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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.72 by root, Mon Mar 5 02:27:22 2007 UTC vs.
Revision 1.142 by root, Sun Apr 13 20:21:50 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
23
24#include <cmath>
24 25
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
27#include <spells.h> 28#include <spells.h>
28#include <skills.h> 29#include <skills.h>
30 31
31#include <sproto.h> 32#include <sproto.h>
32 33
33/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
34#include <sounds.h> 35#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 36
39/** 37/**
40 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
42 */ 40 */
70 68
71 /* 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,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(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)) &&
76 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1; 76 return 1;
79 77
80 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 79 * of arch, name, or race match.
82 */ 80 */
83 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))) ||
84 ((victim->name && name_flag && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
86 return 1; 84 return 1;
87 85
88 return 0; 86 return 0;
94 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
95 */ 93 */
96static int 94static int
97apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
98{ 96{
99 object *id, *marked; 97 dynbuf_text buf;
100 int success = 0;
101 98
102 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
103 return 0; 100 return 0;
104 101
105 /* 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
106 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
107 */ 104 */
108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 106 return 0;
110 107
111 marked = find_marked_object (pl);
112 /* 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
113 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
114 */ 110 */
111 if (object *marked = find_marked_object (pl))
115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 { 113 {
117 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
118 { 115 {
119 identify (marked); 116 identify (marked);
120 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
121 if (marked->msg) 119 if (marked->msg)
122 { 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
125 } 123 }
126 return money == NULL;
127 } 124 }
128 }
129 125
130 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
131 { 127 {
132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133 { 129 {
134 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
135 { 131 {
136 identify (id); 132 identify (id);
137 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
138 if (id->msg) 135 if (id->msg)
139 { 136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 }
143 success = 1;
144 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
145 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
146 break; 140 break;
147 } 141 }
148 else 142 else
149 { 143 {
150 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");
151 break; 145 break;
152 } 146 }
153 } 147 }
154 } 148 }
155 if (!success) 149
156 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
157 return money == NULL; 155 return !money;
158} 156}
159 157
160/** 158/**
161 * 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
162 * matching item. 160 * matching item.
163 **/ 161 **/
164static void 162void
165handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
166{ 164{
167 const char *yield; 165 const char *yield;
168 166
169 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
197 195
198 floor = GET_MAP_OB (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
199 197
200 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)
201 { 199 {
202 if (op->type == PLAYER)
203 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
204 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0; 203 return 0;
206 } 204 }
207 205
208 if (op->type == PLAYER) 206 if (op->type == PLAYER)
233 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
234 232
235 if (depl) 233 if (depl)
236 { 234 {
237 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 op->statusmsg (restore_msg[i]);
240 238
241 depl->destroy (); 239 depl->destroy ();
242 op->update_stats (); 240 op->update_stats ();
243 } 241 }
244 else 242 else
245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
246 244
247 decrease_ob (tmp); 245 decrease_ob (tmp);
248 return 1; 246 return 1;
249 } 247 }
250 248
251 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
253 { 251 {
254 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
255 { 253 {
256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 { 255 {
258 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
259 { 257 {
260 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
261 break; 259 break;
262 } 260 }
261
263 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
264 { 263 {
265 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
266 break; 265 break;
267 } 266 }
267
268 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
269 { 269 {
270 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
271 break; 271 break;
272 } 272 }
276 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
277 { 277 {
278 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
279 break; 279 break;
280 } 280 }
281
281 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
282 { 283 {
283 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
284 break; 285 break;
285 } 286 }
287
286 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
287 { 289 {
288 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
289 break; 291 break;
290 } 292 }
298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 { 301 {
300 if (got_one) 302 if (got_one)
301 { 303 {
302 op->update_stats (); 304 op->update_stats ();
303 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 "
304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 306 "a little more in their image. "
305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
306 } 308 }
307 else 309 else
308 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.");
309 } 311 }
310 else 312 else
311 { /* cursed potion */ 313 { /* cursed potion */
312 if (got_one) 314 if (got_one)
313 { 315 {
314 op->update_stats (); 316 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
316 } 318 }
317 else 319 else
318 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);
319 } 321 }
320 322
321 decrease_ob (tmp); 323 decrease_ob (tmp);
322 return 1; 324 return 1;
323 } 325 }
332 { 334 {
333 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 { 336 {
335 object *fball; 337 object *fball;
336 338
337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
338 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
339 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
340 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;
341 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;
342 fball->x = op->x; 345 fball->x = op->x;
345 } 348 }
346 else 349 else
347 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348 351
349 decrease_ob (tmp); 352 decrease_ob (tmp);
353
350 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
351 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
352 op->update_stats (); 356 op->update_stats ();
357
353 return 1; 358 return 1;
354 } 359 }
355 360
356 /* Deal with protection potions */ 361 /* Deal with protection potions */
357 force = NULL; 362 force = NULL;
359 { 364 {
360 if (tmp->resist[i]) 365 if (tmp->resist[i])
361 { 366 {
362 if (!force) 367 if (!force)
363 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
364 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
366 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 */
367 } 373 }
368 } 374 }
375
369 /* This is a protection potion */ 376 /* This is a protection potion */
370 if (force) 377 if (force)
371 { 378 {
372 /* cursed items last longer */ 379 /* cursed items last longer */
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
375 force->stats.food *= 10; 382 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 383 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 384 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 385 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 386 }
387
380 force->speed_left = -1; 388 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 389 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 391 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 392 change_abil (op, force);
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. "
629 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>");
623 return 0; 631 return 0;
624 } 632 }
633
625 sacrifice_count = check_sacrifice (op, improver); 634 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 635 if (sacrifice_count <= 0)
627 return 0; 636 return 0;
637
628 weapon->level = isqrt (sacrifice_count); 638 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); 639 eat_item (op, improver->slaying, sacrifice_count);
631 640
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 641 op->statusmsg (format (
642 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level
645 ));
633 646
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 648 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 649 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 650 slot at once! */
656improve_weapon (object *op, object *improver, object *weapon) 669improve_weapon (object *op, object *improver, object *weapon)
657{ 670{
658 int sacrifice_count, sacrifice_needed = 0; 671 int sacrifice_count, sacrifice_needed = 0;
659 672
660 if (improver->stats.sp == IMPROVE_PREPARE) 673 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 674 return prepare_weapon (op, improver, weapon);
663 } 675
664 if (weapon->level == 0) 676 if (weapon->level == 0)
665 { 677 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 679 return 0;
668 } 680 }
681
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 { 683 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 684 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 685 return 0;
673 } 686 }
687
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 { 689 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 690 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"); 691 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 692 "really want to improve it.");
679 return 0; 693 return 0;
680 } 694 }
695
681 /* This just increases damage by 5 points, no matter what. No sacrifice 696 /* 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, 697 * 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 698 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 699 * weapon can be improved.
685 */ 700 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 701 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 702 {
688 weapon->stats.dam += 5; 703 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 704 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); 705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 706 weapon->last_eat++;
692 707
693 weapon->item_power++; 708 weapon->item_power++;
694 decrease_ob (improver); 709 decrease_ob (improver);
695 return 1; 710 return 1;
696 } 711 }
712
697 if (improver->stats.sp == IMPROVE_WEIGHT) 713 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 714 {
699 /* Reduce weight by 20% */ 715 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 716 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 717 if (weapon->weight < 1)
702 weapon->weight = 1; 718 weapon->weight = 1;
719
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 721 weapon->last_eat++;
705 weapon->item_power++; 722 weapon->item_power++;
706 decrease_ob (improver); 723 decrease_ob (improver);
707 return 1; 724 return 1;
708 } 725 }
709 if (improver->stats.sp == IMPROVE_ENCHANT) 726 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 727 {
711 weapon->magic++; 728 weapon->magic++;
712 weapon->last_eat++; 729 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 731 decrease_ob (improver);
715 weapon->item_power++; 732 weapon->item_power++;
716 return 1; 733 return 1;
717 } 734 }
718 735
724 sacrifice_needed *= 2; 741 sacrifice_needed *= 2;
725 742
726 sacrifice_count = check_sacrifice (op, improver); 743 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 744 if (sacrifice_count < sacrifice_needed)
728 { 745 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 746 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 747 return 0;
731 } 748 }
749
732 eat_item (op, improver->slaying, sacrifice_needed); 750 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 751 weapon->item_power++;
734 752
735 switch (improver->stats.sp) 753 switch (improver->stats.sp)
736 { 754 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 755 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"); 756 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"); 757 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"); 758 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"); 759 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"); 760 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"); 761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 762 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 763 op->failmsg ("Unknown improvement type.");
753 } 764 }
765
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 766 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 767 return 0;
756} 768}
757 769
758/** 770/**
765{ 777{
766 object *otmp; 778 object *otmp;
767 779
768 if (op->type != PLAYER) 780 if (op->type != PLAYER)
769 return 0; 781 return 0;
782
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 783 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 784 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 785 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 786 return 0;
774 } 787 }
788
775 otmp = find_marked_object (op); 789 otmp = find_marked_object (op);
776 if (!otmp) 790 if (!otmp)
777 { 791 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
779 return 0; 793 return 0;
780 } 794 }
795
781 if (otmp->type != WEAPON && otmp->type != BOW) 796 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 797 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 798 op->failmsg ("Marked item is not a weapon or bow!");
784 return 0; 799 return 0;
785 } 800 }
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 801
802 op->statusmsg ("Applied weapon builder.");
803
787 improve_weapon (op, tmp, otmp); 804 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 805 esrv_send_item (op, otmp);
789 return 1; 806 return 1;
790} 807}
791 808
816{ 833{
817 object *tmp; 834 object *tmp;
818 835
819 if (armour->magic >= settings.armor_max_enchant) 836 if (armour->magic >= settings.armor_max_enchant)
820 { 837 {
821 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 838 op->failmsg ("This armour can not be enchanted any further!");
822 return 0; 839 return 0;
823 } 840 }
841
824 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 842 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
825 * etc), so take the easy way out and don't worry about it. 843 * etc), so take the easy way out and don't worry about it.
826 * Note - maybe add scrolls which make the random artifact versions (eg, armour 844 * Note - maybe add scrolls which make the random artifact versions (eg, armour
827 * of gnarg and what not?) 845 * of gnarg and what not?)
828 */ 846 */
829 if (armour->title) 847 if (armour->title)
830 { 848 {
831 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 849 op->failmsg ("This armour will not accept further enchantment.");
832 return 0; 850 return 0;
833 } 851 }
834 852
835 /* Split objects if needed. Can't insert tmp until the 853 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge. 854 * end of this function - otherwise it will just re-merge.
837 */ 855 */
838 if (armour->nrof > 1) 856 if (armour->nrof > 1)
839 tmp = get_split_ob (armour, armour->nrof - 1); 857 tmp = get_split_ob (armour, armour->nrof - 1);
840 else 858 else
851 { 869 {
852 base = base - (base * settings.armor_speed_improvement) / 100; 870 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++; 871 pow++;
854 } 872 }
855 873
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
857 } 875 }
858 else 876 else
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 877 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
860 878
861 if (!settings.armor_weight_linear) 879 if (!settings.armor_weight_linear)
862 { 880 {
863 int base = 100; 881 int base = 100;
864 int pow = 0; 882 int pow = 0;
867 { 885 {
868 base = base - (base * settings.armor_weight_reduction) / 100; 886 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++; 887 pow++;
870 } 888 }
871 889
872 armour->weight = (armour->arch->clone.weight * base) / 100; 890 armour->weight = (armour->arch->weight * base) / 100;
873 } 891 }
874 else 892 else
875 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 893 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
876 894
877 if (armour->weight <= 0) 895 if (armour->weight <= 0)
878 { 896 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 897 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1; 898 armour->weight = 1;
881 } 899 }
882 900
883 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 901 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
884 902
885 if (op->type == PLAYER) 903 if (op->type == PLAYER)
886 { 904 {
887 esrv_send_item (op, armour); 905 esrv_send_item (op, armour);
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 906 if (QUERY_FLAG (armour, FLAG_APPLIED))
889 op->update_stats (); 907 op->update_stats ();
890 } 908 }
909
891 decrease_ob (improver); 910 decrease_ob (improver);
911
892 if (tmp) 912 if (tmp)
893 { 913 {
894 insert_ob_in_ob (tmp, op); 914 insert_ob_in_ob (tmp, op);
895 esrv_send_item (op, tmp); 915 esrv_send_item (op, tmp);
896 } 916 }
917
897 return 1; 918 return 1;
898} 919}
899
900 920
901/* 921/*
902 * convert_item() returns 1 if anything was converted, 0 if the item was not 922 * convert_item() returns 1 if anything was converted, 0 if the item was not
903 * what the converter wants, -1 if the converter is broken. 923 * what the converter wants, -1 if the converter is broken.
904 */ 924 *
905#define CONV_FROM(xyz) xyz->slaying
906#define CONV_TO(xyz) xyz->other_arch
907#define CONV_NR(xyz) xyz->stats.sp
908#define CONV_NEED(xyz) xyz->stats.food
909
910/* Takes one items and makes another. 925 * Takes one type of items and makes another.
911 * converter is the object that is doing the conversion. 926 * converter is the object that is doing the conversion.
912 * item is the object that triggered the converter - if it is not 927 * item is the object that triggered the converter - if it is not
913 * what the converter wants, this will not do anything. 928 * what the converter wants, this will not do anything.
