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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.97 by root, Tue May 15 19:07:15 2007 UTC vs.
Revision 1.134 by root, Sat Oct 20 04:39:59 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.\n\n", long_desc (marked, pl));
120 if (marked->msg) 119 if (marked->msg)
121 { 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
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.\n\n", long_desc (id, pl));
137 if (id->msg) 135 if (id->msg)
138 { 136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
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 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("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. "
629 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>");
623 return 0; 631 return 0;
624 } 632 }
633
625 sacrifice_count = check_sacrifice (op, improver); 634 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 635 if (sacrifice_count <= 0)
627 return 0; 636 return 0;
637
628 weapon->level = isqrt (sacrifice_count); 638 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 639 eat_item (op, improver->slaying, sacrifice_count);
631 640
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 641 op->statusmsg (format (
642 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level
645 ));
633 646
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 648 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 649 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 650 slot at once! */
656improve_weapon (object *op, object *improver, object *weapon) 669improve_weapon (object *op, object *improver, object *weapon)
657{ 670{
658 int sacrifice_count, sacrifice_needed = 0; 671 int sacrifice_count, sacrifice_needed = 0;
659 672
660 if (improver->stats.sp == IMPROVE_PREPARE) 673 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 674 return prepare_weapon (op, improver, weapon);
663 } 675
664 if (weapon->level == 0) 676 if (weapon->level == 0)
665 { 677 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 679 return 0;
668 } 680 }
681
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 { 683 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 684 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 685 return 0;
673 } 686 }
687
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 { 689 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 690 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 691 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 692 "really want to improve it.");
679 return 0; 693 return 0;
680 } 694 }
695
681 /* This just increases damage by 5 points, no matter what. No sacrifice 696 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 697 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the 698 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 699 * weapon can be improved.
685 */ 700 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 701 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 702 {
688 weapon->stats.dam += 5; 703 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 704 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 706 weapon->last_eat++;
692 707
693 weapon->item_power++; 708 weapon->item_power++;
694 decrease_ob (improver); 709 decrease_ob (improver);
695 return 1; 710 return 1;
696 } 711 }
712
697 if (improver->stats.sp == IMPROVE_WEIGHT) 713 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 714 {
699 /* Reduce weight by 20% */ 715 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 716 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 717 if (weapon->weight < 1)
702 weapon->weight = 1; 718 weapon->weight = 1;
719
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 721 weapon->last_eat++;
705 weapon->item_power++; 722 weapon->item_power++;
706 decrease_ob (improver); 723 decrease_ob (improver);
707 return 1; 724 return 1;
708 } 725 }
709 if (improver->stats.sp == IMPROVE_ENCHANT) 726 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 727 {
711 weapon->magic++; 728 weapon->magic++;
712 weapon->last_eat++; 729 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 731 decrease_ob (improver);
715 weapon->item_power++; 732 weapon->item_power++;
716 return 1; 733 return 1;
717 } 734 }
718 735
724 sacrifice_needed *= 2; 741 sacrifice_needed *= 2;
725 742
726 sacrifice_count = check_sacrifice (op, improver); 743 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 744 if (sacrifice_count < sacrifice_needed)
728 { 745 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 746 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 747 return 0;
731 } 748 }
749
732 eat_item (op, improver->slaying, sacrifice_needed); 750 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 751 weapon->item_power++;
734 752
735 switch (improver->stats.sp) 753 switch (improver->stats.sp)
736 { 754 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 755 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 756 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 757 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 758 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 759 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 760 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 762 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 763 op->failmsg ("Unknown improvement type.");
753 } 764 }
765
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 766 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 767 return 0;
756} 768}
757 769
758/** 770/**
768 if (op->type != PLAYER) 780 if (op->type != PLAYER)
769 return 0; 781 return 0;
770 782
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 783 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 784 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 785 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 786 return 0;
775 } 787 }
776 788
777 otmp = find_marked_object (op); 789 otmp = find_marked_object (op);
778 if (!otmp) 790 if (!otmp)
779 { 791 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
781 return 0; 793 return 0;
782 } 794 }
783 795
784 if (otmp->type != WEAPON && otmp->type != BOW) 796 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 797 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 798 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 799 return 0;
788 } 800 }
789 801
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 802 op->statusmsg ("Applied weapon builder.");
803
791 improve_weapon (op, tmp, otmp); 804 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 805 esrv_send_item (op, otmp);
793 return 1; 806 return 1;
794} 807}
795 808
820{ 833{
821 object *tmp; 834 object *tmp;
822 835
823 if (armour->magic >= settings.armor_max_enchant) 836 if (armour->magic >= settings.armor_max_enchant)
824 { 837 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 838 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 839 return 0;
827 } 840 }
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 841 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it. 842 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour 843 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 844 * of gnarg and what not?)
832 */ 845 */
833 if (armour->title) 846 if (armour->title)
834 { 847 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 848 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 849 return 0;
837 } 850 }
838 851
839 /* Split objects if needed. Can't insert tmp until the 852 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 853 * end of this function - otherwise it will just re-merge.
855 { 868 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 869 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 870 pow++;
858 } 871 }
859 872
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 873 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 874 }
862 else 875 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 876 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 877
865 if (!settings.armor_weight_linear) 878 if (!settings.armor_weight_linear)
866 { 879 {
867 int base = 100; 880 int base = 100;
868 int pow = 0; 881 int pow = 0;
871 { 884 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 885 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 886 pow++;
874 } 887 }
875 888
876 armour->weight = (armour->arch->clone.weight * base) / 100; 889 armour->weight = (armour->arch->weight * base) / 100;
877 } 890 }
878 else 891 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 892 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 893
881 if (armour->weight <= 0) 894 if (armour->weight <= 0)
882 { 895 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 896 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 897 armour->weight = 1;
885 } 898 }
886 899
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 900 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 901
889 if (op->type == PLAYER) 902 if (op->type == PLAYER)
890 { 903 {
891 esrv_send_item (op, armour); 904 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 905 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 906 op->update_stats ();
894 } 907 }
908
895 decrease_ob (improver); 909 decrease_ob (improver);
910
896 if (tmp) 911 if (tmp)
897 { 912 {
898 insert_ob_in_ob (tmp, op); 913 insert_ob_in_ob (tmp, op);
899 esrv_send_item (op, tmp); 914 esrv_send_item (op, tmp);
900 } 915 }
916
901 return 1; 917 return 1;
902} 918}
903
904 919
905/* 920/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 921 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken. 922 * what the converter wants, -1 if the converter is broken.
908 */ 923 */
924 939
925 /* We make some assumptions - we assume if it takes money as it type, 940 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs 941 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 942 * 3 gp and player drops a platinum, tough luck)
928 */ 943 */
929 if (!strcmp (CONV_FROM (converter), "money")) 944 if (CONV_FROM (converter) == shstr_money)
930 { 945 {
931 int cost;
932
933 if (item->type != MONEY) 946 if (item->type != MONEY)
934 return 0; 947 return 0;
935 948
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 949 nr = (item->nrof * item->value) / CONV_NEED (converter);
937 if (!nr) 950 if (!nr)
938 return 0; 951 return 0;
952
953 converter->play_sound (sound_find ("shop_buy"));
954
939 cost = nr * CONV_NEED (converter) / item->value; 955 int cost = nr * CONV_NEED (converter) / item->value;
940 /* take into account rounding errors */ 956 /* take into account rounding errors */
941 if (nr * CONV_NEED (converter) % item->value) 957 if (nr * CONV_NEED (converter) % item->value)
942 cost++; 958 cost++;
959
943 decrease_ob_nr (item, cost); 960 decrease_ob_nr (item, cost);
944 961
945 price_in = cost * item->value; 962 price_in = cost * item->value;
946 } 963 }
947 else 964 else
948 { 965 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951 return 0; 968 return 0;
969
970 converter->play_sound (sound_find ("convert_item"));
952 971
953 if (CONV_NEED (converter)) 972 if (CONV_NEED (converter))
954 { 973 {
955 nr = item->nrof / CONV_NEED (converter); 974 nr = item->nrof / CONV_NEED (converter);
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 975 decrease_ob_nr (item, nr * CONV_NEED (converter));
961 price_in = item->value; 980 price_in = item->value;
962 item->destroy (); 981 item->destroy ();
963 } 982 }
964 } 983 }
965 984
966 if (converter->inv != NULL) 985 if (converter->inv)
967 { 986 {
968 object *ob; 987 object *ob;
969 int i; 988 int i;
970 object *ob_to_copy; 989 object *ob_to_copy;
971 990
972 /* select random object from inventory to copy */ 991 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 992 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 993 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 994 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 995 ob_to_copy = ob;
979 } 996
980 }
981 item = object_create_clone (ob_to_copy); 997 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 999 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 1000 }
985 else 1001 else
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 1012 }
997 1013
998 if (CONV_NR (converter)) 1014 if (CONV_NR (converter))
999 item->nrof = CONV_NR (converter); 1015 item->nrof = CONV_NR (converter);
1016
1000 if (nr) 1017 if (nr)
1001 item->nrof *= nr; 1018 item->nrof *= nr;
1019
1002 if (is_in_shop (converter)) 1020 if (is_in_shop (converter))
1003 SET_FLAG (item, FLAG_UNPAID); 1021 SET_FLAG (item, FLAG_UNPAID);
1004 else if (price_in < item->nrof * item->value) 1022 else if (price_in < item->nrof * item->value)
1005 { 1023 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1024 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1025 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 1026 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 1027 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this 1028 * hopefully had something in mind when doing this.
1012 */ 1029 */
1013 } 1030 }
1031
1032 SET_FLAG (item, FLAG_IDENTIFIED);
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1033 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 1034 return 1;
1016} 1035}
1017 1036
1018/** 1037/**
1035 1054
1036 op->contr->last_used = 0; 1055 op->contr->last_used = 0;
1037 1056
1038 if (sack->env && sack->env != op) 1057 if (sack->env && sack->env != op)
1039 { 1058 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1059 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 1060 return 1;
1042 } 1061 }
1043 1062
1044 // already applied == open on ground, or open in inv, or active in inv 1063 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 1064 if (sack->flag [FLAG_APPLIED])
1051 return 1; 1070 return 1;
1052 } 1071 }
1053 else if (!sack->env) 1072 else if (!sack->env)
1054 { 1073 {
1055 // active, but not ours: some other player has opened it 1074 // 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)); 1075 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1057 return 1; 1076 return 1;
1058 } 1077 }
1059 1078
1060 // fall through to opening it (active in inv) 1079 // fall through to opening it (active in inv)
1061 } 1080 }
1063 { 1082 {
1064 // it is in our env, so activate it, do not open yet 1083 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 1084 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 1085 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 1086 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1087 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 1088 return 1;
1070 } 1089 }
1071 1090
1072 // it's locked? 1091 // it's locked?
