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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 1.133 by root, Thu Sep 27 01:25:05 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. "
629 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>");
623 return 0; 631 return 0;
624 } 632 }
633
625 sacrifice_count = check_sacrifice (op, improver); 634 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 635 if (sacrifice_count <= 0)
627 return 0; 636 return 0;
637
628 weapon->level = isqrt (sacrifice_count); 638 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 639 eat_item (op, improver->slaying, sacrifice_count);
631 640
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 641 op->statusmsg (format (
642 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level
645 ));
633 646
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 648 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 649 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 650 slot at once! */
656improve_weapon (object *op, object *improver, object *weapon) 669improve_weapon (object *op, object *improver, object *weapon)
657{ 670{
658 int sacrifice_count, sacrifice_needed = 0; 671 int sacrifice_count, sacrifice_needed = 0;
659 672
660 if (improver->stats.sp == IMPROVE_PREPARE) 673 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 674 return prepare_weapon (op, improver, weapon);
663 } 675
664 if (weapon->level == 0) 676 if (weapon->level == 0)
665 { 677 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 679 return 0;
668 } 680 }
681
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 { 683 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 684 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 685 return 0;
673 } 686 }
687
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 { 689 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 690 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 691 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 692 "really want to improve it.");
679 return 0; 693 return 0;
680 } 694 }
695
681 /* This just increases damage by 5 points, no matter what. No sacrifice 696 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 697 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the 698 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 699 * weapon can be improved.
685 */ 700 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 701 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 702 {
688 weapon->stats.dam += 5; 703 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 704 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 706 weapon->last_eat++;
692 707
693 weapon->item_power++; 708 weapon->item_power++;
694 decrease_ob (improver); 709 decrease_ob (improver);
695 return 1; 710 return 1;
696 } 711 }
712
697 if (improver->stats.sp == IMPROVE_WEIGHT) 713 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 714 {
699 /* Reduce weight by 20% */ 715 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 716 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 717 if (weapon->weight < 1)
702 weapon->weight = 1; 718 weapon->weight = 1;
719
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 721 weapon->last_eat++;
705 weapon->item_power++; 722 weapon->item_power++;
706 decrease_ob (improver); 723 decrease_ob (improver);
707 return 1; 724 return 1;
708 } 725 }
709 if (improver->stats.sp == IMPROVE_ENCHANT) 726 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 727 {
711 weapon->magic++; 728 weapon->magic++;
712 weapon->last_eat++; 729 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 731 decrease_ob (improver);
715 weapon->item_power++; 732 weapon->item_power++;
716 return 1; 733 return 1;
717 } 734 }
718 735
724 sacrifice_needed *= 2; 741 sacrifice_needed *= 2;
725 742
726 sacrifice_count = check_sacrifice (op, improver); 743 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 744 if (sacrifice_count < sacrifice_needed)
728 { 745 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 746 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 747 return 0;
731 } 748 }
749
732 eat_item (op, improver->slaying, sacrifice_needed); 750 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 751 weapon->item_power++;
734 752
735 switch (improver->stats.sp) 753 switch (improver->stats.sp)
736 { 754 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 755 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 756 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 757 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 758 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 759 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 760 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 762 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 763 op->failmsg ("Unknown improvement type.");
753 } 764 }
765
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 766 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 767 return 0;
756} 768}
757 769
758/** 770/**
765{ 777{
766 object *otmp; 778 object *otmp;
767 779
768 if (op->type != PLAYER) 780 if (op->type != PLAYER)
769 return 0; 781 return 0;
782
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 783 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 784 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 785 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 786 return 0;
774 } 787 }
788
775 otmp = find_marked_object (op); 789 otmp = find_marked_object (op);
776 if (!otmp) 790 if (!otmp)
777 { 791 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
779 return 0; 793 return 0;
780 } 794 }
795
781 if (otmp->type != WEAPON && otmp->type != BOW) 796 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 797 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 798 op->failmsg ("Marked item is not a weapon or bow!");
784 return 0; 799 return 0;
785 } 800 }
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 801
802 op->statusmsg ("Applied weapon builder.");
803
787 improve_weapon (op, tmp, otmp); 804 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 805 esrv_send_item (op, otmp);
789 return 1; 806 return 1;
790} 807}
791 808
816{ 833{
817 object *tmp; 834 object *tmp;
818 835
819 if (armour->magic >= settings.armor_max_enchant) 836 if (armour->magic >= settings.armor_max_enchant)
820 { 837 {
821 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 838 op->failmsg ("This armour can not be enchanted any further!");
822 return 0; 839 return 0;
823 } 840 }
824 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 841 /* 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. 842 * 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 843 * Note - maybe add scrolls which make the random artifact versions (eg, armour
827 * of gnarg and what not?) 844 * of gnarg and what not?)
828 */ 845 */
829 if (armour->title) 846 if (armour->title)
830 { 847 {
831 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 848 op->failmsg ("This armour will not accept further enchantment.");
832 return 0; 849 return 0;
833 } 850 }
834 851
835 /* Split objects if needed. Can't insert tmp until the 852 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge. 853 * end of this function - otherwise it will just re-merge.
851 { 868 {
852 base = base - (base * settings.armor_speed_improvement) / 100; 869 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++; 870 pow++;
854 } 871 }
855 872
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 873 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
857 } 874 }
858 else 875 else
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 876 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
860 877
861 if (!settings.armor_weight_linear) 878 if (!settings.armor_weight_linear)
862 { 879 {
863 int base = 100; 880 int base = 100;
864 int pow = 0; 881 int pow = 0;
867 { 884 {
868 base = base - (base * settings.armor_weight_reduction) / 100; 885 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++; 886 pow++;
870 } 887 }
871 888
872 armour->weight = (armour->arch->clone.weight * base) / 100; 889 armour->weight = (armour->arch->weight * base) / 100;
873 } 890 }
874 else 891 else
875 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 892 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
876 893
877 if (armour->weight <= 0) 894 if (armour->weight <= 0)
878 { 895 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 896 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1; 897 armour->weight = 1;
881 } 898 }
882 899
883 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 900 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
884 901
885 if (op->type == PLAYER) 902 if (op->type == PLAYER)
886 { 903 {
887 esrv_send_item (op, armour); 904 esrv_send_item (op, armour);
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 905 if (QUERY_FLAG (armour, FLAG_APPLIED))
889 op->update_stats (); 906 op->update_stats ();
890 } 907 }
908
891 decrease_ob (improver); 909 decrease_ob (improver);
910
892 if (tmp) 911 if (tmp)
893 { 912 {
894 insert_ob_in_ob (tmp, op); 913 insert_ob_in_ob (tmp, op);
895 esrv_send_item (op, tmp); 914 esrv_send_item (op, tmp);
896 } 915 }
916
897 return 1; 917 return 1;
898} 918}
899
900 919
901/* 920/*
902 * convert_item() returns 1 if anything was converted, 0 if the item was not 921 * 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. 922 * what the converter wants, -1 if the converter is broken.
904 */ 923 */
920 939
921 /* We make some assumptions - we assume if it takes money as it type, 940 /* 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 941 * it wants some amount. We don't make change (ie, if something costs
923 * 3 gp and player drops a platinum, tough luck) 942 * 3 gp and player drops a platinum, tough luck)
924 */ 943 */
925 if (!strcmp (CONV_FROM (converter), "money")) 944 if (CONV_FROM (converter) == shstr_money)
926 { 945 {
927 int cost;
928
929 if (item->type != MONEY) 946 if (item->type != MONEY)
930 return 0; 947 return 0;
931 948
932 nr = (item->nrof * item->value) / CONV_NEED (converter); 949 nr = (item->nrof * item->value) / CONV_NEED (converter);
933 if (!nr) 950 if (!nr)
934 return 0; 951 return 0;
952
953 converter->play_sound (sound_find ("shop_buy"));
954
935 cost = nr * CONV_NEED (converter) / item->value; 955 int cost = nr * CONV_NEED (converter) / item->value;
936 /* take into account rounding errors */ 956 /* take into account rounding errors */
937 if (nr * CONV_NEED (converter) % item->value) 957 if (nr * CONV_NEED (converter) % item->value)
938 cost++; 958 cost++;
959
939 decrease_ob_nr (item, cost); 960 decrease_ob_nr (item, cost);
940 961
941 price_in = cost * item->value; 962 price_in = cost * item->value;
942 } 963 }
943 else 964 else
944 { 965 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
947 return 0; 968 return 0;
969
970 converter->play_sound (sound_find ("convert_item"));
948 971
949 if (CONV_NEED (converter)) 972 if (CONV_NEED (converter))
950 { 973 {
951 nr = item->nrof / CONV_NEED (converter); 974 nr = item->nrof / CONV_NEED (converter);
952 decrease_ob_nr (item, nr * CONV_NEED (converter)); 975 decrease_ob_nr (item, nr * CONV_NEED (converter));
957 price_in = item->value; 980 price_in = item->value;
958 item->destroy (); 981 item->destroy ();
959 } 982 }
960 } 983 }
961 984
962 if (converter->inv != NULL) 985 if (converter->inv)
963 { 986 {
964 object *ob; 987 object *ob;
965 int i; 988 int i;
966 object *ob_to_copy; 989 object *ob_to_copy;
967 990
968 /* select random object from inventory to copy */ 991 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 992 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 993 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0) 994 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 995 ob_to_copy = ob;
975 } 996
976 }
977 item = object_create_clone (ob_to_copy); 997 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 999 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 1000 }
981 else 1001 else
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 1012 }
993 1013
994 if (CONV_NR (converter)) 1014 if (CONV_NR (converter))
995 item->nrof = CONV_NR (converter); 1015 item->nrof = CONV_NR (converter);
1016
996 if (nr) 1017 if (nr)
997 item->nrof *= nr; 1018 item->nrof *= nr;
1019
998 if (is_in_shop (converter)) 1020 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID); 1021 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value) 1022 else if (price_in < item->nrof * item->value)
1001 { 1023 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1024 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); 1025 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /** 1026 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 1027 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 1028 * hopefully had something in mind when doing this.
1008 */ 1029 */
1009 } 1030 }
1031
1032 SET_FLAG (item, FLAG_IDENTIFIED);
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1033 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 1034 return 1;
1012} 1035}
1013 1036
1014/** 1037/**
1031 1054
1032 op->contr->last_used = 0; 1055 op->contr->last_used = 0;
1033 1056
1034 if (sack->env && sack->env != op) 1057 if (sack->env && sack->env != op)
1035 { 1058 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1059 op->failmsg ("You must put it onto the floor or into your inventory first.");
1037 return 1; 1060 return 1;
1038 } 1061 }
1039 1062
1040 // already applied == open on ground, or open in inv, or active in inv 1063 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED]) 1064 if (sack->flag [FLAG_APPLIED])
1047 return 1; 1070 return 1;
1048 } 1071 }
1049 else if (!sack->env) 1072 else if (!sack->env)
1050 { 1073 {
1051 // active, but not ours: some other player has opened it 1074 // 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)); 1075 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1053 return 1; 1076 return 1;
1054 } 1077 }
1055 1078
1056 // fall through to opening it (active in inv) 1079 // fall through to opening it (active in inv)
1057 } 1080 }
1059 { 1082 {
1060 // it is in our env, so activate it, do not open yet 1083 // it is in our env, so activate it, do not open yet
1061 op->close_container (); 1084 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1; 1085 sack->flag [FLAG_APPLIED] = 1;
1063 esrv_update_item (UPD_FLAGS, op, sack); 1086 esrv_update_item (UPD_FLAGS, op, sack);
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1087 op->statusmsg (format ("You ready %s.", query_name (sack)));
1065 return 1; 1088 return 1;
1066 } 1089 }
1067 1090
1068 // it's locked? 1091 // it's locked?
1069 if (sack->slaying) 1092 if (sack->slaying)
1070 { 1093 {
1071 if (object *tmp = find_key (op, op, sack)) 1094 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)); 1095 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1073 else 1096 else
1074 { 1097 {
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1098 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1076 return 1; 1099 return 1;
1077 } 1100 }
1078 } 1101 }
1079 1102
1080 op->open_container (sack); 1103 op->open_container (sack);
1099 * with an altar. We call it a Potion - altars are stationary - it 1122 * with an altar. We call it a Potion - altars are stationary - it
1100 * is up to map designers to use them properly. 1123 * is up to map designers to use them properly.
1101 */ 1124 */
1102 if (altar->inv && altar->inv->type == SPELL) 1125 if (altar->inv && altar->inv->type == SPELL)
1103 { 1126 {
1104 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1127 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1105 cast_spell (originator, altar, 0, altar->inv, NULL); 1128 cast_spell (originator, altar, 0, altar->inv, NULL);
1106 /* If it is connected, push the button. Fixes some problems with 1129 /* If it is connected, push the button. Fixes some problems with
1107 * old maps. 1130 * old maps.
1108 */ 1131 */
1109 1132
1110/* push_button (altar);*/ 1133/* push_button (altar);*/
1111 } 1134 }
1135 double opinion; 1158 double opinion;
1136 object *tmp, *next; 1159 object *tmp, *next;
1137 1160
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1161 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139 1162
1163 bool has_unpaid = false;
1164
1165 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1166 // a quick and small change :(
1167 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168 if (item->flag [FLAG_UNPAID])
1169 {
1170 has_unpaid = true;
1171 break;
1172 }
1173
1140 if (op->type != PLAYER) 1174 if (op->type != PLAYER)
1141 { 1175 {
1142 /* Remove all the unpaid objects that may be carried here. 1176 /* Remove all the unpaid objects that may be carried here.
