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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.76 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.130 by root, Sun Sep 2 04:57:15 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
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.");
623 return 0; 629 return 0;
624 } 630 }
631
625 sacrifice_count = check_sacrifice (op, improver); 632 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 633 if (sacrifice_count <= 0)
627 return 0; 634 return 0;
635
628 weapon->level = isqrt (sacrifice_count); 636 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 637 eat_item (op, improver->slaying, sacrifice_count);
631 638
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 639 op->statusmsg (format (
640 "Your sacrifice was accepted."
641 "Your *%s may be improved %d times.",
642 &weapon->name, weapon->level
643 ));
633 644
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 646 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 647 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 648 slot at once! */
656improve_weapon (object *op, object *improver, object *weapon) 667improve_weapon (object *op, object *improver, object *weapon)
657{ 668{
658 int sacrifice_count, sacrifice_needed = 0; 669 int sacrifice_count, sacrifice_needed = 0;
659 670
660 if (improver->stats.sp == IMPROVE_PREPARE) 671 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 672 return prepare_weapon (op, improver, weapon);
663 } 673
664 if (weapon->level == 0) 674 if (weapon->level == 0)
665 { 675 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 677 return 0;
668 } 678 }
679
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 { 681 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 682 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 683 return 0;
673 } 684 }
685
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 { 687 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 688 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 689 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 690 "really want to improve it.");
679 return 0; 691 return 0;
680 } 692 }
693
681 /* This just increases damage by 5 points, no matter what. No sacrifice 694 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 695 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the 696 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 697 * weapon can be improved.
685 */ 698 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 699 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 700 {
688 weapon->stats.dam += 5; 701 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 702 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 704 weapon->last_eat++;
692 705
693 weapon->item_power++; 706 weapon->item_power++;
694 decrease_ob (improver); 707 decrease_ob (improver);
695 return 1; 708 return 1;
696 } 709 }
710
697 if (improver->stats.sp == IMPROVE_WEIGHT) 711 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 712 {
699 /* Reduce weight by 20% */ 713 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 714 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 715 if (weapon->weight < 1)
702 weapon->weight = 1; 716 weapon->weight = 1;
717
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 719 weapon->last_eat++;
705 weapon->item_power++; 720 weapon->item_power++;
706 decrease_ob (improver); 721 decrease_ob (improver);
707 return 1; 722 return 1;
708 } 723 }
709 if (improver->stats.sp == IMPROVE_ENCHANT) 724 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 725 {
711 weapon->magic++; 726 weapon->magic++;
712 weapon->last_eat++; 727 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 729 decrease_ob (improver);
715 weapon->item_power++; 730 weapon->item_power++;
716 return 1; 731 return 1;
717 } 732 }
718 733
724 sacrifice_needed *= 2; 739 sacrifice_needed *= 2;
725 740
726 sacrifice_count = check_sacrifice (op, improver); 741 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 742 if (sacrifice_count < sacrifice_needed)
728 { 743 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 745 return 0;
731 } 746 }
747
732 eat_item (op, improver->slaying, sacrifice_needed); 748 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 749 weapon->item_power++;
734 750
735 switch (improver->stats.sp) 751 switch (improver->stats.sp)
736 { 752 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 753 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 754 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 755 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 756 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 757 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 758 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 759 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 760 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 761 op->failmsg ("Unknown improvement type.");
753 } 762 }
763
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 764 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 765 return 0;
756} 766}
757 767
758/** 768/**
765{ 775{
766 object *otmp; 776 object *otmp;
767 777
768 if (op->type != PLAYER) 778 if (op->type != PLAYER)
769 return 0; 779 return 0;
780
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 781 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 782 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 783 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 784 return 0;
774 } 785 }
786
775 otmp = find_marked_object (op); 787 otmp = find_marked_object (op);
776 if (!otmp) 788 if (!otmp)
777 { 789 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
779 return 0; 791 return 0;
780 } 792 }
793
781 if (otmp->type != WEAPON && otmp->type != BOW) 794 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 795 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 796 op->failmsg ("Marked item is not a weapon or bow!");
784 return 0; 797 return 0;
785 } 798 }
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 799
800 op->statusmsg ("Applied weapon builder.");
801
787 improve_weapon (op, tmp, otmp); 802 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 803 esrv_send_item (op, otmp);
789 return 1; 804 return 1;
790} 805}
791 806
816{ 831{
817 object *tmp; 832 object *tmp;
818 833
819 if (armour->magic >= settings.armor_max_enchant) 834 if (armour->magic >= settings.armor_max_enchant)
820 { 835 {
821 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 836 op->failmsg ("This armour can not be enchanted any further!");
822 return 0; 837 return 0;
823 } 838 }
824 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
825 * etc), so take the easy way out and don't worry about it. 840 * etc), so take the easy way out and don't worry about it.
826 * Note - maybe add scrolls which make the random artifact versions (eg, armour 841 * Note - maybe add scrolls which make the random artifact versions (eg, armour
827 * of gnarg and what not?) 842 * of gnarg and what not?)
828 */ 843 */
829 if (armour->title) 844 if (armour->title)
830 { 845 {
831 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 846 op->failmsg ("This armour will not accept further enchantment.");
832 return 0; 847 return 0;
833 } 848 }
834 849
835 /* Split objects if needed. Can't insert tmp until the 850 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge. 851 * end of this function - otherwise it will just re-merge.
851 { 866 {
852 base = base - (base * settings.armor_speed_improvement) / 100; 867 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++; 868 pow++;
854 } 869 }
855 870
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 871 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
857 } 872 }
858 else 873 else
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
860 875
861 if (!settings.armor_weight_linear) 876 if (!settings.armor_weight_linear)
862 { 877 {
863 int base = 100; 878 int base = 100;
864 int pow = 0; 879 int pow = 0;
867 { 882 {
868 base = base - (base * settings.armor_weight_reduction) / 100; 883 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++; 884 pow++;
870 } 885 }
871 886
872 armour->weight = (armour->arch->clone.weight * base) / 100; 887 armour->weight = (armour->arch->weight * base) / 100;
873 } 888 }
874 else 889 else
875 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 890 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
876 891
877 if (armour->weight <= 0) 892 if (armour->weight <= 0)
878 { 893 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 894 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1; 895 armour->weight = 1;
881 } 896 }
882 897
883 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
884 899
885 if (op->type == PLAYER) 900 if (op->type == PLAYER)
886 { 901 {
887 esrv_send_item (op, armour); 902 esrv_send_item (op, armour);
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 903 if (QUERY_FLAG (armour, FLAG_APPLIED))
889 op->update_stats (); 904 op->update_stats ();
890 } 905 }
906
891 decrease_ob (improver); 907 decrease_ob (improver);
908
892 if (tmp) 909 if (tmp)
893 { 910 {
894 insert_ob_in_ob (tmp, op); 911 insert_ob_in_ob (tmp, op);
895 esrv_send_item (op, tmp); 912 esrv_send_item (op, tmp);
896 } 913 }
914
897 return 1; 915 return 1;
898} 916}
899
900 917
901/* 918/*
902 * convert_item() returns 1 if anything was converted, 0 if the item was not 919 * convert_item() returns 1 if anything was converted, 0 if the item was not
903 * what the converter wants, -1 if the converter is broken. 920 * what the converter wants, -1 if the converter is broken.
904 */ 921 */
920 937
921 /* We make some assumptions - we assume if it takes money as it type, 938 /* We make some assumptions - we assume if it takes money as it type,
922 * it wants some amount. We don't make change (ie, if something costs 939 * it wants some amount. We don't make change (ie, if something costs
923 * 3 gp and player drops a platinum, tough luck) 940 * 3 gp and player drops a platinum, tough luck)
924 */ 941 */
925 if (!strcmp (CONV_FROM (converter), "money")) 942 if (CONV_FROM (converter) == shstr_money)
926 { 943 {
927 int cost;
928
929 if (item->type != MONEY) 944 if (item->type != MONEY)
930 return 0; 945 return 0;
931 946
932 nr = (item->nrof * item->value) / CONV_NEED (converter); 947 nr = (item->nrof * item->value) / CONV_NEED (converter);
933 if (!nr) 948 if (!nr)
934 return 0; 949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
935 cost = nr * CONV_NEED (converter) / item->value; 953 int cost = nr * CONV_NEED (converter) / item->value;
936 /* take into account rounding errors */ 954 /* take into account rounding errors */
937 if (nr * CONV_NEED (converter) % item->value) 955 if (nr * CONV_NEED (converter) % item->value)
938 cost++; 956 cost++;
957
939 decrease_ob_nr (item, cost); 958 decrease_ob_nr (item, cost);
940 959
941 price_in = cost * item->value; 960 price_in = cost * item->value;
942 } 961 }
943 else 962 else
944 { 963 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
947 return 0; 966 return 0;
967
968 converter->play_sound (sound_find ("convert_item"));
948 969
949 if (CONV_NEED (converter)) 970 if (CONV_NEED (converter))
950 { 971 {
951 nr = item->nrof / CONV_NEED (converter); 972 nr = item->nrof / CONV_NEED (converter);
952 decrease_ob_nr (item, nr * CONV_NEED (converter)); 973 decrease_ob_nr (item, nr * CONV_NEED (converter));
957 price_in = item->value; 978 price_in = item->value;
958 item->destroy (); 979 item->destroy ();
959 } 980 }
960 } 981 }
961 982
962 if (converter->inv != NULL) 983 if (converter->inv)
963 { 984 {
964 object *ob; 985 object *ob;
965 int i; 986 int i;
966 object *ob_to_copy; 987 object *ob_to_copy;
967 988
968 /* select random object from inventory to copy */ 989 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 990 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0) 992 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 993 ob_to_copy = ob;
975 } 994
976 }
977 item = object_create_clone (ob_to_copy); 995 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 998 }
981 else 999 else
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 1010 }
993 1011
994 if (CONV_NR (converter)) 1012 if (CONV_NR (converter))
995 item->nrof = CONV_NR (converter); 1013 item->nrof = CONV_NR (converter);
1014
996 if (nr) 1015 if (nr)
997 item->nrof *= nr; 1016 item->nrof *= nr;
1017
998 if (is_in_shop (converter)) 1018 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID); 1019 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value) 1020 else if (price_in < item->nrof * item->value)
1001 { 1021 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /** 1024 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 1025 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 1026 * hopefully had something in mind when doing this.
1008 */ 1027 */
1009 } 1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 1032 return 1;
1012} 1033}
1013 1034
1014/** 1035/**
1031 1052
1032 op->contr->last_used = 0; 1053 op->contr->last_used = 0;
1033 1054
1034 if (sack->env && sack->env != op) 1055 if (sack->env && sack->env != op)
1035 { 1056 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1057 op->failmsg ("You must put it onto the floor or into your inventory first.");
1037 return 1; 1058 return 1;
1038 } 1059 }
1039 1060
1040 // already applied == open on ground, or open in inv, or active in inv 1061 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED]) 1062 if (sack->flag [FLAG_APPLIED])
1047 return 1; 1068 return 1;
1048 } 1069 }
1049 else if (!sack->env) 1070 else if (!sack->env)
1050 { 1071 {
1051 // active, but not ours: some other player has opened it 1072 // 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)); 1073 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1053 return 1; 1074 return 1;
1054 } 1075 }
1055 1076
1056 // fall through to opening it (active in inv) 1077 // fall through to opening it (active in inv)
1057 } 1078 }
1059 { 1080 {
1060 // it is in our env, so activate it, do not open yet 1081 // it is in our env, so activate it, do not open yet
1061 op->close_container (); 1082 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1; 1083 sack->flag [FLAG_APPLIED] = 1;
1063 esrv_update_item (UPD_FLAGS, op, sack); 1084 esrv_update_item (UPD_FLAGS, op, sack);
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1065 return 1; 1086 return 1;
1066 } 1087 }
1067 1088
1068 // it's locked? 1089 // it's locked?
1069 if (sack->slaying) 1090 if (sack->slaying)
1070 { 1091 {
1071 if (object *tmp = find_key (op, op, sack)) 1092 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)); 1093 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1073 else 1094 else
1074 { 1095 {
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1096 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1076 return 1; 1097 return 1;
1077 } 1098 }
1078 } 1099 }
1079 1100
1080 op->open_container (sack); 1101 op->open_container (sack);
1099 * with an altar. We call it a Potion - altars are stationary - it 1120 * with an altar. We call it a Potion - altars are stationary - it
1100 * is up to map designers to use them properly. 1121 * is up to map designers to use them properly.
1101 */ 1122 */
1102 if (altar->inv && altar->inv->type == SPELL) 1123 if (altar->inv && altar->inv->type == SPELL)
1103 { 1124 {
1104 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1125 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1105 cast_spell (originator, altar, 0, altar->inv, NULL); 1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1106 /* If it is connected, push the button. Fixes some problems with 1127 /* If it is connected, push the button. Fixes some problems with
1107 * old maps. 1128 * old maps.
1108 */ 1129 */
1109 1130
1110/* push_button (altar);*/ 1131/* push_button (altar);*/
1111 } 1132 }
1135 double opinion; 1156 double opinion;
1136 object *tmp, *next; 1157 object *tmp, *next;
1137 1158
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139 1160
1161 bool has_unpaid = false;
1162
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1164 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID])
1167 {
1168 has_unpaid = true;
1169 break;
1170 }
1171
1140 if (op->type != PLAYER) 1172 if (op->type != PLAYER)
1141 { 1173 {
1142 /* Remove all the unpaid objects that may be carried here. 1174 /* Remove all the unpaid objects that may be carried here.
