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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.97 by root, Tue May 15 19:07:15 2007 UTC vs.
Revision 1.146 by root, Mon Apr 21 07:07:36 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <cmath> 24#include <cmath>
26 25
27#include <global.h> 26#include <global.h>
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)
218 217
219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220 { 219 {
221 op->drain_stat (); 220 op->drain_stat ();
222 op->update_stats (); 221 op->update_stats ();
223 decrease_ob (tmp); 222 tmp->decrease ();
224 return 1; 223 return 1;
225 } 224 }
226 225
227 if (!(at = archetype::find (ARCH_DEPLETION))) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
228 { 227 {
229 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
230 return 0; 229 return 0;
231 } 230 }
231
232 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
233 233
234 if (depl) 234 if (depl)
235 { 235 {
236 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i)) 237 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 op->statusmsg (restore_msg[i]);
239 239
240 depl->destroy (); 240 depl->destroy ();
241 op->update_stats (); 241 op->update_stats ();
242 } 242 }
243 else 243 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 244 op->statusmsg ("Your potion had no effect.");
245 245
246 decrease_ob (tmp); 246 tmp->decrease ();
247 return 1; 247 return 1;
248 } 248 }
249 249
250 /* improvement potion - only for players */ 250 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 251 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 252 {
253 for (i = 1; i < MIN (11, op->level); i++) 253 for (i = 1; i < MIN (11, op->level); i++)
254 { 254 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 256 {
257 if (op->contr->levhp[i] != 1) 257 if (op->contr->levhp[i] != 1)
258 { 258 {
259 op->contr->levhp[i] = 1; 259 op->contr->levhp[i] = 1;
260 break; 260 break;
261 } 261 }
262
262 if (op->contr->levsp[i] != 1) 263 if (op->contr->levsp[i] != 1)
263 { 264 {
264 op->contr->levsp[i] = 1; 265 op->contr->levsp[i] = 1;
265 break; 266 break;
266 } 267 }
268
267 if (op->contr->levgrace[i] != 1) 269 if (op->contr->levgrace[i] != 1)
268 { 270 {
269 op->contr->levgrace[i] = 1; 271 op->contr->levgrace[i] = 1;
270 break; 272 break;
271 } 273 }
275 if (op->contr->levhp[i] < 9) 277 if (op->contr->levhp[i] < 9)
276 { 278 {
277 op->contr->levhp[i] = 9; 279 op->contr->levhp[i] = 9;
278 break; 280 break;
279 } 281 }
282
280 if (op->contr->levsp[i] < 6) 283 if (op->contr->levsp[i] < 6)
281 { 284 {
282 op->contr->levsp[i] = 6; 285 op->contr->levsp[i] = 6;
283 break; 286 break;
284 } 287 }
288
285 if (op->contr->levgrace[i] < 3) 289 if (op->contr->levgrace[i] < 3)
286 { 290 {
287 op->contr->levgrace[i] = 3; 291 op->contr->levgrace[i] = 3;
288 break; 292 break;
289 } 293 }
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 { 302 {
299 if (got_one) 303 if (got_one)
300 { 304 {
301 op->update_stats (); 305 op->update_stats ();
302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 306 op->statusmsg ("The Gods smile upon you and remake you "
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 307 "a little more in their image. "
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 308 "You feel a little more perfect.", NDI_GREEN);
305 } 309 }
306 else 310 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 311 op->statusmsg ("The potion had no effect - you are already perfect.");
308 } 312 }
309 else 313 else
310 { /* cursed potion */ 314 { /* cursed potion */
311 if (got_one) 315 if (got_one)
312 { 316 {
313 op->update_stats (); 317 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 318 op->failmsg ("The Gods are angry and punish you.");
315 } 319 }
316 else 320 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 321 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
318 } 322 }
319 323
320 decrease_ob (tmp); 324 tmp->decrease ();
321 return 1; 325 return 1;
322 } 326 }
323 327
324 328
325 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 329 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
331 { 335 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 336 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 { 337 {
334 object *fball; 338 object *fball;
335 339
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 340 op->failmsg ("Yech! Your lungs are on fire!");
341
337 /* Explodes a fireball centered at player */ 342 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL); 343 fball = get_archetype (EXPLODING_FIREBALL);
339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 344 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; 345 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 fball->x = op->x; 346 fball->x = op->x;
343 insert_ob_in_map (fball, op->map, NULL, 0); 348 insert_ob_in_map (fball, op->map, NULL, 0);
344 } 349 }
345 else 350 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 351 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 352
348 decrease_ob (tmp); 353 tmp->decrease ();
354
349 /* if youre dead, no point in doing this... */ 355 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED)) 356 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats (); 357 op->update_stats ();
358
352 return 1; 359 return 1;
353 } 360 }
354 361
355 /* Deal with protection potions */ 362 /* Deal with protection potions */
356 force = NULL; 363 force = NULL;
358 { 365 {
359 if (tmp->resist[i]) 366 if (tmp->resist[i])
360 { 367 {
361 if (!force) 368 if (!force)
362 force = get_archetype (FORCE_NAME); 369 force = get_archetype (FORCE_NAME);
370
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 371 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT; 372 force->type = POTION_EFFECT;
365 break; /* Only need to find one protection since we copy entire batch */ 373 break; /* Only need to find one protection since we copy entire batch */
366 } 374 }
367 } 375 }
376
368 /* This is a protection potion */ 377 /* This is a protection potion */
369 if (force) 378 if (force)
370 { 379 {
371 /* cursed items last longer */ 380 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 381 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
380 force->speed_left = -1; 389 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 390 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 392 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 393 change_abil (op, force);
385 decrease_ob (tmp); 394 tmp->decrease ();
386 return 1; 395 return 1;
387 } 396 }
388 397
389 /* Only thing left are the stat potions */ 398 /* Only thing left are the stat potions */
390 if (op->type == PLAYER) 399 if (op->type == PLAYER)
391 { /* only for players */ 400 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 401 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 402 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 403 else
395 SET_FLAG (tmp, FLAG_APPLIED); 404 SET_FLAG (tmp, FLAG_APPLIED);
405
396 if (!change_abil (op, tmp)) 406 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 407 op->statusmsg ("Nothing happened.");
398 } 408 }
399 409
400 /* CLEAR_FLAG is so that if the character has other potions 410 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 411 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 412 * stat will not be raised by them. fix_player just clears
403 * up all the stats. 413 * up all the stats.
404 */ 414 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED); 415 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats (); 416 op->update_stats ();
407 decrease_ob (tmp); 417 op->decrease ();
408 return 1; 418 return 1;
409} 419}
410 420
411/**************************************************************************** 421/****************************************************************************
412 * Weapon improvement code follows 422 * Weapon improvement code follows
418static int 428static int
419check_item (object *op, const char *item) 429check_item (object *op, const char *item)
420{ 430{
421 int count = 0; 431 int count = 0;
422 432
423 433 if (!item)
424 if (item == NULL)
425 return 0; 434 return 0;
426 435
427 op = op->below; 436 for (op = op->below; op; op = op->below)
428 while (op != NULL)
429 { 437 {
430 if (strcmp (op->arch->name, item) == 0) 438 if (strcmp (op->arch->archname, item) == 0)
431 { 439 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 440 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 441 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 442 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 443 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++; 444 count++;
437 else 445 else
438 count += op->nrof; 446 count += op->nrof;
439 } 447 }
440 } 448 }
441
442 op = op->below;
443 } 449 }
444 450
445 return count; 451 return count;
446} 452}
447 453
457 object *prev; 463 object *prev;
458 464
459 prev = op; 465 prev = op;
460 op = op->below; 466 op = op->below;
461 467
462 while (op != NULL) 468 while (op)
463 { 469 {
464 if (strcmp (op->arch->name, item) == 0) 470 if (strcmp (op->arch->archname, item) == 0)
465 { 471 {
466 if (op->nrof >= nrof) 472 if (op->nrof >= nrof)
467 { 473 {
468 decrease_ob_nr (op, nrof); 474 op->decrease (nrof);
469 return; 475 return;
470 } 476 }
471 else 477 else
472 { 478 {
473 decrease_ob_nr (op, op->nrof); 479 op->decrease (nrof);
474 nrof -= op->nrof; 480 nrof -= op->nrof;
475 } 481 }
482
476 op = prev; 483 op = prev;
477 } 484 }
485
478 prev = op; 486 prev = op;
479 op = op->below; 487 op = op->below;
480 } 488 }
481} 489}
482 490
488 * we return 1 (true) if the player can use the weapon. 496 * we return 1 (true) if the player can use the weapon.
489 */ 497 */
490static int 498static int
491check_weapon_power (const object *who, int improvs) 499check_weapon_power (const object *who, int improvs)
492{ 500{
493
494/* Old code is below (commented out). Basically, since weapons are the only 501/* 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 502 * 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. 503 * require high level in some combat skill, so we just use overall level.
497 */ 504 */
498#if 1 505#if 1
539static int 546static int
540check_sacrifice (object *op, const object *improver) 547check_sacrifice (object *op, const object *improver)
541{ 548{
542 int count = 0; 549 int count = 0;
543 550
544 if (improver->slaying != NULL) 551 if (improver->slaying)
545 { 552 {
546 count = check_item (op, improver->slaying); 553 count = check_item (op, improver->slaying);
547 if (count < 1) 554 if (count < 1)
548 { 555 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 556 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 557 return 0;
554 } 558 }
555 } 559 }
556 else 560 else
557 count = 1; 561 count = 1;
560} 564}
561 565
562/** 566/**
563 * Actually improves the weapon, and tells user. 567 * Actually improves the weapon, and tells user.
564 */ 568 */
565int 569static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 570improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 571{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 572 stat += sacrifice_count;
571 weapon->last_eat++; 573 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 574 improver->decrease ();
573 decrease_ob (improver);
574 575
575 /* So it updates the players stats and the window */ 576 /* So it updates the players stats and the window */
576 op->update_stats (); 577 op->update_stats ();
578
579 op->statusmsg (format (
580 "Your sacrifice was accepted.\n"
581 "Weapon's bonus to %s improved by %d.",
582 statname, sacrifice_count
583 ));
584
577 return 1; 585 return 1;
578} 586}
579 587
580/* Types of improvements, hidden in the sp field. */ 588/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 589#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 590#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 591#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 592#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 593#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 594#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 595#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 596#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 597#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 598#define IMPROVE_INT 10
591#define IMPROVE_POW 11 599#define IMPROVE_POW 11
592
593 600
594/** 601/**
595 * This does the prepare weapon scroll. 602 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 603 * Checks for sacrifice, and so on.
597 */ 604 */
598
599int 605int
600prepare_weapon (object *op, object *improver, object *weapon) 606prepare_weapon (object *op, object *improver, object *weapon)
601{ 607{
602 int sacrifice_count, i; 608 int sacrifice_count, i;
603 char buf[MAX_BUF]; 609 char buf[MAX_BUF];
604 610
605 if (weapon->level != 0) 611 if (weapon->level != 0)
606 { 612 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 613 op->failmsg ("Weapon is already prepared!");
608 return 0; 614 return 0;
609 } 615 }
616
610 for (i = 0; i < NROFATTACKS; i++) 617 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 618 if (weapon->resist[i])
612 break; 619 break;
613 620
614 /* If we break out, i will be less than nrofattacks, preventing 621 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 624 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 625 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 626 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 627 weapon->stats.ac) /* AC - only taifu's I think */
621 { 628 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 629 op->failmsg ("You cannot prepare magic weapons. "
630 "H<A weapon is considered magical if it changes regeneration, "
631 "speed or ac.>");
623 return 0; 632 return 0;
624 } 633 }
634
625 sacrifice_count = check_sacrifice (op, improver); 635 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 636 if (sacrifice_count <= 0)
627 return 0; 637 return 0;
638
628 weapon->level = isqrt (sacrifice_count); 639 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); 640 eat_item (op, improver->slaying, sacrifice_count);
631 641
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 642 op->statusmsg (format (
643 "Your sacrifice was accepted."
