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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.121 by root, Tue Jul 31 19:23:31 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.
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
599 int sacrifice_count, i; 607 int sacrifice_count, i;
600 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
601 609
602 if (weapon->level != 0) 610 if (weapon->level != 0)
603 { 611 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 612 op->failmsg ("Weapon is already prepared!");
605 return 0; 613 return 0;
606 } 614 }
607 615
608 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i]) 617 if (weapon->resist[i])
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
619 { 627 {
620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons.");
621 return 0; 629 return 0;
622 } 630 }
623 631
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;
627 635
628 weapon->level = isqrt (sacrifice_count); 636 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 637 eat_item (op, improver->slaying, sacrifice_count);
631 638
632 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 ));
633 644
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 646 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 647 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 648 slot at once! */
656improve_weapon (object *op, object *improver, object *weapon) 667improve_weapon (object *op, object *improver, object *weapon)
657{ 668{
658 int sacrifice_count, sacrifice_needed = 0; 669 int sacrifice_count, sacrifice_needed = 0;
659 670
660 if (improver->stats.sp == IMPROVE_PREPARE) 671 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 672 return prepare_weapon (op, improver, weapon);
663 } 673
664 if (weapon->level == 0) 674 if (weapon->level == 0)
665 { 675 {
666 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.>");
667 return 0; 677 return 0;
668 } 678 }
679
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 { 681 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 682 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 683 return 0;
673 } 684 }
685
674 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))
675 { 687 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 688 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 689 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 690 "really want to improve it.");
679 return 0; 691 return 0;
680 } 692 }
693
681 /* 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
682 * 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,
683 * 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
684 * weapon can be improved. 697 * weapon can be improved.
685 */ 698 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 699 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 700 {
688 weapon->stats.dam += 5; 701 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 702 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 704 weapon->last_eat++;
692 705
693 weapon->item_power++; 706 weapon->item_power++;
694 decrease_ob (improver); 707 decrease_ob (improver);
695 return 1; 708 return 1;
696 } 709 }
710
697 if (improver->stats.sp == IMPROVE_WEIGHT) 711 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 712 {
699 /* Reduce weight by 20% */ 713 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 714 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 715 if (weapon->weight < 1)
702 weapon->weight = 1; 716 weapon->weight = 1;
717
703 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));
704 weapon->last_eat++; 719 weapon->last_eat++;
705 weapon->item_power++; 720 weapon->item_power++;
706 decrease_ob (improver); 721 decrease_ob (improver);
707 return 1; 722 return 1;
708 } 723 }
709 if (improver->stats.sp == IMPROVE_ENCHANT) 724 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 725 {
711 weapon->magic++; 726 weapon->magic++;
712 weapon->last_eat++; 727 weapon->last_eat++;
713 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));
714 decrease_ob (improver); 729 decrease_ob (improver);
715 weapon->item_power++; 730 weapon->item_power++;
716 return 1; 731 return 1;
717 } 732 }
718 733
724 sacrifice_needed *= 2; 739 sacrifice_needed *= 2;
725 740
726 sacrifice_count = check_sacrifice (op, improver); 741 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 742 if (sacrifice_count < sacrifice_needed)
728 { 743 {
729 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));
730 return 0; 745 return 0;
731 } 746 }
747
732 eat_item (op, improver->slaying, sacrifice_needed); 748 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 749 weapon->item_power++;
734 750
735 switch (improver->stats.sp) 751 switch (improver->stats.sp)
736 { 752 {
737 case IMPROVE_STR:
738 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");
739 case IMPROVE_DEX:
740 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");
741 case IMPROVE_CON:
742 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");
743 case IMPROVE_WIS:
744 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");
745 case IMPROVE_CHA:
746 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");
747 case IMPROVE_INT:
748 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");
749 case IMPROVE_POW:
750 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");
751 default: 760 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 761 op->failmsg ("Unknown improvement type.");
753 } 762 }
763
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 764 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 765 return 0;
756} 766}
757 767
758/** 768/**
768 if (op->type != PLAYER) 778 if (op->type != PLAYER)
769 return 0; 779 return 0;
770 780
771 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))
772 { 782 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 783 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 784 return 0;
775 } 785 }
776 786
777 otmp = find_marked_object (op); 787 otmp = find_marked_object (op);
778 if (!otmp) 788 if (!otmp)
779 { 789 {
780 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.>");
781 return 0; 791 return 0;
782 } 792 }
783 793
784 if (otmp->type != WEAPON && otmp->type != BOW) 794 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 795 {
786 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!");
787 return 0; 797 return 0;
788 } 798 }
789 799
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 800 op->statusmsg ("Applied weapon builder.");
801
791 improve_weapon (op, tmp, otmp); 802 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 803 esrv_send_item (op, otmp);
793 return 1; 804 return 1;
794} 805}
795 806
820{ 831{
821 object *tmp; 832 object *tmp;
822 833
823 if (armour->magic >= settings.armor_max_enchant) 834 if (armour->magic >= settings.armor_max_enchant)
824 { 835 {
825 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!");
826 return 0; 837 return 0;
827 } 838 }
828 /* 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,
829 * 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.
830 * 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
831 * of gnarg and what not?) 842 * of gnarg and what not?)
832 */ 843 */
833 if (armour->title) 844 if (armour->title)
834 { 845 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 846 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 847 return 0;
837 } 848 }
838 849
839 /* Split objects if needed. Can't insert tmp until the 850 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 851 * end of this function - otherwise it will just re-merge.
890 { 901 {
891 esrv_send_item (op, armour); 902 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 903 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 904 op->update_stats ();
894 } 905 }
906
895 decrease_ob (improver); 907 decrease_ob (improver);
908
896 if (tmp) 909 if (tmp)
897 { 910 {
898 insert_ob_in_ob (tmp, op); 911 insert_ob_in_ob (tmp, op);
899 esrv_send_item (op, tmp); 912 esrv_send_item (op, tmp);
900 } 913 }
914
901 return 1; 915 return 1;
902} 916}
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
1038 1052
1039 op->contr->last_used = 0; 1053 op->contr->last_used = 0;
1040 1054
1041 if (sack->env && sack->env != op) 1055 if (sack->env && sack->env != op)
1042 { 1056 {
1043 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.");
1044 return 1; 1058 return 1;
1045 } 1059 }
1046 1060
1047 // 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
1048 if (sack->flag [FLAG_APPLIED]) 1062 if (sack->flag [FLAG_APPLIED])
1054 return 1; 1068 return 1;
1055 } 1069 }
1056 else if (!sack->env) 1070 else if (!sack->env)
1057 { 1071 {
1058 // active, but not ours: some other player has opened it 1072 // active, but not ours: some other player has opened it
1059 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)));
1060 return 1; 1074 return 1;
1061 } 1075 }
1062 1076
1063 // fall through to opening it (active in inv) 1077 // fall through to opening it (active in inv)
1064 } 1078 }
1066 { 1080 {
1067 // 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
1068 op->close_container (); 1082 op->close_container ();
1069 sack->flag [FLAG_APPLIED] = 1; 1083 sack->flag [FLAG_APPLIED] = 1;
1070 esrv_update_item (UPD_FLAGS, op, sack); 1084 esrv_update_item (UPD_FLAGS, op, sack);
1071 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1072 return 1; 1086 return 1;
1073 } 1087 }
1074 1088
1075 // it's locked? 1089 // it's locked?
1076 if (sack->slaying) 1090 if (sack->slaying)
1077 { 1091 {
1078 if (object *tmp = find_key (op, op, sack)) 1092 if (object *tmp = find_key (op, op, sack))
1079 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)));
1080 else 1094 else
1081 { 1095 {
1082 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)));
1083 return 1; 1097 return 1;
1084 } 1098 }
1085 } 1099 }
1086 1100
1087 op->open_container (sack); 1101 op->open_container (sack);
1106 * 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
1107 * is up to map designers to use them properly. 1121 * is up to map designers to use them properly.
