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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.113 by root, Tue Jul 10 05:51:38 2007 UTC vs.
Revision 1.146 by root, Mon Apr 21 07:07:36 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)
217 217
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 219 {
220 op->drain_stat (); 220 op->drain_stat ();
221 op->update_stats (); 221 op->update_stats ();
222 decrease_ob (tmp); 222 tmp->decrease ();
223 return 1; 223 return 1;
224 } 224 }
225 225
226 if (!(at = archetype::find (ARCH_DEPLETION))) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 { 227 {
228 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 229 return 0;
230 } 230 }
231
231 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
232 233
233 if (depl) 234 if (depl)
234 { 235 {
235 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i)) 237 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 op->statusmsg (restore_msg[i]);
238 239
239 depl->destroy (); 240 depl->destroy ();
240 op->update_stats (); 241 op->update_stats ();
241 } 242 }
242 else 243 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 244 op->statusmsg ("Your potion had no effect.");
244 245
245 decrease_ob (tmp); 246 tmp->decrease ();
246 return 1; 247 return 1;
247 } 248 }
248 249
249 /* improvement potion - only for players */ 250 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 251 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 252 {
252 for (i = 1; i < MIN (11, op->level); i++) 253 for (i = 1; i < MIN (11, op->level); i++)
253 { 254 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 256 {
256 if (op->contr->levhp[i] != 1) 257 if (op->contr->levhp[i] != 1)
257 { 258 {
258 op->contr->levhp[i] = 1; 259 op->contr->levhp[i] = 1;
259 break; 260 break;
260 } 261 }
262
261 if (op->contr->levsp[i] != 1) 263 if (op->contr->levsp[i] != 1)
262 { 264 {
263 op->contr->levsp[i] = 1; 265 op->contr->levsp[i] = 1;
264 break; 266 break;
265 } 267 }
268
266 if (op->contr->levgrace[i] != 1) 269 if (op->contr->levgrace[i] != 1)
267 { 270 {
268 op->contr->levgrace[i] = 1; 271 op->contr->levgrace[i] = 1;
269 break; 272 break;
270 } 273 }
274 if (op->contr->levhp[i] < 9) 277 if (op->contr->levhp[i] < 9)
275 { 278 {
276 op->contr->levhp[i] = 9; 279 op->contr->levhp[i] = 9;
277 break; 280 break;
278 } 281 }
282
279 if (op->contr->levsp[i] < 6) 283 if (op->contr->levsp[i] < 6)
280 { 284 {
281 op->contr->levsp[i] = 6; 285 op->contr->levsp[i] = 6;
282 break; 286 break;
283 } 287 }
288
284 if (op->contr->levgrace[i] < 3) 289 if (op->contr->levgrace[i] < 3)
285 { 290 {
286 op->contr->levgrace[i] = 3; 291 op->contr->levgrace[i] = 3;
287 break; 292 break;
288 } 293 }
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 { 302 {
298 if (got_one) 303 if (got_one)
299 { 304 {
300 op->update_stats (); 305 op->update_stats ();
301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 306 op->statusmsg ("The Gods smile upon you and remake you "
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 307 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 308 "You feel a little more perfect.", NDI_GREEN);
304 } 309 }
305 else 310 else
306 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 311 op->statusmsg ("The potion had no effect - you are already perfect.");
307 } 312 }
308 else 313 else
309 { /* cursed potion */ 314 { /* cursed potion */
310 if (got_one) 315 if (got_one)
311 { 316 {
312 op->update_stats (); 317 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 318 op->failmsg ("The Gods are angry and punish you.");
314 } 319 }
315 else 320 else
316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 321 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
317 } 322 }
318 323
319 decrease_ob (tmp); 324 tmp->decrease ();
320 return 1; 325 return 1;
321 } 326 }
322 327
323 328
324 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 329 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
330 { 335 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 336 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 { 337 {
333 object *fball; 338 object *fball;
334 339
335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 340 op->failmsg ("Yech! Your lungs are on fire!");
341
336 /* Explodes a fireball centered at player */ 342 /* Explodes a fireball centered at player */
337 fball = get_archetype (EXPLODING_FIREBALL); 343 fball = get_archetype (EXPLODING_FIREBALL);
338 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 344 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 345 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
340 fball->x = op->x; 346 fball->x = op->x;
342 insert_ob_in_map (fball, op->map, NULL, 0); 348 insert_ob_in_map (fball, op->map, NULL, 0);
343 } 349 }
344 else 350 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 351 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346 352
347 decrease_ob (tmp); 353 tmp->decrease ();
354
348 /* if youre dead, no point in doing this... */ 355 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED)) 356 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats (); 357 op->update_stats ();
358
351 return 1; 359 return 1;
352 } 360 }
353 361
354 /* Deal with protection potions */ 362 /* Deal with protection potions */
355 force = NULL; 363 force = NULL;
357 { 365 {
358 if (tmp->resist[i]) 366 if (tmp->resist[i])
359 { 367 {
360 if (!force) 368 if (!force)
361 force = get_archetype (FORCE_NAME); 369 force = get_archetype (FORCE_NAME);
370
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 371 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT; 372 force->type = POTION_EFFECT;
364 break; /* Only need to find one protection since we copy entire batch */ 373 break; /* Only need to find one protection since we copy entire batch */
365 } 374 }
366 } 375 }
376
367 /* This is a protection potion */ 377 /* This is a protection potion */
368 if (force) 378 if (force)
369 { 379 {
370 /* cursed items last longer */ 380 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 381 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
379 force->speed_left = -1; 389 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 390 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 392 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 393 change_abil (op, force);
384 decrease_ob (tmp); 394 tmp->decrease ();
385 return 1; 395 return 1;
386 } 396 }
387 397
388 /* Only thing left are the stat potions */ 398 /* Only thing left are the stat potions */
389 if (op->type == PLAYER) 399 if (op->type == PLAYER)
390 { /* only for players */ 400 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 401 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 402 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 403 else
394 SET_FLAG (tmp, FLAG_APPLIED); 404 SET_FLAG (tmp, FLAG_APPLIED);
405
395 if (!change_abil (op, tmp)) 406 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 407 op->statusmsg ("Nothing happened.");
397 } 408 }
398 409
399 /* CLEAR_FLAG is so that if the character has other potions 410 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 411 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 412 * stat will not be raised by them. fix_player just clears
402 * up all the stats. 413 * up all the stats.
403 */ 414 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED); 415 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats (); 416 op->update_stats ();
406 decrease_ob (tmp); 417 op->decrease ();
407 return 1; 418 return 1;
408} 419}
409 420
410/**************************************************************************** 421/****************************************************************************
411 * Weapon improvement code follows 422 * Weapon improvement code follows
417static int 428static int
418check_item (object *op, const char *item) 429check_item (object *op, const char *item)
419{ 430{
420 int count = 0; 431 int count = 0;
421 432
422 433 if (!item)
423 if (item == NULL)
424 return 0; 434 return 0;
425 435
426 op = op->below; 436 for (op = op->below; op; op = op->below)
427 while (op != NULL)
428 { 437 {
429 if (strcmp (op->arch->archname, item) == 0) 438 if (strcmp (op->arch->archname, item) == 0)
430 { 439 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 440 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 441 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 count++; 444 count++;
436 else 445 else
437 count += op->nrof; 446 count += op->nrof;
438 } 447 }
439 } 448 }
440
441 op = op->below;
442 } 449 }
443 450
444 return count; 451 return count;
445} 452}
446 453
456 object *prev; 463 object *prev;
457 464
458 prev = op; 465 prev = op;
459 op = op->below; 466 op = op->below;
460 467
461 while (op != NULL) 468 while (op)
462 { 469 {
463 if (strcmp (op->arch->archname, item) == 0) 470 if (strcmp (op->arch->archname, item) == 0)
464 { 471 {
465 if (op->nrof >= nrof) 472 if (op->nrof >= nrof)
466 { 473 {
467 decrease_ob_nr (op, nrof); 474 op->decrease (nrof);
468 return; 475 return;
469 } 476 }
470 else 477 else
471 { 478 {
472 decrease_ob_nr (op, op->nrof); 479 op->decrease (nrof);
473 nrof -= op->nrof; 480 nrof -= op->nrof;
474 } 481 }
482
475 op = prev; 483 op = prev;
476 } 484 }
485
477 prev = op; 486 prev = op;
478 op = op->below; 487 op = op->below;
479 } 488 }
480} 489}
481 490
487 * we return 1 (true) if the player can use the weapon. 496 * we return 1 (true) if the player can use the weapon.
488 */ 497 */
489static int 498static int
490check_weapon_power (const object *who, int improvs) 499check_weapon_power (const object *who, int improvs)
491{ 500{
492
493/* Old code is below (commented out). Basically, since weapons are the only 501/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to 502 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level. 503 * require high level in some combat skill, so we just use overall level.
496 */ 504 */
497#if 1 505#if 1
538static int 546static int
539check_sacrifice (object *op, const object *improver) 547check_sacrifice (object *op, const object *improver)
540{ 548{
541 int count = 0; 549 int count = 0;
542 550
543 if (improver->slaying != NULL) 551 if (improver->slaying)
544 { 552 {
545 count = check_item (op, improver->slaying); 553 count = check_item (op, improver->slaying);
546 if (count < 1) 554 if (count < 1)
547 { 555 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 556 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 557 return 0;
553 } 558 }
554 } 559 }
555 else 560 else
556 count = 1; 561 count = 1;
559} 564}
560 565
561/** 566/**
562 * Actually improves the weapon, and tells user. 567 * Actually improves the weapon, and tells user.
563 */ 568 */
564int 569static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 570improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 571{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 572 stat += sacrifice_count;
570 weapon->last_eat++; 573 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 574 improver->decrease ();
572 decrease_ob (improver);
573 575
574 /* So it updates the players stats and the window */ 576 /* So it updates the players stats and the window */
575 op->update_stats (); 577 op->update_stats ();
578
579 op->statusmsg (format (
580 "Your sacrifice was accepted.\n"
581 "Weapon's bonus to %s improved by %d.",
582 statname, sacrifice_count
583 ));
584
576 return 1; 585 return 1;
577} 586}
578 587
579/* Types of improvements, hidden in the sp field. */ 588/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 589#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 590#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 591#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 592#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 593#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 594#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 595#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 596#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 597#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 598#define IMPROVE_INT 10
590#define IMPROVE_POW 11 599#define IMPROVE_POW 11
591
592 600
593/** 601/**
594 * This does the prepare weapon scroll. 602 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 603 * Checks for sacrifice, and so on.
596 */ 604 */
597
598int 605int
599prepare_weapon (object *op, object *improver, object *weapon) 606prepare_weapon (object *op, object *improver, object *weapon)
600{ 607{
601 int sacrifice_count, i; 608 int sacrifice_count, i;
602 char buf[MAX_BUF]; 609 char buf[MAX_BUF];
603 610
604 if (weapon->level != 0) 611 if (weapon->level != 0)
605 { 612 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 613 op->failmsg ("Weapon is already prepared!");
607 return 0; 614 return 0;
608 } 615 }
616
609 for (i = 0; i < NROFATTACKS; i++) 617 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 618 if (weapon->resist[i])
611 break; 619 break;
612 620
613 /* If we break out, i will be less than nrofattacks, preventing 621 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 624 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 625 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 626 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 627 weapon->stats.ac) /* AC - only taifu's I think */
620 { 628 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 629 op->failmsg ("You cannot prepare magic weapons. "
630 "H<A weapon is considered magical if it changes regeneration, "
631 "speed or ac.>");
622 return 0; 632 return 0;
623 } 633 }
634
624 sacrifice_count = check_sacrifice (op, improver); 635 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 636 if (sacrifice_count <= 0)
626 return 0; 637 return 0;
638
627 weapon->level = isqrt (sacrifice_count); 639 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); 640 eat_item (op, improver->slaying, sacrifice_count);
630 641
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 642 op->statusmsg (format (
643 "Your sacrifice was accepted."