1143 * This could be pets or monsters that are somehow in 1175 * This could be pets or monsters that are somehow in
1144 * the shop. 1176 * the shop.
1170 /* unpaid objects, or non living objects, can't transfer by 1202 /* unpaid objects, or non living objects, can't transfer by
1171 * shop mats. Instead, put it on a nearby space. 1203 * shop mats. Instead, put it on a nearby space.
1172 */ 1204 */
1173 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1174 { 1206 {
1175
1176 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1207 /* 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); 1208 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1178 1209
1179 if (i != -1) 1210 if (i != -1)
1180 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1189 else if (can_pay (op) && get_payment (op)) 1220 else if (can_pay (op) && get_payment (op))
1190 { 1221 {
1191 /* this is only used for players */ 1222 /* this is only used for players */
1192 rv = teleport (shop_mat, SHOP_MAT, op); 1223 rv = teleport (shop_mat, SHOP_MAT, op);
1193 1224
1225 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op))
1228 op->contr->play_sound (sound_find ("shop_enter"));
1229 else
1230 op->contr->play_sound (sound_find ("shop_leave"));
1231
1194 if (shop_mat->msg) 1232 if (shop_mat->msg)
1195 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1233 op->statusmsg (shop_mat->msg);
1196 /* This check below is a bit simplistic - generally it should be correct, 1234 /* This check below is a bit simplistic - generally it should be correct,
1197 * but there is never a guarantee that the bottom space on the map is 1235 * but there is never a guarantee that the bottom space on the map is
1198 * actually the shop floor. 1236 * actually the shop floor.
1199 */ 1237 */
1200 else if (!rv && !is_in_shop (op)) 1238 else if (!rv && !is_in_shop (op))
1201 { 1239 {
1202 opinion = shopkeeper_approval (op->map, op); 1240 opinion = shopkeeper_approval (op->map, op);
1203 1241
1204 if (opinion > 0.9) 1242 op->statusmsg (
1205 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1206 else if (opinion > 0.75) 1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1207 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1208 else if (opinion > 0.5) 1246 : "The shopkeeper glares at you with contempt."
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1210 else 1247 );
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1212 } 1248 }
1213 } 1249 }
1214 else 1250 else
1215 { 1251 {
1216 /* if we get here, a player tried to leave a shop but was not able 1252 /* if we get here, a player tried to leave a shop but was not able
1217 * to afford the items he has. We try to move the player so that 1253 * to afford the items he has. We try to move the player so that
1218 * they are not on the mat anymore 1254 * they are not on the mat anymore
1219 */ 1255 */
1220 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1256 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1221 1257
1222 if (i == -1) 1258 if (i == -1)
1223 {
1224 LOG (llevError, "Internal shop-mat problem.\n"); 1259 LOG (llevError, "Internal shop-mat problem.\n");
1225 }
1226 else 1260 else
1227 { 1261 {
1228 op->remove (); 1262 op->remove ();
1229 op->x += freearr_x[i]; 1263 op->x += freearr_x[i];
1230 op->y += freearr_y[i]; 1264 op->y += freearr_y[i];
1241 */ 1275 */
1242static void 1276static void
1243apply_sign (object *op, object *sign, int autoapply) 1277apply_sign (object *op, object *sign, int autoapply)
1244{ 1278{
1245 readable_message_type *msgType; 1279 readable_message_type *msgType;
1246 char newbuf[HUGE_BUF];
1247 1280
1248 if (sign->msg == NULL) 1281 if (!sign->msg)
1249 { 1282 {
1250 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1283 op->statusmsg ("Nothing is written on it.");
1251 return; 1284 return;
1252 } 1285 }
1253 1286
1254 if (sign->stats.food) 1287 if (sign->stats.food)
1255 { 1288 {
1256 if (sign->last_eat >= sign->stats.food) 1289 if (sign->last_eat >= sign->stats.food)
1257 { 1290 {
1258 if (!sign->move_on) 1291 if (!sign->move_on)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1292 op->statusmsg ("You cannot read it anymore.");
1293
1260 return; 1294 return;
1261 } 1295 }
1262 1296
1263 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1264 sign->last_eat++; 1298 sign->last_eat++;
1269 * move_on is zero, it needs to be manually applied (doesn't talk 1303 * move_on is zero, it needs to be manually applied (doesn't talk
1270 * to us). 1304 * to us).
1271 */ 1305 */
1272 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1306 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1273 { 1307 {
1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1308 op->failmsg ("You are unable to read while blind!");
1275 return; 1309 return;
1276 } 1310 }
1311
1312 if (op->contr)
1313 if (client *ns = op->contr->ns)
1314 {
1315 ns->play_sound (sign->sound);
1316
1317 if (ns->can_msg)
1318 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1319 else
1320 {
1277 msgType = get_readable_message_type (sign); 1321 msgType = get_readable_message_type (sign);
1278 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1322 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); 1323 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1324 }
1325 }
1280} 1326}
1281 1327
1282/** 1328/**
1283 * 'victim' moves onto 'trap' 1329 * 'victim' moves onto 'trap'
1284 * 'victim' leaves 'trap' 1330 * 'victim' leaves 'trap'
1307 * proper. This code was causing needless crashes. 1353 * proper. This code was causing needless crashes.
1308 */ 1354 */
1309 if (recursion_depth >= 500) 1355 if (recursion_depth >= 500)
1310 { 1356 {
1311 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1357 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); 1358 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1313 return; 1359 return;
1314 } 1360 }
1361
1315 recursion_depth++; 1362 recursion_depth++;
1316 if (trap->head) 1363 if (trap->head)
1317 trap = trap->head; 1364 trap = trap->head;
1318 1365
1319 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1366 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1334 1381
1335 /* Just put in some sanity check. I think there is a bug in the 1382 /* 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 1383 * above with some objects have zero speed, and thus the player
1337 * getting permanently paralyzed. 1384 * getting permanently paralyzed.
1338 */ 1385 */
1339 if (victim->speed_left < -50.0) 1386 if (victim->speed_left < -50.f)
1340 victim->speed_left = -50.0; 1387 victim->speed_left = -50.f;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1388 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 } 1389 }
1343 goto leave; 1390 goto leave;
1344 1391
1345 case SPINNER: 1392 case SPINNER:
1417 1464
1418 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1465 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1419 { 1466 {
1420 if (!sound_was_played) 1467 if (!sound_was_played)
1421 { 1468 {
1422 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1469 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1423 sound_was_played = 1; 1470 sound_was_played = 1;
1424 } 1471 }
1425 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1472
1473 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1426 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1474 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1427 } 1475 }
1428 } 1476 }
1429 goto leave; 1477 goto leave;
1430 } 1478 }
1431 1479
1432
1433 case CONVERTER: 1480 case CONVERTER:
1434 if (convert_item (victim, trap) < 0) 1481 if (convert_item (victim, trap) < 0)
1435 { 1482 {
1436 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1483 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1437 get_archetype ("burnout")->insert_at (trap, trap); 1484 get_archetype ("burnout")->insert_at (trap, trap);
1438 } 1485 }
1439 1486
1440 goto leave; 1487 goto leave;
1441 1488
1462 * Processing will happen if the head runs into the pit 1509 * Processing will happen if the head runs into the pit
1463 */ 1510 */
1464 if (victim->head) 1511 if (victim->head)
1465 goto leave; 1512 goto leave;
1466 1513
1467 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1514 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"); 1515 victim->statusmsg ("You fall through the hole!", NDI_RED);
1469 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1516 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1470 goto leave; 1517 goto leave;
1471 1518
1472 case EXIT: 1519 case EXIT:
1473 if (victim->type == PLAYER && EXIT_PATH (trap)) 1520 if (victim->type == PLAYER && EXIT_PATH (trap))
1474 { 1521 {
1475 /* Basically, don't show exits leading to random maps the 1522 /* Basically, don't show exits leading to random maps the
1476 * players output. 1523 * players output.
1477 */ 1524 */
1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1525 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1526 victim->statusmsg (trap->msg, NDI_NAVY);
1480 1527
1481 victim->enter_exit (trap); 1528 victim->enter_exit (trap);
1482 } 1529 }
1483 goto leave; 1530 goto leave;
1484 1531
1507 goto leave; 1554 goto leave;
1508 1555
1509 case RUNE: 1556 case RUNE:
1510 case TRAP: 1557 case TRAP:
1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1558 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1512 {
1513 spring_trap (trap, victim); 1559 spring_trap (trap, victim);
1514 }
1515 goto leave; 1560 goto leave;
1516 1561
1517 default: 1562 default:
1518 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1563 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); 1564 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1520 goto leave; 1565 goto leave;
1521 } 1566 }
1522 1567
1523leave: 1568leave:
1524 recursion_depth--; 1569 recursion_depth--;
1533 int lev_diff; 1578 int lev_diff;
1534 object *skill_ob; 1579 object *skill_ob;
1535 1580
1536 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1581 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1537 { 1582 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1583 op->failmsg ("You are unable to read while blind!");
1539 return; 1584 return;
1540 } 1585 }
1586
1541 if (tmp->msg == NULL) 1587 if (!tmp->msg)
1542 { 1588 {
1543 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1589 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1544 return; 1590 return;
1545 } 1591 }
1546 1592
1547 /* need a literacy skill to read stuff! */ 1593 /* need a literacy skill to read stuff! */
1548 skill_ob = find_skill_by_name (op, tmp->skill); 1594 skill_ob = find_skill_by_name (op, tmp->skill);
1549 if (!skill_ob) 1595 if (!skill_ob)
1550 { 1596 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1597 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1552 return; 1598 return;
1553 } 1599 }
1600
1554 lev_diff = tmp->level - (skill_ob->level + 5); 1601 lev_diff = tmp->level - (skill_ob->level + 5);
1555 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1602 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1556 { 1603 {
1557 if (lev_diff < 2) 1604 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."); 1605 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1559 else if (lev_diff < 3) 1606 : lev_diff < 5 ? "This book is beyond your comprehension."
1560 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1607 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1561 else if (lev_diff < 5) 1608 : lev_diff < 15 ? "This book is way beyond your comprehension."
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1609 : "This book is totally beyond your comprehension.");
1563 else if (lev_diff < 8) 1610 return;
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1611 }
1565 else if (lev_diff < 15) 1612
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1613 readable_message_type *msgType = get_readable_message_type (tmp);
1614
1615 if (player *pl = op->contr)
1616 if (client *ns = pl->ns)
1617 if (ns->can_msg)
1618 {
1619 dynbuf_text buf;
1620 buf << long_desc (tmp, op)
1621 << "\n\n"
1622 << tmp->msg
1623 << '\0';
1624 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1625 }
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", (char *)"%s\n%s", 1629 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1577 long_desc (tmp, op), &tmp->msg); 1630 long_desc (tmp, op), &tmp->msg);
1578 1631
1579 /* gain xp from reading */ 1632 /* gain xp from reading */
1580 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1581 { /* only if not read before */ 1634 { /* only if not read before */
1582 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1603 * 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
1604 */ 1657 */
1605static void 1658static void
1606apply_skillscroll (object *op, object *tmp) 1659apply_skillscroll (object *op, object *tmp)
1607{ 1660{
1608 switch ((int) learn_skill (op, tmp)) 1661 switch (learn_skill (op, tmp))
1609 { 1662 {
1610 case 0: 1663 case 0:
1611 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1664 op->play_sound (sound_find ("generic_fail"));
1612 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)));
1613 return; 1666 break;
1614 1667
1615 case 1: 1668 case 1:
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1617 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));
1618 return; 1672 break;
1619 1673
1620 default: 1674 default:
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1622 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)));
1623 return; 1678 break;
1624 } 1679 }
1625} 1680}
1626 1681
1627/** 1682/**
1628 * Actually makes op learn spell. 1683 * Actually makes op learn spell.