1108 */ 1122 */
1109 if (altar->inv && altar->inv->type == SPELL) 1123 if (altar->inv && altar->inv->type == SPELL)
1110 { 1124 {
1111 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));
1112 cast_spell (originator, altar, 0, altar->inv, NULL); 1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1113 /* If it is connected, push the button. Fixes some problems with 1127 /* If it is connected, push the button. Fixes some problems with
1114 * old maps. 1128 * old maps.
1115 */ 1129 */
1116 1130
1117/* push_button (altar);*/ 1131/* push_button (altar);*/
1118 } 1132 }
1214 op->contr->play_sound (sound_find ("shop_enter")); 1228 op->contr->play_sound (sound_find ("shop_enter"));
1215 else 1229 else
1216 op->contr->play_sound (sound_find ("shop_leave")); 1230 op->contr->play_sound (sound_find ("shop_leave"));
1217 1231
1218 if (shop_mat->msg) 1232 if (shop_mat->msg)
1219 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1233 op->statusmsg (shop_mat->msg);
1220 /* 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,
1221 * 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
1222 * actually the shop floor. 1236 * actually the shop floor.
1223 */ 1237 */
1224 else if (!rv && !is_in_shop (op)) 1238 else if (!rv && !is_in_shop (op))
1225 { 1239 {
1226 opinion = shopkeeper_approval (op->map, op); 1240 opinion = shopkeeper_approval (op->map, op);
1227 1241
1228 if (opinion > 0.9) 1242 op->statusmsg (
1229 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."
1230 else if (opinion > 0.75) 1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1231 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1232 else if (opinion > 0.5) 1246 : "The shopkeeper glares at you with contempt."
1233 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1234 else 1247 );
1235 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1236 } 1248 }
1237 } 1249 }
1238 else 1250 else
1239 { 1251 {
1240 /* 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
1264static void 1276static void
1265apply_sign (object *op, object *sign, int autoapply) 1277apply_sign (object *op, object *sign, int autoapply)
1266{ 1278{
1267 readable_message_type *msgType; 1279 readable_message_type *msgType;
1268 1280
1269 if (sign->msg == NULL) 1281 if (!sign->msg)
1270 { 1282 {
1271 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1283 op->statusmsg ("Nothing is written on it.");
1272 return; 1284 return;
1273 } 1285 }
1274 1286
1275 if (sign->stats.food) 1287 if (sign->stats.food)
1276 { 1288 {
1277 if (sign->last_eat >= sign->stats.food) 1289 if (sign->last_eat >= sign->stats.food)
1278 { 1290 {
1279 if (!sign->move_on) 1291 if (!sign->move_on)
1280 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1292 op->statusmsg ("You cannot read it anymore.");
1281 1293
1282 return; 1294 return;
1283 } 1295 }
1284 1296
1285 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1291 * 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
1292 * to us). 1304 * to us).
1293 */ 1305 */
1294 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)
1295 { 1307 {
1296 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1308 op->failmsg ("You are unable to read while blind!");
1297 return; 1309 return;
1298 } 1310 }
1299 1311
1300 if (op->contr) 1312 if (op->contr)
1301 if (client *ns = op->contr->ns) 1313 if (client *ns = op->contr->ns)
1453 1465
1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1455 { 1467 {
1456 if (!sound_was_played) 1468 if (!sound_was_played)
1457 { 1469 {
1458 trap->play_sound (sound_find ("fall_hole")); 1470 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1459 sound_was_played = 1; 1471 sound_was_played = 1;
1460 } 1472 }
1461 1473
1462 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1474 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1463 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);
1464 } 1476 }
1465 } 1477 }
1466 goto leave; 1478 goto leave;
1467 } 1479 }
1468 1480
1469 case CONVERTER: 1481 case CONVERTER:
1470 if (convert_item (victim, trap) < 0) 1482 if (convert_item (victim, trap) < 0)
1471 { 1483 {
1472 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)));
1473 get_archetype ("burnout")->insert_at (trap, trap); 1485 get_archetype ("burnout")->insert_at (trap, trap);
1474 } 1486 }
1475 1487
1476 goto leave; 1488 goto leave;
1477 1489
1498 * Processing will happen if the head runs into the pit 1510 * Processing will happen if the head runs into the pit
1499 */ 1511 */
1500 if (victim->head) 1512 if (victim->head)
1501 goto leave; 1513 goto leave;
1502 1514
1503 victim->play_sound (sound_find ("fall_hole")); 1515 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1504 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1516 victim->statusmsg ("You fall through the hole!", NDI_RED);
1505 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1506 goto leave; 1518 goto leave;
1507 1519
1508 case EXIT: 1520 case EXIT:
1509 if (victim->type == PLAYER && EXIT_PATH (trap)) 1521 if (victim->type == PLAYER && EXIT_PATH (trap))
1510 { 1522 {
1511 /* Basically, don't show exits leading to random maps the 1523 /* Basically, don't show exits leading to random maps the
1512 * players output. 1524 * players output.
1513 */ 1525 */
1514 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1515 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1527 victim->statusmsg (trap->msg, NDI_NAVY);
1516 1528
1517 victim->enter_exit (trap); 1529 victim->enter_exit (trap);
1518 } 1530 }
1519 goto leave; 1531 goto leave;
1520 1532
1543 goto leave; 1555 goto leave;
1544 1556
1545 case RUNE: 1557 case RUNE:
1546 case TRAP: 1558 case TRAP:
1547 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1548 {
1549 spring_trap (trap, victim); 1560 spring_trap (trap, victim);
1550 }
1551 goto leave; 1561 goto leave;
1552 1562
1553 default: 1563 default:
1554 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 "
1555 "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);
1569 int lev_diff; 1579 int lev_diff;
1570 object *skill_ob; 1580 object *skill_ob;
1571 1581
1572 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1573 { 1583 {
1574 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1584 op->failmsg ("You are unable to read while blind!");
1575 return; 1585 return;
1576 } 1586 }
1577 1587
1578 if (!tmp->msg) 1588 if (!tmp->msg)
1579 { 1589 {
1580 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));
1581 return; 1591 return;
1582 } 1592 }
1583 1593
1584 /* need a literacy skill to read stuff! */ 1594 /* need a literacy skill to read stuff! */
1585 skill_ob = find_skill_by_name (op, tmp->skill); 1595 skill_ob = find_skill_by_name (op, tmp->skill);
1586 if (!skill_ob) 1596 if (!skill_ob)
1587 { 1597 {
1588 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>"); 1598 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1589 return; 1599 return;
1590 } 1600 }
1591 1601
1592 lev_diff = tmp->level - (skill_ob->level + 5); 1602 lev_diff = tmp->level - (skill_ob->level + 5);
1593 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1594 { 1604 {
1595 if (lev_diff < 2) 1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1596 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."
1597 else if (lev_diff < 3) 1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1598 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."
1599 else if (lev_diff < 5) 1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1600 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1610 : "This book is totally beyond your comprehension.");
1601 else if (lev_diff < 8)
1602 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1603 else if (lev_diff < 15)
1604 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1605 else
1606 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1607 return; 1611 return;
1608 } 1612 }
1609 1613
1610 readable_message_type *msgType = get_readable_message_type (tmp); 1614 readable_message_type *msgType = get_readable_message_type (tmp);
1611 1615
1653 * 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
1654 */ 1658 */
1655static void 1659static void
1656apply_skillscroll (object *op, object *tmp) 1660apply_skillscroll (object *op, object *tmp)
1657{ 1661{
1658 switch ((int) learn_skill (op, tmp)) 1662 switch (learn_skill (op, tmp))
1659 { 1663 {
1660 case 0: 1664 case 0:
1661 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1665 op->play_sound (sound_find ("generic_fail"));
1662 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)));
1663 return; 1667 break;
1664 1668
1665 case 1: 1669 case 1:
1666 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1667 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));
1668 return; 1673 break;
1669 1674
1670 default: 1675 default:
1671 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1672 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)));
1673 return; 1679 break;
1674 } 1680 }
1675} 1681}
1676 1682
1677/** 1683/**
1678 * Actually makes op learn spell. 1684 * Actually makes op learn spell.