644 "Your *%s may be improved %d times.",
645 &weapon->name, weapon->level
646 ));
632 647
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 648 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 649 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 650 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 651 slot at once! */
637 decrease_ob (improver); 652 improver->decrease ();
638 weapon->last_eat = 0; 653 weapon->last_eat = 0;
639 return 1; 654 return 1;
640} 655}
641 656
642 657
655improve_weapon (object *op, object *improver, object *weapon) 670improve_weapon (object *op, object *improver, object *weapon)
656{ 671{
657 int sacrifice_count, sacrifice_needed = 0; 672 int sacrifice_count, sacrifice_needed = 0;
658 673
659 if (improver->stats.sp == IMPROVE_PREPARE) 674 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 675 return prepare_weapon (op, improver, weapon);
662 } 676
663 if (weapon->level == 0) 677 if (weapon->level == 0)
664 { 678 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 679 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 680 return 0;
667 } 681 }
682
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 683 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 684 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 685 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 686 return 0;
672 } 687 }
688
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 689 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 { 690 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 691 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"); 692 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 693 "really want to improve it.");
678 return 0; 694 return 0;
679 } 695 }
696
680 /* This just increases damage by 5 points, no matter what. No sacrifice 697 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 698 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 699 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 700 * weapon can be improved.
684 */ 701 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 702 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 703 {
687 weapon->stats.dam += 5; 704 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 705 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); 706 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 707 weapon->last_eat++;
691 708
692 weapon->item_power++; 709 weapon->item_power++;
693 decrease_ob (improver); 710 improver->decrease ();
694 return 1; 711 return 1;
695 } 712 }
713
696 if (improver->stats.sp == IMPROVE_WEIGHT) 714 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 715 {
698 /* Reduce weight by 20% */ 716 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 717 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 718 if (weapon->weight < 1)
701 weapon->weight = 1; 719 weapon->weight = 1;
720
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 721 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 722 weapon->last_eat++;
704 weapon->item_power++; 723 weapon->item_power++;
705 decrease_ob (improver); 724 improver->decrease ();
706 return 1; 725 return 1;
707 } 726 }
708 if (improver->stats.sp == IMPROVE_ENCHANT) 727 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 728 {
710 weapon->magic++; 729 weapon->magic++;
711 weapon->last_eat++; 730 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 731 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 732 improver->decrease ();
714 weapon->item_power++; 733 weapon->item_power++;
715 return 1; 734 return 1;
716 } 735 }
717 736
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 737 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 742 sacrifice_needed *= 2;
724 743
725 sacrifice_count = check_sacrifice (op, improver); 744 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 745 if (sacrifice_count < sacrifice_needed)
727 { 746 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 747 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 748 return 0;
730 } 749 }
750
731 eat_item (op, improver->slaying, sacrifice_needed); 751 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 752 weapon->item_power++;
733 753
734 switch (improver->stats.sp) 754 switch (improver->stats.sp)
735 { 755 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 756 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 757 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 758 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 759 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 760 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 761 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 762 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 763 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 764 op->failmsg ("Unknown improvement type.");
752 } 765 }
766
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 767 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 768 return 0;
755} 769}
756 770
757/** 771/**
767 if (op->type != PLAYER) 781 if (op->type != PLAYER)
768 return 0; 782 return 0;
769 783
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 784 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 785 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 786 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 787 return 0;
774 } 788 }
775 789
776 otmp = find_marked_object (op); 790 otmp = find_marked_object (op);
777 if (!otmp) 791 if (!otmp)
778 { 792 {
779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 793 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
780 return 0; 794 return 0;
781 } 795 }
782 796
783 if (otmp->type != WEAPON && otmp->type != BOW) 797 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 798 {
785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 799 op->failmsg ("Marked item is not a weapon or bow!");
786 return 0; 800 return 0;
787 } 801 }
788 802
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 803 op->statusmsg ("Applied weapon builder.");
804
790 improve_weapon (op, tmp, otmp); 805 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 806 esrv_send_item (op, otmp);
792 return 1; 807 return 1;
793} 808}
794 809
819{ 834{
820 object *tmp; 835 object *tmp;
821 836
822 if (armour->magic >= settings.armor_max_enchant) 837 if (armour->magic >= settings.armor_max_enchant)
823 { 838 {
824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 839 op->failmsg ("This armour can not be enchanted any further!");
825 return 0; 840 return 0;
826 } 841 }
842
827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 843 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
828 * etc), so take the easy way out and don't worry about it. 844 * etc), so take the easy way out and don't worry about it.
829 * Note - maybe add scrolls which make the random artifact versions (eg, armour 845 * Note - maybe add scrolls which make the random artifact versions (eg, armour
830 * of gnarg and what not?) 846 * of gnarg and what not?)
831 */ 847 */
832 if (armour->title) 848 if (armour->title)
833 { 849 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 850 op->failmsg ("This armour will not accept further enchantment.");
835 return 0; 851 return 0;
836 } 852 }
837 853
838 /* Split objects if needed. Can't insert tmp until the 854 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 855 * end of this function - otherwise it will just re-merge.
840 */ 856 */
841 if (armour->nrof > 1) 857 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
842 tmp = get_split_ob (armour, armour->nrof - 1);
843 else
844 tmp = NULL;
845 858
846 armour->magic++; 859 armour->magic++;
847 860
848 if (!settings.armor_speed_linear) 861 if (!settings.armor_speed_linear)
849 { 862 {
889 { 902 {
890 esrv_send_item (op, armour); 903 esrv_send_item (op, armour);
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 904 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats (); 905 op->update_stats ();
893 } 906 }
894 decrease_ob (improver); 907
908 improver->decrease ();
909
895 if (tmp) 910 if (tmp)
896 { 911 {
897 insert_ob_in_ob (tmp, op); 912 insert_ob_in_ob (tmp, op);
898 esrv_send_item (op, tmp); 913 esrv_send_item (op, tmp);
899 } 914 }
915
900 return 1; 916 return 1;
901} 917}
902
903 918
904/* 919/*
905 * convert_item() returns 1 if anything was converted, 0 if the item was not 920 * convert_item() returns 1 if anything was converted, 0 if the item was not
906 * what the converter wants, -1 if the converter is broken. 921 * what the converter wants, -1 if the converter is broken.
907 */ 922 *
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. 923 * Takes one type of items and makes another.
914 * converter is the object that is doing the conversion. 924 * converter is the object that is doing the conversion.
915 * item is the object that triggered the converter - if it is not 925 * item is the object that triggered the converter - if it is not
916 * what the converter wants, this will not do anything. 926 * what the converter wants, this will not do anything.
917 */ 927 */
918int 928static int
919convert_item (object *item, object *converter) 929convert_item (object *item, object *converter)
920{ 930{
921 int nr = 0;
922 uint32 price_in; 931 sint64 nr, price_in;
932
933 if (item->flag [FLAG_UNPAID])
934 return 0;
935
936 shstr conv_from = converter->slaying;
937 archetype *conv_to = converter->other_arch;
938 sint64 need = converter->stats.food;
939 sint64 give = converter->stats.sp;
923 940
924 /* We make some assumptions - we assume if it takes money as it type, 941 /* We make some assumptions - we assume if it takes money as it type,
925 * it wants some amount. We don't make change (ie, if something costs 942 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck) 943 * 3 gp and player drops a platinum, tough luck)
927 */ 944 */
928 if (!strcmp (CONV_FROM (converter), "money")) 945 if (conv_from == shstr_money)
929 { 946 {
930 int cost;
931
932 if (item->type != MONEY) 947 if (item->type != MONEY)
933 return 0; 948 return 0;
934 949
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 950 nr = sint64 (item->nrof) * item->value / need;
936 if (!nr) 951 if (!nr)
937 return 0; 952 return 0;
938 cost = nr * CONV_NEED (converter) / item->value; 953
939 /* take into account rounding errors */ 954 converter->play_sound (sound_find ("shop_buy"));
940 if (nr * CONV_NEED (converter) % item->value) 955
941 cost++; 956 sint64 cost = (nr * need + item->value - 1) / item->value;
942 decrease_ob_nr (item, cost); 957
958 item->decrease (cost);
943 959
944 price_in = cost * item->value; 960 price_in = cost * item->value;
945 } 961 }
946 else 962 else
947 { 963 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 964 if (item->type == PLAYER
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 965 || conv_from != item->arch->archname
966 || (need && need > (uint16) item->nrof))
950 return 0; 967 return 0;
951 968
952 if (CONV_NEED (converter)) 969 converter->play_sound (sound_find ("convert_item"));
970
971 if (need)
953 { 972 {
954 nr = item->nrof / CONV_NEED (converter); 973 nr = sint64 (item->nrof) / need;
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 974 item->decrease (nr * need);
956 price_in = nr * CONV_NEED (converter) * item->value; 975 price_in = nr * need * item->value;
957 } 976 }
958 else 977 else
959 { 978 {
960 price_in = item->value; 979 price_in = item->value;
961 item->destroy (); 980 item->destroy ();
962 } 981 }
963 } 982 }
964 983
965 if (converter->inv != NULL) 984 if (converter->inv)
966 { 985 {
967 object *ob; 986 object *ob;
968 int i; 987 int i;
969 object *ob_to_copy; 988 object *ob_to_copy;
970 989
971 /* select random object from inventory to copy */ 990 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 991 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 992 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 {
975 if (rndm (0, i) == 0) 993 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 994 ob_to_copy = ob;
978 } 995
979 }
980 item = object_create_clone (ob_to_copy); 996 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 997 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 998 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 999 }
984 else 1000 else
985 { 1001 {
986 if (converter->other_arch == NULL) 1002 if (!conv_to)
987 { 1003 {
988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 1004 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
989 &converter->name, &converter->map->path, converter->x, converter->y); 1005 &converter->name, &converter->map->path, converter->x, converter->y);
990 return -1; 1006 return -1;
991 } 1007 }
992 1008
993 item = object_create_arch (converter->other_arch); 1009 item = object_create_arch (conv_to);
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1010 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 1011 }
996 1012
997 if (CONV_NR (converter)) 1013 if (give)
998 item->nrof = CONV_NR (converter); 1014 item->nrof = give;
1015
999 if (nr) 1016 if (nr)
1000 item->nrof *= nr; 1017 item->nrof *= nr;
1018
1001 if (is_in_shop (converter)) 1019 if (is_in_shop (converter))
1002 SET_FLAG (item, FLAG_UNPAID); 1020 SET_FLAG (item, FLAG_UNPAID);
1003 else if (price_in < item->nrof * item->value) 1021 else if (price_in < sint64 (item->nrof) * item->value)
1004 { 1022 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1023 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1024 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /** 1025 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 1026 * elmex: we are going to let the game continue, as the mapcreator
1010 * probably had something in mind when doing this 1027 * hopefully had something in mind when doing this.