644 "Your *%s may be improved %d times.",
645 &weapon->name, weapon->level
646 ));
633 647
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 648 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 649 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 650 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 651 slot at once! */
638 decrease_ob (improver); 652 improver->decrease ();
639 weapon->last_eat = 0; 653 weapon->last_eat = 0;
640 return 1; 654 return 1;
641} 655}
642 656
643 657
656improve_weapon (object *op, object *improver, object *weapon) 670improve_weapon (object *op, object *improver, object *weapon)
657{ 671{
658 int sacrifice_count, sacrifice_needed = 0; 672 int sacrifice_count, sacrifice_needed = 0;
659 673
660 if (improver->stats.sp == IMPROVE_PREPARE) 674 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 675 return prepare_weapon (op, improver, weapon);
663 } 676
664 if (weapon->level == 0) 677 if (weapon->level == 0)
665 { 678 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 679 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 680 return 0;
668 } 681 }
682
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 683 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 { 684 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 685 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 686 return 0;
673 } 687 }
688
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 689 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 { 690 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 691 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"); 692 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 693 "really want to improve it.");
679 return 0; 694 return 0;
680 } 695 }
696
681 /* This just increases damage by 5 points, no matter what. No sacrifice 697 /* 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, 698 * 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 699 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 700 * weapon can be improved.
685 */ 701 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 702 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 703 {
688 weapon->stats.dam += 5; 704 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 705 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); 706 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 707 weapon->last_eat++;
692 708
693 weapon->item_power++; 709 weapon->item_power++;
694 decrease_ob (improver); 710 improver->decrease ();
695 return 1; 711 return 1;
696 } 712 }
713
697 if (improver->stats.sp == IMPROVE_WEIGHT) 714 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 715 {
699 /* Reduce weight by 20% */ 716 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 717 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 718 if (weapon->weight < 1)
702 weapon->weight = 1; 719 weapon->weight = 1;
720
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 721 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 722 weapon->last_eat++;
705 weapon->item_power++; 723 weapon->item_power++;
706 decrease_ob (improver); 724 improver->decrease ();
707 return 1; 725 return 1;
708 } 726 }
709 if (improver->stats.sp == IMPROVE_ENCHANT) 727 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 728 {
711 weapon->magic++; 729 weapon->magic++;
712 weapon->last_eat++; 730 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 731 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 732 improver->decrease ();
715 weapon->item_power++; 733 weapon->item_power++;
716 return 1; 734 return 1;
717 } 735 }
718 736
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 737 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 742 sacrifice_needed *= 2;
725 743
726 sacrifice_count = check_sacrifice (op, improver); 744 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 745 if (sacrifice_count < sacrifice_needed)
728 { 746 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 747 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 748 return 0;
731 } 749 }
750
732 eat_item (op, improver->slaying, sacrifice_needed); 751 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 752 weapon->item_power++;
734 753
735 switch (improver->stats.sp) 754 switch (improver->stats.sp)
736 { 755 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 756 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"); 757 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"); 758 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"); 759 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"); 760 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"); 761 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"); 762 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 763 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 764 op->failmsg ("Unknown improvement type.");
753 } 765 }
766
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 767 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 768 return 0;
756} 769}
757 770
758/** 771/**
768 if (op->type != PLAYER) 781 if (op->type != PLAYER)
769 return 0; 782 return 0;
770 783
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 784 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 785 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 786 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 787 return 0;
775 } 788 }
776 789
777 otmp = find_marked_object (op); 790 otmp = find_marked_object (op);
778 if (!otmp) 791 if (!otmp)
779 { 792 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 793 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; 794 return 0;
782 } 795 }
783 796
784 if (otmp->type != WEAPON && otmp->type != BOW) 797 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 798 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 799 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 800 return 0;
788 } 801 }
789 802
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 803 op->statusmsg ("Applied weapon builder.");
804
791 improve_weapon (op, tmp, otmp); 805 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 806 esrv_send_item (op, otmp);
793 return 1; 807 return 1;
794} 808}
795 809
820{ 834{
821 object *tmp; 835 object *tmp;
822 836
823 if (armour->magic >= settings.armor_max_enchant) 837 if (armour->magic >= settings.armor_max_enchant)
824 { 838 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 839 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 840 return 0;
827 } 841 }
842
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 843 /* 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. 844 * 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 845 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 846 * of gnarg and what not?)
832 */ 847 */
833 if (armour->title) 848 if (armour->title)
834 { 849 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 850 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 851 return 0;
837 } 852 }
838 853
839 /* Split objects if needed. Can't insert tmp until the 854 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 855 * end of this function - otherwise it will just re-merge.
841 */ 856 */
842 if (armour->nrof > 1) 857 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846 858
847 armour->magic++; 859 armour->magic++;
848 860
849 if (!settings.armor_speed_linear) 861 if (!settings.armor_speed_linear)
850 { 862 {
855 { 867 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 868 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 869 pow++;
858 } 870 }
859 871
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 872 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 873 }
862 else 874 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 875 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 876
865 if (!settings.armor_weight_linear) 877 if (!settings.armor_weight_linear)
866 { 878 {
867 int base = 100; 879 int base = 100;
868 int pow = 0; 880 int pow = 0;
871 { 883 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 884 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 885 pow++;
874 } 886 }
875 887
876 armour->weight = (armour->arch->clone.weight * base) / 100; 888 armour->weight = (armour->arch->weight * base) / 100;
877 } 889 }
878 else 890 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 891 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 892
881 if (armour->weight <= 0) 893 if (armour->weight <= 0)
882 { 894 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 895 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 896 armour->weight = 1;
885 } 897 }
886 898
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 899 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 900
889 if (op->type == PLAYER) 901 if (op->type == PLAYER)
890 { 902 {
891 esrv_send_item (op, armour); 903 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 904 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 905 op->update_stats ();
894 } 906 }
895 decrease_ob (improver); 907
908 improver->decrease ();
909
896 if (tmp) 910 if (tmp)
897 { 911 {
898 insert_ob_in_ob (tmp, op); 912 insert_ob_in_ob (tmp, op);
899 esrv_send_item (op, tmp); 913 esrv_send_item (op, tmp);
900 } 914 }
915
901 return 1; 916 return 1;
902} 917}
903
904 918
905/* 919/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 920 * 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. 921 * what the converter wants, -1 if the converter is broken.
908 */ 922 *
909#define CONV_FROM(xyz) xyz->slaying
910#define CONV_TO(xyz) xyz->other_arch
911#define CONV_NR(xyz) xyz->stats.sp
912#define CONV_NEED(xyz) xyz->stats.food
913
914/* Takes one items and makes another. 923 * Takes one type of items and makes another.
915 * converter is the object that is doing the conversion. 924 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not 925 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything. 926 * what the converter wants, this will not do anything.
918 */ 927 */
919int 928static int
920convert_item (object *item, object *converter) 929convert_item (object *item, object *converter)
921{ 930{
922 int nr = 0;
923 uint32 price_in; 931 sint64 nr, price_in;
932
933 if (item->flag [FLAG_UNPAID])
934 return 0;
935
936 shstr conv_from = converter->slaying;
937 archetype *conv_to = converter->other_arch;
938 sint64 need = converter->stats.food;
939 sint64 give = converter->stats.sp;
924 940
925 /* We make some assumptions - we assume if it takes money as it type, 941 /* 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 942 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 943 * 3 gp and player drops a platinum, tough luck)
928 */ 944 */
929 if (!strcmp (CONV_FROM (converter), "money")) 945 if (conv_from == shstr_money)
930 { 946 {
931 int cost;
932
933 if (item->type != MONEY) 947 if (item->type != MONEY)
934 return 0; 948 return 0;
935 949
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 950 nr = sint64 (item->nrof) * item->value / need;
937 if (!nr) 951 if (!nr)
938 return 0; 952 return 0;
939 cost = nr * CONV_NEED (converter) / item->value; 953
940 /* take into account rounding errors */ 954 converter->play_sound (sound_find ("shop_buy"));
941 if (nr * CONV_NEED (converter) % item->value) 955
942 cost++; 956 sint64 cost = (nr * need + item->value - 1) / item->value;
943 decrease_ob_nr (item, cost); 957
958 item->decrease (cost);
944 959
945 price_in = cost * item->value; 960 price_in = cost * item->value;
946 } 961 }
947 else 962 else
948 { 963 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 964 if (item->type == PLAYER
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 965 || conv_from != item->arch->archname
966 || (need && need > (uint16) item->nrof))
951 return 0; 967 return 0;
952 968
953 if (CONV_NEED (converter)) 969 converter->play_sound (sound_find ("convert_item"));
970
971 if (need)
954 { 972 {
955 nr = item->nrof / CONV_NEED (converter); 973 nr = sint64 (item->nrof) / need;
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 974 item->decrease (nr * need);
957 price_in = nr * CONV_NEED (converter) * item->value; 975 price_in = nr * need * item->value;
958 } 976 }
959 else 977 else
960 { 978 {
961 price_in = item->value; 979 price_in = item->value;
962 item->destroy (); 980 item->destroy ();
963 } 981 }
964 } 982 }
965 983
966 if (converter->inv != NULL) 984 if (converter->inv)
967 { 985 {
968 object *ob; 986 object *ob;
969 int i; 987 int i;
970 object *ob_to_copy; 988 object *ob_to_copy;
971 989
972 /* select random object from inventory to copy */ 990 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 991 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 992 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 993 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 994 ob_to_copy = ob;
979 } 995
980 }
981 item = object_create_clone (ob_to_copy); 996 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 997 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 998 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 999 }
985 else 1000 else
986 { 1001 {
987 if (converter->other_arch == NULL) 1002 if (!conv_to)
988 { 1003 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 1004 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y); 1005 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1; 1006 return -1;
992 } 1007 }
993 1008
994 item = object_create_arch (converter->other_arch); 1009 item = object_create_arch (conv_to);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1010 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 1011 }
997 1012
998 if (CONV_NR (converter)) 1013 if (give)
999 item->nrof = CONV_NR (converter); 1014 item->nrof = give;
1015
1000 if (nr) 1016 if (nr)
1001 item->nrof *= nr; 1017 item->nrof *= nr;
1018
1002 if (is_in_shop (converter)) 1019 if (is_in_shop (converter))
1003 SET_FLAG (item, FLAG_UNPAID); 1020 SET_FLAG (item, FLAG_UNPAID);
1004 else if (price_in < item->nrof * item->value) 1021 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 1022 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1023 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); 1024 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 1025 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 1026 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this 1027 * hopefully had something in mind when doing this.
1012 */ 1028 */
1013 } 1029 }
1030
1031 SET_FLAG (item, FLAG_IDENTIFIED);
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1032 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 1033 return 1;
1016} 1034}
1017 1035
1018/** 1036/**
1035 1053
1036 op->contr->last_used = 0; 1054 op->contr->last_used = 0;
1037 1055
1038 if (sack->env && sack->env != op) 1056 if (sack->env && sack->env != op)
1039 { 1057 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1058 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 1059 return 1;
1042 } 1060 }
1043 1061
1044 // already applied == open on ground, or open in inv, or active in inv 1062 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 1063 if (sack->flag [FLAG_APPLIED])
1051 return 1; 1069 return 1;
1052 } 1070 }
1053 else if (!sack->env) 1071 else if (!sack->env)
1054 { 1072 {
1055 // active, but not ours: some other player has opened it 1073 // 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)); 1074 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1057 return 1; 1075 return 1;
1058 } 1076 }
1059 1077
1060 // fall through to opening it (active in inv) 1078 // fall through to opening it (active in inv)
1061 } 1079 }
1063 { 1081 {
1064 // it is in our env, so activate it, do not open yet 1082 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 1083 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 1084 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 1085 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1086 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 1087 return 1;
1070 } 1088 }
1071 1089
1072 // it's locked? 1090 // it's locked?
1073 if (sack->slaying) 1091 if (sack->slaying)
1074 { 1092 {
1075 if (object *tmp = find_key (op, op, sack)) 1093 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)); 1094 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 1095 else
1078 { 1096 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1097 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1080 return 1; 1098 return 1;
1081 } 1099 }
1082 } 1100 }
1083 1101
1084 op->open_container (sack); 1102 op->open_container (sack);
1103 * with an altar. We call it a Potion - altars are stationary - it 1121 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly. 1122 * is up to map designers to use them properly.
