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/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.123 by root, Thu Aug 16 06:36:56 2007 UTC vs.
Revision 1.127 by root, Fri Aug 17 21:18:01 2007 UTC

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 dynbuf_text buf; 97 dynbuf_text buf;
98 98
99 object *id, *marked;
100
101 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
102 return 0; 100 return 0;
103 101
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
106 */ 104 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108 return 0; 106 return 0;
109 107
110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
112 * identified. If it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
113 */ 110 */
111 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 113 {
116 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
117 { 115 {
118 identify (marked); 116 identify (marked);
119 117
120 buf.printf ("You have %s.", long_desc (marked, pl)); 118 buf.printf ("You have %s.", long_desc (marked, pl));
121 if (marked->msg) 119 if (marked->msg)
122 buf << "The item has a story:\n" << marked->msg; 120 buf << "The item has a story:\n" << marked->msg;
123 121
124 return money == NULL; 122 return !money;
125 } 123 }
126 } 124 }
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);
135 133
136 buf.printf ("You have %s.", long_desc (id, pl)); 134 buf.printf ("You have %s.", long_desc (id, pl));
137 if (marked->msg) 135 if (id->msg)
138 buf << "The item has a story:\n" << marked->msg; 136 buf << "The item has a story:\n" << id->msg;
139 137
140 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
141 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
142 break; 140 break;
143 } 141 }
144 else 142 else
145 { 143 {
146 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150 } 148 }
151 149
152 if (buf.empty ()) 150 if (buf.empty ())
153 buf << ("You have nothing that needs identifying"); 151 buf << ("You have nothing that needs identifying");
154 152
155 pl->contr->infobox (buf); 153 pl->contr->infobox ("Identify", buf);
156 154
157 return !money; 155 return !money;
158} 156}
159 157
160/** 158/**
197 195
198 floor = GET_MAP_OB (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
199 197
200 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)
201 { 199 {
202 op->errormsg ("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!");
203 201
204 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0; 203 return 0;
206 } 204 }
207 205
314 else 312 else
315 { /* cursed potion */ 313 { /* cursed potion */
316 if (got_one) 314 if (got_one)
317 { 315 {
318 op->update_stats (); 316 op->update_stats ();
319 op->errormsg ("The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
320 } 318 }
321 else 319 else
322 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); 320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
323 } 321 }
324 322
336 { 334 {
337 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
338 { 336 {
339 object *fball; 337 object *fball;
340 338
341 op->errormsg ("Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
342 340
343 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
344 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
345 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;
346 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;
552 if (improver->slaying) 550 if (improver->slaying)
553 { 551 {
554 count = check_item (op, improver->slaying); 552 count = check_item (op, improver->slaying);
555 if (count < 1) 553 if (count < 1)
556 { 554 {
557 op->errormsg (format ("The gods want more %ss", &improver->slaying)); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
558 return 0; 556 return 0;
559 } 557 }
560 } 558 }
561 else 559 else
562 count = 1; 560 count = 1;
576 574
577 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
578 op->update_stats (); 576 op->update_stats ();
579 577
580 op->statusmsg (format ( 578 op->statusmsg (format (
581 "Your sacrifice was accepted.\n" 579 "Your sacrifice was accepted.\n"
582 "Weapon's bonus to %s improved by %d.", 580 "Weapon's bonus to %s improved by %d.",
583 statname, sacrifice_count 581 statname, sacrifice_count
584 )); 582 ));
585 583
586 return 1; 584 return 1;
587} 585}
588 586
609 int sacrifice_count, i; 607 int sacrifice_count, i;
610 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
611 609
612 if (weapon->level != 0) 610 if (weapon->level != 0)
613 { 611 {
614 op->errormsg ("Weapon is already prepared!"); 612 op->failmsg ("Weapon is already prepared!");
615 return 0; 613 return 0;
616 } 614 }
617 615
618 for (i = 0; i < NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
619 if (weapon->resist[i]) 617 if (weapon->resist[i])
625 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
626 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
627 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
628 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
629 { 627 {
630 op->errormsg ("You cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons.");
631 return 0; 629 return 0;
632 } 630 }
633 631
634 sacrifice_count = check_sacrifice (op, improver); 632 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 633 if (sacrifice_count <= 0)
637 635
638 weapon->level = isqrt (sacrifice_count); 636 weapon->level = isqrt (sacrifice_count);
639 eat_item (op, improver->slaying, sacrifice_count); 637 eat_item (op, improver->slaying, sacrifice_count);
640 638
641 op->statusmsg (format ( 639 op->statusmsg (format (
642 "Your sacrifice was accepted." 640 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.", 641 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level 642 &weapon->name, weapon->level
645 )); 643 ));
646 644
647 sprintf (buf, "%s's %s", &op->name, &weapon->name); 645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf; 646 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same 647 weapon->nrof = 0; /* prevents preparing n weapons in the same
673 if (improver->stats.sp == IMPROVE_PREPARE) 671 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon); 672 return prepare_weapon (op, improver, weapon);
675 673
676 if (weapon->level == 0) 674 if (weapon->level == 0)
677 { 675 {
678 op->errormsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
679 return 0; 677 return 0;
680 } 678 }
681 679
682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
683 { 681 {
684 op->errormsg ("This weapon cannot be improved any more."); 682 op->failmsg ("This weapon cannot be improved any more.");
685 return 0; 683 return 0;
686 } 684 }
687 685
688 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))
689 { 687 {
690 op->errormsg ("Improving the weapon will make it too " 688 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you " 689 "powerful for you to use. Unready it if you "
692 "really want to improve it."); 690 "really want to improve it.");
693 return 0; 691 return 0;
694 } 692 }
695 693
741 sacrifice_needed *= 2; 739 sacrifice_needed *= 2;
742 740
743 sacrifice_count = check_sacrifice (op, improver); 741 sacrifice_count = check_sacrifice (op, improver);
744 if (sacrifice_count < sacrifice_needed) 742 if (sacrifice_count < sacrifice_needed)
745 { 743 {
746 op->errormsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
747 return 0; 745 return 0;
748 } 746 }
749 747
750 eat_item (op, improver->slaying, sacrifice_needed); 748 eat_item (op, improver->slaying, sacrifice_needed);
751 weapon->item_power++; 749 weapon->item_power++;
758 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom"); 756 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
759 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma"); 757 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
760 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence"); 758 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power"); 759 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
762 default: 760 default:
763 op->errormsg ("Unknown improvement type."); 761 op->failmsg ("Unknown improvement type.");
764 } 762 }
765 763
766 LOG (llevError, "improve_weapon: Got to end of function\n"); 764 LOG (llevError, "improve_weapon: Got to end of function\n");
767 return 0; 765 return 0;
768} 766}
780 if (op->type != PLAYER) 778 if (op->type != PLAYER)
781 return 0; 779 return 0;
782 780
783 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))
784 { 782 {
785 op->errormsg ("Something blocks the magic of the scroll!"); 783 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 784 return 0;
787 } 785 }
788 786
789 otmp = find_marked_object (op); 787 otmp = find_marked_object (op);
790 if (!otmp) 788 if (!otmp)
791 { 789 {
792 op->errormsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 return 0; 791 return 0;
794 } 792 }
795 793
796 if (otmp->type != WEAPON && otmp->type != BOW) 794 if (otmp->type != WEAPON && otmp->type != BOW)
797 { 795 {
798 op->errormsg ("Marked item is not a weapon or bow!"); 796 op->failmsg ("Marked item is not a weapon or bow!");
799 return 0; 797 return 0;
800 } 798 }
801 799
802 op->statusmsg ("Applied weapon builder."); 800 op->statusmsg ("Applied weapon builder.");
803 801
833{ 831{
834 object *tmp; 832 object *tmp;
835 833
836 if (armour->magic >= settings.armor_max_enchant) 834 if (armour->magic >= settings.armor_max_enchant)
837 { 835 {
838 op->errormsg ("This armour can not be enchanted any further!"); 836 op->failmsg ("This armour can not be enchanted any further!");
839 return 0; 837 return 0;
840 } 838 }
841 /* 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,
842 * 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.
