So it updates the players stats and the window */ 508 /* So it updates the players stats and the window */
576 op->update_stats (); 509 op->update_stats ();
510
511 op->statusmsg (format (
512 "Your sacrifice was accepted.\n"
513 "Weapon's bonus to %s improved by %d.",
514 statname, sacrifice_count
515 ));
516
577 return 1; 517 return 1;
578} 518}
579 519
580/* Types of improvements, hidden in the sp field. */ 520/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 521#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 522#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 523#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 524#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 525#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 526#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 527#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 528#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 529#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 530#define IMPROVE_INT 10
591#define IMPROVE_POW 11 531#define IMPROVE_POW 11
592
593 532
594/** 533/**
595 * This does the prepare weapon scroll. 534 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 535 * Checks for sacrifice, and so on.
597 */ 536 */
598
599int 537int
600prepare_weapon (object *op, object *improver, object *weapon) 538prepare_weapon (object *op, object *improver, object *weapon)
601{ 539{
602 int sacrifice_count, i; 540 int sacrifice_count, i;
603 char buf[MAX_BUF]; 541 char buf[MAX_BUF];
604 542
605 if (weapon->level != 0) 543 if (weapon->level != 0)
606 { 544 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 545 op->failmsg ("Weapon is already prepared!");
608 return 0; 546 return 0;
609 } 547 }
548
610 for (i = 0; i < NROFATTACKS; i++) 549 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 550 if (weapon->resist[i])
612 break; 551 break;
613 552
614 /* If we break out, i will be less than nrofattacks, preventing 553 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 556 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 557 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
621 { 560 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 561 op->failmsg ("You cannot prepare magic weapons. "
562 "H<A weapon is considered magical if it changes regeneration, "
563 "speed or ac, or has other protections.>");
623 return 0; 564 return 0;
624 } 565 }
566
625 sacrifice_count = check_sacrifice (op, improver); 567 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 568 if (sacrifice_count <= 0)
627 return 0; 569 return 0;
570
628 weapon->level = isqrt (sacrifice_count); 571 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 572 eat_item (op, improver->slaying, sacrifice_count);
631 573
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 574 op->statusmsg (format (
575 "Your sacrifice was accepted."
576 "Your *%s may be improved %d times.",
577 &weapon->name, weapon->level
578 ));
633 579
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 581 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 582 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 583 slot at once! */
638 decrease_ob (improver); 584 improver->decrease ();
639 weapon->last_eat = 0; 585 weapon->last_eat = 0;
640 return 1; 586 return 1;
641} 587}
642
643 588
644/** 589/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 590 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 591 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 592 * Returns 0 if it was not able to work for some reason.
656improve_weapon (object *op, object *improver, object *weapon) 601improve_weapon (object *op, object *improver, object *weapon)
657{ 602{
658 int sacrifice_count, sacrifice_needed = 0; 603 int sacrifice_count, sacrifice_needed = 0;
659 604
660 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
663 } 607
664 if (weapon->level == 0) 608 if (weapon->level == 0)
665 { 609 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 613 return 0;
668 } 614 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615
616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
670 { 618 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 620 return 0;
673 } 621 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622
623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
624 && !check_item_power (op, weapon->item_power + 1))
675 { 625 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 626 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 627 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 628 "really want to improve it.");
679 return 0; 629 return 0;
680 } 630 }
631
681 /* This just increases damage by 5 points, no matter what. No sacrifice 632 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 633 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the 634 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 635 * weapon can be improved.
685 */ 636 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 637 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 638 {
688 weapon->stats.dam += 5; 639 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 640 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 641 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 642 weapon->last_eat++;
692 643
693 weapon->item_power++; 644 weapon->item_power++;
694 decrease_ob (improver); 645 improver->decrease ();
695 return 1; 646 return 1;
696 } 647 }
648
697 if (improver->stats.sp == IMPROVE_WEIGHT) 649 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 650 {
699 /* Reduce weight by 20% */ 651 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 652 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 653 if (weapon->weight < 1)
702 weapon->weight = 1; 654 weapon->weight = 1;
655
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 656 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 657 weapon->last_eat++;
705 weapon->item_power++; 658 weapon->item_power++;
706 decrease_ob (improver); 659 improver->decrease ();
707 return 1; 660 return 1;
708 } 661 }
662
709 if (improver->stats.sp == IMPROVE_ENCHANT) 663 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 664 {
711 weapon->magic++; 665 weapon->magic++;
712 weapon->last_eat++; 666 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 667 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 668 improver->decrease ();
715 weapon->item_power++; 669 weapon->item_power++;
716 return 1; 670 return 1;
717 } 671 }
718 672
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 678 sacrifice_needed *= 2;
725 679
726 sacrifice_count = check_sacrifice (op, improver); 680 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 681 if (sacrifice_count < sacrifice_needed)
728 { 682 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 683 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 684 return 0;
731 } 685 }
686
732 eat_item (op, improver->slaying, sacrifice_needed); 687 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 688 weapon->item_power++;
734 689
735 switch (improver->stats.sp) 690 switch (improver->stats.sp)
736 { 691 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 692 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 693 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 694 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 695 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 696 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 697 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 698 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 699 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 700 op->failmsg ("Unknown improvement type.");
753 } 701 }
702
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 703 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 704 return 0;
756} 705}
757 706
758/** 707/**
768 if (op->type != PLAYER) 717 if (op->type != PLAYER)
769 return 0; 718 return 0;
770 719
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 720 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 721 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 722 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 723 return 0;
775 } 724 }
776 725
777 otmp = find_marked_object (op); 726 otmp = find_marked_object (op);
727
778 if (!otmp) 728 if (!otmp)
779 { 729 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 730 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
781 return 0; 731 return 0;
782 } 732 }
783 733
784 if (otmp->type != WEAPON && otmp->type != BOW) 734 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 735 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 736 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 737 return 0;
788 } 738 }
789 739
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 740 op->statusmsg ("Applied weapon builder.");
741
791 improve_weapon (op, tmp, otmp); 742 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 743 esrv_send_item (op, otmp);
793 return 1; 744 return 1;
794} 745}
795 746
820{ 771{
821 object *tmp; 772 object *tmp;
822 773
823 if (armour->magic >= settings.armor_max_enchant) 774 if (armour->magic >= settings.armor_max_enchant)
824 { 775 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 776 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 777 return 0;
827 } 778 }
779
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 780 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it. 781 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour 782 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 783 * of gnarg and what not?)
832 */ 784 */
833 if (armour->title) 785 if (armour->title)
834 { 786 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 787 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 788 return 0;
837 } 789 }
838 790
839 /* Split objects if needed. Can't insert tmp until the 791 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 792 * end of this function - otherwise it will just re-merge.
841 */ 793 */
842 if (armour->nrof > 1) 794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846 795
847 armour->magic++; 796 armour->magic++;
848 797
849 if (!settings.armor_speed_linear) 798 if (!settings.armor_speed_linear)
850 { 799 {
855 { 804 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 805 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 806 pow++;
858 } 807 }
859 808
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 809 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 810 }
862 else 811 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 812 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 813
865 if (!settings.armor_weight_linear) 814 if (!settings.armor_weight_linear)
866 { 815 {
867 int base = 100; 816 int base = 100;
868 int pow = 0; 817 int pow = 0;
871 { 820 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 821 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 822 pow++;
874 } 823 }
875 824
876 armour->weight = (armour->arch->clone.weight * base) / 100; 825 armour->weight = (armour->arch->weight * base) / 100;
877 } 826 }
878 else 827 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 828 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 829
881 if (armour->weight <= 0) 830 if (armour->weight <= 0)
882 { 831 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 832 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 833 armour->weight = 1;
885 } 834 }
886 835
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 836 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 837
889 if (op->type == PLAYER) 838 if (op->type == PLAYER)
890 { 839 {
891 esrv_send_item (op, armour); 840 esrv_send_item (op, armour);
841
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 842 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 843 op->update_stats ();
894 } 844 }
895 decrease_ob (improver); 845
846 improver->decrease ();
847
896 if (tmp) 848 if (tmp)
897 { 849 op->insert (tmp);
898 insert_ob_in_ob (tmp, op); 850
899 esrv_send_item (op, tmp);
900 }
901 return 1; 851 return 1;
902} 852}
903
904 853
905/* 854/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 855 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken. 856 * what the converter wants, -1 if the converter is broken.
908 */ 857 *
909#define CONV_FROM(xyz) xyz->slaying
910#define CONV_TO(xyz) xyz->other_arch
911#define CONV_NR(xyz) xyz->stats.sp
912#define CONV_NEED(xyz) xyz->stats.food
913
914/* Takes one items and makes another. 858 * Takes one type of items and makes another.
915 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not 860 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
918 */ 862 */
919int 863int
920convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
921{ 865{
922 int nr = 0;
923 uint32 price_in; 866 sint64 nr, price_in;
867
868 if (item->flag [FLAG_UNPAID])
869 return 0;
870
871 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp;
924 875
925 /* We make some assumptions - we assume if it takes money as it type, 876 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs 877 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 878 * 3 gp and player drops a platinum, tough luck)
928 */ 879 */
929 if (!strcmp (CONV_FROM (converter), "money")) 880 if (conv_from == shstr_money)
930 { 881 {
931 int cost;
932
933 if (item->type != MONEY) 882 if (item->type != MONEY)
934 return 0; 883 return 0;
935 884
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 885 nr = sint64 (item->nrof) * item->value / need;
937 if (!nr) 886 if (!nr)
938 return 0; 887 return 0;
939 cost = nr * CONV_NEED (converter) / item->value; 888
940 /* take into account rounding errors */ 889 converter->play_sound (sound_find ("shop_buy"));
941 if (nr * CONV_NEED (converter) % item->value) 890
942 cost++; 891 sint64 cost = (nr * need + item->value - 1) / item->value;
943 decrease_ob_nr (item, cost); 892
893 item->decrease (cost);
944 894
945 price_in = cost * item->value; 895 price_in = cost * item->value;
946 } 896 }
947 else 897 else
948 { 898 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 899 if (item->type == PLAYER
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
951 return 0; 902 return 0;
952 903
953 if (CONV_NEED (converter)) 904 converter->play_sound (sound_find ("convert_item"));
905
906 if (need)
954 { 907 {
955 nr = item->nrof / CONV_NEED (converter); 908 nr = sint64 (item->nrof) / need;
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 909 item->decrease (nr * need);
957 price_in = nr * CONV_NEED (converter) * item->value; 910 price_in = nr * need * item->value;
958 } 911 }
959 else 912 else
960 { 913 {
961 price_in = item->value; 914 price_in = item->value;
962 item->destroy (); 915 item->destroy ();
963 } 916 }
964 } 917 }
965 918
966 if (converter->inv != NULL) 919 if (converter->inv)
967 { 920 {
968 object *ob; 921 object *ob;
969 int i; 922 int i;
970 object *ob_to_copy; 923 object *ob_to_copy;
971 924
972 /* select random object from inventory to copy */ 925 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 926 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 928 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 929 ob_to_copy = ob;
979 } 930
980 } 931 item = ob_to_copy->deep_clone ();
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 934 }
985 else 935 else
986 { 936 {
987 if (converter->other_arch == NULL) 937 if (!conv_to)
988 { 938 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 939 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y); 940 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1; 941 return -1;
992 } 942 }
993 943
994 item = object_create_arch (converter->other_arch); 944 item = object_create_arch (conv_to);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 946 }
997 947
998 if (CONV_NR (converter)) 948 if (give)
999 item->nrof = CONV_NR (converter); 949 item->nrof = give;
950
1000 if (nr) 951 if (nr)
1001 item->nrof *= nr; 952 item->nrof *= nr;
1002 if (is_in_shop (converter)) 953
954 if (converter->flag [FLAG_PRECIOUS])
1003 SET_FLAG (item, FLAG_UNPAID); 955 SET_FLAG (item, FLAG_UNPAID);
956
957 if (is_in_shop (converter))
958 {
959 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID);
964 }
1004 else if (price_in < item->nrof * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 966 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 967 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 969 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 970 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this 971 * hopefully had something in mind when doing this.
1012 */ 972 */
1013 } 973 }
974
975 // elmex: only identify if we need to, for example so that generated money doesn't
976 // get an 'identified' flag so easily.
977 if (need_identify (item))
978 identify (item);
979
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 980 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 981 return 1;
1016} 982}
1017 983
1018/** 984/**
1035 1001
1036 op->contr->last_used = 0; 1002 op->contr->last_used = 0;
1037 1003
1038 if (sack->env && sack->env != op) 1004 if (sack->env && sack->env != op)
1039 { 1005 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1006 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 1007 return 1;
1042 } 1008 }
1043 1009
1044 // already applied == open on ground, or open in inv, or active in inv 1010 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 1011 if (sack->flag [FLAG_APPLIED])
1046 { 1012 {
1047 if (op->container == sack) 1013 if (op->container_ () == sack)
1048 { 1014 {
1049 // open on ground or inv, so close 1015 // open on ground or inv, so close
1050 op->close_container (); 1016 op->close_container ();
1051 return 1; 1017 return 1;
1052 } 1018 }
1053 else if (!sack->env) 1019 else if (!sack->env)
1054 { 1020 {
1055 // active, but not ours: some other player has opened it 1021 // 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)); 1022 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1057 return 1; 1023 return 1;
1058 } 1024 }
1059 1025
1060 // fall through to opening it (active in inv) 1026 // fall through to opening it (active in inv)
1061 } 1027 }
1063 { 1029 {
1064 // it is in our env, so activate it, do not open yet 1030 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 1031 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 1032 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 1033 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1034 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 1035 return 1;
1070 } 1036 }
1071 1037
1072 // it's locked? 1038 // it's locked?
1073 if (sack->slaying) 1039 if (sack->slaying)
1074 { 1040 {
1075 if (object *tmp = find_key (op, op, sack)) 1041 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)); 1042 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 1043 else
1078 { 1044 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1045 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1080 return 1; 1046 return 1;
1081 } 1047 }
1082 } 1048 }
1083 1049
1084 op->open_container (sack); 1050 op->open_container (sack);
1095{ 1061{
1096 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1097 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1098 return 0; 1064 return 0;
1099 1065
1100 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1101 { 1067 {
1102 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1103 * with an altar. We call it a Potion - altars are stationary - it 1069 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1105 */ 1071 */
1106 if (altar->inv && altar->inv->type == SPELL) 1072 if (altar->inv && altar->inv->type == SPELL)
1107 { 1073 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1074 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 1075 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 1076 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 1077 * old maps.
