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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.81 by root, Thu May 3 09:26:45 2007 UTC vs.
Revision 1.127 by root, Fri Aug 17 21:18:01 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <cmath> 24#include <cmath>
26 25
69 68
70 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 70 * name or race that matches.
72 */ 71 */
73 if ((op->race) && 72 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1; 76 return 1;
78 77
79 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 79 * of arch, name, or race match.
81 */ 80 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 84 return 1;
86 85
87 return 0; 86 return 0;
93 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
94 */ 93 */
95static int 94static int
96apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
97{ 96{
98 object *id, *marked; 97 dynbuf_text buf;
99 int success = 0;
100 98
101 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
102 return 0; 100 return 0;
103 101
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
106 */ 104 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108 return 0; 106 return 0;
109 107
110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
112 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
113 */ 110 */
111 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 113 {
116 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
117 { 115 {
118 identify (marked); 116 identify (marked);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.", long_desc (marked, pl));
120 if (marked->msg) 119 if (marked->msg)
121 { 120 buf << "The item has a story:\n" << marked->msg;
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
124 } 123 }
125 return money == NULL;
126 } 124 }
127 }
128 125
129 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
130 { 127 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 { 129 {
133 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
134 { 131 {
135 identify (id); 132 identify (id);
136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.", long_desc (id, pl));
137 if (id->msg) 135 if (id->msg)
138 { 136 buf << "The item has a story:\n" << id->msg;
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
145 break; 140 break;
146 } 141 }
147 else 142 else
148 { 143 {
149 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150 break; 145 break;
151 } 146 }
152 } 147 }
153 } 148 }
154 if (!success) 149
155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 buf << ("You have nothing that needs identifying");
152
153 pl->contr->infobox ("Identify", buf);
154
156 return money == NULL; 155 return !money;
157} 156}
158 157
159/** 158/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item. 160 * matching item.
162 **/ 161 **/
163static void 162void
164handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
165{ 164{
166 const char *yield; 165 const char *yield;
167 166
168 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
196 195
197 floor = GET_MAP_OB (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
198 197
199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 { 199 {
201 if (op->type == PLAYER)
202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
203 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0; 203 return 0;
205 } 204 }
206 205
207 if (op->type == PLAYER) 206 if (op->type == PLAYER)
232 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
233 232
234 if (depl) 233 if (depl)
235 { 234 {
236 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
237 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 op->statusmsg (restore_msg[i]);
239 238
240 depl->destroy (); 239 depl->destroy ();
241 op->update_stats (); 240 op->update_stats ();
242 } 241 }
243 else 242 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
245 244
246 decrease_ob (tmp); 245 decrease_ob (tmp);
247 return 1; 246 return 1;
248 } 247 }
249 248
250 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 251 {
253 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
254 { 253 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 255 {
257 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
258 { 257 {
259 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
260 break; 259 break;
261 } 260 }
261
262 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
263 { 263 {
264 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
265 break; 265 break;
266 } 266 }
267
267 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
268 { 269 {
269 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
270 break; 271 break;
271 } 272 }
275 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
276 { 277 {
277 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
278 break; 279 break;
279 } 280 }
281
280 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
281 { 283 {
282 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
283 break; 285 break;
284 } 286 }
287
285 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
286 { 289 {
287 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
288 break; 291 break;
289 } 292 }
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 { 301 {
299 if (got_one) 302 if (got_one)
300 { 303 {
301 op->update_stats (); 304 op->update_stats ();
302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 305 op->statusmsg ("The Gods smile upon you and remake you "
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 306 "a little more in their image. "
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
305 } 308 }
306 else 309 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 310 op->statusmsg ("The potion had no effect - you are already perfect.");
308 } 311 }
309 else 312 else
310 { /* cursed potion */ 313 { /* cursed potion */
311 if (got_one) 314 if (got_one)
312 { 315 {
313 op->update_stats (); 316 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
315 } 318 }
316 else 319 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
318 } 321 }
319 322
320 decrease_ob (tmp); 323 decrease_ob (tmp);
321 return 1; 324 return 1;
322 } 325 }
331 { 334 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 { 336 {
334 object *fball; 337 object *fball;
335 338
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
337 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 343 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; 344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 fball->x = op->x; 345 fball->x = op->x;
344 } 348 }
345 else 349 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 351
348 decrease_ob (tmp); 352 decrease_ob (tmp);
353
349 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats (); 356 op->update_stats ();
357
352 return 1; 358 return 1;
353 } 359 }
354 360
355 /* Deal with protection potions */ 361 /* Deal with protection potions */
356 force = NULL; 362 force = NULL;
358 { 364 {
359 if (tmp->resist[i]) 365 if (tmp->resist[i])
360 { 366 {
361 if (!force) 367 if (!force)
362 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
365 break; /* Only need to find one protection since we copy entire batch */ 372 break; /* Only need to find one protection since we copy entire batch */
366 } 373 }
367 } 374 }
375
368 /* This is a protection potion */ 376 /* This is a protection potion */
369 if (force) 377 if (force)
370 { 378 {
371 /* cursed items last longer */ 379 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 force->stats.food *= 10; 382 force->stats.food *= 10;
375 for (i = 0; i < NROFATTACKS; i++) 383 for (i = 0; i < NROFATTACKS; i++)
376 if (force->resist[i] > 0) 384 if (force->resist[i] > 0)
377 force->resist[i] = -force->resist[i]; /* prot => vuln */ 385 force->resist[i] = -force->resist[i]; /* prot => vuln */
378 } 386 }
387
379 force->speed_left = -1; 388 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 389 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 391 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 392 change_abil (op, force);
390 { /* only for players */ 399 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 402 else
394 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
395 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
397 } 407 }
398 408
399 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
417static int 427static int
418check_item (object *op, const char *item) 428check_item (object *op, const char *item)
419{ 429{
420 int count = 0; 430 int count = 0;
421 431
422 432 if (!item)
423 if (item == NULL)
424 return 0; 433 return 0;
425 434
426 op = op->below; 435 for (op = op->below; op; op = op->below)
427 while (op != NULL)
428 { 436 {
429 if (strcmp (op->arch->name, item) == 0) 437 if (strcmp (op->arch->archname, item) == 0)
430 { 438 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 441 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 443 count++;
436 else 444 else
437 count += op->nrof; 445 count += op->nrof;
438 } 446 }
439 } 447 }
440
441 op = op->below;
442 } 448 }
443 449
444 return count; 450 return count;
445} 451}
446 452
456 object *prev; 462 object *prev;
457 463
458 prev = op; 464 prev = op;
459 op = op->below; 465 op = op->below;
460 466
461 while (op != NULL) 467 while (op)
462 { 468 {
463 if (strcmp (op->arch->name, item) == 0) 469 if (strcmp (op->arch->archname, item) == 0)
464 { 470 {
465 if (op->nrof >= nrof) 471 if (op->nrof >= nrof)
466 { 472 {
467 decrease_ob_nr (op, nrof); 473 decrease_ob_nr (op, nrof);
468 return; 474 return;
470 else 476 else
471 { 477 {
472 decrease_ob_nr (op, op->nrof); 478 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof; 479 nrof -= op->nrof;
474 } 480 }
481
475 op = prev; 482 op = prev;
476 } 483 }
484
477 prev = op; 485 prev = op;
478 op = op->below; 486 op = op->below;
479 } 487 }
480} 488}
481 489
487 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
488 */ 496 */
489static int 497static int
490check_weapon_power (const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
491{ 499{
492
493/* Old code is below (commented out). Basically, since weapons are the only 500/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to 501 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level. 502 * require high level in some combat skill, so we just use overall level.
496 */ 503 */
497#if 1 504#if 1
538static int 545static int
539check_sacrifice (object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
540{ 547{
541 int count = 0; 548 int count = 0;
542 549
543 if (improver->slaying != NULL) 550 if (improver->slaying)
544 { 551 {
545 count = check_item (op, improver->slaying); 552 count = check_item (op, improver->slaying);
546 if (count < 1) 553 if (count < 1)
547 { 554 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 556 return 0;
553 } 557 }
554 } 558 }
555 else 559 else
556 count = 1; 560 count = 1;
559} 563}
560 564
561/** 565/**
562 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
563 */ 567 */
564int 568static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 570{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 571 stat += sacrifice_count;
570 weapon->last_eat++; 572 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 573 decrease_ob (improver);
573 574
574 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
575 op->update_stats (); 576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
576 return 1; 584 return 1;
577} 585}
578 586
579/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 592#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 594#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 597#define IMPROVE_INT 10
590#define IMPROVE_POW 11 598#define IMPROVE_POW 11
591
592 599
593/** 600/**
594 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
596 */ 603 */
597
598int 604int
599prepare_weapon (object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
600{ 606{
601 int sacrifice_count, i; 607 int sacrifice_count, i;
602 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
603 609
604 if (weapon->level != 0) 610 if (weapon->level != 0)
605 { 611 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 612 op->failmsg ("Weapon is already prepared!");
607 return 0; 613 return 0;
608 } 614 }
615
609 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 617 if (weapon->resist[i])
611 break; 618 break;
612 619
613 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
620 { 627 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons.");
622 return 0; 629 return 0;
623 } 630 }
631
624 sacrifice_count = check_sacrifice (op, improver); 632 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 633 if (sacrifice_count <= 0)
626 return 0; 634 return 0;
635
627 weapon->level = isqrt (sacrifice_count); 636 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 637 eat_item (op, improver->slaying, sacrifice_count);
630 638
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 639 op->statusmsg (format (
640 "Your sacrifice was accepted."
641 "Your *%s may be improved %d times.",
642 &weapon->name, weapon->level
643 ));
632 644
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 646 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 647 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 648 slot at once! */
655improve_weapon (object *op, object *improver, object *weapon) 667improve_weapon (object *op, object *improver, object *weapon)
656{ 668{
657 int sacrifice_count, sacrifice_needed = 0; 669 int sacrifice_count, sacrifice_needed = 0;
658 670
659 if (improver->stats.sp == IMPROVE_PREPARE) 671 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 672 return prepare_weapon (op, improver, weapon);
662 } 673
663 if (weapon->level == 0) 674 if (weapon->level == 0)
664 { 675 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 677 return 0;
667 } 678 }
679
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 681 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 682 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 683 return 0;
672 } 684 }
685
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 { 687 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 688 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 689 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 690 "really want to improve it.");
678 return 0; 691 return 0;
679 } 692 }
693
680 /* This just increases damage by 5 points, no matter what. No sacrifice 694 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 695 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 696 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 697 * weapon can be improved.
684 */ 698 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 699 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 700 {
687 weapon->stats.dam += 5; 701 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 702 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 704 weapon->last_eat++;
691 705
692 weapon->item_power++; 706 weapon->item_power++;
693 decrease_ob (improver); 707 decrease_ob (improver);
694 return 1; 708 return 1;
695 } 709 }
710
696 if (improver->stats.sp == IMPROVE_WEIGHT) 711 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 712 {
698 /* Reduce weight by 20% */ 713 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 714 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 715 if (weapon->weight < 1)
701 weapon->weight = 1; 716 weapon->weight = 1;
717
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 719 weapon->last_eat++;
704 weapon->item_power++; 720 weapon->item_power++;
705 decrease_ob (improver); 721 decrease_ob (improver);
706 return 1; 722 return 1;
707 } 723 }
708 if (improver->stats.sp == IMPROVE_ENCHANT) 724 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 725 {
710 weapon->magic++; 726 weapon->magic++;
711 weapon->last_eat++; 727 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 729 decrease_ob (improver);
714 weapon->item_power++; 730 weapon->item_power++;
715 return 1; 731 return 1;
716 } 732 }
717 733
723 sacrifice_needed *= 2; 739 sacrifice_needed *= 2;
724 740
725 sacrifice_count = check_sacrifice (op, improver); 741 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 742 if (sacrifice_count < sacrifice_needed)
727 { 743 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 745 return 0;
730 } 746 }
747
731 eat_item (op, improver->slaying, sacrifice_needed); 748 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 749 weapon->item_power++;
733 750
734 switch (improver->stats.sp) 751 switch (improver->stats.sp)
735 { 752 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 753 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 754 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 755 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 756 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 757 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 758 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 759 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 760 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 761 op->failmsg ("Unknown improvement type.");
752 } 762 }
763
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 764 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 765 return 0;
755} 766}
756 767
757/** 768/**
767 if (op->type != PLAYER) 778 if (op->type != PLAYER)
768 return 0; 779 return 0;
769 780
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 781 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 782 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 783 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 784 return 0;
774 } 785 }
775 786
776 otmp = find_marked_object (op); 787 otmp = find_marked_object (op);
777 if (!otmp) 788 if (!otmp)
778 { 789 {
779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
780 return 0; 791 return 0;
781 } 792 }
782 793
783 if (otmp->type != WEAPON && otmp->type != BOW) 794 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 795 {
785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 796 op->failmsg ("Marked item is not a weapon or bow!");
786 return 0; 797 return 0;
787 } 798 }
788 799
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 800 op->statusmsg ("Applied weapon builder.");
801
790 improve_weapon (op, tmp, otmp); 802 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 803 esrv_send_item (op, otmp);
792 return 1; 804 return 1;
793} 805}
794 806
819{ 831{
820 object *tmp; 832 object *tmp;
821 833
822 if (armour->magic >= settings.armor_max_enchant) 834 if (armour->magic >= settings.armor_max_enchant)
823 { 835 {
824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 836 op->failmsg ("This armour can not be enchanted any further!");
825 return 0; 837 return 0;
826 } 838 }
827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
828 * etc), so take the easy way out and don't worry about it. 840 * etc), so take the easy way out and don't worry about it.
829 * Note - maybe add scrolls which make the random artifact versions (eg, armour 841 * Note - maybe add scrolls which make the random artifact versions (eg, armour
830 * of gnarg and what not?) 842 * of gnarg and what not?)
831 */ 843 */
832 if (armour->title) 844 if (armour->title)
833 { 845 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 846 op->failmsg ("This armour will not accept further enchantment.");
835 return 0; 847 return 0;
836 } 848 }
837 849
838 /* Split objects if needed. Can't insert tmp until the 850 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 851 * end of this function - otherwise it will just re-merge.
