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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 1.127 by root, Fri Aug 17 21:18:01 2007 UTC

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.", long_desc (marked, pl));
119 if (marked->msg) 119 if (marked->msg)
120 { 120 buf << "The item has a story:\n" << marked->msg;
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.", long_desc (id, pl));
136 if (id->msg) 135 if (id->msg)
137 { 136 buf << "The item has a story:\n" << id->msg;
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 buf << ("You have nothing that needs identifying");
152
153 pl->contr->infobox ("Identify", buf);
154
155 return money == NULL; 155 return !money;
156} 156}
157 157
158/** 158/**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item. 160 * matching item.
161 **/ 161 **/
162static void 162void
163handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
164{ 164{
165 const char *yield; 165 const char *yield;
166 166
167 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
195 195
196 floor = GET_MAP_OB (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
197 197
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 { 199 {
200 if (op->type == PLAYER)
201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
202 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0; 203 return 0;
204 } 204 }
205 205
206 if (op->type == PLAYER) 206 if (op->type == PLAYER)
232 232
233 if (depl) 233 if (depl)
234 { 234 {
235 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i)) 236 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 op->statusmsg (restore_msg[i]);
238 238
239 depl->destroy (); 239 depl->destroy ();
240 op->update_stats (); 240 op->update_stats ();
241 } 241 }
242 else 242 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
244 244
245 decrease_ob (tmp); 245 decrease_ob (tmp);
246 return 1; 246 return 1;
247 } 247 }
248 248
249 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 251 {
252 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
253 { 253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 255 {
256 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
257 { 257 {
258 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
259 break; 259 break;
260 } 260 }
261
261 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
262 { 263 {
263 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
264 break; 265 break;
265 } 266 }
267
266 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
267 { 269 {
268 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
269 break; 271 break;
270 } 272 }
274 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
275 { 277 {
276 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
277 break; 279 break;
278 } 280 }
281
279 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
280 { 283 {
281 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
282 break; 285 break;
283 } 286 }
287
284 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
285 { 289 {
286 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
287 break; 291 break;
288 } 292 }
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 { 301 {
298 if (got_one) 302 if (got_one)
299 { 303 {
300 op->update_stats (); 304 op->update_stats ();
301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 305 op->statusmsg ("The Gods smile upon you and remake you "
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 306 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
304 } 308 }
305 else 309 else
306 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 310 op->statusmsg ("The potion had no effect - you are already perfect.");
307 } 311 }
308 else 312 else
309 { /* cursed potion */ 313 { /* cursed potion */
310 if (got_one) 314 if (got_one)
311 { 315 {
312 op->update_stats (); 316 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
314 } 318 }
315 else 319 else
316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
317 } 321 }
318 322
319 decrease_ob (tmp); 323 decrease_ob (tmp);
320 return 1; 324 return 1;
321 } 325 }
330 { 334 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 { 336 {
333 object *fball; 337 object *fball;
334 338
335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
336 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
337 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
338 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
340 fball->x = op->x; 345 fball->x = op->x;
343 } 348 }
344 else 349 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346 351
347 decrease_ob (tmp); 352 decrease_ob (tmp);
353
348 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats (); 356 op->update_stats ();
357
351 return 1; 358 return 1;
352 } 359 }
353 360
354 /* Deal with protection potions */ 361 /* Deal with protection potions */
355 force = NULL; 362 force = NULL;
357 { 364 {
358 if (tmp->resist[i]) 365 if (tmp->resist[i])
359 { 366 {
360 if (!force) 367 if (!force)
361 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
364 break; /* Only need to find one protection since we copy entire batch */ 372 break; /* Only need to find one protection since we copy entire batch */
365 } 373 }
366 } 374 }
375
367 /* This is a protection potion */ 376 /* This is a protection potion */
368 if (force) 377 if (force)
369 { 378 {
370 /* cursed items last longer */ 379 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
390 { /* only for players */ 399 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 402 else
394 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
395 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
397 } 407 }
398 408
399 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
417static int 427static int
418check_item (object *op, const char *item) 428check_item (object *op, const char *item)
419{ 429{
420 int count = 0; 430 int count = 0;
421 431
422 432 if (!item)
423 if (item == NULL)
424 return 0; 433 return 0;
425 434
426 op = op->below; 435 for (op = op->below; op; op = op->below)
427 while (op != NULL)
428 { 436 {
429 if (strcmp (op->arch->archname, item) == 0) 437 if (strcmp (op->arch->archname, item) == 0)
430 { 438 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 count++; 443 count++;
436 else 444 else
437 count += op->nrof; 445 count += op->nrof;
438 } 446 }
439 } 447 }
440
441 op = op->below;
442 } 448 }
443 449
444 return count; 450 return count;
445} 451}
446 452
456 object *prev; 462 object *prev;
457 463
458 prev = op; 464 prev = op;
459 op = op->below; 465 op = op->below;
460 466
461 while (op != NULL) 467 while (op)
462 { 468 {
463 if (strcmp (op->arch->archname, item) == 0) 469 if (strcmp (op->arch->archname, item) == 0)
464 { 470 {
465 if (op->nrof >= nrof) 471 if (op->nrof >= nrof)
466 { 472 {
470 else 476 else
471 { 477 {
472 decrease_ob_nr (op, op->nrof); 478 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof; 479 nrof -= op->nrof;
474 } 480 }
481
475 op = prev; 482 op = prev;
476 } 483 }
484
477 prev = op; 485 prev = op;
478 op = op->below; 486 op = op->below;
479 } 487 }
480} 488}
481 489
487 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
488 */ 496 */
489static int 497static int
490check_weapon_power (const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
491{ 499{
492
493/* Old code is below (commented out). Basically, since weapons are the only 500/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to 501 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level. 502 * require high level in some combat skill, so we just use overall level.
496 */ 503 */
497#if 1 504#if 1
538static int 545static int
539check_sacrifice (object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
540{ 547{
541 int count = 0; 548 int count = 0;
542 549
543 if (improver->slaying != NULL) 550 if (improver->slaying)
544 { 551 {
545 count = check_item (op, improver->slaying); 552 count = check_item (op, improver->slaying);
546 if (count < 1) 553 if (count < 1)
547 { 554 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 556 return 0;
553 } 557 }
554 } 558 }
555 else 559 else
556 count = 1; 560 count = 1;
559} 563}
560 564
561/** 565/**
562 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
563 */ 567 */
564int 568static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 570{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 571 stat += sacrifice_count;
570 weapon->last_eat++; 572 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 573 decrease_ob (improver);
573 574
574 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
575 op->update_stats (); 576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
576 return 1; 584 return 1;
577} 585}
578 586
579/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 592#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 594#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 597#define IMPROVE_INT 10
590#define IMPROVE_POW 11 598#define IMPROVE_POW 11
591
592 599
593/** 600/**
594 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
596 */ 603 */
597
598int 604int
599prepare_weapon (object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
600{ 606{
601 int sacrifice_count, i; 607 int sacrifice_count, i;
602 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
603 609
604 if (weapon->level != 0) 610 if (weapon->level != 0)
605 { 611 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 612 op->failmsg ("Weapon is already prepared!");
607 return 0; 613 return 0;
608 } 614 }
615
609 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 617 if (weapon->resist[i])
611 break; 618 break;
612 619
613 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
620 { 627 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons.");
622 return 0; 629 return 0;
623 } 630 }
631
624 sacrifice_count = check_sacrifice (op, improver); 632 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 633 if (sacrifice_count <= 0)
626 return 0; 634 return 0;
635
627 weapon->level = isqrt (sacrifice_count); 636 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); 637 eat_item (op, improver->slaying, sacrifice_count);
630 638
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 639 op->statusmsg (format (
640 "Your sacrifice was accepted."
641 "Your *%s may be improved %d times.",
642 &weapon->name, weapon->level
643 ));
632 644
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 646 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 647 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 648 slot at once! */
655improve_weapon (object *op, object *improver, object *weapon) 667improve_weapon (object *op, object *improver, object *weapon)
656{ 668{
657 int sacrifice_count, sacrifice_needed = 0; 669 int sacrifice_count, sacrifice_needed = 0;
658 670
659 if (improver->stats.sp == IMPROVE_PREPARE) 671 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 672 return prepare_weapon (op, improver, weapon);
662 } 673
663 if (weapon->level == 0) 674 if (weapon->level == 0)
664 { 675 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 677 return 0;
667 } 678 }
679
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 681 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 682 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 683 return 0;
672 } 684 }
685
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 { 687 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 688 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"); 689 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 690 "really want to improve it.");
678 return 0; 691 return 0;
679 } 692 }
693
680 /* This just increases damage by 5 points, no matter what. No sacrifice 694 /* 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, 695 * 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 696 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 697 * weapon can be improved.