843 * 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
844 * of gnarg and what not?) 842 * of gnarg and what not?)
845 */ 843 */
846 if (armour->title) 844 if (armour->title)
847 { 845 {
848 op->errormsg ("This armour will not accept further enchantment."); 846 op->failmsg ("This armour will not accept further enchantment.");
849 return 0; 847 return 0;
850 } 848 }
851 849
852 /* Split objects if needed. Can't insert tmp until the 850 /* Split objects if needed. Can't insert tmp until the
853 * end of this function - otherwise it will just re-merge. 851 * end of this function - otherwise it will just re-merge.
1054 1052
1055 op->contr->last_used = 0; 1053 op->contr->last_used = 0;
1056 1054
1057 if (sack->env && sack->env != op) 1055 if (sack->env && sack->env != op)
1058 { 1056 {
1059 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.");
1060 return 1; 1058 return 1;
1061 } 1059 }
1062 1060
1063 // 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
1064 if (sack->flag [FLAG_APPLIED]) 1062 if (sack->flag [FLAG_APPLIED])
1070 return 1; 1068 return 1;
1071 } 1069 }
1072 else if (!sack->env) 1070 else if (!sack->env)
1073 { 1071 {
1074 // active, but not ours: some other player has opened it 1072 // active, but not ours: some other player has opened it
1075 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)));
1076 return 1; 1074 return 1;
1077 } 1075 }
1078 1076
1079 // fall through to opening it (active in inv) 1077 // fall through to opening it (active in inv)
1080 } 1078 }
1082 { 1080 {
1083 // 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
1084 op->close_container (); 1082 op->close_container ();
1085 sack->flag [FLAG_APPLIED] = 1; 1083 sack->flag [FLAG_APPLIED] = 1;
1086 esrv_update_item (UPD_FLAGS, op, sack); 1084 esrv_update_item (UPD_FLAGS, op, sack);
1087 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1088 return 1; 1086 return 1;
1089 } 1087 }
1090 1088
1091 // it's locked? 1089 // it's locked?
1092 if (sack->slaying) 1090 if (sack->slaying)
1093 { 1091 {
1094 if (object *tmp = find_key (op, op, sack)) 1092 if (object *tmp = find_key (op, op, sack))
1095 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)));
1096 else 1094 else
1097 { 1095 {
1098 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)));
1099 return 1; 1097 return 1;
1100 } 1098 }
1101 } 1099 }
1102 1100
1103 op->open_container (sack); 1101 op->open_container (sack);
1122 * 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
1123 * is up to map designers to use them properly. 1121 * is up to map designers to use them properly.
1124 */ 1122 */
1125 if (altar->inv && altar->inv->type == SPELL) 1123 if (altar->inv && altar->inv->type == SPELL)
1126 { 1124 {
1127 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));
1128 cast_spell (originator, altar, 0, altar->inv, NULL); 1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1129 /* If it is connected, push the button. Fixes some problems with 1127 /* If it is connected, push the button. Fixes some problems with
1130 * old maps. 1128 * old maps.
1131 */ 1129 */
1132 1130
1133/* push_button (altar);*/ 1131/* push_button (altar);*/
1134 } 1132 }
1230 op->contr->play_sound (sound_find ("shop_enter")); 1228 op->contr->play_sound (sound_find ("shop_enter"));
1231 else 1229 else
1232 op->contr->play_sound (sound_find ("shop_leave")); 1230 op->contr->play_sound (sound_find ("shop_leave"));
1233 1231
1234 if (shop_mat->msg) 1232 if (shop_mat->msg)
1235 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1233 op->statusmsg (shop_mat->msg);
1236 /* 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,
1237 * 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
1238 * actually the shop floor. 1236 * actually the shop floor.
1239 */ 1237 */
1240 else if (!rv && !is_in_shop (op)) 1238 else if (!rv && !is_in_shop (op))
1241 { 1239 {
1242 opinion = shopkeeper_approval (op->map, op); 1240 opinion = shopkeeper_approval (op->map, op);
1243 1241
1244 if (opinion > 0.9) 1242 op->statusmsg (
1245 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."
1246 else if (opinion > 0.75) 1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1247 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1248 else if (opinion > 0.5) 1246 : "The shopkeeper glares at you with contempt."
1249 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1250 else 1247 );
1251 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1252 } 1248 }
1253 } 1249 }
1254 else 1250 else
1255 { 1251 {
1256 /* 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
1280static void 1276static void
1281apply_sign (object *op, object *sign, int autoapply) 1277apply_sign (object *op, object *sign, int autoapply)
1282{ 1278{
1283 readable_message_type *msgType; 1279 readable_message_type *msgType;
1284 1280
1285 if (sign->msg == NULL) 1281 if (!sign->msg)
1286 { 1282 {
1287 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1283 op->statusmsg ("Nothing is written on it.");
1288 return; 1284 return;
1289 } 1285 }
1290 1286
1291 if (sign->stats.food) 1287 if (sign->stats.food)
1292 { 1288 {
1293 if (sign->last_eat >= sign->stats.food) 1289 if (sign->last_eat >= sign->stats.food)
1294 { 1290 {
1295 if (!sign->move_on) 1291 if (!sign->move_on)
1296 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1292 op->statusmsg ("You cannot read it anymore.");
1297 1293
1298 return; 1294 return;
1299 } 1295 }
1300 1296
1301 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1307 * 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
1308 * to us). 1304 * to us).
1309 */ 1305 */
1310 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)
1311 { 1307 {
1312 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1308 op->failmsg ("You are unable to read while blind!");
1313 return; 1309 return;
1314 } 1310 }
1315 1311
1316 if (op->contr) 1312 if (op->contr)
1317 if (client *ns = op->contr->ns) 1313 if (client *ns = op->contr->ns)
1469 1465
1470 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1471 { 1467 {
1472 if (!sound_was_played) 1468 if (!sound_was_played)
1473 { 1469 {
1474 trap->play_sound (sound_find ("fall_hole")); 1470 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1475 sound_was_played = 1; 1471 sound_was_played = 1;
1476 } 1472 }
1477 1473
1478 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1474 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1479 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);
1480 } 1476 }
1481 } 1477 }
1482 goto leave; 1478 goto leave;
1483 } 1479 }
1484 1480
1485 case CONVERTER: 1481 case CONVERTER:
1486 if (convert_item (victim, trap) < 0) 1482 if (convert_item (victim, trap) < 0)
1487 { 1483 {
1488 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)));
1489 get_archetype ("burnout")->insert_at (trap, trap); 1485 get_archetype ("burnout")->insert_at (trap, trap);
1490 } 1486 }
1491 1487
1492 goto leave; 1488 goto leave;
1493 1489
1514 * Processing will happen if the head runs into the pit 1510 * Processing will happen if the head runs into the pit
1515 */ 1511 */
1516 if (victim->head) 1512 if (victim->head)
1517 goto leave; 1513 goto leave;
1518 1514
1519 victim->play_sound (sound_find ("fall_hole")); 1515 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1520 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1516 victim->statusmsg ("You fall through the hole!", NDI_RED);
1521 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1522 goto leave; 1518 goto leave;
1523 1519
1524 case EXIT: 1520 case EXIT:
1525 if (victim->type == PLAYER && EXIT_PATH (trap)) 1521 if (victim->type == PLAYER && EXIT_PATH (trap))
1526 { 1522 {
1527 /* Basically, don't show exits leading to random maps the 1523 /* Basically, don't show exits leading to random maps the
1528 * players output. 1524 * players output.