854 { 866 {
855 base = base - (base * settings.armor_speed_improvement) / 100; 867 base = base - (base * settings.armor_speed_improvement) / 100;
856 pow++; 868 pow++;
857 } 869 }
858 870
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 871 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
860 } 872 }
861 else 873 else
862 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
863 875
864 if (!settings.armor_weight_linear) 876 if (!settings.armor_weight_linear)
865 { 877 {
866 int base = 100; 878 int base = 100;
867 int pow = 0; 879 int pow = 0;
870 { 882 {
871 base = base - (base * settings.armor_weight_reduction) / 100; 883 base = base - (base * settings.armor_weight_reduction) / 100;
872 pow++; 884 pow++;
873 } 885 }
874 886
875 armour->weight = (armour->arch->clone.weight * base) / 100; 887 armour->weight = (armour->arch->weight * base) / 100;
876 } 888 }
877 else 889 else
878 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 890 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
879 891
880 if (armour->weight <= 0) 892 if (armour->weight <= 0)
881 { 893 {
882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 894 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
883 armour->weight = 1; 895 armour->weight = 1;
884 } 896 }
885 897
886 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
887 899
888 if (op->type == PLAYER) 900 if (op->type == PLAYER)
889 { 901 {
890 esrv_send_item (op, armour); 902 esrv_send_item (op, armour);
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 903 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats (); 904 op->update_stats ();
893 } 905 }
906
894 decrease_ob (improver); 907 decrease_ob (improver);
908
895 if (tmp) 909 if (tmp)
896 { 910 {
897 insert_ob_in_ob (tmp, op); 911 insert_ob_in_ob (tmp, op);
898 esrv_send_item (op, tmp); 912 esrv_send_item (op, tmp);
899 } 913 }
914
900 return 1; 915 return 1;
901} 916}
902
903 917
904/* 918/*
905 * convert_item() returns 1 if anything was converted, 0 if the item was not 919 * convert_item() returns 1 if anything was converted, 0 if the item was not
906 * what the converter wants, -1 if the converter is broken. 920 * what the converter wants, -1 if the converter is broken.
907 */ 921 */
923 937
924 /* We make some assumptions - we assume if it takes money as it type, 938 /* We make some assumptions - we assume if it takes money as it type,
925 * it wants some amount. We don't make change (ie, if something costs 939 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck) 940 * 3 gp and player drops a platinum, tough luck)
927 */ 941 */
928 if (!strcmp (CONV_FROM (converter), "money")) 942 if (CONV_FROM (converter) == shstr_money)
929 { 943 {
930 int cost;
931
932 if (item->type != MONEY) 944 if (item->type != MONEY)
933 return 0; 945 return 0;
934 946
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 947 nr = (item->nrof * item->value) / CONV_NEED (converter);
936 if (!nr) 948 if (!nr)
937 return 0; 949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
938 cost = nr * CONV_NEED (converter) / item->value; 953 int cost = nr * CONV_NEED (converter) / item->value;
939 /* take into account rounding errors */ 954 /* take into account rounding errors */
940 if (nr * CONV_NEED (converter) % item->value) 955 if (nr * CONV_NEED (converter) % item->value)
941 cost++; 956 cost++;
957
942 decrease_ob_nr (item, cost); 958 decrease_ob_nr (item, cost);
943 959
944 price_in = cost * item->value; 960 price_in = cost * item->value;
945 } 961 }
946 else 962 else
947 { 963 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
950 return 0; 966 return 0;
967
968 converter->play_sound (sound_find ("convert_item"));
951 969
952 if (CONV_NEED (converter)) 970 if (CONV_NEED (converter))
953 { 971 {
954 nr = item->nrof / CONV_NEED (converter); 972 nr = item->nrof / CONV_NEED (converter);
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 973 decrease_ob_nr (item, nr * CONV_NEED (converter));
960 price_in = item->value; 978 price_in = item->value;
961 item->destroy (); 979 item->destroy ();
962 } 980 }
963 } 981 }
964 982
965 if (converter->inv != NULL) 983 if (converter->inv)
966 { 984 {
967 object *ob; 985 object *ob;
968 int i; 986 int i;
969 object *ob_to_copy; 987 object *ob_to_copy;
970 988
971 /* select random object from inventory to copy */ 989 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 990 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 {
975 if (rndm (0, i) == 0) 992 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 993 ob_to_copy = ob;
978 } 994
979 }
980 item = object_create_clone (ob_to_copy); 995 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 998 }
984 else 999 else
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 1010 }
996 1011
997 if (CONV_NR (converter)) 1012 if (CONV_NR (converter))
998 item->nrof = CONV_NR (converter); 1013 item->nrof = CONV_NR (converter);
1014
999 if (nr) 1015 if (nr)
1000 item->nrof *= nr; 1016 item->nrof *= nr;
1017
1001 if (is_in_shop (converter)) 1018 if (is_in_shop (converter))
1002 SET_FLAG (item, FLAG_UNPAID); 1019 SET_FLAG (item, FLAG_UNPAID);
1003 else if (price_in < item->nrof * item->value) 1020 else if (price_in < item->nrof * item->value)
1004 { 1021 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /** 1024 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 1025 * elmex: we are going to let the game continue, as the mapcreator
1010 * propably had something in mind when doing this 1026 * hopefully had something in mind when doing this.
1011 */ 1027 */
1012 } 1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014 return 1; 1032 return 1;
1015} 1033}
1016 1034
1017/** 1035/**
1034 1052
1035 op->contr->last_used = 0; 1053 op->contr->last_used = 0;
1036 1054
1037 if (sack->env && sack->env != op) 1055 if (sack->env && sack->env != op)
1038 { 1056 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1057 op->failmsg ("You must put it onto the floor or into your inventory first.");
1040 return 1; 1058 return 1;
1041 } 1059 }
1042 1060
1043 // already applied == open on ground, or open in inv, or active in inv 1061 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED]) 1062 if (sack->flag [FLAG_APPLIED])
1050 return 1; 1068 return 1;
1051 } 1069 }
1052 else if (!sack->env) 1070 else if (!sack->env)
1053 { 1071 {
1054 // active, but not ours: some other player has opened it 1072 // active, but not ours: some other player has opened it
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1073 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1056 return 1; 1074 return 1;
1057 } 1075 }
1058 1076
1059 // fall through to opening it (active in inv) 1077 // fall through to opening it (active in inv)
1060 } 1078 }
1062 { 1080 {
1063 // it is in our env, so activate it, do not open yet 1081 // it is in our env, so activate it, do not open yet
1064 op->close_container (); 1082 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 1083 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack); 1084 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1; 1086 return 1;
1069 } 1087 }
1070 1088
1071 // it's locked? 1089 // it's locked?
1072 if (sack->slaying) 1090 if (sack->slaying)
1073 { 1091 {
1074 if (object *tmp = find_key (op, op, sack)) 1092 if (object *tmp = find_key (op, op, sack))
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1093 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1076 else 1094 else
1077 { 1095 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1096 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1079 return 1; 1097 return 1;
1080 } 1098 }
1081 } 1099 }
1082 1100
1083 op->open_container (sack); 1101 op->open_container (sack);
1102 * with an altar. We call it a Potion - altars are stationary - it 1120 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly. 1121 * is up to map designers to use them properly.
1104 */ 1122 */
1105 if (altar->inv && altar->inv->type == SPELL) 1123 if (altar->inv && altar->inv->type == SPELL)
1106 { 1124 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1125 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 1127 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 1128 * old maps.
1111 */ 1129 */
1112 1130
1113/* push_button (altar);*/ 1131/* push_button (altar);*/
1114 } 1132 }
1138 double opinion; 1156 double opinion;
1139 object *tmp, *next; 1157 object *tmp, *next;
1140 1158
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 1160
1161 bool has_unpaid = false;
1162
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1164 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID])
1167 {
1168 has_unpaid = true;
1169 break;
1170 }
1171
1143 if (op->type != PLAYER) 1172 if (op->type != PLAYER)
1144 { 1173 {
1145 /* Remove all the unpaid objects that may be carried here. 1174 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 1175 * This could be pets or monsters that are somehow in
1147 * the shop. 1176 * the shop.
1173 /* unpaid objects, or non living objects, can't transfer by 1202 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 1203 * shop mats. Instead, put it on a nearby space.
1175 */ 1204 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 { 1206 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1208 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 1209
1182 if (i != -1) 1210 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1192 else if (can_pay (op) && get_payment (op)) 1220 else if (can_pay (op) && get_payment (op))
1193 { 1221 {
1194 /* this is only used for players */ 1222 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 1223 rv = teleport (shop_mat, SHOP_MAT, op);
1196 1224
1225 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op))
1228 op->contr->play_sound (sound_find ("shop_enter"));
1229 else
1230 op->contr->play_sound (sound_find ("shop_leave"));
1231
1197 if (shop_mat->msg) 1232 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1233 op->statusmsg (shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct, 1234 /* This check below is a bit simplistic - generally it should be correct,
1200 * but there is never a guarantee that the bottom space on the map is 1235 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor. 1236 * actually the shop floor.
1202 */ 1237 */
1203 else if (!rv && !is_in_shop (op)) 1238 else if (!rv && !is_in_shop (op))
1204 { 1239 {
1205 opinion = shopkeeper_approval (op->map, op); 1240 opinion = shopkeeper_approval (op->map, op);
1206 1241
1207 if (opinion > 0.9) 1242 op->statusmsg (
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1209 else if (opinion > 0.75) 1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 1246 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 1247 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 1248 }
1216 } 1249 }
1217 else 1250 else
1218 { 1251 {
1219 /* if we get here, a player tried to leave a shop but was not able 1252 /* if we get here, a player tried to leave a shop but was not able
1220 * to afford the items he has. We try to move the player so that 1253 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore 1254 * they are not on the mat anymore
1222 */ 1255 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1256 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 1257
1225 if (i == -1) 1258 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 1259 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 1260 else
1230 { 1261 {
1231 op->remove (); 1262 op->remove ();
1232 op->x += freearr_x[i]; 1263 op->x += freearr_x[i];
1233 op->y += freearr_y[i]; 1264 op->y += freearr_y[i];
1244 */ 1275 */
1245static void 1276static void
1246apply_sign (object *op, object *sign, int autoapply) 1277apply_sign (object *op, object *sign, int autoapply)
1247{ 1278{
1248 readable_message_type *msgType; 1279 readable_message_type *msgType;
1249 char newbuf[HUGE_BUF];
1250 1280
1251 if (sign->msg == NULL) 1281 if (!sign->msg)
1252 { 1282 {
1253 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1283 op->statusmsg ("Nothing is written on it.");
1254 return; 1284 return;
1255 } 1285 }
1256 1286
1257 if (sign->stats.food) 1287 if (sign->stats.food)
1258 { 1288 {
1259 if (sign->last_eat >= sign->stats.food) 1289 if (sign->last_eat >= sign->stats.food)
1260 { 1290 {
1261 if (!sign->move_on) 1291 if (!sign->move_on)
1262 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1292 op->statusmsg ("You cannot read it anymore.");
1293
1263 return; 1294 return;
1264 } 1295 }
1265 1296
1266 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1267 sign->last_eat++; 1298 sign->last_eat++;
1272 * move_on is zero, it needs to be manually applied (doesn't talk 1303 * move_on is zero, it needs to be manually applied (doesn't talk
1273 * to us). 1304 * to us).
1274 */ 1305 */
1275 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1306 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1276 { 1307 {
1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1308 op->failmsg ("You are unable to read while blind!");
1278 return; 1309 return;
1279 } 1310 }
1311
1312 if (op->contr)
1313 if (client *ns = op->contr->ns)
1314 {
1315 ns->play_sound (sign->sound);
1280 msgType = get_readable_message_type (sign); 1316 msgType = get_readable_message_type (sign);
1317
1318 if (ns->can_msg)
1319 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1320 else
1321 {
1322 char newbuf[HUGE_BUF];
1281 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1323 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1282 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1324 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1325 }
1326 }
1283} 1327}
1284 1328
1285/** 1329/**
1286 * 'victim' moves onto 'trap' 1330 * 'victim' moves onto 'trap'
1287 * 'victim' leaves 'trap' 1331 * 'victim' leaves 'trap'
1310 * proper. This code was causing needless crashes. 1354 * proper. This code was causing needless crashes.
1311 */ 1355 */
1312 if (recursion_depth >= 500) 1356 if (recursion_depth >= 500)
1313 { 1357 {
1314 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1358 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1315 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1359 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1316 return; 1360 return;
1317 } 1361 }
1362
1318 recursion_depth++; 1363 recursion_depth++;
1319 if (trap->head) 1364 if (trap->head)
1320 trap = trap->head; 1365 trap = trap->head;
1321 1366
1322 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1367 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1337 1382
1338 /* Just put in some sanity check. I think there is a bug in the 1383 /* Just put in some sanity check. I think there is a bug in the
1339 * above with some objects have zero speed, and thus the player 1384 * above with some objects have zero speed, and thus the player
1340 * getting permanently paralyzed. 1385 * getting permanently paralyzed.
1341 */ 1386 */
1342 if (victim->speed_left < -50.0) 1387 if (victim->speed_left < -50.f)
1343 victim->speed_left = -50.0; 1388 victim->speed_left = -50.f;
1344 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1389 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1345 } 1390 }
1346 goto leave; 1391 goto leave;
1347 1392
1348 case SPINNER: 1393 case SPINNER:
1420 1465
1421 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1422 { 1467 {
1423 if (!sound_was_played) 1468 if (!sound_was_played)
1424 { 1469 {
1425 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1470 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1426 sound_was_played = 1; 1471 sound_was_played = 1;
1427 } 1472 }
1428 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1473
1474 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1429 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1475 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1430 } 1476 }
1431 } 1477 }
1432 goto leave; 1478 goto leave;
1433 } 1479 }
1434 1480
1435
1436 case CONVERTER: 1481 case CONVERTER:
1437 if (convert_item (victim, trap) < 0) 1482 if (convert_item (victim, trap) < 0)
1438 { 1483 {
1439 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1484 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1440 get_archetype ("burnout")->insert_at (trap, trap); 1485 get_archetype ("burnout")->insert_at (trap, trap);
1441 } 1486 }
1442 1487
1443 goto leave; 1488 goto leave;
1444 1489
1465 * Processing will happen if the head runs into the pit 1510 * Processing will happen if the head runs into the pit
1466 */ 1511 */
1467 if (victim->head) 1512 if (victim->head)
1468 goto leave; 1513 goto leave;
1469 1514
1470 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1515 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1471 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1516 victim->statusmsg ("You fall through the hole!", NDI_RED);
1472 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1473 goto leave; 1518 goto leave;
1474 1519
1475 case EXIT: 1520 case EXIT:
1476 if (victim->type == PLAYER && EXIT_PATH (trap)) 1521 if (victim->type == PLAYER && EXIT_PATH (trap))
1477 { 1522 {
1478 /* Basically, don't show exits leading to random maps the 1523 /* Basically, don't show exits leading to random maps the
1479 * players output. 1524 * players output.