1112 */ 1078 */
1113 1079
1114/* push_button (altar);*/ 1080/* push_button (altar);*/
1115 } 1081 }
1116 else 1082 else
1117 { 1083 {
1118 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1119 push_button (altar); 1085 push_button (altar, originator);
1120 } 1086 }
1121 1087
1122 return !sacrifice; 1088 return !sacrifice;
1123 } 1089 }
1124 else 1090 else
1139 double opinion; 1105 double opinion;
1140 object *tmp, *next; 1106 object *tmp, *next;
1141 1107
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 1109
1144 if (op->type != PLAYER) 1110 bool has_unpaid = false;
1111
1112 // quite inefficient to do this here twice, but the api doesn't lend itself to
1113 // a quick and small change :(
1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1115 if (item->flag [FLAG_UNPAID])
1116 {
1117 has_unpaid = true;
1118 break;
1119 }
1120
1121 if (!op->is_player ())
1145 { 1122 {
1146 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1148 * the shop. 1125 * the shop.
1149 */ 1126 */
1153 1130
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 { 1132 {
1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1133 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1157 1134
1135 if (i >= 0)
1158 tmp->remove (); 1136 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 } 1137 }
1168 } 1138 }
1169 1139
1170 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1171 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1174 /* unpaid objects, or non living objects, can't transfer by 1144 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 1145 * shop mats. Instead, put it on a nearby space.
1176 */ 1146 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1147 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 1148 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1149 /* 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); 1150 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 1151
1183 if (i != -1) 1152 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1153 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185 1154
1186 return 0; 1155 return 0;
1187 } 1156 }
1157
1188 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1190 */ 1160 */
1191 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1192 } 1162 }
1193 else if (can_pay (op) && get_payment (op)) 1163 else if (can_pay (op) && get_payment (op))
1194 { 1164 {
1195 /* this is only used for players */ 1165 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 1166 rv = teleport (shop_mat, SHOP_MAT, op);
1197 1167
1168 if (has_unpaid)
1169 op->contr->play_sound (sound_find ("shop_buy"));
1170 else if (is_in_shop (op))
1171 op->contr->play_sound (sound_find ("shop_enter"));
1172 else
1173 op->contr->play_sound (sound_find ("shop_leave"));
1174
1198 if (shop_mat->msg) 1175 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1176 op->statusmsg (shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 1177 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is 1178 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor. 1179 * actually the shop floor.
1203 */ 1180 */
1204 else if (!rv && !is_in_shop (op)) 1181 else if (!rv && !is_in_shop (op))
1205 { 1182 {
1206 opinion = shopkeeper_approval (op->map, op); 1183 opinion = shopkeeper_approval (op->map, op);
1207 1184
1208 if (opinion > 0.9) 1185 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1186 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 1187 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1188 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 1189 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 1190 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 1191 }
1217 } 1192 }
1218 else 1193 else
1219 { 1194 {
1220 /* if we get here, a player tried to leave a shop but was not able 1195 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that 1196 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 1197 * they are not on the mat anymore
1223 */ 1198 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1199 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 1200
1226 if (i == -1) 1201 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 1202 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 1203 else
1231 { 1204 {
1232 op->remove (); 1205 op->remove ();
1233 op->x += freearr_x[i]; 1206 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 1207 op->y += freearr_y[i];
1244 * Handles applying a sign. 1217 * Handles applying a sign.
1245 */ 1218 */
1246static void 1219static void
1247apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1248{ 1221{
1249 readable_message_type *msgType; 1222 if (!op->is_player())
1250 char newbuf[HUGE_BUF]; 1223 return;
1251 1224
1252 if (sign->msg == NULL) 1225 if (sign->has_dialogue ())
1253 { 1226 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1227 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1255 return; 1228 return;
1256 } 1229 }
1257 1230
1231 if (!sign->msg)
1232 {
1233 op->contr->infobox (MSG_CHANNEL ("examine"),
1234 format ("T<%s>\n\n Nothing %sis written on it.",
1235 &sign->name,
1236 sign->name == sign->arch->name ? "" : "else "));
1237 return;
1238 }
1239
1258 if (sign->stats.food) 1240 if (sign->stats.food)
1259 { 1241 {
1260 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1261 { 1243 {
1262 if (!sign->move_on) 1244 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1246
1264 return; 1247 return;
1265 } 1248 }
1266 1249
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1251 sign->last_eat++;
1273 * move_on is zero, it needs to be manually applied (doesn't talk 1256 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us). 1257 * to us).
1275 */ 1258 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1259 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 1260 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1261 op->failmsg ("You are unable to read while blind!");
1279 return; 1262 return;
1280 } 1263 }
1281 msgType = get_readable_message_type (sign); 1264
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1265 if (op->contr)
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1266 if (client *ns = op->contr->ns)
1267 {
1268 if (sign->sound)
1269 ns->play_sound (sign->sound);
1270 else if (autoapply)
1271 ns->play_sound (sound_find ("msg_voice"));
1272
1273 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1274 }
1275}
1276
1277static void
1278move_apply_hole (object *trap, object *victim)
1279{
1280 /* Hole not open? */
1281 if (trap->stats.wc > 0)
1282 return;
1283
1284 /* Is this a multipart monster and not the head? If so, return.
1285 * Processing will happen if the head runs into the pit
1286 */
1287 if (victim->head)
1288 return;
1289
1290 // now find all possible locations and randomly pick one
1291 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1292 trap->range >= 3 ? SIZEOFFREE3 + 1
1293 : trap->range >= 2 ? SIZEOFFREE2 + 1
1294 : trap->range >= 1 ? SIZEOFFREE1 + 1
1295 : SIZEOFFREE0 + 1);
1296
1297 if (dir < 0)
1298 return;
1299
1300 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1301 victim->statusmsg ("You fall through the hole!", NDI_RED);
1302
1303 transfer_ob (victim,
1304 EXIT_X (trap) + freearr_x[dir],
1305 EXIT_Y (trap) + freearr_y[dir],
1306 0, victim);
1284} 1307}
1285 1308
1286/** 1309/**
1287 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1334 * proper. This code was causing needless crashes.
1312 */ 1335 */
1313 if (recursion_depth >= 500) 1336 if (recursion_depth >= 500)
1314 { 1337 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1338 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); 1339 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1340 return;
1318 } 1341 }
1342
1319 recursion_depth++; 1343 recursion_depth++;
1320 if (trap->head) 1344 if (trap->head)
1321 trap = trap->head; 1345 trap = trap->head;
1322 1346
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1347 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1324 goto leave;
1325
1326 switch (trap->type) 1348 switch (trap->type)
1327 { 1349 {
1328 case PLAYERMOVER: 1350 case PLAYERMOVER:
1329 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1352 {
1353 if (!trap->stats.maxsp)
1354 trap->stats.maxsp = 2;
1355
1356 /* Is this correct? From the docs, it doesn't look like it
1357 * should be divided by trap->speed
1358 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1360
1361 /* Just put in some sanity check. I think there is a bug in the
1362 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed.
1364 */
1365 if (victim->speed_left < -50.f)
1366 victim->speed_left = -50.f;
1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1368 }
1369 break;
1370
1371 case SPINNER:
1372 if (victim->direction)
1373 {
1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1375 update_turn_face (victim);
1376 }
1377 break;
1378
1379 case DIRECTOR:
1380 if (victim->direction && !should_director_abort (trap, victim))
1381 {
1382 victim->direction = trap->stats.sp;
1383 update_turn_face (victim);
1384 }
1385 break;
1386
1387 case BUTTON:
1388 case PEDESTAL:
1389 case T_MATCH:
1390 update_button (trap, originator);
1391 break;
1392
1393 case ALTAR:
1394 /* sacrifice victim on trap */
1395 apply_altar (trap, victim, originator);
1396 break;
1397
1398 case THROWN_OBJ:
1399 if (trap->inv == NULL)
1400 break;
1401 /* fallthrough */
1402
1403 case ARROW:
1404 /* bad bug: monster throw a object, make a step forwards, step on object ,
1405 * trigger this here and get hit by own missile - and will be own enemy.
1406 * Victim then is his own enemy and will start to kill herself (this is
1407 * removed) but we have not synced victim and his missile. To avoid senseless
1408 * action, we avoid hits here
1409 */
1410 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
1417
1418 case TRAPDOOR:
1330 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1331 if (!trap->stats.maxsp) 1423 if (!trap->value)
1332 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1333 1426
1334 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1335 * should be divided by trap->speed 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 break;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1336 */ 1442 */
1337 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1338 1444
1339 /* Just put in some sanity check. I think there is a bug in the 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1340 * above with some objects have zero speed, and thus the player 1446 {
1341 * getting permanently paralyzed. 1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1342 */ 1456 }
1343 if (victim->speed_left < -50.f) 1457 break;
1344 victim->speed_left = -50.f;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 } 1458 }
1347 goto leave;
1348 1459
1349 case SPINNER: 1460 case CONVERTER:
1350 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1351 {
1352 victim->direction = absdir (victim->direction - trap->stats.sp);
1353 update_turn_face (victim);
1354 }
1355 goto leave;
1356
1357 case DIRECTOR:
1358 if (victim->direction && !should_director_abort (trap, victim))
1359 {
1360 victim->direction = trap->stats.sp;
1361 update_turn_face (victim);
1362 }
1363 goto leave;
1364
1365 case BUTTON:
1366 case PEDESTAL:
1367 update_button (trap);
1368 goto leave;
1369
1370 case ALTAR:
1371 /* sacrifice victim on trap */
1372 apply_altar (trap, victim, originator);
1373 goto leave;
1374
1375 case THROWN_OBJ:
1376 if (trap->inv == NULL)
1377 goto leave;
1378 /* fallthrough */
1379
1380 case ARROW:
1381 /* bad bug: monster throw a object, make a step forwards, step on object ,
1382 * trigger this here and get hit by own missile - and will be own enemy.
1383 * Victim then is his own enemy and will start to kill herself (this is
1384 * removed) but we have not synced victim and his missile. To avoid senseless
1385 * action, we avoid hits here
1386 */
1387 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1388 hit_with_arrow (trap, victim);
1389 goto leave;
1390
1391 case SPELL_EFFECT:
1392 apply_spell_effect (trap, victim);
1393 goto leave;
1394
1395 case TRAPDOOR:
1396 {
1397 int max, sound_was_played;
1398 object *ab, *ab_next;
1399
1400 if (!trap->value)
1401 { 1462 {
1402 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1403 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1407
1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1409 goto leave;
1410
1411 SET_ANIMATION (trap, trap->value);
1412 update_object (trap, UP_OBJ_FACE);
1413 } 1465 }
1414 1466
1415 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1467 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1416 { 1489 {
1417 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1418 * ab->above would be bogus 1491 * players output.
1419 */ 1492 */
1420 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1421 1495
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1423 { 1497 victim->enter_exit (trap);
1424 if (!sound_was_played)
1425 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1427 sound_was_played = 1;
1428 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1431 }
1432 } 1498 }
1433 goto leave; 1499 break;
1434 }
1435 1500
1436
1437 case CONVERTER:
1438 if (convert_item (victim, trap) < 0)
1439 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1441 get_archetype ("burnout")->insert_at (trap, trap);
1442 }
1443
1444 goto leave;
1445
1446 case TRIGGER_BUTTON:
1447 case TRIGGER_PEDESTAL:
1448 case TRIGGER_ALTAR:
1449 check_trigger (trap, victim);
1450 goto leave;
1451
1452 case DEEP_SWAMP:
1453 walk_on_deep_swamp (trap, victim);
1454 goto leave;
1455
1456 case CHECK_INV:
1457 check_inv (victim, trap);
1458 goto leave;
1459
1460 case HOLE:
1461 /* Hole not open? */
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;
1475
1476 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 {
1479 /* Basically, don't show exits leading to random maps the
1480 * players output.
1481 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1485 victim->enter_exit (trap);
1486 }
1487 goto leave;
1488
1489 case ENCOUNTER: 1501 case ENCOUNTER:
1490 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1491 goto leave; 1503 break;
1492 1504
1493 case SHOP_MAT: 1505 case SHOP_MAT:
1494 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1495 goto leave; 1507 break;
1496 1508
1497 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1498 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1499 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1500 goto leave; 1512 break;
1501 1513
1502 case SIGN: 1514 case SIGN:
1503 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1504 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1505 1517
1506 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1507 goto leave; 1519 break;
1508 1520
1509 case CONTAINER: 1521 case CONTAINER:
1510 apply_container (victim, trap); 1522 apply_container (victim, trap);
1511 goto leave; 1523 break;
1512 1524
1513 case RUNE: 1525 case RUNE:
1514 case TRAP: 1526 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1518 } 1529 break;
1519 goto leave;
1520 1530
1521 default: 1531 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 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); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1524 goto leave; 1534 break;
1525 } 1535 }
1526 1536
1527leave:
1528 recursion_depth--; 1537 recursion_depth--;
1529} 1538}
1530 1539
1531/** 1540/**
1532 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1537 int lev_diff; 1546 int lev_diff;
1538 object *skill_ob; 1547 object *skill_ob;
1539 1548
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1550 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1551 op->failmsg ("You are unable to read while blind!");
1543 return; 1552 return;
1544 } 1553 }
1554
1545 if (tmp->msg == NULL) 1555 if (!tmp->msg)
1546 { 1556 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1548 return; 1558 return;
1549 } 1559 }
1550 1560
1551 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob) 1563 if (!skill_ob)
1554 { 1564 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1565 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1556 return; 1566 return;
1557 } 1567 }
1568
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1571 {
1561 if (lev_diff < 2) 1572 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."); 1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1563 else if (lev_diff < 3) 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1565 else if (lev_diff < 5) 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1577 : "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; 1578 return;
1574 } 1579 }
1575 1580
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1577 1582
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1583 if (player *pl = op->contr)
1579 msgType->message_type, msgType->message_subtype, 1584 if (client *ns = pl->ns)
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1585 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 1586
1583 /* gain xp from reading */ 1587 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1589 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589 { 1593 {
1590 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1591 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592 1596
1593 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1594 if (tmp->env)
1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1596 else
1597 op->contr->ns->floorbox_update ();
1598 } 1599 }
1599 1600
1600 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 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 */ 1602 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1602 } 1603 }
1607 * op is the person learning the skill, tmp is the skill scroll object 1608 * op is the person learning the skill, tmp is the skill scroll object
1608 */ 1609 */
1609static void 1610static void
1610apply_skillscroll (object *op, object *tmp) 1611apply_skillscroll (object *op, object *tmp)
1611{ 1612{
1612 switch ((int) learn_skill (op, tmp)) 1613 switch (learn_skill (op, tmp))
1613 { 1614 {
1614 case 0: 1615 case 0:
1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1616 op->play_sound (sound_find ("generic_fail"));
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1617 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1617 return; 1618 break;
1618 1619
1619 case 1: 1620 case 1:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621 decrease_ob (tmp); 1621 tmp->decrease ();
1622 op->play_sound (sound_find ("skill_learn"));
1623 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1622 return; 1624 break;
1623 1625
1624 default: 1626 default:
1627 tmp->decrease ();
1628 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)); 1629 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1626 decrease_ob (tmp);
1627 return; 1630 break;
1628 } 1631 }
1629} 1632}
1630 1633
1631/** 1634/**
1632 * Actually makes op learn spell. 1635 * Actually makes op learn spell.