1105 */ 1123 */
1106 if (altar->inv && altar->inv->type == SPELL) 1124 if (altar->inv && altar->inv->type == SPELL)
1107 { 1125 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1126 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 1127 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 1128 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 1129 * old maps.
1112 */ 1130 */
1113 1131
1114/* push_button (altar);*/ 1132/* push_button (altar);*/
1115 } 1133 }
1139 double opinion; 1157 double opinion;
1140 object *tmp, *next; 1158 object *tmp, *next;
1141 1159
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1160 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 1161
1162 bool has_unpaid = false;
1163
1164 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1165 // a quick and small change :(
1166 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1167 if (item->flag [FLAG_UNPAID])
1168 {
1169 has_unpaid = true;
1170 break;
1171 }
1172
1144 if (op->type != PLAYER) 1173 if (op->type != PLAYER)
1145 { 1174 {
1146 /* Remove all the unpaid objects that may be carried here. 1175 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 1176 * This could be pets or monsters that are somehow in
1148 * the shop. 1177 * the shop.
1174 /* unpaid objects, or non living objects, can't transfer by 1203 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 1204 * shop mats. Instead, put it on a nearby space.
1176 */ 1205 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1206 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 1207 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1208 /* 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); 1209 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 1210
1183 if (i != -1) 1211 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1212 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)) 1221 else if (can_pay (op) && get_payment (op))
1194 { 1222 {
1195 /* this is only used for players */ 1223 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 1224 rv = teleport (shop_mat, SHOP_MAT, op);
1197 1225
1226 if (has_unpaid)
1227 op->contr->play_sound (sound_find ("shop_buy"));
1228 else if (is_in_shop (op))
1229 op->contr->play_sound (sound_find ("shop_enter"));
1230 else
1231 op->contr->play_sound (sound_find ("shop_leave"));
1232
1198 if (shop_mat->msg) 1233 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1234 op->statusmsg (shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 1235 /* 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 1236 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor. 1237 * actually the shop floor.
1203 */ 1238 */
1204 else if (!rv && !is_in_shop (op)) 1239 else if (!rv && !is_in_shop (op))
1205 { 1240 {
1206 opinion = shopkeeper_approval (op->map, op); 1241 opinion = shopkeeper_approval (op->map, op);
1207 1242
1208 if (opinion > 0.9) 1243 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1244 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 1245 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1246 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 1247 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 1248 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 1249 }
1217 } 1250 }
1218 else 1251 else
1219 { 1252 {
1220 /* if we get here, a player tried to leave a shop but was not able 1253 /* 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 1254 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 1255 * they are not on the mat anymore
1223 */ 1256 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1257 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 1258
1226 if (i == -1) 1259 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 1260 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 1261 else
1231 { 1262 {
1232 op->remove (); 1263 op->remove ();
1233 op->x += freearr_x[i]; 1264 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 1265 op->y += freearr_y[i];
1245 */ 1276 */
1246static void 1277static void
1247apply_sign (object *op, object *sign, int autoapply) 1278apply_sign (object *op, object *sign, int autoapply)
1248{ 1279{
1249 readable_message_type *msgType; 1280 readable_message_type *msgType;
1250 char newbuf[HUGE_BUF];
1251 1281
1252 if (sign->msg == NULL) 1282 if (!sign->msg)
1253 { 1283 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1284 op->statusmsg ("Nothing is written on it.");
1255 return; 1285 return;
1256 } 1286 }
1257 1287
1258 if (sign->stats.food) 1288 if (sign->stats.food)
1259 { 1289 {
1260 if (sign->last_eat >= sign->stats.food) 1290 if (sign->last_eat >= sign->stats.food)
1261 { 1291 {
1262 if (!sign->move_on) 1292 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1293 op->statusmsg ("You cannot read it anymore.");
1294
1264 return; 1295 return;
1265 } 1296 }
1266 1297
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1298 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1299 sign->last_eat++;
1273 * move_on is zero, it needs to be manually applied (doesn't talk 1304 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us). 1305 * to us).
1275 */ 1306 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1307 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 1308 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1309 op->failmsg ("You are unable to read while blind!");
1279 return; 1310 return;
1280 } 1311 }
1312
1313 if (op->contr)
1314 if (client *ns = op->contr->ns)
1315 {
1316 if (sign->sound)
1317 ns->play_sound (sign->sound);
1318 else if (autoapply)
1319 ns->play_sound (sound_find ("msg_voice"));
1320
1321 if (ns->can_msg)
1322 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1323 else
1324 {
1281 msgType = get_readable_message_type (sign); 1325 msgType = get_readable_message_type (sign);
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1326 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); 1327 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1328 }
1329 }
1284} 1330}
1285 1331
1286/** 1332/**
1287 * 'victim' moves onto 'trap' 1333 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1334 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1357 * proper. This code was causing needless crashes.
1312 */ 1358 */
1313 if (recursion_depth >= 500) 1359 if (recursion_depth >= 500)
1314 { 1360 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1361 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); 1362 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1363 return;
1318 } 1364 }
1365
1319 recursion_depth++; 1366 recursion_depth++;
1320 if (trap->head) 1367 if (trap->head)
1321 trap = trap->head; 1368 trap = trap->head;
1322 1369
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1370 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1399 1446
1400 if (!trap->value) 1447 if (!trap->value)
1401 { 1448 {
1402 int tot; 1449 int tot;
1403 1450
1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1451 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1452 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1453 tot += ab->head_ ()->total_weight ();
1407 1454
1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1455 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1409 goto leave; 1456 goto leave;
1410 1457
1411 SET_ANIMATION (trap, trap->value); 1458 SET_ANIMATION (trap, trap->value);
1421 1468
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1469 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 { 1470 {
1424 if (!sound_was_played) 1471 if (!sound_was_played)
1425 { 1472 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1473 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1427 sound_was_played = 1; 1474 sound_was_played = 1;
1428 } 1475 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1476
1477 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1478 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1431 } 1479 }
1432 } 1480 }
1433 goto leave; 1481 goto leave;
1434 } 1482 }
1435 1483
1436
1437 case CONVERTER: 1484 case CONVERTER:
1438 if (convert_item (victim, trap) < 0) 1485 if (convert_item (victim, trap) < 0)
1439 { 1486 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1487 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1441 get_archetype ("burnout")->insert_at (trap, trap); 1488 get_archetype ("burnout")->insert_at (trap, trap);
1442 } 1489 }
1443 1490
1444 goto leave; 1491 goto leave;
1445 1492
1466 * Processing will happen if the head runs into the pit 1513 * Processing will happen if the head runs into the pit
1467 */ 1514 */
1468 if (victim->head) 1515 if (victim->head)
1469 goto leave; 1516 goto leave;
1470 1517
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1518 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"); 1519 victim->statusmsg ("You fall through the hole!", NDI_RED);
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1520 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave; 1521 goto leave;
1475 1522
1476 case EXIT: 1523 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap)) 1524 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 { 1525 {
1479 /* Basically, don't show exits leading to random maps the 1526 /* Basically, don't show exits leading to random maps the
1480 * players output. 1527 * players output.
1481 */ 1528 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1529 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1530 victim->statusmsg (trap->msg, NDI_NAVY);
1484 1531
1532 trap->play_sound (trap->sound);
1485 victim->enter_exit (trap); 1533 victim->enter_exit (trap);
1486 } 1534 }
1487 goto leave; 1535 goto leave;
1488 1536
1489 case ENCOUNTER: 1537 case ENCOUNTER:
1511 goto leave; 1559 goto leave;
1512 1560
1513 case RUNE: 1561 case RUNE:
1514 case TRAP: 1562 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1563 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim); 1564 spring_trap (trap, victim);
1518 }
1519 goto leave; 1565 goto leave;
1520 1566
1521 default: 1567 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1568 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); 1569 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1524 goto leave; 1570 goto leave;
1525 } 1571 }
1526 1572
1527leave: 1573leave:
1528 recursion_depth--; 1574 recursion_depth--;
1537 int lev_diff; 1583 int lev_diff;
1538 object *skill_ob; 1584 object *skill_ob;
1539 1585
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1586 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1587 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1588 op->failmsg ("You are unable to read while blind!");
1543 return; 1589 return;
1544 } 1590 }
1591
1545 if (tmp->msg == NULL) 1592 if (!tmp->msg)
1546 { 1593 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1594 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1548 return; 1595 return;
1549 } 1596 }
1550 1597
1551 /* need a literacy skill to read stuff! */ 1598 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1599 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob) 1600 if (!skill_ob)
1554 { 1601 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1602 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1556 return; 1603 return;
1557 } 1604 }
1605
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1606 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1607 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1608 {
1561 if (lev_diff < 2) 1609 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."); 1610 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1563 else if (lev_diff < 3) 1611 : lev_diff < 5 ? "This book is beyond your comprehension."
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1612 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1565 else if (lev_diff < 5) 1613 : lev_diff < 15 ? "This book is way beyond your comprehension."
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1614 : "This book is totally beyond your comprehension.");
1567 else if (lev_diff < 8) 1615 return;
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1616 }
1569 else if (lev_diff < 15) 1617
1570 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1618 readable_message_type *msgType = get_readable_message_type (tmp);
1619
1620 if (player *pl = op->contr)
1621 if (client *ns = pl->ns)
1622 if (ns->can_msg)
1623 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1571 else 1624 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, 1625 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1579 msgType->message_type, msgType->message_subtype, 1626 msgType->message_type, msgType->message_subtype,
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1627 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg); 1628 long_desc (tmp, op), &tmp->msg);
1582 1629
1583 /* gain xp from reading */ 1630 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1631 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1632 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1633 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1607 * op is the person learning the skill, tmp is the skill scroll object 1654 * op is the person learning the skill, tmp is the skill scroll object
1608 */ 1655 */
1609static void 1656static void
1610apply_skillscroll (object *op, object *tmp) 1657apply_skillscroll (object *op, object *tmp)
1611{ 1658{
1612 switch ((int) learn_skill (op, tmp)) 1659 switch (learn_skill (op, tmp))
1613 { 1660 {
1614 case 0: 1661 case 0:
1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1662 op->play_sound (sound_find ("generic_fail"));
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1663 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1617 return; 1664 break;
1618 1665
1619 case 1: 1666 case 1:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621 decrease_ob (tmp); 1667 tmp->decrease ();
1668 op->play_sound (sound_find ("skill_learn"));
1669 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1622 return; 1670 break;
1623 1671
1624 default: 1672 default:
1673 tmp->decrease ();
1674 op->play_sound (sound_find ("generic_fail"));
1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1675 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1626 decrease_ob (tmp);
1627 return; 1676 break;
1628 } 1677 }
1629} 1678}
1630 1679
1631/** 1680/**
1632 * Actually makes op learn spell. 1681 * Actually makes op learn spell.