1480 */ 1525 */
1481 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1482 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1527 victim->statusmsg (trap->msg, NDI_NAVY);
1483 1528
1484 victim->enter_exit (trap); 1529 victim->enter_exit (trap);
1485 } 1530 }
1486 goto leave; 1531 goto leave;
1487 1532
1510 goto leave; 1555 goto leave;
1511 1556
1512 case RUNE: 1557 case RUNE:
1513 case TRAP: 1558 case TRAP:
1514 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1515 {
1516 spring_trap (trap, victim); 1560 spring_trap (trap, victim);
1517 }
1518 goto leave; 1561 goto leave;
1519 1562
1520 default: 1563 default:
1521 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1564 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1522 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1565 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1523 goto leave; 1566 goto leave;
1524 } 1567 }
1525 1568
1526leave: 1569leave:
1527 recursion_depth--; 1570 recursion_depth--;
1536 int lev_diff; 1579 int lev_diff;
1537 object *skill_ob; 1580 object *skill_ob;
1538 1581
1539 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1540 { 1583 {
1541 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1584 op->failmsg ("You are unable to read while blind!");
1542 return; 1585 return;
1543 } 1586 }
1587
1544 if (tmp->msg == NULL) 1588 if (!tmp->msg)
1545 { 1589 {
1546 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1590 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1547 return; 1591 return;
1548 } 1592 }
1549 1593
1550 /* need a literacy skill to read stuff! */ 1594 /* need a literacy skill to read stuff! */
1551 skill_ob = find_skill_by_name (op, tmp->skill); 1595 skill_ob = find_skill_by_name (op, tmp->skill);
1552 if (!skill_ob) 1596 if (!skill_ob)
1553 { 1597 {
1554 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1598 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1555 return; 1599 return;
1556 } 1600 }
1601
1557 lev_diff = tmp->level - (skill_ob->level + 5); 1602 lev_diff = tmp->level - (skill_ob->level + 5);
1558 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1559 { 1604 {
1560 if (lev_diff < 2) 1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1561 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1562 else if (lev_diff < 3) 1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1563 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1564 else if (lev_diff < 5) 1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1565 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1610 : "This book is totally beyond your comprehension.");
1566 else if (lev_diff < 8) 1611 return;
1567 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1612 }
1568 else if (lev_diff < 15) 1613
1569 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1614 readable_message_type *msgType = get_readable_message_type (tmp);
1615
1616 if (player *pl = op->contr)
1617 if (client *ns = pl->ns)
1618 if (ns->can_msg)
1619 {
1620 dynbuf_text buf;
1621 buf << long_desc (tmp, op)
1622 << "\n\n"
1623 << tmp->msg
1624 << '\0';
1625 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1626 }
1570 else 1627 else
1571 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1572 return;
1573 }
1574
1575 readable_message_type *msgType = get_readable_message_type (tmp);
1576
1577 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1578 msgType->message_type, msgType->message_subtype, 1629 msgType->message_type, msgType->message_subtype,
1579 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1630 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1580 long_desc (tmp, op), &tmp->msg); 1631 long_desc (tmp, op), &tmp->msg);
1581 1632
1582 /* gain xp from reading */ 1633 /* gain xp from reading */
1583 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1584 { /* only if not read before */ 1635 { /* only if not read before */
1585 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1606 * op is the person learning the skill, tmp is the skill scroll object 1657 * op is the person learning the skill, tmp is the skill scroll object
1607 */ 1658 */
1608static void 1659static void
1609apply_skillscroll (object *op, object *tmp) 1660apply_skillscroll (object *op, object *tmp)
1610{ 1661{
1611 switch ((int) learn_skill (op, tmp)) 1662 switch (learn_skill (op, tmp))
1612 { 1663 {
1613 case 0: 1664 case 0:
1614 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1665 op->play_sound (sound_find ("generic_fail"));
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1616 return; 1667 break;
1617 1668
1618 case 1: 1669 case 1:
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1620 decrease_ob (tmp); 1670 decrease_ob (tmp);
1671 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1621 return; 1673 break;
1622 1674
1623 default: 1675 default:
1624 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1625 decrease_ob (tmp); 1676 decrease_ob (tmp);
1677 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1626 return; 1679 break;
1627 } 1680 }
1628} 1681}
1629 1682
1630/** 1683/**
1631 * Actually makes op learn spell. 1684 * Actually makes op learn spell.
1651 return; 1704 return;
1652 } 1705 }
1653 return; 1706 return;
1654 } 1707 }
1655 1708
1656 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1709 op->contr->play_sound (sound_find ("learn_spell"));
1710
1657 tmp = spell->clone (); 1711 tmp = spell->clone ();
1658 insert_ob_in_ob (tmp, op); 1712 insert_ob_in_ob (tmp, op);
1659 1713
1660 if (special_prayer) 1714 if (special_prayer)
1661 SET_FLAG (tmp, FLAG_STARTEQUIP); 1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1680 { 1734 {
1681 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1682 return; 1736 return;
1683 } 1737 }
1684 1738
1685 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1739 op->failmsg (format ("You lose knowledge of %s.", spell));
1686 player_unready_range_ob (op->contr, spob); 1740 player_unready_range_ob (op->contr, spob);
1687 esrv_remove_spell (op->contr, spob); 1741 esrv_remove_spell (op->contr, spob);
1688 spob->destroy (); 1742 spob->destroy ();
1689} 1743}
1690 1744
1698{ 1752{
1699 object *skop, *spell, *spell_skill; 1753 object *skop, *spell, *spell_skill;
1700 1754
1701 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1702 { 1756 {
1703 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1757 op->failmsg ("You are unable to read while blind.");
1704 return; 1758 return;
1705 } 1759 }
1706 1760
1707 /* artifact_spellbooks have 'slaying' field point to a spell name, 1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1708 * instead of having their spell stored in stats.sp. These are 1762 * instead of having their spell stored in stats.sp. These are
1709 * legacy spellbooks 1763 * legacy spellbooks
1710 */ 1764 */
1711
1712 if (tmp->slaying != NULL) 1765 if (tmp->slaying)
1713 { 1766 {
1714 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1715 if (!spell) 1768 if (!spell)
1716 { 1769 {
1717 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1770 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1718 return; 1771 return;
1719 } 1772 }
1720 else 1773 else
1721 insert_ob_in_ob (spell, tmp); 1774 insert_ob_in_ob (spell, tmp);
1775
1722 tmp->slaying = NULL; 1776 tmp->slaying = 0;
1723 } 1777 }
1724 1778
1725 skop = find_skill_by_name (op, tmp->skill); 1779 skop = find_skill_by_name (op, tmp->skill);
1726 1780
1727 /* need a literacy skill to learn spells. Also, having a literacy level 1781 /* need a literacy skill to learn spells. Also, having a literacy level
1728 * lower than the spell will make learning the spell more difficult */ 1782 * lower than the spell will make learning the spell more difficult */
1729 if (!skop) 1783 if (!skop)
1730 { 1784 {
1731 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1785 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1732 return; 1786 return;
1733 } 1787 }
1734 1788
1735 spell = tmp->inv; 1789 spell = tmp->inv;
1736 1790
1737 if (!spell) 1791 if (!spell)
1738 { 1792 {
1739 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1793 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1740 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1794 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1741 return; 1795 return;
1742 } 1796 }
1743 1797
1744 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1745 { 1799 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1800 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1747 return; 1801 return;
1748 } 1802 }
1749 1803
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1751 1805
1752 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1753 { 1807 {
1754 identify (tmp); 1808 identify (tmp);
1755 1809
1764 * if the player doesn't know the spell, doesn't make a lot of sense that 1818 * if the player doesn't know the spell, doesn't make a lot of sense that
1765 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1766 */ 1820 */
1767 if (check_spell_known (op, spell->name)) 1821 if (check_spell_known (op, spell->name))
1768 { 1822 {
1769 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1823 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1770 return; 1824 return;
1771 } 1825 }
1772 1826
1773 if (spell->skill) 1827 if (spell->skill)
1774 { 1828 {
1775 spell_skill = find_skill_by_name (op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1776 1830
1777 if (!spell_skill) 1831 if (!spell_skill)
1778 { 1832 {
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1780 return; 1834 return;
1781 } 1835 }
1782 1836
1783 if (spell_skill->level < spell->level) 1837 if (spell_skill->level < spell->level)
1784 { 1838 {
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1839 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1786 return; 1840 return;
1787 } 1841 }
1788 } 1842 }
1789 1843
1790 /* Logic as follows 1844 /* Logic as follows
1799 * Overall, chances are the same but a player will find having a high 1853 * Overall, chances are the same but a player will find having a high
1800 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1801 */ 1855 */
1802 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1803 { 1857 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1858 op->failmsg ("In your confused state you flub the wording of the text!");
1805 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1806 } 1860 }
1807 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1808 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1809 { 1863 {
1810 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1811 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1812 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
1813 1866
1814 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
1815 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1816 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1869 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1817 } 1870 }
1818 else 1871 else
1819 { 1872 {
1820 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
1821 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1822 } 1875 }
1823 1876
1824 decrease_ob (tmp); 1877 decrease_ob (tmp);
1825} 1878}
1826 1879
1832{ 1885{
1833 object *skop; 1886 object *skop;
1834 1887
1835 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1836 { 1889 {
1837 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1890 op->failmsg ("You are unable to read while blind.");
1838 return; 1891 return;
1839 } 1892 }
1840 1893
1841 if (!tmp->inv || tmp->inv->type != SPELL) 1894 if (!tmp->inv || tmp->inv->type != SPELL)
1842 { 1895 {
1843 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1844 return; 1897 return;
1845 } 1898 }
1846 1899
1847 if (op->type == PLAYER) 1900 if (op->type == PLAYER)
1848 { 1901 {
1854 */ 1907 */
1855 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1856 1909
1857 if (!skop) 1910 if (!skop)
1858 { 1911 {
1859 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1860 return; 1913 return;
1861 } 1914 }
1862 1915
1863 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1864 change_exp (op, exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
1865 } 1918 }
1866 1919
1867 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1868 identify (tmp); 1921 identify (tmp);
1869 1922
1870 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1871
1872 1924
1873 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874 decrease_ob (tmp); 1926 decrease_ob (tmp);
1875} 1927}
1876 1928
1880 * chest. 1932 * chest.
1881 */ 1933 */
1882static void 1934static void
1883apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
1884{ 1936{
1885 object *treas;
1886
1887
1888 /* Nice side effect of new treasure creation method is that the treasure 1937 /* Nice side effect of this treasure creation method is that the treasure
1889 * for the chest is done when the chest is created, and put into the chest 1938 * for the chest is done when the chest is created, and put into the chest
1890 * inventory. So that when the chest burns up, the items still exist. Also 1939 * inventory. So that when the chest burns up, the items still exist. Also
1891 * prevents people fromt moving chests to more difficult maps to get better 1940 * prevents people from moving chests to more difficult maps to get better
1892 * treasure 1941 * treasure
1893 */ 1942 */
1894
1895 treas = tmp->inv; 1943 object *treas = tmp->inv;
1896 if (treas == NULL) 1944
1945 if (!treas)
1897 { 1946 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
1899 decrease_ob (tmp); 1948 decrease_ob (tmp);
1900 return; 1949 return;
1901 } 1950 }
1951
1902 while (tmp->inv) 1952 while (tmp->inv)
1903 { 1953 {
1904 treas = tmp->inv; 1954 treas = tmp->inv;
1905
1906 treas->remove (); 1955 treas->remove ();
1907 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1908 1956
1909 treas->x = op->x; 1957 treas->x = op->x;
1910 treas->y = op->y; 1958 treas->y = op->y;
1911 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1959 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1912 1960
1913 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1961 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1914 spring_trap (treas, op); 1962 spring_trap (treas, op);
1915 1963
1916 /* If either player or container was destroyed, no need to do 1964 /* If either player or container was destroyed, no need to do
1917 * further processing. I think this should be enclused with 1965 * further processing. I think this should be enclused with
1918 * spring trap above, as I don't think there is otherwise 1966 * spring trap above, as I don't think there is otherwise
1919 * any way for the treasure chest or player to get killed 1967 * any way for the treasure chest or player to get killed.
1920 */ 1968 */
1921 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
1922 break; 1970 break;
1923 } 1971 }
1924 1972
1925 if (!tmp->destroyed () && tmp->inv == NULL) 1973 if (!tmp->destroyed () && !tmp->inv)
1926 decrease_ob (tmp); 1974 decrease_ob (tmp);
1927
1928} 1975}
1929 1976
1930/** 1977/**
1931 * op eats food. 1978 * op eats food.
1932 * If player, takes care of messages and dragon special food. 1979 * If player, takes care of messages and dragon special food.