1529 */ 1525 */
1530 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1531 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1527 victim->statusmsg (trap->msg, NDI_NAVY);
1532 1528
1533 victim->enter_exit (trap); 1529 victim->enter_exit (trap);
1534 } 1530 }
1535 goto leave; 1531 goto leave;
1536 1532
1559 goto leave; 1555 goto leave;
1560 1556
1561 case RUNE: 1557 case RUNE:
1562 case TRAP: 1558 case TRAP:
1563 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1564 {
1565 spring_trap (trap, victim); 1560 spring_trap (trap, victim);
1566 }
1567 goto leave; 1561 goto leave;
1568 1562
1569 default: 1563 default:
1570 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 "
1571 "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);
1585 int lev_diff; 1579 int lev_diff;
1586 object *skill_ob; 1580 object *skill_ob;
1587 1581
1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1589 { 1583 {
1590 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1584 op->failmsg ("You are unable to read while blind!");
1591 return; 1585 return;
1592 } 1586 }
1593 1587
1594 if (!tmp->msg) 1588 if (!tmp->msg)
1595 { 1589 {
1596 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));
1597 return; 1591 return;
1598 } 1592 }
1599 1593
1600 /* need a literacy skill to read stuff! */ 1594 /* need a literacy skill to read stuff! */
1601 skill_ob = find_skill_by_name (op, tmp->skill); 1595 skill_ob = find_skill_by_name (op, tmp->skill);
1602 if (!skill_ob) 1596 if (!skill_ob)
1603 { 1597 {
1604 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));
1605 return; 1599 return;
1606 } 1600 }
1607 1601
1608 lev_diff = tmp->level - (skill_ob->level + 5); 1602 lev_diff = tmp->level - (skill_ob->level + 5);
1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1610 { 1604 {
1611 if (lev_diff < 2) 1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1612 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."
1613 else if (lev_diff < 3) 1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1614 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."
1615 else if (lev_diff < 5) 1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1616 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1610 : "This book is totally beyond your comprehension.");
1617 else if (lev_diff < 8)
1618 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1619 else if (lev_diff < 15)
1620 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1621 else
1622 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1623 return; 1611 return;
1624 } 1612 }
1625 1613
1626 readable_message_type *msgType = get_readable_message_type (tmp); 1614 readable_message_type *msgType = get_readable_message_type (tmp);
1627 1615
1669 * 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
1670 */ 1658 */
1671static void 1659static void
1672apply_skillscroll (object *op, object *tmp) 1660apply_skillscroll (object *op, object *tmp)
1673{ 1661{
1674 switch ((int) learn_skill (op, tmp)) 1662 switch (learn_skill (op, tmp))
1675 { 1663 {
1676 case 0: 1664 case 0:
1677 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1665 op->play_sound (sound_find ("generic_fail"));
1678 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)));
1679 return; 1667 break;
1680 1668
1681 case 1: 1669 case 1:
1682 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1683 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));
1684 return; 1673 break;
1685 1674
1686 default: 1675 default:
1687 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1688 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)));
1689 return; 1679 break;
1690 } 1680 }
1691} 1681}
1692 1682
1693/** 1683/**
1694 * Actually makes op learn spell. 1684 * Actually makes op learn spell.
1744 { 1734 {
1745 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1746 return; 1736 return;
1747 } 1737 }
1748 1738
1749 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));
1750 player_unready_range_ob (op->contr, spob); 1740 player_unready_range_ob (op->contr, spob);
1751 esrv_remove_spell (op->contr, spob); 1741 esrv_remove_spell (op->contr, spob);
1752 spob->destroy (); 1742 spob->destroy ();
1753} 1743}
1754 1744
1762{ 1752{
1763 object *skop, *spell, *spell_skill; 1753 object *skop, *spell, *spell_skill;
1764 1754
1765 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1766 { 1756 {
1767 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1757 op->failmsg ("You are unable to read while blind.");
1768 return; 1758 return;
1769 } 1759 }
1770 1760
1771 /* artifact_spellbooks have 'slaying' field point to a spell name, 1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1772 * instead of having their spell stored in stats.sp. These are 1762 * instead of having their spell stored in stats.sp. These are
1775 if (tmp->slaying) 1765 if (tmp->slaying)
1776 { 1766 {
1777 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1778 if (!spell) 1768 if (!spell)
1779 { 1769 {
1780 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));
1781 return; 1771 return;
1782 } 1772 }
1783 else 1773 else
1784 insert_ob_in_ob (spell, tmp); 1774 insert_ob_in_ob (spell, tmp);
1785 1775
1790 1780
1791 /* 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
1792 * lower than the spell will make learning the spell more difficult */ 1782 * lower than the spell will make learning the spell more difficult */
1793 if (!skop) 1783 if (!skop)
1794 { 1784 {
1795 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));
1796 return; 1786 return;
1797 } 1787 }
1798 1788
1799 spell = tmp->inv; 1789 spell = tmp->inv;
1800 1790
1801 if (!spell) 1791 if (!spell)
1802 { 1792 {
1803 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);
1804 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!");
1805 return; 1795 return;
1806 } 1796 }
1807 1797
1808 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1809 { 1799 {
1810 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));
1811 return; 1801 return;
1812 } 1802 }
1813 1803
1814 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));
1815 1805
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1817 { 1807 {
1818 identify (tmp); 1808 identify (tmp);
1819 1809
1828 * 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
1829 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1830 */ 1820 */
1831 if (check_spell_known (op, spell->name)) 1821 if (check_spell_known (op, spell->name))
1832 { 1822 {
1833 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");
1834 return; 1824 return;
1835 } 1825 }
1836 1826
1837 if (spell->skill) 1827 if (spell->skill)
1838 { 1828 {
1839 spell_skill = find_skill_by_name (op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1840 1830
1841 if (!spell_skill) 1831 if (!spell_skill)
1842 { 1832 {
1843 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));
1844 return; 1834 return;
1845 } 1835 }
1846 1836
1847 if (spell_skill->level < spell->level) 1837 if (spell_skill->level < spell->level)
1848 { 1838 {
1849 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));
1850 return; 1840 return;
1851 } 1841 }
1852 } 1842 }
1853 1843
1854 /* Logic as follows 1844 /* Logic as follows
1863 * 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
1864 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1865 */ 1855 */
1866 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1867 { 1857 {
1868 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!");
1869 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));
1870 } 1860 }
1871 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1872 (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])
1873 { 1863 {
1874 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1875 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1876 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
1877 1866
1878 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
1879 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1880 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);
1881 } 1870 }
1882 else 1871 else
1883 { 1872 {
1884 op->contr->play_sound (sound_find ("fumble_spell")); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
1885 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");
1886 } 1875 }
1887 1876
1888 decrease_ob (tmp); 1877 decrease_ob (tmp);
1889} 1878}
1890 1879
1896{ 1885{
1897 object *skop; 1886 object *skop;
1898 1887
1899 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1900 { 1889 {
1901 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1890 op->failmsg ("You are unable to read while blind.");
1902 return; 1891 return;
1903 } 1892 }
1904 1893
1905 if (!tmp->inv || tmp->inv->type != SPELL) 1894 if (!tmp->inv || tmp->inv->type != SPELL)
1906 { 1895 {
1907 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.>");
1908 return; 1897 return;
1909 } 1898 }
1910 1899
1911 if (op->type == PLAYER) 1900 if (op->type == PLAYER)
1912 { 1901 {
1918 */ 1907 */
1919 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1920 1909
1921 if (!skop) 1910 if (!skop)
1922 { 1911 {
1923 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]));
1924 return; 1913 return;
1925 } 1914 }
1926 1915
1927 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1928 change_exp (op, exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
1929 } 1918 }
1930 1919
1931 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1932 identify (tmp); 1921 identify (tmp);
1933 1922
1934 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));
1935 1924
1936 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1937 decrease_ob (tmp); 1926 decrease_ob (tmp);
1938} 1927}
1939 1928
1943 * chest. 1932 * chest.
1944 */ 1933 */
1945static void 1934static void
1946apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
1947{ 1936{
1948 /* 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
1949 * 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
1950 * 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
1951 * 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
1952 * treasure 1941 * treasure
1953 */ 1942 */
1954 object *treas = tmp->inv; 1943 object *treas = tmp->inv;
1955 1944
1956 if (!treas) 1945 if (!treas)
1957 { 1946 {
1958 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
1959 decrease_ob (tmp); 1948 decrease_ob (tmp);
1960 return; 1949 return;
1961 } 1950 }
1962 1951
1963 while (tmp->inv) 1952 while (tmp->inv)
1964 { 1953 {
1965 treas = tmp->inv; 1954 treas = tmp->inv;
1966
1967 treas->remove (); 1955 treas->remove ();
1968 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1969 1956
1970 treas->x = op->x; 1957 treas->x = op->x;
1971 treas->y = op->y; 1958 treas->y = op->y;
1972 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);
1973 1960
1974 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))
1975 spring_trap (treas, op); 1962 spring_trap (treas, op);
1976 1963
1977 /* If either player or container was destroyed, no need to do 1964 /* If either player or container was destroyed, no need to do
1978 * further processing. I think this should be enclused with 1965 * further processing. I think this should be enclused with
1979 * spring trap above, as I don't think there is otherwise 1966 * spring trap above, as I don't think there is otherwise
1980 * any way for the treasure chest or player to get killed 1967 * any way for the treasure chest or player to get killed.
