ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.106 by root, Sat May 19 00:11:12 2007 UTC vs.
Revision 1.133 by root, Thu Sep 27 01:25:05 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <cmath> 24#include <cmath>
26 25
69 68
70 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 70 * name or race that matches.
72 */ 71 */
73 if ((op->race) && 72 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1; 76 return 1;
78 77
79 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 79 * of arch, name, or race match.
81 */ 80 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 84 return 1;
86 85
87 return 0; 86 return 0;
93 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
94 */ 93 */
95static int 94static int
96apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
97{ 96{
98 object *id, *marked; 97 dynbuf_text buf;
99 int success = 0;
100 98
101 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
102 return 0; 100 return 0;
103 101
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
106 */ 104 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108 return 0; 106 return 0;
109 107
110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
112 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
113 */ 110 */
111 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 113 {
116 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
117 { 115 {
118 identify (marked); 116 identify (marked);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
120 if (marked->msg) 119 if (marked->msg)
121 { 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
124 } 123 }
125 return money == NULL;
126 } 124 }
127 }
128 125
129 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
130 { 127 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 { 129 {
133 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
134 { 131 {
135 identify (id); 132 identify (id);
136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
137 if (id->msg) 135 if (id->msg)
138 { 136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
145 break; 140 break;
146 } 141 }
147 else 142 else
148 { 143 {
149 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150 break; 145 break;
151 } 146 }
152 } 147 }
153 } 148 }
154 if (!success) 149
155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
156 return money == NULL; 155 return !money;
157} 156}
158 157
159/** 158/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item. 160 * matching item.
162 **/ 161 **/
163static void 162void
164handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
165{ 164{
166 const char *yield; 165 const char *yield;
167 166
168 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
196 195
197 floor = GET_MAP_OB (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
198 197
199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 { 199 {
201 if (op->type == PLAYER)
202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
203 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0; 203 return 0;
205 } 204 }
206 205
207 if (op->type == PLAYER) 206 if (op->type == PLAYER)
233 232
234 if (depl) 233 if (depl)
235 { 234 {
236 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i)) 236 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 op->statusmsg (restore_msg[i]);
239 238
240 depl->destroy (); 239 depl->destroy ();
241 op->update_stats (); 240 op->update_stats ();
242 } 241 }
243 else 242 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
245 244
246 decrease_ob (tmp); 245 decrease_ob (tmp);
247 return 1; 246 return 1;
248 } 247 }
249 248
250 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 251 {
253 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
254 { 253 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 255 {
257 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
258 { 257 {
259 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
260 break; 259 break;
261 } 260 }
261
262 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
263 { 263 {
264 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
265 break; 265 break;
266 } 266 }
267
267 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
268 { 269 {
269 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
270 break; 271 break;
271 } 272 }
275 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
276 { 277 {
277 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
278 break; 279 break;
279 } 280 }
281
280 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
281 { 283 {
282 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
283 break; 285 break;
284 } 286 }
287
285 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
286 { 289 {
287 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
288 break; 291 break;
289 } 292 }
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 { 301 {
299 if (got_one) 302 if (got_one)
300 { 303 {
301 op->update_stats (); 304 op->update_stats ();
302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 305 op->statusmsg ("The Gods smile upon you and remake you "
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 306 "a little more in their image. "
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
305 } 308 }
306 else 309 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 310 op->statusmsg ("The potion had no effect - you are already perfect.");
308 } 311 }
309 else 312 else
310 { /* cursed potion */ 313 { /* cursed potion */
311 if (got_one) 314 if (got_one)
312 { 315 {
313 op->update_stats (); 316 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
315 } 318 }
316 else 319 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
318 } 321 }
319 322
320 decrease_ob (tmp); 323 decrease_ob (tmp);
321 return 1; 324 return 1;
322 } 325 }
331 { 334 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 { 336 {
334 object *fball; 337 object *fball;
335 338
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
337 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 fball->x = op->x; 345 fball->x = op->x;
344 } 348 }
345 else 349 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 351
348 decrease_ob (tmp); 352 decrease_ob (tmp);
353
349 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats (); 356 op->update_stats ();
357
352 return 1; 358 return 1;
353 } 359 }
354 360
355 /* Deal with protection potions */ 361 /* Deal with protection potions */
356 force = NULL; 362 force = NULL;
358 { 364 {
359 if (tmp->resist[i]) 365 if (tmp->resist[i])
360 { 366 {
361 if (!force) 367 if (!force)
362 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
365 break; /* Only need to find one protection since we copy entire batch */ 372 break; /* Only need to find one protection since we copy entire batch */
366 } 373 }
367 } 374 }
375
368 /* This is a protection potion */ 376 /* This is a protection potion */
369 if (force) 377 if (force)
370 { 378 {
371 /* cursed items last longer */ 379 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
391 { /* only for players */ 399 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 402 else
395 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
396 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
398 } 407 }
399 408
400 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
418static int 427static int
419check_item (object *op, const char *item) 428check_item (object *op, const char *item)
420{ 429{
421 int count = 0; 430 int count = 0;
422 431
423 432 if (!item)
424 if (item == NULL)
425 return 0; 433 return 0;
426 434
427 op = op->below; 435 for (op = op->below; op; op = op->below)
428 while (op != NULL)
429 { 436 {
430 if (strcmp (op->arch->name, item) == 0) 437 if (strcmp (op->arch->archname, item) == 0)
431 { 438 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 441 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++; 443 count++;
437 else 444 else
438 count += op->nrof; 445 count += op->nrof;
439 } 446 }
440 } 447 }
441
442 op = op->below;
443 } 448 }
444 449
445 return count; 450 return count;
446} 451}
447 452
457 object *prev; 462 object *prev;
458 463
459 prev = op; 464 prev = op;
460 op = op->below; 465 op = op->below;
461 466
462 while (op != NULL) 467 while (op)
463 { 468 {
464 if (strcmp (op->arch->name, item) == 0) 469 if (strcmp (op->arch->archname, item) == 0)
465 { 470 {
466 if (op->nrof >= nrof) 471 if (op->nrof >= nrof)
467 { 472 {
468 decrease_ob_nr (op, nrof); 473 decrease_ob_nr (op, nrof);
469 return; 474 return;
471 else 476 else
472 { 477 {
473 decrease_ob_nr (op, op->nrof); 478 decrease_ob_nr (op, op->nrof);
474 nrof -= op->nrof; 479 nrof -= op->nrof;
475 } 480 }
481
476 op = prev; 482 op = prev;
477 } 483 }
484
478 prev = op; 485 prev = op;
479 op = op->below; 486 op = op->below;
480 } 487 }
481} 488}
482 489
488 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
489 */ 496 */
490static int 497static int
491check_weapon_power (const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
492{ 499{
493
494/* Old code is below (commented out). Basically, since weapons are the only 500/* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to 501 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level. 502 * require high level in some combat skill, so we just use overall level.
497 */ 503 */
498#if 1 504#if 1
539static int 545static int
540check_sacrifice (object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
541{ 547{
542 int count = 0; 548 int count = 0;
543 549
544 if (improver->slaying != NULL) 550 if (improver->slaying)
545 { 551 {
546 count = check_item (op, improver->slaying); 552 count = check_item (op, improver->slaying);
547 if (count < 1) 553 if (count < 1)
548 { 554 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 556 return 0;
554 } 557 }
555 } 558 }
556 else 559 else
557 count = 1; 560 count = 1;
560} 563}
561 564
562/** 565/**
563 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
564 */ 567 */
565int 568static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 570{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 571 stat += sacrifice_count;
571 weapon->last_eat++; 572 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
573 decrease_ob (improver); 573 decrease_ob (improver);
574 574
575 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
576 op->update_stats (); 576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
577 return 1; 584 return 1;
578} 585}
579 586
580/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 592#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 594#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 597#define IMPROVE_INT 10
591#define IMPROVE_POW 11 598#define IMPROVE_POW 11
592
593 599
594/** 600/**
595 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
597 */ 603 */
598
599int 604int
600prepare_weapon (object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
601{ 606{
602 int sacrifice_count, i; 607 int sacrifice_count, i;
603 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
604 609
605 if (weapon->level != 0) 610 if (weapon->level != 0)
606 { 611 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 612 op->failmsg ("Weapon is already prepared!");
608 return 0; 613 return 0;
609 } 614 }
615
610 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 617 if (weapon->resist[i])
612 break; 618 break;
613 619
614 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
621 { 627 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>");
623 return 0; 631 return 0;
624 } 632 }
633
625 sacrifice_count = check_sacrifice (op, improver); 634 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 635 if (sacrifice_count <= 0)
627 return 0; 636 return 0;
637
628 weapon->level = isqrt (sacrifice_count); 638 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 639 eat_item (op, improver->slaying, sacrifice_count);
631 640
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 641 op->statusmsg (format (
642 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level
645 ));
633 646
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 648 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 649 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 650 slot at once! */
656improve_weapon (object *op, object *improver, object *weapon) 669improve_weapon (object *op, object *improver, object *weapon)
657{ 670{
658 int sacrifice_count, sacrifice_needed = 0; 671 int sacrifice_count, sacrifice_needed = 0;
659 672
660 if (improver->stats.sp == IMPROVE_PREPARE) 673 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 674 return prepare_weapon (op, improver, weapon);
663 } 675
664 if (weapon->level == 0) 676 if (weapon->level == 0)
665 { 677 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 679 return 0;
668 } 680 }
681
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 { 683 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 684 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 685 return 0;
673 } 686 }
687
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 { 689 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 690 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 691 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 692 "really want to improve it.");
679 return 0; 693 return 0;
680 } 694 }
695
681 /* This just increases damage by 5 points, no matter what. No sacrifice 696 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 697 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the 698 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 699 * weapon can be improved.