1947 { 1994 {
1948 /* usual case - no dragon meal: */ 1995 /* usual case - no dragon meal: */
1949 if (op->stats.food + tmp->stats.food > 999) 1996 if (op->stats.food + tmp->stats.food > 999)
1950 { 1997 {
1951 if (tmp->type == FOOD || tmp->type == FLESH) 1998 if (tmp->type == FOOD || tmp->type == FLESH)
1952 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1999 op->failmsg ("You feel full, but what a waste of food!");
1953 else 2000 else
1954 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 2001 op->statusmsg ("Most of the drink goes down your face not your throat!");
1955 } 2002 }
1956 2003
1957 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1958 { 2005 {
1959 char buf[MAX_BUF]; 2006 const char *buf;
1960 2007
1961 if (!is_dragon_pl (op)) 2008 if (!is_dragon_pl (op))
1962 { 2009 {
1963 /* eating message for normal players */ 2010 /* eating message for normal players */
1964 if (tmp->type == DRINK) 2011 if (tmp->type == DRINK)
1965 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1966 else 2013 else
1967 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1968 } 2015 }
1969 else 2016 else
1970 {
1971 /* eating message for dragon players */ 2017 /* eating message for dragon players */
1972 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2018 buf = format ("The %s tasted terrible!", &tmp->name);
1973 }
1974 2019
1975 new_draw_info (NDI_UNIQUE, 0, op, buf); 2020 op->statusmsg (buf);
2021
1976 capacity_remaining = 999 - op->stats.food; 2022 capacity_remaining = 999 - op->stats.food;
1977 op->stats.food += tmp->stats.food; 2023 op->stats.food += tmp->stats.food;
1978 if (capacity_remaining < tmp->stats.food) 2024 if (capacity_remaining < tmp->stats.food)
1979 op->stats.hp += capacity_remaining / 50; 2025 op->stats.hp += capacity_remaining / 50;
1980 else 2026 else
1981 op->stats.hp += tmp->stats.food / 50; 2027 op->stats.hp += tmp->stats.food / 50;
2028
1982 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
1983 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
1984 if (op->stats.food > 999) 2031 if (op->stats.food > 999)
1985 op->stats.food = 999; 2032 op->stats.food = 999;
1986 } 2033 }
1988 /* special food hack -b.t. */ 2035 /* special food hack -b.t. */
1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1990 eat_special_food (op, tmp); 2037 eat_special_food (op, tmp);
1991 } 2038 }
1992 } 2039 }
2040
1993 handle_apply_yield (tmp); 2041 handle_apply_yield (tmp);
1994 decrease_ob (tmp); 2042 decrease_ob (tmp);
1995} 2043}
1996 2044
1997/** 2045/**
2009{ 2057{
2010 object *skin = NULL; /* pointer to dragon skin force */ 2058 object *skin = NULL; /* pointer to dragon skin force */
2011 object *abil = NULL; /* pointer to dragon ability force */ 2059 object *abil = NULL; /* pointer to dragon ability force */
2012 object *tmp = NULL; /* tmp. object */ 2060 object *tmp = NULL; /* tmp. object */
2013 2061
2014 char buf[MAX_BUF]; /* tmp. string buffer */
2015 double chance; /* improvement-chance of one resistance type */ 2062 double chance; /* improvement-chance of one resistance type */
2016 double totalchance = 1; /* total chance of gaining one resistance */ 2063 double totalchance = 1; /* total chance of gaining one resistance */
2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2018 double mbonus = 0; /* monster bonus */ 2065 double mbonus = 0; /* monster bonus */
2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2024 if (meal->type != FLESH || !is_dragon_pl (op)) 2071 if (meal->type != FLESH || !is_dragon_pl (op))
2025 return 0; 2072 return 0;
2026 2073
2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2028 from the player's inventory */ 2075 from the player's inventory */
2029 shstr_cmp dragon_ability_force ("dragon_ability_force");
2030 shstr_cmp dragon_skin_force ("dragon_skin_force");
2031
2032 for (tmp = op->inv; tmp; tmp = tmp->below) 2076 for (tmp = op->inv; tmp; tmp = tmp->below)
2033 if (tmp->type == FORCE) 2077 if (tmp->type == FORCE)
2034 if (tmp->arch->name == dragon_skin_force) 2078 if (tmp->arch->archname == shstr_dragon_skin_force)
2035 skin = tmp; 2079 skin = tmp;
2036 else if (tmp->arch->name == dragon_ability_force) 2080 else if (tmp->arch->archname == shstr_dragon_ability_force)
2037 abil = tmp; 2081 abil = tmp;
2038 2082
2039 /* if either skin or ability are missing, this is an old player 2083 /* if either skin or ability are missing, this is an old player
2040 which is not to be considered a dragon -> bail out */ 2084 which is not to be considered a dragon -> bail out */
2041 if (skin == NULL || abil == NULL) 2085 if (skin == NULL || abil == NULL)
2044 /* now start by filling stomache and health, according to food-value */ 2088 /* now start by filling stomache and health, according to food-value */
2045 if ((999 - op->stats.food) < meal->stats.food) 2089 if ((999 - op->stats.food) < meal->stats.food)
2046 op->stats.hp += (999 - op->stats.food) / 50; 2090 op->stats.hp += (999 - op->stats.food) / 50;
2047 else 2091 else
2048 op->stats.hp += meal->stats.food / 50; 2092 op->stats.hp += meal->stats.food / 50;
2093
2049 if (op->stats.hp > op->stats.maxhp) 2094 if (op->stats.hp > op->stats.maxhp)
2050 op->stats.hp = op->stats.maxhp; 2095 op->stats.hp = op->stats.maxhp;
2051 2096
2052 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2053 2098
2098 } 2143 }
2099 } 2144 }
2100 2145
2101 /* inverse totalchance as until now we have the failure-chance */ 2146 /* inverse totalchance as until now we have the failure-chance */
2102 totalchance = 100 - totalchance * 100; 2147 totalchance = 100 - totalchance * 100;
2148
2103 /* print message according to totalchance */ 2149 /* print message according to totalchance */
2150 const char *buf;
2104 if (totalchance > 50.) 2151 if (totalchance > 50.)
2105 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2106 else if (totalchance > 10.) 2153 else if (totalchance > 10.)
2107 sprintf (buf, "The %s tasted very good.", &meal->name); 2154 buf = format ("The %s tasted very good.", &meal->name);
2108 else if (totalchance > 1.) 2155 else if (totalchance > 1.)
2109 sprintf (buf, "The %s tasted good.", &meal->name); 2156 buf = format ("The %s tasted good.", &meal->name);
2110 else if (totalchance > 0.1) 2157 else if (totalchance > 0.1)
2111 sprintf (buf, "The %s tasted bland.", &meal->name); 2158 buf = format ("The %s tasted bland.", &meal->name);
2112 else if (totalchance >= 0.01) 2159 else if (totalchance >= 0.01)
2113 sprintf (buf, "The %s had a boring taste.", &meal->name); 2160 buf = format ("The %s had a boring taste.", &meal->name);
2114 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2161 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2115 sprintf (buf, "The %s tasted strange.", &meal->name); 2162 buf = format ("The %s tasted strange.", &meal->name);
2116 else 2163 else
2117 sprintf (buf, "The %s had no taste.", &meal->name); 2164 buf = format ("The %s had no taste.", &meal->name);
2118 new_draw_info (NDI_UNIQUE, 0, op, buf); 2165
2166 op->statusmsg (buf);
2119 2167
2120 /* now choose a winner if we have any */ 2168 /* now choose a winner if we have any */
2121 i = -1; 2169 i = -1;
2122 if (winners > 0) 2170 if (winners > 0)
2123 i = atnr_winner[RANDOM () % winners]; 2171 i = atnr_winner[RANDOM () % winners];
2126 { 2174 {
2127 /* resistance increased! */ 2175 /* resistance increased! */
2128 skin->resist[i]++; 2176 skin->resist[i]++;
2129 op->update_stats (); 2177 op->update_stats ();
2130 2178
2131 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2179 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2132 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2133 } 2180 }
2134 2181
2135 /* if this flesh contains a new ability focus, we mark it 2182 /* if this flesh contains a new ability focus, we mark it
2136 into the ability_force and it will take effect on next level */ 2183 into the ability_force and it will take effect on next level */
2137 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2184 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2138 { 2185 {
2139 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2186 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2140 2187
2141 if (meal->last_eat != abil->stats.exp) 2188 if (meal->last_eat != abil->stats.exp)
2189 op->statusmsg (format (
2190 "Your metabolism prepares to focus on %s!\n"
2191 "The change will happen at level %d.",
2192 change_resist_msg[meal->last_eat],
2193 abil->level + 1
2142 { 2194 ));
2143 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2144 new_draw_info (NDI_UNIQUE, 0, op, buf);
2145 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2146 new_draw_info (NDI_UNIQUE, 0, op, buf);
2147 }
2148 else 2195 else
2149 { 2196 {
2150 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2197 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2151 new_draw_info (NDI_UNIQUE, 0, op, buf);
2152 abil->last_eat = 0; 2198 abil->last_eat = 0;
2153 } 2199 }
2154 } 2200 }
2201
2155 return 1; 2202 return 1;
2156} 2203}
2157 2204
2158/** 2205/**
2159 * Handles applying an improve armor scroll. 2206 * Handles applying an improve armor scroll.
2162static void 2209static void
2163apply_armour_improver (object *op, object *tmp) 2210apply_armour_improver (object *op, object *tmp)
2164{ 2211{
2165 object *armor; 2212 object *armor;
2166 2213
2167 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2214 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2168 { 2215 {
2169 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2216 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2170 return; 2217 return;
2171 } 2218 }
2172 2219
2173 armor = find_marked_object (op); 2220 armor = find_marked_object (op);
2174 2221
2175 if (!armor) 2222 if (!armor)
2176 { 2223 {
2177 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2224 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2178 return; 2225 return;
2179 } 2226 }
2180 2227
2181 if (armor->type != ARMOUR 2228 if (armor->type != ARMOUR
2182 && armor->type != CLOAK 2229 && armor->type != CLOAK
2183 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2230 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2184 { 2231 {
2185 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2232 op->failmsg ("Your marked item is not armour!\n");
2186 return; 2233 return;
2187 } 2234 }
2188 2235
2189 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2236 op->statusmsg ("Applying armour enchantment.");
2190 improve_armour (op, tmp, armor); 2237 improve_armour (op, tmp, armor);
2191} 2238}
2192 2239
2193extern void 2240extern void
2194apply_poison (object *op, object *tmp) 2241apply_poison (object *op, object *tmp)
2195{ 2242{
2196 if (op->type == PLAYER) 2243 if (op->type == PLAYER)
2197 { 2244 {
2198 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2245 op->contr->play_sound (sound_find ("drink_poison"));
2199 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2246 op->failmsg ("Yech! That tasted poisonous!");
2200 strcpy (op->contr->killer, "poisonous booze"); 2247 strcpy (op->contr->killer, "poisonous booze");
2201 } 2248 }
2249
2202 if (tmp->stats.hp > 0) 2250 if (tmp->stats.hp > 0)
2203 { 2251 {
2204 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2252 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2205 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2206 } 2254 }
2255
2207 op->stats.food -= op->stats.food / 4; 2256 op->stats.food -= op->stats.food / 4;
2208 handle_apply_yield (tmp); 2257 handle_apply_yield (tmp);
2209 decrease_ob (tmp); 2258 decrease_ob (tmp);
2210} 2259}
2211 2260
2321 2370
2322 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2323 { 2372 {
2324 if (op->type == PLAYER) 2373 if (op->type == PLAYER)
2325 { 2374 {
2326 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2375 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2327 return 1; 2376 return 1;
2328 } 2377 }
2329 else 2378 else
2330 return 0; /* monsters just skip unpaid items */ 2379 return 0; /* monsters just skip unpaid items */
2331 } 2380 }
2334 return RESULT_INT (0); 2383 return RESULT_INT (0);
2335 2384
2336 switch (tmp->type) 2385 switch (tmp->type)
2337 { 2386 {
2338 case CF_HANDLE: 2387 case CF_HANDLE:
2339 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2388 op->play_sound (sound_find ("turn_handle"));
2340 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2389 op->statusmsg ("You turn the handle.");
2341 tmp->value = tmp->value ? 0 : 1; 2390 tmp->value = tmp->value ? 0 : 1;
2342 SET_ANIMATION (tmp, tmp->value); 2391 SET_ANIMATION (tmp, tmp->value);
2343 update_object (tmp, UP_OBJ_FACE); 2392 update_object (tmp, UP_OBJ_FACE);
2344 push_button (tmp); 2393 push_button (tmp);
2345 return 1; 2394 return 1;
2346 2395
2347 case TRIGGER: 2396 case TRIGGER:
2348 if (check_trigger (tmp, op)) 2397 if (check_trigger (tmp, op))
2349 { 2398 {
2350 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2399 op->statusmsg ("You turn the handle.");
2351 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2400 op->play_sound (sound_find ("turn_handle"));
2352 } 2401 }
2353 else 2402 else
2354 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2403 op->failmsg ("The handle doesn't move.");
2355 2404
2356 return 1; 2405 return 1;
2357 2406
2358 case EXIT: 2407 case EXIT:
2359 if (op->type != PLAYER) 2408 if (op->type != PLAYER)
2360 return 0; 2409 return 0;
2361 2410
2362 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2363 { 2412 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2364 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2365 }
2366 else 2413 else
2367 { 2414 {
2368 /* Don't display messages for random maps. */ 2415 /* Don't display messages for random maps. */
2369 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2370 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2417 op->statusmsg (tmp->msg, NDI_NAVY);
2371 2418
2372 op->enter_exit (tmp); 2419 op->enter_exit (tmp);
2373 } 2420 }
2421
2422 return 1;
2423
2424 case INSCRIBABLE:
2425 op->statusmsg (tmp->msg);
2426 // maybe show a spell menu to chose from or something like that
2374 return 1; 2427 return 1;
2375 2428
2376 case SIGN: 2429 case SIGN:
2377 apply_sign (op, tmp, 0); 2430 apply_sign (op, tmp, 0);
2378 return 1; 2431 return 1;
2382 { 2435 {
2383 apply_book (op, tmp); 2436 apply_book (op, tmp);
2384 return 1; 2437 return 1;
2385 } 2438 }
2386 else 2439 else
2387 {
2388 return 0; 2440 return 0;
2389 }
2390 2441
2391 case SKILLSCROLL: 2442 case SKILLSCROLL:
2392 if (op->type == PLAYER) 2443 if (op->type == PLAYER)
2393 { 2444 {
2394 apply_skillscroll (op, tmp); 2445 apply_skillscroll (op, tmp);
2395 return 1; 2446 return 1;
2396 } 2447 }
2448 else
2397 return 0; 2449 return 0;
2398 2450
2399 case SPELLBOOK: 2451 case SPELLBOOK:
2400 if (op->type == PLAYER) 2452 if (op->type == PLAYER)
2401 { 2453 {
2402 apply_spellbook (op, tmp); 2454 apply_spellbook (op, tmp);
2403 return 1; 2455 return 1;
2404 } 2456 }
2457 else
2405 return 0; 2458 return 0;
2406 2459
2407 case SCROLL: 2460 case SCROLL:
2408 apply_scroll (op, tmp, 0); 2461 apply_scroll (op, tmp, 0);
2409 return 1; 2462 return 1;
2410 2463
2411 case POTION: 2464 case POTION:
2412 (void) apply_potion (op, tmp); 2465 apply_potion (op, tmp);
2413 return 1; 2466 return 1;
2414 2467
2415 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2468 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed? 2469 //TODO: remove, as it is unsed?