684 */ 698 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 699 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 700 {
687 weapon->stats.dam += 5; 701 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 702 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); 703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 704 weapon->last_eat++;
691 705
692 weapon->item_power++; 706 weapon->item_power++;
693 decrease_ob (improver); 707 decrease_ob (improver);
694 return 1; 708 return 1;
695 } 709 }
710
696 if (improver->stats.sp == IMPROVE_WEIGHT) 711 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 712 {
698 /* Reduce weight by 20% */ 713 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 714 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 715 if (weapon->weight < 1)
701 weapon->weight = 1; 716 weapon->weight = 1;
717
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 719 weapon->last_eat++;
704 weapon->item_power++; 720 weapon->item_power++;
705 decrease_ob (improver); 721 decrease_ob (improver);
706 return 1; 722 return 1;
707 } 723 }
708 if (improver->stats.sp == IMPROVE_ENCHANT) 724 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 725 {
710 weapon->magic++; 726 weapon->magic++;
711 weapon->last_eat++; 727 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 729 decrease_ob (improver);
714 weapon->item_power++; 730 weapon->item_power++;
715 return 1; 731 return 1;
716 } 732 }
717 733
723 sacrifice_needed *= 2; 739 sacrifice_needed *= 2;
724 740
725 sacrifice_count = check_sacrifice (op, improver); 741 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 742 if (sacrifice_count < sacrifice_needed)
727 { 743 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 745 return 0;
730 } 746 }
747
731 eat_item (op, improver->slaying, sacrifice_needed); 748 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 749 weapon->item_power++;
733 750
734 switch (improver->stats.sp) 751 switch (improver->stats.sp)
735 { 752 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 753 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"); 754 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"); 755 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"); 756 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"); 757 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"); 758 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"); 759 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 760 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 761 op->failmsg ("Unknown improvement type.");
752 } 762 }
763
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 764 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 765 return 0;
755} 766}
756 767
757/** 768/**
767 if (op->type != PLAYER) 778 if (op->type != PLAYER)
768 return 0; 779 return 0;
769 780
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 781 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 782 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 783 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 784 return 0;
774 } 785 }
775 786
776 otmp = find_marked_object (op); 787 otmp = find_marked_object (op);
777 if (!otmp) 788 if (!otmp)
778 { 789 {
779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 790 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; 791 return 0;
781 } 792 }
782 793
783 if (otmp->type != WEAPON && otmp->type != BOW) 794 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 795 {
785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 796 op->failmsg ("Marked item is not a weapon or bow!");
786 return 0; 797 return 0;
787 } 798 }
788 799
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 800 op->statusmsg ("Applied weapon builder.");
801
790 improve_weapon (op, tmp, otmp); 802 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 803 esrv_send_item (op, otmp);
792 return 1; 804 return 1;
793} 805}
794 806
819{ 831{
820 object *tmp; 832 object *tmp;
821 833
822 if (armour->magic >= settings.armor_max_enchant) 834 if (armour->magic >= settings.armor_max_enchant)
823 { 835 {
824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 836 op->failmsg ("This armour can not be enchanted any further!");
825 return 0; 837 return 0;
826 } 838 }
827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 839 /* 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. 840 * 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 841 * Note - maybe add scrolls which make the random artifact versions (eg, armour
830 * of gnarg and what not?) 842 * of gnarg and what not?)
831 */ 843 */
832 if (armour->title) 844 if (armour->title)
833 { 845 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 846 op->failmsg ("This armour will not accept further enchantment.");
835 return 0; 847 return 0;
836 } 848 }
837 849
838 /* Split objects if needed. Can't insert tmp until the 850 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 851 * end of this function - otherwise it will just re-merge.
889 { 901 {
890 esrv_send_item (op, armour); 902 esrv_send_item (op, armour);
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 903 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats (); 904 op->update_stats ();
893 } 905 }
906
894 decrease_ob (improver); 907 decrease_ob (improver);
908
895 if (tmp) 909 if (tmp)
896 { 910 {
897 insert_ob_in_ob (tmp, op); 911 insert_ob_in_ob (tmp, op);
898 esrv_send_item (op, tmp); 912 esrv_send_item (op, tmp);
899 } 913 }
914
900 return 1; 915 return 1;
901} 916}
902
903 917
904/* 918/*
905 * convert_item() returns 1 if anything was converted, 0 if the item was not 919 * 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. 920 * what the converter wants, -1 if the converter is broken.
907 */ 921 */
923 937
924 /* We make some assumptions - we assume if it takes money as it type, 938 /* 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 939 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck) 940 * 3 gp and player drops a platinum, tough luck)
927 */ 941 */
928 if (!strcmp (CONV_FROM (converter), "money")) 942 if (CONV_FROM (converter) == shstr_money)
929 { 943 {
930 int cost;
931
932 if (item->type != MONEY) 944 if (item->type != MONEY)
933 return 0; 945 return 0;
934 946
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 947 nr = (item->nrof * item->value) / CONV_NEED (converter);
936 if (!nr) 948 if (!nr)
937 return 0; 949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
938 cost = nr * CONV_NEED (converter) / item->value; 953 int cost = nr * CONV_NEED (converter) / item->value;
939 /* take into account rounding errors */ 954 /* take into account rounding errors */
940 if (nr * CONV_NEED (converter) % item->value) 955 if (nr * CONV_NEED (converter) % item->value)
941 cost++; 956 cost++;
957
942 decrease_ob_nr (item, cost); 958 decrease_ob_nr (item, 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 || CONV_FROM (converter) != item->arch->archname ||
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
950 return 0; 966 return 0;
951 967
968 converter->play_sound (sound_find ("convert_item"));
969
952 if (CONV_NEED (converter)) 970 if (CONV_NEED (converter))
953 { 971 {
954 nr = item->nrof / CONV_NEED (converter); 972 nr = item->nrof / CONV_NEED (converter);
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 973 decrease_ob_nr (item, nr * CONV_NEED (converter));
956 price_in = nr * CONV_NEED (converter) * item->value; 974 price_in = nr * CONV_NEED (converter) * item->value;
960 price_in = item->value; 978 price_in = item->value;
961 item->destroy (); 979 item->destroy ();
962 } 980 }
963 } 981 }
964 982
965 if (converter->inv != NULL) 983 if (converter->inv)
966 { 984 {
967 object *ob; 985 object *ob;
968 int i; 986 int i;
969 object *ob_to_copy; 987 object *ob_to_copy;
970 988
971 /* select random object from inventory to copy */ 989 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 990 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 {
975 if (rndm (0, i) == 0) 992 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 993 ob_to_copy = ob;
978 } 994
979 }
980 item = object_create_clone (ob_to_copy); 995 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 998 }
984 else 999 else
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 1010 }
996 1011
997 if (CONV_NR (converter)) 1012 if (CONV_NR (converter))
998 item->nrof = CONV_NR (converter); 1013 item->nrof = CONV_NR (converter);
1014
999 if (nr) 1015 if (nr)
1000 item->nrof *= nr; 1016 item->nrof *= nr;
1017
1001 if (is_in_shop (converter)) 1018 if (is_in_shop (converter))
1002 SET_FLAG (item, FLAG_UNPAID); 1019 SET_FLAG (item, FLAG_UNPAID);
1003 else if (price_in < item->nrof * item->value) 1020 else if (price_in < item->nrof * item->value)
1004 { 1021 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1022 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); 1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /** 1024 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 1025 * elmex: we are going to let the game continue, as the mapcreator
1010 * probably had something in mind when doing this 1026 * hopefully had something in mind when doing this.
1011 */ 1027 */
1012 } 1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014 return 1; 1032 return 1;
1015} 1033}
1016 1034
1017/** 1035/**
1034 1052
1035 op->contr->last_used = 0; 1053 op->contr->last_used = 0;
1036 1054
1037 if (sack->env && sack->env != op) 1055 if (sack->env && sack->env != op)
1038 { 1056 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1057 op->failmsg ("You must put it onto the floor or into your inventory first.");
1040 return 1; 1058 return 1;
1041 } 1059 }
1042 1060
1043 // already applied == open on ground, or open in inv, or active in inv 1061 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED]) 1062 if (sack->flag [FLAG_APPLIED])
1050 return 1; 1068 return 1;
1051 } 1069 }
1052 else if (!sack->env) 1070 else if (!sack->env)
1053 { 1071 {
1054 // active, but not ours: some other player has opened it 1072 // 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)); 1073 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1056 return 1; 1074 return 1;
1057 } 1075 }
1058 1076
1059 // fall through to opening it (active in inv) 1077 // fall through to opening it (active in inv)
1060 } 1078 }
1062 { 1080 {
1063 // it is in our env, so activate it, do not open yet 1081 // it is in our env, so activate it, do not open yet
1064 op->close_container (); 1082 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 1083 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack); 1084 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1; 1086 return 1;
1069 } 1087 }
1070 1088
1071 // it's locked? 1089 // it's locked?
1072 if (sack->slaying) 1090 if (sack->slaying)
1073 { 1091 {
1074 if (object *tmp = find_key (op, op, sack)) 1092 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)); 1093 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1076 else 1094 else
1077 { 1095 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1096 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1079 return 1; 1097 return 1;
1080 } 1098 }
1081 } 1099 }
1082 1100
1083 op->open_container (sack); 1101 op->open_container (sack);
1102 * with an altar. We call it a Potion - altars are stationary - it 1120 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly. 1121 * is up to map designers to use them properly.
1104 */ 1122 */
1105 if (altar->inv && altar->inv->type == SPELL) 1123 if (altar->inv && altar->inv->type == SPELL)
1106 { 1124 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1125 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 1127 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 1128 * old maps.
1111 */ 1129 */
1112 1130
1113/* push_button (altar);*/ 1131/* push_button (altar);*/
1114 } 1132 }
1138 double opinion; 1156 double opinion;
1139 object *tmp, *next; 1157 object *tmp, *next;
1140 1158
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 1160
1161 bool has_unpaid = false;
1162
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1164 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID])
1167 {
1168 has_unpaid = true;
1169 break;
1170 }
1171
1143 if (op->type != PLAYER) 1172 if (op->type != PLAYER)
1144 { 1173 {
1145 /* Remove all the unpaid objects that may be carried here. 1174 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 1175 * This could be pets or monsters that are somehow in
1147 * the shop. 1176 * the shop.
1173 /* unpaid objects, or non living objects, can't transfer by 1202 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 1203 * shop mats. Instead, put it on a nearby space.
1175 */ 1204 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 { 1206 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1207 /* 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); 1208 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 1209
1182 if (i != -1) 1210 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1211 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)) 1220 else if (can_pay (op) && get_payment (op))
1193 { 1221 {
1194 /* this is only used for players */ 1222 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 1223 rv = teleport (shop_mat, SHOP_MAT, op);
1196 1224
1225 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op))
1228 op->contr->play_sound (sound_find ("shop_enter"));
1229 else
1230 op->contr->play_sound (sound_find ("shop_leave"));
1231
1197 if (shop_mat->msg) 1232 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1233 op->statusmsg (shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct, 1234 /* 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 1235 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor. 1236 * actually the shop floor.
