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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.94 by root, Sun May 13 19:56:57 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)
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 (depl->stats.stat (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))
391 { /* only for players */ 399 { /* only for players */
392 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)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 402 else
395 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
396 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
398 } 407 }
399 408
400 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
418static int 427static int
419check_item (object *op, const char *item) 428check_item (object *op, const char *item)
420{ 429{
421 int count = 0; 430 int count = 0;
422 431
423 432 if (!item)
424 if (item == NULL)
425 return 0; 433 return 0;
426 434
427 op = op->below; 435 for (op = op->below; op; op = op->below)
428 while (op != NULL)
429 { 436 {
430 if (strcmp (op->arch->name, item) == 0) 437 if (strcmp (op->arch->archname, item) == 0)
431 { 438 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 441 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++; 443 count++;
437 else 444 else
438 count += op->nrof; 445 count += op->nrof;
439 } 446 }
440 } 447 }
441
442 op = op->below;
443 } 448 }
444 449
445 return count; 450 return count;
446} 451}
447 452
457 object *prev; 462 object *prev;
458 463
459 prev = op; 464 prev = op;
460 op = op->below; 465 op = op->below;
461 466
462 while (op != NULL) 467 while (op)
463 { 468 {
464 if (strcmp (op->arch->name, item) == 0) 469 if (strcmp (op->arch->archname, item) == 0)
465 { 470 {
466 if (op->nrof >= nrof) 471 if (op->nrof >= nrof)
467 { 472 {
468 decrease_ob_nr (op, nrof); 473 decrease_ob_nr (op, nrof);
469 return; 474 return;
471 else 476 else
472 { 477 {
473 decrease_ob_nr (op, op->nrof); 478 decrease_ob_nr (op, op->nrof);
474 nrof -= op->nrof; 479 nrof -= op->nrof;
475 } 480 }
481
476 op = prev; 482 op = prev;
477 } 483 }
484
478 prev = op; 485 prev = op;
479 op = op->below; 486 op = op->below;
480 } 487 }
481} 488}
482 489
488 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
489 */ 496 */
490static int 497static int
491check_weapon_power (const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
492{ 499{
493
494/* 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
495 * 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
496 * 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.
497 */ 503 */
498#if 1 504#if 1
539static int 545static int
540check_sacrifice (object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
541{ 547{
542 int count = 0; 548 int count = 0;
543 549
544 if (improver->slaying != NULL) 550 if (improver->slaying)
545 { 551 {
546 count = check_item (op, improver->slaying); 552 count = check_item (op, improver->slaying);
547 if (count < 1) 553 if (count < 1)
548 { 554 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 556 return 0;
554 } 557 }
555 } 558 }
556 else 559 else
557 count = 1; 560 count = 1;
560} 563}
561 564
562/** 565/**
563 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
564 */ 567 */
565int 568static int
566improve_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)
567{ 570{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 571 stat += sacrifice_count;
571 weapon->last_eat++; 572 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
573 decrease_ob (improver); 573 decrease_ob (improver);
574 574
575 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
576 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
577 return 1; 584 return 1;
578} 585}
579 586
580/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 592#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 594#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 597#define IMPROVE_INT 10
591#define IMPROVE_POW 11 598#define IMPROVE_POW 11
592
593 599
594/** 600/**
595 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
597 */ 603 */
598
599int 604int
600prepare_weapon (object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
601{ 606{
602 int sacrifice_count, i; 607 int sacrifice_count, i;
603 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
604 609
605 if (weapon->level != 0) 610 if (weapon->level != 0)
606 { 611 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 612 op->failmsg ("Weapon is already prepared!");
608 return 0; 613 return 0;
609 } 614 }
615
610 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 617 if (weapon->resist[i])
612 break; 618 break;
613 619
614 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
621 { 627 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons.");
623 return 0; 629 return 0;
624 } 630 }
631
625 sacrifice_count = check_sacrifice (op, improver); 632 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 633 if (sacrifice_count <= 0)
627 return 0; 634 return 0;
635
628 weapon->level = isqrt (sacrifice_count); 636 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 637 eat_item (op, improver->slaying, sacrifice_count);
631 638
632 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 ));
633 644
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 646 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 647 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 648 slot at once! */
656improve_weapon (object *op, object *improver, object *weapon) 667improve_weapon (object *op, object *improver, object *weapon)
657{ 668{
658 int sacrifice_count, sacrifice_needed = 0; 669 int sacrifice_count, sacrifice_needed = 0;
659 670
660 if (improver->stats.sp == IMPROVE_PREPARE) 671 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 672 return prepare_weapon (op, improver, weapon);
663 } 673
664 if (weapon->level == 0) 674 if (weapon->level == 0)
665 { 675 {
666 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.>");
667 return 0; 677 return 0;
668 } 678 }
679
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 { 681 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 682 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 683 return 0;
673 } 684 }
685
674 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))
675 { 687 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 688 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 689 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 690 "really want to improve it.");
679 return 0; 691 return 0;
680 } 692 }
693
681 /* 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
682 * 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,
683 * 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
684 * weapon can be improved. 697 * weapon can be improved.
685 */ 698 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 699 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 700 {
688 weapon->stats.dam += 5; 701 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 702 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 704 weapon->last_eat++;
692 705
693 weapon->item_power++; 706 weapon->item_power++;
694 decrease_ob (improver); 707 decrease_ob (improver);
695 return 1; 708 return 1;
696 } 709 }
710
697 if (improver->stats.sp == IMPROVE_WEIGHT) 711 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 712 {
699 /* Reduce weight by 20% */ 713 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 714 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 715 if (weapon->weight < 1)
702 weapon->weight = 1; 716 weapon->weight = 1;
717
703 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));
704 weapon->last_eat++; 719 weapon->last_eat++;
705 weapon->item_power++; 720 weapon->item_power++;
706 decrease_ob (improver); 721 decrease_ob (improver);
707 return 1; 722 return 1;
708 } 723 }
709 if (improver->stats.sp == IMPROVE_ENCHANT) 724 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 725 {
711 weapon->magic++; 726 weapon->magic++;
712 weapon->last_eat++; 727 weapon->last_eat++;
713 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));
714 decrease_ob (improver); 729 decrease_ob (improver);
715 weapon->item_power++; 730 weapon->item_power++;
716 return 1; 731 return 1;
717 } 732 }
718 733
724 sacrifice_needed *= 2; 739 sacrifice_needed *= 2;
725 740
726 sacrifice_count = check_sacrifice (op, improver); 741 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 742 if (sacrifice_count < sacrifice_needed)
728 { 743 {
729 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));
730 return 0; 745 return 0;
731 } 746 }
747
732 eat_item (op, improver->slaying, sacrifice_needed); 748 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 749 weapon->item_power++;
734 750
735 switch (improver->stats.sp) 751 switch (improver->stats.sp)
736 { 752 {
737 case IMPROVE_STR:
738 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");
739 case IMPROVE_DEX:
740 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");
741 case IMPROVE_CON:
742 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");
743 case IMPROVE_WIS:
744 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");
745 case IMPROVE_CHA:
746 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");
747 case IMPROVE_INT:
748 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");
749 case IMPROVE_POW:
750 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");
751 default: 760 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 761 op->failmsg ("Unknown improvement type.");
753 } 762 }
763
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 764 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 765 return 0;
756} 766}
757 767
758/** 768/**
768 if (op->type != PLAYER) 778 if (op->type != PLAYER)
769 return 0; 779 return 0;
770 780
771 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))
772 { 782 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 783 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 784 return 0;
775 } 785 }
776 786
777 otmp = find_marked_object (op); 787 otmp = find_marked_object (op);
778 if (!otmp) 788 if (!otmp)
779 { 789 {
780 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.>");
781 return 0; 791 return 0;
782 } 792 }
783 793
784 if (otmp->type != WEAPON && otmp->type != BOW) 794 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 795 {
786 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!");
787 return 0; 797 return 0;
788 } 798 }
789 799
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 800 op->statusmsg ("Applied weapon builder.");
801
791 improve_weapon (op, tmp, otmp); 802 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 803 esrv_send_item (op, otmp);
793 return 1; 804 return 1;
794} 805}
795 806
820{ 831{
821 object *tmp; 832 object *tmp;
822 833
823 if (armour->magic >= settings.armor_max_enchant) 834 if (armour->magic >= settings.armor_max_enchant)
824 { 835 {
825 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!");
826 return 0; 837 return 0;
827 } 838 }
828 /* 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,
829 * 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.
830 * 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
831 * of gnarg and what not?) 842 * of gnarg and what not?)
832 */ 843 */
833 if (armour->title) 844 if (armour->title)
834 { 845 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 846 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 847 return 0;
837 } 848 }
838 849
839 /* Split objects if needed. Can't insert tmp until the 850 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 851 * end of this function - otherwise it will just re-merge.
855 { 866 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 867 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 868 pow++;
858 } 869 }
859 870
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 871 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 872 }
862 else 873 else
863 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;
864 875
865 if (!settings.armor_weight_linear) 876 if (!settings.armor_weight_linear)
866 { 877 {
867 int base = 100; 878 int base = 100;
868 int pow = 0; 879 int pow = 0;
871 { 882 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 883 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 884 pow++;
874 } 885 }
875 886
876 armour->weight = (armour->arch->clone.weight * base) / 100; 887 armour->weight = (armour->arch->weight * base) / 100;
877 } 888 }
878 else 889 else
879 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;
880 891
881 if (armour->weight <= 0) 892 if (armour->weight <= 0)
882 { 893 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 894 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 895 armour->weight = 1;
885 } 896 }
886 897
887 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);
888 899
889 if (op->type == PLAYER) 900 if (op->type == PLAYER)
890 { 901 {
891 esrv_send_item (op, armour); 902 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 903 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 904 op->update_stats ();
894 } 905 }
906
895 decrease_ob (improver); 907 decrease_ob (improver);
908
896 if (tmp) 909 if (tmp)
897 { 910 {
898 insert_ob_in_ob (tmp, op); 911 insert_ob_in_ob (tmp, op);
899 esrv_send_item (op, tmp); 912 esrv_send_item (op, tmp);
900 } 913 }
914
901 return 1; 915 return 1;
902} 916}
903
904 917
905/* 918/*
906 * 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
907 * what the converter wants, -1 if the converter is broken. 920 * what the converter wants, -1 if the converter is broken.