1143 * This could be pets or monsters that are somehow in 1177 * This could be pets or monsters that are somehow in
1144 * the shop. 1178 * the shop.
1170 /* unpaid objects, or non living objects, can't transfer by 1204 /* unpaid objects, or non living objects, can't transfer by
1171 * shop mats. Instead, put it on a nearby space. 1205 * shop mats. Instead, put it on a nearby space.
1172 */ 1206 */
1173 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1207 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1174 { 1208 {
1175
1176 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1209 /* 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); 1210 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1178 1211
1179 if (i != -1) 1212 if (i != -1)
1180 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1213 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)) 1222 else if (can_pay (op) && get_payment (op))
1190 { 1223 {
1191 /* this is only used for players */ 1224 /* this is only used for players */
1192 rv = teleport (shop_mat, SHOP_MAT, op); 1225 rv = teleport (shop_mat, SHOP_MAT, op);
1193 1226
1227 if (has_unpaid)
1228 op->contr->play_sound (sound_find ("shop_buy"));
1229 else if (is_in_shop (op))
1230 op->contr->play_sound (sound_find ("shop_enter"));
1231 else
1232 op->contr->play_sound (sound_find ("shop_leave"));
1233
1194 if (shop_mat->msg) 1234 if (shop_mat->msg)
1195 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1235 op->statusmsg (shop_mat->msg);
1196 /* This check below is a bit simplistic - generally it should be correct, 1236 /* 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 1237 * but there is never a guarantee that the bottom space on the map is
1198 * actually the shop floor. 1238 * actually the shop floor.
1199 */ 1239 */
1200 else if (!rv && !is_in_shop (op)) 1240 else if (!rv && !is_in_shop (op))
1201 { 1241 {
1202 opinion = shopkeeper_approval (op->map, op); 1242 opinion = shopkeeper_approval (op->map, op);
1203 1243
1204 if (opinion > 0.9) 1244 op->statusmsg (
1205 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1245 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1206 else if (opinion > 0.75) 1246 : opinion >= 0.75 ? "The shopkeeper waves to you."
1207 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1247 : opinion >= 0.50 ? "The shopkeeper ignores you."
1208 else if (opinion > 0.5) 1248 : "The shopkeeper glares at you with contempt."
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1210 else 1249 );
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1212 } 1250 }
1213 } 1251 }
1214 else 1252 else
1215 { 1253 {
1216 /* if we get here, a player tried to leave a shop but was not able 1254 /* 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 1255 * to afford the items he has. We try to move the player so that
1218 * they are not on the mat anymore 1256 * they are not on the mat anymore
1219 */ 1257 */
1220 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1258 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1221 1259
1222 if (i == -1) 1260 if (i == -1)
1223 {
1224 LOG (llevError, "Internal shop-mat problem.\n"); 1261 LOG (llevError, "Internal shop-mat problem.\n");
1225 }
1226 else 1262 else
1227 { 1263 {
1228 op->remove (); 1264 op->remove ();
1229 op->x += freearr_x[i]; 1265 op->x += freearr_x[i];
1230 op->y += freearr_y[i]; 1266 op->y += freearr_y[i];
1241 */ 1277 */
1242static void 1278static void
1243apply_sign (object *op, object *sign, int autoapply) 1279apply_sign (object *op, object *sign, int autoapply)
1244{ 1280{
1245 readable_message_type *msgType; 1281 readable_message_type *msgType;
1246 char newbuf[HUGE_BUF];
1247 1282
1248 if (sign->msg == NULL) 1283 if (!sign->msg)
1249 { 1284 {
1250 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1285 op->statusmsg ("Nothing is written on it.");
1251 return; 1286 return;
1252 } 1287 }
1253 1288
1254 if (sign->stats.food) 1289 if (sign->stats.food)
1255 { 1290 {
1256 if (sign->last_eat >= sign->stats.food) 1291 if (sign->last_eat >= sign->stats.food)
1257 { 1292 {
1258 if (!sign->move_on) 1293 if (!sign->move_on)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1294 op->statusmsg ("You cannot read it anymore.");
1295
1260 return; 1296 return;
1261 } 1297 }
1262 1298
1263 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1299 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1264 sign->last_eat++; 1300 sign->last_eat++;
1269 * move_on is zero, it needs to be manually applied (doesn't talk 1305 * move_on is zero, it needs to be manually applied (doesn't talk
1270 * to us). 1306 * to us).
1271 */ 1307 */
1272 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1308 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1273 { 1309 {
1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1310 op->failmsg ("You are unable to read while blind!");
1275 return; 1311 return;
1276 } 1312 }
1313
1314 if (op->contr)
1315 if (client *ns = op->contr->ns)
1316 {
1317 ns->play_sound (sign->sound);
1318
1319 if (ns->can_msg)
1320 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1321 else
1322 {
1277 msgType = get_readable_message_type (sign); 1323 msgType = get_readable_message_type (sign);
1278 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1324 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); 1325 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1326 }
1327 }
1280} 1328}
1281 1329
1282/** 1330/**
1283 * 'victim' moves onto 'trap' 1331 * 'victim' moves onto 'trap'
1284 * 'victim' leaves 'trap' 1332 * 'victim' leaves 'trap'
1307 * proper. This code was causing needless crashes. 1355 * proper. This code was causing needless crashes.
1308 */ 1356 */
1309 if (recursion_depth >= 500) 1357 if (recursion_depth >= 500)
1310 { 1358 {
1311 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1359 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); 1360 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1313 return; 1361 return;
1314 } 1362 }
1363
1315 recursion_depth++; 1364 recursion_depth++;
1316 if (trap->head) 1365 if (trap->head)
1317 trap = trap->head; 1366 trap = trap->head;
1318 1367
1319 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1368 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1334 1383
1335 /* Just put in some sanity check. I think there is a bug in the 1384 /* 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 1385 * above with some objects have zero speed, and thus the player
1337 * getting permanently paralyzed. 1386 * getting permanently paralyzed.
1338 */ 1387 */
1339 if (victim->speed_left < -50.0) 1388 if (victim->speed_left < -50.f)
1340 victim->speed_left = -50.0; 1389 victim->speed_left = -50.f;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1390 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 } 1391 }
1343 goto leave; 1392 goto leave;
1344 1393
1345 case SPINNER: 1394 case SPINNER:
1417 1466
1418 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1467 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1419 { 1468 {
1420 if (!sound_was_played) 1469 if (!sound_was_played)
1421 { 1470 {
1422 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1471 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1423 sound_was_played = 1; 1472 sound_was_played = 1;
1424 } 1473 }
1425 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1474
1475 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1426 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1476 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1427 } 1477 }
1428 } 1478 }
1429 goto leave; 1479 goto leave;
1430 } 1480 }
1431 1481
1432
1433 case CONVERTER: 1482 case CONVERTER:
1434 if (convert_item (victim, trap) < 0) 1483 if (convert_item (victim, trap) < 0)
1435 { 1484 {
1436 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1485 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1437 get_archetype ("burnout")->insert_at (trap, trap); 1486 get_archetype ("burnout")->insert_at (trap, trap);
1438 } 1487 }
1439 1488
1440 goto leave; 1489 goto leave;
1441 1490
1462 * Processing will happen if the head runs into the pit 1511 * Processing will happen if the head runs into the pit
1463 */ 1512 */
1464 if (victim->head) 1513 if (victim->head)
1465 goto leave; 1514 goto leave;
1466 1515
1467 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1516 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"); 1517 victim->statusmsg ("You fall through the hole!", NDI_RED);
1469 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1518 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1470 goto leave; 1519 goto leave;
1471 1520
1472 case EXIT: 1521 case EXIT:
1473 if (victim->type == PLAYER && EXIT_PATH (trap)) 1522 if (victim->type == PLAYER && EXIT_PATH (trap))
1474 { 1523 {
1475 /* Basically, don't show exits leading to random maps the 1524 /* Basically, don't show exits leading to random maps the
1476 * players output. 1525 * players output.
1477 */ 1526 */
1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1527 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1528 victim->statusmsg (trap->msg, NDI_NAVY);
1480 1529
1530 trap->play_sound (trap->sound);
1481 victim->enter_exit (trap); 1531 victim->enter_exit (trap);
1482 } 1532 }
1483 goto leave; 1533 goto leave;
1484 1534
1485 case ENCOUNTER: 1535 case ENCOUNTER:
1507 goto leave; 1557 goto leave;
1508 1558
1509 case RUNE: 1559 case RUNE:
1510 case TRAP: 1560 case TRAP:
1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1561 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1512 {
1513 spring_trap (trap, victim); 1562 spring_trap (trap, victim);
1514 }
1515 goto leave; 1563 goto leave;
1516 1564
1517 default: 1565 default:
1518 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1566 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); 1567 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1520 goto leave; 1568 goto leave;
1521 } 1569 }
1522 1570
1523leave: 1571leave:
1524 recursion_depth--; 1572 recursion_depth--;
1533 int lev_diff; 1581 int lev_diff;
1534 object *skill_ob; 1582 object *skill_ob;
1535 1583
1536 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1584 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1537 { 1585 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1586 op->failmsg ("You are unable to read while blind!");
1539 return; 1587 return;
1540 } 1588 }
1589
1541 if (tmp->msg == NULL) 1590 if (!tmp->msg)
1542 { 1591 {
1543 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1592 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1544 return; 1593 return;
1545 } 1594 }
1546 1595
1547 /* need a literacy skill to read stuff! */ 1596 /* need a literacy skill to read stuff! */
1548 skill_ob = find_skill_by_name (op, tmp->skill); 1597 skill_ob = find_skill_by_name (op, tmp->skill);
1549 if (!skill_ob) 1598 if (!skill_ob)
1550 { 1599 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1600 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1552 return; 1601 return;
1553 } 1602 }
1603
1554 lev_diff = tmp->level - (skill_ob->level + 5); 1604 lev_diff = tmp->level - (skill_ob->level + 5);
1555 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1605 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1556 { 1606 {
1557 if (lev_diff < 2) 1607 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."); 1608 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1559 else if (lev_diff < 3) 1609 : lev_diff < 5 ? "This book is beyond your comprehension."
1560 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1610 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1561 else if (lev_diff < 5) 1611 : lev_diff < 15 ? "This book is way beyond your comprehension."
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1612 : "This book is totally beyond your comprehension.");
1563 else if (lev_diff < 8) 1613 return;
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1614 }
1565 else if (lev_diff < 15) 1615
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1616 readable_message_type *msgType = get_readable_message_type (tmp);
1617
1618 if (player *pl = op->contr)
1619 if (client *ns = pl->ns)
1620 if (ns->can_msg)
1621 {
1622 dynbuf_text buf;
1623 buf << long_desc (tmp, op)
1624 << "\n\n"
1625 << tmp->msg
1626 << '\0';
1627 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1628 }
1567 else 1629 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, 1630 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1575 msgType->message_type, msgType->message_subtype, 1631 msgType->message_type, msgType->message_subtype,
1576 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1632 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1577 long_desc (tmp, op), &tmp->msg); 1633 long_desc (tmp, op), &tmp->msg);
1578 1634
1579 /* gain xp from reading */ 1635 /* gain xp from reading */
1580 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1636 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1581 { /* only if not read before */ 1637 { /* only if not read before */
1582 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1638 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1603 * op is the person learning the skill, tmp is the skill scroll object 1659 * op is the person learning the skill, tmp is the skill scroll object
1604 */ 1660 */
1605static void 1661static void
1606apply_skillscroll (object *op, object *tmp) 1662apply_skillscroll (object *op, object *tmp)
1607{ 1663{
1608 switch ((int) learn_skill (op, tmp)) 1664 switch (learn_skill (op, tmp))
1609 { 1665 {
1610 case 0: 1666 case 0:
1611 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1667 op->play_sound (sound_find ("generic_fail"));
1612 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1668 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1613 return; 1669 break;
1614 1670
1615 case 1: 1671 case 1:
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1617 decrease_ob (tmp); 1672 decrease_ob (tmp);
1673 op->play_sound (sound_find ("skill_learn"));
1674 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1618 return; 1675 break;
1619 1676
1620 default: 1677 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); 1678 decrease_ob (tmp);
1679 op->play_sound (sound_find ("generic_fail"));
1680 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1623 return; 1681 break;
1624 } 1682 }
1625} 1683}
1626 1684
1627/** 1685/**
1628 * Actually makes op learn spell. 1686 * Actually makes op learn spell.