1202 */ 1237 */
1203 else if (!rv && !is_in_shop (op)) 1238 else if (!rv && !is_in_shop (op))
1204 { 1239 {
1205 opinion = shopkeeper_approval (op->map, op); 1240 opinion = shopkeeper_approval (op->map, op);
1206 1241
1207 if (opinion > 0.9) 1242 op->statusmsg (
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1209 else if (opinion > 0.75) 1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 1246 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 1247 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 1248 }
1216 } 1249 }
1217 else 1250 else
1218 { 1251 {
1219 /* if we get here, a player tried to leave a shop but was not able 1252 /* 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 1253 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore 1254 * they are not on the mat anymore
1222 */ 1255 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1256 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 1257
1225 if (i == -1) 1258 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 1259 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 1260 else
1230 { 1261 {
1231 op->remove (); 1262 op->remove ();
1232 op->x += freearr_x[i]; 1263 op->x += freearr_x[i];
1233 op->y += freearr_y[i]; 1264 op->y += freearr_y[i];
1245static void 1276static void
1246apply_sign (object *op, object *sign, int autoapply) 1277apply_sign (object *op, object *sign, int autoapply)
1247{ 1278{
1248 readable_message_type *msgType; 1279 readable_message_type *msgType;
1249 1280
1250 if (sign->msg == NULL) 1281 if (!sign->msg)
1251 { 1282 {
1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1283 op->statusmsg ("Nothing is written on it.");
1253 return; 1284 return;
1254 } 1285 }
1255 1286
1256 if (sign->stats.food) 1287 if (sign->stats.food)
1257 { 1288 {
1258 if (sign->last_eat >= sign->stats.food) 1289 if (sign->last_eat >= sign->stats.food)
1259 { 1290 {
1260 if (!sign->move_on) 1291 if (!sign->move_on)
1261 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1292 op->statusmsg ("You cannot read it anymore.");
1293
1262 return; 1294 return;
1263 } 1295 }
1264 1296
1265 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1266 sign->last_eat++; 1298 sign->last_eat++;
1271 * move_on is zero, it needs to be manually applied (doesn't talk 1303 * move_on is zero, it needs to be manually applied (doesn't talk
1272 * to us). 1304 * to us).
1273 */ 1305 */
1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1306 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1275 { 1307 {
1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1308 op->failmsg ("You are unable to read while blind!");
1277 return; 1309 return;
1278 } 1310 }
1279 1311
1280 if (op->contr) 1312 if (op->contr)
1281 if (client *ns = op->contr->ns) 1313 if (client *ns = op->contr->ns)
1282 { 1314 {
1315 ns->play_sound (sign->sound);
1283 msgType = get_readable_message_type (sign); 1316 msgType = get_readable_message_type (sign);
1284 1317
1285 if (ns->can_msg) 1318 if (ns->can_msg)
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg); 1319 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1287 else 1320 else
1432 1465
1433 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1434 { 1467 {
1435 if (!sound_was_played) 1468 if (!sound_was_played)
1436 { 1469 {
1437 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1470 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1438 sound_was_played = 1; 1471 sound_was_played = 1;
1439 } 1472 }
1440 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1473
1474 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1441 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1475 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1442 } 1476 }
1443 } 1477 }
1444 goto leave; 1478 goto leave;
1445 } 1479 }
1446 1480
1447
1448 case CONVERTER: 1481 case CONVERTER:
1449 if (convert_item (victim, trap) < 0) 1482 if (convert_item (victim, trap) < 0)
1450 { 1483 {
1451 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1484 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1452 get_archetype ("burnout")->insert_at (trap, trap); 1485 get_archetype ("burnout")->insert_at (trap, trap);
1453 } 1486 }
1454 1487
1455 goto leave; 1488 goto leave;
1456 1489
1477 * Processing will happen if the head runs into the pit 1510 * Processing will happen if the head runs into the pit
1478 */ 1511 */
1479 if (victim->head) 1512 if (victim->head)
1480 goto leave; 1513 goto leave;
1481 1514
1482 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1515 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"); 1516 victim->statusmsg ("You fall through the hole!", NDI_RED);
1484 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1485 goto leave; 1518 goto leave;
1486 1519
1487 case EXIT: 1520 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap)) 1521 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 { 1522 {
1490 /* Basically, don't show exits leading to random maps the 1523 /* Basically, don't show exits leading to random maps the
1491 * players output. 1524 * players output.
1492 */ 1525 */
1493 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1494 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1527 victim->statusmsg (trap->msg, NDI_NAVY);
1495 1528
1496 victim->enter_exit (trap); 1529 victim->enter_exit (trap);
1497 } 1530 }
1498 goto leave; 1531 goto leave;
1499 1532
1522 goto leave; 1555 goto leave;
1523 1556
1524 case RUNE: 1557 case RUNE:
1525 case TRAP: 1558 case TRAP:
1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1527 {
1528 spring_trap (trap, victim); 1560 spring_trap (trap, victim);
1529 }
1530 goto leave; 1561 goto leave;
1531 1562
1532 default: 1563 default:
1533 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1564 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); 1565 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1548 int lev_diff; 1579 int lev_diff;
1549 object *skill_ob; 1580 object *skill_ob;
1550 1581
1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1552 { 1583 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1584 op->failmsg ("You are unable to read while blind!");
1554 return; 1585 return;
1555 } 1586 }
1556 1587
1557 if (!tmp->msg) 1588 if (!tmp->msg)
1558 { 1589 {
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1590 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1560 return; 1591 return;
1561 } 1592 }
1562 1593
1563 /* need a literacy skill to read stuff! */ 1594 /* need a literacy skill to read stuff! */
1564 skill_ob = find_skill_by_name (op, tmp->skill); 1595 skill_ob = find_skill_by_name (op, tmp->skill);
1565 if (!skill_ob) 1596 if (!skill_ob)
1566 { 1597 {
1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1598 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1568 return; 1599 return;
1569 } 1600 }
1570 1601
1571 lev_diff = tmp->level - (skill_ob->level + 5); 1602 lev_diff = tmp->level - (skill_ob->level + 5);
1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1573 { 1604 {
1574 if (lev_diff < 2) 1605 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."); 1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1576 else if (lev_diff < 3) 1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1577 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1578 else if (lev_diff < 5) 1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1579 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1610 : "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; 1611 return;
1587 } 1612 }
1588 1613
1589 readable_message_type *msgType = get_readable_message_type (tmp); 1614 readable_message_type *msgType = get_readable_message_type (tmp);
1590 1615
1632 * op is the person learning the skill, tmp is the skill scroll object 1657 * op is the person learning the skill, tmp is the skill scroll object
1633 */ 1658 */
1634static void 1659static void
1635apply_skillscroll (object *op, object *tmp) 1660apply_skillscroll (object *op, object *tmp)
1636{ 1661{
1637 switch ((int) learn_skill (op, tmp)) 1662 switch (learn_skill (op, tmp))
1638 { 1663 {
1639 case 0: 1664 case 0:
1640 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1665 op->play_sound (sound_find ("generic_fail"));
1641 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1642 return; 1667 break;
1643 1668
1644 case 1: 1669 case 1:
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1646 decrease_ob (tmp); 1670 decrease_ob (tmp);
1671 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1647 return; 1673 break;
1648 1674
1649 default: 1675 default:
1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1651 decrease_ob (tmp); 1676 decrease_ob (tmp);
1677 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1652 return; 1679 break;
1653 } 1680 }
1654} 1681}
1655 1682
1656/** 1683/**
1657 * Actually makes op learn spell. 1684 * Actually makes op learn spell.
