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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.92 by root, Sat May 12 18:23:51 2007 UTC vs.
Revision 1.128 by root, Fri Aug 24 00:26:10 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <cmath> 24#include <cmath>
26 25
69 68
70 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 70 * name or race that matches.
72 */ 71 */
73 if ((op->race) && 72 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1; 76 return 1;
78 77
79 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 79 * of arch, name, or race match.
81 */ 80 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 84 return 1;
86 85
87 return 0; 86 return 0;
93 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
94 */ 93 */
95static int 94static int
96apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
97{ 96{
98 object *id, *marked; 97 dynbuf_text buf;
99 int success = 0;
100 98
101 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
102 return 0; 100 return 0;
103 101
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
106 */ 104 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108 return 0; 106 return 0;
109 107
110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
112 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
113 */ 110 */
111 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 113 {
116 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
117 { 115 {
118 identify (marked); 116 identify (marked);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.", long_desc (marked, pl));
120 if (marked->msg) 119 if (marked->msg)
121 { 120 buf << "The item has a story:\n" << marked->msg;
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
124 } 123 }
125 return money == NULL;
126 } 124 }
127 }
128 125
129 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
130 { 127 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 { 129 {
133 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
134 { 131 {
135 identify (id); 132 identify (id);
136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.", long_desc (id, pl));
137 if (id->msg) 135 if (id->msg)
138 { 136 buf << "The item has a story:\n" << id->msg;
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
145 break; 140 break;
146 } 141 }
147 else 142 else
148 { 143 {
149 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150 break; 145 break;
151 } 146 }
152 } 147 }
153 } 148 }
154 if (!success) 149
155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 buf << ("You have nothing that needs identifying");
152
153 pl->contr->infobox ("Identify", buf);
154
156 return money == NULL; 155 return !money;
157} 156}
158 157
159/** 158/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item. 160 * matching item.
162 **/ 161 **/
163static void 162void
164handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
165{ 164{
166 const char *yield; 165 const char *yield;
167 166
168 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
196 195
197 floor = GET_MAP_OB (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
198 197
199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 { 199 {
201 if (op->type == PLAYER)
202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
203 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0; 203 return 0;
205 } 204 }
206 205
207 if (op->type == PLAYER) 206 if (op->type == PLAYER)
233 232
234 if (depl) 233 if (depl)
235 { 234 {
236 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i)) 236 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 op->statusmsg (restore_msg[i]);
239 238
240 depl->destroy (); 239 depl->destroy ();
241 op->update_stats (); 240 op->update_stats ();
242 } 241 }
243 else 242 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
245 244
246 decrease_ob (tmp); 245 decrease_ob (tmp);
247 return 1; 246 return 1;
248 } 247 }
249 248
250 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 251 {
253 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
254 { 253 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 255 {
257 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
258 { 257 {
259 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
260 break; 259 break;
261 } 260 }
261
262 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
263 { 263 {
264 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
265 break; 265 break;
266 } 266 }
267
267 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
268 { 269 {
269 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
270 break; 271 break;
271 } 272 }
275 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
276 { 277 {
277 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
278 break; 279 break;
279 } 280 }
281
280 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
281 { 283 {
282 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
283 break; 285 break;
284 } 286 }
287
285 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
286 { 289 {
287 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
288 break; 291 break;
289 } 292 }
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 { 301 {
299 if (got_one) 302 if (got_one)
300 { 303 {
301 op->update_stats (); 304 op->update_stats ();
302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 305 op->statusmsg ("The Gods smile upon you and remake you "
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 306 "a little more in their image. "
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
305 } 308 }
306 else 309 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 310 op->statusmsg ("The potion had no effect - you are already perfect.");
308 } 311 }
309 else 312 else
310 { /* cursed potion */ 313 { /* cursed potion */
311 if (got_one) 314 if (got_one)
312 { 315 {
313 op->update_stats (); 316 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
315 } 318 }
316 else 319 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
318 } 321 }
319 322
320 decrease_ob (tmp); 323 decrease_ob (tmp);
321 return 1; 324 return 1;
322 } 325 }
331 { 334 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 { 336 {
334 object *fball; 337 object *fball;
335 338
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
337 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 fball->x = op->x; 345 fball->x = op->x;
344 } 348 }
345 else 349 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 351
348 decrease_ob (tmp); 352 decrease_ob (tmp);
353
349 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats (); 356 op->update_stats ();
357
352 return 1; 358 return 1;
353 } 359 }
354 360
355 /* Deal with protection potions */ 361 /* Deal with protection potions */
356 force = NULL; 362 force = NULL;
358 { 364 {
359 if (tmp->resist[i]) 365 if (tmp->resist[i])
360 { 366 {
361 if (!force) 367 if (!force)
362 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
365 break; /* Only need to find one protection since we copy entire batch */ 372 break; /* Only need to find one protection since we copy entire batch */
366 } 373 }
367 } 374 }
375
368 /* This is a protection potion */ 376 /* This is a protection potion */
369 if (force) 377 if (force)
370 { 378 {
371 /* cursed items last longer */ 379 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
391 { /* only for players */ 399 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 402 else
395 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
396 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
398 } 407 }
399 408
400 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
418static int 427static int
419check_item (object *op, const char *item) 428check_item (object *op, const char *item)
420{ 429{
421 int count = 0; 430 int count = 0;
422 431
423 432 if (!item)
424 if (item == NULL)
425 return 0; 433 return 0;
426 434
427 op = op->below; 435 for (op = op->below; op; op = op->below)
428 while (op != NULL)
429 { 436 {
430 if (strcmp (op->arch->name, item) == 0) 437 if (strcmp (op->arch->archname, item) == 0)
431 { 438 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 441 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++; 443 count++;
437 else 444 else
438 count += op->nrof; 445 count += op->nrof;
439 } 446 }
440 } 447 }
441
442 op = op->below;
443 } 448 }
444 449
445 return count; 450 return count;
446} 451}
447 452
457 object *prev; 462 object *prev;
458 463
459 prev = op; 464 prev = op;
460 op = op->below; 465 op = op->below;
461 466
462 while (op != NULL) 467 while (op)
463 { 468 {
464 if (strcmp (op->arch->name, item) == 0) 469 if (strcmp (op->arch->archname, item) == 0)
465 { 470 {
466 if (op->nrof >= nrof) 471 if (op->nrof >= nrof)
467 { 472 {
468 decrease_ob_nr (op, nrof); 473 decrease_ob_nr (op, nrof);
469 return; 474 return;
471 else 476 else
472 { 477 {
473 decrease_ob_nr (op, op->nrof); 478 decrease_ob_nr (op, op->nrof);
474 nrof -= op->nrof; 479 nrof -= op->nrof;
475 } 480 }
481
476 op = prev; 482 op = prev;
477 } 483 }
484
478 prev = op; 485 prev = op;
479 op = op->below; 486 op = op->below;
480 } 487 }
481} 488}
482 489
488 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
489 */ 496 */
490static int 497static int
491check_weapon_power (const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
492{ 499{
493
494/* Old code is below (commented out). Basically, since weapons are the only 500/* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to 501 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level. 502 * require high level in some combat skill, so we just use overall level.
497 */ 503 */
498#if 1 504#if 1
539static int 545static int
540check_sacrifice (object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
541{ 547{
542 int count = 0; 548 int count = 0;
543 549
544 if (improver->slaying != NULL) 550 if (improver->slaying)
545 { 551 {
546 count = check_item (op, improver->slaying); 552 count = check_item (op, improver->slaying);
547 if (count < 1) 553 if (count < 1)
548 { 554 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 556 return 0;
554 } 557 }
555 } 558 }
556 else 559 else
557 count = 1; 560 count = 1;
560} 563}
561 564
562/** 565/**
563 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
564 */ 567 */
565int 568static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 570{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 571 stat += sacrifice_count;
571 weapon->last_eat++; 572 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
573 decrease_ob (improver); 573 decrease_ob (improver);
574 574
575 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
576 op->update_stats (); 576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
577 return 1; 584 return 1;
578} 585}
579 586
580/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 592#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 594#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 597#define IMPROVE_INT 10
591#define IMPROVE_POW 11 598#define IMPROVE_POW 11
592
593 599
594/** 600/**
595 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
597 */ 603 */
598
599int 604int
600prepare_weapon (object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
601{ 606{
602 int sacrifice_count, i; 607 int sacrifice_count, i;
603 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
604 609
605 if (weapon->level != 0) 610 if (weapon->level != 0)
606 { 611 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 612 op->failmsg ("Weapon is already prepared!");
608 return 0; 613 return 0;
609 } 614 }
615
610 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 617 if (weapon->resist[i])
612 break; 618 break;
613 619
614 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
621 { 627 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons.");
623 return 0; 629 return 0;
624 } 630 }
631
625 sacrifice_count = check_sacrifice (op, improver); 632 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 633 if (sacrifice_count <= 0)
627 return 0; 634 return 0;
635
628 weapon->level = isqrt (sacrifice_count); 636 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 637 eat_item (op, improver->slaying, sacrifice_count);
631 638
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 639 op->statusmsg (format (
640 "Your sacrifice was accepted."
641 "Your *%s may be improved %d times.",
642 &weapon->name, weapon->level
643 ));
633 644
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 646 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 647 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 648 slot at once! */
656improve_weapon (object *op, object *improver, object *weapon) 667improve_weapon (object *op, object *improver, object *weapon)
657{ 668{
658 int sacrifice_count, sacrifice_needed = 0; 669 int sacrifice_count, sacrifice_needed = 0;
659 670
660 if (improver->stats.sp == IMPROVE_PREPARE) 671 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 672 return prepare_weapon (op, improver, weapon);
663 } 673
664 if (weapon->level == 0) 674 if (weapon->level == 0)
665 { 675 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 677 return 0;
668 } 678 }
679
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 { 681 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 682 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 683 return 0;
673 } 684 }
685
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 { 687 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 688 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 689 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 690 "really want to improve it.");
679 return 0; 691 return 0;
680 } 692 }
693
681 /* This just increases damage by 5 points, no matter what. No sacrifice 694 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 695 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the 696 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 697 * weapon can be improved.
685 */ 698 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 699 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 700 {
688 weapon->stats.dam += 5; 701 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 702 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 704 weapon->last_eat++;
692 705
693 weapon->item_power++; 706 weapon->item_power++;
694 decrease_ob (improver); 707 decrease_ob (improver);
695 return 1; 708 return 1;
696 } 709 }
710
697 if (improver->stats.sp == IMPROVE_WEIGHT) 711 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 712 {
699 /* Reduce weight by 20% */ 713 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 714 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 715 if (weapon->weight < 1)
702 weapon->weight = 1; 716 weapon->weight = 1;
717
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 719 weapon->last_eat++;
705 weapon->item_power++; 720 weapon->item_power++;
706 decrease_ob (improver); 721 decrease_ob (improver);
707 return 1; 722 return 1;
708 } 723 }
709 if (improver->stats.sp == IMPROVE_ENCHANT) 724 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 725 {
711 weapon->magic++; 726 weapon->magic++;
712 weapon->last_eat++; 727 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 729 decrease_ob (improver);
715 weapon->item_power++; 730 weapon->item_power++;
716 return 1; 731 return 1;
717 } 732 }
718 733
724 sacrifice_needed *= 2; 739 sacrifice_needed *= 2;
725 740
726 sacrifice_count = check_sacrifice (op, improver); 741 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 742 if (sacrifice_count < sacrifice_needed)
728 { 743 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 745 return 0;
731 } 746 }
747
732 eat_item (op, improver->slaying, sacrifice_needed); 748 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 749 weapon->item_power++;
734 750
735 switch (improver->stats.sp) 751 switch (improver->stats.sp)
736 { 752 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 753 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 754 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 755 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 756 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 757 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 758 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 759 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 760 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 761 op->failmsg ("Unknown improvement type.");
753 } 762 }
763
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 764 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 765 return 0;
756} 766}
757 767
758/** 768/**
768 if (op->type != PLAYER) 778 if (op->type != PLAYER)
769 return 0; 779 return 0;
770 780
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 781 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 782 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 783 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 784 return 0;
775 } 785 }
776 786
777 otmp = find_marked_object (op); 787 otmp = find_marked_object (op);
778 if (!otmp) 788 if (!otmp)
779 { 789 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
781 return 0; 791 return 0;
782 } 792 }
783 793
784 if (otmp->type != WEAPON && otmp->type != BOW) 794 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 795 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 796 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 797 return 0;
788 } 798 }
789 799
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 800 op->statusmsg ("Applied weapon builder.");
801
791 improve_weapon (op, tmp, otmp); 802 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 803 esrv_send_item (op, otmp);
793 return 1; 804 return 1;
794} 805}
795 806
820{ 831{
821 object *tmp; 832 object *tmp;
822 833
823 if (armour->magic >= settings.armor_max_enchant) 834 if (armour->magic >= settings.armor_max_enchant)
824 { 835 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 836 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 837 return 0;
827 } 838 }
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it. 840 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour 841 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 842 * of gnarg and what not?)
