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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.105 by root, Fri May 18 12:50:42 2007 UTC vs.
Revision 1.248 by root, Tue Apr 6 04:28:48 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <cmath> 25#include <cmath>
26 26
27#include <global.h> 27#include <global.h>
30#include <skills.h> 30#include <skills.h>
31#include <tod.h> 31#include <tod.h>
32 32
33#include <sproto.h> 33#include <sproto.h>
34 34
35/* Want this regardless of rplay. */ 35typedef bitset<NUM_TYPES> types_t;
36#include <sounds.h>
37 36
38/** 37// these must be in the inventory before they can be applied
39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */
42int
43should_director_abort (object *op, object *victim)
44{
45 int arch_flag, name_flag, race_flag;
46 38
47 /* Get flags to determine what of arch, name, and race should be checked. 39static const struct may_attempt_inv : types_t
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 40{
49 * the next is the name flag, and the last is the race flag. Also note, 41 may_attempt_inv ()
50 * if subtype is set to zero, that also goes to defaults of all affecting
51 * it. Examples:
52 * subtype 1: only arch
53 * subtype 3: arch or name
54 * subtype 5: arch or race
55 * subtype 7: all three
56 */
57 if (op->subtype)
58 { 42 {
59 arch_flag = (op->subtype & 1); 43 set (WEAPON);
60 name_flag = (op->subtype & 2); 44 set (ARMOUR);
61 race_flag = (op->subtype & 4); 45 set (BOOTS);
46 set (GLOVES);
47 set (AMULET);
48 set (GIRDLE);
49 set (BRACERS);
50 set (SHIELD);
51 set (HELMET);
52 set (RING);
53 set (CLOAK);
54 set (WAND);
55 set (ROD);
56 set (HORN);
57 set (SKILL);
58 set (SPELL);
59 set (BOW);
60 set (RANGED);
61 set (BUILDER);
62 set (SKILL_TOOL);
62 } 63 }
63 else 64} may_attempt_inv;
65
66// these only make sense for the player
67
68static const struct may_attempt_player : types_t
69{
70 may_attempt_player ()
64 { 71 {
65 arch_flag = 1; 72 set (EXIT);
66 name_flag = 1; 73 set (BOOK);
67 race_flag = 1; 74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (TREASURE);
77 set (SAVEBED);
78 set (ARMOUR_IMPROVER);
79 set (WEAPON_IMPROVER);
80 set (CLOCK);
81 set (MENU);
82 set (LIGHTER); /* for lighting torches/lanterns/etc */
83 set (INSCRIBABLE);
84 set (SIGN);
85 set (BOOK);
68 } 86 }
87} may_attempt_player;
69 88
70 /* If the director has race set, only affect objects with a arch, 89// applying these _can_ be attempted, others cannot
71 * name or race that matches. 90// be applied at all. used by e.g. apply below.
72 */
73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1;
78 91
79 /* If the director has slaying set, only affect objects where none 92static const struct may_attempt : types_t
80 * of arch, name, or race match.
81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1;
86
87 return 0;
88}
89
90/**
91 * This handles a player dropping money on an altar to identify stuff.
92 * It'll identify marked item, if none all items up to dropped money.
93 * Return value: 1 if money was destroyed, 0 if not.
94 */
95static int
96apply_id_altar (object *money, object *altar, object *pl)
97{ 93{
98 object *id, *marked; 94 may_attempt ()
99 int success = 0; 95 : types_t ((types_t)may_attempt_player | (types_t)may_attempt_inv)
100
101 if (pl == NULL || pl->type != PLAYER)
102 return 0;
103
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105 * identifying' from being printed out more than it needs to be.
106 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108 return 0;
109
110 marked = find_marked_object (pl);
111 /* 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.
113 */
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 96 {
116 if (operate_altar (altar, &money)) 97 set (T_HANDLE);
117 { 98 set (TRIGGER);
118 identify (marked); 99 set (SCROLL);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 100 set (POTION);
120 if (marked->msg) 101 set (CLOSE_CON);
121 { 102 set (CONTAINER);
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 103 set (LAMP);
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 104 set (TORCH);
124 } 105 set (DRINK);
125 return money == NULL; 106 set (FOOD);
126 } 107 set (FLESH);
108 set (POISON);
109 set (POWER_CRYSTAL);
110 set (ITEM_TRANSFORMER);
127 } 111 }
128 112} may_attempt;
129 for (id = pl->inv; id; id = id->below)
130 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 {
133 if (operate_altar (altar, &money))
134 {
135 identify (id);
136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
137 if (id->msg)
138 {
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money))
145 break;
146 }
147 else
148 {
149 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150 break;
151 }
152 }
153 }
154 if (!success)
155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
156 return money == NULL;
157}
158
159/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item.
162 **/
163static void
164handle_apply_yield (object *tmp)
165{
166 const char *yield;
167
168 yield = get_ob_key_value (tmp, "on_use_yield");
169 if (yield != NULL)
170 {
171 object *drop = get_archetype (yield);
172
173 if (tmp->env)
174 {
175 drop = insert_ob_in_ob (drop, tmp->env);
176 if (tmp->env->type == PLAYER)
177 esrv_send_item (tmp->env, drop);
178 }
179 else
180 {
181 drop->x = tmp->x;
182 drop->y = tmp->y;
183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
184 }
185 }
186}
187
188/**
189 * Handles applying a potion.
190 */
191int
192apply_potion (object *op, object *tmp)
193{
194 int got_one = 0, i;
195 object *force = 0, *floor = 0;
196
197 floor = GET_MAP_OB (op->map, op->x, op->y);
198
199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 {
201 if (op->type == PLAYER)
202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
203 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0;
205 }
206
207 if (op->type == PLAYER)
208 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
209 identify (tmp);
210
211 handle_apply_yield (tmp);
212
213 /* Potion of restoration - only for players */
214 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
215 {
216 object *depl;
217 archetype *at;
218
219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220 {
221 op->drain_stat ();
222 op->update_stats ();
223 decrease_ob (tmp);
224 return 1;
225 }
226
227 if (!(at = archetype::find (ARCH_DEPLETION)))
228 {
229 LOG (llevError, "Could not find archetype depletion\n");
230 return 0;
231 }
232 depl = present_arch_in_ob (at, op);
233
234 if (depl)
235 {
236 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
239
240 depl->destroy ();
241 op->update_stats ();
242 }
243 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
245
246 decrease_ob (tmp);
247 return 1;
248 }
249
250 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
252 {
253 for (i = 1; i < MIN (11, op->level); i++)
254 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 {
257 if (op->contr->levhp[i] != 1)
258 {
259 op->contr->levhp[i] = 1;
260 break;
261 }
262 if (op->contr->levsp[i] != 1)
263 {
264 op->contr->levsp[i] = 1;
265 break;
266 }
267 if (op->contr->levgrace[i] != 1)
268 {
269 op->contr->levgrace[i] = 1;
270 break;
271 }
272 }
273 else
274 {
275 if (op->contr->levhp[i] < 9)
276 {
277 op->contr->levhp[i] = 9;
278 break;
279 }
280 if (op->contr->levsp[i] < 6)
281 {
282 op->contr->levsp[i] = 6;
283 break;
284 }
285 if (op->contr->levgrace[i] < 3)
286 {
287 op->contr->levgrace[i] = 3;
288 break;
289 }
290 }
291 }
292
293 /* Just makes checking easier */
294 if (i < MIN (11, op->level))
295 got_one = 1;
296
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 {
299 if (got_one)
300 {
301 op->update_stats ();
302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
305 }
306 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
308 }
309 else
310 { /* cursed potion */
311 if (got_one)
312 {
313 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
315 }
316 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
318 }
319
320 decrease_ob (tmp);
321 return 1;
322 }
323
324
325 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
326 * and heroism all fit into this category. Given the spell object code,
327 * there is no limit to the number of spells that potions can be cast,
328 * but direction is problematic to try and imbue fireball potions for example.
329 */
330 if (tmp->inv)
331 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 {
334 object *fball;
335
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
337 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL);
339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 fball->x = op->x;
342 fball->y = op->y;
343 insert_ob_in_map (fball, op->map, NULL, 0);
344 }
345 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347
348 decrease_ob (tmp);
349 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats ();
352 return 1;
353 }
354
355 /* Deal with protection potions */
356 force = NULL;
357 for (i = 0; i < NROFATTACKS; i++)
358 {
359 if (tmp->resist[i])
360 {
361 if (!force)
362 force = get_archetype (FORCE_NAME);
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT;
365 break; /* Only need to find one protection since we copy entire batch */
366 }
367 }
368 /* This is a protection potion */
369 if (force)
370 {
371 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
373 {
374 force->stats.food *= 10;
375 for (i = 0; i < NROFATTACKS; i++)
376 if (force->resist[i] > 0)
377 force->resist[i] = -force->resist[i]; /* prot => vuln */
378 }
379
380 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force);
385 decrease_ob (tmp);
386 return 1;
387 }
388
389 /* Only thing left are the stat potions */
390 if (op->type == PLAYER)
391 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else
395 SET_FLAG (tmp, FLAG_APPLIED);
396 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
398 }
399
400 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears
403 * up all the stats.
404 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats ();
407 decrease_ob (tmp);
408 return 1;
409}
410 113
411/**************************************************************************** 114/****************************************************************************
412 * Weapon improvement code follows 115 * Weapon improvement code follows
413 ****************************************************************************/ 116 ****************************************************************************/
414 117
415/** 118/**
119 * This function just checks whether who can handle equipping an item
120 * with item_power.
121 */
122static bool
123check_item_power (object *who, int item_power)
124{
125 if (who->type == PLAYER
126 && item_power
127 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
128 return false;
129 else
130 return true;
131}
132
133/**
416 * This returns the sum of nrof of item (arch name). 134 * This returns the sum of nrof of item (arch name).
417 */ 135 */
418static int 136static int
419check_item (object *op, const char *item) 137check_item (object *op, shstr_cmp item)
420{ 138{
421 int count = 0; 139 int count = 0;
422 140
423 141 if (!item)
424 if (item == NULL)
425 return 0; 142 return 0;
426 143
427 op = op->below; 144 for (op = op->below; op; op = op->below)
428 while (op != NULL) 145 if (op->arch->archname == item)
429 {
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 146 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 147 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 148 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 149
445 return count; 150 return count;
446} 151}
447 152
448/** 153/**
450 * op is typically the player, which is only 155 * op is typically the player, which is only
451 * really used to determine what space to look at. 156 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 157 * Modified to only eat 'nrof' of objects.
453 */ 158 */
454static void 159static void
455eat_item (object *op, const char *item, uint32 nrof) 160eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 161{
457 object *prev; 162 object *prev;
458 163
459 prev = op; 164 prev = op;
460 op = op->below; 165 op = op->below;
461 166
462 while (op != NULL) 167 while (op)
463 { 168 {
464 if (strcmp (op->arch->name, item) == 0) 169 if (op->arch->archname == item)
465 { 170 {
466 if (op->nrof >= nrof) 171 if (op->nrof >= nrof)
467 { 172 {
468 decrease_ob_nr (op, nrof); 173 op->decrease (nrof);
469 return; 174 return;
470 } 175 }
471 else 176 else
472 { 177 {
473 decrease_ob_nr (op, op->nrof); 178 op->decrease (nrof);
474 nrof -= op->nrof; 179 nrof -= op->nrof;
475 } 180 }
181
476 op = prev; 182 op = prev;
477 } 183 }
184
478 prev = op; 185 prev = op;
479 op = op->below; 186 op = op->below;
480 } 187 }
481} 188}
482 189
483/** 190/**
484 * This checks to see of the player (who) is sufficient level to use a weapon
485 * with improvs improvements (typically last_eat). We take an int here
486 * instead of the object so that the improvement code can pass along the
487 * increased value to see if the object is usuable.
488 * we return 1 (true) if the player can use the weapon.
489 */
490static int
491check_weapon_power (const object *who, int improvs)
492{
493
494/* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level.
497 */
498#if 1
499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
502 return 0;
503
504#else
505 int level = 0;
506
507 /* The skill system hands out wc and dam bonuses to fighters
508 * more generously than the old system (see fix_player). Thus
509 * we need to curtail the power of player enchanted weapons.
510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
511 * Note: Nothing should break by allowing this ratio to be different or
512 * using normal level - it is just a matter of play balance.
513 */
514 if (who->type == PLAYER)
515 {
516 object *wc_obj = NULL;
517
518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520 level = wc_obj->level;
521
522 if (!level)
523 {
524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
529 level = who->level;
530
531 return (improvs <= ((level / 5) + 5));
532#endif
533}
534
535/**
536 * Returns how many items of type improver->slaying there are under op. 191 * Returns how many items of type improver->slaying there are under op.
537 * Will display a message if none found, and 1 if improver->slaying is NULL. 192 * Will display a message if none found, and 1 if improver->slaying is NULL.
538 */ 193 */
539static int 194static int
540check_sacrifice (object *op, const object *improver) 195check_sacrifice (object *op, const object *improver)
541{ 196{
542 int count = 0; 197 int count = 0;
543 198
544 if (improver->slaying != NULL) 199 if (improver->slaying)
545 { 200 {
546 count = check_item (op, improver->slaying); 201 count = check_item (op, improver->slaying);
547 if (count < 1) 202 if (count < 1)
548 { 203 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 204 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 205 return 0;
554 } 206 }
555 } 207 }
556 else 208 else
557 count = 1; 209 count = 1;
560} 212}
561 213
562/** 214/**
563 * Actually improves the weapon, and tells user. 215 * Actually improves the weapon, and tells user.
564 */ 216 */
565int 217static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 218improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 219{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 220 stat += sacrifice_count;
571 weapon->last_eat++; 221 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 222 improver->decrease ();
573 decrease_ob (improver);
574 223
575 /* So it updates the players stats and the window */ 224 /* So it updates the players stats and the window */
576 op->update_stats (); 225 op->update_stats ();
226
227 op->statusmsg (format (
228 "Your sacrifice was accepted.\n"
229 "Weapon's bonus to %s improved by %d.",
230 statname, sacrifice_count
231 ));
232
577 return 1; 233 return 1;
578} 234}
579 235
580/* Types of improvements, hidden in the sp field. */ 236/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 237#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 238#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 239#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 240#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 241#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 242#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 243#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 244#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 245#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 246#define IMPROVE_INT 10
591#define IMPROVE_POW 11 247#define IMPROVE_POW 11
592
593 248
594/** 249/**
595 * This does the prepare weapon scroll. 250 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 251 * Checks for sacrifice, and so on.
597 */ 252 */
598 253static int
599int
600prepare_weapon (object *op, object *improver, object *weapon) 254prepare_weapon (object *op, object *improver, object *weapon)
601{ 255{
602 int sacrifice_count, i; 256 int sacrifice_count, i;
603 char buf[MAX_BUF]; 257 char buf[MAX_BUF];
604 258
605 if (weapon->level != 0) 259 if (weapon->level != 0)
606 { 260 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 261 op->failmsg ("Weapon is already prepared!");
608 return 0; 262 return 0;
609 } 263 }
264
610 for (i = 0; i < NROFATTACKS; i++) 265 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 266 if (weapon->resist[i])
612 break; 267 break;
613 268
614 /* If we break out, i will be less than nrofattacks, preventing 269 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 272 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 273 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 274 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 275 weapon->stats.ac) /* AC - only taifu's I think */
621 { 276 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 277 op->failmsg ("You cannot prepare magic weapons. "
278 "H<A weapon is considered magical if it changes regeneration, "
279 "speed or ac, or has other protections.>");
623 return 0; 280 return 0;
624 } 281 }
282
625 sacrifice_count = check_sacrifice (op, improver); 283 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 284 if (sacrifice_count <= 0)
627 return 0; 285 return 0;
286
628 weapon->level = isqrt (sacrifice_count); 287 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); 288 eat_item (op, improver->slaying, sacrifice_count);
631 289
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 290 op->statusmsg (format (
291 "Your sacrifice was accepted."
292 "Your *%s may be improved %d times.",
293 &weapon->name, weapon->level
294 ));
633 295
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 296 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 297 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 298 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 299 slot at once! */
638 decrease_ob (improver); 300 improver->decrease ();
639 weapon->last_eat = 0; 301 weapon->last_eat = 0;
640 return 1; 302 return 1;
641} 303}
642
643 304
644/** 305/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 306 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 307 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 308 * Returns 0 if it was not able to work for some reason.
650 * 311 *
651 * We are hiding extra information about the weapon in the level and 312 * We are hiding extra information about the weapon in the level and
652 * last_eat numbers for an object. Hopefully this won't break anything ?? 313 * last_eat numbers for an object. Hopefully this won't break anything ??
653 * level == max improve last_eat == current improve 314 * level == max improve last_eat == current improve
654 */ 315 */
655int 316static int
656improve_weapon (object *op, object *improver, object *weapon) 317improve_weapon (object *op, object *improver, object *weapon)
657{ 318{
658 int sacrifice_count, sacrifice_needed = 0; 319 int sacrifice_count, sacrifice_needed = 0;
659 320
660 if (improver->stats.sp == IMPROVE_PREPARE) 321 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 322 return prepare_weapon (op, improver, weapon);
663 } 323
664 if (weapon->level == 0) 324 if (weapon->level == 0)
665 { 325 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 326 op->failmsg (
327 "This weapon has not been prepared."
328 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 329 return 0;
668 } 330 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 331
332 if (weapon->last_eat >= weapon->level // improvements used up
333 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
670 { 334 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 335 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 336 return 0;
673 } 337 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 338
339 if (QUERY_FLAG (weapon, FLAG_APPLIED)
340 && !check_item_power (op, weapon->item_power + 1))
675 { 341 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 342 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"); 343 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 344 "really want to improve it.");
679 return 0; 345 return 0;
680 } 346 }
347
681 /* This just increases damage by 5 points, no matter what. No sacrifice 348 /* 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, 349 * 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 350 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 351 * weapon can be improved.
685 */ 352 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 353 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 354 {
688 weapon->stats.dam += 5; 355 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 356 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); 357 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 358 weapon->last_eat++;
692 359
693 weapon->item_power++; 360 weapon->item_power++;
694 decrease_ob (improver); 361 improver->decrease ();
695 return 1; 362 return 1;
696 } 363 }
364
697 if (improver->stats.sp == IMPROVE_WEIGHT) 365 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 366 {
699 /* Reduce weight by 20% */ 367 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 368 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 369 if (weapon->weight < 1)
702 weapon->weight = 1; 370 weapon->weight = 1;
371
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 372 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 373 weapon->last_eat++;
705 weapon->item_power++; 374 weapon->item_power++;
706 decrease_ob (improver); 375 improver->decrease ();
707 return 1; 376 return 1;
708 } 377 }
378
709 if (improver->stats.sp == IMPROVE_ENCHANT) 379 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 380 {
711 weapon->magic++; 381 weapon->magic++;
712 weapon->last_eat++; 382 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 383 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 384 improver->decrease ();
715 weapon->item_power++; 385 weapon->item_power++;
716 return 1; 386 return 1;
717 } 387 }
718 388
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 389 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 394 sacrifice_needed *= 2;
725 395
726 sacrifice_count = check_sacrifice (op, improver); 396 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 397 if (sacrifice_count < sacrifice_needed)
728 { 398 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 399 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 400 return 0;
731 } 401 }
402
732 eat_item (op, improver->slaying, sacrifice_needed); 403 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 404 weapon->item_power++;
734 405
735 switch (improver->stats.sp) 406 switch (improver->stats.sp)
736 { 407 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 408 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"); 409 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"); 410 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"); 411 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"); 412 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"); 413 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"); 414 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 415 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 416 op->failmsg ("Unknown improvement type.");
753 } 417 }
418
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 419 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 420 return 0;
756} 421}
757 422
758/** 423/**
759 * Handles the applying of improve/prepare/enchant weapon scroll. 424 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * Checks a few things (not on a non-magic square, marked weapon, ...), 425 * Checks a few things (not on a non-magic square, marked weapon, ...),
761 * then calls improve_weapon to do the dirty work. 426 * then calls improve_weapon to do the dirty work.
762 */ 427 */
763int 428static int
764check_improve_weapon (object *op, object *tmp) 429check_improve_weapon (object *op, object *tmp)
765{ 430{
766 object *otmp; 431 object *otmp;
767 432
768 if (op->type != PLAYER) 433 if (op->type != PLAYER)
769 return 0; 434 return 0;
770 435
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 436 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 437 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 438 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 439 return 0;
775 } 440 }
776 441
777 otmp = find_marked_object (op); 442 otmp = find_marked_object (op);
443
778 if (!otmp) 444 if (!otmp)
779 { 445 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 446 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; 447 return 0;
782 } 448 }
783 449
784 if (otmp->type != WEAPON && otmp->type != BOW) 450 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 451 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 452 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 453 return 0;
788 } 454 }
789 455
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 456 op->statusmsg ("Applied weapon builder.");
457
791 improve_weapon (op, tmp, otmp); 458 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 459 esrv_send_item (op, otmp);
793 return 1; 460 return 1;
794} 461}
795 462
813 * the armour value of the piece of equipment exceed either 480 * the armour value of the piece of equipment exceed either
814 * the users level or 90) 481 * the users level or 90)
815 * Modified by MSW for partial resistance. Only support 482 * Modified by MSW for partial resistance. Only support
816 * changing of physical area right now. 483 * changing of physical area right now.