1652 return; 1655 return;
1653 } 1656 }
1654 return; 1657 return;
1655 } 1658 }
1656 1659
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1660 op->contr->play_sound (sound_find ("learn_spell"));
1661
1658 tmp = spell->clone (); 1662 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op); 1663 insert_ob_in_ob (tmp, op);
1660 1664
1661 if (special_prayer) 1665 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP); 1666 SET_FLAG (tmp, FLAG_STARTEQUIP);
1681 { 1685 {
1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1686 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683 return; 1687 return;
1684 } 1688 }
1685 1689
1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1690 op->failmsg (format ("You lose knowledge of %s.", spell));
1687 player_unready_range_ob (op->contr, spob); 1691 player_unready_range_ob (op->contr, spob);
1688 esrv_remove_spell (op->contr, spob); 1692 esrv_remove_spell (op->contr, spob);
1689 spob->destroy (); 1693 spob->destroy ();
1690} 1694}
1691 1695
1699{ 1703{
1700 object *skop, *spell, *spell_skill; 1704 object *skop, *spell, *spell_skill;
1701 1705
1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1706 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 { 1707 {
1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1708 op->failmsg ("You are unable to read while blind.");
1705 return; 1709 return;
1706 } 1710 }
1707 1711
1708 /* artifact_spellbooks have 'slaying' field point to a spell name, 1712 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are 1713 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks 1714 * legacy spellbooks
1711 */ 1715 */
1712
1713 if (tmp->slaying != NULL) 1716 if (tmp->slaying)
1714 { 1717 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1718 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell) 1719 if (!spell)
1717 { 1720 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1721 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1719 return; 1722 return;
1720 } 1723 }
1721 else 1724 else
1722 insert_ob_in_ob (spell, tmp); 1725 insert_ob_in_ob (spell, tmp);
1726
1723 tmp->slaying = NULL; 1727 tmp->slaying = 0;
1724 } 1728 }
1725 1729
1726 skop = find_skill_by_name (op, tmp->skill); 1730 skop = find_skill_by_name (op, tmp->skill);
1727 1731
1728 /* need a literacy skill to learn spells. Also, having a literacy level 1732 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */ 1733 * lower than the spell will make learning the spell more difficult */
1730 if (!skop) 1734 if (!skop)
1731 { 1735 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1736 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1733 return; 1737 return;
1734 } 1738 }
1735 1739
1736 spell = tmp->inv; 1740 spell = tmp->inv;
1737 1741
1738 if (!spell) 1742 if (!spell)
1739 { 1743 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1744 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."); 1745 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1742 return; 1746 return;
1743 } 1747 }
1744 1748
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1749 int learn_level = sqrtf (spell->level) * 1.5f;
1750 if (skop->level < learn_level)
1746 { 1751 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1752 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1753 &tmp->skill, learn_level));
1748 return; 1754 return;
1749 } 1755 }
1750 1756
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1757 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1752 1758
1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1759 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 {
1755 identify (tmp); 1760 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 1761
1763 /* I removed the check for special_prayer_mark here - it didn't make 1762 /* 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 1763 * 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 1764 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark. 1765 * they would have a special prayer mark.
1767 */ 1766 */
1768 if (check_spell_known (op, spell->name)) 1767 if (check_spell_known (op, spell->name))
1769 { 1768 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1769 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; 1770 return;
1772 } 1771 }
1773 1772
1774 if (spell->skill) 1773 if (spell->skill)
1775 { 1774 {
1776 spell_skill = find_skill_by_name (op, spell->skill); 1775 spell_skill = find_skill_by_name (op, spell->skill);
1777 1776
1778 if (!spell_skill) 1777 if (!spell_skill)
1779 { 1778 {
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1779 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1781 return; 1780 return;
1782 } 1781 }
1783 1782
1784 if (spell_skill->level < spell->level) 1783 if (spell_skill->level < spell->level)
1785 { 1784 {
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); 1785 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1787 return; 1786 return;
1788 } 1787 }
1789 } 1788 }
1790 1789
1791 /* Logic as follows 1790 /* Logic as follows
1800 * Overall, chances are the same but a player will find having a high 1799 * Overall, chances are the same but a player will find having a high
1801 * literacy rate very useful! -b.t. 1800 * literacy rate very useful! -b.t.
1802 */ 1801 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1802 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 { 1803 {
1805 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1804 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)); 1805 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 } 1806 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1807 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]) 1808 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810 { 1809 {
1811 1810 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); 1811 do_learn_spell (op, spell, 0);
1814 1812
1815 /* xp gain to literacy for spell learning */ 1813 /* xp gain to literacy for spell learning */
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1814 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1815 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 } 1816 }
1819 else 1817 else
1820 { 1818 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1819 op->contr->play_sound (sound_find ("fumble_spell"));
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1820 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 } 1821 }
1824 1822
1825 decrease_ob (tmp); 1823 tmp->decrease ();
1826} 1824}
1827 1825
1828/** 1826/**
1829 * Handles applying a spell scroll. 1827 * Handles applying a spell scroll.
1830 */ 1828 */
1833{ 1831{
1834 object *skop; 1832 object *skop;
1835 1833
1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1834 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 { 1835 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1836 op->failmsg ("You are unable to read while blind.");
1839 return; 1837 return;
1840 } 1838 }
1841 1839
1842 if (!tmp->inv || tmp->inv->type != SPELL) 1840 if (!tmp->inv || tmp->inv->type != SPELL)
1843 { 1841 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1842 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1845 return; 1843 return;
1846 } 1844 }
1847 1845
1848 if (op->type == PLAYER) 1846 if (op->type == PLAYER)
1849 { 1847 {
1855 */ 1853 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1854 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 1855
1858 if (!skop) 1856 if (!skop)
1859 { 1857 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1858 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1861 return; 1859 return;
1862 } 1860 }
1863 1861
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1862 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0); 1863 change_exp (op, exp_gain, skop->skill, 0);
1866 } 1864 }
1867 1865
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1866 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1867 identify (tmp);
1870 1868
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1869 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1872
1873 1870
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1871 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1872 tmp->decrease ();
1876} 1873}
1877 1874
1878/** 1875/**
1879 * Applies a treasure object - by default, chest. op 1876 * Applies a treasure object - by default, chest. op
1880 * is the person doing the applying, tmp is the treasure 1877 * is the person doing the applying, tmp is the treasure
1881 * chest. 1878 * chest.
1882 */ 1879 */
1883static void 1880static void
1884apply_treasure (object *op, object *tmp) 1881apply_treasure (object *op, object *tmp)
1885{ 1882{
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure 1883 /* 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 1884 * 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 1885 * 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 1886 * prevents people from moving chests to more difficult maps to get better
1893 * treasure 1887 * treasure
1894 */ 1888 */
1895
1896 treas = tmp->inv; 1889 object *treas = tmp->inv;
1897 if (treas == NULL) 1890
1891 if (!treas)
1898 { 1892 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1893 op->statusmsg ("The chest was empty.");
1900 decrease_ob (tmp); 1894 tmp->decrease ();
1901 return; 1895 return;
1902 } 1896 }
1897
1903 while (tmp->inv) 1898 while (tmp->inv)
1904 { 1899 {
1905 treas = tmp->inv; 1900 treas = tmp->inv;
1906
1907 treas->remove (); 1901 treas->remove ();
1908 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1909 1902
1910 treas->x = op->x; 1903 treas->x = op->x;
1911 treas->y = op->y; 1904 treas->y = op->y;
1912 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1905 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1913 1906
1914 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1907 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1915 spring_trap (treas, op); 1908 spring_trap (treas, op);
1916 1909
1917 /* If either player or container was destroyed, no need to do 1910 /* If either player or container was destroyed, no need to do
1918 * further processing. I think this should be enclused with 1911 * further processing. I think this should be enclused with
1919 * spring trap above, as I don't think there is otherwise 1912 * spring trap above, as I don't think there is otherwise
1920 * any way for the treasure chest or player to get killed 1913 * any way for the treasure chest or player to get killed.
1921 */ 1914 */
1922 if (op->destroyed () || tmp->destroyed ()) 1915 if (op->destroyed () || tmp->destroyed ())
1923 break; 1916 break;
1924 } 1917 }
1925 1918
1926 if (!tmp->destroyed () && tmp->inv == NULL) 1919 if (!tmp->destroyed () && !tmp->inv)
1927 decrease_ob (tmp); 1920 tmp->decrease (true);
1928
1929} 1921}
1930 1922
1931/** 1923/**
1932 * op eats food. 1924 * op eats food.
1933 * If player, takes care of messages and dragon special food. 1925 * If player, takes care of messages and dragon special food.
1948 { 1940 {
1949 /* usual case - no dragon meal: */ 1941 /* usual case - no dragon meal: */
1950 if (op->stats.food + tmp->stats.food > 999) 1942 if (op->stats.food + tmp->stats.food > 999)
1951 { 1943 {
1952 if (tmp->type == FOOD || tmp->type == FLESH) 1944 if (tmp->type == FOOD || tmp->type == FLESH)
1953 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1945 op->failmsg ("You feel full, but what a waste of food!");
1954 else 1946 else
1955 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1947 op->statusmsg ("Most of the drink goes down your face not your throat!");
1956 } 1948 }
1949
1950 tmp->play_sound (
1951 tmp->sound
1952 ? tmp->sound
1953 : tmp->type == DRINK
1954 ? sound_find ("eat_drink")
1955 : sound_find ("eat_food")
1956 );
1957 1957
1958 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1958 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1959 { 1959 {
1960 char buf[MAX_BUF]; 1960 const char *buf;
1961 1961
1962 if (!is_dragon_pl (op)) 1962 if (!is_dragon_pl (op))
1963 { 1963 {
1964 /* eating message for normal players */ 1964 /* eating message for normal players */
1965 if (tmp->type == DRINK) 1965 if (tmp->type == DRINK)
1966 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1966 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1967 else 1967 else
1968 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 1968 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1969 } 1969 }
1970 else 1970 else
1971 {
1972 /* eating message for dragon players */ 1971 /* eating message for dragon players */
1973 sprintf (buf, "The %s tasted terrible!", &tmp->name); 1972 buf = format ("The %s tasted terrible!", &tmp->name);
1974 }
1975 1973
1976 new_draw_info (NDI_UNIQUE, 0, op, buf); 1974 op->statusmsg (buf);
1975
1977 capacity_remaining = 999 - op->stats.food; 1976 capacity_remaining = 999 - op->stats.food;
1978 op->stats.food += tmp->stats.food; 1977 op->stats.food += tmp->stats.food;
1979 if (capacity_remaining < tmp->stats.food) 1978 if (capacity_remaining < tmp->stats.food)
1980 op->stats.hp += capacity_remaining / 50; 1979 op->stats.hp += capacity_remaining / 50;
1981 else 1980 else
1982 op->stats.hp += tmp->stats.food / 50; 1981 op->stats.hp += tmp->stats.food / 50;
1982
1983 if (op->stats.hp > op->stats.maxhp) 1983 if (op->stats.hp > op->stats.maxhp)
1984 op->stats.hp = op->stats.maxhp; 1984 op->stats.hp = op->stats.maxhp;
1985 if (op->stats.food > 999) 1985 if (op->stats.food > 999)
1986 op->stats.food = 999; 1986 op->stats.food = 999;
1987 } 1987 }
1989 /* special food hack -b.t. */ 1989 /* special food hack -b.t. */
1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1991 eat_special_food (op, tmp); 1991 eat_special_food (op, tmp);
1992 } 1992 }
1993 } 1993 }
1994
1994 handle_apply_yield (tmp); 1995 handle_apply_yield (tmp);
1995 decrease_ob (tmp); 1996 tmp->decrease ();
1996} 1997}
1997 1998
1998/** 1999/**
1999 * A dragon is eating some flesh. If the flesh contains resistances, 2000 * A dragon is eating some flesh. If the flesh contains resistances,
2000 * there is a chance for the dragon's skin to get improved. 2001 * there is a chance for the dragon's skin to get improved.
2010{ 2011{
2011 object *skin = NULL; /* pointer to dragon skin force */ 2012 object *skin = NULL; /* pointer to dragon skin force */
2012 object *abil = NULL; /* pointer to dragon ability force */ 2013 object *abil = NULL; /* pointer to dragon ability force */
2013 object *tmp = NULL; /* tmp. object */ 2014 object *tmp = NULL; /* tmp. object */
2014 2015
2015 char buf[MAX_BUF]; /* tmp. string buffer */
2016 double chance; /* improvement-chance of one resistance type */ 2016 double chance; /* improvement-chance of one resistance type */
2017 double totalchance = 1; /* total chance of gaining one resistance */ 2017 double totalchance = 1; /* total chance of gaining one resistance */
2018 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2018 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2019 double mbonus = 0; /* monster bonus */ 2019 double mbonus = 0; /* monster bonus */
2020 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2020 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2025 if (meal->type != FLESH || !is_dragon_pl (op)) 2025 if (meal->type != FLESH || !is_dragon_pl (op))
2026 return 0; 2026 return 0;
2027 2027
2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2029 from the player's inventory */ 2029 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) 2030 for (tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == FORCE) 2031 if (tmp->type == FORCE)
2035 if (tmp->arch->name == dragon_skin_force) 2032 if (tmp->arch->archname == shstr_dragon_skin_force)
2036 skin = tmp; 2033 skin = tmp;
2037 else if (tmp->arch->name == dragon_ability_force) 2034 else if (tmp->arch->archname == shstr_dragon_ability_force)
2038 abil = tmp; 2035 abil = tmp;
2039 2036
2040 /* if either skin or ability are missing, this is an old player 2037 /* if either skin or ability are missing, this is an old player
2041 which is not to be considered a dragon -> bail out */ 2038 which is not to be considered a dragon -> bail out */
2042 if (skin == NULL || abil == NULL) 2039 if (skin == NULL || abil == NULL)
2045 /* now start by filling stomache and health, according to food-value */ 2042 /* now start by filling stomache and health, according to food-value */
2046 if ((999 - op->stats.food) < meal->stats.food) 2043 if ((999 - op->stats.food) < meal->stats.food)
2047 op->stats.hp += (999 - op->stats.food) / 50; 2044 op->stats.hp += (999 - op->stats.food) / 50;
2048 else 2045 else
2049 op->stats.hp += meal->stats.food / 50; 2046 op->stats.hp += meal->stats.food / 50;
2047
2050 if (op->stats.hp > op->stats.maxhp) 2048 if (op->stats.hp > op->stats.maxhp)
2051 op->stats.hp = op->stats.maxhp; 2049 op->stats.hp = op->stats.maxhp;
2052 2050
2053 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2051 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2054 2052
2099 } 2097 }
2100 } 2098 }
2101 2099
2102 /* inverse totalchance as until now we have the failure-chance */ 2100 /* inverse totalchance as until now we have the failure-chance */
2103 totalchance = 100 - totalchance * 100; 2101 totalchance = 100 - totalchance * 100;
2102
2104 /* print message according to totalchance */ 2103 /* print message according to totalchance */
2104 const char *buf;
2105 if (totalchance > 50.) 2105 if (totalchance > 50.)