832 */ 843 */
833 if (armour->title) 844 if (armour->title)
834 { 845 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 846 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 847 return 0;
837 } 848 }
838 849
839 /* Split objects if needed. Can't insert tmp until the 850 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 851 * end of this function - otherwise it will just re-merge.
855 { 866 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 867 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 868 pow++;
858 } 869 }
859 870
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 871 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 872 }
862 else 873 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 875
865 if (!settings.armor_weight_linear) 876 if (!settings.armor_weight_linear)
866 { 877 {
867 int base = 100; 878 int base = 100;
868 int pow = 0; 879 int pow = 0;
871 { 882 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 883 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 884 pow++;
874 } 885 }
875 886
876 armour->weight = (armour->arch->clone.weight * base) / 100; 887 armour->weight = (armour->arch->weight * base) / 100;
877 } 888 }
878 else 889 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 890 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 891
881 if (armour->weight <= 0) 892 if (armour->weight <= 0)
882 { 893 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 894 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 895 armour->weight = 1;
885 } 896 }
886 897
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 899
889 if (op->type == PLAYER) 900 if (op->type == PLAYER)
890 { 901 {
891 esrv_send_item (op, armour); 902 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 903 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 904 op->update_stats ();
894 } 905 }
906
895 decrease_ob (improver); 907 decrease_ob (improver);
908
896 if (tmp) 909 if (tmp)
897 { 910 {
898 insert_ob_in_ob (tmp, op); 911 insert_ob_in_ob (tmp, op);
899 esrv_send_item (op, tmp); 912 esrv_send_item (op, tmp);
900 } 913 }
914
901 return 1; 915 return 1;
902} 916}
903
904 917
905/* 918/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 919 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken. 920 * what the converter wants, -1 if the converter is broken.
908 */ 921 */
924 937
925 /* We make some assumptions - we assume if it takes money as it type, 938 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs 939 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 940 * 3 gp and player drops a platinum, tough luck)
928 */ 941 */
929 if (!strcmp (CONV_FROM (converter), "money")) 942 if (CONV_FROM (converter) == shstr_money)
930 { 943 {
931 int cost;
932
933 if (item->type != MONEY) 944 if (item->type != MONEY)
934 return 0; 945 return 0;
935 946
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 947 nr = (item->nrof * item->value) / CONV_NEED (converter);
937 if (!nr) 948 if (!nr)
938 return 0; 949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
939 cost = nr * CONV_NEED (converter) / item->value; 953 int cost = nr * CONV_NEED (converter) / item->value;
940 /* take into account rounding errors */ 954 /* take into account rounding errors */
941 if (nr * CONV_NEED (converter) % item->value) 955 if (nr * CONV_NEED (converter) % item->value)
942 cost++; 956 cost++;
957
943 decrease_ob_nr (item, cost); 958 decrease_ob_nr (item, cost);
944 959
945 price_in = cost * item->value; 960 price_in = cost * item->value;
946 } 961 }
947 else 962 else
948 { 963 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951 return 0; 966 return 0;
967
968 converter->play_sound (sound_find ("convert_item"));
952 969
953 if (CONV_NEED (converter)) 970 if (CONV_NEED (converter))
954 { 971 {
955 nr = item->nrof / CONV_NEED (converter); 972 nr = item->nrof / CONV_NEED (converter);
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 973 decrease_ob_nr (item, nr * CONV_NEED (converter));
961 price_in = item->value; 978 price_in = item->value;
962 item->destroy (); 979 item->destroy ();
963 } 980 }
964 } 981 }
965 982
966 if (converter->inv != NULL) 983 if (converter->inv)
967 { 984 {
968 object *ob; 985 object *ob;
969 int i; 986 int i;
970 object *ob_to_copy; 987 object *ob_to_copy;
971 988
972 /* select random object from inventory to copy */ 989 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 990 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 992 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 993 ob_to_copy = ob;
979 } 994
980 }
981 item = object_create_clone (ob_to_copy); 995 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 998 }
985 else 999 else
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 1010 }
997 1011
998 if (CONV_NR (converter)) 1012 if (CONV_NR (converter))
999 item->nrof = CONV_NR (converter); 1013 item->nrof = CONV_NR (converter);
1014
1000 if (nr) 1015 if (nr)
1001 item->nrof *= nr; 1016 item->nrof *= nr;
1017
1002 if (is_in_shop (converter)) 1018 if (is_in_shop (converter))
1003 SET_FLAG (item, FLAG_UNPAID); 1019 SET_FLAG (item, FLAG_UNPAID);
1004 else if (price_in < item->nrof * item->value) 1020 else if (price_in < item->nrof * item->value)
1005 { 1021 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 1024 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 1025 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this 1026 * hopefully had something in mind when doing this.
1012 */ 1027 */
1013 } 1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 1032 return 1;
1016} 1033}
1017 1034
1018/** 1035/**
1035 1052
1036 op->contr->last_used = 0; 1053 op->contr->last_used = 0;
1037 1054
1038 if (sack->env && sack->env != op) 1055 if (sack->env && sack->env != op)
1039 { 1056 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1057 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 1058 return 1;
1042 } 1059 }
1043 1060
1044 // already applied == open on ground, or open in inv, or active in inv 1061 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 1062 if (sack->flag [FLAG_APPLIED])
1051 return 1; 1068 return 1;
1052 } 1069 }
1053 else if (!sack->env) 1070 else if (!sack->env)
1054 { 1071 {
1055 // active, but not ours: some other player has opened it 1072 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1073 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1057 return 1; 1074 return 1;
1058 } 1075 }
1059 1076
1060 // fall through to opening it (active in inv) 1077 // fall through to opening it (active in inv)
1061 } 1078 }
1063 { 1080 {
1064 // it is in our env, so activate it, do not open yet 1081 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 1082 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 1083 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 1084 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 1086 return 1;
1070 } 1087 }
1071 1088
1072 // it's locked? 1089 // it's locked?
1073 if (sack->slaying) 1090 if (sack->slaying)
1074 { 1091 {
1075 if (object *tmp = find_key (op, op, sack)) 1092 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1093 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 1094 else
1078 { 1095 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1096 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1080 return 1; 1097 return 1;
1081 } 1098 }
1082 } 1099 }
1083 1100
1084 op->open_container (sack); 1101 op->open_container (sack);
1103 * with an altar. We call it a Potion - altars are stationary - it 1120 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly. 1121 * is up to map designers to use them properly.
1105 */ 1122 */
1106 if (altar->inv && altar->inv->type == SPELL) 1123 if (altar->inv && altar->inv->type == SPELL)
1107 { 1124 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1125 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 1127 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 1128 * old maps.
1112 */ 1129 */
1113 1130
1114/* push_button (altar);*/ 1131/* push_button (altar);*/
1115 } 1132 }
1139 double opinion; 1156 double opinion;
1140 object *tmp, *next; 1157 object *tmp, *next;
1141 1158
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 1160
1161 bool has_unpaid = false;
1162
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1164 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID])
1167 {
1168 has_unpaid = true;
1169 break;
1170 }
1171
1144 if (op->type != PLAYER) 1172 if (op->type != PLAYER)
1145 { 1173 {
1146 /* Remove all the unpaid objects that may be carried here. 1174 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 1175 * This could be pets or monsters that are somehow in
1148 * the shop. 1176 * the shop.
1174 /* unpaid objects, or non living objects, can't transfer by 1202 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 1203 * shop mats. Instead, put it on a nearby space.
1176 */ 1204 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 1206 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1208 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 1209
1183 if (i != -1) 1210 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1193 else if (can_pay (op) && get_payment (op)) 1220 else if (can_pay (op) && get_payment (op))
1194 { 1221 {
1195 /* this is only used for players */ 1222 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 1223 rv = teleport (shop_mat, SHOP_MAT, op);
1197 1224
1225 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op))
1228 op->contr->play_sound (sound_find ("shop_enter"));
1229 else
1230 op->contr->play_sound (sound_find ("shop_leave"));
1231
1198 if (shop_mat->msg) 1232 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1233 op->statusmsg (shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 1234 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is 1235 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor. 1236 * actually the shop floor.
1203 */ 1237 */
1204 else if (!rv && !is_in_shop (op)) 1238 else if (!rv && !is_in_shop (op))
1205 { 1239 {
1206 opinion = shopkeeper_approval (op->map, op); 1240 opinion = shopkeeper_approval (op->map, op);
1207 1241
1208 if (opinion > 0.9) 1242 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 1246 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 1247 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 1248 }
1217 } 1249 }
1218 else 1250 else
1219 { 1251 {
1220 /* if we get here, a player tried to leave a shop but was not able 1252 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that 1253 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 1254 * they are not on the mat anymore
1223 */ 1255 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1256 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 1257
1226 if (i == -1) 1258 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 1259 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 1260 else
1231 { 1261 {
1232 op->remove (); 1262 op->remove ();
1233 op->x += freearr_x[i]; 1263 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 1264 op->y += freearr_y[i];
1245 */ 1275 */
1246static void 1276static void
1247apply_sign (object *op, object *sign, int autoapply) 1277apply_sign (object *op, object *sign, int autoapply)
1248{ 1278{
1249 readable_message_type *msgType; 1279 readable_message_type *msgType;
1250 char newbuf[HUGE_BUF];
1251 1280
1252 if (sign->msg == NULL) 1281 if (!sign->msg)
1253 { 1282 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1283 op->statusmsg ("Nothing is written on it.");
1255 return; 1284 return;
1256 } 1285 }
1257 1286
1258 if (sign->stats.food) 1287 if (sign->stats.food)
1259 { 1288 {
1260 if (sign->last_eat >= sign->stats.food) 1289 if (sign->last_eat >= sign->stats.food)
1261 { 1290 {
1262 if (!sign->move_on) 1291 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1292 op->statusmsg ("You cannot read it anymore.");
1293
1264 return; 1294 return;
1265 } 1295 }
1266 1296
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1298 sign->last_eat++;
1273 * move_on is zero, it needs to be manually applied (doesn't talk 1303 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us). 1304 * to us).
1275 */ 1305 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1306 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 1307 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1308 op->failmsg ("You are unable to read while blind!");
1279 return; 1309 return;
1280 } 1310 }
1311
1312 if (op->contr)
1313 if (client *ns = op->contr->ns)
1314 {
1315 ns->play_sound (sign->sound);
1281 msgType = get_readable_message_type (sign); 1316 msgType = get_readable_message_type (sign);
1317
1318 if (ns->can_msg)
1319 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1320 else
1321 {
1322 char newbuf[HUGE_BUF];
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1323 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1324 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1325 }
1326 }
1284} 1327}
1285 1328
1286/** 1329/**
1287 * 'victim' moves onto 'trap' 1330 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1331 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1354 * proper. This code was causing needless crashes.
1312 */ 1355 */
1313 if (recursion_depth >= 500) 1356 if (recursion_depth >= 500)
1314 { 1357 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1358 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1359 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1360 return;
1318 } 1361 }
1362
1319 recursion_depth++; 1363 recursion_depth++;
1320 if (trap->head) 1364 if (trap->head)
1321 trap = trap->head; 1365 trap = trap->head;
1322 1366
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1367 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1338 1382
1339 /* Just put in some sanity check. I think there is a bug in the 1383 /* Just put in some sanity check. I think there is a bug in the
1340 * above with some objects have zero speed, and thus the player 1384 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed. 1385 * getting permanently paralyzed.