1648 return; 1706 return;
1649 } 1707 }
1650 return; 1708 return;
1651 } 1709 }
1652 1710
1653 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1711 op->contr->play_sound (sound_find ("learn_spell"));
1712
1654 tmp = spell->clone (); 1713 tmp = spell->clone ();
1655 insert_ob_in_ob (tmp, op); 1714 insert_ob_in_ob (tmp, op);
1656 1715
1657 if (special_prayer) 1716 if (special_prayer)
1658 SET_FLAG (tmp, FLAG_STARTEQUIP); 1717 SET_FLAG (tmp, FLAG_STARTEQUIP);
1677 { 1736 {
1678 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1737 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1679 return; 1738 return;
1680 } 1739 }
1681 1740
1682 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1741 op->failmsg (format ("You lose knowledge of %s.", spell));
1683 player_unready_range_ob (op->contr, spob); 1742 player_unready_range_ob (op->contr, spob);
1684 esrv_remove_spell (op->contr, spob); 1743 esrv_remove_spell (op->contr, spob);
1685 spob->destroy (); 1744 spob->destroy ();
1686} 1745}
1687 1746
1695{ 1754{
1696 object *skop, *spell, *spell_skill; 1755 object *skop, *spell, *spell_skill;
1697 1756
1698 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1757 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1699 { 1758 {
1700 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1759 op->failmsg ("You are unable to read while blind.");
1701 return; 1760 return;
1702 } 1761 }
1703 1762
1704 /* artifact_spellbooks have 'slaying' field point to a spell name, 1763 /* artifact_spellbooks have 'slaying' field point to a spell name,
1705 * instead of having their spell stored in stats.sp. These are 1764 * instead of having their spell stored in stats.sp. These are
1706 * legacy spellbooks 1765 * legacy spellbooks
1707 */ 1766 */
1708
1709 if (tmp->slaying != NULL) 1767 if (tmp->slaying)
1710 { 1768 {
1711 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1769 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1712 if (!spell) 1770 if (!spell)
1713 { 1771 {
1714 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1772 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1715 return; 1773 return;
1716 } 1774 }
1717 else 1775 else
1718 insert_ob_in_ob (spell, tmp); 1776 insert_ob_in_ob (spell, tmp);
1777
1719 tmp->slaying = NULL; 1778 tmp->slaying = 0;
1720 } 1779 }
1721 1780
1722 skop = find_skill_by_name (op, tmp->skill); 1781 skop = find_skill_by_name (op, tmp->skill);
1723 1782
1724 /* need a literacy skill to learn spells. Also, having a literacy level 1783 /* need a literacy skill to learn spells. Also, having a literacy level
1725 * lower than the spell will make learning the spell more difficult */ 1784 * lower than the spell will make learning the spell more difficult */
1726 if (!skop) 1785 if (!skop)
1727 { 1786 {
1728 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1787 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1729 return; 1788 return;
1730 } 1789 }
1731 1790
1732 spell = tmp->inv; 1791 spell = tmp->inv;
1733 1792
1734 if (!spell) 1793 if (!spell)
1735 { 1794 {
1736 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1795 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."); 1796 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1738 return; 1797 return;
1739 } 1798 }
1740 1799
1741 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1800 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1742 { 1801 {
1743 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1802 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1744 return; 1803 return;
1745 } 1804 }
1746 1805
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1806 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1748 1807
1749 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1808 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1750 { 1809 {
1751 identify (tmp); 1810 identify (tmp);
1752 1811
1761 * if the player doesn't know the spell, doesn't make a lot of sense that 1820 * if the player doesn't know the spell, doesn't make a lot of sense that
1762 * they would have a special prayer mark. 1821 * they would have a special prayer mark.
1763 */ 1822 */
1764 if (check_spell_known (op, spell->name)) 1823 if (check_spell_known (op, spell->name))
1765 { 1824 {
1766 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1825 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; 1826 return;
1768 } 1827 }
1769 1828
1770 if (spell->skill) 1829 if (spell->skill)
1771 { 1830 {
1772 spell_skill = find_skill_by_name (op, spell->skill); 1831 spell_skill = find_skill_by_name (op, spell->skill);
1773 1832
1774 if (!spell_skill) 1833 if (!spell_skill)
1775 { 1834 {
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1835 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1777 return; 1836 return;
1778 } 1837 }
1779 1838
1780 if (spell_skill->level < spell->level) 1839 if (spell_skill->level < spell->level)
1781 { 1840 {
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); 1841 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1783 return; 1842 return;
1784 } 1843 }
1785 } 1844 }
1786 1845
1787 /* Logic as follows 1846 /* Logic as follows
1796 * Overall, chances are the same but a player will find having a high 1855 * Overall, chances are the same but a player will find having a high
1797 * literacy rate very useful! -b.t. 1856 * literacy rate very useful! -b.t.
1798 */ 1857 */
1799 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1858 if (QUERY_FLAG (op, FLAG_CONFUSED))
1800 { 1859 {
1801 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1860 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)); 1861 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1803 } 1862 }
1804 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1863 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]) 1864 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1806 { 1865 {
1807 1866 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); 1867 do_learn_spell (op, spell, 0);
1810 1868
1811 /* xp gain to literacy for spell learning */ 1869 /* xp gain to literacy for spell learning */
1812 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1870 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1813 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1871 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1814 } 1872 }
1815 else 1873 else
1816 { 1874 {
1817 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1875 op->contr->play_sound (sound_find ("fumble_spell"));
1818 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1876 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 } 1877 }
1820 1878
1821 decrease_ob (tmp); 1879 decrease_ob (tmp);
1822} 1880}
1823 1881
1829{ 1887{
1830 object *skop; 1888 object *skop;
1831 1889
1832 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1890 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1833 { 1891 {
1834 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1892 op->failmsg ("You are unable to read while blind.");
1835 return; 1893 return;
1836 } 1894 }
1837 1895
1838 if (!tmp->inv || tmp->inv->type != SPELL) 1896 if (!tmp->inv || tmp->inv->type != SPELL)
1839 { 1897 {
1840 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1898 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1841 return; 1899 return;
1842 } 1900 }
1843 1901
1844 if (op->type == PLAYER) 1902 if (op->type == PLAYER)
1845 { 1903 {
1851 */ 1909 */
1852 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1910 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1853 1911
1854 if (!skop) 1912 if (!skop)
1855 { 1913 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1914 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1857 return; 1915 return;
1858 } 1916 }
1859 1917
1860 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1918 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1861 change_exp (op, exp_gain, skop->skill, 0); 1919 change_exp (op, exp_gain, skop->skill, 0);
1862 } 1920 }
1863 1921
1864 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1922 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1865 identify (tmp); 1923 identify (tmp);
1866 1924
1867 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1925 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1868
1869 1926
1870 cast_spell (op, tmp, dir, tmp->inv, NULL); 1927 cast_spell (op, tmp, dir, tmp->inv, NULL);
1871 decrease_ob (tmp); 1928 decrease_ob (tmp);
1872} 1929}
1873 1930
1877 * chest. 1934 * chest.
1878 */ 1935 */
1879static void 1936static void
1880apply_treasure (object *op, object *tmp) 1937apply_treasure (object *op, object *tmp)
1881{ 1938{
1882 object *treas;
1883
1884
1885 /* Nice side effect of new treasure creation method is that the treasure 1939 /* 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 1940 * 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 1941 * 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 1942 * prevents people from moving chests to more difficult maps to get better
1889 * treasure 1943 * treasure
1890 */ 1944 */
1891
1892 treas = tmp->inv; 1945 object *treas = tmp->inv;
1893 if (treas == NULL) 1946
1947 if (!treas)
1894 { 1948 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1949 op->statusmsg ("The chest was empty.");
1896 decrease_ob (tmp); 1950 decrease_ob (tmp);
1897 return; 1951 return;
1898 } 1952 }
1953
1899 while (tmp->inv) 1954 while (tmp->inv)
1900 { 1955 {
1901 treas = tmp->inv; 1956 treas = tmp->inv;
1902
1903 treas->remove (); 1957 treas->remove ();
1904 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1905 1958
1906 treas->x = op->x; 1959 treas->x = op->x;
1907 treas->y = op->y; 1960 treas->y = op->y;
1908 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1961 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1909 1962
1910 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1963 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1911 spring_trap (treas, op); 1964 spring_trap (treas, op);
1912 1965
1913 /* If either player or container was destroyed, no need to do 1966 /* If either player or container was destroyed, no need to do
1914 * further processing. I think this should be enclused with 1967 * further processing. I think this should be enclused with
1915 * spring trap above, as I don't think there is otherwise 1968 * spring trap above, as I don't think there is otherwise
1916 * any way for the treasure chest or player to get killed 1969 * any way for the treasure chest or player to get killed.
1917 */ 1970 */
1918 if (op->destroyed () || tmp->destroyed ()) 1971 if (op->destroyed () || tmp->destroyed ())
1919 break; 1972 break;
1920 } 1973 }
1921 1974
1922 if (!tmp->destroyed () && tmp->inv == NULL) 1975 if (!tmp->destroyed () && !tmp->inv)
1923 decrease_ob (tmp); 1976 decrease_ob (tmp);
1924
1925} 1977}
1926 1978
1927/** 1979/**
1928 * op eats food. 1980 * op eats food.
1929 * If player, takes care of messages and dragon special food. 1981 * If player, takes care of messages and dragon special food.
1944 { 1996 {
1945 /* usual case - no dragon meal: */ 1997 /* usual case - no dragon meal: */
1946 if (op->stats.food + tmp->stats.food > 999) 1998 if (op->stats.food + tmp->stats.food > 999)
1947 { 1999 {
1948 if (tmp->type == FOOD || tmp->type == FLESH) 2000 if (tmp->type == FOOD || tmp->type == FLESH)
1949 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 2001 op->failmsg ("You feel full, but what a waste of food!");
1950 else 2002 else
1951 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 2003 op->statusmsg ("Most of the drink goes down your face not your throat!");
1952 } 2004 }
2005
2006 tmp->play_sound (
2007 tmp->sound
2008 ? tmp->sound
2009 : tmp->type == DRINK
2010 ? sound_find ("eat_drink")
2011 : sound_find ("eat_food")
2012 );
1953 2013
1954 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2014 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1955 { 2015 {
1956 char buf[MAX_BUF]; 2016 const char *buf;
1957 2017
1958 if (!is_dragon_pl (op)) 2018 if (!is_dragon_pl (op))
1959 { 2019 {
1960 /* eating message for normal players */ 2020 /* eating message for normal players */
1961 if (tmp->type == DRINK) 2021 if (tmp->type == DRINK)
1962 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2022 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1963 else 2023 else
1964 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2024 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1965 } 2025 }
1966 else 2026 else
1967 {
1968 /* eating message for dragon players */ 2027 /* eating message for dragon players */
1969 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2028 buf = format ("The %s tasted terrible!", &tmp->name);
1970 }
1971 2029
1972 new_draw_info (NDI_UNIQUE, 0, op, buf); 2030 op->statusmsg (buf);
2031
1973 capacity_remaining = 999 - op->stats.food; 2032 capacity_remaining = 999 - op->stats.food;
1974 op->stats.food += tmp->stats.food; 2033 op->stats.food += tmp->stats.food;
1975 if (capacity_remaining < tmp->stats.food) 2034 if (capacity_remaining < tmp->stats.food)
1976 op->stats.hp += capacity_remaining / 50; 2035 op->stats.hp += capacity_remaining / 50;
1977 else 2036 else
1978 op->stats.hp += tmp->stats.food / 50; 2037 op->stats.hp += tmp->stats.food / 50;
2038
1979 if (op->stats.hp > op->stats.maxhp) 2039 if (op->stats.hp > op->stats.maxhp)
1980 op->stats.hp = op->stats.maxhp; 2040 op->stats.hp = op->stats.maxhp;
1981 if (op->stats.food > 999) 2041 if (op->stats.food > 999)
1982 op->stats.food = 999; 2042 op->stats.food = 999;
1983 } 2043 }
1985 /* special food hack -b.t. */ 2045 /* special food hack -b.t. */
1986 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2046 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1987 eat_special_food (op, tmp); 2047 eat_special_food (op, tmp);
1988 } 2048 }
1989 } 2049 }
2050
1990 handle_apply_yield (tmp); 2051 handle_apply_yield (tmp);
1991 decrease_ob (tmp); 2052 decrease_ob (tmp);
1992} 2053}
1993 2054
1994/** 2055/**
2006{ 2067{
2007 object *skin = NULL; /* pointer to dragon skin force */ 2068 object *skin = NULL; /* pointer to dragon skin force */
2008 object *abil = NULL; /* pointer to dragon ability force */ 2069 object *abil = NULL; /* pointer to dragon ability force */
2009 object *tmp = NULL; /* tmp. object */ 2070 object *tmp = NULL; /* tmp. object */
2010 2071
2011 char buf[MAX_BUF]; /* tmp. string buffer */
2012 double chance; /* improvement-chance of one resistance type */ 2072 double chance; /* improvement-chance of one resistance type */
2013 double totalchance = 1; /* total chance of gaining one resistance */ 2073 double totalchance = 1; /* total chance of gaining one resistance */
2014 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2074 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2015 double mbonus = 0; /* monster bonus */ 2075 double mbonus = 0; /* monster bonus */
2016 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2076 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2021 if (meal->type != FLESH || !is_dragon_pl (op)) 2081 if (meal->type != FLESH || !is_dragon_pl (op))
2022 return 0; 2082 return 0;
2023 2083
2024 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2084 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2025 from the player's inventory */ 2085 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) 2086 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == FORCE) 2087 if (tmp->type == FORCE)
2031 if (tmp->arch->name == dragon_skin_force) 2088 if (tmp->arch->archname == shstr_dragon_skin_force)
2032 skin = tmp; 2089 skin = tmp;
2033 else if (tmp->arch->name == dragon_ability_force) 2090 else if (tmp->arch->archname == shstr_dragon_ability_force)
2034 abil = tmp; 2091 abil = tmp;
2035 2092
2036 /* if either skin or ability are missing, this is an old player 2093 /* if either skin or ability are missing, this is an old player
2037 which is not to be considered a dragon -> bail out */ 2094 which is not to be considered a dragon -> bail out */
2038 if (skin == NULL || abil == NULL) 2095 if (skin == NULL || abil == NULL)
2041 /* now start by filling stomache and health, according to food-value */ 2098 /* now start by filling stomache and health, according to food-value */
2042 if ((999 - op->stats.food) < meal->stats.food) 2099 if ((999 - op->stats.food) < meal->stats.food)
2043 op->stats.hp += (999 - op->stats.food) / 50; 2100 op->stats.hp += (999 - op->stats.food) / 50;
2044 else 2101 else
2045 op->stats.hp += meal->stats.food / 50; 2102 op->stats.hp += meal->stats.food / 50;
2103
2046 if (op->stats.hp > op->stats.maxhp) 2104 if (op->stats.hp > op->stats.maxhp)
2047 op->stats.hp = op->stats.maxhp; 2105 op->stats.hp = op->stats.maxhp;
2048 2106
2049 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2107 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2050 2108
2095 } 2153 }
2096 } 2154 }
2097 2155
2098 /* inverse totalchance as until now we have the failure-chance */ 2156 /* inverse totalchance as until now we have the failure-chance */
2099 totalchance = 100 - totalchance * 100; 2157 totalchance = 100 - totalchance * 100;
2158
2100 /* print message according to totalchance */ 2159 /* print message according to totalchance */
2160 const char *buf;
2101 if (totalchance > 50.) 2161 if (totalchance > 50.)