1728 { 1734 {
1729 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1730 return; 1736 return;
1731 } 1737 }
1732 1738
1733 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));
1734 player_unready_range_ob (op->contr, spob); 1740 player_unready_range_ob (op->contr, spob);
1735 esrv_remove_spell (op->contr, spob); 1741 esrv_remove_spell (op->contr, spob);
1736 spob->destroy (); 1742 spob->destroy ();
1737} 1743}
1738 1744
1746{ 1752{
1747 object *skop, *spell, *spell_skill; 1753 object *skop, *spell, *spell_skill;
1748 1754
1749 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1750 { 1756 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1757 op->failmsg ("You are unable to read while blind.");
1752 return; 1758 return;
1753 } 1759 }
1754 1760
1755 /* artifact_spellbooks have 'slaying' field point to a spell name, 1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1756 * instead of having their spell stored in stats.sp. These are 1762 * instead of having their spell stored in stats.sp. These are
1759 if (tmp->slaying) 1765 if (tmp->slaying)
1760 { 1766 {
1761 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1762 if (!spell) 1768 if (!spell)
1763 { 1769 {
1764 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));
1765 return; 1771 return;
1766 } 1772 }
1767 else 1773 else
1768 insert_ob_in_ob (spell, tmp); 1774 insert_ob_in_ob (spell, tmp);
1769 1775
1774 1780
1775 /* 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
1776 * lower than the spell will make learning the spell more difficult */ 1782 * lower than the spell will make learning the spell more difficult */
1777 if (!skop) 1783 if (!skop)
1778 { 1784 {
1779 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>"); 1785 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1780 return; 1786 return;
1781 } 1787 }
1782 1788
1783 spell = tmp->inv; 1789 spell = tmp->inv;
1784 1790
1785 if (!spell) 1791 if (!spell)
1786 { 1792 {
1787 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);
1788 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!"); 1794 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1789 return; 1795 return;
1790 } 1796 }
1791 1797
1792 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1793 { 1799 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<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));
1795 return; 1801 return;
1796 } 1802 }
1797 1803
1798 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));
1799 1805
1800 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1801 { 1807 {
1802 identify (tmp); 1808 identify (tmp);
1803 1809
1812 * 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
1813 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1814 */ 1820 */
1815 if (check_spell_known (op, spell->name)) 1821 if (check_spell_known (op, spell->name))
1816 { 1822 {
1817 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\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");
1818 return; 1824 return;
1819 } 1825 }
1820 1826
1821 if (spell->skill) 1827 if (spell->skill)
1822 { 1828 {
1823 spell_skill = find_skill_by_name (op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1824 1830
1825 if (!spell_skill) 1831 if (!spell_skill)
1826 { 1832 {
1827 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));
1828 return; 1834 return;
1829 } 1835 }
1830 1836
1831 if (spell_skill->level < spell->level) 1837 if (spell_skill->level < spell->level)
1832 { 1838 {
1833 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));
1834 return; 1840 return;
1835 } 1841 }
1836 } 1842 }
1837 1843
1838 /* Logic as follows 1844 /* Logic as follows
1847 * 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
1848 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1849 */ 1855 */
1850 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1851 { 1857 {
1852 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!");
1853 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));
1854 } 1860 }
1855 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1856 (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])
1857 { 1863 {
1858 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1859 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1860 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
1861 1866
1862 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
1863 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1864 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);
1865 } 1870 }
1866 else 1871 else
1867 { 1872 {
1868 op->contr->play_sound (sound_find ("fumble_spell")); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
1869 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or 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");
1870 } 1875 }
1871 1876
1872 decrease_ob (tmp); 1877 decrease_ob (tmp);
1873} 1878}
1874 1879
1880{ 1885{
1881 object *skop; 1886 object *skop;
1882 1887
1883 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1884 { 1889 {
1885 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1890 op->failmsg ("You are unable to read while blind.");
1886 return; 1891 return;
1887 } 1892 }
1888 1893
1889 if (!tmp->inv || tmp->inv->type != SPELL) 1894 if (!tmp->inv || tmp->inv->type != SPELL)
1890 { 1895 {
1891 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>"); 1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1892 return; 1897 return;
1893 } 1898 }
1894 1899
1895 if (op->type == PLAYER) 1900 if (op->type == PLAYER)
1896 { 1901 {
1902 */ 1907 */
1903 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1904 1909
1905 if (!skop) 1910 if (!skop)
1906 { 1911 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>"); 1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1908 return; 1913 return;
1909 } 1914 }
1910 1915
1911 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1912 change_exp (op, exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
1913 } 1918 }
1914 1919
1915 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1916 identify (tmp); 1921 identify (tmp);
1917 1922
1918 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));
1919 1924
1920 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1921 decrease_ob (tmp); 1926 decrease_ob (tmp);
1922} 1927}
1923 1928
1927 * chest. 1932 * chest.
1928 */ 1933 */
1929static void 1934static void
1930apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
1931{ 1936{
1932 /* 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
1933 * 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
1934 * 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
1935 * 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
1936 * treasure 1941 * treasure
1937 */ 1942 */
1938 object *treas = tmp->inv; 1943 object *treas = tmp->inv;
1939 1944
1940 if (!treas) 1945 if (!treas)
1941 { 1946 {
1942 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
1943 decrease_ob (tmp); 1948 decrease_ob (tmp);
1944 return; 1949 return;
1945 } 1950 }
1946 1951
1947 while (tmp->inv) 1952 while (tmp->inv)
1948 { 1953 {
1949 treas = tmp->inv; 1954 treas = tmp->inv;
1950
1951 treas->remove (); 1955 treas->remove ();
1952 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1953 1956
1954 treas->x = op->x; 1957 treas->x = op->x;
1955 treas->y = op->y; 1958 treas->y = op->y;
1956 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);
1957 1960
1958 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))
1959 spring_trap (treas, op); 1962 spring_trap (treas, op);
1960 1963
1961 /* If either player or container was destroyed, no need to do 1964 /* If either player or container was destroyed, no need to do
1962 * further processing. I think this should be enclused with 1965 * further processing. I think this should be enclused with
1963 * spring trap above, as I don't think there is otherwise 1966 * spring trap above, as I don't think there is otherwise
1964 * any way for the treasure chest or player to get killed 1967 * any way for the treasure chest or player to get killed.
1965 */ 1968 */
1966 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
1967 break; 1970 break;
1968 } 1971 }
1969 1972
1970 if (!tmp->destroyed () && tmp->inv == NULL) 1973 if (!tmp->destroyed () && !tmp->inv)
1971 decrease_ob (tmp); 1974 decrease_ob (tmp);
1972
1973} 1975}
1974 1976
1975/** 1977/**
1976 * op eats food. 1978 * op eats food.
1977 * If player, takes care of messages and dragon special food. 1979 * If player, takes care of messages and dragon special food.