1342 */ 1386 */
1343 if (victim->speed_left < -50.0) 1387 if (victim->speed_left < -50.f)
1344 victim->speed_left = -50.0; 1388 victim->speed_left = -50.f;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1389 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 } 1390 }
1347 goto leave; 1391 goto leave;
1348 1392
1349 case SPINNER: 1393 case SPINNER:
1421 1465
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 { 1467 {
1424 if (!sound_was_played) 1468 if (!sound_was_played)
1425 { 1469 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1470 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1427 sound_was_played = 1; 1471 sound_was_played = 1;
1428 } 1472 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1473
1474 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1475 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1431 } 1476 }
1432 } 1477 }
1433 goto leave; 1478 goto leave;
1434 } 1479 }
1435 1480
1436
1437 case CONVERTER: 1481 case CONVERTER:
1438 if (convert_item (victim, trap) < 0) 1482 if (convert_item (victim, trap) < 0)
1439 { 1483 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1484 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1441 get_archetype ("burnout")->insert_at (trap, trap); 1485 get_archetype ("burnout")->insert_at (trap, trap);
1442 } 1486 }
1443 1487
1444 goto leave; 1488 goto leave;
1445 1489
1466 * Processing will happen if the head runs into the pit 1510 * Processing will happen if the head runs into the pit
1467 */ 1511 */
1468 if (victim->head) 1512 if (victim->head)
1469 goto leave; 1513 goto leave;
1470 1514
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1515 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1516 victim->statusmsg ("You fall through the hole!", NDI_RED);
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave; 1518 goto leave;
1475 1519
1476 case EXIT: 1520 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap)) 1521 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 { 1522 {
1479 /* Basically, don't show exits leading to random maps the 1523 /* Basically, don't show exits leading to random maps the
1480 * players output. 1524 * players output.
1481 */ 1525 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1527 victim->statusmsg (trap->msg, NDI_NAVY);
1484 1528
1485 victim->enter_exit (trap); 1529 victim->enter_exit (trap);
1486 } 1530 }
1487 goto leave; 1531 goto leave;
1488 1532
1511 goto leave; 1555 goto leave;
1512 1556
1513 case RUNE: 1557 case RUNE:
1514 case TRAP: 1558 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim); 1560 spring_trap (trap, victim);
1518 }
1519 goto leave; 1561 goto leave;
1520 1562
1521 default: 1563 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1564 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1565 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1524 goto leave; 1566 goto leave;
1525 } 1567 }
1526 1568
1527leave: 1569leave:
1528 recursion_depth--; 1570 recursion_depth--;
1537 int lev_diff; 1579 int lev_diff;
1538 object *skill_ob; 1580 object *skill_ob;
1539 1581
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1583 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1584 op->failmsg ("You are unable to read while blind!");
1543 return; 1585 return;
1544 } 1586 }
1587
1545 if (tmp->msg == NULL) 1588 if (!tmp->msg)
1546 { 1589 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1590 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1548 return; 1591 return;
1549 } 1592 }
1550 1593
1551 /* need a literacy skill to read stuff! */ 1594 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1595 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob) 1596 if (!skill_ob)
1554 { 1597 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1598 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1556 return; 1599 return;
1557 } 1600 }
1601
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1602 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1604 {
1561 if (lev_diff < 2) 1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1563 else if (lev_diff < 3) 1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1565 else if (lev_diff < 5) 1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1610 : "This book is totally beyond your comprehension.");
1567 else if (lev_diff < 8) 1611 return;
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1612 }
1569 else if (lev_diff < 15) 1613
1570 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1614 readable_message_type *msgType = get_readable_message_type (tmp);
1615
1616 if (player *pl = op->contr)
1617 if (client *ns = pl->ns)
1618 if (ns->can_msg)
1619 {
1620 dynbuf_text buf;
1621 buf << long_desc (tmp, op)
1622 << "\n\n"
1623 << tmp->msg
1624 << '\0';
1625 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1626 }
1571 else 1627 else
1572 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1573 return;
1574 }
1575
1576 readable_message_type *msgType = get_readable_message_type (tmp);
1577
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1579 msgType->message_type, msgType->message_subtype, 1629 msgType->message_type, msgType->message_subtype,
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1630 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg); 1631 long_desc (tmp, op), &tmp->msg);
1582 1632
1583 /* gain xp from reading */ 1633 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1635 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1607 * op is the person learning the skill, tmp is the skill scroll object 1657 * op is the person learning the skill, tmp is the skill scroll object
1608 */ 1658 */
1609static void 1659static void
1610apply_skillscroll (object *op, object *tmp) 1660apply_skillscroll (object *op, object *tmp)
1611{ 1661{
1612 switch ((int) learn_skill (op, tmp)) 1662 switch (learn_skill (op, tmp))
1613 { 1663 {
1614 case 0: 1664 case 0:
1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1665 op->play_sound (sound_find ("generic_fail"));
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1617 return; 1667 break;
1618 1668
1619 case 1: 1669 case 1:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621 decrease_ob (tmp); 1670 decrease_ob (tmp);
1671 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1622 return; 1673 break;
1623 1674
1624 default: 1675 default:
1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1626 decrease_ob (tmp); 1676 decrease_ob (tmp);
1677 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1627 return; 1679 break;
1628 } 1680 }
1629} 1681}
1630 1682
1631/** 1683/**
1632 * Actually makes op learn spell. 1684 * Actually makes op learn spell.
1652 return; 1704 return;
1653 } 1705 }
1654 return; 1706 return;
1655 } 1707 }
1656 1708
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1709 op->contr->play_sound (sound_find ("learn_spell"));
1710
1658 tmp = spell->clone (); 1711 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op); 1712 insert_ob_in_ob (tmp, op);
1660 1713
1661 if (special_prayer) 1714 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP); 1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1681 { 1734 {
1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683 return; 1736 return;
1684 } 1737 }
1685 1738
1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1739 op->failmsg (format ("You lose knowledge of %s.", spell));
1687 player_unready_range_ob (op->contr, spob); 1740 player_unready_range_ob (op->contr, spob);
1688 esrv_remove_spell (op->contr, spob); 1741 esrv_remove_spell (op->contr, spob);
1689 spob->destroy (); 1742 spob->destroy ();
1690} 1743}
1691 1744
1699{ 1752{
1700 object *skop, *spell, *spell_skill; 1753 object *skop, *spell, *spell_skill;
1701 1754
1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 { 1756 {
1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1757 op->failmsg ("You are unable to read while blind.");
1705 return; 1758 return;
1706 } 1759 }
1707 1760
1708 /* artifact_spellbooks have 'slaying' field point to a spell name, 1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are 1762 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks 1763 * legacy spellbooks
1711 */ 1764 */
1712
1713 if (tmp->slaying != NULL) 1765 if (tmp->slaying)
1714 { 1766 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell) 1768 if (!spell)
1717 { 1769 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1770 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1719 return; 1771 return;
1720 } 1772 }
1721 else 1773 else
1722 insert_ob_in_ob (spell, tmp); 1774 insert_ob_in_ob (spell, tmp);
1775
1723 tmp->slaying = NULL; 1776 tmp->slaying = 0;
1724 } 1777 }
1725 1778
1726 skop = find_skill_by_name (op, tmp->skill); 1779 skop = find_skill_by_name (op, tmp->skill);
1727 1780
1728 /* need a literacy skill to learn spells. Also, having a literacy level 1781 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */ 1782 * lower than the spell will make learning the spell more difficult */
1730 if (!skop) 1783 if (!skop)
1731 { 1784 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1785 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1733 return; 1786 return;
1734 } 1787 }
1735 1788
1736 spell = tmp->inv; 1789 spell = tmp->inv;
1737 1790
1738 if (!spell) 1791 if (!spell)
1739 { 1792 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1793 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1741 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1794 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1742 return; 1795 return;
1743 } 1796 }
1744 1797
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 { 1799 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1800 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1748 return; 1801 return;
1749 } 1802 }
1750 1803
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1752 1805
1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 { 1807 {
1755 identify (tmp); 1808 identify (tmp);
1756 1809
1765 * if the player doesn't know the spell, doesn't make a lot of sense that 1818 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1767 */ 1820 */
1768 if (check_spell_known (op, spell->name)) 1821 if (check_spell_known (op, spell->name))
1769 { 1822 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1823 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1771 return; 1824 return;
1772 } 1825 }
1773 1826
1774 if (spell->skill) 1827 if (spell->skill)
1775 { 1828 {
1776 spell_skill = find_skill_by_name (op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1777 1830
1778 if (!spell_skill) 1831 if (!spell_skill)
1779 { 1832 {
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1781 return; 1834 return;
1782 } 1835 }
1783 1836
1784 if (spell_skill->level < spell->level) 1837 if (spell_skill->level < spell->level)
1785 { 1838 {
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1839 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1787 return; 1840 return;
1788 } 1841 }
1789 } 1842 }
1790 1843
1791 /* Logic as follows 1844 /* Logic as follows
1800 * Overall, chances are the same but a player will find having a high 1853 * Overall, chances are the same but a player will find having a high
1801 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1802 */ 1855 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 { 1857 {
1805 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1858 op->failmsg ("In your confused state you flub the wording of the text!");
1806 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 } 1860 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1809 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810 { 1863 {
1811 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1812 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1813 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
1814 1866
1815 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1869 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 } 1870 }
1819 else 1871 else
1820 { 1872 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1823 } 1875 }
1824 1876
1825 decrease_ob (tmp); 1877 decrease_ob (tmp);
1826} 1878}
1827 1879
1833{ 1885{
1834 object *skop; 1886 object *skop;
1835 1887
1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 { 1889 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1890 op->failmsg ("You are unable to read while blind.");
1839 return; 1891 return;
1840 } 1892 }
1841 1893
1842 if (!tmp->inv || tmp->inv->type != SPELL) 1894 if (!tmp->inv || tmp->inv->type != SPELL)
1843 { 1895 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1845 return; 1897 return;
1846 } 1898 }
1847 1899
1848 if (op->type == PLAYER) 1900 if (op->type == PLAYER)
1849 { 1901 {
1855 */ 1907 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 1909
1858 if (!skop) 1910 if (!skop)
1859 { 1911 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1861 return; 1913 return;
1862 } 1914 }
1863 1915
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
1866 } 1918 }
1867 1919
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1921 identify (tmp);
1870 1922
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1872
1873 1924
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1926 decrease_ob (tmp);
1876} 1927}
1877 1928
1881 * chest. 1932 * chest.
1882 */ 1933 */
1883static void 1934static void
1884apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
1885{ 1936{
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure 1937 /* Nice side effect of this treasure creation method is that the treasure
1890 * for the chest is done when the chest is created, and put into the chest 1938 * for the chest is done when the chest is created, and put into the chest
1891 * inventory. So that when the chest burns up, the items still exist. Also 1939 * inventory. So that when the chest burns up, the items still exist. Also
1892 * prevents people fromt moving chests to more difficult maps to get better 1940 * prevents people from moving chests to more difficult maps to get better
1893 * treasure 1941 * treasure
1894 */ 1942 */
1895
1896 treas = tmp->inv; 1943 object *treas = tmp->inv;
1897 if (treas == NULL) 1944
1945 if (!treas)
1898 { 1946 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
1900 decrease_ob (tmp); 1948 decrease_ob (tmp);
1901 return; 1949 return;
1902 } 1950 }
1951
1903 while (tmp->inv) 1952 while (tmp->inv)
1904 { 1953 {
1905 treas = tmp->inv; 1954 treas = tmp->inv;
1906
1907 treas->remove (); 1955 treas->remove ();
1908 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1909 1956
1910 treas->x = op->x; 1957 treas->x = op->x;
1911 treas->y = op->y; 1958 treas->y = op->y;
1912 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1959 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1913 1960
1914 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1961 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1915 spring_trap (treas, op); 1962 spring_trap (treas, op);
1916 1963
1917 /* If either player or container was destroyed, no need to do 1964 /* If either player or container was destroyed, no need to do
1918 * further processing. I think this should be enclused with 1965 * further processing. I think this should be enclused with
1919 * spring trap above, as I don't think there is otherwise 1966 * spring trap above, as I don't think there is otherwise
1920 * any way for the treasure chest or player to get killed 1967 * any way for the treasure chest or player to get killed.