2102 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2162 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2103 else if (totalchance > 10.) 2163 else if (totalchance > 10.)
2104 sprintf (buf, "The %s tasted very good.", &meal->name); 2164 buf = format ("The %s tasted very good.", &meal->name);
2105 else if (totalchance > 1.) 2165 else if (totalchance > 1.)
2106 sprintf (buf, "The %s tasted good.", &meal->name); 2166 buf = format ("The %s tasted good.", &meal->name);
2107 else if (totalchance > 0.1) 2167 else if (totalchance > 0.1)
2108 sprintf (buf, "The %s tasted bland.", &meal->name); 2168 buf = format ("The %s tasted bland.", &meal->name);
2109 else if (totalchance >= 0.01) 2169 else if (totalchance >= 0.01)
2110 sprintf (buf, "The %s had a boring taste.", &meal->name); 2170 buf = format ("The %s had a boring taste.", &meal->name);
2111 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2171 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2112 sprintf (buf, "The %s tasted strange.", &meal->name); 2172 buf = format ("The %s tasted strange.", &meal->name);
2113 else 2173 else
2114 sprintf (buf, "The %s had no taste.", &meal->name); 2174 buf = format ("The %s had no taste.", &meal->name);
2115 new_draw_info (NDI_UNIQUE, 0, op, buf); 2175
2176 op->statusmsg (buf);
2116 2177
2117 /* now choose a winner if we have any */ 2178 /* now choose a winner if we have any */
2118 i = -1; 2179 i = -1;
2119 if (winners > 0) 2180 if (winners > 0)
2120 i = atnr_winner[RANDOM () % winners]; 2181 i = atnr_winner[RANDOM () % winners];
2123 { 2184 {
2124 /* resistance increased! */ 2185 /* resistance increased! */
2125 skin->resist[i]++; 2186 skin->resist[i]++;
2126 op->update_stats (); 2187 op->update_stats ();
2127 2188
2128 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2189 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 } 2190 }
2131 2191
2132 /* if this flesh contains a new ability focus, we mark it 2192 /* if this flesh contains a new ability focus, we mark it
2133 into the ability_force and it will take effect on next level */ 2193 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) 2194 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2135 { 2195 {
2136 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2196 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2137 2197
2138 if (meal->last_eat != abil->stats.exp) 2198 if (meal->last_eat != abil->stats.exp)
2199 op->statusmsg (format (
2200 "Your metabolism prepares to focus on %s!\n"
2201 "The change will happen at level %d.",
2202 change_resist_msg[meal->last_eat],
2203 abil->level + 1
2139 { 2204 ));
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 2205 else
2146 { 2206 {
2147 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2207 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; 2208 abil->last_eat = 0;
2150 } 2209 }
2151 } 2210 }
2211
2152 return 1; 2212 return 1;
2153} 2213}
2154 2214
2155/** 2215/**
2156 * Handles applying an improve armor scroll. 2216 * Handles applying an improve armor scroll.
2159static void 2219static void
2160apply_armour_improver (object *op, object *tmp) 2220apply_armour_improver (object *op, object *tmp)
2161{ 2221{
2162 object *armor; 2222 object *armor;
2163 2223
2164 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2224 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2165 { 2225 {
2166 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2226 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2167 return; 2227 return;
2168 } 2228 }
2169 2229
2170 armor = find_marked_object (op); 2230 armor = find_marked_object (op);
2171 2231
2172 if (!armor) 2232 if (!armor)
2173 { 2233 {
2174 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2234 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2175 return; 2235 return;
2176 } 2236 }
2177 2237
2178 if (armor->type != ARMOUR 2238 if (armor->type != ARMOUR
2179 && armor->type != CLOAK 2239 && armor->type != CLOAK
2180 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2240 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2181 { 2241 {
2182 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2242 op->failmsg ("Your marked item is not armour!\n");
2183 return; 2243 return;
2184 } 2244 }
2185 2245
2186 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2246 op->statusmsg ("Applying armour enchantment.");
2187 improve_armour (op, tmp, armor); 2247 improve_armour (op, tmp, armor);
2188} 2248}
2189 2249
2190extern void 2250extern void
2191apply_poison (object *op, object *tmp) 2251apply_poison (object *op, object *tmp)
2192{ 2252{
2193 if (op->type == PLAYER) 2253 if (op->type == PLAYER)
2194 { 2254 {
2195 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2255 op->contr->play_sound (sound_find ("drink_poison"));
2196 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2256 op->failmsg ("Yech! That tasted poisonous!");
2197 strcpy (op->contr->killer, "poisonous booze"); 2257 strcpy (op->contr->killer, "poisonous booze");
2198 } 2258 }
2259
2199 if (tmp->stats.hp > 0) 2260 if (tmp->stats.hp > 0)
2200 { 2261 {
2201 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2262 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); 2263 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2203 } 2264 }
2265
2204 op->stats.food -= op->stats.food / 4; 2266 op->stats.food -= op->stats.food / 4;
2205 handle_apply_yield (tmp); 2267 handle_apply_yield (tmp);
2206 decrease_ob (tmp); 2268 decrease_ob (tmp);
2207} 2269}
2208 2270
2227#if 0 //TODO 2289#if 0 //TODO
2228 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2290 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2229 return 0; /* This is a reset town portal */ 2291 return 0; /* This is a reset town portal */
2230#endif 2292#endif
2231 2293
2294 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2295
2232 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2296 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2233 2297
2234 if (exitmap) 2298 if (exitmap)
2235 { 2299 {
2236 exitmap->load_sync (); 2300 exitmap->load_sync ();
2291 } 2355 }
2292 } 2356 }
2293 2357
2294 return 0; 2358 return 0;
2295} 2359}
2296
2297 2360
2298/** 2361/**
2299 * Main apply handler. 2362 * Main apply handler.
2300 * 2363 *
2301 * Checks for unpaid items before applying. 2364 * Checks for unpaid items before applying.
2309 * being applied. 2372 * being applied.
2310 * 2373 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2374 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2375 * them in this function - they are passed to apply_special
2313 */ 2376 */
2314
2315int 2377int
2316manual_apply (object *op, object *tmp, int aflag) 2378manual_apply (object *op, object *tmp, int aflag)
2317{ 2379{
2318 if (tmp->head) 2380 if (tmp->head)
2319 tmp = tmp->head; 2381 tmp = tmp->head;
2320 2382
2321 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2383 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2322 { 2384 {
2323 if (op->type == PLAYER) 2385 if (op->type == PLAYER)
2324 { 2386 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2387 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2326 return 1; 2388 return 1;
2327 } 2389 }
2328 else 2390 else
2329 return 0; /* monsters just skip unpaid items */ 2391 return 0; /* monsters just skip unpaid items */
2330 } 2392 }
2333 return RESULT_INT (0); 2395 return RESULT_INT (0);
2334 2396
2335 switch (tmp->type) 2397 switch (tmp->type)
2336 { 2398 {
2337 case CF_HANDLE: 2399 case CF_HANDLE:
2338 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2400 op->play_sound (sound_find ("turn_handle"));
2339 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2401 op->statusmsg ("You turn the handle.");
2340 tmp->value = tmp->value ? 0 : 1; 2402 tmp->value = tmp->value ? 0 : 1;
2341 SET_ANIMATION (tmp, tmp->value); 2403 SET_ANIMATION (tmp, tmp->value);
2342 update_object (tmp, UP_OBJ_FACE); 2404 update_object (tmp, UP_OBJ_FACE);
2343 push_button (tmp); 2405 push_button (tmp);
2344 return 1; 2406 return 1;
2345 2407
2346 case TRIGGER: 2408 case TRIGGER:
2347 if (check_trigger (tmp, op)) 2409 if (check_trigger (tmp, op))
2348 { 2410 {
2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2411 op->statusmsg ("You turn the handle.");
2350 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2412 op->play_sound (sound_find ("turn_handle"));
2351 } 2413 }
2352 else 2414 else
2353 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2415 op->failmsg ("The handle doesn't move.");
2354 2416
2355 return 1; 2417 return 1;
2356 2418
2357 case EXIT: 2419 case EXIT:
2358 if (op->type != PLAYER) 2420 if (op->type != PLAYER)
2359 return 0; 2421 return 0;
2360 2422
2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2423 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2362 { 2424 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 2425 else
2366 { 2426 {
2367 /* Don't display messages for random maps. */ 2427 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2428 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2429 op->statusmsg (tmp->msg, NDI_NAVY);
2370 2430
2371 op->enter_exit (tmp); 2431 op->enter_exit (tmp);
2372 } 2432 }
2433
2434 return 1;
2435
2436 case INSCRIBABLE:
2437 op->statusmsg (tmp->msg);
2438 // maybe show a spell menu to chose from or something like that
2373 return 1; 2439 return 1;
2374 2440
2375 case SIGN: 2441 case SIGN:
2376 apply_sign (op, tmp, 0); 2442 apply_sign (op, tmp, 0);
2377 return 1; 2443 return 1;
2381 { 2447 {
2382 apply_book (op, tmp); 2448 apply_book (op, tmp);
2383 return 1; 2449 return 1;
2384 } 2450 }
2385 else 2451 else
2386 {
2387 return 0; 2452 return 0;
2388 }
2389 2453
2390 case SKILLSCROLL: 2454 case SKILLSCROLL:
2391 if (op->type == PLAYER) 2455 if (op->type == PLAYER)
2392 { 2456 {
2393 apply_skillscroll (op, tmp); 2457 apply_skillscroll (op, tmp);
2394 return 1; 2458 return 1;
2395 } 2459 }
2460 else
2396 return 0; 2461 return 0;
2397 2462
2398 case SPELLBOOK: 2463 case SPELLBOOK:
2399 if (op->type == PLAYER) 2464 if (op->type == PLAYER)
2400 { 2465 {
2401 apply_spellbook (op, tmp); 2466 apply_spellbook (op, tmp);
2402 return 1; 2467 return 1;
2403 } 2468 }
2469 else
2404 return 0; 2470 return 0;
2405 2471
2406 case SCROLL: 2472 case SCROLL:
2407 apply_scroll (op, tmp, 0); 2473 apply_scroll (op, tmp, 0);
2408 return 1; 2474 return 1;
2409 2475
2410 case POTION: 2476 case POTION:
2411 (void) apply_potion (op, tmp); 2477 apply_potion (op, tmp);
2412 return 1; 2478 return 1;
2413 2479
2414 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2480 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed? 2481 //TODO: remove, as it is unsed?