1011 */ 1028 */
1012 } 1029 }
1030
1031 SET_FLAG (item, FLAG_IDENTIFIED);
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1032 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014 return 1; 1033 return 1;
1015} 1034}
1016 1035
1017/** 1036/**
1034 1053
1035 op->contr->last_used = 0; 1054 op->contr->last_used = 0;
1036 1055
1037 if (sack->env && sack->env != op) 1056 if (sack->env && sack->env != op)
1038 { 1057 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1058 op->failmsg ("You must put it onto the floor or into your inventory first.");
1040 return 1; 1059 return 1;
1041 } 1060 }
1042 1061
1043 // already applied == open on ground, or open in inv, or active in inv 1062 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED]) 1063 if (sack->flag [FLAG_APPLIED])
1050 return 1; 1069 return 1;
1051 } 1070 }
1052 else if (!sack->env) 1071 else if (!sack->env)
1053 { 1072 {
1054 // active, but not ours: some other player has opened it 1073 // 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)); 1074 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1056 return 1; 1075 return 1;
1057 } 1076 }
1058 1077
1059 // fall through to opening it (active in inv) 1078 // fall through to opening it (active in inv)
1060 } 1079 }
1062 { 1081 {
1063 // it is in our env, so activate it, do not open yet 1082 // it is in our env, so activate it, do not open yet
1064 op->close_container (); 1083 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 1084 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack); 1085 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1086 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1; 1087 return 1;
1069 } 1088 }
1070 1089
1071 // it's locked? 1090 // it's locked?
1072 if (sack->slaying) 1091 if (sack->slaying)
1073 { 1092 {
1074 if (object *tmp = find_key (op, op, sack)) 1093 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)); 1094 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1076 else 1095 else
1077 { 1096 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1097 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1079 return 1; 1098 return 1;
1080 } 1099 }
1081 } 1100 }
1082 1101
1083 op->open_container (sack); 1102 op->open_container (sack);
1102 * with an altar. We call it a Potion - altars are stationary - it 1121 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly. 1122 * is up to map designers to use them properly.
1104 */ 1123 */
1105 if (altar->inv && altar->inv->type == SPELL) 1124 if (altar->inv && altar->inv->type == SPELL)
1106 { 1125 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1126 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 1127 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 1128 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 1129 * old maps.
1111 */ 1130 */
1112 1131
1113/* push_button (altar);*/ 1132/* push_button (altar);*/
1114 } 1133 }
1138 double opinion; 1157 double opinion;
1139 object *tmp, *next; 1158 object *tmp, *next;
1140 1159
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1160 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 1161
1162 bool has_unpaid = false;
1163
1164 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1165 // a quick and small change :(
1166 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1167 if (item->flag [FLAG_UNPAID])
1168 {
1169 has_unpaid = true;
1170 break;
1171 }
1172
1143 if (op->type != PLAYER) 1173 if (op->type != PLAYER)
1144 { 1174 {
1145 /* Remove all the unpaid objects that may be carried here. 1175 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 1176 * This could be pets or monsters that are somehow in
1147 * the shop. 1177 * the shop.
1173 /* unpaid objects, or non living objects, can't transfer by 1203 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 1204 * shop mats. Instead, put it on a nearby space.
1175 */ 1205 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1206 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 { 1207 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1208 /* 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); 1209 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 1210
1182 if (i != -1) 1211 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1212 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1192 else if (can_pay (op) && get_payment (op)) 1221 else if (can_pay (op) && get_payment (op))
1193 { 1222 {
1194 /* this is only used for players */ 1223 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 1224 rv = teleport (shop_mat, SHOP_MAT, op);
1196 1225
1226 if (has_unpaid)
1227 op->contr->play_sound (sound_find ("shop_buy"));
1228 else if (is_in_shop (op))
1229 op->contr->play_sound (sound_find ("shop_enter"));
1230 else
1231 op->contr->play_sound (sound_find ("shop_leave"));
1232
1197 if (shop_mat->msg) 1233 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1234 op->statusmsg (shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct, 1235 /* This check below is a bit simplistic - generally it should be correct,
1200 * but there is never a guarantee that the bottom space on the map is 1236 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor. 1237 * actually the shop floor.
1202 */ 1238 */
1203 else if (!rv && !is_in_shop (op)) 1239 else if (!rv && !is_in_shop (op))
1204 { 1240 {
1205 opinion = shopkeeper_approval (op->map, op); 1241 opinion = shopkeeper_approval (op->map, op);
1206 1242
1207 if (opinion > 0.9) 1243 op->statusmsg (
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1244 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1209 else if (opinion > 0.75) 1245 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1246 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 1247 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 1248 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 1249 }
1216 } 1250 }
1217 else 1251 else
1218 { 1252 {
1219 /* if we get here, a player tried to leave a shop but was not able 1253 /* if we get here, a player tried to leave a shop but was not able
1220 * to afford the items he has. We try to move the player so that 1254 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore 1255 * they are not on the mat anymore
1222 */ 1256 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1257 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 1258
1225 if (i == -1) 1259 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 1260 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 1261 else
1230 { 1262 {
1231 op->remove (); 1263 op->remove ();
1232 op->x += freearr_x[i]; 1264 op->x += freearr_x[i];
1233 op->y += freearr_y[i]; 1265 op->y += freearr_y[i];
1245static void 1277static void
1246apply_sign (object *op, object *sign, int autoapply) 1278apply_sign (object *op, object *sign, int autoapply)
1247{ 1279{
1248 readable_message_type *msgType; 1280 readable_message_type *msgType;
1249 1281
1250 if (sign->msg == NULL) 1282 if (!sign->msg)
1251 { 1283 {
1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1284 op->statusmsg ("Nothing is written on it.");
1253 return; 1285 return;
1254 } 1286 }
1255 1287
1256 if (sign->stats.food) 1288 if (sign->stats.food)
1257 { 1289 {
1258 if (sign->last_eat >= sign->stats.food) 1290 if (sign->last_eat >= sign->stats.food)
1259 { 1291 {
1260 if (!sign->move_on) 1292 if (!sign->move_on)
1261 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1293 op->statusmsg ("You cannot read it anymore.");
1294
1262 return; 1295 return;
1263 } 1296 }
1264 1297
1265 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1298 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1266 sign->last_eat++; 1299 sign->last_eat++;
1271 * move_on is zero, it needs to be manually applied (doesn't talk 1304 * move_on is zero, it needs to be manually applied (doesn't talk
1272 * to us). 1305 * to us).
1273 */ 1306 */
1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1307 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1275 { 1308 {
1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1309 op->failmsg ("You are unable to read while blind!");
1277 return; 1310 return;
1278 } 1311 }
1279 1312
1280 if (op->contr) 1313 if (op->contr)
1281 if (client *ns = op->contr->ns) 1314 if (client *ns = op->contr->ns)
1282 { 1315 {
1283 msgType = get_readable_message_type (sign); 1316 if (sign->sound)
1317 ns->play_sound (sign->sound);
1318 else if (autoapply)
1319 ns->play_sound (sound_find ("msg_voice"));
1284 1320
1285 if (ns->can_msg) 1321 if (ns->can_msg)
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg); 1322 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1287 else 1323 else
1288 { 1324 {
1289 char newbuf[HUGE_BUF]; 1325 msgType = get_readable_message_type (sign);
1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg); 1326 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); 1327 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1292 } 1328 }
1293 } 1329 }
1294} 1330}
1295 1331
1296/** 1332/**
1410 1446
1411 if (!trap->value) 1447 if (!trap->value)
1412 { 1448 {
1413 int tot; 1449 int tot;
1414 1450
1415 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1451 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1416 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1452 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1417 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1453 tot += ab->head_ ()->total_weight ();
1418 1454
1419 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1455 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1420 goto leave; 1456 goto leave;
1421 1457
1422 SET_ANIMATION (trap, trap->value); 1458 SET_ANIMATION (trap, trap->value);
1432 1468
1433 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1469 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1434 { 1470 {
1435 if (!sound_was_played) 1471 if (!sound_was_played)
1436 { 1472 {
1437 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1473 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1438 sound_was_played = 1; 1474 sound_was_played = 1;
1439 } 1475 }
1440 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1476
1477 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1441 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1478 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1442 } 1479 }
1443 } 1480 }
1444 goto leave; 1481 goto leave;
1445 } 1482 }
1446 1483
1447
1448 case CONVERTER: 1484 case CONVERTER:
1449 if (convert_item (victim, trap) < 0) 1485 if (convert_item (victim, trap) < 0)
1450 { 1486 {
1451 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1487 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1452 get_archetype ("burnout")->insert_at (trap, trap); 1488 get_archetype ("burnout")->insert_at (trap, trap);
1453 } 1489 }
1454 1490
1455 goto leave; 1491 goto leave;
1456 1492
1477 * Processing will happen if the head runs into the pit 1513 * Processing will happen if the head runs into the pit
1478 */ 1514 */
1479 if (victim->head) 1515 if (victim->head)
1480 goto leave; 1516 goto leave;
1481 1517
1482 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1518 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"); 1519 victim->statusmsg ("You fall through the hole!", NDI_RED);
1484 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1520 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1485 goto leave; 1521 goto leave;
1486 1522
1487 case EXIT: 1523 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap)) 1524 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 { 1525 {
1490 /* Basically, don't show exits leading to random maps the 1526 /* Basically, don't show exits leading to random maps the
1491 * players output. 1527 * players output.
1492 */ 1528 */
1493 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1529 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1494 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1530 victim->statusmsg (trap->msg, NDI_NAVY);
1495 1531
1532 trap->play_sound (trap->sound);
1496 victim->enter_exit (trap); 1533 victim->enter_exit (trap);
1497 } 1534 }
1498 goto leave; 1535 goto leave;
1499 1536
1500 case ENCOUNTER: 1537 case ENCOUNTER:
1522 goto leave; 1559 goto leave;
1523 1560
1524 case RUNE: 1561 case RUNE:
1525 case TRAP: 1562 case TRAP:
1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1563 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1527 {
1528 spring_trap (trap, victim); 1564 spring_trap (trap, victim);
1529 }
1530 goto leave; 1565 goto leave;
1531 1566
1532 default: 1567 default:
1533 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1568 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1534 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1569 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1548 int lev_diff; 1583 int lev_diff;
1549 object *skill_ob; 1584 object *skill_ob;
1550 1585
1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1586 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1552 { 1587 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1588 op->failmsg ("You are unable to read while blind!");
1554 return; 1589 return;
1555 } 1590 }
1556 1591
1557 if (!tmp->msg) 1592 if (!tmp->msg)
1558 { 1593 {
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1594 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1560 return; 1595 return;
1561 } 1596 }
1562 1597
1563 /* need a literacy skill to read stuff! */ 1598 /* need a literacy skill to read stuff! */
1564 skill_ob = find_skill_by_name (op, tmp->skill); 1599 skill_ob = find_skill_by_name (op, tmp->skill);
1565 if (!skill_ob) 1600 if (!skill_ob)
1566 { 1601 {
1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1602 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1568 return; 1603 return;
1569 } 1604 }
1570 1605
1571 lev_diff = tmp->level - (skill_ob->level + 5); 1606 lev_diff = tmp->level - (skill_ob->level + 5);
1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1607 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1573 { 1608 {
1574 if (lev_diff < 2) 1609 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."); 1610 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1576 else if (lev_diff < 3) 1611 : lev_diff < 5 ? "This book is beyond your comprehension."
1577 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1612 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1578 else if (lev_diff < 5) 1613 : lev_diff < 15 ? "This book is way beyond your comprehension."