1921 */ 1968 */
1922 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
1923 break; 1970 break;
1924 } 1971 }
1925 1972
1926 if (!tmp->destroyed () && tmp->inv == NULL) 1973 if (!tmp->destroyed () && !tmp->inv)
1927 decrease_ob (tmp); 1974 decrease_ob (tmp);
1928
1929} 1975}
1930 1976
1931/** 1977/**
1932 * op eats food. 1978 * op eats food.
1933 * If player, takes care of messages and dragon special food. 1979 * If player, takes care of messages and dragon special food.
1948 { 1994 {
1949 /* usual case - no dragon meal: */ 1995 /* usual case - no dragon meal: */
1950 if (op->stats.food + tmp->stats.food > 999) 1996 if (op->stats.food + tmp->stats.food > 999)
1951 { 1997 {
1952 if (tmp->type == FOOD || tmp->type == FLESH) 1998 if (tmp->type == FOOD || tmp->type == FLESH)
1953 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1999 op->failmsg ("You feel full, but what a waste of food!");
1954 else 2000 else
1955 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 2001 op->statusmsg ("Most of the drink goes down your face not your throat!");
1956 } 2002 }
1957 2003
1958 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1959 { 2005 {
1960 char buf[MAX_BUF]; 2006 const char *buf;
1961 2007
1962 if (!is_dragon_pl (op)) 2008 if (!is_dragon_pl (op))
1963 { 2009 {
1964 /* eating message for normal players */ 2010 /* eating message for normal players */
1965 if (tmp->type == DRINK) 2011 if (tmp->type == DRINK)
1966 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1967 else 2013 else
1968 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1969 } 2015 }
1970 else 2016 else
1971 {
1972 /* eating message for dragon players */ 2017 /* eating message for dragon players */
1973 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2018 buf = format ("The %s tasted terrible!", &tmp->name);
1974 }
1975 2019
1976 new_draw_info (NDI_UNIQUE, 0, op, buf); 2020 op->statusmsg (buf);
2021
1977 capacity_remaining = 999 - op->stats.food; 2022 capacity_remaining = 999 - op->stats.food;
1978 op->stats.food += tmp->stats.food; 2023 op->stats.food += tmp->stats.food;
1979 if (capacity_remaining < tmp->stats.food) 2024 if (capacity_remaining < tmp->stats.food)
1980 op->stats.hp += capacity_remaining / 50; 2025 op->stats.hp += capacity_remaining / 50;
1981 else 2026 else
1982 op->stats.hp += tmp->stats.food / 50; 2027 op->stats.hp += tmp->stats.food / 50;
2028
1983 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
1984 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
1985 if (op->stats.food > 999) 2031 if (op->stats.food > 999)
1986 op->stats.food = 999; 2032 op->stats.food = 999;
1987 } 2033 }
1989 /* special food hack -b.t. */ 2035 /* special food hack -b.t. */
1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1991 eat_special_food (op, tmp); 2037 eat_special_food (op, tmp);
1992 } 2038 }
1993 } 2039 }
2040
1994 handle_apply_yield (tmp); 2041 handle_apply_yield (tmp);
1995 decrease_ob (tmp); 2042 decrease_ob (tmp);
1996} 2043}
1997 2044
1998/** 2045/**
2010{ 2057{
2011 object *skin = NULL; /* pointer to dragon skin force */ 2058 object *skin = NULL; /* pointer to dragon skin force */
2012 object *abil = NULL; /* pointer to dragon ability force */ 2059 object *abil = NULL; /* pointer to dragon ability force */
2013 object *tmp = NULL; /* tmp. object */ 2060 object *tmp = NULL; /* tmp. object */
2014 2061
2015 char buf[MAX_BUF]; /* tmp. string buffer */
2016 double chance; /* improvement-chance of one resistance type */ 2062 double chance; /* improvement-chance of one resistance type */
2017 double totalchance = 1; /* total chance of gaining one resistance */ 2063 double totalchance = 1; /* total chance of gaining one resistance */
2018 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2019 double mbonus = 0; /* monster bonus */ 2065 double mbonus = 0; /* monster bonus */
2020 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2025 if (meal->type != FLESH || !is_dragon_pl (op)) 2071 if (meal->type != FLESH || !is_dragon_pl (op))
2026 return 0; 2072 return 0;
2027 2073
2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2029 from the player's inventory */ 2075 from the player's inventory */
2030 shstr_cmp dragon_ability_force ("dragon_ability_force");
2031 shstr_cmp dragon_skin_force ("dragon_skin_force");
2032
2033 for (tmp = op->inv; tmp; tmp = tmp->below) 2076 for (tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == FORCE) 2077 if (tmp->type == FORCE)
2035 if (tmp->arch->name == dragon_skin_force) 2078 if (tmp->arch->archname == shstr_dragon_skin_force)
2036 skin = tmp; 2079 skin = tmp;
2037 else if (tmp->arch->name == dragon_ability_force) 2080 else if (tmp->arch->archname == shstr_dragon_ability_force)
2038 abil = tmp; 2081 abil = tmp;
2039 2082
2040 /* if either skin or ability are missing, this is an old player 2083 /* if either skin or ability are missing, this is an old player
2041 which is not to be considered a dragon -> bail out */ 2084 which is not to be considered a dragon -> bail out */
2042 if (skin == NULL || abil == NULL) 2085 if (skin == NULL || abil == NULL)
2045 /* now start by filling stomache and health, according to food-value */ 2088 /* now start by filling stomache and health, according to food-value */
2046 if ((999 - op->stats.food) < meal->stats.food) 2089 if ((999 - op->stats.food) < meal->stats.food)
2047 op->stats.hp += (999 - op->stats.food) / 50; 2090 op->stats.hp += (999 - op->stats.food) / 50;
2048 else 2091 else
2049 op->stats.hp += meal->stats.food / 50; 2092 op->stats.hp += meal->stats.food / 50;
2093
2050 if (op->stats.hp > op->stats.maxhp) 2094 if (op->stats.hp > op->stats.maxhp)
2051 op->stats.hp = op->stats.maxhp; 2095 op->stats.hp = op->stats.maxhp;
2052 2096
2053 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2054 2098
2099 } 2143 }
2100 } 2144 }
2101 2145
2102 /* inverse totalchance as until now we have the failure-chance */ 2146 /* inverse totalchance as until now we have the failure-chance */
2103 totalchance = 100 - totalchance * 100; 2147 totalchance = 100 - totalchance * 100;
2148
2104 /* print message according to totalchance */ 2149 /* print message according to totalchance */
2150 const char *buf;
2105 if (totalchance > 50.) 2151 if (totalchance > 50.)
2106 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2107 else if (totalchance > 10.) 2153 else if (totalchance > 10.)
2108 sprintf (buf, "The %s tasted very good.", &meal->name); 2154 buf = format ("The %s tasted very good.", &meal->name);
2109 else if (totalchance > 1.) 2155 else if (totalchance > 1.)
2110 sprintf (buf, "The %s tasted good.", &meal->name); 2156 buf = format ("The %s tasted good.", &meal->name);
2111 else if (totalchance > 0.1) 2157 else if (totalchance > 0.1)
2112 sprintf (buf, "The %s tasted bland.", &meal->name); 2158 buf = format ("The %s tasted bland.", &meal->name);
2113 else if (totalchance >= 0.01) 2159 else if (totalchance >= 0.01)
2114 sprintf (buf, "The %s had a boring taste.", &meal->name); 2160 buf = format ("The %s had a boring taste.", &meal->name);
2115 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2161 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2116 sprintf (buf, "The %s tasted strange.", &meal->name); 2162 buf = format ("The %s tasted strange.", &meal->name);
2117 else 2163 else
2118 sprintf (buf, "The %s had no taste.", &meal->name); 2164 buf = format ("The %s had no taste.", &meal->name);
2119 new_draw_info (NDI_UNIQUE, 0, op, buf); 2165
2166 op->statusmsg (buf);
2120 2167
2121 /* now choose a winner if we have any */ 2168 /* now choose a winner if we have any */
2122 i = -1; 2169 i = -1;
2123 if (winners > 0) 2170 if (winners > 0)
2124 i = atnr_winner[RANDOM () % winners]; 2171 i = atnr_winner[RANDOM () % winners];
2127 { 2174 {
2128 /* resistance increased! */ 2175 /* resistance increased! */
2129 skin->resist[i]++; 2176 skin->resist[i]++;
2130 op->update_stats (); 2177 op->update_stats ();
2131 2178
2132 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2179 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2133 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2134 } 2180 }
2135 2181
2136 /* if this flesh contains a new ability focus, we mark it 2182 /* if this flesh contains a new ability focus, we mark it
2137 into the ability_force and it will take effect on next level */ 2183 into the ability_force and it will take effect on next level */
2138 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2184 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2139 { 2185 {
2140 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2186 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2141 2187
2142 if (meal->last_eat != abil->stats.exp) 2188 if (meal->last_eat != abil->stats.exp)
2189 op->statusmsg (format (
2190 "Your metabolism prepares to focus on %s!\n"
2191 "The change will happen at level %d.",
2192 change_resist_msg[meal->last_eat],
2193 abil->level + 1
2143 { 2194 ));
2144 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2145 new_draw_info (NDI_UNIQUE, 0, op, buf);
2146 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2147 new_draw_info (NDI_UNIQUE, 0, op, buf);
2148 }
2149 else 2195 else
2150 { 2196 {
2151 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2197 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2152 new_draw_info (NDI_UNIQUE, 0, op, buf);
2153 abil->last_eat = 0; 2198 abil->last_eat = 0;
2154 } 2199 }
2155 } 2200 }
2201
2156 return 1; 2202 return 1;
2157} 2203}
2158 2204
2159/** 2205/**
2160 * Handles applying an improve armor scroll. 2206 * Handles applying an improve armor scroll.