817 */ 484 */
818int 485static int
819improve_armour (object *op, object *improver, object *armour) 486improve_armour (object *op, object *improver, object *armour)
820{ 487{
821 object *tmp; 488 object *tmp;
822 489
823 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
824 { 491 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 492 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 493 return 0;
827 } 494 }
495
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 496 /* 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. 497 * 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 498 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 499 * of gnarg and what not?)
832 */ 500 */
833 if (armour->title) 501 if (armour->title)
834 { 502 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 503 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 504 return 0;
837 } 505 }
838 506
839 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
841 */ 509 */
842 if (armour->nrof > 1) 510 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846 511
847 armour->magic++; 512 armour->magic++;
848 513
849 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
850 { 515 {
855 { 520 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 521 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 522 pow++;
858 } 523 }
859 524
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 525 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 526 }
862 else 527 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 528 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 529
865 if (!settings.armor_weight_linear) 530 if (!settings.armor_weight_linear)
866 { 531 {
867 int base = 100; 532 int base = 100;
868 int pow = 0; 533 int pow = 0;
871 { 536 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 537 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 538 pow++;
874 } 539 }
875 540
876 armour->weight = (armour->arch->clone.weight * base) / 100; 541 armour->weight = (armour->arch->weight * base) / 100;
877 } 542 }
878 else 543 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 544 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 545
881 if (armour->weight <= 0) 546 if (armour->weight <= 0)
882 { 547 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 548 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 549 armour->weight = 1;
885 } 550 }
886 551
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 552 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 553
889 if (op->type == PLAYER) 554 if (op->type == PLAYER)
890 { 555 {
891 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
557
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 558 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 559 op->update_stats ();
894 } 560 }
895 decrease_ob (improver); 561
562 improver->decrease ();
563
896 if (tmp) 564 if (tmp)
897 { 565 op->insert (tmp);
898 insert_ob_in_ob (tmp, op); 566
899 esrv_send_item (op, tmp);
900 }
901 return 1; 567 return 1;
902} 568}
903
904 569
905/* 570/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 571 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken. 572 * what the converter wants, -1 if the converter is broken.
908 */ 573 *
909#define CONV_FROM(xyz) xyz->slaying
910#define CONV_TO(xyz) xyz->other_arch
911#define CONV_NR(xyz) xyz->stats.sp
912#define CONV_NEED(xyz) xyz->stats.food
913
914/* Takes one items and makes another. 574 * Takes one type of items and makes another.
915 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not 576 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
918 */ 578 */
919int 579int
920convert_item (object *item, object *converter) 580convert_item (object *item, object *converter)
921{ 581{
922 int nr = 0; 582 sint64 nr = 0, price_in;
923 uint32 price_in; 583
584 if (item->flag [FLAG_UNPAID])
585 return 0;
586
587 shstr conv_from = converter->slaying;
588 archetype *conv_to = converter->other_arch;
589 sint64 need = converter->stats.food;
590 sint64 give = converter->stats.sp;
924 591
925 /* We make some assumptions - we assume if it takes money as it type, 592 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs 593 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 594 * 3 gp and player drops a platinum, tough luck)
928 */ 595 */
929 if (!strcmp (CONV_FROM (converter), "money")) 596 if (conv_from == shstr_money)
930 { 597 {
931 int cost;
932
933 if (item->type != MONEY) 598 if (item->type != MONEY)
934 return 0; 599 return 0;
935 600
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 601 nr = sint64 (item->nrof) * item->value / need;
937 if (!nr) 602 if (!nr)
938 return 0; 603 return 0;
939 cost = nr * CONV_NEED (converter) / item->value; 604
940 /* take into account rounding errors */ 605 converter->play_sound (sound_find ("shop_buy"));
941 if (nr * CONV_NEED (converter) % item->value) 606
942 cost++; 607 sint64 cost = (nr * need + item->value - 1) / item->value;
943 decrease_ob_nr (item, cost); 608
609 item->decrease (cost);
944 610
945 price_in = cost * item->value; 611 price_in = cost * item->value;
946 } 612 }
947 else 613 else
948 { 614 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 615 if (item->type == PLAYER
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 616 || conv_from != item->arch->archname
617 || (need && need > (uint16) item->nrof))
951 return 0; 618 return 0;
952 619
953 if (CONV_NEED (converter)) 620 converter->play_sound (sound_find ("convert_item"));
621
622 if (need)
954 { 623 {
955 nr = item->nrof / CONV_NEED (converter); 624 nr = sint64 (item->nrof) / need;
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 625 item->decrease (nr * need);
957 price_in = nr * CONV_NEED (converter) * item->value; 626 price_in = nr * need * item->value;
958 } 627 }
959 else 628 else
960 { 629 {
961 price_in = item->value; 630 price_in = item->value;
962 item->destroy (); 631 item->destroy ();
963 } 632 }
964 } 633 }
965 634
966 if (converter->inv != NULL) 635 if (converter->inv)
967 { 636 {
968 object *ob; 637 object *ob;
969 int i; 638 int i;
970 object *ob_to_copy; 639 object *ob_to_copy;
971 640
972 /* select random object from inventory to copy */ 641 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 642 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 643 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 645 ob_to_copy = ob;
979 } 646
980 } 647 item = ob_to_copy->deep_clone ();
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 648 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 650 }
985 else 651 else
986 { 652 {
987 if (converter->other_arch == NULL) 653 if (!conv_to)
988 { 654 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 655 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y); 656 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1; 657 return -1;
992 } 658 }
993 659
994 item = object_create_arch (converter->other_arch); 660 item = object_create_arch (conv_to);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 661 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 662 }
997 663
998 if (CONV_NR (converter)) 664 if (give)
999 item->nrof = CONV_NR (converter); 665 item->nrof = give;
666
1000 if (nr) 667 if (nr)
1001 item->nrof *= nr; 668 item->nrof *= nr;
1002 if (is_in_shop (converter)) 669
670 if (converter->flag [FLAG_PRECIOUS])
1003 SET_FLAG (item, FLAG_UNPAID); 671 SET_FLAG (item, FLAG_UNPAID);
672
673 if (converter->is_in_shop ())
674 {
675 // converters on shop floors don't work anymore, bug lets check for it
676 // and report in case someone still does it.
677 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
678 converter->debug_desc ());
679 SET_FLAG (item, FLAG_UNPAID);
680 }
1004 else if (price_in < item->nrof * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 682 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 683 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 685 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 686 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this 687 * hopefully had something in mind when doing this.
1012 */ 688 */
1013 } 689 }
690
691 // elmex: only identify if we need to, for example so that generated money doesn't
692 // get an 'identified' flag so easily.
693 if (need_identify (item))
694 identify (item);
695
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 696 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 697 return 1;
1016} 698}
1017 699
1018/** 700/**
1019 * Handle apply on containers. 701 * Handle apply on containers.
1020 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 703 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1022 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1023 */ 705 */
1024int 706static int
1025apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1026{ 708{
1027 if (op->type != PLAYER || !op->contr->ns) 709 if (op->type != PLAYER || !op->contr->ns)
1028 return 0; /* This might change */ 710 return 0; /* This might change */
1029 711
1035 717
1036 op->contr->last_used = 0; 718 op->contr->last_used = 0;
1037 719
1038 if (sack->env && sack->env != op) 720 if (sack->env && sack->env != op)
1039 { 721 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 722 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 723 return 1;
1042 } 724 }
1043 725
1044 // already applied == open on ground, or open in inv, or active in inv 726 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 727 if (sack->flag [FLAG_APPLIED])
1046 { 728 {
1047 if (op->container == sack) 729 if (op->container_ () == sack)
1048 { 730 {
1049 // open on ground or inv, so close 731 // open on ground or inv, so close
1050 op->close_container (); 732 op->close_container ();
1051 return 1; 733 return 1;
1052 } 734 }
1053 else if (!sack->env) 735 else if (!sack->env)
1054 { 736 {
1055 // active, but not ours: some other player has opened it 737 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 738 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1057 return 1; 739 return 1;
1058 } 740 }
1059 741
1060 // fall through to opening it (active in inv) 742 // fall through to opening it (active in inv)
1061 } 743 }
1063 { 745 {
1064 // it is in our env, so activate it, do not open yet 746 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 747 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 748 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 749 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 750 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 751 return 1;
1070 } 752 }
1071 753
1072 // it's locked? 754 // it's locked?
1073 if (sack->slaying) 755 if (sack->slaying)
1074 { 756 {
1075 if (object *tmp = find_key (op, op, sack)) 757 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 758 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 759 else
1078 { 760 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 761 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1080 return 1; 762 return 1;
1081 } 763 }
1082 } 764 }
1083 765
1084 op->open_container (sack); 766 op->open_container (sack);
1095{ 777{
1096 /* Only players can make sacrifices on spell casting altars. */ 778 /* Only players can make sacrifices on spell casting altars. */
1097 if (altar->inv && (!originator || originator->type != PLAYER)) 779 if (altar->inv && (!originator || originator->type != PLAYER))
1098 return 0; 780 return 0;
1099 781
1100 if (operate_altar (altar, &sacrifice)) 782 if (operate_altar (altar, &sacrifice, originator))
1101 { 783 {
1102 /* Simple check. Unfortunately, it means you can't cast magic bullet 784 /* Simple check. Unfortunately, it means you can't cast magic bullet
1103 * with an altar. We call it a Potion - altars are stationary - it 785 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly. 786 * is up to map designers to use them properly.
1105 */ 787 */
1106 if (altar->inv && altar->inv->type == SPELL) 788 if (altar->inv && altar->inv->type == SPELL)
1107 { 789 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 790 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 791 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 792 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 793 * old maps.
1112 */ 794 */
1113 795
1114/* push_button (altar);*/ 796/* push_button (altar);*/
1115 } 797 }
1116 else 798 else
1117 { 799 {
1118 altar->value = 1; /* works only once */ 800 altar->value = 1; /* works only once */
1119 push_button (altar); 801 push_button (altar, originator);
1120 } 802 }
1121 803
1122 return !sacrifice; 804 return !sacrifice;
1123 } 805 }
1124 else 806 else
1139 double opinion; 821 double opinion;
1140 object *tmp, *next; 822 object *tmp, *next;
1141 823
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 824 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 825
1144 if (op->type != PLAYER) 826 bool has_unpaid = false;
827
828 // quite inefficient to do this here twice, but the api doesn't lend itself to
829 // a quick and small change :(
830 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
831 if (item->flag [FLAG_UNPAID])
832 {
833 has_unpaid = true;
834 break;
835 }
836
837 if (!op->is_player ())
1145 { 838 {
1146 /* Remove all the unpaid objects that may be carried here. 839 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 840 * This could be pets or monsters that are somehow in
1148 * the shop. 841 * the shop.
1149 */ 842 */
1153 846
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 847 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 { 848 {
1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 849 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1157 850
851 if (i >= 0)
1158 tmp->remove (); 852 tmp->move (i);
1159
1160 if (i == -1)
1161 i = 0;
1162
1163 tmp->map = op->map;
1164 tmp->x = op->x + freearr_x[i];
1165 tmp->y = op->y + freearr_y[i];
1166 insert_ob_in_map (tmp, op->map, op, 0);
1167 } 853 }
1168 } 854 }
1169 855
1170 /* Don't teleport things like spell effects */ 856 /* Don't teleport things like spell effects */
1171 if (QUERY_FLAG (op, FLAG_NO_PICK)) 857 if (QUERY_FLAG (op, FLAG_NO_PICK))
1174 /* unpaid objects, or non living objects, can't transfer by 860 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 861 * shop mats. Instead, put it on a nearby space.
1176 */ 862 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 863 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 864 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 865 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 866 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 867
1183 if (i != -1) 868 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 869 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185 870
1186 return 0; 871 return 0;
1187 } 872 }
873
1188 /* Removed code that checked for multipart objects - it appears that 874 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine. 875 * the teleport function should be able to handle this just fine.
1190 */ 876 */
1191 rv = teleport (shop_mat, SHOP_MAT, op); 877 rv = teleport (shop_mat, SHOP_MAT, op);
1192 } 878 }
1193 else if (can_pay (op) && get_payment (op)) 879 else if (can_pay (op) && get_payment (op))
1194 { 880 {
1195 /* this is only used for players */ 881 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1197 883
884 if (has_unpaid)
885 op->contr->play_sound (sound_find ("shop_buy"));
886 else if (op->is_in_shop ())
887 op->contr->play_sound (sound_find ("shop_enter"));
888 else
889 op->contr->play_sound (sound_find ("shop_leave"));
890
1198 if (shop_mat->msg) 891 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 892 op->statusmsg (shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 893 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is 894 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor. 895 * actually the shop floor.
1203 */ 896 */
1204 else if (!rv && !is_in_shop (op)) 897 else if (!rv && !op->is_in_shop ())
1205 { 898 {
1206 opinion = shopkeeper_approval (op->map, op); 899 opinion = shopkeeper_approval (op->map, op);
1207 900
1208 if (opinion > 0.9) 901 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 902 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 903 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 904 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 905 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 906 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 907 }
1217 } 908 }
1218 else 909 else
1219 { 910 {
1220 /* if we get here, a player tried to leave a shop but was not able 911 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that 912 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 913 * they are not on the mat anymore
1223 */ 914 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 915 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 916
1226 if (i == -1) 917 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 918 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 919 else
1231 { 920 {
1232 op->remove (); 921 op->remove ();
1233 op->x += freearr_x[i]; 922 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 923 op->y += freearr_y[i];
1244 * Handles applying a sign. 933 * Handles applying a sign.
1245 */ 934 */
1246static void 935static void
1247apply_sign (object *op, object *sign, int autoapply) 936apply_sign (object *op, object *sign, int autoapply)
1248{ 937{
1249 readable_message_type *msgType; 938 if (!op->is_player())
1250 char newbuf[HUGE_BUF]; 939 return;
1251 940
1252 if (sign->msg == NULL) 941 if (sign->has_dialogue ())
1253 { 942 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 943 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1255 return; 944 return;
1256 } 945 }
1257 946
947 if (!sign->msg)
948 {
949 op->contr->infobox (MSG_CHANNEL ("examine"),
950 format ("T<%s>\n\n Nothing %sis written on it.",
951 &sign->name,
952 sign->name == sign->arch->name ? "" : "else "));
953 return;
954 }
955
1258 if (sign->stats.food) 956 if (sign->stats.food)
1259 { 957 {
1260 if (sign->last_eat >= sign->stats.food) 958 if (sign->last_eat >= sign->stats.food)
1261 { 959 {
1262 if (!sign->move_on) 960 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 961 op->failmsg ("You cannot read it anymore.");
962
1264 return; 963 return;
1265 } 964 }
1266 965
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 966 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 967 sign->last_eat++;
1273 * move_on is zero, it needs to be manually applied (doesn't talk 972 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us). 973 * to us).
1275 */ 974 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 975 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 976 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 977 op->failmsg ("You are unable to read while blind!");
1279 return; 978 return;
1280 } 979 }
1281 msgType = get_readable_message_type (sign);
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1284}
1285 980
1286/** 981 if (op->contr)
1287 * 'victim' moves onto 'trap' 982 if (client *ns = op->contr->ns)
1288 * 'victim' leaves 'trap' 983 {
1289 * effect is determined by move_on/move_off of trap and move_type of victime. 984 if (sign->sound)
1290 * 985 ns->play_sound (sign->sound);
1291 * originator: Player, monster or other object that caused 'victim' to move 986 else if (autoapply)
1292 * onto 'trap'. Will receive messages caused by this action. May be NULL. 987 ns->play_sound (sound_find ("msg_voice"));
1293 * However, some types of traps require an originator to function. 988
1294 */ 989 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1295void 990 }
991}
992
993static void
1296move_apply (object *trap, object *victim, object *originator) 994move_apply_hole (object *trap, object *victim)
1297{ 995{
1298 static int recursion_depth = 0; 996 /* Hole not open? */
1299 997 if (trap->stats.wc > 0)
1300 /* Only exits affect DMs. */
1301 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1302 return; 998 return;
1303 999
1304 /* move_apply() is the most likely candidate for causing unwanted and 1000 /* Is this a multipart monster and not the head? If so, return.
1305 * possibly unlimited recursion. 1001 * Processing will happen if the head runs into the pit
1306 */ 1002 */
1307 /* The following was changed because it was causing perfeclty correct 1003 if (victim->head)
1308 * maps to fail. 1) it's not an error to recurse:
1309 * rune detonates, summoning monster. monster lands on nearby rune.
1310 * nearby rune detonates. This sort of recursion is expected and
1311 * proper. This code was causing needless crashes.
1312 */
1313 if (recursion_depth >= 500)
1314 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1317 return; 1004 return;
1318 }
1319 recursion_depth++;
1320 if (trap->head)
1321 trap = trap->head;
1322 1005
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1006 // now find all possible locations and randomly pick one
1324 goto leave; 1007 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1008 trap->range >= 3 ? SIZEOFFREE3 + 1
1009 : trap->range >= 2 ? SIZEOFFREE2 + 1
1010 : trap->range >= 1 ? SIZEOFFREE1 + 1
1011 : SIZEOFFREE0 + 1);
1325 1012
1326 switch (trap->type) 1013 if (dir < 0)
1327 {
1328 case PLAYERMOVER:
1329 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1330 {
1331 if (!trap->stats.maxsp)
1332 trap->stats.maxsp = 2;
1333
1334 /* Is this correct? From the docs, it doesn't look like it
1335 * should be divided by trap->speed
1336 */
1337 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1338
1339 /* Just put in some sanity check. I think there is a bug in the
1340 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed.
1342 */
1343 if (victim->speed_left < -50.f)
1344 victim->speed_left = -50.f;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 }
1347 goto leave;
1348
1349 case SPINNER:
1350 if (victim->direction)
1351 {
1352 victim->direction = absdir (victim->direction - trap->stats.sp);
1353 update_turn_face (victim);
1354 }
1355 goto leave;
1356
1357 case DIRECTOR:
1358 if (victim->direction && !should_director_abort (trap, victim))
1359 {
1360 victim->direction = trap->stats.sp;
1361 update_turn_face (victim);
1362 }
1363 goto leave;
1364
1365 case BUTTON:
1366 case PEDESTAL:
1367 update_button (trap);
1368 goto leave;
1369
1370 case ALTAR:
1371 /* sacrifice victim on trap */
1372 apply_altar (trap, victim, originator);
1373 goto leave;
1374
1375 case THROWN_OBJ:
1376 if (trap->inv == NULL)
1377 goto leave;
1378 /* fallthrough */
1379
1380 case ARROW:
1381 /* bad bug: monster throw a object, make a step forwards, step on object ,
1382 * trigger this here and get hit by own missile - and will be own enemy.
1383 * Victim then is his own enemy and will start to kill herself (this is
1384 * removed) but we have not synced victim and his missile. To avoid senseless
1385 * action, we avoid hits here
1386 */
1387 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1388 hit_with_arrow (trap, victim);
1389 goto leave;
1390
1391 case SPELL_EFFECT:
1392 apply_spell_effect (trap, victim);
1393 goto leave;
1394
1395 case TRAPDOOR:
1396 {
1397 int max, sound_was_played;
1398 object *ab, *ab_next;
1399
1400 if (!trap->value)
1401 {
1402 int tot;
1403
1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1407
1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1409 goto leave;
1410
1411 SET_ANIMATION (trap, trap->value);
1412 update_object (trap, UP_OBJ_FACE);
1413 }
1414
1415 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1416 {
1417 /* need to set this up, since if we do transfer the object,
1418 * ab->above would be bogus
1419 */
1420 ab_next = ab->above;
1421
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 {
1424 if (!sound_was_played)
1425 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1427 sound_was_played = 1;
1428 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1431 }
1432 }
1433 goto leave;
1434 }
1435
1436
1437 case CONVERTER:
1438 if (convert_item (victim, trap) < 0)
1439 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1441 get_archetype ("burnout")->insert_at (trap, trap);
1442 }
1443
1444 goto leave;
1445
1446 case TRIGGER_BUTTON:
1447 case TRIGGER_PEDESTAL:
1448 case TRIGGER_ALTAR:
1449 check_trigger (trap, victim);
1450 goto leave;
1451
1452 case DEEP_SWAMP:
1453 walk_on_deep_swamp (trap, victim);
1454 goto leave;
1455
1456 case CHECK_INV:
1457 check_inv (victim, trap);
1458 goto leave;
1459
1460 case HOLE:
1461 /* Hole not open? */
1462 if (trap->stats.wc > 0)
1463 goto leave;
1464
1465 /* Is this a multipart monster and not the head? If so, return.
1466 * Processing will happen if the head runs into the pit
1467 */
1468 if (victim->head)
1469 goto leave;
1470
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave;
1475
1476 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 {
1479 /* Basically, don't show exits leading to random maps the
1480 * players output.