685 */ 700 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 701 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 702 {
688 weapon->stats.dam += 5; 703 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 704 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 706 weapon->last_eat++;
692 707
693 weapon->item_power++; 708 weapon->item_power++;
694 decrease_ob (improver); 709 decrease_ob (improver);
695 return 1; 710 return 1;
696 } 711 }
712
697 if (improver->stats.sp == IMPROVE_WEIGHT) 713 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 714 {
699 /* Reduce weight by 20% */ 715 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 716 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 717 if (weapon->weight < 1)
702 weapon->weight = 1; 718 weapon->weight = 1;
719
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 721 weapon->last_eat++;
705 weapon->item_power++; 722 weapon->item_power++;
706 decrease_ob (improver); 723 decrease_ob (improver);
707 return 1; 724 return 1;
708 } 725 }
709 if (improver->stats.sp == IMPROVE_ENCHANT) 726 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 727 {
711 weapon->magic++; 728 weapon->magic++;
712 weapon->last_eat++; 729 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 731 decrease_ob (improver);
715 weapon->item_power++; 732 weapon->item_power++;
716 return 1; 733 return 1;
717 } 734 }
718 735
724 sacrifice_needed *= 2; 741 sacrifice_needed *= 2;
725 742
726 sacrifice_count = check_sacrifice (op, improver); 743 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 744 if (sacrifice_count < sacrifice_needed)
728 { 745 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 746 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 747 return 0;
731 } 748 }
749
732 eat_item (op, improver->slaying, sacrifice_needed); 750 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 751 weapon->item_power++;
734 752
735 switch (improver->stats.sp) 753 switch (improver->stats.sp)
736 { 754 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 755 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 756 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 757 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 758 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 759 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 760 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 762 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 763 op->failmsg ("Unknown improvement type.");
753 } 764 }
765
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 766 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 767 return 0;
756} 768}
757 769
758/** 770/**
768 if (op->type != PLAYER) 780 if (op->type != PLAYER)
769 return 0; 781 return 0;
770 782
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 783 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 784 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 785 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 786 return 0;
775 } 787 }
776 788
777 otmp = find_marked_object (op); 789 otmp = find_marked_object (op);
778 if (!otmp) 790 if (!otmp)
779 { 791 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
781 return 0; 793 return 0;
782 } 794 }
783 795
784 if (otmp->type != WEAPON && otmp->type != BOW) 796 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 797 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 798 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 799 return 0;
788 } 800 }
789 801
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 802 op->statusmsg ("Applied weapon builder.");
803
791 improve_weapon (op, tmp, otmp); 804 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 805 esrv_send_item (op, otmp);
793 return 1; 806 return 1;
794} 807}
795 808
820{ 833{
821 object *tmp; 834 object *tmp;
822 835
823 if (armour->magic >= settings.armor_max_enchant) 836 if (armour->magic >= settings.armor_max_enchant)
824 { 837 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 838 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 839 return 0;
827 } 840 }
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 841 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it. 842 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour 843 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 844 * of gnarg and what not?)
832 */ 845 */
833 if (armour->title) 846 if (armour->title)
834 { 847 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 848 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 849 return 0;
837 } 850 }
838 851
839 /* Split objects if needed. Can't insert tmp until the 852 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 853 * end of this function - otherwise it will just re-merge.
855 { 868 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 869 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 870 pow++;
858 } 871 }
859 872
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 873 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 874 }
862 else 875 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 876 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 877
865 if (!settings.armor_weight_linear) 878 if (!settings.armor_weight_linear)
866 { 879 {
867 int base = 100; 880 int base = 100;
868 int pow = 0; 881 int pow = 0;
871 { 884 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 885 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 886 pow++;
874 } 887 }
875 888
876 armour->weight = (armour->arch->clone.weight * base) / 100; 889 armour->weight = (armour->arch->weight * base) / 100;
877 } 890 }
878 else 891 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 892 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 893
881 if (armour->weight <= 0) 894 if (armour->weight <= 0)
882 { 895 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 896 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 897 armour->weight = 1;
885 } 898 }
886 899
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 900 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 901
889 if (op->type == PLAYER) 902 if (op->type == PLAYER)
890 { 903 {
891 esrv_send_item (op, armour); 904 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 905 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 906 op->update_stats ();
894 } 907 }
908
895 decrease_ob (improver); 909 decrease_ob (improver);
910
896 if (tmp) 911 if (tmp)
897 { 912 {
898 insert_ob_in_ob (tmp, op); 913 insert_ob_in_ob (tmp, op);
899 esrv_send_item (op, tmp); 914 esrv_send_item (op, tmp);
900 } 915 }
916
901 return 1; 917 return 1;
902} 918}
903
904 919
905/* 920/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 921 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken. 922 * what the converter wants, -1 if the converter is broken.
908 */ 923 */
924 939
925 /* We make some assumptions - we assume if it takes money as it type, 940 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs 941 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 942 * 3 gp and player drops a platinum, tough luck)
928 */ 943 */
929 if (!strcmp (CONV_FROM (converter), "money")) 944 if (CONV_FROM (converter) == shstr_money)
930 { 945 {
931 int cost;
932
933 if (item->type != MONEY) 946 if (item->type != MONEY)
934 return 0; 947 return 0;
935 948
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 949 nr = (item->nrof * item->value) / CONV_NEED (converter);
937 if (!nr) 950 if (!nr)
938 return 0; 951 return 0;
952
953 converter->play_sound (sound_find ("shop_buy"));
954
939 cost = nr * CONV_NEED (converter) / item->value; 955 int cost = nr * CONV_NEED (converter) / item->value;
940 /* take into account rounding errors */ 956 /* take into account rounding errors */
941 if (nr * CONV_NEED (converter) % item->value) 957 if (nr * CONV_NEED (converter) % item->value)
942 cost++; 958 cost++;
959
943 decrease_ob_nr (item, cost); 960 decrease_ob_nr (item, cost);
944 961
945 price_in = cost * item->value; 962 price_in = cost * item->value;
946 } 963 }
947 else 964 else
948 { 965 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951 return 0; 968 return 0;
969
970 converter->play_sound (sound_find ("convert_item"));
952 971
953 if (CONV_NEED (converter)) 972 if (CONV_NEED (converter))
954 { 973 {
955 nr = item->nrof / CONV_NEED (converter); 974 nr = item->nrof / CONV_NEED (converter);
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 975 decrease_ob_nr (item, nr * CONV_NEED (converter));
961 price_in = item->value; 980 price_in = item->value;
962 item->destroy (); 981 item->destroy ();
963 } 982 }
964 } 983 }
965 984
966 if (converter->inv != NULL) 985 if (converter->inv)
967 { 986 {
968 object *ob; 987 object *ob;
969 int i; 988 int i;
970 object *ob_to_copy; 989 object *ob_to_copy;
971 990
972 /* select random object from inventory to copy */ 991 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 992 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 993 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 994 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 995 ob_to_copy = ob;
979 } 996
980 }
981 item = object_create_clone (ob_to_copy); 997 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 999 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 1000 }
985 else 1001 else
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 1012 }
997 1013
998 if (CONV_NR (converter)) 1014 if (CONV_NR (converter))
999 item->nrof = CONV_NR (converter); 1015 item->nrof = CONV_NR (converter);
1016
1000 if (nr) 1017 if (nr)
1001 item->nrof *= nr; 1018 item->nrof *= nr;
1019
1002 if (is_in_shop (converter)) 1020 if (is_in_shop (converter))
1003 SET_FLAG (item, FLAG_UNPAID); 1021 SET_FLAG (item, FLAG_UNPAID);
1004 else if (price_in < item->nrof * item->value) 1022 else if (price_in < item->nrof * item->value)
1005 { 1023 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1024 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1025 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 1026 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 1027 * elmex: we are going to let the game continue, as the mapcreator
1011 * probably had something in mind when doing this 1028 * hopefully had something in mind when doing this.
1012 */ 1029 */
1013 } 1030 }
1031
1032 SET_FLAG (item, FLAG_IDENTIFIED);
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1033 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 1034 return 1;
1016} 1035}
1017 1036
1018/** 1037/**
1035 1054
1036 op->contr->last_used = 0; 1055 op->contr->last_used = 0;
1037 1056
1038 if (sack->env && sack->env != op) 1057 if (sack->env && sack->env != op)
1039 { 1058 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1059 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 1060 return 1;
1042 } 1061 }
1043 1062
1044 // already applied == open on ground, or open in inv, or active in inv 1063 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 1064 if (sack->flag [FLAG_APPLIED])
1051 return 1; 1070 return 1;
1052 } 1071 }
1053 else if (!sack->env) 1072 else if (!sack->env)
1054 { 1073 {
1055 // active, but not ours: some other player has opened it 1074 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1075 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1057 return 1; 1076 return 1;
1058 } 1077 }
1059 1078
1060 // fall through to opening it (active in inv) 1079 // fall through to opening it (active in inv)
1061 } 1080 }
1063 { 1082 {
1064 // it is in our env, so activate it, do not open yet 1083 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 1084 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 1085 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 1086 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1087 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 1088 return 1;
1070 } 1089 }
1071 1090
1072 // it's locked? 1091 // it's locked?
1073 if (sack->slaying) 1092 if (sack->slaying)
1074 { 1093 {
1075 if (object *tmp = find_key (op, op, sack)) 1094 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1095 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 1096 else
1078 { 1097 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1098 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1080 return 1; 1099 return 1;
1081 } 1100 }
1082 } 1101 }
1083 1102
1084 op->open_container (sack); 1103 op->open_container (sack);
1103 * with an altar. We call it a Potion - altars are stationary - it 1122 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly. 1123 * is up to map designers to use them properly.
1105 */ 1124 */
1106 if (altar->inv && altar->inv->type == SPELL) 1125 if (altar->inv && altar->inv->type == SPELL)
1107 { 1126 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1127 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 1128 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 1129 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 1130 * old maps.
1112 */ 1131 */
1113 1132
1114/* push_button (altar);*/ 1133/* push_button (altar);*/
1115 } 1134 }
1139 double opinion; 1158 double opinion;
1140 object *tmp, *next; 1159 object *tmp, *next;
1141 1160
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1161 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 1162
1163 bool has_unpaid = false;
1164
1165 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1166 // a quick and small change :(
1167 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168 if (item->flag [FLAG_UNPAID])
1169 {
1170 has_unpaid = true;
1171 break;
1172 }
1173
1144 if (op->type != PLAYER) 1174 if (op->type != PLAYER)
1145 { 1175 {
1146 /* Remove all the unpaid objects that may be carried here. 1176 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 1177 * This could be pets or monsters that are somehow in
1148 * the shop. 1178 * the shop.
1174 /* unpaid objects, or non living objects, can't transfer by 1204 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 1205 * shop mats. Instead, put it on a nearby space.
1176 */ 1206 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1207 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 1208 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1209 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1210 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 1211
1183 if (i != -1) 1212 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1213 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1193 else if (can_pay (op) && get_payment (op)) 1222 else if (can_pay (op) && get_payment (op))
1194 { 1223 {
1195 /* this is only used for players */ 1224 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 1225 rv = teleport (shop_mat, SHOP_MAT, op);
1197 1226
1227 if (has_unpaid)
1228 op->contr->play_sound (sound_find ("shop_buy"));
1229 else if (is_in_shop (op))
1230 op->contr->play_sound (sound_find ("shop_enter"));
1231 else
1232 op->contr->play_sound (sound_find ("shop_leave"));
1233
1198 if (shop_mat->msg) 1234 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1235 op->statusmsg (shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 1236 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is 1237 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor. 1238 * actually the shop floor.