1677 return; 1704 return;
1678 } 1705 }
1679 return; 1706 return;
1680 } 1707 }
1681 1708
1682 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1709 op->contr->play_sound (sound_find ("learn_spell"));
1710
1683 tmp = spell->clone (); 1711 tmp = spell->clone ();
1684 insert_ob_in_ob (tmp, op); 1712 insert_ob_in_ob (tmp, op);
1685 1713
1686 if (special_prayer) 1714 if (special_prayer)
1687 SET_FLAG (tmp, FLAG_STARTEQUIP); 1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1706 { 1734 {
1707 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1708 return; 1736 return;
1709 } 1737 }
1710 1738
1711 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1739 op->failmsg (format ("You lose knowledge of %s.", spell));
1712 player_unready_range_ob (op->contr, spob); 1740 player_unready_range_ob (op->contr, spob);
1713 esrv_remove_spell (op->contr, spob); 1741 esrv_remove_spell (op->contr, spob);
1714 spob->destroy (); 1742 spob->destroy ();
1715} 1743}
1716 1744
1724{ 1752{
1725 object *skop, *spell, *spell_skill; 1753 object *skop, *spell, *spell_skill;
1726 1754
1727 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1728 { 1756 {
1729 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1757 op->failmsg ("You are unable to read while blind.");
1730 return; 1758 return;
1731 } 1759 }
1732 1760
1733 /* artifact_spellbooks have 'slaying' field point to a spell name, 1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1734 * instead of having their spell stored in stats.sp. These are 1762 * instead of having their spell stored in stats.sp. These are
1735 * legacy spellbooks 1763 * legacy spellbooks
1736 */ 1764 */
1737
1738 if (tmp->slaying != NULL) 1765 if (tmp->slaying)
1739 { 1766 {
1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1741 if (!spell) 1768 if (!spell)
1742 { 1769 {
1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1770 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1744 return; 1771 return;
1745 } 1772 }
1746 else 1773 else
1747 insert_ob_in_ob (spell, tmp); 1774 insert_ob_in_ob (spell, tmp);
1775
1748 tmp->slaying = NULL; 1776 tmp->slaying = 0;
1749 } 1777 }
1750 1778
1751 skop = find_skill_by_name (op, tmp->skill); 1779 skop = find_skill_by_name (op, tmp->skill);
1752 1780
1753 /* need a literacy skill to learn spells. Also, having a literacy level 1781 /* need a literacy skill to learn spells. Also, having a literacy level
1754 * lower than the spell will make learning the spell more difficult */ 1782 * lower than the spell will make learning the spell more difficult */
1755 if (!skop) 1783 if (!skop)
1756 { 1784 {
1757 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1785 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1758 return; 1786 return;
1759 } 1787 }
1760 1788
1761 spell = tmp->inv; 1789 spell = tmp->inv;
1762 1790
1763 if (!spell) 1791 if (!spell)
1764 { 1792 {
1765 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1793 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."); 1794 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1767 return; 1795 return;
1768 } 1796 }
1769 1797
1770 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1771 { 1799 {
1772 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1800 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1773 return; 1801 return;
1774 } 1802 }
1775 1803
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1777 1805
1778 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1779 { 1807 {
1780 identify (tmp); 1808 identify (tmp);
1781 1809
1790 * if the player doesn't know the spell, doesn't make a lot of sense that 1818 * if the player doesn't know the spell, doesn't make a lot of sense that
1791 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1792 */ 1820 */
1793 if (check_spell_known (op, spell->name)) 1821 if (check_spell_known (op, spell->name))
1794 { 1822 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1823 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; 1824 return;
1797 } 1825 }
1798 1826
1799 if (spell->skill) 1827 if (spell->skill)
1800 { 1828 {
1801 spell_skill = find_skill_by_name (op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1802 1830
1803 if (!spell_skill) 1831 if (!spell_skill)
1804 { 1832 {
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1806 return; 1834 return;
1807 } 1835 }
1808 1836
1809 if (spell_skill->level < spell->level) 1837 if (spell_skill->level < spell->level)
1810 { 1838 {
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); 1839 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1812 return; 1840 return;
1813 } 1841 }
1814 } 1842 }
1815 1843
1816 /* Logic as follows 1844 /* Logic as follows
1825 * Overall, chances are the same but a player will find having a high 1853 * Overall, chances are the same but a player will find having a high
1826 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1827 */ 1855 */
1828 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1829 { 1857 {
1830 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1858 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)); 1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1832 } 1860 }
1833 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 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]) 1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1835 { 1863 {
1836 1864 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); 1865 do_learn_spell (op, spell, 0);
1839 1866
1840 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
1841 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1842 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1869 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1843 } 1870 }
1844 else 1871 else
1845 { 1872 {
1846 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
1847 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1874 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 } 1875 }
1849 1876
1850 decrease_ob (tmp); 1877 decrease_ob (tmp);
1851} 1878}
1852 1879
1858{ 1885{
1859 object *skop; 1886 object *skop;
1860 1887
1861 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1862 { 1889 {
1863 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1890 op->failmsg ("You are unable to read while blind.");
1864 return; 1891 return;
1865 } 1892 }
1866 1893
1867 if (!tmp->inv || tmp->inv->type != SPELL) 1894 if (!tmp->inv || tmp->inv->type != SPELL)
1868 { 1895 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1870 return; 1897 return;
1871 } 1898 }
1872 1899
1873 if (op->type == PLAYER) 1900 if (op->type == PLAYER)
1874 { 1901 {
1880 */ 1907 */
1881 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1882 1909
1883 if (!skop) 1910 if (!skop)
1884 { 1911 {
1885 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1886 return; 1913 return;
1887 } 1914 }
1888 1915
1889 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1890 change_exp (op, exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
1891 } 1918 }
1892 1919
1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1894 identify (tmp); 1921 identify (tmp);
1895 1922
1896 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1897 1924
1898 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1899 decrease_ob (tmp); 1926 decrease_ob (tmp);
1900} 1927}
1901 1928
1905 * chest. 1932 * chest.
1906 */ 1933 */
1907static void 1934static void
1908apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
1909{ 1936{
1910 /* Nice side effect of new treasure creation method is that the treasure 1937 /* 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 1938 * 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 1939 * 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 1940 * prevents people from moving chests to more difficult maps to get better
1914 * treasure 1941 * treasure
1915 */ 1942 */
1916 object *treas = tmp->inv; 1943 object *treas = tmp->inv;
1917 1944
1918 if (!treas) 1945 if (!treas)
1919 { 1946 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
1921 decrease_ob (tmp); 1948 decrease_ob (tmp);
1922 return; 1949 return;
1923 } 1950 }
1924 1951
1925 while (tmp->inv) 1952 while (tmp->inv)
1926 { 1953 {
1927 treas = tmp->inv; 1954 treas = tmp->inv;
1928
1929 treas->remove (); 1955 treas->remove ();
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1931 1956
1932 treas->x = op->x; 1957 treas->x = op->x;
1933 treas->y = op->y; 1958 treas->y = op->y;
1934 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1959 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1935 1960
1936 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1961 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1937 spring_trap (treas, op); 1962 spring_trap (treas, op);
1938 1963
1939 /* If either player or container was destroyed, no need to do 1964 /* If either player or container was destroyed, no need to do
1940 * further processing. I think this should be enclused with 1965 * further processing. I think this should be enclused with
1941 * spring trap above, as I don't think there is otherwise 1966 * spring trap above, as I don't think there is otherwise
1942 * any way for the treasure chest or player to get killed 1967 * any way for the treasure chest or player to get killed.
1943 */ 1968 */
1944 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
1945 break; 1970 break;
1946 } 1971 }
1947 1972
1948 if (!tmp->destroyed () && tmp->inv == NULL) 1973 if (!tmp->destroyed () && !tmp->inv)
1949 decrease_ob (tmp); 1974 decrease_ob (tmp);
1950
1951} 1975}
1952 1976
1953/** 1977/**
1954 * op eats food. 1978 * op eats food.
1955 * If player, takes care of messages and dragon special food. 1979 * If player, takes care of messages and dragon special food.
1970 { 1994 {
1971 /* usual case - no dragon meal: */ 1995 /* usual case - no dragon meal: */
1972 if (op->stats.food + tmp->stats.food > 999) 1996 if (op->stats.food + tmp->stats.food > 999)
1973 { 1997 {
1974 if (tmp->type == FOOD || tmp->type == FLESH) 1998 if (tmp->type == FOOD || tmp->type == FLESH)
1975 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1999 op->failmsg ("You feel full, but what a waste of food!");
1976 else 2000 else
1977 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 2001 op->statusmsg ("Most of the drink goes down your face not your throat!");
1978 } 2002 }
1979 2003
1980 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1981 { 2005 {
1982 char buf[MAX_BUF]; 2006 const char *buf;
1983 2007
1984 if (!is_dragon_pl (op)) 2008 if (!is_dragon_pl (op))
1985 { 2009 {
1986 /* eating message for normal players */ 2010 /* eating message for normal players */
1987 if (tmp->type == DRINK) 2011 if (tmp->type == DRINK)
1988 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1989 else 2013 else
1990 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1991 } 2015 }
1992 else 2016 else
1993 {
1994 /* eating message for dragon players */ 2017 /* eating message for dragon players */
1995 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2018 buf = format ("The %s tasted terrible!", &tmp->name);
1996 }
1997 2019
1998 new_draw_info (NDI_UNIQUE, 0, op, buf); 2020 op->statusmsg (buf);
2021
1999 capacity_remaining = 999 - op->stats.food; 2022 capacity_remaining = 999 - op->stats.food;
2000 op->stats.food += tmp->stats.food; 2023 op->stats.food += tmp->stats.food;
2001 if (capacity_remaining < tmp->stats.food) 2024 if (capacity_remaining < tmp->stats.food)
2002 op->stats.hp += capacity_remaining / 50; 2025 op->stats.hp += capacity_remaining / 50;
2003 else 2026 else
2004 op->stats.hp += tmp->stats.food / 50; 2027 op->stats.hp += tmp->stats.food / 50;
2028
2005 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2006 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2007 if (op->stats.food > 999) 2031 if (op->stats.food > 999)
2008 op->stats.food = 999; 2032 op->stats.food = 999;
2009 } 2033 }
2011 /* special food hack -b.t. */ 2035 /* special food hack -b.t. */
2012 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2013 eat_special_food (op, tmp); 2037 eat_special_food (op, tmp);
2014 } 2038 }
2015 } 2039 }
2040
2016 handle_apply_yield (tmp); 2041 handle_apply_yield (tmp);
2017 decrease_ob (tmp); 2042 decrease_ob (tmp);
2018} 2043}
2019 2044
2020/** 2045/**
2032{ 2057{
2033 object *skin = NULL; /* pointer to dragon skin force */ 2058 object *skin = NULL; /* pointer to dragon skin force */
2034 object *abil = NULL; /* pointer to dragon ability force */ 2059 object *abil = NULL; /* pointer to dragon ability force */
2035 object *tmp = NULL; /* tmp. object */ 2060 object *tmp = NULL; /* tmp. object */
2036 2061
2037 char buf[MAX_BUF]; /* tmp. string buffer */
2038 double chance; /* improvement-chance of one resistance type */ 2062 double chance; /* improvement-chance of one resistance type */
2039 double totalchance = 1; /* total chance of gaining one resistance */ 2063 double totalchance = 1; /* total chance of gaining one resistance */
2040 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2041 double mbonus = 0; /* monster bonus */ 2065 double mbonus = 0; /* monster bonus */
2042 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2064 /* now start by filling stomache and health, according to food-value */ 2088 /* now start by filling stomache and health, according to food-value */
2065 if ((999 - op->stats.food) < meal->stats.food) 2089 if ((999 - op->stats.food) < meal->stats.food)
2066 op->stats.hp += (999 - op->stats.food) / 50; 2090 op->stats.hp += (999 - op->stats.food) / 50;
2067 else 2091 else
2068 op->stats.hp += meal->stats.food / 50; 2092 op->stats.hp += meal->stats.food / 50;
2093
2069 if (op->stats.hp > op->stats.maxhp) 2094 if (op->stats.hp > op->stats.maxhp)
2070 op->stats.hp = op->stats.maxhp; 2095 op->stats.hp = op->stats.maxhp;
2071 2096
2072 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2073 2098
2118 } 2143 }
2119 } 2144 }
2120 2145
2121 /* inverse totalchance as until now we have the failure-chance */ 2146 /* inverse totalchance as until now we have the failure-chance */
2122 totalchance = 100 - totalchance * 100; 2147 totalchance = 100 - totalchance * 100;
2148
2123 /* print message according to totalchance */ 2149 /* print message according to totalchance */
2150 const char *buf;
2124 if (totalchance > 50.) 2151 if (totalchance > 50.)