908 */ 921 */
924 937
925 /* 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,
926 * 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
927 * 3 gp and player drops a platinum, tough luck) 940 * 3 gp and player drops a platinum, tough luck)
928 */ 941 */
929 if (!strcmp (CONV_FROM (converter), "money")) 942 if (CONV_FROM (converter) == shstr_money)
930 { 943 {
931 int cost;
932
933 if (item->type != MONEY) 944 if (item->type != MONEY)
934 return 0; 945 return 0;
935 946
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 947 nr = (item->nrof * item->value) / CONV_NEED (converter);
937 if (!nr) 948 if (!nr)
938 return 0; 949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
939 cost = nr * CONV_NEED (converter) / item->value; 953 int cost = nr * CONV_NEED (converter) / item->value;
940 /* take into account rounding errors */ 954 /* take into account rounding errors */
941 if (nr * CONV_NEED (converter) % item->value) 955 if (nr * CONV_NEED (converter) % item->value)
942 cost++; 956 cost++;
957
943 decrease_ob_nr (item, cost); 958 decrease_ob_nr (item, cost);
944 959
945 price_in = cost * item->value; 960 price_in = cost * item->value;
946 } 961 }
947 else 962 else
948 { 963 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951 return 0; 966 return 0;
967
968 converter->play_sound (sound_find ("convert_item"));
952 969
953 if (CONV_NEED (converter)) 970 if (CONV_NEED (converter))
954 { 971 {
955 nr = item->nrof / CONV_NEED (converter); 972 nr = item->nrof / CONV_NEED (converter);
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 973 decrease_ob_nr (item, nr * CONV_NEED (converter));
961 price_in = item->value; 978 price_in = item->value;
962 item->destroy (); 979 item->destroy ();
963 } 980 }
964 } 981 }
965 982
966 if (converter->inv != NULL) 983 if (converter->inv)
967 { 984 {
968 object *ob; 985 object *ob;
969 int i; 986 int i;
970 object *ob_to_copy; 987 object *ob_to_copy;
971 988
972 /* select random object from inventory to copy */ 989 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 990 ob_to_copy = converter->inv;
974 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++)
975 {
976 if (rndm (0, i) == 0) 992 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 993 ob_to_copy = ob;
979 } 994
980 }
981 item = object_create_clone (ob_to_copy); 995 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 998 }
985 else 999 else
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 1010 }
997 1011
998 if (CONV_NR (converter)) 1012 if (CONV_NR (converter))
999 item->nrof = CONV_NR (converter); 1013 item->nrof = CONV_NR (converter);
1014
1000 if (nr) 1015 if (nr)
1001 item->nrof *= nr; 1016 item->nrof *= nr;
1017
1002 if (is_in_shop (converter)) 1018 if (is_in_shop (converter))
1003 SET_FLAG (item, FLAG_UNPAID); 1019 SET_FLAG (item, FLAG_UNPAID);
1004 else if (price_in < item->nrof * item->value) 1020 else if (price_in < item->nrof * item->value)
1005 { 1021 {
1006 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",
1007 &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);
1008
1009 /** 1024 /**
1010 * 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
1011 * propably had something in mind when doing this 1026 * hopefully had something in mind when doing this.
1012 */ 1027 */
1013 } 1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
1014 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);
1015 return 1; 1032 return 1;
1016} 1033}
1017 1034
1018/** 1035/**
1035 1052
1036 op->contr->last_used = 0; 1053 op->contr->last_used = 0;
1037 1054
1038 if (sack->env && sack->env != op) 1055 if (sack->env && sack->env != op)
1039 { 1056 {
1040 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.");
1041 return 1; 1058 return 1;
1042 } 1059 }
1043 1060
1044 // 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
1045 if (sack->flag [FLAG_APPLIED]) 1062 if (sack->flag [FLAG_APPLIED])
1051 return 1; 1068 return 1;
1052 } 1069 }
1053 else if (!sack->env) 1070 else if (!sack->env)
1054 { 1071 {
1055 // active, but not ours: some other player has opened it 1072 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1073 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1057 return 1; 1074 return 1;
1058 } 1075 }
1059 1076
1060 // fall through to opening it (active in inv) 1077 // fall through to opening it (active in inv)
1061 } 1078 }
1063 { 1080 {
1064 // 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
1065 op->close_container (); 1082 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 1083 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 1084 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 1086 return 1;
1070 } 1087 }
1071 1088
1072 // it's locked? 1089 // it's locked?
1073 if (sack->slaying) 1090 if (sack->slaying)
1074 { 1091 {
1075 if (object *tmp = find_key (op, op, sack)) 1092 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1093 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 1094 else
1078 { 1095 {
1079 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)));
1080 return 1; 1097 return 1;
1081 } 1098 }
1082 } 1099 }
1083 1100
1084 op->open_container (sack); 1101 op->open_container (sack);
1103 * 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
1104 * is up to map designers to use them properly. 1121 * is up to map designers to use them properly.
1105 */ 1122 */
1106 if (altar->inv && altar->inv->type == SPELL) 1123 if (altar->inv && altar->inv->type == SPELL)
1107 { 1124 {
1108 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));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 1127 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 1128 * old maps.
1112 */ 1129 */
1113 1130
1114/* push_button (altar);*/ 1131/* push_button (altar);*/
1115 } 1132 }
1139 double opinion; 1156 double opinion;
1140 object *tmp, *next; 1157 object *tmp, *next;
1141 1158
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 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
1144 if (op->type != PLAYER) 1172 if (op->type != PLAYER)
1145 { 1173 {
1146 /* Remove all the unpaid objects that may be carried here. 1174 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 1175 * This could be pets or monsters that are somehow in
1148 * the shop. 1176 * the shop.
1174 /* unpaid objects, or non living objects, can't transfer by 1202 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 1203 * shop mats. Instead, put it on a nearby space.
1176 */ 1204 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 1206 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1208 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 1209
1183 if (i != -1) 1210 if (i != -1)
1184 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);
1193 else if (can_pay (op) && get_payment (op)) 1220 else if (can_pay (op) && get_payment (op))
1194 { 1221 {
1195 /* this is only used for players */ 1222 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 1223 rv = teleport (shop_mat, SHOP_MAT, op);
1197 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
1198 if (shop_mat->msg) 1232 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1233 op->statusmsg (shop_mat->msg);
1200 /* 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,
1201 * 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
1202 * actually the shop floor. 1236 * actually the shop floor.
1203 */ 1237 */
1204 else if (!rv && !is_in_shop (op)) 1238 else if (!rv && !is_in_shop (op))
1205 { 1239 {
1206 opinion = shopkeeper_approval (op->map, op); 1240 opinion = shopkeeper_approval (op->map, op);
1207 1241
1208 if (opinion > 0.9) 1242 op->statusmsg (
1209 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."
1210 else if (opinion > 0.75) 1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 1246 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 1247 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 1248 }
1217 } 1249 }
1218 else 1250 else
1219 { 1251 {
1220 /* 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
1221 * 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
1222 * they are not on the mat anymore 1254 * they are not on the mat anymore
1223 */ 1255 */
1224 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);
1225 1257
1226 if (i == -1) 1258 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 1259 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 1260 else
1231 { 1261 {
1232 op->remove (); 1262 op->remove ();
1233 op->x += freearr_x[i]; 1263 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 1264 op->y += freearr_y[i];
1245 */ 1275 */
1246static void 1276static void
1247apply_sign (object *op, object *sign, int autoapply) 1277apply_sign (object *op, object *sign, int autoapply)
1248{ 1278{
1249 readable_message_type *msgType; 1279 readable_message_type *msgType;
1250 char newbuf[HUGE_BUF];
1251 1280
1252 if (sign->msg == NULL) 1281 if (!sign->msg)
1253 { 1282 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1283 op->statusmsg ("Nothing is written on it.");
1255 return; 1284 return;
1256 } 1285 }
1257 1286
1258 if (sign->stats.food) 1287 if (sign->stats.food)
1259 { 1288 {
1260 if (sign->last_eat >= sign->stats.food) 1289 if (sign->last_eat >= sign->stats.food)
1261 { 1290 {
1262 if (!sign->move_on) 1291 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1292 op->statusmsg ("You cannot read it anymore.");
1293
1264 return; 1294 return;
1265 } 1295 }
1266 1296
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1298 sign->last_eat++;
1273 * 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
1274 * to us). 1304 * to us).
1275 */ 1305 */
1276 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)
1277 { 1307 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1308 op->failmsg ("You are unable to read while blind!");
1279 return; 1309 return;
1280 } 1310 }
1311
1312 if (op->contr)
1313 if (client *ns = op->contr->ns)
1314 {
1315 ns->play_sound (sign->sound);
1281 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];
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1323 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1324 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1325 }
1326 }
1284} 1327}
1285 1328
1286/** 1329/**
1287 * 'victim' moves onto 'trap' 1330 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1331 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1354 * proper. This code was causing needless crashes.
1312 */ 1355 */
1313 if (recursion_depth >= 500) 1356 if (recursion_depth >= 500)
1314 { 1357 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1358 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1359 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1360 return;
1318 } 1361 }
1362
1319 recursion_depth++; 1363 recursion_depth++;
1320 if (trap->head) 1364 if (trap->head)
1321 trap = trap->head; 1365 trap = trap->head;
1322 1366
1323 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)))
1421 1465
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 { 1467 {
1424 if (!sound_was_played) 1468 if (!sound_was_played)
1425 { 1469 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1470 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1427 sound_was_played = 1; 1471 sound_was_played = 1;
1428 } 1472 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1473
1474 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1430 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);
1431 } 1476 }
1432 } 1477 }
1433 goto leave; 1478 goto leave;
1434 } 1479 }
1435 1480
1436
1437 case CONVERTER: 1481 case CONVERTER:
1438 if (convert_item (victim, trap) < 0) 1482 if (convert_item (victim, trap) < 0)
1439 { 1483 {
1440 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)));
1441 get_archetype ("burnout")->insert_at (trap, trap); 1485 get_archetype ("burnout")->insert_at (trap, trap);
1442 } 1486 }
1443 1487
1444 goto leave; 1488 goto leave;
1445 1489
1466 * Processing will happen if the head runs into the pit 1510 * Processing will happen if the head runs into the pit
1467 */ 1511 */
1468 if (victim->head) 1512 if (victim->head)
1469 goto leave; 1513 goto leave;
1470 1514
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1515 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1516 victim->statusmsg ("You fall through the hole!", NDI_RED);
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave; 1518 goto leave;
1475 1519
1476 case EXIT: 1520 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap)) 1521 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 { 1522 {
1479 /* Basically, don't show exits leading to random maps the 1523 /* Basically, don't show exits leading to random maps the
1480 * players output. 1524 * players output.