1579 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1614 : "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; 1615 return;
1587 } 1616 }
1588 1617
1589 readable_message_type *msgType = get_readable_message_type (tmp); 1618 readable_message_type *msgType = get_readable_message_type (tmp);
1590 1619
1591 if (player *pl = op->contr) 1620 if (player *pl = op->contr)
1592 if (client *ns = pl->ns) 1621 if (client *ns = pl->ns)
1593 if (ns->can_msg) 1622 if (ns->can_msg)
1594 { 1623 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 1624 else
1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1625 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1604 msgType->message_type, msgType->message_subtype, 1626 msgType->message_type, msgType->message_subtype,
1605 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1627 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1606 long_desc (tmp, op), &tmp->msg); 1628 long_desc (tmp, op), &tmp->msg);
1632 * op is the person learning the skill, tmp is the skill scroll object 1654 * op is the person learning the skill, tmp is the skill scroll object
1633 */ 1655 */
1634static void 1656static void
1635apply_skillscroll (object *op, object *tmp) 1657apply_skillscroll (object *op, object *tmp)
1636{ 1658{
1637 switch ((int) learn_skill (op, tmp)) 1659 switch (learn_skill (op, tmp))
1638 { 1660 {
1639 case 0: 1661 case 0:
1640 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1662 op->play_sound (sound_find ("generic_fail"));
1641 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1663 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1642 return; 1664 break;
1643 1665
1644 case 1: 1666 case 1:
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1646 decrease_ob (tmp); 1667 tmp->decrease ();
1668 op->play_sound (sound_find ("skill_learn"));
1669 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1647 return; 1670 break;
1648 1671
1649 default: 1672 default:
1673 tmp->decrease ();
1674 op->play_sound (sound_find ("generic_fail"));
1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1675 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1651 decrease_ob (tmp);
1652 return; 1676 break;
1653 } 1677 }
1654} 1678}
1655 1679
1656/** 1680/**
1657 * Actually makes op learn spell. 1681 * Actually makes op learn spell.
1677 return; 1701 return;
1678 } 1702 }
1679 return; 1703 return;
1680 } 1704 }
1681 1705
1682 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1706 op->contr->play_sound (sound_find ("learn_spell"));
1707
1683 tmp = spell->clone (); 1708 tmp = spell->clone ();
1684 insert_ob_in_ob (tmp, op); 1709 insert_ob_in_ob (tmp, op);
1685 1710
1686 if (special_prayer) 1711 if (special_prayer)
1687 SET_FLAG (tmp, FLAG_STARTEQUIP); 1712 SET_FLAG (tmp, FLAG_STARTEQUIP);
1706 { 1731 {
1707 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1732 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1708 return; 1733 return;
1709 } 1734 }
1710 1735
1711 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1736 op->failmsg (format ("You lose knowledge of %s.", spell));
1712 player_unready_range_ob (op->contr, spob); 1737 player_unready_range_ob (op->contr, spob);
1713 esrv_remove_spell (op->contr, spob); 1738 esrv_remove_spell (op->contr, spob);
1714 spob->destroy (); 1739 spob->destroy ();
1715} 1740}
1716 1741
1724{ 1749{
1725 object *skop, *spell, *spell_skill; 1750 object *skop, *spell, *spell_skill;
1726 1751
1727 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1752 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1728 { 1753 {
1729 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1754 op->failmsg ("You are unable to read while blind.");
1730 return; 1755 return;
1731 } 1756 }
1732 1757
1733 /* artifact_spellbooks have 'slaying' field point to a spell name, 1758 /* artifact_spellbooks have 'slaying' field point to a spell name,
1734 * instead of having their spell stored in stats.sp. These are 1759 * instead of having their spell stored in stats.sp. These are
1735 * legacy spellbooks 1760 * legacy spellbooks
1736 */ 1761 */
1737
1738 if (tmp->slaying != NULL) 1762 if (tmp->slaying)
1739 { 1763 {
1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1764 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1741 if (!spell) 1765 if (!spell)
1742 { 1766 {
1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1767 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1744 return; 1768 return;
1745 } 1769 }
1746 else 1770 else
1747 insert_ob_in_ob (spell, tmp); 1771 insert_ob_in_ob (spell, tmp);
1772
1748 tmp->slaying = NULL; 1773 tmp->slaying = 0;
1749 } 1774 }
1750 1775
1751 skop = find_skill_by_name (op, tmp->skill); 1776 skop = find_skill_by_name (op, tmp->skill);
1752 1777
1753 /* need a literacy skill to learn spells. Also, having a literacy level 1778 /* need a literacy skill to learn spells. Also, having a literacy level
1754 * lower than the spell will make learning the spell more difficult */ 1779 * lower than the spell will make learning the spell more difficult */
1755 if (!skop) 1780 if (!skop)
1756 { 1781 {
1757 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1782 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1758 return; 1783 return;
1759 } 1784 }
1760 1785
1761 spell = tmp->inv; 1786 spell = tmp->inv;
1762 1787
1763 if (!spell) 1788 if (!spell)
1764 { 1789 {
1765 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1790 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1766 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1791 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1767 return; 1792 return;
1768 } 1793 }
1769 1794
1770 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1795 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1771 { 1796 {
1772 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1797 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1773 return; 1798 return;
1774 } 1799 }
1775 1800
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1801 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1777 1802
1778 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1803 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1779 { 1804 {
1780 identify (tmp); 1805 identify (tmp);
1781 1806
1790 * if the player doesn't know the spell, doesn't make a lot of sense that 1815 * if the player doesn't know the spell, doesn't make a lot of sense that
1791 * they would have a special prayer mark. 1816 * they would have a special prayer mark.
1792 */ 1817 */
1793 if (check_spell_known (op, spell->name)) 1818 if (check_spell_known (op, spell->name))
1794 { 1819 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1820 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1796 return; 1821 return;
1797 } 1822 }
1798 1823
1799 if (spell->skill) 1824 if (spell->skill)
1800 { 1825 {
1801 spell_skill = find_skill_by_name (op, spell->skill); 1826 spell_skill = find_skill_by_name (op, spell->skill);
1802 1827
1803 if (!spell_skill) 1828 if (!spell_skill)
1804 { 1829 {
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1830 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1806 return; 1831 return;
1807 } 1832 }
1808 1833
1809 if (spell_skill->level < spell->level) 1834 if (spell_skill->level < spell->level)
1810 { 1835 {
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); 1836 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1812 return; 1837 return;
1813 } 1838 }
1814 } 1839 }
1815 1840
1816 /* Logic as follows 1841 /* Logic as follows
1825 * Overall, chances are the same but a player will find having a high 1850 * Overall, chances are the same but a player will find having a high
1826 * literacy rate very useful! -b.t. 1851 * literacy rate very useful! -b.t.
1827 */ 1852 */
1828 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1853 if (QUERY_FLAG (op, FLAG_CONFUSED))
1829 { 1854 {
1830 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1855 op->failmsg ("In your confused state you flub the wording of the text!");
1831 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1856 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1832 } 1857 }
1833 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1858 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]) 1859 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1835 { 1860 {
1836 1861 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); 1862 do_learn_spell (op, spell, 0);
1839 1863
1840 /* xp gain to literacy for spell learning */ 1864 /* xp gain to literacy for spell learning */
1841 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1865 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1842 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1866 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1843 } 1867 }
1844 else 1868 else
1845 { 1869 {
1846 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1870 op->contr->play_sound (sound_find ("fumble_spell"));
1847 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1871 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1848 } 1872 }
1849 1873
1850 decrease_ob (tmp); 1874 tmp->decrease ();
1851} 1875}
1852 1876
1853/** 1877/**
1854 * Handles applying a spell scroll. 1878 * Handles applying a spell scroll.
1855 */ 1879 */
1858{ 1882{
1859 object *skop; 1883 object *skop;
1860 1884
1861 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1885 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1862 { 1886 {
1863 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1887 op->failmsg ("You are unable to read while blind.");
1864 return; 1888 return;
1865 } 1889 }
1866 1890
1867 if (!tmp->inv || tmp->inv->type != SPELL) 1891 if (!tmp->inv || tmp->inv->type != SPELL)
1868 { 1892 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1893 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1870 return; 1894 return;
1871 } 1895 }
1872 1896
1873 if (op->type == PLAYER) 1897 if (op->type == PLAYER)
1874 { 1898 {
1880 */ 1904 */
1881 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1905 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1882 1906
1883 if (!skop) 1907 if (!skop)
1884 { 1908 {
1885 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1909 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1886 return; 1910 return;
1887 } 1911 }
1888 1912
1889 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1913 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1890 change_exp (op, exp_gain, skop->skill, 0); 1914 change_exp (op, exp_gain, skop->skill, 0);
1891 } 1915 }
1892 1916
1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1917 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1894 identify (tmp); 1918 identify (tmp);
1895 1919
1896 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1920 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1897 1921
1898 cast_spell (op, tmp, dir, tmp->inv, NULL); 1922 cast_spell (op, tmp, dir, tmp->inv, NULL);
1899 decrease_ob (tmp); 1923 tmp->decrease ();
1900} 1924}
1901 1925
1902/** 1926/**
1903 * Applies a treasure object - by default, chest. op 1927 * Applies a treasure object - by default, chest. op
1904 * is the person doing the applying, tmp is the treasure 1928 * is the person doing the applying, tmp is the treasure
1905 * chest. 1929 * chest.
1906 */ 1930 */
1907static void 1931static void
1908apply_treasure (object *op, object *tmp) 1932apply_treasure (object *op, object *tmp)
1909{ 1933{
1910 /* Nice side effect of new treasure creation method is that the treasure 1934 /* Nice side effect of this treasure creation method is that the treasure
1911 * for the chest is done when the chest is created, and put into the chest 1935 * for the chest is done when the chest is created, and put into the chest
1912 * inventory. So that when the chest burns up, the items still exist. Also 1936 * inventory. So that when the chest burns up, the items still exist. Also
1913 * prevents people fromt moving chests to more difficult maps to get better 1937 * prevents people from moving chests to more difficult maps to get better
1914 * treasure 1938 * treasure
1915 */ 1939 */
1916 object *treas = tmp->inv; 1940 object *treas = tmp->inv;
1917 1941
1918 if (!treas) 1942 if (!treas)
1919 { 1943 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1944 op->statusmsg ("The chest was empty.");
1921 decrease_ob (tmp); 1945 tmp->decrease ();
1922 return; 1946 return;
1923 } 1947 }
1924 1948
1925 while (tmp->inv) 1949 while (tmp->inv)
1926 { 1950 {
1927 treas = tmp->inv; 1951 treas = tmp->inv;
1928
1929 treas->remove (); 1952 treas->remove ();
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1931 1953
1932 treas->x = op->x; 1954 treas->x = op->x;
1933 treas->y = op->y; 1955 treas->y = op->y;
1934 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1956 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1935 1957
1936 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1958 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1937 spring_trap (treas, op); 1959 spring_trap (treas, op);
1938 1960
1939 /* If either player or container was destroyed, no need to do 1961 /* If either player or container was destroyed, no need to do
1940 * further processing. I think this should be enclused with 1962 * further processing. I think this should be enclused with
1941 * spring trap above, as I don't think there is otherwise 1963 * spring trap above, as I don't think there is otherwise
1942 * any way for the treasure chest or player to get killed 1964 * any way for the treasure chest or player to get killed.