1481 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1485 victim->enter_exit (trap);
1486 }
1487 goto leave;
1488
1489 case ENCOUNTER:
1490 /* may be some leftovers on this */
1491 goto leave;
1492
1493 case SHOP_MAT:
1494 apply_shop_mat (trap, victim);
1495 goto leave;
1496
1497 /* Drop a certain amount of gold, and have one item identified */
1498 case IDENTIFY_ALTAR:
1499 apply_id_altar (victim, trap, originator);
1500 goto leave;
1501
1502 case SIGN:
1503 if (victim->type != PLAYER && trap->stats.food > 0)
1504 goto leave; /* monsters musn't apply magic_mouths with counters */
1505
1506 apply_sign (victim, trap, 1);
1507 goto leave;
1508
1509 case CONTAINER:
1510 apply_container (victim, trap);
1511 goto leave;
1512
1513 case RUNE:
1514 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim);
1518 }
1519 goto leave;
1520
1521 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1524 goto leave;
1525 }
1526
1527leave:
1528 recursion_depth--;
1529}
1530
1531/**
1532 * Handles reading a regular (ie not containing a spell) book.
1533 */
1534static void
1535apply_book (object *op, object *tmp)
1536{
1537 int lev_diff;
1538 object *skill_ob;
1539
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1543 return; 1014 return;
1544 }
1545 if (tmp->msg == NULL)
1546 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1548 return;
1549 }
1550 1015
1551 /* need a literacy skill to read stuff! */ 1016 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1017 victim->statusmsg ("You fall through the hole!", NDI_RED);
1553 if (!skill_ob)
1554 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1556 return;
1557 }
1558 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 {
1561 if (lev_diff < 2)
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1563 else if (lev_diff < 3)
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1565 else if (lev_diff < 5)
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1567 else if (lev_diff < 8)
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1569 else if (lev_diff < 15)
1570 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1571 else
1572 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1573 return;
1574 }
1575 1018
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1019 transfer_ob (victim,
1577 1020 EXIT_X (trap) + freearr_x[dir],
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1021 EXIT_Y (trap) + freearr_y[dir],
1579 msgType->message_type, msgType->message_subtype, 1022 0, victim);
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg);
1582
1583 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1587
1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589 {
1590 /*exp_gain *= 2; because they just identified it too */
1591 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592
1593 /* If in a container, update how it looks */
1594 if (tmp->env)
1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1596 else
1597 op->contr->ns->floorbox_update ();
1598 }
1599
1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1602 }
1603}
1604
1605/**
1606 * Handles the applying of a skill scroll, calling learn_skill straight.
1607 * op is the person learning the skill, tmp is the skill scroll object
1608 */
1609static void
1610apply_skillscroll (object *op, object *tmp)
1611{
1612 switch ((int) learn_skill (op, tmp))
1613 {
1614 case 0:
1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1617 return;
1618
1619 case 1:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621 decrease_ob (tmp);
1622 return;
1623
1624 default:
1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1626 decrease_ob (tmp);
1627 return;
1628 }
1629}
1630
1631/**
1632 * Actually makes op learn spell.
1633 * Informs player of what happens.
1634 */
1635void
1636do_learn_spell (object *op, object *spell, int special_prayer)
1637{
1638 object *tmp;
1639
1640 if (op->type != PLAYER)
1641 {
1642 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1643 return;
1644 }
1645
1646 /* Upgrade special prayers to normal prayers */
1647 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1648 {
1649 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1650 {
1651 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1652 return;
1653 }
1654 return;
1655 }
1656
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1658 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op);
1660
1661 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP);
1663
1664 esrv_add_spells (op->contr, tmp);
1665}
1666
1667/**
1668 * Erases spell from player's inventory.
1669 */
1670void
1671do_forget_spell (object *op, const char *spell)
1672{
1673 object *spob;
1674
1675 if (op->type != PLAYER)
1676 {
1677 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1678 return;
1679 }
1680 if ((spob = check_spell_known (op, spell)) == NULL)
1681 {
1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683 return;
1684 }
1685
1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1687 player_unready_range_ob (op->contr, spob);
1688 esrv_remove_spell (op->contr, spob);
1689 spob->destroy ();
1690}
1691
1692/**
1693 * Handles player applying a spellbook.
1694 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1695 * stuff like that. Random learning failure too.
1696 */
1697static void
1698apply_spellbook (object *op, object *tmp)
1699{
1700 object *skop, *spell, *spell_skill;
1701
1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 {
1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1705 return;
1706 }
1707
1708 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks
1711 */
1712
1713 if (tmp->slaying != NULL)
1714 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell)
1717 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1719 return;
1720 }
1721 else
1722 insert_ob_in_ob (spell, tmp);
1723 tmp->slaying = NULL;
1724 }
1725
1726 skop = find_skill_by_name (op, tmp->skill);
1727
1728 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */
1730 if (!skop)
1731 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1733 return;
1734 }
1735
1736 spell = tmp->inv;
1737
1738 if (!spell)
1739 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1741 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1742 return;
1743 }
1744
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1748 return;
1749 }
1750
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1752
1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 {
1755 identify (tmp);
1756
1757 if (tmp->env)
1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1759 else
1760 op->contr->ns->floorbox_update ();
1761 }
1762
1763 /* I removed the check for special_prayer_mark here - it didn't make
1764 * a lot of sense - special prayers are not found in spellbooks, and
1765 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark.
1767 */
1768 if (check_spell_known (op, spell->name))
1769 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1771 return;
1772 }
1773
1774 if (spell->skill)
1775 {
1776 spell_skill = find_skill_by_name (op, spell->skill);
1777
1778 if (!spell_skill)
1779 {
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1781 return;
1782 }
1783
1784 if (spell_skill->level < spell->level)
1785 {
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1787 return;
1788 }
1789 }
1790
1791 /* Logic as follows
1792 *
1793 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1794 *
1795 * 2- The learner's skill level in literacy adjusts the chance to learn
1796 * a spell.
1797 *
1798 * 3 -Automatically fail to learn if you read while confused
1799 *
1800 * Overall, chances are the same but a player will find having a high
1801 * literacy rate very useful! -b.t.
1802 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 {
1805 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1806 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1809 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810 {
1811
1812 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1813 do_learn_spell (op, spell, 0);
1814
1815 /* xp gain to literacy for spell learning */
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 }
1819 else
1820 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1823 }
1824
1825 decrease_ob (tmp);
1826}
1827
1828/**
1829 * Handles applying a spell scroll.
1830 */
1831void
1832apply_scroll (object *op, object *tmp, int dir)
1833{
1834 object *skop;
1835
1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1839 return;
1840 }
1841
1842 if (!tmp->inv || tmp->inv->type != SPELL)
1843 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1845 return;
1846 }
1847
1848 if (op->type == PLAYER)
1849 {
1850 /* players need a literacy skill to read stuff! */
1851 int exp_gain = 0;
1852
1853 /* hard code literacy - tmp->skill points to where the exp
1854 * should go for anything killed by the spell.
1855 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857
1858 if (!skop)
1859 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1861 return;
1862 }
1863
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0);
1866 }
1867
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp);
1870
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1872
1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874 decrease_ob (tmp);
1875}
1876
1877/**
1878 * Applies a treasure object - by default, chest. op
1879 * is the person doing the applying, tmp is the treasure
1880 * chest.
1881 */
1882static void
1883apply_treasure (object *op, object *tmp)
1884{
1885 /* Nice side effect of new treasure creation method is that the treasure
1886 * for the chest is done when the chest is created, and put into the chest
1887 * inventory. So that when the chest burns up, the items still exist. Also
1888 * prevents people fromt moving chests to more difficult maps to get better
1889 * treasure
1890 */
1891 object *treas = tmp->inv;
1892
1893 if (!treas)
1894 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1896 decrease_ob (tmp);
1897 return;
1898 }
1899
1900 while (tmp->inv)
1901 {
1902 treas = tmp->inv;
1903
1904 treas->remove ();
1905 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1906
1907 treas->x = op->x;
1908 treas->y = op->y;
1909 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1910
1911 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1912 spring_trap (treas, op);
1913
1914 /* If either player or container was destroyed, no need to do
1915 * further processing. I think this should be enclused with
1916 * spring trap above, as I don't think there is otherwise
1917 * any way for the treasure chest or player to get killed
1918 */
1919 if (op->destroyed () || tmp->destroyed ())
1920 break;
1921 }
1922
1923 if (!tmp->destroyed () && tmp->inv == NULL)
1924 decrease_ob (tmp);
1925
1926}
1927
1928/**
1929 * op eats food.
1930 * If player, takes care of messages and dragon special food.
1931 */
1932static void
1933apply_food (object *op, object *tmp)
1934{
1935 int capacity_remaining;
1936
1937 if (op->type != PLAYER)
1938 op->stats.hp = op->stats.maxhp;
1939 else
1940 {
1941 /* check if this is a dragon (player), eating some flesh */
1942 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1943 ;
1944 else
1945 {
1946 /* usual case - no dragon meal: */
1947 if (op->stats.food + tmp->stats.food > 999)
1948 {
1949 if (tmp->type == FOOD || tmp->type == FLESH)
1950 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1951 else
1952 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1953 }
1954
1955 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1956 {
1957 char buf[MAX_BUF];
1958
1959 if (!is_dragon_pl (op))
1960 {
1961 /* eating message for normal players */
1962 if (tmp->type == DRINK)
1963 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1964 else
1965 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1966 }
1967 else
1968 {
1969 /* eating message for dragon players */
1970 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1971 }
1972
1973 new_draw_info (NDI_UNIQUE, 0, op, buf);
1974 capacity_remaining = 999 - op->stats.food;
1975 op->stats.food += tmp->stats.food;
1976 if (capacity_remaining < tmp->stats.food)
1977 op->stats.hp += capacity_remaining / 50;
1978 else
1979 op->stats.hp += tmp->stats.food / 50;
1980 if (op->stats.hp > op->stats.maxhp)
1981 op->stats.hp = op->stats.maxhp;
1982 if (op->stats.food > 999)
1983 op->stats.food = 999;
1984 }
1985
1986 /* special food hack -b.t. */
1987 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1988 eat_special_food (op, tmp);
1989 }
1990 }
1991 handle_apply_yield (tmp);
1992 decrease_ob (tmp);
1993}
1994
1995/**
1996 * A dragon is eating some flesh. If the flesh contains resistances,
1997 * there is a chance for the dragon's skin to get improved.
1998 *
1999 * attributes:
2000 * object *op the object (dragon player) eating the flesh
2001 * object *meal the flesh item, getting chewed in dragon's mouth
2002 * return:
2003 * int 1 if eating successful, 0 if it doesn't work
2004 */
2005int
2006dragon_eat_flesh (object *op, object *meal)
2007{
2008 object *skin = NULL; /* pointer to dragon skin force */
2009 object *abil = NULL; /* pointer to dragon ability force */
2010 object *tmp = NULL; /* tmp. object */
2011
2012 char buf[MAX_BUF]; /* tmp. string buffer */
2013 double chance; /* improvement-chance of one resistance type */
2014 double totalchance = 1; /* total chance of gaining one resistance */
2015 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2016 double mbonus = 0; /* monster bonus */
2017 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2018 int winners = 0; /* number of winners */
2019 int i; /* index */
2020
2021 /* let's make sure and doublecheck the parameters */
2022 if (meal->type != FLESH || !is_dragon_pl (op))
2023 return 0;
2024
2025 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2026 from the player's inventory */
2027 shstr_cmp dragon_ability_force ("dragon_ability_force");
2028 shstr_cmp dragon_skin_force ("dragon_skin_force");
2029
2030 for (tmp = op->inv; tmp; tmp = tmp->below)
2031 if (tmp->type == FORCE)
2032 if (tmp->arch->name == dragon_skin_force)
2033 skin = tmp;
2034 else if (tmp->arch->name == dragon_ability_force)
2035 abil = tmp;
2036
2037 /* if either skin or ability are missing, this is an old player
2038 which is not to be considered a dragon -> bail out */
2039 if (skin == NULL || abil == NULL)
2040 return 0;
2041
2042 /* now start by filling stomache and health, according to food-value */
2043 if ((999 - op->stats.food) < meal->stats.food)
2044 op->stats.hp += (999 - op->stats.food) / 50;
2045 else
2046 op->stats.hp += meal->stats.food / 50;
2047 if (op->stats.hp > op->stats.maxhp)
2048 op->stats.hp = op->stats.maxhp;
2049
2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2051
2052 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2053
2054 /* on to the interesting part: chances for adding resistance */
2055 for (i = 0; i < NROFATTACKS; i++)
2056 {
2057 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2058 {
2059 /* got positive resistance, now calculate improvement chance (0-100) */
2060
2061 /* this bonus makes resistance increase easier at lower levels */
2062 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2063 if (i == abil->stats.exp)
2064 bonus += 5; /* additional bonus for resistance of ability-focus */
2065
2066 /* monster bonus increases with level, because high-level
2067 flesh is too rare */
2068 mbonus = op->level * 20. / ((double) settings.max_level);
2069
2070 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2071 ((double) settings.max_level)) - skin->resist[i];
2072
2073 if (chance >= 0.)
2074 chance += 1.;
2075 else
2076 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2077
2078 /* chance is proportional to amount of resistance (max. 50) */
2079 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2080
2081 /* doubled chance for resistance of ability-focus */
2082 if (i == abil->stats.exp)
2083 chance = MIN (100., chance * 2.);
2084
2085 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2086 if (rndm (10000) < (unsigned int) (chance * 100))
2087 {
2088 atnr_winner[winners] = i;
2089 winners++;
2090 }
2091
2092 if (chance >= 0.01)
2093 totalchance *= 1 - chance / 100;
2094
2095 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2096 }
2097 }
2098
2099 /* inverse totalchance as until now we have the failure-chance */
2100 totalchance = 100 - totalchance * 100;
2101 /* print message according to totalchance */
2102 if (totalchance > 50.)
2103 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2104 else if (totalchance > 10.)
2105 sprintf (buf, "The %s tasted very good.", &meal->name);
2106 else if (totalchance > 1.)
2107 sprintf (buf, "The %s tasted good.", &meal->name);
2108 else if (totalchance > 0.1)
2109 sprintf (buf, "The %s tasted bland.", &meal->name);
2110 else if (totalchance >= 0.01)
2111 sprintf (buf, "The %s had a boring taste.", &meal->name);
2112 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2113 sprintf (buf, "The %s tasted strange.", &meal->name);
2114 else
2115 sprintf (buf, "The %s had no taste.", &meal->name);
2116 new_draw_info (NDI_UNIQUE, 0, op, buf);
2117
2118 /* now choose a winner if we have any */
2119 i = -1;
2120 if (winners > 0)
2121 i = atnr_winner[RANDOM () % winners];
2122
2123 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2124 {
2125 /* resistance increased! */
2126 skin->resist[i]++;
2127 op->update_stats ();
2128
2129 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2130 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2131 }
2132
2133 /* if this flesh contains a new ability focus, we mark it
2134 into the ability_force and it will take effect on next level */
2135 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2136 {
2137 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2138
2139 if (meal->last_eat != abil->stats.exp)
2140 {
2141 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2142 new_draw_info (NDI_UNIQUE, 0, op, buf);
2143 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2144 new_draw_info (NDI_UNIQUE, 0, op, buf);
2145 }
2146 else
2147 {
2148 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2149 new_draw_info (NDI_UNIQUE, 0, op, buf);
2150 abil->last_eat = 0;
2151 }
2152 }
2153 return 1;
2154}
2155
2156/**
2157 * Handles applying an improve armor scroll.
2158 * Does some sanity checks, then calls improve_armour.
2159 */
2160static void
2161apply_armour_improver (object *op, object *tmp)
2162{
2163 object *armor;
2164
2165 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2166 {
2167 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2168 return;
2169 }
2170
2171 armor = find_marked_object (op);
2172
2173 if (!armor)
2174 {
2175 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2176 return;
2177 }
2178
2179 if (armor->type != ARMOUR
2180 && armor->type != CLOAK
2181 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2182 {
2183 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2184 return;
2185 }
2186
2187 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2188 improve_armour (op, tmp, armor);
2189}
2190
2191extern void
2192apply_poison (object *op, object *tmp)
2193{
2194 if (op->type == PLAYER)
2195 {
2196 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2197 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2198 strcpy (op->contr->killer, "poisonous booze");
2199 }
2200 if (tmp->stats.hp > 0)
2201 {
2202 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2203 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2204 }
2205 op->stats.food -= op->stats.food / 4;
2206 handle_apply_yield (tmp);
2207 decrease_ob (tmp);
2208}
2209
2210/**
2211 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2212 * A valid 2 way exit means:
2213 * -You can come back (there is another exit at the other side)
2214 * -You are
2215 * ° the owner of the exit
2216 * ° or in the same party as the owner
2217 *
2218 * Note: a owner in a 2 way exit is saved as the owner's name
2219 * in the field exit->name cause the field exit->owner doesn't
2220 * survive in the swapping (in fact the whole exit doesn't survive).
2221 */
2222int
2223is_legal_2ways_exit (object *op, object *exit)
2224{
2225 if (exit->stats.exp != 1)
2226 return 1; /*This is not a 2 way, so it is legal */
2227
2228#if 0 //TODO
2229 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2230 return 0; /* This is a reset town portal */
2231#endif
2232
2233 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2234
2235 if (exitmap)
2236 {
2237 exitmap->load_sync ();
2238
2239 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2240
2241 if (!tmp)
2242 return 0;
2243
2244 for (; tmp; tmp = tmp->above)
2245 {
2246 if (tmp->type != EXIT)
2247 continue; /*Not an exit */
2248
2249 if (!EXIT_PATH (tmp))
2250 continue; /*Not a valid exit */
2251
2252 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2253 continue; /*Not in the same place */
2254
2255 if (exit->map->path != EXIT_PATH (tmp))
2256 continue; /*Not in the same map */
2257
2258 /* From here we have found the exit is valid. However we do
2259 * here the check of the exit owner. It is important for the
2260 * town portals to prevent strangers from visiting your appartments
2261 */
2262 if (!exit->race)
2263 return 1; /*No owner, free for all! */
2264
2265 object *exit_owner = 0;
2266
2267 for_all_players (pp)
2268 {
2269 if (!pp->ob)
2270 continue;
2271
2272 if (pp->ob->name != exit->race)
2273 continue;
2274
2275 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2276 break;
2277 }
2278
2279 if (!exit_owner)
2280 return 0; /* No more owner */
2281
2282 if (exit_owner->contr == op->contr)
2283 return 1; /*It is your exit */
2284
2285 if (exit_owner && /*There is a owner */
2286 (op->contr) && /*A player tries to pass */
2287 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2288 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2289 return 0;
2290
2291 return 1;
2292 }
2293 }
2294
2295 return 0;
2296}
2297
2298/**
2299 * Main apply handler.
2300 *
2301 * Checks for unpaid items before applying.
2302 *
2303 * Return value:
2304 * 0: player or monster can't apply objects of that type
2305 * 1: has been applied, or there was an error applying the object
2306 * 2: objects of that type can't be applied if not in inventory
2307 *
2308 * op is the object that is causing object to be applied, tmp is the object
2309 * being applied.