1203 */ 1239 */
1204 else if (!rv && !is_in_shop (op)) 1240 else if (!rv && !is_in_shop (op))
1205 { 1241 {
1206 opinion = shopkeeper_approval (op->map, op); 1242 opinion = shopkeeper_approval (op->map, op);
1207 1243
1208 if (opinion > 0.9) 1244 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1245 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 1246 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1247 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 1248 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 1249 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 1250 }
1217 } 1251 }
1218 else 1252 else
1219 { 1253 {
1220 /* if we get here, a player tried to leave a shop but was not able 1254 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that 1255 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 1256 * they are not on the mat anymore
1223 */ 1257 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1258 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 1259
1226 if (i == -1) 1260 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 1261 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 1262 else
1231 { 1263 {
1232 op->remove (); 1264 op->remove ();
1233 op->x += freearr_x[i]; 1265 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 1266 op->y += freearr_y[i];
1245 */ 1277 */
1246static void 1278static void
1247apply_sign (object *op, object *sign, int autoapply) 1279apply_sign (object *op, object *sign, int autoapply)
1248{ 1280{
1249 readable_message_type *msgType; 1281 readable_message_type *msgType;
1250 char newbuf[HUGE_BUF];
1251 1282
1252 if (sign->msg == NULL) 1283 if (!sign->msg)
1253 { 1284 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1285 op->statusmsg ("Nothing is written on it.");
1255 return; 1286 return;
1256 } 1287 }
1257 1288
1258 if (sign->stats.food) 1289 if (sign->stats.food)
1259 { 1290 {
1260 if (sign->last_eat >= sign->stats.food) 1291 if (sign->last_eat >= sign->stats.food)
1261 { 1292 {
1262 if (!sign->move_on) 1293 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1294 op->statusmsg ("You cannot read it anymore.");
1295
1264 return; 1296 return;
1265 } 1297 }
1266 1298
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1299 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1300 sign->last_eat++;
1273 * move_on is zero, it needs to be manually applied (doesn't talk 1305 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us). 1306 * to us).
1275 */ 1307 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1308 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 1309 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1310 op->failmsg ("You are unable to read while blind!");
1279 return; 1311 return;
1280 } 1312 }
1313
1314 if (op->contr)
1315 if (client *ns = op->contr->ns)
1316 {
1317 ns->play_sound (sign->sound);
1318
1319 if (ns->can_msg)
1320 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1321 else
1322 {
1281 msgType = get_readable_message_type (sign); 1323 msgType = get_readable_message_type (sign);
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1324 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1325 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1326 }
1327 }
1284} 1328}
1285 1329
1286/** 1330/**
1287 * 'victim' moves onto 'trap' 1331 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1332 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1355 * proper. This code was causing needless crashes.
1312 */ 1356 */
1313 if (recursion_depth >= 500) 1357 if (recursion_depth >= 500)
1314 { 1358 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1359 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1360 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1361 return;
1318 } 1362 }
1363
1319 recursion_depth++; 1364 recursion_depth++;
1320 if (trap->head) 1365 if (trap->head)
1321 trap = trap->head; 1366 trap = trap->head;
1322 1367
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1368 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1421 1466
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1467 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 { 1468 {
1424 if (!sound_was_played) 1469 if (!sound_was_played)
1425 { 1470 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1471 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1427 sound_was_played = 1; 1472 sound_was_played = 1;
1428 } 1473 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1474
1475 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1476 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1431 } 1477 }
1432 } 1478 }
1433 goto leave; 1479 goto leave;
1434 } 1480 }
1435 1481
1436
1437 case CONVERTER: 1482 case CONVERTER:
1438 if (convert_item (victim, trap) < 0) 1483 if (convert_item (victim, trap) < 0)
1439 { 1484 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1485 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1441 get_archetype ("burnout")->insert_at (trap, trap); 1486 get_archetype ("burnout")->insert_at (trap, trap);
1442 } 1487 }
1443 1488
1444 goto leave; 1489 goto leave;
1445 1490
1466 * Processing will happen if the head runs into the pit 1511 * Processing will happen if the head runs into the pit
1467 */ 1512 */
1468 if (victim->head) 1513 if (victim->head)
1469 goto leave; 1514 goto leave;
1470 1515
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1516 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1517 victim->statusmsg ("You fall through the hole!", NDI_RED);
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1518 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave; 1519 goto leave;
1475 1520
1476 case EXIT: 1521 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap)) 1522 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 { 1523 {
1479 /* Basically, don't show exits leading to random maps the 1524 /* Basically, don't show exits leading to random maps the
1480 * players output. 1525 * players output.
1481 */ 1526 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1527 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1528 victim->statusmsg (trap->msg, NDI_NAVY);
1484 1529
1530 trap->play_sound (trap->sound);
1485 victim->enter_exit (trap); 1531 victim->enter_exit (trap);
1486 } 1532 }
1487 goto leave; 1533 goto leave;
1488 1534
1489 case ENCOUNTER: 1535 case ENCOUNTER:
1511 goto leave; 1557 goto leave;
1512 1558
1513 case RUNE: 1559 case RUNE:
1514 case TRAP: 1560 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1561 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim); 1562 spring_trap (trap, victim);
1518 }
1519 goto leave; 1563 goto leave;
1520 1564
1521 default: 1565 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1566 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1567 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1524 goto leave; 1568 goto leave;
1525 } 1569 }
1526 1570
1527leave: 1571leave:
1528 recursion_depth--; 1572 recursion_depth--;
1537 int lev_diff; 1581 int lev_diff;
1538 object *skill_ob; 1582 object *skill_ob;
1539 1583
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1584 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1585 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1586 op->failmsg ("You are unable to read while blind!");
1543 return; 1587 return;
1544 } 1588 }
1589
1545 if (tmp->msg == NULL) 1590 if (!tmp->msg)
1546 { 1591 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1592 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1548 return; 1593 return;
1549 } 1594 }
1550 1595
1551 /* need a literacy skill to read stuff! */ 1596 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1597 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob) 1598 if (!skill_ob)
1554 { 1599 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1600 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1556 return; 1601 return;
1557 } 1602 }
1603
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1604 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1605 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1606 {
1561 if (lev_diff < 2) 1607 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1608 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1563 else if (lev_diff < 3) 1609 : lev_diff < 5 ? "This book is beyond your comprehension."
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1610 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1565 else if (lev_diff < 5) 1611 : lev_diff < 15 ? "This book is way beyond your comprehension."
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1612 : "This book is totally beyond your comprehension.");
1567 else if (lev_diff < 8) 1613 return;
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); 1614 }
1569 else if (lev_diff < 15) 1615
1570 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); 1616 readable_message_type *msgType = get_readable_message_type (tmp);
1617
1618 if (player *pl = op->contr)
1619 if (client *ns = pl->ns)
1620 if (ns->can_msg)
1621 {
1622 dynbuf_text buf;
1623 buf << long_desc (tmp, op)
1624 << "\n\n"
1625 << tmp->msg
1626 << '\0';
1627 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1628 }
1571 else 1629 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, 1630 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1579 msgType->message_type, msgType->message_subtype, 1631 msgType->message_type, msgType->message_subtype,
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1632 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg); 1633 long_desc (tmp, op), &tmp->msg);
1582 1634
1583 /* gain xp from reading */ 1635 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1636 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1637 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1638 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1607 * op is the person learning the skill, tmp is the skill scroll object 1659 * op is the person learning the skill, tmp is the skill scroll object
1608 */ 1660 */
1609static void 1661static void
1610apply_skillscroll (object *op, object *tmp) 1662apply_skillscroll (object *op, object *tmp)
1611{ 1663{
1612 switch ((int) learn_skill (op, tmp)) 1664 switch (learn_skill (op, tmp))
1613 { 1665 {
1614 case 0: 1666 case 0:
1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1667 op->play_sound (sound_find ("generic_fail"));
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1668 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1617 return; 1669 break;
1618 1670
1619 case 1: 1671 case 1:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621 decrease_ob (tmp); 1672 decrease_ob (tmp);
1673 op->play_sound (sound_find ("skill_learn"));
1674 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1622 return; 1675 break;
1623 1676
1624 default: 1677 default:
1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1626 decrease_ob (tmp); 1678 decrease_ob (tmp);
1679 op->play_sound (sound_find ("generic_fail"));
1680 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1627 return; 1681 break;
1628 } 1682 }
1629} 1683}
1630 1684
1631/** 1685/**
1632 * Actually makes op learn spell. 1686 * Actually makes op learn spell.
1652 return; 1706 return;
1653 } 1707 }
1654 return; 1708 return;
1655 } 1709 }
1656 1710
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1711 op->contr->play_sound (sound_find ("learn_spell"));
1712
1658 tmp = spell->clone (); 1713 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op); 1714 insert_ob_in_ob (tmp, op);
1660 1715
1661 if (special_prayer) 1716 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP); 1717 SET_FLAG (tmp, FLAG_STARTEQUIP);
1681 { 1736 {
1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1737 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683 return; 1738 return;
1684 } 1739 }
1685 1740
1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1741 op->failmsg (format ("You lose knowledge of %s.", spell));
1687 player_unready_range_ob (op->contr, spob); 1742 player_unready_range_ob (op->contr, spob);
1688 esrv_remove_spell (op->contr, spob); 1743 esrv_remove_spell (op->contr, spob);
1689 spob->destroy (); 1744 spob->destroy ();
1690} 1745}
1691 1746
1699{ 1754{
1700 object *skop, *spell, *spell_skill; 1755 object *skop, *spell, *spell_skill;
1701 1756
1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1757 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 { 1758 {
1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1759 op->failmsg ("You are unable to read while blind.");
1705 return; 1760 return;
1706 } 1761 }
1707 1762
1708 /* artifact_spellbooks have 'slaying' field point to a spell name, 1763 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are 1764 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks 1765 * legacy spellbooks
1711 */ 1766 */
1712
1713 if (tmp->slaying != NULL) 1767 if (tmp->slaying)
1714 { 1768 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1769 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell) 1770 if (!spell)
1717 { 1771 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1772 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1719 return; 1773 return;
1720 } 1774 }
1721 else 1775 else
1722 insert_ob_in_ob (spell, tmp); 1776 insert_ob_in_ob (spell, tmp);
1777
1723 tmp->slaying = NULL; 1778 tmp->slaying = 0;
1724 } 1779 }
1725 1780
1726 skop = find_skill_by_name (op, tmp->skill); 1781 skop = find_skill_by_name (op, tmp->skill);
1727 1782
1728 /* need a literacy skill to learn spells. Also, having a literacy level 1783 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */ 1784 * lower than the spell will make learning the spell more difficult */
1730 if (!skop) 1785 if (!skop)
1731 { 1786 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1787 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1733 return; 1788 return;
1734 } 1789 }
1735 1790
1736 spell = tmp->inv; 1791 spell = tmp->inv;
1737 1792
1738 if (!spell) 1793 if (!spell)
1739 { 1794 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1795 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1741 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1796 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1742 return; 1797 return;
1743 } 1798 }
1744 1799
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1800 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 { 1801 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1802 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1748 return; 1803 return;
1749 } 1804 }
1750 1805
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1806 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1752 1807
1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1808 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 { 1809 {
1755 identify (tmp); 1810 identify (tmp);
1756 1811
1765 * if the player doesn't know the spell, doesn't make a lot of sense that 1820 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark. 1821 * they would have a special prayer mark.