2416 case CLOSE_CON: 2482 case CLOSE_CON:
2449 case LAMP: 2515 case LAMP:
2450 case BUILDER: 2516 case BUILDER:
2451 case SKILL_TOOL: 2517 case SKILL_TOOL:
2452 if (tmp->env != op) 2518 if (tmp->env != op)
2453 return 2; /* not in inventory */ 2519 return 2; /* not in inventory */
2520
2454 (void) apply_special (op, tmp, aflag); 2521 apply_special (op, tmp, aflag);
2455 return 1; 2522 return 1;
2456 2523
2457 case DRINK: 2524 case DRINK:
2458 case FOOD: 2525 case FOOD:
2459 case FLESH: 2526 case FLESH:
2475 } 2542 }
2476 else 2543 else
2477 return 0; 2544 return 0;
2478 2545
2479 case WEAPON_IMPROVER: 2546 case WEAPON_IMPROVER:
2480 (void) check_improve_weapon (op, tmp); 2547 check_improve_weapon (op, tmp);
2481 return 1; 2548 return 1;
2482 2549
2483 case CLOCK: 2550 case CLOCK:
2484 if (op->type == PLAYER) 2551 if (op->type == PLAYER)
2485 { 2552 {
2486 char buf[MAX_BUF]; 2553 char buf[MAX_BUF];
2487 timeofday_t tod; 2554 timeofday_t tod;
2488 2555
2489 get_tod (&tod); 2556 get_tod (&tod);
2557 op->play_sound (sound_find ("sound_clock"));
2558 op->statusmsg (format (
2490 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2559 "It is %d minute%s past %d o'clock %s",
2491 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2560 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2492 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2561 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2562 ));
2494 new_draw_info (NDI_UNIQUE, 0, op, buf);
2495 return 1; 2563 return 1;
2496 } 2564 }
2497 else 2565 else
2498 {
2499 return 0; 2566 return 0;
2500 }
2501 2567
2502 case MENU: 2568 case MENU:
2503 if (op->type == PLAYER) 2569 if (op->type == PLAYER)
2504 { 2570 {
2505 shop_listing (tmp, op); 2571 shop_listing (tmp, op);
2506 return 1; 2572 return 1;
2507 } 2573 }
2508 else 2574 else
2509 {
2510 return 0; 2575 return 0;
2511 }
2512 2576
2513 case POWER_CRYSTAL: 2577 case POWER_CRYSTAL:
2514 apply_power_crystal (op, tmp); /* see egoitem.c */ 2578 apply_power_crystal (op, tmp); /* see egoitem.c */
2515 return 1; 2579 return 1;
2516 2580
2519 { 2583 {
2520 apply_lighter (op, tmp); 2584 apply_lighter (op, tmp);
2521 return 1; 2585 return 1;
2522 } 2586 }
2523 else 2587 else
2524 {
2525 return 0; 2588 return 0;
2526 }
2527 2589
2528 case ITEM_TRANSFORMER: 2590 case ITEM_TRANSFORMER:
2529 apply_item_transformer (op, tmp); 2591 apply_item_transformer (op, tmp);
2530 return 1; 2592 return 1;
2531 2593
2544int 2606int
2545player_apply (object *pl, object *op, int aflag, int quiet) 2607player_apply (object *pl, object *op, int aflag, int quiet)
2546{ 2608{
2547 int tmp; 2609 int tmp;
2548 2610
2549 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2611 if (op->env && (pl->move_type & MOVE_FLYING))
2550 { 2612 {
2551 /* player is flying and applying object not in inventory */ 2613 /* player is flying and applying object not in inventory */
2552 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2614 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2553 { 2615 {
2554 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2616 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2555 return 0; 2617 return 0;
2556 } 2618 }
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 } 2619 }
2570 2620
2571 pl->contr->last_used = op; 2621 pl->contr->last_used = op;
2572 2622
2573 tmp = manual_apply (pl, op, aflag); 2623 tmp = manual_apply (pl, op, aflag);
2574 if (!quiet) 2624 if (!quiet)
2575 { 2625 {
2576 if (tmp == 0) 2626 if (tmp == 0)
2577 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2627 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2578 else if (tmp == 2) 2628 else if (tmp == 2)
2579 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2629 op->failmsg ("You must get it first!\n");
2580 } 2630 }
2631
2581 return tmp; 2632 return tmp;
2582} 2633}
2583 2634
2584/** 2635/**
2585 * player_apply_below attempts to apply the object 'below' the player. 2636 * 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 2637 * If the player has an open container, we use that for below, otherwise
2587 * we use the ground. 2638 * we use the ground.
2588 */ 2639 */
2589
2590void 2640void
2591player_apply_below (object *pl) 2641player_apply_below (object *pl)
2592{ 2642{
2593 int floors = 0; 2643 int floors = 0;
2594 2644
2631 * to keep the size of apply_special to a more managable size. 2681 * to keep the size of apply_special to a more managable size.
2632 */ 2682 */
2633static int 2683static int
2634unapply_special (object *who, object *op, int aflags) 2684unapply_special (object *who, object *op, int aflags)
2635{ 2685{
2636 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2686 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2687 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2637 return RESULT_INT (0); 2688 return RESULT_INT (0);
2638 2689
2639 object *tmp2;
2640
2641 CLEAR_FLAG (op, FLAG_APPLIED); 2690 CLEAR_FLAG (op, FLAG_APPLIED);
2642 2691
2643 switch (op->type) 2692 switch (op->type)
2644 { 2693 {
2694 case SKILL_TOOL:
2695 // unapplying a skill tool should also unapply the skill it governs
2696 // but this is hard, as it shouldn't do so when the skill can
2697 // be used for other reasons
2698 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2699 if (tmp->skill == op->skill
2700 && tmp->type == SKILL
2701 && tmp->flag [FLAG_APPLIED]
2702 && !tmp->flag [FLAG_CAN_USE_SKILL])
2703 unapply_special (who, tmp, 0);
2704
2705 change_abil (who, op);
2706 break;
2707
2645 case WEAPON: 2708 case WEAPON:
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2709 if (player *pl = who->contr)
2710 if (op == pl->combat_ob)
2711 {
2712 pl->combat_ob = 0;
2713 who->change_weapon (pl->ranged_ob);
2714 }
2647 2715
2716 who->statusmsg (format ("You unwield %s.", query_name (op)));
2717
2648 (void) change_abil (who, op); 2718 change_abil (who, op);
2649 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2719 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2651 clear_skill (who);
2652 break; 2720 break;
2653 2721
2654 case SKILL: /* allows objects to impart skills */
2655 case SKILL_TOOL: 2722 case SKILL:
2656 if (op != who->chosen_skill) 2723 if (who->contr)
2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2658
2659 if (who->type == PLAYER)
2660 { 2724 {
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) 2725 if (!op->invisible)
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2726 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2669 else 2727 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2728 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2671 } 2729 }
2672 2730
2673 change_abil (who, op); 2731 change_abil (who, op);
2674 who->chosen_skill = 0;
2675 CLEAR_FLAG (who, FLAG_READY_SKILL); 2732 CLEAR_FLAG (who, FLAG_READY_SKILL);
2676 break; 2733 break;
2677 2734
2678 case ARMOUR: 2735 case ARMOUR:
2679 case HELMET: 2736 case HELMET:
2683 case GLOVES: 2740 case GLOVES:
2684 case AMULET: 2741 case AMULET:
2685 case GIRDLE: 2742 case GIRDLE:
2686 case BRACERS: 2743 case BRACERS:
2687 case CLOAK: 2744 case CLOAK:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2745 who->statusmsg (format ("You unwear %s.", query_name (op)));
2689 (void) change_abil (who, op); 2746 change_abil (who, op);
2690 break; 2747 break;
2748
2691 case LAMP: 2749 case LAMP:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2750 {
2751 who->statusmsg (format ("You turn off your %s.", &op->name));
2752
2693 tmp2 = arch_to_object (op->other_arch); 2753 object *tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2754 tmp2->x = op->x;
2695 tmp2->y = op->y; 2755 tmp2->y = op->y;
2696 tmp2->map = op->map; 2756 tmp2->map = op->map;
2697 tmp2->below = op->below; 2757 tmp2->below = op->below;
2698 tmp2->above = op->above; 2758 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food; 2759 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2760 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2761
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2762 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2763 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2764
2705 if (who->type == PLAYER) 2765 if (who->contr)
2706 esrv_del_item (who->contr, op->count); 2766 esrv_del_item (who->contr, op->count);
2707 2767
2708 op->destroy (); 2768 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2769 insert_ob_in_ob (tmp2, who);
2710 who->update_stats (); 2770 who->update_stats ();
2771
2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2772 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712 { 2773 {
2713 if (who->type == PLAYER) 2774 if (who->contr)
2714 { 2775 {
2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2776 who->failmsg ("Oops, it feels deadly cold!");
2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2777 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717 } 2778 }
2718 } 2779 }
2719 if (who->type == PLAYER) 2780
2781 if (who->contr)
2720 esrv_send_item (who, tmp2); 2782 esrv_send_item (who, tmp2);
2783 }
2784
2721 return 1; /* otherwise, an attempt to drop causes problems */ 2785 return 1; /* otherwise, an attempt to drop causes problems */
2722 break;
2723 2786
2724 case BOW: 2787 case BOW:
2725 case WAND: 2788 case WAND:
2726 case ROD: 2789 case ROD:
2727 case HORN: 2790 case HORN:
2728 clear_skill (who); 2791 if (player *pl = who->contr)
2729 if (who->type == PLAYER)
2730 { 2792 {
2731 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2793 if (op == pl->ranged_ob)
2794 {
2795 pl->ranged_ob = 0;
2796 who->change_weapon (pl->combat_ob);
2797 }
2732 2798
2733 who->contr->ranged_skill = 0; 2799 who->statusmsg (format ("You unready %s.", query_name (op)));
2734 who->contr->ranged_ob = 0;
2735 } 2800 }
2736 else 2801 else
2737 { 2802 {
2803 who->change_skill (0);
2804
2738 if (op->type == BOW) 2805 if (op->type == BOW)
2739 CLEAR_FLAG (who, FLAG_READY_BOW); 2806 CLEAR_FLAG (who, FLAG_READY_BOW);
2740 else 2807 else
2741 CLEAR_FLAG (who, FLAG_READY_RANGE); 2808 CLEAR_FLAG (who, FLAG_READY_RANGE);
2742 } 2809 }
2743 2810
2744 break; 2811 break;
2745 2812
2746 case BUILDER: 2813 case BUILDER:
2747 if (who->type == PLAYER) 2814 if (who->contr)
2748 { 2815 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; 2816 break;
2755 2817
2756 default: 2818 default:
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2819 who->statusmsg (format ("You unapply %s.", query_name (op)));
2758 break; 2820 break;
2759 } 2821 }
2760 2822
2761 who->update_stats (); 2823 who->update_stats ();
2762 2824
2763 if (!(aflags & AP_NO_MERGE)) 2825 if (!(aflags & AP_NO_MERGE))
2764 { 2826 {
2765 object *tmp;
2766
2767 tmp = merge_ob (op, NULL); 2827 object *tmp = merge_ob (op, 0);
2768 if (who->type == PLAYER) 2828
2829 if (who->contr)
2769 { 2830 {
2770 if (tmp) 2831 if (tmp)
2771 { /* it was merged */ 2832 { /* it was merged */
2772 esrv_del_item (who->contr, op->count); 2833 esrv_del_item (who->contr, op->count);
2773 op = tmp; 2834 op = tmp;
2774 } 2835 }
2775 2836
2776 esrv_send_item (who, op); 2837 esrv_send_item (who, op);
2777 } 2838 }
2778 } 2839 }
2840
2779 return 0; 2841 return 0;
2780} 2842}
2781 2843
2782/** 2844/**
2783 * Returns the object that is using location 'loc'. 2845 * Returns the object that is using location 'loc'.
2784 * Note that 'start' is the first object to start examing - we 2846 * 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 2847 * then go through the below of this. In this way, you can do
2786 * something like: 2848 * something like:
2787 * tmp = get_item_from_body_location(who->inv, 1); 2849 * tmp = get_next_item_from_body_location(who->inv, 1);
2788 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2850 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2789 * to find the second object that may use this location, etc. 2851 * to find the second object that may use this location, etc.
2790 * Returns NULL if no match is found. 2852 * Returns NULL if no match is found.
2791 * loc is the index into the array we are looking for a match. 2853 * loc is the index into the array we are looking for a match.
2792 * don't return invisible objects unless they are skill objects 2854 * don't return invisible objects unless they are skill objects
2793 * invisible other objects that use 2855 * invisible other objects that use
2794 * up body locations can be used as restrictions. 2856 * up body locations can be used as restrictions.
2795 */ 2857 */
2796object * 2858static object *
2797get_item_from_body_location (object *start, int loc) 2859get_next_item_from_body_location (int loc, object *start)
2798{ 2860{
2799 object *tmp;
2800
2801 if (!start)
2802 return NULL;
2803
2804 for (tmp = start; tmp; tmp = tmp->below) 2861 for (object *tmp = start; tmp; tmp = tmp->below)
2805 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2862 if (tmp->flag [FLAG_APPLIED]
2863 && tmp->slot[loc].info
2864 && (!tmp->invisible || tmp->type == SKILL))
2806 return tmp; 2865 return tmp;
2807 2866
2808 return NULL; 2867 return 0;
2809} 2868}
2810
2811
2812 2869
2813/** 2870/**
2814 * 'op' wants to apply an object, but can't because of other equipment. 2871 * 'op' wants to apply an object, but can't because of other equipment.
2815 * This should only be called when it is known 2872 * This should only be called when it is known
2816 * that there are objects to unapply. This makes pretty heavy 2873 * that there are objects to unapply. This makes pretty heavy
2819 * Returns 0 on success, returns 1 if there is some problem. 2876 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 2877 * 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 2878 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 2879 * another function that does just that.
2823 */ 2880 */
2881
2882#define CANNOT_REMOVE_CURSED \
2883 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2884 "Praying over an altar, scrolls of remove curse/damnation, " \
2885 "priests or even other players might help.>"
2886
2824int 2887int
2825unapply_for_ob (object *who, object *op, int aflags) 2888unapply_for_ob (object *who, object *op, int aflags)
2826{ 2889{
2827 int i; 2890 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) 2891 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2836 {
2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2892 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))) 2893 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 2894 {
2841 if (aflags & AP_PRINT) 2895 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2896 who->failmsg (query_name (tmp));
2843 else 2897 else
2844 unapply_special (who, tmp, aflags); 2898 unapply_special (who, tmp, aflags);
2845 } 2899 }
2846 else 2900 else
2847 { 2901 {
2848 /* In this case, we want to try and remove a cursed item. 2902 /* 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 2903 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 2904 * at least generate the message.