2106 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2106 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2107 else if (totalchance > 10.) 2107 else if (totalchance > 10.)
2108 sprintf (buf, "The %s tasted very good.", &meal->name); 2108 buf = format ("The %s tasted very good.", &meal->name);
2109 else if (totalchance > 1.) 2109 else if (totalchance > 1.)
2110 sprintf (buf, "The %s tasted good.", &meal->name); 2110 buf = format ("The %s tasted good.", &meal->name);
2111 else if (totalchance > 0.1) 2111 else if (totalchance > 0.1)
2112 sprintf (buf, "The %s tasted bland.", &meal->name); 2112 buf = format ("The %s tasted bland.", &meal->name);
2113 else if (totalchance >= 0.01) 2113 else if (totalchance >= 0.01)
2114 sprintf (buf, "The %s had a boring taste.", &meal->name); 2114 buf = format ("The %s had a boring taste.", &meal->name);
2115 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2115 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2116 sprintf (buf, "The %s tasted strange.", &meal->name); 2116 buf = format ("The %s tasted strange.", &meal->name);
2117 else 2117 else
2118 sprintf (buf, "The %s had no taste.", &meal->name); 2118 buf = format ("The %s had no taste.", &meal->name);
2119 new_draw_info (NDI_UNIQUE, 0, op, buf); 2119
2120 op->statusmsg (buf);
2120 2121
2121 /* now choose a winner if we have any */ 2122 /* now choose a winner if we have any */
2122 i = -1; 2123 i = -1;
2123 if (winners > 0) 2124 if (winners > 0)
2124 i = atnr_winner[RANDOM () % winners]; 2125 i = atnr_winner [rndm (winners)];
2125 2126
2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2127 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2127 { 2128 {
2128 /* resistance increased! */ 2129 /* resistance increased! */
2129 skin->resist[i]++; 2130 skin->resist[i]++;
2130 op->update_stats (); 2131 op->update_stats ();
2131 2132
2132 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2133 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 } 2134 }
2135 2135
2136 /* if this flesh contains a new ability focus, we mark it 2136 /* if this flesh contains a new ability focus, we mark it
2137 into the ability_force and it will take effect on next level */ 2137 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) 2138 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2139 { 2139 {
2140 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2140 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2141 2141
2142 if (meal->last_eat != abil->stats.exp) 2142 if (meal->last_eat != abil->stats.exp)
2143 op->statusmsg (format (
2144 "Your metabolism prepares to focus on %s!\n"
2145 "The change will happen at level %d.",
2146 change_resist_msg[meal->last_eat],
2147 abil->level + 1
2143 { 2148 ));
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 2149 else
2150 { 2150 {
2151 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2151 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; 2152 abil->last_eat = 0;
2154 } 2153 }
2155 } 2154 }
2155
2156 return 1; 2156 return 1;
2157} 2157}
2158 2158
2159/** 2159/**
2160 * Handles applying an improve armor scroll. 2160 * Handles applying an improve armor scroll.
2163static void 2163static void
2164apply_armour_improver (object *op, object *tmp) 2164apply_armour_improver (object *op, object *tmp)
2165{ 2165{
2166 object *armor; 2166 object *armor;
2167 2167
2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2169 { 2169 {
2170 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2170 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2171 return; 2171 return;
2172 } 2172 }
2173 2173
2174 armor = find_marked_object (op); 2174 armor = find_marked_object (op);
2175 2175
2176 if (!armor) 2176 if (!armor)
2177 { 2177 {
2178 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2178 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2179 return; 2179 return;
2180 } 2180 }
2181 2181
2182 if (armor->type != ARMOUR 2182 if (armor->type != ARMOUR
2183 && armor->type != CLOAK 2183 && armor->type != CLOAK
2184 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2184 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2185 { 2185 {
2186 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2186 op->failmsg ("Your marked item is not armour!\n");
2187 return; 2187 return;
2188 } 2188 }
2189 2189
2190 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2190 op->statusmsg ("Applying armour enchantment.");
2191 improve_armour (op, tmp, armor); 2191 improve_armour (op, tmp, armor);
2192} 2192}
2193 2193
2194extern void 2194void
2195apply_poison (object *op, object *tmp) 2195apply_poison (object *op, object *tmp)
2196{ 2196{
2197 // need to do it now when it is still on the map
2198 handle_apply_yield (tmp);
2199
2200 object *poison = tmp->split (1);
2201
2197 if (op->type == PLAYER) 2202 if (op->type == PLAYER)
2198 { 2203 {
2199 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2204 op->contr->play_sound (sound_find ("drink_poison"));
2200 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2205 op->failmsg ("Yech! That tasted poisonous!");
2201 strcpy (op->contr->killer, "poisonous booze"); 2206 op->contr->killer = poison;
2202 } 2207 }
2208
2203 if (tmp->stats.hp > 0) 2209 if (poison->stats.hp > 0)
2204 { 2210 {
2205 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2211 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); 2212 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2207 } 2213 }
2214
2208 op->stats.food -= op->stats.food / 4; 2215 op->stats.food -= op->stats.food / 4;
2209 handle_apply_yield (tmp); 2216 poison->destroy ();
2210 decrease_ob (tmp);
2211} 2217}
2212 2218
2213/** 2219/**
2214 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2220 * 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: 2221 * A valid 2 way exit means:
2231#if 0 //TODO 2237#if 0 //TODO
2232 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2238 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2233 return 0; /* This is a reset town portal */ 2239 return 0; /* This is a reset town portal */
2234#endif 2240#endif
2235 2241
2242 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2243
2236 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2244 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2237 2245
2238 if (exitmap) 2246 if (exitmap)
2239 { 2247 {
2240 exitmap->load_sync (); 2248 exitmap->load_sync ();
2294 return 1; 2302 return 1;
2295 } 2303 }
2296 } 2304 }
2297 2305
2298 return 0; 2306 return 0;
2307}
2308
2309/**
2310 * This function will try to apply a lighter and in case no lighter
2311 * is specified it will try to find a lighter in the players inventory,
2312 * and inform him about this requirement.
2313 *
2314 * who - the player
2315 * op - the item we want to light
2316 * lighter - the lighter or 0 if a lighter has yet to be found
2317 */
2318static object *
2319auto_apply_lighter (object *who, object *op, object *lighter)
2320{
2321 if (lighter == 0)
2322 {
2323 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2324 {
2325 if (tmp->type == LIGHTER)
2326 {
2327 lighter = tmp;
2328 break;
2329 }
2330 }
2331
2332 if (!lighter)
2333 {
2334 who->failmsg (format (
2335 "You can't light up the %s with your bare hands! "
2336 "H<You need a lighter in your inventory, for example a flint and steel.>",
2337 &op->name));
2338 return 0;
2339 }
2340 }
2341
2342 // last_eat == 0 means the lighter is not being used up!
2343 if (lighter->last_eat && lighter->stats.food)
2344 {
2345 /* lighter gets used up */
2346 lighter = lighter->split ();
2347 lighter->stats.food--;
2348 who->insert (lighter);
2349 }
2350 else if (lighter->last_eat)
2351 {
2352 /* no charges left in lighter */
2353 who->failmsg (format (
2354 "You attempt to light the %s with a used up %s.",
2355 &op->name, &lighter->name));
2356 return 0;
2357 }
2358
2359 return lighter;
2360}
2361
2362/**
2363 * Designed primarily to light torches/lanterns/etc.
2364 * Also burns up burnable material too. First object in the inventory is
2365 * the selected object to "burn". -b.t.
2366 */
2367void
2368apply_lighter (object *who, object *lighter)
2369{
2370 object *item;
2371 int is_player_env = 0;
2372
2373 item = find_marked_object (who);
2374 if (item)
2375 {
2376 if (!auto_apply_lighter (who, item, lighter))
2377 return;
2378
2379 /* Perhaps we should split what we are trying to light on fire?
2380 * I can't see many times when you would want to light multiple
2381 * objects at once.
2382 */
2383
2384 save_throw_object (item, AT_FIRE, who);
2385
2386 if (item->destroyed ()
2387 || ((item->type == LAMP || item->type == TORCH)
2388 && item->glow_radius > 0))
2389 who->statusmsg (format (
2390 "You light the %s with the %s.",
2391 &item->name, &lighter->name));
2392 else
2393 who->failmsg (format (
2394 "You attempt to light the %s with the %s and fail.",
2395 &item->name, &lighter->name));
2396 }
2397 else
2398 who->failmsg ("You need to mark a lightable object.");
2399}
2400
2401/**
2402 * This function generates a cursed effect for cursed lamps and torches.
2403 */
2404void player_apply_lamp_cursed_effect (object *who, object *op)
2405{
2406 if (op->level)
2407 {
2408 who->failmsg (format (
2409 "The %s was cursed, it explodes in a big fireball!",
2410 &op->name));
2411 create_exploding_ball_at (who, op->level);
2412 }
2413 else
2414 {
2415 who->failmsg (format (
2416 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2417 &op->name));
2418 }
2419
2420 op->destroy ();
2421}
2422
2423/**
2424 * Apply for players and lamps
2425 *
2426 * who - the player
2427 * op - the lamp
2428 */
2429void player_apply_lamp (object *who, object *op)
2430{
2431 bool switch_on = op->glow_radius ? false : true;
2432
2433 if (switch_on)
2434 {
2435 object *lighter = 0;
2436
2437 if (op->flag [FLAG_IS_LIGHTABLE]
2438 && !(lighter = auto_apply_lighter (who, op, 0)))
2439 return;
2440
2441 if (op->stats.food < 1)
2442 {
2443 if (op->type == LAMP)
2444 who->failmsg (format (
2445 "The %s is out of fuel! "
2446 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2447 &op->name));
2448 else
2449 who->failmsg (format (
2450 "The %s is burnt out! "
2451 "H<Torches and similar items burn out and become worthless.>",
2452 &op->name));
2453 return;
2454 }
2455
2456 if (op->flag [FLAG_CURSED])
2457 {
2458 player_apply_lamp_cursed_effect (who, op);
2459 return;
2460 }
2461
2462 if (lighter)
2463 who->statusmsg (format (
2464 "You light up the %s with the %s.", &op->name, &lighter->name));
2465 else
2466 who->statusmsg (format ("You light up the %s.", &op->name));
2467 }
2468 else
2469 {
2470 if (op->flag [FLAG_CURSED])
2471 {
2472 player_apply_lamp_cursed_effect (who, op);
2473 return;
2474 }
2475
2476 if (op->type == TORCH)
2477 {
2478 if (!op->flag [FLAG_IS_LIGHTABLE])
2479 {
2480 who->statusmsg (format (
2481 "You put out the %s. "
2482 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2483 &op->name, &op->name));
2484 }
2485 else
2486 who->statusmsg (format (
2487 "You put out the %s."
2488 "H<Torches wear out if you put them out.>",
2489 &op->name));
2490 }
2491 else
2492 who->statusmsg (format ("You turn off the %s.", &op->name));
2493 }
2494
2495 apply_lamp (op, switch_on);
2496}
2497
2498void get_animation_from_arch (object *op, arch_ptr a)
2499{
2500 op->animation_id = a->animation_id;
2501 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2502 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2503 op->anim_speed = a->anim_speed;
2504 op->last_anim = 0;
2505 op->state = 0;
2506 op->face = a->face;
2507
2508 if (NUM_ANIMATIONS(op) > 1)
2509 {
2510 SET_ANIMATION(op, 0);
2511 animate_object (op, op->direction);
2512 }
2513 else
2514 update_object (op, UP_OBJ_FACE);
2515}
2516
2517/**
2518 * Apply for LAMPs and TORCHes.
2519 *
2520 * op - the lamp
2521 * switch_on - a flag which says whether the lamp should be switched on or off
2522 */
2523void apply_lamp (object *op, bool switch_on)
2524{
2525 op->set_glow_radius (switch_on ? op->range : 0);
2526 op->set_speed (switch_on ? op->arch->speed : 0);
2527
2528 // torches wear out if you put them out
2529 if (op->type == TORCH && !switch_on)
2530 {
2531 if (op->flag [FLAG_IS_LIGHTABLE])
2532 {
2533 op->stats.food -= (double) op->arch->stats.food / 15;
2534 if (op->stats.food < 0)
2535 op->stats.food = 0;
2536 }
2537 else
2538 op->stats.food = 0;
2539 }
2540
2541 // lamps and torched get worthless when used up
2542 if (op->stats.food <= 0)
2543 op->value = 0;
2544
2545 // FIXME: This is a hack to make the more sane torches and lamps
2546 // still animated ;-/
2547 if (op->other_arch)
2548 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2549
2550 if (object *pl = op->visible_to ())
2551 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2299} 2552}
2300 2553
2301/** 2554/**
2302 * Main apply handler. 2555 * Main apply handler.