2310 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special
2313 */
2314int
2315manual_apply (object *op, object *tmp, int aflag)
2316{
2317 if (tmp->head)
2318 tmp = tmp->head;
2319
2320 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2321 {
2322 if (op->type == PLAYER)
2323 {
2324 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2325 return 1;
2326 }
2327 else
2328 return 0; /* monsters just skip unpaid items */
2329 }
2330
2331 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2332 return RESULT_INT (0);
2333
2334 switch (tmp->type)
2335 {
2336 case CF_HANDLE:
2337 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2338 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2339 tmp->value = tmp->value ? 0 : 1;
2340 SET_ANIMATION (tmp, tmp->value);
2341 update_object (tmp, UP_OBJ_FACE);
2342 push_button (tmp);
2343 return 1;
2344
2345 case TRIGGER:
2346 if (check_trigger (tmp, op))
2347 {
2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2349 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2350 }
2351 else
2352 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2353
2354 return 1;
2355
2356 case EXIT:
2357 if (op->type != PLAYER)
2358 return 0;
2359
2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2362 else
2363 {
2364 /* Don't display messages for random maps. */
2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2367
2368 op->enter_exit (tmp);
2369 }
2370
2371 return 1;
2372
2373 case SIGN:
2374 apply_sign (op, tmp, 0);
2375 return 1;
2376
2377 case BOOK:
2378 if (op->type == PLAYER)
2379 {
2380 apply_book (op, tmp);
2381 return 1;
2382 }
2383 else
2384 return 0;
2385
2386 case SKILLSCROLL:
2387 if (op->type == PLAYER)
2388 {
2389 apply_skillscroll (op, tmp);
2390 return 1;
2391 }
2392 else
2393 return 0;
2394
2395 case SPELLBOOK:
2396 if (op->type == PLAYER)
2397 {
2398 apply_spellbook (op, tmp);
2399 return 1;
2400 }
2401 else
2402 return 0;
2403
2404 case SCROLL:
2405 apply_scroll (op, tmp, 0);
2406 return 1;
2407
2408 case POTION:
2409 apply_potion (op, tmp);
2410 return 1;
2411
2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2414 case CLOSE_CON:
2415 apply_container (op, tmp->env);
2416 return 1;
2417
2418 case CONTAINER:
2419 apply_container (op, tmp);
2420 return 1;
2421
2422 case TREASURE:
2423 if (op->type == PLAYER)
2424 {
2425 apply_treasure (op, tmp);
2426 return 1;
2427 }
2428 else
2429 return 0;
2430
2431 case WEAPON:
2432 case ARMOUR:
2433 case BOOTS:
2434 case GLOVES:
2435 case AMULET:
2436 case GIRDLE:
2437 case BRACERS:
2438 case SHIELD:
2439 case HELMET:
2440 case RING:
2441 case CLOAK:
2442 case WAND:
2443 case ROD:
2444 case HORN:
2445 case SKILL:
2446 case BOW:
2447 case LAMP:
2448 case BUILDER:
2449 case SKILL_TOOL:
2450 if (tmp->env != op)
2451 return 2; /* not in inventory */
2452
2453 apply_special (op, tmp, aflag);
2454 return 1;
2455
2456 case DRINK:
2457 case FOOD:
2458 case FLESH:
2459 apply_food (op, tmp);
2460 return 1;
2461
2462 case POISON:
2463 apply_poison (op, tmp);
2464 return 1;
2465
2466 case SAVEBED:
2467 return 1;
2468
2469 case ARMOUR_IMPROVER:
2470 if (op->type == PLAYER)
2471 {
2472 apply_armour_improver (op, tmp);
2473 return 1;
2474 }
2475 else
2476 return 0;
2477
2478 case WEAPON_IMPROVER:
2479 check_improve_weapon (op, tmp);
2480 return 1;
2481
2482 case CLOCK:
2483 if (op->type == PLAYER)
2484 {
2485 char buf[MAX_BUF];
2486 timeofday_t tod;
2487
2488 get_tod (&tod);
2489 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2490 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2491 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2494 return 1;
2495 }
2496 else
2497 return 0;
2498
2499 case MENU:
2500 if (op->type == PLAYER)
2501 {
2502 shop_listing (tmp, op);
2503 return 1;
2504 }
2505 else
2506 return 0;
2507
2508 case POWER_CRYSTAL:
2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2510 return 1;
2511
2512 case LIGHTER: /* for lighting torches/lanterns/etc */
2513 if (op->type == PLAYER)
2514 {
2515 apply_lighter (op, tmp);
2516 return 1;
2517 }
2518 else
2519 return 0;
2520
2521 case ITEM_TRANSFORMER:
2522 apply_item_transformer (op, tmp);
2523 return 1;
2524
2525 default:
2526 return 0;
2527 }
2528}
2529
2530
2531/* quiet suppresses the "don't know how to apply" and "you must get it first"
2532 * messages as needed by player_apply_below(). But there can still be
2533 * "but you are floating high above the ground" messages.
2534 *
2535 * Same return value as apply() function.
2536 */
2537int
2538player_apply (object *pl, object *op, int aflag, int quiet)
2539{
2540 int tmp;
2541
2542 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2543 {
2544 /* player is flying and applying object not in inventory */
2545 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2546 {
2547 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2548 return 0;
2549 }
2550 }
2551
2552 pl->contr->last_used = op;
2553
2554 tmp = manual_apply (pl, op, aflag);
2555 if (!quiet)
2556 {
2557 if (tmp == 0)
2558 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2559 else if (tmp == 2)
2560 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2561 }
2562 return tmp;
2563}
2564
2565/**
2566 * player_apply_below attempts to apply the object 'below' the player.
2567 * If the player has an open container, we use that for below, otherwise
2568 * we use the ground.
2569 */
2570void
2571player_apply_below (object *pl)
2572{
2573 int floors = 0;
2574
2575 /* If using a container, set the starting item to be the top
2576 * item in the container. Otherwise, use the map.
2577 * This is perhaps more complicated. However, I want to make sure that
2578 * we don't use a corrupt pointer for the next object, so we get the
2579 * next object in the stack before applying. This is can only be a
2580 * problem if player_apply() has a bug in that it uses the object but does
2581 * not return a proper value.
2582 */
2583 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2584 {
2585 next = tmp->below;
2586
2587 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2588 floors++;
2589 else if (floors > 0)
2590 return; /* process only floor objects after first floor object */
2591
2592 /* If it is visible, player can apply it. If it is applied by
2593 * person moving on it, also activate. Added code to make it
2594 * so that at least one of players movement types be that which
2595 * the item needs.
2596 */
2597 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2598 {
2599 if (player_apply (pl, tmp, 0, 1) == 1)
2600 return;
2601 }
2602 if (floors >= 2)
2603 return; /* process at most two floor objects */
2604 }
2605} 1023}
2606 1024
2607/** 1025/**
2608 * Unapplies specified item. 1026 * Unapplies specified item.
2609 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
2610 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
2611 * to keep the size of apply_special to a more managable size. 1029 * to keep the size of apply_special to a more managable size.
2612 */ 1030 */
2613static int 1031static bool
2614unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
2615{ 1033{
2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1034 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1035 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2618 return RESULT_INT (0); 1036 return RESULT_INT (0);
2619 1037
2620 CLEAR_FLAG (op, FLAG_APPLIED); 1038 if (who->current_weapon == op)
1039 who->current_weapon = 0;
1040
1041 op->flag [FLAG_APPLIED] = false;
2621 1042
2622 switch (op->type) 1043 switch (op->type)
2623 { 1044 {
2624 case SKILL_TOOL: 1045 case SKILL:
1046 if (player *pl = who->contr)
1047 if (op->invisible)
1048 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1049 else
1050 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1051
1052 change_abil (who, op);
1053 who->flag [FLAG_READY_SKILL] = false;
1054 break;
1055
1056 case WEAPON:
1057 who->statusmsg (format ("You unwield %s.", query_name (op)));
1058 change_abil (who, op);
1059 who->flag [FLAG_READY_WEAPON] = false;
1060
2625 // unapplying a skill tool should also unapply the skill it governs 1061 // unapplying a weapon or skill tool should also unapply the skill it governs
2626 // but this is hard, as it shouldn't do so when the skill can 1062 // but this is hard, as it shouldn't do so when the skill can
2627 // be used for other reasons 1063 // be used for other reasons
2628 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1064 if (who->chosen_skill)
2629 if (tmp->skill == op->skill 1065 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2630 && tmp->type == SKILL
2631 && tmp->flag [FLAG_APPLIED]
2632 && !tmp->flag [FLAG_CAN_USE_SKILL])
2633 unapply_special (who, tmp, 0); 1066 unapply_special (who, op, 0);
2634 1067
2635 change_abil (who, op);
2636 break; 1068 break;
2637 1069
1070 case BOW:
2638 case WEAPON: 1071 case WAND:
1072 case ROD:
1073 case HORN:
1074 case RANGED:
2639 if (player *pl = who->contr) 1075 if (player *pl = who->contr)
2640 if (op == pl->combat_ob)
2641 {
2642 pl->combat_ob = 0;
2643 who->change_weapon (pl->ranged_ob);
2644 }
2645
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2647
2648 change_abil (who, op);
2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2650 break;
2651
2652 case SKILL:
2653 if (who->contr)
2654 { 1076 {
2655 if (!op->invisible) 1077 who->statusmsg (format ("You unready %s.", query_name (op)));
2656 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 1078 change_abil (who, op);
1079 }
1080 else
1081 {
1082 who->change_skill (0);
1083
1084 if (op->type == BOW)
1085 op->flag [FLAG_READY_BOW ] = false;
2657 else 1086 else
2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 1087 op->flag [FLAG_READY_RANGE] = false;
2659 } 1088 }
2660 1089
2661 change_abil (who, op);
2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2663 break; 1090 break;
2664 1091
2665 case ARMOUR: 1092 case ARMOUR:
2666 case HELMET: 1093 case HELMET:
2667 case SHIELD: 1094 case SHIELD:
2670 case GLOVES: 1097 case GLOVES:
2671 case AMULET: 1098 case AMULET:
2672 case GIRDLE: 1099 case GIRDLE:
2673 case BRACERS: 1100 case BRACERS:
2674 case CLOAK: 1101 case CLOAK:
2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2676 change_abil (who, op); 1103 change_abil (who, op);
2677 break; 1104 break;
2678 1105
2679 case LAMP: 1106 case SPELL:
2680 {
2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2682
2683 object *tmp2 = arch_to_object (op->other_arch);
2684 tmp2->x = op->x;
2685 tmp2->y = op->y;
2686 tmp2->map = op->map;
2687 tmp2->below = op->below;
2688 tmp2->above = op->above;
2689 tmp2->stats.food = op->stats.food;
2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2691
2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2694
2695 if (who->contr)
2696 esrv_del_item (who->contr, op->count);
2697
2698 op->destroy ();
2699 insert_ob_in_ob (tmp2, who);
2700 who->update_stats ();
2701
2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2703 {
2704 if (who->contr)
2705 {
2706 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2708 }
2709 }
2710
2711 if (who->contr)
2712 esrv_send_item (who, tmp2);
2713 }
2714
2715 return 1; /* otherwise, an attempt to drop causes problems */
2716
2717 case BOW: 1107 case BUILDER:
2718 case WAND: 1108 who->statusmsg (format ("You unready %s.", query_name (op)));
2719 case ROD:
2720 case HORN:
2721 if (player *pl = who->contr)
2722 {
2723 if (op == pl->ranged_ob)
2724 {
2725 pl->ranged_ob = 0;
2726 who->change_weapon (pl->combat_ob);
2727 }
2728
2729 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2730 }
2731 else
2732 {
2733 who->change_skill (0);
2734
2735 if (op->type == BOW)
2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2737 else
2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2739 }
2740
2741 break; 1109 break;
2742 1110
2743 case BUILDER: 1111 //case SKILL_TOOL://TODO
2744 if (who->contr) 1112 default:
2745 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 1113 who->statusmsg (format ("You unapply %s.", query_name (op)));
2746 break; 1114 break;
2747
2748 default:
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2750 break;
2751 } 1115 }
1116
1117 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1118 if (object *pl = op->visible_to ())
1119 esrv_send_item (pl, op);
2752 1120
2753 who->update_stats (); 1121 who->update_stats ();
2754 1122
2755 if (!(aflags & AP_NO_MERGE))
2756 {
2757 object *tmp = merge_ob (op, 0);
2758
2759 if (who->contr)
2760 {
2761 if (tmp)
2762 { /* it was merged */
2763 esrv_del_item (who->contr, op->count);
2764 op = tmp;
2765 }
2766
2767 esrv_send_item (who, op);
2768 }
2769 }
2770
2771 return 0; 1123 return 1;
2772} 1124}
2773 1125
2774/** 1126/**
2775 * Returns the object that is using location 'loc'. 1127 * Returns the object that is using location 'loc'.
2776 * Note that 'start' is the first object to start examing - we 1128 * Note that 'start' is the first object to start examing - we
2788static object * 1140static object *
2789get_next_item_from_body_location (int loc, object *start) 1141get_next_item_from_body_location (int loc, object *start)
2790{ 1142{
2791 for (object *tmp = start; tmp; tmp = tmp->below) 1143 for (object *tmp = start; tmp; tmp = tmp->below)
2792 if (tmp->flag [FLAG_APPLIED] 1144 if (tmp->flag [FLAG_APPLIED]
2793 && tmp->slot[loc].info 1145 && tmp->slot [loc].info
2794 && (!tmp->invisible || tmp->type == SKILL)) 1146 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2795 return tmp; 1147 return tmp;
2796 1148
2797 return 0; 1149 return 0;
2798} 1150}
2799 1151
2806 * Returns 0 on success, returns 1 if there is some problem. 1158 * Returns 0 on success, returns 1 if there is some problem.
2807 * if aflags is AP_PRINT, we instead print out waht to unapply 1159 * if aflags is AP_PRINT, we instead print out waht to unapply
2808 * instead of doing it. This is a lot less code than having 1160 * instead of doing it. This is a lot less code than having
2809 * another function that does just that. 1161 * another function that does just that.
2810 */ 1162 */
2811int 1163
1164#define CANNOT_REMOVE_CURSED \
1165 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1166 "Praying over an altar, scrolls of remove curse/damnation, " \
1167 "priests or even other players might help.>"
1168
1169static bool
2812unapply_for_ob (object *who, object *op, int aflags) 1170unapply_for_ob (object *who, object *op, int aflags)
2813{ 1171{
2814 if (op->is_range ()) 1172 if (op->is_range ())
2815 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1173 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1174 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2817 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1175 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2818 { 1176 {
2819 if (aflags & AP_PRINT) 1177 if (aflags & AP_PRINT)
2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1178 who->failmsg (query_name (tmp));
2821 else 1179 else
2822 unapply_special (who, tmp, aflags); 1180 unapply_special (who, tmp, aflags);
2823 } 1181 }
2824 else 1182 else
2825 { 1183 {
2826 /* In this case, we want to try and remove a cursed item. 1184 /* In this case, we want to try and remove a cursed item.
2827 * While we know it won't work, we want unapply_special to 1185 * While we know it won't work, we want unapply_special to
2828 * at least generate the message. 1186 * at least generate the message.
2829 */ 1187 */
2830 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 1188 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2831 return 1; 1189 return 1;
2832 } 1190 }
2833 1191
2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1192 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2835 { 1193 {
2858 1216
2859 /* If we are just printing, we don't care about cursed status */ 1217 /* If we are just printing, we don't care about cursed status */
2860 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1218 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2861 { 1219 {
2862 if (aflags & AP_PRINT) 1220 if (aflags & AP_PRINT)
2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1221 who->failmsg (query_name (tmp));
2864 else 1222 else
2865 unapply_special (who, tmp, aflags); 1223 unapply_special (who, tmp, aflags);
2866 } 1224 }
2867 else 1225 else
2868 { 1226 {
2869 /* Cursed item that we can't unequip - tell the player. 1227 /* Cursed item that we can't unequip - tell the player.
2870 * Note this could be annoying if this is just one of a few, 1228 * Note this could be annoying if this is just one of a few,
2871 * so it may not be critical (eg, putting on a ring and you have 1229 * so it may not be critical (eg, putting on a ring and you have
2872 * one cursed ring.) 1230 * one cursed ring.)
2873 */ 1231 */
2874 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1232 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2875 } 1233 }
2876 1234
2877 last = tmp->below; 1235 last = tmp->below;
2878 } 1236 }
2879 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1237 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2938 continue; 1296 continue;
2939 } 1297 }
2940 1298
2941 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1299 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2942 if (!tmp1) 1300 if (!tmp1)
2943 {
2944#if 0
2945 /* This is sort of an error, but happens a lot when old players
2946 * join in with more stuff equipped than they are now allowed.
2947 */
2948 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2949#endif
2950 retval |= CAN_APPLY_NEVER; 1301 retval |= CAN_APPLY_NEVER;
2951 }
2952 else 1302 else
2953 { 1303 {
2954 /* need to unapply something. However, if this something 1304 /* need to unapply something. However, if this something
2955 * is different than we had found before, it means they need 1305 * is different than we had found before, it means they need
2956 * to apply multiple objects 1306 * to apply multiple objects
3032 * 1382 *
3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1383 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3034 * 1384 *
3035 * apply_special() doesn't check for unpaid items. 1385 * apply_special() doesn't check for unpaid items.
3036 */ 1386 */
3037int 1387
1388#define LACK_ITEM_POWER \
1389 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1390
1391static bool
3038apply_special (object *who, object *op, int aflags) 1392apply_special (object *who, object *op, int aflags)
3039{ 1393{
3040 int basic_flag = aflags & AP_BASIC_FLAGS; 1394 int basic_flag = aflags & AP_MODE;
3041 object *tmp, *tmp2, *skop = NULL; 1395 object *tmp, *tmp2, *skop = NULL;
3042 1396
3043 if (who == NULL) 1397 if (who == NULL)
3044 { 1398 {
3045 LOG (llevError, "apply_special() from object without environment.\n"); 1399 LOG (llevError, "apply_special() from object without environment.\n");
3046 return 1; 1400 return 1;
3047 } 1401 }
3048 1402
1403 //TODO: remove these when apply_special is no longer exposed
3049 if (op->env != who) 1404 if (op->env != who)
3050 return 1; /* op is not in inventory */ 1405 return 1; /* op is not in inventory */
3051 1406
3052 /* trying to unequip op */ 1407 /* trying to unequip op */
3053 if (QUERY_FLAG (op, FLAG_APPLIED)) 1408 if (QUERY_FLAG (op, FLAG_APPLIED))
3056 if (basic_flag == AP_APPLY) 1411 if (basic_flag == AP_APPLY)
3057 return 0; 1412 return 0;
3058 1413
3059 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1414 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3060 { 1415 {
3061 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 1416 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3062 return 1; 1417 return 1;
3063 } 1418 }
3064 1419
3065 return unapply_special (who, op, aflags); 1420 return unapply_special (who, op, aflags);
3066 } 1421 }
3067
3068 if (basic_flag == AP_UNAPPLY) 1422 else if (basic_flag == AP_UNAPPLY)
3069 return 0; 1423 return 0;
3070
3071 // if the item is combat/ranged, wield the relevant slot first
3072 // to resolve conflicts.
3073 if (player *pl = who->contr)
3074 switch (op->slottype ())
3075 {
3076 case slot_combat: who->change_weapon (pl->combat_ob); break;
3077 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3078 }
3079 1424
3080 splay (op); 1425 splay (op);
3081 1426
3082 /* Can't just apply this object. Lets see what not and what to do */ 1427 /* Can't just apply this object. Lets see what not and what to do */
3083 if (int i = can_apply_object (who, op)) 1428 if (int i = can_apply_object (who, op))
3084 { 1429 {
3085 if (i & CAN_APPLY_NEVER) 1430 if (i & CAN_APPLY_NEVER)
3086 { 1431 {
3087 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 1432 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3088 return 1; 1433 return 1;
3089 } 1434 }
3090 else if (i & CAN_APPLY_RESTRICTION) 1435 else if (i & CAN_APPLY_RESTRICTION)
3091 { 1436 {
3092 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 1437 who->failmsg (format (
1438 "You have a prohibition against using a %s. "
1439 "H<Your belief, profession or class prevents you from applying this item.>",
1440 query_name (op)
1441 ));
3093 return 1; 1442 return 1;
3094 } 1443 }
3095 1444
3096 if (who->type != PLAYER) 1445 if (who->type != PLAYER)
3097 { 1446 {
3101 } 1450 }
3102 else 1451 else
3103 { 1452 {
3104 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1453 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3105 { 1454 {
3106 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 1455 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3107 unapply_for_ob (who, op, AP_PRINT); 1456 unapply_for_ob (who, op, AP_PRINT);
3108 return 1; 1457 return 1;
3109 } 1458 }
3110 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1459 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3111 if (unapply_for_ob (who, op, aflags)) 1460 if (unapply_for_ob (who, op, aflags))
3113 } 1462 }
3114 } 1463 }
3115 1464
3116 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1465 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3117 { 1466 {
1467 // try to ready attached skill first
3118 skop = find_skill_by_name (who, op->skill); 1468 skop = find_skill_by_name (who, op->skill);
3119 1469
3120 if (!skop) 1470 if (!skop)
3121 { 1471 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1472 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3123 return 1; 1473 return 1;
3124 } 1474 }
3125 else 1475 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3126 /* While experience will be credited properly, we want to change the
3127 * skill so that the dam and wc get updated
3128 */ 1476 {
3129 who->change_skill (skop); 1477 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3130 } 1478 return 1;
3131 1479 }
3132 if (who->type == PLAYER
3133 && op->item_power
3134 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3135 { 1480 }
3136 new_draw_info (NDI_UNIQUE, 0, who, 1481
1482 if (!check_item_power (who, op->item_power))
1483 {
3137 "Equipping that combined with other items would consume your soul! " 1484 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3138 "[use the skills command to check your available item power]");
3139 return 1; 1485 return 1;
3140 } 1486 }
3141 1487
3142 /* Ok. We are now at the state where we can apply the new object. 1488 /* Ok. We are now at the state where we can apply the new object.
3143 * Note that we don't have the checks for can_use_... 1489 * Note that we don't have the checks for can_use_...
3144 * below - that is already taken care of by can_apply_object. 1490 * below - that is already taken care of by can_apply_object.
3145 */ 1491 */
3146 if (op->nrof > 1) 1492
3147 tmp = get_split_ob (op, op->nrof - 1); 1493 // split away all the other items from the stack, so only one item is left
3148 else 1494 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3149 tmp = 0;
3150 1495
3151 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1496 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3152 return RESULT_INT (0); 1497 return RESULT_INT (0);
3153 1498
3154 switch (op->type) 1499 switch (op->type)
3155 { 1500 {
3156 case WEAPON: 1501 case WEAPON:
3157 if (!check_weapon_power (who, op->last_eat)) 1502 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3158 {
3159 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3160 "It would consume your soul!.");
3161
3162 if (tmp)
3163 insert_ob_in_ob (tmp, who);
3164
3165 return 1;
3166 }
3167
3168 //TODO: this obviously fails for players using a shorter prefix
3169 // i.e. "R" can use Ragnarok's sword.