2851 */ 2905 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2906 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; 2907 return 1;
2854 }
2855
2856 } 2908 }
2857 }
2858 }
2859 2909
2860 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2910 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2861 { 2911 {
2862 /* this used up a slot that we need to free */ 2912 /* this used up a slot that we need to free */
2863 if (op->body_info[i]) 2913 if (op->slot[i].info)
2864 { 2914 {
2865 last = who->inv; 2915 object *last = who->inv;
2866 2916
2867 /* We do a while loop - may need to remove several items in order 2917 /* We do a while loop - may need to remove several items in order
2868 * to free up enough slots. 2918 * to free up enough slots.
2869 */ 2919 */
2870 while ((who->body_used[i] + op->body_info[i]) < 0) 2920 while ((who->slot[i].used + op->slot[i].info) < 0)
2871 { 2921 {
2872 tmp = get_item_from_body_location (last, i); 2922 object *tmp = get_next_item_from_body_location (i, last);
2923
2873 if (!tmp) 2924 if (!tmp)
2874 { 2925 {
2875#if 0 2926#if 0
2876 /* Not a bug - we'll get this if the player has cursed items 2927 /* Not a bug - we'll get this if the player has cursed items
2877 * equipped. 2928 * equipped.
2878 */ 2929 */
2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2930 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2880#endif 2931#endif
2881 return 1; 2932 return 1;
2882 } 2933 }
2934
2883 /* If we are just printing, we don't care about cursed status */ 2935 /* 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)))) 2936 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2885 { 2937 {
2886 if (aflags & AP_PRINT) 2938 if (aflags & AP_PRINT)
2887 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2939 who->failmsg (query_name (tmp));
2888 else 2940 else
2889 unapply_special (who, tmp, aflags); 2941 unapply_special (who, tmp, aflags);
2890 } 2942 }
2891 else 2943 else
2892 { 2944 {
2893 /* Cursed item that we can't unequip - tell the player. 2945 /* Cursed item that we can't unequip - tell the player.
2894 * Note this could be annoying if this is just one of a few, 2946 * 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 2947 * so it may not be critical (eg, putting on a ring and you have
2896 * one cursed ring.) 2948 * one cursed ring.)
2897 */ 2949 */
2898 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2950 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2899 } 2951 }
2952
2900 last = tmp->below; 2953 last = tmp->below;
2901 } 2954 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2955 /* 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. 2956 * return in the !tmp would have kicked in.
2904 */ 2957 */
2905 } /* if op is using this body location */ 2958 } /* if op is using this body location */
2906 } /* for body lcoations */ 2959 } /* for body lcoations */
2960
2907 return 0; 2961 return 0;
2908} 2962}
2909 2963
2910/** 2964/**
2911 * Checks to see if 'who' can apply object 'op'. 2965 * Checks to see if 'who' can apply object 'op'.
2912 * Returns 0 if apply can be done without anything special. 2966 * Returns 0 if apply can be done without anything special.
2913 * Otherwise returns a bitmask - potentially several of these may be 2967 * Otherwise returns a bitmask - potentially several of these may be
2914 * set, but largely depends on circumstance - in the future, processing 2968 * set, but largely depends on circumstance - in the future, processing
2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2969 * 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?) 2970 * is set, do we really care what the other flags may be?)
2917 * 2971 *
2918 * See include/define.h for detailed description of the meaning of 2972 * See include/define.h for detailed description of the meaning of
2919 * these return values. 2973 * these return values.
2920 */ 2974 */
2921int 2975int
2922can_apply_object (object *who, object *op) 2976can_apply_object (object *who, object *op)
2923{ 2977{
2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2978 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2925 return RESULT_INT (0); 2979 return RESULT_INT (0);
2926 2980
2927 int i, retval = 0; 2981 int retval = 0;
2928 object *tmp = NULL, *ws = NULL; 2982 object *tmp = 0, *ws = 0;
2929 2983
2930 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2984 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 { 2985 {
2937 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2986 if (op->slot[i].info)
2938 { 2987 {
2939 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2988 /* Item uses more slots than we have */
2989 if (who->slot[i].info + op->slot [i].info < 0)
2940 { 2990 {
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' 2991 /* Could return now for efficiency - rest of info below isn't
2955 * really needed. 2992 * really needed.
2956 */ 2993 */
2957 retval |= CAN_APPLY_NEVER; 2994 retval |= CAN_APPLY_NEVER;
2958 } 2995 }
2959 else if ((who->body_used[i] + op->body_info[i]) < 0) 2996 else if (who->slot[i].used + op->slot[i].info < 0)
2960 { 2997 {
2961 /* in this case, equipping this would use more free spots than 2998 /* in this case, equipping this would use more free spots than
2962 * we have. 2999 * we have.
2963 */ 3000 */
2964 object *tmp1;
2965
2966 3001
2967 /* if we have an applied weapon/shield, and unapply it would free 3002 /* 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 3003 * enough slots to equip the new item, then just set "can
2969 * continue. We don't care about the logic below - if you have 3004 * 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 3005 * shield equipped and try to equip another shield, there is only
2971 * one choice. However, the check for the number of body locations 3006 * one choice. However, the check for the number of body locations
2972 * does take into the account cases where what is being applied 3007 * does take into the account cases where what is being applied
2973 * may be two handed for example. 3008 * may be two handed for example.
2974 */ 3009 */
2975 if (ws) 3010 if (ws)
2976 { 3011 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 { 3012 {
2979 retval |= CAN_APPLY_UNAPPLY; 3013 retval |= CAN_APPLY_UNAPPLY;
2980 continue; 3014 continue;
2981 } 3015 }
2982 }
2983 3016
2984 tmp1 = get_item_from_body_location (who->inv, i); 3017 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2985 if (!tmp1) 3018 if (!tmp1)
2986 { 3019 {
2987#if 0 3020#if 0
2988 /* This is sort of an error, but happens a lot when old players 3021 /* 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. 3022 * join in with more stuff equipped than they are now allowed.
2997 /* need to unapply something. However, if this something 3030 /* need to unapply something. However, if this something
2998 * is different than we had found before, it means they need 3031 * is different than we had found before, it means they need
2999 * to apply multiple objects 3032 * to apply multiple objects
3000 */ 3033 */
3001 retval |= CAN_APPLY_UNAPPLY; 3034 retval |= CAN_APPLY_UNAPPLY;
3035
3002 if (!tmp) 3036 if (!tmp)
3003 tmp = tmp1; 3037 tmp = tmp1;
3004 else if (tmp != tmp1) 3038 else if (tmp != tmp1)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY_MULT; 3039 retval |= CAN_APPLY_UNAPPLY_MULT;
3007 } 3040
3008 /* This object isn't using up all the slots, so there must 3041 /* 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 3042 * be another. If so, and it the new item doesn't need all
3010 * the slots, the player then has a choice. 3043 * the slots, the player then has a choice.
3011 */ 3044 */
3012 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3045 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3046 && abs (op->slot[i].info) < who->slot[i].info)
3013 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3047 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3014 3048
3015 /* Does unequippint 'tmp1' free up enough slots for this to be 3049 /* Does unequippint 'tmp1' free up enough slots for this to be
3016 * equipped? If not, there must be something else to unapply. 3050 * equipped? If not, there must be something else to unapply.
3017 */ 3051 */
3018 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3052 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3019 retval |= CAN_APPLY_UNAPPLY_MULT; 3053 retval |= CAN_APPLY_UNAPPLY_MULT;
3020
3021 } 3054 }
3022 } /* if not enough free slots */ 3055 } /* if not enough free slots */
3023 } /* if this object uses location i */ 3056 } /* if this object uses location i */
3024 } /* for i -> num_body_locations loop */ 3057 } /* for i -> num_body_locations loop */
3025 3058
3038 3071
3039 if (who->type != PLAYER) 3072 if (who->type != PLAYER)
3040 { 3073 {
3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3074 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3042 retval |= CAN_APPLY_RESTRICTION; 3075 retval |= CAN_APPLY_RESTRICTION;
3076
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3077 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3044 retval |= CAN_APPLY_RESTRICTION; 3078 retval |= CAN_APPLY_RESTRICTION;
3079
3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3080 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3046 retval |= CAN_APPLY_RESTRICTION; 3081 retval |= CAN_APPLY_RESTRICTION;
3082
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3083 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION; 3084 retval |= CAN_APPLY_RESTRICTION;
3049 } 3085 }
3050 3086
3051 return retval; 3087 return retval;
3066 * AP_UNAPPLY=always unapply). 3102 * AP_UNAPPLY=always unapply).
3067 * 3103 *
3068 * Optional flags: 3104 * Optional flags:
3069 * AP_NO_MERGE: don't merge an unapplied object with other objects 3105 * AP_NO_MERGE: don't merge an unapplied object with other objects
3070 * AP_IGNORE_CURSE: unapply cursed items 3106 * AP_IGNORE_CURSE: unapply cursed items
3107 * AP_NO_READY: do not ready skills when applying skill tools
3071 * 3108 *
3072 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3109 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3073 * 3110 *
3074 * apply_special() doesn't check for unpaid items. 3111 * apply_special() doesn't check for unpaid items.
3075 */ 3112 */
3113
3114#define LACK_ITEM_POWER \
3115 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3116
3076int 3117int
3077apply_special (object *who, object *op, int aflags) 3118apply_special (object *who, object *op, int aflags)
3078{ 3119{
3079 int basic_flag = aflags & AP_BASIC_FLAGS; 3120 int basic_flag = aflags & AP_BASIC_FLAGS;
3080 object *tmp, *tmp2, *skop = NULL; 3121 object *tmp, *tmp2, *skop = NULL;
3081 int i;
3082 3122
3083 if (who == NULL) 3123 if (who == NULL)
3084 { 3124 {
3085 LOG (llevError, "apply_special() from object without environment.\n"); 3125 LOG (llevError, "apply_special() from object without environment.\n");
3086 return 1; 3126 return 1;
3096 if (basic_flag == AP_APPLY) 3136 if (basic_flag == AP_APPLY)
3097 return 0; 3137 return 0;
3098 3138
3099 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3139 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3100 { 3140 {
3101 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3141 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3102 return 1; 3142 return 1;
3103 } 3143 }
3144
3104 return unapply_special (who, op, aflags); 3145 return unapply_special (who, op, aflags);
3105 } 3146 }
3106 3147
3107 if (basic_flag == AP_UNAPPLY) 3148 if (basic_flag == AP_UNAPPLY)
3108 return 0; 3149 return 0;
3109 3150
3110 i = can_apply_object (who, op); 3151 // if the item is combat/ranged, wield the relevant slot first
3152 // to resolve conflicts.
3153 if (player *pl = who->contr)
3154 switch (op->slottype ())
3155 {
3156 case slot_combat: who->change_weapon (pl->combat_ob); break;
3157 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3158 }
3159
3160 splay (op);
3111 3161
3112 /* Can't just apply this object. Lets see what not and what to do */ 3162 /* Can't just apply this object. Lets see what not and what to do */
3113 if (i) 3163 if (int i = can_apply_object (who, op))
3114 { 3164 {
3115 if (i & CAN_APPLY_NEVER) 3165 if (i & CAN_APPLY_NEVER)
3116 { 3166 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3167 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; 3168 return 1;
3119 } 3169 }
3120 else if (i & CAN_APPLY_RESTRICTION) 3170 else if (i & CAN_APPLY_RESTRICTION)
3121 { 3171 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3172 who->failmsg (format (
3173 "You have a prohibition against using a %s. "
3174 "H<Your belief, profession or class prevents you from applying this item.>",
3175 query_name (op)
3176 ));
3123 return 1; 3177 return 1;
3124 } 3178 }
3179
3125 if (who->type != PLAYER) 3180 if (who->type != PLAYER)
3126 { 3181 {
3127 /* Some error, so don't try to equip something more */ 3182 /* Some error, so don't try to equip something more */
3128 if (unapply_for_ob (who, op, aflags)) 3183 if (unapply_for_ob (who, op, aflags))
3129 return 1; 3184 return 1;
3130 } 3185 }
3131 else 3186 else
3132 { 3187 {
3133 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3188 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3134 { 3189 {
3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3190 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3136 unapply_for_ob (who, op, AP_PRINT); 3191 unapply_for_ob (who, op, AP_PRINT);
3137 return 1; 3192 return 1;
3138 } 3193 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3194 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3140 {
3141 i = unapply_for_ob (who, op, aflags); 3195 if (unapply_for_ob (who, op, aflags))
3142 if (i)
3143 return 1; 3196 return 1;
3144 }
3145 } 3197 }
3146 } 3198 }
3147 3199
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3200 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 { 3201 {
3150 skop = find_skill_by_name (who, op->skill); 3202 skop = find_skill_by_name (who, op->skill);
3203
3151 if (!skop) 3204 if (!skop)
3152 { 3205 {
3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3206 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3154 return 1; 3207 return 1;
3155 } 3208 }
3156 else 3209 else
3157 /* While experience will be credited properly, we want to change the 3210 /* While experience will be credited properly, we want to change the
3158 * skill so that the dam and wc get updated 3211 * skill so that the dam and wc get updated
3159 */ 3212 */
3160 change_skill (who, skop, 0); 3213 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 { 3214 }
3165 new_draw_info (NDI_UNIQUE, 0, who, 3215
3216 if (who->type == PLAYER
3217 && op->item_power
3218 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3219 {
3166 "Equipping that combined with other items would consume your soul! " 3220 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; 3221 return 1;
3169 } 3222 }
3170
3171 3223
3172 /* Ok. We are now at the state where we can apply the new object. 3224 /* 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_... 3225 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object. 3226 * below - that is already taken care of by can_apply_object.