2303 * 2556 *
2306 * Return value: 2559 * Return value:
2307 * 0: player or monster can't apply objects of that type 2560 * 0: player or monster can't apply objects of that type
2308 * 1: has been applied, or there was an error applying the object 2561 * 1: has been applied, or there was an error applying the object
2309 * 2: objects of that type can't be applied if not in inventory 2562 * 2: objects of that type can't be applied if not in inventory
2310 * 2563 *
2311 * op is the object that is causing object to be applied, tmp is the object 2564 * who is the object that is causing object to be applied, op is the object
2312 * being applied. 2565 * being applied.
2313 * 2566 *
2314 * aflag is special (always apply/unapply) flags. Nothing is done with 2567 * aflag is special (always apply/unapply) flags. Nothing is done with
2315 * them in this function - they are passed to apply_special 2568 * them in this function - they are passed to apply_special
2316 */ 2569 */
2317int 2570int
2318manual_apply (object *op, object *tmp, int aflag) 2571manual_apply (object *who, object *op, int aflag)
2319{ 2572{
2320 if (tmp->head) 2573 op = op->head_ ();
2321 tmp = tmp->head;
2322 2574
2323 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2575 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2324 { 2576 {
2325 if (op->type == PLAYER) 2577 if (who->type == PLAYER)
2326 { 2578 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2579 examine (who, op);
2580 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2328 return 1; 2581 return 1;
2329 } 2582 }
2330 else 2583 else
2331 return 0; /* monsters just skip unpaid items */ 2584 return 0; /* monsters just skip unpaid items */
2332 } 2585 }
2333 2586
2334 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2587 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2335 return RESULT_INT (0); 2588 return RESULT_INT (0);
2336 2589
2337 switch (tmp->type) 2590 switch (op->type)
2338 { 2591 {
2339 case CF_HANDLE: 2592 case T_HANDLE:
2340 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2593 who->play_sound (sound_find ("turn_handle"));
2341 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2594 who->statusmsg ("You turn the handle.");
2342 tmp->value = tmp->value ? 0 : 1; 2595 op->value = op->value ? 0 : 1;
2343 SET_ANIMATION (tmp, tmp->value); 2596 SET_ANIMATION (op, op->value);
2344 update_object (tmp, UP_OBJ_FACE); 2597 update_object (op, UP_OBJ_FACE);
2345 push_button (tmp); 2598 push_button (op, who);
2346 return 1; 2599 return 1;
2347 2600
2348 case TRIGGER: 2601 case TRIGGER:
2349 if (check_trigger (tmp, op)) 2602 if (check_trigger (op, who, who))
2350 { 2603 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2604 who->statusmsg ("You turn the handle.");
2352 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2605 who->play_sound (sound_find ("turn_handle"));
2353 } 2606 }
2354 else 2607 else
2355 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2608 who->failmsg ("The handle doesn't move.");
2356 2609
2357 return 1; 2610 return 1;
2358 2611
2359 case EXIT: 2612 case EXIT:
2360 if (op->type != PLAYER) 2613 if (who->type != PLAYER)
2361 return 0; 2614 return 0;
2362 2615
2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2616 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2364 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2617 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2365 else 2618 else
2366 { 2619 {
2367 /* Don't display messages for random maps. */ 2620 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2621 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2622 who->statusmsg (op->msg, NDI_NAVY);
2370 2623
2371 op->enter_exit (tmp); 2624 who->enter_exit (op);
2372 } 2625 }
2373 2626
2374 return 1; 2627 return 1;
2375 2628
2629 case INSCRIBABLE:
2630 who->statusmsg (op->msg);
2631 // maybe show a spell menu to chose from or something like that
2632 return 1;
2633
2376 case SIGN: 2634 case SIGN:
2377 apply_sign (op, tmp, 0); 2635 apply_sign (who, op, 0);
2378 return 1; 2636 return 1;
2379 2637
2380 case BOOK: 2638 case BOOK:
2381 if (op->type == PLAYER) 2639 if (who->type == PLAYER)
2382 { 2640 {
2383 apply_book (op, tmp); 2641 apply_book (who, op);
2384 return 1; 2642 return 1;
2385 } 2643 }
2386 else 2644 else
2387 return 0; 2645 return 0;
2388 2646
2389 case SKILLSCROLL: 2647 case SKILLSCROLL:
2390 if (op->type == PLAYER) 2648 if (who->type == PLAYER)
2391 { 2649 {
2392 apply_skillscroll (op, tmp); 2650 apply_skillscroll (who, op);
2393 return 1; 2651 return 1;
2394 } 2652 }
2395 else 2653 else
2396 return 0; 2654 return 0;
2397 2655
2398 case SPELLBOOK: 2656 case SPELLBOOK:
2399 if (op->type == PLAYER) 2657 if (who->type == PLAYER)
2400 { 2658 {
2401 apply_spellbook (op, tmp); 2659 apply_spellbook (who, op);
2402 return 1; 2660 return 1;
2403 } 2661 }
2404 else 2662 else
2405 return 0; 2663 return 0;
2406 2664
2407 case SCROLL: 2665 case SCROLL:
2408 apply_scroll (op, tmp, 0); 2666 apply_scroll (who, op, 0);
2409 return 1; 2667 return 1;
2410 2668
2411 case POTION: 2669 case POTION:
2412 apply_potion (op, tmp); 2670 apply_potion (who, op);
2413 return 1; 2671 return 1;
2414 2672
2415 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2673 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed? 2674 //TODO: remove, as it is unsed?
2417 case CLOSE_CON: 2675 case CLOSE_CON:
2418 apply_container (op, tmp->env); 2676 apply_container (who, op->env);
2419 return 1; 2677 return 1;
2420 2678
2421 case CONTAINER: 2679 case CONTAINER:
2422 apply_container (op, tmp); 2680 apply_container (who, op);
2423 return 1; 2681 return 1;
2424 2682
2425 case TREASURE: 2683 case TREASURE:
2426 if (op->type == PLAYER) 2684 if (who->type == PLAYER)
2427 { 2685 {
2428 apply_treasure (op, tmp); 2686 apply_treasure (who, op);
2429 return 1; 2687 return 1;
2430 } 2688 }
2431 else 2689 else
2432 return 0; 2690 return 0;
2691
2692 case LAMP:
2693 case TORCH:
2694 player_apply_lamp (who, op);
2695 return 1;
2433 2696
2434 case WEAPON: 2697 case WEAPON:
2435 case ARMOUR: 2698 case ARMOUR:
2436 case BOOTS: 2699 case BOOTS:
2437 case GLOVES: 2700 case GLOVES:
2445 case WAND: 2708 case WAND:
2446 case ROD: 2709 case ROD:
2447 case HORN: 2710 case HORN:
2448 case SKILL: 2711 case SKILL:
2449 case BOW: 2712 case BOW:
2450 case LAMP:
2451 case BUILDER: 2713 case BUILDER:
2452 case SKILL_TOOL: 2714 case SKILL_TOOL:
2453 if (tmp->env != op) 2715 if (op->env != who)
2454 return 2; /* not in inventory */ 2716 return 2; /* not in inventory */
2455 2717
2456 apply_special (op, tmp, aflag); 2718 apply_special (who, op, aflag);
2457 return 1; 2719 return 1;
2458 2720
2459 case DRINK: 2721 case DRINK:
2460 case FOOD: 2722 case FOOD:
2461 case FLESH: 2723 case FLESH:
2462 apply_food (op, tmp); 2724 apply_food (who, op);
2463 return 1; 2725 return 1;
2464 2726
2465 case POISON: 2727 case POISON:
2466 apply_poison (op, tmp); 2728 apply_poison (who, op);
2467 return 1; 2729 return 1;
2468 2730
2469 case SAVEBED: 2731 case SAVEBED:
2470 return 1; 2732 return 1;
2471 2733
2472 case ARMOUR_IMPROVER: 2734 case ARMOUR_IMPROVER:
2473 if (op->type == PLAYER) 2735 if (who->type == PLAYER)
2474 { 2736 {
2475 apply_armour_improver (op, tmp); 2737 apply_armour_improver (who, op);
2476 return 1; 2738 return 1;
2477 } 2739 }
2478 else 2740 else
2479 return 0; 2741 return 0;
2480 2742
2481 case WEAPON_IMPROVER: 2743 case WEAPON_IMPROVER:
2482 check_improve_weapon (op, tmp); 2744 check_improve_weapon (who, op);
2483 return 1; 2745 return 1;
2484 2746
2485 case CLOCK: 2747 case CLOCK:
2486 if (op->type == PLAYER) 2748 if (who->type == PLAYER)
2487 { 2749 {
2488 char buf[MAX_BUF]; 2750 char buf[MAX_BUF];
2489 timeofday_t tod; 2751 timeofday_t tod;
2490 2752
2491 get_tod (&tod); 2753 get_tod (&tod);
2754 who->play_sound (sound_find ("sound_clock"));
2755 who->statusmsg (format (
2492 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2756 "It is %d minute%s past %d o'clock %s",
2493 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2757 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2494 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2758 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2759 ));
2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1; 2760 return 1;
2498 } 2761 }
2499 else 2762 else
2500 return 0; 2763 return 0;
2501 2764
2502 case MENU: 2765 case MENU:
2503 if (op->type == PLAYER) 2766 if (who->type == PLAYER)
2504 { 2767 {
2505 shop_listing (tmp, op); 2768 shop_listing (op, who);
2506 return 1; 2769 return 1;
2507 } 2770 }
2508 else 2771 else
2509 return 0; 2772 return 0;
2510 2773
2511 case POWER_CRYSTAL: 2774 case POWER_CRYSTAL:
2512 apply_power_crystal (op, tmp); /* see egoitem.c */ 2775 apply_power_crystal (who, op); /* see egoitem.c */
2513 return 1; 2776 return 1;
2514 2777
2515 case LIGHTER: /* for lighting torches/lanterns/etc */ 2778 case LIGHTER: /* for lighting torches/lanterns/etc */
2516 if (op->type == PLAYER) 2779 if (who->type == PLAYER)
2517 { 2780 {
2518 apply_lighter (op, tmp); 2781 apply_lighter (who, op);
2519 return 1; 2782 return 1;
2520 } 2783 }
2521 else 2784 else
2522 return 0; 2785 return 0;
2523 2786
2524 case ITEM_TRANSFORMER: 2787 case ITEM_TRANSFORMER:
2525 apply_item_transformer (op, tmp); 2788 apply_item_transformer (who, op);
2526 return 1; 2789 return 1;
2527 2790
2528 default: 2791 default:
2529 return 0; 2792 return 0;
2530 } 2793 }
2531} 2794}
2532
2533 2795
2534/* quiet suppresses the "don't know how to apply" and "you must get it first" 2796/* 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 2797 * messages as needed by player_apply_below(). But there can still be
2536 * "but you are floating high above the ground" messages. 2798 * "but you are floating high above the ground" messages.
2537 * 2799 *
2538 * Same return value as apply() function. 2800 * Same return value as apply() function.
2539 */ 2801 */
2540int 2802int
2541player_apply (object *pl, object *op, int aflag, int quiet) 2803player_apply (object *pl, object *op, int aflag, int quiet)
2542{ 2804{
2543 int tmp;
2544
2545 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2805 if (!op->env && (pl->move_type & MOVE_FLYING))
2546 { 2806 {
2547 /* player is flying and applying object not in inventory */ 2807 /* player is flying and applying object not in inventory */
2548 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2808 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2549 { 2809 {
2550 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2810 pl->failmsg ("But you are floating high above the ground! "
2811 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2812 "or waiting till the levitation effect wears off.>");
2551 return 0; 2813 return 0;
2552 } 2814 }
2553 } 2815 }
2554 2816
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; 2817 pl->contr->last_used = op;
2568 2818
2569 tmp = manual_apply (pl, op, aflag); 2819 int tmp = manual_apply (pl, op, aflag);
2820
2570 if (!quiet) 2821 if (!quiet)
2571 { 2822 {
2572 if (tmp == 0) 2823 if (tmp == 0)
2573 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2824 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2574 else if (tmp == 2) 2825 else if (tmp == 2)
2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2826 pl->failmsg ("You must get it first!\n");
2576 } 2827 }
2828
2577 return tmp; 2829 return tmp;
2578} 2830}
2579 2831
2580/** 2832/**
2581 * player_apply_below attempts to apply the object 'below' the player. 2833 * player_apply_below attempts to apply the object 'below' the player.
2593 * we don't use a corrupt pointer for the next object, so we get the 2845 * we don't use a corrupt pointer for the next object, so we get the
2594 * next object in the stack before applying. This is can only be a 2846 * next object in the stack before applying. This is can only be a
2595 * problem if player_apply() has a bug in that it uses the object but does 2847 * problem if player_apply() has a bug in that it uses the object but does
2596 * not return a proper value. 2848 * not return a proper value.
2597 */ 2849 */
2598 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 2850 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2599 { 2851 {
2600 next = tmp->below; 2852 next = tmp->below;
2601 2853
2602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2854 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2603 floors++; 2855 floors++;
2608 * person moving on it, also activate. Added code to make it 2860 * person moving on it, also activate. Added code to make it
2609 * so that at least one of players movement types be that which 2861 * so that at least one of players movement types be that which
2610 * the item needs. 2862 * the item needs.