914 */ 929 */
915int 930static int
916convert_item (object *item, object *converter) 931convert_item (object *item, object *converter)
917{ 932{
918 int nr = 0;
919 uint32 price_in; 933 sint64 nr, price_in;
934
935 if (item->flag [FLAG_UNPAID])
936 return 0;
937
938 shstr conv_from = converter->slaying;
939 archetype *conv_to = converter->other_arch;
940 sint64 need = converter->stats.food;
941 sint64 give = converter->stats.sp;
920 942
921 /* We make some assumptions - we assume if it takes money as it type, 943 /* We make some assumptions - we assume if it takes money as it type,
922 * it wants some amount. We don't make change (ie, if something costs 944 * it wants some amount. We don't make change (ie, if something costs
923 * 3 gp and player drops a platinum, tough luck) 945 * 3 gp and player drops a platinum, tough luck)
924 */ 946 */
925 if (!strcmp (CONV_FROM (converter), "money")) 947 if (conv_from == shstr_money)
926 { 948 {
927 int cost;
928
929 if (item->type != MONEY) 949 if (item->type != MONEY)
930 return 0; 950 return 0;
931 951
932 nr = (item->nrof * item->value) / CONV_NEED (converter); 952 nr = sint64 (item->nrof) * item->value / need;
933 if (!nr) 953 if (!nr)
934 return 0; 954 return 0;
935 cost = nr * CONV_NEED (converter) / item->value; 955
936 /* take into account rounding errors */ 956 converter->play_sound (sound_find ("shop_buy"));
937 if (nr * CONV_NEED (converter) % item->value) 957
938 cost++; 958 sint64 cost = (nr * need + item->value - 1) / item->value;
959
939 decrease_ob_nr (item, cost); 960 decrease_ob_nr (item, cost);
940 961
941 price_in = cost * item->value; 962 price_in = cost * item->value;
942 } 963 }
943 else 964 else
944 { 965 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 966 if (item->type == PLAYER
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 967 || conv_from != item->arch->archname
968 || (need && need > (uint16) item->nrof))
947 return 0; 969 return 0;
948 970
949 if (CONV_NEED (converter)) 971 converter->play_sound (sound_find ("convert_item"));
972
973 if (need)
950 { 974 {
951 nr = item->nrof / CONV_NEED (converter); 975 nr = sint64 (item->nrof) / need;
952 decrease_ob_nr (item, nr * CONV_NEED (converter)); 976 decrease_ob_nr (item, nr * need);
953 price_in = nr * CONV_NEED (converter) * item->value; 977 price_in = nr * need * item->value;
954 } 978 }
955 else 979 else
956 { 980 {
957 price_in = item->value; 981 price_in = item->value;
958 item->destroy (); 982 item->destroy ();
959 } 983 }
960 } 984 }
961 985
962 if (converter->inv != NULL) 986 if (converter->inv)
963 { 987 {
964 object *ob; 988 object *ob;
965 int i; 989 int i;
966 object *ob_to_copy; 990 object *ob_to_copy;
967 991
968 /* select random object from inventory to copy */ 992 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 993 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 994 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0) 995 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 996 ob_to_copy = ob;
975 } 997
976 }
977 item = object_create_clone (ob_to_copy); 998 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 999 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 1000 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 1001 }
981 else 1002 else
982 { 1003 {
983 if (converter->other_arch == NULL) 1004 if (!conv_to)
984 { 1005 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 1006 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, &converter->map->path, converter->x, converter->y); 1007 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 1008 return -1;
988 } 1009 }
989 1010
990 item = object_create_arch (converter->other_arch); 1011 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1012 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 1013 }
993 1014
994 if (CONV_NR (converter)) 1015 if (give)
995 item->nrof = CONV_NR (converter); 1016 item->nrof = give;
1017
996 if (nr) 1018 if (nr)
997 item->nrof *= nr; 1019 item->nrof *= nr;
1020
998 if (is_in_shop (converter)) 1021 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID); 1022 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value) 1023 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 1024 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1025 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1026 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /** 1027 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 1028 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 1029 * hopefully had something in mind when doing this.
1008 */ 1030 */
1009 } 1031 }
1032
1033 SET_FLAG (item, FLAG_IDENTIFIED);
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1034 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 1035 return 1;
1012} 1036}
1013 1037
1014/** 1038/**
1031 1055
1032 op->contr->last_used = 0; 1056 op->contr->last_used = 0;
1033 1057
1034 if (sack->env && sack->env != op) 1058 if (sack->env && sack->env != op)
1035 { 1059 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1060 op->failmsg ("You must put it onto the floor or into your inventory first.");
1037 return 1; 1061 return 1;
1038 } 1062 }
1039 1063
1040 // already applied == open on ground, or open in inv, or active in inv 1064 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED]) 1065 if (sack->flag [FLAG_APPLIED])
1047 return 1; 1071 return 1;
1048 } 1072 }
1049 else if (!sack->env) 1073 else if (!sack->env)
1050 { 1074 {
1051 // active, but not ours: some other player has opened it 1075 // active, but not ours: some other player has opened it
1052 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1076 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1053 return 1; 1077 return 1;
1054 } 1078 }
1055 1079
1056 // fall through to opening it (active in inv) 1080 // fall through to opening it (active in inv)
1057 } 1081 }
1059 { 1083 {
1060 // it is in our env, so activate it, do not open yet 1084 // it is in our env, so activate it, do not open yet
1061 op->close_container (); 1085 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1; 1086 sack->flag [FLAG_APPLIED] = 1;
1063 esrv_update_item (UPD_FLAGS, op, sack); 1087 esrv_update_item (UPD_FLAGS, op, sack);
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1088 op->statusmsg (format ("You ready %s.", query_name (sack)));
1065 return 1; 1089 return 1;
1066 } 1090 }
1067 1091
1068 // it's locked? 1092 // it's locked?
1069 if (sack->slaying) 1093 if (sack->slaying)
1070 { 1094 {
1071 if (object *tmp = find_key (op, op, sack)) 1095 if (object *tmp = find_key (op, op, sack))
1072 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1096 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1073 else 1097 else
1074 { 1098 {
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1099 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1076 return 1; 1100 return 1;
1077 } 1101 }
1078 } 1102 }
1079 1103
1080 op->open_container (sack); 1104 op->open_container (sack);
1099 * with an altar. We call it a Potion - altars are stationary - it 1123 * with an altar. We call it a Potion - altars are stationary - it
1100 * is up to map designers to use them properly. 1124 * is up to map designers to use them properly.
1101 */ 1125 */
1102 if (altar->inv && altar->inv->type == SPELL) 1126 if (altar->inv && altar->inv->type == SPELL)
1103 { 1127 {
1104 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1128 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1105 cast_spell (originator, altar, 0, altar->inv, NULL); 1129 cast_spell (originator, altar, 0, altar->inv, NULL);
1106 /* If it is connected, push the button. Fixes some problems with 1130 /* If it is connected, push the button. Fixes some problems with
1107 * old maps. 1131 * old maps.
1108 */ 1132 */
1109 1133
1110/* push_button (altar);*/ 1134/* push_button (altar);*/
1111 } 1135 }
1135 double opinion; 1159 double opinion;
1136 object *tmp, *next; 1160 object *tmp, *next;
1137 1161
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1162 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139 1163
1164 bool has_unpaid = false;
1165
1166 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1167 // a quick and small change :(
1168 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1169 if (item->flag [FLAG_UNPAID])
1170 {
1171 has_unpaid = true;
1172 break;
1173 }
1174
1140 if (op->type != PLAYER) 1175 if (op->type != PLAYER)
1141 { 1176 {
1142 /* Remove all the unpaid objects that may be carried here. 1177 /* Remove all the unpaid objects that may be carried here.
1143 * This could be pets or monsters that are somehow in 1178 * This could be pets or monsters that are somehow in
1144 * the shop. 1179 * the shop.
1170 /* unpaid objects, or non living objects, can't transfer by 1205 /* unpaid objects, or non living objects, can't transfer by
1171 * shop mats. Instead, put it on a nearby space. 1206 * shop mats. Instead, put it on a nearby space.
1172 */ 1207 */
1173 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1208 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1174 { 1209 {
1175
1176 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1210 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1177 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1211 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1178 1212
1179 if (i != -1) 1213 if (i != -1)
1180 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1214 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1189 else if (can_pay (op) && get_payment (op)) 1223 else if (can_pay (op) && get_payment (op))
1190 { 1224 {
1191 /* this is only used for players */ 1225 /* this is only used for players */
1192 rv = teleport (shop_mat, SHOP_MAT, op); 1226 rv = teleport (shop_mat, SHOP_MAT, op);
1193 1227
1228 if (has_unpaid)
1229 op->contr->play_sound (sound_find ("shop_buy"));
1230 else if (is_in_shop (op))
1231 op->contr->play_sound (sound_find ("shop_enter"));
1232 else
1233 op->contr->play_sound (sound_find ("shop_leave"));
1234
1194 if (shop_mat->msg) 1235 if (shop_mat->msg)
1195 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1236 op->statusmsg (shop_mat->msg);
1196 /* This check below is a bit simplistic - generally it should be correct, 1237 /* This check below is a bit simplistic - generally it should be correct,
1197 * but there is never a guarantee that the bottom space on the map is 1238 * but there is never a guarantee that the bottom space on the map is
1198 * actually the shop floor. 1239 * actually the shop floor.
1199 */ 1240 */
1200 else if (!rv && !is_in_shop (op)) 1241 else if (!rv && !is_in_shop (op))
1201 { 1242 {
1202 opinion = shopkeeper_approval (op->map, op); 1243 opinion = shopkeeper_approval (op->map, op);
1203 1244
1204 if (opinion > 0.9) 1245 op->statusmsg (
1205 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1246 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1206 else if (opinion > 0.75) 1247 : opinion >= 0.75 ? "The shopkeeper waves to you."
1207 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1248 : opinion >= 0.50 ? "The shopkeeper ignores you."
1208 else if (opinion > 0.5) 1249 : "The shopkeeper glares at you with contempt."
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1210 else 1250 );
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1212 } 1251 }
1213 } 1252 }
1214 else 1253 else
1215 { 1254 {
1216 /* if we get here, a player tried to leave a shop but was not able 1255 /* if we get here, a player tried to leave a shop but was not able
1217 * to afford the items he has. We try to move the player so that 1256 * to afford the items he has. We try to move the player so that
1218 * they are not on the mat anymore 1257 * they are not on the mat anymore
1219 */ 1258 */
1220 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1259 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1221 1260
1222 if (i == -1) 1261 if (i == -1)
1223 {
1224 LOG (llevError, "Internal shop-mat problem.\n"); 1262 LOG (llevError, "Internal shop-mat problem.\n");
1225 }
1226 else 1263 else
1227 { 1264 {
1228 op->remove (); 1265 op->remove ();
1229 op->x += freearr_x[i]; 1266 op->x += freearr_x[i];
1230 op->y += freearr_y[i]; 1267 op->y += freearr_y[i];
1241 */ 1278 */
1242static void 1279static void
1243apply_sign (object *op, object *sign, int autoapply) 1280apply_sign (object *op, object *sign, int autoapply)
1244{ 1281{
1245 readable_message_type *msgType; 1282 readable_message_type *msgType;
1246 char newbuf[HUGE_BUF];
1247 1283
1248 if (sign->msg == NULL) 1284 if (!sign->msg)
1249 { 1285 {
1250 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1286 op->statusmsg ("Nothing is written on it.");
1251 return; 1287 return;
1252 } 1288 }
1253 1289
1254 if (sign->stats.food) 1290 if (sign->stats.food)
1255 { 1291 {
1256 if (sign->last_eat >= sign->stats.food) 1292 if (sign->last_eat >= sign->stats.food)
1257 { 1293 {
1258 if (!sign->move_on) 1294 if (!sign->move_on)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1295 op->statusmsg ("You cannot read it anymore.");
1296
1260 return; 1297 return;
1261 } 1298 }
1262 1299
1263 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1300 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1264 sign->last_eat++; 1301 sign->last_eat++;
1269 * move_on is zero, it needs to be manually applied (doesn't talk 1306 * move_on is zero, it needs to be manually applied (doesn't talk
1270 * to us). 1307 * to us).
1271 */ 1308 */
1272 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1309 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1273 { 1310 {
1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1311 op->failmsg ("You are unable to read while blind!");
1275 return; 1312 return;
1276 } 1313 }
1314
1315 if (op->contr)
1316 if (client *ns = op->contr->ns)
1317 {
1318 if (sign->sound)
1319 ns->play_sound (sign->sound);
1320 else if (autoapply)
1321 ns->play_sound (sound_find ("msg_voice"));
1322
1323 if (ns->can_msg)
1324 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1325 else
1326 {
1277 msgType = get_readable_message_type (sign); 1327 msgType = get_readable_message_type (sign);
1278 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1328 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1279 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1329 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1330 }
1331 }
1280} 1332}
1281 1333
1282/** 1334/**
1283 * 'victim' moves onto 'trap' 1335 * 'victim' moves onto 'trap'
1284 * 'victim' leaves 'trap' 1336 * 'victim' leaves 'trap'
1307 * proper. This code was causing needless crashes. 1359 * proper. This code was causing needless crashes.
1308 */ 1360 */
1309 if (recursion_depth >= 500) 1361 if (recursion_depth >= 500)
1310 { 1362 {
1311 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1363 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1312 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1364 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1313 return; 1365 return;
1314 } 1366 }
1367
1315 recursion_depth++; 1368 recursion_depth++;
1316 if (trap->head) 1369 if (trap->head)
1317 trap = trap->head; 1370 trap = trap->head;
1318 1371
1319 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1372 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1334 1387
1335 /* Just put in some sanity check. I think there is a bug in the 1388 /* Just put in some sanity check. I think there is a bug in the
1336 * above with some objects have zero speed, and thus the player 1389 * above with some objects have zero speed, and thus the player
1337 * getting permanently paralyzed. 1390 * getting permanently paralyzed.
1338 */ 1391 */
1339 if (victim->speed_left < -50.0) 1392 if (victim->speed_left < -50.f)
1340 victim->speed_left = -50.0; 1393 victim->speed_left = -50.f;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1394 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 } 1395 }
1343 goto leave; 1396 goto leave;
1344 1397
1345 case SPINNER: 1398 case SPINNER:
1417 1470
1418 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1471 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1419 { 1472 {
1420 if (!sound_was_played) 1473 if (!sound_was_played)
1421 { 1474 {
1422 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1475 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1423 sound_was_played = 1; 1476 sound_was_played = 1;
1424 } 1477 }
1425 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1478
1479 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1426 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1480 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1427 } 1481 }
1428 } 1482 }
1429 goto leave; 1483 goto leave;
1430 } 1484 }
1431 1485
1432
1433 case CONVERTER: 1486 case CONVERTER:
1434 if (convert_item (victim, trap) < 0) 1487 if (convert_item (victim, trap) < 0)
1435 { 1488 {
1436 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1489 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1437 get_archetype ("burnout")->insert_at (trap, trap); 1490 get_archetype ("burnout")->insert_at (trap, trap);
1438 } 1491 }
1439 1492
1440 goto leave; 1493 goto leave;
1441 1494
1462 * Processing will happen if the head runs into the pit 1515 * Processing will happen if the head runs into the pit
1463 */ 1516 */
1464 if (victim->head) 1517 if (victim->head)
1465 goto leave; 1518 goto leave;
1466 1519
1467 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1520 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1468 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1521 victim->statusmsg ("You fall through the hole!", NDI_RED);
1469 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1522 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1470 goto leave; 1523 goto leave;
1471 1524
1472 case EXIT: 1525 case EXIT:
1473 if (victim->type == PLAYER && EXIT_PATH (trap)) 1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1474 { 1527 {
1475 /* Basically, don't show exits leading to random maps the 1528 /* Basically, don't show exits leading to random maps the
1476 * players output. 1529 * players output.