1992 { 1994 {
1993 /* usual case - no dragon meal: */ 1995 /* usual case - no dragon meal: */
1994 if (op->stats.food + tmp->stats.food > 999) 1996 if (op->stats.food + tmp->stats.food > 999)
1995 { 1997 {
1996 if (tmp->type == FOOD || tmp->type == FLESH) 1998 if (tmp->type == FOOD || tmp->type == FLESH)
1997 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!");
1998 else 2000 else
1999 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!");
2000 } 2002 }
2001 2003
2002 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2003 { 2005 {
2004 char buf[MAX_BUF]; 2006 const char *buf;
2005 2007
2006 if (!is_dragon_pl (op)) 2008 if (!is_dragon_pl (op))
2007 { 2009 {
2008 /* eating message for normal players */ 2010 /* eating message for normal players */
2009 if (tmp->type == DRINK) 2011 if (tmp->type == DRINK)
2010 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2011 else 2013 else
2012 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.");
2013 } 2015 }
2014 else 2016 else
2015 {
2016 /* eating message for dragon players */ 2017 /* eating message for dragon players */
2017 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2018 buf = format ("The %s tasted terrible!", &tmp->name);
2018 }
2019 2019
2020 new_draw_info (NDI_UNIQUE, 0, op, buf); 2020 op->statusmsg (buf);
2021
2021 capacity_remaining = 999 - op->stats.food; 2022 capacity_remaining = 999 - op->stats.food;
2022 op->stats.food += tmp->stats.food; 2023 op->stats.food += tmp->stats.food;
2023 if (capacity_remaining < tmp->stats.food) 2024 if (capacity_remaining < tmp->stats.food)
2024 op->stats.hp += capacity_remaining / 50; 2025 op->stats.hp += capacity_remaining / 50;
2025 else 2026 else
2026 op->stats.hp += tmp->stats.food / 50; 2027 op->stats.hp += tmp->stats.food / 50;
2028
2027 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2028 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2029 if (op->stats.food > 999) 2031 if (op->stats.food > 999)
2030 op->stats.food = 999; 2032 op->stats.food = 999;
2031 } 2033 }
2055{ 2057{
2056 object *skin = NULL; /* pointer to dragon skin force */ 2058 object *skin = NULL; /* pointer to dragon skin force */
2057 object *abil = NULL; /* pointer to dragon ability force */ 2059 object *abil = NULL; /* pointer to dragon ability force */
2058 object *tmp = NULL; /* tmp. object */ 2060 object *tmp = NULL; /* tmp. object */
2059 2061
2060 char buf[MAX_BUF]; /* tmp. string buffer */
2061 double chance; /* improvement-chance of one resistance type */ 2062 double chance; /* improvement-chance of one resistance type */
2062 double totalchance = 1; /* total chance of gaining one resistance */ 2063 double totalchance = 1; /* total chance of gaining one resistance */
2063 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2064 double mbonus = 0; /* monster bonus */ 2065 double mbonus = 0; /* monster bonus */
2065 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2087 /* now start by filling stomache and health, according to food-value */ 2088 /* now start by filling stomache and health, according to food-value */
2088 if ((999 - op->stats.food) < meal->stats.food) 2089 if ((999 - op->stats.food) < meal->stats.food)
2089 op->stats.hp += (999 - op->stats.food) / 50; 2090 op->stats.hp += (999 - op->stats.food) / 50;
2090 else 2091 else
2091 op->stats.hp += meal->stats.food / 50; 2092 op->stats.hp += meal->stats.food / 50;
2093
2092 if (op->stats.hp > op->stats.maxhp) 2094 if (op->stats.hp > op->stats.maxhp)
2093 op->stats.hp = op->stats.maxhp; 2095 op->stats.hp = op->stats.maxhp;
2094 2096
2095 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2096 2098
2141 } 2143 }
2142 } 2144 }
2143 2145
2144 /* inverse totalchance as until now we have the failure-chance */ 2146 /* inverse totalchance as until now we have the failure-chance */
2145 totalchance = 100 - totalchance * 100; 2147 totalchance = 100 - totalchance * 100;
2148
2146 /* print message according to totalchance */ 2149 /* print message according to totalchance */
2150 const char *buf;
2147 if (totalchance > 50.) 2151 if (totalchance > 50.)
2148 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2149 else if (totalchance > 10.) 2153 else if (totalchance > 10.)
2150 sprintf (buf, "The %s tasted very good.", &meal->name); 2154 buf = format ("The %s tasted very good.", &meal->name);
2151 else if (totalchance > 1.) 2155 else if (totalchance > 1.)
2152 sprintf (buf, "The %s tasted good.", &meal->name); 2156 buf = format ("The %s tasted good.", &meal->name);
2153 else if (totalchance > 0.1) 2157 else if (totalchance > 0.1)
2154 sprintf (buf, "The %s tasted bland.", &meal->name); 2158 buf = format ("The %s tasted bland.", &meal->name);
2155 else if (totalchance >= 0.01) 2159 else if (totalchance >= 0.01)
2156 sprintf (buf, "The %s had a boring taste.", &meal->name); 2160 buf = format ("The %s had a boring taste.", &meal->name);
2157 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))
2158 sprintf (buf, "The %s tasted strange.", &meal->name); 2162 buf = format ("The %s tasted strange.", &meal->name);
2159 else 2163 else
2160 sprintf (buf, "The %s had no taste.", &meal->name); 2164 buf = format ("The %s had no taste.", &meal->name);
2161 new_draw_info (NDI_UNIQUE, 0, op, buf); 2165
2166 op->statusmsg (buf);
2162 2167
2163 /* now choose a winner if we have any */ 2168 /* now choose a winner if we have any */
2164 i = -1; 2169 i = -1;
2165 if (winners > 0) 2170 if (winners > 0)
2166 i = atnr_winner[RANDOM () % winners]; 2171 i = atnr_winner[RANDOM () % winners];
2169 { 2174 {
2170 /* resistance increased! */ 2175 /* resistance increased! */
2171 skin->resist[i]++; 2176 skin->resist[i]++;
2172 op->update_stats (); 2177 op->update_stats ();
2173 2178
2174 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]));
2175 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2176 } 2180 }
2177 2181
2178 /* if this flesh contains a new ability focus, we mark it 2182 /* if this flesh contains a new ability focus, we mark it
2179 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 */
2180 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)
2181 { 2185 {
2182 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> */
2183 2187
2184 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
2185 { 2194 ));
2186 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2187 new_draw_info (NDI_UNIQUE, 0, op, buf);
2188 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2189 new_draw_info (NDI_UNIQUE, 0, op, buf);
2190 }
2191 else 2195 else
2192 { 2196 {
2193 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]));
2194 new_draw_info (NDI_UNIQUE, 0, op, buf);
2195 abil->last_eat = 0; 2198 abil->last_eat = 0;
2196 } 2199 }
2197 } 2200 }
2201
2198 return 1; 2202 return 1;
2199} 2203}
2200 2204
2201/** 2205/**
2202 * Handles applying an improve armor scroll. 2206 * Handles applying an improve armor scroll.