2417 case CLOSE_CON: 2470 case CLOSE_CON:
2477 } 2530 }
2478 else 2531 else
2479 return 0; 2532 return 0;
2480 2533
2481 case WEAPON_IMPROVER: 2534 case WEAPON_IMPROVER:
2482 (void) check_improve_weapon (op, tmp); 2535 check_improve_weapon (op, tmp);
2483 return 1; 2536 return 1;
2484 2537
2485 case CLOCK: 2538 case CLOCK:
2486 if (op->type == PLAYER) 2539 if (op->type == PLAYER)
2487 { 2540 {
2488 char buf[MAX_BUF]; 2541 char buf[MAX_BUF];
2489 timeofday_t tod; 2542 timeofday_t tod;
2490 2543
2491 get_tod (&tod); 2544 get_tod (&tod);
2545 op->play_sound (sound_find ("sound_clock"));
2546 op->statusmsg (format (
2492 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2547 "It is %d minute%s past %d o'clock %s",
2493 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2548 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2494 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2550 ));
2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1; 2551 return 1;
2498 } 2552 }
2499 else 2553 else
2500 {
2501 return 0; 2554 return 0;
2502 }
2503 2555
2504 case MENU: 2556 case MENU:
2505 if (op->type == PLAYER) 2557 if (op->type == PLAYER)
2506 { 2558 {
2507 shop_listing (tmp, op); 2559 shop_listing (tmp, op);
2508 return 1; 2560 return 1;
2509 } 2561 }
2510 else 2562 else
2511 {
2512 return 0; 2563 return 0;
2513 }
2514 2564
2515 case POWER_CRYSTAL: 2565 case POWER_CRYSTAL:
2516 apply_power_crystal (op, tmp); /* see egoitem.c */ 2566 apply_power_crystal (op, tmp); /* see egoitem.c */
2517 return 1; 2567 return 1;
2518 2568
2521 { 2571 {
2522 apply_lighter (op, tmp); 2572 apply_lighter (op, tmp);
2523 return 1; 2573 return 1;
2524 } 2574 }
2525 else 2575 else
2526 {
2527 return 0; 2576 return 0;
2528 }
2529 2577
2530 case ITEM_TRANSFORMER: 2578 case ITEM_TRANSFORMER:
2531 apply_item_transformer (op, tmp); 2579 apply_item_transformer (op, tmp);
2532 return 1; 2580 return 1;
2533 2581
2546int 2594int
2547player_apply (object *pl, object *op, int aflag, int quiet) 2595player_apply (object *pl, object *op, int aflag, int quiet)
2548{ 2596{
2549 int tmp; 2597 int tmp;
2550 2598
2551 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2599 if (op->env && (pl->move_type & MOVE_FLYING))
2552 { 2600 {
2553 /* player is flying and applying object not in inventory */ 2601 /* player is flying and applying object not in inventory */
2554 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2555 { 2603 {
2556 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2604 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2557 return 0; 2605 return 0;
2558 } 2606 }
2559 }
2560
2561 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2562 * applied.
2563 */
2564 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2565 {
2566 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2567 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2568 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2569 op->destroy ();
2570 return 1;
2571 } 2607 }
2572 2608
2573 pl->contr->last_used = op; 2609 pl->contr->last_used = op;
2574 2610
2575 tmp = manual_apply (pl, op, aflag); 2611 tmp = manual_apply (pl, op, aflag);
2576 if (!quiet) 2612 if (!quiet)
2577 { 2613 {
2578 if (tmp == 0) 2614 if (tmp == 0)
2579 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2615 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2580 else if (tmp == 2) 2616 else if (tmp == 2)
2581 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2617 op->failmsg ("You must get it first!\n");
2582 } 2618 }
2619
2583 return tmp; 2620 return tmp;
2584} 2621}
2585 2622
2586/** 2623/**
2587 * player_apply_below attempts to apply the object 'below' the player. 2624 * player_apply_below attempts to apply the object 'below' the player.
2588 * If the player has an open container, we use that for below, otherwise 2625 * If the player has an open container, we use that for below, otherwise
2589 * we use the ground. 2626 * we use the ground.
2590 */ 2627 */
2591
2592void 2628void
2593player_apply_below (object *pl) 2629player_apply_below (object *pl)
2594{ 2630{
2595 int floors = 0; 2631 int floors = 0;
2596 2632
2633 * to keep the size of apply_special to a more managable size. 2669 * to keep the size of apply_special to a more managable size.
2634 */ 2670 */
2635static int 2671static int
2636unapply_special (object *who, object *op, int aflags) 2672unapply_special (object *who, object *op, int aflags)
2637{ 2673{
2638 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2674 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2675 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2639 return RESULT_INT (0); 2676 return RESULT_INT (0);
2640 2677
2641 object *tmp2;
2642
2643 CLEAR_FLAG (op, FLAG_APPLIED); 2678 CLEAR_FLAG (op, FLAG_APPLIED);
2644 2679
2645 switch (op->type) 2680 switch (op->type)
2646 { 2681 {
2682 case SKILL_TOOL:
2683 // unapplying a skill tool should also unapply the skill it governs
2684 // but this is hard, as it shouldn't do so when the skill can
2685 // be used for other reasons
2686 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2687 if (tmp->skill == op->skill
2688 && tmp->type == SKILL
2689 && tmp->flag [FLAG_APPLIED]
2690 && !tmp->flag [FLAG_CAN_USE_SKILL])
2691 unapply_special (who, tmp, 0);
2692
2693 change_abil (who, op);
2694 break;
2695
2647 case WEAPON: 2696 case WEAPON:
2648 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2697 if (player *pl = who->contr)
2698 if (op == pl->combat_ob)
2699 {
2700 pl->combat_ob = 0;
2701 who->change_weapon (pl->ranged_ob);
2702 }
2703
2704 who->statusmsg (format ("You unwield %s.", query_name (op)));
2649 2705
2650 change_abil (who, op); 2706 change_abil (who, op);
2651 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2707 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2652
2653 if (who->contr)
2654 {
2655 if (who->contr->combat_ob == op)
2656 who->contr->combat_ob = 0;
2657
2658 if (who->current_weapon == op)
2659 who->current_weapon = 0;
2660 }
2661
2662 clear_skill (who);
2663 break; 2708 break;
2664 2709
2665 case SKILL: /* allows objects to impart skills */
2666 case SKILL_TOOL: 2710 case SKILL:
2667 if (op != who->chosen_skill)
2668 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2669
2670 if (who->contr) 2711 if (who->contr)
2671 { 2712 {
2672 if (!op->invisible) 2713 if (!op->invisible)
2673 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2714 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2674 else 2715 else
2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2716 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2676 } 2717 }
2677 2718
2678 change_abil (who, op); 2719 change_abil (who, op);
2679 who->chosen_skill = 0;
2680 CLEAR_FLAG (who, FLAG_READY_SKILL); 2720 CLEAR_FLAG (who, FLAG_READY_SKILL);
2681 break; 2721 break;
2682 2722
2683 case ARMOUR: 2723 case ARMOUR:
2684 case HELMET: 2724 case HELMET:
2688 case GLOVES: 2728 case GLOVES:
2689 case AMULET: 2729 case AMULET:
2690 case GIRDLE: 2730 case GIRDLE:
2691 case BRACERS: 2731 case BRACERS:
2692 case CLOAK: 2732 case CLOAK:
2693 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2733 who->statusmsg (format ("You unwear %s.", query_name (op)));
2694 change_abil (who, op); 2734 change_abil (who, op);
2695 break; 2735 break;
2696 2736
2697 case LAMP: 2737 case LAMP:
2698 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2738 {
2739 who->statusmsg (format ("You turn off your %s.", &op->name));
2740
2699 tmp2 = arch_to_object (op->other_arch); 2741 object *tmp2 = arch_to_object (op->other_arch);
2700 tmp2->x = op->x; 2742 tmp2->x = op->x;
2701 tmp2->y = op->y; 2743 tmp2->y = op->y;
2702 tmp2->map = op->map; 2744 tmp2->map = op->map;
2703 tmp2->below = op->below; 2745 tmp2->below = op->below;
2704 tmp2->above = op->above; 2746 tmp2->above = op->above;
2705 tmp2->stats.food = op->stats.food; 2747 tmp2->stats.food = op->stats.food;
2706 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2748 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2707 2749
2708 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2750 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2709 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2751 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2710 2752
2711 if (who->contr) 2753 if (who->contr)
2712 esrv_del_item (who->contr, op->count); 2754 esrv_del_item (who->contr, op->count);
2713 2755
2714 op->destroy (); 2756 op->destroy ();
2715 insert_ob_in_ob (tmp2, who); 2757 insert_ob_in_ob (tmp2, who);
2716 who->update_stats (); 2758 who->update_stats ();
2717 2759
2718 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2760 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2719 { 2761 {
2720 if (who->contr) 2762 if (who->contr)
2721 { 2763 {
2722 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2764 who->failmsg ("Oops, it feels deadly cold!");
2723 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2765 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2724 } 2766 }
2725 } 2767 }
2726 2768
2727 if (who->contr) 2769 if (who->contr)
2728 esrv_send_item (who, tmp2); 2770 esrv_send_item (who, tmp2);
2771 }
2729 2772
2730 return 1; /* otherwise, an attempt to drop causes problems */ 2773 return 1; /* otherwise, an attempt to drop causes problems */
2731 2774
2732 case BOW: 2775 case BOW:
2733 case WAND: 2776 case WAND:
2734 case ROD: 2777 case ROD:
2735 case HORN: 2778 case HORN:
2736 clear_skill (who);
2737
2738 if (who->contr) 2779 if (player *pl = who->contr)
2739 { 2780 {
2740 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2781 if (op == pl->ranged_ob)
2741 2782 {
2742 if (who->contr->ranged_ob == op)
2743 who->contr->ranged_ob = 0; 2783 pl->ranged_ob = 0;
2784 who->change_weapon (pl->combat_ob);
2785 }
2744 2786
2745 if (who->current_weapon == op) 2787 who->statusmsg (format ("You unready %s.", query_name (op)));
2746 who->current_weapon = 0;
2747 } 2788 }
2748 else 2789 else
2749 { 2790 {
2791 who->change_skill (0);
2792
2750 if (op->type == BOW) 2793 if (op->type == BOW)
2751 CLEAR_FLAG (who, FLAG_READY_BOW); 2794 CLEAR_FLAG (who, FLAG_READY_BOW);
2752 else 2795 else
2753 CLEAR_FLAG (who, FLAG_READY_RANGE); 2796 CLEAR_FLAG (who, FLAG_READY_RANGE);
2754 } 2797 }
2755 2798
2756 break; 2799 break;
2757 2800
2758 case BUILDER: 2801 case BUILDER:
2759 if (who->contr) 2802 if (who->contr)
2760 { 2803 who->statusmsg (format ("You unready %s.", query_name (op)));
2761 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2762
2763 if (who->contr->ranged_ob == op)
2764 who->contr->ranged_ob = 0;
2765 }
2766 break; 2804 break;
2767 2805
2768 default: 2806 default:
2769 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2807 who->statusmsg (format ("You unapply %s.", query_name (op)));
2770 break; 2808 break;
2771 } 2809 }
2772 2810
2773 who->update_stats (); 2811 who->update_stats ();
2774 2812
2775 if (!(aflags & AP_NO_MERGE)) 2813 if (!(aflags & AP_NO_MERGE))
2776 { 2814 {
2777 object *tmp;
2778
2779 tmp = merge_ob (op, NULL); 2815 object *tmp = merge_ob (op, 0);
2780 2816
2781 if (who->contr) 2817 if (who->contr)
2782 { 2818 {
2783 if (tmp) 2819 if (tmp)
2784 { /* it was merged */ 2820 { /* it was merged */
2796/** 2832/**
2797 * Returns the object that is using location 'loc'. 2833 * Returns the object that is using location 'loc'.
2798 * Note that 'start' is the first object to start examing - we 2834 * Note that 'start' is the first object to start examing - we
2799 * then go through the below of this. In this way, you can do 2835 * then go through the below of this. In this way, you can do
2800 * something like: 2836 * something like:
2801 * tmp = get_item_from_body_location(who->inv, 1); 2837 * tmp = get_next_item_from_body_location(who->inv, 1);
2802 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2838 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2803 * to find the second object that may use this location, etc. 2839 * to find the second object that may use this location, etc.
2804 * Returns NULL if no match is found. 2840 * Returns NULL if no match is found.
2805 * loc is the index into the array we are looking for a match. 2841 * loc is the index into the array we are looking for a match.
2806 * don't return invisible objects unless they are skill objects 2842 * don't return invisible objects unless they are skill objects
2807 * invisible other objects that use 2843 * invisible other objects that use
2808 * up body locations can be used as restrictions. 2844 * up body locations can be used as restrictions.
2809 */ 2845 */
2810object * 2846static object *
2811get_item_from_body_location (object *start, int loc) 2847get_next_item_from_body_location (int loc, object *start)
2812{ 2848{
2813 object *tmp;
2814
2815 if (!start)
2816 return NULL;
2817
2818 for (tmp = start; tmp; tmp = tmp->below) 2849 for (object *tmp = start; tmp; tmp = tmp->below)
2819 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2850 if (tmp->flag [FLAG_APPLIED]
2851 && tmp->slot[loc].info
2852 && (!tmp->invisible || tmp->type == SKILL))
2820 return tmp; 2853 return tmp;
2821 2854
2822 return NULL; 2855 return 0;
2823} 2856}
2824 2857
2825/** 2858/**
2826 * 'op' wants to apply an object, but can't because of other equipment. 2859 * 'op' wants to apply an object, but can't because of other equipment.
2827 * This should only be called when it is known 2860 * This should only be called when it is known
2831 * Returns 0 on success, returns 1 if there is some problem. 2864 * Returns 0 on success, returns 1 if there is some problem.