1981 */ 1968 */
1982 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
1983 break; 1970 break;
1984 } 1971 }
1985 1972
1986 if (!tmp->destroyed () && tmp->inv == NULL) 1973 if (!tmp->destroyed () && !tmp->inv)
1987 decrease_ob (tmp); 1974 decrease_ob (tmp);
1988
1989} 1975}
1990 1976
1991/** 1977/**
1992 * op eats food. 1978 * op eats food.
1993 * If player, takes care of messages and dragon special food. 1979 * If player, takes care of messages and dragon special food.
2008 { 1994 {
2009 /* usual case - no dragon meal: */ 1995 /* usual case - no dragon meal: */
2010 if (op->stats.food + tmp->stats.food > 999) 1996 if (op->stats.food + tmp->stats.food > 999)
2011 { 1997 {
2012 if (tmp->type == FOOD || tmp->type == FLESH) 1998 if (tmp->type == FOOD || tmp->type == FLESH)
2013 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!");
2014 else 2000 else
2015 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!");
2016 } 2002 }
2017 2003
2018 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2019 { 2005 {
2020 char buf[MAX_BUF]; 2006 const char *buf;
2021 2007
2022 if (!is_dragon_pl (op)) 2008 if (!is_dragon_pl (op))
2023 { 2009 {
2024 /* eating message for normal players */ 2010 /* eating message for normal players */
2025 if (tmp->type == DRINK) 2011 if (tmp->type == DRINK)
2026 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2027 else 2013 else
2028 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.");
2029 } 2015 }
2030 else 2016 else
2031 {
2032 /* eating message for dragon players */ 2017 /* eating message for dragon players */
2033 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2018 buf = format ("The %s tasted terrible!", &tmp->name);
2034 }
2035 2019
2036 new_draw_info (NDI_UNIQUE, 0, op, buf); 2020 op->statusmsg (buf);
2021
2037 capacity_remaining = 999 - op->stats.food; 2022 capacity_remaining = 999 - op->stats.food;
2038 op->stats.food += tmp->stats.food; 2023 op->stats.food += tmp->stats.food;
2039 if (capacity_remaining < tmp->stats.food) 2024 if (capacity_remaining < tmp->stats.food)
2040 op->stats.hp += capacity_remaining / 50; 2025 op->stats.hp += capacity_remaining / 50;
2041 else 2026 else
2042 op->stats.hp += tmp->stats.food / 50; 2027 op->stats.hp += tmp->stats.food / 50;
2028
2043 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2044 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2045 if (op->stats.food > 999) 2031 if (op->stats.food > 999)
2046 op->stats.food = 999; 2032 op->stats.food = 999;
2047 } 2033 }
2071{ 2057{
2072 object *skin = NULL; /* pointer to dragon skin force */ 2058 object *skin = NULL; /* pointer to dragon skin force */
2073 object *abil = NULL; /* pointer to dragon ability force */ 2059 object *abil = NULL; /* pointer to dragon ability force */
2074 object *tmp = NULL; /* tmp. object */ 2060 object *tmp = NULL; /* tmp. object */
2075 2061
2076 char buf[MAX_BUF]; /* tmp. string buffer */
2077 double chance; /* improvement-chance of one resistance type */ 2062 double chance; /* improvement-chance of one resistance type */
2078 double totalchance = 1; /* total chance of gaining one resistance */ 2063 double totalchance = 1; /* total chance of gaining one resistance */
2079 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2080 double mbonus = 0; /* monster bonus */ 2065 double mbonus = 0; /* monster bonus */
2081 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2103 /* now start by filling stomache and health, according to food-value */ 2088 /* now start by filling stomache and health, according to food-value */
2104 if ((999 - op->stats.food) < meal->stats.food) 2089 if ((999 - op->stats.food) < meal->stats.food)
2105 op->stats.hp += (999 - op->stats.food) / 50; 2090 op->stats.hp += (999 - op->stats.food) / 50;
2106 else 2091 else
2107 op->stats.hp += meal->stats.food / 50; 2092 op->stats.hp += meal->stats.food / 50;
2093
2108 if (op->stats.hp > op->stats.maxhp) 2094 if (op->stats.hp > op->stats.maxhp)
2109 op->stats.hp = op->stats.maxhp; 2095 op->stats.hp = op->stats.maxhp;
2110 2096
2111 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2112 2098
2157 } 2143 }
2158 } 2144 }
2159 2145
2160 /* inverse totalchance as until now we have the failure-chance */ 2146 /* inverse totalchance as until now we have the failure-chance */
2161 totalchance = 100 - totalchance * 100; 2147 totalchance = 100 - totalchance * 100;
2148
2162 /* print message according to totalchance */ 2149 /* print message according to totalchance */
2150 const char *buf;
2163 if (totalchance > 50.) 2151 if (totalchance > 50.)
2164 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2165 else if (totalchance > 10.) 2153 else if (totalchance > 10.)
2166 sprintf (buf, "The %s tasted very good.", &meal->name); 2154 buf = format ("The %s tasted very good.", &meal->name);
2167 else if (totalchance > 1.) 2155 else if (totalchance > 1.)
2168 sprintf (buf, "The %s tasted good.", &meal->name); 2156 buf = format ("The %s tasted good.", &meal->name);
2169 else if (totalchance > 0.1) 2157 else if (totalchance > 0.1)
2170 sprintf (buf, "The %s tasted bland.", &meal->name); 2158 buf = format ("The %s tasted bland.", &meal->name);
2171 else if (totalchance >= 0.01) 2159 else if (totalchance >= 0.01)
2172 sprintf (buf, "The %s had a boring taste.", &meal->name); 2160 buf = format ("The %s had a boring taste.", &meal->name);
2173 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))
2174 sprintf (buf, "The %s tasted strange.", &meal->name); 2162 buf = format ("The %s tasted strange.", &meal->name);
2175 else 2163 else
2176 sprintf (buf, "The %s had no taste.", &meal->name); 2164 buf = format ("The %s had no taste.", &meal->name);
2177 new_draw_info (NDI_UNIQUE, 0, op, buf); 2165
2166 op->statusmsg (buf);
2178 2167
2179 /* now choose a winner if we have any */ 2168 /* now choose a winner if we have any */
2180 i = -1; 2169 i = -1;
2181 if (winners > 0) 2170 if (winners > 0)
2182 i = atnr_winner[RANDOM () % winners]; 2171 i = atnr_winner[RANDOM () % winners];
2185 { 2174 {
2186 /* resistance increased! */ 2175 /* resistance increased! */
2187 skin->resist[i]++; 2176 skin->resist[i]++;
2188 op->update_stats (); 2177 op->update_stats ();
2189 2178
2190 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]));
2191 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2192 } 2180 }
2193 2181
2194 /* if this flesh contains a new ability focus, we mark it 2182 /* if this flesh contains a new ability focus, we mark it
2195 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 */
2196 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)
2197 { 2185 {
2198 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> */
2199 2187
2200 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
2201 { 2194 ));
2202 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2203 new_draw_info (NDI_UNIQUE, 0, op, buf);
2204 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2205 new_draw_info (NDI_UNIQUE, 0, op, buf);
2206 }
2207 else 2195 else
2208 { 2196 {
2209 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]));
2210 new_draw_info (NDI_UNIQUE, 0, op, buf);
2211 abil->last_eat = 0; 2198 abil->last_eat = 0;
2212 } 2199 }
2213 } 2200 }
2201
2214 return 1; 2202 return 1;
2215} 2203}
2216 2204
2217/** 2205/**
2218 * Handles applying an improve armor scroll. 2206 * Handles applying an improve armor scroll.