1481 */ 1525 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1527 victim->statusmsg (trap->msg, NDI_NAVY);
1484 1528
1485 victim->enter_exit (trap); 1529 victim->enter_exit (trap);
1486 } 1530 }
1487 goto leave; 1531 goto leave;
1488 1532
1511 goto leave; 1555 goto leave;
1512 1556
1513 case RUNE: 1557 case RUNE:
1514 case TRAP: 1558 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim); 1560 spring_trap (trap, victim);
1518 }
1519 goto leave; 1561 goto leave;
1520 1562
1521 default: 1563 default:
1522 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 "
1523 "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);
1524 goto leave; 1566 goto leave;
1525 } 1567 }
1526 1568
1527leave: 1569leave:
1528 recursion_depth--; 1570 recursion_depth--;
1537 int lev_diff; 1579 int lev_diff;
1538 object *skill_ob; 1580 object *skill_ob;
1539 1581
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1583 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1584 op->failmsg ("You are unable to read while blind!");
1543 return; 1585 return;
1544 } 1586 }
1587
1545 if (tmp->msg == NULL) 1588 if (!tmp->msg)
1546 { 1589 {
1547 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));
1548 return; 1591 return;
1549 } 1592 }
1550 1593
1551 /* need a literacy skill to read stuff! */ 1594 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1595 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob) 1596 if (!skill_ob)
1554 { 1597 {
1555 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));
1556 return; 1599 return;
1557 } 1600 }
1601
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1602 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1604 {
1561 if (lev_diff < 2) 1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1563 else if (lev_diff < 3) 1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1564 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."
1565 else if (lev_diff < 5) 1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1610 : "This book is totally beyond your comprehension.");
1567 else if (lev_diff < 8) 1611 return;
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1612 }
1569 else if (lev_diff < 15) 1613
1570 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 }
1571 else 1627 else
1572 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1573 return;
1574 }
1575
1576 readable_message_type *msgType = get_readable_message_type (tmp);
1577
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1579 msgType->message_type, msgType->message_subtype, 1629 msgType->message_type, msgType->message_subtype,
1580 "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",
1581 long_desc (tmp, op), &tmp->msg); 1631 long_desc (tmp, op), &tmp->msg);
1582 1632
1583 /* gain xp from reading */ 1633 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1635 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1607 * 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
1608 */ 1658 */
1609static void 1659static void
1610apply_skillscroll (object *op, object *tmp) 1660apply_skillscroll (object *op, object *tmp)
1611{ 1661{
1612 switch ((int) learn_skill (op, tmp)) 1662 switch (learn_skill (op, tmp))
1613 { 1663 {
1614 case 0: 1664 case 0:
1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1665 op->play_sound (sound_find ("generic_fail"));
1616 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)));
1617 return; 1667 break;
1618 1668
1619 case 1: 1669 case 1:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621 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));
1622 return; 1673 break;
1623 1674
1624 default: 1675 default:
1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1626 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)));
1627 return; 1679 break;
1628 } 1680 }
1629} 1681}
1630 1682
1631/** 1683/**
1632 * Actually makes op learn spell. 1684 * Actually makes op learn spell.
1652 return; 1704 return;
1653 } 1705 }
1654 return; 1706 return;
1655 } 1707 }
1656 1708
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1709 op->contr->play_sound (sound_find ("learn_spell"));
1710
1658 tmp = spell->clone (); 1711 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op); 1712 insert_ob_in_ob (tmp, op);
1660 1713
1661 if (special_prayer) 1714 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP); 1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1681 { 1734 {
1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683 return; 1736 return;
1684 } 1737 }
1685 1738
1686 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));
1687 player_unready_range_ob (op->contr, spob); 1740 player_unready_range_ob (op->contr, spob);
1688 esrv_remove_spell (op->contr, spob); 1741 esrv_remove_spell (op->contr, spob);
1689 spob->destroy (); 1742 spob->destroy ();
1690} 1743}
1691 1744
1699{ 1752{
1700 object *skop, *spell, *spell_skill; 1753 object *skop, *spell, *spell_skill;
1701 1754
1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 { 1756 {
1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1757 op->failmsg ("You are unable to read while blind.");
1705 return; 1758 return;
1706 } 1759 }
1707 1760
1708 /* artifact_spellbooks have 'slaying' field point to a spell name, 1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are 1762 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks 1763 * legacy spellbooks
1711 */ 1764 */
1712
1713 if (tmp->slaying != NULL) 1765 if (tmp->slaying)
1714 { 1766 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell) 1768 if (!spell)
1717 { 1769 {
1718 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));
1719 return; 1771 return;
1720 } 1772 }
1721 else 1773 else
1722 insert_ob_in_ob (spell, tmp); 1774 insert_ob_in_ob (spell, tmp);
1775
1723 tmp->slaying = NULL; 1776 tmp->slaying = 0;
1724 } 1777 }
1725 1778
1726 skop = find_skill_by_name (op, tmp->skill); 1779 skop = find_skill_by_name (op, tmp->skill);
1727 1780
1728 /* 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
1729 * lower than the spell will make learning the spell more difficult */ 1782 * lower than the spell will make learning the spell more difficult */
1730 if (!skop) 1783 if (!skop)
1731 { 1784 {
1732 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));
1733 return; 1786 return;
1734 } 1787 }
1735 1788
1736 spell = tmp->inv; 1789 spell = tmp->inv;
1737 1790
1738 if (!spell) 1791 if (!spell)
1739 { 1792 {
1740 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);
1741 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!");
1742 return; 1795 return;
1743 } 1796 }
1744 1797
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 { 1799 {
1747 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));
1748 return; 1801 return;
1749 } 1802 }
1750 1803
1751 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));
1752 1805
1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 { 1807 {
1755 identify (tmp); 1808 identify (tmp);
1756 1809
1765 * 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
1766 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1767 */ 1820 */
1768 if (check_spell_known (op, spell->name)) 1821 if (check_spell_known (op, spell->name))
1769 { 1822 {
1770 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");
1771 return; 1824 return;
1772 } 1825 }
1773 1826
1774 if (spell->skill) 1827 if (spell->skill)
1775 { 1828 {
1776 spell_skill = find_skill_by_name (op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1777 1830
1778 if (!spell_skill) 1831 if (!spell_skill)
1779 { 1832 {
1780 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));
1781 return; 1834 return;
1782 } 1835 }
1783 1836
1784 if (spell_skill->level < spell->level) 1837 if (spell_skill->level < spell->level)
1785 { 1838 {
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1839 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1787 return; 1840 return;
1788 } 1841 }
1789 } 1842 }
1790 1843
1791 /* Logic as follows 1844 /* Logic as follows
1800 * 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
1801 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1802 */ 1855 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 { 1857 {
1805 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!");
1806 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));
1807 } 1860 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1809 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810 { 1863 {
1811 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1812 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1813 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
1814 1866
1815 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 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);
1818 } 1870 }
1819 else 1871 else
1820 { 1872 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
1822 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");
1823 } 1875 }
1824 1876
1825 decrease_ob (tmp); 1877 decrease_ob (tmp);
1826} 1878}
1827 1879
1833{ 1885{
1834 object *skop; 1886 object *skop;
1835 1887
1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 { 1889 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1890 op->failmsg ("You are unable to read while blind.");
1839 return; 1891 return;
1840 } 1892 }
1841 1893
1842 if (!tmp->inv || tmp->inv->type != SPELL) 1894 if (!tmp->inv || tmp->inv->type != SPELL)
1843 { 1895 {
1844 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.>");
1845 return; 1897 return;
1846 } 1898 }
1847 1899
1848 if (op->type == PLAYER) 1900 if (op->type == PLAYER)
1849 { 1901 {
1855 */ 1907 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 1909
1858 if (!skop) 1910 if (!skop)
1859 { 1911 {
1860 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]));
1861 return; 1913 return;
1862 } 1914 }
1863 1915
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
1866 } 1918 }
1867 1919
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1921 identify (tmp);
1870 1922
1871 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));
1872
1873 1924
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1926 decrease_ob (tmp);
1876} 1927}
1877 1928
1881 * chest. 1932 * chest.
1882 */ 1933 */
1883static void 1934static void
1884apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
1885{ 1936{
1886 object *treas;
1887
1888
1889 /* 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
1890 * 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
1891 * 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
1892 * 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
1893 * treasure 1941 * treasure
1894 */ 1942 */
1895
1896 treas = tmp->inv; 1943 object *treas = tmp->inv;
1897 if (treas == NULL) 1944
1945 if (!treas)
1898 { 1946 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
1900 decrease_ob (tmp); 1948 decrease_ob (tmp);
1901 return; 1949 return;
1902 } 1950 }
1951
1903 while (tmp->inv) 1952 while (tmp->inv)
1904 { 1953 {
1905 treas = tmp->inv; 1954 treas = tmp->inv;
1906
1907 treas->remove (); 1955 treas->remove ();
1908 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1909 1956
1910 treas->x = op->x; 1957 treas->x = op->x;
1911 treas->y = op->y; 1958 treas->y = op->y;
1912 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);
1913 1960
1914 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))
1915 spring_trap (treas, op); 1962 spring_trap (treas, op);
1916 1963
1917 /* If either player or container was destroyed, no need to do 1964 /* If either player or container was destroyed, no need to do
1918 * further processing. I think this should be enclused with 1965 * further processing. I think this should be enclused with
1919 * spring trap above, as I don't think there is otherwise 1966 * spring trap above, as I don't think there is otherwise
1920 * any way for the treasure chest or player to get killed 1967 * any way for the treasure chest or player to get killed.
1921 */ 1968 */
1922 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
1923 break; 1970 break;
1924 } 1971 }
1925 1972
1926 if (!tmp->destroyed () && tmp->inv == NULL) 1973 if (!tmp->destroyed () && !tmp->inv)
1927 decrease_ob (tmp); 1974 decrease_ob (tmp);
1928
1929} 1975}
1930 1976
1931/** 1977/**
1932 * op eats food. 1978 * op eats food.
1933 * If player, takes care of messages and dragon special food. 1979 * If player, takes care of messages and dragon special food.