3170 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3171 { 1503 {
3172 /* if the weapon does not have the name as the character, can't use it. */ 1504 /* if the weapon does not have the name as the character, can't use it. */
3173 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1505 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3174 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 1506 who->failmsg ("The weapon does not recognize you as its owner. "
3175 1507 "H<Its name indicates that it belongs to somebody else.>");
3176 if (tmp) 1508 if (tmp) who->insert (tmp);
3177 insert_ob_in_ob (tmp, who);
3178
3179 return 1; 1509 return 1;
3180 } 1510 }
3181 1511
3182 if (!skop) 1512 op->flag [FLAG_APPLIED] = true;
1513
1514 if (player *pl = who->contr)
3183 { 1515 {
3184 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 1516 who->statusmsg (format ("You wield %s.", query_name (op)));
3185 return 1; 1517 change_abil (who, op);
3186 } 1518 }
3187 1519 else
3188 SET_FLAG (op, FLAG_APPLIED);
3189 who->change_skill (skop); 1520 who->change_skill (skop);
3190 1521
3191 if (who->contr) 1522 op->flag [FLAG_READY_WEAPON] = true;
3192 who->change_weapon (who->contr->combat_ob = op);
3193
3194 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3197 change_abil (who, op);
3198 break; 1523 break;
3199 1524
3200 case ARMOUR: 1525 case ARMOUR:
3201 case HELMET: 1526 case HELMET:
3202 case SHIELD: 1527 case SHIELD:
3206 case BRACERS: 1531 case BRACERS:
3207 case CLOAK: 1532 case CLOAK:
3208 case RING: 1533 case RING:
3209 case AMULET: 1534 case AMULET:
3210 SET_FLAG (op, FLAG_APPLIED); 1535 SET_FLAG (op, FLAG_APPLIED);
3211 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1536 who->statusmsg (format ("You wear %s.", query_name (op)));
3212 change_abil (who, op); 1537 change_abil (who, op);
3213 break; 1538 break;
3214 1539
1540 case SKILL_TOOL:
1541 // applying a skill tool does not ready the skill
1542 // if something needs the skill, it has to ready it itself
1543 //TODO: unapplying should unapply the skill, though
1544 SET_FLAG (op, FLAG_APPLIED);
1545 break;
1546
3215 case LAMP: 1547 case SKILL:
3216 if (op->stats.food < 1) 1548 if (!(aflags & AP_NO_SLOT))
3217 { 1549 {
3218 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 1550 // skill is used on it's own, as opposed to being a chosen_skill
1551
1552 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1553 {
1554 who->failmsg (format (
1555 "You feel as if you wanted to do something funny, but you can't remember what. "
1556 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1557 "It cannot be used on its own.>",
1558 &op->skill
1559 ));
1560 if (tmp) who->insert (tmp);
1561 return 1;
1562 }
1563
1564 if (skill_flags [op->subtype] & SF_AUTARK
1565 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1566 {
1567 if (skill_flags [op->subtype] & SF_USE)
1568 who->failmsg (format (
1569 "You feel as if you wanted to do something funny, but you can't remember what. "
1570 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1571 &op->skill, &op->skill
1572 ));
1573 else
1574 who->failmsg (format (
1575 "You feel as if you wanted to do something funny, but you can't remember what. "
1576 "H<The %s skill cannot be readied or used, it is always active.>",
1577 &op->skill
1578 ));
1579
1580 if (tmp) who->insert (tmp);
1581
1582 return 1;
1583 }
1584
1585 if (who->contr)
1586 if (op->invisible)
1587 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1588 else
1589 who->statusmsg (format ("You ready %s.", query_name (op)));
1590 }
1591
1592 SET_FLAG (who, FLAG_READY_SKILL);
1593 SET_FLAG (op, FLAG_APPLIED);
1594 change_abil (who, op);
1595 break;
1596
1597 case BOW:
1598 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1599 {
1600 who->failmsg ("The weapon does not recognize you as its owner. "
1601 "H<Its name indicates that it belongs to somebody else.>");
1602 if (tmp) who->insert (tmp);
3219 return 1; 1603 return 1;
3220 } 1604 }
3221 1605
3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 1606 if (player *pl = who->contr)
3223 tmp2 = arch_to_object (op->other_arch);
3224 tmp2->stats.food = op->stats.food;
3225 SET_FLAG (tmp2, FLAG_APPLIED);
3226
3227 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3228 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3229
3230 insert_ob_in_ob (tmp2, who);
3231
3232 /* Remove the old lantern */
3233 if (who->type == PLAYER)
3234 esrv_del_item (who->contr, op->count);
3235
3236 op->destroy ();
3237
3238 /* insert the portion that was split off */
3239 if (tmp)
3240 { 1607 {
3241 insert_ob_in_ob (tmp, who);
3242 if (who->type == PLAYER)
3243 esrv_send_item (who, tmp);
3244 }
3245
3246 who->update_stats ();
3247
3248 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3249 if (who->type == PLAYER)
3250 {
3251 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3252 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3253 }
3254
3255 if (who->type == PLAYER)
3256 esrv_send_item (who, tmp2);
3257
3258 return 0;
3259
3260 case SKILL_TOOL:
3261 // applying a skill tool also readies the skill
3262 SET_FLAG (op, FLAG_APPLIED);
3263
3264 if (!(aflags & AP_NO_READY))
3265 {
3266 skop = find_skill_by_name (who, op->skill);
3267 if (!skop->flag [FLAG_APPLIED]) 1608 op->flag [FLAG_APPLIED] = true;
3268 apply_special (who, skop, AP_APPLY); 1609 who->statusmsg (format ("You wield the %s.", query_name (op)));
1610 change_abil (who, op);
3269 } 1611 }
3270 break; 1612 break;
3271 1613
3272 case SKILL: 1614 case RANGED:
3273 if (player *pl = who->contr) 1615 if (player *pl = who->contr)
3274 { 1616 {
3275 if (IS_COMBAT_SKILL (op->subtype)) 1617 op->flag [FLAG_APPLIED] = true;
3276 { 1618 who->statusmsg (format ("You applied the %s.", query_name (op)));
3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3278 {
3279 for (object *item = who->inv; item; item = item->below)
3280 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3281 {
3282 if (item->skill == op->skill)
3283 {
3284 who->change_weapon (pl->combat_ob = item);
3285 goto found_weapon;
3286 }
3287 }
3288
3289 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3290 return 1;
3291
3292 found_weapon:;
3293 }
3294 else
3295 who->change_weapon (pl->combat_ob = op);
3296 }
3297 else if (IS_RANGED_SKILL (op->subtype))
3298 {
3299 if (skill_flags [op->subtype] & SF_NEED_BOW)
3300 {
3301 for (object *item = who->inv; item; item = item->below)
3302 if (item->type == BOW && item->flag [FLAG_APPLIED])
3303 {
3304 //TODO: bows should/must all have skill missile weapon right now
3305 who->change_weapon (pl->ranged_ob = item);
3306 goto found_bow;
3307 }
3308
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3310 return 1;
3311
3312 found_bow:;
3313 }
3314 else
3315 who->change_weapon (pl->ranged_ob = op);
3316 }
3317
3318 if (!op->invisible)
3319 {
3320 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3321 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3322 }
3323 else
3324 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3325 } 1619 }
3326 else 1620 break;
1621
1622 case SPELL:
1623 if (player *pl = who->contr)
3327 { 1624 {
3328 SET_FLAG (op, FLAG_APPLIED); 1625 op->flag [FLAG_APPLIED] = true;
3329 change_abil (who, op); 1626 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3330 who->chosen_skill = op;
3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 } 1627 }
3333
3334 break; 1628 break;
3335
3336 case BOW:
3337 if (!check_weapon_power (who, op->last_eat))
3338 {
3339 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3340 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3341
3342 if (tmp)
3343 insert_ob_in_ob (tmp, who);
3344
3345 return 1;
3346 }
3347
3348 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3349 {
3350 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3351 if (tmp)
3352 insert_ob_in_ob (tmp, who);
3353
3354 return 1;
3355 }
3356 1629
3357 /*FALLTHROUGH*/ 1630 /*FALLTHROUGH*/
3358 case WAND: 1631 case WAND:
3359 case ROD: 1632 case ROD:
3360 case HORN: 1633 case HORN:
3361 /* check for skill, alter player status */ 1634 /* check for skill, alter player status */
3362 1635
3363 if (!skop) 1636 if (!skop)
3364 { 1637 {
3365 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 1638 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
1639 if (tmp) who->insert (tmp);
3366 return 1; 1640 return 1;
3367 } 1641 }
3368 1642
3369 SET_FLAG (op, FLAG_APPLIED); 1643 op->flag [FLAG_APPLIED] = true;
3370 who->change_skill (skop);
3371 1644
3372 if (who->contr) 1645 if (player *pl = who->contr)
3373 { 1646 {
3374 who->contr->ranged_ob = op; 1647 who->statusmsg (format ("You ready %s.", query_name (op)));
3375
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3377 1648
3378 if (op->type == BOW) 1649 if (op->type == BOW)
3379 { 1650 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3380 who->current_weapon = op; 1651
3381 change_abil (who, op); 1652 change_abil (who, op);
3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3383 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3384 }
3385 } 1653 }
3386 else 1654 else
3387 { 1655 {
1656 who->change_skill (skop);
1657
3388 if (op->type == BOW) 1658 if (op->type == BOW)
3389 SET_FLAG (who, FLAG_READY_BOW); 1659 op->flag [FLAG_READY_BOW ] = true;
3390 else 1660 else
3391 SET_FLAG (who, FLAG_READY_RANGE); 1661 op->flag [FLAG_READY_RANGE] = true;
3392 } 1662 }
3393 1663
3394 break; 1664 break;
3395 1665
3396 case BUILDER: 1666 case BUILDER:
3397 if (who->type == PLAYER) 1667 if (player *pl = who->contr)
3398 { 1668 {
3399 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 1669 who->statusmsg (format ("You ready your %s.", query_name (op)));
3400 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 1670 //TODO: change_abil?
3401 unapply_special (who, who->contr->ranged_ob, 0);
3402
3403 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3404
3405 who->contr->ranged_ob = op;
3406 } 1671 }
3407 break; 1672 break;
3408 1673
3409 default: 1674 default:
3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1675 who->statusmsg (format ("You apply %s.", query_name (op)));
3411 } /* end of switch op->type */ 1676 }
3412 1677
3413 SET_FLAG (op, FLAG_APPLIED); 1678 SET_FLAG (op, FLAG_APPLIED);
3414 1679
3415 if (tmp) 1680 if (tmp) who->insert (tmp);
3416 tmp = insert_ob_in_ob (tmp, who);
3417 1681
3418 who->update_stats (); 1682 who->update_stats ();
3419 1683
3420 /* We exclude spell casting objects. The fire code will set the 1684 /* We exclude spell casting objects. The fire code will set the
3421 * been applied flag when they are used - until that point, 1685 * been applied flag when they are used - until that point,
3423 */ 1687 */
3424 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1688 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3425 SET_FLAG (op, FLAG_BEEN_APPLIED); 1689 SET_FLAG (op, FLAG_BEEN_APPLIED);
3426 1690
3427 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1691 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3428 {
3429 if (who->type == PLAYER) 1692 if (who->type == PLAYER)
3430 { 1693 {
3431 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1694 who->failmsg (
1695 "Oops, it feels deadly cold! "
1696 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1697 );
3432 SET_FLAG (op, FLAG_KNOWN_CURSED); 1698 SET_FLAG (op, FLAG_KNOWN_CURSED);
3433 } 1699 }
3434 }
3435 1700
3436 if (who->type == PLAYER) 1701 if (object *pl = op->visible_to ())
3437 {
3438 /* if multiple objects were applied, update both slots */
3439 if (tmp)
3440 esrv_send_item (who, tmp);
3441
3442 esrv_send_item (who, op); 1702 esrv_send_item (pl, op);
3443 }
3444 1703
3445 return 0; 1704 return 0;
3446} 1705}
3447 1706
1707/**
1708 * Check if op should abort moving victim because of it's race or slaying.
1709 * Returns 1 if it should abort, returns 0 if it should continue.
1710 */
3448int 1711int
3449monster_apply_special (object *who, object *op, int aflags) 1712should_director_abort (object *op, object *victim)
3450{ 1713{
3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1714 int arch_flag, name_flag, race_flag;
1715
1716 /* Get flags to determine what of arch, name, and race should be checked.
1717 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1718 * the next is the name flag, and the last is the race flag. Also note,
1719 * if subtype is set to zero, that also goes to defaults of all affecting
1720 * it. Examples:
1721 * subtype 1: only arch
1722 * subtype 3: arch or name
1723 * subtype 5: arch or race
1724 * subtype 7: all three
1725 */
1726 if (op->subtype)
1727 {
1728 arch_flag = op->subtype & 1;
1729 name_flag = op->subtype & 2;
1730 race_flag = op->subtype & 4;
1731 }
1732 else
1733 {
1734 arch_flag = 1;
1735 name_flag = 1;
1736 race_flag = 1;
1737 }
1738
1739 /* If the director has race set, only affect objects with a arch,
1740 * name or race that matches.
1741 */
1742 if ((op->race) &&
1743 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1744 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1745 ((!(victim->race && race_flag) || op->race != victim->race)))
3452 return 1; 1746 return 1;
1747
1748 /* If the director has slaying set, only affect objects where none
1749 * of arch, name, or race match.
1750 */
1751 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1752 ((victim->name && name_flag && op->slaying == victim->name)) ||
1753 ((victim->race && race_flag && op->slaying == victim->race)))
1754 return 1;
1755
1756 return 0;
1757}
1758
1759/**
1760 * This handles a player dropping money on an altar to identify stuff.
1761 * It'll identify marked item, if none all items up to dropped money.
1762 * Return value: 1 if money was destroyed, 0 if not.
1763 */
1764static int
1765apply_id_altar (object *money, object *altar, object *pl)
1766{
1767 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1768
1769 if (!pl || pl->type != PLAYER)
1770 return 0;
1771
1772 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1773 * identifying' from being printed out more than it needs to be.
1774 */
1775 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1776 return 0;
1777
1778 /* if the player has a marked item, identify that if it needs to be
1779 * identified. If it doesn't, then go through the player inventory.
1780 */
1781 if (object *marked = find_marked_object (pl))
1782 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1783 {
1784 if (operate_altar (altar, &money, pl))
1785 {
1786 identify (marked);
1787
1788 buf.printf ("You have %s.\r", long_desc (marked, pl));
1789 if (marked->msg)
1790 buf << "The item has a story:\r" << marked->msg << "\n\n";
1791
1792 return !money;
1793 }
1794 }
1795
1796 for (object *id = pl->inv; id; id = id->below)
1797 {
1798 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1799 {
1800 if (operate_altar (altar, &money, pl))
1801 {
1802 identify (id);
1803
1804 buf.printf ("You have %s.\r", long_desc (id, pl));
1805 if (id->msg)
1806 buf << "The item has a story:\r" << id->msg << "\n\n";
1807
1808 /* If no more money, might as well quit now */
1809 if (!money || !check_altar_sacrifice (altar, money))
1810 break;
1811 }
1812 else
1813 {
1814 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1815 break;
1816 }
1817 }
1818 }
1819
1820 if (buf.empty ())
1821 pl->failmsg ("You have nothing that needs identifying");
1822 else
1823 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1824
1825 return !money;
1826}
1827
1828/**
1829 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1830 * matching item.
1831 **/
1832void
1833handle_apply_yield (object *tmp)
1834{
1835 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1836 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1837}
1838
1839/**
1840 * Handles applying a potion.
1841 */
1842int
1843apply_potion (object *op, object *tmp)
1844{
1845 int got_one = 0, i;
1846 object *force = 0;
1847
1848 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1849
1850 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1851 {
1852 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1853
1854 CLEAR_FLAG (tmp, FLAG_APPLIED);
1855 return 0;
1856 }
1857
1858 if (op->type == PLAYER)
1859 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1860 identify (tmp);
1861
1862 handle_apply_yield (tmp);
1863
1864 /* Potion of restoration - only for players */
1865 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1866 {
1867 object *depl;
1868 archetype *at;
1869
1870 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1871 {
1872 op->drain_stat ();
1873 op->update_stats ();
1874 tmp->decrease ();
1875 return 1;
1876 }
1877
1878 if (!(at = archetype::find (shstr_depletion)))
1879 {
1880 LOG (llevError, "Could not find archetype depletion\n");
1881 return 0;
1882 }
1883
1884 depl = present_arch_in_ob (at, op);
1885
1886 if (depl)
1887 {
1888 for (i = 0; i < NUM_STATS; i++)
1889 if (depl->stats.stat (i))
1890 op->statusmsg (restore_msg[i]);
1891
1892 depl->destroy ();
1893 op->update_stats ();
1894 }
1895 else
1896 op->statusmsg ("Your potion had no effect.");
1897
1898 tmp->decrease ();
1899 return 1;
1900 }
1901
1902 /* improvement potion - only for players */
1903 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1904 {
1905 for (i = 1; i < min (11, op->level); i++)
1906 {
1907 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1908 {
1909 if (op->contr->levhp[i] != 1)
1910 {
1911 op->contr->levhp[i] = 1;
1912 break;
1913 }
1914
1915 if (op->contr->levsp[i] != 1)
1916 {
1917 op->contr->levsp[i] = 1;
1918 break;
1919 }
1920
1921 if (op->contr->levgrace[i] != 1)
1922 {
1923 op->contr->levgrace[i] = 1;
1924 break;
1925 }
1926 }
1927 else
1928 {
1929 if (op->contr->levhp[i] < 9)
1930 {
1931 op->contr->levhp[i] = 9;
1932 break;
1933 }
1934
1935 if (op->contr->levsp[i] < 6)
1936 {
1937 op->contr->levsp[i] = 6;
1938 break;
1939 }
1940
1941 if (op->contr->levgrace[i] < 3)
1942 {
1943 op->contr->levgrace[i] = 3;
1944 break;
1945 }
1946 }
1947 }
1948
1949 /* Just makes checking easier */
1950 if (i < min (11, op->level))
1951 got_one = 1;
1952
1953 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1954 {
1955 if (got_one)
1956 {
1957 op->update_stats ();
1958 op->statusmsg ("The Gods smile upon you and remake you "
1959 "a little more in their image. "
1960 "You feel a little more perfect.", NDI_GREEN);
1961 }
1962 else
1963 op->statusmsg ("The potion had no effect - you are already perfect.");
1964 }
1965 else
1966 { /* cursed potion */
1967 if (got_one)
1968 {
1969 op->update_stats ();
1970 op->failmsg ("The Gods are angry and punish you.");
1971 }
1972 else
1973 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1974 }
1975
1976 tmp->decrease ();
1977 return 1;
1978 }
1979
1980
1981 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1982 * and heroism all fit into this category. Given the spell object code,
1983 * there is no limit to the number of spells that potions can be cast,
1984 * but direction is problematic to try and imbue fireball potions for example.
1985 */
1986 if (tmp->inv)
1987 {
1988 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1989 {
1990 op->failmsg ("Yech! Your lungs are on fire!");
1991 create_exploding_ball_at (op, op->level);
1992 }
1993 else
1994 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1995
1996 tmp->decrease ();
1997
1998 /* if youre dead, no point in doing this... */
1999 if (!QUERY_FLAG (op, FLAG_REMOVED))
2000 op->update_stats ();
2001
2002 return 1;
2003 }
2004
2005 /* Deal with protection potions */
2006 force = NULL;
2007 for (i = 0; i < NROFATTACKS; i++)
2008 {
2009 if (tmp->resist[i])
2010 {
2011 if (!force)
2012 force = get_archetype (FORCE_NAME);
2013
2014 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2015 force->type = POTION_EFFECT;
2016 break; /* Only need to find one protection since we copy entire batch */
2017 }
2018 }
2019
2020 /* This is a protection potion */
2021 if (force)
2022 {
2023 /* cursed items last longer */
2024 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2025 {
2026 force->stats.food *= 10;
2027 for (i = 0; i < NROFATTACKS; i++)
2028 if (force->resist[i] > 0)
2029 force->resist[i] = -force->resist[i]; /* prot => vuln */
2030 }
2031
2032 force->speed_left = -1;
2033 force = insert_ob_in_ob (force, op);
2034 CLEAR_FLAG (tmp, FLAG_APPLIED);
2035 SET_FLAG (force, FLAG_APPLIED);
2036 change_abil (op, force);
2037 tmp->decrease ();
2038 return 1;
2039 }
2040
2041 /* Only thing left are the stat potions */
2042 if (op->type == PLAYER)
2043 { /* only for players */
2044 if ((QUERY_FLAG (tmp, FLAG_CURSED)
2045 || QUERY_FLAG (tmp, FLAG_DAMNED))
2046 && tmp->value != 0)
2047 CLEAR_FLAG (tmp, FLAG_APPLIED);
2048 else
2049 SET_FLAG (tmp, FLAG_APPLIED);
2050
2051 if (!change_abil (op, tmp))
2052 op->statusmsg ("Nothing happened.");
2053 }
2054
2055 /* CLEAR_FLAG is so that if the character has other potions
2056 * that were grouped with the one consumed, his
2057 * stat will not be raised by them. fix_player just clears
2058 * up all the stats.