2125 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2126 else if (totalchance > 10.) 2153 else if (totalchance > 10.)
2127 sprintf (buf, "The %s tasted very good.", &meal->name); 2154 buf = format ("The %s tasted very good.", &meal->name);
2128 else if (totalchance > 1.) 2155 else if (totalchance > 1.)
2129 sprintf (buf, "The %s tasted good.", &meal->name); 2156 buf = format ("The %s tasted good.", &meal->name);
2130 else if (totalchance > 0.1) 2157 else if (totalchance > 0.1)
2131 sprintf (buf, "The %s tasted bland.", &meal->name); 2158 buf = format ("The %s tasted bland.", &meal->name);
2132 else if (totalchance >= 0.01) 2159 else if (totalchance >= 0.01)
2133 sprintf (buf, "The %s had a boring taste.", &meal->name); 2160 buf = format ("The %s had a boring taste.", &meal->name);
2134 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2161 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2135 sprintf (buf, "The %s tasted strange.", &meal->name); 2162 buf = format ("The %s tasted strange.", &meal->name);
2136 else 2163 else
2137 sprintf (buf, "The %s had no taste.", &meal->name); 2164 buf = format ("The %s had no taste.", &meal->name);
2138 new_draw_info (NDI_UNIQUE, 0, op, buf); 2165
2166 op->statusmsg (buf);
2139 2167
2140 /* now choose a winner if we have any */ 2168 /* now choose a winner if we have any */
2141 i = -1; 2169 i = -1;
2142 if (winners > 0) 2170 if (winners > 0)
2143 i = atnr_winner[RANDOM () % winners]; 2171 i = atnr_winner[RANDOM () % winners];
2146 { 2174 {
2147 /* resistance increased! */ 2175 /* resistance increased! */
2148 skin->resist[i]++; 2176 skin->resist[i]++;
2149 op->update_stats (); 2177 op->update_stats ();
2150 2178
2151 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2179 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 } 2180 }
2154 2181
2155 /* if this flesh contains a new ability focus, we mark it 2182 /* if this flesh contains a new ability focus, we mark it
2156 into the ability_force and it will take effect on next level */ 2183 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) 2184 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2158 { 2185 {
2159 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2186 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2160 2187
2161 if (meal->last_eat != abil->stats.exp) 2188 if (meal->last_eat != abil->stats.exp)
2189 op->statusmsg (format (
2190 "Your metabolism prepares to focus on %s!\n"
2191 "The change will happen at level %d.",
2192 change_resist_msg[meal->last_eat],
2193 abil->level + 1
2162 { 2194 ));
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 2195 else
2169 { 2196 {
2170 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2197 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; 2198 abil->last_eat = 0;
2173 } 2199 }
2174 } 2200 }
2201
2175 return 1; 2202 return 1;
2176} 2203}
2177 2204
2178/** 2205/**
2179 * Handles applying an improve armor scroll. 2206 * Handles applying an improve armor scroll.
2182static void 2209static void
2183apply_armour_improver (object *op, object *tmp) 2210apply_armour_improver (object *op, object *tmp)
2184{ 2211{
2185 object *armor; 2212 object *armor;
2186 2213
2187 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2214 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2188 { 2215 {
2189 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2216 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2190 return; 2217 return;
2191 } 2218 }
2192 2219
2193 armor = find_marked_object (op); 2220 armor = find_marked_object (op);
2194 2221
2195 if (!armor) 2222 if (!armor)
2196 { 2223 {
2197 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2224 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2198 return; 2225 return;
2199 } 2226 }
2200 2227
2201 if (armor->type != ARMOUR 2228 if (armor->type != ARMOUR
2202 && armor->type != CLOAK 2229 && armor->type != CLOAK
2203 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2230 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2204 { 2231 {
2205 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2232 op->failmsg ("Your marked item is not armour!\n");
2206 return; 2233 return;
2207 } 2234 }
2208 2235
2209 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2236 op->statusmsg ("Applying armour enchantment.");
2210 improve_armour (op, tmp, armor); 2237 improve_armour (op, tmp, armor);
2211} 2238}
2212 2239
2213extern void 2240extern void
2214apply_poison (object *op, object *tmp) 2241apply_poison (object *op, object *tmp)
2215{ 2242{
2216 if (op->type == PLAYER) 2243 if (op->type == PLAYER)
2217 { 2244 {
2218 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2245 op->contr->play_sound (sound_find ("drink_poison"));
2219 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2246 op->failmsg ("Yech! That tasted poisonous!");
2220 strcpy (op->contr->killer, "poisonous booze"); 2247 strcpy (op->contr->killer, "poisonous booze");
2221 } 2248 }
2249
2222 if (tmp->stats.hp > 0) 2250 if (tmp->stats.hp > 0)
2223 { 2251 {
2224 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2252 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); 2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2226 } 2254 }
2255
2227 op->stats.food -= op->stats.food / 4; 2256 op->stats.food -= op->stats.food / 4;
2228 handle_apply_yield (tmp); 2257 handle_apply_yield (tmp);
2229 decrease_ob (tmp); 2258 decrease_ob (tmp);
2230} 2259}
2231 2260
2341 2370
2342 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2343 { 2372 {
2344 if (op->type == PLAYER) 2373 if (op->type == PLAYER)
2345 { 2374 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2375 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2347 return 1; 2376 return 1;
2348 } 2377 }
2349 else 2378 else
2350 return 0; /* monsters just skip unpaid items */ 2379 return 0; /* monsters just skip unpaid items */
2351 } 2380 }
2354 return RESULT_INT (0); 2383 return RESULT_INT (0);
2355 2384
2356 switch (tmp->type) 2385 switch (tmp->type)
2357 { 2386 {
2358 case CF_HANDLE: 2387 case CF_HANDLE:
2359 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2388 op->play_sound (sound_find ("turn_handle"));
2360 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2389 op->statusmsg ("You turn the handle.");
2361 tmp->value = tmp->value ? 0 : 1; 2390 tmp->value = tmp->value ? 0 : 1;
2362 SET_ANIMATION (tmp, tmp->value); 2391 SET_ANIMATION (tmp, tmp->value);
2363 update_object (tmp, UP_OBJ_FACE); 2392 update_object (tmp, UP_OBJ_FACE);
2364 push_button (tmp); 2393 push_button (tmp);
2365 return 1; 2394 return 1;
2366 2395
2367 case TRIGGER: 2396 case TRIGGER:
2368 if (check_trigger (tmp, op)) 2397 if (check_trigger (tmp, op))
2369 { 2398 {
2370 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2399 op->statusmsg ("You turn the handle.");
2371 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2400 op->play_sound (sound_find ("turn_handle"));
2372 } 2401 }
2373 else 2402 else
2374 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2403 op->failmsg ("The handle doesn't move.");
2375 2404
2376 return 1; 2405 return 1;
2377 2406
2378 case EXIT: 2407 case EXIT:
2379 if (op->type != PLAYER) 2408 if (op->type != PLAYER)
2380 return 0; 2409 return 0;
2381 2410
2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2411 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)); 2412 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2384 else 2413 else
2385 { 2414 {
2386 /* Don't display messages for random maps. */ 2415 /* Don't display messages for random maps. */
2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2417 op->statusmsg (tmp->msg, NDI_NAVY);
2389 2418
2390 op->enter_exit (tmp); 2419 op->enter_exit (tmp);
2391 } 2420 }
2392 2421
2422 return 1;
2423
2424 case INSCRIBABLE:
2425 op->statusmsg (tmp->msg);
2426 // maybe show a spell menu to chose from or something like that
2393 return 1; 2427 return 1;
2394 2428
2395 case SIGN: 2429 case SIGN:
2396 apply_sign (op, tmp, 0); 2430 apply_sign (op, tmp, 0);
2397 return 1; 2431 return 1;
2506 { 2540 {
2507 char buf[MAX_BUF]; 2541 char buf[MAX_BUF];
2508 timeofday_t tod; 2542 timeofday_t tod;
2509 2543
2510 get_tod (&tod); 2544 get_tod (&tod);
2545 op->play_sound (sound_find ("sound_clock"));
2546 op->statusmsg (format (
2511 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2547 "It is %d minute%s past %d o'clock %s",
2512 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2548 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2513 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2550 ));
2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2516 return 1; 2551 return 1;
2517 } 2552 }
2518 else 2553 else
2519 return 0; 2554 return 0;
2520 2555
2559int 2594int
2560player_apply (object *pl, object *op, int aflag, int quiet) 2595player_apply (object *pl, object *op, int aflag, int quiet)
2561{ 2596{
2562 int tmp; 2597 int tmp;
2563 2598
2564 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2599 if (op->env && (pl->move_type & MOVE_FLYING))
2565 { 2600 {
2566 /* player is flying and applying object not in inventory */ 2601 /* player is flying and applying object not in inventory */
2567 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2568 { 2603 {
2569 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2604 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2570 return 0; 2605 return 0;
2571 } 2606 }
2572 } 2607 }
2573 2608
2574 pl->contr->last_used = op; 2609 pl->contr->last_used = op;
2575 2610
2576 tmp = manual_apply (pl, op, aflag); 2611 tmp = manual_apply (pl, op, aflag);
2577 if (!quiet) 2612 if (!quiet)
2578 { 2613 {
2579 if (tmp == 0) 2614 if (tmp == 0)
2580 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2615 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2581 else if (tmp == 2) 2616 else if (tmp == 2)
2582 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2617 op->failmsg ("You must get it first!\n");
2583 } 2618 }
2619
2584 return tmp; 2620 return tmp;
2585} 2621}
2586 2622
2587/** 2623/**
2588 * player_apply_below attempts to apply the object 'below' the player. 2624 * player_apply_below attempts to apply the object 'below' the player.