1948 { 1994 {
1949 /* usual case - no dragon meal: */ 1995 /* usual case - no dragon meal: */
1950 if (op->stats.food + tmp->stats.food > 999) 1996 if (op->stats.food + tmp->stats.food > 999)
1951 { 1997 {
1952 if (tmp->type == FOOD || tmp->type == FLESH) 1998 if (tmp->type == FOOD || tmp->type == FLESH)
1953 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!");
1954 else 2000 else
1955 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!");
1956 } 2002 }
1957 2003
1958 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1959 { 2005 {
1960 char buf[MAX_BUF]; 2006 const char *buf;
1961 2007
1962 if (!is_dragon_pl (op)) 2008 if (!is_dragon_pl (op))
1963 { 2009 {
1964 /* eating message for normal players */ 2010 /* eating message for normal players */
1965 if (tmp->type == DRINK) 2011 if (tmp->type == DRINK)
1966 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1967 else 2013 else
1968 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1969 } 2015 }
1970 else 2016 else
1971 {
1972 /* eating message for dragon players */ 2017 /* eating message for dragon players */
1973 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2018 buf = format ("The %s tasted terrible!", &tmp->name);
1974 }
1975 2019
1976 new_draw_info (NDI_UNIQUE, 0, op, buf); 2020 op->statusmsg (buf);
2021
1977 capacity_remaining = 999 - op->stats.food; 2022 capacity_remaining = 999 - op->stats.food;
1978 op->stats.food += tmp->stats.food; 2023 op->stats.food += tmp->stats.food;
1979 if (capacity_remaining < tmp->stats.food) 2024 if (capacity_remaining < tmp->stats.food)
1980 op->stats.hp += capacity_remaining / 50; 2025 op->stats.hp += capacity_remaining / 50;
1981 else 2026 else
1982 op->stats.hp += tmp->stats.food / 50; 2027 op->stats.hp += tmp->stats.food / 50;
2028
1983 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
1984 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
1985 if (op->stats.food > 999) 2031 if (op->stats.food > 999)
1986 op->stats.food = 999; 2032 op->stats.food = 999;
1987 } 2033 }
1989 /* special food hack -b.t. */ 2035 /* special food hack -b.t. */
1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1991 eat_special_food (op, tmp); 2037 eat_special_food (op, tmp);
1992 } 2038 }
1993 } 2039 }
2040
1994 handle_apply_yield (tmp); 2041 handle_apply_yield (tmp);
1995 decrease_ob (tmp); 2042 decrease_ob (tmp);
1996} 2043}
1997 2044
1998/** 2045/**
2010{ 2057{
2011 object *skin = NULL; /* pointer to dragon skin force */ 2058 object *skin = NULL; /* pointer to dragon skin force */
2012 object *abil = NULL; /* pointer to dragon ability force */ 2059 object *abil = NULL; /* pointer to dragon ability force */
2013 object *tmp = NULL; /* tmp. object */ 2060 object *tmp = NULL; /* tmp. object */
2014 2061
2015 char buf[MAX_BUF]; /* tmp. string buffer */
2016 double chance; /* improvement-chance of one resistance type */ 2062 double chance; /* improvement-chance of one resistance type */
2017 double totalchance = 1; /* total chance of gaining one resistance */ 2063 double totalchance = 1; /* total chance of gaining one resistance */
2018 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2019 double mbonus = 0; /* monster bonus */ 2065 double mbonus = 0; /* monster bonus */
2020 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2025 if (meal->type != FLESH || !is_dragon_pl (op)) 2071 if (meal->type != FLESH || !is_dragon_pl (op))
2026 return 0; 2072 return 0;
2027 2073
2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2029 from the player's inventory */ 2075 from the player's inventory */
2030 shstr_cmp dragon_ability_force ("dragon_ability_force");
2031 shstr_cmp dragon_skin_force ("dragon_skin_force");
2032
2033 for (tmp = op->inv; tmp; tmp = tmp->below) 2076 for (tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == FORCE) 2077 if (tmp->type == FORCE)
2035 if (tmp->arch->name == dragon_skin_force) 2078 if (tmp->arch->archname == shstr_dragon_skin_force)
2036 skin = tmp; 2079 skin = tmp;
2037 else if (tmp->arch->name == dragon_ability_force) 2080 else if (tmp->arch->archname == shstr_dragon_ability_force)
2038 abil = tmp; 2081 abil = tmp;
2039 2082
2040 /* if either skin or ability are missing, this is an old player 2083 /* if either skin or ability are missing, this is an old player
2041 which is not to be considered a dragon -> bail out */ 2084 which is not to be considered a dragon -> bail out */
2042 if (skin == NULL || abil == NULL) 2085 if (skin == NULL || abil == NULL)
2045 /* now start by filling stomache and health, according to food-value */ 2088 /* now start by filling stomache and health, according to food-value */
2046 if ((999 - op->stats.food) < meal->stats.food) 2089 if ((999 - op->stats.food) < meal->stats.food)
2047 op->stats.hp += (999 - op->stats.food) / 50; 2090 op->stats.hp += (999 - op->stats.food) / 50;
2048 else 2091 else
2049 op->stats.hp += meal->stats.food / 50; 2092 op->stats.hp += meal->stats.food / 50;
2093
2050 if (op->stats.hp > op->stats.maxhp) 2094 if (op->stats.hp > op->stats.maxhp)
2051 op->stats.hp = op->stats.maxhp; 2095 op->stats.hp = op->stats.maxhp;
2052 2096
2053 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2054 2098
2099 } 2143 }
2100 } 2144 }
2101 2145
2102 /* inverse totalchance as until now we have the failure-chance */ 2146 /* inverse totalchance as until now we have the failure-chance */
2103 totalchance = 100 - totalchance * 100; 2147 totalchance = 100 - totalchance * 100;
2148
2104 /* print message according to totalchance */ 2149 /* print message according to totalchance */
2150 const char *buf;
2105 if (totalchance > 50.) 2151 if (totalchance > 50.)
2106 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2107 else if (totalchance > 10.) 2153 else if (totalchance > 10.)
2108 sprintf (buf, "The %s tasted very good.", &meal->name); 2154 buf = format ("The %s tasted very good.", &meal->name);
2109 else if (totalchance > 1.) 2155 else if (totalchance > 1.)
2110 sprintf (buf, "The %s tasted good.", &meal->name); 2156 buf = format ("The %s tasted good.", &meal->name);
2111 else if (totalchance > 0.1) 2157 else if (totalchance > 0.1)
2112 sprintf (buf, "The %s tasted bland.", &meal->name); 2158 buf = format ("The %s tasted bland.", &meal->name);
2113 else if (totalchance >= 0.01) 2159 else if (totalchance >= 0.01)
2114 sprintf (buf, "The %s had a boring taste.", &meal->name); 2160 buf = format ("The %s had a boring taste.", &meal->name);
2115 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2161 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2116 sprintf (buf, "The %s tasted strange.", &meal->name); 2162 buf = format ("The %s tasted strange.", &meal->name);
2117 else 2163 else
2118 sprintf (buf, "The %s had no taste.", &meal->name); 2164 buf = format ("The %s had no taste.", &meal->name);
2119 new_draw_info (NDI_UNIQUE, 0, op, buf); 2165
2166 op->statusmsg (buf);
2120 2167
2121 /* now choose a winner if we have any */ 2168 /* now choose a winner if we have any */
2122 i = -1; 2169 i = -1;
2123 if (winners > 0) 2170 if (winners > 0)
2124 i = atnr_winner[RANDOM () % winners]; 2171 i = atnr_winner[RANDOM () % winners];
2127 { 2174 {
2128 /* resistance increased! */ 2175 /* resistance increased! */
2129 skin->resist[i]++; 2176 skin->resist[i]++;
2130 op->update_stats (); 2177 op->update_stats ();
2131 2178
2132 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2179 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2133 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2134 } 2180 }
2135 2181
2136 /* if this flesh contains a new ability focus, we mark it 2182 /* if this flesh contains a new ability focus, we mark it
2137 into the ability_force and it will take effect on next level */ 2183 into the ability_force and it will take effect on next level */
2138 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2184 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2139 { 2185 {
2140 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2186 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2141 2187
2142 if (meal->last_eat != abil->stats.exp) 2188 if (meal->last_eat != abil->stats.exp)
2189 op->statusmsg (format (
2190 "Your metabolism prepares to focus on %s!\n"
2191 "The change will happen at level %d.",
2192 change_resist_msg[meal->last_eat],
2193 abil->level + 1
2143 { 2194 ));
2144 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2145 new_draw_info (NDI_UNIQUE, 0, op, buf);
2146 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2147 new_draw_info (NDI_UNIQUE, 0, op, buf);
2148 }
2149 else 2195 else
2150 { 2196 {
2151 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2197 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2152 new_draw_info (NDI_UNIQUE, 0, op, buf);
2153 abil->last_eat = 0; 2198 abil->last_eat = 0;
2154 } 2199 }
2155 } 2200 }
2201
2156 return 1; 2202 return 1;
2157} 2203}
2158 2204
2159/** 2205/**
2160 * Handles applying an improve armor scroll. 2206 * Handles applying an improve armor scroll.
2163static void 2209static void
2164apply_armour_improver (object *op, object *tmp) 2210apply_armour_improver (object *op, object *tmp)
2165{ 2211{
2166 object *armor; 2212 object *armor;
2167 2213
2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2214 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2169 { 2215 {
2170 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2216 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2171 return; 2217 return;
2172 } 2218 }
2173 2219
2174 armor = find_marked_object (op); 2220 armor = find_marked_object (op);
2175 2221
2176 if (!armor) 2222 if (!armor)
2177 { 2223 {
2178 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2224 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2179 return; 2225 return;
2180 } 2226 }
2181 2227
2182 if (armor->type != ARMOUR 2228 if (armor->type != ARMOUR
2183 && armor->type != CLOAK 2229 && armor->type != CLOAK
2184 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2230 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2185 { 2231 {
2186 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2232 op->failmsg ("Your marked item is not armour!\n");
2187 return; 2233 return;
2188 } 2234 }
2189 2235
2190 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2236 op->statusmsg ("Applying armour enchantment.");
2191 improve_armour (op, tmp, armor); 2237 improve_armour (op, tmp, armor);
2192} 2238}
2193 2239
2194extern void 2240extern void
2195apply_poison (object *op, object *tmp) 2241apply_poison (object *op, object *tmp)
2196{ 2242{
2197 if (op->type == PLAYER) 2243 if (op->type == PLAYER)
2198 { 2244 {
2199 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2245 op->contr->play_sound (sound_find ("drink_poison"));
2200 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2246 op->failmsg ("Yech! That tasted poisonous!");
2201 strcpy (op->contr->killer, "poisonous booze"); 2247 strcpy (op->contr->killer, "poisonous booze");
2202 } 2248 }
2249
2203 if (tmp->stats.hp > 0) 2250 if (tmp->stats.hp > 0)
2204 { 2251 {
2205 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);
2206 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2207 } 2254 }
2255
2208 op->stats.food -= op->stats.food / 4; 2256 op->stats.food -= op->stats.food / 4;
2209 handle_apply_yield (tmp); 2257 handle_apply_yield (tmp);
2210 decrease_ob (tmp); 2258 decrease_ob (tmp);
2211} 2259}
2212 2260
2322 2370
2323 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2324 { 2372 {
2325 if (op->type == PLAYER) 2373 if (op->type == PLAYER)
2326 { 2374 {
2327 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.>");
2328 return 1; 2376 return 1;
2329 } 2377 }
2330 else 2378 else
2331 return 0; /* monsters just skip unpaid items */ 2379 return 0; /* monsters just skip unpaid items */
2332 } 2380 }
2335 return RESULT_INT (0); 2383 return RESULT_INT (0);
2336 2384
2337 switch (tmp->type) 2385 switch (tmp->type)
2338 { 2386 {
2339 case CF_HANDLE: 2387 case CF_HANDLE:
2340 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2388 op->play_sound (sound_find ("turn_handle"));
2341 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2389 op->statusmsg ("You turn the handle.");
2342 tmp->value = tmp->value ? 0 : 1; 2390 tmp->value = tmp->value ? 0 : 1;
2343 SET_ANIMATION (tmp, tmp->value); 2391 SET_ANIMATION (tmp, tmp->value);
2344 update_object (tmp, UP_OBJ_FACE); 2392 update_object (tmp, UP_OBJ_FACE);
2345 push_button (tmp); 2393 push_button (tmp);
2346 return 1; 2394 return 1;
2347 2395
2348 case TRIGGER: 2396 case TRIGGER:
2349 if (check_trigger (tmp, op)) 2397 if (check_trigger (tmp, op))
2350 { 2398 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2399 op->statusmsg ("You turn the handle.");
2352 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2400 op->play_sound (sound_find ("turn_handle"));
2353 } 2401 }
2354 else 2402 else
2355 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2403 op->failmsg ("The handle doesn't move.");
2356 2404
2357 return 1; 2405 return 1;
2358 2406
2359 case EXIT: 2407 case EXIT:
2360 if (op->type != PLAYER) 2408 if (op->type != PLAYER)
2361 return 0; 2409 return 0;
2362 2410
2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2364 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2412 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2365 else 2413 else
2366 { 2414 {
2367 /* Don't display messages for random maps. */ 2415 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2417 op->statusmsg (tmp->msg, NDI_NAVY);
2370 2418
2371 op->enter_exit (tmp); 2419 op->enter_exit (tmp);
2372 } 2420 }
2373 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;
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 return 0; 2554 return 0;
2501 2555
2540int 2594int
2541player_apply (object *pl, object *op, int aflag, int quiet) 2595player_apply (object *pl, object *op, int aflag, int quiet)
2542{ 2596{
2543 int tmp; 2597 int tmp;
2544 2598
2545 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2599 if (op->env && (pl->move_type & MOVE_FLYING))
2546 { 2600 {
2547 /* player is flying and applying object not in inventory */ 2601 /* player is flying and applying object not in inventory */
2548 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2549 { 2603 {
2550 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.>");
2551 return 0; 2605 return 0;
2552 } 2606 }
2553 }
2554
2555 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2556 * applied.