1652 return; 1701 return;
1653 } 1702 }
1654 return; 1703 return;
1655 } 1704 }
1656 1705
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1706 op->contr->play_sound (sound_find ("learn_spell"));
1707
1658 tmp = spell->clone (); 1708 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op); 1709 insert_ob_in_ob (tmp, op);
1660 1710
1661 if (special_prayer) 1711 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP); 1712 SET_FLAG (tmp, FLAG_STARTEQUIP);
1681 { 1731 {
1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1732 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683 return; 1733 return;
1684 } 1734 }
1685 1735
1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1736 op->failmsg (format ("You lose knowledge of %s.", spell));
1687 player_unready_range_ob (op->contr, spob); 1737 player_unready_range_ob (op->contr, spob);
1688 esrv_remove_spell (op->contr, spob); 1738 esrv_remove_spell (op->contr, spob);
1689 spob->destroy (); 1739 spob->destroy ();
1690} 1740}
1691 1741
1699{ 1749{
1700 object *skop, *spell, *spell_skill; 1750 object *skop, *spell, *spell_skill;
1701 1751
1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1752 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 { 1753 {
1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1754 op->failmsg ("You are unable to read while blind.");
1705 return; 1755 return;
1706 } 1756 }
1707 1757
1708 /* artifact_spellbooks have 'slaying' field point to a spell name, 1758 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are 1759 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks 1760 * legacy spellbooks
1711 */ 1761 */
1712
1713 if (tmp->slaying != NULL) 1762 if (tmp->slaying)
1714 { 1763 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1764 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell) 1765 if (!spell)
1717 { 1766 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1767 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1719 return; 1768 return;
1720 } 1769 }
1721 else 1770 else
1722 insert_ob_in_ob (spell, tmp); 1771 insert_ob_in_ob (spell, tmp);
1772
1723 tmp->slaying = NULL; 1773 tmp->slaying = 0;
1724 } 1774 }
1725 1775
1726 skop = find_skill_by_name (op, tmp->skill); 1776 skop = find_skill_by_name (op, tmp->skill);
1727 1777
1728 /* need a literacy skill to learn spells. Also, having a literacy level 1778 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */ 1779 * lower than the spell will make learning the spell more difficult */
1730 if (!skop) 1780 if (!skop)
1731 { 1781 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1782 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1733 return; 1783 return;
1734 } 1784 }
1735 1785
1736 spell = tmp->inv; 1786 spell = tmp->inv;
1737 1787
1738 if (!spell) 1788 if (!spell)
1739 { 1789 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1790 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."); 1791 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1742 return; 1792 return;
1743 } 1793 }
1744 1794
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1795 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 { 1796 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1797 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1748 return; 1798 return;
1749 } 1799 }
1750 1800
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1801 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1752 1802
1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1803 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 { 1804 {
1755 identify (tmp); 1805 identify (tmp);
1756 1806
1765 * if the player doesn't know the spell, doesn't make a lot of sense that 1815 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark. 1816 * they would have a special prayer mark.
1767 */ 1817 */
1768 if (check_spell_known (op, spell->name)) 1818 if (check_spell_known (op, spell->name))
1769 { 1819 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1820 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; 1821 return;
1772 } 1822 }
1773 1823
1774 if (spell->skill) 1824 if (spell->skill)
1775 { 1825 {
1776 spell_skill = find_skill_by_name (op, spell->skill); 1826 spell_skill = find_skill_by_name (op, spell->skill);
1777 1827
1778 if (!spell_skill) 1828 if (!spell_skill)
1779 { 1829 {
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1830 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1781 return; 1831 return;
1782 } 1832 }
1783 1833
1784 if (spell_skill->level < spell->level) 1834 if (spell_skill->level < spell->level)
1785 { 1835 {
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); 1836 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1787 return; 1837 return;
1788 } 1838 }
1789 } 1839 }
1790 1840
1791 /* Logic as follows 1841 /* Logic as follows
1800 * Overall, chances are the same but a player will find having a high 1850 * Overall, chances are the same but a player will find having a high
1801 * literacy rate very useful! -b.t. 1851 * literacy rate very useful! -b.t.
1802 */ 1852 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1853 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 { 1854 {
1805 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1855 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)); 1856 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 } 1857 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1858 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]) 1859 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810 { 1860 {
1811 1861 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); 1862 do_learn_spell (op, spell, 0);
1814 1863
1815 /* xp gain to literacy for spell learning */ 1864 /* xp gain to literacy for spell learning */
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1865 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1866 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 } 1867 }
1819 else 1868 else
1820 { 1869 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1870 op->contr->play_sound (sound_find ("fumble_spell"));
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1871 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 } 1872 }
1824 1873
1825 decrease_ob (tmp); 1874 tmp->decrease ();
1826} 1875}
1827 1876
1828/** 1877/**
1829 * Handles applying a spell scroll. 1878 * Handles applying a spell scroll.
1830 */ 1879 */
1833{ 1882{
1834 object *skop; 1883 object *skop;
1835 1884
1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1885 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 { 1886 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1887 op->failmsg ("You are unable to read while blind.");
1839 return; 1888 return;
1840 } 1889 }
1841 1890
1842 if (!tmp->inv || tmp->inv->type != SPELL) 1891 if (!tmp->inv || tmp->inv->type != SPELL)
1843 { 1892 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1893 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1845 return; 1894 return;
1846 } 1895 }
1847 1896
1848 if (op->type == PLAYER) 1897 if (op->type == PLAYER)
1849 { 1898 {
1855 */ 1904 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1905 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 1906
1858 if (!skop) 1907 if (!skop)
1859 { 1908 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1909 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1861 return; 1910 return;
1862 } 1911 }
1863 1912
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1913 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0); 1914 change_exp (op, exp_gain, skop->skill, 0);
1866 } 1915 }
1867 1916
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1917 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1918 identify (tmp);
1870 1919
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1920 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1872
1873 1921
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1922 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1923 tmp->decrease ();
1876} 1924}
1877 1925
1878/** 1926/**
1879 * Applies a treasure object - by default, chest. op 1927 * Applies a treasure object - by default, chest. op
1880 * is the person doing the applying, tmp is the treasure 1928 * is the person doing the applying, tmp is the treasure
1881 * chest. 1929 * chest.
1882 */ 1930 */
1883static void 1931static void
1884apply_treasure (object *op, object *tmp) 1932apply_treasure (object *op, object *tmp)
1885{ 1933{
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure 1934 /* 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 1935 * 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 1936 * 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 1937 * prevents people from moving chests to more difficult maps to get better
1893 * treasure 1938 * treasure
1894 */ 1939 */
1895
1896 treas = tmp->inv; 1940 object *treas = tmp->inv;
1897 if (treas == NULL) 1941
1942 if (!treas)
1898 { 1943 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1944 op->statusmsg ("The chest was empty.");
1900 decrease_ob (tmp); 1945 tmp->decrease ();
1901 return; 1946 return;
1902 } 1947 }
1948
1903 while (tmp->inv) 1949 while (tmp->inv)
1904 { 1950 {
1905 treas = tmp->inv; 1951 treas = tmp->inv;
1906
1907 treas->remove (); 1952 treas->remove ();
1908 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1909 1953
1910 treas->x = op->x; 1954 treas->x = op->x;
1911 treas->y = op->y; 1955 treas->y = op->y;
1912 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1956 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1913 1957
1914 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1958 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1915 spring_trap (treas, op); 1959 spring_trap (treas, op);
1916 1960
1917 /* If either player or container was destroyed, no need to do 1961 /* If either player or container was destroyed, no need to do
1918 * further processing. I think this should be enclused with 1962 * further processing. I think this should be enclused with
1919 * spring trap above, as I don't think there is otherwise 1963 * spring trap above, as I don't think there is otherwise
1920 * any way for the treasure chest or player to get killed 1964 * any way for the treasure chest or player to get killed.
1921 */ 1965 */
1922 if (op->destroyed () || tmp->destroyed ()) 1966 if (op->destroyed () || tmp->destroyed ())
1923 break; 1967 break;
1924 } 1968 }
1925 1969
1926 if (!tmp->destroyed () && tmp->inv == NULL) 1970 if (!tmp->destroyed () && !tmp->inv)
1927 decrease_ob (tmp); 1971 tmp->decrease ();
1928
1929} 1972}
1930 1973
1931/** 1974/**
1932 * op eats food. 1975 * op eats food.
1933 * If player, takes care of messages and dragon special food. 1976 * If player, takes care of messages and dragon special food.
1948 { 1991 {
1949 /* usual case - no dragon meal: */ 1992 /* usual case - no dragon meal: */
1950 if (op->stats.food + tmp->stats.food > 999) 1993 if (op->stats.food + tmp->stats.food > 999)
1951 { 1994 {
1952 if (tmp->type == FOOD || tmp->type == FLESH) 1995 if (tmp->type == FOOD || tmp->type == FLESH)
1953 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1996 op->failmsg ("You feel full, but what a waste of food!");
1954 else 1997 else
1955 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1998 op->statusmsg ("Most of the drink goes down your face not your throat!");
1956 } 1999 }
2000
2001 tmp->play_sound (
2002 tmp->sound
2003 ? tmp->sound
2004 : tmp->type == DRINK
2005 ? sound_find ("eat_drink")
2006 : sound_find ("eat_food")
2007 );
1957 2008
1958 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2009 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1959 { 2010 {
1960 char buf[MAX_BUF]; 2011 const char *buf;
1961 2012
1962 if (!is_dragon_pl (op)) 2013 if (!is_dragon_pl (op))
1963 { 2014 {
1964 /* eating message for normal players */ 2015 /* eating message for normal players */
1965 if (tmp->type == DRINK) 2016 if (tmp->type == DRINK)
1966 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2017 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1967 else 2018 else
1968 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2019 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1969 } 2020 }
1970 else 2021 else
1971 {
1972 /* eating message for dragon players */ 2022 /* eating message for dragon players */
1973 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2023 buf = format ("The %s tasted terrible!", &tmp->name);
1974 }
1975 2024
1976 new_draw_info (NDI_UNIQUE, 0, op, buf); 2025 op->statusmsg (buf);
2026
1977 capacity_remaining = 999 - op->stats.food; 2027 capacity_remaining = 999 - op->stats.food;
1978 op->stats.food += tmp->stats.food; 2028 op->stats.food += tmp->stats.food;
1979 if (capacity_remaining < tmp->stats.food) 2029 if (capacity_remaining < tmp->stats.food)
1980 op->stats.hp += capacity_remaining / 50; 2030 op->stats.hp += capacity_remaining / 50;
1981 else 2031 else
1982 op->stats.hp += tmp->stats.food / 50; 2032 op->stats.hp += tmp->stats.food / 50;
2033
1983 if (op->stats.hp > op->stats.maxhp) 2034 if (op->stats.hp > op->stats.maxhp)
1984 op->stats.hp = op->stats.maxhp; 2035 op->stats.hp = op->stats.maxhp;
1985 if (op->stats.food > 999) 2036 if (op->stats.food > 999)
1986 op->stats.food = 999; 2037 op->stats.food = 999;
1987 } 2038 }
1989 /* special food hack -b.t. */ 2040 /* special food hack -b.t. */
1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2041 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1991 eat_special_food (op, tmp); 2042 eat_special_food (op, tmp);
1992 } 2043 }
1993 } 2044 }
2045
1994 handle_apply_yield (tmp); 2046 handle_apply_yield (tmp);
1995 decrease_ob (tmp); 2047 tmp->decrease ();
1996} 2048}
1997 2049
1998/** 2050/**
1999 * A dragon is eating some flesh. If the flesh contains resistances, 2051 * A dragon is eating some flesh. If the flesh contains resistances,
2000 * there is a chance for the dragon's skin to get improved. 2052 * there is a chance for the dragon's skin to get improved.