2832 * if aflags is AP_PRINT, we instead print out waht to unapply 2865 * if aflags is AP_PRINT, we instead print out waht to unapply
2833 * instead of doing it. This is a lot less code than having 2866 * instead of doing it. This is a lot less code than having
2834 * another function that does just that. 2867 * another function that does just that.
2835 */ 2868 */
2869
2870#define CANNOT_REMOVE_CURSED \
2871 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2872 "Praying over an altar, scrolls of remove curse/damnation, " \
2873 "priests or even other players might help.>"
2874
2836int 2875int
2837unapply_for_ob (object *who, object *op, int aflags) 2876unapply_for_ob (object *who, object *op, int aflags)
2838{ 2877{
2839 /* If we are applying a shield or weapon, unapply any equipped shield 2878 if (op->is_range ())
2840 * or weapons first - only allowed to use one weapon/shield at a time.
2841 */
2842 if (op->type == WEAPON || op->type == SHIELD)
2843 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2879 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2844 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2845 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2881 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2846 { 2882 {
2847 if (aflags & AP_PRINT) 2883 if (aflags & AP_PRINT)
2848 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2884 who->failmsg (query_name (tmp));
2849 else 2885 else
2850 unapply_special (who, tmp, aflags); 2886 unapply_special (who, tmp, aflags);
2851 } 2887 }
2852 else 2888 else
2853 { 2889 {
2854 /* In this case, we want to try and remove a cursed item. 2890 /* In this case, we want to try and remove a cursed item.
2855 * While we know it won't work, we want unapply_special to 2891 * While we know it won't work, we want unapply_special to
2856 * at least generate the message. 2892 * at least generate the message.
2857 */ 2893 */
2858 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 2894 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2859 return 1; 2895 return 1;
2860 } 2896 }
2861 2897
2862 if (op->is_range ())
2863 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2864 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2865 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2866 {
2867 if (aflags & AP_PRINT)
2868 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2869 else
2870 unapply_special (who, tmp, aflags);
2871 }
2872 else
2873 {
2874 /* In this case, we want to try and remove a cursed item.
2875 * While we know it won't work, we want unapply_special to
2876 * at least generate the message.
2877 */
2878 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
2879 return 1;
2880 }
2881
2882 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2898 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2883 { 2899 {
2884 /* this used up a slot that we need to free */ 2900 /* this used up a slot that we need to free */
2885 if (op->body_info[i]) 2901 if (op->slot[i].info)
2886 { 2902 {
2887 object *last = who->inv; 2903 object *last = who->inv;
2888 2904
2889 /* We do a while loop - may need to remove several items in order 2905 /* We do a while loop - may need to remove several items in order
2890 * to free up enough slots. 2906 * to free up enough slots.
2891 */ 2907 */
2892 while ((who->body_used[i] + op->body_info[i]) < 0) 2908 while ((who->slot[i].used + op->slot[i].info) < 0)
2893 { 2909 {
2894 object *tmp = get_item_from_body_location (last, i); 2910 object *tmp = get_next_item_from_body_location (i, last);
2895 2911
2896 if (!tmp) 2912 if (!tmp)
2897 { 2913 {
2898#if 0 2914#if 0
2899 /* Not a bug - we'll get this if the player has cursed items 2915 /* Not a bug - we'll get this if the player has cursed items
2906 2922
2907 /* If we are just printing, we don't care about cursed status */ 2923 /* If we are just printing, we don't care about cursed status */
2908 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2924 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2909 { 2925 {
2910 if (aflags & AP_PRINT) 2926 if (aflags & AP_PRINT)
2911 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2927 who->failmsg (query_name (tmp));
2912 else 2928 else
2913 unapply_special (who, tmp, aflags); 2929 unapply_special (who, tmp, aflags);
2914 } 2930 }
2915 else 2931 else
2916 { 2932 {
2917 /* Cursed item that we can't unequip - tell the player. 2933 /* Cursed item that we can't unequip - tell the player.
2918 * Note this could be annoying if this is just one of a few, 2934 * Note this could be annoying if this is just one of a few,
2919 * so it may not be critical (eg, putting on a ring and you have 2935 * so it may not be critical (eg, putting on a ring and you have
2920 * one cursed ring.) 2936 * one cursed ring.)
2921 */ 2937 */
2922 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2938 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2923 } 2939 }
2924 2940
2925 last = tmp->below; 2941 last = tmp->below;
2926 } 2942 }
2927 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2943 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2937 * Checks to see if 'who' can apply object 'op'. 2953 * Checks to see if 'who' can apply object 'op'.
2938 * Returns 0 if apply can be done without anything special. 2954 * Returns 0 if apply can be done without anything special.
2939 * Otherwise returns a bitmask - potentially several of these may be 2955 * Otherwise returns a bitmask - potentially several of these may be
2940 * set, but largely depends on circumstance - in the future, processing 2956 * set, but largely depends on circumstance - in the future, processing
2941 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2957 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2942 * is set, do we really are what the other flags may be?) 2958 * is set, do we really care what the other flags may be?)
2943 * 2959 *
2944 * See include/define.h for detailed description of the meaning of 2960 * See include/define.h for detailed description of the meaning of
2945 * these return values. 2961 * these return values.
2946 */ 2962 */
2947int 2963int
2951 return RESULT_INT (0); 2967 return RESULT_INT (0);
2952 2968
2953 int retval = 0; 2969 int retval = 0;
2954 object *tmp = 0, *ws = 0; 2970 object *tmp = 0, *ws = 0;
2955 2971
2956 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2957 * 2 weapons, but we don't want to let them do that. So if they are
2958 * trying to equip a weapon or shield, see if they already have one
2959 * in place and store that way.
2960 */
2961 if (op->type == WEAPON || op->type == SHIELD)
2962 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
2963 if (tmp->flag [FLAG_APPLIED] && tmp->type == op->type)
2964 {
2965 retval = CAN_APPLY_UNAPPLY;
2966 ws = tmp;
2967 }
2968
2969 if (op->is_range ())
2970 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
2971 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2972 {
2973 retval = CAN_APPLY_UNAPPLY;
2974 ws = tmp;
2975 }
2976
2977 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2972 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2978 { 2973 {
2979 if (op->body_info[i]) 2974 if (op->slot[i].info)
2980 { 2975 {
2981 /* Item uses more slots than we have */ 2976 /* Item uses more slots than we have */
2982 if (abs (op->body_info[i]) > who->body_info[i]) 2977 if (who->slot[i].info + op->slot [i].info < 0)
2983 { 2978 {
2984 /* Could return now for efficiency - rest of info below isn't 2979 /* Could return now for efficiency - rest of info below isn't
2985 * really needed. 2980 * really needed.
2986 */ 2981 */
2987 retval |= CAN_APPLY_NEVER; 2982 retval |= CAN_APPLY_NEVER;
2988 } 2983 }
2989 else if ((who->body_used[i] + op->body_info[i]) < 0) 2984 else if (who->slot[i].used + op->slot[i].info < 0)
2990 { 2985 {
2991 /* in this case, equipping this would use more free spots than 2986 /* in this case, equipping this would use more free spots than
2992 * we have. 2987 * we have.
2993 */ 2988 */
2994 2989
2995 /* if we have an applied weapon/shield, and unapply it would free 2990 /* if we have an applied weapon/shield, and unapply it would free
2996 * enough slots to equip the new item, then just set this can 2991 * enough slots to equip the new item, then just set "can
2997 * continue. We don't care about the logic below - if you have 2992 * apply unapply". We don't care about the logic below - if you have a
2998 * shield equipped and try to equip another shield, there is only 2993 * shield equipped and try to equip another shield, there is only
2999 * one choice. However, the check for the number of body locations 2994 * one choice. However, the check for the number of body locations
3000 * does take into the account cases where what is being applied 2995 * does take into the account cases where what is being applied
3001 * may be two handed for example. 2996 * may be two handed for example.
3002 */ 2997 */
3003 if (ws) 2998 if (ws)
3004 { 2999 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3005 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3006 { 3000 {
3007 retval |= CAN_APPLY_UNAPPLY; 3001 retval |= CAN_APPLY_UNAPPLY;
3008 continue; 3002 continue;
3009 } 3003 }
3010 }
3011 3004
3012 object *tmp1 = get_item_from_body_location (who->inv, i); 3005 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3013 if (!tmp1) 3006 if (!tmp1)
3014 { 3007 {
3015#if 0 3008#if 0
3016 /* This is sort of an error, but happens a lot when old players 3009 /* This is sort of an error, but happens a lot when old players
3017 * join in with more stuff equipped than they are now allowed. 3010 * join in with more stuff equipped than they are now allowed.
3025 /* need to unapply something. However, if this something 3018 /* need to unapply something. However, if this something
3026 * is different than we had found before, it means they need 3019 * is different than we had found before, it means they need
3027 * to apply multiple objects 3020 * to apply multiple objects
3028 */ 3021 */
3029 retval |= CAN_APPLY_UNAPPLY; 3022 retval |= CAN_APPLY_UNAPPLY;
3023
3030 if (!tmp) 3024 if (!tmp)
3031 tmp = tmp1; 3025 tmp = tmp1;
3032 else if (tmp != tmp1) 3026 else if (tmp != tmp1)
3033 retval |= CAN_APPLY_UNAPPLY_MULT; 3027 retval |= CAN_APPLY_UNAPPLY_MULT;
3034 3028
3035 /* This object isn't using up all the slots, so there must 3029 /* This object isn't using up all the slots, so there must
3036 * be another. If so, and it the new item doesn't need all 3030 * be another. If so, and it the new item doesn't need all
3037 * the slots, the player then has a choice. 3031 * the slots, the player then has a choice.
3038 */ 3032 */
3039 if ((who->body_used[i] - tmp1->body_info[i] != who->body_info[i]) 3033 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3040 && abs (op->body_info[i]) < who->body_info[i]) 3034 && abs (op->slot[i].info) < who->slot[i].info)
3041 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3035 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3042 3036
3043 /* Does unequippint 'tmp1' free up enough slots for this to be 3037 /* Does unequippint 'tmp1' free up enough slots for this to be
3044 * equipped? If not, there must be something else to unapply. 3038 * equipped? If not, there must be something else to unapply.
3045 */ 3039 */
3046 if (who->body_used[i] + op->body_info[i] < tmp1->body_info[i]) 3040 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3047 retval |= CAN_APPLY_UNAPPLY_MULT; 3041 retval |= CAN_APPLY_UNAPPLY_MULT;
3048 } 3042 }
3049 } /* if not enough free slots */ 3043 } /* if not enough free slots */
3050 } /* if this object uses location i */ 3044 } /* if this object uses location i */
3051 } /* for i -> num_body_locations loop */ 3045 } /* for i -> num_body_locations loop */
3096 * AP_UNAPPLY=always unapply). 3090 * AP_UNAPPLY=always unapply).
3097 * 3091 *
3098 * Optional flags: 3092 * Optional flags:
3099 * AP_NO_MERGE: don't merge an unapplied object with other objects 3093 * AP_NO_MERGE: don't merge an unapplied object with other objects
3100 * AP_IGNORE_CURSE: unapply cursed items 3094 * AP_IGNORE_CURSE: unapply cursed items
3095 * AP_NO_READY: do not ready skills when applying skill tools
3101 * 3096 *
3102 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3097 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3103 * 3098 *
3104 * apply_special() doesn't check for unpaid items. 3099 * apply_special() doesn't check for unpaid items.
3105 */ 3100 */
3101
3102#define LACK_ITEM_POWER \
3103 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3104
3106int 3105int
3107apply_special (object *who, object *op, int aflags) 3106apply_special (object *who, object *op, int aflags)
3108{ 3107{
3109 int basic_flag = aflags & AP_BASIC_FLAGS; 3108 int basic_flag = aflags & AP_BASIC_FLAGS;
3110 object *tmp, *tmp2, *skop = NULL; 3109 object *tmp, *tmp2, *skop = NULL;
3125 if (basic_flag == AP_APPLY) 3124 if (basic_flag == AP_APPLY)
3126 return 0; 3125 return 0;
3127 3126
3128 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3127 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3129 { 3128 {
3130 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3129 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3131 return 1; 3130 return 1;
3132 } 3131 }
3133 3132
3134 return unapply_special (who, op, aflags); 3133 return unapply_special (who, op, aflags);
3135 } 3134 }
3136 3135
3137 if (basic_flag == AP_UNAPPLY) 3136 if (basic_flag == AP_UNAPPLY)
3138 return 0; 3137 return 0;
3139 3138
3139 // if the item is combat/ranged, wield the relevant slot first
3140 // to resolve conflicts.
3141 if (player *pl = who->contr)
3142 switch (op->slottype ())
3143 {
3144 case slot_combat: who->change_weapon (pl->combat_ob); break;
3145 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3146 }
3147
3148 splay (op);
3149
3140 /* Can't just apply this object. Lets see what not and what to do */ 3150 /* Can't just apply this object. Lets see what not and what to do */
3141 if (int i = can_apply_object (who, op)) 3151 if (int i = can_apply_object (who, op))
3142 { 3152 {
3143 if (i & CAN_APPLY_NEVER) 3153 if (i & CAN_APPLY_NEVER)
3144 { 3154 {
3145 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3155 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3146 return 1; 3156 return 1;
3147 } 3157 }
3148 else if (i & CAN_APPLY_RESTRICTION) 3158 else if (i & CAN_APPLY_RESTRICTION)
3149 { 3159 {
3150 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3160 who->failmsg (format (
3161 "You have a prohibition against using a %s. "
3162 "H<Your belief, profession or class prevents you from applying this item.>",
3163 query_name (op)
3164 ));
3151 return 1; 3165 return 1;
3152 } 3166 }
3153 3167
3154 if (who->type != PLAYER) 3168 if (who->type != PLAYER)
3155 { 3169 {
3159 } 3173 }
3160 else 3174 else
3161 { 3175 {
3162 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3176 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3163 { 3177 {
3164 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3178 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3165 unapply_for_ob (who, op, AP_PRINT); 3179 unapply_for_ob (who, op, AP_PRINT);
3166 return 1; 3180 return 1;
3167 } 3181 }
3168 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3182 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3169 if (unapply_for_ob (who, op, aflags)) 3183 if (unapply_for_ob (who, op, aflags))
3175 { 3189 {
3176 skop = find_skill_by_name (who, op->skill); 3190 skop = find_skill_by_name (who, op->skill);
3177 3191
3178 if (!skop) 3192 if (!skop)
3179 { 3193 {
3180 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3194 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3181 return 1; 3195 return 1;
3182 } 3196 }
3183 else 3197 else
3184 /* While experience will be credited properly, we want to change the 3198 /* While experience will be credited properly, we want to change the
3185 * skill so that the dam and wc get updated 3199 * skill so that the dam and wc get updated
3186 */ 3200 */
3187 change_skill (who, skop, 0); 3201 who->change_skill (skop);
3188 } 3202 }
3189 3203
3190 if (who->type == PLAYER 3204 if (who->type == PLAYER
3191 && op->item_power 3205 && op->item_power
3192 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3206 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3193 { 3207 {
3194 new_draw_info (NDI_UNIQUE, 0, who,
3195 "Equipping that combined with other items would consume your soul! " 3208 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3196 "[use the skills command to check your available item power]");
3197 return 1; 3209 return 1;
3198 } 3210 }
3199 3211
3200 /* Ok. We are now at the state where we can apply the new object. 3212 /* Ok. We are now at the state where we can apply the new object.