2207{ 2211{
2208 object *armor; 2212 object *armor;
2209 2213
2210 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & 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))
2211 { 2215 {
2212 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>"); 2216 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2213 return; 2217 return;
2214 } 2218 }
2215 2219
2216 armor = find_marked_object (op); 2220 armor = find_marked_object (op);
2217 2221
2218 if (!armor) 2222 if (!armor)
2219 { 2223 {
2220 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); 2224 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2221 return; 2225 return;
2222 } 2226 }
2223 2227
2224 if (armor->type != ARMOUR 2228 if (armor->type != ARMOUR
2225 && armor->type != CLOAK 2229 && armor->type != CLOAK
2226 && 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)
2227 { 2231 {
2228 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2232 op->failmsg ("Your marked item is not armour!\n");
2229 return; 2233 return;
2230 } 2234 }
2231 2235
2232 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2236 op->statusmsg ("Applying armour enchantment.");
2233 improve_armour (op, tmp, armor); 2237 improve_armour (op, tmp, armor);
2234} 2238}
2235 2239
2236extern void 2240extern void
2237apply_poison (object *op, object *tmp) 2241apply_poison (object *op, object *tmp)
2238{ 2242{
2239 if (op->type == PLAYER) 2243 if (op->type == PLAYER)
2240 { 2244 {
2241 op->contr->play_sound (sound_find ("drink_poison")); 2245 op->contr->play_sound (sound_find ("drink_poison"));
2242 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2246 op->failmsg ("Yech! That tasted poisonous!");
2243 strcpy (op->contr->killer, "poisonous booze"); 2247 strcpy (op->contr->killer, "poisonous booze");
2244 } 2248 }
2245 2249
2246 if (tmp->stats.hp > 0) 2250 if (tmp->stats.hp > 0)
2247 { 2251 {
2366 2370
2367 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2368 { 2372 {
2369 if (op->type == PLAYER) 2373 if (op->type == PLAYER)
2370 { 2374 {
2371 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>"); 2375 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2372 return 1; 2376 return 1;
2373 } 2377 }
2374 else 2378 else
2375 return 0; /* monsters just skip unpaid items */ 2379 return 0; /* monsters just skip unpaid items */
2376 } 2380 }
2379 return RESULT_INT (0); 2383 return RESULT_INT (0);
2380 2384
2381 switch (tmp->type) 2385 switch (tmp->type)
2382 { 2386 {
2383 case CF_HANDLE: 2387 case CF_HANDLE:
2384 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2385 op->play_sound (sound_find ("turn_handle")); 2388 op->play_sound (sound_find ("turn_handle"));
2389 op->statusmsg ("You turn the handle.");
2386 tmp->value = tmp->value ? 0 : 1; 2390 tmp->value = tmp->value ? 0 : 1;
2387 SET_ANIMATION (tmp, tmp->value); 2391 SET_ANIMATION (tmp, tmp->value);
2388 update_object (tmp, UP_OBJ_FACE); 2392 update_object (tmp, UP_OBJ_FACE);
2389 push_button (tmp); 2393 push_button (tmp);
2390 return 1; 2394 return 1;
2391 2395
2392 case TRIGGER: 2396 case TRIGGER:
2393 if (check_trigger (tmp, op)) 2397 if (check_trigger (tmp, op))
2394 { 2398 {
2395 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2399 op->statusmsg ("You turn the handle.");
2396 op->play_sound (sound_find ("turn_handle")); 2400 op->play_sound (sound_find ("turn_handle"));
2397 } 2401 }
2398 else 2402 else
2399 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2403 op->failmsg ("The handle doesn't move.");
2400 2404
2401 return 1; 2405 return 1;
2402 2406
2403 case EXIT: 2407 case EXIT:
2404 if (op->type != PLAYER) 2408 if (op->type != PLAYER)
2405 return 0; 2409 return 0;
2406 2410
2407 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2408 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)));
2409 else 2413 else
2410 { 2414 {
2411 /* Don't display messages for random maps. */ 2415 /* Don't display messages for random maps. */
2412 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2413 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2417 op->statusmsg (tmp->msg, NDI_NAVY);
2414 2418
2415 op->enter_exit (tmp); 2419 op->enter_exit (tmp);
2416 } 2420 }
2417 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
2418 return 1; 2427 return 1;
2419 2428
2420 case SIGN: 2429 case SIGN:
2421 apply_sign (op, tmp, 0); 2430 apply_sign (op, tmp, 0);
2422 return 1; 2431 return 1;
2531 { 2540 {
2532 char buf[MAX_BUF]; 2541 char buf[MAX_BUF];
2533 timeofday_t tod; 2542 timeofday_t tod;
2534 2543
2535 get_tod (&tod); 2544 get_tod (&tod);
2536 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2537 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2538 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2539 op->play_sound (sound_find ("sound_clock")); 2545 op->play_sound (sound_find ("sound_clock"));
2540 new_draw_info (NDI_UNIQUE, 0, op, buf); 2546 op->statusmsg (format (
2547 "It is %d minute%s past %d o'clock %s",
2548 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2550 ));
2541 return 1; 2551 return 1;
2542 } 2552 }
2543 else 2553 else
2544 return 0; 2554 return 0;
2545 2555
2589 if (op->env && (pl->move_type & MOVE_FLYING)) 2599 if (op->env && (pl->move_type & MOVE_FLYING))
2590 { 2600 {
2591 /* player is flying and applying object not in inventory */ 2601 /* player is flying and applying object not in inventory */
2592 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2593 { 2603 {
2594 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2604 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2595 return 0; 2605 return 0;
2596 } 2606 }
2597 } 2607 }
2598 2608
2599 pl->contr->last_used = op; 2609 pl->contr->last_used = op;
2600 2610
2601 tmp = manual_apply (pl, op, aflag); 2611 tmp = manual_apply (pl, op, aflag);
2602 if (!quiet) 2612 if (!quiet)
2603 { 2613 {
2604 if (tmp == 0) 2614 if (tmp == 0)
2605 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)));
2606 else if (tmp == 2) 2616 else if (tmp == 2)
2607 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2617 op->failmsg ("You must get it first!\n");
2608 } 2618 }
2609 2619
2610 return tmp; 2620 return tmp;
2611} 2621}
2612 2622
2689 { 2699 {
2690 pl->combat_ob = 0; 2700 pl->combat_ob = 0;
2691 who->change_weapon (pl->ranged_ob); 2701 who->change_weapon (pl->ranged_ob);
2692 } 2702 }
2693 2703
2694 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2704 who->statusmsg (format ("You unwield %s.", query_name (op)));
2695 2705
2696 change_abil (who, op); 2706 change_abil (who, op);
2697 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2707 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2698 break; 2708 break;
2699 2709
2700 case SKILL: 2710 case SKILL:
2701 if (who->contr) 2711 if (who->contr)
2702 { 2712 {
2703 if (!op->invisible) 2713 if (!op->invisible)
2704 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)));
2705 else 2715 else
2706 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));
2707 } 2717 }
2708 2718
2709 change_abil (who, op); 2719 change_abil (who, op);
2710 CLEAR_FLAG (who, FLAG_READY_SKILL); 2720 CLEAR_FLAG (who, FLAG_READY_SKILL);
2711 break; 2721 break;
2718 case GLOVES: 2728 case GLOVES:
2719 case AMULET: 2729 case AMULET:
2720 case GIRDLE: 2730 case GIRDLE:
2721 case BRACERS: 2731 case BRACERS:
2722 case CLOAK: 2732 case CLOAK:
2723 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2733 who->statusmsg (format ("You unwear %s.", query_name (op)));
2724 change_abil (who, op); 2734 change_abil (who, op);
2725 break; 2735 break;
2726 2736
2727 case LAMP: 2737 case LAMP:
2728 { 2738 {
2729 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));
2730 2740
2731 object *tmp2 = arch_to_object (op->other_arch); 2741 object *tmp2 = arch_to_object (op->other_arch);
2732 tmp2->x = op->x; 2742 tmp2->x = op->x;
2733 tmp2->y = op->y; 2743 tmp2->y = op->y;
2734 tmp2->map = op->map; 2744 tmp2->map = op->map;
2749 2759
2750 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2760 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2751 { 2761 {
2752 if (who->contr) 2762 if (who->contr)
2753 { 2763 {
2754 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2764 who->failmsg ("Oops, it feels deadly cold!");
2755 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2765 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2756 } 2766 }
2757 } 2767 }
2758 2768
2759 if (who->contr) 2769 if (who->contr)
2772 { 2782 {
2773 pl->ranged_ob = 0; 2783 pl->ranged_ob = 0;
2774 who->change_weapon (pl->combat_ob); 2784 who->change_weapon (pl->combat_ob);
2775 } 2785 }
2776 2786
2777 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2787 who->statusmsg (format ("You unready %s.", query_name (op)));
2778 } 2788 }
2779 else 2789 else
2780 { 2790 {
2781 who->change_skill (0); 2791 who->change_skill (0);
2782 2792
2788 2798
2789 break; 2799 break;
2790 2800
2791 case BUILDER: 2801 case BUILDER:
2792 if (who->contr) 2802 if (who->contr)
2793 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2803 who->statusmsg (format ("You unready %s.", query_name (op)));
2794 break; 2804 break;
2795 2805
2796 default: 2806 default:
2797 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2807 who->statusmsg (format ("You unapply %s.", query_name (op)));
2798 break; 2808 break;
2799 } 2809 }
2800 2810
2801 who->update_stats (); 2811 who->update_stats ();
2802 2812
2869 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2879 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2870 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2871 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)))
2872 { 2882 {
2873 if (aflags & AP_PRINT) 2883 if (aflags & AP_PRINT)
2874 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2884 who->failmsg (query_name (tmp));
2875 else 2885 else
2876 unapply_special (who, tmp, aflags); 2886 unapply_special (who, tmp, aflags);
2877 } 2887 }
2878 else 2888 else
2879 { 2889 {
2880 /* 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.