2663 { 2699 {
2664 pl->combat_ob = 0; 2700 pl->combat_ob = 0;
2665 who->change_weapon (pl->ranged_ob); 2701 who->change_weapon (pl->ranged_ob);
2666 } 2702 }
2667 2703
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2704 who->statusmsg (format ("You unwield %s.", query_name (op)));
2669 2705
2670 change_abil (who, op); 2706 change_abil (who, op);
2671 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2707 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2672 break; 2708 break;
2673 2709
2674 case SKILL: 2710 case SKILL:
2675 if (who->contr) 2711 if (who->contr)
2676 { 2712 {
2677 if (!op->invisible) 2713 if (!op->invisible)
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2714 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2679 else 2715 else
2680 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2716 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2681 } 2717 }
2682 2718
2683 change_abil (who, op); 2719 change_abil (who, op);
2684 CLEAR_FLAG (who, FLAG_READY_SKILL); 2720 CLEAR_FLAG (who, FLAG_READY_SKILL);
2685 break; 2721 break;
2692 case GLOVES: 2728 case GLOVES:
2693 case AMULET: 2729 case AMULET:
2694 case GIRDLE: 2730 case GIRDLE:
2695 case BRACERS: 2731 case BRACERS:
2696 case CLOAK: 2732 case CLOAK:
2697 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2733 who->statusmsg (format ("You unwear %s.", query_name (op)));
2698 change_abil (who, op); 2734 change_abil (who, op);
2699 break; 2735 break;
2700 2736
2701 case LAMP: 2737 case LAMP:
2702 { 2738 {
2703 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2739 who->statusmsg (format ("You turn off your %s.", &op->name));
2704 2740
2705 object *tmp2 = arch_to_object (op->other_arch); 2741 object *tmp2 = arch_to_object (op->other_arch);
2706 tmp2->x = op->x; 2742 tmp2->x = op->x;
2707 tmp2->y = op->y; 2743 tmp2->y = op->y;
2708 tmp2->map = op->map; 2744 tmp2->map = op->map;
2723 2759
2724 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2760 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2725 { 2761 {
2726 if (who->contr) 2762 if (who->contr)
2727 { 2763 {
2728 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2764 who->failmsg ("Oops, it feels deadly cold!");
2729 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2765 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2730 } 2766 }
2731 } 2767 }
2732 2768
2733 if (who->contr) 2769 if (who->contr)
2746 { 2782 {
2747 pl->ranged_ob = 0; 2783 pl->ranged_ob = 0;
2748 who->change_weapon (pl->combat_ob); 2784 who->change_weapon (pl->combat_ob);
2749 } 2785 }
2750 2786
2751 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2787 who->statusmsg (format ("You unready %s.", query_name (op)));
2752 } 2788 }
2753 else 2789 else
2754 { 2790 {
2755 who->change_skill (0); 2791 who->change_skill (0);
2756 2792
2762 2798
2763 break; 2799 break;
2764 2800
2765 case BUILDER: 2801 case BUILDER:
2766 if (who->contr) 2802 if (who->contr)
2767 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2803 who->statusmsg (format ("You unready %s.", query_name (op)));
2768 break; 2804 break;
2769 2805
2770 default: 2806 default:
2771 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2807 who->statusmsg (format ("You unapply %s.", query_name (op)));
2772 break; 2808 break;
2773 } 2809 }
2774 2810
2775 who->update_stats (); 2811 who->update_stats ();
2776 2812
2828 * Returns 0 on success, returns 1 if there is some problem. 2864 * Returns 0 on success, returns 1 if there is some problem.
2829 * if aflags is AP_PRINT, we instead print out waht to unapply 2865 * 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 2866 * instead of doing it. This is a lot less code than having
2831 * another function that does just that. 2867 * another function that does just that.
2832 */ 2868 */
2869
2870#define CANNOT_REMOVE_CURSED \
2871 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2872 "Praying over an altar, scrolls of remove curse/damnation, " \
2873 "priests or even other players might help.>"
2874
2833int 2875int
2834unapply_for_ob (object *who, object *op, int aflags) 2876unapply_for_ob (object *who, object *op, int aflags)
2835{ 2877{
2836 if (op->is_range ()) 2878 if (op->is_range ())
2837 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2879 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2838 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2880 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))) 2881 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 2882 {
2841 if (aflags & AP_PRINT) 2883 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2884 who->failmsg (query_name (tmp));
2843 else 2885 else
2844 unapply_special (who, tmp, aflags); 2886 unapply_special (who, tmp, aflags);
2845 } 2887 }
2846 else 2888 else
2847 { 2889 {
2848 /* In this case, we want to try and remove a cursed item. 2890 /* 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 2891 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 2892 * at least generate the message.
2851 */ 2893 */
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)); 2894 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; 2895 return 1;
2854 } 2896 }
2855 2897
2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2898 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2857 { 2899 {
2880 2922
2881 /* If we are just printing, we don't care about cursed status */ 2923 /* 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)))) 2924 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2883 { 2925 {
2884 if (aflags & AP_PRINT) 2926 if (aflags & AP_PRINT)
2885 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2927 who->failmsg (query_name (tmp));
2886 else 2928 else
2887 unapply_special (who, tmp, aflags); 2929 unapply_special (who, tmp, aflags);
2888 } 2930 }
2889 else 2931 else
2890 { 2932 {
2891 /* Cursed item that we can't unequip - tell the player. 2933 /* Cursed item that we can't unequip - tell the player.
2892 * Note this could be annoying if this is just one of a few, 2934 * 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 2935 * so it may not be critical (eg, putting on a ring and you have
2894 * one cursed ring.) 2936 * one cursed ring.)
2895 */ 2937 */
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2938 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2897 } 2939 }
2898 2940
2899 last = tmp->below; 2941 last = tmp->below;
2900 } 2942 }
2901 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2943 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3054 * 3096 *
3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3097 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3056 * 3098 *
3057 * apply_special() doesn't check for unpaid items. 3099 * apply_special() doesn't check for unpaid items.
3058 */ 3100 */
3101
3102#define LACK_ITEM_POWER \
3103 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3104
3059int 3105int
3060apply_special (object *who, object *op, int aflags) 3106apply_special (object *who, object *op, int aflags)
3061{ 3107{
3062 int basic_flag = aflags & AP_BASIC_FLAGS; 3108 int basic_flag = aflags & AP_BASIC_FLAGS;
3063 object *tmp, *tmp2, *skop = NULL; 3109 object *tmp, *tmp2, *skop = NULL;
3078 if (basic_flag == AP_APPLY) 3124 if (basic_flag == AP_APPLY)
3079 return 0; 3125 return 0;
3080 3126
3081 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3127 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3082 { 3128 {
3083 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3129 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3084 return 1; 3130 return 1;
3085 } 3131 }
3086 3132
3087 return unapply_special (who, op, aflags); 3133 return unapply_special (who, op, aflags);
3088 } 3134 }
3104 /* Can't just apply this object. Lets see what not and what to do */ 3150 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 3151 if (int i = can_apply_object (who, op))
3106 { 3152 {
3107 if (i & CAN_APPLY_NEVER) 3153 if (i & CAN_APPLY_NEVER)
3108 { 3154 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3155 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; 3156 return 1;
3111 } 3157 }
3112 else if (i & CAN_APPLY_RESTRICTION) 3158 else if (i & CAN_APPLY_RESTRICTION)
3113 { 3159 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3160 who->failmsg (format (
3161 "You have a prohibition against using a %s. "
3162 "H<Your belief, profession or class prevents you from applying this item.>",
3163 query_name (op)
3164 ));
3115 return 1; 3165 return 1;
3116 } 3166 }
3117 3167
3118 if (who->type != PLAYER) 3168 if (who->type != PLAYER)
3119 { 3169 {
3123 } 3173 }
3124 else 3174 else
3125 { 3175 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3176 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 { 3177 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3178 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3129 unapply_for_ob (who, op, AP_PRINT); 3179 unapply_for_ob (who, op, AP_PRINT);
3130 return 1; 3180 return 1;
3131 } 3181 }
3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3182 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 if (unapply_for_ob (who, op, aflags)) 3183 if (unapply_for_ob (who, op, aflags))
3139 { 3189 {
3140 skop = find_skill_by_name (who, op->skill); 3190 skop = find_skill_by_name (who, op->skill);
3141 3191
3142 if (!skop) 3192 if (!skop)
3143 { 3193 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3194 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3145 return 1; 3195 return 1;
3146 } 3196 }
3147 else 3197 else
3148 /* While experience will be credited properly, we want to change the 3198 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated 3199 * skill so that the dam and wc get updated
3153 3203
3154 if (who->type == PLAYER 3204 if (who->type == PLAYER
3155 && op->item_power 3205 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3206 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 3207 {
3158 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! " 3208 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; 3209 return 1;
3162 } 3210 }
3163 3211
3164 /* Ok. We are now at the state where we can apply the new object. 3212 /* 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_... 3213 * Note that we don't have the checks for can_use_...