2611 */ 2863 */
2612 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2864 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2613 {
2614 if (player_apply (pl, tmp, 0, 1) == 1) 2865 if (player_apply (pl, tmp, 0, 1) == 1)
2615 return; 2866 return;
2616 } 2867
2617 if (floors >= 2) 2868 if (floors >= 2)
2618 return; /* process at most two floor objects */ 2869 return; /* process at most two floor objects */
2619 } 2870 }
2620} 2871}
2621 2872
2630{ 2881{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2882 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2883 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2884 return RESULT_INT (0);
2634 2885
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2886 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 2887
2645 switch (op->type) 2888 switch (op->type)
2646 { 2889 {
2647 case SKILL_TOOL: 2890 case SKILL_TOOL:
2648 // unapplying a skill tool should also unapply the skill it governs 2891 // unapplying a skill tool should also unapply the skill it governs
2657 2900
2658 change_abil (who, op); 2901 change_abil (who, op);
2659 break; 2902 break;
2660 2903
2661 case WEAPON: 2904 case WEAPON:
2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2905 if (player *pl = who->contr)
2906 if (op == pl->combat_ob)
2907 {
2908 pl->combat_ob = 0;
2909 who->change_weapon (pl->ranged_ob);
2910 }
2911
2912 who->statusmsg (format ("You unwield %s.", query_name (op)));
2663 2913
2664 change_abil (who, op); 2914 change_abil (who, op);
2665 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2915 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2666 clear_skill (who);
2667 break; 2916 break;
2668 2917
2669 case SKILL: 2918 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) 2919 if (who->contr)
2674 { 2920 {
2921 if (IS_COMBAT_SKILL (op->subtype))
2922 who->change_weapon (who->contr->combat_ob = 0);
2923 else if (IS_RANGED_SKILL (op->subtype))
2924 who->change_weapon (who->contr->ranged_ob = 0);
2925
2675 if (!op->invisible) 2926 if (op->invisible)
2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2927 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2677 else 2928 else
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2929 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2679 } 2930 }
2680 2931
2681 change_abil (who, op); 2932 change_abil (who, op);
2682 who->chosen_skill = 0;
2683 CLEAR_FLAG (who, FLAG_READY_SKILL); 2933 CLEAR_FLAG (who, FLAG_READY_SKILL);
2684 break; 2934 break;
2685 2935
2686 case ARMOUR: 2936 case ARMOUR:
2687 case HELMET: 2937 case HELMET:
2691 case GLOVES: 2941 case GLOVES:
2692 case AMULET: 2942 case AMULET:
2693 case GIRDLE: 2943 case GIRDLE:
2694 case BRACERS: 2944 case BRACERS:
2695 case CLOAK: 2945 case CLOAK:
2696 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2946 who->statusmsg (format ("You unwear %s.", query_name (op)));
2697 change_abil (who, op); 2947 change_abil (who, op);
2698 break; 2948 break;
2699
2700 case LAMP:
2701 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2702 tmp2 = arch_to_object (op->other_arch);
2703 tmp2->x = op->x;
2704 tmp2->y = op->y;
2705 tmp2->map = op->map;
2706 tmp2->below = op->below;
2707 tmp2->above = op->above;
2708 tmp2->stats.food = op->stats.food;
2709 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2710
2711 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2712 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2713
2714 if (who->contr)
2715 esrv_del_item (who->contr, op->count);
2716
2717 op->destroy ();
2718 insert_ob_in_ob (tmp2, who);
2719 who->update_stats ();
2720
2721 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2722 {
2723 if (who->contr)
2724 {
2725 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2726 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2727 }
2728 }
2729
2730 if (who->contr)
2731 esrv_send_item (who, tmp2);
2732
2733 return 1; /* otherwise, an attempt to drop causes problems */
2734 2949
2735 case BOW: 2950 case BOW:
2736 case WAND: 2951 case WAND:
2737 case ROD: 2952 case ROD:
2738 case HORN: 2953 case HORN:
2739 clear_skill (who);
2740
2741 if (who->contr) 2954 if (player *pl = who->contr)
2742 { 2955 {
2743 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2956 if (op == pl->ranged_ob)
2744 2957 {
2745 if (who->contr->ranged_ob == op)
2746 who->contr->ranged_ob = 0; 2958 pl->ranged_ob = 0;
2959 who->change_weapon (pl->combat_ob);
2960 }
2747 2961
2748 if (who->current_weapon == op) 2962 who->statusmsg (format ("You unready %s.", query_name (op)));
2749 who->current_weapon = 0;
2750 } 2963 }
2751 else 2964 else
2752 { 2965 {
2966 who->change_skill (0);
2967
2753 if (op->type == BOW) 2968 if (op->type == BOW)
2754 CLEAR_FLAG (who, FLAG_READY_BOW); 2969 CLEAR_FLAG (who, FLAG_READY_BOW);
2755 else 2970 else
2756 CLEAR_FLAG (who, FLAG_READY_RANGE); 2971 CLEAR_FLAG (who, FLAG_READY_RANGE);
2757 } 2972 }
2758 2973
2759 break; 2974 break;
2760 2975
2761 case BUILDER: 2976 case BUILDER:
2762 if (who->contr) 2977 if (who->contr)
2763 { 2978 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; 2979 break;
2770 2980
2771 default: 2981 default:
2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2982 who->statusmsg (format ("You unapply %s.", query_name (op)));
2773 break; 2983 break;
2774 } 2984 }
2775 2985
2986 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2987 if (object *pl = op->visible_to ())
2988 esrv_send_item (pl, op);
2989
2776 who->update_stats (); 2990 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 2991
2794 return 0; 2992 return 0;
2795} 2993}
2796 2994
2797/** 2995/**
2829 * Returns 0 on success, returns 1 if there is some problem. 3027 * Returns 0 on success, returns 1 if there is some problem.
2830 * if aflags is AP_PRINT, we instead print out waht to unapply 3028 * 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 3029 * instead of doing it. This is a lot less code than having
2832 * another function that does just that. 3030 * another function that does just that.
2833 */ 3031 */
3032
3033#define CANNOT_REMOVE_CURSED \
3034 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3035 "Praying over an altar, scrolls of remove curse/damnation, " \
3036 "priests or even other players might help.>"
3037
2834int 3038int
2835unapply_for_ob (object *who, object *op, int aflags) 3039unapply_for_ob (object *who, object *op, int aflags)
2836{ 3040{
2837 if (op->is_range ()) 3041 if (op->is_range ())
2838 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3042 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2839 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3043 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))) 3044 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2841 { 3045 {
2842 if (aflags & AP_PRINT) 3046 if (aflags & AP_PRINT)
2843 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3047 who->failmsg (query_name (tmp));
2844 else 3048 else
2845 unapply_special (who, tmp, aflags); 3049 unapply_special (who, tmp, aflags);
2846 } 3050 }
2847 else 3051 else
2848 { 3052 {
2849 /* In this case, we want to try and remove a cursed item. 3053 /* 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 3054 * While we know it won't work, we want unapply_special to
2851 * at least generate the message. 3055 * at least generate the message.
2852 */ 3056 */
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)); 3057 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; 3058 return 1;
2855 } 3059 }
2856 3060
2857 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3061 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2858 { 3062 {
2881 3085
2882 /* If we are just printing, we don't care about cursed status */ 3086 /* 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)))) 3087 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2884 { 3088 {
2885 if (aflags & AP_PRINT) 3089 if (aflags & AP_PRINT)
2886 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3090 who->failmsg (query_name (tmp));
2887 else 3091 else
2888 unapply_special (who, tmp, aflags); 3092 unapply_special (who, tmp, aflags);
2889 } 3093 }
2890 else 3094 else
2891 { 3095 {
2892 /* Cursed item that we can't unequip - tell the player. 3096 /* Cursed item that we can't unequip - tell the player.
2893 * Note this could be annoying if this is just one of a few, 3097 * 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 3098 * so it may not be critical (eg, putting on a ring and you have
2895 * one cursed ring.) 3099 * one cursed ring.)
2896 */ 3100 */
2897 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3101 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2898 } 3102 }
2899 3103
2900 last = tmp->below; 3104 last = tmp->below;
2901 } 3105 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3106 /* 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 3172 /* 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. 3173 * join in with more stuff equipped than they are now allowed.
2970 */ 3174 */
2971 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); 3175 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2972#endif 3176#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; 3177 retval |= CAN_APPLY_NEVER;
2976 } 3178 }
2977 else 3179 else
2978 { 3180 {
2979 /* need to unapply something. However, if this something 3181 /* need to unapply something. However, if this something
3051 * AP_UNAPPLY=always unapply). 3253 * AP_UNAPPLY=always unapply).
3052 * 3254 *
3053 * Optional flags: 3255 * Optional flags:
3054 * AP_NO_MERGE: don't merge an unapplied object with other objects 3256 * AP_NO_MERGE: don't merge an unapplied object with other objects
3055 * AP_IGNORE_CURSE: unapply cursed items 3257 * AP_IGNORE_CURSE: unapply cursed items
3258 * AP_NO_READY: do not ready skills when applying skill tools
3056 * 3259 *
3057 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3260 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3058 * 3261 *
3059 * apply_special() doesn't check for unpaid items. 3262 * apply_special() doesn't check for unpaid items.
3060 */ 3263 */
3264
3265#define LACK_ITEM_POWER \
3266 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3267
3061int 3268int
3062apply_special (object *who, object *op, int aflags) 3269apply_special (object *who, object *op, int aflags)
3063{ 3270{
3064 int basic_flag = aflags & AP_BASIC_FLAGS; 3271 int basic_flag = aflags & AP_BASIC_FLAGS;
3065 object *tmp, *tmp2, *skop = NULL; 3272 object *tmp, *tmp2, *skop = NULL;
3080 if (basic_flag == AP_APPLY) 3287 if (basic_flag == AP_APPLY)
3081 return 0; 3288 return 0;
3082 3289
3083 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3290 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3084 { 3291 {
3085 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3292 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3086 return 1; 3293 return 1;
3087 } 3294 }
3088 3295
3089 return unapply_special (who, op, aflags); 3296 return unapply_special (who, op, aflags);
3090 } 3297 }
3091
3092 if (basic_flag == AP_UNAPPLY) 3298 else if (basic_flag == AP_UNAPPLY)
3093 return 0; 3299 return 0;
3094 3300
3095 // if the item is combat/ranged, wield the relevant slot first 3301 // if the item is combat/ranged, wield the relevant slot first
3096 // to resolve conflicts. 3302 // to resolve conflicts.
3097 if (player *pl = who->contr) 3303 if (player *pl = who->contr)
3099 { 3305 {
3100 case slot_combat: who->change_weapon (pl->combat_ob); break; 3306 case slot_combat: who->change_weapon (pl->combat_ob); break;
3101 case slot_ranged: who->change_weapon (pl->ranged_ob); break; 3307 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3102 } 3308 }
3103 3309
3310 splay (op);
3311
3104 /* Can't just apply this object. Lets see what not and what to do */ 3312 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 3313 if (int i = can_apply_object (who, op))
3106 { 3314 {
3107 if (i & CAN_APPLY_NEVER) 3315 if (i & CAN_APPLY_NEVER)
3108 { 3316 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3317 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; 3318 return 1;
3111 } 3319 }
3112 else if (i & CAN_APPLY_RESTRICTION) 3320 else if (i & CAN_APPLY_RESTRICTION)
3113 { 3321 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3322 who->failmsg (format (
3323 "You have a prohibition against using a %s. "
3324 "H<Your belief, profession or class prevents you from applying this item.>",
3325 query_name (op)
3326 ));
3115 return 1; 3327 return 1;
3116 } 3328 }
3117 3329
3118 if (who->type != PLAYER) 3330 if (who->type != PLAYER)
3119 { 3331 {
3123 } 3335 }
3124 else 3336 else
3125 { 3337 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3338 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 { 3339 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3340 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3129 unapply_for_ob (who, op, AP_PRINT); 3341 unapply_for_ob (who, op, AP_PRINT);
3130 return 1; 3342 return 1;
3131 } 3343 }
3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3344 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 if (unapply_for_ob (who, op, aflags)) 3345 if (unapply_for_ob (who, op, aflags))
3139 { 3351 {
3140 skop = find_skill_by_name (who, op->skill); 3352 skop = find_skill_by_name (who, op->skill);
3141 3353
3142 if (!skop) 3354 if (!skop)
3143 { 3355 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3356 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3145 return 1; 3357 return 1;
3146 } 3358 }
3147 else 3359 else
3148 /* While experience will be credited properly, we want to change the 3360 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated 3361 * skill so that the dam and wc get updated
3150 */ 3362 */
3151 change_skill (who, skop, 0); 3363 who->change_skill (skop);
3152 }
3153
3154 if (who->type == PLAYER
3155 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 3364 }
3158 new_draw_info (NDI_UNIQUE, 0, who, 3365
3366 if (!check_item_power (who, op->item_power))
3367 {
3159 "Equipping that combined with other items would consume your soul! " 3368 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; 3369 return 1;
3162 } 3370 }
3163 3371
3164 /* Ok. We are now at the state where we can apply the new object. 3372 /* 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_... 3373 * Note that we don't have the checks for can_use_...
3166 * below - that is already taken care of by can_apply_object. 3374 * below - that is already taken care of by can_apply_object.