1477 */ 1530 */
1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1531 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1532 victim->statusmsg (trap->msg, NDI_NAVY);
1480 1533
1534 trap->play_sound (trap->sound);
1481 victim->enter_exit (trap); 1535 victim->enter_exit (trap);
1482 } 1536 }
1483 goto leave; 1537 goto leave;
1484 1538
1485 case ENCOUNTER: 1539 case ENCOUNTER:
1507 goto leave; 1561 goto leave;
1508 1562
1509 case RUNE: 1563 case RUNE:
1510 case TRAP: 1564 case TRAP:
1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1512 {
1513 spring_trap (trap, victim); 1566 spring_trap (trap, victim);
1514 }
1515 goto leave; 1567 goto leave;
1516 1568
1517 default: 1569 default:
1518 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1519 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1520 goto leave; 1572 goto leave;
1521 } 1573 }
1522 1574
1523leave: 1575leave:
1524 recursion_depth--; 1576 recursion_depth--;
1533 int lev_diff; 1585 int lev_diff;
1534 object *skill_ob; 1586 object *skill_ob;
1535 1587
1536 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1537 { 1589 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1590 op->failmsg ("You are unable to read while blind!");
1539 return; 1591 return;
1540 } 1592 }
1593
1541 if (tmp->msg == NULL) 1594 if (!tmp->msg)
1542 { 1595 {
1543 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1596 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1544 return; 1597 return;
1545 } 1598 }
1546 1599
1547 /* need a literacy skill to read stuff! */ 1600 /* need a literacy skill to read stuff! */
1548 skill_ob = find_skill_by_name (op, tmp->skill); 1601 skill_ob = find_skill_by_name (op, tmp->skill);
1549 if (!skill_ob) 1602 if (!skill_ob)
1550 { 1603 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1604 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1552 return; 1605 return;
1553 } 1606 }
1607
1554 lev_diff = tmp->level - (skill_ob->level + 5); 1608 lev_diff = tmp->level - (skill_ob->level + 5);
1555 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1556 { 1610 {
1557 if (lev_diff < 2) 1611 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1558 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1612 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1559 else if (lev_diff < 3) 1613 : lev_diff < 5 ? "This book is beyond your comprehension."
1560 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1614 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1561 else if (lev_diff < 5) 1615 : lev_diff < 15 ? "This book is way beyond your comprehension."
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1616 : "This book is totally beyond your comprehension.");
1563 else if (lev_diff < 8) 1617 return;
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1618 }
1565 else if (lev_diff < 15) 1619
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1620 readable_message_type *msgType = get_readable_message_type (tmp);
1621
1622 if (player *pl = op->contr)
1623 if (client *ns = pl->ns)
1624 if (ns->can_msg)
1625 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1567 else 1626 else
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1569 return;
1570 }
1571
1572 readable_message_type *msgType = get_readable_message_type (tmp);
1573
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1627 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1575 msgType->message_type, msgType->message_subtype, 1628 msgType->message_type, msgType->message_subtype,
1576 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1629 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1630 long_desc (tmp, op), &tmp->msg);
1577 1631
1578 /* gain xp from reading */ 1632 /* gain xp from reading */
1579 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1580 { /* only if not read before */ 1634 { /* only if not read before */
1581 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1602 * op is the person learning the skill, tmp is the skill scroll object 1656 * op is the person learning the skill, tmp is the skill scroll object
1603 */ 1657 */
1604static void 1658static void
1605apply_skillscroll (object *op, object *tmp) 1659apply_skillscroll (object *op, object *tmp)
1606{ 1660{
1607 switch ((int) learn_skill (op, tmp)) 1661 switch (learn_skill (op, tmp))
1608 { 1662 {
1609 case 0: 1663 case 0:
1610 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1664 op->play_sound (sound_find ("generic_fail"));
1611 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1665 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1612 return; 1666 break;
1613 1667
1614 case 1: 1668 case 1:
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1616 decrease_ob (tmp); 1669 decrease_ob (tmp);
1670 op->play_sound (sound_find ("skill_learn"));
1671 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1617 return; 1672 break;
1618 1673
1619 default: 1674 default:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1621 decrease_ob (tmp); 1675 decrease_ob (tmp);
1676 op->play_sound (sound_find ("generic_fail"));
1677 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1622 return; 1678 break;
1623 } 1679 }
1624} 1680}
1625 1681
1626/** 1682/**
1627 * Actually makes op learn spell. 1683 * Actually makes op learn spell.
1647 return; 1703 return;
1648 } 1704 }
1649 return; 1705 return;
1650 } 1706 }
1651 1707
1652 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1708 op->contr->play_sound (sound_find ("learn_spell"));
1709
1653 tmp = spell->clone (); 1710 tmp = spell->clone ();
1654 insert_ob_in_ob (tmp, op); 1711 insert_ob_in_ob (tmp, op);
1655 1712
1656 if (special_prayer) 1713 if (special_prayer)
1657 SET_FLAG (tmp, FLAG_STARTEQUIP); 1714 SET_FLAG (tmp, FLAG_STARTEQUIP);
1676 { 1733 {
1677 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1734 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1678 return; 1735 return;
1679 } 1736 }
1680 1737
1681 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1738 op->failmsg (format ("You lose knowledge of %s.", spell));
1682 player_unready_range_ob (op->contr, spob); 1739 player_unready_range_ob (op->contr, spob);
1683 esrv_remove_spell (op->contr, spob); 1740 esrv_remove_spell (op->contr, spob);
1684 spob->destroy (); 1741 spob->destroy ();
1685} 1742}
1686 1743
1694{ 1751{
1695 object *skop, *spell, *spell_skill; 1752 object *skop, *spell, *spell_skill;
1696 1753
1697 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1754 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1698 { 1755 {
1699 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1756 op->failmsg ("You are unable to read while blind.");
1700 return; 1757 return;
1701 } 1758 }
1702 1759
1703 /* artifact_spellbooks have 'slaying' field point to a spell name, 1760 /* artifact_spellbooks have 'slaying' field point to a spell name,
1704 * instead of having their spell stored in stats.sp. These are 1761 * instead of having their spell stored in stats.sp. These are
1705 * legacy spellbooks 1762 * legacy spellbooks
1706 */ 1763 */
1707
1708 if (tmp->slaying != NULL) 1764 if (tmp->slaying)
1709 { 1765 {
1710 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1711 if (!spell) 1767 if (!spell)
1712 { 1768 {
1713 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1769 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1714 return; 1770 return;
1715 } 1771 }
1716 else 1772 else
1717 insert_ob_in_ob (spell, tmp); 1773 insert_ob_in_ob (spell, tmp);
1774
1718 tmp->slaying = NULL; 1775 tmp->slaying = 0;
1719 } 1776 }
1720 1777
1721 skop = find_skill_by_name (op, tmp->skill); 1778 skop = find_skill_by_name (op, tmp->skill);
1722 1779
1723 /* need a literacy skill to learn spells. Also, having a literacy level 1780 /* need a literacy skill to learn spells. Also, having a literacy level
1724 * lower than the spell will make learning the spell more difficult */ 1781 * lower than the spell will make learning the spell more difficult */
1725 if (!skop) 1782 if (!skop)
1726 { 1783 {
1727 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1784 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1728 return; 1785 return;
1729 } 1786 }
1730 1787
1731 spell = tmp->inv; 1788 spell = tmp->inv;
1732 1789
1733 if (!spell) 1790 if (!spell)
1734 { 1791 {
1735 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1792 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1736 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1793 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1737 return; 1794 return;
1738 } 1795 }
1739 1796
1740 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1797 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1741 { 1798 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1799 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1743 return; 1800 return;
1744 } 1801 }
1745 1802
1746 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1803 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1747 1804
1748 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1749 { 1806 {
1750 identify (tmp); 1807 identify (tmp);
1751 1808
1760 * if the player doesn't know the spell, doesn't make a lot of sense that 1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1761 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1762 */ 1819 */
1763 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1764 { 1821 {
1765 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1766 return; 1823 return;
1767 } 1824 }
1768 1825
1769 if (spell->skill) 1826 if (spell->skill)
1770 { 1827 {
1771 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1772 1829
1773 if (!spell_skill) 1830 if (!spell_skill)
1774 { 1831 {
1775 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1832 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1776 return; 1833 return;
1777 } 1834 }
1778 1835
1779 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1780 { 1837 {
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1782 return; 1839 return;
1783 } 1840 }
1784 } 1841 }
1785 1842
1786 /* Logic as follows 1843 /* Logic as follows
1795 * Overall, chances are the same but a player will find having a high 1852 * Overall, chances are the same but a player will find having a high
1796 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1797 */ 1854 */
1798 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1799 { 1856 {
1800 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1857 op->failmsg ("In your confused state you flub the wording of the text!");
1801 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1802 } 1859 }
1803 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1804 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1805 { 1862 {
1806 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1807 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1808 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
1809 1865
1810 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
1811 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1812 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1813 } 1869 }
1814 else 1870 else
1815 { 1871 {
1816 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
1817 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1818 } 1874 }
1875
1819 decrease_ob (tmp); 1876 decrease_ob (tmp);
1820} 1877}
1821 1878
1822/** 1879/**
1823 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
1827{ 1884{
1828 object *skop; 1885 object *skop;
1829 1886
1830 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1831 { 1888 {
1832 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
1833 return; 1890 return;
1834 } 1891 }
1835 1892
1836 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
1837 { 1894 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1839 return; 1896 return;
1840 } 1897 }
1841 1898
1842 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
1843 { 1900 {
1849 */ 1906 */
1850 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1851 1908
1852 if (!skop) 1909 if (!skop)
1853 { 1910 {
1854 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1855 return; 1912 return;
1856 } 1913 }
1857 1914
1858 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1859 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
1860 } 1917 }
1861 1918
1862 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1863 identify (tmp); 1920 identify (tmp);
1864 1921
1865 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1866
1867 1923
1868 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1869 decrease_ob (tmp); 1925 decrease_ob (tmp);
1870} 1926}
1871 1927
1875 * chest. 1931 * chest.
1876 */ 1932 */
1877static void 1933static void
1878apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
1879{ 1935{
1880 object *treas;
1881
1882
1883 /* Nice side effect of new treasure creation method is that the treasure 1936 /* Nice side effect of this treasure creation method is that the treasure
1884 * for the chest is done when the chest is created, and put into the chest 1937 * for the chest is done when the chest is created, and put into the chest
1885 * inventory. So that when the chest burns up, the items still exist. Also 1938 * inventory. So that when the chest burns up, the items still exist. Also
1886 * prevents people fromt moving chests to more difficult maps to get better 1939 * prevents people from moving chests to more difficult maps to get better
1887 * treasure 1940 * treasure
1888 */ 1941 */
1889
1890 treas = tmp->inv; 1942 object *treas = tmp->inv;
1891 if (treas == NULL) 1943
1944 if (!treas)
1892 { 1945 {
1893 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
1894 decrease_ob (tmp); 1947 decrease_ob (tmp);
1895 return; 1948 return;
1896 } 1949 }
1950
1897 while (tmp->inv) 1951 while (tmp->inv)
1898 { 1952 {
1899 treas = tmp->inv; 1953 treas = tmp->inv;
1900
1901 treas->remove (); 1954 treas->remove ();
1902 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1903 1955
1904 treas->x = op->x; 1956 treas->x = op->x;
1905 treas->y = op->y; 1957 treas->y = op->y;
1906 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1907 1959
1908 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1909 spring_trap (treas, op); 1961 spring_trap (treas, op);
1910 1962
1911 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
1912 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
1913 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
1914 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
1915 */ 1967 */
1916 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1917 break; 1969 break;
1918 } 1970 }
1919 1971
1920 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
1921 decrease_ob (tmp); 1973 decrease_ob (tmp);
1922
1923} 1974}
1924 1975
1925/** 1976/**
1926 * op eats food. 1977 * op eats food.
1927 * If player, takes care of messages and dragon special food. 1978 * If player, takes care of messages and dragon special food.
1942 { 1993 {
1943 /* usual case - no dragon meal: */ 1994 /* usual case - no dragon meal: */
1944 if (op->stats.food + tmp->stats.food > 999) 1995 if (op->stats.food + tmp->stats.food > 999)
1945 { 1996 {
1946 if (tmp->type == FOOD || tmp->type == FLESH) 1997 if (tmp->type == FOOD || tmp->type == FLESH)
1947 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1998 op->failmsg ("You feel full, but what a waste of food!");
1948 else 1999 else
1949 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 2000 op->statusmsg ("Most of the drink goes down your face not your throat!");
1950 } 2001 }
2002
2003 tmp->play_sound (
2004 tmp->sound
2005 ? tmp->sound
2006 : tmp->type == DRINK
2007 ? sound_find ("eat_drink")
2008 : sound_find ("eat_food")
2009 );
1951 2010
1952 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2011 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1953 { 2012 {
1954 char buf[MAX_BUF]; 2013 const char *buf;
1955 2014
1956 if (!is_dragon_pl (op)) 2015 if (!is_dragon_pl (op))
1957 { 2016 {
1958 /* eating message for normal players */ 2017 /* eating message for normal players */
1959 if (tmp->type == DRINK) 2018 if (tmp->type == DRINK)
1960 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2019 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1961 else 2020 else
1962 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2021 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1963 } 2022 }
1964 else 2023 else
1965 {
1966 /* eating message for dragon players */ 2024 /* eating message for dragon players */
1967 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2025 buf = format ("The %s tasted terrible!", &tmp->name);
1968 }
1969 2026
1970 new_draw_info (NDI_UNIQUE, 0, op, buf); 2027 op->statusmsg (buf);
2028
1971 capacity_remaining = 999 - op->stats.food; 2029 capacity_remaining = 999 - op->stats.food;
1972 op->stats.food += tmp->stats.food; 2030 op->stats.food += tmp->stats.food;
1973 if (capacity_remaining < tmp->stats.food) 2031 if (capacity_remaining < tmp->stats.food)
1974 op->stats.hp += capacity_remaining / 50; 2032 op->stats.hp += capacity_remaining / 50;
1975 else 2033 else
1976 op->stats.hp += tmp->stats.food / 50; 2034 op->stats.hp += tmp->stats.food / 50;
2035
1977 if (op->stats.hp > op->stats.maxhp) 2036 if (op->stats.hp > op->stats.maxhp)
1978 op->stats.hp = op->stats.maxhp; 2037 op->stats.hp = op->stats.maxhp;
1979 if (op->stats.food > 999) 2038 if (op->stats.food > 999)
1980 op->stats.food = 999; 2039 op->stats.food = 999;
1981 } 2040 }
1983 /* special food hack -b.t. */ 2042 /* special food hack -b.t. */
1984 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2043 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1985 eat_special_food (op, tmp); 2044 eat_special_food (op, tmp);
1986 } 2045 }
1987 } 2046 }
2047
1988 handle_apply_yield (tmp); 2048 handle_apply_yield (tmp);
1989 decrease_ob (tmp); 2049 decrease_ob (tmp);
1990} 2050}
1991 2051
1992/** 2052/**
2004{ 2064{
2005 object *skin = NULL; /* pointer to dragon skin force */ 2065 object *skin = NULL; /* pointer to dragon skin force */
2006 object *abil = NULL; /* pointer to dragon ability force */ 2066 object *abil = NULL; /* pointer to dragon ability force */
2007 object *tmp = NULL; /* tmp. object */ 2067 object *tmp = NULL; /* tmp. object */
2008 2068
2009 char buf[MAX_BUF]; /* tmp. string buffer */
2010 double chance; /* improvement-chance of one resistance type */ 2069 double chance; /* improvement-chance of one resistance type */
2011 double totalchance = 1; /* total chance of gaining one resistance */ 2070 double totalchance = 1; /* total chance of gaining one resistance */
2012 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2071 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2013 double mbonus = 0; /* monster bonus */ 2072 double mbonus = 0; /* monster bonus */
2014 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2073 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2019 if (meal->type != FLESH || !is_dragon_pl (op)) 2078 if (meal->type != FLESH || !is_dragon_pl (op))
2020 return 0; 2079 return 0;
2021 2080
2022 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2081 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2023 from the player's inventory */ 2082 from the player's inventory */
2024 shstr_cmp dragon_ability_force ("dragon_ability_force");
2025 shstr_cmp dragon_skin_force ("dragon_skin_force");
2026
2027 for (tmp = op->inv; tmp; tmp = tmp->below) 2083 for (tmp = op->inv; tmp; tmp = tmp->below)
2028 if (tmp->type == FORCE) 2084 if (tmp->type == FORCE)
2029 if (tmp->arch->name == dragon_skin_force) 2085 if (tmp->arch->archname == shstr_dragon_skin_force)
2030 skin = tmp; 2086 skin = tmp;
2031 else if (tmp->arch->name == dragon_ability_force) 2087 else if (tmp->arch->archname == shstr_dragon_ability_force)
2032 abil = tmp; 2088 abil = tmp;
2033 2089
2034 /* if either skin or ability are missing, this is an old player 2090 /* if either skin or ability are missing, this is an old player
2035 which is not to be considered a dragon -> bail out */ 2091 which is not to be considered a dragon -> bail out */
2036 if (skin == NULL || abil == NULL) 2092 if (skin == NULL || abil == NULL)
2039 /* now start by filling stomache and health, according to food-value */ 2095 /* now start by filling stomache and health, according to food-value */
2040 if ((999 - op->stats.food) < meal->stats.food) 2096 if ((999 - op->stats.food) < meal->stats.food)
2041 op->stats.hp += (999 - op->stats.food) / 50; 2097 op->stats.hp += (999 - op->stats.food) / 50;
2042 else 2098 else
2043 op->stats.hp += meal->stats.food / 50; 2099 op->stats.hp += meal->stats.food / 50;
2100
2044 if (op->stats.hp > op->stats.maxhp) 2101 if (op->stats.hp > op->stats.maxhp)
2045 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2046 2103
2047 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2104 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2048 2105
2093 } 2150 }
2094 } 2151 }
2095 2152
2096 /* inverse totalchance as until now we have the failure-chance */ 2153 /* inverse totalchance as until now we have the failure-chance */
2097 totalchance = 100 - totalchance * 100; 2154 totalchance = 100 - totalchance * 100;
2155
2098 /* print message according to totalchance */ 2156 /* print message according to totalchance */
2157 const char *buf;
2099 if (totalchance > 50.) 2158 if (totalchance > 50.)