1648 return; 1703 return;
1649 } 1704 }
1650 return; 1705 return;
1651 } 1706 }
1652 1707
1653 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1708 op->contr->play_sound (sound_find ("learn_spell"));
1709
1654 tmp = spell->clone (); 1710 tmp = spell->clone ();
1655 insert_ob_in_ob (tmp, op); 1711 insert_ob_in_ob (tmp, op);
1656 1712
1657 if (special_prayer) 1713 if (special_prayer)
1658 SET_FLAG (tmp, FLAG_STARTEQUIP); 1714 SET_FLAG (tmp, FLAG_STARTEQUIP);
1677 { 1733 {
1678 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1734 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1679 return; 1735 return;
1680 } 1736 }
1681 1737
1682 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));
1683 player_unready_range_ob (op->contr, spob); 1739 player_unready_range_ob (op->contr, spob);
1684 esrv_remove_spell (op->contr, spob); 1740 esrv_remove_spell (op->contr, spob);
1685 spob->destroy (); 1741 spob->destroy ();
1686} 1742}
1687 1743
1695{ 1751{
1696 object *skop, *spell, *spell_skill; 1752 object *skop, *spell, *spell_skill;
1697 1753
1698 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1754 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1699 { 1755 {
1700 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1756 op->failmsg ("You are unable to read while blind.");
1701 return; 1757 return;
1702 } 1758 }
1703 1759
1704 /* artifact_spellbooks have 'slaying' field point to a spell name, 1760 /* artifact_spellbooks have 'slaying' field point to a spell name,
1705 * instead of having their spell stored in stats.sp. These are 1761 * instead of having their spell stored in stats.sp. These are
1706 * legacy spellbooks 1762 * legacy spellbooks
1707 */ 1763 */
1708
1709 if (tmp->slaying != NULL) 1764 if (tmp->slaying)
1710 { 1765 {
1711 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1712 if (!spell) 1767 if (!spell)
1713 { 1768 {
1714 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));
1715 return; 1770 return;
1716 } 1771 }
1717 else 1772 else
1718 insert_ob_in_ob (spell, tmp); 1773 insert_ob_in_ob (spell, tmp);
1774
1719 tmp->slaying = NULL; 1775 tmp->slaying = 0;
1720 } 1776 }
1721 1777
1722 skop = find_skill_by_name (op, tmp->skill); 1778 skop = find_skill_by_name (op, tmp->skill);
1723 1779
1724 /* 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
1725 * lower than the spell will make learning the spell more difficult */ 1781 * lower than the spell will make learning the spell more difficult */
1726 if (!skop) 1782 if (!skop)
1727 { 1783 {
1728 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));
1729 return; 1785 return;
1730 } 1786 }
1731 1787
1732 spell = tmp->inv; 1788 spell = tmp->inv;
1733 1789
1734 if (!spell) 1790 if (!spell)
1735 { 1791 {
1736 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);
1737 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!");
1738 return; 1794 return;
1739 } 1795 }
1740 1796
1741 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1797 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1742 { 1798 {
1743 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1799 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1744 return; 1800 return;
1745 } 1801 }
1746 1802
1747 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));
1748 1804
1749 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1750 { 1806 {
1751 identify (tmp); 1807 identify (tmp);
1752 1808
1761 * 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
1762 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1763 */ 1819 */
1764 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1765 { 1821 {
1766 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");
1767 return; 1823 return;
1768 } 1824 }
1769 1825
1770 if (spell->skill) 1826 if (spell->skill)
1771 { 1827 {
1772 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1773 1829
1774 if (!spell_skill) 1830 if (!spell_skill)
1775 { 1831 {
1776 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));
1777 return; 1833 return;
1778 } 1834 }
1779 1835
1780 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1781 { 1837 {
1782 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));
1783 return; 1839 return;
1784 } 1840 }
1785 } 1841 }
1786 1842
1787 /* Logic as follows 1843 /* Logic as follows
1796 * 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
1797 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1798 */ 1854 */
1799 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1800 { 1856 {
1801 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!");
1802 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));
1803 } 1859 }
1804 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1805 (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])
1806 { 1862 {
1807 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1808 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1809 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
1810 1865
1811 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
1812 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1813 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);
1814 } 1869 }
1815 else 1870 else
1816 { 1871 {
1817 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
1818 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");
1819 } 1874 }
1820 1875
1821 decrease_ob (tmp); 1876 decrease_ob (tmp);
1822} 1877}
1823 1878
1829{ 1884{
1830 object *skop; 1885 object *skop;
1831 1886
1832 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1833 { 1888 {
1834 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
1835 return; 1890 return;
1836 } 1891 }
1837 1892
1838 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
1839 { 1894 {
1840 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.>");
1841 return; 1896 return;
1842 } 1897 }
1843 1898
1844 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
1845 { 1900 {
1851 */ 1906 */
1852 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1853 1908
1854 if (!skop) 1909 if (!skop)
1855 { 1910 {
1856 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]));
1857 return; 1912 return;
1858 } 1913 }
1859 1914
1860 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1861 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
1862 } 1917 }
1863 1918
1864 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1865 identify (tmp); 1920 identify (tmp);
1866 1921
1867 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));
1868
1869 1923
1870 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1871 decrease_ob (tmp); 1925 decrease_ob (tmp);
1872} 1926}
1873 1927
1877 * chest. 1931 * chest.
1878 */ 1932 */
1879static void 1933static void
1880apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
1881{ 1935{
1882 object *treas;
1883
1884
1885 /* 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
1886 * 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
1887 * 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
1888 * 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
1889 * treasure 1940 * treasure
1890 */ 1941 */
1891
1892 treas = tmp->inv; 1942 object *treas = tmp->inv;
1893 if (treas == NULL) 1943
1944 if (!treas)
1894 { 1945 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
1896 decrease_ob (tmp); 1947 decrease_ob (tmp);
1897 return; 1948 return;
1898 } 1949 }
1950
1899 while (tmp->inv) 1951 while (tmp->inv)
1900 { 1952 {
1901 treas = tmp->inv; 1953 treas = tmp->inv;
1902
1903 treas->remove (); 1954 treas->remove ();
1904 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1905 1955
1906 treas->x = op->x; 1956 treas->x = op->x;
1907 treas->y = op->y; 1957 treas->y = op->y;
1908 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);
1909 1959
1910 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))
1911 spring_trap (treas, op); 1961 spring_trap (treas, op);
1912 1962
1913 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
1914 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
1915 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
1916 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
1917 */ 1967 */
1918 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1919 break; 1969 break;
1920 } 1970 }
1921 1971
1922 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
1923 decrease_ob (tmp); 1973 decrease_ob (tmp);
1924
1925} 1974}
1926 1975
1927/** 1976/**
1928 * op eats food. 1977 * op eats food.
1929 * If player, takes care of messages and dragon special food. 1978 * If player, takes care of messages and dragon special food.
1944 { 1993 {
1945 /* usual case - no dragon meal: */ 1994 /* usual case - no dragon meal: */
1946 if (op->stats.food + tmp->stats.food > 999) 1995 if (op->stats.food + tmp->stats.food > 999)
1947 { 1996 {
1948 if (tmp->type == FOOD || tmp->type == FLESH) 1997 if (tmp->type == FOOD || tmp->type == FLESH)
1949 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!");
1950 else 1999 else
1951 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!");
1952 } 2001 }
1953 2002
1954 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2003 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1955 { 2004 {
1956 char buf[MAX_BUF]; 2005 const char *buf;
1957 2006
1958 if (!is_dragon_pl (op)) 2007 if (!is_dragon_pl (op))
1959 { 2008 {
1960 /* eating message for normal players */ 2009 /* eating message for normal players */
1961 if (tmp->type == DRINK) 2010 if (tmp->type == DRINK)
1962 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2011 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1963 else 2012 else
1964 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2013 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1965 } 2014 }
1966 else 2015 else
1967 {
1968 /* eating message for dragon players */ 2016 /* eating message for dragon players */
1969 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2017 buf = format ("The %s tasted terrible!", &tmp->name);
1970 }
1971 2018
1972 new_draw_info (NDI_UNIQUE, 0, op, buf); 2019 op->statusmsg (buf);
2020
1973 capacity_remaining = 999 - op->stats.food; 2021 capacity_remaining = 999 - op->stats.food;
1974 op->stats.food += tmp->stats.food; 2022 op->stats.food += tmp->stats.food;
1975 if (capacity_remaining < tmp->stats.food) 2023 if (capacity_remaining < tmp->stats.food)
1976 op->stats.hp += capacity_remaining / 50; 2024 op->stats.hp += capacity_remaining / 50;
1977 else 2025 else
1978 op->stats.hp += tmp->stats.food / 50; 2026 op->stats.hp += tmp->stats.food / 50;
2027
1979 if (op->stats.hp > op->stats.maxhp) 2028 if (op->stats.hp > op->stats.maxhp)
1980 op->stats.hp = op->stats.maxhp; 2029 op->stats.hp = op->stats.maxhp;
1981 if (op->stats.food > 999) 2030 if (op->stats.food > 999)
1982 op->stats.food = 999; 2031 op->stats.food = 999;
1983 } 2032 }
1985 /* special food hack -b.t. */ 2034 /* special food hack -b.t. */
1986 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2035 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1987 eat_special_food (op, tmp); 2036 eat_special_food (op, tmp);
1988 } 2037 }
1989 } 2038 }
2039
1990 handle_apply_yield (tmp); 2040 handle_apply_yield (tmp);
1991 decrease_ob (tmp); 2041 decrease_ob (tmp);
1992} 2042}
1993 2043
1994/** 2044/**
2006{ 2056{
2007 object *skin = NULL; /* pointer to dragon skin force */ 2057 object *skin = NULL; /* pointer to dragon skin force */
2008 object *abil = NULL; /* pointer to dragon ability force */ 2058 object *abil = NULL; /* pointer to dragon ability force */
2009 object *tmp = NULL; /* tmp. object */ 2059 object *tmp = NULL; /* tmp. object */
2010 2060
2011 char buf[MAX_BUF]; /* tmp. string buffer */
2012 double chance; /* improvement-chance of one resistance type */ 2061 double chance; /* improvement-chance of one resistance type */
2013 double totalchance = 1; /* total chance of gaining one resistance */ 2062 double totalchance = 1; /* total chance of gaining one resistance */
2014 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2063 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2015 double mbonus = 0; /* monster bonus */ 2064 double mbonus = 0; /* monster bonus */
2016 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2065 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2021 if (meal->type != FLESH || !is_dragon_pl (op)) 2070 if (meal->type != FLESH || !is_dragon_pl (op))
2022 return 0; 2071 return 0;
2023 2072
2024 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2073 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2025 from the player's inventory */ 2074 from the player's inventory */
2026 shstr_cmp dragon_ability_force ("dragon_ability_force");
2027 shstr_cmp dragon_skin_force ("dragon_skin_force");
2028
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 2075 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == FORCE) 2076 if (tmp->type == FORCE)
2031 if (tmp->arch->name == dragon_skin_force) 2077 if (tmp->arch->archname == shstr_dragon_skin_force)
2032 skin = tmp; 2078 skin = tmp;
2033 else if (tmp->arch->name == dragon_ability_force) 2079 else if (tmp->arch->archname == shstr_dragon_ability_force)
2034 abil = tmp; 2080 abil = tmp;
2035 2081
2036 /* if either skin or ability are missing, this is an old player 2082 /* if either skin or ability are missing, this is an old player
2037 which is not to be considered a dragon -> bail out */ 2083 which is not to be considered a dragon -> bail out */
2038 if (skin == NULL || abil == NULL) 2084 if (skin == NULL || abil == NULL)
2041 /* now start by filling stomache and health, according to food-value */ 2087 /* now start by filling stomache and health, according to food-value */
2042 if ((999 - op->stats.food) < meal->stats.food) 2088 if ((999 - op->stats.food) < meal->stats.food)
2043 op->stats.hp += (999 - op->stats.food) / 50; 2089 op->stats.hp += (999 - op->stats.food) / 50;
2044 else 2090 else
2045 op->stats.hp += meal->stats.food / 50; 2091 op->stats.hp += meal->stats.food / 50;
2092
2046 if (op->stats.hp > op->stats.maxhp) 2093 if (op->stats.hp > op->stats.maxhp)
2047 op->stats.hp = op->stats.maxhp; 2094 op->stats.hp = op->stats.maxhp;
2048 2095
2049 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2096 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2050 2097
2095 } 2142 }
2096 } 2143 }
2097 2144
2098 /* inverse totalchance as until now we have the failure-chance */ 2145 /* inverse totalchance as until now we have the failure-chance */
2099 totalchance = 100 - totalchance * 100; 2146 totalchance = 100 - totalchance * 100;
2147
2100 /* print message according to totalchance */ 2148 /* print message according to totalchance */
2149 const char *buf;
2101 if (totalchance > 50.) 2150 if (totalchance > 50.)
2102 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2151 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2103 else if (totalchance > 10.) 2152 else if (totalchance > 10.)
2104 sprintf (buf, "The %s tasted very good.", &meal->name); 2153 buf = format ("The %s tasted very good.", &meal->name);
2105 else if (totalchance > 1.) 2154 else if (totalchance > 1.)
2106 sprintf (buf, "The %s tasted good.", &meal->name); 2155 buf = format ("The %s tasted good.", &meal->name);
2107 else if (totalchance > 0.1) 2156 else if (totalchance > 0.1)
2108 sprintf (buf, "The %s tasted bland.", &meal->name); 2157 buf = format ("The %s tasted bland.", &meal->name);
2109 else if (totalchance >= 0.01) 2158 else if (totalchance >= 0.01)
2110 sprintf (buf, "The %s had a boring taste.", &meal->name); 2159 buf = format ("The %s had a boring taste.", &meal->name);
2111 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2160 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2112 sprintf (buf, "The %s tasted strange.", &meal->name); 2161 buf = format ("The %s tasted strange.", &meal->name);
2113 else 2162 else
2114 sprintf (buf, "The %s had no taste.", &meal->name); 2163 buf = format ("The %s had no taste.", &meal->name);
2115 new_draw_info (NDI_UNIQUE, 0, op, buf); 2164
2165 op->statusmsg (buf);
2116 2166
2117 /* now choose a winner if we have any */ 2167 /* now choose a winner if we have any */
2118 i = -1; 2168 i = -1;
2119 if (winners > 0) 2169 if (winners > 0)
2120 i = atnr_winner[RANDOM () % winners]; 2170 i = atnr_winner[RANDOM () % winners];
2123 { 2173 {
2124 /* resistance increased! */ 2174 /* resistance increased! */
2125 skin->resist[i]++; 2175 skin->resist[i]++;
2126 op->update_stats (); 2176 op->update_stats ();
2127 2177
2128 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2178 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2129 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2130 } 2179 }
2131 2180
2132 /* if this flesh contains a new ability focus, we mark it 2181 /* if this flesh contains a new ability focus, we mark it
2133 into the ability_force and it will take effect on next level */ 2182 into the ability_force and it will take effect on next level */
2134 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2183 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2135 { 2184 {
2136 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2185 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2137 2186
2138 if (meal->last_eat != abil->stats.exp) 2187 if (meal->last_eat != abil->stats.exp)
2188 op->statusmsg (format (
2189 "Your metabolism prepares to focus on %s!\n"
2190 "The change will happen at level %d.",
2191 change_resist_msg[meal->last_eat],
2192 abil->level + 1
2139 { 2193 ));
2140 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2141 new_draw_info (NDI_UNIQUE, 0, op, buf);
2142 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2143 new_draw_info (NDI_UNIQUE, 0, op, buf);
2144 }
2145 else 2194 else
2146 { 2195 {
2147 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2196 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2148 new_draw_info (NDI_UNIQUE, 0, op, buf);
2149 abil->last_eat = 0; 2197 abil->last_eat = 0;
2150 } 2198 }
2151 } 2199 }
2200
2152 return 1; 2201 return 1;
2153} 2202}
2154 2203
2155/** 2204/**
2156 * Handles applying an improve armor scroll. 2205 * Handles applying an improve armor scroll.