1073 if (sack->slaying) 1092 if (sack->slaying)
1074 { 1093 {
1075 if (object *tmp = find_key (op, op, sack)) 1094 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)); 1095 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 1096 else
1078 { 1097 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1098 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1080 return 1; 1099 return 1;
1081 } 1100 }
1082 } 1101 }
1083 1102
1084 op->open_container (sack); 1103 op->open_container (sack);
1103 * with an altar. We call it a Potion - altars are stationary - it 1122 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly. 1123 * is up to map designers to use them properly.
1105 */ 1124 */
1106 if (altar->inv && altar->inv->type == SPELL) 1125 if (altar->inv && altar->inv->type == SPELL)
1107 { 1126 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1127 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 1128 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 1129 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 1130 * old maps.
1112 */ 1131 */
1113 1132
1114/* push_button (altar);*/ 1133/* push_button (altar);*/
1115 } 1134 }
1139 double opinion; 1158 double opinion;
1140 object *tmp, *next; 1159 object *tmp, *next;
1141 1160
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1161 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 1162
1163 bool has_unpaid = false;
1164
1165 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1166 // a quick and small change :(
1167 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168 if (item->flag [FLAG_UNPAID])
1169 {
1170 has_unpaid = true;
1171 break;
1172 }
1173
1144 if (op->type != PLAYER) 1174 if (op->type != PLAYER)
1145 { 1175 {
1146 /* Remove all the unpaid objects that may be carried here. 1176 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 1177 * This could be pets or monsters that are somehow in
1148 * the shop. 1178 * the shop.
1174 /* unpaid objects, or non living objects, can't transfer by 1204 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 1205 * shop mats. Instead, put it on a nearby space.
1176 */ 1206 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1207 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 1208 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1209 /* 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); 1210 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 1211
1183 if (i != -1) 1212 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1213 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1193 else if (can_pay (op) && get_payment (op)) 1222 else if (can_pay (op) && get_payment (op))
1194 { 1223 {
1195 /* this is only used for players */ 1224 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 1225 rv = teleport (shop_mat, SHOP_MAT, op);
1197 1226
1227 if (has_unpaid)
1228 op->contr->play_sound (sound_find ("shop_buy"));
1229 else if (is_in_shop (op))
1230 op->contr->play_sound (sound_find ("shop_enter"));
1231 else
1232 op->contr->play_sound (sound_find ("shop_leave"));
1233
1198 if (shop_mat->msg) 1234 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1235 op->statusmsg (shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 1236 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is 1237 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor. 1238 * actually the shop floor.
1203 */ 1239 */
1204 else if (!rv && !is_in_shop (op)) 1240 else if (!rv && !is_in_shop (op))
1205 { 1241 {
1206 opinion = shopkeeper_approval (op->map, op); 1242 opinion = shopkeeper_approval (op->map, op);
1207 1243
1208 if (opinion > 0.9) 1244 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1245 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 1246 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1247 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 1248 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 1249 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 1250 }
1217 } 1251 }
1218 else 1252 else
1219 { 1253 {
1220 /* if we get here, a player tried to leave a shop but was not able 1254 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that 1255 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 1256 * they are not on the mat anymore
1223 */ 1257 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1258 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 1259
1226 if (i == -1) 1260 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 1261 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 1262 else
1231 { 1263 {
1232 op->remove (); 1264 op->remove ();
1233 op->x += freearr_x[i]; 1265 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 1266 op->y += freearr_y[i];
1245 */ 1277 */
1246static void 1278static void
1247apply_sign (object *op, object *sign, int autoapply) 1279apply_sign (object *op, object *sign, int autoapply)
1248{ 1280{
1249 readable_message_type *msgType; 1281 readable_message_type *msgType;
1250 char newbuf[HUGE_BUF];
1251 1282
1252 if (sign->msg == NULL) 1283 if (!sign->msg)
1253 { 1284 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1285 op->statusmsg ("Nothing is written on it.");
1255 return; 1286 return;
1256 } 1287 }
1257 1288
1258 if (sign->stats.food) 1289 if (sign->stats.food)
1259 { 1290 {
1260 if (sign->last_eat >= sign->stats.food) 1291 if (sign->last_eat >= sign->stats.food)
1261 { 1292 {
1262 if (!sign->move_on) 1293 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1294 op->statusmsg ("You cannot read it anymore.");
1295
1264 return; 1296 return;
1265 } 1297 }
1266 1298
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1299 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1300 sign->last_eat++;
1273 * move_on is zero, it needs to be manually applied (doesn't talk 1305 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us). 1306 * to us).
1275 */ 1307 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1308 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 1309 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1310 op->failmsg ("You are unable to read while blind!");
1279 return; 1311 return;
1280 } 1312 }
1313
1314 if (op->contr)
1315 if (client *ns = op->contr->ns)
1316 {
1317 ns->play_sound (sign->sound);
1318
1319 if (ns->can_msg)
1320 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1321 else
1322 {
1281 msgType = get_readable_message_type (sign); 1323 msgType = get_readable_message_type (sign);
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1324 const char *somemsg = format ("%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); 1325 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1326 }
1327 }
1284} 1328}
1285 1329
1286/** 1330/**
1287 * 'victim' moves onto 'trap' 1331 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1332 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1355 * proper. This code was causing needless crashes.
1312 */ 1356 */
1313 if (recursion_depth >= 500) 1357 if (recursion_depth >= 500)
1314 { 1358 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1359 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); 1360 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1361 return;
1318 } 1362 }
1363
1319 recursion_depth++; 1364 recursion_depth++;
1320 if (trap->head) 1365 if (trap->head)
1321 trap = trap->head; 1366 trap = trap->head;
1322 1367
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1368 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1421 1466
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1467 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 { 1468 {
1424 if (!sound_was_played) 1469 if (!sound_was_played)
1425 { 1470 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1471 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1427 sound_was_played = 1; 1472 sound_was_played = 1;
1428 } 1473 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1474
1475 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1476 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1431 } 1477 }
1432 } 1478 }
1433 goto leave; 1479 goto leave;
1434 } 1480 }
1435 1481
1436
1437 case CONVERTER: 1482 case CONVERTER:
1438 if (convert_item (victim, trap) < 0) 1483 if (convert_item (victim, trap) < 0)
1439 { 1484 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1485 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1441 get_archetype ("burnout")->insert_at (trap, trap); 1486 get_archetype ("burnout")->insert_at (trap, trap);
1442 } 1487 }
1443 1488
1444 goto leave; 1489 goto leave;
1445 1490
1466 * Processing will happen if the head runs into the pit 1511 * Processing will happen if the head runs into the pit
1467 */ 1512 */
1468 if (victim->head) 1513 if (victim->head)
1469 goto leave; 1514 goto leave;
1470 1515
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1516 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"); 1517 victim->statusmsg ("You fall through the hole!", NDI_RED);
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1518 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave; 1519 goto leave;
1475 1520
1476 case EXIT: 1521 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap)) 1522 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 { 1523 {
1479 /* Basically, don't show exits leading to random maps the 1524 /* Basically, don't show exits leading to random maps the
1480 * players output. 1525 * players output.
1481 */ 1526 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1527 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1528 victim->statusmsg (trap->msg, NDI_NAVY);
1484 1529
1530 trap->play_sound (trap->sound);
1485 victim->enter_exit (trap); 1531 victim->enter_exit (trap);
1486 } 1532 }
1487 goto leave; 1533 goto leave;
1488 1534
1489 case ENCOUNTER: 1535 case ENCOUNTER:
1511 goto leave; 1557 goto leave;
1512 1558
1513 case RUNE: 1559 case RUNE:
1514 case TRAP: 1560 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1561 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim); 1562 spring_trap (trap, victim);
1518 }
1519 goto leave; 1563 goto leave;
1520 1564
1521 default: 1565 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1566 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1567 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1524 goto leave; 1568 goto leave;
1525 } 1569 }
1526 1570
1527leave: 1571leave:
1528 recursion_depth--; 1572 recursion_depth--;
1537 int lev_diff; 1581 int lev_diff;
1538 object *skill_ob; 1582 object *skill_ob;
1539 1583
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1584 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1585 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1586 op->failmsg ("You are unable to read while blind!");
1543 return; 1587 return;
1544 } 1588 }
1589
1545 if (tmp->msg == NULL) 1590 if (!tmp->msg)
1546 { 1591 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1592 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1548 return; 1593 return;
1549 } 1594 }
1550 1595
1551 /* need a literacy skill to read stuff! */ 1596 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1597 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob) 1598 if (!skill_ob)
1554 { 1599 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1600 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1556 return; 1601 return;
1557 } 1602 }
1603
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1604 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1605 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1606 {
1561 if (lev_diff < 2) 1607 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."); 1608 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1563 else if (lev_diff < 3) 1609 : lev_diff < 5 ? "This book is beyond your comprehension."
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1610 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1565 else if (lev_diff < 5) 1611 : lev_diff < 15 ? "This book is way beyond your comprehension."
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1612 : "This book is totally beyond your comprehension.");
1567 else if (lev_diff < 8) 1613 return;
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1614 }
1569 else if (lev_diff < 15) 1615
1570 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1616 readable_message_type *msgType = get_readable_message_type (tmp);
1617
1618 if (player *pl = op->contr)
1619 if (client *ns = pl->ns)
1620 if (ns->can_msg)
1621 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1571 else 1622 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, 1623 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1579 msgType->message_type, msgType->message_subtype, 1624 msgType->message_type, msgType->message_subtype,
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1625 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg); 1626 long_desc (tmp, op), &tmp->msg);
1582 1627
1583 /* gain xp from reading */ 1628 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1629 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1630 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1631 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1607 * op is the person learning the skill, tmp is the skill scroll object 1652 * op is the person learning the skill, tmp is the skill scroll object
1608 */ 1653 */
1609static void 1654static void
1610apply_skillscroll (object *op, object *tmp) 1655apply_skillscroll (object *op, object *tmp)
1611{ 1656{
1612 switch ((int) learn_skill (op, tmp)) 1657 switch (learn_skill (op, tmp))
1613 { 1658 {
1614 case 0: 1659 case 0:
1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1660 op->play_sound (sound_find ("generic_fail"));
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1661 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1617 return; 1662 break;
1618 1663
1619 case 1: 1664 case 1:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621 decrease_ob (tmp); 1665 decrease_ob (tmp);
1666 op->play_sound (sound_find ("skill_learn"));
1667 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1622 return; 1668 break;
1623 1669
1624 default: 1670 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); 1671 decrease_ob (tmp);
1672 op->play_sound (sound_find ("generic_fail"));
1673 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1627 return; 1674 break;
1628 } 1675 }
1629} 1676}
1630 1677
1631/** 1678/**
1632 * Actually makes op learn spell. 1679 * Actually makes op learn spell.
