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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.113 by root, Tue Jul 10 05:51:38 2007 UTC vs.
Revision 1.142 by root, Sun Apr 13 20:21:50 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <cmath> 24#include <cmath>
25 25
26#include <global.h> 26#include <global.h>
92 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
93 */ 93 */
94static int 94static int
95apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
96{ 96{
97 object *id, *marked; 97 dynbuf_text buf;
98 int success = 0;
99 98
100 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
101 return 0; 100 return 0;
102 101
103 /* 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
104 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
105 */ 104 */
106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
107 return 0; 106 return 0;
108 107
109 marked = find_marked_object (pl);
110 /* 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
111 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
112 */ 110 */
111 if (object *marked = find_marked_object (pl))
113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 { 113 {
115 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
116 { 115 {
117 identify (marked); 116 identify (marked);
118 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));
119 if (marked->msg) 119 if (marked->msg)
120 { 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
123 } 123 }
124 return money == NULL;
125 } 124 }
126 }
127 125
128 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
129 { 127 {
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 { 129 {
132 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
133 { 131 {
134 identify (id); 132 identify (id);
135 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));
136 if (id->msg) 135 if (id->msg)
137 { 136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success = 1;
142 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
143 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
144 break; 140 break;
145 } 141 }
146 else 142 else
147 { 143 {
148 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");
149 break; 145 break;
150 } 146 }
151 } 147 }
152 } 148 }
153 if (!success) 149
154 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
155 return money == NULL; 155 return !money;
156} 156}
157 157
158/** 158/**
159 * 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
160 * matching item. 160 * matching item.
161 **/ 161 **/
162static void 162void
163handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
164{ 164{
165 const char *yield; 165 const char *yield;
166 166
167 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
195 195
196 floor = GET_MAP_OB (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
197 197
198 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)
199 { 199 {
200 if (op->type == PLAYER)
201 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
202 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0; 203 return 0;
204 } 204 }
205 205
206 if (op->type == PLAYER) 206 if (op->type == PLAYER)
232 232
233 if (depl) 233 if (depl)
234 { 234 {
235 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i)) 236 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 op->statusmsg (restore_msg[i]);
238 238
239 depl->destroy (); 239 depl->destroy ();
240 op->update_stats (); 240 op->update_stats ();
241 } 241 }
242 else 242 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
244 244
245 decrease_ob (tmp); 245 decrease_ob (tmp);
246 return 1; 246 return 1;
247 } 247 }
248 248
249 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 251 {
252 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
253 { 253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 255 {
256 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
257 { 257 {
258 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
259 break; 259 break;
260 } 260 }
261
261 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
262 { 263 {
263 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
264 break; 265 break;
265 } 266 }
267
266 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
267 { 269 {
268 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
269 break; 271 break;
270 } 272 }
274 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
275 { 277 {
276 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
277 break; 279 break;
278 } 280 }
281
279 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
280 { 283 {
281 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
282 break; 285 break;
283 } 286 }
287
284 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
285 { 289 {
286 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
287 break; 291 break;
288 } 292 }
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 { 301 {
298 if (got_one) 302 if (got_one)
299 { 303 {
300 op->update_stats (); 304 op->update_stats ();
301 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 "
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 306 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
304 } 308 }
305 else 309 else
306 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.");
307 } 311 }
308 else 312 else
309 { /* cursed potion */ 313 { /* cursed potion */
310 if (got_one) 314 if (got_one)
311 { 315 {
312 op->update_stats (); 316 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
314 } 318 }
315 else 319 else
316 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);
317 } 321 }
318 322
319 decrease_ob (tmp); 323 decrease_ob (tmp);
320 return 1; 324 return 1;
321 } 325 }
330 { 334 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 { 336 {
333 object *fball; 337 object *fball;
334 338
335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
336 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
337 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
338 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;
339 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;
340 fball->x = op->x; 345 fball->x = op->x;
343 } 348 }
344 else 349 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346 351
347 decrease_ob (tmp); 352 decrease_ob (tmp);
353
348 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats (); 356 op->update_stats ();
357
351 return 1; 358 return 1;
352 } 359 }
353 360
354 /* Deal with protection potions */ 361 /* Deal with protection potions */
355 force = NULL; 362 force = NULL;
357 { 364 {
358 if (tmp->resist[i]) 365 if (tmp->resist[i])
359 { 366 {
360 if (!force) 367 if (!force)
361 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
364 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 */
365 } 373 }
366 } 374 }
375
367 /* This is a protection potion */ 376 /* This is a protection potion */
368 if (force) 377 if (force)
369 { 378 {
370 /* cursed items last longer */ 379 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
390 { /* only for players */ 399 { /* only for players */
391 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)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 402 else
394 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
395 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
397 } 407 }
398 408
399 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
417static int 427static int
418check_item (object *op, const char *item) 428check_item (object *op, const char *item)
419{ 429{
420 int count = 0; 430 int count = 0;
421 431
422 432 if (!item)
423 if (item == NULL)
424 return 0; 433 return 0;
425 434
426 op = op->below; 435 for (op = op->below; op; op = op->below)
427 while (op != NULL)
428 { 436 {
429 if (strcmp (op->arch->archname, item) == 0) 437 if (strcmp (op->arch->archname, item) == 0)
430 { 438 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 count++; 443 count++;
436 else 444 else
437 count += op->nrof; 445 count += op->nrof;
438 } 446 }
439 } 447 }
440
441 op = op->below;
442 } 448 }
443 449
444 return count; 450 return count;
445} 451}
446 452
456 object *prev; 462 object *prev;
457 463
458 prev = op; 464 prev = op;
459 op = op->below; 465 op = op->below;
460 466
461 while (op != NULL) 467 while (op)
462 { 468 {
463 if (strcmp (op->arch->archname, item) == 0) 469 if (strcmp (op->arch->archname, item) == 0)
464 { 470 {
465 if (op->nrof >= nrof) 471 if (op->nrof >= nrof)
466 { 472 {
470 else 476 else
471 { 477 {
472 decrease_ob_nr (op, op->nrof); 478 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof; 479 nrof -= op->nrof;
474 } 480 }
481
475 op = prev; 482 op = prev;
476 } 483 }
484
477 prev = op; 485 prev = op;
478 op = op->below; 486 op = op->below;
479 } 487 }
480} 488}
481 489
487 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
488 */ 496 */
489static int 497static int
490check_weapon_power (const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
491{ 499{
492
493/* 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
494 * 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
495 * 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.
496 */ 503 */
497#if 1 504#if 1
538static int 545static int
539check_sacrifice (object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
540{ 547{
541 int count = 0; 548 int count = 0;
542 549
543 if (improver->slaying != NULL) 550 if (improver->slaying)
544 { 551 {
545 count = check_item (op, improver->slaying); 552 count = check_item (op, improver->slaying);
546 if (count < 1) 553 if (count < 1)
547 { 554 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 556 return 0;
553 } 557 }
554 } 558 }
555 else 559 else
556 count = 1; 560 count = 1;
559} 563}
560 564
561/** 565/**
562 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
563 */ 567 */
564int 568static int
565improve_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)
566{ 570{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 571 stat += sacrifice_count;
570 weapon->last_eat++; 572 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 573 decrease_ob (improver);
573 574
574 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
575 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
576 return 1; 584 return 1;
577} 585}
578 586
579/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 592#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 594#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 597#define IMPROVE_INT 10
590#define IMPROVE_POW 11 598#define IMPROVE_POW 11
591
592 599
593/** 600/**
594 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
596 */ 603 */
597
598int 604int
599prepare_weapon (object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
600{ 606{
601 int sacrifice_count, i; 607 int sacrifice_count, i;
602 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
603 609
604 if (weapon->level != 0) 610 if (weapon->level != 0)
605 { 611 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 612 op->failmsg ("Weapon is already prepared!");
607 return 0; 613 return 0;
608 } 614 }
615
609 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 617 if (weapon->resist[i])
611 break; 618 break;
612 619
613 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
620 { 627 {
621 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.>");
622 return 0; 631 return 0;
623 } 632 }
633
624 sacrifice_count = check_sacrifice (op, improver); 634 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 635 if (sacrifice_count <= 0)
626 return 0; 636 return 0;
637
627 weapon->level = isqrt (sacrifice_count); 638 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 639 eat_item (op, improver->slaying, sacrifice_count);
630 640
631 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 ));
632 646
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 648 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 649 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 650 slot at once! */
655improve_weapon (object *op, object *improver, object *weapon) 669improve_weapon (object *op, object *improver, object *weapon)
656{ 670{
657 int sacrifice_count, sacrifice_needed = 0; 671 int sacrifice_count, sacrifice_needed = 0;
658 672
659 if (improver->stats.sp == IMPROVE_PREPARE) 673 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 674 return prepare_weapon (op, improver, weapon);
662 } 675
663 if (weapon->level == 0) 676 if (weapon->level == 0)
664 { 677 {
665 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.>");
666 return 0; 679 return 0;
667 } 680 }
681
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 683 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 684 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 685 return 0;
672 } 686 }
687
673 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))
674 { 689 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 690 op->failmsg ("Improving the weapon will make it too "
676 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 "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 692 "really want to improve it.");
678 return 0; 693 return 0;
679 } 694 }
695
680 /* 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
681 * 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,
682 * 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
683 * weapon can be improved. 699 * weapon can be improved.