2223{ 2211{
2224 object *armor; 2212 object *armor;
2225 2213
2226 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))
2227 { 2215 {
2228 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.>");
2229 return; 2217 return;
2230 } 2218 }
2231 2219
2232 armor = find_marked_object (op); 2220 armor = find_marked_object (op);
2233 2221
2234 if (!armor) 2222 if (!armor)
2235 { 2223 {
2236 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.");
2237 return; 2225 return;
2238 } 2226 }
2239 2227
2240 if (armor->type != ARMOUR 2228 if (armor->type != ARMOUR
2241 && armor->type != CLOAK 2229 && armor->type != CLOAK
2242 && 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)
2243 { 2231 {
2244 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2232 op->failmsg ("Your marked item is not armour!\n");
2245 return; 2233 return;
2246 } 2234 }
2247 2235
2248 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2236 op->statusmsg ("Applying armour enchantment.");
2249 improve_armour (op, tmp, armor); 2237 improve_armour (op, tmp, armor);
2250} 2238}
2251 2239
2252extern void 2240extern void
2253apply_poison (object *op, object *tmp) 2241apply_poison (object *op, object *tmp)
2254{ 2242{
2255 if (op->type == PLAYER) 2243 if (op->type == PLAYER)
2256 { 2244 {
2257 op->contr->play_sound (sound_find ("drink_poison")); 2245 op->contr->play_sound (sound_find ("drink_poison"));
2258 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2246 op->failmsg ("Yech! That tasted poisonous!");
2259 strcpy (op->contr->killer, "poisonous booze"); 2247 strcpy (op->contr->killer, "poisonous booze");
2260 } 2248 }
2261 2249
2262 if (tmp->stats.hp > 0) 2250 if (tmp->stats.hp > 0)
2263 { 2251 {
2382 2370
2383 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2384 { 2372 {
2385 if (op->type == PLAYER) 2373 if (op->type == PLAYER)
2386 { 2374 {
2387 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.>");
2388 return 1; 2376 return 1;
2389 } 2377 }
2390 else 2378 else
2391 return 0; /* monsters just skip unpaid items */ 2379 return 0; /* monsters just skip unpaid items */
2392 } 2380 }
2395 return RESULT_INT (0); 2383 return RESULT_INT (0);
2396 2384
2397 switch (tmp->type) 2385 switch (tmp->type)
2398 { 2386 {
2399 case CF_HANDLE: 2387 case CF_HANDLE:
2400 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2401 op->play_sound (sound_find ("turn_handle")); 2388 op->play_sound (sound_find ("turn_handle"));
2389 op->statusmsg ("You turn the handle.");
2402 tmp->value = tmp->value ? 0 : 1; 2390 tmp->value = tmp->value ? 0 : 1;
2403 SET_ANIMATION (tmp, tmp->value); 2391 SET_ANIMATION (tmp, tmp->value);
2404 update_object (tmp, UP_OBJ_FACE); 2392 update_object (tmp, UP_OBJ_FACE);
2405 push_button (tmp); 2393 push_button (tmp);
2406 return 1; 2394 return 1;
2407 2395
2408 case TRIGGER: 2396 case TRIGGER:
2409 if (check_trigger (tmp, op)) 2397 if (check_trigger (tmp, op))
2410 { 2398 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2399 op->statusmsg ("You turn the handle.");
2412 op->play_sound (sound_find ("turn_handle")); 2400 op->play_sound (sound_find ("turn_handle"));
2413 } 2401 }
2414 else 2402 else
2415 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2403 op->failmsg ("The handle doesn't move.");
2416 2404
2417 return 1; 2405 return 1;
2418 2406
2419 case EXIT: 2407 case EXIT:
2420 if (op->type != PLAYER) 2408 if (op->type != PLAYER)
2421 return 0; 2409 return 0;
2422 2410
2423 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2424 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)));
2425 else 2413 else
2426 { 2414 {
2427 /* Don't display messages for random maps. */ 2415 /* Don't display messages for random maps. */
2428 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2429 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2417 op->statusmsg (tmp->msg, NDI_NAVY);
2430 2418
2431 op->enter_exit (tmp); 2419 op->enter_exit (tmp);
2432 } 2420 }
2433 2421
2434 return 1; 2422 return 1;
2435 2423
2436 case INSCRIBABLE: 2424 case INSCRIBABLE:
2437 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 2425 op->statusmsg (tmp->msg);
2438 // maybe show a spell menu to chose from or something like that 2426 // maybe show a spell menu to chose from or something like that
2439 return 1; 2427 return 1;
2440 2428
2441 case SIGN: 2429 case SIGN:
2442 apply_sign (op, tmp, 0); 2430 apply_sign (op, tmp, 0);
2552 { 2540 {
2553 char buf[MAX_BUF]; 2541 char buf[MAX_BUF];
2554 timeofday_t tod; 2542 timeofday_t tod;
2555 2543
2556 get_tod (&tod); 2544 get_tod (&tod);
2557 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2558 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2559 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2560 op->play_sound (sound_find ("sound_clock")); 2545 op->play_sound (sound_find ("sound_clock"));
2561 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 ));
2562 return 1; 2551 return 1;
2563 } 2552 }
2564 else 2553 else
2565 return 0; 2554 return 0;
2566 2555
2610 if (op->env && (pl->move_type & MOVE_FLYING)) 2599 if (op->env && (pl->move_type & MOVE_FLYING))
2611 { 2600 {
2612 /* player is flying and applying object not in inventory */ 2601 /* player is flying and applying object not in inventory */
2613 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2614 { 2603 {
2615 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.>");
2616 return 0; 2605 return 0;
2617 } 2606 }
2618 } 2607 }
2619 2608
2620 pl->contr->last_used = op; 2609 pl->contr->last_used = op;
2621 2610
2622 tmp = manual_apply (pl, op, aflag); 2611 tmp = manual_apply (pl, op, aflag);
2623 if (!quiet) 2612 if (!quiet)
2624 { 2613 {
2625 if (tmp == 0) 2614 if (tmp == 0)
2626 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)));
2627 else if (tmp == 2) 2616 else if (tmp == 2)
2628 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2617 op->failmsg ("You must get it first!\n");
2629 } 2618 }
2630 2619
2631 return tmp; 2620 return tmp;
2632} 2621}
2633 2622
2710 { 2699 {
2711 pl->combat_ob = 0; 2700 pl->combat_ob = 0;
2712 who->change_weapon (pl->ranged_ob); 2701 who->change_weapon (pl->ranged_ob);
2713 } 2702 }
2714 2703
2715 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2704 who->statusmsg (format ("You unwield %s.", query_name (op)));
2716 2705
2717 change_abil (who, op); 2706 change_abil (who, op);
2718 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2707 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2719 break; 2708 break;
2720 2709
2721 case SKILL: 2710 case SKILL:
2722 if (who->contr) 2711 if (who->contr)
2723 { 2712 {
2724 if (!op->invisible) 2713 if (!op->invisible)
2725 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)));
2726 else 2715 else
2727 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));
2728 } 2717 }
2729 2718
2730 change_abil (who, op); 2719 change_abil (who, op);
2731 CLEAR_FLAG (who, FLAG_READY_SKILL); 2720 CLEAR_FLAG (who, FLAG_READY_SKILL);
2732 break; 2721 break;
2739 case GLOVES: 2728 case GLOVES:
2740 case AMULET: 2729 case AMULET:
2741 case GIRDLE: 2730 case GIRDLE:
2742 case BRACERS: 2731 case BRACERS:
2743 case CLOAK: 2732 case CLOAK:
2744 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2733 who->statusmsg (format ("You unwear %s.", query_name (op)));
2745 change_abil (who, op); 2734 change_abil (who, op);
2746 break; 2735 break;
2747 2736
2748 case LAMP: 2737 case LAMP:
2749 { 2738 {
2750 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));
2751 2740
2752 object *tmp2 = arch_to_object (op->other_arch); 2741 object *tmp2 = arch_to_object (op->other_arch);
2753 tmp2->x = op->x; 2742 tmp2->x = op->x;
2754 tmp2->y = op->y; 2743 tmp2->y = op->y;
2755 tmp2->map = op->map; 2744 tmp2->map = op->map;
2770 2759
2771 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2760 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2772 { 2761 {
2773 if (who->contr) 2762 if (who->contr)
2774 { 2763 {
2775 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2764 who->failmsg ("Oops, it feels deadly cold!");
2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2765 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2777 } 2766 }
2778 } 2767 }
2779 2768
2780 if (who->contr) 2769 if (who->contr)
2793 { 2782 {
2794 pl->ranged_ob = 0; 2783 pl->ranged_ob = 0;
2795 who->change_weapon (pl->combat_ob); 2784 who->change_weapon (pl->combat_ob);
2796 } 2785 }
2797 2786
2798 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2787 who->statusmsg (format ("You unready %s.", query_name (op)));
2799 } 2788 }
2800 else 2789 else
2801 { 2790 {
2802 who->change_skill (0); 2791 who->change_skill (0);
2803 2792
2809 2798
2810 break; 2799 break;
2811 2800
2812 case BUILDER: 2801 case BUILDER:
2813 if (who->contr) 2802 if (who->contr)
2814 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2803 who->statusmsg (format ("You unready %s.", query_name (op)));
2815 break; 2804 break;
2816 2805
2817 default: 2806 default:
2818 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2807 who->statusmsg (format ("You unapply %s.", query_name (op)));
2819 break; 2808 break;
2820 } 2809 }
2821 2810
2822 who->update_stats (); 2811 who->update_stats ();
2823 2812
2890 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2879 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2891 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2892 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)))
2893 { 2882 {
2894 if (aflags & AP_PRINT) 2883 if (aflags & AP_PRINT)
2895 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2884 who->failmsg (query_name (tmp));
2896 else 2885 else
2897 unapply_special (who, tmp, aflags); 2886 unapply_special (who, tmp, aflags);
2898 } 2887 }
2899 else 2888 else
2900 { 2889 {
2901 /* 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.