3176 switch (op->type) 3224 switch (op->type)
3177 { 3225 {
3178 case WEAPON: 3226 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat)) 3227 if (!check_weapon_power (who, op->last_eat))
3180 { 3228 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. " 3229 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 3230
3184 if (tmp) 3231 if (tmp)
3185 insert_ob_in_ob (tmp, who); 3232 insert_ob_in_ob (tmp, who);
3186 3233
3187 return 1; 3234 return 1;
3191 // i.e. "R" can use Ragnarok's sword. 3238 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 { 3240 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3241 /* 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) */ 3242 /* (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."); 3243 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3197 3244
3198 if (tmp) 3245 if (tmp)
3199 insert_ob_in_ob (tmp, who); 3246 insert_ob_in_ob (tmp, who);
3200 3247
3201 return 1; 3248 return 1;
3202 } 3249 }
3203 3250
3204 if (!skop) 3251 if (!skop)
3205 { 3252 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3253 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3207 return 1; 3254 return 1;
3208 } 3255 }
3209 3256
3210 SET_FLAG (op, FLAG_APPLIED); 3257 SET_FLAG (op, FLAG_APPLIED);
3211 who->change_skill (skop); 3258 who->change_skill (skop);
3212 3259
3213 if (who->contr) 3260 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op); 3261 who->change_weapon (who->contr->combat_ob = op);
3215 3262
3216 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3263 who->statusmsg (format ("You wield %s.", query_name (op)));
3217 3264
3218 SET_FLAG (who, FLAG_READY_WEAPON); 3265 SET_FLAG (who, FLAG_READY_WEAPON);
3219 change_abil (who, op); 3266 change_abil (who, op);
3220 break; 3267 break;
3221 3268
3228 case BRACERS: 3275 case BRACERS:
3229 case CLOAK: 3276 case CLOAK:
3230 case RING: 3277 case RING:
3231 case AMULET: 3278 case AMULET:
3232 SET_FLAG (op, FLAG_APPLIED); 3279 SET_FLAG (op, FLAG_APPLIED);
3233 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3280 who->statusmsg (format ("You wear %s.", query_name (op)));
3234 change_abil (who, op); 3281 change_abil (who, op);
3235 break; 3282 break;
3236 3283
3237 case LAMP: 3284 case LAMP:
3238 if (op->stats.food < 1) 3285 if (op->stats.food < 1)
3239 { 3286 {
3240 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3287 who->failmsg (format (
3288 "Your %s is out of fuel! "
3289 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3290 &op->name
3291 ));
3241 return 1; 3292 return 1;
3242 } 3293 }
3243 3294
3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3295 who->statusmsg (format ("You turn on your %s.", &op->name));
3296
3245 tmp2 = arch_to_object (op->other_arch); 3297 tmp2 = arch_to_object (op->other_arch);
3246 tmp2->stats.food = op->stats.food; 3298 tmp2->stats.food = op->stats.food;
3247 SET_FLAG (tmp2, FLAG_APPLIED); 3299 SET_FLAG (tmp2, FLAG_APPLIED);
3248 3300
3249 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3301 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3268 who->update_stats (); 3320 who->update_stats ();
3269 3321
3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3322 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3271 if (who->type == PLAYER) 3323 if (who->type == PLAYER)
3272 { 3324 {
3273 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3325 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); 3326 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3275 } 3327 }
3276 3328
3277 if (who->type == PLAYER) 3329 if (who->type == PLAYER)
3278 esrv_send_item (who, tmp2); 3330 esrv_send_item (who, tmp2);
3306 who->change_weapon (pl->combat_ob = item); 3358 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon; 3359 goto found_weapon;
3308 } 3360 }
3309 } 3361 }
3310 3362
3363 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); 3364 "You need to apply a '%s' melee weapon before readying this skill. "
3365 "H<Some skills need an item, in this case a melee weapon, to function.>",
3366 &op->skill
3367 ));
3312 return 1; 3368 return 1;
3313 3369
3314 found_weapon:; 3370 found_weapon:;
3315 } 3371 }
3316 else 3372 else
3326 //TODO: bows should/must all have skill missile weapon right now 3382 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item); 3383 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow; 3384 goto found_bow;
3329 } 3385 }
3330 3386
3387 who->failmsg (
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3388 "You need to apply a missile weapon before readying this skill. "
3389 "H<Some skills need an item, in this case a missile weapon, to function.>"
3390 );
3332 return 1; 3391 return 1;
3333 3392
3334 found_bow:; 3393 found_bow:;
3335 } 3394 }
3336 else 3395 else
3337 who->change_weapon (pl->ranged_ob = op); 3396 who->change_weapon (pl->ranged_ob = op);
3338 } 3397 }
3339 3398
3340 if (!op->invisible) 3399 if (!op->invisible)
3341 { 3400 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3401 who->statusmsg (format (
3343 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3402 "You ready %s."
3403 "You can now use the skill: %s.",
3404 query_name (op),
3405 &op->skill
3406 ));
3344 } 3407 }
3345 else 3408 else
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3409 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3347 } 3410 }
3348 else 3411 else
3349 { 3412 {
3350 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3351 change_abil (who, op); 3414 change_abil (who, op);
3356 break; 3419 break;
3357 3420
3358 case BOW: 3421 case BOW:
3359 if (!check_weapon_power (who, op->last_eat)) 3422 if (!check_weapon_power (who, op->last_eat))
3360 { 3423 {
3361 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3424 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 3425
3364 if (tmp) 3426 if (tmp)
3365 insert_ob_in_ob (tmp, who); 3427 insert_ob_in_ob (tmp, who);
3366 3428
3367 return 1; 3429 return 1;
3368 } 3430 }
3369 3431
3370 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3432 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3371 { 3433 {
3372 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3434 who->failmsg ("The weapon does not recognize you as its owner. "
3435 "H<Its name indicates that it belongs to somebody else.>");
3373 if (tmp) 3436 if (tmp)
3374 insert_ob_in_ob (tmp, who); 3437 insert_ob_in_ob (tmp, who);
3375 3438
3376 return 1; 3439 return 1;
3377 } 3440 }
3382 case HORN: 3445 case HORN:
3383 /* check for skill, alter player status */ 3446 /* check for skill, alter player status */
3384 3447
3385 if (!skop) 3448 if (!skop)
3386 { 3449 {
3387 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3450 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3388 return 1; 3451 return 1;
3389 } 3452 }
3390 3453
3391 SET_FLAG (op, FLAG_APPLIED); 3454 SET_FLAG (op, FLAG_APPLIED);
3392 who->change_skill (skop); 3455 who->change_skill (skop);
3393 3456
3394 if (who->contr) 3457 if (who->contr)
3395 { 3458 {
3396 who->contr->ranged_ob = op; 3459 who->contr->ranged_ob = op;
3397 3460
3398 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3461 who->statusmsg (format ("You ready %s.", query_name (op)));
3399 3462
3400 if (op->type == BOW) 3463 if (op->type == BOW)
3401 { 3464 {
3402 who->current_weapon = op; 3465 who->current_weapon = op;
3403 change_abil (who, op); 3466 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)); 3467 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3406 } 3468 }
3407 } 3469 }
3408 else 3470 else
3409 { 3471 {
3410 if (op->type == BOW) 3472 if (op->type == BOW)
3420 { 3482 {
3421 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3483 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3422 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3484 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3423 unapply_special (who, who->contr->ranged_ob, 0); 3485 unapply_special (who, who->contr->ranged_ob, 0);
3424 3486
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3487 who->statusmsg (format ("You ready your %s.", query_name (op)));
3426 3488
3427 who->contr->ranged_ob = op; 3489 who->contr->ranged_ob = op;
3428 } 3490 }
3429 break; 3491 break;
3430 3492
3431 default: 3493 default:
3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3494 who->statusmsg (format ("You apply %s.", query_name (op)));
3433 } /* end of switch op->type */ 3495 }
3434 3496
3435 SET_FLAG (op, FLAG_APPLIED); 3497 SET_FLAG (op, FLAG_APPLIED);
3436 3498
3437 if (tmp) 3499 if (tmp)
3438 tmp = insert_ob_in_ob (tmp, who); 3500 tmp = insert_ob_in_ob (tmp, who);
3445 */ 3507 */
3446 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3508 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3447 SET_FLAG (op, FLAG_BEEN_APPLIED); 3509 SET_FLAG (op, FLAG_BEEN_APPLIED);
3448 3510
3449 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3450 {
3451 if (who->type == PLAYER) 3512 if (who->type == PLAYER)
3452 { 3513 {
3453 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3514 who->failmsg (
3515 "Oops, it feels deadly cold! "
3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3517 );
3454 SET_FLAG (op, FLAG_KNOWN_CURSED); 3518 SET_FLAG (op, FLAG_KNOWN_CURSED);
3455 } 3519 }
3456 }
3457 3520
3458 if (who->type == PLAYER) 3521 if (who->type == PLAYER)
3459 { 3522 {
3460 /* if multiple objects were applied, update both slots */ 3523 /* if multiple objects were applied, update both slots */
3461 if (tmp) 3524 if (tmp)
3470int 3533int
3471monster_apply_special (object *who, object *op, int aflags) 3534monster_apply_special (object *who, object *op, int aflags)
3472{ 3535{
3473 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3536 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3474 return 1; 3537 return 1;
3538
3475 return apply_special (who, op, aflags); 3539 return apply_special (who, op, aflags);
3476} 3540}
3477 3541
3478/** 3542/**
3479 * Map was just loaded, handle op's initialisation. 3543 * Map was just loaded, handle op's initialisation.