3175 */ 3227 */
3176
3177 if (op->nrof > 1) 3228 if (op->nrof > 1)
3178 tmp = get_split_ob (op, op->nrof - 1); 3229 tmp = get_split_ob (op, op->nrof - 1);
3179 else 3230 else
3180 tmp = NULL; 3231 tmp = 0;
3181 3232
3182 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3233 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3183 return RESULT_INT (0); 3234 return RESULT_INT (0);
3184 3235
3185 switch (op->type) 3236 switch (op->type)
3186 { 3237 {
3187 case WEAPON: 3238 case WEAPON:
3188 if (!check_weapon_power (who, op->last_eat)) 3239 if (!check_weapon_power (who, op->last_eat))
3189 { 3240 {
3190 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3241 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!."); 3242
3192 if (tmp != NULL) 3243 if (tmp)
3193 (void) insert_ob_in_ob (tmp, who); 3244 insert_ob_in_ob (tmp, who);
3245
3194 return 1; 3246 return 1;
3195 } 3247 }
3196 3248
3197 //TODO: this obviously fails for players using a shiorter prefix 3249 //TODO: this obviously fails for players using a shorter prefix
3198 // i.e. "R" can use Ragnarok's swors. 3250 // i.e. "R" can use Ragnarok's sword.
3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3251 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3200 { 3252 {
3201 /* if the weapon does not have the name as the character, can't use it. */ 3253 /* 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) */ 3254 /* (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."); 3255 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3204 3256
3205 if (tmp) 3257 if (tmp)
3206 insert_ob_in_ob (tmp, who); 3258 insert_ob_in_ob (tmp, who);
3207 3259
3208 return 1; 3260 return 1;
3209 } 3261 }
3210 3262
3263 if (!skop)
3264 {
3265 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3266 return 1;
3267 }
3268
3211 SET_FLAG (op, FLAG_APPLIED); 3269 SET_FLAG (op, FLAG_APPLIED);
3212
3213 if (skop)
3214 change_skill (who, skop, 1); 3270 who->change_skill (skop);
3215 3271
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3272 if (who->contr)
3273 who->change_weapon (who->contr->combat_ob = op);
3274
3275 who->statusmsg (format ("You wield %s.", query_name (op)));
3276
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3277 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); 3278 change_abil (who, op);
3222 break; 3279 break;
3223 3280
3224 case ARMOUR: 3281 case ARMOUR:
3225 case HELMET: 3282 case HELMET:
3230 case BRACERS: 3287 case BRACERS:
3231 case CLOAK: 3288 case CLOAK:
3232 case RING: 3289 case RING:
3233 case AMULET: 3290 case AMULET:
3234 SET_FLAG (op, FLAG_APPLIED); 3291 SET_FLAG (op, FLAG_APPLIED);
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3292 who->statusmsg (format ("You wear %s.", query_name (op)));
3236 change_abil (who, op); 3293 change_abil (who, op);
3237 break; 3294 break;
3238 3295
3239 case LAMP: 3296 case LAMP:
3240 if (op->stats.food < 1) 3297 if (op->stats.food < 1)
3241 { 3298 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3299 who->failmsg (format (
3300 "Your %s is out of fuel! "
3301 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3302 &op->name
3303 ));
3243 return 1; 3304 return 1;
3244 } 3305 }
3245 3306
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3307 who->statusmsg (format ("You turn on your %s.", &op->name));
3308
3247 tmp2 = arch_to_object (op->other_arch); 3309 tmp2 = arch_to_object (op->other_arch);
3248 tmp2->stats.food = op->stats.food; 3310 tmp2->stats.food = op->stats.food;
3249 SET_FLAG (tmp2, FLAG_APPLIED); 3311 SET_FLAG (tmp2, FLAG_APPLIED);
3250 3312
3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3313 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3268 } 3330 }
3269 3331
3270 who->update_stats (); 3332 who->update_stats ();
3271 3333
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3334 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 {
3274 if (who->type == PLAYER) 3335 if (who->type == PLAYER)
3275 { 3336 {
3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3337 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); 3338 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3278 } 3339 }
3279 }
3280 3340
3281 if (who->type == PLAYER) 3341 if (who->type == PLAYER)
3282 esrv_send_item (who, tmp2); 3342 esrv_send_item (who, tmp2);
3283 3343
3284 return 0; 3344 return 0;
3285 3345
3286 /* this part is needed for skill-tools */ 3346 case SKILL_TOOL:
3347 // applying a skill tool also readies the skill
3348 SET_FLAG (op, FLAG_APPLIED);
3349
3350 if (!(aflags & AP_NO_READY))
3351 {
3352 skop = find_skill_by_name (who, op->skill);
3353 if (!skop->flag [FLAG_APPLIED])
3354 apply_special (who, skop, AP_APPLY);
3355 }
3356 break;
3357
3287 case SKILL: 3358 case SKILL:
3288 case SKILL_TOOL: 3359 if (player *pl = who->contr)
3289 if (who->chosen_skill)
3290 { 3360 {
3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3361 if (IS_COMBAT_SKILL (op->subtype))
3292 return 1;
3293 }
3294
3295 if (who->type == PLAYER)
3296 { 3362 {
3297 who->contr->ranged_skill = who; 3363 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3298 who->contr->ranged_ob = op; 3364 {
3365 for (object *item = who->inv; item; item = item->below)
3366 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3367 {
3368 if (item->skill == op->skill)
3369 {
3370 who->change_weapon (pl->combat_ob = item);
3371 goto found_weapon;
3372 }
3373 }
3374
3375 who->failmsg (format (
3376 "You need to apply a '%s' melee weapon before readying this skill. "
3377 "H<Some skills need an item, in this case a melee weapon, to function.>",
3378 &op->skill
3379 ));
3380 return 1;
3381
3382 found_weapon:;
3383 }
3384 else
3385 who->change_weapon (pl->combat_ob = op);
3386 }
3387 else if (IS_RANGED_SKILL (op->subtype))
3388 {
3389 if (skill_flags [op->subtype] & SF_NEED_BOW)
3390 {
3391 for (object *item = who->inv; item; item = item->below)
3392 if (item->type == BOW && item->flag [FLAG_APPLIED])
3393 {
3394 //TODO: bows should/must all have skill missile weapon right now
3395 who->change_weapon (pl->ranged_ob = item);
3396 goto found_bow;
3397 }
3398
3399 who->failmsg (
3400 "You need to apply a missile weapon before readying this skill. "
3401 "H<Some skills need an item, in this case a missile weapon, to function.>"
3402 );
3403 return 1;
3404
3405 found_bow:;
3406 }
3407 else
3408 who->change_weapon (pl->ranged_ob = op);
3409 }
3299 3410
3300 if (!op->invisible) 3411 if (!op->invisible)
3301 { 3412 {
3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3413 who->statusmsg (format (
3303 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3414 "You ready %s."
3415 "You can now use the skill: %s.",
3416 query_name (op),
3417 &op->skill
3418 ));
3304 } 3419 }
3305 else 3420 else
3306 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3421 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3307 } 3422 }
3308 3423 else
3424 {
3309 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3310 change_abil (who, op); 3426 change_abil (who, op);
3311 who->chosen_skill = op; 3427 who->chosen_skill = op;
3312 SET_FLAG (who, FLAG_READY_SKILL); 3428 SET_FLAG (who, FLAG_READY_SKILL);
3429 }
3430
3313 break; 3431 break;
3314 3432
3315 case BOW: 3433 case BOW:
3316 if (!check_weapon_power (who, op->last_eat)) 3434 if (!check_weapon_power (who, op->last_eat))
3317 { 3435 {
3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3436 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 3437
3321 if (tmp) 3438 if (tmp)
3322 insert_ob_in_ob (tmp, who); 3439 insert_ob_in_ob (tmp, who);
3323 3440
3324 return 1; 3441 return 1;
3325 } 3442 }
3326 3443
3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3444 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3328 { 3445 {
3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3446 who->failmsg ("The weapon does not recognize you as its owner. "
3447 "H<Its name indicates that it belongs to somebody else.>");
3330 if (tmp != NULL) 3448 if (tmp)
3331 insert_ob_in_ob (tmp, who); 3449 insert_ob_in_ob (tmp, who);
3332 3450
3333 return 1; 3451 return 1;
3334 } 3452 }
3335 3453
3336 /*FALLTHROUGH*/ 3454 /*FALLTHROUGH*/
3337 case WAND: 3455 case WAND:
3338 case ROD: 3456 case ROD:
3339 case HORN: 3457 case HORN:
3340 /* check for skill, alter player status */ 3458 /* check for skill, alter player status */
3459
3460 if (!skop)
3461 {
3462 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3463 return 1;
3464 }
3465
3341 SET_FLAG (op, FLAG_APPLIED); 3466 SET_FLAG (op, FLAG_APPLIED);
3342 if (skop)
3343 change_skill (who, skop, 0); 3467 who->change_skill (skop);
3344 3468
3345 if (who->type == PLAYER) 3469 if (who->contr)
3346 { 3470 {
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3471 who->contr->ranged_ob = op;
3472
3473 who->statusmsg (format ("You ready %s.", query_name (op)));
3348 3474
3349 if (op->type == BOW) 3475 if (op->type == BOW)
3350 { 3476 {
3477 who->current_weapon = op;
3351 change_abil (who, op); 3478 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)); 3479 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3354 } 3480 }
3355
3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3357 who->contr->ranged_ob = op;
3358 } 3481 }
3359 else 3482 else
3360 { 3483 {
3361 if (op->type == BOW) 3484 if (op->type == BOW)
3362 SET_FLAG (who, FLAG_READY_BOW); 3485 SET_FLAG (who, FLAG_READY_BOW);
3367 break; 3490 break;
3368 3491
3369 case BUILDER: 3492 case BUILDER:
3370 if (who->type == PLAYER) 3493 if (who->type == PLAYER)
3371 { 3494 {
3495 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3496 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3373 unapply_special (who, who->contr->ranged_ob, 0); 3497 unapply_special (who, who->contr->ranged_ob, 0);
3374 3498
3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3499 who->statusmsg (format ("You ready your %s.", query_name (op)));
3376 3500
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op; 3501 who->contr->ranged_ob = op;
3379 } 3502 }
3380 break; 3503 break;
3381 3504
3382 default: 3505 default:
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3506 who->statusmsg (format ("You apply %s.", query_name (op)));
3384 } /* end of switch op->type */ 3507 }
3385 3508
3386 SET_FLAG (op, FLAG_APPLIED); 3509 SET_FLAG (op, FLAG_APPLIED);
3387 3510
3388 if (tmp != NULL) 3511 if (tmp)
3389 tmp = insert_ob_in_ob (tmp, who); 3512 tmp = insert_ob_in_ob (tmp, who);
3390 3513
3391 who->update_stats (); 3514 who->update_stats ();
3392 3515
3393 /* We exclude spell casting objects. The fire code will set the 3516 /* We exclude spell casting objects. The fire code will set the
3396 */ 3519 */
3397 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3520 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3398 SET_FLAG (op, FLAG_BEEN_APPLIED); 3521 SET_FLAG (op, FLAG_BEEN_APPLIED);
3399 3522
3400 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3523 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3401 {
3402 if (who->type == PLAYER) 3524 if (who->type == PLAYER)
3403 { 3525 {
3404 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3526 who->failmsg (
3527 "Oops, it feels deadly cold! "
3528 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3529 );
3405 SET_FLAG (op, FLAG_KNOWN_CURSED); 3530 SET_FLAG (op, FLAG_KNOWN_CURSED);
3406 } 3531 }
3407 }
3408 3532
3409 if (who->type == PLAYER) 3533 if (who->type == PLAYER)
3410 { 3534 {
3411 /* if multiple objects were applied, update both slots */ 3535 /* if multiple objects were applied, update both slots */
3412 if (tmp) 3536 if (tmp)
3421int 3545int
3422monster_apply_special (object *who, object *op, int aflags) 3546monster_apply_special (object *who, object *op, int aflags)
3423{ 3547{
3424 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3548 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3425 return 1; 3549 return 1;
3550
3426 return apply_special (who, op, aflags); 3551 return apply_special (who, op, aflags);
3427} 3552}
3428 3553
3429/** 3554/**
3430 * Map was just loaded, handle op's initialisation. 3555 * Map was just loaded, handle op's initialisation.
3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3708 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3584 { 3709 {
3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3710 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3586 tmp->randomitems = NULL; 3711 tmp->randomitems = NULL;
3587 } 3712 }
3713
3588 // close all containers 3714 // close all containers
3589 else if (tmp->type == CONTAINER) 3715 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0; 3716 tmp->flag [FLAG_APPLIED] = 0;
3591 3717
3592 tmp = above; 3718 tmp = above;
3602 * Handles player eating food that temporarily changes status (resistances, stats). 3728 * Handles player eating food that temporarily changes status (resistances, stats).
3603 * This used to call cast_change_attr(), but 3729 * This used to call cast_change_attr(), but
3604 * that doesn't work with the new spell code. Since we know what 3730 * 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. 3731 * the food changes, just grab a force and use that instead.