2163static void 2209static void
2164apply_armour_improver (object *op, object *tmp) 2210apply_armour_improver (object *op, object *tmp)
2165{ 2211{
2166 object *armor; 2212 object *armor;
2167 2213
2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2214 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2169 { 2215 {
2170 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2216 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2171 return; 2217 return;
2172 } 2218 }
2173 2219
2174 armor = find_marked_object (op); 2220 armor = find_marked_object (op);
2175 2221
2176 if (!armor) 2222 if (!armor)
2177 { 2223 {
2178 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2224 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2179 return; 2225 return;
2180 } 2226 }
2181 2227
2182 if (armor->type != ARMOUR 2228 if (armor->type != ARMOUR
2183 && armor->type != CLOAK 2229 && armor->type != CLOAK
2184 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2230 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2185 { 2231 {
2186 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2232 op->failmsg ("Your marked item is not armour!\n");
2187 return; 2233 return;
2188 } 2234 }
2189 2235
2190 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2236 op->statusmsg ("Applying armour enchantment.");
2191 improve_armour (op, tmp, armor); 2237 improve_armour (op, tmp, armor);
2192} 2238}
2193 2239
2194extern void 2240extern void
2195apply_poison (object *op, object *tmp) 2241apply_poison (object *op, object *tmp)
2196{ 2242{
2197 if (op->type == PLAYER) 2243 if (op->type == PLAYER)
2198 { 2244 {
2199 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2245 op->contr->play_sound (sound_find ("drink_poison"));
2200 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2246 op->failmsg ("Yech! That tasted poisonous!");
2201 strcpy (op->contr->killer, "poisonous booze"); 2247 strcpy (op->contr->killer, "poisonous booze");
2202 } 2248 }
2249
2203 if (tmp->stats.hp > 0) 2250 if (tmp->stats.hp > 0)
2204 { 2251 {
2205 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2252 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2206 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2207 } 2254 }
2255
2208 op->stats.food -= op->stats.food / 4; 2256 op->stats.food -= op->stats.food / 4;
2209 handle_apply_yield (tmp); 2257 handle_apply_yield (tmp);
2210 decrease_ob (tmp); 2258 decrease_ob (tmp);
2211} 2259}
2212 2260
2230 2278
2231#if 0 //TODO 2279#if 0 //TODO
2232 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2280 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2233 return 0; /* This is a reset town portal */ 2281 return 0; /* This is a reset town portal */
2234#endif 2282#endif
2283
2284 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2235 2285
2236 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2286 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2237 2287
2238 if (exitmap) 2288 if (exitmap)
2239 { 2289 {
2322 2372
2323 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2373 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2324 { 2374 {
2325 if (op->type == PLAYER) 2375 if (op->type == PLAYER)
2326 { 2376 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2377 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2328 return 1; 2378 return 1;
2329 } 2379 }
2330 else 2380 else
2331 return 0; /* monsters just skip unpaid items */ 2381 return 0; /* monsters just skip unpaid items */
2332 } 2382 }
2335 return RESULT_INT (0); 2385 return RESULT_INT (0);
2336 2386
2337 switch (tmp->type) 2387 switch (tmp->type)
2338 { 2388 {
2339 case CF_HANDLE: 2389 case CF_HANDLE:
2340 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2390 op->play_sound (sound_find ("turn_handle"));
2341 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2391 op->statusmsg ("You turn the handle.");
2342 tmp->value = tmp->value ? 0 : 1; 2392 tmp->value = tmp->value ? 0 : 1;
2343 SET_ANIMATION (tmp, tmp->value); 2393 SET_ANIMATION (tmp, tmp->value);
2344 update_object (tmp, UP_OBJ_FACE); 2394 update_object (tmp, UP_OBJ_FACE);
2345 push_button (tmp); 2395 push_button (tmp);
2346 return 1; 2396 return 1;
2347 2397
2348 case TRIGGER: 2398 case TRIGGER:
2349 if (check_trigger (tmp, op)) 2399 if (check_trigger (tmp, op))
2350 { 2400 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2401 op->statusmsg ("You turn the handle.");
2352 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2402 op->play_sound (sound_find ("turn_handle"));
2353 } 2403 }
2354 else 2404 else
2355 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2405 op->failmsg ("The handle doesn't move.");
2356 2406
2357 return 1; 2407 return 1;
2358 2408
2359 case EXIT: 2409 case EXIT:
2360 if (op->type != PLAYER) 2410 if (op->type != PLAYER)
2361 return 0; 2411 return 0;
2362 2412
2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2413 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2364 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2414 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2365 else 2415 else
2366 { 2416 {
2367 /* Don't display messages for random maps. */ 2417 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2418 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2419 op->statusmsg (tmp->msg, NDI_NAVY);
2370 2420
2371 op->enter_exit (tmp); 2421 op->enter_exit (tmp);
2372 } 2422 }
2373 2423
2424 return 1;
2425
2426 case INSCRIBABLE:
2427 op->statusmsg (tmp->msg);
2428 // maybe show a spell menu to chose from or something like that
2374 return 1; 2429 return 1;
2375 2430
2376 case SIGN: 2431 case SIGN:
2377 apply_sign (op, tmp, 0); 2432 apply_sign (op, tmp, 0);
2378 return 1; 2433 return 1;
2487 { 2542 {
2488 char buf[MAX_BUF]; 2543 char buf[MAX_BUF];
2489 timeofday_t tod; 2544 timeofday_t tod;
2490 2545
2491 get_tod (&tod); 2546 get_tod (&tod);
2547 op->play_sound (sound_find ("sound_clock"));
2548 op->statusmsg (format (
2492 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2549 "It is %d minute%s past %d o'clock %s",
2493 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2550 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2494 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2552 ));
2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1; 2553 return 1;
2498 } 2554 }
2499 else 2555 else
2500 return 0; 2556 return 0;
2501 2557
2540int 2596int
2541player_apply (object *pl, object *op, int aflag, int quiet) 2597player_apply (object *pl, object *op, int aflag, int quiet)
2542{ 2598{
2543 int tmp; 2599 int tmp;
2544 2600
2545 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2601 if (op->env && (pl->move_type & MOVE_FLYING))
2546 { 2602 {
2547 /* player is flying and applying object not in inventory */ 2603 /* player is flying and applying object not in inventory */
2548 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2604 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2549 { 2605 {
2550 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2606 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2551 return 0; 2607 return 0;
2552 } 2608 }
2553 }
2554
2555 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2556 * applied.
2557 */
2558 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2559 {
2560 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2561 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2562 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2563 op->destroy ();
2564 return 1;
2565 } 2609 }
2566 2610
2567 pl->contr->last_used = op; 2611 pl->contr->last_used = op;
2568 2612
2569 tmp = manual_apply (pl, op, aflag); 2613 tmp = manual_apply (pl, op, aflag);
2570 if (!quiet) 2614 if (!quiet)
2571 { 2615 {
2572 if (tmp == 0) 2616 if (tmp == 0)
2573 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2617 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2574 else if (tmp == 2) 2618 else if (tmp == 2)
2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2619 op->failmsg ("You must get it first!\n");
2576 } 2620 }
2621
2577 return tmp; 2622 return tmp;
2578} 2623}
2579 2624
2580/** 2625/**
2581 * player_apply_below attempts to apply the object 'below' the player. 2626 * player_apply_below attempts to apply the object 'below' the player.
2630{ 2675{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2676 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2677 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2678 return RESULT_INT (0);
2634 2679
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2680 CLEAR_FLAG (op, FLAG_APPLIED);
2638 2681
2639 switch (op->type) 2682 switch (op->type)
2640 { 2683 {
2684 case SKILL_TOOL:
2685 // unapplying a skill tool should also unapply the skill it governs
2686 // but this is hard, as it shouldn't do so when the skill can
2687 // be used for other reasons
2688 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2689 if (tmp->skill == op->skill
2690 && tmp->type == SKILL
2691 && tmp->flag [FLAG_APPLIED]
2692 && !tmp->flag [FLAG_CAN_USE_SKILL])
2693 unapply_special (who, tmp, 0);
2694
2695 change_abil (who, op);
2696 break;
2697
2641 case WEAPON: 2698 case WEAPON:
2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2699 if (player *pl = who->contr)
2700 if (op == pl->combat_ob)
2701 {
2702 pl->combat_ob = 0;
2703 who->change_weapon (pl->ranged_ob);
2704 }
2705
2706 who->statusmsg (format ("You unwield %s.", query_name (op)));
2643 2707
2644 change_abil (who, op); 2708 change_abil (who, op);
2645 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2709 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2646
2647 if (who->contr)
2648 {
2649 if (who->contr->combat_ob == op)
2650 who->contr->combat_ob = 0;
2651
2652 if (who->current_weapon == op)
2653 who->current_weapon = 0;
2654 }
2655
2656 clear_skill (who);
2657 break; 2710 break;
2658 2711
2659 case SKILL: /* allows objects to impart skills */
2660 case SKILL_TOOL: 2712 case SKILL:
2661 if (op != who->chosen_skill)
2662 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2663
2664 if (who->contr) 2713 if (who->contr)
2665 { 2714 {
2666 if (!op->invisible) 2715 if (!op->invisible)
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2716 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2668 else 2717 else
2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2718 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2670 } 2719 }
2671 2720
2672 change_abil (who, op); 2721 change_abil (who, op);
2673 who->chosen_skill = 0;
2674 CLEAR_FLAG (who, FLAG_READY_SKILL); 2722 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break; 2723 break;
2676 2724
2677 case ARMOUR: 2725 case ARMOUR:
2678 case HELMET: 2726 case HELMET:
2682 case GLOVES: 2730 case GLOVES:
2683 case AMULET: 2731 case AMULET:
2684 case GIRDLE: 2732 case GIRDLE:
2685 case BRACERS: 2733 case BRACERS:
2686 case CLOAK: 2734 case CLOAK:
2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2735 who->statusmsg (format ("You unwear %s.", query_name (op)));
2688 change_abil (who, op); 2736 change_abil (who, op);
2689 break; 2737 break;
2690 2738
2691 case LAMP: 2739 case LAMP:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2740 {
2741 who->statusmsg (format ("You turn off your %s.", &op->name));
2742
2693 tmp2 = arch_to_object (op->other_arch); 2743 object *tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2744 tmp2->x = op->x;
2695 tmp2->y = op->y; 2745 tmp2->y = op->y;
2696 tmp2->map = op->map; 2746 tmp2->map = op->map;
2697 tmp2->below = op->below; 2747 tmp2->below = op->below;
2698 tmp2->above = op->above; 2748 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food; 2749 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2750 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2751
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2752 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2753 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2754
2705 if (who->contr) 2755 if (who->contr)
2706 esrv_del_item (who->contr, op->count); 2756 esrv_del_item (who->contr, op->count);
2707 2757
2708 op->destroy (); 2758 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2759 insert_ob_in_ob (tmp2, who);
2710 who->update_stats (); 2760 who->update_stats ();
2711 2761
2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2762 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2713 { 2763 {
2714 if (who->contr) 2764 if (who->contr)
2715 { 2765 {
2716 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2766 who->failmsg ("Oops, it feels deadly cold!");
2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2767 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2718 } 2768 }
2719 } 2769 }
2720 2770
2721 if (who->contr) 2771 if (who->contr)
2722 esrv_send_item (who, tmp2); 2772 esrv_send_item (who, tmp2);
2773 }
2723 2774
2724 return 1; /* otherwise, an attempt to drop causes problems */ 2775 return 1; /* otherwise, an attempt to drop causes problems */
2725 2776
2726 case BOW: 2777 case BOW:
2727 case WAND: 2778 case WAND:
2728 case ROD: 2779 case ROD:
2729 case HORN: 2780 case HORN:
2730 clear_skill (who);
2731
2732 if (who->contr) 2781 if (player *pl = who->contr)
2733 { 2782 {
2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2783 if (op == pl->ranged_ob)
2735 2784 {
2736 if (who->contr->ranged_ob == op)
2737 who->contr->ranged_ob = 0; 2785 pl->ranged_ob = 0;
2786 who->change_weapon (pl->combat_ob);
2787 }
2738 2788
2739 if (who->current_weapon == op) 2789 who->statusmsg (format ("You unready %s.", query_name (op)));
2740 who->current_weapon = 0;
2741 } 2790 }
2742 else 2791 else
2743 { 2792 {
2793 who->change_skill (0);
2794
2744 if (op->type == BOW) 2795 if (op->type == BOW)
2745 CLEAR_FLAG (who, FLAG_READY_BOW); 2796 CLEAR_FLAG (who, FLAG_READY_BOW);
2746 else 2797 else
2747 CLEAR_FLAG (who, FLAG_READY_RANGE); 2798 CLEAR_FLAG (who, FLAG_READY_RANGE);
2748 } 2799 }
2749 2800
2750 break; 2801 break;
2751 2802
2752 case BUILDER: 2803 case BUILDER:
2753 if (who->contr) 2804 if (who->contr)
2754 { 2805 who->statusmsg (format ("You unready %s.", query_name (op)));
2755 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2756
2757 if (who->contr->ranged_ob == op)
2758 who->contr->ranged_ob = 0;
2759 }
2760 break; 2806 break;
2761 2807
2762 default: 2808 default:
2763 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2809 who->statusmsg (format ("You unapply %s.", query_name (op)));
2764 break; 2810 break;
2765 } 2811 }
2766 2812
2767 who->update_stats (); 2813 who->update_stats ();
2768 2814
2788/** 2834/**
2789 * Returns the object that is using location 'loc'. 2835 * Returns the object that is using location 'loc'.
2790 * Note that 'start' is the first object to start examing - we 2836 * Note that 'start' is the first object to start examing - we
2791 * then go through the below of this. In this way, you can do 2837 * then go through the below of this. In this way, you can do
2792 * something like: 2838 * something like:
2793 * tmp = get_item_from_body_location(who->inv, 1); 2839 * tmp = get_next_item_from_body_location(who->inv, 1);
2794 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2840 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2795 * to find the second object that may use this location, etc. 2841 * to find the second object that may use this location, etc.
2796 * Returns NULL if no match is found. 2842 * Returns NULL if no match is found.
2797 * loc is the index into the array we are looking for a match. 2843 * loc is the index into the array we are looking for a match.
2798 * don't return invisible objects unless they are skill objects 2844 * don't return invisible objects unless they are skill objects
2799 * invisible other objects that use 2845 * invisible other objects that use
2800 * up body locations can be used as restrictions. 2846 * up body locations can be used as restrictions.