1767 */ 1822 */
1768 if (check_spell_known (op, spell->name)) 1823 if (check_spell_known (op, spell->name))
1769 { 1824 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1825 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1771 return; 1826 return;
1772 } 1827 }
1773 1828
1774 if (spell->skill) 1829 if (spell->skill)
1775 { 1830 {
1776 spell_skill = find_skill_by_name (op, spell->skill); 1831 spell_skill = find_skill_by_name (op, spell->skill);
1777 1832
1778 if (!spell_skill) 1833 if (!spell_skill)
1779 { 1834 {
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1835 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1781 return; 1836 return;
1782 } 1837 }
1783 1838
1784 if (spell_skill->level < spell->level) 1839 if (spell_skill->level < spell->level)
1785 { 1840 {
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); 1841 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1787 return; 1842 return;
1788 } 1843 }
1789 } 1844 }
1790 1845
1791 /* Logic as follows 1846 /* Logic as follows
1800 * Overall, chances are the same but a player will find having a high 1855 * Overall, chances are the same but a player will find having a high
1801 * literacy rate very useful! -b.t. 1856 * literacy rate very useful! -b.t.
1802 */ 1857 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1858 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 { 1859 {
1805 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1860 op->failmsg ("In your confused state you flub the wording of the text!");
1806 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1861 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 } 1862 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1863 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]) 1864 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810 { 1865 {
1811 1866 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); 1867 do_learn_spell (op, spell, 0);
1814 1868
1815 /* xp gain to literacy for spell learning */ 1869 /* xp gain to literacy for spell learning */
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1870 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1871 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 } 1872 }
1819 else 1873 else
1820 { 1874 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1875 op->contr->play_sound (sound_find ("fumble_spell"));
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1876 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1823 } 1877 }
1824 1878
1825 decrease_ob (tmp); 1879 decrease_ob (tmp);
1826} 1880}
1827 1881
1833{ 1887{
1834 object *skop; 1888 object *skop;
1835 1889
1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1890 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 { 1891 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1892 op->failmsg ("You are unable to read while blind.");
1839 return; 1893 return;
1840 } 1894 }
1841 1895
1842 if (!tmp->inv || tmp->inv->type != SPELL) 1896 if (!tmp->inv || tmp->inv->type != SPELL)
1843 { 1897 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1898 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1845 return; 1899 return;
1846 } 1900 }
1847 1901
1848 if (op->type == PLAYER) 1902 if (op->type == PLAYER)
1849 { 1903 {
1855 */ 1909 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1910 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 1911
1858 if (!skop) 1912 if (!skop)
1859 { 1913 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1914 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1861 return; 1915 return;
1862 } 1916 }
1863 1917
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1918 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0); 1919 change_exp (op, exp_gain, skop->skill, 0);
1866 } 1920 }
1867 1921
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1922 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1923 identify (tmp);
1870 1924
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1925 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1872 1926
1873 cast_spell (op, tmp, dir, tmp->inv, NULL); 1927 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874 decrease_ob (tmp); 1928 decrease_ob (tmp);
1875} 1929}
1876 1930
1880 * chest. 1934 * chest.
1881 */ 1935 */
1882static void 1936static void
1883apply_treasure (object *op, object *tmp) 1937apply_treasure (object *op, object *tmp)
1884{ 1938{
1885 /* Nice side effect of new treasure creation method is that the treasure 1939 /* Nice side effect of this treasure creation method is that the treasure
1886 * for the chest is done when the chest is created, and put into the chest 1940 * for the chest is done when the chest is created, and put into the chest
1887 * inventory. So that when the chest burns up, the items still exist. Also 1941 * inventory. So that when the chest burns up, the items still exist. Also
1888 * prevents people fromt moving chests to more difficult maps to get better 1942 * prevents people from moving chests to more difficult maps to get better
1889 * treasure 1943 * treasure
1890 */ 1944 */
1891 object *treas = tmp->inv; 1945 object *treas = tmp->inv;
1892 1946
1893 if (!treas) 1947 if (!treas)
1894 { 1948 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1949 op->statusmsg ("The chest was empty.");
1896 decrease_ob (tmp); 1950 decrease_ob (tmp);
1897 return; 1951 return;
1898 } 1952 }
1899 1953
1900 while (tmp->inv) 1954 while (tmp->inv)
1901 { 1955 {
1902 treas = tmp->inv; 1956 treas = tmp->inv;
1903
1904 treas->remove (); 1957 treas->remove ();
1905 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1906 1958
1907 treas->x = op->x; 1959 treas->x = op->x;
1908 treas->y = op->y; 1960 treas->y = op->y;
1909 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1961 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1910 1962
1911 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1963 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1912 spring_trap (treas, op); 1964 spring_trap (treas, op);
1913 1965
1914 /* If either player or container was destroyed, no need to do 1966 /* If either player or container was destroyed, no need to do
1915 * further processing. I think this should be enclused with 1967 * further processing. I think this should be enclused with
1916 * spring trap above, as I don't think there is otherwise 1968 * spring trap above, as I don't think there is otherwise
1917 * any way for the treasure chest or player to get killed 1969 * any way for the treasure chest or player to get killed.
1918 */ 1970 */
1919 if (op->destroyed () || tmp->destroyed ()) 1971 if (op->destroyed () || tmp->destroyed ())
1920 break; 1972 break;
1921 } 1973 }
1922 1974
1923 if (!tmp->destroyed () && tmp->inv == NULL) 1975 if (!tmp->destroyed () && !tmp->inv)
1924 decrease_ob (tmp); 1976 decrease_ob (tmp);
1925
1926} 1977}
1927 1978
1928/** 1979/**
1929 * op eats food. 1980 * op eats food.
1930 * If player, takes care of messages and dragon special food. 1981 * If player, takes care of messages and dragon special food.
1945 { 1996 {
1946 /* usual case - no dragon meal: */ 1997 /* usual case - no dragon meal: */
1947 if (op->stats.food + tmp->stats.food > 999) 1998 if (op->stats.food + tmp->stats.food > 999)
1948 { 1999 {
1949 if (tmp->type == FOOD || tmp->type == FLESH) 2000 if (tmp->type == FOOD || tmp->type == FLESH)
1950 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 2001 op->failmsg ("You feel full, but what a waste of food!");
1951 else 2002 else
1952 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 2003 op->statusmsg ("Most of the drink goes down your face not your throat!");
1953 } 2004 }
2005
2006 tmp->play_sound (
2007 tmp->sound
2008 ? tmp->sound
2009 : tmp->type == DRINK
2010 ? sound_find ("eat_drink")
2011 : sound_find ("eat_food")
2012 );
1954 2013
1955 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2014 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1956 { 2015 {
1957 char buf[MAX_BUF]; 2016 const char *buf;
1958 2017
1959 if (!is_dragon_pl (op)) 2018 if (!is_dragon_pl (op))
1960 { 2019 {
1961 /* eating message for normal players */ 2020 /* eating message for normal players */
1962 if (tmp->type == DRINK) 2021 if (tmp->type == DRINK)
1963 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2022 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1964 else 2023 else
1965 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2024 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1966 } 2025 }
1967 else 2026 else
1968 {
1969 /* eating message for dragon players */ 2027 /* eating message for dragon players */
1970 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2028 buf = format ("The %s tasted terrible!", &tmp->name);
1971 }
1972 2029
1973 new_draw_info (NDI_UNIQUE, 0, op, buf); 2030 op->statusmsg (buf);
2031
1974 capacity_remaining = 999 - op->stats.food; 2032 capacity_remaining = 999 - op->stats.food;
1975 op->stats.food += tmp->stats.food; 2033 op->stats.food += tmp->stats.food;
1976 if (capacity_remaining < tmp->stats.food) 2034 if (capacity_remaining < tmp->stats.food)
1977 op->stats.hp += capacity_remaining / 50; 2035 op->stats.hp += capacity_remaining / 50;
1978 else 2036 else
1979 op->stats.hp += tmp->stats.food / 50; 2037 op->stats.hp += tmp->stats.food / 50;
2038
1980 if (op->stats.hp > op->stats.maxhp) 2039 if (op->stats.hp > op->stats.maxhp)
1981 op->stats.hp = op->stats.maxhp; 2040 op->stats.hp = op->stats.maxhp;
1982 if (op->stats.food > 999) 2041 if (op->stats.food > 999)
1983 op->stats.food = 999; 2042 op->stats.food = 999;
1984 } 2043 }
1986 /* special food hack -b.t. */ 2045 /* special food hack -b.t. */
1987 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2046 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1988 eat_special_food (op, tmp); 2047 eat_special_food (op, tmp);
1989 } 2048 }
1990 } 2049 }
2050
1991 handle_apply_yield (tmp); 2051 handle_apply_yield (tmp);
1992 decrease_ob (tmp); 2052 decrease_ob (tmp);
1993} 2053}
1994 2054
1995/** 2055/**
2007{ 2067{
2008 object *skin = NULL; /* pointer to dragon skin force */ 2068 object *skin = NULL; /* pointer to dragon skin force */
2009 object *abil = NULL; /* pointer to dragon ability force */ 2069 object *abil = NULL; /* pointer to dragon ability force */
2010 object *tmp = NULL; /* tmp. object */ 2070 object *tmp = NULL; /* tmp. object */
2011 2071
2012 char buf[MAX_BUF]; /* tmp. string buffer */
2013 double chance; /* improvement-chance of one resistance type */ 2072 double chance; /* improvement-chance of one resistance type */
2014 double totalchance = 1; /* total chance of gaining one resistance */ 2073 double totalchance = 1; /* total chance of gaining one resistance */
2015 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2074 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2016 double mbonus = 0; /* monster bonus */ 2075 double mbonus = 0; /* monster bonus */
2017 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2076 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2022 if (meal->type != FLESH || !is_dragon_pl (op)) 2081 if (meal->type != FLESH || !is_dragon_pl (op))
2023 return 0; 2082 return 0;
2024 2083
2025 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2084 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2026 from the player's inventory */ 2085 from the player's inventory */
2027 shstr_cmp dragon_ability_force ("dragon_ability_force");
2028 shstr_cmp dragon_skin_force ("dragon_skin_force");
2029
2030 for (tmp = op->inv; tmp; tmp = tmp->below) 2086 for (tmp = op->inv; tmp; tmp = tmp->below)
2031 if (tmp->type == FORCE) 2087 if (tmp->type == FORCE)
2032 if (tmp->arch->name == dragon_skin_force) 2088 if (tmp->arch->archname == shstr_dragon_skin_force)
2033 skin = tmp; 2089 skin = tmp;
2034 else if (tmp->arch->name == dragon_ability_force) 2090 else if (tmp->arch->archname == shstr_dragon_ability_force)
2035 abil = tmp; 2091 abil = tmp;
2036 2092
2037 /* if either skin or ability are missing, this is an old player 2093 /* if either skin or ability are missing, this is an old player
2038 which is not to be considered a dragon -> bail out */ 2094 which is not to be considered a dragon -> bail out */
2039 if (skin == NULL || abil == NULL) 2095 if (skin == NULL || abil == NULL)
2042 /* now start by filling stomache and health, according to food-value */ 2098 /* now start by filling stomache and health, according to food-value */
2043 if ((999 - op->stats.food) < meal->stats.food) 2099 if ((999 - op->stats.food) < meal->stats.food)
2044 op->stats.hp += (999 - op->stats.food) / 50; 2100 op->stats.hp += (999 - op->stats.food) / 50;
2045 else 2101 else
2046 op->stats.hp += meal->stats.food / 50; 2102 op->stats.hp += meal->stats.food / 50;
2103
2047 if (op->stats.hp > op->stats.maxhp) 2104 if (op->stats.hp > op->stats.maxhp)
2048 op->stats.hp = op->stats.maxhp; 2105 op->stats.hp = op->stats.maxhp;
2049 2106
2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2107 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2051 2108
2096 } 2153 }
2097 } 2154 }
2098 2155
2099 /* inverse totalchance as until now we have the failure-chance */ 2156 /* inverse totalchance as until now we have the failure-chance */
2100 totalchance = 100 - totalchance * 100; 2157 totalchance = 100 - totalchance * 100;
2158
2101 /* print message according to totalchance */ 2159 /* print message according to totalchance */
2160 const char *buf;
2102 if (totalchance > 50.) 2161 if (totalchance > 50.)