2159static void 2208static void
2160apply_armour_improver (object *op, object *tmp) 2209apply_armour_improver (object *op, object *tmp)
2161{ 2210{
2162 object *armor; 2211 object *armor;
2163 2212
2164 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2213 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2165 { 2214 {
2166 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2215 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2167 return; 2216 return;
2168 } 2217 }
2169 2218
2170 armor = find_marked_object (op); 2219 armor = find_marked_object (op);
2171 2220
2172 if (!armor) 2221 if (!armor)
2173 { 2222 {
2174 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2223 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2175 return; 2224 return;
2176 } 2225 }
2177 2226
2178 if (armor->type != ARMOUR 2227 if (armor->type != ARMOUR
2179 && armor->type != CLOAK 2228 && armor->type != CLOAK
2180 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2229 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2181 { 2230 {
2182 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2231 op->failmsg ("Your marked item is not armour!\n");
2183 return; 2232 return;
2184 } 2233 }
2185 2234
2186 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2235 op->statusmsg ("Applying armour enchantment.");
2187 improve_armour (op, tmp, armor); 2236 improve_armour (op, tmp, armor);
2188} 2237}
2189 2238
2190extern void 2239extern void
2191apply_poison (object *op, object *tmp) 2240apply_poison (object *op, object *tmp)
2192{ 2241{
2193 if (op->type == PLAYER) 2242 if (op->type == PLAYER)
2194 { 2243 {
2195 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2244 op->contr->play_sound (sound_find ("drink_poison"));
2196 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2245 op->failmsg ("Yech! That tasted poisonous!");
2197 strcpy (op->contr->killer, "poisonous booze"); 2246 strcpy (op->contr->killer, "poisonous booze");
2198 } 2247 }
2248
2199 if (tmp->stats.hp > 0) 2249 if (tmp->stats.hp > 0)
2200 { 2250 {
2201 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2251 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2202 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2252 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2203 } 2253 }
2254
2204 op->stats.food -= op->stats.food / 4; 2255 op->stats.food -= op->stats.food / 4;
2205 handle_apply_yield (tmp); 2256 handle_apply_yield (tmp);
2206 decrease_ob (tmp); 2257 decrease_ob (tmp);
2207} 2258}
2208 2259
2227#if 0 //TODO 2278#if 0 //TODO
2228 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2279 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2229 return 0; /* This is a reset town portal */ 2280 return 0; /* This is a reset town portal */
2230#endif 2281#endif
2231 2282
2283 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2284
2232 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2285 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2233 2286
2234 if (exitmap) 2287 if (exitmap)
2235 { 2288 {
2236 exitmap->load_sync (); 2289 exitmap->load_sync ();
2291 } 2344 }
2292 } 2345 }
2293 2346
2294 return 0; 2347 return 0;
2295} 2348}
2296
2297 2349
2298/** 2350/**
2299 * Main apply handler. 2351 * Main apply handler.
2300 * 2352 *
2301 * Checks for unpaid items before applying. 2353 * Checks for unpaid items before applying.
2309 * being applied. 2361 * being applied.
2310 * 2362 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2363 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2364 * them in this function - they are passed to apply_special
2313 */ 2365 */
2314
2315int 2366int
2316manual_apply (object *op, object *tmp, int aflag) 2367manual_apply (object *op, object *tmp, int aflag)
2317{ 2368{
2318 if (tmp->head) 2369 if (tmp->head)
2319 tmp = tmp->head; 2370 tmp = tmp->head;
2320 2371
2321 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2372 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2322 { 2373 {
2323 if (op->type == PLAYER) 2374 if (op->type == PLAYER)
2324 { 2375 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2376 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2326 return 1; 2377 return 1;
2327 } 2378 }
2328 else 2379 else
2329 return 0; /* monsters just skip unpaid items */ 2380 return 0; /* monsters just skip unpaid items */
2330 } 2381 }
2333 return RESULT_INT (0); 2384 return RESULT_INT (0);
2334 2385
2335 switch (tmp->type) 2386 switch (tmp->type)
2336 { 2387 {
2337 case CF_HANDLE: 2388 case CF_HANDLE:
2338 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2389 op->play_sound (sound_find ("turn_handle"));
2339 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2390 op->statusmsg ("You turn the handle.");
2340 tmp->value = tmp->value ? 0 : 1; 2391 tmp->value = tmp->value ? 0 : 1;
2341 SET_ANIMATION (tmp, tmp->value); 2392 SET_ANIMATION (tmp, tmp->value);
2342 update_object (tmp, UP_OBJ_FACE); 2393 update_object (tmp, UP_OBJ_FACE);
2343 push_button (tmp); 2394 push_button (tmp);
2344 return 1; 2395 return 1;
2345 2396
2346 case TRIGGER: 2397 case TRIGGER:
2347 if (check_trigger (tmp, op)) 2398 if (check_trigger (tmp, op))
2348 { 2399 {
2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2400 op->statusmsg ("You turn the handle.");
2350 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2401 op->play_sound (sound_find ("turn_handle"));
2351 } 2402 }
2352 else 2403 else
2353 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2404 op->failmsg ("The handle doesn't move.");
2354 2405
2355 return 1; 2406 return 1;
2356 2407
2357 case EXIT: 2408 case EXIT:
2358 if (op->type != PLAYER) 2409 if (op->type != PLAYER)
2359 return 0; 2410 return 0;
2360 2411
2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2412 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2362 { 2413 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2364 }
2365 else 2414 else
2366 { 2415 {
2367 /* Don't display messages for random maps. */ 2416 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2417 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2418 op->statusmsg (tmp->msg, NDI_NAVY);
2370 2419
2371 op->enter_exit (tmp); 2420 op->enter_exit (tmp);
2372 } 2421 }
2422
2423 return 1;
2424
2425 case INSCRIBABLE:
2426 op->statusmsg (tmp->msg);
2427 // maybe show a spell menu to chose from or something like that
2373 return 1; 2428 return 1;
2374 2429
2375 case SIGN: 2430 case SIGN:
2376 apply_sign (op, tmp, 0); 2431 apply_sign (op, tmp, 0);
2377 return 1; 2432 return 1;
2381 { 2436 {
2382 apply_book (op, tmp); 2437 apply_book (op, tmp);
2383 return 1; 2438 return 1;
2384 } 2439 }
2385 else 2440 else
2386 {
2387 return 0; 2441 return 0;
2388 }
2389 2442
2390 case SKILLSCROLL: 2443 case SKILLSCROLL:
2391 if (op->type == PLAYER) 2444 if (op->type == PLAYER)
2392 { 2445 {
2393 apply_skillscroll (op, tmp); 2446 apply_skillscroll (op, tmp);
2394 return 1; 2447 return 1;
2395 } 2448 }
2449 else
2396 return 0; 2450 return 0;
2397 2451
2398 case SPELLBOOK: 2452 case SPELLBOOK:
2399 if (op->type == PLAYER) 2453 if (op->type == PLAYER)
2400 { 2454 {
2401 apply_spellbook (op, tmp); 2455 apply_spellbook (op, tmp);
2402 return 1; 2456 return 1;
2403 } 2457 }
2458 else
2404 return 0; 2459 return 0;
2405 2460
2406 case SCROLL: 2461 case SCROLL:
2407 apply_scroll (op, tmp, 0); 2462 apply_scroll (op, tmp, 0);
2408 return 1; 2463 return 1;
2409 2464
2410 case POTION: 2465 case POTION:
2411 (void) apply_potion (op, tmp); 2466 apply_potion (op, tmp);
2412 return 1; 2467 return 1;
2413 2468
2414 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2469 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed? 2470 //TODO: remove, as it is unsed?
2416 case CLOSE_CON: 2471 case CLOSE_CON:
2449 case LAMP: 2504 case LAMP:
2450 case BUILDER: 2505 case BUILDER:
2451 case SKILL_TOOL: 2506 case SKILL_TOOL:
2452 if (tmp->env != op) 2507 if (tmp->env != op)
2453 return 2; /* not in inventory */ 2508 return 2; /* not in inventory */
2509
2454 (void) apply_special (op, tmp, aflag); 2510 apply_special (op, tmp, aflag);
2455 return 1; 2511 return 1;
2456 2512
2457 case DRINK: 2513 case DRINK:
2458 case FOOD: 2514 case FOOD:
2459 case FLESH: 2515 case FLESH:
2475 } 2531 }
2476 else 2532 else
2477 return 0; 2533 return 0;
2478 2534
2479 case WEAPON_IMPROVER: 2535 case WEAPON_IMPROVER:
2480 (void) check_improve_weapon (op, tmp); 2536 check_improve_weapon (op, tmp);
2481 return 1; 2537 return 1;
2482 2538
2483 case CLOCK: 2539 case CLOCK:
2484 if (op->type == PLAYER) 2540 if (op->type == PLAYER)
2485 { 2541 {
2486 char buf[MAX_BUF]; 2542 char buf[MAX_BUF];
2487 timeofday_t tod; 2543 timeofday_t tod;
2488 2544
2489 get_tod (&tod); 2545 get_tod (&tod);
2546 op->play_sound (sound_find ("sound_clock"));
2547 op->statusmsg (format (
2490 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2548 "It is %d minute%s past %d o'clock %s",
2491 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2549 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2492 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2550 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2551 ));
2494 new_draw_info (NDI_UNIQUE, 0, op, buf);
2495 return 1; 2552 return 1;
2496 } 2553 }
2497 else 2554 else
2498 {
2499 return 0; 2555 return 0;
2500 }
2501 2556
2502 case MENU: 2557 case MENU:
2503 if (op->type == PLAYER) 2558 if (op->type == PLAYER)
2504 { 2559 {
2505 shop_listing (tmp, op); 2560 shop_listing (tmp, op);
2506 return 1; 2561 return 1;
2507 } 2562 }
2508 else 2563 else
2509 {
2510 return 0; 2564 return 0;
2511 }
2512 2565
2513 case POWER_CRYSTAL: 2566 case POWER_CRYSTAL:
2514 apply_power_crystal (op, tmp); /* see egoitem.c */ 2567 apply_power_crystal (op, tmp); /* see egoitem.c */
2515 return 1; 2568 return 1;
2516 2569
2519 { 2572 {
2520 apply_lighter (op, tmp); 2573 apply_lighter (op, tmp);
2521 return 1; 2574 return 1;
2522 } 2575 }
2523 else 2576 else
2524 {
2525 return 0; 2577 return 0;
2526 }
2527 2578
2528 case ITEM_TRANSFORMER: 2579 case ITEM_TRANSFORMER:
2529 apply_item_transformer (op, tmp); 2580 apply_item_transformer (op, tmp);
2530 return 1; 2581 return 1;
2531 2582
2544int 2595int
2545player_apply (object *pl, object *op, int aflag, int quiet) 2596player_apply (object *pl, object *op, int aflag, int quiet)
2546{ 2597{
2547 int tmp; 2598 int tmp;
2548 2599
2549 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2600 if (op->env && (pl->move_type & MOVE_FLYING))
2550 { 2601 {
2551 /* player is flying and applying object not in inventory */ 2602 /* player is flying and applying object not in inventory */
2552 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2603 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2553 { 2604 {
2554 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2605 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2555 return 0; 2606 return 0;
2556 } 2607 }
2557 }
2558
2559 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2560 * applied.
2561 */
2562 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2563 {
2564 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2565 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2566 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2567 op->destroy ();
2568 return 1;
2569 } 2608 }
2570 2609
2571 pl->contr->last_used = op; 2610 pl->contr->last_used = op;
2572 2611
2573 tmp = manual_apply (pl, op, aflag); 2612 tmp = manual_apply (pl, op, aflag);
2574 if (!quiet) 2613 if (!quiet)
2575 { 2614 {
2576 if (tmp == 0) 2615 if (tmp == 0)
2577 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2616 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2578 else if (tmp == 2) 2617 else if (tmp == 2)
2579 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2618 op->failmsg ("You must get it first!\n");
2580 } 2619 }
2620
2581 return tmp; 2621 return tmp;
2582} 2622}
2583 2623
2584/** 2624/**
2585 * player_apply_below attempts to apply the object 'below' the player. 2625 * player_apply_below attempts to apply the object 'below' the player.
2586 * If the player has an open container, we use that for below, otherwise 2626 * If the player has an open container, we use that for below, otherwise
2587 * we use the ground. 2627 * we use the ground.