3167 */ 3375 */
3168 if (op->nrof > 1) 3376 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 3377
3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3378 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174 return RESULT_INT (0); 3379 return RESULT_INT (0);
3175 3380
3176 switch (op->type) 3381 switch (op->type)
3177 { 3382 {
3178 case WEAPON: 3383 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat))
3180 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3182 "It would consume your soul!.");
3183
3184 if (tmp)
3185 insert_ob_in_ob (tmp, who);
3186
3187 return 1;
3188 }
3189
3190 //TODO: this obviously fails for players using a shorter prefix 3384 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's sword. 3385 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3386 if (op->level && !op->name.starts_with (who->name))
3193 { 3387 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3388 /* 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) */ 3389 /* (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."); 3390 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3197 3391
3198 if (tmp) 3392 if (tmp)
3199 insert_ob_in_ob (tmp, who); 3393 insert_ob_in_ob (tmp, who);
3200 3394
3201 return 1; 3395 return 1;
3202 } 3396 }
3203 3397
3204 if (!skop) 3398 if (!skop)
3205 { 3399 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3400 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3207 return 1; 3401 return 1;
3208 } 3402 }
3209 3403
3210 SET_FLAG (op, FLAG_APPLIED); 3404 SET_FLAG (op, FLAG_APPLIED);
3211 change_skill (who, skop, 1); 3405 who->change_skill (skop);
3212 3406
3213 if (who->contr) 3407 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op); 3408 who->change_weapon (who->contr->combat_ob = op);
3215 3409
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3410 who->statusmsg (format ("You wield %s.", query_name (op)));
3411
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3412 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); 3413 change_abil (who, op);
3222 break; 3414 break;
3223 3415
3224 case ARMOUR: 3416 case ARMOUR:
3225 case HELMET: 3417 case HELMET:
3230 case BRACERS: 3422 case BRACERS:
3231 case CLOAK: 3423 case CLOAK:
3232 case RING: 3424 case RING:
3233 case AMULET: 3425 case AMULET:
3234 SET_FLAG (op, FLAG_APPLIED); 3426 SET_FLAG (op, FLAG_APPLIED);
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3427 who->statusmsg (format ("You wear %s.", query_name (op)));
3236 change_abil (who, op); 3428 change_abil (who, op);
3237 break; 3429 break;
3238
3239 case LAMP:
3240 if (op->stats.food < 1)
3241 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3243 return 1;
3244 }
3245
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3247 tmp2 = arch_to_object (op->other_arch);
3248 tmp2->stats.food = op->stats.food;
3249 SET_FLAG (tmp2, FLAG_APPLIED);
3250
3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3252 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253
3254 insert_ob_in_ob (tmp2, who);
3255
3256 /* Remove the old lantern */
3257 if (who->type == PLAYER)
3258 esrv_del_item (who->contr, op->count);
3259
3260 op->destroy ();
3261
3262 /* insert the portion that was split off */
3263 if (tmp)
3264 {
3265 insert_ob_in_ob (tmp, who);
3266 if (who->type == PLAYER)
3267 esrv_send_item (who, tmp);
3268 }
3269
3270 who->update_stats ();
3271
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 if (who->type == PLAYER)
3274 {
3275 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3276 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3277 }
3278
3279 if (who->type == PLAYER)
3280 esrv_send_item (who, tmp2);
3281
3282 return 0;
3283 3430
3284 case SKILL_TOOL: 3431 case SKILL_TOOL:
3285 // applying a skill tool also readies the skill 3432 // applying a skill tool also readies the skill
3286 SET_FLAG (op, FLAG_APPLIED); 3433 SET_FLAG (op, FLAG_APPLIED);
3434
3435 if (!(aflags & AP_NO_READY))
3436 {
3287 skop = find_skill_by_name (who, op->skill); 3437 skop = find_skill_by_name (who, op->skill);
3288 if (!skop->flag [FLAG_APPLIED]) 3438 if (!skop->flag [FLAG_APPLIED])
3289 apply_special (who, skop, AP_APPLY); 3439 apply_special (who, skop, AP_APPLY);
3440 }
3290 break; 3441 break;
3291 3442
3292 case SKILL: 3443 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) 3444 if (player *pl = who->contr)
3300 { 3445 {
3301 if (IS_COMBAT_SKILL (op->subtype)) 3446 if (IS_COMBAT_SKILL (op->subtype))
3302 { 3447 {
3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3448 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3304 { 3449 {
3305 for (object *item = who->inv; item; item = item->below) 3450 for (object *item = who->inv; item; item = item->below)
3306 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3451 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3307 { 3452 {
3453 if (item->skill == op->skill)
3454 {
3308 who->change_weapon (pl->combat_ob = item); 3455 who->change_weapon (pl->combat_ob = item);
3309 goto found_weapon; 3456 goto found_weapon;
3457 }
3310 } 3458 }
3311 3459
3460 who->failmsg (format (
3312 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3461 "You need to apply a '%s' melee weapon before readying this skill. "
3462 "H<Some skills need an item, in this case a melee weapon, to function.>",
3463 &op->skill
3464 ));
3313 return 1; 3465 return 1;
3314 3466
3315 found_weapon:; 3467 found_weapon:;
3316 } 3468 }
3317 else 3469 else
3322 if (skill_flags [op->subtype] & SF_NEED_BOW) 3474 if (skill_flags [op->subtype] & SF_NEED_BOW)
3323 { 3475 {
3324 for (object *item = who->inv; item; item = item->below) 3476 for (object *item = who->inv; item; item = item->below)
3325 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3477 if (item->type == BOW && item->flag [FLAG_APPLIED])
3326 { 3478 {
3479 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item); 3480 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow; 3481 goto found_bow;
3329 } 3482 }
3330 3483
3484 who->failmsg (
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3485 "You need to apply a missile weapon before readying this skill. "
3486 "H<Some skills need an item, in this case a missile weapon, to function.>"
3487 );
3332 return 1; 3488 return 1;
3333 3489
3334 found_bow:; 3490 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 } 3491 }
3351 else 3492 else
3352 who->change_weapon (pl->ranged_ob = op); 3493 who->change_weapon (pl->ranged_ob = op);
3353 } 3494 }
3354 3495
3355 if (!op->invisible) 3496 if (!op->invisible)
3356 { 3497 {
3357 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3498 who->statusmsg (format (
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3499 "You ready %s."
3500 "You can now use the skill: %s.",
3501 query_name (op),
3502 &op->skill
3503 ));
3359 } 3504 }
3360 else 3505 else
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3506 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3362 } 3507 }
3363 3508 else
3509 {
3364 SET_FLAG (op, FLAG_APPLIED); 3510 SET_FLAG (op, FLAG_APPLIED);
3365 change_abil (who, op); 3511 change_abil (who, op);
3366 who->chosen_skill = op; 3512 who->chosen_skill = op;
3367 SET_FLAG (who, FLAG_READY_SKILL); 3513 SET_FLAG (who, FLAG_READY_SKILL);
3514 }
3515
3368 break; 3516 break;
3369 3517
3370 case BOW: 3518 case BOW:
3371 if (!check_weapon_power (who, op->last_eat)) 3519 if (op->level && !op->name.starts_with (who->name))
3372 { 3520 {
3373 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3521 who->failmsg ("The weapon does not recognize you as its owner. "
3374 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3522 "H<Its name indicates that it belongs to somebody else.>");
3375
3376 if (tmp)
3377 insert_ob_in_ob (tmp, who);
3378
3379 return 1;
3380 }
3381
3382 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3383 {
3384 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3385 if (tmp) 3523 if (tmp)
3386 insert_ob_in_ob (tmp, who); 3524 insert_ob_in_ob (tmp, who);
3387 3525
3388 return 1; 3526 return 1;
3389 } 3527 }
3394 case HORN: 3532 case HORN:
3395 /* check for skill, alter player status */ 3533 /* check for skill, alter player status */
3396 3534
3397 if (!skop) 3535 if (!skop)
3398 { 3536 {
3399 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3537 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3400 return 1; 3538 return 1;
3401 } 3539 }
3402 3540
3403 SET_FLAG (op, FLAG_APPLIED); 3541 SET_FLAG (op, FLAG_APPLIED);
3404 change_skill (who, skop, 0); 3542 who->change_skill (skop);
3405 3543
3406 if (who->contr) 3544 if (who->contr)
3407 { 3545 {
3408 who->contr->ranged_ob = op; 3546 who->contr->ranged_ob = op;
3409 3547
3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3548 who->statusmsg (format ("You ready %s.", query_name (op)));
3411 3549
3412 if (op->type == BOW) 3550 if (op->type == BOW)
3413 { 3551 {
3414 who->current_weapon = op; 3552 who->current_weapon = op;
3415 change_abil (who, op); 3553 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)); 3554 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3418 } 3555 }
3419 } 3556 }
3420 else 3557 else
3421 { 3558 {
3422 if (op->type == BOW) 3559 if (op->type == BOW)
3428 break; 3565 break;
3429 3566
3430 case BUILDER: 3567 case BUILDER:
3431 if (who->type == PLAYER) 3568 if (who->type == PLAYER)
3432 { 3569 {
3570 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3433 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3571 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3434 unapply_special (who, who->contr->ranged_ob, 0); 3572 unapply_special (who, who->contr->ranged_ob, 0);
3435 3573
3436 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3574 who->statusmsg (format ("You ready your %s.", query_name (op)));
3437 3575
3438 who->contr->ranged_ob = op; 3576 who->contr->ranged_ob = op;
3439 } 3577 }
3440 break; 3578 break;
3441 3579
3442 default: 3580 default:
3443 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3581 who->statusmsg (format ("You apply %s.", query_name (op)));
3444 } /* end of switch op->type */ 3582 }
3445 3583
3446 SET_FLAG (op, FLAG_APPLIED); 3584 SET_FLAG (op, FLAG_APPLIED);
3447 3585
3448 if (tmp) 3586 if (tmp)
3449 tmp = insert_ob_in_ob (tmp, who); 3587 who->insert (tmp);
3450 3588
3451 who->update_stats (); 3589 who->update_stats ();
3452 3590
3453 /* We exclude spell casting objects. The fire code will set the 3591 /* We exclude spell casting objects. The fire code will set the
3454 * been applied flag when they are used - until that point, 3592 * been applied flag when they are used - until that point,
3456 */ 3594 */
3457 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3595 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3458 SET_FLAG (op, FLAG_BEEN_APPLIED); 3596 SET_FLAG (op, FLAG_BEEN_APPLIED);
3459 3597
3460 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3598 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3461 {
3462 if (who->type == PLAYER) 3599 if (who->type == PLAYER)
3463 { 3600 {
3464 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3601 who->failmsg (
3602 "Oops, it feels deadly cold! "
3603 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3604 );
3465 SET_FLAG (op, FLAG_KNOWN_CURSED); 3605 SET_FLAG (op, FLAG_KNOWN_CURSED);
3466 } 3606 }
3467 }
3468 3607
3469 if (who->type == PLAYER) 3608 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); 3609 esrv_send_item (pl, op);
3476 }
3477 3610
3478 return 0; 3611 return 0;
3479} 3612}
3480 3613
3481int 3614int
3482monster_apply_special (object *who, object *op, int aflags) 3615monster_apply_special (object *who, object *op, int aflags)
3483{ 3616{
3484 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3617 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3485 return 1; 3618 return 1;
3619
3486 return apply_special (who, op, aflags); 3620 return apply_special (who, op, aflags);
3487} 3621}
3488 3622
3489/** 3623/**
3490 * Map was just loaded, handle op's initialisation. 3624 * Map was just loaded, handle op's initialisation.
3494int 3628int
3495auto_apply (object *op) 3629auto_apply (object *op)
3496{ 3630{
3497 object *tmp = NULL, *tmp2; 3631 object *tmp = NULL, *tmp2;
3498 int i; 3632 int i;
3633
3634 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3499 3635
3500 switch (op->type) 3636 switch (op->type)
3501 { 3637 {
3502 case SHOP_FLOOR: 3638 case SHOP_FLOOR:
3503 if (!op->has_random_items ()) 3639 if (!op->has_random_items ())
3505 3641
3506 do 3642 do
3507 { 3643 {
3508 i = 10; /* let's give it 10 tries */ 3644 i = 10; /* let's give it 10 tries */
3509 while ((tmp = generate_treasure (op->randomitems, 3645 while ((tmp = generate_treasure (op->randomitems,
3510 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3646 op->stats.exp
3647 ? (int) op->stats.exp
3648 : max (op->map->difficulty, 5)))
3649 == NULL && --i);
3650
3511 if (tmp == NULL) 3651 if (tmp == NULL)
3512 return 0; 3652 return 0;
3653
3513 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3654 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3514 { 3655 {
3515 tmp->destroy (); 3656 tmp->destroy ();
3516 tmp = NULL; 3657 tmp = NULL;
3517 } 3658 }
3520 3661
3521 tmp->x = op->x; 3662 tmp->x = op->x;
3522 tmp->y = op->y; 3663 tmp->y = op->y;
3523 SET_FLAG (tmp, FLAG_UNPAID); 3664 SET_FLAG (tmp, FLAG_UNPAID);
3524 insert_ob_in_map (tmp, op->map, NULL, 0); 3665 insert_ob_in_map (tmp, op->map, NULL, 0);
3525 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3526 identify (tmp); 3666 identify (tmp);
3527 break; 3667 break;
3528 3668
3529 case TREASURE: 3669 case TREASURE:
3530 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3670 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3537 /* If we generated an object and put it in this object inventory, 3677 /* 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 3678 * move it to the parent object as the current object is about
3539 * to disappear. An example of this item is the random_* stuff 3679 * to disappear. An example of this item is the random_* stuff
3540 * that is put inside other objects. 3680 * that is put inside other objects.
3541 */ 3681 */
3542 for (tmp = op->inv; tmp; tmp = tmp2)
3543 {
3544 tmp2 = tmp->below;
3545 tmp->remove ();
3546
3547 if (op->env) 3682 if (op->env)
3548 insert_ob_in_ob (tmp, op->env); 3683 while (op->inv)
3549 else 3684 op->env->insert (op->inv);
3550 tmp->destroy ();
3551 }
3552 3685
3553 op->destroy (); 3686 op->destroy ();
3554 break; 3687 break;
3555 } 3688 }
3556 return tmp ? 1 : 0; 3689
3690 return !!tmp;
3557} 3691}
3558 3692
3559/** 3693/**
3560 * fix_auto_apply goes through the entire map every time a map 3694 * fix_auto_apply goes through the entire map every time a map
3561 * is loaded or swapped in and performs special actions for 3695 * is loaded or swapped in and performs special actions for
3575 3709
3576 if (tmp->inv) 3710 if (tmp->inv)
3577 { 3711 {
3578 object *invtmp, *invnext; 3712 object *invtmp, *invnext;
3579 3713
3580 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3714 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3581 { 3715 {
3582 invnext = invtmp->below; 3716 invnext = invtmp->below;
3583 3717
3584 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3718 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3585 auto_apply (invtmp); 3719 auto_apply (invtmp);
3586 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3720 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3587 { 3721 {
3588 while ((invtmp->stats.hp--) > 0) 3722 while (invtmp->stats.hp-- > 0)
3589 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3723 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3590 3724
3591 invtmp->randomitems = NULL; 3725 invtmp->randomitems = NULL;
3592 } 3726 }
3593 else if (invtmp && invtmp->arch 3727 else if (invtmp && invtmp->arch
3654 } 3788 }
3655 3789
3656 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3790 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3657 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3791 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3658 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3792 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3659 check_trigger (tmp, tmp->above); 3793 check_trigger (tmp, tmp->above, tmp->above);
3660} 3794}
3661 3795
3662/** 3796/**
3663 * Handles player eating food that temporarily changes status (resistances, stats). 3797 * Handles player eating food that temporarily changes status (resistances, stats).