2801 */ 2847 */
2802static object * 2848static object *
2803get_item_from_body_location (int loc, object *start) 2849get_next_item_from_body_location (int loc, object *start)
2804{ 2850{
2805 if (start)
2806 for (object *tmp = start; tmp; tmp = tmp->below) 2851 for (object *tmp = start; tmp; tmp = tmp->below)
2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 2852 if (tmp->flag [FLAG_APPLIED]
2853 && tmp->slot[loc].info
2854 && (!tmp->invisible || tmp->type == SKILL))
2808 return tmp; 2855 return tmp;
2809 2856
2810 return 0; 2857 return 0;
2811} 2858}
2812 2859
2813/** 2860/**
2819 * Returns 0 on success, returns 1 if there is some problem. 2866 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 2867 * 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 2868 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 2869 * another function that does just that.
2823 */ 2870 */
2871
2872#define CANNOT_REMOVE_CURSED \
2873 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2874 "Praying over an altar, scrolls of remove curse/damnation, " \
2875 "priests or even other players might help.>"
2876
2824int 2877int
2825unapply_for_ob (object *who, object *op, int aflags) 2878unapply_for_ob (object *who, object *op, int aflags)
2826{ 2879{
2827 if (op->is_range ()) 2880 if (op->is_range ())
2828 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2881 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2882 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2830 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2883 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2831 { 2884 {
2832 if (aflags & AP_PRINT) 2885 if (aflags & AP_PRINT)
2833 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2886 who->failmsg (query_name (tmp));
2834 else 2887 else
2835 unapply_special (who, tmp, aflags); 2888 unapply_special (who, tmp, aflags);
2836 } 2889 }
2837 else 2890 else
2838 { 2891 {
2839 /* In this case, we want to try and remove a cursed item. 2892 /* In this case, we want to try and remove a cursed item.
2840 * While we know it won't work, we want unapply_special to 2893 * While we know it won't work, we want unapply_special to
2841 * at least generate the message. 2894 * at least generate the message.
2842 */ 2895 */
2843 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 2896 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2844 return 1; 2897 return 1;
2845 } 2898 }
2846 2899
2847 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2900 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2848 { 2901 {
2854 /* We do a while loop - may need to remove several items in order 2907 /* We do a while loop - may need to remove several items in order
2855 * to free up enough slots. 2908 * to free up enough slots.
2856 */ 2909 */
2857 while ((who->slot[i].used + op->slot[i].info) < 0) 2910 while ((who->slot[i].used + op->slot[i].info) < 0)
2858 { 2911 {
2859 object *tmp = get_item_from_body_location (i, last); 2912 object *tmp = get_next_item_from_body_location (i, last);
2860 2913
2861 if (!tmp) 2914 if (!tmp)
2862 { 2915 {
2863#if 0 2916#if 0
2864 /* Not a bug - we'll get this if the player has cursed items 2917 /* Not a bug - we'll get this if the player has cursed items
2871 2924
2872 /* If we are just printing, we don't care about cursed status */ 2925 /* If we are just printing, we don't care about cursed status */
2873 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2926 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2874 { 2927 {
2875 if (aflags & AP_PRINT) 2928 if (aflags & AP_PRINT)
2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2929 who->failmsg (query_name (tmp));
2877 else 2930 else
2878 unapply_special (who, tmp, aflags); 2931 unapply_special (who, tmp, aflags);
2879 } 2932 }
2880 else 2933 else
2881 { 2934 {
2882 /* Cursed item that we can't unequip - tell the player. 2935 /* Cursed item that we can't unequip - tell the player.
2883 * Note this could be annoying if this is just one of a few, 2936 * Note this could be annoying if this is just one of a few,
2884 * so it may not be critical (eg, putting on a ring and you have 2937 * so it may not be critical (eg, putting on a ring and you have
2885 * one cursed ring.) 2938 * one cursed ring.)
2886 */ 2939 */
2887 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2940 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2888 } 2941 }
2889 2942
2890 last = tmp->below; 2943 last = tmp->below;
2891 } 2944 }
2892 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2945 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2902 * Checks to see if 'who' can apply object 'op'. 2955 * Checks to see if 'who' can apply object 'op'.
2903 * Returns 0 if apply can be done without anything special. 2956 * Returns 0 if apply can be done without anything special.
2904 * Otherwise returns a bitmask - potentially several of these may be 2957 * Otherwise returns a bitmask - potentially several of these may be
2905 * set, but largely depends on circumstance - in the future, processing 2958 * set, but largely depends on circumstance - in the future, processing
2906 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2959 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2907 * is set, do we really are what the other flags may be?) 2960 * is set, do we really care what the other flags may be?)
2908 * 2961 *
2909 * See include/define.h for detailed description of the meaning of 2962 * See include/define.h for detailed description of the meaning of
2910 * these return values. 2963 * these return values.
2911 */ 2964 */
2912int 2965int
2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2974 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2922 { 2975 {
2923 if (op->slot[i].info) 2976 if (op->slot[i].info)
2924 { 2977 {
2925 /* Item uses more slots than we have */ 2978 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info) 2979 if (who->slot[i].info + op->slot [i].info < 0)
2927 { 2980 {
2928 /* Could return now for efficiency - rest of info below isn't 2981 /* Could return now for efficiency - rest of info below isn't
2929 * really needed. 2982 * really needed.
2930 */ 2983 */
2931 retval |= CAN_APPLY_NEVER; 2984 retval |= CAN_APPLY_NEVER;
2932 } 2985 }
2933 else if ((who->slot[i].used + op->slot[i].info) < 0) 2986 else if (who->slot[i].used + op->slot[i].info < 0)
2934 { 2987 {
2935 /* in this case, equipping this would use more free spots than 2988 /* in this case, equipping this would use more free spots than
2936 * we have. 2989 * we have.
2937 */ 2990 */
2938 2991
2949 { 3002 {
2950 retval |= CAN_APPLY_UNAPPLY; 3003 retval |= CAN_APPLY_UNAPPLY;
2951 continue; 3004 continue;
2952 } 3005 }
2953 3006
2954 object *tmp1 = get_item_from_body_location (i, who->inv); 3007 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2955 if (!tmp1) 3008 if (!tmp1)
2956 { 3009 {
2957#if 0 3010#if 0
2958 /* This is sort of an error, but happens a lot when old players 3011 /* This is sort of an error, but happens a lot when old players
2959 * join in with more stuff equipped than they are now allowed. 3012 * join in with more stuff equipped than they are now allowed.
2967 /* need to unapply something. However, if this something 3020 /* need to unapply something. However, if this something
2968 * is different than we had found before, it means they need 3021 * is different than we had found before, it means they need
2969 * to apply multiple objects 3022 * to apply multiple objects
2970 */ 3023 */
2971 retval |= CAN_APPLY_UNAPPLY; 3024 retval |= CAN_APPLY_UNAPPLY;
3025
2972 if (!tmp) 3026 if (!tmp)
2973 tmp = tmp1; 3027 tmp = tmp1;
2974 else if (tmp != tmp1) 3028 else if (tmp != tmp1)
2975 retval |= CAN_APPLY_UNAPPLY_MULT; 3029 retval |= CAN_APPLY_UNAPPLY_MULT;
2976 3030
3038 * AP_UNAPPLY=always unapply). 3092 * AP_UNAPPLY=always unapply).
3039 * 3093 *
3040 * Optional flags: 3094 * Optional flags:
3041 * AP_NO_MERGE: don't merge an unapplied object with other objects 3095 * AP_NO_MERGE: don't merge an unapplied object with other objects
3042 * AP_IGNORE_CURSE: unapply cursed items 3096 * AP_IGNORE_CURSE: unapply cursed items
3097 * AP_NO_READY: do not ready skills when applying skill tools
3043 * 3098 *
3044 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3099 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3045 * 3100 *
3046 * apply_special() doesn't check for unpaid items. 3101 * apply_special() doesn't check for unpaid items.
3047 */ 3102 */
3103
3104#define LACK_ITEM_POWER \
3105 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3106
3048int 3107int
3049apply_special (object *who, object *op, int aflags) 3108apply_special (object *who, object *op, int aflags)
3050{ 3109{
3051 int basic_flag = aflags & AP_BASIC_FLAGS; 3110 int basic_flag = aflags & AP_BASIC_FLAGS;
3052 object *tmp, *tmp2, *skop = NULL; 3111 object *tmp, *tmp2, *skop = NULL;
3067 if (basic_flag == AP_APPLY) 3126 if (basic_flag == AP_APPLY)
3068 return 0; 3127 return 0;
3069 3128
3070 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3129 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3071 { 3130 {
3072 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3131 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3073 return 1; 3132 return 1;
3074 } 3133 }
3075 3134
3076 return unapply_special (who, op, aflags); 3135 return unapply_special (who, op, aflags);
3077 } 3136 }
3080 return 0; 3139 return 0;
3081 3140
3082 // if the item is combat/ranged, wield the relevant slot first 3141 // if the item is combat/ranged, wield the relevant slot first
3083 // to resolve conflicts. 3142 // to resolve conflicts.
3084 if (player *pl = who->contr) 3143 if (player *pl = who->contr)
3085 switch (op->type) 3144 switch (op->slottype ())
3086 { 3145 {
3087 case WEAPON:
3088 who->change_weapon (pl->combat_ob); 3146 case slot_combat: who->change_weapon (pl->combat_ob); break;
3089 break;
3090
3091 case BOW:
3092 case ROD:
3093 case WAND:
3094 case HORN:
3095 case SKILL_TOOL:
3096 who->change_weapon (pl->ranged_ob); 3147 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3097 break;
3098
3099 case SKILL:
3100 if (IS_COMBAT_SKILL (op->subtype))
3101 who->change_weapon (pl->combat_ob);
3102 else if (IS_RANGED_SKILL (op->subtype))
3103 who->change_weapon (pl->ranged_ob);
3104 break;
3105 } 3148 }
3149
3150 splay (op);
3106 3151
3107 /* Can't just apply this object. Lets see what not and what to do */ 3152 /* Can't just apply this object. Lets see what not and what to do */
3108 if (int i = can_apply_object (who, op)) 3153 if (int i = can_apply_object (who, op))
3109 { 3154 {
3110 if (i & CAN_APPLY_NEVER) 3155 if (i & CAN_APPLY_NEVER)
3111 { 3156 {
3112 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3157 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3113 return 1; 3158 return 1;
3114 } 3159 }
3115 else if (i & CAN_APPLY_RESTRICTION) 3160 else if (i & CAN_APPLY_RESTRICTION)
3116 { 3161 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3162 who->failmsg (format (
3163 "You have a prohibition against using a %s. "
3164 "H<Your belief, profession or class prevents you from applying this item.>",
3165 query_name (op)
3166 ));
3118 return 1; 3167 return 1;
3119 } 3168 }
3120 3169
3121 if (who->type != PLAYER) 3170 if (who->type != PLAYER)
3122 { 3171 {
3126 } 3175 }
3127 else 3176 else
3128 { 3177 {
3129 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3178 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3130 { 3179 {
3131 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3180 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3132 unapply_for_ob (who, op, AP_PRINT); 3181 unapply_for_ob (who, op, AP_PRINT);
3133 return 1; 3182 return 1;
3134 } 3183 }
3135 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3184 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3136 if (unapply_for_ob (who, op, aflags)) 3185 if (unapply_for_ob (who, op, aflags))
3142 { 3191 {
3143 skop = find_skill_by_name (who, op->skill); 3192 skop = find_skill_by_name (who, op->skill);
3144 3193
3145 if (!skop) 3194 if (!skop)
3146 { 3195 {
3147 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3196 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3148 return 1; 3197 return 1;
3149 } 3198 }
3150 else 3199 else
3151 /* While experience will be credited properly, we want to change the 3200 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated 3201 * skill so that the dam and wc get updated
3153 */ 3202 */
3154 change_skill (who, skop, 0); 3203 who->change_skill (skop);
3155 } 3204 }
3156 3205
3157 if (who->type == PLAYER 3206 if (who->type == PLAYER
3158 && op->item_power 3207 && op->item_power
3159 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3208 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3160 { 3209 {
3161 new_draw_info (NDI_UNIQUE, 0, who,
3162 "Equipping that combined with other items would consume your soul! " 3210 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3163 "[use the skills command to check your available item power]");
3164 return 1; 3211 return 1;
3165 } 3212 }
3166 3213
3167 /* Ok. We are now at the state where we can apply the new object. 3214 /* Ok. We are now at the state where we can apply the new object.
3168 * Note that we don't have the checks for can_use_... 3215 * Note that we don't have the checks for can_use_...