2588 */ 2628 */
2589
2590void 2629void
2591player_apply_below (object *pl) 2630player_apply_below (object *pl)
2592{ 2631{
2593 int floors = 0; 2632 int floors = 0;
2594 2633
2631 * to keep the size of apply_special to a more managable size. 2670 * to keep the size of apply_special to a more managable size.
2632 */ 2671 */
2633static int 2672static int
2634unapply_special (object *who, object *op, int aflags) 2673unapply_special (object *who, object *op, int aflags)
2635{ 2674{
2636 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2675 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2676 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2637 return RESULT_INT (0); 2677 return RESULT_INT (0);
2638 2678
2639 object *tmp2;
2640
2641 CLEAR_FLAG (op, FLAG_APPLIED); 2679 CLEAR_FLAG (op, FLAG_APPLIED);
2642 2680
2643 switch (op->type) 2681 switch (op->type)
2644 { 2682 {
2683 case SKILL_TOOL:
2684 // unapplying a skill tool should also unapply the skill it governs
2685 // but this is hard, as it shouldn't do so when the skill can
2686 // be used for other reasons
2687 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->skill == op->skill
2689 && tmp->type == SKILL
2690 && tmp->flag [FLAG_APPLIED]
2691 && !tmp->flag [FLAG_CAN_USE_SKILL])
2692 unapply_special (who, tmp, 0);
2693
2694 change_abil (who, op);
2695 break;
2696
2645 case WEAPON: 2697 case WEAPON:
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2698 if (player *pl = who->contr)
2699 if (op == pl->combat_ob)
2700 {
2701 pl->combat_ob = 0;
2702 who->change_weapon (pl->ranged_ob);
2703 }
2647 2704
2705 who->statusmsg (format ("You unwield %s.", query_name (op)));
2706
2648 (void) change_abil (who, op); 2707 change_abil (who, op);
2649 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2708 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2651 clear_skill (who);
2652 break; 2709 break;
2653 2710
2654 case SKILL: /* allows objects to impart skills */
2655 case SKILL_TOOL: 2711 case SKILL:
2656 if (op != who->chosen_skill) 2712 if (who->contr)
2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2658
2659 if (who->type == PLAYER)
2660 { 2713 {
2661 if (who->contr->ranged_ob == op)
2662 {
2663 who->contr->ranged_skill = 0;
2664 who->contr->ranged_ob = 0;
2665 }
2666
2667 if (!op->invisible) 2714 if (!op->invisible)
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2715 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2669 else 2716 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2717 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2671 } 2718 }
2672 2719
2673 change_abil (who, op); 2720 change_abil (who, op);
2674 who->chosen_skill = 0;
2675 CLEAR_FLAG (who, FLAG_READY_SKILL); 2721 CLEAR_FLAG (who, FLAG_READY_SKILL);
2676 break; 2722 break;
2677 2723
2678 case ARMOUR: 2724 case ARMOUR:
2679 case HELMET: 2725 case HELMET:
2683 case GLOVES: 2729 case GLOVES:
2684 case AMULET: 2730 case AMULET:
2685 case GIRDLE: 2731 case GIRDLE:
2686 case BRACERS: 2732 case BRACERS:
2687 case CLOAK: 2733 case CLOAK:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2734 who->statusmsg (format ("You unwear %s.", query_name (op)));
2689 (void) change_abil (who, op); 2735 change_abil (who, op);
2690 break; 2736 break;
2737
2691 case LAMP: 2738 case LAMP:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2739 {
2740 who->statusmsg (format ("You turn off your %s.", &op->name));
2741
2693 tmp2 = arch_to_object (op->other_arch); 2742 object *tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2743 tmp2->x = op->x;
2695 tmp2->y = op->y; 2744 tmp2->y = op->y;
2696 tmp2->map = op->map; 2745 tmp2->map = op->map;
2697 tmp2->below = op->below; 2746 tmp2->below = op->below;
2698 tmp2->above = op->above; 2747 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food; 2748 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2749 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2750
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2751 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2752 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2753
2705 if (who->type == PLAYER) 2754 if (who->contr)
2706 esrv_del_item (who->contr, op->count); 2755 esrv_del_item (who->contr, op->count);
2707 2756
2708 op->destroy (); 2757 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2758 insert_ob_in_ob (tmp2, who);
2710 who->update_stats (); 2759 who->update_stats ();
2760
2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2761 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712 { 2762 {
2713 if (who->type == PLAYER) 2763 if (who->contr)
2714 { 2764 {
2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2765 who->failmsg ("Oops, it feels deadly cold!");
2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2766 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717 } 2767 }
2718 } 2768 }
2719 if (who->type == PLAYER) 2769
2770 if (who->contr)
2720 esrv_send_item (who, tmp2); 2771 esrv_send_item (who, tmp2);
2772 }
2773
2721 return 1; /* otherwise, an attempt to drop causes problems */ 2774 return 1; /* otherwise, an attempt to drop causes problems */
2722 break;
2723 2775
2724 case BOW: 2776 case BOW:
2725 case WAND: 2777 case WAND:
2726 case ROD: 2778 case ROD:
2727 case HORN: 2779 case HORN:
2728 clear_skill (who); 2780 if (player *pl = who->contr)
2729 if (who->type == PLAYER)
2730 { 2781 {
2731 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2782 if (op == pl->ranged_ob)
2783 {
2784 pl->ranged_ob = 0;
2785 who->change_weapon (pl->combat_ob);
2786 }
2732 2787
2733 who->contr->ranged_skill = 0; 2788 who->statusmsg (format ("You unready %s.", query_name (op)));
2734 who->contr->ranged_ob = 0;
2735 } 2789 }
2736 else 2790 else
2737 { 2791 {
2792 who->change_skill (0);
2793
2738 if (op->type == BOW) 2794 if (op->type == BOW)
2739 CLEAR_FLAG (who, FLAG_READY_BOW); 2795 CLEAR_FLAG (who, FLAG_READY_BOW);
2740 else 2796 else
2741 CLEAR_FLAG (who, FLAG_READY_RANGE); 2797 CLEAR_FLAG (who, FLAG_READY_RANGE);
2742 } 2798 }
2743 2799
2744 break; 2800 break;
2745 2801
2746 case BUILDER: 2802 case BUILDER:
2747 if (who->type == PLAYER) 2803 if (who->contr)
2748 { 2804 who->statusmsg (format ("You unready %s.", query_name (op)));
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2750
2751 who->contr->ranged_skill = 0;
2752 who->contr->ranged_ob = 0;
2753 }
2754 break; 2805 break;
2755 2806
2756 default: 2807 default:
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2808 who->statusmsg (format ("You unapply %s.", query_name (op)));
2758 break; 2809 break;
2759 } 2810 }
2760 2811
2761 who->update_stats (); 2812 who->update_stats ();
2762 2813
2763 if (!(aflags & AP_NO_MERGE)) 2814 if (!(aflags & AP_NO_MERGE))
2764 { 2815 {
2765 object *tmp;
2766
2767 tmp = merge_ob (op, NULL); 2816 object *tmp = merge_ob (op, 0);
2768 if (who->type == PLAYER) 2817
2818 if (who->contr)
2769 { 2819 {
2770 if (tmp) 2820 if (tmp)
2771 { /* it was merged */ 2821 { /* it was merged */
2772 esrv_del_item (who->contr, op->count); 2822 esrv_del_item (who->contr, op->count);
2773 op = tmp; 2823 op = tmp;
2774 } 2824 }
2775 2825
2776 esrv_send_item (who, op); 2826 esrv_send_item (who, op);
2777 } 2827 }
2778 } 2828 }
2829
2779 return 0; 2830 return 0;
2780} 2831}
2781 2832
2782/** 2833/**
2783 * Returns the object that is using location 'loc'. 2834 * Returns the object that is using location 'loc'.
2784 * Note that 'start' is the first object to start examing - we 2835 * Note that 'start' is the first object to start examing - we
2785 * then go through the below of this. In this way, you can do 2836 * then go through the below of this. In this way, you can do
2786 * something like: 2837 * something like:
2787 * tmp = get_item_from_body_location(who->inv, 1); 2838 * tmp = get_next_item_from_body_location(who->inv, 1);
2788 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2839 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2789 * to find the second object that may use this location, etc. 2840 * to find the second object that may use this location, etc.
2790 * Returns NULL if no match is found. 2841 * Returns NULL if no match is found.
2791 * loc is the index into the array we are looking for a match. 2842 * loc is the index into the array we are looking for a match.
2792 * don't return invisible objects unless they are skill objects 2843 * don't return invisible objects unless they are skill objects
2793 * invisible other objects that use 2844 * invisible other objects that use
2794 * up body locations can be used as restrictions. 2845 * up body locations can be used as restrictions.
2795 */ 2846 */
2796object * 2847static object *
2797get_item_from_body_location (object *start, int loc) 2848get_next_item_from_body_location (int loc, object *start)
2798{ 2849{
2799 object *tmp;
2800
2801 if (!start)
2802 return NULL;
2803
2804 for (tmp = start; tmp; tmp = tmp->below) 2850 for (object *tmp = start; tmp; tmp = tmp->below)
2805 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2851 if (tmp->flag [FLAG_APPLIED]
2852 && tmp->slot[loc].info
2853 && (!tmp->invisible || tmp->type == SKILL))
2806 return tmp; 2854 return tmp;
2807 2855
2808 return NULL; 2856 return 0;
2809} 2857}
2810
2811
2812 2858
2813/** 2859/**
2814 * 'op' wants to apply an object, but can't because of other equipment. 2860 * 'op' wants to apply an object, but can't because of other equipment.
2815 * This should only be called when it is known 2861 * This should only be called when it is known
2816 * that there are objects to unapply. This makes pretty heavy 2862 * that there are objects to unapply. This makes pretty heavy
2819 * Returns 0 on success, returns 1 if there is some problem. 2865 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 2866 * if aflags is AP_PRINT, we instead print out waht to unapply
2821 * instead of doing it. This is a lot less code than having 2867 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 2868 * another function that does just that.
2823 */ 2869 */
2870
2871#define CANNOT_REMOVE_CURSED \
2872 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2873 "Praying over an altar, scrolls of remove curse/damnation, " \
2874 "priests or even other players might help.>"
2875
2824int 2876int
2825unapply_for_ob (object *who, object *op, int aflags) 2877unapply_for_ob (object *who, object *op, int aflags)
2826{ 2878{
2827 int i; 2879 if (op->is_range ())
2828 object *tmp = NULL, *last;
2829
2830 /* If we are applying a shield or weapon, unapply any equipped shield
2831 * or weapons first - only allowed to use one weapon/shield at a time.
2832 */
2833 if (op->type == WEAPON || op->type == SHIELD)
2834 {
2835 for (tmp = who->inv; tmp; tmp = tmp->below) 2880 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2836 {
2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2881 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2838 {
2839 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2882 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 2883 {
2841 if (aflags & AP_PRINT) 2884 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2885 who->failmsg (query_name (tmp));
2843 else 2886 else
2844 unapply_special (who, tmp, aflags); 2887 unapply_special (who, tmp, aflags);
2845 } 2888 }
2846 else 2889 else
2847 { 2890 {
2848 /* In this case, we want to try and remove a cursed item. 2891 /* In this case, we want to try and remove a cursed item.
2849 * While we know it won't work, we want unapply_special to 2892 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 2893 * at least generate the message.
2851 */ 2894 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2895 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2853 return 1; 2896 return 1;
2854 }
2855
2856 } 2897 }
2857 }
2858 }
2859 2898
2860 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2899 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2861 { 2900 {
2862 /* this used up a slot that we need to free */ 2901 /* this used up a slot that we need to free */
2863 if (op->body_info[i]) 2902 if (op->slot[i].info)
2864 { 2903 {
2865 last = who->inv; 2904 object *last = who->inv;
2866 2905
2867 /* We do a while loop - may need to remove several items in order 2906 /* We do a while loop - may need to remove several items in order
2868 * to free up enough slots. 2907 * to free up enough slots.
2869 */ 2908 */
2870 while ((who->body_used[i] + op->body_info[i]) < 0) 2909 while ((who->slot[i].used + op->slot[i].info) < 0)
2871 { 2910 {
2872 tmp = get_item_from_body_location (last, i); 2911 object *tmp = get_next_item_from_body_location (i, last);
2912
2873 if (!tmp) 2913 if (!tmp)
2874 { 2914 {
2875#if 0 2915#if 0
2876 /* Not a bug - we'll get this if the player has cursed items 2916 /* Not a bug - we'll get this if the player has cursed items
2877 * equipped. 2917 * equipped.
2878 */ 2918 */
2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2919 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2880#endif 2920#endif
2881 return 1; 2921 return 1;
2882 } 2922 }
2923
2883 /* If we are just printing, we don't care about cursed status */ 2924 /* If we are just printing, we don't care about cursed status */
2884 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2925 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2885 { 2926 {
2886 if (aflags & AP_PRINT) 2927 if (aflags & AP_PRINT)
2887 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2928 who->failmsg (query_name (tmp));
2888 else 2929 else
2889 unapply_special (who, tmp, aflags); 2930 unapply_special (who, tmp, aflags);
2890 } 2931 }
2891 else 2932 else
2892 { 2933 {
2893 /* Cursed item that we can't unequip - tell the player. 2934 /* Cursed item that we can't unequip - tell the player.
2894 * Note this could be annoying if this is just one of a few, 2935 * Note this could be annoying if this is just one of a few,
2895 * so it may not be critical (eg, putting on a ring and you have 2936 * so it may not be critical (eg, putting on a ring and you have
2896 * one cursed ring.) 2937 * one cursed ring.)