684 */ 700 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 701 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 702 {
687 weapon->stats.dam += 5; 703 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 704 weapon->weight += 5000; /* 5 KG's */
689 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));
690 weapon->last_eat++; 706 weapon->last_eat++;
691 707
692 weapon->item_power++; 708 weapon->item_power++;
693 decrease_ob (improver); 709 decrease_ob (improver);
694 return 1; 710 return 1;
695 } 711 }
712
696 if (improver->stats.sp == IMPROVE_WEIGHT) 713 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 714 {
698 /* Reduce weight by 20% */ 715 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 716 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 717 if (weapon->weight < 1)
701 weapon->weight = 1; 718 weapon->weight = 1;
719
702 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));
703 weapon->last_eat++; 721 weapon->last_eat++;
704 weapon->item_power++; 722 weapon->item_power++;
705 decrease_ob (improver); 723 decrease_ob (improver);
706 return 1; 724 return 1;
707 } 725 }
708 if (improver->stats.sp == IMPROVE_ENCHANT) 726 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 727 {
710 weapon->magic++; 728 weapon->magic++;
711 weapon->last_eat++; 729 weapon->last_eat++;
712 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));
713 decrease_ob (improver); 731 decrease_ob (improver);
714 weapon->item_power++; 732 weapon->item_power++;
715 return 1; 733 return 1;
716 } 734 }
717 735
723 sacrifice_needed *= 2; 741 sacrifice_needed *= 2;
724 742
725 sacrifice_count = check_sacrifice (op, improver); 743 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 744 if (sacrifice_count < sacrifice_needed)
727 { 745 {
728 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));
729 return 0; 747 return 0;
730 } 748 }
749
731 eat_item (op, improver->slaying, sacrifice_needed); 750 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 751 weapon->item_power++;
733 752
734 switch (improver->stats.sp) 753 switch (improver->stats.sp)
735 { 754 {
736 case IMPROVE_STR:
737 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");
738 case IMPROVE_DEX:
739 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");
740 case IMPROVE_CON:
741 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");
742 case IMPROVE_WIS:
743 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");
744 case IMPROVE_CHA:
745 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");
746 case IMPROVE_INT:
747 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");
748 case IMPROVE_POW:
749 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");
750 default: 762 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 763 op->failmsg ("Unknown improvement type.");
752 } 764 }
765
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 766 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 767 return 0;
755} 768}
756 769
757/** 770/**
767 if (op->type != PLAYER) 780 if (op->type != PLAYER)
768 return 0; 781 return 0;
769 782
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 783 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 784 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 785 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 786 return 0;
774 } 787 }
775 788
776 otmp = find_marked_object (op); 789 otmp = find_marked_object (op);
777 if (!otmp) 790 if (!otmp)
778 { 791 {
779 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.>");
780 return 0; 793 return 0;
781 } 794 }
782 795
783 if (otmp->type != WEAPON && otmp->type != BOW) 796 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 797 {
785 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!");
786 return 0; 799 return 0;
787 } 800 }
788 801
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 802 op->statusmsg ("Applied weapon builder.");
803
790 improve_weapon (op, tmp, otmp); 804 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 805 esrv_send_item (op, otmp);
792 return 1; 806 return 1;
793} 807}
794 808
819{ 833{
820 object *tmp; 834 object *tmp;
821 835
822 if (armour->magic >= settings.armor_max_enchant) 836 if (armour->magic >= settings.armor_max_enchant)
823 { 837 {
824 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!");
825 return 0; 839 return 0;
826 } 840 }
841
827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 842 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
828 * etc), so take the easy way out and don't worry about it. 843 * etc), so take the easy way out and don't worry about it.
829 * Note - maybe add scrolls which make the random artifact versions (eg, armour 844 * Note - maybe add scrolls which make the random artifact versions (eg, armour
830 * of gnarg and what not?) 845 * of gnarg and what not?)
831 */ 846 */
832 if (armour->title) 847 if (armour->title)
833 { 848 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 849 op->failmsg ("This armour will not accept further enchantment.");
835 return 0; 850 return 0;
836 } 851 }
837 852
838 /* Split objects if needed. Can't insert tmp until the 853 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 854 * end of this function - otherwise it will just re-merge.
840 */ 855 */
841 if (armour->nrof > 1) 856 if (armour->nrof > 1)
842 tmp = get_split_ob (armour, armour->nrof - 1); 857 tmp = get_split_ob (armour, armour->nrof - 1);
843 else 858 else
889 { 904 {
890 esrv_send_item (op, armour); 905 esrv_send_item (op, armour);
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 906 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats (); 907 op->update_stats ();
893 } 908 }
909
894 decrease_ob (improver); 910 decrease_ob (improver);
911
895 if (tmp) 912 if (tmp)
896 { 913 {
897 insert_ob_in_ob (tmp, op); 914 insert_ob_in_ob (tmp, op);
898 esrv_send_item (op, tmp); 915 esrv_send_item (op, tmp);
899 } 916 }
917
900 return 1; 918 return 1;
901} 919}
902
903 920
904/* 921/*
905 * convert_item() returns 1 if anything was converted, 0 if the item was not 922 * convert_item() returns 1 if anything was converted, 0 if the item was not
906 * what the converter wants, -1 if the converter is broken. 923 * what the converter wants, -1 if the converter is broken.
907 */ 924 *
908#define CONV_FROM(xyz) xyz->slaying
909#define CONV_TO(xyz) xyz->other_arch
910#define CONV_NR(xyz) xyz->stats.sp
911#define CONV_NEED(xyz) xyz->stats.food
912
913/* Takes one items and makes another. 925 * Takes one type of items and makes another.
914 * converter is the object that is doing the conversion. 926 * converter is the object that is doing the conversion.
915 * item is the object that triggered the converter - if it is not 927 * item is the object that triggered the converter - if it is not
916 * what the converter wants, this will not do anything. 928 * what the converter wants, this will not do anything.
917 */ 929 */
918int 930static int
919convert_item (object *item, object *converter) 931convert_item (object *item, object *converter)
920{ 932{
921 int nr = 0;
922 uint32 price_in; 933 sint64 nr, price_in;
934
935 if (item->flag [FLAG_UNPAID])
936 return 0;
937
938 shstr conv_from = converter->slaying;
939 archetype *conv_to = converter->other_arch;
940 sint64 need = converter->stats.food;
941 sint64 give = converter->stats.sp;
923 942
924 /* We make some assumptions - we assume if it takes money as it type, 943 /* We make some assumptions - we assume if it takes money as it type,
925 * it wants some amount. We don't make change (ie, if something costs 944 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck) 945 * 3 gp and player drops a platinum, tough luck)
927 */ 946 */
928 if (!strcmp (CONV_FROM (converter), "money")) 947 if (conv_from == shstr_money)
929 { 948 {
930 int cost;
931
932 if (item->type != MONEY) 949 if (item->type != MONEY)
933 return 0; 950 return 0;
934 951
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 952 nr = sint64 (item->nrof) * item->value / need;
936 if (!nr) 953 if (!nr)
937 return 0; 954 return 0;
938 cost = nr * CONV_NEED (converter) / item->value; 955
939 /* take into account rounding errors */ 956 converter->play_sound (sound_find ("shop_buy"));
940 if (nr * CONV_NEED (converter) % item->value) 957
941 cost++; 958 sint64 cost = (nr * need + item->value - 1) / item->value;
959
942 decrease_ob_nr (item, cost); 960 decrease_ob_nr (item, cost);
943 961
944 price_in = cost * item->value; 962 price_in = cost * item->value;
945 } 963 }
946 else 964 else
947 { 965 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 966 if (item->type == PLAYER
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 967 || conv_from != item->arch->archname
968 || (need && need > (uint16) item->nrof))
950 return 0; 969 return 0;
951 970
952 if (CONV_NEED (converter)) 971 converter->play_sound (sound_find ("convert_item"));
972
973 if (need)
953 { 974 {
954 nr = item->nrof / CONV_NEED (converter); 975 nr = sint64 (item->nrof) / need;
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 976 decrease_ob_nr (item, nr * need);
956 price_in = nr * CONV_NEED (converter) * item->value; 977 price_in = nr * need * item->value;
957 } 978 }
958 else 979 else
959 { 980 {
960 price_in = item->value; 981 price_in = item->value;
961 item->destroy (); 982 item->destroy ();
962 } 983 }
963 } 984 }
964 985
965 if (converter->inv != NULL) 986 if (converter->inv)
966 { 987 {
967 object *ob; 988 object *ob;
968 int i; 989 int i;
969 object *ob_to_copy; 990 object *ob_to_copy;
970 991
971 /* select random object from inventory to copy */ 992 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 993 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 994 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 {
975 if (rndm (0, i) == 0) 995 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 996 ob_to_copy = ob;
978 } 997
979 }
980 item = object_create_clone (ob_to_copy); 998 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 999 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 1000 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 1001 }
984 else 1002 else
985 { 1003 {
986 if (converter->other_arch == NULL) 1004 if (!conv_to)
987 { 1005 {
988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 1006 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
989 &converter->name, &converter->map->path, converter->x, converter->y); 1007 &converter->name, &converter->map->path, converter->x, converter->y);
990 return -1; 1008 return -1;
991 } 1009 }
992 1010
993 item = object_create_arch (converter->other_arch); 1011 item = object_create_arch (conv_to);
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1012 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 1013 }
996 1014
997 if (CONV_NR (converter)) 1015 if (give)
998 item->nrof = CONV_NR (converter); 1016 item->nrof = give;
1017
999 if (nr) 1018 if (nr)
1000 item->nrof *= nr; 1019 item->nrof *= nr;
1020
1001 if (is_in_shop (converter)) 1021 if (is_in_shop (converter))
1002 SET_FLAG (item, FLAG_UNPAID); 1022 SET_FLAG (item, FLAG_UNPAID);
1003 else if (price_in < item->nrof * item->value) 1023 else if (price_in < sint64 (item->nrof) * item->value)
1004 { 1024 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1025 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1026 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /** 1027 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 1028 * elmex: we are going to let the game continue, as the mapcreator
1010 * probably had something in mind when doing this 1029 * hopefully had something in mind when doing this.
1011 */ 1030 */
1012 } 1031 }
1032
1033 SET_FLAG (item, FLAG_IDENTIFIED);
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1034 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014 return 1; 1035 return 1;
1015} 1036}
1016 1037
1017/** 1038/**
1034 1055
1035 op->contr->last_used = 0; 1056 op->contr->last_used = 0;
1036 1057
1037 if (sack->env && sack->env != op) 1058 if (sack->env && sack->env != op)
1038 { 1059 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1060 op->failmsg ("You must put it onto the floor or into your inventory first.");
1040 return 1; 1061 return 1;
1041 } 1062 }
1042 1063
1043 // already applied == open on ground, or open in inv, or active in inv 1064 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED]) 1065 if (sack->flag [FLAG_APPLIED])
1050 return 1; 1071 return 1;
1051 } 1072 }
1052 else if (!sack->env) 1073 else if (!sack->env)
1053 { 1074 {
1054 // active, but not ours: some other player has opened it 1075 // active, but not ours: some other player has opened it
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1076 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1056 return 1; 1077 return 1;
1057 } 1078 }
1058 1079
1059 // fall through to opening it (active in inv) 1080 // fall through to opening it (active in inv)
1060 } 1081 }
1062 { 1083 {
1063 // it is in our env, so activate it, do not open yet 1084 // it is in our env, so activate it, do not open yet
1064 op->close_container (); 1085 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 1086 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack); 1087 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1088 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1; 1089 return 1;
1069 } 1090 }
1070 1091
1071 // it's locked? 1092 // it's locked?