2010{ 2062{
2011 object *skin = NULL; /* pointer to dragon skin force */ 2063 object *skin = NULL; /* pointer to dragon skin force */
2012 object *abil = NULL; /* pointer to dragon ability force */ 2064 object *abil = NULL; /* pointer to dragon ability force */
2013 object *tmp = NULL; /* tmp. object */ 2065 object *tmp = NULL; /* tmp. object */
2014 2066
2015 char buf[MAX_BUF]; /* tmp. string buffer */
2016 double chance; /* improvement-chance of one resistance type */ 2067 double chance; /* improvement-chance of one resistance type */
2017 double totalchance = 1; /* total chance of gaining one resistance */ 2068 double totalchance = 1; /* total chance of gaining one resistance */
2018 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2069 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2019 double mbonus = 0; /* monster bonus */ 2070 double mbonus = 0; /* monster bonus */
2020 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2071 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2025 if (meal->type != FLESH || !is_dragon_pl (op)) 2076 if (meal->type != FLESH || !is_dragon_pl (op))
2026 return 0; 2077 return 0;
2027 2078
2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2079 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2029 from the player's inventory */ 2080 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) 2081 for (tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == FORCE) 2082 if (tmp->type == FORCE)
2035 if (tmp->arch->name == dragon_skin_force) 2083 if (tmp->arch->archname == shstr_dragon_skin_force)
2036 skin = tmp; 2084 skin = tmp;
2037 else if (tmp->arch->name == dragon_ability_force) 2085 else if (tmp->arch->archname == shstr_dragon_ability_force)
2038 abil = tmp; 2086 abil = tmp;
2039 2087
2040 /* if either skin or ability are missing, this is an old player 2088 /* if either skin or ability are missing, this is an old player
2041 which is not to be considered a dragon -> bail out */ 2089 which is not to be considered a dragon -> bail out */
2042 if (skin == NULL || abil == NULL) 2090 if (skin == NULL || abil == NULL)
2045 /* now start by filling stomache and health, according to food-value */ 2093 /* now start by filling stomache and health, according to food-value */
2046 if ((999 - op->stats.food) < meal->stats.food) 2094 if ((999 - op->stats.food) < meal->stats.food)
2047 op->stats.hp += (999 - op->stats.food) / 50; 2095 op->stats.hp += (999 - op->stats.food) / 50;
2048 else 2096 else
2049 op->stats.hp += meal->stats.food / 50; 2097 op->stats.hp += meal->stats.food / 50;
2098
2050 if (op->stats.hp > op->stats.maxhp) 2099 if (op->stats.hp > op->stats.maxhp)
2051 op->stats.hp = op->stats.maxhp; 2100 op->stats.hp = op->stats.maxhp;
2052 2101
2053 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2102 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2054 2103
2099 } 2148 }
2100 } 2149 }
2101 2150
2102 /* inverse totalchance as until now we have the failure-chance */ 2151 /* inverse totalchance as until now we have the failure-chance */
2103 totalchance = 100 - totalchance * 100; 2152 totalchance = 100 - totalchance * 100;
2153
2104 /* print message according to totalchance */ 2154 /* print message according to totalchance */
2155 const char *buf;
2105 if (totalchance > 50.) 2156 if (totalchance > 50.)
2106 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2157 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2107 else if (totalchance > 10.) 2158 else if (totalchance > 10.)
2108 sprintf (buf, "The %s tasted very good.", &meal->name); 2159 buf = format ("The %s tasted very good.", &meal->name);
2109 else if (totalchance > 1.) 2160 else if (totalchance > 1.)
2110 sprintf (buf, "The %s tasted good.", &meal->name); 2161 buf = format ("The %s tasted good.", &meal->name);
2111 else if (totalchance > 0.1) 2162 else if (totalchance > 0.1)
2112 sprintf (buf, "The %s tasted bland.", &meal->name); 2163 buf = format ("The %s tasted bland.", &meal->name);
2113 else if (totalchance >= 0.01) 2164 else if (totalchance >= 0.01)
2114 sprintf (buf, "The %s had a boring taste.", &meal->name); 2165 buf = format ("The %s had a boring taste.", &meal->name);
2115 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2166 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2116 sprintf (buf, "The %s tasted strange.", &meal->name); 2167 buf = format ("The %s tasted strange.", &meal->name);
2117 else 2168 else
2118 sprintf (buf, "The %s had no taste.", &meal->name); 2169 buf = format ("The %s had no taste.", &meal->name);
2119 new_draw_info (NDI_UNIQUE, 0, op, buf); 2170
2171 op->statusmsg (buf);
2120 2172
2121 /* now choose a winner if we have any */ 2173 /* now choose a winner if we have any */
2122 i = -1; 2174 i = -1;
2123 if (winners > 0) 2175 if (winners > 0)
2124 i = atnr_winner[RANDOM () % winners]; 2176 i = atnr_winner[RANDOM () % winners];
2127 { 2179 {
2128 /* resistance increased! */ 2180 /* resistance increased! */
2129 skin->resist[i]++; 2181 skin->resist[i]++;
2130 op->update_stats (); 2182 op->update_stats ();
2131 2183
2132 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2184 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 } 2185 }
2135 2186
2136 /* if this flesh contains a new ability focus, we mark it 2187 /* if this flesh contains a new ability focus, we mark it
2137 into the ability_force and it will take effect on next level */ 2188 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) 2189 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2139 { 2190 {
2140 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2191 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2141 2192
2142 if (meal->last_eat != abil->stats.exp) 2193 if (meal->last_eat != abil->stats.exp)
2194 op->statusmsg (format (
2195 "Your metabolism prepares to focus on %s!\n"
2196 "The change will happen at level %d.",
2197 change_resist_msg[meal->last_eat],
2198 abil->level + 1
2143 { 2199 ));
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 2200 else
2150 { 2201 {
2151 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2202 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; 2203 abil->last_eat = 0;
2154 } 2204 }
2155 } 2205 }
2206
2156 return 1; 2207 return 1;
2157} 2208}
2158 2209
2159/** 2210/**
2160 * Handles applying an improve armor scroll. 2211 * Handles applying an improve armor scroll.
2163static void 2214static void
2164apply_armour_improver (object *op, object *tmp) 2215apply_armour_improver (object *op, object *tmp)
2165{ 2216{
2166 object *armor; 2217 object *armor;
2167 2218
2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2219 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2169 { 2220 {
2170 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2221 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2171 return; 2222 return;
2172 } 2223 }
2173 2224
2174 armor = find_marked_object (op); 2225 armor = find_marked_object (op);
2175 2226
2176 if (!armor) 2227 if (!armor)
2177 { 2228 {
2178 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2229 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2179 return; 2230 return;
2180 } 2231 }
2181 2232
2182 if (armor->type != ARMOUR 2233 if (armor->type != ARMOUR
2183 && armor->type != CLOAK 2234 && armor->type != CLOAK
2184 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2235 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2185 { 2236 {
2186 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2237 op->failmsg ("Your marked item is not armour!\n");
2187 return; 2238 return;
2188 } 2239 }
2189 2240
2190 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2241 op->statusmsg ("Applying armour enchantment.");
2191 improve_armour (op, tmp, armor); 2242 improve_armour (op, tmp, armor);
2192} 2243}
2193 2244
2194extern void 2245extern void
2195apply_poison (object *op, object *tmp) 2246apply_poison (object *op, object *tmp)
2196{ 2247{
2197 if (op->type == PLAYER) 2248 if (op->type == PLAYER)
2198 { 2249 {
2199 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2250 op->contr->play_sound (sound_find ("drink_poison"));
2200 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2251 op->failmsg ("Yech! That tasted poisonous!");
2201 strcpy (op->contr->killer, "poisonous booze"); 2252 strcpy (op->contr->killer, "poisonous booze");
2202 } 2253 }
2254
2203 if (tmp->stats.hp > 0) 2255 if (tmp->stats.hp > 0)
2204 { 2256 {
2205 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2257 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); 2258 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2207 } 2259 }
2260
2208 op->stats.food -= op->stats.food / 4; 2261 op->stats.food -= op->stats.food / 4;
2209 handle_apply_yield (tmp); 2262 handle_apply_yield (tmp);
2210 decrease_ob (tmp); 2263 tmp->decrease ();
2211} 2264}
2212 2265
2213/** 2266/**
2214 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2267 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2215 * A valid 2 way exit means: 2268 * A valid 2 way exit means:
2230 2283
2231#if 0 //TODO 2284#if 0 //TODO
2232 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2285 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2233 return 0; /* This is a reset town portal */ 2286 return 0; /* This is a reset town portal */
2234#endif 2287#endif
2288
2289 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2235 2290
2236 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2291 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2237 2292
2238 if (exitmap) 2293 if (exitmap)
2239 { 2294 {
2322 2377
2323 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2378 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2324 { 2379 {
2325 if (op->type == PLAYER) 2380 if (op->type == PLAYER)
2326 { 2381 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2382 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2328 return 1; 2383 return 1;
2329 } 2384 }
2330 else 2385 else
2331 return 0; /* monsters just skip unpaid items */ 2386 return 0; /* monsters just skip unpaid items */
2332 } 2387 }
2335 return RESULT_INT (0); 2390 return RESULT_INT (0);
2336 2391
2337 switch (tmp->type) 2392 switch (tmp->type)
2338 { 2393 {
2339 case CF_HANDLE: 2394 case CF_HANDLE:
2340 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2395 op->play_sound (sound_find ("turn_handle"));
2341 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2396 op->statusmsg ("You turn the handle.");
2342 tmp->value = tmp->value ? 0 : 1; 2397 tmp->value = tmp->value ? 0 : 1;
2343 SET_ANIMATION (tmp, tmp->value); 2398 SET_ANIMATION (tmp, tmp->value);
2344 update_object (tmp, UP_OBJ_FACE); 2399 update_object (tmp, UP_OBJ_FACE);
2345 push_button (tmp); 2400 push_button (tmp);
2346 return 1; 2401 return 1;
2347 2402
2348 case TRIGGER: 2403 case TRIGGER:
2349 if (check_trigger (tmp, op)) 2404 if (check_trigger (tmp, op))
2350 { 2405 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2406 op->statusmsg ("You turn the handle.");
2352 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2407 op->play_sound (sound_find ("turn_handle"));
2353 } 2408 }
2354 else 2409 else
2355 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2410 op->failmsg ("The handle doesn't move.");
2356 2411
2357 return 1; 2412 return 1;
2358 2413
2359 case EXIT: 2414 case EXIT:
2360 if (op->type != PLAYER) 2415 if (op->type != PLAYER)
2361 return 0; 2416 return 0;
2362 2417
2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2418 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)); 2419 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2365 else 2420 else
2366 { 2421 {
2367 /* Don't display messages for random maps. */ 2422 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2423 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2424 op->statusmsg (tmp->msg, NDI_NAVY);
2370 2425
2371 op->enter_exit (tmp); 2426 op->enter_exit (tmp);
2372 } 2427 }
2373 2428
2429 return 1;
2430
2431 case INSCRIBABLE:
2432 op->statusmsg (tmp->msg);
2433 // maybe show a spell menu to chose from or something like that
2374 return 1; 2434 return 1;
2375 2435
2376 case SIGN: 2436 case SIGN:
2377 apply_sign (op, tmp, 0); 2437 apply_sign (op, tmp, 0);
2378 return 1; 2438 return 1;
2487 { 2547 {
2488 char buf[MAX_BUF]; 2548 char buf[MAX_BUF];
2489 timeofday_t tod; 2549 timeofday_t tod;
2490 2550
2491 get_tod (&tod); 2551 get_tod (&tod);
2552 op->play_sound (sound_find ("sound_clock"));
2553 op->statusmsg (format (
2492 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2554 "It is %d minute%s past %d o'clock %s",
2493 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2555 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2494 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2556 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2557 ));
2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1; 2558 return 1;
2498 } 2559 }
2499 else 2560 else
2500 return 0; 2561 return 0;
2501 2562
2540int 2601int
2541player_apply (object *pl, object *op, int aflag, int quiet) 2602player_apply (object *pl, object *op, int aflag, int quiet)
2542{ 2603{
2543 int tmp; 2604 int tmp;
2544 2605
2545 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2606 if (op->env && (pl->move_type & MOVE_FLYING))
2546 { 2607 {
2547 /* player is flying and applying object not in inventory */ 2608 /* player is flying and applying object not in inventory */
2548 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2609 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2549 { 2610 {
2550 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2611 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2551 return 0; 2612 return 0;
2552 } 2613 }
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 } 2614 }
2566 2615
2567 pl->contr->last_used = op; 2616 pl->contr->last_used = op;
2568 2617
2569 tmp = manual_apply (pl, op, aflag); 2618 tmp = manual_apply (pl, op, aflag);
2570 if (!quiet) 2619 if (!quiet)
2571 { 2620 {
2572 if (tmp == 0) 2621 if (tmp == 0)
2573 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2622 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2574 else if (tmp == 2) 2623 else if (tmp == 2)
2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2624 pl->failmsg ("You must get it first!\n");
2576 } 2625 }
2626
2577 return tmp; 2627 return tmp;
2578} 2628}
2579 2629
2580/** 2630/**
2581 * player_apply_below attempts to apply the object 'below' the player. 2631 * player_apply_below attempts to apply the object 'below' the player.