1943 */ 1965 */
1944 if (op->destroyed () || tmp->destroyed ()) 1966 if (op->destroyed () || tmp->destroyed ())
1945 break; 1967 break;
1946 } 1968 }
1947 1969
1948 if (!tmp->destroyed () && tmp->inv == NULL) 1970 if (!tmp->destroyed () && !tmp->inv)
1949 decrease_ob (tmp); 1971 tmp->decrease ();
1950
1951} 1972}
1952 1973
1953/** 1974/**
1954 * op eats food. 1975 * op eats food.
1955 * If player, takes care of messages and dragon special food. 1976 * If player, takes care of messages and dragon special food.
1970 { 1991 {
1971 /* usual case - no dragon meal: */ 1992 /* usual case - no dragon meal: */
1972 if (op->stats.food + tmp->stats.food > 999) 1993 if (op->stats.food + tmp->stats.food > 999)
1973 { 1994 {
1974 if (tmp->type == FOOD || tmp->type == FLESH) 1995 if (tmp->type == FOOD || tmp->type == FLESH)
1975 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1996 op->failmsg ("You feel full, but what a waste of food!");
1976 else 1997 else
1977 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1998 op->statusmsg ("Most of the drink goes down your face not your throat!");
1978 } 1999 }
2000
2001 tmp->play_sound (
2002 tmp->sound
2003 ? tmp->sound
2004 : tmp->type == DRINK
2005 ? sound_find ("eat_drink")
2006 : sound_find ("eat_food")
2007 );
1979 2008
1980 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2009 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1981 { 2010 {
1982 char buf[MAX_BUF]; 2011 const char *buf;
1983 2012
1984 if (!is_dragon_pl (op)) 2013 if (!is_dragon_pl (op))
1985 { 2014 {
1986 /* eating message for normal players */ 2015 /* eating message for normal players */
1987 if (tmp->type == DRINK) 2016 if (tmp->type == DRINK)
1988 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2017 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1989 else 2018 else
1990 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2019 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1991 } 2020 }
1992 else 2021 else
1993 {
1994 /* eating message for dragon players */ 2022 /* eating message for dragon players */
1995 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2023 buf = format ("The %s tasted terrible!", &tmp->name);
1996 }
1997 2024
1998 new_draw_info (NDI_UNIQUE, 0, op, buf); 2025 op->statusmsg (buf);
2026
1999 capacity_remaining = 999 - op->stats.food; 2027 capacity_remaining = 999 - op->stats.food;
2000 op->stats.food += tmp->stats.food; 2028 op->stats.food += tmp->stats.food;
2001 if (capacity_remaining < tmp->stats.food) 2029 if (capacity_remaining < tmp->stats.food)
2002 op->stats.hp += capacity_remaining / 50; 2030 op->stats.hp += capacity_remaining / 50;
2003 else 2031 else
2004 op->stats.hp += tmp->stats.food / 50; 2032 op->stats.hp += tmp->stats.food / 50;
2033
2005 if (op->stats.hp > op->stats.maxhp) 2034 if (op->stats.hp > op->stats.maxhp)
2006 op->stats.hp = op->stats.maxhp; 2035 op->stats.hp = op->stats.maxhp;
2007 if (op->stats.food > 999) 2036 if (op->stats.food > 999)
2008 op->stats.food = 999; 2037 op->stats.food = 999;
2009 } 2038 }
2011 /* special food hack -b.t. */ 2040 /* special food hack -b.t. */
2012 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2041 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2013 eat_special_food (op, tmp); 2042 eat_special_food (op, tmp);
2014 } 2043 }
2015 } 2044 }
2045
2016 handle_apply_yield (tmp); 2046 handle_apply_yield (tmp);
2017 decrease_ob (tmp); 2047 tmp->decrease ();
2018} 2048}
2019 2049
2020/** 2050/**
2021 * A dragon is eating some flesh. If the flesh contains resistances, 2051 * A dragon is eating some flesh. If the flesh contains resistances,
2022 * there is a chance for the dragon's skin to get improved. 2052 * there is a chance for the dragon's skin to get improved.
2032{ 2062{
2033 object *skin = NULL; /* pointer to dragon skin force */ 2063 object *skin = NULL; /* pointer to dragon skin force */
2034 object *abil = NULL; /* pointer to dragon ability force */ 2064 object *abil = NULL; /* pointer to dragon ability force */
2035 object *tmp = NULL; /* tmp. object */ 2065 object *tmp = NULL; /* tmp. object */
2036 2066
2037 char buf[MAX_BUF]; /* tmp. string buffer */
2038 double chance; /* improvement-chance of one resistance type */ 2067 double chance; /* improvement-chance of one resistance type */
2039 double totalchance = 1; /* total chance of gaining one resistance */ 2068 double totalchance = 1; /* total chance of gaining one resistance */
2040 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2069 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2041 double mbonus = 0; /* monster bonus */ 2070 double mbonus = 0; /* monster bonus */
2042 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2071 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2064 /* now start by filling stomache and health, according to food-value */ 2093 /* now start by filling stomache and health, according to food-value */
2065 if ((999 - op->stats.food) < meal->stats.food) 2094 if ((999 - op->stats.food) < meal->stats.food)
2066 op->stats.hp += (999 - op->stats.food) / 50; 2095 op->stats.hp += (999 - op->stats.food) / 50;
2067 else 2096 else
2068 op->stats.hp += meal->stats.food / 50; 2097 op->stats.hp += meal->stats.food / 50;
2098
2069 if (op->stats.hp > op->stats.maxhp) 2099 if (op->stats.hp > op->stats.maxhp)
2070 op->stats.hp = op->stats.maxhp; 2100 op->stats.hp = op->stats.maxhp;
2071 2101
2072 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2102 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2073 2103
2118 } 2148 }
2119 } 2149 }
2120 2150
2121 /* inverse totalchance as until now we have the failure-chance */ 2151 /* inverse totalchance as until now we have the failure-chance */
2122 totalchance = 100 - totalchance * 100; 2152 totalchance = 100 - totalchance * 100;
2153
2123 /* print message according to totalchance */ 2154 /* print message according to totalchance */
2155 const char *buf;
2124 if (totalchance > 50.) 2156 if (totalchance > 50.)
2125 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2157 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2126 else if (totalchance > 10.) 2158 else if (totalchance > 10.)
2127 sprintf (buf, "The %s tasted very good.", &meal->name); 2159 buf = format ("The %s tasted very good.", &meal->name);
2128 else if (totalchance > 1.) 2160 else if (totalchance > 1.)
2129 sprintf (buf, "The %s tasted good.", &meal->name); 2161 buf = format ("The %s tasted good.", &meal->name);
2130 else if (totalchance > 0.1) 2162 else if (totalchance > 0.1)
2131 sprintf (buf, "The %s tasted bland.", &meal->name); 2163 buf = format ("The %s tasted bland.", &meal->name);
2132 else if (totalchance >= 0.01) 2164 else if (totalchance >= 0.01)
2133 sprintf (buf, "The %s had a boring taste.", &meal->name); 2165 buf = format ("The %s had a boring taste.", &meal->name);
2134 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2166 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2135 sprintf (buf, "The %s tasted strange.", &meal->name); 2167 buf = format ("The %s tasted strange.", &meal->name);
2136 else 2168 else
2137 sprintf (buf, "The %s had no taste.", &meal->name); 2169 buf = format ("The %s had no taste.", &meal->name);
2138 new_draw_info (NDI_UNIQUE, 0, op, buf); 2170
2171 op->statusmsg (buf);
2139 2172
2140 /* now choose a winner if we have any */ 2173 /* now choose a winner if we have any */
2141 i = -1; 2174 i = -1;
2142 if (winners > 0) 2175 if (winners > 0)
2143 i = atnr_winner[RANDOM () % winners]; 2176 i = atnr_winner[RANDOM () % winners];
2146 { 2179 {
2147 /* resistance increased! */ 2180 /* resistance increased! */
2148 skin->resist[i]++; 2181 skin->resist[i]++;
2149 op->update_stats (); 2182 op->update_stats ();
2150 2183
2151 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2184 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2152 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2153 } 2185 }
2154 2186
2155 /* if this flesh contains a new ability focus, we mark it 2187 /* if this flesh contains a new ability focus, we mark it
2156 into the ability_force and it will take effect on next level */ 2188 into the ability_force and it will take effect on next level */
2157 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2189 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2158 { 2190 {
2159 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2191 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2160 2192
2161 if (meal->last_eat != abil->stats.exp) 2193 if (meal->last_eat != abil->stats.exp)
2194 op->statusmsg (format (
2195 "Your metabolism prepares to focus on %s!\n"
2196 "The change will happen at level %d.",
2197 change_resist_msg[meal->last_eat],
2198 abil->level + 1
2162 { 2199 ));
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 2200 else
2169 { 2201 {
2170 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2202 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2172 abil->last_eat = 0; 2203 abil->last_eat = 0;
2173 } 2204 }
2174 } 2205 }
2206
2175 return 1; 2207 return 1;
2176} 2208}
2177 2209
2178/** 2210/**
2179 * Handles applying an improve armor scroll. 2211 * Handles applying an improve armor scroll.