2897 */ 2938 */
2898 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2939 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2899 } 2940 }
2941
2900 last = tmp->below; 2942 last = tmp->below;
2901 } 2943 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2944 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2903 * return in the !tmp would have kicked in. 2945 * return in the !tmp would have kicked in.
2904 */ 2946 */
2905 } /* if op is using this body location */ 2947 } /* if op is using this body location */
2906 } /* for body lcoations */ 2948 } /* for body lcoations */
2949
2907 return 0; 2950 return 0;
2908} 2951}
2909 2952
2910/** 2953/**
2911 * Checks to see if 'who' can apply object 'op'. 2954 * Checks to see if 'who' can apply object 'op'.
2912 * Returns 0 if apply can be done without anything special. 2955 * Returns 0 if apply can be done without anything special.
2913 * Otherwise returns a bitmask - potentially several of these may be 2956 * Otherwise returns a bitmask - potentially several of these may be
2914 * set, but largely depends on circumstance - in the future, processing 2957 * set, but largely depends on circumstance - in the future, processing
2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2958 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2916 * is set, do we really are what the other flags may be?) 2959 * is set, do we really care what the other flags may be?)
2917 * 2960 *
2918 * See include/define.h for detailed description of the meaning of 2961 * See include/define.h for detailed description of the meaning of
2919 * these return values. 2962 * these return values.
2920 */ 2963 */
2921int 2964int
2922can_apply_object (object *who, object *op) 2965can_apply_object (object *who, object *op)
2923{ 2966{
2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2967 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2925 return RESULT_INT (0); 2968 return RESULT_INT (0);
2926 2969
2927 int i, retval = 0; 2970 int retval = 0;
2928 object *tmp = NULL, *ws = NULL; 2971 object *tmp = 0, *ws = 0;
2929 2972
2930 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2973 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2931 * 2 weapons, but we don't want to let them do that. So if they are
2932 * trying to equip a weapon or shield, see if they already have one
2933 * in place and store that way.
2934 */
2935 if (op->type == WEAPON || op->type == SHIELD)
2936 { 2974 {
2937 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2975 if (op->slot[i].info)
2938 { 2976 {
2939 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2977 /* Item uses more slots than we have */
2978 if (who->slot[i].info + op->slot [i].info < 0)
2940 { 2979 {
2941 retval = CAN_APPLY_UNAPPLY;
2942 ws = tmp;
2943 }
2944 }
2945 }
2946
2947 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2948 {
2949 if (op->body_info[i])
2950 {
2951 /* Item uses more slots than we have */
2952 if (FABS (op->body_info[i]) > who->body_info[i])
2953 {
2954 /* Could return now for efficiently - rest of info below isn' 2980 /* Could return now for efficiency - rest of info below isn't
2955 * really needed. 2981 * really needed.
2956 */ 2982 */
2957 retval |= CAN_APPLY_NEVER; 2983 retval |= CAN_APPLY_NEVER;
2958 } 2984 }
2959 else if ((who->body_used[i] + op->body_info[i]) < 0) 2985 else if (who->slot[i].used + op->slot[i].info < 0)
2960 { 2986 {
2961 /* in this case, equipping this would use more free spots than 2987 /* in this case, equipping this would use more free spots than
2962 * we have. 2988 * we have.
2963 */ 2989 */
2964 object *tmp1;
2965
2966 2990
2967 /* if we have an applied weapon/shield, and unapply it would free 2991 /* if we have an applied weapon/shield, and unapply it would free
2968 * enough slots to equip the new item, then just set this can 2992 * enough slots to equip the new item, then just set "can
2969 * continue. We don't care about the logic below - if you have 2993 * apply unapply". We don't care about the logic below - if you have a
2970 * shield equipped and try to equip another shield, there is only 2994 * shield equipped and try to equip another shield, there is only
2971 * one choice. However, the check for the number of body locations 2995 * one choice. However, the check for the number of body locations
2972 * does take into the account cases where what is being applied 2996 * does take into the account cases where what is being applied
2973 * may be two handed for example. 2997 * may be two handed for example.
2974 */ 2998 */
2975 if (ws) 2999 if (ws)
2976 { 3000 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2977 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2978 { 3001 {
2979 retval |= CAN_APPLY_UNAPPLY; 3002 retval |= CAN_APPLY_UNAPPLY;
2980 continue; 3003 continue;
2981 } 3004 }
2982 }
2983 3005
2984 tmp1 = get_item_from_body_location (who->inv, i); 3006 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2985 if (!tmp1) 3007 if (!tmp1)
2986 { 3008 {
2987#if 0 3009#if 0
2988 /* This is sort of an error, but happens a lot when old players 3010 /* This is sort of an error, but happens a lot when old players
2989 * join in with more stuff equipped than they are now allowed. 3011 * join in with more stuff equipped than they are now allowed.
2997 /* need to unapply something. However, if this something 3019 /* need to unapply something. However, if this something
2998 * is different than we had found before, it means they need 3020 * is different than we had found before, it means they need
2999 * to apply multiple objects 3021 * to apply multiple objects
3000 */ 3022 */
3001 retval |= CAN_APPLY_UNAPPLY; 3023 retval |= CAN_APPLY_UNAPPLY;
3024
3002 if (!tmp) 3025 if (!tmp)
3003 tmp = tmp1; 3026 tmp = tmp1;
3004 else if (tmp != tmp1) 3027 else if (tmp != tmp1)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY_MULT; 3028 retval |= CAN_APPLY_UNAPPLY_MULT;
3007 } 3029
3008 /* This object isn't using up all the slots, so there must 3030 /* This object isn't using up all the slots, so there must
3009 * be another. If so, and it the new item doesn't need all 3031 * be another. If so, and it the new item doesn't need all
3010 * the slots, the player then has a choice. 3032 * the slots, the player then has a choice.
3011 */ 3033 */
3012 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3034 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3035 && abs (op->slot[i].info) < who->slot[i].info)
3013 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3036 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3014 3037
3015 /* Does unequippint 'tmp1' free up enough slots for this to be 3038 /* Does unequippint 'tmp1' free up enough slots for this to be
3016 * equipped? If not, there must be something else to unapply. 3039 * equipped? If not, there must be something else to unapply.
3017 */ 3040 */
3018 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3041 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3019 retval |= CAN_APPLY_UNAPPLY_MULT; 3042 retval |= CAN_APPLY_UNAPPLY_MULT;
3020
3021 } 3043 }
3022 } /* if not enough free slots */ 3044 } /* if not enough free slots */
3023 } /* if this object uses location i */ 3045 } /* if this object uses location i */
3024 } /* for i -> num_body_locations loop */ 3046 } /* for i -> num_body_locations loop */
3025 3047
3038 3060
3039 if (who->type != PLAYER) 3061 if (who->type != PLAYER)
3040 { 3062 {
3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3063 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3042 retval |= CAN_APPLY_RESTRICTION; 3064 retval |= CAN_APPLY_RESTRICTION;
3065
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3066 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3044 retval |= CAN_APPLY_RESTRICTION; 3067 retval |= CAN_APPLY_RESTRICTION;
3068
3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3069 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3046 retval |= CAN_APPLY_RESTRICTION; 3070 retval |= CAN_APPLY_RESTRICTION;
3071
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3072 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION; 3073 retval |= CAN_APPLY_RESTRICTION;
3049 } 3074 }
3050 3075
3051 return retval; 3076 return retval;
3066 * AP_UNAPPLY=always unapply). 3091 * AP_UNAPPLY=always unapply).
3067 * 3092 *
3068 * Optional flags: 3093 * Optional flags:
3069 * AP_NO_MERGE: don't merge an unapplied object with other objects 3094 * AP_NO_MERGE: don't merge an unapplied object with other objects
3070 * AP_IGNORE_CURSE: unapply cursed items 3095 * AP_IGNORE_CURSE: unapply cursed items
3096 * AP_NO_READY: do not ready skills when applying skill tools
3071 * 3097 *
3072 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3098 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3073 * 3099 *
3074 * apply_special() doesn't check for unpaid items. 3100 * apply_special() doesn't check for unpaid items.
3075 */ 3101 */
3102
3103#define LACK_ITEM_POWER \
3104 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3105
3076int 3106int
3077apply_special (object *who, object *op, int aflags) 3107apply_special (object *who, object *op, int aflags)
3078{ 3108{
3079 int basic_flag = aflags & AP_BASIC_FLAGS; 3109 int basic_flag = aflags & AP_BASIC_FLAGS;
3080 object *tmp, *tmp2, *skop = NULL; 3110 object *tmp, *tmp2, *skop = NULL;
3081 int i;
3082 3111
3083 if (who == NULL) 3112 if (who == NULL)
3084 { 3113 {
3085 LOG (llevError, "apply_special() from object without environment.\n"); 3114 LOG (llevError, "apply_special() from object without environment.\n");
3086 return 1; 3115 return 1;
3096 if (basic_flag == AP_APPLY) 3125 if (basic_flag == AP_APPLY)
3097 return 0; 3126 return 0;
3098 3127
3099 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3128 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3100 { 3129 {
3101 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3130 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3102 return 1; 3131 return 1;
3103 } 3132 }
3133
3104 return unapply_special (who, op, aflags); 3134 return unapply_special (who, op, aflags);
3105 } 3135 }
3106 3136
3107 if (basic_flag == AP_UNAPPLY) 3137 if (basic_flag == AP_UNAPPLY)
3108 return 0; 3138 return 0;
3109 3139
3110 i = can_apply_object (who, op); 3140 // if the item is combat/ranged, wield the relevant slot first
3141 // to resolve conflicts.
3142 if (player *pl = who->contr)
3143 switch (op->slottype ())
3144 {
3145 case slot_combat: who->change_weapon (pl->combat_ob); break;
3146 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3147 }
3148
3149 splay (op);
3111 3150
3112 /* Can't just apply this object. Lets see what not and what to do */ 3151 /* Can't just apply this object. Lets see what not and what to do */
3113 if (i) 3152 if (int i = can_apply_object (who, op))
3114 { 3153 {
3115 if (i & CAN_APPLY_NEVER) 3154 if (i & CAN_APPLY_NEVER)
3116 { 3155 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3156 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3118 return 1; 3157 return 1;
3119 } 3158 }
3120 else if (i & CAN_APPLY_RESTRICTION) 3159 else if (i & CAN_APPLY_RESTRICTION)
3121 { 3160 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3161 who->failmsg (format (
3162 "You have a prohibition against using a %s. "
3163 "H<Your belief, profession or class prevents you from applying this item.>",
3164 query_name (op)
3165 ));
3123 return 1; 3166 return 1;
3124 } 3167 }
3168
3125 if (who->type != PLAYER) 3169 if (who->type != PLAYER)
3126 { 3170 {
3127 /* Some error, so don't try to equip something more */ 3171 /* Some error, so don't try to equip something more */
3128 if (unapply_for_ob (who, op, aflags)) 3172 if (unapply_for_ob (who, op, aflags))
3129 return 1; 3173 return 1;
3130 } 3174 }
3131 else 3175 else
3132 { 3176 {
3133 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3177 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3134 { 3178 {
3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3179 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3136 unapply_for_ob (who, op, AP_PRINT); 3180 unapply_for_ob (who, op, AP_PRINT);
3137 return 1; 3181 return 1;
3138 } 3182 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3183 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3140 {
3141 i = unapply_for_ob (who, op, aflags); 3184 if (unapply_for_ob (who, op, aflags))
3142 if (i)
3143 return 1; 3185 return 1;
3144 }
3145 } 3186 }
3146 } 3187 }
3147 3188
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3189 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 { 3190 {
3150 skop = find_skill_by_name (who, op->skill); 3191 skop = find_skill_by_name (who, op->skill);
3192
3151 if (!skop) 3193 if (!skop)
3152 { 3194 {
3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3195 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3154 return 1; 3196 return 1;
3155 } 3197 }
3156 else 3198 else
3157 /* While experience will be credited properly, we want to change the 3199 /* While experience will be credited properly, we want to change the
3158 * skill so that the dam and wc get updated 3200 * skill so that the dam and wc get updated
3159 */ 3201 */
3160 change_skill (who, skop, 0); 3202 who->change_skill (skop);
3161 }
3162
3163 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3164 { 3203 }
3165 new_draw_info (NDI_UNIQUE, 0, who, 3204
3205 if (who->type == PLAYER
3206 && op->item_power
3207 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3208 {
3166 "Equipping that combined with other items would consume your soul! " 3209 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3167 "[use the skills command to check your available item power]");
3168 return 1; 3210 return 1;
3169 } 3211 }
3170
3171 3212
3172 /* Ok. We are now at the state where we can apply the new object. 3213 /* Ok. We are now at the state where we can apply the new object.
3173 * Note that we don't have the checks for can_use_... 3214 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object. 3215 * below - that is already taken care of by can_apply_object.