1072 if (sack->slaying) 1093 if (sack->slaying)
1073 { 1094 {
1074 if (object *tmp = find_key (op, op, sack)) 1095 if (object *tmp = find_key (op, op, sack))
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1096 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1076 else 1097 else
1077 { 1098 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1099 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1079 return 1; 1100 return 1;
1080 } 1101 }
1081 } 1102 }
1082 1103
1083 op->open_container (sack); 1104 op->open_container (sack);
1102 * with an altar. We call it a Potion - altars are stationary - it 1123 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly. 1124 * is up to map designers to use them properly.
1104 */ 1125 */
1105 if (altar->inv && altar->inv->type == SPELL) 1126 if (altar->inv && altar->inv->type == SPELL)
1106 { 1127 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1128 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 1129 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 1130 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 1131 * old maps.
1111 */ 1132 */
1112 1133
1113/* push_button (altar);*/ 1134/* push_button (altar);*/
1114 } 1135 }
1138 double opinion; 1159 double opinion;
1139 object *tmp, *next; 1160 object *tmp, *next;
1140 1161
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1162 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 1163
1164 bool has_unpaid = false;
1165
1166 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1167 // a quick and small change :(
1168 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1169 if (item->flag [FLAG_UNPAID])
1170 {
1171 has_unpaid = true;
1172 break;
1173 }
1174
1143 if (op->type != PLAYER) 1175 if (op->type != PLAYER)
1144 { 1176 {
1145 /* Remove all the unpaid objects that may be carried here. 1177 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 1178 * This could be pets or monsters that are somehow in
1147 * the shop. 1179 * the shop.
1173 /* unpaid objects, or non living objects, can't transfer by 1205 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 1206 * shop mats. Instead, put it on a nearby space.
1175 */ 1207 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1208 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 { 1209 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1210 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1211 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 1212
1182 if (i != -1) 1213 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1214 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1192 else if (can_pay (op) && get_payment (op)) 1223 else if (can_pay (op) && get_payment (op))
1193 { 1224 {
1194 /* this is only used for players */ 1225 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 1226 rv = teleport (shop_mat, SHOP_MAT, op);
1196 1227
1228 if (has_unpaid)
1229 op->contr->play_sound (sound_find ("shop_buy"));
1230 else if (is_in_shop (op))
1231 op->contr->play_sound (sound_find ("shop_enter"));
1232 else
1233 op->contr->play_sound (sound_find ("shop_leave"));
1234
1197 if (shop_mat->msg) 1235 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1236 op->statusmsg (shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct, 1237 /* This check below is a bit simplistic - generally it should be correct,
1200 * but there is never a guarantee that the bottom space on the map is 1238 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor. 1239 * actually the shop floor.
1202 */ 1240 */
1203 else if (!rv && !is_in_shop (op)) 1241 else if (!rv && !is_in_shop (op))
1204 { 1242 {
1205 opinion = shopkeeper_approval (op->map, op); 1243 opinion = shopkeeper_approval (op->map, op);
1206 1244
1207 if (opinion > 0.9) 1245 op->statusmsg (
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1246 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1209 else if (opinion > 0.75) 1247 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1248 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 1249 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 1250 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 1251 }
1216 } 1252 }
1217 else 1253 else
1218 { 1254 {
1219 /* if we get here, a player tried to leave a shop but was not able 1255 /* if we get here, a player tried to leave a shop but was not able
1220 * to afford the items he has. We try to move the player so that 1256 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore 1257 * they are not on the mat anymore
1222 */ 1258 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1259 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 1260
1225 if (i == -1) 1261 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 1262 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 1263 else
1230 { 1264 {
1231 op->remove (); 1265 op->remove ();
1232 op->x += freearr_x[i]; 1266 op->x += freearr_x[i];
1233 op->y += freearr_y[i]; 1267 op->y += freearr_y[i];
1245static void 1279static void
1246apply_sign (object *op, object *sign, int autoapply) 1280apply_sign (object *op, object *sign, int autoapply)
1247{ 1281{
1248 readable_message_type *msgType; 1282 readable_message_type *msgType;
1249 1283
1250 if (sign->msg == NULL) 1284 if (!sign->msg)
1251 { 1285 {
1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1286 op->statusmsg ("Nothing is written on it.");
1253 return; 1287 return;
1254 } 1288 }
1255 1289
1256 if (sign->stats.food) 1290 if (sign->stats.food)
1257 { 1291 {
1258 if (sign->last_eat >= sign->stats.food) 1292 if (sign->last_eat >= sign->stats.food)
1259 { 1293 {
1260 if (!sign->move_on) 1294 if (!sign->move_on)
1261 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1295 op->statusmsg ("You cannot read it anymore.");
1296
1262 return; 1297 return;
1263 } 1298 }
1264 1299
1265 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1300 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1266 sign->last_eat++; 1301 sign->last_eat++;
1271 * move_on is zero, it needs to be manually applied (doesn't talk 1306 * move_on is zero, it needs to be manually applied (doesn't talk
1272 * to us). 1307 * to us).
1273 */ 1308 */
1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1309 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1275 { 1310 {
1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1311 op->failmsg ("You are unable to read while blind!");
1277 return; 1312 return;
1278 } 1313 }
1279 1314
1280 if (op->contr) 1315 if (op->contr)
1281 if (client *ns = op->contr->ns) 1316 if (client *ns = op->contr->ns)
1282 { 1317 {
1283 msgType = get_readable_message_type (sign); 1318 if (sign->sound)
1319 ns->play_sound (sign->sound);
1320 else if (autoapply)
1321 ns->play_sound (sound_find ("msg_voice"));
1284 1322
1285 if (ns->can_msg) 1323 if (ns->can_msg)
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg); 1324 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1287 else 1325 else
1288 { 1326 {
1289 char newbuf[HUGE_BUF]; 1327 msgType = get_readable_message_type (sign);
1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg); 1328 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1291 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1329 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1292 } 1330 }
1293 } 1331 }
1294} 1332}
1295 1333
1296/** 1334/**
1432 1470
1433 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1471 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1434 { 1472 {
1435 if (!sound_was_played) 1473 if (!sound_was_played)
1436 { 1474 {
1437 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1475 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1438 sound_was_played = 1; 1476 sound_was_played = 1;
1439 } 1477 }
1440 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1478
1479 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1441 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1480 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1442 } 1481 }
1443 } 1482 }
1444 goto leave; 1483 goto leave;
1445 } 1484 }
1446 1485
1447
1448 case CONVERTER: 1486 case CONVERTER:
1449 if (convert_item (victim, trap) < 0) 1487 if (convert_item (victim, trap) < 0)
1450 { 1488 {
1451 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1489 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1452 get_archetype ("burnout")->insert_at (trap, trap); 1490 get_archetype ("burnout")->insert_at (trap, trap);
1453 } 1491 }
1454 1492
1455 goto leave; 1493 goto leave;
1456 1494
1477 * Processing will happen if the head runs into the pit 1515 * Processing will happen if the head runs into the pit
1478 */ 1516 */
1479 if (victim->head) 1517 if (victim->head)
1480 goto leave; 1518 goto leave;
1481 1519
1482 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1520 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1483 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1521 victim->statusmsg ("You fall through the hole!", NDI_RED);
1484 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1522 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1485 goto leave; 1523 goto leave;
1486 1524
1487 case EXIT: 1525 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap)) 1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 { 1527 {
1490 /* Basically, don't show exits leading to random maps the 1528 /* Basically, don't show exits leading to random maps the
1491 * players output. 1529 * players output.
1492 */ 1530 */
1493 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1531 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1494 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1532 victim->statusmsg (trap->msg, NDI_NAVY);
1495 1533
1534 trap->play_sound (trap->sound);
1496 victim->enter_exit (trap); 1535 victim->enter_exit (trap);
1497 } 1536 }
1498 goto leave; 1537 goto leave;
1499 1538
1500 case ENCOUNTER: 1539 case ENCOUNTER:
1522 goto leave; 1561 goto leave;
1523 1562
1524 case RUNE: 1563 case RUNE:
1525 case TRAP: 1564 case TRAP:
1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1527 {
1528 spring_trap (trap, victim); 1566 spring_trap (trap, victim);
1529 }
1530 goto leave; 1567 goto leave;
1531 1568
1532 default: 1569 default:
1533 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1534 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1548 int lev_diff; 1585 int lev_diff;
1549 object *skill_ob; 1586 object *skill_ob;
1550 1587
1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1552 { 1589 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1590 op->failmsg ("You are unable to read while blind!");
1554 return; 1591 return;
1555 } 1592 }
1556 1593
1557 if (!tmp->msg) 1594 if (!tmp->msg)
1558 { 1595 {
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1596 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1560 return; 1597 return;
1561 } 1598 }
1562 1599
1563 /* need a literacy skill to read stuff! */ 1600 /* need a literacy skill to read stuff! */
1564 skill_ob = find_skill_by_name (op, tmp->skill); 1601 skill_ob = find_skill_by_name (op, tmp->skill);
1565 if (!skill_ob) 1602 if (!skill_ob)
1566 { 1603 {
1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1604 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1568 return; 1605 return;
1569 } 1606 }
1570 1607
1571 lev_diff = tmp->level - (skill_ob->level + 5); 1608 lev_diff = tmp->level - (skill_ob->level + 5);
1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1573 { 1610 {
1574 if (lev_diff < 2) 1611 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1575 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1612 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1576 else if (lev_diff < 3) 1613 : lev_diff < 5 ? "This book is beyond your comprehension."
1577 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1614 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1578 else if (lev_diff < 5) 1615 : lev_diff < 15 ? "This book is way beyond your comprehension."
1579 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1616 : "This book is totally beyond your comprehension.");
1580 else if (lev_diff < 8)
1581 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1582 else if (lev_diff < 15)
1583 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1584 else
1585 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1586 return; 1617 return;
1587 } 1618 }
1588 1619
1589 readable_message_type *msgType = get_readable_message_type (tmp); 1620 readable_message_type *msgType = get_readable_message_type (tmp);
1590 1621
1591 if (player *pl = op->contr) 1622 if (player *pl = op->contr)
1592 if (client *ns = pl->ns) 1623 if (client *ns = pl->ns)
1593 if (ns->can_msg) 1624 if (ns->can_msg)
1594 { 1625 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1595 dynbuf_text buf;
1596 buf << long_desc (tmp, op)
1597 << "\n\n"
1598 << tmp->msg
1599 << '\0';
1600 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1601 }
1602 else 1626 else
1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1627 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1604 msgType->message_type, msgType->message_subtype, 1628 msgType->message_type, msgType->message_subtype,
1605 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1629 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1606 long_desc (tmp, op), &tmp->msg); 1630 long_desc (tmp, op), &tmp->msg);
1632 * op is the person learning the skill, tmp is the skill scroll object 1656 * op is the person learning the skill, tmp is the skill scroll object
1633 */ 1657 */
1634static void 1658static void
1635apply_skillscroll (object *op, object *tmp) 1659apply_skillscroll (object *op, object *tmp)
1636{ 1660{
1637 switch ((int) learn_skill (op, tmp)) 1661 switch (learn_skill (op, tmp))
1638 { 1662 {
1639 case 0: 1663 case 0:
1640 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1664 op->play_sound (sound_find ("generic_fail"));
1641 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1665 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1642 return; 1666 break;
1643 1667
1644 case 1: 1668 case 1:
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1646 decrease_ob (tmp); 1669 decrease_ob (tmp);
1670 op->play_sound (sound_find ("skill_learn"));
1671 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1647 return; 1672 break;
1648 1673
1649 default: 1674 default:
1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1651 decrease_ob (tmp); 1675 decrease_ob (tmp);
1676 op->play_sound (sound_find ("generic_fail"));
1677 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1652 return; 1678 break;
1653 } 1679 }
1654} 1680}
1655 1681
1656/** 1682/**
1657 * Actually makes op learn spell. 1683 * Actually makes op learn spell.