2182static void 2214static void
2183apply_armour_improver (object *op, object *tmp) 2215apply_armour_improver (object *op, object *tmp)
2184{ 2216{
2185 object *armor; 2217 object *armor;
2186 2218
2187 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2219 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2188 { 2220 {
2189 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2221 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2190 return; 2222 return;
2191 } 2223 }
2192 2224
2193 armor = find_marked_object (op); 2225 armor = find_marked_object (op);
2194 2226
2195 if (!armor) 2227 if (!armor)
2196 { 2228 {
2197 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2229 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2198 return; 2230 return;
2199 } 2231 }
2200 2232
2201 if (armor->type != ARMOUR 2233 if (armor->type != ARMOUR
2202 && armor->type != CLOAK 2234 && armor->type != CLOAK
2203 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2235 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2204 { 2236 {
2205 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2237 op->failmsg ("Your marked item is not armour!\n");
2206 return; 2238 return;
2207 } 2239 }
2208 2240
2209 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2241 op->statusmsg ("Applying armour enchantment.");
2210 improve_armour (op, tmp, armor); 2242 improve_armour (op, tmp, armor);
2211} 2243}
2212 2244
2213extern void 2245extern void
2214apply_poison (object *op, object *tmp) 2246apply_poison (object *op, object *tmp)
2215{ 2247{
2216 if (op->type == PLAYER) 2248 if (op->type == PLAYER)
2217 { 2249 {
2218 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2250 op->contr->play_sound (sound_find ("drink_poison"));
2219 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2251 op->failmsg ("Yech! That tasted poisonous!");
2220 strcpy (op->contr->killer, "poisonous booze"); 2252 strcpy (op->contr->killer, "poisonous booze");
2221 } 2253 }
2254
2222 if (tmp->stats.hp > 0) 2255 if (tmp->stats.hp > 0)
2223 { 2256 {
2224 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2257 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2225 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2258 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2226 } 2259 }
2260
2227 op->stats.food -= op->stats.food / 4; 2261 op->stats.food -= op->stats.food / 4;
2228 handle_apply_yield (tmp); 2262 handle_apply_yield (tmp);
2229 decrease_ob (tmp); 2263 tmp->decrease ();
2230} 2264}
2231 2265
2232/** 2266/**
2233 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2267 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2234 * A valid 2 way exit means: 2268 * A valid 2 way exit means:
2249 2283
2250#if 0 //TODO 2284#if 0 //TODO
2251 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2285 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2252 return 0; /* This is a reset town portal */ 2286 return 0; /* This is a reset town portal */
2253#endif 2287#endif
2288
2289 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2254 2290
2255 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2291 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2256 2292
2257 if (exitmap) 2293 if (exitmap)
2258 { 2294 {
2341 2377
2342 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2378 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2343 { 2379 {
2344 if (op->type == PLAYER) 2380 if (op->type == PLAYER)
2345 { 2381 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2382 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2347 return 1; 2383 return 1;
2348 } 2384 }
2349 else 2385 else
2350 return 0; /* monsters just skip unpaid items */ 2386 return 0; /* monsters just skip unpaid items */
2351 } 2387 }
2354 return RESULT_INT (0); 2390 return RESULT_INT (0);
2355 2391
2356 switch (tmp->type) 2392 switch (tmp->type)
2357 { 2393 {
2358 case CF_HANDLE: 2394 case CF_HANDLE:
2359 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2395 op->play_sound (sound_find ("turn_handle"));
2360 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2396 op->statusmsg ("You turn the handle.");
2361 tmp->value = tmp->value ? 0 : 1; 2397 tmp->value = tmp->value ? 0 : 1;
2362 SET_ANIMATION (tmp, tmp->value); 2398 SET_ANIMATION (tmp, tmp->value);
2363 update_object (tmp, UP_OBJ_FACE); 2399 update_object (tmp, UP_OBJ_FACE);
2364 push_button (tmp); 2400 push_button (tmp);
2365 return 1; 2401 return 1;
2366 2402
2367 case TRIGGER: 2403 case TRIGGER:
2368 if (check_trigger (tmp, op)) 2404 if (check_trigger (tmp, op))
2369 { 2405 {
2370 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2406 op->statusmsg ("You turn the handle.");
2371 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2407 op->play_sound (sound_find ("turn_handle"));
2372 } 2408 }
2373 else 2409 else
2374 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2410 op->failmsg ("The handle doesn't move.");
2375 2411
2376 return 1; 2412 return 1;
2377 2413
2378 case EXIT: 2414 case EXIT:
2379 if (op->type != PLAYER) 2415 if (op->type != PLAYER)
2380 return 0; 2416 return 0;
2381 2417
2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2418 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)); 2419 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2384 else 2420 else
2385 { 2421 {
2386 /* Don't display messages for random maps. */ 2422 /* Don't display messages for random maps. */
2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2423 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2424 op->statusmsg (tmp->msg, NDI_NAVY);
2389 2425
2390 op->enter_exit (tmp); 2426 op->enter_exit (tmp);
2391 } 2427 }
2392 2428
2429 return 1;
2430
2431 case INSCRIBABLE:
2432 op->statusmsg (tmp->msg);
2433 // maybe show a spell menu to chose from or something like that
2393 return 1; 2434 return 1;
2394 2435
2395 case SIGN: 2436 case SIGN:
2396 apply_sign (op, tmp, 0); 2437 apply_sign (op, tmp, 0);
2397 return 1; 2438 return 1;
2506 { 2547 {
2507 char buf[MAX_BUF]; 2548 char buf[MAX_BUF];
2508 timeofday_t tod; 2549 timeofday_t tod;
2509 2550
2510 get_tod (&tod); 2551 get_tod (&tod);
2552 op->play_sound (sound_find ("sound_clock"));
2553 op->statusmsg (format (
2511 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2554 "It is %d minute%s past %d o'clock %s",
2512 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2555 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2513 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2556 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2557 ));
2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2516 return 1; 2558 return 1;
2517 } 2559 }
2518 else 2560 else
2519 return 0; 2561 return 0;
2520 2562
2559int 2601int
2560player_apply (object *pl, object *op, int aflag, int quiet) 2602player_apply (object *pl, object *op, int aflag, int quiet)
2561{ 2603{
2562 int tmp; 2604 int tmp;
2563 2605
2564 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2606 if (op->env && (pl->move_type & MOVE_FLYING))
2565 { 2607 {
2566 /* player is flying and applying object not in inventory */ 2608 /* player is flying and applying object not in inventory */
2567 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2609 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2568 { 2610 {
2569 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2611 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2570 return 0; 2612 return 0;
2571 } 2613 }
2572 } 2614 }
2573 2615
2574 pl->contr->last_used = op; 2616 pl->contr->last_used = op;
2575 2617
2576 tmp = manual_apply (pl, op, aflag); 2618 tmp = manual_apply (pl, op, aflag);
2577 if (!quiet) 2619 if (!quiet)
2578 { 2620 {
2579 if (tmp == 0) 2621 if (tmp == 0)
2580 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2622 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2581 else if (tmp == 2) 2623 else if (tmp == 2)
2582 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2624 pl->failmsg ("You must get it first!\n");
2583 } 2625 }
2626
2584 return tmp; 2627 return tmp;
2585} 2628}
2586 2629
2587/** 2630/**
2588 * player_apply_below attempts to apply the object 'below' the player. 2631 * player_apply_below attempts to apply the object 'below' the player.
2663 { 2706 {
2664 pl->combat_ob = 0; 2707 pl->combat_ob = 0;
2665 who->change_weapon (pl->ranged_ob); 2708 who->change_weapon (pl->ranged_ob);
2666 } 2709 }
2667 2710
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2711 who->statusmsg (format ("You unwield %s.", query_name (op)));
2669 2712
2670 change_abil (who, op); 2713 change_abil (who, op);
2671 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2714 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2672 break; 2715 break;
2673 2716
2674 case SKILL: 2717 case SKILL:
2675 if (who->contr) 2718 if (who->contr)
2676 { 2719 {
2677 if (!op->invisible) 2720 if (!op->invisible)
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2721 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2679 else 2722 else
2680 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2723 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2681 } 2724 }
2682 2725
2683 change_abil (who, op); 2726 change_abil (who, op);
2684 CLEAR_FLAG (who, FLAG_READY_SKILL); 2727 CLEAR_FLAG (who, FLAG_READY_SKILL);
2685 break; 2728 break;
2692 case GLOVES: 2735 case GLOVES:
2693 case AMULET: 2736 case AMULET:
2694 case GIRDLE: 2737 case GIRDLE:
2695 case BRACERS: 2738 case BRACERS:
2696 case CLOAK: 2739 case CLOAK:
2697 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2740 who->statusmsg (format ("You unwear %s.", query_name (op)));
2698 change_abil (who, op); 2741 change_abil (who, op);
2699 break; 2742 break;
2700 2743
2701 case LAMP: 2744 case LAMP:
2702 { 2745 {
2703 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2746 who->statusmsg (format ("You turn off your %s.", &op->name));
2704 2747
2705 object *tmp2 = arch_to_object (op->other_arch); 2748 object *tmp2 = arch_to_object (op->other_arch);
2706 tmp2->x = op->x; 2749 tmp2->x = op->x;
2707 tmp2->y = op->y; 2750 tmp2->y = op->y;
2708 tmp2->map = op->map; 2751 tmp2->map = op->map;
2723 2766
2724 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2767 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2725 { 2768 {
2726 if (who->contr) 2769 if (who->contr)
2727 { 2770 {
2728 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2771 who->failmsg ("Oops, it feels deadly cold!");
2729 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2772 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2730 } 2773 }
2731 } 2774 }
2732 2775
2733 if (who->contr) 2776 if (who->contr)
2746 { 2789 {
2747 pl->ranged_ob = 0; 2790 pl->ranged_ob = 0;
2748 who->change_weapon (pl->combat_ob); 2791 who->change_weapon (pl->combat_ob);
2749 } 2792 }
2750 2793
2751 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2794 who->statusmsg (format ("You unready %s.", query_name (op)));
2752 } 2795 }
2753 else 2796 else
2754 { 2797 {
2755 who->change_skill (0); 2798 who->change_skill (0);
2756 2799
2762 2805
2763 break; 2806 break;
2764 2807
2765 case BUILDER: 2808 case BUILDER:
2766 if (who->contr) 2809 if (who->contr)
2767 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2810 who->statusmsg (format ("You unready %s.", query_name (op)));
2768 break; 2811 break;
2769 2812
2770 default: 2813 default:
2771 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2814 who->statusmsg (format ("You unapply %s.", query_name (op)));
2772 break; 2815 break;
2773 } 2816 }
2774 2817
2775 who->update_stats (); 2818 who->update_stats ();
2776 2819
2828 * Returns 0 on success, returns 1 if there is some problem. 2871 * Returns 0 on success, returns 1 if there is some problem.
2829 * if aflags is AP_PRINT, we instead print out waht to unapply 2872 * if aflags is AP_PRINT, we instead print out waht to unapply
2830 * instead of doing it. This is a lot less code than having 2873 * instead of doing it. This is a lot less code than having
2831 * another function that does just that. 2874 * another function that does just that.
2832 */ 2875 */
2876
2877#define CANNOT_REMOVE_CURSED \
2878 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2879 "Praying over an altar, scrolls of remove curse/damnation, " \
2880 "priests or even other players might help.>"
2881
2833int 2882int
2834unapply_for_ob (object *who, object *op, int aflags) 2883unapply_for_ob (object *who, object *op, int aflags)
2835{ 2884{
2836 if (op->is_range ()) 2885 if (op->is_range ())
2837 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2886 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2838 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2887 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))) 2888 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 2889 {
2841 if (aflags & AP_PRINT) 2890 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2891 who->failmsg (query_name (tmp));
2843 else 2892 else
2844 unapply_special (who, tmp, aflags); 2893 unapply_special (who, tmp, aflags);
2845 } 2894 }
2846 else 2895 else
2847 { 2896 {
2848 /* In this case, we want to try and remove a cursed item. 2897 /* In this case, we want to try and remove a cursed item.
2849 * While we know it won't work, we want unapply_special to 2898 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 2899 * at least generate the message.
2851 */ 2900 */
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)); 2901 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; 2902 return 1;
2854 } 2903 }
2855 2904
2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2857 { 2906 {
2880 2929
2881 /* If we are just printing, we don't care about cursed status */ 2930 /* If we are just printing, we don't care about cursed status */
2882 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2931 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2883 { 2932 {
2884 if (aflags & AP_PRINT) 2933 if (aflags & AP_PRINT)
2885 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2934 who->failmsg (query_name (tmp));
2886 else 2935 else
2887 unapply_special (who, tmp, aflags); 2936 unapply_special (who, tmp, aflags);
2888 } 2937 }
2889 else 2938 else
2890 { 2939 {
2891 /* Cursed item that we can't unequip - tell the player. 2940 /* Cursed item that we can't unequip - tell the player.
2892 * Note this could be annoying if this is just one of a few, 2941 * Note this could be annoying if this is just one of a few,
2893 * so it may not be critical (eg, putting on a ring and you have 2942 * so it may not be critical (eg, putting on a ring and you have
2894 * one cursed ring.) 2943 * one cursed ring.)
2895 */ 2944 */
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2945 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2897 } 2946 }
2898 2947
2899 last = tmp->below; 2948 last = tmp->below;
2900 } 2949 }
2901 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2950 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3054 * 3103 *
3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3104 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3056 * 3105 *
3057 * apply_special() doesn't check for unpaid items. 3106 * apply_special() doesn't check for unpaid items.