2902 * 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
2903 * at least generate the message. 2892 * at least generate the message.
2904 */ 2893 */
2905 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)));
2906 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2907 query_name (tmp));
2908 return 1; 2895 return 1;
2909 } 2896 }
2910 2897
2911 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2898 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2912 { 2899 {
2935 2922
2936 /* 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 */
2937 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))))
2938 { 2925 {
2939 if (aflags & AP_PRINT) 2926 if (aflags & AP_PRINT)
2940 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2927 who->failmsg (query_name (tmp));
2941 else 2928 else
2942 unapply_special (who, tmp, aflags); 2929 unapply_special (who, tmp, aflags);
2943 } 2930 }
2944 else 2931 else
2945 { 2932 {
2946 /* Cursed item that we can't unequip - tell the player. 2933 /* Cursed item that we can't unequip - tell the player.
2947 * 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,
2948 * 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
2949 * one cursed ring.) 2936 * one cursed ring.)
2950 */ 2937 */
2951 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)));
2952 } 2939 }
2953 2940
2954 last = tmp->below; 2941 last = tmp->below;
2955 } 2942 }
2956 /* 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
3137 if (basic_flag == AP_APPLY) 3124 if (basic_flag == AP_APPLY)
3138 return 0; 3125 return 0;
3139 3126
3140 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)))
3141 { 3128 {
3142 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)));
3143 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3144 query_name (op));
3145 return 1; 3130 return 1;
3146 } 3131 }
3147 3132
3148 return unapply_special (who, op, aflags); 3133 return unapply_special (who, op, aflags);
3149 } 3134 }
3165 /* 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 */
3166 if (int i = can_apply_object (who, op)) 3151 if (int i = can_apply_object (who, op))
3167 { 3152 {
3168 if (i & CAN_APPLY_NEVER) 3153 if (i & CAN_APPLY_NEVER)
3169 { 3154 {
3170 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)));
3171 "You don't have the body to use a %s. H<You can never apply this item.>",
3172 query_name (op));
3173 return 1; 3156 return 1;
3174 } 3157 }
3175 else if (i & CAN_APPLY_RESTRICTION) 3158 else if (i & CAN_APPLY_RESTRICTION)
3176 { 3159 {
3177 new_draw_info_format (NDI_UNIQUE, 0, who, 3160 who->failmsg (format (
3178 "You have a prohibition against using a %s. " 3161 "You have a prohibition against using a %s. "
3179 "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.>",
3180 query_name (op)); 3163 query_name (op)
3164 ));
3181 return 1; 3165 return 1;
3182 } 3166 }
3183 3167
3184 if (who->type != PLAYER) 3168 if (who->type != PLAYER)
3185 { 3169 {
3189 } 3173 }
3190 else 3174 else
3191 { 3175 {
3192 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))
3193 { 3177 {
3194 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:");
3195 unapply_for_ob (who, op, AP_PRINT); 3179 unapply_for_ob (who, op, AP_PRINT);
3196 return 1; 3180 return 1;
3197 } 3181 }
3198 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))
3199 if (unapply_for_ob (who, op, aflags)) 3183 if (unapply_for_ob (who, op, aflags))
3205 { 3189 {
3206 skop = find_skill_by_name (who, op->skill); 3190 skop = find_skill_by_name (who, op->skill);
3207 3191
3208 if (!skop) 3192 if (!skop)
3209 { 3193 {
3210 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));
3211 return 1; 3195 return 1;
3212 } 3196 }
3213 else 3197 else
3214 /* While experience will be credited properly, we want to change the 3198 /* While experience will be credited properly, we want to change the
3215 * skill so that the dam and wc get updated 3199 * skill so that the dam and wc get updated
3219 3203
3220 if (who->type == PLAYER 3204 if (who->type == PLAYER
3221 && op->item_power 3205 && op->item_power
3222 && 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)
3223 { 3207 {
3224 new_draw_info (NDI_UNIQUE, 0, who,
3225 "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);
3226 return 1; 3209 return 1;
3227 } 3210 }
3228 3211
3229 /* 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.
3230 * Note that we don't have the checks for can_use_... 3213 * Note that we don't have the checks for can_use_...
3241 switch (op->type) 3224 switch (op->type)
3242 { 3225 {
3243 case WEAPON: 3226 case WEAPON:
3244 if (!check_weapon_power (who, op->last_eat)) 3227 if (!check_weapon_power (who, op->last_eat))
3245 { 3228 {
3246 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);
3247 "It would consume your soul!." LACK_ITEM_POWER);
3248 3230
3249 if (tmp) 3231 if (tmp)
3250 insert_ob_in_ob (tmp, who); 3232 insert_ob_in_ob (tmp, who);
3251 3233
3252 return 1; 3234 return 1;
3256 // i.e. "R" can use Ragnarok's sword. 3238 // i.e. "R" can use Ragnarok's sword.