2100 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2159 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2101 else if (totalchance > 10.) 2160 else if (totalchance > 10.)
2102 sprintf (buf, "The %s tasted very good.", &meal->name); 2161 buf = format ("The %s tasted very good.", &meal->name);
2103 else if (totalchance > 1.) 2162 else if (totalchance > 1.)
2104 sprintf (buf, "The %s tasted good.", &meal->name); 2163 buf = format ("The %s tasted good.", &meal->name);
2105 else if (totalchance > 0.1) 2164 else if (totalchance > 0.1)
2106 sprintf (buf, "The %s tasted bland.", &meal->name); 2165 buf = format ("The %s tasted bland.", &meal->name);
2107 else if (totalchance >= 0.01) 2166 else if (totalchance >= 0.01)
2108 sprintf (buf, "The %s had a boring taste.", &meal->name); 2167 buf = format ("The %s had a boring taste.", &meal->name);
2109 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2168 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2110 sprintf (buf, "The %s tasted strange.", &meal->name); 2169 buf = format ("The %s tasted strange.", &meal->name);
2111 else 2170 else
2112 sprintf (buf, "The %s had no taste.", &meal->name); 2171 buf = format ("The %s had no taste.", &meal->name);
2113 new_draw_info (NDI_UNIQUE, 0, op, buf); 2172
2173 op->statusmsg (buf);
2114 2174
2115 /* now choose a winner if we have any */ 2175 /* now choose a winner if we have any */
2116 i = -1; 2176 i = -1;
2117 if (winners > 0) 2177 if (winners > 0)
2118 i = atnr_winner[RANDOM () % winners]; 2178 i = atnr_winner[RANDOM () % winners];
2121 { 2181 {
2122 /* resistance increased! */ 2182 /* resistance increased! */
2123 skin->resist[i]++; 2183 skin->resist[i]++;
2124 op->update_stats (); 2184 op->update_stats ();
2125 2185
2126 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2186 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2127 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2128 } 2187 }
2129 2188
2130 /* if this flesh contains a new ability focus, we mark it 2189 /* if this flesh contains a new ability focus, we mark it
2131 into the ability_force and it will take effect on next level */ 2190 into the ability_force and it will take effect on next level */
2132 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2191 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2133 { 2192 {
2134 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2193 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2135 2194
2136 if (meal->last_eat != abil->stats.exp) 2195 if (meal->last_eat != abil->stats.exp)
2196 op->statusmsg (format (
2197 "Your metabolism prepares to focus on %s!\n"
2198 "The change will happen at level %d.",
2199 change_resist_msg[meal->last_eat],
2200 abil->level + 1
2137 { 2201 ));
2138 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2139 new_draw_info (NDI_UNIQUE, 0, op, buf);
2140 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2141 new_draw_info (NDI_UNIQUE, 0, op, buf);
2142 }
2143 else 2202 else
2144 { 2203 {
2145 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2204 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2146 new_draw_info (NDI_UNIQUE, 0, op, buf);
2147 abil->last_eat = 0; 2205 abil->last_eat = 0;
2148 } 2206 }
2149 } 2207 }
2208
2150 return 1; 2209 return 1;
2151} 2210}
2152 2211
2153/** 2212/**
2154 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2157static void 2216static void
2158apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2159{ 2218{
2160 object *armor; 2219 object *armor;
2161 2220
2162 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2221 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2163 { 2222 {
2164 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2223 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2165 return; 2224 return;
2166 } 2225 }
2167 2226
2168 armor = find_marked_object (op); 2227 armor = find_marked_object (op);
2169 2228
2170 if (!armor) 2229 if (!armor)
2171 { 2230 {
2172 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2231 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2173 return; 2232 return;
2174 } 2233 }
2175 2234
2176 if (armor->type != ARMOUR 2235 if (armor->type != ARMOUR
2177 && armor->type != CLOAK 2236 && armor->type != CLOAK
2178 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2237 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2179 { 2238 {
2180 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2239 op->failmsg ("Your marked item is not armour!\n");
2181 return; 2240 return;
2182 } 2241 }
2183 2242
2184 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2243 op->statusmsg ("Applying armour enchantment.");
2185 improve_armour (op, tmp, armor); 2244 improve_armour (op, tmp, armor);
2186} 2245}
2187 2246
2188extern void 2247extern void
2189apply_poison (object *op, object *tmp) 2248apply_poison (object *op, object *tmp)
2190{ 2249{
2191 if (op->type == PLAYER) 2250 if (op->type == PLAYER)
2192 { 2251 {
2193 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2252 op->contr->play_sound (sound_find ("drink_poison"));
2194 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2253 op->failmsg ("Yech! That tasted poisonous!");
2195 strcpy (op->contr->killer, "poisonous booze"); 2254 strcpy (op->contr->killer, "poisonous booze");
2196 } 2255 }
2256
2197 if (tmp->stats.hp > 0) 2257 if (tmp->stats.hp > 0)
2198 { 2258 {
2199 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2259 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2200 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2260 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2201 } 2261 }
2262
2202 op->stats.food -= op->stats.food / 4; 2263 op->stats.food -= op->stats.food / 4;
2203 handle_apply_yield (tmp); 2264 handle_apply_yield (tmp);
2204 decrease_ob (tmp); 2265 decrease_ob (tmp);
2205} 2266}
2206 2267
2225#if 0 //TODO 2286#if 0 //TODO
2226 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2287 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2227 return 0; /* This is a reset town portal */ 2288 return 0; /* This is a reset town portal */
2228#endif 2289#endif
2229 2290
2291 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2292
2230 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2293 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2231 2294
2232 if (exitmap) 2295 if (exitmap)
2233 { 2296 {
2234 exitmap->load_sync (); 2297 exitmap->load_sync ();
2289 } 2352 }
2290 } 2353 }
2291 2354
2292 return 0; 2355 return 0;
2293} 2356}
2294
2295 2357
2296/** 2358/**
2297 * Main apply handler. 2359 * Main apply handler.
2298 * 2360 *
2299 * Checks for unpaid items before applying. 2361 * Checks for unpaid items before applying.
2307 * being applied. 2369 * being applied.
2308 * 2370 *
2309 * aflag is special (always apply/unapply) flags. Nothing is done with 2371 * aflag is special (always apply/unapply) flags. Nothing is done with
2310 * them in this function - they are passed to apply_special 2372 * them in this function - they are passed to apply_special
2311 */ 2373 */
2312
2313int 2374int
2314manual_apply (object *op, object *tmp, int aflag) 2375manual_apply (object *op, object *tmp, int aflag)
2315{ 2376{
2316 if (tmp->head) 2377 if (tmp->head)
2317 tmp = tmp->head; 2378 tmp = tmp->head;
2318 2379
2319 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2320 { 2381 {
2321 if (op->type == PLAYER) 2382 if (op->type == PLAYER)
2322 { 2383 {
2323 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2324 return 1; 2385 return 1;
2325 } 2386 }
2326 else 2387 else
2327 return 0; /* monsters just skip unpaid items */ 2388 return 0; /* monsters just skip unpaid items */
2328 } 2389 }
2331 return RESULT_INT (0); 2392 return RESULT_INT (0);
2332 2393
2333 switch (tmp->type) 2394 switch (tmp->type)
2334 { 2395 {
2335 case CF_HANDLE: 2396 case CF_HANDLE:
2336 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2397 op->play_sound (sound_find ("turn_handle"));
2337 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2398 op->statusmsg ("You turn the handle.");
2338 tmp->value = tmp->value ? 0 : 1; 2399 tmp->value = tmp->value ? 0 : 1;
2339 SET_ANIMATION (tmp, tmp->value); 2400 SET_ANIMATION (tmp, tmp->value);
2340 update_object (tmp, UP_OBJ_FACE); 2401 update_object (tmp, UP_OBJ_FACE);
2341 push_button (tmp); 2402 push_button (tmp);
2342 return 1; 2403 return 1;
2343 2404
2344 case TRIGGER: 2405 case TRIGGER:
2345 if (check_trigger (tmp, op)) 2406 if (check_trigger (tmp, op))
2346 { 2407 {
2347 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2408 op->statusmsg ("You turn the handle.");
2348 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2409 op->play_sound (sound_find ("turn_handle"));
2349 } 2410 }
2350 else 2411 else
2351 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2412 op->failmsg ("The handle doesn't move.");
2352 2413
2353 return 1; 2414 return 1;
2354 2415
2355 case EXIT: 2416 case EXIT:
2356 if (op->type != PLAYER) 2417 if (op->type != PLAYER)
2357 return 0; 2418 return 0;
2358 2419
2359 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2360 { 2421 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2362 }
2363 else 2422 else
2364 { 2423 {
2365 /* Don't display messages for random maps. */ 2424 /* Don't display messages for random maps. */
2366 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2367 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2426 op->statusmsg (tmp->msg, NDI_NAVY);
2368 2427
2369 op->enter_exit (tmp); 2428 op->enter_exit (tmp);
2370 } 2429 }
2430
2431 return 1;
2432
2433 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg);
2435 // maybe show a spell menu to chose from or something like that
2371 return 1; 2436 return 1;
2372 2437
2373 case SIGN: 2438 case SIGN:
2374 apply_sign (op, tmp, 0); 2439 apply_sign (op, tmp, 0);
2375 return 1; 2440 return 1;
2379 { 2444 {
2380 apply_book (op, tmp); 2445 apply_book (op, tmp);
2381 return 1; 2446 return 1;
2382 } 2447 }
2383 else 2448 else
2384 {
2385 return 0; 2449 return 0;
2386 }
2387 2450
2388 case SKILLSCROLL: 2451 case SKILLSCROLL:
2389 if (op->type == PLAYER) 2452 if (op->type == PLAYER)
2390 { 2453 {
2391 apply_skillscroll (op, tmp); 2454 apply_skillscroll (op, tmp);
2392 return 1; 2455 return 1;
2393 } 2456 }
2457 else
2394 return 0; 2458 return 0;
2395 2459
2396 case SPELLBOOK: 2460 case SPELLBOOK:
2397 if (op->type == PLAYER) 2461 if (op->type == PLAYER)
2398 { 2462 {
2399 apply_spellbook (op, tmp); 2463 apply_spellbook (op, tmp);
2400 return 1; 2464 return 1;
2401 } 2465 }
2466 else
2402 return 0; 2467 return 0;
2403 2468
2404 case SCROLL: 2469 case SCROLL:
2405 apply_scroll (op, tmp, 0); 2470 apply_scroll (op, tmp, 0);
2406 return 1; 2471 return 1;
2407 2472
2408 case POTION: 2473 case POTION:
2409 (void) apply_potion (op, tmp); 2474 apply_potion (op, tmp);
2410 return 1; 2475 return 1;
2411 2476
2412 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2477 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed? 2478 //TODO: remove, as it is unsed?