2881 * 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
2882 * at least generate the message. 2892 * at least generate the message.
2883 */ 2893 */
2884 new_draw_info_format (NDI_UNIQUE, 0, who, 2894 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2885 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2886 query_name (tmp));
2887 return 1; 2895 return 1;
2888 } 2896 }
2889 2897
2890 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2898 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2891 { 2899 {
2914 2922
2915 /* 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 */
2916 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))))
2917 { 2925 {
2918 if (aflags & AP_PRINT) 2926 if (aflags & AP_PRINT)
2919 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2927 who->failmsg (query_name (tmp));
2920 else 2928 else
2921 unapply_special (who, tmp, aflags); 2929 unapply_special (who, tmp, aflags);
2922 } 2930 }
2923 else 2931 else
2924 { 2932 {
2925 /* Cursed item that we can't unequip - tell the player. 2933 /* Cursed item that we can't unequip - tell the player.
2926 * 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,
2927 * 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
2928 * one cursed ring.) 2936 * one cursed ring.)
2929 */ 2937 */
2930 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); 2938 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2931 } 2939 }
2932 2940
2933 last = tmp->below; 2941 last = tmp->below;
2934 } 2942 }
2935 /* 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
3116 if (basic_flag == AP_APPLY) 3124 if (basic_flag == AP_APPLY)
3117 return 0; 3125 return 0;
3118 3126
3119 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)))
3120 { 3128 {
3121 new_draw_info_format (NDI_UNIQUE, 0, who, 3129 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3122 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3123 query_name (op));
3124 return 1; 3130 return 1;
3125 } 3131 }
3126 3132
3127 return unapply_special (who, op, aflags); 3133 return unapply_special (who, op, aflags);
3128 } 3134 }
3144 /* 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 */
3145 if (int i = can_apply_object (who, op)) 3151 if (int i = can_apply_object (who, op))
3146 { 3152 {
3147 if (i & CAN_APPLY_NEVER) 3153 if (i & CAN_APPLY_NEVER)
3148 { 3154 {
3149 new_draw_info_format (NDI_UNIQUE, 0, who, 3155 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3150 "You don't have the body to use a %s. H<You can never apply this item.>",
3151 query_name (op));
3152 return 1; 3156 return 1;
3153 } 3157 }
3154 else if (i & CAN_APPLY_RESTRICTION) 3158 else if (i & CAN_APPLY_RESTRICTION)
3155 { 3159 {
3156 new_draw_info_format (NDI_UNIQUE, 0, who, 3160 who->failmsg (format (
3157 "You have a prohibition against using a %s. " 3161 "You have a prohibition against using a %s. "
3158 "H<Your belief, profession or class prevents you from applying this item.>", 3162 "H<Your belief, profession or class prevents you from applying this item.>",
3159 query_name (op)); 3163 query_name (op)
3164 ));
3160 return 1; 3165 return 1;
3161 } 3166 }
3162 3167
3163 if (who->type != PLAYER) 3168 if (who->type != PLAYER)
3164 { 3169 {
3168 } 3173 }
3169 else 3174 else
3170 { 3175 {
3171 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))
3172 { 3177 {
3173 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:");
3174 unapply_for_ob (who, op, AP_PRINT); 3179 unapply_for_ob (who, op, AP_PRINT);
3175 return 1; 3180 return 1;
3176 } 3181 }
3177 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))
3178 if (unapply_for_ob (who, op, aflags)) 3183 if (unapply_for_ob (who, op, aflags))
3184 { 3189 {
3185 skop = find_skill_by_name (who, op->skill); 3190 skop = find_skill_by_name (who, op->skill);
3186 3191
3187 if (!skop) 3192 if (!skop)
3188 { 3193 {
3189 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));
3190 return 1; 3195 return 1;
3191 } 3196 }
3192 else 3197 else
3193 /* While experience will be credited properly, we want to change the 3198 /* While experience will be credited properly, we want to change the
3194 * skill so that the dam and wc get updated 3199 * skill so that the dam and wc get updated
3198 3203
3199 if (who->type == PLAYER 3204 if (who->type == PLAYER
3200 && op->item_power 3205 && op->item_power
3201 && 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)
3202 { 3207 {
3203 new_draw_info (NDI_UNIQUE, 0, who,
3204 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3208 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3205 return 1; 3209 return 1;
3206 } 3210 }
3207 3211
3208 /* 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.
3209 * Note that we don't have the checks for can_use_... 3213 * Note that we don't have the checks for can_use_...
3220 switch (op->type) 3224 switch (op->type)
3221 { 3225 {
3222 case WEAPON: 3226 case WEAPON:
3223 if (!check_weapon_power (who, op->last_eat)) 3227 if (!check_weapon_power (who, op->last_eat))
3224 { 3228 {
3225 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);
3226 "It would consume your soul!." LACK_ITEM_POWER);
3227 3230
3228 if (tmp) 3231 if (tmp)
3229 insert_ob_in_ob (tmp, who); 3232 insert_ob_in_ob (tmp, who);
3230 3233
3231 return 1; 3234 return 1;
3235 // i.e. "R" can use Ragnarok's sword. 3238 // i.e. "R" can use Ragnarok's sword.
3236 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3237 { 3240 {
3238 /* 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. */
3239 /* (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) */
3240 new_draw_info (NDI_UNIQUE, 0, who, 3243 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3241 "The weapon does not recognize you as its owner. "
3242 "H<Its name indicates that it belongs to somebody else.>");
3243 3244
3244 if (tmp) 3245 if (tmp)
3245 insert_ob_in_ob (tmp, who); 3246 insert_ob_in_ob (tmp, who);
3246 3247
3247 return 1; 3248 return 1;
3248 } 3249 }
3249 3250
3250 if (!skop) 3251 if (!skop)
3251 { 3252 {
3252 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
3253 return 1; 3254 return 1;
3254 } 3255 }
3255 3256
3256 SET_FLAG (op, FLAG_APPLIED); 3257 SET_FLAG (op, FLAG_APPLIED);
3257 who->change_skill (skop); 3258 who->change_skill (skop);
3258 3259
3259 if (who->contr) 3260 if (who->contr)
3260 who->change_weapon (who->contr->combat_ob = op); 3261 who->change_weapon (who->contr->combat_ob = op);
3261 3262
3262 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3263 who->statusmsg (format ("You wield %s.", query_name (op)));
3263 3264
3264 SET_FLAG (who, FLAG_READY_WEAPON); 3265 SET_FLAG (who, FLAG_READY_WEAPON);
3265 change_abil (who, op); 3266 change_abil (who, op);
3266 break; 3267 break;
3267 3268
3274 case BRACERS: 3275 case BRACERS:
3275 case CLOAK: 3276 case CLOAK:
3276 case RING: 3277 case RING:
3277 case AMULET: 3278 case AMULET:
3278 SET_FLAG (op, FLAG_APPLIED); 3279 SET_FLAG (op, FLAG_APPLIED);
3279 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3280 who->statusmsg (format ("You wear %s.", query_name (op)));
3280 change_abil (who, op); 3281 change_abil (who, op);
3281 break; 3282 break;
3282 3283
3283 case LAMP: 3284 case LAMP:
3284 if (op->stats.food < 1) 3285 if (op->stats.food < 1)
3285 { 3286 {
3286 new_draw_info_format (NDI_UNIQUE, 0, who, 3287 who->failmsg (format (
3287 "Your %s is out of fuel! " 3288 "Your %s is out of fuel! "
3288 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name); 3289 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3290 &op->name
3291 ));
3289 return 1; 3292 return 1;
3290 } 3293 }
3291 3294
3292 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
3293 tmp2 = arch_to_object (op->other_arch); 3297 tmp2 = arch_to_object (op->other_arch);
3294 tmp2->stats.food = op->stats.food; 3298 tmp2->stats.food = op->stats.food;
3295 SET_FLAG (tmp2, FLAG_APPLIED); 3299 SET_FLAG (tmp2, FLAG_APPLIED);
3296 3300
3297 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3301 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3316 who->update_stats (); 3320 who->update_stats ();
3317 3321
3318 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3322 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3319 if (who->type == PLAYER) 3323 if (who->type == PLAYER)