3257 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3258 { 3240 {
3259 /* 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. */
3260 /* (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) */
3261 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.>");
3262 "The weapon does not recognize you as its owner. "
3263 "H<Its name indicates that it belongs to somebody else.>");
3264 3244
3265 if (tmp) 3245 if (tmp)
3266 insert_ob_in_ob (tmp, who); 3246 insert_ob_in_ob (tmp, who);
3267 3247
3268 return 1; 3248 return 1;
3269 } 3249 }
3270 3250
3271 if (!skop) 3251 if (!skop)
3272 { 3252 {
3273 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
3274 return 1; 3254 return 1;
3275 } 3255 }
3276 3256
3277 SET_FLAG (op, FLAG_APPLIED); 3257 SET_FLAG (op, FLAG_APPLIED);
3278 who->change_skill (skop); 3258 who->change_skill (skop);
3279 3259
3280 if (who->contr) 3260 if (who->contr)
3281 who->change_weapon (who->contr->combat_ob = op); 3261 who->change_weapon (who->contr->combat_ob = op);
3282 3262
3283 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3263 who->statusmsg (format ("You wield %s.", query_name (op)));
3284 3264
3285 SET_FLAG (who, FLAG_READY_WEAPON); 3265 SET_FLAG (who, FLAG_READY_WEAPON);
3286 change_abil (who, op); 3266 change_abil (who, op);
3287 break; 3267 break;
3288 3268
3295 case BRACERS: 3275 case BRACERS:
3296 case CLOAK: 3276 case CLOAK:
3297 case RING: 3277 case RING:
3298 case AMULET: 3278 case AMULET:
3299 SET_FLAG (op, FLAG_APPLIED); 3279 SET_FLAG (op, FLAG_APPLIED);
3300 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3280 who->statusmsg (format ("You wear %s.", query_name (op)));
3301 change_abil (who, op); 3281 change_abil (who, op);
3302 break; 3282 break;
3303 3283
3304 case LAMP: 3284 case LAMP:
3305 if (op->stats.food < 1) 3285 if (op->stats.food < 1)
3306 { 3286 {
3307 new_draw_info_format (NDI_UNIQUE, 0, who, 3287 who->failmsg (format (
3308 "Your %s is out of fuel! " 3288 "Your %s is out of fuel! "
3309 "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 ));
3310 return 1; 3292 return 1;
3311 } 3293 }
3312 3294
3313 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
3314 tmp2 = arch_to_object (op->other_arch); 3297 tmp2 = arch_to_object (op->other_arch);
3315 tmp2->stats.food = op->stats.food; 3298 tmp2->stats.food = op->stats.food;
3316 SET_FLAG (tmp2, FLAG_APPLIED); 3299 SET_FLAG (tmp2, FLAG_APPLIED);
3317 3300
3318 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3301 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3337 who->update_stats (); 3320 who->update_stats ();
3338 3321
3339 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3322 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3340 if (who->type == PLAYER) 3323 if (who->type == PLAYER)
3341 { 3324 {
3342 new_draw_info (NDI_UNIQUE, 0, who,
3343 "Oops, it feels deadly cold! "
3344 "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.>");
3345 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3326 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3346 } 3327 }
3347 3328
3348 if (who->type == PLAYER) 3329 if (who->type == PLAYER)
3349 esrv_send_item (who, tmp2); 3330 esrv_send_item (who, tmp2);
3377 who->change_weapon (pl->combat_ob = item); 3358 who->change_weapon (pl->combat_ob = item);
3378 goto found_weapon; 3359 goto found_weapon;
3379 } 3360 }
3380 } 3361 }
3381 3362
3382 new_draw_info_format (NDI_UNIQUE, 0, who, 3363 who->failmsg (format (
3383 "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. "
3384 "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.>",
3385 &op->skill); 3366 &op->skill
3367 ));
3386 return 1; 3368 return 1;
3387 3369
3388 found_weapon:; 3370 found_weapon:;
3389 } 3371 }
3390 else 3372 else
3400 //TODO: bows should/must all have skill missile weapon right now 3382 //TODO: bows should/must all have skill missile weapon right now
3401 who->change_weapon (pl->ranged_ob = item); 3383 who->change_weapon (pl->ranged_ob = item);
3402 goto found_bow; 3384 goto found_bow;
3403 } 3385 }
3404 3386
3405 new_draw_info (NDI_UNIQUE, 0, who, 3387 who->failmsg (
3406 "You need to apply a missile weapon before readying this skill. " 3388 "You need to apply a missile weapon before readying this skill. "
3407 "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 );
3408 return 1; 3391 return 1;
3409 3392
3410 found_bow:; 3393 found_bow:;
3411 } 3394 }
3412 else 3395 else
3413 who->change_weapon (pl->ranged_ob = op); 3396 who->change_weapon (pl->ranged_ob = op);
3414 } 3397 }
3415 3398
3416 if (!op->invisible) 3399 if (!op->invisible)
3417 { 3400 {
3418 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3401 who->statusmsg (format (
3419 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 ));
3420 } 3407 }
3421 else 3408 else
3422 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));
3423 } 3410 }
3424 else 3411 else
3425 { 3412 {
3426 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3427 change_abil (who, op); 3414 change_abil (who, op);
3432 break; 3419 break;
3433 3420
3434 case BOW: 3421 case BOW:
3435 if (!check_weapon_power (who, op->last_eat)) 3422 if (!check_weapon_power (who, op->last_eat))
3436 { 3423 {
3437 new_draw_info (NDI_UNIQUE, 0, who,
3438 "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);
3439 3425
3440 if (tmp) 3426 if (tmp)
3441 insert_ob_in_ob (tmp, who); 3427 insert_ob_in_ob (tmp, who);
3442 3428
3443 return 1; 3429 return 1;
3444 } 3430 }
3445 3431
3446 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3432 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3447 { 3433 {
3448 new_draw_info (NDI_UNIQUE, 0, who,
3449 "The weapon does not recognize you as its owner. " 3434 who->failmsg ("The weapon does not recognize you as its owner. "
3450 "H<Its name indicates that it belongs to somebody else.>"); 3435 "H<Its name indicates that it belongs to somebody else.>");
3451 if (tmp) 3436 if (tmp)
3452 insert_ob_in_ob (tmp, who); 3437 insert_ob_in_ob (tmp, who);
3453 3438
3454 return 1; 3439 return 1;
3460 case HORN: 3445 case HORN:
3461 /* check for skill, alter player status */ 3446 /* check for skill, alter player status */
3462 3447
3463 if (!skop) 3448 if (!skop)
3464 { 3449 {
3465 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
3466 return 1; 3451 return 1;
3467 } 3452 }
3468 3453
3469 SET_FLAG (op, FLAG_APPLIED); 3454 SET_FLAG (op, FLAG_APPLIED);
3470 who->change_skill (skop); 3455 who->change_skill (skop);
3471 3456
3472 if (who->contr) 3457 if (who->contr)
3473 { 3458 {
3474 who->contr->ranged_ob = op; 3459 who->contr->ranged_ob = op;
3475 3460
3476 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3461 who->statusmsg (format ("You ready %s.", query_name (op)));
3477 3462
3478 if (op->type == BOW) 3463 if (op->type == BOW)
3479 { 3464 {
3480 who->current_weapon = op; 3465 who->current_weapon = op;
3481 change_abil (who, op); 3466 change_abil (who, op);
3482 new_draw_info_format (NDI_UNIQUE, 0, who,
3483 "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)));
3484 } 3468 }
3485 } 3469 }
3486 else 3470 else
3487 { 3471 {
3488 if (op->type == BOW) 3472 if (op->type == BOW)
3498 { 3482 {
3499 //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?)