2414 case CLOSE_CON: 2479 case CLOSE_CON:
2447 case LAMP: 2512 case LAMP:
2448 case BUILDER: 2513 case BUILDER:
2449 case SKILL_TOOL: 2514 case SKILL_TOOL:
2450 if (tmp->env != op) 2515 if (tmp->env != op)
2451 return 2; /* not in inventory */ 2516 return 2; /* not in inventory */
2517
2452 (void) apply_special (op, tmp, aflag); 2518 apply_special (op, tmp, aflag);
2453 return 1; 2519 return 1;
2454 2520
2455 case DRINK: 2521 case DRINK:
2456 case FOOD: 2522 case FOOD:
2457 case FLESH: 2523 case FLESH:
2473 } 2539 }
2474 else 2540 else
2475 return 0; 2541 return 0;
2476 2542
2477 case WEAPON_IMPROVER: 2543 case WEAPON_IMPROVER:
2478 (void) check_improve_weapon (op, tmp); 2544 check_improve_weapon (op, tmp);
2479 return 1; 2545 return 1;
2480 2546
2481 case CLOCK: 2547 case CLOCK:
2482 if (op->type == PLAYER) 2548 if (op->type == PLAYER)
2483 { 2549 {
2484 char buf[MAX_BUF]; 2550 char buf[MAX_BUF];
2485 timeofday_t tod; 2551 timeofday_t tod;
2486 2552
2487 get_tod (&tod); 2553 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format (
2488 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2556 "It is %d minute%s past %d o'clock %s",
2489 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2490 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2491 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2559 ));
2492 new_draw_info (NDI_UNIQUE, 0, op, buf);
2493 return 1; 2560 return 1;
2494 } 2561 }
2495 else 2562 else
2496 {
2497 return 0; 2563 return 0;
2498 }
2499 2564
2500 case MENU: 2565 case MENU:
2501 if (op->type == PLAYER) 2566 if (op->type == PLAYER)
2502 { 2567 {
2503 shop_listing (op); 2568 shop_listing (tmp, op);
2504 return 1; 2569 return 1;
2505 } 2570 }
2506 else 2571 else
2507 {
2508 return 0; 2572 return 0;
2509 }
2510 2573
2511 case POWER_CRYSTAL: 2574 case POWER_CRYSTAL:
2512 apply_power_crystal (op, tmp); /* see egoitem.c */ 2575 apply_power_crystal (op, tmp); /* see egoitem.c */
2513 return 1; 2576 return 1;
2514 2577
2517 { 2580 {
2518 apply_lighter (op, tmp); 2581 apply_lighter (op, tmp);
2519 return 1; 2582 return 1;
2520 } 2583 }
2521 else 2584 else
2522 {
2523 return 0; 2585 return 0;
2524 }
2525 2586
2526 case ITEM_TRANSFORMER: 2587 case ITEM_TRANSFORMER:
2527 apply_item_transformer (op, tmp); 2588 apply_item_transformer (op, tmp);
2528 return 1; 2589 return 1;
2529 2590
2542int 2603int
2543player_apply (object *pl, object *op, int aflag, int quiet) 2604player_apply (object *pl, object *op, int aflag, int quiet)
2544{ 2605{
2545 int tmp; 2606 int tmp;
2546 2607
2547 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2608 if (op->env && (pl->move_type & MOVE_FLYING))
2548 { 2609 {
2549 /* player is flying and applying object not in inventory */ 2610 /* player is flying and applying object not in inventory */
2550 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2611 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2551 { 2612 {
2552 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2613 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2553 return 0; 2614 return 0;
2554 } 2615 }
2555 }
2556
2557 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2558 * applied.
2559 */
2560 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2561 {
2562 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2563 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2564 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2565 op->destroy ();
2566 return 1;
2567 } 2616 }
2568 2617
2569 pl->contr->last_used = op; 2618 pl->contr->last_used = op;
2570 2619
2571 tmp = manual_apply (pl, op, aflag); 2620 tmp = manual_apply (pl, op, aflag);
2572 if (!quiet) 2621 if (!quiet)
2573 { 2622 {
2574 if (tmp == 0) 2623 if (tmp == 0)
2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2576 else if (tmp == 2) 2625 else if (tmp == 2)
2577 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2626 pl->failmsg ("You must get it first!\n");
2578 } 2627 }
2628
2579 return tmp; 2629 return tmp;
2580} 2630}
2581 2631
2582/** 2632/**
2583 * player_apply_below attempts to apply the object 'below' the player. 2633 * player_apply_below attempts to apply the object 'below' the player.
2584 * If the player has an open container, we use that for below, otherwise 2634 * If the player has an open container, we use that for below, otherwise
2585 * we use the ground. 2635 * we use the ground.
2586 */ 2636 */
2587
2588void 2637void
2589player_apply_below (object *pl) 2638player_apply_below (object *pl)
2590{ 2639{
2591 int floors = 0; 2640 int floors = 0;
2592 2641
2629 * to keep the size of apply_special to a more managable size. 2678 * to keep the size of apply_special to a more managable size.
2630 */ 2679 */
2631static int 2680static int
2632unapply_special (object *who, object *op, int aflags) 2681unapply_special (object *who, object *op, int aflags)
2633{ 2682{
2634 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2683 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2684 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2635 return RESULT_INT (0); 2685 return RESULT_INT (0);
2636 2686
2637 object *tmp2;
2638
2639 CLEAR_FLAG (op, FLAG_APPLIED); 2687 CLEAR_FLAG (op, FLAG_APPLIED);
2688
2640 switch (op->type) 2689 switch (op->type)
2641 { 2690 {
2691 case SKILL_TOOL:
2692 // unapplying a skill tool should also unapply the skill it governs
2693 // but this is hard, as it shouldn't do so when the skill can
2694 // be used for other reasons
2695 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2696 if (tmp->skill == op->skill
2697 && tmp->type == SKILL
2698 && tmp->flag [FLAG_APPLIED]
2699 && !tmp->flag [FLAG_CAN_USE_SKILL])
2700 unapply_special (who, tmp, 0);
2701
2702 change_abil (who, op);
2703 break;
2704
2642 case WEAPON: 2705 case WEAPON:
2643 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2706 if (player *pl = who->contr)
2707 if (op == pl->combat_ob)
2708 {
2709 pl->combat_ob = 0;
2710 who->change_weapon (pl->ranged_ob);
2711 }
2644 2712
2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714
2645 (void) change_abil (who, op); 2715 change_abil (who, op);
2646 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2647 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2648 clear_skill (who);
2649 break; 2717 break;
2650 2718
2651 case SKILL: /* allows objects to impart skills */
2652 case SKILL_TOOL: 2719 case SKILL:
2653 if (op != who->chosen_skill) 2720 if (who->contr)
2654 { 2721 {
2655 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2722 if (!op->invisible)
2723 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2724 else
2725 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2656 } 2726 }
2657 if (who->type == PLAYER) 2727
2658 {
2659 if (who->contr->shoottype == range_skill)
2660 who->contr->shoottype = range_none;
2661 if (!op->invisible)
2662 {
2663 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2664 }
2665 else
2666 {
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2668 }
2669 }
2670 (void) change_abil (who, op); 2728 change_abil (who, op);
2671 who->chosen_skill = NULL;
2672 CLEAR_FLAG (who, FLAG_READY_SKILL); 2729 CLEAR_FLAG (who, FLAG_READY_SKILL);
2673 break; 2730 break;
2674 2731
2675 case ARMOUR: 2732 case ARMOUR:
2676 case HELMET: 2733 case HELMET:
2680 case GLOVES: 2737 case GLOVES:
2681 case AMULET: 2738 case AMULET:
2682 case GIRDLE: 2739 case GIRDLE:
2683 case BRACERS: 2740 case BRACERS:
2684 case CLOAK: 2741 case CLOAK:
2685 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2742 who->statusmsg (format ("You unwear %s.", query_name (op)));
2686 (void) change_abil (who, op); 2743 change_abil (who, op);
2687 break; 2744 break;
2745
2688 case LAMP: 2746 case LAMP:
2689 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2747 {
2748 who->statusmsg (format ("You turn off your %s.", &op->name));
2749
2690 tmp2 = arch_to_object (op->other_arch); 2750 object *tmp2 = arch_to_object (op->other_arch);
2691 tmp2->x = op->x; 2751 tmp2->x = op->x;
2692 tmp2->y = op->y; 2752 tmp2->y = op->y;
2693 tmp2->map = op->map; 2753 tmp2->map = op->map;
2694 tmp2->below = op->below; 2754 tmp2->below = op->below;
2695 tmp2->above = op->above; 2755 tmp2->above = op->above;
2696 tmp2->stats.food = op->stats.food; 2756 tmp2->stats.food = op->stats.food;
2697 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2698 2758
2699 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2700 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2701 2761
2702 if (who->type == PLAYER) 2762 if (who->contr)
2703 esrv_del_item (who->contr, op->count); 2763 esrv_del_item (who->contr, op->count);
2704 2764
2705 op->destroy (); 2765 op->destroy ();
2706 insert_ob_in_ob (tmp2, who); 2766 insert_ob_in_ob (tmp2, who);
2707 who->update_stats (); 2767 who->update_stats ();
2768
2708 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2769 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2709 { 2770 {
2710 if (who->type == PLAYER) 2771 if (who->contr)
2711 { 2772 {
2712 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2773 who->failmsg ("Oops, it feels deadly cold!");
2713 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2774 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2714 } 2775 }
2715 } 2776 }
2716 if (who->type == PLAYER) 2777
2778 if (who->contr)
2717 esrv_send_item (who, tmp2); 2779 esrv_send_item (who, tmp2);
2780 }
2781
2718 return 1; /* otherwise, an attempt to drop causes problems */ 2782 return 1; /* otherwise, an attempt to drop causes problems */
2719 break; 2783
2720 case BOW: 2784 case BOW:
2721 case WAND: 2785 case WAND:
2722 case ROD: 2786 case ROD:
2723 case HORN: 2787 case HORN:
2724 clear_skill (who); 2788 if (player *pl = who->contr)
2725 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2726 if (who->type == PLAYER)
2727 { 2789 {
2728 who->contr->shoottype = range_none; 2790 if (op == pl->ranged_ob)
2791 {
2792 pl->ranged_ob = 0;
2793 who->change_weapon (pl->combat_ob);
2794 }
2795
2796 who->statusmsg (format ("You unready %s.", query_name (op)));
2729 } 2797 }
2730 else 2798 else
2731 { 2799 {
2800 who->change_skill (0);
2801
2732 if (op->type == BOW) 2802 if (op->type == BOW)
2733 CLEAR_FLAG (who, FLAG_READY_BOW); 2803 CLEAR_FLAG (who, FLAG_READY_BOW);
2734 else 2804 else
2735 CLEAR_FLAG (who, FLAG_READY_RANGE); 2805 CLEAR_FLAG (who, FLAG_READY_RANGE);
2736 } 2806 }
2807
2737 break; 2808 break;
2738 2809
2739 case BUILDER: 2810 case BUILDER:
2740 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2811 if (who->contr)
2741 who->contr->shoottype = range_none; 2812 who->statusmsg (format ("You unready %s.", query_name (op)));
2742 who->contr->ranges[range_builder] = NULL;
2743 break; 2813 break;
2744 2814
2745 default: 2815 default:
2746 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2816 who->statusmsg (format ("You unapply %s.", query_name (op)));
2747 break; 2817 break;
2748 } 2818 }
2749 2819
2750 who->update_stats (); 2820 who->update_stats ();
2751 2821
2752 if (!(aflags & AP_NO_MERGE)) 2822 if (!(aflags & AP_NO_MERGE))
2753 { 2823 {
2754 object *tmp;
2755
2756 tmp = merge_ob (op, NULL); 2824 object *tmp = merge_ob (op, 0);
2757 if (who->type == PLAYER) 2825
2826 if (who->contr)
2758 { 2827 {
2759 if (tmp) 2828 if (tmp)
2760 { /* it was merged */ 2829 { /* it was merged */
2761 esrv_del_item (who->contr, op->count); 2830 esrv_del_item (who->contr, op->count);
2762 op = tmp; 2831 op = tmp;
2763 } 2832 }
2764 2833
2765 esrv_send_item (who, op); 2834 esrv_send_item (who, op);
2766 } 2835 }
2767 } 2836 }
2837
2768 return 0; 2838 return 0;
2769} 2839}
2770 2840
2771/** 2841/**
2772 * Returns the object that is using location 'loc'. 2842 * Returns the object that is using location 'loc'.
2773 * Note that 'start' is the first object to start examing - we 2843 * Note that 'start' is the first object to start examing - we
2774 * then go through the below of this. In this way, you can do 2844 * then go through the below of this. In this way, you can do
2775 * something like: 2845 * something like:
2776 * tmp = get_item_from_body_location(who->inv, 1); 2846 * tmp = get_next_item_from_body_location(who->inv, 1);
2777 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2847 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2778 * to find the second object that may use this location, etc. 2848 * to find the second object that may use this location, etc.
2779 * Returns NULL if no match is found. 2849 * Returns NULL if no match is found.
2780 * loc is the index into the array we are looking for a match. 2850 * loc is the index into the array we are looking for a match.
2781 * don't return invisible objects unless they are skill objects 2851 * don't return invisible objects unless they are skill objects
2782 * invisible other objects that use 2852 * invisible other objects that use
2783 * up body locations can be used as restrictions. 2853 * up body locations can be used as restrictions.
2784 */ 2854 */
2785object * 2855static object *
2786get_item_from_body_location (object *start, int loc) 2856get_next_item_from_body_location (int loc, object *start)
2787{ 2857{
2788 object *tmp;
2789
2790 if (!start)
2791 return NULL;
2792
2793 for (tmp = start; tmp; tmp = tmp->below) 2858 for (object *tmp = start; tmp; tmp = tmp->below)
2794 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2859 if (tmp->flag [FLAG_APPLIED]
2860 && tmp->slot[loc].info
2861 && (!tmp->invisible || tmp->type == SKILL))
2795 return tmp; 2862 return tmp;
2796 2863
2797 return NULL; 2864 return 0;
2798} 2865}
2799
2800
2801 2866
2802/** 2867/**
2803 * 'op' wants to apply an object, but can't because of other equipment. 2868 * 'op' wants to apply an object, but can't because of other equipment.
2804 * This should only be called when it is known 2869 * This should only be called when it is known
2805 * that there are objects to unapply. This makes pretty heavy 2870 * that there are objects to unapply. This makes pretty heavy
2808 * Returns 0 on success, returns 1 if there is some problem. 2873 * Returns 0 on success, returns 1 if there is some problem.
2809 * if aflags is AP_PRINT, we instead print out waht to unapply 2874 * if aflags is AP_PRINT, we instead print out waht to unapply
2810 * instead of doing it. This is a lot less code than having 2875 * instead of doing it. This is a lot less code than having
2811 * another function that does just that. 2876 * another function that does just that.
2812 */ 2877 */
2878
2879#define CANNOT_REMOVE_CURSED \
2880 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2881 "Praying over an altar, scrolls of remove curse/damnation, " \
2882 "priests or even other players might help.>"
2883
2813int 2884int
2814unapply_for_ob (object *who, object *op, int aflags) 2885unapply_for_ob (object *who, object *op, int aflags)
2815{ 2886{
2816 int i; 2887 if (op->is_range ())
2817 object *tmp = NULL, *last;
2818
2819 /* If we are applying a shield or weapon, unapply any equipped shield
2820 * or weapons first - only allowed to use one weapon/shield at a time.
2821 */
2822 if (op->type == WEAPON || op->type == SHIELD)
2823 {
2824 for (tmp = who->inv; tmp; tmp = tmp->below) 2888 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2825 {
2826 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2889 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2827 {
2828 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2890 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2829 { 2891 {
2830 if (aflags & AP_PRINT) 2892 if (aflags & AP_PRINT)
2831 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2893 who->failmsg (query_name (tmp));
2832 else 2894 else
2833 unapply_special (who, tmp, aflags); 2895 unapply_special (who, tmp, aflags);
2834 } 2896 }
2835 else 2897 else
2836 { 2898 {
2837 /* In this case, we want to try and remove a cursed item. 2899 /* In this case, we want to try and remove a cursed item.
2838 * While we know it won't work, we want unapply_special to 2900 * While we know it won't work, we want unapply_special to
2839 * at least generate the message. 2901 * at least generate the message.