3175 */ 3216 */
3176
3177 if (op->nrof > 1) 3217 if (op->nrof > 1)
3178 tmp = get_split_ob (op, op->nrof - 1); 3218 tmp = get_split_ob (op, op->nrof - 1);
3179 else 3219 else
3180 tmp = NULL; 3220 tmp = 0;
3181 3221
3182 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3222 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3183 return RESULT_INT (0); 3223 return RESULT_INT (0);
3184 3224
3185 switch (op->type) 3225 switch (op->type)
3186 { 3226 {
3187 case WEAPON: 3227 case WEAPON:
3188 if (!check_weapon_power (who, op->last_eat)) 3228 if (!check_weapon_power (who, op->last_eat))
3189 { 3229 {
3190 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3230 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3191 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3231
3192 if (tmp != NULL) 3232 if (tmp)
3193 (void) insert_ob_in_ob (tmp, who); 3233 insert_ob_in_ob (tmp, who);
3234
3194 return 1; 3235 return 1;
3195 } 3236 }
3196 3237
3197 //TODO: this obviously fails for players using a shiorter prefix 3238 //TODO: this obviously fails for players using a shorter prefix
3198 // i.e. "R" can use Ragnarok's swors. 3239 // i.e. "R" can use Ragnarok's sword.
3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3240 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3200 { 3241 {
3201 /* if the weapon does not have the name as the character, can't use it. */ 3242 /* if the weapon does not have the name as the character, can't use it. */
3202 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3243 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3203 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3244 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3204 3245
3205 if (tmp) 3246 if (tmp)
3206 insert_ob_in_ob (tmp, who); 3247 insert_ob_in_ob (tmp, who);
3207 3248
3208 return 1; 3249 return 1;
3209 } 3250 }
3210 3251
3252 if (!skop)
3253 {
3254 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3255 return 1;
3256 }
3257
3211 SET_FLAG (op, FLAG_APPLIED); 3258 SET_FLAG (op, FLAG_APPLIED);
3212
3213 if (skop)
3214 change_skill (who, skop, 1); 3259 who->change_skill (skop);
3215 3260
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3261 if (who->contr)
3262 who->change_weapon (who->contr->combat_ob = op);
3263
3264 who->statusmsg (format ("You wield %s.", query_name (op)));
3265
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3266 SET_FLAG (who, FLAG_READY_WEAPON);
3218
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3220
3221 change_abil (who, op); 3267 change_abil (who, op);
3222 break; 3268 break;
3223 3269
3224 case ARMOUR: 3270 case ARMOUR:
3225 case HELMET: 3271 case HELMET:
3230 case BRACERS: 3276 case BRACERS:
3231 case CLOAK: 3277 case CLOAK:
3232 case RING: 3278 case RING:
3233 case AMULET: 3279 case AMULET:
3234 SET_FLAG (op, FLAG_APPLIED); 3280 SET_FLAG (op, FLAG_APPLIED);
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3281 who->statusmsg (format ("You wear %s.", query_name (op)));
3236 change_abil (who, op); 3282 change_abil (who, op);
3237 break; 3283 break;
3238 3284
3239 case LAMP: 3285 case LAMP:
3240 if (op->stats.food < 1) 3286 if (op->stats.food < 1)
3241 { 3287 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3288 who->failmsg (format (
3289 "Your %s is out of fuel! "
3290 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3291 &op->name
3292 ));
3243 return 1; 3293 return 1;
3244 } 3294 }
3245 3295
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3296 who->statusmsg (format ("You turn on your %s.", &op->name));
3297
3247 tmp2 = arch_to_object (op->other_arch); 3298 tmp2 = arch_to_object (op->other_arch);
3248 tmp2->stats.food = op->stats.food; 3299 tmp2->stats.food = op->stats.food;
3249 SET_FLAG (tmp2, FLAG_APPLIED); 3300 SET_FLAG (tmp2, FLAG_APPLIED);
3250 3301
3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3302 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3268 } 3319 }
3269 3320
3270 who->update_stats (); 3321 who->update_stats ();
3271 3322
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3323 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 {
3274 if (who->type == PLAYER) 3324 if (who->type == PLAYER)
3275 { 3325 {
3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3326 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3327 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3278 } 3328 }
3279 }
3280 3329
3281 if (who->type == PLAYER) 3330 if (who->type == PLAYER)
3282 esrv_send_item (who, tmp2); 3331 esrv_send_item (who, tmp2);
3283 3332
3284 return 0; 3333 return 0;
3285 3334
3286 /* this part is needed for skill-tools */ 3335 case SKILL_TOOL:
3336 // applying a skill tool also readies the skill
3337 SET_FLAG (op, FLAG_APPLIED);
3338
3339 if (!(aflags & AP_NO_READY))
3340 {
3341 skop = find_skill_by_name (who, op->skill);
3342 if (!skop->flag [FLAG_APPLIED])
3343 apply_special (who, skop, AP_APPLY);
3344 }
3345 break;
3346
3287 case SKILL: 3347 case SKILL:
3288 case SKILL_TOOL: 3348 if (player *pl = who->contr)
3289 if (who->chosen_skill)
3290 { 3349 {
3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3350 if (IS_COMBAT_SKILL (op->subtype))
3292 return 1;
3293 }
3294
3295 if (who->type == PLAYER)
3296 { 3351 {
3297 who->contr->ranged_skill = who; 3352 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3298 who->contr->ranged_ob = op; 3353 {
3354 for (object *item = who->inv; item; item = item->below)
3355 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3356 {
3357 if (item->skill == op->skill)
3358 {
3359 who->change_weapon (pl->combat_ob = item);
3360 goto found_weapon;
3361 }
3362 }
3363
3364 who->failmsg (format (
3365 "You need to apply a '%s' melee weapon before readying this skill. "
3366 "H<Some skills need an item, in this case a melee weapon, to function.>",
3367 &op->skill
3368 ));
3369 return 1;
3370
3371 found_weapon:;
3372 }
3373 else
3374 who->change_weapon (pl->combat_ob = op);
3375 }
3376 else if (IS_RANGED_SKILL (op->subtype))
3377 {
3378 if (skill_flags [op->subtype] & SF_NEED_BOW)
3379 {
3380 for (object *item = who->inv; item; item = item->below)
3381 if (item->type == BOW && item->flag [FLAG_APPLIED])
3382 {
3383 //TODO: bows should/must all have skill missile weapon right now
3384 who->change_weapon (pl->ranged_ob = item);
3385 goto found_bow;
3386 }
3387
3388 who->failmsg (
3389 "You need to apply a missile weapon before readying this skill. "
3390 "H<Some skills need an item, in this case a missile weapon, to function.>"
3391 );
3392 return 1;
3393
3394 found_bow:;
3395 }
3396 else
3397 who->change_weapon (pl->ranged_ob = op);
3398 }
3299 3399
3300 if (!op->invisible) 3400 if (!op->invisible)
3301 { 3401 {
3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3402 who->statusmsg (format (
3303 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3403 "You ready %s."
3404 "You can now use the skill: %s.",
3405 query_name (op),
3406 &op->skill
3407 ));
3304 } 3408 }
3305 else 3409 else
3306 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3410 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3307 } 3411 }
3308 3412 else
3413 {
3309 SET_FLAG (op, FLAG_APPLIED); 3414 SET_FLAG (op, FLAG_APPLIED);
3310 change_abil (who, op); 3415 change_abil (who, op);
3311 who->chosen_skill = op; 3416 who->chosen_skill = op;
3312 SET_FLAG (who, FLAG_READY_SKILL); 3417 SET_FLAG (who, FLAG_READY_SKILL);
3418 }
3419
3313 break; 3420 break;
3314 3421
3315 case BOW: 3422 case BOW:
3316 if (!check_weapon_power (who, op->last_eat)) 3423 if (!check_weapon_power (who, op->last_eat))
3317 { 3424 {
3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3425 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3319 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3320 3426
3321 if (tmp) 3427 if (tmp)
3322 insert_ob_in_ob (tmp, who); 3428 insert_ob_in_ob (tmp, who);
3323 3429
3324 return 1; 3430 return 1;
3325 } 3431 }
3326 3432
3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3433 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3328 { 3434 {
3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3435 who->failmsg ("The weapon does not recognize you as its owner. "
3436 "H<Its name indicates that it belongs to somebody else.>");
3330 if (tmp != NULL) 3437 if (tmp)
3331 insert_ob_in_ob (tmp, who); 3438 insert_ob_in_ob (tmp, who);
3332 3439
3333 return 1; 3440 return 1;
3334 } 3441 }
3335 3442
3336 /*FALLTHROUGH*/ 3443 /*FALLTHROUGH*/
3337 case WAND: 3444 case WAND:
3338 case ROD: 3445 case ROD:
3339 case HORN: 3446 case HORN:
3340 /* check for skill, alter player status */ 3447 /* check for skill, alter player status */
3448
3449 if (!skop)
3450 {
3451 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3452 return 1;
3453 }
3454
3341 SET_FLAG (op, FLAG_APPLIED); 3455 SET_FLAG (op, FLAG_APPLIED);
3342 if (skop)
3343 change_skill (who, skop, 0); 3456 who->change_skill (skop);
3344 3457
3345 if (who->type == PLAYER) 3458 if (who->contr)
3346 { 3459 {
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3460 who->contr->ranged_ob = op;
3461
3462 who->statusmsg (format ("You ready %s.", query_name (op)));
3348 3463
3349 if (op->type == BOW) 3464 if (op->type == BOW)
3350 { 3465 {
3466 who->current_weapon = op;
3351 change_abil (who, op); 3467 change_abil (who, op);
3352 new_draw_info_format (NDI_UNIQUE, 0, who,
3353 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3468 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3354 } 3469 }
3355
3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3357 who->contr->ranged_ob = op;
3358 } 3470 }
3359 else 3471 else
3360 { 3472 {
3361 if (op->type == BOW) 3473 if (op->type == BOW)
3362 SET_FLAG (who, FLAG_READY_BOW); 3474 SET_FLAG (who, FLAG_READY_BOW);
3367 break; 3479 break;
3368 3480
3369 case BUILDER: 3481 case BUILDER:
3370 if (who->type == PLAYER) 3482 if (who->type == PLAYER)
3371 { 3483 {
3484 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3485 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3373 unapply_special (who, who->contr->ranged_ob, 0); 3486 unapply_special (who, who->contr->ranged_ob, 0);
3374 3487
3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3488 who->statusmsg (format ("You ready your %s.", query_name (op)));
3376 3489
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op; 3490 who->contr->ranged_ob = op;
3379 } 3491 }
3380 break; 3492 break;
3381 3493
3382 default: 3494 default:
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3495 who->statusmsg (format ("You apply %s.", query_name (op)));
3384 } /* end of switch op->type */ 3496 }
3385 3497
3386 SET_FLAG (op, FLAG_APPLIED); 3498 SET_FLAG (op, FLAG_APPLIED);
3387 3499
3388 if (tmp != NULL) 3500 if (tmp)
3389 tmp = insert_ob_in_ob (tmp, who); 3501 tmp = insert_ob_in_ob (tmp, who);
3390 3502
3391 who->update_stats (); 3503 who->update_stats ();
3392 3504
3393 /* We exclude spell casting objects. The fire code will set the 3505 /* We exclude spell casting objects. The fire code will set the
3396 */ 3508 */
3397 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3509 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3398 SET_FLAG (op, FLAG_BEEN_APPLIED); 3510 SET_FLAG (op, FLAG_BEEN_APPLIED);
3399 3511
3400 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3512 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3401 {
3402 if (who->type == PLAYER) 3513 if (who->type == PLAYER)
3403 { 3514 {
3404 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3515 who->failmsg (
3516 "Oops, it feels deadly cold! "
3517 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3518 );
3405 SET_FLAG (op, FLAG_KNOWN_CURSED); 3519 SET_FLAG (op, FLAG_KNOWN_CURSED);
3406 } 3520 }
3407 }
3408 3521
3409 if (who->type == PLAYER) 3522 if (who->type == PLAYER)
3410 { 3523 {
3411 /* if multiple objects were applied, update both slots */ 3524 /* if multiple objects were applied, update both slots */
3412 if (tmp) 3525 if (tmp)
3421int 3534int
3422monster_apply_special (object *who, object *op, int aflags) 3535monster_apply_special (object *who, object *op, int aflags)
3423{ 3536{
3424 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3537 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3425 return 1; 3538 return 1;
3539
3426 return apply_special (who, op, aflags); 3540 return apply_special (who, op, aflags);
3427} 3541}
3428 3542
3429/** 3543/**
3430 * Map was just loaded, handle op's initialisation. 3544 * Map was just loaded, handle op's initialisation.
3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3697 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3584 { 3698 {
3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3699 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3586 tmp->randomitems = NULL; 3700 tmp->randomitems = NULL;
3587 } 3701 }
3702
3588 // close all containers 3703 // close all containers
3589 else if (tmp->type == CONTAINER) 3704 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0; 3705 tmp->flag [FLAG_APPLIED] = 0;
3591 3706
3592 tmp = above; 3707 tmp = above;
3602 * Handles player eating food that temporarily changes status (resistances, stats). 3717 * Handles player eating food that temporarily changes status (resistances, stats).
3603 * This used to call cast_change_attr(), but 3718 * This used to call cast_change_attr(), but
3604 * that doesn't work with the new spell code. Since we know what 3719 * that doesn't work with the new spell code. Since we know what
3605 * the food changes, just grab a force and use that instead. 3720 * the food changes, just grab a force and use that instead.