1652 return; 1699 return;
1653 } 1700 }
1654 return; 1701 return;
1655 } 1702 }
1656 1703
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1704 op->contr->play_sound (sound_find ("learn_spell"));
1705
1658 tmp = spell->clone (); 1706 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op); 1707 insert_ob_in_ob (tmp, op);
1660 1708
1661 if (special_prayer) 1709 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP); 1710 SET_FLAG (tmp, FLAG_STARTEQUIP);
1681 { 1729 {
1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1730 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683 return; 1731 return;
1684 } 1732 }
1685 1733
1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1734 op->failmsg (format ("You lose knowledge of %s.", spell));
1687 player_unready_range_ob (op->contr, spob); 1735 player_unready_range_ob (op->contr, spob);
1688 esrv_remove_spell (op->contr, spob); 1736 esrv_remove_spell (op->contr, spob);
1689 spob->destroy (); 1737 spob->destroy ();
1690} 1738}
1691 1739
1699{ 1747{
1700 object *skop, *spell, *spell_skill; 1748 object *skop, *spell, *spell_skill;
1701 1749
1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1750 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 { 1751 {
1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1752 op->failmsg ("You are unable to read while blind.");
1705 return; 1753 return;
1706 } 1754 }
1707 1755
1708 /* artifact_spellbooks have 'slaying' field point to a spell name, 1756 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are 1757 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks 1758 * legacy spellbooks
1711 */ 1759 */
1712
1713 if (tmp->slaying != NULL) 1760 if (tmp->slaying)
1714 { 1761 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1762 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell) 1763 if (!spell)
1717 { 1764 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1765 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1719 return; 1766 return;
1720 } 1767 }
1721 else 1768 else
1722 insert_ob_in_ob (spell, tmp); 1769 insert_ob_in_ob (spell, tmp);
1770
1723 tmp->slaying = NULL; 1771 tmp->slaying = 0;
1724 } 1772 }
1725 1773
1726 skop = find_skill_by_name (op, tmp->skill); 1774 skop = find_skill_by_name (op, tmp->skill);
1727 1775
1728 /* need a literacy skill to learn spells. Also, having a literacy level 1776 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */ 1777 * lower than the spell will make learning the spell more difficult */
1730 if (!skop) 1778 if (!skop)
1731 { 1779 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1780 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1733 return; 1781 return;
1734 } 1782 }
1735 1783
1736 spell = tmp->inv; 1784 spell = tmp->inv;
1737 1785
1738 if (!spell) 1786 if (!spell)
1739 { 1787 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1788 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."); 1789 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1742 return; 1790 return;
1743 } 1791 }
1744 1792
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1793 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 { 1794 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1795 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1748 return; 1796 return;
1749 } 1797 }
1750 1798
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1799 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1752 1800
1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1801 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 { 1802 {
1755 identify (tmp); 1803 identify (tmp);
1756 1804
1765 * if the player doesn't know the spell, doesn't make a lot of sense that 1813 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark. 1814 * they would have a special prayer mark.
1767 */ 1815 */
1768 if (check_spell_known (op, spell->name)) 1816 if (check_spell_known (op, spell->name))
1769 { 1817 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1818 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; 1819 return;
1772 } 1820 }
1773 1821
1774 if (spell->skill) 1822 if (spell->skill)
1775 { 1823 {
1776 spell_skill = find_skill_by_name (op, spell->skill); 1824 spell_skill = find_skill_by_name (op, spell->skill);
1777 1825
1778 if (!spell_skill) 1826 if (!spell_skill)
1779 { 1827 {
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1828 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1781 return; 1829 return;
1782 } 1830 }
1783 1831
1784 if (spell_skill->level < spell->level) 1832 if (spell_skill->level < spell->level)
1785 { 1833 {
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); 1834 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1787 return; 1835 return;
1788 } 1836 }
1789 } 1837 }
1790 1838
1791 /* Logic as follows 1839 /* Logic as follows
1800 * Overall, chances are the same but a player will find having a high 1848 * Overall, chances are the same but a player will find having a high
1801 * literacy rate very useful! -b.t. 1849 * literacy rate very useful! -b.t.
1802 */ 1850 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1851 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 { 1852 {
1805 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1853 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)); 1854 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 } 1855 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1856 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]) 1857 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810 { 1858 {
1811 1859 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); 1860 do_learn_spell (op, spell, 0);
1814 1861
1815 /* xp gain to literacy for spell learning */ 1862 /* xp gain to literacy for spell learning */
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1863 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1864 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 } 1865 }
1819 else 1866 else
1820 { 1867 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1868 op->contr->play_sound (sound_find ("fumble_spell"));
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1869 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 } 1870 }
1824 1871
1825 decrease_ob (tmp); 1872 decrease_ob (tmp);
1826} 1873}
1827 1874
1833{ 1880{
1834 object *skop; 1881 object *skop;
1835 1882
1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1883 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 { 1884 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1885 op->failmsg ("You are unable to read while blind.");
1839 return; 1886 return;
1840 } 1887 }
1841 1888
1842 if (!tmp->inv || tmp->inv->type != SPELL) 1889 if (!tmp->inv || tmp->inv->type != SPELL)
1843 { 1890 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1891 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1845 return; 1892 return;
1846 } 1893 }
1847 1894
1848 if (op->type == PLAYER) 1895 if (op->type == PLAYER)
1849 { 1896 {
1855 */ 1902 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1903 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 1904
1858 if (!skop) 1905 if (!skop)
1859 { 1906 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1907 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1861 return; 1908 return;
1862 } 1909 }
1863 1910
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1911 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0); 1912 change_exp (op, exp_gain, skop->skill, 0);
1866 } 1913 }
1867 1914
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1915 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1916 identify (tmp);
1870 1917
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1918 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1872
1873 1919
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1920 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1921 decrease_ob (tmp);
1876} 1922}
1877 1923
1881 * chest. 1927 * chest.
1882 */ 1928 */
1883static void 1929static void
1884apply_treasure (object *op, object *tmp) 1930apply_treasure (object *op, object *tmp)
1885{ 1931{
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure 1932 /* 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 1933 * 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 1934 * 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 1935 * prevents people from moving chests to more difficult maps to get better
1893 * treasure 1936 * treasure
1894 */ 1937 */
1895
1896 treas = tmp->inv; 1938 object *treas = tmp->inv;
1897 if (treas == NULL) 1939
1940 if (!treas)
1898 { 1941 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1942 op->statusmsg ("The chest was empty.");
1900 decrease_ob (tmp); 1943 decrease_ob (tmp);
1901 return; 1944 return;
1902 } 1945 }
1946
1903 while (tmp->inv) 1947 while (tmp->inv)
1904 { 1948 {
1905 treas = tmp->inv; 1949 treas = tmp->inv;
1906
1907 treas->remove (); 1950 treas->remove ();
1908 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1909 1951
1910 treas->x = op->x; 1952 treas->x = op->x;
1911 treas->y = op->y; 1953 treas->y = op->y;
1912 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1954 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1913 1955
1914 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1956 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1915 spring_trap (treas, op); 1957 spring_trap (treas, op);
1916 1958
1917 /* If either player or container was destroyed, no need to do 1959 /* If either player or container was destroyed, no need to do
1918 * further processing. I think this should be enclused with 1960 * further processing. I think this should be enclused with
1919 * spring trap above, as I don't think there is otherwise 1961 * spring trap above, as I don't think there is otherwise
1920 * any way for the treasure chest or player to get killed 1962 * any way for the treasure chest or player to get killed.
1921 */ 1963 */
1922 if (op->destroyed () || tmp->destroyed ()) 1964 if (op->destroyed () || tmp->destroyed ())
1923 break; 1965 break;
1924 } 1966 }
1925 1967
1926 if (!tmp->destroyed () && tmp->inv == NULL) 1968 if (!tmp->destroyed () && !tmp->inv)
1927 decrease_ob (tmp); 1969 decrease_ob (tmp);
1928
1929} 1970}
1930 1971
1931/** 1972/**
1932 * op eats food. 1973 * op eats food.
1933 * If player, takes care of messages and dragon special food. 1974 * If player, takes care of messages and dragon special food.
1948 { 1989 {
1949 /* usual case - no dragon meal: */ 1990 /* usual case - no dragon meal: */
1950 if (op->stats.food + tmp->stats.food > 999) 1991 if (op->stats.food + tmp->stats.food > 999)
1951 { 1992 {
1952 if (tmp->type == FOOD || tmp->type == FLESH) 1993 if (tmp->type == FOOD || tmp->type == FLESH)
1953 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1994 op->failmsg ("You feel full, but what a waste of food!");
1954 else 1995 else
1955 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1996 op->statusmsg ("Most of the drink goes down your face not your throat!");
1956 } 1997 }
1998
1999 tmp->play_sound (
2000 tmp->sound
2001 ? tmp->sound
2002 : tmp->type == DRINK
2003 ? sound_find ("eat_drink")
2004 : sound_find ("eat_food")
2005 );
1957 2006
1958 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2007 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1959 { 2008 {
1960 char buf[MAX_BUF]; 2009 const char *buf;
1961 2010
1962 if (!is_dragon_pl (op)) 2011 if (!is_dragon_pl (op))
1963 { 2012 {
1964 /* eating message for normal players */ 2013 /* eating message for normal players */
1965 if (tmp->type == DRINK) 2014 if (tmp->type == DRINK)
1966 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2015 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1967 else 2016 else
1968 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2017 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1969 } 2018 }
1970 else 2019 else
1971 {
1972 /* eating message for dragon players */ 2020 /* eating message for dragon players */
1973 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2021 buf = format ("The %s tasted terrible!", &tmp->name);
1974 }
1975 2022
1976 new_draw_info (NDI_UNIQUE, 0, op, buf); 2023 op->statusmsg (buf);
2024
1977 capacity_remaining = 999 - op->stats.food; 2025 capacity_remaining = 999 - op->stats.food;
1978 op->stats.food += tmp->stats.food; 2026 op->stats.food += tmp->stats.food;
1979 if (capacity_remaining < tmp->stats.food) 2027 if (capacity_remaining < tmp->stats.food)
1980 op->stats.hp += capacity_remaining / 50; 2028 op->stats.hp += capacity_remaining / 50;
1981 else 2029 else
1982 op->stats.hp += tmp->stats.food / 50; 2030 op->stats.hp += tmp->stats.food / 50;
2031
1983 if (op->stats.hp > op->stats.maxhp) 2032 if (op->stats.hp > op->stats.maxhp)
1984 op->stats.hp = op->stats.maxhp; 2033 op->stats.hp = op->stats.maxhp;
1985 if (op->stats.food > 999) 2034 if (op->stats.food > 999)
1986 op->stats.food = 999; 2035 op->stats.food = 999;
1987 } 2036 }
1989 /* special food hack -b.t. */ 2038 /* special food hack -b.t. */
1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2039 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1991 eat_special_food (op, tmp); 2040 eat_special_food (op, tmp);
1992 } 2041 }
1993 } 2042 }
2043
1994 handle_apply_yield (tmp); 2044 handle_apply_yield (tmp);
1995 decrease_ob (tmp); 2045 decrease_ob (tmp);
1996} 2046}
1997 2047
1998/** 2048/**
2010{ 2060{
2011 object *skin = NULL; /* pointer to dragon skin force */ 2061 object *skin = NULL; /* pointer to dragon skin force */
2012 object *abil = NULL; /* pointer to dragon ability force */ 2062 object *abil = NULL; /* pointer to dragon ability force */
2013 object *tmp = NULL; /* tmp. object */ 2063 object *tmp = NULL; /* tmp. object */
2014 2064
2015 char buf[MAX_BUF]; /* tmp. string buffer */
2016 double chance; /* improvement-chance of one resistance type */ 2065 double chance; /* improvement-chance of one resistance type */
2017 double totalchance = 1; /* total chance of gaining one resistance */ 2066 double totalchance = 1; /* total chance of gaining one resistance */
2018 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2067 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2019 double mbonus = 0; /* monster bonus */ 2068 double mbonus = 0; /* monster bonus */
2020 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2069 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2025 if (meal->type != FLESH || !is_dragon_pl (op)) 2074 if (meal->type != FLESH || !is_dragon_pl (op))
2026 return 0; 2075 return 0;
2027 2076
2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2077 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2029 from the player's inventory */ 2078 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) 2079 for (tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == FORCE) 2080 if (tmp->type == FORCE)
2035 if (tmp->arch->name == dragon_skin_force) 2081 if (tmp->arch->archname == shstr_dragon_skin_force)
2036 skin = tmp; 2082 skin = tmp;
2037 else if (tmp->arch->name == dragon_ability_force) 2083 else if (tmp->arch->archname == shstr_dragon_ability_force)
2038 abil = tmp; 2084 abil = tmp;
2039 2085
2040 /* if either skin or ability are missing, this is an old player 2086 /* if either skin or ability are missing, this is an old player
2041 which is not to be considered a dragon -> bail out */ 2087 which is not to be considered a dragon -> bail out */
2042 if (skin == NULL || abil == NULL) 2088 if (skin == NULL || abil == NULL)
2045 /* now start by filling stomache and health, according to food-value */ 2091 /* now start by filling stomache and health, according to food-value */
2046 if ((999 - op->stats.food) < meal->stats.food) 2092 if ((999 - op->stats.food) < meal->stats.food)
2047 op->stats.hp += (999 - op->stats.food) / 50; 2093 op->stats.hp += (999 - op->stats.food) / 50;
2048 else 2094 else
2049 op->stats.hp += meal->stats.food / 50; 2095 op->stats.hp += meal->stats.food / 50;
2096
2050 if (op->stats.hp > op->stats.maxhp) 2097 if (op->stats.hp > op->stats.maxhp)
2051 op->stats.hp = op->stats.maxhp; 2098 op->stats.hp = op->stats.maxhp;
2052 2099
2053 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2100 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2054 2101
2099 } 2146 }
2100 } 2147 }
2101 2148
2102 /* inverse totalchance as until now we have the failure-chance */ 2149 /* inverse totalchance as until now we have the failure-chance */
2103 totalchance = 100 - totalchance * 100; 2150 totalchance = 100 - totalchance * 100;
2151
2104 /* print message according to totalchance */ 2152 /* print message according to totalchance */
2153 const char *buf;
2105 if (totalchance > 50.) 2154 if (totalchance > 50.)
2106 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2155 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2107 else if (totalchance > 10.) 2156 else if (totalchance > 10.)
2108 sprintf (buf, "The %s tasted very good.", &meal->name); 2157 buf = format ("The %s tasted very good.", &meal->name);
2109 else if (totalchance > 1.) 2158 else if (totalchance > 1.)
2110 sprintf (buf, "The %s tasted good.", &meal->name); 2159 buf = format ("The %s tasted good.", &meal->name);
2111 else if (totalchance > 0.1) 2160 else if (totalchance > 0.1)
2112 sprintf (buf, "The %s tasted bland.", &meal->name); 2161 buf = format ("The %s tasted bland.", &meal->name);
2113 else if (totalchance >= 0.01) 2162 else if (totalchance >= 0.01)
2114 sprintf (buf, "The %s had a boring taste.", &meal->name); 2163 buf = format ("The %s had a boring taste.", &meal->name);
2115 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2164 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2116 sprintf (buf, "The %s tasted strange.", &meal->name); 2165 buf = format ("The %s tasted strange.", &meal->name);
2117 else 2166 else
2118 sprintf (buf, "The %s had no taste.", &meal->name); 2167 buf = format ("The %s had no taste.", &meal->name);
2119 new_draw_info (NDI_UNIQUE, 0, op, buf); 2168
2169 op->statusmsg (buf);
2120 2170
2121 /* now choose a winner if we have any */ 2171 /* now choose a winner if we have any */
2122 i = -1; 2172 i = -1;
2123 if (winners > 0) 2173 if (winners > 0)
2124 i = atnr_winner[RANDOM () % winners]; 2174 i = atnr_winner[RANDOM () % winners];
2127 { 2177 {
2128 /* resistance increased! */ 2178 /* resistance increased! */
2129 skin->resist[i]++; 2179 skin->resist[i]++;
2130 op->update_stats (); 2180 op->update_stats ();
2131 2181
2132 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2182 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 } 2183 }
2135 2184
2136 /* if this flesh contains a new ability focus, we mark it 2185 /* if this flesh contains a new ability focus, we mark it
2137 into the ability_force and it will take effect on next level */ 2186 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) 2187 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2139 { 2188 {
2140 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2189 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2141 2190
2142 if (meal->last_eat != abil->stats.exp) 2191 if (meal->last_eat != abil->stats.exp)
2192 op->statusmsg (format (
2193 "Your metabolism prepares to focus on %s!\n"
2194 "The change will happen at level %d.",
2195 change_resist_msg[meal->last_eat],
2196 abil->level + 1
2143 { 2197 ));
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 2198 else
2150 { 2199 {
2151 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2200 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; 2201 abil->last_eat = 0;
2154 } 2202 }
2155 } 2203 }
2204
2156 return 1; 2205 return 1;
2157} 2206}
2158 2207
2159/** 2208/**
2160 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2163static void 2212static void
2164apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2165{ 2214{
2166 object *armor; 2215 object *armor;
2167 2216
2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2217 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2169 { 2218 {
2170 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2219 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2171 return; 2220 return;
2172 } 2221 }
2173 2222
2174 armor = find_marked_object (op); 2223 armor = find_marked_object (op);
2175 2224
2176 if (!armor) 2225 if (!armor)
2177 { 2226 {
2178 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2227 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2179 return; 2228 return;
2180 } 2229 }
2181 2230
2182 if (armor->type != ARMOUR 2231 if (armor->type != ARMOUR
2183 && armor->type != CLOAK 2232 && armor->type != CLOAK
2184 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2233 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2185 { 2234 {
2186 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2235 op->failmsg ("Your marked item is not armour!\n");
2187 return; 2236 return;
2188 } 2237 }
2189 2238
2190 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2239 op->statusmsg ("Applying armour enchantment.");
2191 improve_armour (op, tmp, armor); 2240 improve_armour (op, tmp, armor);
2192} 2241}
2193 2242
2194extern void 2243extern void
2195apply_poison (object *op, object *tmp) 2244apply_poison (object *op, object *tmp)
2196{ 2245{
2197 if (op->type == PLAYER) 2246 if (op->type == PLAYER)
2198 { 2247 {
2199 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2248 op->contr->play_sound (sound_find ("drink_poison"));
2200 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2249 op->failmsg ("Yech! That tasted poisonous!");
2201 strcpy (op->contr->killer, "poisonous booze"); 2250 strcpy (op->contr->killer, "poisonous booze");
2202 } 2251 }
2252
2203 if (tmp->stats.hp > 0) 2253 if (tmp->stats.hp > 0)
2204 { 2254 {
2205 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2255 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); 2256 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2207 } 2257 }
2258
2208 op->stats.food -= op->stats.food / 4; 2259 op->stats.food -= op->stats.food / 4;
2209 handle_apply_yield (tmp); 2260 handle_apply_yield (tmp);
2210 decrease_ob (tmp); 2261 decrease_ob (tmp);
2211} 2262}
2212 2263
2230 2281
2231#if 0 //TODO 2282#if 0 //TODO
2232 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2283 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2233 return 0; /* This is a reset town portal */ 2284 return 0; /* This is a reset town portal */
2234#endif 2285#endif
2286
2287 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2235 2288
2236 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2289 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2237 2290
2238 if (exitmap) 2291 if (exitmap)
2239 { 2292 {
2322 2375
2323 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2376 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2324 { 2377 {
2325 if (op->type == PLAYER) 2378 if (op->type == PLAYER)
2326 { 2379 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2380 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2328 return 1; 2381 return 1;
2329 } 2382 }
2330 else 2383 else
2331 return 0; /* monsters just skip unpaid items */ 2384 return 0; /* monsters just skip unpaid items */
2332 } 2385 }
2335 return RESULT_INT (0); 2388 return RESULT_INT (0);
2336 2389
2337 switch (tmp->type) 2390 switch (tmp->type)
2338 { 2391 {
2339 case CF_HANDLE: 2392 case CF_HANDLE:
2340 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2393 op->play_sound (sound_find ("turn_handle"));
2341 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2394 op->statusmsg ("You turn the handle.");
2342 tmp->value = tmp->value ? 0 : 1; 2395 tmp->value = tmp->value ? 0 : 1;
2343 SET_ANIMATION (tmp, tmp->value); 2396 SET_ANIMATION (tmp, tmp->value);
2344 update_object (tmp, UP_OBJ_FACE); 2397 update_object (tmp, UP_OBJ_FACE);
2345 push_button (tmp); 2398 push_button (tmp);
2346 return 1; 2399 return 1;
2347 2400
2348 case TRIGGER: 2401 case TRIGGER:
2349 if (check_trigger (tmp, op)) 2402 if (check_trigger (tmp, op))
2350 { 2403 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2404 op->statusmsg ("You turn the handle.");
2352 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2405 op->play_sound (sound_find ("turn_handle"));
2353 } 2406 }
2354 else 2407 else
2355 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2408 op->failmsg ("The handle doesn't move.");
2356 2409
2357 return 1; 2410 return 1;
2358 2411
2359 case EXIT: 2412 case EXIT:
2360 if (op->type != PLAYER) 2413 if (op->type != PLAYER)
2361 return 0; 2414 return 0;
2362 2415
2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2416 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)); 2417 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2365 else 2418 else
2366 { 2419 {
2367 /* Don't display messages for random maps. */ 2420 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2421 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2422 op->statusmsg (tmp->msg, NDI_NAVY);
2370 2423
2371 op->enter_exit (tmp); 2424 op->enter_exit (tmp);
2372 } 2425 }
2373 2426
2427 return 1;
2428
2429 case INSCRIBABLE:
2430 op->statusmsg (tmp->msg);
2431 // maybe show a spell menu to chose from or something like that
2374 return 1; 2432 return 1;
2375 2433
2376 case SIGN: 2434 case SIGN:
2377 apply_sign (op, tmp, 0); 2435 apply_sign (op, tmp, 0);
2378 return 1; 2436 return 1;
2487 { 2545 {
2488 char buf[MAX_BUF]; 2546 char buf[MAX_BUF];
2489 timeofday_t tod; 2547 timeofday_t tod;
2490 2548
2491 get_tod (&tod); 2549 get_tod (&tod);
2550 op->play_sound (sound_find ("sound_clock"));
2551 op->statusmsg (format (
2492 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2552 "It is %d minute%s past %d o'clock %s",
2493 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2553 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2494 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2554 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2555 ));
2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1; 2556 return 1;
2498 } 2557 }
2499 else 2558 else
2500 return 0; 2559 return 0;
2501 2560
2540int 2599int
2541player_apply (object *pl, object *op, int aflag, int quiet) 2600player_apply (object *pl, object *op, int aflag, int quiet)
2542{ 2601{
2543 int tmp; 2602 int tmp;
2544 2603
2545 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2604 if (op->env && (pl->move_type & MOVE_FLYING))
2546 { 2605 {
2547 /* player is flying and applying object not in inventory */ 2606 /* player is flying and applying object not in inventory */
2548 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2607 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2549 { 2608 {
2550 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2609 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2551 return 0; 2610 return 0;
2552 } 2611 }
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 } 2612 }
2566 2613
2567 pl->contr->last_used = op; 2614 pl->contr->last_used = op;
2568 2615
2569 tmp = manual_apply (pl, op, aflag); 2616 tmp = manual_apply (pl, op, aflag);
2570 if (!quiet) 2617 if (!quiet)
2571 { 2618 {
2572 if (tmp == 0) 2619 if (tmp == 0)
2573 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2620 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2574 else if (tmp == 2) 2621 else if (tmp == 2)
2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2622 op->failmsg ("You must get it first!\n");
2576 } 2623 }
2624
2577 return tmp; 2625 return tmp;
2578} 2626}
2579 2627
2580/** 2628/**
2581 * player_apply_below attempts to apply the object 'below' the player. 2629 * player_apply_below attempts to apply the object 'below' the player.
2630{ 2678{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2679 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2680 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2681 return RESULT_INT (0);
2634 2682
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2683 CLEAR_FLAG (op, FLAG_APPLIED);
2638
2639 if (player *pl = who->contr)
2640 {
2641 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2642 if (op == pl->combat_ob) pl->combat_ob = 0;
2643 }
2644 2684
2645 switch (op->type) 2685 switch (op->type)
2646 { 2686 {
2647 case SKILL_TOOL: 2687 case SKILL_TOOL:
2648 // unapplying a skill tool should also unapply the skill it governs 2688 // unapplying a skill tool should also unapply the skill it governs
2657 2697
2658 change_abil (who, op); 2698 change_abil (who, op);
2659 break; 2699 break;
2660 2700
2661 case WEAPON: 2701 case WEAPON:
2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2702 if (player *pl = who->contr)
2703 if (op == pl->combat_ob)
2704 {
2705 pl->combat_ob = 0;
2706 who->change_weapon (pl->ranged_ob);
2707 }
2708
2709 who->statusmsg (format ("You unwield %s.", query_name (op)));
2663 2710
2664 change_abil (who, op); 2711 change_abil (who, op);
2665 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2712 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2666 clear_skill (who);
2667 break; 2713 break;
2668 2714
2669 case SKILL: 2715 case SKILL:
2670 if (op != who->chosen_skill)
2671 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2672
2673 if (who->contr) 2716 if (who->contr)
2674 { 2717 {
2675 if (!op->invisible) 2718 if (!op->invisible)
2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2719 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2677 else 2720 else
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2721 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2679 } 2722 }
2680 2723
2681 change_abil (who, op); 2724 change_abil (who, op);
2682 who->chosen_skill = 0;
2683 CLEAR_FLAG (who, FLAG_READY_SKILL); 2725 CLEAR_FLAG (who, FLAG_READY_SKILL);
2684 break; 2726 break;
2685 2727
2686 case ARMOUR: 2728 case ARMOUR:
2687 case HELMET: 2729 case HELMET:
2691 case GLOVES: 2733 case GLOVES:
2692 case AMULET: 2734 case AMULET:
2693 case GIRDLE: 2735 case GIRDLE:
2694 case BRACERS: 2736 case BRACERS:
2695 case CLOAK: 2737 case CLOAK:
2696 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2738 who->statusmsg (format ("You unwear %s.", query_name (op)));
2697 change_abil (who, op); 2739 change_abil (who, op);
2698 break; 2740 break;
2699 2741
2700 case LAMP: 2742 case LAMP:
2701 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2743 {
2744 who->statusmsg (format ("You turn off your %s.", &op->name));
2745
2702 tmp2 = arch_to_object (op->other_arch); 2746 object *tmp2 = arch_to_object (op->other_arch);
2703 tmp2->x = op->x; 2747 tmp2->x = op->x;
2704 tmp2->y = op->y; 2748 tmp2->y = op->y;
2705 tmp2->map = op->map; 2749 tmp2->map = op->map;
2706 tmp2->below = op->below; 2750 tmp2->below = op->below;
2707 tmp2->above = op->above; 2751 tmp2->above = op->above;
2708 tmp2->stats.food = op->stats.food; 2752 tmp2->stats.food = op->stats.food;
2709 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2753 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2710 2754
2711 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2755 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2712 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2756 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2713 2757
2714 if (who->contr) 2758 if (who->contr)
2715 esrv_del_item (who->contr, op->count); 2759 esrv_del_item (who->contr, op->count);
2716 2760
2717 op->destroy (); 2761 op->destroy ();
2718 insert_ob_in_ob (tmp2, who); 2762 insert_ob_in_ob (tmp2, who);
2719 who->update_stats (); 2763 who->update_stats ();
2720 2764
2721 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2765 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2722 { 2766 {
2723 if (who->contr) 2767 if (who->contr)
2724 { 2768 {
2725 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2769 who->failmsg ("Oops, it feels deadly cold!");
2726 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2770 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2727 } 2771 }
2728 } 2772 }
2729 2773
2730 if (who->contr) 2774 if (who->contr)
2731 esrv_send_item (who, tmp2); 2775 esrv_send_item (who, tmp2);
2776 }
2732 2777
2733 return 1; /* otherwise, an attempt to drop causes problems */ 2778 return 1; /* otherwise, an attempt to drop causes problems */
2734 2779
2735 case BOW: 2780 case BOW:
2736 case WAND: 2781 case WAND:
2737 case ROD: 2782 case ROD:
2738 case HORN: 2783 case HORN:
2739 clear_skill (who);
2740
2741 if (who->contr) 2784 if (player *pl = who->contr)
2742 { 2785 {
2743 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2786 if (op == pl->ranged_ob)
2744 2787 {
2745 if (who->contr->ranged_ob == op)
2746 who->contr->ranged_ob = 0; 2788 pl->ranged_ob = 0;
2789 who->change_weapon (pl->combat_ob);
2790 }
2747 2791
2748 if (who->current_weapon == op) 2792 who->statusmsg (format ("You unready %s.", query_name (op)));
2749 who->current_weapon = 0;
2750 } 2793 }
2751 else 2794 else
2752 { 2795 {
2796 who->change_skill (0);
2797
2753 if (op->type == BOW) 2798 if (op->type == BOW)
2754 CLEAR_FLAG (who, FLAG_READY_BOW); 2799 CLEAR_FLAG (who, FLAG_READY_BOW);
2755 else 2800 else
2756 CLEAR_FLAG (who, FLAG_READY_RANGE); 2801 CLEAR_FLAG (who, FLAG_READY_RANGE);
2757 } 2802 }
2758 2803
2759 break; 2804 break;
2760 2805
2761 case BUILDER: 2806 case BUILDER:
2762 if (who->contr) 2807 if (who->contr)
2763 { 2808 who->statusmsg (format ("You unready %s.", query_name (op)));
2764 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2765
2766 if (who->contr->ranged_ob == op)
2767 who->contr->ranged_ob = 0;
2768 }
2769 break; 2809 break;
2770 2810
2771 default: 2811 default:
2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2812 who->statusmsg (format ("You unapply %s.", query_name (op)));
2773 break; 2813 break;
2774 } 2814 }
2775 2815
2776 who->update_stats (); 2816 who->update_stats ();
2777 2817
2829 * Returns 0 on success, returns 1 if there is some problem. 2869 * Returns 0 on success, returns 1 if there is some problem.
2830 * if aflags is AP_PRINT, we instead print out waht to unapply 2870 * if aflags is AP_PRINT, we instead print out waht to unapply
2831 * instead of doing it. This is a lot less code than having 2871 * instead of doing it. This is a lot less code than having
2832 * another function that does just that. 2872 * another function that does just that.
2833 */ 2873 */
2874
2875#define CANNOT_REMOVE_CURSED \
2876 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2877 "Praying over an altar, scrolls of remove curse/damnation, " \
2878 "priests or even other players might help.>"
2879
2834int 2880int
2835unapply_for_ob (object *who, object *op, int aflags) 2881unapply_for_ob (object *who, object *op, int aflags)
2836{ 2882{
2837 if (op->is_range ()) 2883 if (op->is_range ())
2838 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2884 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2839 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2885 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2840 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2886 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2841 { 2887 {
2842 if (aflags & AP_PRINT) 2888 if (aflags & AP_PRINT)
2843 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2889 who->failmsg (query_name (tmp));
2844 else 2890 else
2845 unapply_special (who, tmp, aflags); 2891 unapply_special (who, tmp, aflags);
2846 } 2892 }
2847 else 2893 else
2848 { 2894 {
2849 /* In this case, we want to try and remove a cursed item. 2895 /* In this case, we want to try and remove a cursed item.
2850 * While we know it won't work, we want unapply_special to 2896 * While we know it won't work, we want unapply_special to
2851 * at least generate the message. 2897 * at least generate the message.
2852 */ 2898 */
2853 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 2899 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2854 return 1; 2900 return 1;
2855 } 2901 }
2856 2902
2857 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2903 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2858 { 2904 {
2881 2927
2882 /* If we are just printing, we don't care about cursed status */ 2928 /* If we are just printing, we don't care about cursed status */
2883 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2929 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2884 { 2930 {
2885 if (aflags & AP_PRINT) 2931 if (aflags & AP_PRINT)
2886 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2932 who->failmsg (query_name (tmp));
2887 else 2933 else
2888 unapply_special (who, tmp, aflags); 2934 unapply_special (who, tmp, aflags);
2889 } 2935 }
2890 else 2936 else
2891 { 2937 {
2892 /* Cursed item that we can't unequip - tell the player. 2938 /* Cursed item that we can't unequip - tell the player.
2893 * Note this could be annoying if this is just one of a few, 2939 * Note this could be annoying if this is just one of a few,
2894 * so it may not be critical (eg, putting on a ring and you have 2940 * so it may not be critical (eg, putting on a ring and you have
2895 * one cursed ring.) 2941 * one cursed ring.)
2896 */ 2942 */
2897 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2943 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2898 } 2944 }
2899 2945
2900 last = tmp->below; 2946 last = tmp->below;
2901 } 2947 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2948 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2968 /* This is sort of an error, but happens a lot when old players 3014 /* This is sort of an error, but happens a lot when old players
2969 * join in with more stuff equipped than they are now allowed. 3015 * join in with more stuff equipped than they are now allowed.
2970 */ 3016 */
2971 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); 3017 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2972#endif 3018#endif
2973 fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D
2974 i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D
2975 retval |= CAN_APPLY_NEVER; 3019 retval |= CAN_APPLY_NEVER;
2976 } 3020 }
2977 else 3021 else
2978 { 3022 {
2979 /* need to unapply something. However, if this something 3023 /* need to unapply something. However, if this something
3051 * AP_UNAPPLY=always unapply). 3095 * AP_UNAPPLY=always unapply).
3052 * 3096 *
3053 * Optional flags: 3097 * Optional flags:
3054 * AP_NO_MERGE: don't merge an unapplied object with other objects 3098 * AP_NO_MERGE: don't merge an unapplied object with other objects
3055 * AP_IGNORE_CURSE: unapply cursed items 3099 * AP_IGNORE_CURSE: unapply cursed items
3100 * AP_NO_READY: do not ready skills when applying skill tools
3056 * 3101 *
3057 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3102 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3058 * 3103 *
3059 * apply_special() doesn't check for unpaid items. 3104 * apply_special() doesn't check for unpaid items.
3060 */ 3105 */
3106
3107#define LACK_ITEM_POWER \
3108 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3109
3061int 3110int
3062apply_special (object *who, object *op, int aflags) 3111apply_special (object *who, object *op, int aflags)
3063{ 3112{
3064 int basic_flag = aflags & AP_BASIC_FLAGS; 3113 int basic_flag = aflags & AP_BASIC_FLAGS;
3065 object *tmp, *tmp2, *skop = NULL; 3114 object *tmp, *tmp2, *skop = NULL;
3080 if (basic_flag == AP_APPLY) 3129 if (basic_flag == AP_APPLY)
3081 return 0; 3130 return 0;
3082 3131
3083 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3132 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3084 { 3133 {
3085 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3134 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3086 return 1; 3135 return 1;
3087 } 3136 }
3088 3137
3089 return unapply_special (who, op, aflags); 3138 return unapply_special (who, op, aflags);
3090 } 3139 }
3099 { 3148 {
3100 case slot_combat: who->change_weapon (pl->combat_ob); break; 3149 case slot_combat: who->change_weapon (pl->combat_ob); break;
3101 case slot_ranged: who->change_weapon (pl->ranged_ob); break; 3150 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3102 } 3151 }
3103 3152
3153 splay (op);
3154
3104 /* Can't just apply this object. Lets see what not and what to do */ 3155 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 3156 if (int i = can_apply_object (who, op))
3106 { 3157 {
3107 if (i & CAN_APPLY_NEVER) 3158 if (i & CAN_APPLY_NEVER)
3108 { 3159 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3160 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3110 return 1; 3161 return 1;
3111 } 3162 }
3112 else if (i & CAN_APPLY_RESTRICTION) 3163 else if (i & CAN_APPLY_RESTRICTION)
3113 { 3164 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3165 who->failmsg (format (
3166 "You have a prohibition against using a %s. "
3167 "H<Your belief, profession or class prevents you from applying this item.>",
3168 query_name (op)
3169 ));
3115 return 1; 3170 return 1;
3116 } 3171 }
3117 3172
3118 if (who->type != PLAYER) 3173 if (who->type != PLAYER)
3119 { 3174 {
3123 } 3178 }
3124 else 3179 else
3125 { 3180 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3181 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 { 3182 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3183 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3129 unapply_for_ob (who, op, AP_PRINT); 3184 unapply_for_ob (who, op, AP_PRINT);
3130 return 1; 3185 return 1;
3131 } 3186 }
3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3187 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 if (unapply_for_ob (who, op, aflags)) 3188 if (unapply_for_ob (who, op, aflags))
3139 { 3194 {
3140 skop = find_skill_by_name (who, op->skill); 3195 skop = find_skill_by_name (who, op->skill);
3141 3196
3142 if (!skop) 3197 if (!skop)
3143 { 3198 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3199 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3145 return 1; 3200 return 1;
3146 } 3201 }
3147 else 3202 else
3148 /* While experience will be credited properly, we want to change the 3203 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated 3204 * skill so that the dam and wc get updated
3150 */ 3205 */
3151 change_skill (who, skop, 0); 3206 who->change_skill (skop);
3152 } 3207 }
3153 3208
3154 if (who->type == PLAYER 3209 if (who->type == PLAYER
3155 && op->item_power 3210 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3211 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 3212 {
3158 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! " 3213 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3160 "[use the skills command to check your available item power]");
3161 return 1; 3214 return 1;
3162 } 3215 }
3163 3216
3164 /* Ok. We are now at the state where we can apply the new object. 3217 /* Ok. We are now at the state where we can apply the new object.
3165 * Note that we don't have the checks for can_use_... 3218 * Note that we don't have the checks for can_use_...
3176 switch (op->type) 3229 switch (op->type)
3177 { 3230 {
3178 case WEAPON: 3231 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat)) 3232 if (!check_weapon_power (who, op->last_eat))
3180 { 3233 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n" 3234 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3182 "It would consume your soul!.");
3183 3235
3184 if (tmp) 3236 if (tmp)
3185 insert_ob_in_ob (tmp, who); 3237 insert_ob_in_ob (tmp, who);
3186 3238
3187 return 1; 3239 return 1;
3191 // i.e. "R" can use Ragnarok's sword. 3243 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3244 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 { 3245 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3246 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3247 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3248 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3197 3249
3198 if (tmp) 3250 if (tmp)
3199 insert_ob_in_ob (tmp, who); 3251 insert_ob_in_ob (tmp, who);
3200 3252
3201 return 1; 3253 return 1;
3202 } 3254 }
3203 3255
3204 if (!skop) 3256 if (!skop)
3205 { 3257 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3258 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3207 return 1; 3259 return 1;
3208 } 3260 }
3209 3261
3210 SET_FLAG (op, FLAG_APPLIED); 3262 SET_FLAG (op, FLAG_APPLIED);
3211 change_skill (who, skop, 1); 3263 who->change_skill (skop);
3212 3264
3213 if (who->contr) 3265 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op); 3266 who->change_weapon (who->contr->combat_ob = op);
3215 3267
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3268 who->statusmsg (format ("You wield %s.", query_name (op)));
3269
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3270 SET_FLAG (who, FLAG_READY_WEAPON);
3218
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3220
3221 change_abil (who, op); 3271 change_abil (who, op);
3222 break; 3272 break;
3223 3273
3224 case ARMOUR: 3274 case ARMOUR:
3225 case HELMET: 3275 case HELMET:
3230 case BRACERS: 3280 case BRACERS:
3231 case CLOAK: 3281 case CLOAK:
3232 case RING: 3282 case RING:
3233 case AMULET: 3283 case AMULET:
3234 SET_FLAG (op, FLAG_APPLIED); 3284 SET_FLAG (op, FLAG_APPLIED);
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3285 who->statusmsg (format ("You wear %s.", query_name (op)));
3236 change_abil (who, op); 3286 change_abil (who, op);
3237 break; 3287 break;
3238 3288
3239 case LAMP: 3289 case LAMP:
3240 if (op->stats.food < 1) 3290 if (op->stats.food < 1)
3241 { 3291 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3292 who->failmsg (format (
3293 "Your %s is out of fuel! "
3294 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3295 &op->name
3296 ));
3243 return 1; 3297 return 1;
3244 } 3298 }
3245 3299
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3300 who->statusmsg (format ("You turn on your %s.", &op->name));
3301
3247 tmp2 = arch_to_object (op->other_arch); 3302 tmp2 = arch_to_object (op->other_arch);
3248 tmp2->stats.food = op->stats.food; 3303 tmp2->stats.food = op->stats.food;
3249 SET_FLAG (tmp2, FLAG_APPLIED); 3304 SET_FLAG (tmp2, FLAG_APPLIED);
3250 3305
3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3306 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3270 who->update_stats (); 3325 who->update_stats ();
3271 3326
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3327 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 if (who->type == PLAYER) 3328 if (who->type == PLAYER)
3274 { 3329 {
3275 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3330 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3276 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3331 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3277 } 3332 }
3278 3333
3279 if (who->type == PLAYER) 3334 if (who->type == PLAYER)
3280 esrv_send_item (who, tmp2); 3335 esrv_send_item (who, tmp2);
3282 return 0; 3337 return 0;
3283 3338
3284 case SKILL_TOOL: 3339 case SKILL_TOOL:
3285 // applying a skill tool also readies the skill 3340 // applying a skill tool also readies the skill
3286 SET_FLAG (op, FLAG_APPLIED); 3341 SET_FLAG (op, FLAG_APPLIED);
3342
3343 if (!(aflags & AP_NO_READY))
3344 {
3287 skop = find_skill_by_name (who, op->skill); 3345 skop = find_skill_by_name (who, op->skill);
3288 if (!skop->flag [FLAG_APPLIED]) 3346 if (!skop->flag [FLAG_APPLIED])
3289 apply_special (who, skop, AP_APPLY); 3347 apply_special (who, skop, AP_APPLY);
3348 }
3290 break; 3349 break;
3291 3350
3292 case SKILL: 3351 case SKILL:
3293 if (who->chosen_skill)
3294 {
3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3296 return 1;
3297 }
3298
3299 if (player *pl = who->contr) 3352 if (player *pl = who->contr)
3300 { 3353 {
3301 if (IS_COMBAT_SKILL (op->subtype)) 3354 if (IS_COMBAT_SKILL (op->subtype))
3302 { 3355 {
3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3356 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3304 { 3357 {
3305 for (object *item = who->inv; item; item = item->below) 3358 for (object *item = who->inv; item; item = item->below)
3306 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3359 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3307 { 3360 {
3361 if (item->skill == op->skill)
3362 {
3308 who->change_weapon (pl->combat_ob = item); 3363 who->change_weapon (pl->combat_ob = item);
3309 goto found_weapon; 3364 goto found_weapon;
3365 }
3310 } 3366 }
3311 3367
3368 who->failmsg (format (
3312 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3369 "You need to apply a '%s' melee weapon before readying this skill. "
3370 "H<Some skills need an item, in this case a melee weapon, to function.>",
3371 &op->skill
3372 ));
3313 return 1; 3373 return 1;
3314 3374
3315 found_weapon:; 3375 found_weapon:;
3316 } 3376 }
3317 else 3377 else
3322 if (skill_flags [op->subtype] & SF_NEED_BOW) 3382 if (skill_flags [op->subtype] & SF_NEED_BOW)
3323 { 3383 {
3324 for (object *item = who->inv; item; item = item->below) 3384 for (object *item = who->inv; item; item = item->below)
3325 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3385 if (item->type == BOW && item->flag [FLAG_APPLIED])
3326 { 3386 {
3387 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item); 3388 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow; 3389 goto found_bow;
3329 } 3390 }
3330 3391
3392 who->failmsg (
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3393 "You need to apply a missile weapon before readying this skill. "
3394 "H<Some skills need an item, in this case a missile weapon, to function.>"
3395 );
3332 return 1; 3396 return 1;
3333 3397
3334 found_bow:; 3398 found_bow:;
3335 }
3336 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3337 {
3338 for (object *item = who->inv; item; item = item->below)
3339 if (item->flag [FLAG_APPLIED]
3340 && (item->type == WAND || item->type == ROD || item->type == HORN))
3341 {
3342 who->change_weapon (pl->ranged_ob = item);
3343 goto found_item;
3344 }
3345
3346 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3347 return 1;
3348
3349 found_item:;
3350 } 3399 }
3351 else 3400 else
3352 who->change_weapon (pl->ranged_ob = op); 3401 who->change_weapon (pl->ranged_ob = op);
3353 } 3402 }
3354 3403
3355 if (!op->invisible) 3404 if (!op->invisible)
3356 { 3405 {
3357 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3406 who->statusmsg (format (
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3407 "You ready %s."
3408 "You can now use the skill: %s.",
3409 query_name (op),
3410 &op->skill
3411 ));
3359 } 3412 }
3360 else 3413 else
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3414 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3362 } 3415 }
3363 3416 else
3417 {
3364 SET_FLAG (op, FLAG_APPLIED); 3418 SET_FLAG (op, FLAG_APPLIED);
3365 change_abil (who, op); 3419 change_abil (who, op);
3366 who->chosen_skill = op; 3420 who->chosen_skill = op;
3367 SET_FLAG (who, FLAG_READY_SKILL); 3421 SET_FLAG (who, FLAG_READY_SKILL);
3422 }
3423
3368 break; 3424 break;
3369 3425
3370 case BOW: 3426 case BOW:
3371 if (!check_weapon_power (who, op->last_eat)) 3427 if (!check_weapon_power (who, op->last_eat))
3372 { 3428 {
3373 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3429 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3374 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3375 3430
3376 if (tmp) 3431 if (tmp)
3377 insert_ob_in_ob (tmp, who); 3432 insert_ob_in_ob (tmp, who);
3378 3433
3379 return 1; 3434 return 1;
3380 } 3435 }
3381 3436
3382 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3437 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3383 { 3438 {
3384 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3439 who->failmsg ("The weapon does not recognize you as its owner. "
3440 "H<Its name indicates that it belongs to somebody else.>");
3385 if (tmp) 3441 if (tmp)
3386 insert_ob_in_ob (tmp, who); 3442 insert_ob_in_ob (tmp, who);
3387 3443
3388 return 1; 3444 return 1;
3389 } 3445 }
3394 case HORN: 3450 case HORN:
3395 /* check for skill, alter player status */ 3451 /* check for skill, alter player status */
3396 3452
3397 if (!skop) 3453 if (!skop)
3398 { 3454 {
3399 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3455 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3400 return 1; 3456 return 1;
3401 } 3457 }
3402 3458
3403 SET_FLAG (op, FLAG_APPLIED); 3459 SET_FLAG (op, FLAG_APPLIED);
3404 change_skill (who, skop, 0); 3460 who->change_skill (skop);
3405 3461
3406 if (who->contr) 3462 if (who->contr)
3407 { 3463 {
3408 who->contr->ranged_ob = op; 3464 who->contr->ranged_ob = op;
3409 3465
3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3466 who->statusmsg (format ("You ready %s.", query_name (op)));
3411 3467
3412 if (op->type == BOW) 3468 if (op->type == BOW)
3413 { 3469 {
3414 who->current_weapon = op; 3470 who->current_weapon = op;
3415 change_abil (who, op); 3471 change_abil (who, op);
3416 new_draw_info_format (NDI_UNIQUE, 0, who,
3417 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3472 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3418 } 3473 }
3419 } 3474 }
3420 else 3475 else
3421 { 3476 {
3422 if (op->type == BOW) 3477 if (op->type == BOW)
3428 break; 3483 break;
3429 3484
3430 case BUILDER: 3485 case BUILDER:
3431 if (who->type == PLAYER) 3486 if (who->type == PLAYER)
3432 { 3487 {
3488 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3433 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3489 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3434 unapply_special (who, who->contr->ranged_ob, 0); 3490 unapply_special (who, who->contr->ranged_ob, 0);
3435 3491
3436 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3492 who->statusmsg (format ("You ready your %s.", query_name (op)));
3437 3493
3438 who->contr->ranged_ob = op; 3494 who->contr->ranged_ob = op;
3439 } 3495 }
3440 break; 3496 break;
3441 3497
3442 default: 3498 default:
3443 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3499 who->statusmsg (format ("You apply %s.", query_name (op)));
3444 } /* end of switch op->type */ 3500 }
3445 3501
3446 SET_FLAG (op, FLAG_APPLIED); 3502 SET_FLAG (op, FLAG_APPLIED);
3447 3503
3448 if (tmp) 3504 if (tmp)
3449 tmp = insert_ob_in_ob (tmp, who); 3505 tmp = insert_ob_in_ob (tmp, who);
3456 */ 3512 */
3457 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3513 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3458 SET_FLAG (op, FLAG_BEEN_APPLIED); 3514 SET_FLAG (op, FLAG_BEEN_APPLIED);
3459 3515
3460 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3516 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3461 {
3462 if (who->type == PLAYER) 3517 if (who->type == PLAYER)
3463 { 3518 {
3464 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3519 who->failmsg (
3520 "Oops, it feels deadly cold! "
3521 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3522 );
3465 SET_FLAG (op, FLAG_KNOWN_CURSED); 3523 SET_FLAG (op, FLAG_KNOWN_CURSED);
3466 } 3524 }
3467 }
3468 3525
3469 if (who->type == PLAYER) 3526 if (who->type == PLAYER)
3470 { 3527 {
3471 /* if multiple objects were applied, update both slots */ 3528 /* if multiple objects were applied, update both slots */
3472 if (tmp) 3529 if (tmp)
3481int 3538int
3482monster_apply_special (object *who, object *op, int aflags) 3539monster_apply_special (object *who, object *op, int aflags)
3483{ 3540{
3484 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3541 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3485 return 1; 3542 return 1;
3543
3486 return apply_special (who, op, aflags); 3544 return apply_special (who, op, aflags);
3487} 3545}
3488 3546
3489/** 3547/**
3490 * Map was just loaded, handle op's initialisation. 3548 * Map was just loaded, handle op's initialisation.
3707 { 3765 {
3708 if (QUERY_FLAG (food, FLAG_CURSED)) 3766 if (QUERY_FLAG (food, FLAG_CURSED))
3709 { 3767 {
3710 assign (who->contr->killer, food->name); 3768 assign (who->contr->killer, food->name);
3711 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3769 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3712 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3770 who->failmsg ("Eck!...that was poisonous!");
3713 } 3771 }
3714 else 3772 else
3715 { 3773 {
3716 if (food->stats.hp > 0) 3774 if (food->stats.hp > 0)
3717 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3775 who->statusmsg ("You begin to feel better.");
3718 else 3776 else
3719 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3777 who->failmsg ("Eck!...that was poisonous!");
3778
3720 who->stats.hp += food->stats.hp; 3779 who->stats.hp += food->stats.hp;
3721 } 3780 }
3722 } 3781 }
3723 if (food->stats.sp != 0) 3782 if (food->stats.sp != 0)
3724 { 3783 {
3725 if (QUERY_FLAG (food, FLAG_CURSED)) 3784 if (QUERY_FLAG (food, FLAG_CURSED))
3726 { 3785 {
3727 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3786 who->failmsg ("You are drained of mana!");
3728 who->stats.sp -= food->stats.sp; 3787 who->stats.sp -= food->stats.sp;
3729 if (who->stats.sp < 0) 3788 if (who->stats.sp < 0)
3730 who->stats.sp = 0; 3789 who->stats.sp = 0;
3731 } 3790 }
3732 else 3791 else
3733 { 3792 {
3734 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3793 who->statusmsg ("You feel a rush of magical energy!");
3735 who->stats.sp += food->stats.sp; 3794 who->stats.sp += food->stats.sp;
3736 /* place limit on max sp from food? */ 3795 /* place limit on max sp from food? */
3737 } 3796 }
3738 } 3797 }
3798
3739 who->update_stats (); 3799 who->update_stats ();
3740} 3800}
3741 3801
3742/** 3802/**
3743 * Designed primarily to light torches/lanterns/etc. 3803 * Designed primarily to light torches/lanterns/etc.
3770 } 3830 }
3771 else 3831 else
3772 lighter->stats.food--; 3832 lighter->stats.food--;
3773 } 3833 }
3774 else if (lighter->last_eat) 3834 else if (lighter->last_eat)
3835 {
3775 { /* no charges left in lighter */ 3836 /* no charges left in lighter */
3776 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3837 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3777 return; 3838 return;
3778 } 3839 }
3779 3840
3780 /* Perhaps we should split what we are trying to light on fire? 3841 /* Perhaps we should split what we are trying to light on fire?
3781 * I can't see many times when you would want to light multiple 3842 * I can't see many times when you would want to light multiple
3787 3848
3788 save_throw_object (item, AT_FIRE, who); 3849 save_throw_object (item, AT_FIRE, who);
3789 3850
3790 if (item->destroyed ()) 3851 if (item->destroyed ())
3791 { 3852 {
3792 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3853 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3793 /* Need to update the player so that the players glow radius 3854 /* Need to update the player so that the players glow radius
3794 * gets changed. 3855 * gets changed.
3795 */ 3856 */
3796 if (is_player_env) 3857 if (is_player_env)
3797 who->update_stats (); 3858 who->update_stats ();
3798 } 3859 }
3799 else 3860 else
3800 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3861 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3801 } 3862 }
3802 else /* nothing to light */ 3863 else
3803 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3864 who->failmsg ("You need to mark a lightable object.");
3804
3805} 3865}
3806 3866
3807/** 3867/**
3808 * op made some mistake with a scroll, this takes care of punishment. 3868 * op made some mistake with a scroll, this takes care of punishment.
3809 * scroll_failure()- hacked directly from spell_failure 3869 * scroll_failure()- hacked directly from spell_failure
3816 3876
3817 if (failure <= -1 && failure > -15) 3877 if (failure <= -1 && failure > -15)
3818 { /* wonder */ 3878 { /* wonder */
3819 object *tmp; 3879 object *tmp;
3820 3880
3821 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3881 op->failmsg ("Your spell warps!");
3822 tmp = get_archetype (SPELL_WONDER); 3882 tmp = get_archetype (SPELL_WONDER);
3823 cast_wonder (op, op, 0, tmp); 3883 cast_wonder (op, op, 0, tmp);
3824 tmp->destroy (); 3884 tmp->destroy ();
3825 } 3885 }
3826 else if (failure <= -15 && failure > -35) 3886 else if (failure <= -15 && failure > -35)
3827 { /* drain mana */ 3887 { /* drain mana */
3828 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3888 op->failmsg ("Your mana is drained!");
3829 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3889 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3830 if (op->stats.sp < 0) 3890 if (op->stats.sp < 0)
3831 op->stats.sp = 0; 3891 op->stats.sp = 0;
3832 } 3892 }
3833 else if (settings.spell_failure_effects == TRUE) 3893 else if (settings.spell_failure_effects == TRUE)
3834 { 3894 {
3835 if (failure <= -35 && failure > -60) 3895 if (failure <= -35 && failure > -60)
3836 { /* confusion */ 3896 { /* confusion */
3837 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3897 op->failmsg ("The magic recoils on you!");
3838 confuse_player (op, op, power); 3898 confuse_player (op, op, power);
3839 } 3899 }
3840 else if (failure <= -60 && failure > -70) 3900 else if (failure <= -60 && failure > -70)
3841 { /* paralysis */ 3901 { /* paralysis */
3842 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3902 op->failmsg ("The magic recoils and paralyzes you!");
3843 paralyze_player (op, op, power); 3903 paralyze_player (op, op, power);
3844 } 3904 }
3845 else if (failure <= -70 && failure > -80) 3905 else if (failure <= -70 && failure > -80)
3846 { /* blind */ 3906 { /* blind */
3847 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3907 op->failmsg ("The magic recoils on you!");
3848 blind_player (op, op, power); 3908 blind_player (op, op, power);
3849 } 3909 }
3850 else if (failure <= -80) 3910 else if (failure <= -80)
3851 { /* blast the immediate area */ 3911 { /* blast the immediate area */
3852 object *tmp = get_archetype (LOOSE_MANA); 3912 object *tmp = get_archetype (LOOSE_MANA);
3853 cast_magic_storm (op, tmp, power); 3913 cast_magic_storm (op, tmp, power);
3854 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3914 op->failmsg ("You unleash uncontrolled mana!");
3855 tmp->destroy (); 3915 tmp->destroy ();
3856 } 3916 }
3857 } 3917 }
3858} 3918}
3859 3919
3879 */ 3939 */
3880 int i, j; 3940 int i, j;
3881 3941
3882 for (i = 0; i < NUM_STATS; i++) 3942 for (i = 0; i < NUM_STATS; i++)
3883 { 3943 {
3884 int race_bonus = pl->arch->clone.stats.stat (i); 3944 int race_bonus = pl->arch->stats.stat (i);
3885 sint8 stat = stats->stat (i) + ns->stat (i); 3945 sint8 stat = stats->stat (i) + ns->stat (i);
3886 3946
3887 if (stat > 20 + race_bonus) 3947 if (stat > 20 + race_bonus)
3888 { 3948 {
3889 excess_stat++; 3949 excess_stat++;
3899 3959
3900 if (i == CHA) 3960 if (i == CHA)
3901 continue; /* exclude cha from this */ 3961 continue; /* exclude cha from this */
3902 3962
3903 int stat = stats->stat (i); 3963 int stat = stats->stat (i);
3904 int race_bonus = pl->arch->clone.stats.stat (i); 3964 int race_bonus = pl->arch->stats.stat (i);
3905 if (stat < 20 + race_bonus) 3965 if (stat < 20 + race_bonus)
3906 { 3966 {
3907 change_attr_value (stats, i, 1); 3967 change_attr_value (stats, i, 1);
3908 excess_stat--; 3968 excess_stat--;
3909 } 3969 }
3966 char got[MAX_BUF]; 4026 char got[MAX_BUF];
3967 int len; 4027 int len;
3968 4028
3969 if (!pl || !transformer) 4029 if (!pl || !transformer)
3970 return; 4030 return;
4031
3971 marked = find_marked_object (pl); 4032 marked = find_marked_object (pl);
4033
3972 if (!marked) 4034 if (!marked)
3973 { 4035 {
3974 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4036 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3975 return; 4037 return;
3976 } 4038 }
4039
3977 if (!marked->slaying) 4040 if (!marked->slaying)
3978 { 4041 {
3979 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4042 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3980 return; 4043 return;
3981 } 4044 }
4045
3982 /* check whether they are compatible or not */ 4046 /* check whether they are compatible or not */
3983 find = strstr (marked->slaying, transformer->arch->name); 4047 find = strstr (marked->slaying, transformer->arch->archname);
3984 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4048 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3985 { 4049 {
3986 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4050 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3987 return; 4051 return;
3988 } 4052 }
4053
3989 find += strlen (transformer->arch->name) + 1; 4054 find += strlen (transformer->arch->archname) + 1;
3990 /* Item can be used, now find how many and what it yields */ 4055 /* Item can be used, now find how many and what it yields */
3991 if (isdigit (*(find))) 4056 if (isdigit (*(find)))
3992 { 4057 {
3993 yield = atoi (find); 4058 yield = atoi (find);
3994 if (yield < 1) 4059 if (yield < 1)
4000 else 4065 else
4001 yield = 1; 4066 yield = 1;
4002 4067
4003 while (isdigit (*find)) 4068 while (isdigit (*find))
4004 find++; 4069 find++;
4070
4005 while (*find == ' ') 4071 while (*find == ' ')
4006 find++; 4072 find++;
4073
4007 memset (got, 0, MAX_BUF); 4074 memset (got, 0, MAX_BUF);
4075
4008 if ((separator = strchr (find, ';')) != NULL) 4076 if ((separator = strchr (find, ';')) != NULL)
4009 {
4010 len = separator - find; 4077 len = separator - find;
4011 }
4012 else 4078 else
4013 {
4014 len = strlen (find); 4079 len = strlen (find);
4015 } 4080
4016 if (len > MAX_BUF - 1) 4081 if (len > MAX_BUF - 1)
4017 len = MAX_BUF - 1; 4082 len = MAX_BUF - 1;
4083
4018 strcpy (got, find); 4084 strcpy (got, find);
4019 got[len] = '\0'; 4085 got[len] = '\0';
4020 4086
4021 /* Now create new item, remove used ones when required. */ 4087 /* Now create new item, remove used ones when required. */
4022 new_item = get_archetype (got); 4088 new_item = get_archetype (got);
4023 if (!new_item) 4089 if (!new_item)
4024 { 4090 {
4025 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4091 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4026 return; 4092 return;
4027 } 4093 }
4028 4094
4029 new_item->nrof = yield; 4095 new_item->nrof = yield;
4096
4030 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4097 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4098
4031 insert_ob_in_ob (new_item, pl); 4099 insert_ob_in_ob (new_item, pl);
4032 esrv_send_inventory (pl, pl); 4100 esrv_send_inventory (pl, pl);
4033 /* Eat up one item */ 4101 /* Eat up one item */
4034 decrease_ob_nr (marked, 1); 4102 decrease_ob_nr (marked, 1);
4103
4035 /* Eat one transformer if needed */ 4104 /* Eat one transformer if needed */
4036 if (transformer->stats.food) 4105 if (transformer->stats.food)
4037 if (--transformer->stats.food == 0) 4106 if (--transformer->stats.food == 0)
4038 decrease_ob_nr (transformer, 1); 4107 decrease_ob_nr (transformer, 1);
4039} 4108}
4109

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