3664 * This used to call cast_change_attr(), but 3798 * This used to call cast_change_attr(), but
3669eat_special_food (object *who, object *food) 3803eat_special_food (object *who, object *food)
3670{ 3804{
3671 object *force; 3805 object *force;
3672 int i, did_one = 0; 3806 int i, did_one = 0;
3673 3807
3674 force = get_archetype (FORCE_NAME); 3808 char buf[64];
3809 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3810 shstr key (buf);
3675 3811
3676 for (i = 0; i < NUM_STATS; i++)
3677 if (sint8 k = food->stats.stat (i))
3678 {
3679 force->stats.stat (i) = k;
3680 did_one = 1;
3681 }
3682
3683 /* check if we can protect the eater */
3684 for (i = 0; i < NROFATTACKS; i++)
3685 {
3686 if (food->resist[i] > 0)
3687 {
3688 force->resist[i] = food->resist[i] / 2;
3689 did_one = 1;
3690 }
3691 }
3692
3693 if (did_one)
3694 {
3695 force->set_speed (0.1);
3696 /* bigger morsel of food = longer effect time */ 3812 /* bigger morsel of food = longer effect time */
3697 force->duration = food->stats.food / 5; 3813 int duration = TIME2TICK (food->stats.food);
3698 SET_FLAG (force, FLAG_APPLIED); 3814
3699 change_abil (who, force); 3815 if (force = who->force_find (key))
3700 insert_ob_in_ob (force, who); 3816 {
3817 if (duration > abs (force->speed_left / force->speed))
3818 {
3819 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3820 force->force_set_timer (duration);
3821 }
3822 else
3823 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3824
3825 return;
3701 } 3826 }
3702 else 3827 else
3828 {
3829 force = who->force_add (key, duration);
3830 force->name = key;
3831
3832 /* check if the food affects a stat */
3833 for (i = 0; i < NUM_STATS; i++)
3834 if (sint8 k = food->stats.stat (i))
3835 {
3836 force->stats.stat (i) = k;
3837 did_one = 1;
3838 }
3839
3840 /* check if we can protect the eater */
3841 for (i = 0; i < NROFATTACKS; i++)
3842 {
3843 if (food->resist[i] > 0)
3844 {
3845 force->resist[i] = food->resist[i];
3846 did_one = 1;
3847 }
3848 }
3849
3850 if (did_one)
3851 {
3852 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3853
3854 /* make the force take effect and report effects to user */
3855 change_abil (who, force);
3856 }
3857 else
3703 force->destroy (); 3858 force->destroy ();
3859 }
3704 3860
3705 /* check for hp, sp change */ 3861 /* check for hp, sp change */
3706 if (food->stats.hp != 0) 3862 if (food->stats.hp != 0)
3707 { 3863 {
3708 if (QUERY_FLAG (food, FLAG_CURSED)) 3864 if (QUERY_FLAG (food, FLAG_CURSED))
3709 { 3865 {
3710 assign (who->contr->killer, food->name); 3866 who->contr->killer = food;
3711 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3867 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3712 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3868 who->failmsg ("Eck!...that was poisonous!");
3713 } 3869 }
3714 else 3870 else
3715 { 3871 {
3716 if (food->stats.hp > 0) 3872 if (food->stats.hp > 0)
3717 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3873 who->statusmsg ("You begin to feel better.");
3718 else 3874 else
3719 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3875 who->failmsg ("Eck!...that was poisonous!");
3876
3720 who->stats.hp += food->stats.hp; 3877 who->stats.hp += food->stats.hp;
3721 } 3878 }
3722 } 3879 }
3880
3723 if (food->stats.sp != 0) 3881 if (food->stats.sp != 0)
3724 { 3882 {
3725 if (QUERY_FLAG (food, FLAG_CURSED)) 3883 if (QUERY_FLAG (food, FLAG_CURSED))
3726 { 3884 {
3727 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3885 who->failmsg ("You are drained of mana!");
3728 who->stats.sp -= food->stats.sp; 3886 who->stats.sp -= food->stats.sp;
3729 if (who->stats.sp < 0) 3887 if (who->stats.sp < 0)
3730 who->stats.sp = 0; 3888 who->stats.sp = 0;
3731 } 3889 }
3732 else 3890 else
3733 { 3891 {
3734 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3892 who->statusmsg ("You feel a rush of magical energy!");
3735 who->stats.sp += food->stats.sp; 3893 who->stats.sp += food->stats.sp;
3736 /* place limit on max sp from food? */ 3894 /* place limit on max sp from food? */
3737 } 3895 }
3738 } 3896 }
3897
3739 who->update_stats (); 3898 who->update_stats ();
3740} 3899}
3741 3900
3742/**
3743 * Designed primarily to light torches/lanterns/etc.
3744 * Also burns up burnable material too. First object in the inventory is
3745 * the selected object to "burn". -b.t.
3746 */
3747void
3748apply_lighter (object *who, object *lighter)
3749{
3750 object *item;
3751 int is_player_env = 0;
3752
3753 item = find_marked_object (who);
3754 if (item)
3755 {
3756 if (lighter->last_eat && lighter->stats.food)
3757 { /* 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 ();
3763
3764 lighter->nrof -= 1;
3765 oneLighter->nrof = 1;
3766 oneLighter->stats.food--;
3767 esrv_send_item (who, lighter);
3768 oneLighter = insert_ob_in_ob (oneLighter, who);
3769 esrv_send_item (who, oneLighter);
3770 }
3771 else
3772 lighter->stats.food--;
3773 }
3774 else if (lighter->last_eat)
3775 { /* 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);
3777 return;
3778 }
3779
3780 /* 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
3782 * objects at once.
3783 */
3784
3785 if (who == item->in_player ())
3786 is_player_env = 1;
3787
3788 save_throw_object (item, AT_FIRE, who);
3789
3790 if (item->destroyed ())
3791 {
3792 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3793 /* Need to update the player so that the players glow radius
3794 * gets changed.
3795 */
3796 if (is_player_env)
3797 who->update_stats ();
3798 }
3799 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);
3801 }
3802 else /* nothing to light */
3803 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3804
3805}
3806 3901
3807/** 3902/**
3808 * op made some mistake with a scroll, this takes care of punishment. 3903 * op made some mistake with a scroll, this takes care of punishment.
3809 * scroll_failure()- hacked directly from spell_failure 3904 * scroll_failure()- hacked directly from spell_failure
3810 */ 3905 */
3816 3911
3817 if (failure <= -1 && failure > -15) 3912 if (failure <= -1 && failure > -15)
3818 { /* wonder */ 3913 { /* wonder */
3819 object *tmp; 3914 object *tmp;
3820 3915
3821 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3916 op->failmsg ("Your spell warps!");
3822 tmp = get_archetype (SPELL_WONDER); 3917 tmp = get_archetype (SPELL_WONDER);
3823 cast_wonder (op, op, 0, tmp); 3918 cast_wonder (op, op, 0, tmp);
3824 tmp->destroy (); 3919 tmp->destroy ();
3825 } 3920 }
3826 else if (failure <= -15 && failure > -35) 3921 else if (failure <= -15 && failure > -35)
3827 { /* drain mana */ 3922 { /* drain mana */
3828 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3923 op->failmsg ("Your mana is drained!");
3829 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3924 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3830 if (op->stats.sp < 0) 3925 if (op->stats.sp < 0)
3831 op->stats.sp = 0; 3926 op->stats.sp = 0;
3832 } 3927 }
3833 else if (settings.spell_failure_effects == TRUE) 3928 else if (settings.spell_failure_effects == TRUE)
3834 { 3929 {
3835 if (failure <= -35 && failure > -60) 3930 if (failure <= -35 && failure > -60)
3836 { /* confusion */ 3931 { /* confusion */
3837 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3932 op->failmsg ("The magic recoils on you!");
3838 confuse_player (op, op, power); 3933 confuse_player (op, op, power);
3839 } 3934 }
3840 else if (failure <= -60 && failure > -70) 3935 else if (failure <= -60 && failure > -70)
3841 { /* paralysis */ 3936 { /* paralysis */
3842 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3937 op->failmsg ("The magic recoils and paralyzes you!");
3843 paralyze_player (op, op, power); 3938 paralyze_player (op, op, power);
3844 } 3939 }
3845 else if (failure <= -70 && failure > -80) 3940 else if (failure <= -70 && failure > -80)
3846 { /* blind */ 3941 { /* blind */
3847 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3942 op->failmsg ("The magic recoils on you!");
3848 blind_player (op, op, power); 3943 blind_player (op, op, power);
3849 } 3944 }
3850 else if (failure <= -80) 3945 else if (failure <= -80)
3851 { /* blast the immediate area */ 3946 { /* blast the immediate area */
3852 object *tmp = get_archetype (LOOSE_MANA); 3947 object *tmp = get_archetype (LOOSE_MANA);
3853 cast_magic_storm (op, tmp, power); 3948 cast_magic_storm (op, tmp, power);
3854 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3949 op->failmsg ("You unleash uncontrolled mana!");
3855 tmp->destroy (); 3950 tmp->destroy ();
3856 } 3951 }
3857 } 3952 }
3858} 3953}
3859 3954
3879 */ 3974 */
3880 int i, j; 3975 int i, j;
3881 3976
3882 for (i = 0; i < NUM_STATS; i++) 3977 for (i = 0; i < NUM_STATS; i++)
3883 { 3978 {
3884 int race_bonus = pl->arch->clone.stats.stat (i); 3979 int race_bonus = pl->arch->stats.stat (i);
3885 sint8 stat = stats->stat (i) + ns->stat (i); 3980 sint8 stat = stats->stat (i) + ns->stat (i);
3886 3981
3887 if (stat > 20 + race_bonus) 3982 if (stat > 20 + race_bonus)
3888 { 3983 {
3889 excess_stat++; 3984 excess_stat++;
3899 3994
3900 if (i == CHA) 3995 if (i == CHA)
3901 continue; /* exclude cha from this */ 3996 continue; /* exclude cha from this */
3902 3997
3903 int stat = stats->stat (i); 3998 int stat = stats->stat (i);
3904 int race_bonus = pl->arch->clone.stats.stat (i); 3999 int race_bonus = pl->arch->stats.stat (i);
3905 if (stat < 20 + race_bonus) 4000 if (stat < 20 + race_bonus)
3906 { 4001 {
3907 change_attr_value (stats, i, 1); 4002 change_attr_value (stats, i, 1);
3908 excess_stat--; 4003 excess_stat--;
3909 } 4004 }
3910 } 4005 }
3911 4006
3912 /* insert the randomitems from the change's treasurelist into 4007 /* insert the randomitems from the change's treasurelist into
3913 * the player ref: player.c 4008 * the player ref: player.c
3914 */ 4009 */
3915 if (change->randomitems != NULL) 4010 if (change->randomitems)
3916 give_initial_items (pl, change->randomitems); 4011 give_initial_items (pl, change->randomitems);
3917 4012
3918 /* set up the face, for some races. */ 4013 /* set up the face, for some races. */
3919 4014
3920 /* first, look for the force object banning 4015 /* first, look for the force object banning
3921 * changing the face. Certain races never change face with class. 4016 * changing the face. Certain races never change face with class.
3922 */ 4017 */
3923 for (walk = pl->inv; walk != NULL; walk = walk->below) 4018 for (walk = pl->inv; walk; walk = walk->below)
3924 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4019 if (walk->name == shstr_NOCLASSFACECHANGE)
3925 flag_change_face = 0; 4020 flag_change_face = 0;
3926 4021
3927 if (flag_change_face) 4022 if (flag_change_face)
3928 { 4023 {
3929 pl->animation_id = GET_ANIM_ID (change);
3930 pl->face = change->face; 4024 pl->face = change->face;
3931 4025 pl->animation_id = change->animation_id;
3932 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4026 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3933 SET_FLAG (pl, FLAG_ANIMATE);
3934 else
3935 CLEAR_FLAG (pl, FLAG_ANIMATE);
3936 } 4027 }
3937 4028
3938 /* check the special case of can't use weapons */ 4029 /* check the special case of can't use weapons */
3939 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4030 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3940 if (!strcmp (change->name, "monk")) 4031 if (change->name == shstr_monk)
3941 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4032 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3942 4033
3943 break; 4034 break;
3944 } 4035 }
3945 } 4036 }
3966 char got[MAX_BUF]; 4057 char got[MAX_BUF];
3967 int len; 4058 int len;
3968 4059
3969 if (!pl || !transformer) 4060 if (!pl || !transformer)
3970 return; 4061 return;
4062
3971 marked = find_marked_object (pl); 4063 marked = find_marked_object (pl);
4064
3972 if (!marked) 4065 if (!marked)
3973 { 4066 {
3974 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4067 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3975 return; 4068 return;
3976 } 4069 }
4070
3977 if (!marked->slaying) 4071 if (!marked->slaying)
3978 { 4072 {
3979 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4073 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3980 return; 4074 return;
3981 } 4075 }
4076
3982 /* check whether they are compatible or not */ 4077 /* check whether they are compatible or not */
3983 find = strstr (marked->slaying, transformer->arch->name); 4078 find = strstr (&marked->slaying, transformer->arch->archname);
3984 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4079 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3985 { 4080 {
3986 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4081 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3987 return; 4082 return;
3988 } 4083 }
4084
3989 find += strlen (transformer->arch->name) + 1; 4085 find += strlen (transformer->arch->archname) + 1;
3990 /* Item can be used, now find how many and what it yields */ 4086 /* Item can be used, now find how many and what it yields */
3991 if (isdigit (*(find))) 4087 if (isdigit (*(find)))
3992 { 4088 {
3993 yield = atoi (find); 4089 yield = atoi (find);
3994 if (yield < 1) 4090 if (yield < 1)
4000 else 4096 else
4001 yield = 1; 4097 yield = 1;
4002 4098
4003 while (isdigit (*find)) 4099 while (isdigit (*find))
4004 find++; 4100 find++;
4101
4005 while (*find == ' ') 4102 while (*find == ' ')
4006 find++; 4103 find++;
4104
4007 memset (got, 0, MAX_BUF); 4105 memset (got, 0, MAX_BUF);
4106
4008 if ((separator = strchr (find, ';')) != NULL) 4107 if ((separator = strchr (find, ';')) != NULL)
4009 {
4010 len = separator - find; 4108 len = separator - find;
4011 }
4012 else 4109 else
4013 {
4014 len = strlen (find); 4110 len = strlen (find);
4015 } 4111
4016 if (len > MAX_BUF - 1) 4112 if (len > MAX_BUF - 1)
4017 len = MAX_BUF - 1; 4113 len = MAX_BUF - 1;
4114
4018 strcpy (got, find); 4115 strcpy (got, find);
4019 got[len] = '\0'; 4116 got[len] = '\0';
4020 4117
4021 /* Now create new item, remove used ones when required. */ 4118 /* Now create new item, remove used ones when required. */
4022 new_item = get_archetype (got); 4119 new_item = get_archetype (got);
4023 if (!new_item) 4120 if (!new_item)
4024 { 4121 {
4025 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4122 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4026 return; 4123 return;
4027 } 4124 }
4028 4125
4029 new_item->nrof = yield; 4126 new_item->nrof = yield;
4127
4030 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4128 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4031 insert_ob_in_ob (new_item, pl); 4129
4032 esrv_send_inventory (pl, pl); 4130 pl->insert (new_item);
4033 /* Eat up one item */ 4131 /* Eat up one item */
4034 decrease_ob_nr (marked, 1); 4132 marked->decrease ();
4133
4035 /* Eat one transformer if needed */ 4134 /* Eat one transformer if needed */
4036 if (transformer->stats.food) 4135 if (transformer->stats.food)
4037 if (--transformer->stats.food == 0) 4136 if (--transformer->stats.food == 0)
4038 decrease_ob_nr (transformer, 1); 4137 transformer->decrease ();
4039} 4138}
4139

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