2059 */
2060 CLEAR_FLAG (tmp, FLAG_APPLIED);
2061 op->update_stats ();
2062 tmp->decrease ();
2063 return 1;
2064}
2065
2066/**
2067 * 'victim' moves onto 'trap'
2068 * 'victim' leaves 'trap'
2069 * effect is determined by move_on/move_off of trap and move_type of victime.
2070 *
2071 * originator: Player, monster or other object that caused 'victim' to move
2072 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2073 * However, some types of traps require an originator to function.
2074 */
2075void
2076move_apply (object *trap, object *victim, object *originator)
2077{
2078 static int recursion_depth = 0;
2079
2080 /* Only exits affect DMs. */
2081 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
2082 return;
2083
2084 /* move_apply() is the most likely candidate for causing unwanted and
2085 * possibly unlimited recursion.
2086 */
2087 /* The following was changed because it was causing perfectly correct
2088 * maps to fail. 1) it's not an error to recurse:
2089 * rune detonates, summoning monster. monster lands on nearby rune.
2090 * nearby rune detonates. This sort of recursion is expected and
2091 * proper. This code was causing needless crashes.
2092 */
2093 if (recursion_depth >= 500)
2094 {
2095 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2096 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2097 return;
2098 }
2099
2100 recursion_depth++;
2101 if (trap->head)
2102 trap = trap->head;
2103
2104 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2105 switch (trap->type)
2106 {
2107 case PLAYERMOVER:
2108 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2109 {
2110 if (!trap->stats.maxsp)
2111 trap->stats.maxsp = 2;
2112
2113 /* Is this correct? From the docs, it doesn't look like it
2114 * should be divided by trap->speed
2115 */
2116 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2117
2118 /* Just put in some sanity check. I think there is a bug in the
2119 * above with some objects have zero speed, and thus the player
2120 * getting permanently paralyzed.
2121 */
2122 if (victim->speed_left < -50.f)
2123 victim->speed_left = -50.f;
2124 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2125 }
2126 break;
2127
2128 case SPINNER:
2129 if (victim->direction)
2130 {
2131 victim->direction = absdir (victim->direction - trap->stats.sp);
2132 update_turn_face (victim);
2133 }
2134 break;
2135
2136 case DIRECTOR:
2137 if (victim->direction && !should_director_abort (trap, victim))
2138 {
2139 victim->direction = trap->stats.sp;
2140 update_turn_face (victim);
2141 }
2142 break;
2143
2144 case BUTTON:
2145 case PEDESTAL:
2146 case T_MATCH:
2147 update_button (trap, originator);
2148 break;
2149
2150 case ALTAR:
2151 /* sacrifice victim on trap */
2152 apply_altar (trap, victim, originator);
2153 break;
2154
2155 case THROWN_OBJ:
2156 if (trap->inv == NULL)
2157 break;
2158 /* fallthrough */
2159
2160 case ARROW:
2161 /* bad bug: monster throw a object, make a step forwards, step on object ,
2162 * trigger this here and get hit by own missile - and will be own enemy.
2163 * Victim then is his own enemy and will start to kill herself (this is
2164 * removed) but we have not synced victim and his missile. To avoid senseless
2165 * action, we avoid hits here
2166 */
2167 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2168 && trap->owner != victim)
2169 hit_with_arrow (trap, victim);
2170 break;
2171
2172 case SPELL_EFFECT:
2173 apply_spell_effect (trap, victim);
2174 break;
2175
2176 case TRAPDOOR:
2177 {
2178 int max, sound_was_played;
2179 object *ab, *ab_next;
2180
2181 if (!trap->value)
2182 {
2183 int tot;
2184
2185 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2186 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2187 tot += ab->head_ ()->total_weight ();
2188
2189 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2190 break;
2191
2192 SET_ANIMATION (trap, trap->value);
2193 update_object (trap, UP_OBJ_FACE);
2194 }
2195
2196 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2197 {
2198 /* need to set this up, since if we do transfer the object,
2199 * ab->above would be bogus
2200 */
2201 ab_next = ab->above;
2202
2203 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2204 {
2205 if (!sound_was_played)
2206 {
2207 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2208 sound_was_played = 1;
2209 }
2210
2211 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2212 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2213 }
2214 }
2215 break;
2216 }
2217
2218 case CONVERTER:
2219 if (convert_item (victim, trap) < 0)
2220 {
2221 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
2222 archetype::get (shstr_burnout)->insert_at (trap, trap);
2223 }
2224
2225 break;
2226
2227 case TRIGGER_BUTTON:
2228 case TRIGGER_PEDESTAL:
2229 case TRIGGER_ALTAR:
2230 check_trigger (trap, victim, originator);
2231 break;
2232
2233 case DEEP_SWAMP:
2234 walk_on_deep_swamp (trap, victim);
2235 break;
2236
2237 case CHECK_INV:
2238 check_inv (victim, trap);
2239 break;
2240
2241 case HOLE:
2242 move_apply_hole (trap, victim);
2243 break;
2244
2245 case EXIT:
2246 if (victim->type == PLAYER && EXIT_PATH (trap))
2247 {
2248 /* Basically, don't show exits leading to random maps the
2249 * players output.
2250 */
2251 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2252 victim->statusmsg (trap->msg, NDI_NAVY);
2253
2254 trap->play_sound (trap->sound);
2255 victim->enter_exit (trap);
2256 }
2257 break;
2258
2259 case ENCOUNTER:
2260 /* may be some leftovers on this */
2261 break;
2262
2263 case SHOP_MAT:
2264 apply_shop_mat (trap, victim);
2265 break;
2266
2267 /* Drop a certain amount of gold, and have one item identified */
2268 case IDENTIFY_ALTAR:
2269 apply_id_altar (victim, trap, originator);
2270 break;
2271
2272 case SIGN:
2273 if (victim->type != PLAYER && trap->stats.food > 0)
2274 break; /* monsters musn't apply magic_mouths with counters */
2275
2276 apply_sign (victim, trap, 1);
2277 break;
2278
2279 case CONTAINER:
2280 apply_container (victim, trap);
2281 break;
2282
2283 case RUNE:
2284 case TRAP:
2285 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2286 spring_trap (trap, victim);
2287 break;
2288
2289 default:
2290 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2291 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2292 break;
2293 }
2294
2295 recursion_depth--;
2296}
2297
2298/**
2299 * Handles reading a regular (ie not containing a spell) book.
2300 */
2301static void
2302apply_book (object *op, object *tmp)
2303{
2304 int lev_diff;
2305 object *skill_ob;
2306
2307 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2308 {
2309 op->failmsg ("You are unable to read while blind!");
2310 return;
2311 }
2312
2313 if (!tmp->msg)
2314 {
2315 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
2316 return;
2317 }
2318
2319 /* need a literacy skill to read stuff! */
2320 skill_ob = find_skill_by_name (op, tmp->skill);
2321 if (!skill_ob)
2322 {
2323 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
2324 return;
2325 }
2326
2327 lev_diff = tmp->level - (skill_ob->level + 5);
2328 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2329 {
2330 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2331 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2332 : lev_diff < 5 ? "This book is beyond your comprehension."
2333 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2334 : lev_diff < 15 ? "This book is way beyond your comprehension."
2335 : "This book is totally beyond your comprehension.");
2336 return;
2337 }
2338
2339 // we currently don't use the message types for anything.
2340 // readable_message_type *msgType = get_readable_message_type (tmp);
2341
2342 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2343
2344 if (player *pl = op->contr)
2345 if (client *ns = pl->ns)
2346 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2347
2348 /* gain xp from reading */
2349 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2350 { /* only if not read before */
2351 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2352
2353 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2354 {
2355 /*exp_gain *= 2; because they just identified it too */
2356 SET_FLAG (tmp, FLAG_IDENTIFIED);
2357
2358 if (object *pl = tmp->visible_to ())
2359 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2360 }
2361
2362 change_exp (op, exp_gain, skill_ob->skill, 0);
2363 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2364 }
2365}
2366
2367/**
2368 * op made some mistake with a scroll, this takes care of punishment.
2369 * scroll_failure()- hacked directly from spell_failure
2370 */
2371static void
2372scroll_failure (object *op, int failure, int power)
2373{
2374 if (abs (failure / 4) > power)
2375 power = abs (failure / 4); /* set minimum effect */
2376
2377 if (failure <= -1 && failure > -15)
2378 { /* wonder */
2379 object *tmp;
2380
2381 op->failmsg ("Your spell warps!");
2382 tmp = get_archetype (SPELL_WONDER);
2383 cast_wonder (op, op, 0, tmp);
2384 tmp->destroy ();
2385 }
2386 else if (failure <= -15 && failure > -35)
2387 { /* drain mana */
2388 op->failmsg ("Your mana is drained!");
2389 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2390 if (op->stats.sp < 0)
2391 op->stats.sp = 0;
2392 }
2393 else if (settings.spell_failure_effects == TRUE)
2394 {
2395 if (failure <= -35 && failure > -60)
2396 { /* confusion */
2397 op->failmsg ("The magic recoils on you!");
2398 confuse_player (op, op, power);
2399 }
2400 else if (failure <= -60 && failure > -70)
2401 { /* paralysis */
2402 op->failmsg ("The magic recoils and paralyzes you!");
2403 paralyze_player (op, op, power);
2404 }
2405 else if (failure <= -70 && failure > -80)
2406 { /* blind */
2407 op->failmsg ("The magic recoils on you!");
2408 blind_player (op, op, power);
2409 }
2410 else if (failure <= -80)
2411 { /* blast the immediate area */
2412 object *tmp = get_archetype (LOOSE_MANA);
2413 cast_magic_storm (op, tmp, power);
2414 op->failmsg ("You unleash uncontrolled mana!");
2415 tmp->destroy ();
2416 }
2417 }
2418}
2419
2420/**
2421 * Handles the applying of a skill scroll, calling learn_skill straight.
2422 * op is the person learning the skill, tmp is the skill scroll object
2423 */
2424static void
2425apply_skillscroll (object *op, object *tmp)
2426{
2427 switch (learn_skill (op, tmp))
2428 {
2429 case 0:
2430 op->play_sound (sound_find ("generic_fail"));
2431 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
2432 break;
2433
2434 case 1:
2435 tmp->decrease ();
2436 op->play_sound (sound_find ("skill_learn"));
2437 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2438 break;
2439
2440 default:
2441 tmp->decrease ();
2442 op->play_sound (sound_find ("generic_fail"));
2443 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
2444 break;
2445 }
2446}
2447
2448/**
2449 * Actually makes op learn spell.
2450 * Informs player of what happens.
2451 */
2452void
2453do_learn_spell (object *op, object *spell, int special_prayer)
2454{
2455 object *tmp;
2456
2457 if (op->type != PLAYER)
2458 {
2459 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2460 return;
2461 }
2462
2463 /* Upgrade special prayers to normal prayers */
2464 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2465 {
2466 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2467 {
2468 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2469 return;
2470 }
2471 return;
2472 }
2473
2474 op->contr->play_sound (sound_find ("learn_spell"));
2475
2476 tmp = spell->clone ();
2477 insert_ob_in_ob (tmp, op);
2478
2479 if (special_prayer)
2480 SET_FLAG (tmp, FLAG_STARTEQUIP);
2481
2482 esrv_add_spells (op->contr, tmp);
2483}
2484
2485/**
2486 * Erases spell from player's inventory.
2487 */
2488void
2489do_forget_spell (object *op, const char *spell)
2490{
2491 object *spob;
2492
2493 if (op->type != PLAYER)
2494 {
2495 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2496 return;
2497 }
2498 if ((spob = check_spell_known (op, spell)) == NULL)
2499 {
2500 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2501 return;
2502 }
2503
2504 op->failmsg (format ("You lose knowledge of %s.", spell));
2505 esrv_remove_spell (op->contr, spob);
2506 spob->destroy ();
2507}
2508
2509/**
2510 * Handles player applying a spellbook.
2511 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2512 * stuff like that. Random learning failure too.
2513 */
2514static void
2515apply_spellbook (object *op, object *tmp)
2516{
2517 object *skop, *spell, *spell_skill;
2518
2519 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->failmsg ("You are unable to read while blind.");
2522 return;
2523 }
2524
2525 /* artifact_spellbooks have 'slaying' field point to a spell name,
2526 * instead of having their spell stored in stats.sp. These are
2527 * legacy spellbooks
2528 */
2529 if (tmp->slaying)
2530 {
2531 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2532
2533 if (!spell)
2534 {
2535 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
2536 return;
2537 }
2538 else
2539 insert_ob_in_ob (spell, tmp);
2540
2541 tmp->slaying = 0;
2542 }
2543
2544 skop = find_skill_by_name (op, tmp->skill);
2545
2546 /* need a literacy skill to learn spells. Also, having a literacy level
2547 * lower than the spell will make learning the spell more difficult */
2548 if (!skop)
2549 {
2550 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
2551 return;
2552 }
2553
2554 spell = tmp->inv;
2555
2556 if (!spell)
2557 {
2558 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2559 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2560 return;
2561 }
2562
2563 int learn_level = sqrtf (spell->level) * 1.5f;
2564 if (skop->level < learn_level)
2565 {
2566 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2567 &tmp->skill, learn_level));
2568 return;
2569 }
2570
2571 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2572
2573 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2574 identify (tmp);
2575
2576 /* I removed the check for special_prayer_mark here - it didn't make
2577 * a lot of sense - special prayers are not found in spellbooks, and
2578 * if the player doesn't know the spell, doesn't make a lot of sense that
2579 * they would have a special prayer mark.
2580 */
2581 if (check_spell_known (op, spell->name))
2582 {
2583 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2584 return;
2585 }
2586
2587 if (spell->skill)
2588 {
2589 spell_skill = find_skill_by_name (op, spell->skill);
2590
2591 if (!spell_skill)
2592 {
2593 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
2594 return;
2595 }
2596
2597 if (spell_skill->level < spell->level)
2598 {
2599 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2600 return;
2601 }
2602 }
2603
2604 /* Logic as follows
2605 *
2606 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2607 *
2608 * 2- The learner's skill level in literacy adjusts the chance to learn
2609 * a spell.
2610 *
2611 * 3 -Automatically fail to learn if you read while confused
2612 *
2613 * Overall, chances are the same but a player will find having a high
2614 * literacy rate very useful! -b.t.
2615 */
2616 if (QUERY_FLAG (op, FLAG_CONFUSED))
2617 {
2618 op->failmsg ("In your confused state you flub the wording of the text!");
2619 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2620 }
2621 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2622 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2623 {
2624 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2625 do_learn_spell (op, spell, 0);
2626
2627 /* xp gain to literacy for spell learning */
2628 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2629 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2630 }
2631 else
2632 {
2633 op->contr->play_sound (sound_find ("fumble_spell"));
2634 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2635 }
2636
2637 tmp->decrease ();
2638}
2639
2640/**
2641 * Handles applying a spell scroll.
2642 */
2643void
2644apply_scroll (object *op, object *tmp, int dir)
2645{
2646 object *skop;
2647
2648 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2649 {
2650 op->failmsg ("You are unable to read while blind.");
2651 return;
2652 }
2653
2654 if (!tmp->inv || tmp->inv->type != SPELL)
2655 {
2656 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2657 return;
2658 }
2659
2660 if (op->type == PLAYER)
2661 {
2662 /* players need a literacy skill to read stuff! */
2663 int exp_gain = 0;
2664
2665 /* hard code literacy - tmp->skill points to where the exp
2666 * should go for anything killed by the spell.
2667 */
2668 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2669
2670 if (!skop)
2671 {
2672 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2673 return;
2674 }
2675
2676 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2677 change_exp (op, exp_gain, skop->skill, 0);
2678 }
2679
2680 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2681 identify (tmp);
2682
2683 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2684
2685 cast_spell (op, tmp, dir, tmp->inv, NULL);
2686 tmp->decrease ();
2687}
2688
2689/**
2690 * Applies a treasure object - by default, chest. op
2691 * is the person doing the applying, tmp is the treasure
2692 * chest.
2693 */
2694static void
2695apply_treasure (object *op, object *tmp)
2696{
2697 /* Nice side effect of this treasure creation method is that the treasure
2698 * for the chest is done when the chest is created, and put into the chest
2699 * inventory. So that when the chest burns up, the items still exist. Also
2700 * prevents people from moving chests to more difficult maps to get better
2701 * treasure
2702 */
2703 object *treas = tmp->inv;
2704
2705 if (!treas)
2706 {
2707 op->statusmsg ("The chest was empty.");
2708 tmp->decrease ();
2709 return;
2710 }
2711
2712 while (tmp->inv)
2713 {
2714 treas = tmp->inv;
2715 treas->remove ();
2716
2717 treas->x = op->x;
2718 treas->y = op->y;
2719 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2720
2721 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2722 spring_trap (treas, op);
2723
2724 /* If either player or container was destroyed, no need to do
2725 * further processing. I think this should be enclused with
2726 * spring trap above, as I don't think there is otherwise
2727 * any way for the treasure chest or player to get killed.
2728 */
2729 if (op->destroyed () || tmp->destroyed ())
2730 break;
2731 }
2732
2733 if (!tmp->destroyed () && !tmp->inv)
2734 tmp->decrease (true);
2735}
2736
2737/**
2738 * A dragon is eating some flesh. If the flesh contains resistances,
2739 * there is a chance for the dragon's skin to get improved.
2740 *
2741 * attributes:
2742 * object *op the object (dragon player) eating the flesh
2743 * object *meal the flesh item, getting chewed in dragon's mouth
2744 * return:
2745 * int 1 if eating successful, 0 if it doesn't work
2746 */
2747static int
2748dragon_eat_flesh (object *op, object *meal)
2749{
2750 object *skin = NULL; /* pointer to dragon skin force */
2751 object *abil = NULL; /* pointer to dragon ability force */
2752 object *tmp = NULL; /* tmp. object */
2753
2754 double chance; /* improvement-chance of one resistance type */
2755 double totalchance = 1; /* total chance of gaining one resistance */
2756 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2757 double mbonus = 0; /* monster bonus */
2758 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2759 int winners = 0; /* number of winners */
2760 int i; /* index */
2761
2762 /* let's make sure and doublecheck the parameters */
2763 if (meal->type != FLESH || !op->is_dragon ())
2764 return 0;
2765
2766 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2767 from the player's inventory */
2768 for (tmp = op->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == FORCE)
2770 if (tmp->arch->archname == shstr_dragon_skin_force)
2771 skin = tmp;
2772 else if (tmp->arch->archname == shstr_dragon_ability_force)
2773 abil = tmp;
2774
2775 /* if either skin or ability are missing, this is an old player
2776 which is not to be considered a dragon -> bail out */
2777 if (skin == NULL || abil == NULL)
2778 return 0;
2779
2780 /* now start by filling stomache and health, according to food-value */
2781 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2782 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2783 else
2784 op->stats.hp += meal->stats.food / 50;
2785
2786 min_it (op->stats.hp, op->stats.maxhp);
2787 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2788
2789 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2790
2791 /* on to the interesting part: chances for adding resistance */
2792 for (i = 0; i < NROFATTACKS; i++)
2793 {
2794 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2795 {
2796 /* got positive resistance, now calculate improvement chance (0-100) */
2797
2798 /* this bonus makes resistance increase easier at lower levels */
2799 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2800 if (i == abil->stats.exp)
2801 bonus += 5; /* additional bonus for resistance of ability-focus */
2802
2803 /* monster bonus increases with level, because high-level
2804 flesh is too rare */
2805 mbonus = op->level * 20. / ((double) settings.max_level);
2806
2807 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2808 ((double)settings.max_level)) - skin->resist[i];
2809
2810 if (chance >= 0.)
2811 chance += 1.;
2812 else
2813 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2814
2815 /* chance is proportional to amount of resistance (max. 50) */
2816 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2817
2818 /* doubled chance for resistance of ability-focus */
2819 if (i == abil->stats.exp)
2820 chance = min (100., chance * 2.);
2821
2822 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2823 if (rndm (10000) < (unsigned int)(chance * 100))
2824 {
2825 atnr_winner[winners] = i;
2826 winners++;
2827 }
2828
2829 if (chance >= 0.01)
2830 totalchance *= 1 - chance / 100;
2831
2832 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2833 }
2834 }
2835
2836 /* inverse totalchance as until now we have the failure-chance */
2837 totalchance = 100 - totalchance * 100;
2838
2839 /* print message according to totalchance */
2840 const char *buf;
2841 if (totalchance > 50.)
2842 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2843 else if (totalchance > 10.)
2844 buf = format ("The %s tasted very good.", &meal->name);
2845 else if (totalchance > 1.)