2557 */
2558 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2559 {
2560 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2561 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2562 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2563 op->destroy ();
2564 return 1;
2565 } 2607 }
2566 2608
2567 pl->contr->last_used = op; 2609 pl->contr->last_used = op;
2568 2610
2569 tmp = manual_apply (pl, op, aflag); 2611 tmp = manual_apply (pl, op, aflag);
2570 if (!quiet) 2612 if (!quiet)
2571 { 2613 {
2572 if (tmp == 0) 2614 if (tmp == 0)
2573 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)));
2574 else if (tmp == 2) 2616 else if (tmp == 2)
2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2617 op->failmsg ("You must get it first!\n");
2576 } 2618 }
2619
2577 return tmp; 2620 return tmp;
2578} 2621}
2579 2622
2580/** 2623/**
2581 * player_apply_below attempts to apply the object 'below' the player. 2624 * player_apply_below attempts to apply the object 'below' the player.
2630{ 2673{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2674 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2675 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2676 return RESULT_INT (0);
2634 2677
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2678 CLEAR_FLAG (op, FLAG_APPLIED);
2638 2679
2639 if (player *pl = who->contr)
2640 {
2641 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2642 if (op == pl->combat_ob) pl->combat_ob = 0;
2643 }
2644
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 clear_skill (who);
2653 break; 2708 break;
2654 2709
2655 case SKILL: /* allows objects to impart skills */
2656 case SKILL_TOOL: 2710 case SKILL:
2657 if (op != who->chosen_skill)
2658 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2659
2660 if (who->contr) 2711 if (who->contr)
2661 { 2712 {
2662 if (!op->invisible) 2713 if (!op->invisible)
2663 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)));
2664 else 2715 else
2665 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));
2666 } 2717 }
2667 2718
2668 change_abil (who, op); 2719 change_abil (who, op);
2669 who->chosen_skill = 0;
2670 CLEAR_FLAG (who, FLAG_READY_SKILL); 2720 CLEAR_FLAG (who, FLAG_READY_SKILL);
2671 break; 2721 break;
2672 2722
2673 case ARMOUR: 2723 case ARMOUR:
2674 case HELMET: 2724 case HELMET:
2678 case GLOVES: 2728 case GLOVES:
2679 case AMULET: 2729 case AMULET:
2680 case GIRDLE: 2730 case GIRDLE:
2681 case BRACERS: 2731 case BRACERS:
2682 case CLOAK: 2732 case CLOAK:
2683 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2733 who->statusmsg (format ("You unwear %s.", query_name (op)));
2684 change_abil (who, op); 2734 change_abil (who, op);
2685 break; 2735 break;
2686 2736
2687 case LAMP: 2737 case LAMP:
2688 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
2689 tmp2 = arch_to_object (op->other_arch); 2741 object *tmp2 = arch_to_object (op->other_arch);
2690 tmp2->x = op->x; 2742 tmp2->x = op->x;
2691 tmp2->y = op->y; 2743 tmp2->y = op->y;
2692 tmp2->map = op->map; 2744 tmp2->map = op->map;
2693 tmp2->below = op->below; 2745 tmp2->below = op->below;
2694 tmp2->above = op->above; 2746 tmp2->above = op->above;
2695 tmp2->stats.food = op->stats.food; 2747 tmp2->stats.food = op->stats.food;
2696 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2748 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2697 2749
2698 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2750 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2699 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2751 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2700 2752
2701 if (who->contr) 2753 if (who->contr)
2702 esrv_del_item (who->contr, op->count); 2754 esrv_del_item (who->contr, op->count);
2703 2755
2704 op->destroy (); 2756 op->destroy ();
2705 insert_ob_in_ob (tmp2, who); 2757 insert_ob_in_ob (tmp2, who);
2706 who->update_stats (); 2758 who->update_stats ();
2707 2759
2708 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2760 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2709 { 2761 {
2710 if (who->contr) 2762 if (who->contr)
2711 { 2763 {
2712 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2764 who->failmsg ("Oops, it feels deadly cold!");
2713 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2765 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2714 } 2766 }
2715 } 2767 }
2716 2768
2717 if (who->contr) 2769 if (who->contr)
2718 esrv_send_item (who, tmp2); 2770 esrv_send_item (who, tmp2);
2771 }
2719 2772
2720 return 1; /* otherwise, an attempt to drop causes problems */ 2773 return 1; /* otherwise, an attempt to drop causes problems */
2721 2774
2722 case BOW: 2775 case BOW:
2723 case WAND: 2776 case WAND:
2724 case ROD: 2777 case ROD:
2725 case HORN: 2778 case HORN:
2726 clear_skill (who);
2727
2728 if (who->contr) 2779 if (player *pl = who->contr)
2729 { 2780 {
2730 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2781 if (op == pl->ranged_ob)
2731 2782 {
2732 if (who->contr->ranged_ob == op)
2733 who->contr->ranged_ob = 0; 2783 pl->ranged_ob = 0;
2784 who->change_weapon (pl->combat_ob);
2785 }
2734 2786
2735 if (who->current_weapon == op) 2787 who->statusmsg (format ("You unready %s.", query_name (op)));
2736 who->current_weapon = 0;
2737 } 2788 }
2738 else 2789 else
2739 { 2790 {
2791 who->change_skill (0);
2792
2740 if (op->type == BOW) 2793 if (op->type == BOW)
2741 CLEAR_FLAG (who, FLAG_READY_BOW); 2794 CLEAR_FLAG (who, FLAG_READY_BOW);
2742 else 2795 else
2743 CLEAR_FLAG (who, FLAG_READY_RANGE); 2796 CLEAR_FLAG (who, FLAG_READY_RANGE);
2744 } 2797 }
2745 2798
2746 break; 2799 break;
2747 2800
2748 case BUILDER: 2801 case BUILDER:
2749 if (who->contr) 2802 if (who->contr)
2750 { 2803 who->statusmsg (format ("You unready %s.", query_name (op)));
2751 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2752
2753 if (who->contr->ranged_ob == op)
2754 who->contr->ranged_ob = 0;
2755 }
2756 break; 2804 break;
2757 2805
2758 default: 2806 default:
2759 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2807 who->statusmsg (format ("You unapply %s.", query_name (op)));
2760 break; 2808 break;
2761 } 2809 }
2762 2810
2763 who->update_stats (); 2811 who->update_stats ();
2764 2812
2784/** 2832/**
2785 * Returns the object that is using location 'loc'. 2833 * Returns the object that is using location 'loc'.
2786 * Note that 'start' is the first object to start examing - we 2834 * Note that 'start' is the first object to start examing - we
2787 * 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
2788 * something like: 2836 * something like:
2789 * tmp = get_item_from_body_location(who->inv, 1); 2837 * tmp = get_next_item_from_body_location(who->inv, 1);
2790 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2838 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2791 * to find the second object that may use this location, etc. 2839 * to find the second object that may use this location, etc.
2792 * Returns NULL if no match is found. 2840 * Returns NULL if no match is found.
2793 * 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.
2794 * don't return invisible objects unless they are skill objects 2842 * don't return invisible objects unless they are skill objects
2795 * invisible other objects that use 2843 * invisible other objects that use
2796 * up body locations can be used as restrictions. 2844 * up body locations can be used as restrictions.
2797 */ 2845 */
2798static object * 2846static object *
2799get_item_from_body_location (int loc, object *start) 2847get_next_item_from_body_location (int loc, object *start)
2800{ 2848{
2801 if (start)
2802 for (object *tmp = start; tmp; tmp = tmp->below) 2849 for (object *tmp = start; tmp; tmp = tmp->below)
2803 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 2850 if (tmp->flag [FLAG_APPLIED]
2851 && tmp->slot[loc].info
2852 && (!tmp->invisible || tmp->type == SKILL))
2804 return tmp; 2853 return tmp;
2805 2854
2806 return 0; 2855 return 0;
2807} 2856}
2808 2857
2809/** 2858/**
2815 * Returns 0 on success, returns 1 if there is some problem. 2864 * Returns 0 on success, returns 1 if there is some problem.
2816 * 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
2817 * 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
2818 * another function that does just that. 2867 * another function that does just that.
2819 */ 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
2820int 2875int
2821unapply_for_ob (object *who, object *op, int aflags) 2876unapply_for_ob (object *who, object *op, int aflags)
2822{ 2877{
2823 if (op->is_range ()) 2878 if (op->is_range ())
2824 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2879 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2825 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2826 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)))
2827 { 2882 {
2828 if (aflags & AP_PRINT) 2883 if (aflags & AP_PRINT)
2829 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2884 who->failmsg (query_name (tmp));
2830 else 2885 else
2831 unapply_special (who, tmp, aflags); 2886 unapply_special (who, tmp, aflags);
2832 } 2887 }
2833 else 2888 else
2834 { 2889 {
2835 /* 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.