2103 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2162 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2104 else if (totalchance > 10.) 2163 else if (totalchance > 10.)
2105 sprintf (buf, "The %s tasted very good.", &meal->name); 2164 buf = format ("The %s tasted very good.", &meal->name);
2106 else if (totalchance > 1.) 2165 else if (totalchance > 1.)
2107 sprintf (buf, "The %s tasted good.", &meal->name); 2166 buf = format ("The %s tasted good.", &meal->name);
2108 else if (totalchance > 0.1) 2167 else if (totalchance > 0.1)
2109 sprintf (buf, "The %s tasted bland.", &meal->name); 2168 buf = format ("The %s tasted bland.", &meal->name);
2110 else if (totalchance >= 0.01) 2169 else if (totalchance >= 0.01)
2111 sprintf (buf, "The %s had a boring taste.", &meal->name); 2170 buf = format ("The %s had a boring taste.", &meal->name);
2112 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2171 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2113 sprintf (buf, "The %s tasted strange.", &meal->name); 2172 buf = format ("The %s tasted strange.", &meal->name);
2114 else 2173 else
2115 sprintf (buf, "The %s had no taste.", &meal->name); 2174 buf = format ("The %s had no taste.", &meal->name);
2116 new_draw_info (NDI_UNIQUE, 0, op, buf); 2175
2176 op->statusmsg (buf);
2117 2177
2118 /* now choose a winner if we have any */ 2178 /* now choose a winner if we have any */
2119 i = -1; 2179 i = -1;
2120 if (winners > 0) 2180 if (winners > 0)
2121 i = atnr_winner[RANDOM () % winners]; 2181 i = atnr_winner[RANDOM () % winners];
2124 { 2184 {
2125 /* resistance increased! */ 2185 /* resistance increased! */
2126 skin->resist[i]++; 2186 skin->resist[i]++;
2127 op->update_stats (); 2187 op->update_stats ();
2128 2188
2129 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2189 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2130 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2131 } 2190 }
2132 2191
2133 /* if this flesh contains a new ability focus, we mark it 2192 /* if this flesh contains a new ability focus, we mark it
2134 into the ability_force and it will take effect on next level */ 2193 into the ability_force and it will take effect on next level */
2135 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2194 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2136 { 2195 {
2137 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2196 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2138 2197
2139 if (meal->last_eat != abil->stats.exp) 2198 if (meal->last_eat != abil->stats.exp)
2199 op->statusmsg (format (
2200 "Your metabolism prepares to focus on %s!\n"
2201 "The change will happen at level %d.",
2202 change_resist_msg[meal->last_eat],
2203 abil->level + 1
2140 { 2204 ));
2141 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2142 new_draw_info (NDI_UNIQUE, 0, op, buf);
2143 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2144 new_draw_info (NDI_UNIQUE, 0, op, buf);
2145 }
2146 else 2205 else
2147 { 2206 {
2148 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2207 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2149 new_draw_info (NDI_UNIQUE, 0, op, buf);
2150 abil->last_eat = 0; 2208 abil->last_eat = 0;
2151 } 2209 }
2152 } 2210 }
2211
2153 return 1; 2212 return 1;
2154} 2213}
2155 2214
2156/** 2215/**
2157 * Handles applying an improve armor scroll. 2216 * Handles applying an improve armor scroll.
2160static void 2219static void
2161apply_armour_improver (object *op, object *tmp) 2220apply_armour_improver (object *op, object *tmp)
2162{ 2221{
2163 object *armor; 2222 object *armor;
2164 2223
2165 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2224 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2166 { 2225 {
2167 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2226 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2168 return; 2227 return;
2169 } 2228 }
2170 2229
2171 armor = find_marked_object (op); 2230 armor = find_marked_object (op);
2172 2231
2173 if (!armor) 2232 if (!armor)
2174 { 2233 {
2175 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2234 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2176 return; 2235 return;
2177 } 2236 }
2178 2237
2179 if (armor->type != ARMOUR 2238 if (armor->type != ARMOUR
2180 && armor->type != CLOAK 2239 && armor->type != CLOAK
2181 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2240 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2182 { 2241 {
2183 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2242 op->failmsg ("Your marked item is not armour!\n");
2184 return; 2243 return;
2185 } 2244 }
2186 2245
2187 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2246 op->statusmsg ("Applying armour enchantment.");
2188 improve_armour (op, tmp, armor); 2247 improve_armour (op, tmp, armor);
2189} 2248}
2190 2249
2191extern void 2250extern void
2192apply_poison (object *op, object *tmp) 2251apply_poison (object *op, object *tmp)
2193{ 2252{
2194 if (op->type == PLAYER) 2253 if (op->type == PLAYER)
2195 { 2254 {
2196 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2255 op->contr->play_sound (sound_find ("drink_poison"));
2197 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2256 op->failmsg ("Yech! That tasted poisonous!");
2198 strcpy (op->contr->killer, "poisonous booze"); 2257 strcpy (op->contr->killer, "poisonous booze");
2199 } 2258 }
2259
2200 if (tmp->stats.hp > 0) 2260 if (tmp->stats.hp > 0)
2201 { 2261 {
2202 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2262 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2203 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2263 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2204 } 2264 }
2265
2205 op->stats.food -= op->stats.food / 4; 2266 op->stats.food -= op->stats.food / 4;
2206 handle_apply_yield (tmp); 2267 handle_apply_yield (tmp);
2207 decrease_ob (tmp); 2268 decrease_ob (tmp);
2208} 2269}
2209 2270
2227 2288
2228#if 0 //TODO 2289#if 0 //TODO
2229 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2290 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2230 return 0; /* This is a reset town portal */ 2291 return 0; /* This is a reset town portal */
2231#endif 2292#endif
2293
2294 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2232 2295
2233 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2296 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2234 2297
2235 if (exitmap) 2298 if (exitmap)
2236 { 2299 {
2319 2382
2320 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2383 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2321 { 2384 {
2322 if (op->type == PLAYER) 2385 if (op->type == PLAYER)
2323 { 2386 {
2324 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2387 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2325 return 1; 2388 return 1;
2326 } 2389 }
2327 else 2390 else
2328 return 0; /* monsters just skip unpaid items */ 2391 return 0; /* monsters just skip unpaid items */
2329 } 2392 }
2332 return RESULT_INT (0); 2395 return RESULT_INT (0);
2333 2396
2334 switch (tmp->type) 2397 switch (tmp->type)
2335 { 2398 {
2336 case CF_HANDLE: 2399 case CF_HANDLE:
2337 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2400 op->play_sound (sound_find ("turn_handle"));
2338 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2401 op->statusmsg ("You turn the handle.");
2339 tmp->value = tmp->value ? 0 : 1; 2402 tmp->value = tmp->value ? 0 : 1;
2340 SET_ANIMATION (tmp, tmp->value); 2403 SET_ANIMATION (tmp, tmp->value);
2341 update_object (tmp, UP_OBJ_FACE); 2404 update_object (tmp, UP_OBJ_FACE);
2342 push_button (tmp); 2405 push_button (tmp);
2343 return 1; 2406 return 1;
2344 2407
2345 case TRIGGER: 2408 case TRIGGER:
2346 if (check_trigger (tmp, op)) 2409 if (check_trigger (tmp, op))
2347 { 2410 {
2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2411 op->statusmsg ("You turn the handle.");
2349 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2412 op->play_sound (sound_find ("turn_handle"));
2350 } 2413 }
2351 else 2414 else
2352 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2415 op->failmsg ("The handle doesn't move.");
2353 2416
2354 return 1; 2417 return 1;
2355 2418
2356 case EXIT: 2419 case EXIT:
2357 if (op->type != PLAYER) 2420 if (op->type != PLAYER)
2358 return 0; 2421 return 0;
2359 2422
2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2423 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2424 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2362 else 2425 else
2363 { 2426 {
2364 /* Don't display messages for random maps. */ 2427 /* Don't display messages for random maps. */
2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2428 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2429 op->statusmsg (tmp->msg, NDI_NAVY);
2367 2430
2368 op->enter_exit (tmp); 2431 op->enter_exit (tmp);
2369 } 2432 }
2370 2433
2434 return 1;
2435
2436 case INSCRIBABLE:
2437 op->statusmsg (tmp->msg);
2438 // maybe show a spell menu to chose from or something like that
2371 return 1; 2439 return 1;
2372 2440
2373 case SIGN: 2441 case SIGN:
2374 apply_sign (op, tmp, 0); 2442 apply_sign (op, tmp, 0);
2375 return 1; 2443 return 1;
2484 { 2552 {
2485 char buf[MAX_BUF]; 2553 char buf[MAX_BUF];
2486 timeofday_t tod; 2554 timeofday_t tod;
2487 2555
2488 get_tod (&tod); 2556 get_tod (&tod);
2557 op->play_sound (sound_find ("sound_clock"));
2558 op->statusmsg (format (
2489 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2559 "It is %d minute%s past %d o'clock %s",
2490 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2560 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2491 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2561 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2562 ));
2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2494 return 1; 2563 return 1;
2495 } 2564 }
2496 else 2565 else
2497 return 0; 2566 return 0;
2498 2567
2537int 2606int
2538player_apply (object *pl, object *op, int aflag, int quiet) 2607player_apply (object *pl, object *op, int aflag, int quiet)
2539{ 2608{
2540 int tmp; 2609 int tmp;
2541 2610
2542 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2611 if (op->env && (pl->move_type & MOVE_FLYING))
2543 { 2612 {
2544 /* player is flying and applying object not in inventory */ 2613 /* player is flying and applying object not in inventory */
2545 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2614 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2546 { 2615 {
2547 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2616 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2548 return 0; 2617 return 0;
2549 } 2618 }
2550 } 2619 }
2551 2620
2552 pl->contr->last_used = op; 2621 pl->contr->last_used = op;
2553 2622
2554 tmp = manual_apply (pl, op, aflag); 2623 tmp = manual_apply (pl, op, aflag);
2555 if (!quiet) 2624 if (!quiet)
2556 { 2625 {
2557 if (tmp == 0) 2626 if (tmp == 0)
2558 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2627 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2559 else if (tmp == 2) 2628 else if (tmp == 2)
2560 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2629 op->failmsg ("You must get it first!\n");
2561 } 2630 }
2631
2562 return tmp; 2632 return tmp;
2563} 2633}
2564 2634
2565/** 2635/**
2566 * player_apply_below attempts to apply the object 'below' the player. 2636 * player_apply_below attempts to apply the object 'below' the player.