3058 */ 3107 */
3108
3109#define LACK_ITEM_POWER \
3110 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3111
3059int 3112int
3060apply_special (object *who, object *op, int aflags) 3113apply_special (object *who, object *op, int aflags)
3061{ 3114{
3062 int basic_flag = aflags & AP_BASIC_FLAGS; 3115 int basic_flag = aflags & AP_BASIC_FLAGS;
3063 object *tmp, *tmp2, *skop = NULL; 3116 object *tmp, *tmp2, *skop = NULL;
3078 if (basic_flag == AP_APPLY) 3131 if (basic_flag == AP_APPLY)
3079 return 0; 3132 return 0;
3080 3133
3081 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3134 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3082 { 3135 {
3083 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3136 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3084 return 1; 3137 return 1;
3085 } 3138 }
3086 3139
3087 return unapply_special (who, op, aflags); 3140 return unapply_special (who, op, aflags);
3088 } 3141 }
3104 /* Can't just apply this object. Lets see what not and what to do */ 3157 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 3158 if (int i = can_apply_object (who, op))
3106 { 3159 {
3107 if (i & CAN_APPLY_NEVER) 3160 if (i & CAN_APPLY_NEVER)
3108 { 3161 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3162 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3110 return 1; 3163 return 1;
3111 } 3164 }
3112 else if (i & CAN_APPLY_RESTRICTION) 3165 else if (i & CAN_APPLY_RESTRICTION)
3113 { 3166 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3167 who->failmsg (format (
3168 "You have a prohibition against using a %s. "
3169 "H<Your belief, profession or class prevents you from applying this item.>",
3170 query_name (op)
3171 ));
3115 return 1; 3172 return 1;
3116 } 3173 }
3117 3174
3118 if (who->type != PLAYER) 3175 if (who->type != PLAYER)
3119 { 3176 {
3123 } 3180 }
3124 else 3181 else
3125 { 3182 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3183 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 { 3184 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3185 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3129 unapply_for_ob (who, op, AP_PRINT); 3186 unapply_for_ob (who, op, AP_PRINT);
3130 return 1; 3187 return 1;
3131 } 3188 }
3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3189 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 if (unapply_for_ob (who, op, aflags)) 3190 if (unapply_for_ob (who, op, aflags))
3139 { 3196 {
3140 skop = find_skill_by_name (who, op->skill); 3197 skop = find_skill_by_name (who, op->skill);
3141 3198
3142 if (!skop) 3199 if (!skop)
3143 { 3200 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3201 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3145 return 1; 3202 return 1;
3146 } 3203 }
3147 else 3204 else
3148 /* While experience will be credited properly, we want to change the 3205 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated 3206 * skill so that the dam and wc get updated
3153 3210
3154 if (who->type == PLAYER 3211 if (who->type == PLAYER
3155 && op->item_power 3212 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3213 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 3214 {
3158 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! " 3215 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3160 "[use the skills command to check your available item power]");
3161 return 1; 3216 return 1;
3162 } 3217 }
3163 3218
3164 /* Ok. We are now at the state where we can apply the new object. 3219 /* Ok. We are now at the state where we can apply the new object.
3165 * Note that we don't have the checks for can_use_... 3220 * Note that we don't have the checks for can_use_...
3166 * below - that is already taken care of by can_apply_object. 3221 * below - that is already taken care of by can_apply_object.
3167 */ 3222 */
3168 if (op->nrof > 1) 3223 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3169 tmp = get_split_ob (op, op->nrof - 1);
3170 else
3171 tmp = 0;
3172 3224
3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3225 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174 return RESULT_INT (0); 3226 return RESULT_INT (0);
3175 3227
3176 switch (op->type) 3228 switch (op->type)
3177 { 3229 {
3178 case WEAPON: 3230 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat)) 3231 if (!check_weapon_power (who, op->last_eat))
3180 { 3232 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. " 3233 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3182 "It would consume your soul!.");
3183 3234
3184 if (tmp) 3235 if (tmp)
3185 insert_ob_in_ob (tmp, who); 3236 insert_ob_in_ob (tmp, who);
3186 3237
3187 return 1; 3238 return 1;
3191 // i.e. "R" can use Ragnarok's sword. 3242 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3243 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 { 3244 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3245 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3246 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3247 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3197 3248
3198 if (tmp) 3249 if (tmp)
3199 insert_ob_in_ob (tmp, who); 3250 insert_ob_in_ob (tmp, who);
3200 3251
3201 return 1; 3252 return 1;
3202 } 3253 }
3203 3254
3204 if (!skop) 3255 if (!skop)
3205 { 3256 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3257 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3207 return 1; 3258 return 1;
3208 } 3259 }
3209 3260
3210 SET_FLAG (op, FLAG_APPLIED); 3261 SET_FLAG (op, FLAG_APPLIED);
3211 who->change_skill (skop); 3262 who->change_skill (skop);
3212 3263
3213 if (who->contr) 3264 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op); 3265 who->change_weapon (who->contr->combat_ob = op);
3215 3266
3216 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3267 who->statusmsg (format ("You wield %s.", query_name (op)));
3217 3268
3218 SET_FLAG (who, FLAG_READY_WEAPON); 3269 SET_FLAG (who, FLAG_READY_WEAPON);
3219 change_abil (who, op); 3270 change_abil (who, op);
3220 break; 3271 break;
3221 3272
3228 case BRACERS: 3279 case BRACERS:
3229 case CLOAK: 3280 case CLOAK:
3230 case RING: 3281 case RING:
3231 case AMULET: 3282 case AMULET:
3232 SET_FLAG (op, FLAG_APPLIED); 3283 SET_FLAG (op, FLAG_APPLIED);
3233 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3284 who->statusmsg (format ("You wear %s.", query_name (op)));
3234 change_abil (who, op); 3285 change_abil (who, op);
3235 break; 3286 break;
3236 3287
3237 case LAMP: 3288 case LAMP:
3238 if (op->stats.food < 1) 3289 if (op->stats.food < 1)
3239 { 3290 {
3240 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3291 who->failmsg (format (
3292 "Your %s is out of fuel! "
3293 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3294 &op->name
3295 ));
3241 return 1; 3296 return 1;
3242 } 3297 }
3243 3298
3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3299 who->statusmsg (format ("You turn on your %s.", &op->name));
3300
3245 tmp2 = arch_to_object (op->other_arch); 3301 tmp2 = arch_to_object (op->other_arch);
3246 tmp2->stats.food = op->stats.food; 3302 tmp2->stats.food = op->stats.food;
3247 SET_FLAG (tmp2, FLAG_APPLIED); 3303 SET_FLAG (tmp2, FLAG_APPLIED);
3248 3304
3249 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3305 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3268 who->update_stats (); 3324 who->update_stats ();
3269 3325
3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3326 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3271 if (who->type == PLAYER) 3327 if (who->type == PLAYER)
3272 { 3328 {
3273 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3329 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3274 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3330 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3275 } 3331 }
3276 3332
3277 if (who->type == PLAYER) 3333 if (who->type == PLAYER)
3278 esrv_send_item (who, tmp2); 3334 esrv_send_item (who, tmp2);
3306 who->change_weapon (pl->combat_ob = item); 3362 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon; 3363 goto found_weapon;
3308 } 3364 }
3309 } 3365 }
3310 3366
3367 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); 3368 "You need to apply a '%s' melee weapon before readying this skill. "
3369 "H<Some skills need an item, in this case a melee weapon, to function.>",
3370 &op->skill
3371 ));
3312 return 1; 3372 return 1;
3313 3373
3314 found_weapon:; 3374 found_weapon:;
3315 } 3375 }
3316 else 3376 else
3326 //TODO: bows should/must all have skill missile weapon right now 3386 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item); 3387 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow; 3388 goto found_bow;
3329 } 3389 }
3330 3390
3391 who->failmsg (
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3392 "You need to apply a missile weapon before readying this skill. "
3393 "H<Some skills need an item, in this case a missile weapon, to function.>"
3394 );
3332 return 1; 3395 return 1;
3333 3396
3334 found_bow:; 3397 found_bow:;
3335 } 3398 }
3336 else 3399 else
3337 who->change_weapon (pl->ranged_ob = op); 3400 who->change_weapon (pl->ranged_ob = op);
3338 } 3401 }
3339 3402
3340 if (!op->invisible) 3403 if (!op->invisible)
3341 { 3404 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3405 who->statusmsg (format (
3343 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3406 "You ready %s."
3407 "You can now use the skill: %s.",
3408 query_name (op),
3409 &op->skill
3410 ));
3344 } 3411 }
3345 else 3412 else
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3413 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3347 } 3414 }
3348 else 3415 else
3349 { 3416 {
3350 SET_FLAG (op, FLAG_APPLIED); 3417 SET_FLAG (op, FLAG_APPLIED);
3351 change_abil (who, op); 3418 change_abil (who, op);
3356 break; 3423 break;
3357 3424
3358 case BOW: 3425 case BOW:
3359 if (!check_weapon_power (who, op->last_eat)) 3426 if (!check_weapon_power (who, op->last_eat))
3360 { 3427 {
3361 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3428 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3362 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3363 3429
3364 if (tmp) 3430 if (tmp)
3365 insert_ob_in_ob (tmp, who); 3431 insert_ob_in_ob (tmp, who);
3366 3432
3367 return 1; 3433 return 1;
3368 } 3434 }
3369 3435
3370 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3436 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3371 { 3437 {
3372 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3438 who->failmsg ("The weapon does not recognize you as its owner. "
3439 "H<Its name indicates that it belongs to somebody else.>");
3373 if (tmp) 3440 if (tmp)
3374 insert_ob_in_ob (tmp, who); 3441 insert_ob_in_ob (tmp, who);
3375 3442
3376 return 1; 3443 return 1;
3377 } 3444 }
3382 case HORN: 3449 case HORN:
3383 /* check for skill, alter player status */ 3450 /* check for skill, alter player status */
3384 3451
3385 if (!skop) 3452 if (!skop)
3386 { 3453 {
3387 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3454 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3388 return 1; 3455 return 1;
3389 } 3456 }
3390 3457
3391 SET_FLAG (op, FLAG_APPLIED); 3458 SET_FLAG (op, FLAG_APPLIED);
3392 who->change_skill (skop); 3459 who->change_skill (skop);
3393 3460
3394 if (who->contr) 3461 if (who->contr)
3395 { 3462 {
3396 who->contr->ranged_ob = op; 3463 who->contr->ranged_ob = op;
3397 3464
3398 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3465 who->statusmsg (format ("You ready %s.", query_name (op)));
3399 3466
3400 if (op->type == BOW) 3467 if (op->type == BOW)
3401 { 3468 {
3402 who->current_weapon = op; 3469 who->current_weapon = op;
3403 change_abil (who, op); 3470 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)); 3471 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3406 } 3472 }
3407 } 3473 }
3408 else 3474 else
3409 { 3475 {
3410 if (op->type == BOW) 3476 if (op->type == BOW)
3420 { 3486 {
3421 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3487 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3422 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3488 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3423 unapply_special (who, who->contr->ranged_ob, 0); 3489 unapply_special (who, who->contr->ranged_ob, 0);
3424 3490
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3491 who->statusmsg (format ("You ready your %s.", query_name (op)));
3426 3492
3427 who->contr->ranged_ob = op; 3493 who->contr->ranged_ob = op;
3428 } 3494 }
3429 break; 3495 break;
3430 3496
3431 default: 3497 default:
3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3498 who->statusmsg (format ("You apply %s.", query_name (op)));
3433 } /* end of switch op->type */ 3499 }
3434 3500
3435 SET_FLAG (op, FLAG_APPLIED); 3501 SET_FLAG (op, FLAG_APPLIED);
3436 3502
3437 if (tmp) 3503 if (tmp)
3438 tmp = insert_ob_in_ob (tmp, who); 3504 tmp = insert_ob_in_ob (tmp, who);
3445 */ 3511 */
3446 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3512 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3447 SET_FLAG (op, FLAG_BEEN_APPLIED); 3513 SET_FLAG (op, FLAG_BEEN_APPLIED);
3448 3514
3449 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3515 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3450 {
3451 if (who->type == PLAYER) 3516 if (who->type == PLAYER)
3452 { 3517 {
3453 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3518 who->failmsg (
3519 "Oops, it feels deadly cold! "
3520 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3521 );
3454 SET_FLAG (op, FLAG_KNOWN_CURSED); 3522 SET_FLAG (op, FLAG_KNOWN_CURSED);
3455 } 3523 }
3456 }
3457 3524
3458 if (who->type == PLAYER) 3525 if (who->type == PLAYER)
3459 { 3526 {
3460 /* if multiple objects were applied, update both slots */ 3527 /* if multiple objects were applied, update both slots */
3461 if (tmp) 3528 if (tmp)
3470int 3537int
3471monster_apply_special (object *who, object *op, int aflags) 3538monster_apply_special (object *who, object *op, int aflags)
3472{ 3539{
3473 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3540 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3474 return 1; 3541 return 1;
3542
3475 return apply_special (who, op, aflags); 3543 return apply_special (who, op, aflags);
3476} 3544}
3477 3545
3478/** 3546/**
3479 * Map was just loaded, handle op's initialisation. 3547 * Map was just loaded, handle op's initialisation.