3606 */ 3732 */
3607
3608void 3733void
3609eat_special_food (object *who, object *food) 3734eat_special_food (object *who, object *food)
3610{ 3735{
3611 object *force; 3736 object *force;
3612 int i, did_one = 0; 3737 int i, did_one = 0;
3613 sint8 k;
3614 3738
3615 force = get_archetype (FORCE_NAME); 3739 force = get_archetype (FORCE_NAME);
3616 3740
3617 for (i = 0; i < NUM_STATS; i++) 3741 for (i = 0; i < NUM_STATS; i++)
3618 { 3742 if (sint8 k = food->stats.stat (i))
3619 k = get_attr_value (&food->stats, i);
3620 if (k)
3621 { 3743 {
3622 set_attr_value (&force->stats, i, k); 3744 force->stats.stat (i) = k;
3623 did_one = 1; 3745 did_one = 1;
3624 } 3746 }
3625 }
3626 3747
3627 /* check if we can protect the eater */ 3748 /* check if we can protect the eater */
3628 for (i = 0; i < NROFATTACKS; i++) 3749 for (i = 0; i < NROFATTACKS; i++)
3629 { 3750 {
3630 if (food->resist[i] > 0) 3751 if (food->resist[i] > 0)
3651 { 3772 {
3652 if (QUERY_FLAG (food, FLAG_CURSED)) 3773 if (QUERY_FLAG (food, FLAG_CURSED))
3653 { 3774 {
3654 assign (who->contr->killer, food->name); 3775 assign (who->contr->killer, food->name);
3655 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3776 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3656 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3777 who->failmsg ("Eck!...that was poisonous!");
3657 } 3778 }
3658 else 3779 else
3659 { 3780 {
3660 if (food->stats.hp > 0) 3781 if (food->stats.hp > 0)
3661 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3782 who->statusmsg ("You begin to feel better.");
3662 else 3783 else
3663 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3784 who->failmsg ("Eck!...that was poisonous!");
3785
3664 who->stats.hp += food->stats.hp; 3786 who->stats.hp += food->stats.hp;
3665 } 3787 }
3666 } 3788 }
3667 if (food->stats.sp != 0) 3789 if (food->stats.sp != 0)
3668 { 3790 {
3669 if (QUERY_FLAG (food, FLAG_CURSED)) 3791 if (QUERY_FLAG (food, FLAG_CURSED))
3670 { 3792 {
3671 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3793 who->failmsg ("You are drained of mana!");
3672 who->stats.sp -= food->stats.sp; 3794 who->stats.sp -= food->stats.sp;
3673 if (who->stats.sp < 0) 3795 if (who->stats.sp < 0)
3674 who->stats.sp = 0; 3796 who->stats.sp = 0;
3675 } 3797 }
3676 else 3798 else
3677 { 3799 {
3678 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3800 who->statusmsg ("You feel a rush of magical energy!");
3679 who->stats.sp += food->stats.sp; 3801 who->stats.sp += food->stats.sp;
3680 /* place limit on max sp from food? */ 3802 /* place limit on max sp from food? */
3681 } 3803 }
3682 } 3804 }
3805
3683 who->update_stats (); 3806 who->update_stats ();
3684} 3807}
3685 3808
3686/** 3809/**
3687 * Designed primarily to light torches/lanterns/etc. 3810 * Designed primarily to light torches/lanterns/etc.
3714 } 3837 }
3715 else 3838 else
3716 lighter->stats.food--; 3839 lighter->stats.food--;
3717 } 3840 }
3718 else if (lighter->last_eat) 3841 else if (lighter->last_eat)
3842 {
3719 { /* no charges left in lighter */ 3843 /* 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); 3844 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3721 return; 3845 return;
3722 } 3846 }
3723 3847
3724 /* Perhaps we should split what we are trying to light on fire? 3848 /* 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 3849 * I can't see many times when you would want to light multiple
3731 3855
3732 save_throw_object (item, AT_FIRE, who); 3856 save_throw_object (item, AT_FIRE, who);
3733 3857
3734 if (item->destroyed ()) 3858 if (item->destroyed ())
3735 { 3859 {
3736 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3860 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 3861 /* Need to update the player so that the players glow radius
3738 * gets changed. 3862 * gets changed.
3739 */ 3863 */
3740 if (is_player_env) 3864 if (is_player_env)
3741 who->update_stats (); 3865 who->update_stats ();
3742 } 3866 }
3743 else 3867 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); 3868 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3745 } 3869 }
3746 else /* nothing to light */ 3870 else
3747 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3871 who->failmsg ("You need to mark a lightable object.");
3748
3749} 3872}
3750 3873
3751/** 3874/**
3752 * op made some mistake with a scroll, this takes care of punishment. 3875 * op made some mistake with a scroll, this takes care of punishment.
3753 * scroll_failure()- hacked directly from spell_failure 3876 * scroll_failure()- hacked directly from spell_failure
3760 3883
3761 if (failure <= -1 && failure > -15) 3884 if (failure <= -1 && failure > -15)
3762 { /* wonder */ 3885 { /* wonder */
3763 object *tmp; 3886 object *tmp;
3764 3887
3765 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3888 op->failmsg ("Your spell warps!");
3766 tmp = get_archetype (SPELL_WONDER); 3889 tmp = get_archetype (SPELL_WONDER);
3767 cast_wonder (op, op, 0, tmp); 3890 cast_wonder (op, op, 0, tmp);
3768 tmp->destroy (); 3891 tmp->destroy ();
3769 } 3892 }
3770 else if (failure <= -15 && failure > -35) 3893 else if (failure <= -15 && failure > -35)
3771 { /* drain mana */ 3894 { /* drain mana */
3772 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3895 op->failmsg ("Your mana is drained!");
3773 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3896 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3774 if (op->stats.sp < 0) 3897 if (op->stats.sp < 0)
3775 op->stats.sp = 0; 3898 op->stats.sp = 0;
3776 } 3899 }
3777 else if (settings.spell_failure_effects == TRUE) 3900 else if (settings.spell_failure_effects == TRUE)
3778 { 3901 {
3779 if (failure <= -35 && failure > -60) 3902 if (failure <= -35 && failure > -60)
3780 { /* confusion */ 3903 { /* confusion */
3781 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3904 op->failmsg ("The magic recoils on you!");
3782 confuse_player (op, op, power); 3905 confuse_player (op, op, power);
3783 } 3906 }
3784 else if (failure <= -60 && failure > -70) 3907 else if (failure <= -60 && failure > -70)
3785 { /* paralysis */ 3908 { /* paralysis */
3786 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3909 op->failmsg ("The magic recoils and paralyzes you!");
3787 paralyze_player (op, op, power); 3910 paralyze_player (op, op, power);
3788 } 3911 }
3789 else if (failure <= -70 && failure > -80) 3912 else if (failure <= -70 && failure > -80)
3790 { /* blind */ 3913 { /* blind */
3791 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3914 op->failmsg ("The magic recoils on you!");
3792 blind_player (op, op, power); 3915 blind_player (op, op, power);
3793 } 3916 }
3794 else if (failure <= -80) 3917 else if (failure <= -80)
3795 { /* blast the immediate area */ 3918 { /* blast the immediate area */
3796 object *tmp;
3797
3798 tmp = get_archetype (LOOSE_MANA); 3919 object *tmp = get_archetype (LOOSE_MANA);
3799 cast_magic_storm (op, tmp, power); 3920 cast_magic_storm (op, tmp, power);
3800 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3921 op->failmsg ("You unleash uncontrolled mana!");
3801 tmp->destroy (); 3922 tmp->destroy ();
3802 } 3923 }
3803 } 3924 }
3804} 3925}
3805 3926
3825 */ 3946 */
3826 int i, j; 3947 int i, j;
3827 3948
3828 for (i = 0; i < NUM_STATS; i++) 3949 for (i = 0; i < NUM_STATS; i++)
3829 { 3950 {
3830 sint8 stat = get_attr_value (stats, i); 3951 int race_bonus = pl->arch->stats.stat (i);
3831 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3952 sint8 stat = stats->stat (i) + ns->stat (i);
3832 3953
3833 stat += get_attr_value (ns, i);
3834 if (stat > 20 + race_bonus) 3954 if (stat > 20 + race_bonus)
3835 { 3955 {
3836 excess_stat++; 3956 excess_stat++;
3837 stat = 20 + race_bonus; 3957 stat = 20 + race_bonus;
3838 } 3958 }
3839 set_attr_value (stats, i, stat); 3959
3960 stats->stat (i) = stat;
3840 } 3961 }
3841 3962
3842 for (j = 0; excess_stat > 0 && j < 100; j++) 3963 for (j = 0; excess_stat > 0 && j < 100; j++)
3843 { /* try 100 times to assign excess stats */ 3964 { /* try 100 times to assign excess stats */
3844 int i = rndm (0, 6); 3965 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 3966
3848 if (i == CHA) 3967 if (i == CHA)
3849 continue; /* exclude cha from this */ 3968 continue; /* exclude cha from this */
3969
3970 int stat = stats->stat (i);
3971 int race_bonus = pl->arch->stats.stat (i);
3850 if (stat < 20 + race_bonus) 3972 if (stat < 20 + race_bonus)
3851 { 3973 {
3852 change_attr_value (stats, i, 1); 3974 change_attr_value (stats, i, 1);
3853 excess_stat--; 3975 excess_stat--;
3854 } 3976 }
3857 /* insert the randomitems from the change's treasurelist into 3979 /* insert the randomitems from the change's treasurelist into
3858 * the player ref: player.c 3980 * the player ref: player.c
3859 */ 3981 */
3860 if (change->randomitems != NULL) 3982 if (change->randomitems != NULL)
3861 give_initial_items (pl, change->randomitems); 3983 give_initial_items (pl, change->randomitems);
3862
3863 3984
3864 /* set up the face, for some races. */ 3985 /* set up the face, for some races. */
3865 3986
3866 /* first, look for the force object banning 3987 /* first, look for the force object banning
3867 * changing the face. Certain races never change face with class. 3988 * changing the face. Certain races never change face with class.
3912 char got[MAX_BUF]; 4033 char got[MAX_BUF];
3913 int len; 4034 int len;
3914 4035
3915 if (!pl || !transformer) 4036 if (!pl || !transformer)
3916 return; 4037 return;
4038
3917 marked = find_marked_object (pl); 4039 marked = find_marked_object (pl);
4040
3918 if (!marked) 4041 if (!marked)
3919 { 4042 {
3920 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4043 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3921 return; 4044 return;
3922 } 4045 }
4046
3923 if (!marked->slaying) 4047 if (!marked->slaying)
3924 { 4048 {
3925 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4049 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3926 return; 4050 return;
3927 } 4051 }
4052
3928 /* check whether they are compatible or not */ 4053 /* check whether they are compatible or not */
3929 find = strstr (marked->slaying, transformer->arch->name); 4054 find = strstr (marked->slaying, transformer->arch->archname);
3930 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4055 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3931 { 4056 {
3932 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4057 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3933 return; 4058 return;
3934 } 4059 }
4060
3935 find += strlen (transformer->arch->name) + 1; 4061 find += strlen (transformer->arch->archname) + 1;
3936 /* Item can be used, now find how many and what it yields */ 4062 /* Item can be used, now find how many and what it yields */
3937 if (isdigit (*(find))) 4063 if (isdigit (*(find)))
3938 { 4064 {
3939 yield = atoi (find); 4065 yield = atoi (find);
3940 if (yield < 1) 4066 if (yield < 1)
3946 else 4072 else
3947 yield = 1; 4073 yield = 1;
3948 4074
3949 while (isdigit (*find)) 4075 while (isdigit (*find))
3950 find++; 4076 find++;
4077
3951 while (*find == ' ') 4078 while (*find == ' ')
3952 find++; 4079 find++;
4080
3953 memset (got, 0, MAX_BUF); 4081 memset (got, 0, MAX_BUF);
4082
3954 if ((separator = strchr (find, ';')) != NULL) 4083 if ((separator = strchr (find, ';')) != NULL)
3955 {
3956 len = separator - find; 4084 len = separator - find;
3957 }
3958 else 4085 else
3959 {
3960 len = strlen (find); 4086 len = strlen (find);
3961 } 4087
3962 if (len > MAX_BUF - 1) 4088 if (len > MAX_BUF - 1)
3963 len = MAX_BUF - 1; 4089 len = MAX_BUF - 1;
4090
3964 strcpy (got, find); 4091 strcpy (got, find);
3965 got[len] = '\0'; 4092 got[len] = '\0';
3966 4093
3967 /* Now create new item, remove used ones when required. */ 4094 /* Now create new item, remove used ones when required. */
3968 new_item = get_archetype (got); 4095 new_item = get_archetype (got);
3969 if (!new_item) 4096 if (!new_item)
3970 { 4097 {
3971 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4098 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3972 return; 4099 return;
3973 } 4100 }
3974 4101
3975 new_item->nrof = yield; 4102 new_item->nrof = yield;
4103
3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4104 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4105
3977 insert_ob_in_ob (new_item, pl); 4106 insert_ob_in_ob (new_item, pl);
3978 esrv_send_inventory (pl, pl); 4107 esrv_send_inventory (pl, pl);
3979 /* Eat up one item */ 4108 /* Eat up one item */
3980 decrease_ob_nr (marked, 1); 4109 decrease_ob_nr (marked, 1);
4110
3981 /* Eat one transformer if needed */ 4111 /* Eat one transformer if needed */
3982 if (transformer->stats.food) 4112 if (transformer->stats.food)
3983 if (--transformer->stats.food == 0) 4113 if (--transformer->stats.food == 0)
3984 decrease_ob_nr (transformer, 1); 4114 decrease_ob_nr (transformer, 1);
3985} 4115}
4116

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