2641 { 2711 {
2642 pl->combat_ob = 0; 2712 pl->combat_ob = 0;
2643 who->change_weapon (pl->ranged_ob); 2713 who->change_weapon (pl->ranged_ob);
2644 } 2714 }
2645 2715
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2716 who->statusmsg (format ("You unwield %s.", query_name (op)));
2647 2717
2648 change_abil (who, op); 2718 change_abil (who, op);
2649 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2719 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2650 break; 2720 break;
2651 2721
2652 case SKILL: 2722 case SKILL:
2653 if (who->contr) 2723 if (who->contr)
2654 { 2724 {
2655 if (!op->invisible) 2725 if (!op->invisible)
2656 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2726 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2657 else 2727 else
2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2728 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2659 } 2729 }
2660 2730
2661 change_abil (who, op); 2731 change_abil (who, op);
2662 CLEAR_FLAG (who, FLAG_READY_SKILL); 2732 CLEAR_FLAG (who, FLAG_READY_SKILL);
2663 break; 2733 break;
2670 case GLOVES: 2740 case GLOVES:
2671 case AMULET: 2741 case AMULET:
2672 case GIRDLE: 2742 case GIRDLE:
2673 case BRACERS: 2743 case BRACERS:
2674 case CLOAK: 2744 case CLOAK:
2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2745 who->statusmsg (format ("You unwear %s.", query_name (op)));
2676 change_abil (who, op); 2746 change_abil (who, op);
2677 break; 2747 break;
2678 2748
2679 case LAMP: 2749 case LAMP:
2680 { 2750 {
2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2751 who->statusmsg (format ("You turn off your %s.", &op->name));
2682 2752
2683 object *tmp2 = arch_to_object (op->other_arch); 2753 object *tmp2 = arch_to_object (op->other_arch);
2684 tmp2->x = op->x; 2754 tmp2->x = op->x;
2685 tmp2->y = op->y; 2755 tmp2->y = op->y;
2686 tmp2->map = op->map; 2756 tmp2->map = op->map;
2701 2771
2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2772 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2703 { 2773 {
2704 if (who->contr) 2774 if (who->contr)
2705 { 2775 {
2706 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2776 who->failmsg ("Oops, it feels deadly cold!");
2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2777 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2708 } 2778 }
2709 } 2779 }
2710 2780
2711 if (who->contr) 2781 if (who->contr)
2724 { 2794 {
2725 pl->ranged_ob = 0; 2795 pl->ranged_ob = 0;
2726 who->change_weapon (pl->combat_ob); 2796 who->change_weapon (pl->combat_ob);
2727 } 2797 }
2728 2798
2729 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2799 who->statusmsg (format ("You unready %s.", query_name (op)));
2730 } 2800 }
2731 else 2801 else
2732 { 2802 {
2733 who->change_skill (0); 2803 who->change_skill (0);
2734 2804
2740 2810
2741 break; 2811 break;
2742 2812
2743 case BUILDER: 2813 case BUILDER:
2744 if (who->contr) 2814 if (who->contr)
2745 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2815 who->statusmsg (format ("You unready %s.", query_name (op)));
2746 break; 2816 break;
2747 2817
2748 default: 2818 default:
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2819 who->statusmsg (format ("You unapply %s.", query_name (op)));
2750 break; 2820 break;
2751 } 2821 }
2752 2822
2753 who->update_stats (); 2823 who->update_stats ();
2754 2824
2806 * Returns 0 on success, returns 1 if there is some problem. 2876 * Returns 0 on success, returns 1 if there is some problem.
2807 * if aflags is AP_PRINT, we instead print out waht to unapply 2877 * if aflags is AP_PRINT, we instead print out waht to unapply
2808 * instead of doing it. This is a lot less code than having 2878 * instead of doing it. This is a lot less code than having
2809 * another function that does just that. 2879 * another function that does just that.
2810 */ 2880 */
2881
2882#define CANNOT_REMOVE_CURSED \
2883 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2884 "Praying over an altar, scrolls of remove curse/damnation, " \
2885 "priests or even other players might help.>"
2886
2811int 2887int
2812unapply_for_ob (object *who, object *op, int aflags) 2888unapply_for_ob (object *who, object *op, int aflags)
2813{ 2889{
2814 if (op->is_range ()) 2890 if (op->is_range ())
2815 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2891 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2892 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2817 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2893 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2818 { 2894 {
2819 if (aflags & AP_PRINT) 2895 if (aflags & AP_PRINT)
2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2896 who->failmsg (query_name (tmp));
2821 else 2897 else
2822 unapply_special (who, tmp, aflags); 2898 unapply_special (who, tmp, aflags);
2823 } 2899 }
2824 else 2900 else
2825 { 2901 {
2826 /* In this case, we want to try and remove a cursed item. 2902 /* In this case, we want to try and remove a cursed item.
2827 * While we know it won't work, we want unapply_special to 2903 * While we know it won't work, we want unapply_special to
2828 * at least generate the message. 2904 * at least generate the message.
2829 */ 2905 */
2830 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 2906 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2831 return 1; 2907 return 1;
2832 } 2908 }
2833 2909
2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2910 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2835 { 2911 {
2858 2934
2859 /* If we are just printing, we don't care about cursed status */ 2935 /* If we are just printing, we don't care about cursed status */
2860 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2936 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2861 { 2937 {
2862 if (aflags & AP_PRINT) 2938 if (aflags & AP_PRINT)
2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2939 who->failmsg (query_name (tmp));
2864 else 2940 else
2865 unapply_special (who, tmp, aflags); 2941 unapply_special (who, tmp, aflags);
2866 } 2942 }
2867 else 2943 else
2868 { 2944 {
2869 /* Cursed item that we can't unequip - tell the player. 2945 /* Cursed item that we can't unequip - tell the player.
2870 * Note this could be annoying if this is just one of a few, 2946 * Note this could be annoying if this is just one of a few,
2871 * so it may not be critical (eg, putting on a ring and you have 2947 * so it may not be critical (eg, putting on a ring and you have
2872 * one cursed ring.) 2948 * one cursed ring.)
2873 */ 2949 */
2874 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2950 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2875 } 2951 }
2876 2952
2877 last = tmp->below; 2953 last = tmp->below;
2878 } 2954 }
2879 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2955 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3032 * 3108 *
3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3109 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3034 * 3110 *
3035 * apply_special() doesn't check for unpaid items. 3111 * apply_special() doesn't check for unpaid items.
3036 */ 3112 */
3113
3114#define LACK_ITEM_POWER \
3115 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3116
3037int 3117int
3038apply_special (object *who, object *op, int aflags) 3118apply_special (object *who, object *op, int aflags)
3039{ 3119{
3040 int basic_flag = aflags & AP_BASIC_FLAGS; 3120 int basic_flag = aflags & AP_BASIC_FLAGS;
3041 object *tmp, *tmp2, *skop = NULL; 3121 object *tmp, *tmp2, *skop = NULL;
3056 if (basic_flag == AP_APPLY) 3136 if (basic_flag == AP_APPLY)
3057 return 0; 3137 return 0;
3058 3138
3059 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3139 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3060 { 3140 {
3061 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3141 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3062 return 1; 3142 return 1;
3063 } 3143 }
3064 3144
3065 return unapply_special (who, op, aflags); 3145 return unapply_special (who, op, aflags);
3066 } 3146 }
3082 /* Can't just apply this object. Lets see what not and what to do */ 3162 /* Can't just apply this object. Lets see what not and what to do */
3083 if (int i = can_apply_object (who, op)) 3163 if (int i = can_apply_object (who, op))
3084 { 3164 {
3085 if (i & CAN_APPLY_NEVER) 3165 if (i & CAN_APPLY_NEVER)
3086 { 3166 {
3087 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3167 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3088 return 1; 3168 return 1;
3089 } 3169 }
3090 else if (i & CAN_APPLY_RESTRICTION) 3170 else if (i & CAN_APPLY_RESTRICTION)
3091 { 3171 {
3092 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3172 who->failmsg (format (
3173 "You have a prohibition against using a %s. "
3174 "H<Your belief, profession or class prevents you from applying this item.>",
3175 query_name (op)
3176 ));
3093 return 1; 3177 return 1;
3094 } 3178 }
3095 3179
3096 if (who->type != PLAYER) 3180 if (who->type != PLAYER)
3097 { 3181 {
3101 } 3185 }
3102 else 3186 else
3103 { 3187 {
3104 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3188 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3105 { 3189 {
3106 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3190 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3107 unapply_for_ob (who, op, AP_PRINT); 3191 unapply_for_ob (who, op, AP_PRINT);
3108 return 1; 3192 return 1;
3109 } 3193 }
3110 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3194 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3111 if (unapply_for_ob (who, op, aflags)) 3195 if (unapply_for_ob (who, op, aflags))
3117 { 3201 {
3118 skop = find_skill_by_name (who, op->skill); 3202 skop = find_skill_by_name (who, op->skill);
3119 3203
3120 if (!skop) 3204 if (!skop)
3121 { 3205 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3206 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3123 return 1; 3207 return 1;
3124 } 3208 }
3125 else 3209 else
3126 /* While experience will be credited properly, we want to change the 3210 /* While experience will be credited properly, we want to change the
3127 * skill so that the dam and wc get updated 3211 * skill so that the dam and wc get updated
3131 3215
3132 if (who->type == PLAYER 3216 if (who->type == PLAYER
3133 && op->item_power 3217 && op->item_power
3134 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3218 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3135 { 3219 {
3136 new_draw_info (NDI_UNIQUE, 0, who,
3137 "Equipping that combined with other items would consume your soul! " 3220 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3138 "[use the skills command to check your available item power]");
3139 return 1; 3221 return 1;
3140 } 3222 }
3141 3223
3142 /* Ok. We are now at the state where we can apply the new object. 3224 /* Ok. We are now at the state where we can apply the new object.
3143 * Note that we don't have the checks for can_use_... 3225 * Note that we don't have the checks for can_use_...