3201 * Note that we don't have the checks for can_use_... 3213 * Note that we don't have the checks for can_use_...
3212 switch (op->type) 3224 switch (op->type)
3213 { 3225 {
3214 case WEAPON: 3226 case WEAPON:
3215 if (!check_weapon_power (who, op->last_eat)) 3227 if (!check_weapon_power (who, op->last_eat))
3216 { 3228 {
3217 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use."); 3229 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3218 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3219 3230
3220 if (tmp) 3231 if (tmp)
3221 insert_ob_in_ob (tmp, who); 3232 insert_ob_in_ob (tmp, who);
3222 3233
3223 return 1; 3234 return 1;
3227 // i.e. "R" can use Ragnarok's sword. 3238 // i.e. "R" can use Ragnarok's sword.
3228 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3229 { 3240 {
3230 /* if the weapon does not have the name as the character, can't use it. */ 3241 /* if the weapon does not have the name as the character, can't use it. */
3231 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3242 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3232 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3243 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3233 3244
3234 if (tmp) 3245 if (tmp)
3235 insert_ob_in_ob (tmp, who); 3246 insert_ob_in_ob (tmp, who);
3236 3247
3237 return 1; 3248 return 1;
3238 } 3249 }
3239 3250
3240 if (!skop) 3251 if (!skop)
3241 { 3252 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3253 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3243 return 1; 3254 return 1;
3244 } 3255 }
3245 3256
3246 SET_FLAG (op, FLAG_APPLIED); 3257 SET_FLAG (op, FLAG_APPLIED);
3247 change_skill (who, skop, 1); 3258 who->change_skill (skop);
3248 3259
3249 if (who->contr) 3260 if (who->contr)
3250 {
3251 who->contr->combat_ob = op; 3261 who->change_weapon (who->contr->combat_ob = op);
3252 who->current_weapon = op;
3253 }
3254 3262
3255 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3263 who->statusmsg (format ("You wield %s.", query_name (op)));
3264
3256 SET_FLAG (who, FLAG_READY_WEAPON); 3265 SET_FLAG (who, FLAG_READY_WEAPON);
3257
3258 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3259
3260 change_abil (who, op); 3266 change_abil (who, op);
3261 break; 3267 break;
3262 3268
3263 case ARMOUR: 3269 case ARMOUR:
3264 case HELMET: 3270 case HELMET:
3269 case BRACERS: 3275 case BRACERS:
3270 case CLOAK: 3276 case CLOAK:
3271 case RING: 3277 case RING:
3272 case AMULET: 3278 case AMULET:
3273 SET_FLAG (op, FLAG_APPLIED); 3279 SET_FLAG (op, FLAG_APPLIED);
3274 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3280 who->statusmsg (format ("You wear %s.", query_name (op)));
3275 change_abil (who, op); 3281 change_abil (who, op);
3276 break; 3282 break;
3277 3283
3278 case LAMP: 3284 case LAMP:
3279 if (op->stats.food < 1) 3285 if (op->stats.food < 1)
3280 { 3286 {
3281 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3287 who->failmsg (format (
3288 "Your %s is out of fuel! "
3289 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3290 &op->name
3291 ));
3282 return 1; 3292 return 1;
3283 } 3293 }
3284 3294
3285 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3295 who->statusmsg (format ("You turn on your %s.", &op->name));
3296
3286 tmp2 = arch_to_object (op->other_arch); 3297 tmp2 = arch_to_object (op->other_arch);
3287 tmp2->stats.food = op->stats.food; 3298 tmp2->stats.food = op->stats.food;
3288 SET_FLAG (tmp2, FLAG_APPLIED); 3299 SET_FLAG (tmp2, FLAG_APPLIED);
3289 3300
3290 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3301 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3309 who->update_stats (); 3320 who->update_stats ();
3310 3321
3311 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3322 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3312 if (who->type == PLAYER) 3323 if (who->type == PLAYER)
3313 { 3324 {
3314 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3325 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3315 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3326 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3316 } 3327 }
3317 3328
3318 if (who->type == PLAYER) 3329 if (who->type == PLAYER)
3319 esrv_send_item (who, tmp2); 3330 esrv_send_item (who, tmp2);
3320 3331
3321 return 0; 3332 return 0;
3322 3333
3323 /* this part is needed for skill-tools */ 3334 case SKILL_TOOL:
3335 // applying a skill tool also readies the skill
3336 SET_FLAG (op, FLAG_APPLIED);
3337
3338 if (!(aflags & AP_NO_READY))
3339 {
3340 skop = find_skill_by_name (who, op->skill);
3341 if (!skop->flag [FLAG_APPLIED])
3342 apply_special (who, skop, AP_APPLY);
3343 }
3344 break;
3345
3324 case SKILL: 3346 case SKILL:
3325 case SKILL_TOOL:
3326 if (who->chosen_skill)
3327 {
3328 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3329 return 1;
3330 }
3331
3332 if (player *pl = who->contr) 3347 if (player *pl = who->contr)
3333 { 3348 {
3334 if (IS_COMBAT_SKILL (op->subtype)) 3349 if (IS_COMBAT_SKILL (op->subtype))
3335 { 3350 {
3336 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3351 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3337 { 3352 {
3338 for (object *item = who->inv; item; item = item->below) 3353 for (object *item = who->inv; item; item = item->below)
3339 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3354 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3340 { 3355 {
3341 pl->combat_ob = who->current_weapon = item; 3356 if (item->skill == op->skill)
3357 {
3358 who->change_weapon (pl->combat_ob = item);
3342 goto found_weapon; 3359 goto found_weapon;
3360 }
3343 } 3361 }
3344 3362
3363 who->failmsg (format (
3345 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3364 "You need to apply a '%s' melee weapon before readying this skill. "
3365 "H<Some skills need an item, in this case a melee weapon, to function.>",
3366 &op->skill
3367 ));
3346 return 1; 3368 return 1;
3347 3369
3348 found_weapon:; 3370 found_weapon:;
3349 } 3371 }
3350 else 3372 else
3351 {
3352 pl->combat_ob = op; 3373 who->change_weapon (pl->combat_ob = op);
3353 op->current_weapon = 0;
3354 }
3355 } 3374 }
3356 else if (IS_RANGED_SKILL (op->subtype)) 3375 else if (IS_RANGED_SKILL (op->subtype))
3357 { 3376 {
3358 if (skill_flags [op->subtype] & SF_NEED_BOW) 3377 if (skill_flags [op->subtype] & SF_NEED_BOW)
3359 { 3378 {
3360 for (object *item = who->inv; item; item = item->below) 3379 for (object *item = who->inv; item; item = item->below)
3361 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3380 if (item->type == BOW && item->flag [FLAG_APPLIED])
3362 { 3381 {
3363 pl->ranged_ob = who->current_weapon = item; 3382 //TODO: bows should/must all have skill missile weapon right now
3383 who->change_weapon (pl->ranged_ob = item);
3364 goto found_bow; 3384 goto found_bow;
3365 } 3385 }
3366 3386
3387 who->failmsg (
3367 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3388 "You need to apply a missile weapon before readying this skill. "
3389 "H<Some skills need an item, in this case a missile weapon, to function.>"
3390 );
3368 return 1; 3391 return 1;
3369 3392
3370 found_bow:; 3393 found_bow:;
3371 } 3394 }
3372 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3373 {
3374 for (object *item = who->inv; item; item = item->below)
3375 if (item->flag [FLAG_APPLIED]
3376 && (item->type == WAND || item->type == ROD || item->type == HORN))
3377 {
3378 pl->ranged_ob = who->current_weapon = item;
3379 goto found_item;
3380 }
3381
3382 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3383 return 1;
3384
3385 found_item:;
3386 }
3387 else 3395 else
3388 {
3389 pl->ranged_ob = op; 3396 who->change_weapon (pl->ranged_ob = op);
3390 op->current_weapon = 0;
3391 }
3392 } 3397 }
3393 3398
3394 if (!op->invisible) 3399 if (!op->invisible)
3395 { 3400 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3401 who->statusmsg (format (
3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3402 "You ready %s."
3403 "You can now use the skill: %s.",
3404 query_name (op),
3405 &op->skill
3406 ));
3398 } 3407 }
3399 else 3408 else
3400 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3409 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3401 } 3410 }
3402 3411 else
3412 {
3403 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3404 change_abil (who, op); 3414 change_abil (who, op);
3405 who->chosen_skill = op; 3415 who->chosen_skill = op;
3406 SET_FLAG (who, FLAG_READY_SKILL); 3416 SET_FLAG (who, FLAG_READY_SKILL);
3417 }
3418
3407 break; 3419 break;
3408 3420
3409 case BOW: 3421 case BOW:
3410 if (!check_weapon_power (who, op->last_eat)) 3422 if (!check_weapon_power (who, op->last_eat))
3411 { 3423 {
3412 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3424 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3413 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3414 3425
3415 if (tmp) 3426 if (tmp)
3416 insert_ob_in_ob (tmp, who); 3427 insert_ob_in_ob (tmp, who);
3417 3428
3418 return 1; 3429 return 1;
3419 } 3430 }
3420 3431
3421 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3432 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3422 { 3433 {
3423 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3434 who->failmsg ("The weapon does not recognize you as its owner. "
3435 "H<Its name indicates that it belongs to somebody else.>");
3424 if (tmp) 3436 if (tmp)
3425 insert_ob_in_ob (tmp, who); 3437 insert_ob_in_ob (tmp, who);
3426 3438
3427 return 1; 3439 return 1;
3428 } 3440 }
3433 case HORN: 3445 case HORN:
3434 /* check for skill, alter player status */ 3446 /* check for skill, alter player status */
3435 3447
3436 if (!skop) 3448 if (!skop)
3437 { 3449 {
3438 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3450 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3439 return 1; 3451 return 1;
3440 } 3452 }
3441 3453
3442 SET_FLAG (op, FLAG_APPLIED); 3454 SET_FLAG (op, FLAG_APPLIED);
3443 change_skill (who, skop, 0); 3455 who->change_skill (skop);
3444 3456
3445 if (who->contr) 3457 if (who->contr)
3446 { 3458 {
3447 who->contr->ranged_ob = op; 3459 who->contr->ranged_ob = op;
3448 3460
3449 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3461 who->statusmsg (format ("You ready %s.", query_name (op)));
3450 3462
3451 if (op->type == BOW) 3463 if (op->type == BOW)
3452 { 3464 {
3453 who->current_weapon = op; 3465 who->current_weapon = op;
3454 change_abil (who, op); 3466 change_abil (who, op);
3455 new_draw_info_format (NDI_UNIQUE, 0, who,
3456 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3467 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3457 } 3468 }
3458 } 3469 }
3459 else 3470 else
3460 { 3471 {
3461 if (op->type == BOW) 3472 if (op->type == BOW)
3467 break; 3478 break;
3468 3479
3469 case BUILDER: 3480 case BUILDER:
3470 if (who->type == PLAYER) 3481 if (who->type == PLAYER)
3471 { 3482 {
3483 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3472 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3484 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3473 unapply_special (who, who->contr->ranged_ob, 0); 3485 unapply_special (who, who->contr->ranged_ob, 0);
3474 3486
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3487 who->statusmsg (format ("You ready your %s.", query_name (op)));
3476 3488
3477 who->contr->ranged_ob = op; 3489 who->contr->ranged_ob = op;
3478 } 3490 }
3479 break; 3491 break;
3480 3492
3481 default: 3493 default:
3482 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3494 who->statusmsg (format ("You apply %s.", query_name (op)));
3483 } /* end of switch op->type */ 3495 }
3484 3496
3485 SET_FLAG (op, FLAG_APPLIED); 3497 SET_FLAG (op, FLAG_APPLIED);
3486 3498
3487 if (tmp) 3499 if (tmp)
3488 tmp = insert_ob_in_ob (tmp, who); 3500 tmp = insert_ob_in_ob (tmp, who);
3495 */ 3507 */
3496 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3508 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3497 SET_FLAG (op, FLAG_BEEN_APPLIED); 3509 SET_FLAG (op, FLAG_BEEN_APPLIED);
3498 3510
3499 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3500 {
3501 if (who->type == PLAYER) 3512 if (who->type == PLAYER)
3502 { 3513 {
3503 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3514 who->failmsg (
3515 "Oops, it feels deadly cold! "
3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3517 );
3504 SET_FLAG (op, FLAG_KNOWN_CURSED); 3518 SET_FLAG (op, FLAG_KNOWN_CURSED);
3505 } 3519 }
3506 }
3507 3520
3508 if (who->type == PLAYER) 3521 if (who->type == PLAYER)
3509 { 3522 {
3510 /* if multiple objects were applied, update both slots */ 3523 /* if multiple objects were applied, update both slots */
3511 if (tmp) 3524 if (tmp)
3520int 3533int
3521monster_apply_special (object *who, object *op, int aflags) 3534monster_apply_special (object *who, object *op, int aflags)
3522{ 3535{
3523 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3536 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3524 return 1; 3537 return 1;
3538
3525 return apply_special (who, op, aflags); 3539 return apply_special (who, op, aflags);
3526} 3540}
3527 3541
3528/** 3542/**
3529 * Map was just loaded, handle op's initialisation. 3543 * Map was just loaded, handle op's initialisation.
3702 * Handles player eating food that temporarily changes status (resistances, stats). 3716 * Handles player eating food that temporarily changes status (resistances, stats).