3320 { 3324 {
3321 new_draw_info (NDI_UNIQUE, 0, who,
3322 "Oops, it feels deadly cold! "
3323 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"); 3325 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3324 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3326 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3325 } 3327 }
3326 3328
3327 if (who->type == PLAYER) 3329 if (who->type == PLAYER)
3328 esrv_send_item (who, tmp2); 3330 esrv_send_item (who, tmp2);
3356 who->change_weapon (pl->combat_ob = item); 3358 who->change_weapon (pl->combat_ob = item);
3357 goto found_weapon; 3359 goto found_weapon;
3358 } 3360 }
3359 } 3361 }
3360 3362
3361 new_draw_info_format (NDI_UNIQUE, 0, who, 3363 who->failmsg (format (
3362 "You need to apply a '%s' melee weapon before readying this skill. " 3364 "You need to apply a '%s' melee weapon before readying this skill. "
3363 "H<Some skills need an item, in this case a melee weapon, to function.>", 3365 "H<Some skills need an item, in this case a melee weapon, to function.>",
3364 &op->skill); 3366 &op->skill
3367 ));
3365 return 1; 3368 return 1;
3366 3369
3367 found_weapon:; 3370 found_weapon:;
3368 } 3371 }
3369 else 3372 else
3379 //TODO: bows should/must all have skill missile weapon right now 3382 //TODO: bows should/must all have skill missile weapon right now
3380 who->change_weapon (pl->ranged_ob = item); 3383 who->change_weapon (pl->ranged_ob = item);
3381 goto found_bow; 3384 goto found_bow;
3382 } 3385 }
3383 3386
3384 new_draw_info (NDI_UNIQUE, 0, who, 3387 who->failmsg (
3385 "You need to apply a missile weapon before readying this skill. " 3388 "You need to apply a missile weapon before readying this skill. "
3386 "H<Some skills need an item, in this case a missile weapon, to function.>"); 3389 "H<Some skills need an item, in this case a missile weapon, to function.>"
3390 );
3387 return 1; 3391 return 1;
3388 3392
3389 found_bow:; 3393 found_bow:;
3390 } 3394 }
3391 else 3395 else
3392 who->change_weapon (pl->ranged_ob = op); 3396 who->change_weapon (pl->ranged_ob = op);
3393 } 3397 }
3394 3398
3395 if (!op->invisible) 3399 if (!op->invisible)
3396 { 3400 {
3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3401 who->statusmsg (format (
3398 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 ));
3399 } 3407 }
3400 else 3408 else
3401 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));
3402 } 3410 }
3403 else 3411 else
3404 { 3412 {
3405 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3406 change_abil (who, op); 3414 change_abil (who, op);
3411 break; 3419 break;
3412 3420
3413 case BOW: 3421 case BOW:
3414 if (!check_weapon_power (who, op->last_eat)) 3422 if (!check_weapon_power (who, op->last_eat))
3415 { 3423 {
3416 new_draw_info (NDI_UNIQUE, 0, who,
3417 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); 3424 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3418 3425
3419 if (tmp) 3426 if (tmp)
3420 insert_ob_in_ob (tmp, who); 3427 insert_ob_in_ob (tmp, who);
3421 3428
3422 return 1; 3429 return 1;
3423 } 3430 }
3424 3431
3425 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3432 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3426 { 3433 {
3427 new_draw_info (NDI_UNIQUE, 0, who,
3428 "The weapon does not recognize you as its owner. " 3434 who->failmsg ("The weapon does not recognize you as its owner. "
3429 "H<Its name indicates that it belongs to somebody else.>"); 3435 "H<Its name indicates that it belongs to somebody else.>");
3430 if (tmp) 3436 if (tmp)
3431 insert_ob_in_ob (tmp, who); 3437 insert_ob_in_ob (tmp, who);
3432 3438
3433 return 1; 3439 return 1;
3439 case HORN: 3445 case HORN:
3440 /* check for skill, alter player status */ 3446 /* check for skill, alter player status */
3441 3447
3442 if (!skop) 3448 if (!skop)
3443 { 3449 {
3444 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
3445 return 1; 3451 return 1;
3446 } 3452 }
3447 3453
3448 SET_FLAG (op, FLAG_APPLIED); 3454 SET_FLAG (op, FLAG_APPLIED);
3449 who->change_skill (skop); 3455 who->change_skill (skop);
3450 3456
3451 if (who->contr) 3457 if (who->contr)
3452 { 3458 {
3453 who->contr->ranged_ob = op; 3459 who->contr->ranged_ob = op;
3454 3460
3455 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3461 who->statusmsg (format ("You ready %s.", query_name (op)));
3456 3462
3457 if (op->type == BOW) 3463 if (op->type == BOW)
3458 { 3464 {
3459 who->current_weapon = op; 3465 who->current_weapon = op;
3460 change_abil (who, op); 3466 change_abil (who, op);
3461 new_draw_info_format (NDI_UNIQUE, 0, who,
3462 "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)));
3463 } 3468 }
3464 } 3469 }
3465 else 3470 else
3466 { 3471 {
3467 if (op->type == BOW) 3472 if (op->type == BOW)
3477 { 3482 {
3478 //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?)
3479 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3484 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3480 unapply_special (who, who->contr->ranged_ob, 0); 3485 unapply_special (who, who->contr->ranged_ob, 0);
3481 3486
3482 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)));
3483 3488
3484 who->contr->ranged_ob = op; 3489 who->contr->ranged_ob = op;
3485 } 3490 }
3486 break; 3491 break;
3487 3492
3488 default: 3493 default:
3489 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3494 who->statusmsg (format ("You apply %s.", query_name (op)));
3490 } /* end of switch op->type */ 3495 }
3491 3496
3492 SET_FLAG (op, FLAG_APPLIED); 3497 SET_FLAG (op, FLAG_APPLIED);
3493 3498
3494 if (tmp) 3499 if (tmp)
3495 tmp = insert_ob_in_ob (tmp, who); 3500 tmp = insert_ob_in_ob (tmp, who);
3504 SET_FLAG (op, FLAG_BEEN_APPLIED); 3509 SET_FLAG (op, FLAG_BEEN_APPLIED);
3505 3510
3506 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3507 if (who->type == PLAYER) 3512 if (who->type == PLAYER)
3508 { 3513 {
3509 new_draw_info (NDI_UNIQUE, 0, who, 3514 who->failmsg (
3510 "Oops, it feels deadly cold! " 3515 "Oops, it feels deadly cold! "
3511 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"); 3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3517 );
3512 SET_FLAG (op, FLAG_KNOWN_CURSED); 3518 SET_FLAG (op, FLAG_KNOWN_CURSED);
3513 } 3519 }
3514 3520
3515 if (who->type == PLAYER) 3521 if (who->type == PLAYER)
3516 { 3522 {
3754 { 3760 {
3755 if (QUERY_FLAG (food, FLAG_CURSED)) 3761 if (QUERY_FLAG (food, FLAG_CURSED))
3756 { 3762 {
3757 assign (who->contr->killer, food->name); 3763 assign (who->contr->killer, food->name);
3758 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3764 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3759 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3765 who->failmsg ("Eck!...that was poisonous!");
3760 } 3766 }
3761 else 3767 else
3762 { 3768 {
3763 if (food->stats.hp > 0) 3769 if (food->stats.hp > 0)
3764 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3770 who->statusmsg ("You begin to feel better.");
3765 else 3771 else
3766 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3772 who->failmsg ("Eck!...that was poisonous!");
3773
3767 who->stats.hp += food->stats.hp; 3774 who->stats.hp += food->stats.hp;
3768 } 3775 }
3769 } 3776 }
3770 if (food->stats.sp != 0) 3777 if (food->stats.sp != 0)
3771 { 3778 {
3772 if (QUERY_FLAG (food, FLAG_CURSED)) 3779 if (QUERY_FLAG (food, FLAG_CURSED))
3773 { 3780 {
3774 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3781 who->failmsg ("You are drained of mana!");
3775 who->stats.sp -= food->stats.sp; 3782 who->stats.sp -= food->stats.sp;
3776 if (who->stats.sp < 0) 3783 if (who->stats.sp < 0)
3777 who->stats.sp = 0; 3784 who->stats.sp = 0;
3778 } 3785 }
3779 else 3786 else
3780 { 3787 {
3781 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3788 who->statusmsg ("You feel a rush of magical energy!");
3782 who->stats.sp += food->stats.sp; 3789 who->stats.sp += food->stats.sp;
3783 /* place limit on max sp from food? */ 3790 /* place limit on max sp from food? */
3784 } 3791 }
3785 } 3792 }
3793
3786 who->update_stats (); 3794 who->update_stats ();
3787} 3795}
3788 3796
3789/** 3797/**
3790 * Designed primarily to light torches/lanterns/etc. 3798 * Designed primarily to light torches/lanterns/etc.
3817 } 3825 }
3818 else 3826 else
3819 lighter->stats.food--; 3827 lighter->stats.food--;
3820 } 3828 }
3821 else if (lighter->last_eat) 3829 else if (lighter->last_eat)
3830 {
3822 { /* no charges left in lighter */ 3831 /* no charges left in lighter */
3823 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));
3824 return; 3833 return;
3825 } 3834 }
3826 3835
3827 /* 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?
3828 * 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
3834 3843
3835 save_throw_object (item, AT_FIRE, who); 3844 save_throw_object (item, AT_FIRE, who);
3836 3845
3837 if (item->destroyed ()) 3846 if (item->destroyed ())
3838 { 3847 {
3839 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));
3840 /* Need to update the player so that the players glow radius 3849 /* Need to update the player so that the players glow radius
3841 * gets changed. 3850 * gets changed.
3842 */ 3851 */
3843 if (is_player_env) 3852 if (is_player_env)
3844 who->update_stats (); 3853 who->update_stats ();
3845 } 3854 }
3846 else 3855 else
3847 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));
3848 } 3857 }
3849 else /* nothing to light */ 3858 else
3850 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3859 who->failmsg ("You need to mark a lightable object.");
3851
3852} 3860}
3853 3861
3854/** 3862/**
3855 * 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.
3856 * scroll_failure()- hacked directly from spell_failure 3864 * scroll_failure()- hacked directly from spell_failure
3863 3871
3864 if (failure <= -1 && failure > -15) 3872 if (failure <= -1 && failure > -15)
3865 { /* wonder */ 3873 { /* wonder */
3866 object *tmp; 3874 object *tmp;
3867 3875
3868 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!"); 3876 op->failmsg ("Your spell warps!");
3869 tmp = get_archetype (SPELL_WONDER); 3877 tmp = get_archetype (SPELL_WONDER);
3870 cast_wonder (op, op, 0, tmp); 3878 cast_wonder (op, op, 0, tmp);
3871 tmp->destroy (); 3879 tmp->destroy ();
3872 } 3880 }
3873 else if (failure <= -15 && failure > -35) 3881 else if (failure <= -15 && failure > -35)
3874 { /* drain mana */ 3882 { /* drain mana */
3875 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3883 op->failmsg ("Your mana is drained!");
3876 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3884 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3877 if (op->stats.sp < 0) 3885 if (op->stats.sp < 0)
3878 op->stats.sp = 0; 3886 op->stats.sp = 0;
3879 } 3887 }
3880 else if (settings.spell_failure_effects == TRUE) 3888 else if (settings.spell_failure_effects == TRUE)
3881 { 3889 {
3882 if (failure <= -35 && failure > -60) 3890 if (failure <= -35 && failure > -60)
3883 { /* confusion */ 3891 { /* confusion */
3884 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3892 op->failmsg ("The magic recoils on you!");
3885 confuse_player (op, op, power); 3893 confuse_player (op, op, power);
3886 } 3894 }
3887 else if (failure <= -60 && failure > -70) 3895 else if (failure <= -60 && failure > -70)
3888 { /* paralysis */ 3896 { /* paralysis */
3889 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3897 op->failmsg ("The magic recoils and paralyzes you!");
3890 paralyze_player (op, op, power); 3898 paralyze_player (op, op, power);
3891 } 3899 }
3892 else if (failure <= -70 && failure > -80) 3900 else if (failure <= -70 && failure > -80)
3893 { /* blind */ 3901 { /* blind */
3894 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3902 op->failmsg ("The magic recoils on you!");
3895 blind_player (op, op, power); 3903 blind_player (op, op, power);
3896 } 3904 }
3897 else if (failure <= -80) 3905 else if (failure <= -80)
3898 { /* blast the immediate area */ 3906 { /* blast the immediate area */
3899 object *tmp = get_archetype (LOOSE_MANA); 3907 object *tmp = get_archetype (LOOSE_MANA);
3900 cast_magic_storm (op, tmp, power); 3908 cast_magic_storm (op, tmp, power);
3901 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3909 op->failmsg ("You unleash uncontrolled mana!");
3902 tmp->destroy (); 3910 tmp->destroy ();
3903 } 3911 }
3904 } 3912 }
3905} 3913}
3906 3914
4018 4026
4019 marked = find_marked_object (pl); 4027 marked = find_marked_object (pl);
4020 4028
4021 if (!marked) 4029 if (!marked)
4022 { 4030 {
4023 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)));
4024 return; 4032 return;
4025 } 4033 }
4026 4034
4027 if (!marked->slaying) 4035 if (!marked->slaying)
4028 { 4036 {
4029 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)));
4030 return; 4038 return;
4031 } 4039 }
4032 4040
4033 /* check whether they are compatible or not */ 4041 /* check whether they are compatible or not */
4034 find = strstr (marked->slaying, transformer->arch->archname); 4042 find = strstr (marked->slaying, transformer->arch->archname);
4035 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4036 { 4044 {
4037 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)));
4038 return; 4046 return;
4039 } 4047 }
4040 4048
4041 find += strlen (transformer->arch->archname) + 1; 4049 find += strlen (transformer->arch->archname) + 1;
4042 /* 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 */
4052 else 4060 else
4053 yield = 1; 4061 yield = 1;
4054 4062
4055 while (isdigit (*find)) 4063 while (isdigit (*find))
4056 find++; 4064 find++;
4065
4057 while (*find == ' ') 4066 while (*find == ' ')
4058 find++; 4067 find++;
4059 4068
4060 memset (got, 0, MAX_BUF); 4069 memset (got, 0, MAX_BUF);
4061 4070
4072 4081
4073 /* Now create new item, remove used ones when required. */ 4082 /* Now create new item, remove used ones when required. */
4074 new_item = get_archetype (got); 4083 new_item = get_archetype (got);
4075 if (!new_item) 4084 if (!new_item)
4076 { 4085 {
4077 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)));
4078 return; 4087 return;
4079 } 4088 }
4080 4089
4081 new_item->nrof = yield; 4090 new_item->nrof = yield;
4091
4082 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
4083 insert_ob_in_ob (new_item, pl); 4094 insert_ob_in_ob (new_item, pl);
4084 esrv_send_inventory (pl, pl); 4095 esrv_send_inventory (pl, pl);
4085 /* Eat up one item */ 4096 /* Eat up one item */
4086 decrease_ob_nr (marked, 1); 4097 decrease_ob_nr (marked, 1);
4087 4098
4088 /* Eat one transformer if needed */ 4099 /* Eat one transformer if needed */
4089 if (transformer->stats.food) 4100 if (transformer->stats.food)
4090 if (--transformer->stats.food == 0) 4101 if (--transformer->stats.food == 0)
4091 decrease_ob_nr (transformer, 1); 4102 decrease_ob_nr (transformer, 1);
4092} 4103}
4104

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