2630{ 2680{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2681 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2682 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2683 return RESULT_INT (0);
2634 2684
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2685 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 2686
2645 switch (op->type) 2687 switch (op->type)
2646 { 2688 {
2647 case SKILL_TOOL: 2689 case SKILL_TOOL:
2648 // unapplying a skill tool should also unapply the skill it governs 2690 // unapplying a skill tool should also unapply the skill it governs
2657 2699
2658 change_abil (who, op); 2700 change_abil (who, op);
2659 break; 2701 break;
2660 2702
2661 case WEAPON: 2703 case WEAPON:
2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2704 if (player *pl = who->contr)
2705 if (op == pl->combat_ob)
2706 {
2707 pl->combat_ob = 0;
2708 who->change_weapon (pl->ranged_ob);
2709 }
2710
2711 who->statusmsg (format ("You unwield %s.", query_name (op)));
2663 2712
2664 change_abil (who, op); 2713 change_abil (who, op);
2665 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2714 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2666 clear_skill (who);
2667 break; 2715 break;
2668 2716
2669 case SKILL: 2717 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) 2718 if (who->contr)
2674 { 2719 {
2675 if (!op->invisible) 2720 if (!op->invisible)
2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2721 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2677 else 2722 else
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2723 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2679 } 2724 }
2680 2725
2681 change_abil (who, op); 2726 change_abil (who, op);
2682 who->chosen_skill = 0;
2683 CLEAR_FLAG (who, FLAG_READY_SKILL); 2727 CLEAR_FLAG (who, FLAG_READY_SKILL);
2684 break; 2728 break;
2685 2729
2686 case ARMOUR: 2730 case ARMOUR:
2687 case HELMET: 2731 case HELMET:
2691 case GLOVES: 2735 case GLOVES:
2692 case AMULET: 2736 case AMULET:
2693 case GIRDLE: 2737 case GIRDLE:
2694 case BRACERS: 2738 case BRACERS:
2695 case CLOAK: 2739 case CLOAK:
2696 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2740 who->statusmsg (format ("You unwear %s.", query_name (op)));
2697 change_abil (who, op); 2741 change_abil (who, op);
2698 break; 2742 break;
2699 2743
2700 case LAMP: 2744 case LAMP:
2701 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2745 {
2746 who->statusmsg (format ("You turn off your %s.", &op->name));
2747
2702 tmp2 = arch_to_object (op->other_arch); 2748 object *tmp2 = arch_to_object (op->other_arch);
2703 tmp2->x = op->x; 2749 tmp2->x = op->x;
2704 tmp2->y = op->y; 2750 tmp2->y = op->y;
2705 tmp2->map = op->map; 2751 tmp2->map = op->map;
2706 tmp2->below = op->below; 2752 tmp2->below = op->below;
2707 tmp2->above = op->above; 2753 tmp2->above = op->above;
2708 tmp2->stats.food = op->stats.food; 2754 tmp2->stats.food = op->stats.food;
2709 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2755 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2710 2756
2711 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2757 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2712 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2758 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2713 2759
2714 if (who->contr) 2760 if (who->contr)
2715 esrv_del_item (who->contr, op->count); 2761 esrv_del_item (who->contr, op->count);
2716 2762
2717 op->destroy (); 2763 op->destroy ();
2718 insert_ob_in_ob (tmp2, who); 2764 insert_ob_in_ob (tmp2, who);
2719 who->update_stats (); 2765 who->update_stats ();
2720 2766
2721 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2767 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2722 { 2768 {
2723 if (who->contr) 2769 if (who->contr)
2724 { 2770 {
2725 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2771 who->failmsg ("Oops, it feels deadly cold!");
2726 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2772 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2727 } 2773 }
2728 } 2774 }
2729 2775
2730 if (who->contr) 2776 if (who->contr)
2731 esrv_send_item (who, tmp2); 2777 esrv_send_item (who, tmp2);
2778 }
2732 2779
2733 return 1; /* otherwise, an attempt to drop causes problems */ 2780 return 1; /* otherwise, an attempt to drop causes problems */
2734 2781
2735 case BOW: 2782 case BOW:
2736 case WAND: 2783 case WAND:
2737 case ROD: 2784 case ROD:
2738 case HORN: 2785 case HORN:
2739 clear_skill (who);
2740
2741 if (who->contr) 2786 if (player *pl = who->contr)
2742 { 2787 {
2743 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2788 if (op == pl->ranged_ob)
2744 2789 {
2745 if (who->contr->ranged_ob == op)
2746 who->contr->ranged_ob = 0; 2790 pl->ranged_ob = 0;
2791 who->change_weapon (pl->combat_ob);
2792 }
2747 2793
2748 if (who->current_weapon == op) 2794 who->statusmsg (format ("You unready %s.", query_name (op)));
2749 who->current_weapon = 0;
2750 } 2795 }
2751 else 2796 else
2752 { 2797 {
2798 who->change_skill (0);
2799
2753 if (op->type == BOW) 2800 if (op->type == BOW)
2754 CLEAR_FLAG (who, FLAG_READY_BOW); 2801 CLEAR_FLAG (who, FLAG_READY_BOW);
2755 else 2802 else
2756 CLEAR_FLAG (who, FLAG_READY_RANGE); 2803 CLEAR_FLAG (who, FLAG_READY_RANGE);
2757 } 2804 }
2758 2805
2759 break; 2806 break;
2760 2807
2761 case BUILDER: 2808 case BUILDER:
2762 if (who->contr) 2809 if (who->contr)
2763 { 2810 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; 2811 break;
2770 2812
2771 default: 2813 default:
2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2814 who->statusmsg (format ("You unapply %s.", query_name (op)));
2773 break; 2815 break;
2774 } 2816 }
2775 2817
2776 who->update_stats (); 2818 who->update_stats ();
2777 2819
2829 * Returns 0 on success, returns 1 if there is some problem. 2871 * Returns 0 on success, returns 1 if there is some problem.
2830 * if aflags is AP_PRINT, we instead print out waht to unapply 2872 * 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 2873 * instead of doing it. This is a lot less code than having
2832 * another function that does just that. 2874 * another function that does just that.
2833 */ 2875 */
2876
2877#define CANNOT_REMOVE_CURSED \
2878 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2879 "Praying over an altar, scrolls of remove curse/damnation, " \
2880 "priests or even other players might help.>"
2881
2834int 2882int
2835unapply_for_ob (object *who, object *op, int aflags) 2883unapply_for_ob (object *who, object *op, int aflags)
2836{ 2884{
2837 if (op->is_range ()) 2885 if (op->is_range ())
2838 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2886 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2839 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2887 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))) 2888 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2841 { 2889 {
2842 if (aflags & AP_PRINT) 2890 if (aflags & AP_PRINT)
2843 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2891 who->failmsg (query_name (tmp));
2844 else 2892 else
2845 unapply_special (who, tmp, aflags); 2893 unapply_special (who, tmp, aflags);
2846 } 2894 }
2847 else 2895 else
2848 { 2896 {
2849 /* In this case, we want to try and remove a cursed item. 2897 /* 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 2898 * While we know it won't work, we want unapply_special to
2851 * at least generate the message. 2899 * at least generate the message.
2852 */ 2900 */
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)); 2901 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; 2902 return 1;
2855 } 2903 }
2856 2904
2857 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2858 { 2906 {
2881 2929
2882 /* If we are just printing, we don't care about cursed status */ 2930 /* 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)))) 2931 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2884 { 2932 {
2885 if (aflags & AP_PRINT) 2933 if (aflags & AP_PRINT)
2886 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2934 who->failmsg (query_name (tmp));
2887 else 2935 else
2888 unapply_special (who, tmp, aflags); 2936 unapply_special (who, tmp, aflags);
2889 } 2937 }
2890 else 2938 else
2891 { 2939 {
2892 /* Cursed item that we can't unequip - tell the player. 2940 /* Cursed item that we can't unequip - tell the player.
2893 * Note this could be annoying if this is just one of a few, 2941 * 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 2942 * so it may not be critical (eg, putting on a ring and you have
2895 * one cursed ring.) 2943 * one cursed ring.)
2896 */ 2944 */
2897 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2945 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2898 } 2946 }
2899 2947
2900 last = tmp->below; 2948 last = tmp->below;
2901 } 2949 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2950 /* 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 3016 /* 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. 3017 * join in with more stuff equipped than they are now allowed.
2970 */ 3018 */
2971 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); 3019 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2972#endif 3020#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; 3021 retval |= CAN_APPLY_NEVER;
2976 } 3022 }
2977 else 3023 else
2978 { 3024 {
2979 /* need to unapply something. However, if this something 3025 /* need to unapply something. However, if this something
3051 * AP_UNAPPLY=always unapply). 3097 * AP_UNAPPLY=always unapply).
3052 * 3098 *
3053 * Optional flags: 3099 * Optional flags:
3054 * AP_NO_MERGE: don't merge an unapplied object with other objects 3100 * AP_NO_MERGE: don't merge an unapplied object with other objects
3055 * AP_IGNORE_CURSE: unapply cursed items 3101 * AP_IGNORE_CURSE: unapply cursed items
3102 * AP_NO_READY: do not ready skills when applying skill tools
3056 * 3103 *
3057 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3104 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3058 * 3105 *
3059 * apply_special() doesn't check for unpaid items. 3106 * apply_special() doesn't check for unpaid items.
3060 */ 3107 */
3108
3109#define LACK_ITEM_POWER \
3110 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3111
3061int 3112int
3062apply_special (object *who, object *op, int aflags) 3113apply_special (object *who, object *op, int aflags)
3063{ 3114{
3064 int basic_flag = aflags & AP_BASIC_FLAGS; 3115 int basic_flag = aflags & AP_BASIC_FLAGS;
3065 object *tmp, *tmp2, *skop = NULL; 3116 object *tmp, *tmp2, *skop = NULL;
3080 if (basic_flag == AP_APPLY) 3131 if (basic_flag == AP_APPLY)
3081 return 0; 3132 return 0;
3082 3133
3083 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3134 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3084 { 3135 {
3085 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3136 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3086 return 1; 3137 return 1;
3087 } 3138 }
3088 3139
3089 return unapply_special (who, op, aflags); 3140 return unapply_special (who, op, aflags);
3090 } 3141 }
3099 { 3150 {
3100 case slot_combat: who->change_weapon (pl->combat_ob); break; 3151 case slot_combat: who->change_weapon (pl->combat_ob); break;
3101 case slot_ranged: who->change_weapon (pl->ranged_ob); break; 3152 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3102 } 3153 }
3103 3154
3155 splay (op);
3156
3104 /* Can't just apply this object. Lets see what not and what to do */ 3157 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 3158 if (int i = can_apply_object (who, op))
3106 { 3159 {
3107 if (i & CAN_APPLY_NEVER) 3160 if (i & CAN_APPLY_NEVER)
3108 { 3161 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3162 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; 3163 return 1;
3111 } 3164 }
3112 else if (i & CAN_APPLY_RESTRICTION) 3165 else if (i & CAN_APPLY_RESTRICTION)
3113 { 3166 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3167 who->failmsg (format (
3168 "You have a prohibition against using a %s. "
3169 "H<Your belief, profession or class prevents you from applying this item.>",
3170 query_name (op)
3171 ));
3115 return 1; 3172 return 1;
3116 } 3173 }
3117 3174
3118 if (who->type != PLAYER) 3175 if (who->type != PLAYER)
3119 { 3176 {
3123 } 3180 }
3124 else 3181 else
3125 { 3182 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3183 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 { 3184 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3185 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3129 unapply_for_ob (who, op, AP_PRINT); 3186 unapply_for_ob (who, op, AP_PRINT);
3130 return 1; 3187 return 1;
3131 } 3188 }
3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3189 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 if (unapply_for_ob (who, op, aflags)) 3190 if (unapply_for_ob (who, op, aflags))
3139 { 3196 {
3140 skop = find_skill_by_name (who, op->skill); 3197 skop = find_skill_by_name (who, op->skill);
3141 3198
3142 if (!skop) 3199 if (!skop)
3143 { 3200 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3201 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3145 return 1; 3202 return 1;
3146 } 3203 }
3147 else 3204 else
3148 /* While experience will be credited properly, we want to change the 3205 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated 3206 * skill so that the dam and wc get updated
3150 */ 3207 */
3151 change_skill (who, skop, 0); 3208 who->change_skill (skop);
3152 } 3209 }
3153 3210
3154 if (who->type == PLAYER 3211 if (who->type == PLAYER
3155 && op->item_power 3212 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3213 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 3214 {
3158 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! " 3215 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; 3216 return 1;
3162 } 3217 }
3163 3218
3164 /* Ok. We are now at the state where we can apply the new object. 3219 /* 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_... 3220 * Note that we don't have the checks for can_use_...