3703 * This used to call cast_change_attr(), but 3717 * This used to call cast_change_attr(), but
3704 * that doesn't work with the new spell code. Since we know what 3718 * that doesn't work with the new spell code. Since we know what
3705 * the food changes, just grab a force and use that instead. 3719 * the food changes, just grab a force and use that instead.
3706 */ 3720 */
3707
3708void 3721void
3709eat_special_food (object *who, object *food) 3722eat_special_food (object *who, object *food)
3710{ 3723{
3711 object *force; 3724 object *force;
3712 int i, did_one = 0; 3725 int i, did_one = 0;
3713 sint8 k;
3714 3726
3715 force = get_archetype (FORCE_NAME); 3727 force = get_archetype (FORCE_NAME);
3716 3728
3717 for (i = 0; i < NUM_STATS; i++) 3729 for (i = 0; i < NUM_STATS; i++)
3718 { 3730 if (sint8 k = food->stats.stat (i))
3719 k = get_attr_value (&food->stats, i);
3720 if (k)
3721 { 3731 {
3722 set_attr_value (&force->stats, i, k); 3732 force->stats.stat (i) = k;
3723 did_one = 1; 3733 did_one = 1;
3724 } 3734 }
3725 }
3726 3735
3727 /* check if we can protect the eater */ 3736 /* check if we can protect the eater */
3728 for (i = 0; i < NROFATTACKS; i++) 3737 for (i = 0; i < NROFATTACKS; i++)
3729 { 3738 {
3730 if (food->resist[i] > 0) 3739 if (food->resist[i] > 0)
3751 { 3760 {
3752 if (QUERY_FLAG (food, FLAG_CURSED)) 3761 if (QUERY_FLAG (food, FLAG_CURSED))
3753 { 3762 {
3754 assign (who->contr->killer, food->name); 3763 assign (who->contr->killer, food->name);
3755 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3764 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3756 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3765 who->failmsg ("Eck!...that was poisonous!");
3757 } 3766 }
3758 else 3767 else
3759 { 3768 {
3760 if (food->stats.hp > 0) 3769 if (food->stats.hp > 0)
3761 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3770 who->statusmsg ("You begin to feel better.");
3762 else 3771 else
3763 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3772 who->failmsg ("Eck!...that was poisonous!");
3773
3764 who->stats.hp += food->stats.hp; 3774 who->stats.hp += food->stats.hp;
3765 } 3775 }
3766 } 3776 }
3767 if (food->stats.sp != 0) 3777 if (food->stats.sp != 0)
3768 { 3778 {
3769 if (QUERY_FLAG (food, FLAG_CURSED)) 3779 if (QUERY_FLAG (food, FLAG_CURSED))
3770 { 3780 {
3771 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3781 who->failmsg ("You are drained of mana!");
3772 who->stats.sp -= food->stats.sp; 3782 who->stats.sp -= food->stats.sp;
3773 if (who->stats.sp < 0) 3783 if (who->stats.sp < 0)
3774 who->stats.sp = 0; 3784 who->stats.sp = 0;
3775 } 3785 }
3776 else 3786 else
3777 { 3787 {
3778 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3788 who->statusmsg ("You feel a rush of magical energy!");
3779 who->stats.sp += food->stats.sp; 3789 who->stats.sp += food->stats.sp;
3780 /* place limit on max sp from food? */ 3790 /* place limit on max sp from food? */
3781 } 3791 }
3782 } 3792 }
3793
3783 who->update_stats (); 3794 who->update_stats ();
3784} 3795}
3785 3796
3786/** 3797/**
3787 * Designed primarily to light torches/lanterns/etc. 3798 * Designed primarily to light torches/lanterns/etc.
3814 } 3825 }
3815 else 3826 else
3816 lighter->stats.food--; 3827 lighter->stats.food--;
3817 } 3828 }
3818 else if (lighter->last_eat) 3829 else if (lighter->last_eat)
3830 {
3819 { /* no charges left in lighter */ 3831 /* no charges left in lighter */
3820 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3832 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3821 return; 3833 return;
3822 } 3834 }
3823 3835
3824 /* Perhaps we should split what we are trying to light on fire? 3836 /* Perhaps we should split what we are trying to light on fire?
3825 * I can't see many times when you would want to light multiple 3837 * I can't see many times when you would want to light multiple
3831 3843
3832 save_throw_object (item, AT_FIRE, who); 3844 save_throw_object (item, AT_FIRE, who);
3833 3845
3834 if (item->destroyed ()) 3846 if (item->destroyed ())
3835 { 3847 {
3836 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3848 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3837 /* Need to update the player so that the players glow radius 3849 /* Need to update the player so that the players glow radius
3838 * gets changed. 3850 * gets changed.
3839 */ 3851 */
3840 if (is_player_env) 3852 if (is_player_env)
3841 who->update_stats (); 3853 who->update_stats ();
3842 } 3854 }
3843 else 3855 else
3844 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3856 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3845 } 3857 }
3846 else /* nothing to light */ 3858 else
3847 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3859 who->failmsg ("You need to mark a lightable object.");
3848
3849} 3860}
3850 3861
3851/** 3862/**
3852 * op made some mistake with a scroll, this takes care of punishment. 3863 * op made some mistake with a scroll, this takes care of punishment.
3853 * scroll_failure()- hacked directly from spell_failure 3864 * scroll_failure()- hacked directly from spell_failure
3860 3871
3861 if (failure <= -1 && failure > -15) 3872 if (failure <= -1 && failure > -15)
3862 { /* wonder */ 3873 { /* wonder */
3863 object *tmp; 3874 object *tmp;
3864 3875
3865 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3876 op->failmsg ("Your spell warps!");
3866 tmp = get_archetype (SPELL_WONDER); 3877 tmp = get_archetype (SPELL_WONDER);
3867 cast_wonder (op, op, 0, tmp); 3878 cast_wonder (op, op, 0, tmp);
3868 tmp->destroy (); 3879 tmp->destroy ();
3869 } 3880 }
3870 else if (failure <= -15 && failure > -35) 3881 else if (failure <= -15 && failure > -35)
3871 { /* drain mana */ 3882 { /* drain mana */
3872 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3883 op->failmsg ("Your mana is drained!");
3873 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3884 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3874 if (op->stats.sp < 0) 3885 if (op->stats.sp < 0)
3875 op->stats.sp = 0; 3886 op->stats.sp = 0;
3876 } 3887 }
3877 else if (settings.spell_failure_effects == TRUE) 3888 else if (settings.spell_failure_effects == TRUE)
3878 { 3889 {
3879 if (failure <= -35 && failure > -60) 3890 if (failure <= -35 && failure > -60)
3880 { /* confusion */ 3891 { /* confusion */
3881 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3892 op->failmsg ("The magic recoils on you!");
3882 confuse_player (op, op, power); 3893 confuse_player (op, op, power);
3883 } 3894 }
3884 else if (failure <= -60 && failure > -70) 3895 else if (failure <= -60 && failure > -70)
3885 { /* paralysis */ 3896 { /* paralysis */
3886 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3897 op->failmsg ("The magic recoils and paralyzes you!");
3887 paralyze_player (op, op, power); 3898 paralyze_player (op, op, power);
3888 } 3899 }
3889 else if (failure <= -70 && failure > -80) 3900 else if (failure <= -70 && failure > -80)
3890 { /* blind */ 3901 { /* blind */
3891 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3902 op->failmsg ("The magic recoils on you!");
3892 blind_player (op, op, power); 3903 blind_player (op, op, power);
3893 } 3904 }
3894 else if (failure <= -80) 3905 else if (failure <= -80)
3895 { /* blast the immediate area */ 3906 { /* blast the immediate area */
3896 object *tmp;
3897
3898 tmp = get_archetype (LOOSE_MANA); 3907 object *tmp = get_archetype (LOOSE_MANA);
3899 cast_magic_storm (op, tmp, power); 3908 cast_magic_storm (op, tmp, power);
3900 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3909 op->failmsg ("You unleash uncontrolled mana!");
3901 tmp->destroy (); 3910 tmp->destroy ();
3902 } 3911 }
3903 } 3912 }
3904} 3913}
3905 3914
3925 */ 3934 */
3926 int i, j; 3935 int i, j;
3927 3936
3928 for (i = 0; i < NUM_STATS; i++) 3937 for (i = 0; i < NUM_STATS; i++)
3929 { 3938 {
3930 sint8 stat = get_attr_value (stats, i); 3939 int race_bonus = pl->arch->stats.stat (i);
3931 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3940 sint8 stat = stats->stat (i) + ns->stat (i);
3932 3941
3933 stat += get_attr_value (ns, i);
3934 if (stat > 20 + race_bonus) 3942 if (stat > 20 + race_bonus)
3935 { 3943 {
3936 excess_stat++; 3944 excess_stat++;
3937 stat = 20 + race_bonus; 3945 stat = 20 + race_bonus;
3938 } 3946 }
3939 set_attr_value (stats, i, stat); 3947
3948 stats->stat (i) = stat;
3940 } 3949 }
3941 3950
3942 for (j = 0; excess_stat > 0 && j < 100; j++) 3951 for (j = 0; excess_stat > 0 && j < 100; j++)
3943 { /* try 100 times to assign excess stats */ 3952 { /* try 100 times to assign excess stats */
3944 int i = rndm (0, 6); 3953 int i = rndm (0, 6);
3945 int stat = get_attr_value (stats, i);
3946 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3947 3954
3948 if (i == CHA) 3955 if (i == CHA)
3949 continue; /* exclude cha from this */ 3956 continue; /* exclude cha from this */
3957
3958 int stat = stats->stat (i);
3959 int race_bonus = pl->arch->stats.stat (i);
3950 if (stat < 20 + race_bonus) 3960 if (stat < 20 + race_bonus)
3951 { 3961 {
3952 change_attr_value (stats, i, 1); 3962 change_attr_value (stats, i, 1);
3953 excess_stat--; 3963 excess_stat--;
3954 } 3964 }
3957 /* insert the randomitems from the change's treasurelist into 3967 /* insert the randomitems from the change's treasurelist into
3958 * the player ref: player.c 3968 * the player ref: player.c
3959 */ 3969 */
3960 if (change->randomitems != NULL) 3970 if (change->randomitems != NULL)
3961 give_initial_items (pl, change->randomitems); 3971 give_initial_items (pl, change->randomitems);
3962
3963 3972
3964 /* set up the face, for some races. */ 3973 /* set up the face, for some races. */
3965 3974
3966 /* first, look for the force object banning 3975 /* first, look for the force object banning
3967 * changing the face. Certain races never change face with class. 3976 * changing the face. Certain races never change face with class.
4012 char got[MAX_BUF]; 4021 char got[MAX_BUF];
4013 int len; 4022 int len;
4014 4023
4015 if (!pl || !transformer) 4024 if (!pl || !transformer)
4016 return; 4025 return;
4026
4017 marked = find_marked_object (pl); 4027 marked = find_marked_object (pl);
4028
4018 if (!marked) 4029 if (!marked)
4019 { 4030 {
4020 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4031 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4021 return; 4032 return;
4022 } 4033 }
4034
4023 if (!marked->slaying) 4035 if (!marked->slaying)
4024 { 4036 {
4025 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4037 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4026 return; 4038 return;
4027 } 4039 }
4040
4028 /* check whether they are compatible or not */ 4041 /* check whether they are compatible or not */
4029 find = strstr (marked->slaying, transformer->arch->name); 4042 find = strstr (marked->slaying, transformer->arch->archname);
4030 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4031 { 4044 {
4032 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4045 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4033 return; 4046 return;
4034 } 4047 }
4048
4035 find += strlen (transformer->arch->name) + 1; 4049 find += strlen (transformer->arch->archname) + 1;
4036 /* Item can be used, now find how many and what it yields */ 4050 /* Item can be used, now find how many and what it yields */
4037 if (isdigit (*(find))) 4051 if (isdigit (*(find)))
4038 { 4052 {
4039 yield = atoi (find); 4053 yield = atoi (find);
4040 if (yield < 1) 4054 if (yield < 1)
4046 else 4060 else
4047 yield = 1; 4061 yield = 1;
4048 4062
4049 while (isdigit (*find)) 4063 while (isdigit (*find))
4050 find++; 4064 find++;
4065
4051 while (*find == ' ') 4066 while (*find == ' ')
4052 find++; 4067 find++;
4068
4053 memset (got, 0, MAX_BUF); 4069 memset (got, 0, MAX_BUF);
4070
4054 if ((separator = strchr (find, ';')) != NULL) 4071 if ((separator = strchr (find, ';')) != NULL)
4055 {
4056 len = separator - find; 4072 len = separator - find;
4057 }
4058 else 4073 else
4059 {
4060 len = strlen (find); 4074 len = strlen (find);
4061 } 4075
4062 if (len > MAX_BUF - 1) 4076 if (len > MAX_BUF - 1)
4063 len = MAX_BUF - 1; 4077 len = MAX_BUF - 1;
4078
4064 strcpy (got, find); 4079 strcpy (got, find);
4065 got[len] = '\0'; 4080 got[len] = '\0';
4066 4081
4067 /* Now create new item, remove used ones when required. */ 4082 /* Now create new item, remove used ones when required. */
4068 new_item = get_archetype (got); 4083 new_item = get_archetype (got);
4069 if (!new_item) 4084 if (!new_item)
4070 { 4085 {
4071 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4086 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4072 return; 4087 return;
4073 } 4088 }
4074 4089
4075 new_item->nrof = yield; 4090 new_item->nrof = yield;
4091
4076 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4092 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4093
4077 insert_ob_in_ob (new_item, pl); 4094 insert_ob_in_ob (new_item, pl);
4078 esrv_send_inventory (pl, pl); 4095 esrv_send_inventory (pl, pl);
4079 /* Eat up one item */ 4096 /* Eat up one item */
4080 decrease_ob_nr (marked, 1); 4097 decrease_ob_nr (marked, 1);
4098
4081 /* Eat one transformer if needed */ 4099 /* Eat one transformer if needed */
4082 if (transformer->stats.food) 4100 if (transformer->stats.food)
4083 if (--transformer->stats.food == 0) 4101 if (--transformer->stats.food == 0)
4084 decrease_ob_nr (transformer, 1); 4102 decrease_ob_nr (transformer, 1);
4085} 4103}
4104

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