2836 * 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
2837 * at least generate the message. 2892 * at least generate the message.
2838 */ 2893 */
2839 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)));
2840 return 1; 2895 return 1;
2841 } 2896 }
2842 2897
2843 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2898 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2844 { 2899 {
2850 /* 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
2851 * to free up enough slots. 2906 * to free up enough slots.
2852 */ 2907 */
2853 while ((who->slot[i].used + op->slot[i].info) < 0) 2908 while ((who->slot[i].used + op->slot[i].info) < 0)
2854 { 2909 {
2855 object *tmp = get_item_from_body_location (i, last); 2910 object *tmp = get_next_item_from_body_location (i, last);
2856 2911
2857 if (!tmp) 2912 if (!tmp)
2858 { 2913 {
2859#if 0 2914#if 0
2860 /* 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
2867 2922
2868 /* 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 */
2869 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))))
2870 { 2925 {
2871 if (aflags & AP_PRINT) 2926 if (aflags & AP_PRINT)
2872 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2927 who->failmsg (query_name (tmp));
2873 else 2928 else
2874 unapply_special (who, tmp, aflags); 2929 unapply_special (who, tmp, aflags);
2875 } 2930 }
2876 else 2931 else
2877 { 2932 {
2878 /* Cursed item that we can't unequip - tell the player. 2933 /* Cursed item that we can't unequip - tell the player.
2879 * 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,
2880 * 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
2881 * one cursed ring.) 2936 * one cursed ring.)
2882 */ 2937 */
2883 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)));
2884 } 2939 }
2885 2940
2886 last = tmp->below; 2941 last = tmp->below;
2887 } 2942 }
2888 /* 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
2898 * Checks to see if 'who' can apply object 'op'. 2953 * Checks to see if 'who' can apply object 'op'.
2899 * Returns 0 if apply can be done without anything special. 2954 * Returns 0 if apply can be done without anything special.
2900 * Otherwise returns a bitmask - potentially several of these may be 2955 * Otherwise returns a bitmask - potentially several of these may be
2901 * set, but largely depends on circumstance - in the future, processing 2956 * set, but largely depends on circumstance - in the future, processing
2902 * 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
2903 * 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?)
2904 * 2959 *
2905 * See include/define.h for detailed description of the meaning of 2960 * See include/define.h for detailed description of the meaning of
2906 * these return values. 2961 * these return values.
2907 */ 2962 */
2908int 2963int
2917 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2972 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2918 { 2973 {
2919 if (op->slot[i].info) 2974 if (op->slot[i].info)
2920 { 2975 {
2921 /* Item uses more slots than we have */ 2976 /* Item uses more slots than we have */
2922 if (abs (op->slot[i].info) > who->slot[i].info) 2977 if (who->slot[i].info + op->slot [i].info < 0)
2923 { 2978 {
2924 /* Could return now for efficiency - rest of info below isn't 2979 /* Could return now for efficiency - rest of info below isn't
2925 * really needed. 2980 * really needed.
2926 */ 2981 */
2927 retval |= CAN_APPLY_NEVER; 2982 retval |= CAN_APPLY_NEVER;
2928 } 2983 }
2929 else if ((who->slot[i].used + op->slot[i].info) < 0) 2984 else if (who->slot[i].used + op->slot[i].info < 0)
2930 { 2985 {
2931 /* in this case, equipping this would use more free spots than 2986 /* in this case, equipping this would use more free spots than
2932 * we have. 2987 * we have.
2933 */ 2988 */
2934 2989
2945 { 3000 {
2946 retval |= CAN_APPLY_UNAPPLY; 3001 retval |= CAN_APPLY_UNAPPLY;
2947 continue; 3002 continue;
2948 } 3003 }
2949 3004
2950 object *tmp1 = get_item_from_body_location (i, who->inv); 3005 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2951 if (!tmp1) 3006 if (!tmp1)
2952 { 3007 {
2953#if 0 3008#if 0
2954 /* 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
2955 * join in with more stuff equipped than they are now allowed. 3010 * join in with more stuff equipped than they are now allowed.
2963 /* need to unapply something. However, if this something 3018 /* need to unapply something. However, if this something
2964 * is different than we had found before, it means they need 3019 * is different than we had found before, it means they need
2965 * to apply multiple objects 3020 * to apply multiple objects
2966 */ 3021 */
2967 retval |= CAN_APPLY_UNAPPLY; 3022 retval |= CAN_APPLY_UNAPPLY;
3023
2968 if (!tmp) 3024 if (!tmp)
2969 tmp = tmp1; 3025 tmp = tmp1;
2970 else if (tmp != tmp1) 3026 else if (tmp != tmp1)
2971 retval |= CAN_APPLY_UNAPPLY_MULT; 3027 retval |= CAN_APPLY_UNAPPLY_MULT;
2972 3028
3034 * AP_UNAPPLY=always unapply). 3090 * AP_UNAPPLY=always unapply).
3035 * 3091 *
3036 * Optional flags: 3092 * Optional flags:
3037 * 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
3038 * 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
3039 * 3096 *
3040 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3097 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3041 * 3098 *
3042 * apply_special() doesn't check for unpaid items. 3099 * apply_special() doesn't check for unpaid items.
3043 */ 3100 */
3101
3102#define LACK_ITEM_POWER \
3103 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3104
3044int 3105int
3045apply_special (object *who, object *op, int aflags) 3106apply_special (object *who, object *op, int aflags)
3046{ 3107{
3047 int basic_flag = aflags & AP_BASIC_FLAGS; 3108 int basic_flag = aflags & AP_BASIC_FLAGS;
3048 object *tmp, *tmp2, *skop = NULL; 3109 object *tmp, *tmp2, *skop = NULL;
3063 if (basic_flag == AP_APPLY) 3124 if (basic_flag == AP_APPLY)
3064 return 0; 3125 return 0;
3065 3126
3066 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)))
3067 { 3128 {
3068 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %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)));
3069 return 1; 3130 return 1;
3070 } 3131 }
3071 3132
3072 return unapply_special (who, op, aflags); 3133 return unapply_special (who, op, aflags);
3073 } 3134 }
3076 return 0; 3137 return 0;
3077 3138
3078 // if the item is combat/ranged, wield the relevant slot first 3139 // if the item is combat/ranged, wield the relevant slot first
3079 // to resolve conflicts. 3140 // to resolve conflicts.
3080 if (player *pl = who->contr) 3141 if (player *pl = who->contr)
3081 switch (op->type) 3142 switch (op->slottype ())
3082 { 3143 {
3083 case WEAPON:
3084 who->change_weapon (pl->combat_ob); 3144 case slot_combat: who->change_weapon (pl->combat_ob); break;
3085 break;
3086
3087 case BOW:
3088 case ROD:
3089 case WAND:
3090 case HORN:
3091 case SKILL_TOOL:
3092 who->change_weapon (pl->ranged_ob); 3145 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3093 break;
3094
3095 case SKILL:
3096 if (IS_COMBAT_SKILL (op->subtype))
3097 who->change_weapon (pl->combat_ob);
3098 else if (IS_RANGED_SKILL (op->subtype))
3099 who->change_weapon (pl->ranged_ob);
3100 break;
3101 } 3146 }
3147
3148 splay (op);
3102 3149
3103 /* 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 */
3104 if (int i = can_apply_object (who, op)) 3151 if (int i = can_apply_object (who, op))
3105 { 3152 {
3106 if (i & CAN_APPLY_NEVER) 3153 if (i & CAN_APPLY_NEVER)
3107 { 3154 {
3108 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)));
3109 return 1; 3156 return 1;
3110 } 3157 }
3111 else if (i & CAN_APPLY_RESTRICTION) 3158 else if (i & CAN_APPLY_RESTRICTION)
3112 { 3159 {
3113 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 ));
3114 return 1; 3165 return 1;
3115 } 3166 }
3116 3167
3117 if (who->type != PLAYER) 3168 if (who->type != PLAYER)
3118 { 3169 {
3122 } 3173 }
3123 else 3174 else
3124 { 3175 {
3125 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))
3126 { 3177 {
3127 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:");
3128 unapply_for_ob (who, op, AP_PRINT); 3179 unapply_for_ob (who, op, AP_PRINT);
3129 return 1; 3180 return 1;
3130 } 3181 }
3131 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))
3132 if (unapply_for_ob (who, op, aflags)) 3183 if (unapply_for_ob (who, op, aflags))
3138 { 3189 {
3139 skop = find_skill_by_name (who, op->skill); 3190 skop = find_skill_by_name (who, op->skill);
3140 3191
3141 if (!skop) 3192 if (!skop)
3142 { 3193 {
3143 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));
3144 return 1; 3195 return 1;
3145 } 3196 }
3146 else 3197 else
3147 /* While experience will be credited properly, we want to change the 3198 /* While experience will be credited properly, we want to change the
3148 * skill so that the dam and wc get updated 3199 * skill so that the dam and wc get updated
3149 */ 3200 */
3150 change_skill (who, skop, 0); 3201 who->change_skill (skop);
3151 } 3202 }
3152 3203
3153 if (who->type == PLAYER 3204 if (who->type == PLAYER
3154 && op->item_power 3205 && op->item_power
3155 && 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)
3156 { 3207 {
3157 new_draw_info (NDI_UNIQUE, 0, who,
3158 "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);
3159 "[use the skills command to check your available item power]");
3160 return 1; 3209 return 1;
3161 } 3210 }
3162 3211
3163 /* 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.
3164 * Note that we don't have the checks for can_use_... 3213 * Note that we don't have the checks for can_use_...
3175 switch (op->type) 3224 switch (op->type)
3176 { 3225 {
3177 case WEAPON: 3226 case WEAPON:
3178 if (!check_weapon_power (who, op->last_eat)) 3227 if (!check_weapon_power (who, op->last_eat))
3179 { 3228 {
3180 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n" 3229 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3181 "It would consume your soul!.");
3182 3230
3183 if (tmp) 3231 if (tmp)
3184 insert_ob_in_ob (tmp, who); 3232 insert_ob_in_ob (tmp, who);
3185 3233
3186 return 1; 3234 return 1;
3190 // i.e. "R" can use Ragnarok's sword. 3238 // i.e. "R" can use Ragnarok's sword.