2846 buf = format ("The %s tasted good.", &meal->name);
2847 else if (totalchance > 0.1)
2848 buf = format ("The %s tasted bland.", &meal->name);
2849 else if (totalchance >= 0.01)
2850 buf = format ("The %s had a boring taste.", &meal->name);
2851 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2852 buf = format ("The %s tasted strange.", &meal->name);
2853 else
2854 buf = format ("The %s had no taste.", &meal->name);
2855
2856 op->statusmsg (buf);
2857
2858 /* now choose a winner if we have any */
2859 i = -1;
2860 if (winners > 0)
2861 i = atnr_winner [rndm (winners)];
2862
2863 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2864 {
2865 /* resistance increased! */
2866 skin->resist[i]++;
2867 op->update_stats ();
2868
2869 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2870 }
2871
2872 /* if this flesh contains a new ability focus, we mark it
2873 into the ability_force and it will take effect on next level */
2874 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2875 {
2876 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2877
2878 if (meal->last_eat != abil->stats.exp)
2879 op->statusmsg (format (
2880 "Your metabolism prepares to focus on %s!\n"
2881 "The change will happen at level %d.",
2882 change_resist_msg[meal->last_eat],
2883 abil->level + 1
2884 ));
2885 else
2886 {
2887 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2888 abil->last_eat = 0;
2889 }
2890 }
2891
2892 return 1;
2893}
2894
2895/**
2896 * op eats food.
2897 * If player, takes care of messages and dragon special food.
2898 */
2899static void
2900apply_food (object *op, object *tmp)
2901{
2902 int capacity_remaining;
2903
2904 if (op->type != PLAYER)
2905 op->stats.hp = op->stats.maxhp;
2906 else
2907 {
2908 /* check if this is a dragon (player), eating some flesh */
2909 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2910 ;
2911 else
2912 {
2913 /* usual case - no dragon meal: */
2914 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2915 {
2916 if (tmp->type == FOOD || tmp->type == FLESH)
2917 op->failmsg ("You feel full, but what a waste of food!");
2918 else
2919 op->statusmsg ("Most of the drink goes down your face not your throat!");
2920 }
2921
2922 tmp->play_sound (
2923 tmp->sound
2924 ? tmp->sound
2925 : tmp->type == DRINK
2926 ? sound_find ("eat_drink")
2927 : sound_find ("eat_food")
2928 );
2929
2930 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2931 {
2932 const char *buf;
2933
2934 if (!op->is_dragon ())
2935 {
2936 /* eating message for normal players */
2937 if (tmp->type == DRINK)
2938 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2939 else
2940 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2941 }
2942 else
2943 /* eating message for dragon players */
2944 buf = format ("The %s tasted terrible!", &tmp->name);
2945
2946 op->statusmsg (buf);
2947
2948 capacity_remaining = MAX_FOOD - op->stats.food;
2949 op->stats.food += tmp->stats.food;
2950 if (capacity_remaining < tmp->stats.food)
2951 op->stats.hp += capacity_remaining / 50;
2952 else
2953 op->stats.hp += tmp->stats.food / 50;
2954
2955 min_it (op->stats.hp, op->stats.maxhp);
2956 min_it (op->stats.food, MAX_FOOD);
2957 }
2958
2959 /* special food hack -b.t. */
2960 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2961 eat_special_food (op, tmp);
2962 }
2963 }
2964
2965 handle_apply_yield (tmp);
2966 tmp->decrease ();
2967}
2968
2969/**
2970 * Handles applying an improve armor scroll.
2971 * Does some sanity checks, then calls improve_armour.
2972 */
2973static void
2974apply_armour_improver (object *op, object *tmp)
2975{
2976 object *armor;
2977
2978 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2979 {
2980 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2981 return;
2982 }
2983
2984 armor = find_marked_object (op);
2985
2986 if (!armor)
2987 {
2988 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2989 return;
2990 }
2991
2992 if (armor->type != ARMOUR
2993 && armor->type != CLOAK
2994 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2995 {
2996 op->failmsg ("Your marked item is not armour!\n");
2997 return;
2998 }
2999
3000 op->statusmsg ("Applying armour enchantment.");
3001 improve_armour (op, tmp, armor);
3002}
3003
3004void
3005apply_poison (object *op, object *tmp)
3006{
3007 // need to do it now when it is still on the map
3008 handle_apply_yield (tmp);
3009
3010 object *poison = tmp->split (1);
3011
3012 if (op->type == PLAYER)
3013 {
3014 op->contr->play_sound (sound_find ("drink_poison"));
3015 op->failmsg ("Yech! That tasted poisonous!");
3016 op->contr->killer = poison;
3017 }
3018
3019 if (poison->stats.hp > 0)
3020 {
3021 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3022 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3023 }
3024
3025 op->stats.food -= op->stats.food / 4;
3026 poison->destroy ();
3027}
3028
3029/**
3030 * This function will try to apply a lighter and in case no lighter
3031 * is specified it will try to find a lighter in the players inventory,
3032 * and inform him about this requirement.
3033 *
3034 * who - the player
3035 * op - the item we want to light
3036 * lighter - the lighter or 0 if a lighter has yet to be found
3037 */
3038static object *
3039auto_apply_lighter (object *who, object *op, object *lighter)
3040{
3041 if (lighter == 0)
3042 {
3043 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 {
3045 if (tmp->type == LIGHTER)
3046 {
3047 lighter = tmp;
3048 break;
3049 }
3050 }
3051
3052 if (!lighter)
3053 {
3054 who->failmsg (format (
3055 "You can't light up the %s with your bare hands! "
3056 "H<You need a lighter in your inventory, for example a flint and steel.>",
3057 &op->name));
3058 return 0;
3059 }
3060 }
3061
3062 // last_eat == 0 means the lighter is not being used up!
3063 if (lighter->last_eat && lighter->stats.food)
3064 {
3065 /* lighter gets used up */
3066 lighter = lighter->split ();
3067 lighter->stats.food--;
3068 who->insert (lighter);
3069 }
3070 else if (lighter->last_eat)
3071 {
3072 /* no charges left in lighter */
3073 who->failmsg (format (
3074 "You attempt to light the %s with a used up %s.",
3075 &op->name, &lighter->name));
3076 return 0;
3077 }
3078
3079 return lighter;
3080}
3081
3082/**
3083 * Designed primarily to light torches/lanterns/etc.
3084 * Also burns up burnable material too. First object in the inventory is
3085 * the selected object to "burn". -b.t.
3086 */
3087static void
3088apply_lighter (object *who, object *lighter)
3089{
3090 object *item;
3091 int is_player_env = 0;
3092
3093 item = find_marked_object (who);
3094 if (item)
3095 {
3096 if (!auto_apply_lighter (who, item, lighter))
3097 return;
3098
3099 /* Perhaps we should split what we are trying to light on fire?
3100 * I can't see many times when you would want to light multiple
3101 * objects at once.
3102 */
3103
3104 save_throw_object (item, AT_FIRE, who);
3105
3106 if (item->destroyed ()
3107 || ((item->type == LAMP || item->type == TORCH)
3108 && item->glow_radius > 0))
3109 who->statusmsg (format (
3110 "You light the %s with the %s.",
3111 &item->name, &lighter->name));
3112 else
3113 who->failmsg (format (
3114 "You attempt to light the %s with the %s and fail.",
3115 &item->name, &lighter->name));
3116 }
3117 else
3118 who->failmsg ("You need to mark a lightable object.");
3119}
3120
3121/**
3122 * This function generates a cursed effect for cursed lamps and torches.
3123 */
3124static void
3125player_apply_lamp_cursed_effect (object *who, object *op)
3126{
3127 if (op->level)
3128 {
3129 who->failmsg (format (
3130 "The %s was cursed, it explodes in a big fireball!",
3131 &op->name));
3132 create_exploding_ball_at (who, op->level);
3133 }
3134 else
3135 {
3136 who->failmsg (format (
3137 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3138 &op->name));
3139 }
3140
3141 op->destroy ();
3142}
3143
3144/**
3145 * Apply for players and lamps
3146 *
3147 * who - the player
3148 * op - the lamp
3149 */
3150static void
3151player_apply_lamp (object *who, object *op)
3152{
3153 bool switch_on = op->glow_radius ? false : true;
3154
3155 if (switch_on)
3156 {
3157 object *lighter = 0;
3158
3159 if (op->flag [FLAG_IS_LIGHTABLE]
3160 && !(lighter = auto_apply_lighter (who, op, 0)))
3161 return;
3162
3163 if (op->stats.food < 1)
3164 {
3165 if (op->type == LAMP)
3166 who->failmsg (format (
3167 "The %s is out of fuel! "
3168 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3169 &op->name));
3170 else
3171 who->failmsg (format (
3172 "The %s is burnt out! "
3173 "H<Torches and similar items burn out and become worthless.>",
3174 &op->name));
3175 return;
3176 }
3177
3178 if (op->flag [FLAG_CURSED])
3179 {
3180 player_apply_lamp_cursed_effect (who, op);
3181 return;
3182 }
3183
3184 if (lighter)
3185 who->statusmsg (format (
3186 "You light up the %s with the %s.", &op->name, &lighter->name));
3187 else
3188 who->statusmsg (format ("You light up the %s.", &op->name));
3189 }
3190 else
3191 {
3192 if (op->flag [FLAG_CURSED])
3193 {
3194 player_apply_lamp_cursed_effect (who, op);
3195 return;
3196 }
3197
3198 if (op->type == TORCH)
3199 {
3200 if (!op->flag [FLAG_IS_LIGHTABLE])
3201 {
3202 who->statusmsg (format (
3203 "You put out the %s. "
3204 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3205 &op->name, &op->name));
3206 }
3207 else
3208 who->statusmsg (format (
3209 "You put out the %s."
3210 "H<Torches wear out if you put them out.>",
3211 &op->name));
3212 }
3213 else
3214 who->statusmsg (format ("You turn off the %s.", &op->name));
3215 }
3216
3217 apply_lamp (op, switch_on);
3218}
3219
3220void get_animation_from_arch (object *op, arch_ptr a)
3221{
3222 op->animation_id = a->animation_id;
3223 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3224 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3225 op->anim_speed = a->anim_speed;
3226 op->last_anim = 0;
3227 op->state = 0;
3228 op->face = a->face;
3229
3230 if (NUM_ANIMATIONS(op) > 1)
3231 {
3232 SET_ANIMATION(op, 0);
3233 animate_object (op, op->direction);
3234 }
3235 else
3236 update_object (op, UP_OBJ_FACE);
3237}
3238
3239/**
3240 * Apply for LAMPs and TORCHes.
3241 *
3242 * op - the lamp
3243 * switch_on - a flag which says whether the lamp should be switched on or off
3244 */
3245void apply_lamp (object *op, bool switch_on)
3246{
3247 op->set_glow_radius (switch_on ? op->range : 0);
3248 op->set_speed (switch_on ? op->arch->speed : 0);
3249
3250 // torches wear out if you put them out
3251 if (op->type == TORCH && !switch_on)
3252 {
3253 if (op->flag [FLAG_IS_LIGHTABLE])
3254 {
3255 op->stats.food -= (double) op->arch->stats.food / 15;
3256 if (op->stats.food < 0)
3257 op->stats.food = 0;
3258 }
3259 else
3260 op->stats.food = 0;
3261 }
3262
3263 // lamps and torched get worthless when used up
3264 if (op->stats.food <= 0)
3265 op->value = 0;
3266
3267 // FIXME: This is a hack to make the more sane torches and lamps
3268 // still animated ;-/
3269 if (op->other_arch)
3270 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3271
3272 if (object *pl = op->visible_to ())
3273 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3274}
3275
3276/**
3277 * This handles items of type 'transformer'.
3278 * Basically those items, used with a marked item, transform both items into something
3279 * else.
3280 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3281 * Change information is contained in the 'slaying' field of the marked item.
3282 * The format is as follow: transformer:[number ]yield[;transformer:...].
3283 * This way an item can be transformed in many things, and/or many objects.
3284 * The 'slaying' field for transformer is used as verb for the action.
3285 */
3286static void
3287apply_item_transformer (object *pl, object *transformer)
3288{
3289 object *marked;
3290 object *new_item;
3291 const char *find;
3292 char *separator;
3293 int yield;
3294 char got[MAX_BUF];
3295 int len;
3296
3297 if (!pl || !transformer)
3298 return;
3299
3300 marked = find_marked_object (pl);
3301
3302 if (!marked)
3303 {
3304 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3305 return;
3306 }
3307
3308 if (!marked->slaying)
3309 {
3310 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3311 return;
3312 }
3313
3314 /* check whether they are compatible or not */
3315 find = strstr (&marked->slaying, transformer->arch->archname);
3316 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3317 {
3318 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3319 return;
3320 }
3321
3322 find += strlen (transformer->arch->archname) + 1;
3323 /* Item can be used, now find how many and what it yields */
3324 if (isdigit (*(find)))
3325 {
3326 yield = atoi (find);
3327 if (yield < 1)
3328 {
3329 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3330 yield = 1;
3331 }
3332 }
3333 else
3334 yield = 1;
3335
3336 while (isdigit (*find))
3337 find++;
3338
3339 while (*find == ' ')
3340 find++;
3341
3342 memset (got, 0, MAX_BUF);
3343
3344 if ((separator = (char *) strchr (find, ';')))
3345 len = separator - find;
3346 else
3347 len = strlen (find);
3348
3349 min_it (len, MAX_BUF - 1);
3350
3351 strcpy (got, find);
3352 got[len] = '\0';
3353
3354 /* Now create new item, remove used ones when required. */
3355 new_item = get_archetype (got);
3356 if (!new_item)
3357 {
3358 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3359 return;
3360 }
3361
3362 new_item->nrof = yield;
3363
3364 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3365
3366 pl->insert (new_item);
3367 /* Eat up one item */
3368 marked->decrease ();
3369
3370 /* Eat one transformer if needed */
3371 if (transformer->stats.food)
3372 if (--transformer->stats.food == 0)
3373 transformer->decrease ();
3374}
3375
3376/**
3377 * Main apply handler.
3378 *
3379 * Checks for unpaid items before applying.
3380 *
3381 * Return value is currently not used
3382 *
3383 * who is the object that is causing object to be applied, op is the object
3384 * being applied.
3385 *
3386 * aflag is special (always apply/unapply) flags. Nothing is done with
3387 * them in this function - they are passed to apply_special
3388 */
3389static bool
3390manual_apply (object *who, object *op, int aflag)
3391{
3392 op = op->head_ ();
3393
3394 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3395 {
3396 if (who->contr)
3397 {
3398 examine (who, op);
3399 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3400 return 1;
3401 }
3402 else
3403 return 0; /* monsters just skip unpaid items */
3404 }
3405
3406 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3407 return RESULT_INT (0);
3408 else if (may_attempt_inv [op->type])
3409 {
3410 // special item, using slot system, needs to be in inv
3411 if (op->env == who)
3453 return apply_special (who, op, aflags); 3412 return apply_special (who, op, aflag);
3413
3414 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
3415 }
3416 else if (!who->contr && may_attempt_player [op->type])
3417 return 0; // monsters shouldn't try to apply player-only stuff
3418 else if (may_attempt [op->type])
3419 {
3420 // ordinary stuff, may be on the floor
3421 switch (op->type)
3422 {
3423 case T_HANDLE:
3424 who->play_sound (sound_find ("turn_handle"));
3425 who->statusmsg ("You turn the handle.");
3426 op->value = op->value ? 0 : 1;
3427 SET_ANIMATION (op, op->value);
3428 update_object (op, UP_OBJ_FACE);
3429 push_button (op, who);
3430 break;
3431
3432 case TRIGGER:
3433 if (check_trigger (op, who, who))
3434 {
3435 who->statusmsg ("You turn the handle.");
3436 who->play_sound (sound_find ("turn_handle"));
3437 }
3438 else
3439 who->failmsg ("The handle doesn't move.");
3440
3441 break;
3442
3443 case EXIT:
3444 if (!EXIT_PATH (op))
3445 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
3446 else
3447 {
3448 /* Don't display messages for random maps. */
3449 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3450 who->statusmsg (op->msg, NDI_NAVY);
3451
3452 who->enter_exit (op);
3453 }
3454
3455 break;
3456
3457 case INSCRIBABLE:
3458 who->statusmsg (op->msg);
3459 // maybe show a spell menu to chose from or something like that
3460 break;
3461
3462 case SIGN:
3463 apply_sign (who, op, 0);
3464 break;
3465
3466 case BOOK:
3467 apply_book (who, op);
3468 break;
3469
3470 case SKILLSCROLL:
3471 apply_skillscroll (who, op);
3472 break;
3473
3474 case SPELLBOOK:
3475 apply_spellbook (who, op);
3476 break;
3477
3478 case SCROLL:
3479 apply_scroll (who, op, 0);
3480 break;
3481
3482 case POTION:
3483 apply_potion (who, op);
3484 break;
3485
3486 /* Eneq(@csd.uu.se): Handle apply on containers. */
3487 //TODO: remove, as it is unsed?
3488 case CLOSE_CON:
3489 apply_container (who, op->env);
3490 break;
3491
3492 case CONTAINER:
3493 apply_container (who, op);
3494 break;
3495
3496 case TREASURE:
3497 apply_treasure (who, op);
3498 break;
3499
3500 case LAMP:
3501 case TORCH:
3502 player_apply_lamp (who, op);
3503 break;
3504
3505 case DRINK:
3506 case FOOD:
3507 case FLESH:
3508 apply_food (who, op);
3509 break;
3510
3511 case POISON:
3512 apply_poison (who, op);
3513 break;
3514
3515 case SAVEBED:
3516 break;
3517
3518 case ARMOUR_IMPROVER:
3519 apply_armour_improver (who, op);
3520 break;
3521
3522 case WEAPON_IMPROVER:
3523 check_improve_weapon (who, op);
3524 break;
3525
3526 case CLOCK:
3527 {
3528 char buf[MAX_BUF];
3529 timeofday_t tod;
3530
3531 get_tod (&tod);
3532 who->play_sound (sound_find ("sound_clock"));
3533 who->statusmsg (format (
3534 "It is %d minute%s past %d o'clock %s",
3535 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3536 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3537 ));
3538 }
3539 break;
3540
3541 case MENU:
3542 shop_listing (op, who);
3543 break;
3544
3545 case POWER_CRYSTAL:
3546 apply_power_crystal (who, op); /* see egoitem.c */
3547 break;
3548
3549 case LIGHTER: /* for lighting torches/lanterns/etc */
3550 apply_lighter (who, op);
3551 break;
3552
3553 case ITEM_TRANSFORMER:
3554 apply_item_transformer (who, op);
3555 break;
3556 }
3557
3558 return 1;
3559 }
3560 else
3561 {
3562 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3563 return 0;
3564 }
3565}
3566
3567/**
3568 * player_apply_below attempts to apply the object 'below' the player.
3569 * If the player has an open container, we use that for below, otherwise
3570 * we use the ground.
3571 */
3572void
3573player_apply_below (object *pl)
3574{
3575 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3576
3577 /* If using a container, set the starting item to be the top
3578 * item in the container. Otherwise, use the map.
3579 */
3580
3581 // first try to apply "applyables"
3582 for (object *tmp = top; tmp; tmp = tmp->below)
3583 // the tmp->cb is a hack to allow user-extendable types...
3584 if (!tmp->invisible && (may_attempt [tmp->type] || tmp->cb))
3585 {
3586 // If it is visible, player can apply it.
3587 pl->apply (tmp);
3588 return;
3589 }
3590
3591 while (top && top->invisible)
3592 top = top->below;
3593
3594 if (!top || top->flag [FLAG_IS_FLOOR])
3595 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3596 "H<There is nothing here that you can apply.>");
3597 else
3598 // next, try to explain the topmost object
3599 switch (top->type)
3600 {
3601 // TODO: all this should move to examine
3602 case ALTAR:
3603 case IDENTIFY_ALTAR:
3604 case TRIGGER_ALTAR:
3605 case CONVERTER:
3606 //case TRIGGER_PEDESTAL:
3607 pl->failmsg (format (
3608 "You see no obvious mechanism on the %s."