1677 return; 1703 return;
1678 } 1704 }
1679 return; 1705 return;
1680 } 1706 }
1681 1707
1682 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1708 op->contr->play_sound (sound_find ("learn_spell"));
1709
1683 tmp = spell->clone (); 1710 tmp = spell->clone ();
1684 insert_ob_in_ob (tmp, op); 1711 insert_ob_in_ob (tmp, op);
1685 1712
1686 if (special_prayer) 1713 if (special_prayer)
1687 SET_FLAG (tmp, FLAG_STARTEQUIP); 1714 SET_FLAG (tmp, FLAG_STARTEQUIP);
1706 { 1733 {
1707 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1734 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1708 return; 1735 return;
1709 } 1736 }
1710 1737
1711 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1738 op->failmsg (format ("You lose knowledge of %s.", spell));
1712 player_unready_range_ob (op->contr, spob); 1739 player_unready_range_ob (op->contr, spob);
1713 esrv_remove_spell (op->contr, spob); 1740 esrv_remove_spell (op->contr, spob);
1714 spob->destroy (); 1741 spob->destroy ();
1715} 1742}
1716 1743
1724{ 1751{
1725 object *skop, *spell, *spell_skill; 1752 object *skop, *spell, *spell_skill;
1726 1753
1727 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1754 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1728 { 1755 {
1729 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1756 op->failmsg ("You are unable to read while blind.");
1730 return; 1757 return;
1731 } 1758 }
1732 1759
1733 /* artifact_spellbooks have 'slaying' field point to a spell name, 1760 /* artifact_spellbooks have 'slaying' field point to a spell name,
1734 * instead of having their spell stored in stats.sp. These are 1761 * instead of having their spell stored in stats.sp. These are
1735 * legacy spellbooks 1762 * legacy spellbooks
1736 */ 1763 */
1737
1738 if (tmp->slaying != NULL) 1764 if (tmp->slaying)
1739 { 1765 {
1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1741 if (!spell) 1767 if (!spell)
1742 { 1768 {
1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1769 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1744 return; 1770 return;
1745 } 1771 }
1746 else 1772 else
1747 insert_ob_in_ob (spell, tmp); 1773 insert_ob_in_ob (spell, tmp);
1774
1748 tmp->slaying = NULL; 1775 tmp->slaying = 0;
1749 } 1776 }
1750 1777
1751 skop = find_skill_by_name (op, tmp->skill); 1778 skop = find_skill_by_name (op, tmp->skill);
1752 1779
1753 /* need a literacy skill to learn spells. Also, having a literacy level 1780 /* need a literacy skill to learn spells. Also, having a literacy level
1754 * lower than the spell will make learning the spell more difficult */ 1781 * lower than the spell will make learning the spell more difficult */
1755 if (!skop) 1782 if (!skop)
1756 { 1783 {
1757 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1784 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1758 return; 1785 return;
1759 } 1786 }
1760 1787
1761 spell = tmp->inv; 1788 spell = tmp->inv;
1762 1789
1763 if (!spell) 1790 if (!spell)
1764 { 1791 {
1765 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1792 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1766 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1793 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1767 return; 1794 return;
1768 } 1795 }
1769 1796
1770 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1797 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1771 { 1798 {
1772 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1799 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1773 return; 1800 return;
1774 } 1801 }
1775 1802
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1803 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1777 1804
1778 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1779 { 1806 {
1780 identify (tmp); 1807 identify (tmp);
1781 1808
1790 * if the player doesn't know the spell, doesn't make a lot of sense that 1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1791 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1792 */ 1819 */
1793 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1794 { 1821 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1796 return; 1823 return;
1797 } 1824 }
1798 1825
1799 if (spell->skill) 1826 if (spell->skill)
1800 { 1827 {
1801 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1802 1829
1803 if (!spell_skill) 1830 if (!spell_skill)
1804 { 1831 {
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1832 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1806 return; 1833 return;
1807 } 1834 }
1808 1835
1809 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1810 { 1837 {
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1812 return; 1839 return;
1813 } 1840 }
1814 } 1841 }
1815 1842
1816 /* Logic as follows 1843 /* Logic as follows
1825 * Overall, chances are the same but a player will find having a high 1852 * Overall, chances are the same but a player will find having a high
1826 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1827 */ 1854 */
1828 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1829 { 1856 {
1830 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1857 op->failmsg ("In your confused state you flub the wording of the text!");
1831 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1832 } 1859 }
1833 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1834 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1835 { 1862 {
1836 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1837 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1838 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
1839 1865
1840 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
1841 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1842 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1843 } 1869 }
1844 else 1870 else
1845 { 1871 {
1846 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
1847 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1848 } 1874 }
1849 1875
1850 decrease_ob (tmp); 1876 decrease_ob (tmp);
1851} 1877}
1852 1878
1858{ 1884{
1859 object *skop; 1885 object *skop;
1860 1886
1861 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1862 { 1888 {
1863 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
1864 return; 1890 return;
1865 } 1891 }
1866 1892
1867 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
1868 { 1894 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1870 return; 1896 return;
1871 } 1897 }
1872 1898
1873 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
1874 { 1900 {
1880 */ 1906 */
1881 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1882 1908
1883 if (!skop) 1909 if (!skop)
1884 { 1910 {
1885 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1886 return; 1912 return;
1887 } 1913 }
1888 1914
1889 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1890 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
1891 } 1917 }
1892 1918
1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1894 identify (tmp); 1920 identify (tmp);
1895 1921
1896 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1897 1923
1898 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1899 decrease_ob (tmp); 1925 decrease_ob (tmp);
1900} 1926}
1901 1927
1905 * chest. 1931 * chest.
1906 */ 1932 */
1907static void 1933static void
1908apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
1909{ 1935{
1910 /* Nice side effect of new treasure creation method is that the treasure 1936 /* Nice side effect of this treasure creation method is that the treasure
1911 * for the chest is done when the chest is created, and put into the chest 1937 * for the chest is done when the chest is created, and put into the chest
1912 * inventory. So that when the chest burns up, the items still exist. Also 1938 * inventory. So that when the chest burns up, the items still exist. Also
1913 * prevents people fromt moving chests to more difficult maps to get better 1939 * prevents people from moving chests to more difficult maps to get better
1914 * treasure 1940 * treasure
1915 */ 1941 */
1916 object *treas = tmp->inv; 1942 object *treas = tmp->inv;
1917 1943
1918 if (!treas) 1944 if (!treas)
1919 { 1945 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
1921 decrease_ob (tmp); 1947 decrease_ob (tmp);
1922 return; 1948 return;
1923 } 1949 }
1924 1950
1925 while (tmp->inv) 1951 while (tmp->inv)
1926 { 1952 {
1927 treas = tmp->inv; 1953 treas = tmp->inv;
1928
1929 treas->remove (); 1954 treas->remove ();
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1931 1955
1932 treas->x = op->x; 1956 treas->x = op->x;
1933 treas->y = op->y; 1957 treas->y = op->y;
1934 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1935 1959
1936 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1937 spring_trap (treas, op); 1961 spring_trap (treas, op);
1938 1962
1939 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
1940 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
1941 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
1942 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
1943 */ 1967 */
1944 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1945 break; 1969 break;
1946 } 1970 }
1947 1971
1948 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
1949 decrease_ob (tmp); 1973 decrease_ob (tmp);
1950
1951} 1974}
1952 1975
1953/** 1976/**
1954 * op eats food. 1977 * op eats food.
1955 * If player, takes care of messages and dragon special food. 1978 * If player, takes care of messages and dragon special food.