3179 switch (op->type) 3226 switch (op->type)
3180 { 3227 {
3181 case WEAPON: 3228 case WEAPON:
3182 if (!check_weapon_power (who, op->last_eat)) 3229 if (!check_weapon_power (who, op->last_eat))
3183 { 3230 {
3184 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n" 3231 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3185 "It would consume your soul!.");
3186 3232
3187 if (tmp) 3233 if (tmp)
3188 insert_ob_in_ob (tmp, who); 3234 insert_ob_in_ob (tmp, who);
3189 3235
3190 return 1; 3236 return 1;
3194 // i.e. "R" can use Ragnarok's sword. 3240 // i.e. "R" can use Ragnarok's sword.
3195 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3241 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3196 { 3242 {
3197 /* if the weapon does not have the name as the character, can't use it. */ 3243 /* if the weapon does not have the name as the character, can't use it. */
3198 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3244 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3199 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3245 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3200 3246
3201 if (tmp) 3247 if (tmp)
3202 insert_ob_in_ob (tmp, who); 3248 insert_ob_in_ob (tmp, who);
3203 3249
3204 return 1; 3250 return 1;
3205 } 3251 }
3206 3252
3207 if (!skop) 3253 if (!skop)
3208 { 3254 {
3209 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3255 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3210 return 1; 3256 return 1;
3211 } 3257 }
3212 3258
3213 SET_FLAG (op, FLAG_APPLIED); 3259 SET_FLAG (op, FLAG_APPLIED);
3214 change_skill (who, skop, 1); 3260 who->change_skill (skop);
3215 3261
3216 if (who->contr) 3262 if (who->contr)
3217 who->change_weapon (who->contr->combat_ob = op); 3263 who->change_weapon (who->contr->combat_ob = op);
3218 3264
3219 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3265 who->statusmsg (format ("You wield %s.", query_name (op)));
3266
3220 SET_FLAG (who, FLAG_READY_WEAPON); 3267 SET_FLAG (who, FLAG_READY_WEAPON);
3221
3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3223
3224 change_abil (who, op); 3268 change_abil (who, op);
3225 break; 3269 break;
3226 3270
3227 case ARMOUR: 3271 case ARMOUR:
3228 case HELMET: 3272 case HELMET:
3233 case BRACERS: 3277 case BRACERS:
3234 case CLOAK: 3278 case CLOAK:
3235 case RING: 3279 case RING:
3236 case AMULET: 3280 case AMULET:
3237 SET_FLAG (op, FLAG_APPLIED); 3281 SET_FLAG (op, FLAG_APPLIED);
3238 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3282 who->statusmsg (format ("You wear %s.", query_name (op)));
3239 change_abil (who, op); 3283 change_abil (who, op);
3240 break; 3284 break;
3241 3285
3242 case LAMP: 3286 case LAMP:
3243 if (op->stats.food < 1) 3287 if (op->stats.food < 1)
3244 { 3288 {
3245 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3289 who->failmsg (format (
3290 "Your %s is out of fuel! "
3291 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3292 &op->name
3293 ));
3246 return 1; 3294 return 1;
3247 } 3295 }
3248 3296
3249 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3297 who->statusmsg (format ("You turn on your %s.", &op->name));
3298
3250 tmp2 = arch_to_object (op->other_arch); 3299 tmp2 = arch_to_object (op->other_arch);
3251 tmp2->stats.food = op->stats.food; 3300 tmp2->stats.food = op->stats.food;
3252 SET_FLAG (tmp2, FLAG_APPLIED); 3301 SET_FLAG (tmp2, FLAG_APPLIED);
3253 3302
3254 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3303 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3273 who->update_stats (); 3322 who->update_stats ();
3274 3323
3275 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3324 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3276 if (who->type == PLAYER) 3325 if (who->type == PLAYER)
3277 { 3326 {
3278 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3327 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3279 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3328 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3280 } 3329 }
3281 3330
3282 if (who->type == PLAYER) 3331 if (who->type == PLAYER)
3283 esrv_send_item (who, tmp2); 3332 esrv_send_item (who, tmp2);
3284 3333
3285 return 0; 3334 return 0;
3286 3335
3287 /* this part is needed for skill-tools */ 3336 case SKILL_TOOL:
3337 // applying a skill tool also readies the skill
3338 SET_FLAG (op, FLAG_APPLIED);
3339
3340 if (!(aflags & AP_NO_READY))
3341 {
3342 skop = find_skill_by_name (who, op->skill);
3343 if (!skop->flag [FLAG_APPLIED])
3344 apply_special (who, skop, AP_APPLY);
3345 }
3346 break;
3347
3288 case SKILL: 3348 case SKILL:
3289 case SKILL_TOOL:
3290 if (who->chosen_skill)
3291 {
3292 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3293 return 1;
3294 }
3295
3296 if (player *pl = who->contr) 3349 if (player *pl = who->contr)
3297 { 3350 {
3298 if (IS_COMBAT_SKILL (op->subtype)) 3351 if (IS_COMBAT_SKILL (op->subtype))
3299 { 3352 {
3300 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3353 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3301 { 3354 {
3302 for (object *item = who->inv; item; item = item->below) 3355 for (object *item = who->inv; item; item = item->below)
3303 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3356 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3304 { 3357 {
3358 if (item->skill == op->skill)
3359 {
3305 who->change_weapon (pl->combat_ob = item); 3360 who->change_weapon (pl->combat_ob = item);
3306 goto found_weapon; 3361 goto found_weapon;
3362 }
3307 } 3363 }
3308 3364
3365 who->failmsg (format (
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3366 "You need to apply a '%s' melee weapon before readying this skill. "
3367 "H<Some skills need an item, in this case a melee weapon, to function.>",
3368 &op->skill
3369 ));
3310 return 1; 3370 return 1;
3311 3371
3312 found_weapon:; 3372 found_weapon:;
3313 } 3373 }
3314 else 3374 else
3319 if (skill_flags [op->subtype] & SF_NEED_BOW) 3379 if (skill_flags [op->subtype] & SF_NEED_BOW)
3320 { 3380 {
3321 for (object *item = who->inv; item; item = item->below) 3381 for (object *item = who->inv; item; item = item->below)
3322 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3382 if (item->type == BOW && item->flag [FLAG_APPLIED])
3323 { 3383 {
3384 //TODO: bows should/must all have skill missile weapon right now
3324 who->change_weapon (pl->ranged_ob = item); 3385 who->change_weapon (pl->ranged_ob = item);
3325 goto found_bow; 3386 goto found_bow;
3326 } 3387 }
3327 3388
3389 who->failmsg (
3328 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3390 "You need to apply a missile weapon before readying this skill. "
3391 "H<Some skills need an item, in this case a missile weapon, to function.>"
3392 );
3329 return 1; 3393 return 1;
3330 3394
3331 found_bow:; 3395 found_bow:;
3332 }
3333 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3334 {
3335 for (object *item = who->inv; item; item = item->below)
3336 if (item->flag [FLAG_APPLIED]
3337 && (item->type == WAND || item->type == ROD || item->type == HORN))
3338 {
3339 who->change_weapon (pl->ranged_ob = item);
3340 goto found_item;
3341 }
3342
3343 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3344 return 1;
3345
3346 found_item:;
3347 } 3396 }
3348 else 3397 else
3349 who->change_weapon (pl->ranged_ob = op); 3398 who->change_weapon (pl->ranged_ob = op);
3350 } 3399 }
3351 3400
3352 if (!op->invisible) 3401 if (!op->invisible)
3353 { 3402 {
3354 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3403 who->statusmsg (format (
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3404 "You ready %s."
3405 "You can now use the skill: %s.",
3406 query_name (op),
3407 &op->skill
3408 ));
3356 } 3409 }
3357 else 3410 else
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3411 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3359 } 3412 }
3360 3413 else
3414 {
3361 SET_FLAG (op, FLAG_APPLIED); 3415 SET_FLAG (op, FLAG_APPLIED);
3362 change_abil (who, op); 3416 change_abil (who, op);
3363 who->chosen_skill = op; 3417 who->chosen_skill = op;
3364 SET_FLAG (who, FLAG_READY_SKILL); 3418 SET_FLAG (who, FLAG_READY_SKILL);
3419 }
3420
3365 break; 3421 break;
3366 3422
3367 case BOW: 3423 case BOW:
3368 if (!check_weapon_power (who, op->last_eat)) 3424 if (!check_weapon_power (who, op->last_eat))
3369 { 3425 {
3370 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3426 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3371 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3372 3427
3373 if (tmp) 3428 if (tmp)
3374 insert_ob_in_ob (tmp, who); 3429 insert_ob_in_ob (tmp, who);
3375 3430
3376 return 1; 3431 return 1;
3377 } 3432 }
3378 3433
3379 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3434 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3380 { 3435 {
3381 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3436 who->failmsg ("The weapon does not recognize you as its owner. "
3437 "H<Its name indicates that it belongs to somebody else.>");
3382 if (tmp) 3438 if (tmp)
3383 insert_ob_in_ob (tmp, who); 3439 insert_ob_in_ob (tmp, who);
3384 3440
3385 return 1; 3441 return 1;
3386 } 3442 }
3391 case HORN: 3447 case HORN:
3392 /* check for skill, alter player status */ 3448 /* check for skill, alter player status */
3393 3449
3394 if (!skop) 3450 if (!skop)
3395 { 3451 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3452 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3397 return 1; 3453 return 1;
3398 } 3454 }
3399 3455
3400 SET_FLAG (op, FLAG_APPLIED); 3456 SET_FLAG (op, FLAG_APPLIED);
3401 change_skill (who, skop, 0); 3457 who->change_skill (skop);
3402 3458
3403 if (who->contr) 3459 if (who->contr)
3404 { 3460 {
3405 who->contr->ranged_ob = op; 3461 who->contr->ranged_ob = op;
3406 3462
3407 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3463 who->statusmsg (format ("You ready %s.", query_name (op)));
3408 3464
3409 if (op->type == BOW) 3465 if (op->type == BOW)
3410 { 3466 {
3411 who->current_weapon = op; 3467 who->current_weapon = op;
3412 change_abil (who, op); 3468 change_abil (who, op);
3413 new_draw_info_format (NDI_UNIQUE, 0, who,
3414 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3469 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3415 } 3470 }
3416 } 3471 }
3417 else 3472 else
3418 { 3473 {
3419 if (op->type == BOW) 3474 if (op->type == BOW)
3425 break; 3480 break;
3426 3481
3427 case BUILDER: 3482 case BUILDER:
3428 if (who->type == PLAYER) 3483 if (who->type == PLAYER)
3429 { 3484 {
3485 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3430 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3486 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3431 unapply_special (who, who->contr->ranged_ob, 0); 3487 unapply_special (who, who->contr->ranged_ob, 0);
3432 3488
3433 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3489 who->statusmsg (format ("You ready your %s.", query_name (op)));
3434 3490
3435 who->contr->ranged_ob = op; 3491 who->contr->ranged_ob = op;
3436 } 3492 }
3437 break; 3493 break;
3438 3494
3439 default: 3495 default:
3440 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3496 who->statusmsg (format ("You apply %s.", query_name (op)));
3441 } /* end of switch op->type */ 3497 }
3442 3498
3443 SET_FLAG (op, FLAG_APPLIED); 3499 SET_FLAG (op, FLAG_APPLIED);
3444 3500
3445 if (tmp) 3501 if (tmp)
3446 tmp = insert_ob_in_ob (tmp, who); 3502 tmp = insert_ob_in_ob (tmp, who);
3453 */ 3509 */
3454 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3510 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3455 SET_FLAG (op, FLAG_BEEN_APPLIED); 3511 SET_FLAG (op, FLAG_BEEN_APPLIED);
3456 3512
3457 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3513 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3458 {
3459 if (who->type == PLAYER) 3514 if (who->type == PLAYER)
3460 { 3515 {
3461 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3516 who->failmsg (
3517 "Oops, it feels deadly cold! "
3518 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3519 );
3462 SET_FLAG (op, FLAG_KNOWN_CURSED); 3520 SET_FLAG (op, FLAG_KNOWN_CURSED);
3463 } 3521 }
3464 }
3465 3522
3466 if (who->type == PLAYER) 3523 if (who->type == PLAYER)
3467 { 3524 {
3468 /* if multiple objects were applied, update both slots */ 3525 /* if multiple objects were applied, update both slots */
3469 if (tmp) 3526 if (tmp)
3478int 3535int
3479monster_apply_special (object *who, object *op, int aflags) 3536monster_apply_special (object *who, object *op, int aflags)
3480{ 3537{
3481 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3538 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3482 return 1; 3539 return 1;
3540
3483 return apply_special (who, op, aflags); 3541 return apply_special (who, op, aflags);
3484} 3542}
3485 3543
3486/** 3544/**
3487 * Map was just loaded, handle op's initialisation. 3545 * Map was just loaded, handle op's initialisation.