3609 "H<You have to drop one or more specific items here.>",
3610 query_short_name (top)
3611 ));
3612 break;
3613
3614 case BUTTON:
3615 case TRIGGER_BUTTON:
3616 pl->failmsg (format (
3617 "The %s looks as if you could activate it with somehting heavy. "
3618 "H<You must put enough items here to activate it.>",
3619 query_short_name (top)
3620 ));
3621 break;
3622
3623 default:
3624 examine (pl, top);
3625 break;
3626 }
3627}
3628
3629// saner interface, returns successful status
3630bool
3631object::apply (object *ob, int aflags)
3632{
3633 if (!ob) // simplifies a lot of callers
3634 return true;
3635
3636 if (contr)
3637 {
3638 if (!ob->env && (move_type & MOVE_FLYING))
3639 {
3640 /* player is flying and applying object not in inventory */
3641 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3642 {
3643 failmsg ("But you are floating high above the ground! "
3644 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3645 "or waiting till the levitation effect wears off.>");
3646 return 0;
3647 }
3648 }
3649
3650 contr->last_used = ob;
3651 }
3652
3653 bool want_apply =
3654 aflags & AP_APPLY ? true
3655 : aflags & AP_UNAPPLY ? false
3656 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3657
3658 object_ptr *slot = 0;
3659
3660 // detect the slot, if this is a player
3661 if (contr && !(aflags & AP_NO_SLOT))
3662 {
3663 object *oslot;
3664
3665 switch (ob->type)
3666 {
3667 case WEAPON:
3668 slot = &contr->combat_ob;
3669 oslot = contr->ranged_ob;
3670 break;
3671
3672 case BOW:
3673 case RANGED:
3674 case SPELL:
3675 case WAND:
3676 case ROD:
3677 case HORN:
3678 case BUILDER:
3679 slot = &contr->ranged_ob;
3680 oslot = contr->combat_ob;
3681 break;
3682
3683 // oh, the humanity
3684 case SKILL:
3685 if (aflags & AP_NO_SLOT)
3686 break;
3687
3688 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3689 break;
3690
3691 if (skill_flags [ob->subtype] & SF_COMBAT)
3692 {
3693 slot = &contr->combat_ob;
3694 oslot = contr->ranged_ob;
3695 }
3696 else if (skill_flags [ob->subtype] & SF_RANGED)
3697 {
3698 slot = &contr->ranged_ob;
3699 oslot = contr->combat_ob;
3700 }
3701
3702 break;
3703 }
3704
3705 // now handle slot exclusions
3706 if (slot)
3707 {
3708 // only one slot can be active
3709 if (want_apply)
3710 {
3711 // clear slot unless we are in it already
3712 if (*slot != ob)
3713 apply (*slot, AP_UNAPPLY);
3714
3715 // unapply other slot, because we want to become active
3716 apply (oslot, AP_UNAPPLY);
3717 }
3718
3719 // clear item from slot if applied
3720 if (!want_apply && current_weapon == ob)
3721 current_weapon = 0;
3722 }
3723 }
3724
3725 if (ob->flag [FLAG_APPLIED] != want_apply)
3726 manual_apply (this, ob, aflags);
3727
3728 if (ob->flag [FLAG_APPLIED] != want_apply)
3729 return false;
3730
3731 if (slot && want_apply)
3732 current_weapon = *slot = ob;
3733
3734 return true;
3454} 3735}
3455 3736
3456/** 3737/**
3457 * Map was just loaded, handle op's initialisation. 3738 * Map was just loaded, handle op's initialisation.
3458 * 3739 *
3461int 3742int
3462auto_apply (object *op) 3743auto_apply (object *op)
3463{ 3744{
3464 object *tmp = NULL, *tmp2; 3745 object *tmp = NULL, *tmp2;
3465 int i; 3746 int i;
3747
3748 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3466 3749
3467 switch (op->type) 3750 switch (op->type)
3468 { 3751 {
3469 case SHOP_FLOOR: 3752 case SHOP_FLOOR:
3470 if (!op->has_random_items ()) 3753 if (!op->has_random_items ())
3472 3755
3473 do 3756 do
3474 { 3757 {
3475 i = 10; /* let's give it 10 tries */ 3758 i = 10; /* let's give it 10 tries */
3476 while ((tmp = generate_treasure (op->randomitems, 3759 while ((tmp = generate_treasure (op->randomitems,
3477 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3760 op->stats.exp
3761 ? (int) op->stats.exp
3762 : max (op->map->difficulty, 5)))
3763 == NULL && --i);
3764
3478 if (tmp == NULL) 3765 if (tmp == NULL)
3479 return 0; 3766 return 0;
3767
3480 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3768 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3481 { 3769 {
3482 tmp->destroy (); 3770 tmp->destroy ();
3483 tmp = NULL; 3771 tmp = NULL;
3484 } 3772 }
3487 3775
3488 tmp->x = op->x; 3776 tmp->x = op->x;
3489 tmp->y = op->y; 3777 tmp->y = op->y;
3490 SET_FLAG (tmp, FLAG_UNPAID); 3778 SET_FLAG (tmp, FLAG_UNPAID);
3491 insert_ob_in_map (tmp, op->map, NULL, 0); 3779 insert_ob_in_map (tmp, op->map, NULL, 0);
3492 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3493 identify (tmp); 3780 identify (tmp);
3494 break; 3781 break;
3495 3782
3496 case TREASURE: 3783 case TREASURE:
3497 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3784 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3504 /* If we generated an object and put it in this object inventory, 3791 /* If we generated an object and put it in this object inventory,
3505 * move it to the parent object as the current object is about 3792 * move it to the parent object as the current object is about
3506 * to disappear. An example of this item is the random_* stuff 3793 * to disappear. An example of this item is the random_* stuff
3507 * that is put inside other objects. 3794 * that is put inside other objects.
3508 */ 3795 */
3509 for (tmp = op->inv; tmp; tmp = tmp2)
3510 {
3511 tmp2 = tmp->below;
3512 tmp->remove ();
3513
3514 if (op->env) 3796 if (op->env)
3515 insert_ob_in_ob (tmp, op->env); 3797 while (op->inv)
3516 else 3798 op->env->insert (op->inv);
3517 tmp->destroy ();
3518 }
3519 3799
3520 op->destroy (); 3800 op->destroy ();
3521 break; 3801 break;
3522 } 3802 }
3523 return tmp ? 1 : 0; 3803
3804 return !!tmp;
3524} 3805}
3525 3806
3526/** 3807/**
3527 * fix_auto_apply goes through the entire map every time a map 3808 * fix_auto_apply goes through the entire map every time a map
3528 * is loaded or swapped in and performs special actions for 3809 * is loaded or swapped in and performs special actions for
3542 3823
3543 if (tmp->inv) 3824 if (tmp->inv)
3544 { 3825 {
3545 object *invtmp, *invnext; 3826 object *invtmp, *invnext;
3546 3827
3547 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3828 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3548 { 3829 {
3549 invnext = invtmp->below; 3830 invnext = invtmp->below;
3550 3831
3551 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3832 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3552 auto_apply (invtmp); 3833 auto_apply (invtmp);
3553 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3834 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3554 { 3835 {
3555 while ((invtmp->stats.hp--) > 0) 3836 while (invtmp->stats.hp-- > 0)
3556 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3837 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3557 3838
3558 invtmp->randomitems = NULL; 3839 invtmp->randomitems = NULL;
3559 } 3840 }
3560 else if (invtmp && invtmp->arch 3841 else if (invtmp && invtmp->arch
3565 * treasure again for this object 3846 * treasure again for this object
3566 */ 3847 */
3567 invtmp->randomitems = NULL; 3848 invtmp->randomitems = NULL;
3568 } 3849 }
3569 } 3850 }
3851
3570 /* This is really temporary - the code at the bottom will 3852 /* This is really temporary - the code at the bottom will
3571 * also set randomitems to null. The problem is there are bunches 3853 * also set randomitems to null. The problem is there are bunches
3572 * of maps/players already out there with items that have spells 3854 * of maps/players already out there with items that have spells
3573 * which haven't had the randomitems set to null yet. 3855 * which haven't had the randomitems set to null yet.
3574 * MSW 2004-05-13 3856 * MSW 2004-05-13
3578 * Ryo 2004-08-16 3860 * Ryo 2004-08-16
3579 */ 3861 */
3580 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3862 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3581 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3863 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3582 tmp->randomitems = NULL; 3864 tmp->randomitems = NULL;
3583
3584 } 3865 }
3585 3866
3586 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3867 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3587 auto_apply (tmp); 3868 auto_apply (tmp);
3588 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3869 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3621 } 3902 }
3622 3903
3623 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3904 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3624 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3905 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3625 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3906 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3626 check_trigger (tmp, tmp->above); 3907 check_trigger (tmp, tmp->above, tmp->above);
3627} 3908}
3628 3909
3629/** 3910/**
3630 * Handles player eating food that temporarily changes status (resistances, stats). 3911 * Handles player eating food that temporarily changes status (resistances, stats).
3631 * This used to call cast_change_attr(), but 3912 * This used to call cast_change_attr(), but
3636eat_special_food (object *who, object *food) 3917eat_special_food (object *who, object *food)
3637{ 3918{
3638 object *force; 3919 object *force;
3639 int i, did_one = 0; 3920 int i, did_one = 0;
3640 3921
3641 force = get_archetype (FORCE_NAME); 3922 char buf[64];
3923 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3924 shstr key (buf);
3642 3925
3643 for (i = 0; i < NUM_STATS; i++)
3644 if (sint8 k = food->stats.stat (i))
3645 {
3646 force->stats.stat (i) = k;
3647 did_one = 1;
3648 }
3649
3650 /* check if we can protect the eater */
3651 for (i = 0; i < NROFATTACKS; i++)
3652 {
3653 if (food->resist[i] > 0)
3654 {
3655 force->resist[i] = food->resist[i] / 2;
3656 did_one = 1;
3657 }
3658 }
3659
3660 if (did_one)
3661 {
3662 force->set_speed (0.1);
3663 /* bigger morsel of food = longer effect time */ 3926 /* bigger morsel of food = longer effect time */
3664 force->duration = food->stats.food / 5; 3927 int duration = TIME2TICK (food->stats.food);
3665 SET_FLAG (force, FLAG_APPLIED); 3928
3666 change_abil (who, force); 3929 if (force = who->force_find (key))
3667 insert_ob_in_ob (force, who); 3930 {
3931 if (duration > fabs (force->speed_left / force->speed))
3932 {
3933 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3934 force->force_set_timer (duration);
3935 }
3936 else
3937 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3938
3939 return;
3668 } 3940 }
3669 else 3941 else
3942 {
3943 force = who->force_add (key, duration);
3944 force->name = key;
3945
3946 /* check if the food affects a stat */
3947 for (i = 0; i < NUM_STATS; i++)
3948 if (sint8 k = food->stats.stat (i))
3949 {
3950 force->stats.stat (i) = k;
3951 did_one = 1;
3952 }
3953
3954 /* check if we can protect the eater */
3955 for (i = 0; i < NROFATTACKS; i++)
3956 {
3957 if (food->resist[i] > 0)
3958 {
3959 force->resist[i] = food->resist[i];
3960 did_one = 1;
3961 }
3962 }
3963
3964 if (did_one)
3965 {
3966 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3967
3968 /* make the force take effect and report effects to user */
3969 change_abil (who, force);
3970 }
3971 else
3670 force->destroy (); 3972 force->destroy ();
3973 }
3671 3974
3672 /* check for hp, sp change */ 3975 /* check for hp, sp change */
3673 if (food->stats.hp != 0) 3976 if (food->stats.hp != 0)
3674 { 3977 {
3675 if (QUERY_FLAG (food, FLAG_CURSED)) 3978 if (QUERY_FLAG (food, FLAG_CURSED))
3676 { 3979 {
3677 assign (who->contr->killer, food->name); 3980 who->contr->killer = food;
3678 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3981 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3679 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3982 who->failmsg ("Eck!...that was poisonous!");
3680 } 3983 }
3681 else 3984 else
3682 { 3985 {
3683 if (food->stats.hp > 0) 3986 if (food->stats.hp > 0)
3684 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3987 who->statusmsg ("You begin to feel better.");
3685 else 3988 else
3686 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3989 who->failmsg ("Eck!...that was poisonous!");
3990
3687 who->stats.hp += food->stats.hp; 3991 who->stats.hp += food->stats.hp;
3688 } 3992 }
3689 } 3993 }
3994
3690 if (food->stats.sp != 0) 3995 if (food->stats.sp != 0)
3691 { 3996 {
3692 if (QUERY_FLAG (food, FLAG_CURSED)) 3997 if (QUERY_FLAG (food, FLAG_CURSED))
3693 { 3998 {
3694 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3999 who->failmsg ("You are drained of mana!");
3695 who->stats.sp -= food->stats.sp; 4000 who->stats.sp -= food->stats.sp;
3696 if (who->stats.sp < 0) 4001 if (who->stats.sp < 0)
3697 who->stats.sp = 0; 4002 who->stats.sp = 0;
3698 } 4003 }
3699 else 4004 else
3700 { 4005 {
3701 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 4006 who->statusmsg ("You feel a rush of magical energy!");
3702 who->stats.sp += food->stats.sp; 4007 who->stats.sp += food->stats.sp;
3703 /* place limit on max sp from food? */ 4008 /* place limit on max sp from food? */
3704 } 4009 }
3705 } 4010 }
4011
3706 who->update_stats (); 4012 who->update_stats ();
3707}
3708
3709/**
3710 * Designed primarily to light torches/lanterns/etc.
3711 * Also burns up burnable material too. First object in the inventory is
3712 * the selected object to "burn". -b.t.
3713 */
3714void
3715apply_lighter (object *who, object *lighter)
3716{
3717 object *item;
3718 int is_player_env = 0;
3719
3720 item = find_marked_object (who);
3721 if (item)
3722 {
3723 if (lighter->last_eat && lighter->stats.food)
3724 { /* lighter gets used up */
3725 /* Split multiple lighters if they're being used up. Otherwise *
3726 * one charge from each would be used up. --DAMN */
3727 if (lighter->nrof > 1)
3728 {
3729 object *oneLighter = lighter->clone ();
3730
3731 lighter->nrof -= 1;
3732 oneLighter->nrof = 1;
3733 oneLighter->stats.food--;
3734 esrv_send_item (who, lighter);
3735 oneLighter = insert_ob_in_ob (oneLighter, who);
3736 esrv_send_item (who, oneLighter);
3737 }
3738 else
3739 lighter->stats.food--;
3740 }
3741 else if (lighter->last_eat)
3742 { /* no charges left in lighter */
3743 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3744 return;
3745 }
3746
3747 /* Perhaps we should split what we are trying to light on fire?
3748 * I can't see many times when you would want to light multiple
3749 * objects at once.
3750 */
3751
3752 if (who == item->in_player ())
3753 is_player_env = 1;
3754
3755 save_throw_object (item, AT_FIRE, who);
3756
3757 if (item->destroyed ())
3758 {
3759 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3760 /* Need to update the player so that the players glow radius
3761 * gets changed.
3762 */
3763 if (is_player_env)
3764 who->update_stats ();
3765 }
3766 else
3767 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3768 }
3769 else /* nothing to light */
3770 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3771
3772}
3773
3774/**
3775 * op made some mistake with a scroll, this takes care of punishment.
3776 * scroll_failure()- hacked directly from spell_failure
3777 */
3778void
3779scroll_failure (object *op, int failure, int power)
3780{
3781 if (abs (failure / 4) > power)
3782 power = abs (failure / 4); /* set minimum effect */
3783
3784 if (failure <= -1 && failure > -15)
3785 { /* wonder */
3786 object *tmp;
3787
3788 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3789 tmp = get_archetype (SPELL_WONDER);
3790 cast_wonder (op, op, 0, tmp);
3791 tmp->destroy ();
3792 }
3793 else if (failure <= -15 && failure > -35)
3794 { /* drain mana */
3795 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3796 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3797 if (op->stats.sp < 0)
3798 op->stats.sp = 0;
3799 }
3800 else if (settings.spell_failure_effects == TRUE)
3801 {
3802 if (failure <= -35 && failure > -60)
3803 { /* confusion */
3804 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3805 confuse_player (op, op, power);
3806 }
3807 else if (failure <= -60 && failure > -70)
3808 { /* paralysis */
3809 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3810 paralyze_player (op, op, power);
3811 }
3812 else if (failure <= -70 && failure > -80)
3813 { /* blind */
3814 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3815 blind_player (op, op, power);
3816 }
3817 else if (failure <= -80)
3818 { /* blast the immediate area */
3819 object *tmp = get_archetype (LOOSE_MANA);
3820 cast_magic_storm (op, tmp, power);
3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3822 tmp->destroy ();
3823 }
3824 }
3825} 4013}
3826 4014
3827void 4015void
3828apply_changes_to_player (object *pl, object *change) 4016apply_changes_to_player (object *pl, object *change)
3829{ 4017{
3846 */ 4034 */
3847 int i, j; 4035 int i, j;
3848 4036
3849 for (i = 0; i < NUM_STATS; i++) 4037 for (i = 0; i < NUM_STATS; i++)
3850 { 4038 {
3851 int race_bonus = pl->arch->clone.stats.stat (i); 4039 int race_bonus = pl->arch->stats.stat (i);
3852 sint8 stat = stats->stat (i) + ns->stat (i); 4040 sint8 stat = stats->stat (i) + ns->stat (i);
3853 4041
3854 if (stat > 20 + race_bonus) 4042 if (stat > 20 + race_bonus)
3855 { 4043 {
3856 excess_stat++; 4044 excess_stat++;
3866 4054
3867 if (i == CHA) 4055 if (i == CHA)
3868 continue; /* exclude cha from this */ 4056 continue; /* exclude cha from this */
3869 4057
3870 int stat = stats->stat (i); 4058 int stat = stats->stat (i);
3871 int race_bonus = pl->arch->clone.stats.stat (i); 4059 int race_bonus = pl->arch->stats.stat (i);
3872 if (stat < 20 + race_bonus) 4060 if (stat < 20 + race_bonus)
3873 { 4061 {
3874 change_attr_value (stats, i, 1); 4062 change_attr_value (stats, i, 1);
3875 excess_stat--; 4063 excess_stat--;
3876 } 4064 }
3877 } 4065 }
3878 4066
3879 /* insert the randomitems from the change's treasurelist into 4067 /* insert the randomitems from the change's treasurelist into
3880 * the player ref: player.c 4068 * the player ref: player.c
3881 */ 4069 */
3882 if (change->randomitems != NULL) 4070 if (change->randomitems)
3883 give_initial_items (pl, change->randomitems); 4071 give_initial_items (pl, change->randomitems);
3884 4072
3885 /* set up the face, for some races. */ 4073 /* set up the face, for some races. */
3886 4074
3887 /* first, look for the force object banning 4075 /* first, look for the force object banning
3888 * changing the face. Certain races never change face with class. 4076 * changing the face. Certain races never change face with class.
3889 */ 4077 */
3890 for (walk = pl->inv; walk != NULL; walk = walk->below) 4078 for (walk = pl->inv; walk; walk = walk->below)
3891 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4079 if (walk->name == shstr_NOCLASSFACECHANGE)
3892 flag_change_face = 0; 4080 flag_change_face = 0;
3893 4081
3894 if (flag_change_face) 4082 if (flag_change_face)
3895 { 4083 {
3896 pl->animation_id = GET_ANIM_ID (change);
3897 pl->face = change->face; 4084 pl->face = change->face;
3898 4085 pl->animation_id = change->animation_id;
3899 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4086 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3900 SET_FLAG (pl, FLAG_ANIMATE);
3901 else
3902 CLEAR_FLAG (pl, FLAG_ANIMATE);
3903 } 4087 }
3904 4088
3905 /* check the special case of can't use weapons */ 4089 /* check the special case of can't use weapons */
3906 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4090 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3907 if (!strcmp (change->name, "monk")) 4091 if (change->name == shstr_monk)
3908 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4092 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3909 4093
3910 break; 4094 break;
3911 } 4095 }
3912 } 4096 }
3913} 4097}
3914 4098
3915/**
3916 * This handles items of type 'transformer'.
3917 * Basically those items, used with a marked item, transform both items into something
3918 * else.
3919 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3920 * Change information is contained in the 'slaying' field of the marked item.
3921 * The format is as follow: transformer:[number ]yield[;transformer:...].
3922 * This way an item can be transformed in many things, and/or many objects.
3923 * The 'slaying' field for transformer is used as verb for the action.
3924 */
3925void
3926apply_item_transformer (object *pl, object *transformer)
3927{
3928 object *marked;
3929 object *new_item;
3930 char *find;
3931 char *separator;
3932 int yield;
3933 char got[MAX_BUF];
3934 int len;
3935
3936 if (!pl || !transformer)
3937 return;
3938 marked = find_marked_object (pl);
3939 if (!marked)
3940 {
3941 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3942 return;
3943 }
3944 if (!marked->slaying)
3945 {
3946 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3947 return;
3948 }
3949 /* check whether they are compatible or not */
3950 find = strstr (marked->slaying, transformer->arch->name);
3951 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3952 {
3953 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3954 return;
3955 }
3956 find += strlen (transformer->arch->name) + 1;
3957 /* Item can be used, now find how many and what it yields */
3958 if (isdigit (*(find)))
3959 {
3960 yield = atoi (find);
3961 if (yield < 1)
3962 {
3963 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3964 yield = 1;
3965 }
3966 }
3967 else
3968 yield = 1;
3969
3970 while (isdigit (*find))
3971 find++;
3972 while (*find == ' ')
3973 find++;
3974 memset (got, 0, MAX_BUF);
3975 if ((separator = strchr (find, ';')) != NULL)
3976 {
3977 len = separator - find;
3978 }
3979 else
3980 {
3981 len = strlen (find);
3982 }
3983 if (len > MAX_BUF - 1)
3984 len = MAX_BUF - 1;
3985 strcpy (got, find);
3986 got[len] = '\0';
3987
3988 /* Now create new item, remove used ones when required. */
3989 new_item = get_archetype (got);
3990 if (!new_item)
3991 {
3992 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3993 return;
3994 }
3995
3996 new_item->nrof = yield;
3997 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3998 insert_ob_in_ob (new_item, pl);
3999 esrv_send_inventory (pl, pl);
4000 /* Eat up one item */
4001 decrease_ob_nr (marked, 1);
4002 /* Eat one transformer if needed */
4003 if (transformer->stats.food)
4004 if (--transformer->stats.food == 0)
4005 decrease_ob_nr (transformer, 1);
4006}

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