2840 */ 2902 */
2841 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2903 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2842 return 1; 2904 return 1;
2843 }
2844
2845 } 2905 }
2846 }
2847 }
2848 2906
2849 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2907 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2850 { 2908 {
2851 /* this used up a slot that we need to free */ 2909 /* this used up a slot that we need to free */
2852 if (op->body_info[i]) 2910 if (op->slot[i].info)
2853 { 2911 {
2854 last = who->inv; 2912 object *last = who->inv;
2855 2913
2856 /* We do a while loop - may need to remove several items in order 2914 /* We do a while loop - may need to remove several items in order
2857 * to free up enough slots. 2915 * to free up enough slots.
2858 */ 2916 */
2859 while ((who->body_used[i] + op->body_info[i]) < 0) 2917 while ((who->slot[i].used + op->slot[i].info) < 0)
2860 { 2918 {
2861 tmp = get_item_from_body_location (last, i); 2919 object *tmp = get_next_item_from_body_location (i, last);
2920
2862 if (!tmp) 2921 if (!tmp)
2863 { 2922 {
2864#if 0 2923#if 0
2865 /* Not a bug - we'll get this if the player has cursed items 2924 /* Not a bug - we'll get this if the player has cursed items
2866 * equipped. 2925 * equipped.
2867 */ 2926 */
2868 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2927 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2869#endif 2928#endif
2870 return 1; 2929 return 1;
2871 } 2930 }
2931
2872 /* If we are just printing, we don't care about cursed status */ 2932 /* If we are just printing, we don't care about cursed status */
2873 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2933 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2874 { 2934 {
2875 if (aflags & AP_PRINT) 2935 if (aflags & AP_PRINT)
2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2936 who->failmsg (query_name (tmp));
2877 else 2937 else
2878 unapply_special (who, tmp, aflags); 2938 unapply_special (who, tmp, aflags);
2879 } 2939 }
2880 else 2940 else
2881 { 2941 {
2882 /* Cursed item that we can't unequip - tell the player. 2942 /* Cursed item that we can't unequip - tell the player.
2883 * Note this could be annoying if this is just one of a few, 2943 * Note this could be annoying if this is just one of a few,
2884 * so it may not be critical (eg, putting on a ring and you have 2944 * so it may not be critical (eg, putting on a ring and you have
2885 * one cursed ring.) 2945 * one cursed ring.)
2886 */ 2946 */
2887 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2947 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2888 } 2948 }
2949
2889 last = tmp->below; 2950 last = tmp->below;
2890 } 2951 }
2891 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2952 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2892 * return in the !tmp would have kicked in. 2953 * return in the !tmp would have kicked in.
2893 */ 2954 */
2894 } /* if op is using this body location */ 2955 } /* if op is using this body location */
2895 } /* for body lcoations */ 2956 } /* for body lcoations */
2957
2896 return 0; 2958 return 0;
2897} 2959}
2898 2960
2899/** 2961/**
2900 * Checks to see if 'who' can apply object 'op'. 2962 * Checks to see if 'who' can apply object 'op'.
2901 * Returns 0 if apply can be done without anything special. 2963 * Returns 0 if apply can be done without anything special.
2902 * Otherwise returns a bitmask - potentially several of these may be 2964 * Otherwise returns a bitmask - potentially several of these may be
2903 * set, but largely depends on circumstance - in the future, processing 2965 * set, but largely depends on circumstance - in the future, processing
2904 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2966 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2905 * is set, do we really are what the other flags may be?) 2967 * is set, do we really care what the other flags may be?)
2906 * 2968 *
2907 * See include/define.h for detailed description of the meaning of 2969 * See include/define.h for detailed description of the meaning of
2908 * these return values. 2970 * these return values.
2909 */ 2971 */
2910int 2972int
2911can_apply_object (object *who, object *op) 2973can_apply_object (object *who, object *op)
2912{ 2974{
2913 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2975 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2914 return RESULT_INT (0); 2976 return RESULT_INT (0);
2915 2977
2916 int i, retval = 0; 2978 int retval = 0;
2917 object *tmp = NULL, *ws = NULL; 2979 object *tmp = 0, *ws = 0;
2918 2980
2919 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2981 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2920 * 2 weapons, but we don't want to let them do that. So if they are
2921 * trying to equip a weapon or shield, see if they already have one
2922 * in place and store that way.
2923 */
2924 if (op->type == WEAPON || op->type == SHIELD)
2925 { 2982 {
2926 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2983 if (op->slot[i].info)
2927 { 2984 {
2928 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2985 /* Item uses more slots than we have */
2986 if (who->slot[i].info + op->slot [i].info < 0)
2929 { 2987 {
2930 retval = CAN_APPLY_UNAPPLY;
2931 ws = tmp;
2932 }
2933 }
2934 }
2935
2936
2937 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2938 {
2939 if (op->body_info[i])
2940 {
2941 /* Item uses more slots than we have */
2942 if (FABS (op->body_info[i]) > who->body_info[i])
2943 {
2944 /* Could return now for efficiently - rest of info below isn' 2988 /* Could return now for efficiency - rest of info below isn't
2945 * really needed. 2989 * really needed.
2946 */ 2990 */
2947 retval |= CAN_APPLY_NEVER; 2991 retval |= CAN_APPLY_NEVER;
2948 } 2992 }
2949 else if ((who->body_used[i] + op->body_info[i]) < 0) 2993 else if (who->slot[i].used + op->slot[i].info < 0)
2950 { 2994 {
2951 /* in this case, equipping this would use more free spots than 2995 /* in this case, equipping this would use more free spots than
2952 * we have. 2996 * we have.
2953 */ 2997 */
2954 object *tmp1;
2955
2956 2998
2957 /* if we have an applied weapon/shield, and unapply it would free 2999 /* if we have an applied weapon/shield, and unapply it would free
2958 * enough slots to equip the new item, then just set this can 3000 * enough slots to equip the new item, then just set "can
2959 * continue. We don't care about the logic below - if you have 3001 * apply unapply". We don't care about the logic below - if you have a
2960 * shield equipped and try to equip another shield, there is only 3002 * shield equipped and try to equip another shield, there is only
2961 * one choice. However, the check for the number of body locations 3003 * one choice. However, the check for the number of body locations
2962 * does take into the account cases where what is being applied 3004 * does take into the account cases where what is being applied
2963 * may be two handed for example. 3005 * may be two handed for example.
2964 */ 3006 */
2965 if (ws) 3007 if (ws)
2966 { 3008 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2967 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2968 { 3009 {
2969 retval |= CAN_APPLY_UNAPPLY; 3010 retval |= CAN_APPLY_UNAPPLY;
2970 continue; 3011 continue;
2971 } 3012 }
2972 }
2973 3013
2974 tmp1 = get_item_from_body_location (who->inv, i); 3014 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2975 if (!tmp1) 3015 if (!tmp1)
2976 { 3016 {
2977#if 0 3017#if 0
2978 /* This is sort of an error, but happens a lot when old players 3018 /* This is sort of an error, but happens a lot when old players
2979 * join in with more stuff equipped than they are now allowed. 3019 * join in with more stuff equipped than they are now allowed.
2987 /* need to unapply something. However, if this something 3027 /* need to unapply something. However, if this something
2988 * is different than we had found before, it means they need 3028 * is different than we had found before, it means they need
2989 * to apply multiple objects 3029 * to apply multiple objects
2990 */ 3030 */
2991 retval |= CAN_APPLY_UNAPPLY; 3031 retval |= CAN_APPLY_UNAPPLY;
3032
2992 if (!tmp) 3033 if (!tmp)
2993 tmp = tmp1; 3034 tmp = tmp1;
2994 else if (tmp != tmp1) 3035 else if (tmp != tmp1)
2995 {
2996 retval |= CAN_APPLY_UNAPPLY_MULT; 3036 retval |= CAN_APPLY_UNAPPLY_MULT;
2997 } 3037
2998 /* This object isn't using up all the slots, so there must 3038 /* This object isn't using up all the slots, so there must
2999 * be another. If so, and it the new item doesn't need all 3039 * be another. If so, and it the new item doesn't need all
3000 * the slots, the player then has a choice. 3040 * the slots, the player then has a choice.
3001 */ 3041 */
3002 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3042 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3043 && abs (op->slot[i].info) < who->slot[i].info)
3003 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3044 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3004 3045
3005 /* Does unequippint 'tmp1' free up enough slots for this to be 3046 /* Does unequippint 'tmp1' free up enough slots for this to be
3006 * equipped? If not, there must be something else to unapply. 3047 * equipped? If not, there must be something else to unapply.
3007 */ 3048 */
3008 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3049 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3009 retval |= CAN_APPLY_UNAPPLY_MULT; 3050 retval |= CAN_APPLY_UNAPPLY_MULT;
3010
3011 } 3051 }
3012 } /* if not enough free slots */ 3052 } /* if not enough free slots */
3013 } /* if this object uses location i */ 3053 } /* if this object uses location i */
3014 } /* for i -> num_body_locations loop */ 3054 } /* for i -> num_body_locations loop */
3015 3055
3020 * and weapons all use the same slot. Similar for horn/rod/wand - they 3060 * and weapons all use the same slot. Similar for horn/rod/wand - they
3021 * all use the same location. 3061 * all use the same location.
3022 */ 3062 */
3023 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3063 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3024 retval |= CAN_APPLY_RESTRICTION; 3064 retval |= CAN_APPLY_RESTRICTION;
3065
3025 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3066 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3026 retval |= CAN_APPLY_RESTRICTION; 3067 retval |= CAN_APPLY_RESTRICTION;
3027 3068
3028
3029 if (who->type != PLAYER) 3069 if (who->type != PLAYER)
3030 { 3070 {
3031 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3071 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3032 retval |= CAN_APPLY_RESTRICTION; 3072 retval |= CAN_APPLY_RESTRICTION;
3073
3033 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3074 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3034 retval |= CAN_APPLY_RESTRICTION; 3075 retval |= CAN_APPLY_RESTRICTION;
3076
3035 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3077 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3036 retval |= CAN_APPLY_RESTRICTION; 3078 retval |= CAN_APPLY_RESTRICTION;
3079
3037 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3080 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3038 retval |= CAN_APPLY_RESTRICTION; 3081 retval |= CAN_APPLY_RESTRICTION;
3039 } 3082 }
3083
3040 return retval; 3084 return retval;
3041} 3085}
3042
3043
3044 3086
3045/** 3087/**
3046 * who is the object using the object. It can be a monster. 3088 * who is the object using the object. It can be a monster.
3047 * op is the object they are using. op is an equipment type item, 3089 * op is the object they are using. op is an equipment type item,
3048 * eg, one which you put on and keep on for a while, and not something 3090 * eg, one which you put on and keep on for a while, and not something
3057 * AP_UNAPPLY=always unapply). 3099 * AP_UNAPPLY=always unapply).
3058 * 3100 *
3059 * Optional flags: 3101 * Optional flags:
3060 * AP_NO_MERGE: don't merge an unapplied object with other objects 3102 * AP_NO_MERGE: don't merge an unapplied object with other objects
3061 * AP_IGNORE_CURSE: unapply cursed items 3103 * AP_IGNORE_CURSE: unapply cursed items
3104 * AP_NO_READY: do not ready skills when applying skill tools
3062 * 3105 *
3063 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3106 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3064 * 3107 *
3065 * apply_special() doesn't check for unpaid items. 3108 * apply_special() doesn't check for unpaid items.
3066 */ 3109 */
3110
3111#define LACK_ITEM_POWER \
3112 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3113
3067int 3114int
3068apply_special (object *who, object *op, int aflags) 3115apply_special (object *who, object *op, int aflags)
3069{ 3116{
3070 int basic_flag = aflags & AP_BASIC_FLAGS; 3117 int basic_flag = aflags & AP_BASIC_FLAGS;
3071 object *tmp, *tmp2, *skop = NULL; 3118 object *tmp, *tmp2, *skop = NULL;
3072 int i;
3073 3119
3074 if (who == NULL) 3120 if (who == NULL)
3075 { 3121 {
3076 LOG (llevError, "apply_special() from object without environment.\n"); 3122 LOG (llevError, "apply_special() from object without environment.\n");
3077 return 1; 3123 return 1;
3087 if (basic_flag == AP_APPLY) 3133 if (basic_flag == AP_APPLY)
3088 return 0; 3134 return 0;
3089 3135
3090 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3136 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3091 { 3137 {
3092 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3138 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3093 return 1; 3139 return 1;
3094 } 3140 }
3141
3095 return unapply_special (who, op, aflags); 3142 return unapply_special (who, op, aflags);
3096 } 3143 }
3097 3144
3098 if (basic_flag == AP_UNAPPLY) 3145 if (basic_flag == AP_UNAPPLY)
3099 return 0; 3146 return 0;
3100 3147
3101 i = can_apply_object (who, op); 3148 // if the item is combat/ranged, wield the relevant slot first
3149 // to resolve conflicts.
3150 if (player *pl = who->contr)
3151 switch (op->slottype ())
3152 {
3153 case slot_combat: who->change_weapon (pl->combat_ob); break;
3154 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3155 }
3156
3157 splay (op);
3102 3158
3103 /* Can't just apply this object. Lets see what not and what to do */ 3159 /* Can't just apply this object. Lets see what not and what to do */
3104 if (i) 3160 if (int i = can_apply_object (who, op))
3105 { 3161 {
3106 if (i & CAN_APPLY_NEVER) 3162 if (i & CAN_APPLY_NEVER)
3107 { 3163 {
3108 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3164 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; 3165 return 1;
3110 } 3166 }
3111 else if (i & CAN_APPLY_RESTRICTION) 3167 else if (i & CAN_APPLY_RESTRICTION)
3112 { 3168 {
3113 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3169 who->failmsg (format (
3170 "You have a prohibition against using a %s. "
3171 "H<Your belief, profession or class prevents you from applying this item.>",
3172 query_name (op)
3173 ));
3114 return 1; 3174 return 1;
3115 } 3175 }
3176
3116 if (who->type != PLAYER) 3177 if (who->type != PLAYER)
3117 { 3178 {
3118 /* Some error, so don't try to equip something more */ 3179 /* Some error, so don't try to equip something more */
3119 if (unapply_for_ob (who, op, aflags)) 3180 if (unapply_for_ob (who, op, aflags))
3120 return 1; 3181 return 1;
3121 } 3182 }
3122 else 3183 else
3123 { 3184 {
3124 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3185 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3125 { 3186 {
3126 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3187 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3127 unapply_for_ob (who, op, AP_PRINT); 3188 unapply_for_ob (who, op, AP_PRINT);
3128 return 1; 3189 return 1;
3129 } 3190 }
3130 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3191 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3131 {
3132 i = unapply_for_ob (who, op, aflags); 3192 if (unapply_for_ob (who, op, aflags))
3133 if (i)
3134 return 1; 3193 return 1;
3135 }
3136 } 3194 }
3137 } 3195 }
3138 3196
3139 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3197 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3140 { 3198 {
3141 skop = find_skill_by_name (who, op->skill); 3199 skop = find_skill_by_name (who, op->skill);
3200
3142 if (!skop) 3201 if (!skop)
3143 { 3202 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3203 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3145 return 1; 3204 return 1;
3146 } 3205 }
3147 else 3206 else
3148 {
3149 /* While experience will be credited properly, we want to change the 3207 /* While experience will be credited properly, we want to change the
3150 * skill so that the dam and wc get updated 3208 * skill so that the dam and wc get updated
3151 */ 3209 */
3152 change_skill (who, skop, 0); 3210 who->change_skill (skop);
3153 }
3154 }
3155
3156 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3157 { 3211 }
3158 new_draw_info (NDI_UNIQUE, 0, who, 3212
3213 if (who->type == PLAYER
3214 && op->item_power
3215 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3216 {
3159 "Equipping that combined with other items would consume your soul! " 3217 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3160 "[use the skills command to check your available item power]");
3161 return 1; 3218 return 1;
3162 } 3219 }
3163
3164 3220
3165 /* Ok. We are now at the state where we can apply the new object. 3221 /* Ok. We are now at the state where we can apply the new object.
3166 * Note that we don't have the checks for can_use_... 3222 * Note that we don't have the checks for can_use_...
3167 * below - that is already taken care of by can_apply_object. 3223 * below - that is already taken care of by can_apply_object.
3168 */ 3224 */
3169
3170 if (op->nrof > 1) 3225 if (op->nrof > 1)
3171 tmp = get_split_ob (op, op->nrof - 1); 3226 tmp = get_split_ob (op, op->nrof - 1);
3172 else 3227 else
3173 tmp = NULL; 3228 tmp = 0;
3174 3229
3175 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3230 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3176 return RESULT_INT (0); 3231 return RESULT_INT (0);
3177 3232
3178 switch (op->type) 3233 switch (op->type)
3179 { 3234 {
3180 case WEAPON: 3235 case WEAPON:
3181 if (!check_weapon_power (who, op->last_eat)) 3236 if (!check_weapon_power (who, op->last_eat))
3182 { 3237 {
3183 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3238 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3184 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3239
3185 if (tmp != NULL) 3240 if (tmp)
3186 (void) insert_ob_in_ob (tmp, who); 3241 insert_ob_in_ob (tmp, who);
3242
3187 return 1; 3243 return 1;
3188 } 3244 }
3189 3245
3190 //TODO: this obviously fails for players using a shiorter prefix 3246 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's swors. 3247 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3248 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 { 3249 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3250 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3251 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3252 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3197 3253
3198 if (tmp) 3254 if (tmp)
3199 insert_ob_in_ob (tmp, who); 3255 insert_ob_in_ob (tmp, who);
3200 3256
3201 return 1; 3257 return 1;
3202 } 3258 }
3203 3259
3260 if (!skop)
3261 {
3262 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3263 return 1;
3264 }
3265
3204 SET_FLAG (op, FLAG_APPLIED); 3266 SET_FLAG (op, FLAG_APPLIED);
3205
3206 if (skop)
3207 change_skill (who, skop, 1); 3267 who->change_skill (skop);
3208 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3268
3269 if (who->contr)
3270 who->change_weapon (who->contr->combat_ob = op);
3271
3272 who->statusmsg (format ("You wield %s.", query_name (op)));
3273
3209 SET_FLAG (who, FLAG_READY_WEAPON); 3274 SET_FLAG (who, FLAG_READY_WEAPON);
3210
3211 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3212
3213 (void) change_abil (who, op); 3275 change_abil (who, op);
3214 break; 3276 break;
3215 3277
3216 case ARMOUR: 3278 case ARMOUR:
3217 case HELMET: 3279 case HELMET:
3218 case SHIELD: 3280 case SHIELD:
3222 case BRACERS: 3284 case BRACERS:
3223 case CLOAK: 3285 case CLOAK:
3224 case RING: 3286 case RING:
3225 case AMULET: 3287 case AMULET:
3226 SET_FLAG (op, FLAG_APPLIED); 3288 SET_FLAG (op, FLAG_APPLIED);
3227 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3289 who->statusmsg (format ("You wear %s.", query_name (op)));
3228 (void) change_abil (who, op); 3290 change_abil (who, op);
3229 break; 3291 break;
3292
3230 case LAMP: 3293 case LAMP:
3231 if (op->stats.food < 1) 3294 if (op->stats.food < 1)
3232 { 3295 {
3233 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3296 who->failmsg (format (
3297 "Your %s is out of fuel! "
3298 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3299 &op->name
3300 ));
3234 return 1; 3301 return 1;
3235 } 3302 }
3236 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3303
3304 who->statusmsg (format ("You turn on your %s.", &op->name));
3305
3237 tmp2 = arch_to_object (op->other_arch); 3306 tmp2 = arch_to_object (op->other_arch);
3238 tmp2->stats.food = op->stats.food; 3307 tmp2->stats.food = op->stats.food;
3239 SET_FLAG (tmp2, FLAG_APPLIED); 3308 SET_FLAG (tmp2, FLAG_APPLIED);
3309
3240 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3310 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3241 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3311 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3312
3242 insert_ob_in_ob (tmp2, who); 3313 insert_ob_in_ob (tmp2, who);
3243 3314
3244 /* Remove the old lantern */ 3315 /* Remove the old lantern */
3245 if (who->type == PLAYER) 3316 if (who->type == PLAYER)
3246 esrv_del_item (who->contr, op->count); 3317 esrv_del_item (who->contr, op->count);
3247 3318
3248 op->destroy (); 3319 op->destroy ();
3249 3320
3250 /* insert the portion that was split off */ 3321 /* insert the portion that was split off */
3251 if (tmp != NULL) 3322 if (tmp)
3252 { 3323 {
3253 (void) insert_ob_in_ob (tmp, who); 3324 insert_ob_in_ob (tmp, who);
3254 if (who->type == PLAYER) 3325 if (who->type == PLAYER)
3255 esrv_send_item (who, tmp); 3326 esrv_send_item (who, tmp);
3256 } 3327 }
3328
3257 who->update_stats (); 3329 who->update_stats ();
3330
3258 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3331 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3259 {
3260 if (who->type == PLAYER) 3332 if (who->type == PLAYER)
3261 { 3333 {
3262 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3334 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3263 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3335 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3264 } 3336 }
3265 } 3337
3266 if (who->type == PLAYER) 3338 if (who->type == PLAYER)
3267 esrv_send_item (who, tmp2); 3339 esrv_send_item (who, tmp2);
3340
3268 return 0; 3341 return 0;
3342
3343 case SKILL_TOOL:
3344 // applying a skill tool also readies the skill
3345 SET_FLAG (op, FLAG_APPLIED);
3346
3347 if (!(aflags & AP_NO_READY))
3348 {
3349 skop = find_skill_by_name (who, op->skill);
3350 if (!skop->flag [FLAG_APPLIED])
3351 apply_special (who, skop, AP_APPLY);
3352 }
3269 break; 3353 break;
3270 3354
3271 /* this part is needed for skill-tools */
3272 case SKILL: 3355 case SKILL:
3273 case SKILL_TOOL: 3356 if (player *pl = who->contr)
3274 if (who->chosen_skill)
3275 { 3357 {
3276 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3358 if (IS_COMBAT_SKILL (op->subtype))
3277 return 1;
3278 }
3279 if (who->type == PLAYER)
3280 { 3359 {
3281 who->contr->shoottype = range_skill; 3360 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3282 who->contr->ranges[range_skill] = op; 3361 {
3362 for (object *item = who->inv; item; item = item->below)
3363 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3364 {
3365 if (item->skill == op->skill)
3366 {
3367 who->change_weapon (pl->combat_ob = item);
3368 goto found_weapon;
3369 }
3370 }
3371
3372 who->failmsg (format (
3373 "You need to apply a '%s' melee weapon before readying this skill. "
3374 "H<Some skills need an item, in this case a melee weapon, to function.>",
3375 &op->skill
3376 ));
3377 return 1;
3378
3379 found_weapon:;
3380 }
3381 else
3382 who->change_weapon (pl->combat_ob = op);
3383 }
3384 else if (IS_RANGED_SKILL (op->subtype))
3385 {
3386 if (skill_flags [op->subtype] & SF_NEED_BOW)
3387 {
3388 for (object *item = who->inv; item; item = item->below)
3389 if (item->type == BOW && item->flag [FLAG_APPLIED])
3390 {
3391 //TODO: bows should/must all have skill missile weapon right now
3392 who->change_weapon (pl->ranged_ob = item);
3393 goto found_bow;
3394 }
3395
3396 who->failmsg (
3397 "You need to apply a missile weapon before readying this skill. "
3398 "H<Some skills need an item, in this case a missile weapon, to function.>"
3399 );
3400 return 1;
3401
3402 found_bow:;
3403 }
3404 else
3405 who->change_weapon (pl->ranged_ob = op);
3406 }
3407
3283 if (!op->invisible) 3408 if (!op->invisible)
3284 { 3409 {
3285 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3410 who->statusmsg (format (
3286 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3411 "You ready %s."
3412 "You can now use the skill: %s.",
3413 query_name (op),
3414 &op->skill
3415 ));
3287 } 3416 }
3288 else 3417 else
3289 {
3290 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3418 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3291 }
3292 } 3419 }
3420 else
3421 {
3293 SET_FLAG (op, FLAG_APPLIED); 3422 SET_FLAG (op, FLAG_APPLIED);
3294 (void) change_abil (who, op); 3423 change_abil (who, op);
3295 who->chosen_skill = op; 3424 who->chosen_skill = op;
3296 SET_FLAG (who, FLAG_READY_SKILL); 3425 SET_FLAG (who, FLAG_READY_SKILL);
3426 }
3427
3297 break; 3428 break;
3298 3429
3299 case BOW: 3430 case BOW:
3300 if (!check_weapon_power (who, op->last_eat)) 3431 if (!check_weapon_power (who, op->last_eat))
3301 { 3432 {
3302 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3433 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3303 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3434
3304 if (tmp != NULL) 3435 if (tmp)
3305 (void) insert_ob_in_ob (tmp, who); 3436 insert_ob_in_ob (tmp, who);
3437
3306 return 1; 3438 return 1;
3307 } 3439 }
3440
3308 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3309 { 3442 {
3310 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3443 who->failmsg ("The weapon does not recognize you as its owner. "
3444 "H<Its name indicates that it belongs to somebody else.>");
3311 if (tmp != NULL) 3445 if (tmp)
3312 (void) insert_ob_in_ob (tmp, who); 3446 insert_ob_in_ob (tmp, who);
3447
3313 return 1; 3448 return 1;
3314 } 3449 }
3450
3315 /*FALLTHROUGH*/ case WAND: 3451 /*FALLTHROUGH*/
3452 case WAND:
3316 case ROD: 3453 case ROD:
3317 case HORN: 3454 case HORN:
3318 /* check for skill, alter player status */ 3455 /* check for skill, alter player status */
3456
3457 if (!skop)
3458 {
3459 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3460 return 1;
3461 }
3462
3319 SET_FLAG (op, FLAG_APPLIED); 3463 SET_FLAG (op, FLAG_APPLIED);
3320 if (skop)
3321 change_skill (who, skop, 0); 3464 who->change_skill (skop);
3322 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3323 3465
3324 if (who->type == PLAYER) 3466 if (who->contr)
3325 { 3467 {
3468 who->contr->ranged_ob = op;
3469
3470 who->statusmsg (format ("You ready %s.", query_name (op)));
3471
3326 if (op->type == BOW) 3472 if (op->type == BOW)
3327 { 3473 {
3474 who->current_weapon = op;
3328 (void) change_abil (who, op); 3475 change_abil (who, op);
3329 new_draw_info_format (NDI_UNIQUE, 0, who,
3330 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3476 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3331 who->contr->shoottype = range_bow;
3332 }
3333 else
3334 {
3335 who->contr->shoottype = range_misc;
3336 } 3477 }
3337 } 3478 }
3338 else 3479 else
3339 { 3480 {
3340 if (op->type == BOW) 3481 if (op->type == BOW)
3341 SET_FLAG (who, FLAG_READY_BOW); 3482 SET_FLAG (who, FLAG_READY_BOW);
3342 else 3483 else
3343 SET_FLAG (who, FLAG_READY_RANGE); 3484 SET_FLAG (who, FLAG_READY_RANGE);
3344 } 3485 }
3486
3345 break; 3487 break;
3346 3488
3347 case BUILDER: 3489 case BUILDER:
3348 if (who->contr->ranges[range_builder]) 3490 if (who->type == PLAYER)
3491 {
3492 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3493 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3349 unapply_special (who, who->contr->ranges[range_builder], 0); 3494 unapply_special (who, who->contr->ranged_ob, 0);
3350 who->contr->shoottype = range_builder; 3495
3496 who->statusmsg (format ("You ready your %s.", query_name (op)));
3497
3351 who->contr->ranges[range_builder] = op; 3498 who->contr->ranged_ob = op;
3352 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3499 }
3353 break; 3500 break;
3354 3501
3355 default: 3502 default:
3356 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3503 who->statusmsg (format ("You apply %s.", query_name (op)));
3357 } /* end of switch op->type */ 3504 }
3358 3505
3359 SET_FLAG (op, FLAG_APPLIED); 3506 SET_FLAG (op, FLAG_APPLIED);
3360 3507
3361 if (tmp != NULL) 3508 if (tmp)
3362 tmp = insert_ob_in_ob (tmp, who); 3509 tmp = insert_ob_in_ob (tmp, who);
3363 3510
3364 who->update_stats (); 3511 who->update_stats ();
3365 3512
3366 /* We exclude spell casting objects. The fire code will set the 3513 /* We exclude spell casting objects. The fire code will set the
3369 */ 3516 */
3370 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3517 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3371 SET_FLAG (op, FLAG_BEEN_APPLIED); 3518 SET_FLAG (op, FLAG_BEEN_APPLIED);
3372 3519
3373 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3374 {
3375 if (who->type == PLAYER) 3521 if (who->type == PLAYER)
3376 { 3522 {
3377 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3523 who->failmsg (
3524 "Oops, it feels deadly cold! "
3525 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3526 );
3378 SET_FLAG (op, FLAG_KNOWN_CURSED); 3527 SET_FLAG (op, FLAG_KNOWN_CURSED);
3379 } 3528 }
3380 } 3529
3381 if (who->type == PLAYER) 3530 if (who->type == PLAYER)
3382 { 3531 {
3383 /* if multiple objects were applied, update both slots */ 3532 /* if multiple objects were applied, update both slots */
3384 if (tmp) 3533 if (tmp)
3385 esrv_send_item (who, tmp); 3534 esrv_send_item (who, tmp);
3535
3386 esrv_send_item (who, op); 3536 esrv_send_item (who, op);
3387 } 3537 }
3538
3388 return 0; 3539 return 0;
3389} 3540}
3390
3391 3541
3392int 3542int
3393monster_apply_special (object *who, object *op, int aflags) 3543monster_apply_special (object *who, object *op, int aflags)
3394{ 3544{
3395 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3545 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3396 return 1; 3546 return 1;
3547
3397 return apply_special (who, op, aflags); 3548 return apply_special (who, op, aflags);
3398} 3549}
3399 3550
3400/** 3551/**
3401 * Map was just loaded, handle op's initialisation. 3552 * Map was just loaded, handle op's initialisation.