3166 * below - that is already taken care of by can_apply_object. 3221 * below - that is already taken care of by can_apply_object.
3167 */ 3222 */
3168 if (op->nrof > 1) 3223 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3169 tmp = get_split_ob (op, op->nrof - 1);
3170 else
3171 tmp = 0;
3172 3224
3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3225 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174 return RESULT_INT (0); 3226 return RESULT_INT (0);
3175 3227
3176 switch (op->type) 3228 switch (op->type)
3177 { 3229 {
3178 case WEAPON: 3230 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat)) 3231 if (!check_weapon_power (who, op->last_eat))
3180 { 3232 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n" 3233 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 3234
3184 if (tmp) 3235 if (tmp)
3185 insert_ob_in_ob (tmp, who); 3236 insert_ob_in_ob (tmp, who);
3186 3237
3187 return 1; 3238 return 1;
3191 // i.e. "R" can use Ragnarok's sword. 3242 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3243 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 { 3244 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3245 /* 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) */ 3246 /* (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."); 3247 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3197 3248
3198 if (tmp) 3249 if (tmp)
3199 insert_ob_in_ob (tmp, who); 3250 insert_ob_in_ob (tmp, who);
3200 3251
3201 return 1; 3252 return 1;
3202 } 3253 }
3203 3254
3204 if (!skop) 3255 if (!skop)
3205 { 3256 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3257 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3207 return 1; 3258 return 1;
3208 } 3259 }
3209 3260
3210 SET_FLAG (op, FLAG_APPLIED); 3261 SET_FLAG (op, FLAG_APPLIED);
3211 change_skill (who, skop, 1); 3262 who->change_skill (skop);
3212 3263
3213 if (who->contr) 3264 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op); 3265 who->change_weapon (who->contr->combat_ob = op);
3215 3266
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3267 who->statusmsg (format ("You wield %s.", query_name (op)));
3268
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3269 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); 3270 change_abil (who, op);
3222 break; 3271 break;
3223 3272
3224 case ARMOUR: 3273 case ARMOUR:
3225 case HELMET: 3274 case HELMET:
3230 case BRACERS: 3279 case BRACERS:
3231 case CLOAK: 3280 case CLOAK:
3232 case RING: 3281 case RING:
3233 case AMULET: 3282 case AMULET:
3234 SET_FLAG (op, FLAG_APPLIED); 3283 SET_FLAG (op, FLAG_APPLIED);
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3284 who->statusmsg (format ("You wear %s.", query_name (op)));
3236 change_abil (who, op); 3285 change_abil (who, op);
3237 break; 3286 break;
3238 3287
3239 case LAMP: 3288 case LAMP:
3240 if (op->stats.food < 1) 3289 if (op->stats.food < 1)
3241 { 3290 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3291 who->failmsg (format (
3292 "Your %s is out of fuel! "
3293 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3294 &op->name
3295 ));
3243 return 1; 3296 return 1;
3244 } 3297 }
3245 3298
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3299 who->statusmsg (format ("You turn on your %s.", &op->name));
3300
3247 tmp2 = arch_to_object (op->other_arch); 3301 tmp2 = arch_to_object (op->other_arch);
3248 tmp2->stats.food = op->stats.food; 3302 tmp2->stats.food = op->stats.food;
3249 SET_FLAG (tmp2, FLAG_APPLIED); 3303 SET_FLAG (tmp2, FLAG_APPLIED);
3250 3304
3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3305 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3270 who->update_stats (); 3324 who->update_stats ();
3271 3325
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3326 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 if (who->type == PLAYER) 3327 if (who->type == PLAYER)
3274 { 3328 {
3275 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3329 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); 3330 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3277 } 3331 }
3278 3332
3279 if (who->type == PLAYER) 3333 if (who->type == PLAYER)
3280 esrv_send_item (who, tmp2); 3334 esrv_send_item (who, tmp2);
3282 return 0; 3336 return 0;
3283 3337
3284 case SKILL_TOOL: 3338 case SKILL_TOOL:
3285 // applying a skill tool also readies the skill 3339 // applying a skill tool also readies the skill
3286 SET_FLAG (op, FLAG_APPLIED); 3340 SET_FLAG (op, FLAG_APPLIED);
3341
3342 if (!(aflags & AP_NO_READY))
3343 {
3287 skop = find_skill_by_name (who, op->skill); 3344 skop = find_skill_by_name (who, op->skill);
3288 if (!skop->flag [FLAG_APPLIED]) 3345 if (!skop->flag [FLAG_APPLIED])
3289 apply_special (who, skop, AP_APPLY); 3346 apply_special (who, skop, AP_APPLY);
3347 }
3290 break; 3348 break;
3291 3349
3292 case SKILL: 3350 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) 3351 if (player *pl = who->contr)
3300 { 3352 {
3301 if (IS_COMBAT_SKILL (op->subtype)) 3353 if (IS_COMBAT_SKILL (op->subtype))
3302 { 3354 {
3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3355 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3304 { 3356 {
3305 for (object *item = who->inv; item; item = item->below) 3357 for (object *item = who->inv; item; item = item->below)
3306 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3358 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3307 { 3359 {
3360 if (item->skill == op->skill)
3361 {
3308 who->change_weapon (pl->combat_ob = item); 3362 who->change_weapon (pl->combat_ob = item);
3309 goto found_weapon; 3363 goto found_weapon;
3364 }
3310 } 3365 }
3311 3366
3367 who->failmsg (format (
3312 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3368 "You need to apply a '%s' melee weapon before readying this skill. "
3369 "H<Some skills need an item, in this case a melee weapon, to function.>",
3370 &op->skill
3371 ));
3313 return 1; 3372 return 1;
3314 3373
3315 found_weapon:; 3374 found_weapon:;
3316 } 3375 }
3317 else 3376 else
3322 if (skill_flags [op->subtype] & SF_NEED_BOW) 3381 if (skill_flags [op->subtype] & SF_NEED_BOW)
3323 { 3382 {
3324 for (object *item = who->inv; item; item = item->below) 3383 for (object *item = who->inv; item; item = item->below)
3325 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3384 if (item->type == BOW && item->flag [FLAG_APPLIED])
3326 { 3385 {
3386 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item); 3387 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow; 3388 goto found_bow;
3329 } 3389 }
3330 3390
3391 who->failmsg (
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3392 "You need to apply a missile weapon before readying this skill. "
3393 "H<Some skills need an item, in this case a missile weapon, to function.>"
3394 );
3332 return 1; 3395 return 1;
3333 3396
3334 found_bow:; 3397 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 } 3398 }
3351 else 3399 else
3352 who->change_weapon (pl->ranged_ob = op); 3400 who->change_weapon (pl->ranged_ob = op);
3353 } 3401 }
3354 3402
3355 if (!op->invisible) 3403 if (!op->invisible)
3356 { 3404 {
3357 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3405 who->statusmsg (format (
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3406 "You ready %s."
3407 "You can now use the skill: %s.",
3408 query_name (op),
3409 &op->skill
3410 ));
3359 } 3411 }
3360 else 3412 else
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3413 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3362 } 3414 }
3363 3415 else
3416 {
3364 SET_FLAG (op, FLAG_APPLIED); 3417 SET_FLAG (op, FLAG_APPLIED);
3365 change_abil (who, op); 3418 change_abil (who, op);
3366 who->chosen_skill = op; 3419 who->chosen_skill = op;
3367 SET_FLAG (who, FLAG_READY_SKILL); 3420 SET_FLAG (who, FLAG_READY_SKILL);
3421 }
3422
3368 break; 3423 break;
3369 3424
3370 case BOW: 3425 case BOW:
3371 if (!check_weapon_power (who, op->last_eat)) 3426 if (!check_weapon_power (who, op->last_eat))
3372 { 3427 {
3373 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3428 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 3429
3376 if (tmp) 3430 if (tmp)
3377 insert_ob_in_ob (tmp, who); 3431 insert_ob_in_ob (tmp, who);
3378 3432
3379 return 1; 3433 return 1;
3380 } 3434 }
3381 3435
3382 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3436 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3383 { 3437 {
3384 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3438 who->failmsg ("The weapon does not recognize you as its owner. "
3439 "H<Its name indicates that it belongs to somebody else.>");
3385 if (tmp) 3440 if (tmp)
3386 insert_ob_in_ob (tmp, who); 3441 insert_ob_in_ob (tmp, who);
3387 3442
3388 return 1; 3443 return 1;
3389 } 3444 }
3394 case HORN: 3449 case HORN:
3395 /* check for skill, alter player status */ 3450 /* check for skill, alter player status */
3396 3451
3397 if (!skop) 3452 if (!skop)
3398 { 3453 {
3399 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3454 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3400 return 1; 3455 return 1;
3401 } 3456 }
3402 3457
3403 SET_FLAG (op, FLAG_APPLIED); 3458 SET_FLAG (op, FLAG_APPLIED);
3404 change_skill (who, skop, 0); 3459 who->change_skill (skop);
3405 3460
3406 if (who->contr) 3461 if (who->contr)
3407 { 3462 {
3408 who->contr->ranged_ob = op; 3463 who->contr->ranged_ob = op;
3409 3464
3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3465 who->statusmsg (format ("You ready %s.", query_name (op)));
3411 3466
3412 if (op->type == BOW) 3467 if (op->type == BOW)
3413 { 3468 {
3414 who->current_weapon = op; 3469 who->current_weapon = op;
3415 change_abil (who, op); 3470 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)); 3471 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3418 } 3472 }
3419 } 3473 }
3420 else 3474 else
3421 { 3475 {
3422 if (op->type == BOW) 3476 if (op->type == BOW)
3428 break; 3482 break;
3429 3483
3430 case BUILDER: 3484 case BUILDER:
3431 if (who->type == PLAYER) 3485 if (who->type == PLAYER)
3432 { 3486 {
3487 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3433 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3488 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3434 unapply_special (who, who->contr->ranged_ob, 0); 3489 unapply_special (who, who->contr->ranged_ob, 0);
3435 3490
3436 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3491 who->statusmsg (format ("You ready your %s.", query_name (op)));
3437 3492
3438 who->contr->ranged_ob = op; 3493 who->contr->ranged_ob = op;
3439 } 3494 }
3440 break; 3495 break;
3441 3496
3442 default: 3497 default:
3443 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3498 who->statusmsg (format ("You apply %s.", query_name (op)));
3444 } /* end of switch op->type */ 3499 }
3445 3500
3446 SET_FLAG (op, FLAG_APPLIED); 3501 SET_FLAG (op, FLAG_APPLIED);
3447 3502
3448 if (tmp) 3503 if (tmp)
3449 tmp = insert_ob_in_ob (tmp, who); 3504 tmp = insert_ob_in_ob (tmp, who);
3456 */ 3511 */
3457 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3512 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3458 SET_FLAG (op, FLAG_BEEN_APPLIED); 3513 SET_FLAG (op, FLAG_BEEN_APPLIED);
3459 3514
3460 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3515 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3461 {
3462 if (who->type == PLAYER) 3516 if (who->type == PLAYER)
3463 { 3517 {
3464 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3518 who->failmsg (
3519 "Oops, it feels deadly cold! "
3520 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3521 );
3465 SET_FLAG (op, FLAG_KNOWN_CURSED); 3522 SET_FLAG (op, FLAG_KNOWN_CURSED);
3466 } 3523 }
3467 }
3468 3524
3469 if (who->type == PLAYER) 3525 if (who->type == PLAYER)
3470 { 3526 {
3471 /* if multiple objects were applied, update both slots */ 3527 /* if multiple objects were applied, update both slots */
3472 if (tmp) 3528 if (tmp)
3481int 3537int
3482monster_apply_special (object *who, object *op, int aflags) 3538monster_apply_special (object *who, object *op, int aflags)
3483{ 3539{
3484 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3540 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3485 return 1; 3541 return 1;
3542
3486 return apply_special (who, op, aflags); 3543 return apply_special (who, op, aflags);
3487} 3544}
3488 3545
3489/** 3546/**
3490 * Map was just loaded, handle op's initialisation. 3547 * Map was just loaded, handle op's initialisation.