3191 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3192 { 3240 {
3193 /* 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. */
3194 /* (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) */
3195 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.>");
3196 3244
3197 if (tmp) 3245 if (tmp)
3198 insert_ob_in_ob (tmp, who); 3246 insert_ob_in_ob (tmp, who);
3199 3247
3200 return 1; 3248 return 1;
3201 } 3249 }
3202 3250
3203 if (!skop) 3251 if (!skop)
3204 { 3252 {
3205 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
3206 return 1; 3254 return 1;
3207 } 3255 }
3208 3256
3209 SET_FLAG (op, FLAG_APPLIED); 3257 SET_FLAG (op, FLAG_APPLIED);
3210 change_skill (who, skop, 1); 3258 who->change_skill (skop);
3211 3259
3212 if (who->contr) 3260 if (who->contr)
3213 who->change_weapon (who->contr->combat_ob = op); 3261 who->change_weapon (who->contr->combat_ob = op);
3214 3262
3215 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3263 who->statusmsg (format ("You wield %s.", query_name (op)));
3264
3216 SET_FLAG (who, FLAG_READY_WEAPON); 3265 SET_FLAG (who, FLAG_READY_WEAPON);
3217
3218 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3219
3220 change_abil (who, op); 3266 change_abil (who, op);
3221 break; 3267 break;
3222 3268
3223 case ARMOUR: 3269 case ARMOUR:
3224 case HELMET: 3270 case HELMET:
3229 case BRACERS: 3275 case BRACERS:
3230 case CLOAK: 3276 case CLOAK:
3231 case RING: 3277 case RING:
3232 case AMULET: 3278 case AMULET:
3233 SET_FLAG (op, FLAG_APPLIED); 3279 SET_FLAG (op, FLAG_APPLIED);
3234 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3280 who->statusmsg (format ("You wear %s.", query_name (op)));
3235 change_abil (who, op); 3281 change_abil (who, op);
3236 break; 3282 break;
3237 3283
3238 case LAMP: 3284 case LAMP:
3239 if (op->stats.food < 1) 3285 if (op->stats.food < 1)
3240 { 3286 {
3241 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 ));
3242 return 1; 3292 return 1;
3243 } 3293 }
3244 3294
3245 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
3246 tmp2 = arch_to_object (op->other_arch); 3297 tmp2 = arch_to_object (op->other_arch);
3247 tmp2->stats.food = op->stats.food; 3298 tmp2->stats.food = op->stats.food;
3248 SET_FLAG (tmp2, FLAG_APPLIED); 3299 SET_FLAG (tmp2, FLAG_APPLIED);
3249 3300
3250 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3301 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3269 who->update_stats (); 3320 who->update_stats ();
3270 3321
3271 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3322 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3272 if (who->type == PLAYER) 3323 if (who->type == PLAYER)
3273 { 3324 {
3274 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.>");
3275 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3326 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3276 } 3327 }
3277 3328
3278 if (who->type == PLAYER) 3329 if (who->type == PLAYER)
3279 esrv_send_item (who, tmp2); 3330 esrv_send_item (who, tmp2);
3280 3331
3281 return 0; 3332 return 0;
3282 3333
3283 /* 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
3284 case SKILL: 3346 case SKILL:
3285 case SKILL_TOOL:
3286 if (who->chosen_skill)
3287 {
3288 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3289 return 1;
3290 }
3291
3292 if (player *pl = who->contr) 3347 if (player *pl = who->contr)
3293 { 3348 {
3294 if (IS_COMBAT_SKILL (op->subtype)) 3349 if (IS_COMBAT_SKILL (op->subtype))
3295 { 3350 {
3296 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3351 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3297 { 3352 {
3298 for (object *item = who->inv; item; item = item->below) 3353 for (object *item = who->inv; item; item = item->below)
3299 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3354 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3300 { 3355 {
3356 if (item->skill == op->skill)
3357 {
3301 who->change_weapon (pl->combat_ob = item); 3358 who->change_weapon (pl->combat_ob = item);
3302 goto found_weapon; 3359 goto found_weapon;
3360 }
3303 } 3361 }
3304 3362
3363 who->failmsg (format (
3305 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 ));
3306 return 1; 3368 return 1;
3307 3369
3308 found_weapon:; 3370 found_weapon:;
3309 } 3371 }
3310 else 3372 else
3315 if (skill_flags [op->subtype] & SF_NEED_BOW) 3377 if (skill_flags [op->subtype] & SF_NEED_BOW)
3316 { 3378 {
3317 for (object *item = who->inv; item; item = item->below) 3379 for (object *item = who->inv; item; item = item->below)
3318 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3380 if (item->type == BOW && item->flag [FLAG_APPLIED])
3319 { 3381 {
3382 //TODO: bows should/must all have skill missile weapon right now
3320 who->change_weapon (pl->ranged_ob = item); 3383 who->change_weapon (pl->ranged_ob = item);
3321 goto found_bow; 3384 goto found_bow;
3322 } 3385 }
3323 3386
3387 who->failmsg (
3324 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 );
3325 return 1; 3391 return 1;
3326 3392
3327 found_bow:; 3393 found_bow:;
3328 }
3329 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3330 {
3331 for (object *item = who->inv; item; item = item->below)
3332 if (item->flag [FLAG_APPLIED]
3333 && (item->type == WAND || item->type == ROD || item->type == HORN))
3334 {
3335 who->change_weapon (pl->ranged_ob = item);
3336 goto found_item;
3337 }
3338
3339 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3340 return 1;
3341
3342 found_item:;
3343 } 3394 }
3344 else 3395 else
3345 who->change_weapon (pl->ranged_ob = op); 3396 who->change_weapon (pl->ranged_ob = op);
3346 } 3397 }
3347 3398
3348 if (!op->invisible) 3399 if (!op->invisible)
3349 { 3400 {
3350 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3401 who->statusmsg (format (
3351 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 ));
3352 } 3407 }
3353 else 3408 else
3354 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));
3355 } 3410 }
3356 3411 else
3412 {
3357 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3358 change_abil (who, op); 3414 change_abil (who, op);
3359 who->chosen_skill = op; 3415 who->chosen_skill = op;
3360 SET_FLAG (who, FLAG_READY_SKILL); 3416 SET_FLAG (who, FLAG_READY_SKILL);
3417 }
3418
3361 break; 3419 break;
3362 3420
3363 case BOW: 3421 case BOW:
3364 if (!check_weapon_power (who, op->last_eat)) 3422 if (!check_weapon_power (who, op->last_eat))
3365 { 3423 {
3366 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);
3367 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3368 3425
3369 if (tmp) 3426 if (tmp)
3370 insert_ob_in_ob (tmp, who); 3427 insert_ob_in_ob (tmp, who);
3371 3428
3372 return 1; 3429 return 1;
3373 } 3430 }
3374 3431
3375 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3432 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3376 { 3433 {
3377 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.>");
3378 if (tmp) 3436 if (tmp)
3379 insert_ob_in_ob (tmp, who); 3437 insert_ob_in_ob (tmp, who);
3380 3438
3381 return 1; 3439 return 1;
3382 } 3440 }
3387 case HORN: 3445 case HORN:
3388 /* check for skill, alter player status */ 3446 /* check for skill, alter player status */
3389 3447
3390 if (!skop) 3448 if (!skop)
3391 { 3449 {
3392 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
3393 return 1; 3451 return 1;
3394 } 3452 }
3395 3453
3396 SET_FLAG (op, FLAG_APPLIED); 3454 SET_FLAG (op, FLAG_APPLIED);
3397 change_skill (who, skop, 0); 3455 who->change_skill (skop);
3398 3456
3399 if (who->contr) 3457 if (who->contr)
3400 { 3458 {
3401 who->contr->ranged_ob = op; 3459 who->contr->ranged_ob = op;
3402 3460
3403 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3461 who->statusmsg (format ("You ready %s.", query_name (op)));
3404 3462
3405 if (op->type == BOW) 3463 if (op->type == BOW)
3406 { 3464 {
3407 who->current_weapon = op; 3465 who->current_weapon = op;
3408 change_abil (who, op); 3466 change_abil (who, op);
3409 new_draw_info_format (NDI_UNIQUE, 0, who,
3410 "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)));
3411 } 3468 }
3412 } 3469 }
3413 else 3470 else
3414 { 3471 {
3415 if (op->type == BOW) 3472 if (op->type == BOW)
3421 break; 3478 break;
3422 3479
3423 case BUILDER: 3480 case BUILDER:
3424 if (who->type == PLAYER) 3481 if (who->type == PLAYER)
3425 { 3482 {
3483 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3426 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3484 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3427 unapply_special (who, who->contr->ranged_ob, 0); 3485 unapply_special (who, who->contr->ranged_ob, 0);
3428 3486
3429 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)));
3430 3488
3431 who->contr->ranged_ob = op; 3489 who->contr->ranged_ob = op;
3432 } 3490 }
3433 break; 3491 break;
3434 3492
3435 default: 3493 default:
3436 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3494 who->statusmsg (format ("You apply %s.", query_name (op)));
3437 } /* end of switch op->type */ 3495 }
3438 3496
3439 SET_FLAG (op, FLAG_APPLIED); 3497 SET_FLAG (op, FLAG_APPLIED);
3440 3498
3441 if (tmp) 3499 if (tmp)
3442 tmp = insert_ob_in_ob (tmp, who); 3500 tmp = insert_ob_in_ob (tmp, who);
3449 */ 3507 */
3450 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)
3451 SET_FLAG (op, FLAG_BEEN_APPLIED); 3509 SET_FLAG (op, FLAG_BEEN_APPLIED);
3452 3510
3453 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3454 {
3455 if (who->type == PLAYER) 3512 if (who->type == PLAYER)
3456 { 3513 {
3457 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 );
3458 SET_FLAG (op, FLAG_KNOWN_CURSED); 3518 SET_FLAG (op, FLAG_KNOWN_CURSED);
3459 } 3519 }
3460 }
3461 3520
3462 if (who->type == PLAYER) 3521 if (who->type == PLAYER)
3463 { 3522 {
3464 /* if multiple objects were applied, update both slots */ 3523 /* if multiple objects were applied, update both slots */
3465 if (tmp) 3524 if (tmp)
3474int 3533int
3475monster_apply_special (object *who, object *op, int aflags) 3534monster_apply_special (object *who, object *op, int aflags)
3476{ 3535{
3477 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3536 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3478 return 1; 3537 return 1;
3538
3479 return apply_special (who, op, aflags); 3539 return apply_special (who, op, aflags);
3480} 3540}
3481 3541
3482/** 3542/**
3483 * Map was just loaded, handle op's initialisation. 3543 * Map was just loaded, handle op's initialisation.