3704 { 3762 {
3705 if (QUERY_FLAG (food, FLAG_CURSED)) 3763 if (QUERY_FLAG (food, FLAG_CURSED))
3706 { 3764 {
3707 assign (who->contr->killer, food->name); 3765 assign (who->contr->killer, food->name);
3708 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3766 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3709 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3767 who->failmsg ("Eck!...that was poisonous!");
3710 } 3768 }
3711 else 3769 else
3712 { 3770 {
3713 if (food->stats.hp > 0) 3771 if (food->stats.hp > 0)
3714 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3772 who->statusmsg ("You begin to feel better.");
3715 else 3773 else
3716 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3774 who->failmsg ("Eck!...that was poisonous!");
3775
3717 who->stats.hp += food->stats.hp; 3776 who->stats.hp += food->stats.hp;
3718 } 3777 }
3719 } 3778 }
3720 if (food->stats.sp != 0) 3779 if (food->stats.sp != 0)
3721 { 3780 {
3722 if (QUERY_FLAG (food, FLAG_CURSED)) 3781 if (QUERY_FLAG (food, FLAG_CURSED))
3723 { 3782 {
3724 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3783 who->failmsg ("You are drained of mana!");
3725 who->stats.sp -= food->stats.sp; 3784 who->stats.sp -= food->stats.sp;
3726 if (who->stats.sp < 0) 3785 if (who->stats.sp < 0)
3727 who->stats.sp = 0; 3786 who->stats.sp = 0;
3728 } 3787 }
3729 else 3788 else
3730 { 3789 {
3731 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3790 who->statusmsg ("You feel a rush of magical energy!");
3732 who->stats.sp += food->stats.sp; 3791 who->stats.sp += food->stats.sp;
3733 /* place limit on max sp from food? */ 3792 /* place limit on max sp from food? */
3734 } 3793 }
3735 } 3794 }
3795
3736 who->update_stats (); 3796 who->update_stats ();
3737} 3797}
3738 3798
3739/** 3799/**
3740 * Designed primarily to light torches/lanterns/etc. 3800 * Designed primarily to light torches/lanterns/etc.
3767 } 3827 }
3768 else 3828 else
3769 lighter->stats.food--; 3829 lighter->stats.food--;
3770 } 3830 }
3771 else if (lighter->last_eat) 3831 else if (lighter->last_eat)
3832 {
3772 { /* no charges left in lighter */ 3833 /* no charges left in lighter */
3773 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3834 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3774 return; 3835 return;
3775 } 3836 }
3776 3837
3777 /* Perhaps we should split what we are trying to light on fire? 3838 /* Perhaps we should split what we are trying to light on fire?
3778 * I can't see many times when you would want to light multiple 3839 * I can't see many times when you would want to light multiple
3784 3845
3785 save_throw_object (item, AT_FIRE, who); 3846 save_throw_object (item, AT_FIRE, who);
3786 3847
3787 if (item->destroyed ()) 3848 if (item->destroyed ())
3788 { 3849 {
3789 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3850 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3790 /* Need to update the player so that the players glow radius 3851 /* Need to update the player so that the players glow radius
3791 * gets changed. 3852 * gets changed.
3792 */ 3853 */
3793 if (is_player_env) 3854 if (is_player_env)
3794 who->update_stats (); 3855 who->update_stats ();
3795 } 3856 }
3796 else 3857 else
3797 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3858 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3798 } 3859 }
3799 else /* nothing to light */ 3860 else
3800 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3861 who->failmsg ("You need to mark a lightable object.");
3801
3802} 3862}
3803 3863
3804/** 3864/**
3805 * op made some mistake with a scroll, this takes care of punishment. 3865 * op made some mistake with a scroll, this takes care of punishment.
3806 * scroll_failure()- hacked directly from spell_failure 3866 * scroll_failure()- hacked directly from spell_failure
3813 3873
3814 if (failure <= -1 && failure > -15) 3874 if (failure <= -1 && failure > -15)
3815 { /* wonder */ 3875 { /* wonder */
3816 object *tmp; 3876 object *tmp;
3817 3877
3818 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3878 op->failmsg ("Your spell warps!");
3819 tmp = get_archetype (SPELL_WONDER); 3879 tmp = get_archetype (SPELL_WONDER);
3820 cast_wonder (op, op, 0, tmp); 3880 cast_wonder (op, op, 0, tmp);
3821 tmp->destroy (); 3881 tmp->destroy ();
3822 } 3882 }
3823 else if (failure <= -15 && failure > -35) 3883 else if (failure <= -15 && failure > -35)
3824 { /* drain mana */ 3884 { /* drain mana */
3825 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3885 op->failmsg ("Your mana is drained!");
3826 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3886 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3827 if (op->stats.sp < 0) 3887 if (op->stats.sp < 0)
3828 op->stats.sp = 0; 3888 op->stats.sp = 0;
3829 } 3889 }
3830 else if (settings.spell_failure_effects == TRUE) 3890 else if (settings.spell_failure_effects == TRUE)
3831 { 3891 {
3832 if (failure <= -35 && failure > -60) 3892 if (failure <= -35 && failure > -60)
3833 { /* confusion */ 3893 { /* confusion */
3834 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3894 op->failmsg ("The magic recoils on you!");
3835 confuse_player (op, op, power); 3895 confuse_player (op, op, power);
3836 } 3896 }
3837 else if (failure <= -60 && failure > -70) 3897 else if (failure <= -60 && failure > -70)
3838 { /* paralysis */ 3898 { /* paralysis */
3839 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3899 op->failmsg ("The magic recoils and paralyzes you!");
3840 paralyze_player (op, op, power); 3900 paralyze_player (op, op, power);
3841 } 3901 }
3842 else if (failure <= -70 && failure > -80) 3902 else if (failure <= -70 && failure > -80)
3843 { /* blind */ 3903 { /* blind */
3844 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3904 op->failmsg ("The magic recoils on you!");
3845 blind_player (op, op, power); 3905 blind_player (op, op, power);
3846 } 3906 }
3847 else if (failure <= -80) 3907 else if (failure <= -80)
3848 { /* blast the immediate area */ 3908 { /* blast the immediate area */
3849 object *tmp = get_archetype (LOOSE_MANA); 3909 object *tmp = get_archetype (LOOSE_MANA);
3850 cast_magic_storm (op, tmp, power); 3910 cast_magic_storm (op, tmp, power);
3851 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3911 op->failmsg ("You unleash uncontrolled mana!");
3852 tmp->destroy (); 3912 tmp->destroy ();
3853 } 3913 }
3854 } 3914 }
3855} 3915}
3856 3916
3876 */ 3936 */
3877 int i, j; 3937 int i, j;
3878 3938
3879 for (i = 0; i < NUM_STATS; i++) 3939 for (i = 0; i < NUM_STATS; i++)
3880 { 3940 {
3881 int race_bonus = pl->arch->clone.stats.stat (i); 3941 int race_bonus = pl->arch->stats.stat (i);
3882 sint8 stat = stats->stat (i) + ns->stat (i); 3942 sint8 stat = stats->stat (i) + ns->stat (i);
3883 3943
3884 if (stat > 20 + race_bonus) 3944 if (stat > 20 + race_bonus)
3885 { 3945 {
3886 excess_stat++; 3946 excess_stat++;
3896 3956
3897 if (i == CHA) 3957 if (i == CHA)
3898 continue; /* exclude cha from this */ 3958 continue; /* exclude cha from this */
3899 3959
3900 int stat = stats->stat (i); 3960 int stat = stats->stat (i);
3901 int race_bonus = pl->arch->clone.stats.stat (i); 3961 int race_bonus = pl->arch->stats.stat (i);
3902 if (stat < 20 + race_bonus) 3962 if (stat < 20 + race_bonus)
3903 { 3963 {
3904 change_attr_value (stats, i, 1); 3964 change_attr_value (stats, i, 1);
3905 excess_stat--; 3965 excess_stat--;
3906 } 3966 }
3963 char got[MAX_BUF]; 4023 char got[MAX_BUF];
3964 int len; 4024 int len;
3965 4025
3966 if (!pl || !transformer) 4026 if (!pl || !transformer)
3967 return; 4027 return;
4028
3968 marked = find_marked_object (pl); 4029 marked = find_marked_object (pl);
4030
3969 if (!marked) 4031 if (!marked)
3970 { 4032 {
3971 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4033 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3972 return; 4034 return;
3973 } 4035 }
4036
3974 if (!marked->slaying) 4037 if (!marked->slaying)
3975 { 4038 {
3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4039 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3977 return; 4040 return;
3978 } 4041 }
4042
3979 /* check whether they are compatible or not */ 4043 /* check whether they are compatible or not */
3980 find = strstr (marked->slaying, transformer->arch->name); 4044 find = strstr (marked->slaying, transformer->arch->archname);
3981 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4045 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3982 { 4046 {
3983 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4047 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3984 return; 4048 return;
3985 } 4049 }
4050
3986 find += strlen (transformer->arch->name) + 1; 4051 find += strlen (transformer->arch->archname) + 1;
3987 /* Item can be used, now find how many and what it yields */ 4052 /* Item can be used, now find how many and what it yields */
3988 if (isdigit (*(find))) 4053 if (isdigit (*(find)))
3989 { 4054 {
3990 yield = atoi (find); 4055 yield = atoi (find);
3991 if (yield < 1) 4056 if (yield < 1)
3997 else 4062 else
3998 yield = 1; 4063 yield = 1;
3999 4064
4000 while (isdigit (*find)) 4065 while (isdigit (*find))
4001 find++; 4066 find++;
4067
4002 while (*find == ' ') 4068 while (*find == ' ')
4003 find++; 4069 find++;
4070
4004 memset (got, 0, MAX_BUF); 4071 memset (got, 0, MAX_BUF);
4072
4005 if ((separator = strchr (find, ';')) != NULL) 4073 if ((separator = strchr (find, ';')) != NULL)
4006 {
4007 len = separator - find; 4074 len = separator - find;
4008 }
4009 else 4075 else
4010 {
4011 len = strlen (find); 4076 len = strlen (find);
4012 } 4077
4013 if (len > MAX_BUF - 1) 4078 if (len > MAX_BUF - 1)
4014 len = MAX_BUF - 1; 4079 len = MAX_BUF - 1;
4080
4015 strcpy (got, find); 4081 strcpy (got, find);
4016 got[len] = '\0'; 4082 got[len] = '\0';
4017 4083
4018 /* Now create new item, remove used ones when required. */ 4084 /* Now create new item, remove used ones when required. */
4019 new_item = get_archetype (got); 4085 new_item = get_archetype (got);
4020 if (!new_item) 4086 if (!new_item)
4021 { 4087 {
4022 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4088 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4023 return; 4089 return;
4024 } 4090 }
4025 4091
4026 new_item->nrof = yield; 4092 new_item->nrof = yield;
4093
4027 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4094 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4095
4028 insert_ob_in_ob (new_item, pl); 4096 insert_ob_in_ob (new_item, pl);
4029 esrv_send_inventory (pl, pl); 4097 esrv_send_inventory (pl, pl);
4030 /* Eat up one item */ 4098 /* Eat up one item */
4031 decrease_ob_nr (marked, 1); 4099 decrease_ob_nr (marked, 1);
4100
4032 /* Eat one transformer if needed */ 4101 /* Eat one transformer if needed */
4033 if (transformer->stats.food) 4102 if (transformer->stats.food)
4034 if (--transformer->stats.food == 0) 4103 if (--transformer->stats.food == 0)
4035 decrease_ob_nr (transformer, 1); 4104 decrease_ob_nr (transformer, 1);
4036} 4105}
4106

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