3707 { 3764 {
3708 if (QUERY_FLAG (food, FLAG_CURSED)) 3765 if (QUERY_FLAG (food, FLAG_CURSED))
3709 { 3766 {
3710 assign (who->contr->killer, food->name); 3767 assign (who->contr->killer, food->name);
3711 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3768 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3712 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3769 who->failmsg ("Eck!...that was poisonous!");
3713 } 3770 }
3714 else 3771 else
3715 { 3772 {
3716 if (food->stats.hp > 0) 3773 if (food->stats.hp > 0)
3717 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3774 who->statusmsg ("You begin to feel better.");
3718 else 3775 else
3719 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3776 who->failmsg ("Eck!...that was poisonous!");
3777
3720 who->stats.hp += food->stats.hp; 3778 who->stats.hp += food->stats.hp;
3721 } 3779 }
3722 } 3780 }
3723 if (food->stats.sp != 0) 3781 if (food->stats.sp != 0)
3724 { 3782 {
3725 if (QUERY_FLAG (food, FLAG_CURSED)) 3783 if (QUERY_FLAG (food, FLAG_CURSED))
3726 { 3784 {
3727 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3785 who->failmsg ("You are drained of mana!");
3728 who->stats.sp -= food->stats.sp; 3786 who->stats.sp -= food->stats.sp;
3729 if (who->stats.sp < 0) 3787 if (who->stats.sp < 0)
3730 who->stats.sp = 0; 3788 who->stats.sp = 0;
3731 } 3789 }
3732 else 3790 else
3733 { 3791 {
3734 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3792 who->statusmsg ("You feel a rush of magical energy!");
3735 who->stats.sp += food->stats.sp; 3793 who->stats.sp += food->stats.sp;
3736 /* place limit on max sp from food? */ 3794 /* place limit on max sp from food? */
3737 } 3795 }
3738 } 3796 }
3797
3739 who->update_stats (); 3798 who->update_stats ();
3740} 3799}
3741 3800
3742/** 3801/**
3743 * Designed primarily to light torches/lanterns/etc. 3802 * Designed primarily to light torches/lanterns/etc.
3770 } 3829 }
3771 else 3830 else
3772 lighter->stats.food--; 3831 lighter->stats.food--;
3773 } 3832 }
3774 else if (lighter->last_eat) 3833 else if (lighter->last_eat)
3834 {
3775 { /* no charges left in lighter */ 3835 /* 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); 3836 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3777 return; 3837 return;
3778 } 3838 }
3779 3839
3780 /* Perhaps we should split what we are trying to light on fire? 3840 /* 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 3841 * I can't see many times when you would want to light multiple
3787 3847
3788 save_throw_object (item, AT_FIRE, who); 3848 save_throw_object (item, AT_FIRE, who);
3789 3849
3790 if (item->destroyed ()) 3850 if (item->destroyed ())
3791 { 3851 {
3792 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3852 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 3853 /* Need to update the player so that the players glow radius
3794 * gets changed. 3854 * gets changed.
3795 */ 3855 */
3796 if (is_player_env) 3856 if (is_player_env)
3797 who->update_stats (); 3857 who->update_stats ();
3798 } 3858 }
3799 else 3859 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); 3860 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3801 } 3861 }
3802 else /* nothing to light */ 3862 else
3803 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3863 who->failmsg ("You need to mark a lightable object.");
3804
3805} 3864}
3806 3865
3807/** 3866/**
3808 * op made some mistake with a scroll, this takes care of punishment. 3867 * op made some mistake with a scroll, this takes care of punishment.
3809 * scroll_failure()- hacked directly from spell_failure 3868 * scroll_failure()- hacked directly from spell_failure
3816 3875
3817 if (failure <= -1 && failure > -15) 3876 if (failure <= -1 && failure > -15)
3818 { /* wonder */ 3877 { /* wonder */
3819 object *tmp; 3878 object *tmp;
3820 3879
3821 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3880 op->failmsg ("Your spell warps!");
3822 tmp = get_archetype (SPELL_WONDER); 3881 tmp = get_archetype (SPELL_WONDER);
3823 cast_wonder (op, op, 0, tmp); 3882 cast_wonder (op, op, 0, tmp);
3824 tmp->destroy (); 3883 tmp->destroy ();
3825 } 3884 }
3826 else if (failure <= -15 && failure > -35) 3885 else if (failure <= -15 && failure > -35)
3827 { /* drain mana */ 3886 { /* drain mana */
3828 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3887 op->failmsg ("Your mana is drained!");
3829 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3888 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3830 if (op->stats.sp < 0) 3889 if (op->stats.sp < 0)
3831 op->stats.sp = 0; 3890 op->stats.sp = 0;
3832 } 3891 }
3833 else if (settings.spell_failure_effects == TRUE) 3892 else if (settings.spell_failure_effects == TRUE)
3834 { 3893 {
3835 if (failure <= -35 && failure > -60) 3894 if (failure <= -35 && failure > -60)
3836 { /* confusion */ 3895 { /* confusion */
3837 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3896 op->failmsg ("The magic recoils on you!");
3838 confuse_player (op, op, power); 3897 confuse_player (op, op, power);
3839 } 3898 }
3840 else if (failure <= -60 && failure > -70) 3899 else if (failure <= -60 && failure > -70)
3841 { /* paralysis */ 3900 { /* paralysis */
3842 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3901 op->failmsg ("The magic recoils and paralyzes you!");
3843 paralyze_player (op, op, power); 3902 paralyze_player (op, op, power);
3844 } 3903 }
3845 else if (failure <= -70 && failure > -80) 3904 else if (failure <= -70 && failure > -80)
3846 { /* blind */ 3905 { /* blind */
3847 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3906 op->failmsg ("The magic recoils on you!");
3848 blind_player (op, op, power); 3907 blind_player (op, op, power);
3849 } 3908 }
3850 else if (failure <= -80) 3909 else if (failure <= -80)
3851 { /* blast the immediate area */ 3910 { /* blast the immediate area */
3852 object *tmp = get_archetype (LOOSE_MANA); 3911 object *tmp = get_archetype (LOOSE_MANA);
3853 cast_magic_storm (op, tmp, power); 3912 cast_magic_storm (op, tmp, power);
3854 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3913 op->failmsg ("You unleash uncontrolled mana!");
3855 tmp->destroy (); 3914 tmp->destroy ();
3856 } 3915 }
3857 } 3916 }
3858} 3917}
3859 3918
3879 */ 3938 */
3880 int i, j; 3939 int i, j;
3881 3940
3882 for (i = 0; i < NUM_STATS; i++) 3941 for (i = 0; i < NUM_STATS; i++)
3883 { 3942 {
3884 int race_bonus = pl->arch->clone.stats.stat (i); 3943 int race_bonus = pl->arch->stats.stat (i);
3885 sint8 stat = stats->stat (i) + ns->stat (i); 3944 sint8 stat = stats->stat (i) + ns->stat (i);
3886 3945
3887 if (stat > 20 + race_bonus) 3946 if (stat > 20 + race_bonus)
3888 { 3947 {
3889 excess_stat++; 3948 excess_stat++;
3899 3958
3900 if (i == CHA) 3959 if (i == CHA)
3901 continue; /* exclude cha from this */ 3960 continue; /* exclude cha from this */
3902 3961
3903 int stat = stats->stat (i); 3962 int stat = stats->stat (i);
3904 int race_bonus = pl->arch->clone.stats.stat (i); 3963 int race_bonus = pl->arch->stats.stat (i);
3905 if (stat < 20 + race_bonus) 3964 if (stat < 20 + race_bonus)
3906 { 3965 {
3907 change_attr_value (stats, i, 1); 3966 change_attr_value (stats, i, 1);
3908 excess_stat--; 3967 excess_stat--;
3909 } 3968 }
3966 char got[MAX_BUF]; 4025 char got[MAX_BUF];
3967 int len; 4026 int len;
3968 4027
3969 if (!pl || !transformer) 4028 if (!pl || !transformer)
3970 return; 4029 return;
4030
3971 marked = find_marked_object (pl); 4031 marked = find_marked_object (pl);
4032
3972 if (!marked) 4033 if (!marked)
3973 { 4034 {
3974 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4035 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3975 return; 4036 return;
3976 } 4037 }
4038
3977 if (!marked->slaying) 4039 if (!marked->slaying)
3978 { 4040 {
3979 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4041 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3980 return; 4042 return;
3981 } 4043 }
4044
3982 /* check whether they are compatible or not */ 4045 /* check whether they are compatible or not */
3983 find = strstr (marked->slaying, transformer->arch->name); 4046 find = strstr (marked->slaying, transformer->arch->archname);
3984 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4047 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3985 { 4048 {
3986 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4049 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3987 return; 4050 return;
3988 } 4051 }
4052
3989 find += strlen (transformer->arch->name) + 1; 4053 find += strlen (transformer->arch->archname) + 1;
3990 /* Item can be used, now find how many and what it yields */ 4054 /* Item can be used, now find how many and what it yields */
3991 if (isdigit (*(find))) 4055 if (isdigit (*(find)))
3992 { 4056 {
3993 yield = atoi (find); 4057 yield = atoi (find);
3994 if (yield < 1) 4058 if (yield < 1)
4000 else 4064 else
4001 yield = 1; 4065 yield = 1;
4002 4066
4003 while (isdigit (*find)) 4067 while (isdigit (*find))
4004 find++; 4068 find++;
4069
4005 while (*find == ' ') 4070 while (*find == ' ')
4006 find++; 4071 find++;
4072
4007 memset (got, 0, MAX_BUF); 4073 memset (got, 0, MAX_BUF);
4074
4008 if ((separator = strchr (find, ';')) != NULL) 4075 if ((separator = strchr (find, ';')) != NULL)
4009 {
4010 len = separator - find; 4076 len = separator - find;
4011 }
4012 else 4077 else
4013 {
4014 len = strlen (find); 4078 len = strlen (find);
4015 } 4079
4016 if (len > MAX_BUF - 1) 4080 if (len > MAX_BUF - 1)
4017 len = MAX_BUF - 1; 4081 len = MAX_BUF - 1;
4082
4018 strcpy (got, find); 4083 strcpy (got, find);
4019 got[len] = '\0'; 4084 got[len] = '\0';
4020 4085
4021 /* Now create new item, remove used ones when required. */ 4086 /* Now create new item, remove used ones when required. */
4022 new_item = get_archetype (got); 4087 new_item = get_archetype (got);
4023 if (!new_item) 4088 if (!new_item)
4024 { 4089 {
4025 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4090 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4026 return; 4091 return;
4027 } 4092 }
4028 4093
4029 new_item->nrof = yield; 4094 new_item->nrof = yield;
4095
4030 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4096 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4097
4031 insert_ob_in_ob (new_item, pl); 4098 insert_ob_in_ob (new_item, pl);
4032 esrv_send_inventory (pl, pl); 4099 esrv_send_inventory (pl, pl);
4033 /* Eat up one item */ 4100 /* Eat up one item */
4034 decrease_ob_nr (marked, 1); 4101 marked->decrease ();
4102
4035 /* Eat one transformer if needed */ 4103 /* Eat one transformer if needed */
4036 if (transformer->stats.food) 4104 if (transformer->stats.food)
4037 if (--transformer->stats.food == 0) 4105 if (--transformer->stats.food == 0)
4038 decrease_ob_nr (transformer, 1); 4106 transformer->decrease ();
4039} 4107}
4108

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