3696 { 3760 {
3697 if (QUERY_FLAG (food, FLAG_CURSED)) 3761 if (QUERY_FLAG (food, FLAG_CURSED))
3698 { 3762 {
3699 assign (who->contr->killer, food->name); 3763 assign (who->contr->killer, food->name);
3700 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3764 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3701 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3765 who->failmsg ("Eck!...that was poisonous!");
3702 } 3766 }
3703 else 3767 else
3704 { 3768 {
3705 if (food->stats.hp > 0) 3769 if (food->stats.hp > 0)
3706 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3770 who->statusmsg ("You begin to feel better.");
3707 else 3771 else
3708 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3772 who->failmsg ("Eck!...that was poisonous!");
3773
3709 who->stats.hp += food->stats.hp; 3774 who->stats.hp += food->stats.hp;
3710 } 3775 }
3711 } 3776 }
3712 if (food->stats.sp != 0) 3777 if (food->stats.sp != 0)
3713 { 3778 {
3714 if (QUERY_FLAG (food, FLAG_CURSED)) 3779 if (QUERY_FLAG (food, FLAG_CURSED))
3715 { 3780 {
3716 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3781 who->failmsg ("You are drained of mana!");
3717 who->stats.sp -= food->stats.sp; 3782 who->stats.sp -= food->stats.sp;
3718 if (who->stats.sp < 0) 3783 if (who->stats.sp < 0)
3719 who->stats.sp = 0; 3784 who->stats.sp = 0;
3720 } 3785 }
3721 else 3786 else
3722 { 3787 {
3723 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3788 who->statusmsg ("You feel a rush of magical energy!");
3724 who->stats.sp += food->stats.sp; 3789 who->stats.sp += food->stats.sp;
3725 /* place limit on max sp from food? */ 3790 /* place limit on max sp from food? */
3726 } 3791 }
3727 } 3792 }
3793
3728 who->update_stats (); 3794 who->update_stats ();
3729} 3795}
3730 3796
3731/** 3797/**
3732 * Designed primarily to light torches/lanterns/etc. 3798 * Designed primarily to light torches/lanterns/etc.
3759 } 3825 }
3760 else 3826 else
3761 lighter->stats.food--; 3827 lighter->stats.food--;
3762 } 3828 }
3763 else if (lighter->last_eat) 3829 else if (lighter->last_eat)
3830 {
3764 { /* no charges left in lighter */ 3831 /* 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); 3832 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3766 return; 3833 return;
3767 } 3834 }
3768 3835
3769 /* Perhaps we should split what we are trying to light on fire? 3836 /* 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 3837 * I can't see many times when you would want to light multiple
3776 3843
3777 save_throw_object (item, AT_FIRE, who); 3844 save_throw_object (item, AT_FIRE, who);
3778 3845
3779 if (item->destroyed ()) 3846 if (item->destroyed ())
3780 { 3847 {
3781 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); 3848 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 3849 /* Need to update the player so that the players glow radius
3783 * gets changed. 3850 * gets changed.
3784 */ 3851 */
3785 if (is_player_env) 3852 if (is_player_env)
3786 who->update_stats (); 3853 who->update_stats ();
3787 } 3854 }
3788 else 3855 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); 3856 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3790 } 3857 }
3791 else /* nothing to light */ 3858 else
3792 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3859 who->failmsg ("You need to mark a lightable object.");
3793
3794} 3860}
3795 3861
3796/** 3862/**
3797 * op made some mistake with a scroll, this takes care of punishment. 3863 * op made some mistake with a scroll, this takes care of punishment.
3798 * scroll_failure()- hacked directly from spell_failure 3864 * scroll_failure()- hacked directly from spell_failure
3805 3871
3806 if (failure <= -1 && failure > -15) 3872 if (failure <= -1 && failure > -15)
3807 { /* wonder */ 3873 { /* wonder */
3808 object *tmp; 3874 object *tmp;
3809 3875
3810 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3876 op->failmsg ("Your spell warps!");
3811 tmp = get_archetype (SPELL_WONDER); 3877 tmp = get_archetype (SPELL_WONDER);
3812 cast_wonder (op, op, 0, tmp); 3878 cast_wonder (op, op, 0, tmp);
3813 tmp->destroy (); 3879 tmp->destroy ();
3814 } 3880 }
3815 else if (failure <= -15 && failure > -35) 3881 else if (failure <= -15 && failure > -35)
3816 { /* drain mana */ 3882 { /* drain mana */
3817 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3883 op->failmsg ("Your mana is drained!");
3818 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3884 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3819 if (op->stats.sp < 0) 3885 if (op->stats.sp < 0)
3820 op->stats.sp = 0; 3886 op->stats.sp = 0;
3821 } 3887 }
3822 else if (settings.spell_failure_effects == TRUE) 3888 else if (settings.spell_failure_effects == TRUE)
3823 { 3889 {
3824 if (failure <= -35 && failure > -60) 3890 if (failure <= -35 && failure > -60)
3825 { /* confusion */ 3891 { /* confusion */
3826 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3892 op->failmsg ("The magic recoils on you!");
3827 confuse_player (op, op, power); 3893 confuse_player (op, op, power);
3828 } 3894 }
3829 else if (failure <= -60 && failure > -70) 3895 else if (failure <= -60 && failure > -70)
3830 { /* paralysis */ 3896 { /* paralysis */
3831 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3897 op->failmsg ("The magic recoils and paralyzes you!");
3832 paralyze_player (op, op, power); 3898 paralyze_player (op, op, power);
3833 } 3899 }
3834 else if (failure <= -70 && failure > -80) 3900 else if (failure <= -70 && failure > -80)
3835 { /* blind */ 3901 { /* blind */
3836 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3902 op->failmsg ("The magic recoils on you!");
3837 blind_player (op, op, power); 3903 blind_player (op, op, power);
3838 } 3904 }
3839 else if (failure <= -80) 3905 else if (failure <= -80)
3840 { /* blast the immediate area */ 3906 { /* blast the immediate area */
3841 object *tmp = get_archetype (LOOSE_MANA); 3907 object *tmp = get_archetype (LOOSE_MANA);
3842 cast_magic_storm (op, tmp, power); 3908 cast_magic_storm (op, tmp, power);
3843 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3909 op->failmsg ("You unleash uncontrolled mana!");
3844 tmp->destroy (); 3910 tmp->destroy ();
3845 } 3911 }
3846 } 3912 }
3847} 3913}
3848 3914
3955 char got[MAX_BUF]; 4021 char got[MAX_BUF];
3956 int len; 4022 int len;
3957 4023
3958 if (!pl || !transformer) 4024 if (!pl || !transformer)
3959 return; 4025 return;
4026
3960 marked = find_marked_object (pl); 4027 marked = find_marked_object (pl);
4028
3961 if (!marked) 4029 if (!marked)
3962 { 4030 {
3963 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4031 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3964 return; 4032 return;
3965 } 4033 }
4034
3966 if (!marked->slaying) 4035 if (!marked->slaying)
3967 { 4036 {
3968 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4037 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3969 return; 4038 return;
3970 } 4039 }
4040
3971 /* check whether they are compatible or not */ 4041 /* check whether they are compatible or not */
3972 find = strstr (marked->slaying, transformer->arch->archname); 4042 find = strstr (marked->slaying, transformer->arch->archname);
3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3974 { 4044 {
3975 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4045 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3976 return; 4046 return;
3977 } 4047 }
4048
3978 find += strlen (transformer->arch->archname) + 1; 4049 find += strlen (transformer->arch->archname) + 1;
3979 /* Item can be used, now find how many and what it yields */ 4050 /* Item can be used, now find how many and what it yields */
3980 if (isdigit (*(find))) 4051 if (isdigit (*(find)))
3981 { 4052 {
3982 yield = atoi (find); 4053 yield = atoi (find);
3989 else 4060 else
3990 yield = 1; 4061 yield = 1;
3991 4062
3992 while (isdigit (*find)) 4063 while (isdigit (*find))
3993 find++; 4064 find++;
4065
3994 while (*find == ' ') 4066 while (*find == ' ')
3995 find++; 4067 find++;
4068
3996 memset (got, 0, MAX_BUF); 4069 memset (got, 0, MAX_BUF);
4070
3997 if ((separator = strchr (find, ';')) != NULL) 4071 if ((separator = strchr (find, ';')) != NULL)
3998 {
3999 len = separator - find; 4072 len = separator - find;
4000 }
4001 else 4073 else
4002 {
4003 len = strlen (find); 4074 len = strlen (find);
4004 } 4075
4005 if (len > MAX_BUF - 1) 4076 if (len > MAX_BUF - 1)
4006 len = MAX_BUF - 1; 4077 len = MAX_BUF - 1;
4078
4007 strcpy (got, find); 4079 strcpy (got, find);
4008 got[len] = '\0'; 4080 got[len] = '\0';
4009 4081
4010 /* Now create new item, remove used ones when required. */ 4082 /* Now create new item, remove used ones when required. */
4011 new_item = get_archetype (got); 4083 new_item = get_archetype (got);
4012 if (!new_item) 4084 if (!new_item)
4013 { 4085 {
4014 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4086 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4015 return; 4087 return;
4016 } 4088 }
4017 4089
4018 new_item->nrof = yield; 4090 new_item->nrof = yield;
4091
4019 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4092 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4093
4020 insert_ob_in_ob (new_item, pl); 4094 insert_ob_in_ob (new_item, pl);
4021 esrv_send_inventory (pl, pl); 4095 esrv_send_inventory (pl, pl);
4022 /* Eat up one item */ 4096 /* Eat up one item */
4023 decrease_ob_nr (marked, 1); 4097 decrease_ob_nr (marked, 1);
4098
4024 /* Eat one transformer if needed */ 4099 /* Eat one transformer if needed */
4025 if (transformer->stats.food) 4100 if (transformer->stats.food)
4026 if (--transformer->stats.food == 0) 4101 if (--transformer->stats.food == 0)
4027 decrease_ob_nr (transformer, 1); 4102 decrease_ob_nr (transformer, 1);
4028} 4103}
4104

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