3606 */ 3721 */
3607
3608void 3722void
3609eat_special_food (object *who, object *food) 3723eat_special_food (object *who, object *food)
3610{ 3724{
3611 object *force; 3725 object *force;
3612 int i, did_one = 0; 3726 int i, did_one = 0;
3613 sint8 k;
3614 3727
3615 force = get_archetype (FORCE_NAME); 3728 force = get_archetype (FORCE_NAME);
3616 3729
3617 for (i = 0; i < NUM_STATS; i++) 3730 for (i = 0; i < NUM_STATS; i++)
3618 { 3731 if (sint8 k = food->stats.stat (i))
3619 k = get_attr_value (&food->stats, i);
3620 if (k)
3621 { 3732 {
3622 set_attr_value (&force->stats, i, k); 3733 force->stats.stat (i) = k;
3623 did_one = 1; 3734 did_one = 1;
3624 } 3735 }
3625 }
3626 3736
3627 /* check if we can protect the eater */ 3737 /* check if we can protect the eater */
3628 for (i = 0; i < NROFATTACKS; i++) 3738 for (i = 0; i < NROFATTACKS; i++)
3629 { 3739 {
3630 if (food->resist[i] > 0) 3740 if (food->resist[i] > 0)
3651 { 3761 {
3652 if (QUERY_FLAG (food, FLAG_CURSED)) 3762 if (QUERY_FLAG (food, FLAG_CURSED))
3653 { 3763 {
3654 assign (who->contr->killer, food->name); 3764 assign (who->contr->killer, food->name);
3655 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3765 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3656 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3766 who->failmsg ("Eck!...that was poisonous!");
3657 } 3767 }
3658 else 3768 else
3659 { 3769 {
3660 if (food->stats.hp > 0) 3770 if (food->stats.hp > 0)
3661 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3771 who->statusmsg ("You begin to feel better.");
3662 else 3772 else
3663 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3773 who->failmsg ("Eck!...that was poisonous!");
3774
3664 who->stats.hp += food->stats.hp; 3775 who->stats.hp += food->stats.hp;
3665 } 3776 }
3666 } 3777 }
3667 if (food->stats.sp != 0) 3778 if (food->stats.sp != 0)
3668 { 3779 {
3669 if (QUERY_FLAG (food, FLAG_CURSED)) 3780 if (QUERY_FLAG (food, FLAG_CURSED))
3670 { 3781 {
3671 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3782 who->failmsg ("You are drained of mana!");
3672 who->stats.sp -= food->stats.sp; 3783 who->stats.sp -= food->stats.sp;
3673 if (who->stats.sp < 0) 3784 if (who->stats.sp < 0)
3674 who->stats.sp = 0; 3785 who->stats.sp = 0;
3675 } 3786 }
3676 else 3787 else
3677 { 3788 {
3678 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3789 who->statusmsg ("You feel a rush of magical energy!");
3679 who->stats.sp += food->stats.sp; 3790 who->stats.sp += food->stats.sp;
3680 /* place limit on max sp from food? */ 3791 /* place limit on max sp from food? */
3681 } 3792 }
3682 } 3793 }
3794
3683 who->update_stats (); 3795 who->update_stats ();
3684} 3796}
3685 3797
3686/** 3798/**
3687 * Designed primarily to light torches/lanterns/etc. 3799 * Designed primarily to light torches/lanterns/etc.
3714 } 3826 }
3715 else 3827 else
3716 lighter->stats.food--; 3828 lighter->stats.food--;
3717 } 3829 }
3718 else if (lighter->last_eat) 3830 else if (lighter->last_eat)
3831 {
3719 { /* no charges left in lighter */ 3832 /* no charges left in lighter */
3720 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3833 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3721 return; 3834 return;
3722 } 3835 }
3723 3836
3724 /* Perhaps we should split what we are trying to light on fire? 3837 /* Perhaps we should split what we are trying to light on fire?
3725 * I can't see many times when you would want to light multiple 3838 * I can't see many times when you would want to light multiple
3731 3844
3732 save_throw_object (item, AT_FIRE, who); 3845 save_throw_object (item, AT_FIRE, who);
3733 3846
3734 if (item->destroyed ()) 3847 if (item->destroyed ())
3735 { 3848 {
3736 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3849 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3737 /* Need to update the player so that the players glow radius 3850 /* Need to update the player so that the players glow radius
3738 * gets changed. 3851 * gets changed.
3739 */ 3852 */
3740 if (is_player_env) 3853 if (is_player_env)
3741 who->update_stats (); 3854 who->update_stats ();
3742 } 3855 }
3743 else 3856 else
3744 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3857 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3745 } 3858 }
3746 else /* nothing to light */ 3859 else
3747 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3860 who->failmsg ("You need to mark a lightable object.");
3748
3749} 3861}
3750 3862
3751/** 3863/**
3752 * op made some mistake with a scroll, this takes care of punishment. 3864 * op made some mistake with a scroll, this takes care of punishment.
3753 * scroll_failure()- hacked directly from spell_failure 3865 * scroll_failure()- hacked directly from spell_failure
3760 3872
3761 if (failure <= -1 && failure > -15) 3873 if (failure <= -1 && failure > -15)
3762 { /* wonder */ 3874 { /* wonder */
3763 object *tmp; 3875 object *tmp;
3764 3876
3765 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3877 op->failmsg ("Your spell warps!");
3766 tmp = get_archetype (SPELL_WONDER); 3878 tmp = get_archetype (SPELL_WONDER);
3767 cast_wonder (op, op, 0, tmp); 3879 cast_wonder (op, op, 0, tmp);
3768 tmp->destroy (); 3880 tmp->destroy ();
3769 } 3881 }
3770 else if (failure <= -15 && failure > -35) 3882 else if (failure <= -15 && failure > -35)
3771 { /* drain mana */ 3883 { /* drain mana */
3772 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3884 op->failmsg ("Your mana is drained!");
3773 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3885 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3774 if (op->stats.sp < 0) 3886 if (op->stats.sp < 0)
3775 op->stats.sp = 0; 3887 op->stats.sp = 0;
3776 } 3888 }
3777 else if (settings.spell_failure_effects == TRUE) 3889 else if (settings.spell_failure_effects == TRUE)
3778 { 3890 {
3779 if (failure <= -35 && failure > -60) 3891 if (failure <= -35 && failure > -60)
3780 { /* confusion */ 3892 { /* confusion */
3781 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3893 op->failmsg ("The magic recoils on you!");
3782 confuse_player (op, op, power); 3894 confuse_player (op, op, power);
3783 } 3895 }
3784 else if (failure <= -60 && failure > -70) 3896 else if (failure <= -60 && failure > -70)
3785 { /* paralysis */ 3897 { /* paralysis */
3786 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3898 op->failmsg ("The magic recoils and paralyzes you!");
3787 paralyze_player (op, op, power); 3899 paralyze_player (op, op, power);
3788 } 3900 }
3789 else if (failure <= -70 && failure > -80) 3901 else if (failure <= -70 && failure > -80)
3790 { /* blind */ 3902 { /* blind */
3791 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3903 op->failmsg ("The magic recoils on you!");
3792 blind_player (op, op, power); 3904 blind_player (op, op, power);
3793 } 3905 }
3794 else if (failure <= -80) 3906 else if (failure <= -80)
3795 { /* blast the immediate area */ 3907 { /* blast the immediate area */
3796 object *tmp;
3797
3798 tmp = get_archetype (LOOSE_MANA); 3908 object *tmp = get_archetype (LOOSE_MANA);
3799 cast_magic_storm (op, tmp, power); 3909 cast_magic_storm (op, tmp, power);
3800 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3910 op->failmsg ("You unleash uncontrolled mana!");
3801 tmp->destroy (); 3911 tmp->destroy ();
3802 } 3912 }
3803 } 3913 }
3804} 3914}
3805 3915
3825 */ 3935 */
3826 int i, j; 3936 int i, j;
3827 3937
3828 for (i = 0; i < NUM_STATS; i++) 3938 for (i = 0; i < NUM_STATS; i++)
3829 { 3939 {
3830 sint8 stat = get_attr_value (stats, i); 3940 int race_bonus = pl->arch->stats.stat (i);
3831 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3941 sint8 stat = stats->stat (i) + ns->stat (i);
3832 3942
3833 stat += get_attr_value (ns, i);
3834 if (stat > 20 + race_bonus) 3943 if (stat > 20 + race_bonus)
3835 { 3944 {
3836 excess_stat++; 3945 excess_stat++;
3837 stat = 20 + race_bonus; 3946 stat = 20 + race_bonus;
3838 } 3947 }
3839 set_attr_value (stats, i, stat); 3948
3949 stats->stat (i) = stat;
3840 } 3950 }
3841 3951
3842 for (j = 0; excess_stat > 0 && j < 100; j++) 3952 for (j = 0; excess_stat > 0 && j < 100; j++)
3843 { /* try 100 times to assign excess stats */ 3953 { /* try 100 times to assign excess stats */
3844 int i = rndm (0, 6); 3954 int i = rndm (0, 6);
3845 int stat = get_attr_value (stats, i);
3846 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3847 3955
3848 if (i == CHA) 3956 if (i == CHA)
3849 continue; /* exclude cha from this */ 3957 continue; /* exclude cha from this */
3958
3959 int stat = stats->stat (i);
3960 int race_bonus = pl->arch->stats.stat (i);
3850 if (stat < 20 + race_bonus) 3961 if (stat < 20 + race_bonus)
3851 { 3962 {
3852 change_attr_value (stats, i, 1); 3963 change_attr_value (stats, i, 1);
3853 excess_stat--; 3964 excess_stat--;
3854 } 3965 }
3857 /* insert the randomitems from the change's treasurelist into 3968 /* insert the randomitems from the change's treasurelist into
3858 * the player ref: player.c 3969 * the player ref: player.c
3859 */ 3970 */
3860 if (change->randomitems != NULL) 3971 if (change->randomitems != NULL)
3861 give_initial_items (pl, change->randomitems); 3972 give_initial_items (pl, change->randomitems);
3862
3863 3973
3864 /* set up the face, for some races. */ 3974 /* set up the face, for some races. */
3865 3975
3866 /* first, look for the force object banning 3976 /* first, look for the force object banning
3867 * changing the face. Certain races never change face with class. 3977 * changing the face. Certain races never change face with class.
3912 char got[MAX_BUF]; 4022 char got[MAX_BUF];
3913 int len; 4023 int len;
3914 4024
3915 if (!pl || !transformer) 4025 if (!pl || !transformer)
3916 return; 4026 return;
4027
3917 marked = find_marked_object (pl); 4028 marked = find_marked_object (pl);
4029
3918 if (!marked) 4030 if (!marked)
3919 { 4031 {
3920 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4032 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3921 return; 4033 return;
3922 } 4034 }
4035
3923 if (!marked->slaying) 4036 if (!marked->slaying)
3924 { 4037 {
3925 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4038 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3926 return; 4039 return;
3927 } 4040 }
4041
3928 /* check whether they are compatible or not */ 4042 /* check whether they are compatible or not */
3929 find = strstr (marked->slaying, transformer->arch->name); 4043 find = strstr (marked->slaying, transformer->arch->archname);
3930 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4044 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3931 { 4045 {
3932 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)));
3933 return; 4047 return;
3934 } 4048 }
4049
3935 find += strlen (transformer->arch->name) + 1; 4050 find += strlen (transformer->arch->archname) + 1;
3936 /* Item can be used, now find how many and what it yields */ 4051 /* Item can be used, now find how many and what it yields */
3937 if (isdigit (*(find))) 4052 if (isdigit (*(find)))
3938 { 4053 {
3939 yield = atoi (find); 4054 yield = atoi (find);
3940 if (yield < 1) 4055 if (yield < 1)
3946 else 4061 else
3947 yield = 1; 4062 yield = 1;
3948 4063
3949 while (isdigit (*find)) 4064 while (isdigit (*find))
3950 find++; 4065 find++;
4066
3951 while (*find == ' ') 4067 while (*find == ' ')
3952 find++; 4068 find++;
4069
3953 memset (got, 0, MAX_BUF); 4070 memset (got, 0, MAX_BUF);
4071
3954 if ((separator = strchr (find, ';')) != NULL) 4072 if ((separator = strchr (find, ';')) != NULL)
3955 {
3956 len = separator - find; 4073 len = separator - find;
3957 }
3958 else 4074 else
3959 {
3960 len = strlen (find); 4075 len = strlen (find);
3961 } 4076
3962 if (len > MAX_BUF - 1) 4077 if (len > MAX_BUF - 1)
3963 len = MAX_BUF - 1; 4078 len = MAX_BUF - 1;
4079
3964 strcpy (got, find); 4080 strcpy (got, find);
3965 got[len] = '\0'; 4081 got[len] = '\0';
3966 4082
3967 /* Now create new item, remove used ones when required. */ 4083 /* Now create new item, remove used ones when required. */
3968 new_item = get_archetype (got); 4084 new_item = get_archetype (got);
3969 if (!new_item) 4085 if (!new_item)
3970 { 4086 {
3971 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4087 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3972 return; 4088 return;
3973 } 4089 }
3974 4090
3975 new_item->nrof = yield; 4091 new_item->nrof = yield;
4092
3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4093 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4094
3977 insert_ob_in_ob (new_item, pl); 4095 insert_ob_in_ob (new_item, pl);
3978 esrv_send_inventory (pl, pl); 4096 esrv_send_inventory (pl, pl);
3979 /* Eat up one item */ 4097 /* Eat up one item */
3980 decrease_ob_nr (marked, 1); 4098 decrease_ob_nr (marked, 1);
4099
3981 /* Eat one transformer if needed */ 4100 /* Eat one transformer if needed */
3982 if (transformer->stats.food) 4101 if (transformer->stats.food)
3983 if (--transformer->stats.food == 0) 4102 if (--transformer->stats.food == 0)
3984 decrease_ob_nr (transformer, 1); 4103 decrease_ob_nr (transformer, 1);
3985} 4104}
4105

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