3154 switch (op->type) 3236 switch (op->type)
3155 { 3237 {
3156 case WEAPON: 3238 case WEAPON:
3157 if (!check_weapon_power (who, op->last_eat)) 3239 if (!check_weapon_power (who, op->last_eat))
3158 { 3240 {
3159 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. " 3241 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3160 "It would consume your soul!.");
3161 3242
3162 if (tmp) 3243 if (tmp)
3163 insert_ob_in_ob (tmp, who); 3244 insert_ob_in_ob (tmp, who);
3164 3245
3165 return 1; 3246 return 1;
3169 // i.e. "R" can use Ragnarok's sword. 3250 // i.e. "R" can use Ragnarok's sword.
3170 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3251 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3171 { 3252 {
3172 /* if the weapon does not have the name as the character, can't use it. */ 3253 /* if the weapon does not have the name as the character, can't use it. */
3173 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3254 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3174 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3255 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3175 3256
3176 if (tmp) 3257 if (tmp)
3177 insert_ob_in_ob (tmp, who); 3258 insert_ob_in_ob (tmp, who);
3178 3259
3179 return 1; 3260 return 1;
3180 } 3261 }
3181 3262
3182 if (!skop) 3263 if (!skop)
3183 { 3264 {
3184 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3265 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3185 return 1; 3266 return 1;
3186 } 3267 }
3187 3268
3188 SET_FLAG (op, FLAG_APPLIED); 3269 SET_FLAG (op, FLAG_APPLIED);
3189 who->change_skill (skop); 3270 who->change_skill (skop);
3190 3271
3191 if (who->contr) 3272 if (who->contr)
3192 who->change_weapon (who->contr->combat_ob = op); 3273 who->change_weapon (who->contr->combat_ob = op);
3193 3274
3194 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3275 who->statusmsg (format ("You wield %s.", query_name (op)));
3195 3276
3196 SET_FLAG (who, FLAG_READY_WEAPON); 3277 SET_FLAG (who, FLAG_READY_WEAPON);
3197 change_abil (who, op); 3278 change_abil (who, op);
3198 break; 3279 break;
3199 3280
3206 case BRACERS: 3287 case BRACERS:
3207 case CLOAK: 3288 case CLOAK:
3208 case RING: 3289 case RING:
3209 case AMULET: 3290 case AMULET:
3210 SET_FLAG (op, FLAG_APPLIED); 3291 SET_FLAG (op, FLAG_APPLIED);
3211 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3292 who->statusmsg (format ("You wear %s.", query_name (op)));
3212 change_abil (who, op); 3293 change_abil (who, op);
3213 break; 3294 break;
3214 3295
3215 case LAMP: 3296 case LAMP:
3216 if (op->stats.food < 1) 3297 if (op->stats.food < 1)
3217 { 3298 {
3218 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3299 who->failmsg (format (
3300 "Your %s is out of fuel! "
3301 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3302 &op->name
3303 ));
3219 return 1; 3304 return 1;
3220 } 3305 }
3221 3306
3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3307 who->statusmsg (format ("You turn on your %s.", &op->name));
3308
3223 tmp2 = arch_to_object (op->other_arch); 3309 tmp2 = arch_to_object (op->other_arch);
3224 tmp2->stats.food = op->stats.food; 3310 tmp2->stats.food = op->stats.food;
3225 SET_FLAG (tmp2, FLAG_APPLIED); 3311 SET_FLAG (tmp2, FLAG_APPLIED);
3226 3312
3227 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3313 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3246 who->update_stats (); 3332 who->update_stats ();
3247 3333
3248 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3334 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3249 if (who->type == PLAYER) 3335 if (who->type == PLAYER)
3250 { 3336 {
3251 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3337 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3252 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3338 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3253 } 3339 }
3254 3340
3255 if (who->type == PLAYER) 3341 if (who->type == PLAYER)
3256 esrv_send_item (who, tmp2); 3342 esrv_send_item (who, tmp2);
3284 who->change_weapon (pl->combat_ob = item); 3370 who->change_weapon (pl->combat_ob = item);
3285 goto found_weapon; 3371 goto found_weapon;
3286 } 3372 }
3287 } 3373 }
3288 3374
3375 who->failmsg (format (
3289 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill); 3376 "You need to apply a '%s' melee weapon before readying this skill. "
3377 "H<Some skills need an item, in this case a melee weapon, to function.>",
3378 &op->skill
3379 ));
3290 return 1; 3380 return 1;
3291 3381
3292 found_weapon:; 3382 found_weapon:;
3293 } 3383 }
3294 else 3384 else
3304 //TODO: bows should/must all have skill missile weapon right now 3394 //TODO: bows should/must all have skill missile weapon right now
3305 who->change_weapon (pl->ranged_ob = item); 3395 who->change_weapon (pl->ranged_ob = item);
3306 goto found_bow; 3396 goto found_bow;
3307 } 3397 }
3308 3398
3399 who->failmsg (
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3400 "You need to apply a missile weapon before readying this skill. "
3401 "H<Some skills need an item, in this case a missile weapon, to function.>"
3402 );
3310 return 1; 3403 return 1;
3311 3404
3312 found_bow:; 3405 found_bow:;
3313 } 3406 }
3314 else 3407 else
3315 who->change_weapon (pl->ranged_ob = op); 3408 who->change_weapon (pl->ranged_ob = op);
3316 } 3409 }
3317 3410
3318 if (!op->invisible) 3411 if (!op->invisible)
3319 { 3412 {
3320 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3413 who->statusmsg (format (
3321 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3414 "You ready %s."
3415 "You can now use the skill: %s.",
3416 query_name (op),
3417 &op->skill
3418 ));
3322 } 3419 }
3323 else 3420 else
3324 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3421 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3325 } 3422 }
3326 else 3423 else
3327 { 3424 {
3328 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3329 change_abil (who, op); 3426 change_abil (who, op);
3334 break; 3431 break;
3335 3432
3336 case BOW: 3433 case BOW:
3337 if (!check_weapon_power (who, op->last_eat)) 3434 if (!check_weapon_power (who, op->last_eat))
3338 { 3435 {
3339 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3436 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3340 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3341 3437
3342 if (tmp) 3438 if (tmp)
3343 insert_ob_in_ob (tmp, who); 3439 insert_ob_in_ob (tmp, who);
3344 3440
3345 return 1; 3441 return 1;
3346 } 3442 }
3347 3443
3348 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3444 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3349 { 3445 {
3350 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3446 who->failmsg ("The weapon does not recognize you as its owner. "
3447 "H<Its name indicates that it belongs to somebody else.>");
3351 if (tmp) 3448 if (tmp)
3352 insert_ob_in_ob (tmp, who); 3449 insert_ob_in_ob (tmp, who);
3353 3450
3354 return 1; 3451 return 1;
3355 } 3452 }
3360 case HORN: 3457 case HORN:
3361 /* check for skill, alter player status */ 3458 /* check for skill, alter player status */
3362 3459
3363 if (!skop) 3460 if (!skop)
3364 { 3461 {
3365 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3462 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3366 return 1; 3463 return 1;
3367 } 3464 }
3368 3465
3369 SET_FLAG (op, FLAG_APPLIED); 3466 SET_FLAG (op, FLAG_APPLIED);
3370 who->change_skill (skop); 3467 who->change_skill (skop);
3371 3468
3372 if (who->contr) 3469 if (who->contr)
3373 { 3470 {
3374 who->contr->ranged_ob = op; 3471 who->contr->ranged_ob = op;
3375 3472
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3473 who->statusmsg (format ("You ready %s.", query_name (op)));
3377 3474
3378 if (op->type == BOW) 3475 if (op->type == BOW)
3379 { 3476 {
3380 who->current_weapon = op; 3477 who->current_weapon = op;
3381 change_abil (who, op); 3478 change_abil (who, op);
3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3383 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3479 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3384 } 3480 }
3385 } 3481 }
3386 else 3482 else
3387 { 3483 {
3388 if (op->type == BOW) 3484 if (op->type == BOW)
3398 { 3494 {
3399 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3495 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3400 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3496 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3401 unapply_special (who, who->contr->ranged_ob, 0); 3497 unapply_special (who, who->contr->ranged_ob, 0);
3402 3498
3403 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3499 who->statusmsg (format ("You ready your %s.", query_name (op)));
3404 3500
3405 who->contr->ranged_ob = op; 3501 who->contr->ranged_ob = op;
3406 } 3502 }
3407 break; 3503 break;
3408 3504
3409 default: 3505 default:
3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3506 who->statusmsg (format ("You apply %s.", query_name (op)));
3411 } /* end of switch op->type */ 3507 }
3412 3508
3413 SET_FLAG (op, FLAG_APPLIED); 3509 SET_FLAG (op, FLAG_APPLIED);
3414 3510
3415 if (tmp) 3511 if (tmp)
3416 tmp = insert_ob_in_ob (tmp, who); 3512 tmp = insert_ob_in_ob (tmp, who);
3423 */ 3519 */
3424 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3520 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3425 SET_FLAG (op, FLAG_BEEN_APPLIED); 3521 SET_FLAG (op, FLAG_BEEN_APPLIED);
3426 3522
3427 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3523 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3428 {
3429 if (who->type == PLAYER) 3524 if (who->type == PLAYER)
3430 { 3525 {
3431 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3526 who->failmsg (
3527 "Oops, it feels deadly cold! "
3528 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3529 );
3432 SET_FLAG (op, FLAG_KNOWN_CURSED); 3530 SET_FLAG (op, FLAG_KNOWN_CURSED);
3433 } 3531 }
3434 }
3435 3532
3436 if (who->type == PLAYER) 3533 if (who->type == PLAYER)
3437 { 3534 {
3438 /* if multiple objects were applied, update both slots */ 3535 /* if multiple objects were applied, update both slots */
3439 if (tmp) 3536 if (tmp)
3448int 3545int
3449monster_apply_special (object *who, object *op, int aflags) 3546monster_apply_special (object *who, object *op, int aflags)
3450{ 3547{
3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3548 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3452 return 1; 3549 return 1;
3550
3453 return apply_special (who, op, aflags); 3551 return apply_special (who, op, aflags);
3454} 3552}
3455 3553
3456/** 3554/**
3457 * Map was just loaded, handle op's initialisation. 3555 * Map was just loaded, handle op's initialisation.