1970 { 1993 {
1971 /* usual case - no dragon meal: */ 1994 /* usual case - no dragon meal: */
1972 if (op->stats.food + tmp->stats.food > 999) 1995 if (op->stats.food + tmp->stats.food > 999)
1973 { 1996 {
1974 if (tmp->type == FOOD || tmp->type == FLESH) 1997 if (tmp->type == FOOD || tmp->type == FLESH)
1975 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1998 op->failmsg ("You feel full, but what a waste of food!");
1976 else 1999 else
1977 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 2000 op->statusmsg ("Most of the drink goes down your face not your throat!");
1978 } 2001 }
2002
2003 tmp->play_sound (
2004 tmp->sound
2005 ? tmp->sound
2006 : tmp->type == DRINK
2007 ? sound_find ("eat_drink")
2008 : sound_find ("eat_food")
2009 );
1979 2010
1980 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2011 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1981 { 2012 {
1982 char buf[MAX_BUF]; 2013 const char *buf;
1983 2014
1984 if (!is_dragon_pl (op)) 2015 if (!is_dragon_pl (op))
1985 { 2016 {
1986 /* eating message for normal players */ 2017 /* eating message for normal players */
1987 if (tmp->type == DRINK) 2018 if (tmp->type == DRINK)
1988 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2019 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1989 else 2020 else
1990 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2021 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1991 } 2022 }
1992 else 2023 else
1993 {
1994 /* eating message for dragon players */ 2024 /* eating message for dragon players */
1995 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2025 buf = format ("The %s tasted terrible!", &tmp->name);
1996 }
1997 2026
1998 new_draw_info (NDI_UNIQUE, 0, op, buf); 2027 op->statusmsg (buf);
2028
1999 capacity_remaining = 999 - op->stats.food; 2029 capacity_remaining = 999 - op->stats.food;
2000 op->stats.food += tmp->stats.food; 2030 op->stats.food += tmp->stats.food;
2001 if (capacity_remaining < tmp->stats.food) 2031 if (capacity_remaining < tmp->stats.food)
2002 op->stats.hp += capacity_remaining / 50; 2032 op->stats.hp += capacity_remaining / 50;
2003 else 2033 else
2004 op->stats.hp += tmp->stats.food / 50; 2034 op->stats.hp += tmp->stats.food / 50;
2035
2005 if (op->stats.hp > op->stats.maxhp) 2036 if (op->stats.hp > op->stats.maxhp)
2006 op->stats.hp = op->stats.maxhp; 2037 op->stats.hp = op->stats.maxhp;
2007 if (op->stats.food > 999) 2038 if (op->stats.food > 999)
2008 op->stats.food = 999; 2039 op->stats.food = 999;
2009 } 2040 }
2011 /* special food hack -b.t. */ 2042 /* special food hack -b.t. */
2012 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2043 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2013 eat_special_food (op, tmp); 2044 eat_special_food (op, tmp);
2014 } 2045 }
2015 } 2046 }
2047
2016 handle_apply_yield (tmp); 2048 handle_apply_yield (tmp);
2017 decrease_ob (tmp); 2049 decrease_ob (tmp);
2018} 2050}
2019 2051
2020/** 2052/**
2032{ 2064{
2033 object *skin = NULL; /* pointer to dragon skin force */ 2065 object *skin = NULL; /* pointer to dragon skin force */
2034 object *abil = NULL; /* pointer to dragon ability force */ 2066 object *abil = NULL; /* pointer to dragon ability force */
2035 object *tmp = NULL; /* tmp. object */ 2067 object *tmp = NULL; /* tmp. object */
2036 2068
2037 char buf[MAX_BUF]; /* tmp. string buffer */
2038 double chance; /* improvement-chance of one resistance type */ 2069 double chance; /* improvement-chance of one resistance type */
2039 double totalchance = 1; /* total chance of gaining one resistance */ 2070 double totalchance = 1; /* total chance of gaining one resistance */
2040 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2071 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2041 double mbonus = 0; /* monster bonus */ 2072 double mbonus = 0; /* monster bonus */
2042 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2073 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2064 /* now start by filling stomache and health, according to food-value */ 2095 /* now start by filling stomache and health, according to food-value */
2065 if ((999 - op->stats.food) < meal->stats.food) 2096 if ((999 - op->stats.food) < meal->stats.food)
2066 op->stats.hp += (999 - op->stats.food) / 50; 2097 op->stats.hp += (999 - op->stats.food) / 50;
2067 else 2098 else
2068 op->stats.hp += meal->stats.food / 50; 2099 op->stats.hp += meal->stats.food / 50;
2100
2069 if (op->stats.hp > op->stats.maxhp) 2101 if (op->stats.hp > op->stats.maxhp)
2070 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2071 2103
2072 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2104 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2073 2105
2118 } 2150 }
2119 } 2151 }
2120 2152
2121 /* inverse totalchance as until now we have the failure-chance */ 2153 /* inverse totalchance as until now we have the failure-chance */
2122 totalchance = 100 - totalchance * 100; 2154 totalchance = 100 - totalchance * 100;
2155
2123 /* print message according to totalchance */ 2156 /* print message according to totalchance */
2157 const char *buf;
2124 if (totalchance > 50.) 2158 if (totalchance > 50.)
2125 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2159 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2126 else if (totalchance > 10.) 2160 else if (totalchance > 10.)
2127 sprintf (buf, "The %s tasted very good.", &meal->name); 2161 buf = format ("The %s tasted very good.", &meal->name);
2128 else if (totalchance > 1.) 2162 else if (totalchance > 1.)
2129 sprintf (buf, "The %s tasted good.", &meal->name); 2163 buf = format ("The %s tasted good.", &meal->name);
2130 else if (totalchance > 0.1) 2164 else if (totalchance > 0.1)
2131 sprintf (buf, "The %s tasted bland.", &meal->name); 2165 buf = format ("The %s tasted bland.", &meal->name);
2132 else if (totalchance >= 0.01) 2166 else if (totalchance >= 0.01)
2133 sprintf (buf, "The %s had a boring taste.", &meal->name); 2167 buf = format ("The %s had a boring taste.", &meal->name);
2134 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2168 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2135 sprintf (buf, "The %s tasted strange.", &meal->name); 2169 buf = format ("The %s tasted strange.", &meal->name);
2136 else 2170 else
2137 sprintf (buf, "The %s had no taste.", &meal->name); 2171 buf = format ("The %s had no taste.", &meal->name);
2138 new_draw_info (NDI_UNIQUE, 0, op, buf); 2172
2173 op->statusmsg (buf);
2139 2174
2140 /* now choose a winner if we have any */ 2175 /* now choose a winner if we have any */
2141 i = -1; 2176 i = -1;
2142 if (winners > 0) 2177 if (winners > 0)
2143 i = atnr_winner[RANDOM () % winners]; 2178 i = atnr_winner[RANDOM () % winners];
2146 { 2181 {
2147 /* resistance increased! */ 2182 /* resistance increased! */
2148 skin->resist[i]++; 2183 skin->resist[i]++;
2149 op->update_stats (); 2184 op->update_stats ();
2150 2185
2151 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2186 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2152 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2153 } 2187 }
2154 2188
2155 /* if this flesh contains a new ability focus, we mark it 2189 /* if this flesh contains a new ability focus, we mark it
2156 into the ability_force and it will take effect on next level */ 2190 into the ability_force and it will take effect on next level */
2157 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2191 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2158 { 2192 {
2159 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2193 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2160 2194
2161 if (meal->last_eat != abil->stats.exp) 2195 if (meal->last_eat != abil->stats.exp)
2196 op->statusmsg (format (
2197 "Your metabolism prepares to focus on %s!\n"
2198 "The change will happen at level %d.",
2199 change_resist_msg[meal->last_eat],
2200 abil->level + 1
2162 { 2201 ));
2163 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2164 new_draw_info (NDI_UNIQUE, 0, op, buf);
2165 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2166 new_draw_info (NDI_UNIQUE, 0, op, buf);
2167 }
2168 else 2202 else
2169 { 2203 {
2170 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2204 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2172 abil->last_eat = 0; 2205 abil->last_eat = 0;
2173 } 2206 }
2174 } 2207 }
2208
2175 return 1; 2209 return 1;
2176} 2210}
2177 2211
2178/** 2212/**
2179 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2182static void 2216static void
2183apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2184{ 2218{
2185 object *armor; 2219 object *armor;
2186 2220
2187 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2221 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2188 { 2222 {
2189 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2223 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2190 return; 2224 return;
2191 } 2225 }
2192 2226
2193 armor = find_marked_object (op); 2227 armor = find_marked_object (op);
2194 2228
2195 if (!armor) 2229 if (!armor)
2196 { 2230 {
2197 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2231 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2198 return; 2232 return;
2199 } 2233 }
2200 2234
2201 if (armor->type != ARMOUR 2235 if (armor->type != ARMOUR
2202 && armor->type != CLOAK 2236 && armor->type != CLOAK
2203 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2237 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2204 { 2238 {
2205 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2239 op->failmsg ("Your marked item is not armour!\n");
2206 return; 2240 return;
2207 } 2241 }
2208 2242
2209 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2243 op->statusmsg ("Applying armour enchantment.");
2210 improve_armour (op, tmp, armor); 2244 improve_armour (op, tmp, armor);
2211} 2245}
2212 2246
2213extern void 2247extern void
2214apply_poison (object *op, object *tmp) 2248apply_poison (object *op, object *tmp)
2215{ 2249{
2216 if (op->type == PLAYER) 2250 if (op->type == PLAYER)
2217 { 2251 {
2218 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2252 op->contr->play_sound (sound_find ("drink_poison"));
2219 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2253 op->failmsg ("Yech! That tasted poisonous!");
2220 strcpy (op->contr->killer, "poisonous booze"); 2254 strcpy (op->contr->killer, "poisonous booze");
2221 } 2255 }
2256
2222 if (tmp->stats.hp > 0) 2257 if (tmp->stats.hp > 0)
2223 { 2258 {
2224 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2259 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2225 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2260 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2226 } 2261 }
2262
2227 op->stats.food -= op->stats.food / 4; 2263 op->stats.food -= op->stats.food / 4;
2228 handle_apply_yield (tmp); 2264 handle_apply_yield (tmp);
2229 decrease_ob (tmp); 2265 decrease_ob (tmp);
2230} 2266}
2231 2267
2249 2285
2250#if 0 //TODO 2286#if 0 //TODO
2251 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2287 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2252 return 0; /* This is a reset town portal */ 2288 return 0; /* This is a reset town portal */
2253#endif 2289#endif
2290
2291 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2254 2292
2255 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2293 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2256 2294
2257 if (exitmap) 2295 if (exitmap)
2258 { 2296 {
2341 2379
2342 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2343 { 2381 {
2344 if (op->type == PLAYER) 2382 if (op->type == PLAYER)
2345 { 2383 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2347 return 1; 2385 return 1;
2348 } 2386 }
2349 else 2387 else
2350 return 0; /* monsters just skip unpaid items */ 2388 return 0; /* monsters just skip unpaid items */
2351 } 2389 }
2354 return RESULT_INT (0); 2392 return RESULT_INT (0);
2355 2393
2356 switch (tmp->type) 2394 switch (tmp->type)
2357 { 2395 {
2358 case CF_HANDLE: 2396 case CF_HANDLE:
2359 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2397 op->play_sound (sound_find ("turn_handle"));
2360 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2398 op->statusmsg ("You turn the handle.");
2361 tmp->value = tmp->value ? 0 : 1; 2399 tmp->value = tmp->value ? 0 : 1;
2362 SET_ANIMATION (tmp, tmp->value); 2400 SET_ANIMATION (tmp, tmp->value);
2363 update_object (tmp, UP_OBJ_FACE); 2401 update_object (tmp, UP_OBJ_FACE);
2364 push_button (tmp); 2402 push_button (tmp);
2365 return 1; 2403 return 1;
2366 2404
2367 case TRIGGER: 2405 case TRIGGER:
2368 if (check_trigger (tmp, op)) 2406 if (check_trigger (tmp, op))
2369 { 2407 {
2370 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2408 op->statusmsg ("You turn the handle.");
2371 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2409 op->play_sound (sound_find ("turn_handle"));
2372 } 2410 }
2373 else 2411 else
2374 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2412 op->failmsg ("The handle doesn't move.");
2375 2413
2376 return 1; 2414 return 1;
2377 2415
2378 case EXIT: 2416 case EXIT:
2379 if (op->type != PLAYER) 2417 if (op->type != PLAYER)
2380 return 0; 2418 return 0;
2381 2419
2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2383 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2421 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2384 else 2422 else
2385 { 2423 {
2386 /* Don't display messages for random maps. */ 2424 /* Don't display messages for random maps. */
2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2426 op->statusmsg (tmp->msg, NDI_NAVY);
2389 2427
2390 op->enter_exit (tmp); 2428 op->enter_exit (tmp);
2391 } 2429 }
2392 2430
2431 return 1;
2432
2433 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg);
2435 // maybe show a spell menu to chose from or something like that
2393 return 1; 2436 return 1;
2394 2437
2395 case SIGN: 2438 case SIGN:
2396 apply_sign (op, tmp, 0); 2439 apply_sign (op, tmp, 0);
2397 return 1; 2440 return 1;
2506 { 2549 {
2507 char buf[MAX_BUF]; 2550 char buf[MAX_BUF];
2508 timeofday_t tod; 2551 timeofday_t tod;
2509 2552
2510 get_tod (&tod); 2553 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format (
2511 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2556 "It is %d minute%s past %d o'clock %s",
2512 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2513 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2559 ));
2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2516 return 1; 2560 return 1;
2517 } 2561 }
2518 else 2562 else
2519 return 0; 2563 return 0;
2520 2564
2559int 2603int
2560player_apply (object *pl, object *op, int aflag, int quiet) 2604player_apply (object *pl, object *op, int aflag, int quiet)
2561{ 2605{
2562 int tmp; 2606 int tmp;
2563 2607
2564 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2608 if (op->env && (pl->move_type & MOVE_FLYING))
2565 { 2609 {
2566 /* player is flying and applying object not in inventory */ 2610 /* player is flying and applying object not in inventory */
2567 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2611 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2568 { 2612 {
2569 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2613 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2570 return 0; 2614 return 0;
2571 } 2615 }
2572 } 2616 }
2573 2617
2574 pl->contr->last_used = op; 2618 pl->contr->last_used = op;
2575 2619
2576 tmp = manual_apply (pl, op, aflag); 2620 tmp = manual_apply (pl, op, aflag);
2577 if (!quiet) 2621 if (!quiet)
2578 { 2622 {
2579 if (tmp == 0) 2623 if (tmp == 0)
2580 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2581 else if (tmp == 2) 2625 else if (tmp == 2)
2582 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2626 pl->failmsg ("You must get it first!\n");
2583 } 2627 }
2628
2584 return tmp; 2629 return tmp;
2585} 2630}
2586 2631
2587/** 2632/**
2588 * player_apply_below attempts to apply the object 'below' the player. 2633 * player_apply_below attempts to apply the object 'below' the player.
2663 { 2708 {
2664 pl->combat_ob = 0; 2709 pl->combat_ob = 0;
2665 who->change_weapon (pl->ranged_ob); 2710 who->change_weapon (pl->ranged_ob);
2666 } 2711 }
2667 2712
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2669 2714
2670 change_abil (who, op); 2715 change_abil (who, op);
2671 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2672 break; 2717 break;
2673 2718
2674 case SKILL: 2719 case SKILL:
2675 if (who->contr) 2720 if (who->contr)
2676 { 2721 {
2677 if (!op->invisible) 2722 if (!op->invisible)
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2723 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2679 else 2724 else
2680 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2725 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2681 } 2726 }
2682 2727
2683 change_abil (who, op); 2728 change_abil (who, op);
2684 CLEAR_FLAG (who, FLAG_READY_SKILL); 2729 CLEAR_FLAG (who, FLAG_READY_SKILL);
2685 break; 2730 break;
2692 case GLOVES: 2737 case GLOVES:
2693 case AMULET: 2738 case AMULET:
2694 case GIRDLE: 2739 case GIRDLE:
2695 case BRACERS: 2740 case BRACERS:
2696 case CLOAK: 2741 case CLOAK:
2697 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2742 who->statusmsg (format ("You unwear %s.", query_name (op)));
2698 change_abil (who, op); 2743 change_abil (who, op);
2699 break; 2744 break;
2700 2745
2701 case LAMP: 2746 case LAMP:
2702 { 2747 {
2703 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2748 who->statusmsg (format ("You turn off your %s.", &op->name));
2704 2749
2705 object *tmp2 = arch_to_object (op->other_arch); 2750 object *tmp2 = arch_to_object (op->other_arch);
2706 tmp2->x = op->x; 2751 tmp2->x = op->x;
2707 tmp2->y = op->y; 2752 tmp2->y = op->y;
2708 tmp2->map = op->map; 2753 tmp2->map = op->map;
2723 2768
2724 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2769 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2725 { 2770 {
2726 if (who->contr) 2771 if (who->contr)
2727 { 2772 {
2728 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2773 who->failmsg ("Oops, it feels deadly cold!");
2729 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2774 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2730 } 2775 }
2731 } 2776 }
2732 2777
2733 if (who->contr) 2778 if (who->contr)
2746 { 2791 {
2747 pl->ranged_ob = 0; 2792 pl->ranged_ob = 0;
2748 who->change_weapon (pl->combat_ob); 2793 who->change_weapon (pl->combat_ob);
2749 } 2794 }
2750 2795
2751 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2796 who->statusmsg (format ("You unready %s.", query_name (op)));
2752 } 2797 }
2753 else 2798 else
2754 { 2799 {
2755 who->change_skill (0); 2800 who->change_skill (0);
2756 2801
2762 2807
2763 break; 2808 break;
2764 2809
2765 case BUILDER: 2810 case BUILDER:
2766 if (who->contr) 2811 if (who->contr)
2767 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2812 who->statusmsg (format ("You unready %s.", query_name (op)));
2768 break; 2813 break;
2769 2814
2770 default: 2815 default:
2771 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2816 who->statusmsg (format ("You unapply %s.", query_name (op)));
2772 break; 2817 break;
2773 } 2818 }
2774 2819
2775 who->update_stats (); 2820 who->update_stats ();
2776 2821
2828 * Returns 0 on success, returns 1 if there is some problem. 2873 * Returns 0 on success, returns 1 if there is some problem.
2829 * if aflags is AP_PRINT, we instead print out waht to unapply 2874 * if aflags is AP_PRINT, we instead print out waht to unapply
2830 * instead of doing it. This is a lot less code than having 2875 * instead of doing it. This is a lot less code than having
2831 * another function that does just that. 2876 * another function that does just that.
2832 */ 2877 */
2878
2879#define CANNOT_REMOVE_CURSED \
2880 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2881 "Praying over an altar, scrolls of remove curse/damnation, " \
2882 "priests or even other players might help.>"
2883
2833int 2884int
2834unapply_for_ob (object *who, object *op, int aflags) 2885unapply_for_ob (object *who, object *op, int aflags)
2835{ 2886{
2836 if (op->is_range ()) 2887 if (op->is_range ())
2837 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2888 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2838 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2889 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2839 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2890 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 2891 {
2841 if (aflags & AP_PRINT) 2892 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2893 who->failmsg (query_name (tmp));
2843 else 2894 else
2844 unapply_special (who, tmp, aflags); 2895 unapply_special (who, tmp, aflags);
2845 } 2896 }
2846 else 2897 else
2847 { 2898 {
2848 /* In this case, we want to try and remove a cursed item. 2899 /* In this case, we want to try and remove a cursed item.
2849 * While we know it won't work, we want unapply_special to 2900 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 2901 * at least generate the message.
2851 */ 2902 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 2903 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2853 return 1; 2904 return 1;
2854 } 2905 }
2855 2906
2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2907 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2857 { 2908 {
2880 2931
2881 /* If we are just printing, we don't care about cursed status */ 2932 /* If we are just printing, we don't care about cursed status */
2882 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2933 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2883 { 2934 {
2884 if (aflags & AP_PRINT) 2935 if (aflags & AP_PRINT)
2885 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2936 who->failmsg (query_name (tmp));
2886 else 2937 else
2887 unapply_special (who, tmp, aflags); 2938 unapply_special (who, tmp, aflags);
2888 } 2939 }
2889 else 2940 else
2890 { 2941 {
2891 /* Cursed item that we can't unequip - tell the player. 2942 /* Cursed item that we can't unequip - tell the player.
2892 * Note this could be annoying if this is just one of a few, 2943 * Note this could be annoying if this is just one of a few,
2893 * so it may not be critical (eg, putting on a ring and you have 2944 * so it may not be critical (eg, putting on a ring and you have
2894 * one cursed ring.) 2945 * one cursed ring.)
2895 */ 2946 */
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2947 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2897 } 2948 }
2898 2949
2899 last = tmp->below; 2950 last = tmp->below;
2900 } 2951 }
2901 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2952 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3054 * 3105 *
3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3106 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3056 * 3107 *
3057 * apply_special() doesn't check for unpaid items. 3108 * apply_special() doesn't check for unpaid items.
3058 */ 3109 */
3110
3111#define LACK_ITEM_POWER \
3112 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3113
3059int 3114int
3060apply_special (object *who, object *op, int aflags) 3115apply_special (object *who, object *op, int aflags)
3061{ 3116{
3062 int basic_flag = aflags & AP_BASIC_FLAGS; 3117 int basic_flag = aflags & AP_BASIC_FLAGS;
3063 object *tmp, *tmp2, *skop = NULL; 3118 object *tmp, *tmp2, *skop = NULL;
3078 if (basic_flag == AP_APPLY) 3133 if (basic_flag == AP_APPLY)
3079 return 0; 3134 return 0;
3080 3135
3081 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3136 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3082 { 3137 {
3083 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3138 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3084 return 1; 3139 return 1;
3085 } 3140 }
3086 3141
3087 return unapply_special (who, op, aflags); 3142 return unapply_special (who, op, aflags);
3088 } 3143 }
3104 /* Can't just apply this object. Lets see what not and what to do */ 3159 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 3160 if (int i = can_apply_object (who, op))
3106 { 3161 {
3107 if (i & CAN_APPLY_NEVER) 3162 if (i & CAN_APPLY_NEVER)
3108 { 3163 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3164 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3110 return 1; 3165 return 1;
3111 } 3166 }
3112 else if (i & CAN_APPLY_RESTRICTION) 3167 else if (i & CAN_APPLY_RESTRICTION)
3113 { 3168 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3169 who->failmsg (format (
3170 "You have a prohibition against using a %s. "
3171 "H<Your belief, profession or class prevents you from applying this item.>",
3172 query_name (op)
3173 ));
3115 return 1; 3174 return 1;
3116 } 3175 }
3117 3176
3118 if (who->type != PLAYER) 3177 if (who->type != PLAYER)
3119 { 3178 {
3123 } 3182 }
3124 else 3183 else
3125 { 3184 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3185 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 { 3186 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3187 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3129 unapply_for_ob (who, op, AP_PRINT); 3188 unapply_for_ob (who, op, AP_PRINT);
3130 return 1; 3189 return 1;
3131 } 3190 }
3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3191 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 if (unapply_for_ob (who, op, aflags)) 3192 if (unapply_for_ob (who, op, aflags))
3139 { 3198 {
3140 skop = find_skill_by_name (who, op->skill); 3199 skop = find_skill_by_name (who, op->skill);
3141 3200
3142 if (!skop) 3201 if (!skop)
3143 { 3202 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3203 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3145 return 1; 3204 return 1;
3146 } 3205 }
3147 else 3206 else
3148 /* While experience will be credited properly, we want to change the 3207 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated 3208 * skill so that the dam and wc get updated
3153 3212
3154 if (who->type == PLAYER 3213 if (who->type == PLAYER
3155 && op->item_power 3214 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3215 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 3216 {
3158 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! " 3217 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3160 "[use the skills command to check your available item power]");
3161 return 1; 3218 return 1;
3162 } 3219 }
3163 3220
3164 /* Ok. We are now at the state where we can apply the new object. 3221 /* Ok. We are now at the state where we can apply the new object.
3165 * Note that we don't have the checks for can_use_... 3222 * Note that we don't have the checks for can_use_...
3176 switch (op->type) 3233 switch (op->type)
3177 { 3234 {
3178 case WEAPON: 3235 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat)) 3236 if (!check_weapon_power (who, op->last_eat))
3180 { 3237 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. " 3238 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3182 "It would consume your soul!.");
3183 3239
3184 if (tmp) 3240 if (tmp)
3185 insert_ob_in_ob (tmp, who); 3241 insert_ob_in_ob (tmp, who);
3186 3242
3187 return 1; 3243 return 1;
3191 // i.e. "R" can use Ragnarok's sword. 3247 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3248 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 { 3249 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3250 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3251 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3252 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3197 3253
3198 if (tmp) 3254 if (tmp)
3199 insert_ob_in_ob (tmp, who); 3255 insert_ob_in_ob (tmp, who);
3200 3256
3201 return 1; 3257 return 1;
3202 } 3258 }
3203 3259
3204 if (!skop) 3260 if (!skop)
3205 { 3261 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3262 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3207 return 1; 3263 return 1;
3208 } 3264 }
3209 3265
3210 SET_FLAG (op, FLAG_APPLIED); 3266 SET_FLAG (op, FLAG_APPLIED);
3211 who->change_skill (skop); 3267 who->change_skill (skop);
3212 3268
3213 if (who->contr) 3269 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op); 3270 who->change_weapon (who->contr->combat_ob = op);
3215 3271
3216 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3272 who->statusmsg (format ("You wield %s.", query_name (op)));
3217 3273
3218 SET_FLAG (who, FLAG_READY_WEAPON); 3274 SET_FLAG (who, FLAG_READY_WEAPON);
3219 change_abil (who, op); 3275 change_abil (who, op);
3220 break; 3276 break;
3221 3277
3228 case BRACERS: 3284 case BRACERS:
3229 case CLOAK: 3285 case CLOAK:
3230 case RING: 3286 case RING:
3231 case AMULET: 3287 case AMULET:
3232 SET_FLAG (op, FLAG_APPLIED); 3288 SET_FLAG (op, FLAG_APPLIED);
3233 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3289 who->statusmsg (format ("You wear %s.", query_name (op)));
3234 change_abil (who, op); 3290 change_abil (who, op);
3235 break; 3291 break;
3236 3292
3237 case LAMP: 3293 case LAMP:
3238 if (op->stats.food < 1) 3294 if (op->stats.food < 1)
3239 { 3295 {
3240 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3296 who->failmsg (format (
3297 "Your %s is out of fuel! "
3298 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3299 &op->name
3300 ));
3241 return 1; 3301 return 1;
3242 } 3302 }
3243 3303
3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3304 who->statusmsg (format ("You turn on your %s.", &op->name));
3305
3245 tmp2 = arch_to_object (op->other_arch); 3306 tmp2 = arch_to_object (op->other_arch);
3246 tmp2->stats.food = op->stats.food; 3307 tmp2->stats.food = op->stats.food;
3247 SET_FLAG (tmp2, FLAG_APPLIED); 3308 SET_FLAG (tmp2, FLAG_APPLIED);
3248 3309
3249 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3310 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3268 who->update_stats (); 3329 who->update_stats ();
3269 3330
3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3331 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3271 if (who->type == PLAYER) 3332 if (who->type == PLAYER)
3272 { 3333 {
3273 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3334 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3274 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3335 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3275 } 3336 }
3276 3337
3277 if (who->type == PLAYER) 3338 if (who->type == PLAYER)
3278 esrv_send_item (who, tmp2); 3339 esrv_send_item (who, tmp2);
3306 who->change_weapon (pl->combat_ob = item); 3367 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon; 3368 goto found_weapon;
3308 } 3369 }
3309 } 3370 }
3310 3371
3372 who->failmsg (format (
3311 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill); 3373 "You need to apply a '%s' melee weapon before readying this skill. "
3374 "H<Some skills need an item, in this case a melee weapon, to function.>",
3375 &op->skill
3376 ));
3312 return 1; 3377 return 1;
3313 3378
3314 found_weapon:; 3379 found_weapon:;
3315 } 3380 }
3316 else 3381 else
3326 //TODO: bows should/must all have skill missile weapon right now 3391 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item); 3392 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow; 3393 goto found_bow;
3329 } 3394 }
3330 3395
3396 who->failmsg (
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3397 "You need to apply a missile weapon before readying this skill. "
3398 "H<Some skills need an item, in this case a missile weapon, to function.>"
3399 );
3332 return 1; 3400 return 1;
3333 3401
3334 found_bow:; 3402 found_bow:;
3335 } 3403 }
3336 else 3404 else
3337 who->change_weapon (pl->ranged_ob = op); 3405 who->change_weapon (pl->ranged_ob = op);
3338 } 3406 }
3339 3407
3340 if (!op->invisible) 3408 if (!op->invisible)
3341 { 3409 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3410 who->statusmsg (format (
3343 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3411 "You ready %s."
3412 "You can now use the skill: %s.",
3413 query_name (op),
3414 &op->skill
3415 ));
3344 } 3416 }
3345 else 3417 else
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3418 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3347 } 3419 }
3348 else 3420 else
3349 { 3421 {
3350 SET_FLAG (op, FLAG_APPLIED); 3422 SET_FLAG (op, FLAG_APPLIED);
3351 change_abil (who, op); 3423 change_abil (who, op);
3356 break; 3428 break;
3357 3429
3358 case BOW: 3430 case BOW:
3359 if (!check_weapon_power (who, op->last_eat)) 3431 if (!check_weapon_power (who, op->last_eat))
3360 { 3432 {
3361 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3433 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3362 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3363 3434
3364 if (tmp) 3435 if (tmp)
3365 insert_ob_in_ob (tmp, who); 3436 insert_ob_in_ob (tmp, who);
3366 3437
3367 return 1; 3438 return 1;
3368 } 3439 }
3369 3440
3370 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3371 { 3442 {
3372 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3443 who->failmsg ("The weapon does not recognize you as its owner. "
3444 "H<Its name indicates that it belongs to somebody else.>");
3373 if (tmp) 3445 if (tmp)
3374 insert_ob_in_ob (tmp, who); 3446 insert_ob_in_ob (tmp, who);
3375 3447
3376 return 1; 3448 return 1;
3377 } 3449 }
3382 case HORN: 3454 case HORN:
3383 /* check for skill, alter player status */ 3455 /* check for skill, alter player status */
3384 3456
3385 if (!skop) 3457 if (!skop)
3386 { 3458 {
3387 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3459 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3388 return 1; 3460 return 1;
3389 } 3461 }
3390 3462
3391 SET_FLAG (op, FLAG_APPLIED); 3463 SET_FLAG (op, FLAG_APPLIED);
3392 who->change_skill (skop); 3464 who->change_skill (skop);
3393 3465
3394 if (who->contr) 3466 if (who->contr)
3395 { 3467 {
3396 who->contr->ranged_ob = op; 3468 who->contr->ranged_ob = op;
3397 3469
3398 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3470 who->statusmsg (format ("You ready %s.", query_name (op)));
3399 3471
3400 if (op->type == BOW) 3472 if (op->type == BOW)
3401 { 3473 {
3402 who->current_weapon = op; 3474 who->current_weapon = op;
3403 change_abil (who, op); 3475 change_abil (who, op);
3404 new_draw_info_format (NDI_UNIQUE, 0, who,
3405 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3476 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3406 } 3477 }
3407 } 3478 }
3408 else 3479 else
3409 { 3480 {
3410 if (op->type == BOW) 3481 if (op->type == BOW)
3420 { 3491 {
3421 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3492 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3422 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3493 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3423 unapply_special (who, who->contr->ranged_ob, 0); 3494 unapply_special (who, who->contr->ranged_ob, 0);
3424 3495
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3496 who->statusmsg (format ("You ready your %s.", query_name (op)));
3426 3497
3427 who->contr->ranged_ob = op; 3498 who->contr->ranged_ob = op;
3428 } 3499 }
3429 break; 3500 break;
3430 3501
3431 default: 3502 default:
3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3503 who->statusmsg (format ("You apply %s.", query_name (op)));
3433 } /* end of switch op->type */ 3504 }
3434 3505
3435 SET_FLAG (op, FLAG_APPLIED); 3506 SET_FLAG (op, FLAG_APPLIED);
3436 3507
3437 if (tmp) 3508 if (tmp)
3438 tmp = insert_ob_in_ob (tmp, who); 3509 tmp = insert_ob_in_ob (tmp, who);
3445 */ 3516 */
3446 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3517 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3447 SET_FLAG (op, FLAG_BEEN_APPLIED); 3518 SET_FLAG (op, FLAG_BEEN_APPLIED);
3448 3519
3449 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3450 {
3451 if (who->type == PLAYER) 3521 if (who->type == PLAYER)
3452 { 3522 {
3453 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3523 who->failmsg (
3524 "Oops, it feels deadly cold! "
3525 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3526 );
3454 SET_FLAG (op, FLAG_KNOWN_CURSED); 3527 SET_FLAG (op, FLAG_KNOWN_CURSED);
3455 } 3528 }
3456 }
3457 3529
3458 if (who->type == PLAYER) 3530 if (who->type == PLAYER)
3459 { 3531 {
3460 /* if multiple objects were applied, update both slots */ 3532 /* if multiple objects were applied, update both slots */
3461 if (tmp) 3533 if (tmp)
3470int 3542int
3471monster_apply_special (object *who, object *op, int aflags) 3543monster_apply_special (object *who, object *op, int aflags)
3472{ 3544{
3473 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3545 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3474 return 1; 3546 return 1;
3547
3475 return apply_special (who, op, aflags); 3548 return apply_special (who, op, aflags);
3476} 3549}
3477 3550
3478/** 3551/**
3479 * Map was just loaded, handle op's initialisation. 3552 * Map was just loaded, handle op's initialisation.