3696 { 3764 {
3697 if (QUERY_FLAG (food, FLAG_CURSED)) 3765 if (QUERY_FLAG (food, FLAG_CURSED))
3698 { 3766 {
3699 assign (who->contr->killer, food->name); 3767 assign (who->contr->killer, food->name);
3700 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3768 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3701 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3769 who->failmsg ("Eck!...that was poisonous!");
3702 } 3770 }
3703 else 3771 else
3704 { 3772 {
3705 if (food->stats.hp > 0) 3773 if (food->stats.hp > 0)
3706 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3774 who->statusmsg ("You begin to feel better.");
3707 else 3775 else
3708 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3776 who->failmsg ("Eck!...that was poisonous!");
3777
3709 who->stats.hp += food->stats.hp; 3778 who->stats.hp += food->stats.hp;
3710 } 3779 }
3711 } 3780 }
3712 if (food->stats.sp != 0) 3781 if (food->stats.sp != 0)
3713 { 3782 {
3714 if (QUERY_FLAG (food, FLAG_CURSED)) 3783 if (QUERY_FLAG (food, FLAG_CURSED))
3715 { 3784 {
3716 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3785 who->failmsg ("You are drained of mana!");
3717 who->stats.sp -= food->stats.sp; 3786 who->stats.sp -= food->stats.sp;
3718 if (who->stats.sp < 0) 3787 if (who->stats.sp < 0)
3719 who->stats.sp = 0; 3788 who->stats.sp = 0;
3720 } 3789 }
3721 else 3790 else
3722 { 3791 {
3723 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3792 who->statusmsg ("You feel a rush of magical energy!");
3724 who->stats.sp += food->stats.sp; 3793 who->stats.sp += food->stats.sp;
3725 /* place limit on max sp from food? */ 3794 /* place limit on max sp from food? */
3726 } 3795 }
3727 } 3796 }
3797
3728 who->update_stats (); 3798 who->update_stats ();
3729} 3799}
3730 3800
3731/** 3801/**
3732 * Designed primarily to light torches/lanterns/etc. 3802 * Designed primarily to light torches/lanterns/etc.
3759 } 3829 }
3760 else 3830 else
3761 lighter->stats.food--; 3831 lighter->stats.food--;
3762 } 3832 }
3763 else if (lighter->last_eat) 3833 else if (lighter->last_eat)
3834 {
3764 { /* no charges left in lighter */ 3835 /* 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); 3836 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3766 return; 3837 return;
3767 } 3838 }
3768 3839
3769 /* Perhaps we should split what we are trying to light on fire? 3840 /* Perhaps we should split what we are trying to light on fire?
3770 * I can't see many times when you would want to light multiple 3841 * I can't see many times when you would want to light multiple
3776 3847
3777 save_throw_object (item, AT_FIRE, who); 3848 save_throw_object (item, AT_FIRE, who);
3778 3849
3779 if (item->destroyed ()) 3850 if (item->destroyed ())
3780 { 3851 {
3781 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3852 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3782 /* Need to update the player so that the players glow radius 3853 /* Need to update the player so that the players glow radius
3783 * gets changed. 3854 * gets changed.
3784 */ 3855 */
3785 if (is_player_env) 3856 if (is_player_env)
3786 who->update_stats (); 3857 who->update_stats ();
3787 } 3858 }
3788 else 3859 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); 3860 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3790 } 3861 }
3791 else /* nothing to light */ 3862 else
3792 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3863 who->failmsg ("You need to mark a lightable object.");
3793
3794} 3864}
3795 3865
3796/** 3866/**
3797 * op made some mistake with a scroll, this takes care of punishment. 3867 * op made some mistake with a scroll, this takes care of punishment.
3798 * scroll_failure()- hacked directly from spell_failure 3868 * scroll_failure()- hacked directly from spell_failure
3805 3875
3806 if (failure <= -1 && failure > -15) 3876 if (failure <= -1 && failure > -15)
3807 { /* wonder */ 3877 { /* wonder */
3808 object *tmp; 3878 object *tmp;
3809 3879
3810 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3880 op->failmsg ("Your spell warps!");
3811 tmp = get_archetype (SPELL_WONDER); 3881 tmp = get_archetype (SPELL_WONDER);
3812 cast_wonder (op, op, 0, tmp); 3882 cast_wonder (op, op, 0, tmp);
3813 tmp->destroy (); 3883 tmp->destroy ();
3814 } 3884 }
3815 else if (failure <= -15 && failure > -35) 3885 else if (failure <= -15 && failure > -35)
3816 { /* drain mana */ 3886 { /* drain mana */
3817 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3887 op->failmsg ("Your mana is drained!");
3818 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3888 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3819 if (op->stats.sp < 0) 3889 if (op->stats.sp < 0)
3820 op->stats.sp = 0; 3890 op->stats.sp = 0;
3821 } 3891 }
3822 else if (settings.spell_failure_effects == TRUE) 3892 else if (settings.spell_failure_effects == TRUE)
3823 { 3893 {
3824 if (failure <= -35 && failure > -60) 3894 if (failure <= -35 && failure > -60)
3825 { /* confusion */ 3895 { /* confusion */
3826 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3896 op->failmsg ("The magic recoils on you!");
3827 confuse_player (op, op, power); 3897 confuse_player (op, op, power);
3828 } 3898 }
3829 else if (failure <= -60 && failure > -70) 3899 else if (failure <= -60 && failure > -70)
3830 { /* paralysis */ 3900 { /* paralysis */
3831 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3901 op->failmsg ("The magic recoils and paralyzes you!");
3832 paralyze_player (op, op, power); 3902 paralyze_player (op, op, power);
3833 } 3903 }
3834 else if (failure <= -70 && failure > -80) 3904 else if (failure <= -70 && failure > -80)
3835 { /* blind */ 3905 { /* blind */
3836 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3906 op->failmsg ("The magic recoils on you!");
3837 blind_player (op, op, power); 3907 blind_player (op, op, power);
3838 } 3908 }
3839 else if (failure <= -80) 3909 else if (failure <= -80)
3840 { /* blast the immediate area */ 3910 { /* blast the immediate area */
3841 object *tmp = get_archetype (LOOSE_MANA); 3911 object *tmp = get_archetype (LOOSE_MANA);
3842 cast_magic_storm (op, tmp, power); 3912 cast_magic_storm (op, tmp, power);
3843 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3913 op->failmsg ("You unleash uncontrolled mana!");
3844 tmp->destroy (); 3914 tmp->destroy ();
3845 } 3915 }
3846 } 3916 }
3847} 3917}
3848 3918
3955 char got[MAX_BUF]; 4025 char got[MAX_BUF];
3956 int len; 4026 int len;
3957 4027
3958 if (!pl || !transformer) 4028 if (!pl || !transformer)
3959 return; 4029 return;
4030
3960 marked = find_marked_object (pl); 4031 marked = find_marked_object (pl);
4032
3961 if (!marked) 4033 if (!marked)
3962 { 4034 {
3963 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4035 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3964 return; 4036 return;
3965 } 4037 }
4038
3966 if (!marked->slaying) 4039 if (!marked->slaying)
3967 { 4040 {
3968 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4041 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3969 return; 4042 return;
3970 } 4043 }
4044
3971 /* check whether they are compatible or not */ 4045 /* check whether they are compatible or not */
3972 find = strstr (marked->slaying, transformer->arch->archname); 4046 find = strstr (marked->slaying, transformer->arch->archname);
3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4047 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3974 { 4048 {
3975 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4049 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3976 return; 4050 return;
3977 } 4051 }
4052
3978 find += strlen (transformer->arch->archname) + 1; 4053 find += strlen (transformer->arch->archname) + 1;
3979 /* Item can be used, now find how many and what it yields */ 4054 /* Item can be used, now find how many and what it yields */
3980 if (isdigit (*(find))) 4055 if (isdigit (*(find)))
3981 { 4056 {
3982 yield = atoi (find); 4057 yield = atoi (find);
3989 else 4064 else
3990 yield = 1; 4065 yield = 1;
3991 4066
3992 while (isdigit (*find)) 4067 while (isdigit (*find))
3993 find++; 4068 find++;
4069
3994 while (*find == ' ') 4070 while (*find == ' ')
3995 find++; 4071 find++;
4072
3996 memset (got, 0, MAX_BUF); 4073 memset (got, 0, MAX_BUF);
4074
3997 if ((separator = strchr (find, ';')) != NULL) 4075 if ((separator = strchr (find, ';')) != NULL)
3998 {
3999 len = separator - find; 4076 len = separator - find;
4000 }
4001 else 4077 else
4002 {
4003 len = strlen (find); 4078 len = strlen (find);
4004 } 4079
4005 if (len > MAX_BUF - 1) 4080 if (len > MAX_BUF - 1)
4006 len = MAX_BUF - 1; 4081 len = MAX_BUF - 1;
4082
4007 strcpy (got, find); 4083 strcpy (got, find);
4008 got[len] = '\0'; 4084 got[len] = '\0';
4009 4085
4010 /* Now create new item, remove used ones when required. */ 4086 /* Now create new item, remove used ones when required. */
4011 new_item = get_archetype (got); 4087 new_item = get_archetype (got);
4012 if (!new_item) 4088 if (!new_item)
4013 { 4089 {
4014 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4090 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4015 return; 4091 return;
4016 } 4092 }
4017 4093
4018 new_item->nrof = yield; 4094 new_item->nrof = yield;
4095
4019 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4096 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4097
4020 insert_ob_in_ob (new_item, pl); 4098 insert_ob_in_ob (new_item, pl);
4021 esrv_send_inventory (pl, pl); 4099 esrv_send_inventory (pl, pl);
4022 /* Eat up one item */ 4100 /* Eat up one item */
4023 decrease_ob_nr (marked, 1); 4101 marked->decrease ();
4102
4024 /* Eat one transformer if needed */ 4103 /* Eat one transformer if needed */
4025 if (transformer->stats.food) 4104 if (transformer->stats.food)
4026 if (--transformer->stats.food == 0) 4105 if (--transformer->stats.food == 0)
4027 decrease_ob_nr (transformer, 1); 4106 transformer->decrease ();
4028} 4107}
4108

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