3500 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3484 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3501 unapply_special (who, who->contr->ranged_ob, 0); 3485 unapply_special (who, who->contr->ranged_ob, 0);
3502 3486
3503 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)));
3504 3488
3505 who->contr->ranged_ob = op; 3489 who->contr->ranged_ob = op;
3506 } 3490 }
3507 break; 3491 break;
3508 3492
3509 default: 3493 default:
3510 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3494 who->statusmsg (format ("You apply %s.", query_name (op)));
3511 } /* end of switch op->type */ 3495 }
3512 3496
3513 SET_FLAG (op, FLAG_APPLIED); 3497 SET_FLAG (op, FLAG_APPLIED);
3514 3498
3515 if (tmp) 3499 if (tmp)
3516 tmp = insert_ob_in_ob (tmp, who); 3500 tmp = insert_ob_in_ob (tmp, who);
3525 SET_FLAG (op, FLAG_BEEN_APPLIED); 3509 SET_FLAG (op, FLAG_BEEN_APPLIED);
3526 3510
3527 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3528 if (who->type == PLAYER) 3512 if (who->type == PLAYER)
3529 { 3513 {
3530 new_draw_info (NDI_UNIQUE, 0, who, 3514 who->failmsg (
3531 "Oops, it feels deadly cold! " 3515 "Oops, it feels deadly cold! "
3532 "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 );
3533 SET_FLAG (op, FLAG_KNOWN_CURSED); 3518 SET_FLAG (op, FLAG_KNOWN_CURSED);
3534 } 3519 }
3535 3520
3536 if (who->type == PLAYER) 3521 if (who->type == PLAYER)
3537 { 3522 {
3775 { 3760 {
3776 if (QUERY_FLAG (food, FLAG_CURSED)) 3761 if (QUERY_FLAG (food, FLAG_CURSED))
3777 { 3762 {
3778 assign (who->contr->killer, food->name); 3763 assign (who->contr->killer, food->name);
3779 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3764 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3780 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3765 who->failmsg ("Eck!...that was poisonous!");
3781 } 3766 }
3782 else 3767 else
3783 { 3768 {
3784 if (food->stats.hp > 0) 3769 if (food->stats.hp > 0)
3785 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3770 who->statusmsg ("You begin to feel better.");
3786 else 3771 else
3787 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3772 who->failmsg ("Eck!...that was poisonous!");
3773
3788 who->stats.hp += food->stats.hp; 3774 who->stats.hp += food->stats.hp;
3789 } 3775 }
3790 } 3776 }
3791 if (food->stats.sp != 0) 3777 if (food->stats.sp != 0)
3792 { 3778 {
3793 if (QUERY_FLAG (food, FLAG_CURSED)) 3779 if (QUERY_FLAG (food, FLAG_CURSED))
3794 { 3780 {
3795 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3781 who->failmsg ("You are drained of mana!");
3796 who->stats.sp -= food->stats.sp; 3782 who->stats.sp -= food->stats.sp;
3797 if (who->stats.sp < 0) 3783 if (who->stats.sp < 0)
3798 who->stats.sp = 0; 3784 who->stats.sp = 0;
3799 } 3785 }
3800 else 3786 else
3801 { 3787 {
3802 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3788 who->statusmsg ("You feel a rush of magical energy!");
3803 who->stats.sp += food->stats.sp; 3789 who->stats.sp += food->stats.sp;
3804 /* place limit on max sp from food? */ 3790 /* place limit on max sp from food? */
3805 } 3791 }
3806 } 3792 }
3793
3807 who->update_stats (); 3794 who->update_stats ();
3808} 3795}
3809 3796
3810/** 3797/**
3811 * Designed primarily to light torches/lanterns/etc. 3798 * Designed primarily to light torches/lanterns/etc.
3838 } 3825 }
3839 else 3826 else
3840 lighter->stats.food--; 3827 lighter->stats.food--;
3841 } 3828 }
3842 else if (lighter->last_eat) 3829 else if (lighter->last_eat)
3830 {
3843 { /* no charges left in lighter */ 3831 /* no charges left in lighter */
3844 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));
3845 return; 3833 return;
3846 } 3834 }
3847 3835
3848 /* 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?
3849 * 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
3855 3843
3856 save_throw_object (item, AT_FIRE, who); 3844 save_throw_object (item, AT_FIRE, who);
3857 3845
3858 if (item->destroyed ()) 3846 if (item->destroyed ())
3859 { 3847 {
3860 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));
3861 /* Need to update the player so that the players glow radius 3849 /* Need to update the player so that the players glow radius
3862 * gets changed. 3850 * gets changed.
3863 */ 3851 */
3864 if (is_player_env) 3852 if (is_player_env)
3865 who->update_stats (); 3853 who->update_stats ();
3866 } 3854 }
3867 else 3855 else
3868 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));
3869 } 3857 }
3870 else /* nothing to light */ 3858 else
3871 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3859 who->failmsg ("You need to mark a lightable object.");
3872
3873} 3860}
3874 3861
3875/** 3862/**
3876 * 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.
3877 * scroll_failure()- hacked directly from spell_failure 3864 * scroll_failure()- hacked directly from spell_failure
3884 3871
3885 if (failure <= -1 && failure > -15) 3872 if (failure <= -1 && failure > -15)
3886 { /* wonder */ 3873 { /* wonder */
3887 object *tmp; 3874 object *tmp;
3888 3875
3889 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!"); 3876 op->failmsg ("Your spell warps!");
3890 tmp = get_archetype (SPELL_WONDER); 3877 tmp = get_archetype (SPELL_WONDER);
3891 cast_wonder (op, op, 0, tmp); 3878 cast_wonder (op, op, 0, tmp);
3892 tmp->destroy (); 3879 tmp->destroy ();
3893 } 3880 }
3894 else if (failure <= -15 && failure > -35) 3881 else if (failure <= -15 && failure > -35)
3895 { /* drain mana */ 3882 { /* drain mana */
3896 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3883 op->failmsg ("Your mana is drained!");
3897 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3884 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3898 if (op->stats.sp < 0) 3885 if (op->stats.sp < 0)
3899 op->stats.sp = 0; 3886 op->stats.sp = 0;
3900 } 3887 }
3901 else if (settings.spell_failure_effects == TRUE) 3888 else if (settings.spell_failure_effects == TRUE)
3902 { 3889 {
3903 if (failure <= -35 && failure > -60) 3890 if (failure <= -35 && failure > -60)
3904 { /* confusion */ 3891 { /* confusion */
3905 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3892 op->failmsg ("The magic recoils on you!");
3906 confuse_player (op, op, power); 3893 confuse_player (op, op, power);
3907 } 3894 }
3908 else if (failure <= -60 && failure > -70) 3895 else if (failure <= -60 && failure > -70)
3909 { /* paralysis */ 3896 { /* paralysis */
3910 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3897 op->failmsg ("The magic recoils and paralyzes you!");
3911 paralyze_player (op, op, power); 3898 paralyze_player (op, op, power);
3912 } 3899 }
3913 else if (failure <= -70 && failure > -80) 3900 else if (failure <= -70 && failure > -80)
3914 { /* blind */ 3901 { /* blind */
3915 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3902 op->failmsg ("The magic recoils on you!");
3916 blind_player (op, op, power); 3903 blind_player (op, op, power);
3917 } 3904 }
3918 else if (failure <= -80) 3905 else if (failure <= -80)
3919 { /* blast the immediate area */ 3906 { /* blast the immediate area */
3920 object *tmp = get_archetype (LOOSE_MANA); 3907 object *tmp = get_archetype (LOOSE_MANA);
3921 cast_magic_storm (op, tmp, power); 3908 cast_magic_storm (op, tmp, power);
3922 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); 3909 op->failmsg ("You unleash uncontrolled mana!");
3923 tmp->destroy (); 3910 tmp->destroy ();
3924 } 3911 }
3925 } 3912 }
3926} 3913}
3927 3914
4039 4026
4040 marked = find_marked_object (pl); 4027 marked = find_marked_object (pl);
4041 4028
4042 if (!marked) 4029 if (!marked)
4043 { 4030 {
4044 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)));
4045 return; 4032 return;
4046 } 4033 }
4047 4034
4048 if (!marked->slaying) 4035 if (!marked->slaying)
4049 { 4036 {
4050 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)));
4051 return; 4038 return;
4052 } 4039 }
4053 4040
4054 /* check whether they are compatible or not */ 4041 /* check whether they are compatible or not */
4055 find = strstr (marked->slaying, transformer->arch->archname); 4042 find = strstr (marked->slaying, transformer->arch->archname);
4056 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4057 { 4044 {
4058 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)));
4059 return; 4046 return;
4060 } 4047 }
4061 4048
4062 find += strlen (transformer->arch->archname) + 1; 4049 find += strlen (transformer->arch->archname) + 1;
4063 /* 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 */
4073 else 4060 else
4074 yield = 1; 4061 yield = 1;
4075 4062
4076 while (isdigit (*find)) 4063 while (isdigit (*find))
4077 find++; 4064 find++;
4065
4078 while (*find == ' ') 4066 while (*find == ' ')
4079 find++; 4067 find++;
4080 4068
4081 memset (got, 0, MAX_BUF); 4069 memset (got, 0, MAX_BUF);
4082 4070
4093 4081
4094 /* Now create new item, remove used ones when required. */ 4082 /* Now create new item, remove used ones when required. */
4095 new_item = get_archetype (got); 4083 new_item = get_archetype (got);
4096 if (!new_item) 4084 if (!new_item)
4097 { 4085 {
4098 pl->errormsg (format ("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)));
4099 return; 4087 return;
4100 } 4088 }
4101 4089
4102 new_item->nrof = yield; 4090 new_item->nrof = yield;
4103 4091

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