3696 { 3769 {
3697 if (QUERY_FLAG (food, FLAG_CURSED)) 3770 if (QUERY_FLAG (food, FLAG_CURSED))
3698 { 3771 {
3699 assign (who->contr->killer, food->name); 3772 assign (who->contr->killer, food->name);
3700 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3773 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3701 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3774 who->failmsg ("Eck!...that was poisonous!");
3702 } 3775 }
3703 else 3776 else
3704 { 3777 {
3705 if (food->stats.hp > 0) 3778 if (food->stats.hp > 0)
3706 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3779 who->statusmsg ("You begin to feel better.");
3707 else 3780 else
3708 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3781 who->failmsg ("Eck!...that was poisonous!");
3782
3709 who->stats.hp += food->stats.hp; 3783 who->stats.hp += food->stats.hp;
3710 } 3784 }
3711 } 3785 }
3712 if (food->stats.sp != 0) 3786 if (food->stats.sp != 0)
3713 { 3787 {
3714 if (QUERY_FLAG (food, FLAG_CURSED)) 3788 if (QUERY_FLAG (food, FLAG_CURSED))
3715 { 3789 {
3716 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3790 who->failmsg ("You are drained of mana!");
3717 who->stats.sp -= food->stats.sp; 3791 who->stats.sp -= food->stats.sp;
3718 if (who->stats.sp < 0) 3792 if (who->stats.sp < 0)
3719 who->stats.sp = 0; 3793 who->stats.sp = 0;
3720 } 3794 }
3721 else 3795 else
3722 { 3796 {
3723 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3797 who->statusmsg ("You feel a rush of magical energy!");
3724 who->stats.sp += food->stats.sp; 3798 who->stats.sp += food->stats.sp;
3725 /* place limit on max sp from food? */ 3799 /* place limit on max sp from food? */
3726 } 3800 }
3727 } 3801 }
3802
3728 who->update_stats (); 3803 who->update_stats ();
3729} 3804}
3730 3805
3731/** 3806/**
3732 * Designed primarily to light torches/lanterns/etc. 3807 * Designed primarily to light torches/lanterns/etc.
3759 } 3834 }
3760 else 3835 else
3761 lighter->stats.food--; 3836 lighter->stats.food--;
3762 } 3837 }
3763 else if (lighter->last_eat) 3838 else if (lighter->last_eat)
3839 {
3764 { /* no charges left in lighter */ 3840 /* no charges left in lighter */
3765 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3841 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3766 return; 3842 return;
3767 } 3843 }
3768 3844
3769 /* Perhaps we should split what we are trying to light on fire? 3845 /* Perhaps we should split what we are trying to light on fire?
3770 * I can't see many times when you would want to light multiple 3846 * I can't see many times when you would want to light multiple
3776 3852
3777 save_throw_object (item, AT_FIRE, who); 3853 save_throw_object (item, AT_FIRE, who);
3778 3854
3779 if (item->destroyed ()) 3855 if (item->destroyed ())
3780 { 3856 {
3781 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3857 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3782 /* Need to update the player so that the players glow radius 3858 /* Need to update the player so that the players glow radius
3783 * gets changed. 3859 * gets changed.
3784 */ 3860 */
3785 if (is_player_env) 3861 if (is_player_env)
3786 who->update_stats (); 3862 who->update_stats ();
3787 } 3863 }
3788 else 3864 else
3789 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3865 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3790 } 3866 }
3791 else /* nothing to light */ 3867 else
3792 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3868 who->failmsg ("You need to mark a lightable object.");
3793
3794} 3869}
3795 3870
3796/** 3871/**
3797 * op made some mistake with a scroll, this takes care of punishment. 3872 * op made some mistake with a scroll, this takes care of punishment.
3798 * scroll_failure()- hacked directly from spell_failure 3873 * scroll_failure()- hacked directly from spell_failure
3805 3880
3806 if (failure <= -1 && failure > -15) 3881 if (failure <= -1 && failure > -15)
3807 { /* wonder */ 3882 { /* wonder */
3808 object *tmp; 3883 object *tmp;
3809 3884
3810 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3885 op->failmsg ("Your spell warps!");
3811 tmp = get_archetype (SPELL_WONDER); 3886 tmp = get_archetype (SPELL_WONDER);
3812 cast_wonder (op, op, 0, tmp); 3887 cast_wonder (op, op, 0, tmp);
3813 tmp->destroy (); 3888 tmp->destroy ();
3814 } 3889 }
3815 else if (failure <= -15 && failure > -35) 3890 else if (failure <= -15 && failure > -35)
3816 { /* drain mana */ 3891 { /* drain mana */
3817 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3892 op->failmsg ("Your mana is drained!");
3818 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3893 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3819 if (op->stats.sp < 0) 3894 if (op->stats.sp < 0)
3820 op->stats.sp = 0; 3895 op->stats.sp = 0;
3821 } 3896 }
3822 else if (settings.spell_failure_effects == TRUE) 3897 else if (settings.spell_failure_effects == TRUE)
3823 { 3898 {
3824 if (failure <= -35 && failure > -60) 3899 if (failure <= -35 && failure > -60)
3825 { /* confusion */ 3900 { /* confusion */
3826 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3901 op->failmsg ("The magic recoils on you!");
3827 confuse_player (op, op, power); 3902 confuse_player (op, op, power);
3828 } 3903 }
3829 else if (failure <= -60 && failure > -70) 3904 else if (failure <= -60 && failure > -70)
3830 { /* paralysis */ 3905 { /* paralysis */
3831 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3906 op->failmsg ("The magic recoils and paralyzes you!");
3832 paralyze_player (op, op, power); 3907 paralyze_player (op, op, power);
3833 } 3908 }
3834 else if (failure <= -70 && failure > -80) 3909 else if (failure <= -70 && failure > -80)
3835 { /* blind */ 3910 { /* blind */
3836 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3911 op->failmsg ("The magic recoils on you!");
3837 blind_player (op, op, power); 3912 blind_player (op, op, power);
3838 } 3913 }
3839 else if (failure <= -80) 3914 else if (failure <= -80)
3840 { /* blast the immediate area */ 3915 { /* blast the immediate area */
3841 object *tmp = get_archetype (LOOSE_MANA); 3916 object *tmp = get_archetype (LOOSE_MANA);
3842 cast_magic_storm (op, tmp, power); 3917 cast_magic_storm (op, tmp, power);
3843 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3918 op->failmsg ("You unleash uncontrolled mana!");
3844 tmp->destroy (); 3919 tmp->destroy ();
3845 } 3920 }
3846 } 3921 }
3847} 3922}
3848 3923
3955 char got[MAX_BUF]; 4030 char got[MAX_BUF];
3956 int len; 4031 int len;
3957 4032
3958 if (!pl || !transformer) 4033 if (!pl || !transformer)
3959 return; 4034 return;
4035
3960 marked = find_marked_object (pl); 4036 marked = find_marked_object (pl);
4037
3961 if (!marked) 4038 if (!marked)
3962 { 4039 {
3963 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4040 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3964 return; 4041 return;
3965 } 4042 }
4043
3966 if (!marked->slaying) 4044 if (!marked->slaying)
3967 { 4045 {
3968 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4046 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3969 return; 4047 return;
3970 } 4048 }
4049
3971 /* check whether they are compatible or not */ 4050 /* check whether they are compatible or not */
3972 find = strstr (marked->slaying, transformer->arch->archname); 4051 find = strstr (marked->slaying, transformer->arch->archname);
3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4052 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3974 { 4053 {
3975 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4054 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3976 return; 4055 return;
3977 } 4056 }
4057
3978 find += strlen (transformer->arch->archname) + 1; 4058 find += strlen (transformer->arch->archname) + 1;
3979 /* Item can be used, now find how many and what it yields */ 4059 /* Item can be used, now find how many and what it yields */
3980 if (isdigit (*(find))) 4060 if (isdigit (*(find)))
3981 { 4061 {
3982 yield = atoi (find); 4062 yield = atoi (find);
3989 else 4069 else
3990 yield = 1; 4070 yield = 1;
3991 4071
3992 while (isdigit (*find)) 4072 while (isdigit (*find))
3993 find++; 4073 find++;
4074
3994 while (*find == ' ') 4075 while (*find == ' ')
3995 find++; 4076 find++;
4077
3996 memset (got, 0, MAX_BUF); 4078 memset (got, 0, MAX_BUF);
4079
3997 if ((separator = strchr (find, ';')) != NULL) 4080 if ((separator = strchr (find, ';')) != NULL)
3998 {
3999 len = separator - find; 4081 len = separator - find;
4000 }
4001 else 4082 else
4002 {
4003 len = strlen (find); 4083 len = strlen (find);
4004 } 4084
4005 if (len > MAX_BUF - 1) 4085 if (len > MAX_BUF - 1)
4006 len = MAX_BUF - 1; 4086 len = MAX_BUF - 1;
4087
4007 strcpy (got, find); 4088 strcpy (got, find);
4008 got[len] = '\0'; 4089 got[len] = '\0';
4009 4090
4010 /* Now create new item, remove used ones when required. */ 4091 /* Now create new item, remove used ones when required. */
4011 new_item = get_archetype (got); 4092 new_item = get_archetype (got);
4012 if (!new_item) 4093 if (!new_item)
4013 { 4094 {
4014 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4095 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4015 return; 4096 return;
4016 } 4097 }
4017 4098
4018 new_item->nrof = yield; 4099 new_item->nrof = yield;
4100
4019 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4101 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4102
4020 insert_ob_in_ob (new_item, pl); 4103 insert_ob_in_ob (new_item, pl);
4021 esrv_send_inventory (pl, pl); 4104 esrv_send_inventory (pl, pl);
4022 /* Eat up one item */ 4105 /* Eat up one item */
4023 decrease_ob_nr (marked, 1); 4106 decrease_ob_nr (marked, 1);
4107
4024 /* Eat one transformer if needed */ 4108 /* Eat one transformer if needed */
4025 if (transformer->stats.food) 4109 if (transformer->stats.food)
4026 if (--transformer->stats.food == 0) 4110 if (--transformer->stats.food == 0)
4027 decrease_ob_nr (transformer, 1); 4111 decrease_ob_nr (transformer, 1);
4028} 4112}
4113

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