3554 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3705 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3555 { 3706 {
3556 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3707 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3557 tmp->randomitems = NULL; 3708 tmp->randomitems = NULL;
3558 } 3709 }
3710
3559 // close all containers 3711 // close all containers
3560 else if (tmp->type == CONTAINER) 3712 else if (tmp->type == CONTAINER)
3561 tmp->flag [FLAG_APPLIED] = 0; 3713 tmp->flag [FLAG_APPLIED] = 0;
3562 3714
3563 tmp = above; 3715 tmp = above;
3573 * Handles player eating food that temporarily changes status (resistances, stats). 3725 * Handles player eating food that temporarily changes status (resistances, stats).
3574 * This used to call cast_change_attr(), but 3726 * This used to call cast_change_attr(), but
3575 * that doesn't work with the new spell code. Since we know what 3727 * that doesn't work with the new spell code. Since we know what
3576 * the food changes, just grab a force and use that instead. 3728 * the food changes, just grab a force and use that instead.
3577 */ 3729 */
3578
3579void 3730void
3580eat_special_food (object *who, object *food) 3731eat_special_food (object *who, object *food)
3581{ 3732{
3582 object *force; 3733 object *force;
3583 int i, did_one = 0; 3734 int i, did_one = 0;
3584 sint8 k;
3585 3735
3586 force = get_archetype (FORCE_NAME); 3736 force = get_archetype (FORCE_NAME);
3587 3737
3588 for (i = 0; i < NUM_STATS; i++) 3738 for (i = 0; i < NUM_STATS; i++)
3589 { 3739 if (sint8 k = food->stats.stat (i))
3590 k = get_attr_value (&food->stats, i);
3591 if (k)
3592 { 3740 {
3593 set_attr_value (&force->stats, i, k); 3741 force->stats.stat (i) = k;
3594 did_one = 1; 3742 did_one = 1;
3595 } 3743 }
3596 }
3597 3744
3598 /* check if we can protect the eater */ 3745 /* check if we can protect the eater */
3599 for (i = 0; i < NROFATTACKS; i++) 3746 for (i = 0; i < NROFATTACKS; i++)
3600 { 3747 {
3601 if (food->resist[i] > 0) 3748 if (food->resist[i] > 0)
3622 { 3769 {
3623 if (QUERY_FLAG (food, FLAG_CURSED)) 3770 if (QUERY_FLAG (food, FLAG_CURSED))
3624 { 3771 {
3625 assign (who->contr->killer, food->name); 3772 assign (who->contr->killer, food->name);
3626 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3773 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3627 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3774 who->failmsg ("Eck!...that was poisonous!");
3628 } 3775 }
3629 else 3776 else
3630 { 3777 {
3631 if (food->stats.hp > 0) 3778 if (food->stats.hp > 0)
3632 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3779 who->statusmsg ("You begin to feel better.");
3633 else 3780 else
3634 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3781 who->failmsg ("Eck!...that was poisonous!");
3782
3635 who->stats.hp += food->stats.hp; 3783 who->stats.hp += food->stats.hp;
3636 } 3784 }
3637 } 3785 }
3638 if (food->stats.sp != 0) 3786 if (food->stats.sp != 0)
3639 { 3787 {
3640 if (QUERY_FLAG (food, FLAG_CURSED)) 3788 if (QUERY_FLAG (food, FLAG_CURSED))
3641 { 3789 {
3642 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3790 who->failmsg ("You are drained of mana!");
3643 who->stats.sp -= food->stats.sp; 3791 who->stats.sp -= food->stats.sp;
3644 if (who->stats.sp < 0) 3792 if (who->stats.sp < 0)
3645 who->stats.sp = 0; 3793 who->stats.sp = 0;
3646 } 3794 }
3647 else 3795 else
3648 { 3796 {
3649 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3797 who->statusmsg ("You feel a rush of magical energy!");
3650 who->stats.sp += food->stats.sp; 3798 who->stats.sp += food->stats.sp;
3651 /* place limit on max sp from food? */ 3799 /* place limit on max sp from food? */
3652 } 3800 }
3653 } 3801 }
3802
3654 who->update_stats (); 3803 who->update_stats ();
3655} 3804}
3656 3805
3657/** 3806/**
3658 * Designed primarily to light torches/lanterns/etc. 3807 * Designed primarily to light torches/lanterns/etc.
3685 } 3834 }
3686 else 3835 else
3687 lighter->stats.food--; 3836 lighter->stats.food--;
3688 } 3837 }
3689 else if (lighter->last_eat) 3838 else if (lighter->last_eat)
3839 {
3690 { /* no charges left in lighter */ 3840 /* no charges left in lighter */
3691 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3841 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3692 return; 3842 return;
3693 } 3843 }
3694 3844
3695 /* Perhaps we should split what we are trying to light on fire? 3845 /* Perhaps we should split what we are trying to light on fire?
3696 * I can't see many times when you would want to light multiple 3846 * I can't see many times when you would want to light multiple
3702 3852
3703 save_throw_object (item, AT_FIRE, who); 3853 save_throw_object (item, AT_FIRE, who);
3704 3854
3705 if (item->destroyed ()) 3855 if (item->destroyed ())
3706 { 3856 {
3707 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3857 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3708 /* Need to update the player so that the players glow radius 3858 /* Need to update the player so that the players glow radius
3709 * gets changed. 3859 * gets changed.
3710 */ 3860 */
3711 if (is_player_env) 3861 if (is_player_env)
3712 who->update_stats (); 3862 who->update_stats ();
3713 } 3863 }
3714 else 3864 else
3715 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3865 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3716 } 3866 }
3717 else /* nothing to light */ 3867 else
3718 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3868 who->failmsg ("You need to mark a lightable object.");
3719
3720} 3869}
3721 3870
3722/** 3871/**
3723 * op made some mistake with a scroll, this takes care of punishment. 3872 * op made some mistake with a scroll, this takes care of punishment.
3724 * scroll_failure()- hacked directly from spell_failure 3873 * scroll_failure()- hacked directly from spell_failure
3731 3880
3732 if (failure <= -1 && failure > -15) 3881 if (failure <= -1 && failure > -15)
3733 { /* wonder */ 3882 { /* wonder */
3734 object *tmp; 3883 object *tmp;
3735 3884
3736 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3885 op->failmsg ("Your spell warps!");
3737 tmp = get_archetype (SPELL_WONDER); 3886 tmp = get_archetype (SPELL_WONDER);
3738 cast_wonder (op, op, 0, tmp); 3887 cast_wonder (op, op, 0, tmp);
3739 tmp->destroy (); 3888 tmp->destroy ();
3740 } 3889 }
3741 else if (failure <= -15 && failure > -35) 3890 else if (failure <= -15 && failure > -35)
3742 { /* drain mana */ 3891 { /* drain mana */
3743 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3892 op->failmsg ("Your mana is drained!");
3744 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3893 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3745 if (op->stats.sp < 0) 3894 if (op->stats.sp < 0)
3746 op->stats.sp = 0; 3895 op->stats.sp = 0;
3747 } 3896 }
3748 else if (settings.spell_failure_effects == TRUE) 3897 else if (settings.spell_failure_effects == TRUE)
3749 { 3898 {
3750 if (failure <= -35 && failure > -60) 3899 if (failure <= -35 && failure > -60)
3751 { /* confusion */ 3900 { /* confusion */
3752 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3901 op->failmsg ("The magic recoils on you!");
3753 confuse_player (op, op, power); 3902 confuse_player (op, op, power);
3754 } 3903 }
3755 else if (failure <= -60 && failure > -70) 3904 else if (failure <= -60 && failure > -70)
3756 { /* paralysis */ 3905 { /* paralysis */
3757 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3906 op->failmsg ("The magic recoils and paralyzes you!");
3758 paralyze_player (op, op, power); 3907 paralyze_player (op, op, power);
3759 } 3908 }
3760 else if (failure <= -70 && failure > -80) 3909 else if (failure <= -70 && failure > -80)
3761 { /* blind */ 3910 { /* blind */
3762 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3911 op->failmsg ("The magic recoils on you!");
3763 blind_player (op, op, power); 3912 blind_player (op, op, power);
3764 } 3913 }
3765 else if (failure <= -80) 3914 else if (failure <= -80)
3766 { /* blast the immediate area */ 3915 { /* blast the immediate area */
3767 object *tmp;
3768
3769 tmp = get_archetype (LOOSE_MANA); 3916 object *tmp = get_archetype (LOOSE_MANA);
3770 cast_magic_storm (op, tmp, power); 3917 cast_magic_storm (op, tmp, power);
3771 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3918 op->failmsg ("You unleash uncontrolled mana!");
3772 tmp->destroy (); 3919 tmp->destroy ();
3773 } 3920 }
3774 } 3921 }
3775} 3922}
3776 3923
3796 */ 3943 */
3797 int i, j; 3944 int i, j;
3798 3945
3799 for (i = 0; i < NUM_STATS; i++) 3946 for (i = 0; i < NUM_STATS; i++)
3800 { 3947 {
3801 sint8 stat = get_attr_value (stats, i); 3948 int race_bonus = pl->arch->stats.stat (i);
3802 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3949 sint8 stat = stats->stat (i) + ns->stat (i);
3803 3950
3804 stat += get_attr_value (ns, i);
3805 if (stat > 20 + race_bonus) 3951 if (stat > 20 + race_bonus)
3806 { 3952 {
3807 excess_stat++; 3953 excess_stat++;
3808 stat = 20 + race_bonus; 3954 stat = 20 + race_bonus;
3809 } 3955 }
3810 set_attr_value (stats, i, stat); 3956
3957 stats->stat (i) = stat;
3811 } 3958 }
3812 3959
3813 for (j = 0; excess_stat > 0 && j < 100; j++) 3960 for (j = 0; excess_stat > 0 && j < 100; j++)
3814 { /* try 100 times to assign excess stats */ 3961 { /* try 100 times to assign excess stats */
3815 int i = rndm (0, 6); 3962 int i = rndm (0, 6);
3816 int stat = get_attr_value (stats, i);
3817 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3818 3963
3819 if (i == CHA) 3964 if (i == CHA)
3820 continue; /* exclude cha from this */ 3965 continue; /* exclude cha from this */
3966
3967 int stat = stats->stat (i);
3968 int race_bonus = pl->arch->stats.stat (i);
3821 if (stat < 20 + race_bonus) 3969 if (stat < 20 + race_bonus)
3822 { 3970 {
3823 change_attr_value (stats, i, 1); 3971 change_attr_value (stats, i, 1);
3824 excess_stat--; 3972 excess_stat--;
3825 } 3973 }
3828 /* insert the randomitems from the change's treasurelist into 3976 /* insert the randomitems from the change's treasurelist into
3829 * the player ref: player.c 3977 * the player ref: player.c
3830 */ 3978 */
3831 if (change->randomitems != NULL) 3979 if (change->randomitems != NULL)
3832 give_initial_items (pl, change->randomitems); 3980 give_initial_items (pl, change->randomitems);
3833
3834 3981
3835 /* set up the face, for some races. */ 3982 /* set up the face, for some races. */
3836 3983
3837 /* first, look for the force object banning 3984 /* first, look for the force object banning
3838 * changing the face. Certain races never change face with class. 3985 * changing the face. Certain races never change face with class.
3883 char got[MAX_BUF]; 4030 char got[MAX_BUF];
3884 int len; 4031 int len;
3885 4032
3886 if (!pl || !transformer) 4033 if (!pl || !transformer)
3887 return; 4034 return;
4035
3888 marked = find_marked_object (pl); 4036 marked = find_marked_object (pl);
4037
3889 if (!marked) 4038 if (!marked)
3890 { 4039 {
3891 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4040 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3892 return; 4041 return;
3893 } 4042 }
4043
3894 if (!marked->slaying) 4044 if (!marked->slaying)
3895 { 4045 {
3896 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4046 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3897 return; 4047 return;
3898 } 4048 }
4049
3899 /* check whether they are compatible or not */ 4050 /* check whether they are compatible or not */
3900 find = strstr (marked->slaying, transformer->arch->name); 4051 find = strstr (marked->slaying, transformer->arch->archname);
3901 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4052 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3902 { 4053 {
3903 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4054 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3904 return; 4055 return;
3905 } 4056 }
4057
3906 find += strlen (transformer->arch->name) + 1; 4058 find += strlen (transformer->arch->archname) + 1;
3907 /* Item can be used, now find how many and what it yields */ 4059 /* Item can be used, now find how many and what it yields */
3908 if (isdigit (*(find))) 4060 if (isdigit (*(find)))
3909 { 4061 {
3910 yield = atoi (find); 4062 yield = atoi (find);
3911 if (yield < 1) 4063 if (yield < 1)
3917 else 4069 else
3918 yield = 1; 4070 yield = 1;
3919 4071
3920 while (isdigit (*find)) 4072 while (isdigit (*find))
3921 find++; 4073 find++;
4074
3922 while (*find == ' ') 4075 while (*find == ' ')
3923 find++; 4076 find++;
4077
3924 memset (got, 0, MAX_BUF); 4078 memset (got, 0, MAX_BUF);
4079
3925 if ((separator = strchr (find, ';')) != NULL) 4080 if ((separator = strchr (find, ';')) != NULL)
3926 {
3927 len = separator - find; 4081 len = separator - find;
3928 }
3929 else 4082 else
3930 {
3931 len = strlen (find); 4083 len = strlen (find);
3932 } 4084
3933 if (len > MAX_BUF - 1) 4085 if (len > MAX_BUF - 1)
3934 len = MAX_BUF - 1; 4086 len = MAX_BUF - 1;
4087
3935 strcpy (got, find); 4088 strcpy (got, find);
3936 got[len] = '\0'; 4089 got[len] = '\0';
3937 4090
3938 /* Now create new item, remove used ones when required. */ 4091 /* Now create new item, remove used ones when required. */
3939 new_item = get_archetype (got); 4092 new_item = get_archetype (got);
3940 if (!new_item) 4093 if (!new_item)
3941 { 4094 {
3942 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4095 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3943 return; 4096 return;
3944 } 4097 }
3945 4098
3946 new_item->nrof = yield; 4099 new_item->nrof = yield;
4100
3947 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4101 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4102
3948 insert_ob_in_ob (new_item, pl); 4103 insert_ob_in_ob (new_item, pl);
3949 esrv_send_inventory (pl, pl); 4104 esrv_send_inventory (pl, pl);
3950 /* Eat up one item */ 4105 /* Eat up one item */
3951 decrease_ob_nr (marked, 1); 4106 decrease_ob_nr (marked, 1);
4107
3952 /* Eat one transformer if needed */ 4108 /* Eat one transformer if needed */
3953 if (transformer->stats.food) 4109 if (transformer->stats.food)
3954 if (--transformer->stats.food == 0) 4110 if (--transformer->stats.food == 0)
3955 decrease_ob_nr (transformer, 1); 4111 decrease_ob_nr (transformer, 1);
3956} 4112}
4113

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