3700 { 3760 {
3701 if (QUERY_FLAG (food, FLAG_CURSED)) 3761 if (QUERY_FLAG (food, FLAG_CURSED))
3702 { 3762 {
3703 assign (who->contr->killer, food->name); 3763 assign (who->contr->killer, food->name);
3704 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3764 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3705 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3765 who->failmsg ("Eck!...that was poisonous!");
3706 } 3766 }
3707 else 3767 else
3708 { 3768 {
3709 if (food->stats.hp > 0) 3769 if (food->stats.hp > 0)
3710 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3770 who->statusmsg ("You begin to feel better.");
3711 else 3771 else
3712 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3772 who->failmsg ("Eck!...that was poisonous!");
3773
3713 who->stats.hp += food->stats.hp; 3774 who->stats.hp += food->stats.hp;
3714 } 3775 }
3715 } 3776 }
3716 if (food->stats.sp != 0) 3777 if (food->stats.sp != 0)
3717 { 3778 {
3718 if (QUERY_FLAG (food, FLAG_CURSED)) 3779 if (QUERY_FLAG (food, FLAG_CURSED))
3719 { 3780 {
3720 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3781 who->failmsg ("You are drained of mana!");
3721 who->stats.sp -= food->stats.sp; 3782 who->stats.sp -= food->stats.sp;
3722 if (who->stats.sp < 0) 3783 if (who->stats.sp < 0)
3723 who->stats.sp = 0; 3784 who->stats.sp = 0;
3724 } 3785 }
3725 else 3786 else
3726 { 3787 {
3727 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3788 who->statusmsg ("You feel a rush of magical energy!");
3728 who->stats.sp += food->stats.sp; 3789 who->stats.sp += food->stats.sp;
3729 /* place limit on max sp from food? */ 3790 /* place limit on max sp from food? */
3730 } 3791 }
3731 } 3792 }
3793
3732 who->update_stats (); 3794 who->update_stats ();
3733} 3795}
3734 3796
3735/** 3797/**
3736 * Designed primarily to light torches/lanterns/etc. 3798 * Designed primarily to light torches/lanterns/etc.
3763 } 3825 }
3764 else 3826 else
3765 lighter->stats.food--; 3827 lighter->stats.food--;
3766 } 3828 }
3767 else if (lighter->last_eat) 3829 else if (lighter->last_eat)
3830 {
3768 { /* no charges left in lighter */ 3831 /* no charges left in lighter */
3769 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));
3770 return; 3833 return;
3771 } 3834 }
3772 3835
3773 /* 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?
3774 * 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
3780 3843
3781 save_throw_object (item, AT_FIRE, who); 3844 save_throw_object (item, AT_FIRE, who);
3782 3845
3783 if (item->destroyed ()) 3846 if (item->destroyed ())
3784 { 3847 {
3785 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));
3786 /* Need to update the player so that the players glow radius 3849 /* Need to update the player so that the players glow radius
3787 * gets changed. 3850 * gets changed.
3788 */ 3851 */
3789 if (is_player_env) 3852 if (is_player_env)
3790 who->update_stats (); 3853 who->update_stats ();
3791 } 3854 }
3792 else 3855 else
3793 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));
3794 } 3857 }
3795 else /* nothing to light */ 3858 else
3796 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3859 who->failmsg ("You need to mark a lightable object.");
3797
3798} 3860}
3799 3861
3800/** 3862/**
3801 * 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.
3802 * scroll_failure()- hacked directly from spell_failure 3864 * scroll_failure()- hacked directly from spell_failure
3809 3871
3810 if (failure <= -1 && failure > -15) 3872 if (failure <= -1 && failure > -15)
3811 { /* wonder */ 3873 { /* wonder */
3812 object *tmp; 3874 object *tmp;
3813 3875
3814 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3876 op->failmsg ("Your spell warps!");
3815 tmp = get_archetype (SPELL_WONDER); 3877 tmp = get_archetype (SPELL_WONDER);
3816 cast_wonder (op, op, 0, tmp); 3878 cast_wonder (op, op, 0, tmp);
3817 tmp->destroy (); 3879 tmp->destroy ();
3818 } 3880 }
3819 else if (failure <= -15 && failure > -35) 3881 else if (failure <= -15 && failure > -35)
3820 { /* drain mana */ 3882 { /* drain mana */
3821 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3883 op->failmsg ("Your mana is drained!");
3822 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3884 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3823 if (op->stats.sp < 0) 3885 if (op->stats.sp < 0)
3824 op->stats.sp = 0; 3886 op->stats.sp = 0;
3825 } 3887 }
3826 else if (settings.spell_failure_effects == TRUE) 3888 else if (settings.spell_failure_effects == TRUE)
3827 { 3889 {
3828 if (failure <= -35 && failure > -60) 3890 if (failure <= -35 && failure > -60)
3829 { /* confusion */ 3891 { /* confusion */
3830 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3892 op->failmsg ("The magic recoils on you!");
3831 confuse_player (op, op, power); 3893 confuse_player (op, op, power);
3832 } 3894 }
3833 else if (failure <= -60 && failure > -70) 3895 else if (failure <= -60 && failure > -70)
3834 { /* paralysis */ 3896 { /* paralysis */
3835 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3897 op->failmsg ("The magic recoils and paralyzes you!");
3836 paralyze_player (op, op, power); 3898 paralyze_player (op, op, power);
3837 } 3899 }
3838 else if (failure <= -70 && failure > -80) 3900 else if (failure <= -70 && failure > -80)
3839 { /* blind */ 3901 { /* blind */
3840 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3902 op->failmsg ("The magic recoils on you!");
3841 blind_player (op, op, power); 3903 blind_player (op, op, power);
3842 } 3904 }
3843 else if (failure <= -80) 3905 else if (failure <= -80)
3844 { /* blast the immediate area */ 3906 { /* blast the immediate area */
3845 object *tmp = get_archetype (LOOSE_MANA); 3907 object *tmp = get_archetype (LOOSE_MANA);
3846 cast_magic_storm (op, tmp, power); 3908 cast_magic_storm (op, tmp, power);
3847 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3909 op->failmsg ("You unleash uncontrolled mana!");
3848 tmp->destroy (); 3910 tmp->destroy ();
3849 } 3911 }
3850 } 3912 }
3851} 3913}
3852 3914
3872 */ 3934 */
3873 int i, j; 3935 int i, j;
3874 3936
3875 for (i = 0; i < NUM_STATS; i++) 3937 for (i = 0; i < NUM_STATS; i++)
3876 { 3938 {
3877 int race_bonus = pl->arch->clone.stats.stat (i); 3939 int race_bonus = pl->arch->stats.stat (i);
3878 sint8 stat = stats->stat (i) + ns->stat (i); 3940 sint8 stat = stats->stat (i) + ns->stat (i);
3879 3941
3880 if (stat > 20 + race_bonus) 3942 if (stat > 20 + race_bonus)
3881 { 3943 {
3882 excess_stat++; 3944 excess_stat++;
3892 3954
3893 if (i == CHA) 3955 if (i == CHA)
3894 continue; /* exclude cha from this */ 3956 continue; /* exclude cha from this */
3895 3957
3896 int stat = stats->stat (i); 3958 int stat = stats->stat (i);
3897 int race_bonus = pl->arch->clone.stats.stat (i); 3959 int race_bonus = pl->arch->stats.stat (i);
3898 if (stat < 20 + race_bonus) 3960 if (stat < 20 + race_bonus)
3899 { 3961 {
3900 change_attr_value (stats, i, 1); 3962 change_attr_value (stats, i, 1);
3901 excess_stat--; 3963 excess_stat--;
3902 } 3964 }
3959 char got[MAX_BUF]; 4021 char got[MAX_BUF];
3960 int len; 4022 int len;
3961 4023
3962 if (!pl || !transformer) 4024 if (!pl || !transformer)
3963 return; 4025 return;
4026
3964 marked = find_marked_object (pl); 4027 marked = find_marked_object (pl);
4028
3965 if (!marked) 4029 if (!marked)
3966 { 4030 {
3967 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)));
3968 return; 4032 return;
3969 } 4033 }
4034
3970 if (!marked->slaying) 4035 if (!marked->slaying)
3971 { 4036 {
3972 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)));
3973 return; 4038 return;
3974 } 4039 }
4040
3975 /* check whether they are compatible or not */ 4041 /* check whether they are compatible or not */
3976 find = strstr (marked->slaying, transformer->arch->name); 4042 find = strstr (marked->slaying, transformer->arch->archname);
3977 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3978 { 4044 {
3979 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)));
3980 return; 4046 return;
3981 } 4047 }
4048
3982 find += strlen (transformer->arch->name) + 1; 4049 find += strlen (transformer->arch->archname) + 1;
3983 /* 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 */
3984 if (isdigit (*(find))) 4051 if (isdigit (*(find)))
3985 { 4052 {
3986 yield = atoi (find); 4053 yield = atoi (find);
3987 if (yield < 1) 4054 if (yield < 1)
3993 else 4060 else
3994 yield = 1; 4061 yield = 1;
3995 4062
3996 while (isdigit (*find)) 4063 while (isdigit (*find))
3997 find++; 4064 find++;
4065
3998 while (*find == ' ') 4066 while (*find == ' ')
3999 find++; 4067 find++;
4068
4000 memset (got, 0, MAX_BUF); 4069 memset (got, 0, MAX_BUF);
4070
4001 if ((separator = strchr (find, ';')) != NULL) 4071 if ((separator = strchr (find, ';')) != NULL)
4002 {
4003 len = separator - find; 4072 len = separator - find;
4004 }
4005 else 4073 else
4006 {
4007 len = strlen (find); 4074 len = strlen (find);
4008 } 4075
4009 if (len > MAX_BUF - 1) 4076 if (len > MAX_BUF - 1)
4010 len = MAX_BUF - 1; 4077 len = MAX_BUF - 1;
4078
4011 strcpy (got, find); 4079 strcpy (got, find);
4012 got[len] = '\0'; 4080 got[len] = '\0';
4013 4081
4014 /* Now create new item, remove used ones when required. */ 4082 /* Now create new item, remove used ones when required. */
4015 new_item = get_archetype (got); 4083 new_item = get_archetype (got);
4016 if (!new_item) 4084 if (!new_item)
4017 { 4085 {
4018 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)));
4019 return; 4087 return;
4020 } 4088 }
4021 4089
4022 new_item->nrof = yield; 4090 new_item->nrof = yield;
4091
4023 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
4024 insert_ob_in_ob (new_item, pl); 4094 insert_ob_in_ob (new_item, pl);
4025 esrv_send_inventory (pl, pl); 4095 esrv_send_inventory (pl, pl);
4026 /* Eat up one item */ 4096 /* Eat up one item */
4027 decrease_ob_nr (marked, 1); 4097 decrease_ob_nr (marked, 1);
4098
4028 /* Eat one transformer if needed */ 4099 /* Eat one transformer if needed */
4029 if (transformer->stats.food) 4100 if (transformer->stats.food)
4030 if (--transformer->stats.food == 0) 4101 if (--transformer->stats.food == 0)
4031 decrease_ob_nr (transformer, 1); 4102 decrease_ob_nr (transformer, 1);
4032} 4103}
4104

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