3674 { 3772 {
3675 if (QUERY_FLAG (food, FLAG_CURSED)) 3773 if (QUERY_FLAG (food, FLAG_CURSED))
3676 { 3774 {
3677 assign (who->contr->killer, food->name); 3775 assign (who->contr->killer, food->name);
3678 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3776 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3679 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3777 who->failmsg ("Eck!...that was poisonous!");
3680 } 3778 }
3681 else 3779 else
3682 { 3780 {
3683 if (food->stats.hp > 0) 3781 if (food->stats.hp > 0)
3684 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3782 who->statusmsg ("You begin to feel better.");
3685 else 3783 else
3686 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3784 who->failmsg ("Eck!...that was poisonous!");
3785
3687 who->stats.hp += food->stats.hp; 3786 who->stats.hp += food->stats.hp;
3688 } 3787 }
3689 } 3788 }
3690 if (food->stats.sp != 0) 3789 if (food->stats.sp != 0)
3691 { 3790 {
3692 if (QUERY_FLAG (food, FLAG_CURSED)) 3791 if (QUERY_FLAG (food, FLAG_CURSED))
3693 { 3792 {
3694 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3793 who->failmsg ("You are drained of mana!");
3695 who->stats.sp -= food->stats.sp; 3794 who->stats.sp -= food->stats.sp;
3696 if (who->stats.sp < 0) 3795 if (who->stats.sp < 0)
3697 who->stats.sp = 0; 3796 who->stats.sp = 0;
3698 } 3797 }
3699 else 3798 else
3700 { 3799 {
3701 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3800 who->statusmsg ("You feel a rush of magical energy!");
3702 who->stats.sp += food->stats.sp; 3801 who->stats.sp += food->stats.sp;
3703 /* place limit on max sp from food? */ 3802 /* place limit on max sp from food? */
3704 } 3803 }
3705 } 3804 }
3805
3706 who->update_stats (); 3806 who->update_stats ();
3707} 3807}
3708 3808
3709/** 3809/**
3710 * Designed primarily to light torches/lanterns/etc. 3810 * Designed primarily to light torches/lanterns/etc.
3737 } 3837 }
3738 else 3838 else
3739 lighter->stats.food--; 3839 lighter->stats.food--;
3740 } 3840 }
3741 else if (lighter->last_eat) 3841 else if (lighter->last_eat)
3842 {
3742 { /* no charges left in lighter */ 3843 /* no charges left in lighter */
3743 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3844 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3744 return; 3845 return;
3745 } 3846 }
3746 3847
3747 /* Perhaps we should split what we are trying to light on fire? 3848 /* Perhaps we should split what we are trying to light on fire?
3748 * I can't see many times when you would want to light multiple 3849 * I can't see many times when you would want to light multiple
3754 3855
3755 save_throw_object (item, AT_FIRE, who); 3856 save_throw_object (item, AT_FIRE, who);
3756 3857
3757 if (item->destroyed ()) 3858 if (item->destroyed ())
3758 { 3859 {
3759 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3860 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3760 /* Need to update the player so that the players glow radius 3861 /* Need to update the player so that the players glow radius
3761 * gets changed. 3862 * gets changed.
3762 */ 3863 */
3763 if (is_player_env) 3864 if (is_player_env)
3764 who->update_stats (); 3865 who->update_stats ();
3765 } 3866 }
3766 else 3867 else
3767 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3868 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3768 } 3869 }
3769 else /* nothing to light */ 3870 else
3770 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3871 who->failmsg ("You need to mark a lightable object.");
3771
3772} 3872}
3773 3873
3774/** 3874/**
3775 * op made some mistake with a scroll, this takes care of punishment. 3875 * op made some mistake with a scroll, this takes care of punishment.
3776 * scroll_failure()- hacked directly from spell_failure 3876 * scroll_failure()- hacked directly from spell_failure
3783 3883
3784 if (failure <= -1 && failure > -15) 3884 if (failure <= -1 && failure > -15)
3785 { /* wonder */ 3885 { /* wonder */
3786 object *tmp; 3886 object *tmp;
3787 3887
3788 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3888 op->failmsg ("Your spell warps!");
3789 tmp = get_archetype (SPELL_WONDER); 3889 tmp = get_archetype (SPELL_WONDER);
3790 cast_wonder (op, op, 0, tmp); 3890 cast_wonder (op, op, 0, tmp);
3791 tmp->destroy (); 3891 tmp->destroy ();
3792 } 3892 }
3793 else if (failure <= -15 && failure > -35) 3893 else if (failure <= -15 && failure > -35)
3794 { /* drain mana */ 3894 { /* drain mana */
3795 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3895 op->failmsg ("Your mana is drained!");
3796 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3896 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3797 if (op->stats.sp < 0) 3897 if (op->stats.sp < 0)
3798 op->stats.sp = 0; 3898 op->stats.sp = 0;
3799 } 3899 }
3800 else if (settings.spell_failure_effects == TRUE) 3900 else if (settings.spell_failure_effects == TRUE)
3801 { 3901 {
3802 if (failure <= -35 && failure > -60) 3902 if (failure <= -35 && failure > -60)
3803 { /* confusion */ 3903 { /* confusion */
3804 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3904 op->failmsg ("The magic recoils on you!");
3805 confuse_player (op, op, power); 3905 confuse_player (op, op, power);
3806 } 3906 }
3807 else if (failure <= -60 && failure > -70) 3907 else if (failure <= -60 && failure > -70)
3808 { /* paralysis */ 3908 { /* paralysis */
3809 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3909 op->failmsg ("The magic recoils and paralyzes you!");
3810 paralyze_player (op, op, power); 3910 paralyze_player (op, op, power);
3811 } 3911 }
3812 else if (failure <= -70 && failure > -80) 3912 else if (failure <= -70 && failure > -80)
3813 { /* blind */ 3913 { /* blind */
3814 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3914 op->failmsg ("The magic recoils on you!");
3815 blind_player (op, op, power); 3915 blind_player (op, op, power);
3816 } 3916 }
3817 else if (failure <= -80) 3917 else if (failure <= -80)
3818 { /* blast the immediate area */ 3918 { /* blast the immediate area */
3819 object *tmp = get_archetype (LOOSE_MANA); 3919 object *tmp = get_archetype (LOOSE_MANA);
3820 cast_magic_storm (op, tmp, power); 3920 cast_magic_storm (op, tmp, power);
3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3921 op->failmsg ("You unleash uncontrolled mana!");
3822 tmp->destroy (); 3922 tmp->destroy ();
3823 } 3923 }
3824 } 3924 }
3825} 3925}
3826 3926
3846 */ 3946 */
3847 int i, j; 3947 int i, j;
3848 3948
3849 for (i = 0; i < NUM_STATS; i++) 3949 for (i = 0; i < NUM_STATS; i++)
3850 { 3950 {
3851 int race_bonus = pl->arch->clone.stats.stat (i); 3951 int race_bonus = pl->arch->stats.stat (i);
3852 sint8 stat = stats->stat (i) + ns->stat (i); 3952 sint8 stat = stats->stat (i) + ns->stat (i);
3853 3953
3854 if (stat > 20 + race_bonus) 3954 if (stat > 20 + race_bonus)
3855 { 3955 {
3856 excess_stat++; 3956 excess_stat++;
3866 3966
3867 if (i == CHA) 3967 if (i == CHA)
3868 continue; /* exclude cha from this */ 3968 continue; /* exclude cha from this */
3869 3969
3870 int stat = stats->stat (i); 3970 int stat = stats->stat (i);
3871 int race_bonus = pl->arch->clone.stats.stat (i); 3971 int race_bonus = pl->arch->stats.stat (i);
3872 if (stat < 20 + race_bonus) 3972 if (stat < 20 + race_bonus)
3873 { 3973 {
3874 change_attr_value (stats, i, 1); 3974 change_attr_value (stats, i, 1);
3875 excess_stat--; 3975 excess_stat--;
3876 } 3976 }
3933 char got[MAX_BUF]; 4033 char got[MAX_BUF];
3934 int len; 4034 int len;
3935 4035
3936 if (!pl || !transformer) 4036 if (!pl || !transformer)
3937 return; 4037 return;
4038
3938 marked = find_marked_object (pl); 4039 marked = find_marked_object (pl);
4040
3939 if (!marked) 4041 if (!marked)
3940 { 4042 {
3941 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4043 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3942 return; 4044 return;
3943 } 4045 }
4046
3944 if (!marked->slaying) 4047 if (!marked->slaying)
3945 { 4048 {
3946 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)));
3947 return; 4050 return;
3948 } 4051 }
4052
3949 /* check whether they are compatible or not */ 4053 /* check whether they are compatible or not */
3950 find = strstr (marked->slaying, transformer->arch->name); 4054 find = strstr (marked->slaying, transformer->arch->archname);
3951 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4055 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3952 { 4056 {
3953 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4057 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3954 return; 4058 return;
3955 } 4059 }
4060
3956 find += strlen (transformer->arch->name) + 1; 4061 find += strlen (transformer->arch->archname) + 1;
3957 /* Item can be used, now find how many and what it yields */ 4062 /* Item can be used, now find how many and what it yields */
3958 if (isdigit (*(find))) 4063 if (isdigit (*(find)))
3959 { 4064 {
3960 yield = atoi (find); 4065 yield = atoi (find);
3961 if (yield < 1) 4066 if (yield < 1)
3967 else 4072 else
3968 yield = 1; 4073 yield = 1;
3969 4074
3970 while (isdigit (*find)) 4075 while (isdigit (*find))
3971 find++; 4076 find++;
4077
3972 while (*find == ' ') 4078 while (*find == ' ')
3973 find++; 4079 find++;
4080
3974 memset (got, 0, MAX_BUF); 4081 memset (got, 0, MAX_BUF);
4082
3975 if ((separator = strchr (find, ';')) != NULL) 4083 if ((separator = strchr (find, ';')) != NULL)
3976 {
3977 len = separator - find; 4084 len = separator - find;
3978 }
3979 else 4085 else
3980 {
3981 len = strlen (find); 4086 len = strlen (find);
3982 } 4087
3983 if (len > MAX_BUF - 1) 4088 if (len > MAX_BUF - 1)
3984 len = MAX_BUF - 1; 4089 len = MAX_BUF - 1;
4090
3985 strcpy (got, find); 4091 strcpy (got, find);
3986 got[len] = '\0'; 4092 got[len] = '\0';
3987 4093
3988 /* Now create new item, remove used ones when required. */ 4094 /* Now create new item, remove used ones when required. */
3989 new_item = get_archetype (got); 4095 new_item = get_archetype (got);
3990 if (!new_item) 4096 if (!new_item)
3991 { 4097 {
3992 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4098 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3993 return; 4099 return;
3994 } 4100 }
3995 4101
3996 new_item->nrof = yield; 4102 new_item->nrof = yield;
4103
3997 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4104 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4105
3998 insert_ob_in_ob (new_item, pl); 4106 insert_ob_in_ob (new_item, pl);
3999 esrv_send_inventory (pl, pl); 4107 esrv_send_inventory (pl, pl);
4000 /* Eat up one item */ 4108 /* Eat up one item */
4001 decrease_ob_nr (marked, 1); 4109 decrease_ob_nr (marked, 1);
4110
4002 /* Eat one transformer if needed */ 4111 /* Eat one transformer if needed */
4003 if (transformer->stats.food) 4112 if (transformer->stats.food)
4004 if (--transformer->stats.food == 0) 4113 if (--transformer->stats.food == 0)
4005 decrease_ob_nr (transformer, 1); 4114 decrease_ob_nr (transformer, 1);
4006} 4115}
4116

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines