ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.105 by root, Fri May 18 12:50:42 2007 UTC vs.
Revision 1.261 by root, Wed Apr 28 19:59:06 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. */ 35// these must be in the inventory before they can be applied
36#include <sounds.h>
37 36
38/** 37static const struct apply_types_inv_only : typeset
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{ 38{
45 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
46
47 /* Get flags to determine what of arch, name, and race should be checked.
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49 * the next is the name flag, and the last is the race flag. Also note,
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 { 40 {
59 arch_flag = (op->subtype & 1); 41 set (WEAPON);
60 name_flag = (op->subtype & 2); 42 set (ARMOUR);
61 race_flag = (op->subtype & 4); 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
62 } 61 }
63 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
64 { 69 {
65 arch_flag = 1; 70 set (TRANSPORT);
66 name_flag = 1; 71 set (EXIT);
67 race_flag = 1; 72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
68 } 85 }
86} apply_types_player_only;
69 87
70 /* If the director has race set, only affect objects with a arch, 88// applying these _can_ be attempted, others cannot
71 * name or race that matches. 89// 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 90
79 /* If the director has slaying set, only affect objects where none 91static const struct apply_types : typeset
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{ 92{
98 object *id, *marked; 93 apply_types ()
99 int success = 0; 94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
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 { 95 {
116 if (operate_altar (altar, &money)) 96 set (T_HANDLE);
117 { 97 set (TRIGGER);
118 identify (marked); 98 set (SCROLL);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 99 set (POTION);
120 if (marked->msg) 100 set (CLOSE_CON);
121 { 101 set (CONTAINER);
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 102 set (LAMP);
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 103 set (TORCH);
124 } 104 set (DRINK);
125 return money == NULL; 105 set (FOOD);
126 } 106 set (FLESH);
107 set (POISON);
108 set (POWER_CRYSTAL);
109 set (ITEM_TRANSFORMER);
127 } 110 }
128 111} apply_types;
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}
410 112
411/**************************************************************************** 113/****************************************************************************
412 * Weapon improvement code follows 114 * Weapon improvement code follows
413 ****************************************************************************/ 115 ****************************************************************************/
414 116
415/** 117/**
118 * This function just checks whether who can handle equipping an item
119 * with item_power.
120 */
121static bool
122check_item_power (object *who, int item_power)
123{
124 if (who->type == PLAYER
125 && item_power
126 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
127 return false;
128 else
129 return true;
130}
131
132/**
416 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
417 */ 134 */
418static int 135static int
419check_item (object *op, const char *item) 136check_item (object *op, shstr_cmp item)
420{ 137{
421 int count = 0; 138 int count = 0;
422 139
423 140 if (!item)
424 if (item == NULL)
425 return 0; 141 return 0;
426 142
427 op = op->below; 143 for (op = op->below; op; op = op->below)
428 while (op != NULL) 144 if (op->arch->archname == item)
429 { 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 147 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 148
445 return count; 149 return count;
446} 150}
447 151
448/** 152/**
450 * op is typically the player, which is only 154 * op is typically the player, which is only
451 * really used to determine what space to look at. 155 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
453 */ 157 */
454static void 158static void
455eat_item (object *op, const char *item, uint32 nrof) 159eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 160{
457 object *prev; 161 object *prev;
458 162
459 prev = op; 163 prev = op;
460 op = op->below; 164 op = op->below;
461 165
462 while (op != NULL) 166 while (op)
463 { 167 {
464 if (strcmp (op->arch->name, item) == 0) 168 if (op->arch->archname == item)
465 { 169 {
466 if (op->nrof >= nrof) 170 if (op->nrof >= nrof)
467 { 171 {
468 decrease_ob_nr (op, nrof); 172 op->decrease (nrof);
469 return; 173 return;
470 } 174 }
471 else 175 else
472 { 176 {
473 decrease_ob_nr (op, op->nrof); 177 op->decrease (nrof);
474 nrof -= op->nrof; 178 nrof -= op->nrof;
475 } 179 }
180
476 op = prev; 181 op = prev;
477 } 182 }
183
478 prev = op; 184 prev = op;
479 op = op->below; 185 op = op->below;
480 } 186 }
481} 187}
482 188
483/** 189/**
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. 190 * 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. 191 * Will display a message if none found, and 1 if improver->slaying is NULL.
538 */ 192 */
539static int 193static int
540check_sacrifice (object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
541{ 195{
542 int count = 0; 196 int count = 0;
543 197
544 if (improver->slaying != NULL) 198 if (improver->slaying)
545 { 199 {
546 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
547 if (count < 1) 201 if (count < 1)
548 { 202 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 204 return 0;
554 } 205 }
555 } 206 }
556 else 207 else
557 count = 1; 208 count = 1;
560} 211}
561 212
562/** 213/**
563 * Actually improves the weapon, and tells user. 214 * Actually improves the weapon, and tells user.
564 */ 215 */
565int 216static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 217improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 218{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 219 stat += sacrifice_count;
571 weapon->last_eat++; 220 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 221 improver->decrease ();
573 decrease_ob (improver);
574 222
575 /* So it updates the players stats and the window */ 223 /* So it updates the players stats and the window */
576 op->update_stats (); 224 op->update_stats ();
225
226 op->statusmsg (format (
227 "Your sacrifice was accepted.\n"
228 "Weapon's bonus to %s improved by %d.",
229 statname, sacrifice_count
230 ));
231
577 return 1; 232 return 1;
578} 233}
579 234
580/* Types of improvements, hidden in the sp field. */ 235/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 236#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 237#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 238#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 239#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 240#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 241#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 242#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 243#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 244#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 245#define IMPROVE_INT 10
591#define IMPROVE_POW 11 246#define IMPROVE_POW 11
592
593 247
594/** 248/**
595 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
597 */ 251 */
598 252static int
599int
600prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
601{ 254{
602 int sacrifice_count, i; 255 int sacrifice_count, i;
603 char buf[MAX_BUF];
604 256
605 if (weapon->level != 0) 257 if (weapon->level != 0)
606 { 258 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 259 op->failmsg ("Weapon is already prepared!");
608 return 0; 260 return 0;
609 } 261 }
262
610 for (i = 0; i < NROFATTACKS; i++) 263 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 264 if (weapon->resist[i])
612 break; 265 break;
613 266
614 /* If we break out, i will be less than nrofattacks, preventing 267 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
621 { 274 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 275 op->failmsg ("You cannot prepare magic weapons. "
276 "H<A weapon is considered magical if it changes regeneration, "
277 "speed or ac, or has other protections.>");
623 return 0; 278 return 0;
624 } 279 }
280
625 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
627 return 0; 283 return 0;
284
628 weapon->level = isqrt (sacrifice_count); 285 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); 286 eat_item (op, improver->slaying, sacrifice_count);
631 287
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 288 op->statusmsg (format (
289 "Your sacrifice was accepted."
290 "Your *%s may be improved %d times.",
291 &weapon->name, weapon->level
292 ));
633 293
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 296 slot at once! */
638 decrease_ob (improver); 297 improver->decrease ();
639 weapon->last_eat = 0; 298 weapon->last_eat = 0;
640 return 1; 299 return 1;
641} 300}
642
643 301
644/** 302/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 303 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 304 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 305 * Returns 0 if it was not able to work for some reason.
650 * 308 *
651 * We are hiding extra information about the weapon in the level and 309 * 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 ?? 310 * last_eat numbers for an object. Hopefully this won't break anything ??
653 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
654 */ 312 */
655int 313static int
656improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
657{ 315{
658 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
659 317
660 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 319 return prepare_weapon (op, improver, weapon);
663 } 320
664 if (weapon->level == 0) 321 if (weapon->level == 0)
665 { 322 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 323 op->failmsg (
324 "This weapon has not been prepared."
325 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 326 return 0;
668 } 327 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 328
329 if (weapon->last_eat >= weapon->level // improvements used up
330 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
670 { 331 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 333 return 0;
673 } 334 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 335
336 if (weapon->flag [FLAG_APPLIED]
337 && !check_item_power (op, weapon->item_power + 1))
675 { 338 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 339 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"); 340 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 341 "really want to improve it.");
679 return 0; 342 return 0;
680 } 343 }
344
681 /* This just increases damage by 5 points, no matter what. No sacrifice 345 /* 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, 346 * 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 347 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 348 * weapon can be improved.
685 */ 349 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 350 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 351 {
688 weapon->stats.dam += 5; 352 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 353 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); 354 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 355 weapon->last_eat++;
692 356
693 weapon->item_power++; 357 weapon->item_power++;
694 decrease_ob (improver); 358 improver->decrease ();
695 return 1; 359 return 1;
696 } 360 }
361
697 if (improver->stats.sp == IMPROVE_WEIGHT) 362 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 363 {
699 /* Reduce weight by 20% */ 364 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 365 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 366 if (weapon->weight < 1)
702 weapon->weight = 1; 367 weapon->weight = 1;
368
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 369 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 370 weapon->last_eat++;
705 weapon->item_power++; 371 weapon->item_power++;
706 decrease_ob (improver); 372 improver->decrease ();
707 return 1; 373 return 1;
708 } 374 }
375
709 if (improver->stats.sp == IMPROVE_ENCHANT) 376 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 377 {
711 weapon->magic++; 378 weapon->magic++;
712 weapon->last_eat++; 379 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 380 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 381 improver->decrease ();
715 weapon->item_power++; 382 weapon->item_power++;
716 return 1; 383 return 1;
717 } 384 }
718 385
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 386 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
725 392
726 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
728 { 395 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
730 return 0; 397 return 0;
731 } 398 }
399
732 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 401 weapon->item_power++;
734 402
735 switch (improver->stats.sp) 403 switch (improver->stats.sp)
736 { 404 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 405 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"); 406 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"); 407 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"); 408 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"); 409 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"); 410 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"); 411 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 412 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 413 op->failmsg ("Unknown improvement type.");
753 } 414 }
415
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 416 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 417 return 0;
756} 418}
757 419
758/** 420/**
759 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * Checks a few things (not on a non-magic square, marked weapon, ...), 422 * Checks a few things (not on a non-magic square, marked weapon, ...),
761 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
762 */ 424 */
763int 425static int
764check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
765{ 427{
766 object *otmp;
767
768 if (op->type != PLAYER) 428 if (op->type != PLAYER)
769 return 0; 429 return 0;
770 430
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 432 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 433 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 434 return 0;
775 } 435 }
776 436
777 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
438
778 if (!otmp) 439 if (!otmp)
779 { 440 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 441 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; 442 return 0;
782 } 443 }
783 444
784 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 446 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 447 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 448 return 0;
788 } 449 }
789 450
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
454 return 0;
455 }
456
457 op->statusmsg ("Applied weapon builder.");
458
791 improve_weapon (op, tmp, otmp); 459 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 460 esrv_send_item (op, otmp);
793 return 1; 461 return 1;
794} 462}
795 463
813 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
814 * the users level or 90) 482 * the users level or 90)
815 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
816 * changing of physical area right now. 484 * changing of physical area right now.
817 */ 485 */
818int 486static int
819improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
820{ 488{
821 object *tmp;
822
823 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
824 { 490 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 491 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 492 return 0;
827 } 493 }
494
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 495 /* 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. 496 * 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 497 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 498 * of gnarg and what not?)
832 */ 499 */
833 if (armour->title) 500 if (armour->title)
834 { 501 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 502 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 503 return 0;
837 } 504 }
838 505
839 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
841 */ 508 */
842 if (armour->nrof > 1) 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846 510
847 armour->magic++; 511 armour->magic++;
848 512
849 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
850 { 514 {
855 { 519 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 520 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 521 pow++;
858 } 522 }
859 523
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 524 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 525 }
862 else 526 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 527 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 528
865 if (!settings.armor_weight_linear) 529 if (!settings.armor_weight_linear)
866 { 530 {
867 int base = 100; 531 int base = 100;
868 int pow = 0; 532 int pow = 0;
871 { 535 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 536 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 537 pow++;
874 } 538 }
875 539
876 armour->weight = (armour->arch->clone.weight * base) / 100; 540 armour->weight = (armour->arch->weight * base) / 100;
877 } 541 }
878 else 542 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 543 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 544
881 if (armour->weight <= 0) 545 if (armour->weight <= 0)
882 { 546 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 547 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 548 armour->weight = 1;
885 } 549 }
886 550
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 551 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 552
889 if (op->type == PLAYER) 553 if (op->type == PLAYER)
890 { 554 {
891 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 556
557 if (armour->flag [FLAG_APPLIED])
893 op->update_stats (); 558 op->update_stats ();
894 } 559 }
895 decrease_ob (improver); 560
561 improver->decrease ();
562
896 if (tmp) 563 if (tmp)
897 { 564 op->insert (tmp);
898 insert_ob_in_ob (tmp, op); 565
899 esrv_send_item (op, tmp);
900 }
901 return 1; 566 return 1;
902} 567}
903
904 568
905/* 569/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 570 * 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. 571 * what the converter wants, -1 if the converter is broken.
908 */ 572 *
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. 573 * Takes one type of items and makes another.
915 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not 575 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
918 */ 577 */
919int 578int
920convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
921{ 580{
922 int nr = 0; 581 sint64 nr = 0, price_in;
923 uint32 price_in; 582
583 if (item->flag [FLAG_UNPAID])
584 return 0;
585
586 shstr conv_from = converter->slaying;
587 archetype *conv_to = converter->other_arch;
588 sint64 need = converter->stats.food;
589 sint64 give = converter->stats.sp;
924 590
925 /* We make some assumptions - we assume if it takes money as it type, 591 /* 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 592 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 593 * 3 gp and player drops a platinum, tough luck)
928 */ 594 */
929 if (!strcmp (CONV_FROM (converter), "money")) 595 if (conv_from == shstr_money)
930 { 596 {
931 int cost;
932
933 if (item->type != MONEY) 597 if (item->type != MONEY)
934 return 0; 598 return 0;
935 599
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 600 nr = sint64 (item->nrof) * item->value / need;
937 if (!nr) 601 if (!nr)
938 return 0; 602 return 0;
939 cost = nr * CONV_NEED (converter) / item->value; 603
940 /* take into account rounding errors */ 604 converter->play_sound (sound_find ("shop_buy"));
941 if (nr * CONV_NEED (converter) % item->value) 605
942 cost++; 606 sint64 cost = (nr * need + item->value - 1) / item->value;
943 decrease_ob_nr (item, cost); 607
608 item->decrease (cost);
944 609
945 price_in = cost * item->value; 610 price_in = cost * item->value;
946 } 611 }
947 else 612 else
948 { 613 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 614 if (item->type == PLAYER
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 615 || conv_from != item->arch->archname
616 || (need && need > (uint16) item->nrof))
951 return 0; 617 return 0;
952 618
953 if (CONV_NEED (converter)) 619 converter->play_sound (sound_find ("convert_item"));
620
621 if (need)
954 { 622 {
955 nr = item->nrof / CONV_NEED (converter); 623 nr = sint64 (item->nrof) / need;
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 624 item->decrease (nr * need);
957 price_in = nr * CONV_NEED (converter) * item->value; 625 price_in = nr * need * item->value;
958 } 626 }
959 else 627 else
960 { 628 {
961 price_in = item->value; 629 price_in = item->value;
962 item->destroy (); 630 item->destroy ();
963 } 631 }
964 } 632 }
965 633
966 if (converter->inv != NULL) 634 if (converter->inv)
967 { 635 {
968 object *ob; 636 object *ob;
969 int i; 637 int i;
970 object *ob_to_copy; 638 object *ob_to_copy;
971 639
972 /* select random object from inventory to copy */ 640 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 641 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 644 ob_to_copy = ob;
979 } 645
980 } 646 item = ob_to_copy->deep_clone ();
981 item = object_create_clone (ob_to_copy); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 649 }
985 else 650 else
986 { 651 {
987 if (converter->other_arch == NULL) 652 if (!conv_to)
988 { 653 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 654 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); 655 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1; 656 return -1;
992 } 657 }
993 658
994 item = object_create_arch (converter->other_arch); 659 item = object_create_arch (conv_to);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 660 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 661 }
997 662
998 if (CONV_NR (converter)) 663 if (give)
999 item->nrof = CONV_NR (converter); 664 item->nrof = give;
665
1000 if (nr) 666 if (nr)
1001 item->nrof *= nr; 667 item->nrof *= nr;
1002 if (is_in_shop (converter)) 668
1003 SET_FLAG (item, FLAG_UNPAID); 669 if (converter->flag [FLAG_PRECIOUS])
670 item->set_flag (FLAG_UNPAID);
671
672 if (converter->is_in_shop ())
673 {
674 // converters on shop floors don't work anymore, bug lets check for it
675 // and report in case someone still does it.
676 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
677 converter->debug_desc ());
678 item->set_flag (FLAG_UNPAID);
679 }
1004 else if (price_in < item->nrof * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 681 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 682 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); 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 684 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 685 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this 686 * hopefully had something in mind when doing this.
1012 */ 687 */
1013 } 688 }
689
690 // elmex: only identify if we need to, for example so that generated money doesn't
691 // get an 'identified' flag so easily.
692 if (item->need_identify ())
693 identify (item);
694
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 695 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 696 return 1;
1016} 697}
1017 698
1018/** 699/**
1019 * Handle apply on containers. 700 * Handle apply on containers.
1020 * By Eneq(@csd.uu.se). 701 * By Eneq(@csd.uu.se).
1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 702 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1022 * added the alchemical cauldron to the code -b.t. 703 * added the alchemical cauldron to the code -b.t.
1023 */ 704 */
1024int 705static int
1025apply_container (object *op, object *sack) 706apply_container (object *op, object *sack)
1026{ 707{
1027 if (op->type != PLAYER || !op->contr->ns) 708 if (op->type != PLAYER || !op->contr->ns)
1028 return 0; /* This might change */ 709 return 0; /* This might change */
1029 710
1035 716
1036 op->contr->last_used = 0; 717 op->contr->last_used = 0;
1037 718
1038 if (sack->env && sack->env != op) 719 if (sack->env && sack->env != op)
1039 { 720 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 721 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 722 return 1;
1042 } 723 }
1043 724
1044 // already applied == open on ground, or open in inv, or active in inv 725 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 726 if (sack->flag [FLAG_APPLIED])
1046 { 727 {
1047 if (op->container == sack) 728 if (op->container_ () == sack)
1048 { 729 {
1049 // open on ground or inv, so close 730 // open on ground or inv, so close
1050 op->close_container (); 731 op->close_container ();
1051 return 1; 732 return 1;
1052 } 733 }
1053 else if (!sack->env) 734 else if (!sack->env)
1054 { 735 {
1055 // active, but not ours: some other player has opened it 736 // 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)); 737 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1057 return 1; 738 return 1;
1058 } 739 }
1059 740
1060 // fall through to opening it (active in inv) 741 // fall through to opening it (active in inv)
1061 } 742 }
1063 { 744 {
1064 // it is in our env, so activate it, do not open yet 745 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 746 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 747 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 748 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 749 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 750 return 1;
1070 } 751 }
1071 752
1072 // it's locked? 753 // it's locked?
1073 if (sack->slaying) 754 if (sack->slaying)
1074 { 755 {
1075 if (object *tmp = find_key (op, op, sack)) 756 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)); 757 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 758 else
1078 { 759 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 760 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1080 return 1; 761 return 1;
1081 } 762 }
1082 } 763 }
1083 764
1084 op->open_container (sack); 765 op->open_container (sack);
1095{ 776{
1096 /* Only players can make sacrifices on spell casting altars. */ 777 /* Only players can make sacrifices on spell casting altars. */
1097 if (altar->inv && (!originator || originator->type != PLAYER)) 778 if (altar->inv && (!originator || originator->type != PLAYER))
1098 return 0; 779 return 0;
1099 780
1100 if (operate_altar (altar, &sacrifice)) 781 if (operate_altar (altar, &sacrifice, originator))
1101 { 782 {
1102 /* Simple check. Unfortunately, it means you can't cast magic bullet 783 /* Simple check. Unfortunately, it means you can't cast magic bullet
1103 * with an altar. We call it a Potion - altars are stationary - it 784 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly. 785 * is up to map designers to use them properly.
1105 */ 786 */
1106 if (altar->inv && altar->inv->type == SPELL) 787 if (altar->inv && altar->inv->type == SPELL)
1107 { 788 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 789 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 790 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 791 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 792 * old maps.
1112 */ 793 */
1113 794
1114/* push_button (altar);*/ 795/* push_button (altar);*/
1115 } 796 }
1116 else 797 else
1117 { 798 {
1118 altar->value = 1; /* works only once */ 799 altar->value = 1; /* works only once */
1119 push_button (altar); 800 push_button (altar, originator);
1120 } 801 }
1121 802
1122 return !sacrifice; 803 return !sacrifice;
1123 } 804 }
1124 else 805 else
1137{ 818{
1138 int rv = 0; 819 int rv = 0;
1139 double opinion; 820 double opinion;
1140 object *tmp, *next; 821 object *tmp, *next;
1141 822
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 823 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1143 824
1144 if (op->type != PLAYER) 825 bool has_unpaid = false;
826
827 // quite inefficient to do this here twice, but the api doesn't lend itself to
828 // a quick and small change :(
829 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
830 if (item->flag [FLAG_UNPAID])
831 {
832 has_unpaid = true;
833 break;
834 }
835
836 if (!op->is_player ())
1145 { 837 {
1146 /* Remove all the unpaid objects that may be carried here. 838 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 839 * This could be pets or monsters that are somehow in
1148 * the shop. 840 * the shop.
1149 */ 841 */
1150 for (tmp = op->inv; tmp; tmp = next) 842 for (tmp = op->inv; tmp; tmp = next)
1151 { 843 {
1152 next = tmp->below; 844 next = tmp->below;
1153 845
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 846 if (tmp->flag [FLAG_UNPAID])
1155 { 847 {
1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 848 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1157 849
850 if (i >= 0)
1158 tmp->remove (); 851 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 } 852 }
1168 } 853 }
1169 854
1170 /* Don't teleport things like spell effects */ 855 /* Don't teleport things like spell effects */
1171 if (QUERY_FLAG (op, FLAG_NO_PICK)) 856 if (op->flag [FLAG_NO_PICK])
1172 return 0; 857 return 0;
1173 858
1174 /* unpaid objects, or non living objects, can't transfer by 859 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 860 * shop mats. Instead, put it on a nearby space.
1176 */ 861 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 862 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1178 { 863 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 864 /* 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); 865 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 866
1183 if (i != -1) 867 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 868 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185 869
1186 return 0; 870 return 0;
1187 } 871 }
872
1188 /* Removed code that checked for multipart objects - it appears that 873 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine. 874 * the teleport function should be able to handle this just fine.
1190 */ 875 */
1191 rv = teleport (shop_mat, SHOP_MAT, op); 876 rv = teleport (shop_mat, SHOP_MAT, op);
1192 } 877 }
1193 else if (can_pay (op) && get_payment (op)) 878 else if (can_pay (op) && get_payment (op))
1194 { 879 {
1195 /* this is only used for players */ 880 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 881 rv = teleport (shop_mat, SHOP_MAT, op);
1197 882
883 if (has_unpaid)
884 op->contr->play_sound (sound_find ("shop_buy"));
885 else if (op->is_in_shop ())
886 op->contr->play_sound (sound_find ("shop_enter"));
887 else
888 op->contr->play_sound (sound_find ("shop_leave"));
889
1198 if (shop_mat->msg) 890 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 891 op->statusmsg (shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 892 /* 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 893 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor. 894 * actually the shop floor.
1203 */ 895 */
1204 else if (!rv && !is_in_shop (op)) 896 else if (!rv && !op->is_in_shop ())
1205 { 897 {
1206 opinion = shopkeeper_approval (op->map, op); 898 opinion = shopkeeper_approval (op->map, op);
1207 899
1208 if (opinion > 0.9) 900 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 901 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 902 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 903 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 904 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 905 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 906 }
1217 } 907 }
1218 else 908 else
1219 { 909 {
1220 /* if we get here, a player tried to leave a shop but was not able 910 /* 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 911 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 912 * they are not on the mat anymore
1223 */ 913 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 914 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 915
1226 if (i == -1) 916 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 917 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 918 else
1231 { 919 {
1232 op->remove (); 920 op->remove ();
1233 op->x += freearr_x[i]; 921 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 922 op->y += freearr_y[i];
1235 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 923 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1236 } 924 }
1237 } 925 }
1238 926
1239 CLEAR_FLAG (op, FLAG_NO_APPLY); 927 op->clr_flag (FLAG_NO_APPLY);
1240 return rv; 928 return rv;
1241} 929}
1242 930
1243/** 931/**
1244 * Handles applying a sign. 932 * Handles applying a sign.
1245 */ 933 */
1246static void 934static void
1247apply_sign (object *op, object *sign, int autoapply) 935apply_sign (object *op, object *sign, int autoapply)
1248{ 936{
1249 readable_message_type *msgType; 937 if (!op->is_player())
1250 char newbuf[HUGE_BUF]; 938 return;
1251 939
1252 if (sign->msg == NULL) 940 if (sign->has_dialogue ())
1253 { 941 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 942 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1255 return; 943 return;
1256 } 944 }
1257 945
946 if (!sign->msg)
947 {
948 op->contr->infobox (MSG_CHANNEL ("examine"),
949 format ("T<%s>\n\n Nothing %sis written on it.",
950 &sign->name,
951 sign->name == sign->arch->name ? "" : "else "));
952 return;
953 }
954
1258 if (sign->stats.food) 955 if (sign->stats.food)
1259 { 956 {
1260 if (sign->last_eat >= sign->stats.food) 957 if (sign->last_eat >= sign->stats.food)
1261 { 958 {
1262 if (!sign->move_on) 959 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 960 op->failmsg ("You cannot read it anymore.");
961
1264 return; 962 return;
1265 } 963 }
1266 964
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 965 if (!op->flag [FLAG_WIZPASS])
1268 sign->last_eat++; 966 sign->last_eat++;
1269 } 967 }
1270 968
1271 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 969 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1272 * No way to know for sure. The presumption is basically that if 970 * No way to know for sure. The presumption is basically that if
1273 * move_on is zero, it needs to be manually applied (doesn't talk 971 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us). 972 * to us).
1275 */ 973 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 974 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1277 { 975 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 976 op->failmsg ("You are unable to read while blind!");
1279 return; 977 return;
1280 } 978 }
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 979
1286/** 980 if (op->contr)
1287 * 'victim' moves onto 'trap' 981 if (client *ns = op->contr->ns)
1288 * 'victim' leaves 'trap' 982 {
1289 * effect is determined by move_on/move_off of trap and move_type of victime. 983 if (sign->sound)
1290 * 984 ns->play_sound (sign->sound);
1291 * originator: Player, monster or other object that caused 'victim' to move 985 else if (autoapply)
1292 * onto 'trap'. Will receive messages caused by this action. May be NULL. 986 ns->play_sound (sound_find ("msg_voice"));
1293 * However, some types of traps require an originator to function. 987
1294 */ 988 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1295void 989 }
990}
991
992static void
1296move_apply (object *trap, object *victim, object *originator) 993move_apply_hole (object *trap, object *victim)
1297{ 994{
1298 static int recursion_depth = 0; 995 /* Hole not open? */
1299 996 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; 997 return;
1303 998
1304 /* move_apply() is the most likely candidate for causing unwanted and 999 /* Is this a multipart monster and not the head? If so, return.
1305 * possibly unlimited recursion. 1000 * Processing will happen if the head runs into the pit
1306 */ 1001 */
1307 /* The following was changed because it was causing perfeclty correct 1002 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; 1003 return;
1318 }
1319 recursion_depth++;
1320 if (trap->head)
1321 trap = trap->head;
1322 1004
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1005 // now find all possible locations and randomly pick one
1324 goto leave; 1006 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1007 trap->range >= 3 ? SIZEOFFREE3 + 1
1008 : trap->range >= 2 ? SIZEOFFREE2 + 1
1009 : trap->range >= 1 ? SIZEOFFREE1 + 1
1010 : SIZEOFFREE0 + 1);
1325 1011
1326 switch (trap->type) 1012 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; 1013 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 1014
1551 /* need a literacy skill to read stuff! */ 1015 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1016 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 1017
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1018 transfer_ob (victim,
1577 1019 EXIT_X (trap) + freearr_x[dir],
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1020 EXIT_Y (trap) + freearr_y[dir],
1579 msgType->message_type, msgType->message_subtype, 1021 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} 1022}
2606 1023
2607/** 1024/**
2608 * Unapplies specified item. 1025 * Unapplies specified item.
2609 * No check done on cursed/damned. 1026 * No check done on cursed/damned.
2610 * Break this out of apply_special - this is just done 1027 * Break this out of apply_special - this is just done
2611 * to keep the size of apply_special to a more managable size. 1028 * to keep the size of apply_special to a more managable size.
2612 */ 1029 */
2613static int 1030static bool
2614unapply_special (object *who, object *op, int aflags) 1031unapply_special (object *who, object *op, int aflags)
2615{ 1032{
2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1033 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1034 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2618 return RESULT_INT (0); 1035 return RESULT_INT (0);
2619 1036
2620 CLEAR_FLAG (op, FLAG_APPLIED); 1037 if (who->current_weapon == op)
1038 who->current_weapon = 0;
1039
1040 op->flag [FLAG_APPLIED] = false;
2621 1041
2622 switch (op->type) 1042 switch (op->type)
2623 { 1043 {
2624 case SKILL_TOOL: 1044 case SKILL:
1045 if (player *pl = who->contr)
1046 if (op->invisible)
1047 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1048 else
1049 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1050
1051 change_abil (who, op);
1052 who->flag [FLAG_READY_SKILL] = false;
1053 break;
1054
1055 case WEAPON:
1056 who->statusmsg (format ("You unwield %s.", query_name (op)));
1057 change_abil (who, op);
1058 who->flag [FLAG_READY_WEAPON] = false;
1059
2625 // unapplying a skill tool should also unapply the skill it governs 1060 // 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 1061 // but this is hard, as it shouldn't do so when the skill can
2627 // be used for other reasons 1062 // be used for other reasons
2628 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1063 if (who->chosen_skill)
2629 if (tmp->skill == op->skill 1064 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); 1065 unapply_special (who, op, 0);
2634 1066
2635 change_abil (who, op);
2636 break; 1067 break;
2637 1068
1069 case BOW:
2638 case WEAPON: 1070 case WAND:
1071 case ROD:
1072 case HORN:
1073 case RANGED:
2639 if (player *pl = who->contr) 1074 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 { 1075 {
2655 if (!op->invisible) 1076 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)); 1077 change_abil (who, op);
1078 }
1079 else
1080 {
1081 if (op->type == BOW)
1082 op->flag [FLAG_READY_BOW ] = false;
2657 else 1083 else
2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 1084 op->flag [FLAG_READY_RANGE] = false;
2659 } 1085 }
2660 1086
2661 change_abil (who, op);
2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2663 break; 1087 break;
2664 1088
2665 case ARMOUR: 1089 case ARMOUR:
2666 case HELMET: 1090 case HELMET:
2667 case SHIELD: 1091 case SHIELD:
2670 case GLOVES: 1094 case GLOVES:
2671 case AMULET: 1095 case AMULET:
2672 case GIRDLE: 1096 case GIRDLE:
2673 case BRACERS: 1097 case BRACERS:
2674 case CLOAK: 1098 case CLOAK:
2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1099 who->statusmsg (format ("You unwear %s.", query_name (op)));
2676 change_abil (who, op); 1100 change_abil (who, op);
2677 break; 1101 break;
2678 1102
2679 case LAMP: 1103 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: 1104 case BUILDER:
2718 case WAND: 1105 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; 1106 break;
2742 1107
2743 case BUILDER: 1108 //case SKILL_TOOL://TODO
2744 if (who->contr) 1109 default:
2745 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 1110 who->statusmsg (format ("You unapply %s.", query_name (op)));
2746 break; 1111 break;
2747
2748 default:
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2750 break;
2751 } 1112 }
1113
1114 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1115 if (object *pl = op->visible_to ())
1116 esrv_send_item (pl, op);
2752 1117
2753 who->update_stats (); 1118 who->update_stats ();
2754 1119
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; 1120 return 1;
2772} 1121}
2773 1122
2774/** 1123/**
2775 * Returns the object that is using location 'loc'. 1124 * Returns the object that is using location 'loc'.
2776 * Note that 'start' is the first object to start examing - we 1125 * Note that 'start' is the first object to start examing - we
2788static object * 1137static object *
2789get_next_item_from_body_location (int loc, object *start) 1138get_next_item_from_body_location (int loc, object *start)
2790{ 1139{
2791 for (object *tmp = start; tmp; tmp = tmp->below) 1140 for (object *tmp = start; tmp; tmp = tmp->below)
2792 if (tmp->flag [FLAG_APPLIED] 1141 if (tmp->flag [FLAG_APPLIED]
2793 && tmp->slot[loc].info 1142 && tmp->slot [loc].info
2794 && (!tmp->invisible || tmp->type == SKILL)) 1143 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2795 return tmp; 1144 return tmp;
2796 1145
2797 return 0; 1146 return 0;
2798} 1147}
2799 1148
2806 * Returns 0 on success, returns 1 if there is some problem. 1155 * Returns 0 on success, returns 1 if there is some problem.
2807 * if aflags is AP_PRINT, we instead print out waht to unapply 1156 * 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 1157 * instead of doing it. This is a lot less code than having
2809 * another function that does just that. 1158 * another function that does just that.
2810 */ 1159 */
2811int 1160
1161#define CANNOT_REMOVE_CURSED \
1162 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1163 "Praying over an altar, scrolls of remove curse/damnation, " \
1164 "priests or even other players might help.>"
1165
1166static bool
2812unapply_for_ob (object *who, object *op, int aflags) 1167unapply_for_ob (object *who, object *op, int aflags)
2813{ 1168{
2814 if (op->is_range ()) 1169 if (op->is_range ())
2815 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1170 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1171 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2817 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1172 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2818 { 1173 {
2819 if (aflags & AP_PRINT) 1174 if (aflags & AP_PRINT)
2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1175 who->failmsg (query_name (tmp));
2821 else 1176 else
2822 unapply_special (who, tmp, aflags); 1177 unapply_special (who, tmp, aflags);
2823 } 1178 }
2824 else 1179 else
2825 { 1180 {
2826 /* In this case, we want to try and remove a cursed item. 1181 /* 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 1182 * While we know it won't work, we want unapply_special to
2828 * at least generate the message. 1183 * at least generate the message.
2829 */ 1184 */
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)); 1185 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2831 return 1; 1186 return 1;
2832 } 1187 }
2833 1188
2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1189 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2835 { 1190 {
2855#endif 1210#endif
2856 return 1; 1211 return 1;
2857 } 1212 }
2858 1213
2859 /* If we are just printing, we don't care about cursed status */ 1214 /* 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)))) 1215 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2861 { 1216 {
2862 if (aflags & AP_PRINT) 1217 if (aflags & AP_PRINT)
2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1218 who->failmsg (query_name (tmp));
2864 else 1219 else
2865 unapply_special (who, tmp, aflags); 1220 unapply_special (who, tmp, aflags);
2866 } 1221 }
2867 else 1222 else
2868 { 1223 {
2869 /* Cursed item that we can't unequip - tell the player. 1224 /* Cursed item that we can't unequip - tell the player.
2870 * Note this could be annoying if this is just one of a few, 1225 * 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 1226 * so it may not be critical (eg, putting on a ring and you have
2872 * one cursed ring.) 1227 * one cursed ring.)
2873 */ 1228 */
2874 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1229 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2875 } 1230 }
2876 1231
2877 last = tmp->below; 1232 last = tmp->below;
2878 } 1233 }
2879 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1234 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2938 continue; 1293 continue;
2939 } 1294 }
2940 1295
2941 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1296 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2942 if (!tmp1) 1297 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; 1298 retval |= CAN_APPLY_NEVER;
2951 }
2952 else 1299 else
2953 { 1300 {
2954 /* need to unapply something. However, if this something 1301 /* need to unapply something. However, if this something
2955 * is different than we had found before, it means they need 1302 * is different than we had found before, it means they need
2956 * to apply multiple objects 1303 * to apply multiple objects
2985 * the weapon/shield checks, and the range checks for monsters, 1332 * the weapon/shield checks, and the range checks for monsters,
2986 * because you can't control those just by body location - bows, shields, 1333 * because you can't control those just by body location - bows, shields,
2987 * and weapons all use the same slot. Similar for horn/rod/wand - they 1334 * and weapons all use the same slot. Similar for horn/rod/wand - they
2988 * all use the same location. 1335 * all use the same location.
2989 */ 1336 */
2990 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1337 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
2991 retval |= CAN_APPLY_RESTRICTION; 1338 retval |= CAN_APPLY_RESTRICTION;
2992 1339
2993 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1340 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
2994 retval |= CAN_APPLY_RESTRICTION; 1341 retval |= CAN_APPLY_RESTRICTION;
2995 1342
2996 if (who->type != PLAYER) 1343 if (who->type != PLAYER)
2997 { 1344 {
2998 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1345 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
2999 retval |= CAN_APPLY_RESTRICTION; 1346 retval |= CAN_APPLY_RESTRICTION;
3000 1347
3001 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1348 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3002 retval |= CAN_APPLY_RESTRICTION; 1349 retval |= CAN_APPLY_RESTRICTION;
3003 1350
3004 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1351 if (op->type == RING && !who->flag [FLAG_USE_RING])
3005 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
3006 1353
3007 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3008 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
3009 } 1356 }
3010 1357
3011 return retval; 1358 return retval;
3012} 1359}
3032 * 1379 *
3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1380 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3034 * 1381 *
3035 * apply_special() doesn't check for unpaid items. 1382 * apply_special() doesn't check for unpaid items.
3036 */ 1383 */
3037int 1384
1385#define LACK_ITEM_POWER \
1386 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1387
1388static bool
3038apply_special (object *who, object *op, int aflags) 1389apply_special (object *who, object *op, int aflags)
3039{ 1390{
3040 int basic_flag = aflags & AP_BASIC_FLAGS; 1391 int basic_flag = aflags & AP_MODE;
3041 object *tmp, *tmp2, *skop = NULL; 1392 object *tmp, *tmp2, *skop = NULL;
3042 1393
3043 if (who == NULL) 1394 if (who == NULL)
3044 { 1395 {
3045 LOG (llevError, "apply_special() from object without environment.\n"); 1396 LOG (llevError, "apply_special() from object without environment.\n");
3046 return 1; 1397 return 1;
3047 } 1398 }
3048 1399
1400 //TODO: remove these when apply_special is no longer exposed
3049 if (op->env != who) 1401 if (op->env != who)
3050 return 1; /* op is not in inventory */ 1402 return 1; /* op is not in inventory */
3051 1403
3052 /* trying to unequip op */ 1404 /* trying to unequip op */
3053 if (QUERY_FLAG (op, FLAG_APPLIED)) 1405 if (op->flag [FLAG_APPLIED])
3054 { 1406 {
3055 /* always apply, so no reason to unapply */ 1407 /* always apply, so no reason to unapply */
3056 if (basic_flag == AP_APPLY) 1408 if (basic_flag == AP_APPLY)
3057 return 0; 1409 return 0;
3058 1410
3059 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1411 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3060 { 1412 {
3061 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 1413 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3062 return 1; 1414 return 1;
3063 } 1415 }
3064 1416
3065 return unapply_special (who, op, aflags); 1417 return unapply_special (who, op, aflags);
3066 } 1418 }
3067
3068 if (basic_flag == AP_UNAPPLY) 1419 else if (basic_flag == AP_UNAPPLY)
3069 return 0; 1420 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 1421
3080 splay (op); 1422 splay (op);
3081 1423
3082 /* Can't just apply this object. Lets see what not and what to do */ 1424 /* Can't just apply this object. Lets see what not and what to do */
3083 if (int i = can_apply_object (who, op)) 1425 if (int i = can_apply_object (who, op))
3084 { 1426 {
3085 if (i & CAN_APPLY_NEVER) 1427 if (i & CAN_APPLY_NEVER)
3086 { 1428 {
3087 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 1429 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3088 return 1; 1430 return 1;
3089 } 1431 }
3090 else if (i & CAN_APPLY_RESTRICTION) 1432 else if (i & CAN_APPLY_RESTRICTION)
3091 { 1433 {
3092 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 1434 who->failmsgf (
1435 "You have a prohibition against using a %s. "
1436 "H<Your belief, profession or class prevents you from applying this item.>",
1437 query_name (op)
1438 );
3093 return 1; 1439 return 1;
3094 } 1440 }
3095 1441
3096 if (who->type != PLAYER) 1442 if (who->type != PLAYER)
3097 { 1443 {
3101 } 1447 }
3102 else 1448 else
3103 { 1449 {
3104 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1450 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3105 { 1451 {
3106 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 1452 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3107 unapply_for_ob (who, op, AP_PRINT); 1453 unapply_for_ob (who, op, AP_PRINT);
3108 return 1; 1454 return 1;
3109 } 1455 }
3110 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1456 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3111 if (unapply_for_ob (who, op, aflags)) 1457 if (unapply_for_ob (who, op, aflags))
3113 } 1459 }
3114 } 1460 }
3115 1461
3116 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1462 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3117 { 1463 {
1464 // try to ready attached skill first
3118 skop = find_skill_by_name (who, op->skill); 1465 skop = find_skill_by_name (who, op->skill);
3119 1466
3120 if (!skop) 1467 if (!skop)
3121 { 1468 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1469 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3123 return 1; 1470 return 1;
3124 } 1471 }
3125 else 1472 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 */ 1473 {
3129 who->change_skill (skop); 1474 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3130 } 1475 return 1;
3131 1476 }
3132 if (who->type == PLAYER
3133 && op->item_power
3134 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3135 { 1477 }
3136 new_draw_info (NDI_UNIQUE, 0, who, 1478
1479 if (!check_item_power (who, op->item_power))
1480 {
3137 "Equipping that combined with other items would consume your soul! " 1481 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; 1482 return 1;
3140 } 1483 }
3141 1484
3142 /* Ok. We are now at the state where we can apply the new object. 1485 /* 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_... 1486 * Note that we don't have the checks for can_use_...
3144 * below - that is already taken care of by can_apply_object. 1487 * below - that is already taken care of by can_apply_object.
3145 */ 1488 */
3146 if (op->nrof > 1) 1489
3147 tmp = get_split_ob (op, op->nrof - 1); 1490 // split away all the other items from the stack, so only one item is left
3148 else 1491 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3149 tmp = 0;
3150 1492
3151 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1493 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3152 return RESULT_INT (0); 1494 return RESULT_INT (0);
3153 1495
3154 switch (op->type) 1496 switch (op->type)
3155 { 1497 {
3156 case WEAPON: 1498 case WEAPON:
3157 if (!check_weapon_power (who, op->last_eat)) 1499 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 { 1500 {
3172 /* if the weapon does not have the name as the character, can't use it. */ 1501 /* 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) */ 1502 /* (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."); 1503 who->failmsg ("The weapon does not recognize you as its owner. "
3175 1504 "H<Its name indicates that it belongs to somebody else.>");
3176 if (tmp) 1505 if (tmp) who->insert (tmp);
3177 insert_ob_in_ob (tmp, who);
3178
3179 return 1; 1506 return 1;
3180 } 1507 }
3181 1508
3182 if (!skop) 1509 op->flag [FLAG_APPLIED] = true;
1510
1511 if (player *pl = who->contr)
3183 { 1512 {
3184 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 1513 who->statusmsg (format ("You wield %s.", query_name (op)));
3185 return 1; 1514 change_abil (who, op);
3186 } 1515 }
3187 1516
3188 SET_FLAG (op, FLAG_APPLIED); 1517 op->flag [FLAG_READY_WEAPON] = true;
3189 who->change_skill (skop);
3190
3191 if (who->contr)
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; 1518 break;
3199 1519
3200 case ARMOUR: 1520 case ARMOUR:
3201 case HELMET: 1521 case HELMET:
3202 case SHIELD: 1522 case SHIELD:
3205 case GIRDLE: 1525 case GIRDLE:
3206 case BRACERS: 1526 case BRACERS:
3207 case CLOAK: 1527 case CLOAK:
3208 case RING: 1528 case RING:
3209 case AMULET: 1529 case AMULET:
3210 SET_FLAG (op, FLAG_APPLIED); 1530 op->set_flag (FLAG_APPLIED);
3211 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1531 who->statusmsg (format ("You wear %s.", query_name (op)));
3212 change_abil (who, op); 1532 change_abil (who, op);
3213 break; 1533 break;
3214 1534
1535 case SKILL_TOOL:
1536 // applying a skill tool does not ready the skill
1537 // if something needs the skill, it has to ready it itself
1538 //TODO: unapplying should unapply the skill, though
1539 op->set_flag (FLAG_APPLIED);
1540 break;
1541
3215 case LAMP: 1542 case SKILL:
3216 if (op->stats.food < 1) 1543 if (!(aflags & AP_NO_SLOT))
3217 { 1544 {
3218 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 1545 // skill is used on it's own, as opposed to being a chosen_skill
1546
1547 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1548 {
1549 who->failmsgf (
1550 "You feel as if you wanted to do something funny, but you can't remember what. "
1551 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1552 "It cannot be used on its own.>",
1553 &op->skill
1554 );
1555 if (tmp) who->insert (tmp);
1556 return 1;
1557 }
1558
1559 if (skill_flags [op->subtype] & SF_AUTARK
1560 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1561 {
1562 if (skill_flags [op->subtype] & SF_USE)
1563 who->failmsgf (
1564 "You feel as if you wanted to do something funny, but you can't remember what. "
1565 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1566 &op->skill, &op->skill
1567 );
1568 else
1569 who->failmsgf (
1570 "You feel as if you wanted to do something funny, but you can't remember what. "
1571 "H<The %s skill cannot be readied or used, it is always active.>",
1572 &op->skill
1573 );
1574
1575 if (tmp) who->insert (tmp);
1576
1577 return 1;
1578 }
1579
1580 if (who->contr)
1581 if (op->invisible)
1582 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1583 else
1584 who->statusmsg (format ("You ready %s.", query_name (op)));
1585 }
1586
1587 who->set_flag (FLAG_READY_SKILL);
1588 op->set_flag (FLAG_APPLIED);
1589 change_abil (who, op);
1590 break;
1591
1592 case BOW:
1593 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1594 {
1595 who->failmsg ("The weapon does not recognize you as its owner. "
1596 "H<Its name indicates that it belongs to somebody else.>");
1597 if (tmp) who->insert (tmp);
3219 return 1; 1598 return 1;
3220 } 1599 }
3221 1600
3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 1601 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 { 1602 {
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]) 1603 op->flag [FLAG_APPLIED] = true;
3268 apply_special (who, skop, AP_APPLY); 1604 who->statusmsg (format ("You wield the %s.", query_name (op)));
1605 change_abil (who, op);
3269 } 1606 }
3270 break; 1607 break;
3271 1608
3272 case SKILL: 1609 case RANGED:
3273 if (player *pl = who->contr) 1610 if (player *pl = who->contr)
3274 { 1611 {
3275 if (IS_COMBAT_SKILL (op->subtype)) 1612 op->flag [FLAG_APPLIED] = true;
3276 { 1613 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 } 1614 }
3326 else 1615 break;
1616
1617 case SPELL:
1618 if (player *pl = who->contr)
3327 { 1619 {
3328 SET_FLAG (op, FLAG_APPLIED); 1620 op->flag [FLAG_APPLIED] = true;
3329 change_abil (who, op); 1621 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3330 who->chosen_skill = op;
3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 } 1622 }
3333
3334 break; 1623 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 1624
3357 /*FALLTHROUGH*/ 1625 /*FALLTHROUGH*/
3358 case WAND: 1626 case WAND:
3359 case ROD: 1627 case ROD:
3360 case HORN: 1628 case HORN:
3361 /* check for skill, alter player status */ 1629 op->flag [FLAG_APPLIED] = true;
3362 1630
3363 if (!skop) 1631 if (player *pl = who->contr)
3364 { 1632 {
3365 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 1633 who->statusmsg (format ("You ready %s.", query_name (op)));
3366 return 1;
3367 }
3368
3369 SET_FLAG (op, FLAG_APPLIED);
3370 who->change_skill (skop);
3371
3372 if (who->contr)
3373 {
3374 who->contr->ranged_ob = op;
3375
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3377 1634
3378 if (op->type == BOW) 1635 if (op->type == BOW)
3379 { 1636 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3380 who->current_weapon = op; 1637
3381 change_abil (who, op); 1638 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 } 1639 }
3386 else 1640 else
3387 { 1641 {
3388 if (op->type == BOW) 1642 if (op->type == BOW)
3389 SET_FLAG (who, FLAG_READY_BOW); 1643 op->flag [FLAG_READY_BOW ] = true;
3390 else 1644 else
3391 SET_FLAG (who, FLAG_READY_RANGE); 1645 op->flag [FLAG_READY_RANGE] = true;
3392 } 1646 }
3393 1647
3394 break; 1648 break;
3395 1649
3396 case BUILDER: 1650 case BUILDER:
3397 if (who->type == PLAYER) 1651 if (player *pl = who->contr)
3398 { 1652 {
3399 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 1653 who->statusmsg (format ("You ready your %s.", query_name (op)));
3400 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 1654 //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 } 1655 }
3407 break; 1656 break;
3408 1657
3409 default: 1658 default:
3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1659 who->statusmsg (format ("You apply %s.", query_name (op)));
3411 } /* end of switch op->type */ 1660 }
3412 1661
3413 SET_FLAG (op, FLAG_APPLIED); 1662 op->set_flag (FLAG_APPLIED);
3414 1663
3415 if (tmp) 1664 if (tmp) who->insert (tmp);
3416 tmp = insert_ob_in_ob (tmp, who);
3417 1665
3418 who->update_stats (); 1666 who->update_stats ();
3419 1667
3420 /* We exclude spell casting objects. The fire code will set the 1668 /* We exclude spell casting objects. The fire code will set the
3421 * been applied flag when they are used - until that point, 1669 * been applied flag when they are used - until that point,
3422 * you don't know anything about them. 1670 * you don't know anything about them.
3423 */ 1671 */
3424 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1672 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3425 SET_FLAG (op, FLAG_BEEN_APPLIED); 1673 op->set_flag (FLAG_BEEN_APPLIED);
3426 1674
3427 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1675 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3428 {
3429 if (who->type == PLAYER) 1676 if (who->type == PLAYER)
3430 { 1677 {
3431 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1678 who->failmsg (
3432 SET_FLAG (op, FLAG_KNOWN_CURSED); 1679 "Oops, it feels deadly cold! "
1680 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1681 );
1682 op->set_flag (FLAG_KNOWN_CURSED);
3433 } 1683 }
3434 }
3435 1684
3436 if (who->type == PLAYER) 1685 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); 1686 esrv_send_item (pl, op);
3443 }
3444 1687
3445 return 0; 1688 return 0;
3446} 1689}
3447 1690
1691/**
1692 * Check if op should abort moving victim because of it's race or slaying.
1693 * Returns 1 if it should abort, returns 0 if it should continue.
1694 */
3448int 1695int
3449monster_apply_special (object *who, object *op, int aflags) 1696should_director_abort (object *op, object *victim)
3450{ 1697{
3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1698 int arch_flag, name_flag, race_flag;
1699
1700 /* Get flags to determine what of arch, name, and race should be checked.
1701 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1702 * the next is the name flag, and the last is the race flag. Also note,
1703 * if subtype is set to zero, that also goes to defaults of all affecting
1704 * it. Examples:
1705 * subtype 1: only arch
1706 * subtype 3: arch or name
1707 * subtype 5: arch or race
1708 * subtype 7: all three
1709 */
1710 if (op->subtype)
1711 {
1712 arch_flag = op->subtype & 1;
1713 name_flag = op->subtype & 2;
1714 race_flag = op->subtype & 4;
1715 }
1716 else
1717 {
1718 arch_flag = 1;
1719 name_flag = 1;
1720 race_flag = 1;
1721 }
1722
1723 /* If the director has race set, only affect objects with a arch,
1724 * name or race that matches.
1725 */
1726 if ((op->race) &&
1727 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1728 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1729 ((!(victim->race && race_flag) || op->race != victim->race)))
3452 return 1; 1730 return 1;
1731
1732 /* If the director has slaying set, only affect objects where none
1733 * of arch, name, or race match.
1734 */
1735 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1736 ((victim->name && name_flag && op->slaying == victim->name)) ||
1737 ((victim->race && race_flag && op->slaying == victim->race)))
1738 return 1;
1739
1740 return 0;
1741}
1742
1743/**
1744 * This handles a player dropping money on an altar to identify stuff.
1745 * It'll identify marked item, if none all items up to dropped money.
1746 * Return value: 1 if money was destroyed, 0 if not.
1747 */
1748static int
1749apply_id_altar (object *money, object *altar, object *pl)
1750{
1751 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1752
1753 if (!pl || pl->type != PLAYER)
1754 return 0;
1755
1756 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1757 * identifying' from being printed out more than it needs to be.
1758 */
1759 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1760 return 0;
1761
1762 /* if the player has a marked item, identify that if it needs to be
1763 * identified. If it doesn't, then go through the player inventory.
1764 */
1765 if (object *marked = pl->mark ())
1766 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1767 {
1768 if (operate_altar (altar, &money, pl))
1769 {
1770 identify (marked);
1771
1772 buf.printf ("You have %s.\r", long_desc (marked, pl));
1773 if (marked->msg)
1774 buf << "The item has a story:\r" << marked->msg << "\n\n";
1775
1776 return !money;
1777 }
1778 }
1779
1780 for (object *id = pl->inv; id; id = id->below)
1781 {
1782 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1783 {
1784 if (operate_altar (altar, &money, pl))
1785 {
1786 identify (id);
1787
1788 buf.printf ("You have %s.\r", long_desc (id, pl));
1789 if (id->msg)
1790 buf << "The item has a story:\r" << id->msg << "\n\n";
1791
1792 /* If no more money, might as well quit now */
1793 if (!money || !check_altar_sacrifice (altar, money))
1794 break;
1795 }
1796 else
1797 {
1798 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1799 break;
1800 }
1801 }
1802 }
1803
1804 if (buf.empty ())
1805 pl->failmsg ("You have nothing that needs identifying");
1806 else
1807 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1808
1809 return !money;
1810}
1811
1812/**
1813 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1814 * matching item.
1815 **/
1816void
1817handle_apply_yield (object *tmp)
1818{
1819 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1820 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1821}
1822
1823/**
1824 * Handles applying a potion.
1825 */
1826int
1827apply_potion (object *op, object *tmp)
1828{
1829 int got_one = 0, i;
1830 object *force = 0;
1831
1832 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1833
1834 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1835 {
1836 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1837
1838 tmp->clr_flag (FLAG_APPLIED);
1839 return 0;
1840 }
1841
1842 if (op->type == PLAYER)
1843 if (!tmp->flag [FLAG_IDENTIFIED])
1844 identify (tmp);
1845
1846 handle_apply_yield (tmp);
1847
1848 /* Potion of restoration - only for players */
1849 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1850 {
1851 object *depl;
1852 archetype *at;
1853
1854 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1855 {
1856 op->drain_stat ();
1857 op->update_stats ();
1858 tmp->decrease ();
1859 return 1;
1860 }
1861
1862 if (!(at = archetype::find (shstr_depletion)))
1863 {
1864 LOG (llevError, "Could not find archetype depletion\n");
1865 return 0;
1866 }
1867
1868 depl = present_arch_in_ob (at, op);
1869
1870 if (depl)
1871 {
1872 for (i = 0; i < NUM_STATS; i++)
1873 if (depl->stats.stat (i))
1874 op->statusmsg (restore_msg[i]);
1875
1876 depl->destroy ();
1877 op->update_stats ();
1878 }
1879 else
1880 op->statusmsg ("Your potion had no effect.");
1881
1882 tmp->decrease ();
1883 return 1;
1884 }
1885
1886 /* improvement potion - only for players */
1887 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1888 {
1889 for (i = 1; i < min (11, op->level); i++)
1890 {
1891 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1892 {
1893 if (op->contr->levhp[i] != 1)
1894 {
1895 op->contr->levhp[i] = 1;
1896 break;
1897 }
1898
1899 if (op->contr->levsp[i] != 1)
1900 {
1901 op->contr->levsp[i] = 1;
1902 break;
1903 }
1904
1905 if (op->contr->levgrace[i] != 1)
1906 {
1907 op->contr->levgrace[i] = 1;
1908 break;
1909 }
1910 }
1911 else
1912 {
1913 if (op->contr->levhp[i] < 9)
1914 {
1915 op->contr->levhp[i] = 9;
1916 break;
1917 }
1918
1919 if (op->contr->levsp[i] < 6)
1920 {
1921 op->contr->levsp[i] = 6;
1922 break;
1923 }
1924
1925 if (op->contr->levgrace[i] < 3)
1926 {
1927 op->contr->levgrace[i] = 3;
1928 break;
1929 }
1930 }
1931 }
1932
1933 /* Just makes checking easier */
1934 if (i < min (11, op->level))
1935 got_one = 1;
1936
1937 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1938 {
1939 if (got_one)
1940 {
1941 op->update_stats ();
1942 op->statusmsg ("The Gods smile upon you and remake you "
1943 "a little more in their image. "
1944 "You feel a little more perfect.", NDI_GREEN);
1945 }
1946 else
1947 op->statusmsg ("The potion had no effect - you are already perfect.");
1948 }
1949 else
1950 { /* cursed potion */
1951 if (got_one)
1952 {
1953 op->update_stats ();
1954 op->failmsg ("The Gods are angry and punish you.");
1955 }
1956 else
1957 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1958 }
1959
1960 tmp->decrease ();
1961 return 1;
1962 }
1963
1964
1965 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1966 * and heroism all fit into this category. Given the spell object code,
1967 * there is no limit to the number of spells that potions can be cast,
1968 * but direction is problematic to try and imbue fireball potions for example.
1969 */
1970 if (tmp->inv)
1971 {
1972 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1973 {
1974 op->failmsg ("Yech! Your lungs are on fire!");
1975 create_exploding_ball_at (op, op->level);
1976 }
1977 else
1978 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1979
1980 tmp->decrease ();
1981
1982 /* if youre dead, no point in doing this... */
1983 if (!op->flag [FLAG_REMOVED])
1984 op->update_stats ();
1985
1986 return 1;
1987 }
1988
1989 /* Deal with protection potions */
1990 force = NULL;
1991 for (i = 0; i < NROFATTACKS; i++)
1992 {
1993 if (tmp->resist[i])
1994 {
1995 if (!force)
1996 force = get_archetype (FORCE_NAME);
1997
1998 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1999 force->type = POTION_EFFECT;
2000 break; /* Only need to find one protection since we copy entire batch */
2001 }
2002 }
2003
2004 /* This is a protection potion */
2005 if (force)
2006 {
2007 /* cursed items last longer */
2008 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2009 {
2010 force->stats.food *= 10;
2011 for (i = 0; i < NROFATTACKS; i++)
2012 if (force->resist[i] > 0)
2013 force->resist[i] = -force->resist[i]; /* prot => vuln */
2014 }
2015
2016 force->speed_left = -1;
2017 force = insert_ob_in_ob (force, op);
2018 tmp->clr_flag (FLAG_APPLIED);
2019 force->set_flag (FLAG_APPLIED);
2020 change_abil (op, force);
2021 tmp->decrease ();
2022 return 1;
2023 }
2024
2025 /* Only thing left are the stat potions */
2026 if (op->type == PLAYER)
2027 { /* only for players */
2028 if ((tmp->flag [FLAG_CURSED]
2029 || tmp->flag [FLAG_DAMNED])
2030 && tmp->value != 0)
2031 tmp->clr_flag (FLAG_APPLIED);
2032 else
2033 tmp->set_flag (FLAG_APPLIED);
2034
2035 if (!change_abil (op, tmp))
2036 op->statusmsg ("Nothing happened.");
2037 }
2038
2039 /* CLEAR_FLAG is so that if the character has other potions
2040 * that were grouped with the one consumed, his
2041 * stat will not be raised by them. fix_player just clears
2042 * up all the stats.
2043 */
2044 tmp->clr_flag (FLAG_APPLIED);
2045 op->update_stats ();
2046 tmp->decrease ();
2047 return 1;
2048}
2049
2050/**
2051 * 'victim' moves onto 'trap'
2052 * 'victim' leaves 'trap'
2053 * effect is determined by move_on/move_off of trap and move_type of victime.
2054 *
2055 * originator: Player, monster or other object that caused 'victim' to move
2056 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2057 * However, some types of traps require an originator to function.
2058 */
2059void
2060move_apply (object *trap, object *victim, object *originator)
2061{
2062 static int recursion_depth = 0;
2063
2064 trap = trap->head_ ();
2065
2066 /* Only exits affect DMs. */
2067 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2068 return;
2069
2070 /* move_apply() is the most likely candidate for causing unwanted and
2071 * possibly unlimited recursion.
2072 */
2073
2074 /* The following was changed because it was causing perfectly correct
2075 * maps to fail. 1) it's not an error to recurse:
2076 * rune detonates, summoning monster. monster lands on nearby rune.
2077 * nearby rune detonates. This sort of recursion is expected and
2078 * proper. This code was causing needless crashes.
2079 */
2080 if (recursion_depth >= 500)
2081 {
2082 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2083 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2084 return;
2085 }
2086
2087 recursion_depth++;
2088
2089 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2090 switch (trap->type)
2091 {
2092 case PLAYERMOVER:
2093 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2094 {
2095 if (!trap->stats.maxsp)
2096 trap->stats.maxsp = 2;
2097
2098 /* Is this correct? From the docs, it doesn't look like it
2099 * should be divided by trap->speed
2100 */
2101 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2102
2103 /* Just put in some sanity check. I think there is a bug in the
2104 * above with some objects have zero speed, and thus the player
2105 * getting permanently paralyzed.
2106 */
2107 victim->speed_left = max (-50.f, victim->speed_left);
2108 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2109 }
2110 break;
2111
2112 case SPINNER:
2113 if (victim->direction)
2114 {
2115 victim->direction = absdir (victim->direction - trap->stats.sp);
2116 update_turn_face (victim);
2117 }
2118 break;
2119
2120 case DIRECTOR:
2121 if (victim->direction && !should_director_abort (trap, victim))
2122 {
2123 victim->direction = trap->stats.sp;
2124 update_turn_face (victim);
2125 }
2126 break;
2127
2128 case BUTTON:
2129 case PEDESTAL:
2130 case T_MATCH:
2131 update_button (trap, originator);
2132 break;
2133
2134 case ALTAR:
2135 /* sacrifice victim on trap */
2136 apply_altar (trap, victim, originator);
2137 break;
2138
2139 case THROWN_OBJ:
2140 if (trap->inv == NULL)
2141 break;
2142 /* fallthrough */
2143
2144 case ARROW:
2145 /* bad bug: monster throw a object, make a step forwards, step on object ,
2146 * trigger this here and get hit by own missile - and will be own enemy.
2147 * Victim then is his own enemy and will start to kill herself (this is
2148 * removed) but we have not synced victim and his missile. To avoid senseless
2149 * action, we avoid hits here
2150 */
2151 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2152 && trap->owner != victim)
2153 hit_with_arrow (trap, victim);
2154 break;
2155
2156 case SPELL_EFFECT:
2157 apply_spell_effect (trap, victim);
2158 break;
2159
2160 case TRAPDOOR:
2161 {
2162 int max, sound_was_played;
2163 object *ab, *ab_next;
2164
2165 if (!trap->value)
2166 {
2167 int tot;
2168
2169 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2170 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2171 tot += ab->head_ ()->total_weight ();
2172
2173 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2174 break;
2175
2176 SET_ANIMATION (trap, trap->value);
2177 update_object (trap, UP_OBJ_FACE);
2178 }
2179
2180 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2181 {
2182 /* need to set this up, since if we do transfer the object,
2183 * ab->above would be bogus
2184 */
2185 ab_next = ab->above;
2186
2187 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2188 {
2189 if (!sound_was_played)
2190 {
2191 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2192 sound_was_played = 1;
2193 }
2194
2195 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2196 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2197 }
2198 }
2199 break;
2200 }
2201
2202 case CONVERTER:
2203 if (convert_item (victim, trap) < 0)
2204 {
2205 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2206 archetype::get (shstr_burnout)->insert_at (trap, trap);
2207 }
2208
2209 break;
2210
2211 case TRIGGER_BUTTON:
2212 case TRIGGER_PEDESTAL:
2213 case TRIGGER_ALTAR:
2214 check_trigger (trap, victim, originator);
2215 break;
2216
2217 case DEEP_SWAMP:
2218 walk_on_deep_swamp (trap, victim);
2219 break;
2220
2221 case CHECK_INV:
2222 check_inv (victim, trap);
2223 break;
2224
2225 case HOLE:
2226 move_apply_hole (trap, victim);
2227 break;
2228
2229 case EXIT:
2230 if (victim->type == PLAYER && EXIT_PATH (trap))
2231 {
2232 /* Basically, don't show exits leading to random maps the
2233 * players output.
2234 */
2235 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2236 victim->statusmsg (trap->msg, NDI_NAVY);
2237
2238 trap->play_sound (trap->sound);
2239 victim->enter_exit (trap);
2240 }
2241 break;
2242
2243 case ENCOUNTER:
2244 /* may be some leftovers on this */
2245 break;
2246
2247 case SHOP_MAT:
2248 apply_shop_mat (trap, victim);
2249 break;
2250
2251 /* Drop a certain amount of gold, and have one item identified */
2252 case IDENTIFY_ALTAR:
2253 apply_id_altar (victim, trap, originator);
2254 break;
2255
2256 case SIGN:
2257 if (victim->type != PLAYER && trap->stats.food > 0)
2258 break; /* monsters musn't apply magic_mouths with counters */
2259
2260 apply_sign (victim, trap, 1);
2261 break;
2262
2263 case CONTAINER:
2264 apply_container (victim, trap);
2265 break;
2266
2267 case RUNE:
2268 case TRAP:
2269 if (trap->level && victim->flag [FLAG_ALIVE])
2270 spring_trap (trap, victim);
2271 break;
2272
2273 default:
2274 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2275 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2276 break;
2277 }
2278
2279 recursion_depth--;
2280}
2281
2282/**
2283 * Handles reading a regular (ie not containing a spell) book.
2284 */
2285static void
2286apply_book (object *op, object *tmp)
2287{
2288 int lev_diff;
2289 object *skill_ob;
2290
2291 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2292 {
2293 op->failmsg ("You are unable to read while blind!");
2294 return;
2295 }
2296
2297 if (!tmp->msg)
2298 {
2299 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2300 return;
2301 }
2302
2303 /* need a literacy skill to read stuff! */
2304 skill_ob = find_skill_by_name (op, tmp->skill);
2305 if (!skill_ob)
2306 {
2307 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2308 return;
2309 }
2310
2311 lev_diff = tmp->level - (skill_ob->level + 5);
2312 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2313 {
2314 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2315 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2316 : lev_diff < 5 ? "This book is beyond your comprehension."
2317 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2318 : lev_diff < 15 ? "This book is way beyond your comprehension."
2319 : "This book is totally beyond your comprehension.");
2320 return;
2321 }
2322
2323 // we currently don't use the message types for anything.
2324 // readable_message_type *msgType = get_readable_message_type (tmp);
2325
2326 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2327
2328 if (player *pl = op->contr)
2329 if (client *ns = pl->ns)
2330 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2331
2332 /* gain xp from reading */
2333 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2334 { /* only if not read before */
2335 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2336
2337 if (!tmp->flag [FLAG_IDENTIFIED])
2338 {
2339 /*exp_gain *= 2; because they just identified it too */
2340 tmp->set_flag (FLAG_IDENTIFIED);
2341
2342 if (object *pl = tmp->visible_to ())
2343 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2344 }
2345
2346 change_exp (op, exp_gain, skill_ob->skill, 0);
2347 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2348 }
2349}
2350
2351/**
2352 * op made some mistake with a scroll, this takes care of punishment.
2353 * scroll_failure()- hacked directly from spell_failure
2354 */
2355static void
2356scroll_failure (object *op, int failure, int power)
2357{
2358 if (abs (failure / 4) > power)
2359 power = abs (failure / 4); /* set minimum effect */
2360
2361 if (failure <= -1 && failure > -15)
2362 { /* wonder */
2363 object *tmp;
2364
2365 op->failmsg ("Your spell warps!");
2366 tmp = get_archetype (SPELL_WONDER);
2367 cast_wonder (op, op, 0, tmp);
2368 tmp->destroy ();
2369 }
2370 else if (failure <= -15 && failure > -35)
2371 { /* drain mana */
2372 op->failmsg ("Your mana is drained!");
2373 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2374 if (op->stats.sp < 0)
2375 op->stats.sp = 0;
2376 }
2377 else if (settings.spell_failure_effects == TRUE)
2378 {
2379 if (failure <= -35 && failure > -60)
2380 { /* confusion */
2381 op->failmsg ("The magic recoils on you!");
2382 confuse_player (op, op, power);
2383 }
2384 else if (failure <= -60 && failure > -70)
2385 { /* paralysis */
2386 op->failmsg ("The magic recoils and paralyzes you!");
2387 paralyze_player (op, op, power);
2388 }
2389 else if (failure <= -70 && failure > -80)
2390 { /* blind */
2391 op->failmsg ("The magic recoils on you!");
2392 blind_player (op, op, power);
2393 }
2394 else if (failure <= -80)
2395 { /* blast the immediate area */
2396 object *tmp = get_archetype (LOOSE_MANA);
2397 cast_magic_storm (op, tmp, power);
2398 op->failmsg ("You unleash uncontrolled mana!");
2399 tmp->destroy ();
2400 }
2401 }
2402}
2403
2404/**
2405 * Handles the applying of a skill scroll, calling learn_skill straight.
2406 * op is the person learning the skill, tmp is the skill scroll object
2407 */
2408static void
2409apply_skillscroll (object *op, object *tmp)
2410{
2411 switch (learn_skill (op, tmp))
2412 {
2413 case 0:
2414 op->play_sound (sound_find ("generic_fail"));
2415 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2416 break;
2417
2418 case 1:
2419 tmp->decrease ();
2420 op->play_sound (sound_find ("skill_learn"));
2421 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2422 break;
2423
2424 default:
2425 tmp->decrease ();
2426 op->play_sound (sound_find ("generic_fail"));
2427 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2428 break;
2429 }
2430}
2431
2432/**
2433 * Actually makes op learn spell.
2434 * Informs player of what happens.
2435 */
2436void
2437do_learn_spell (object *op, object *spell, int special_prayer)
2438{
2439 object *tmp;
2440
2441 if (op->type != PLAYER)
2442 {
2443 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2444 return;
2445 }
2446
2447 /* Upgrade special prayers to normal prayers */
2448 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2449 {
2450 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2451 {
2452 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2453 return;
2454 }
2455 return;
2456 }
2457
2458 op->contr->play_sound (sound_find ("learn_spell"));
2459
2460 tmp = spell->clone ();
2461 insert_ob_in_ob (tmp, op);
2462
2463 if (special_prayer)
2464 tmp->set_flag (FLAG_STARTEQUIP);
2465
2466 esrv_add_spells (op->contr, tmp);
2467}
2468
2469/**
2470 * Erases spell from player's inventory.
2471 */
2472void
2473do_forget_spell (object *op, const char *spell)
2474{
2475 object *spob;
2476
2477 if (op->type != PLAYER)
2478 {
2479 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2480 return;
2481 }
2482 if ((spob = check_spell_known (op, spell)) == NULL)
2483 {
2484 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2485 return;
2486 }
2487
2488 op->failmsgf ("You lose knowledge of %s.", spell);
2489 esrv_remove_spell (op->contr, spob);
2490 spob->destroy ();
2491}
2492
2493/**
2494 * Handles player applying a spellbook.
2495 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2496 * stuff like that. Random learning failure too.
2497 */
2498static void
2499apply_spellbook (object *op, object *tmp)
2500{
2501 object *skop, *spell, *spell_skill;
2502
2503 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2504 {
2505 op->failmsg ("You are unable to read while blind.");
2506 return;
2507 }
2508
2509 /* artifact_spellbooks have 'slaying' field point to a spell name,
2510 * instead of having their spell stored in stats.sp. These are
2511 * legacy spellbooks
2512 */
2513 if (tmp->slaying)
2514 {
2515 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2516
2517 if (!spell)
2518 {
2519 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2520 return;
2521 }
2522 else
2523 insert_ob_in_ob (spell, tmp);
2524
2525 tmp->slaying = 0;
2526 }
2527
2528 skop = find_skill_by_name (op, tmp->skill);
2529
2530 /* need a literacy skill to learn spells. Also, having a literacy level
2531 * lower than the spell will make learning the spell more difficult */
2532 if (!skop)
2533 {
2534 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2535 return;
2536 }
2537
2538 spell = tmp->inv;
2539
2540 if (!spell)
2541 {
2542 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2543 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2544 return;
2545 }
2546
2547 int learn_level = sqrtf (spell->level) * 1.5f;
2548 if (skop->level < learn_level)
2549 {
2550 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2551 &tmp->skill, learn_level);
2552 return;
2553 }
2554
2555 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2556
2557 if (!tmp->flag [FLAG_IDENTIFIED])
2558 identify (tmp);
2559
2560 /* I removed the check for special_prayer_mark here - it didn't make
2561 * a lot of sense - special prayers are not found in spellbooks, and
2562 * if the player doesn't know the spell, doesn't make a lot of sense that
2563 * they would have a special prayer mark.
2564 */
2565 if (check_spell_known (op, spell->name))
2566 {
2567 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2568 return;
2569 }
2570
2571 if (spell->skill)
2572 {
2573 spell_skill = find_skill_by_name (op, spell->skill);
2574
2575 if (!spell_skill)
2576 {
2577 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2578 return;
2579 }
2580
2581 if (spell_skill->level < spell->level)
2582 {
2583 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2584 return;
2585 }
2586 }
2587
2588 /* Logic as follows
2589 *
2590 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2591 *
2592 * 2- The learner's skill level in literacy adjusts the chance to learn
2593 * a spell.
2594 *
2595 * 3 -Automatically fail to learn if you read while confused
2596 *
2597 * Overall, chances are the same but a player will find having a high
2598 * literacy rate very useful! -b.t.
2599 */
2600 if (op->flag [FLAG_CONFUSED])
2601 {
2602 op->failmsg ("In your confused state you flub the wording of the text!");
2603 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2604 }
2605 else if (tmp->flag [FLAG_STARTEQUIP] ||
2606 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2607 {
2608 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2609 do_learn_spell (op, spell, 0);
2610
2611 /* xp gain to literacy for spell learning */
2612 if (!tmp->flag [FLAG_STARTEQUIP])
2613 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2614 }
2615 else
2616 {
2617 op->contr->play_sound (sound_find ("fumble_spell"));
2618 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2619 }
2620
2621 tmp->decrease ();
2622}
2623
2624/**
2625 * Handles applying a spell scroll.
2626 */
2627void
2628apply_scroll (object *op, object *tmp, int dir)
2629{
2630 object *skop;
2631
2632 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2633 {
2634 op->failmsg ("You are unable to read while blind.");
2635 return;
2636 }
2637
2638 if (!tmp->inv || tmp->inv->type != SPELL)
2639 {
2640 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2641 return;
2642 }
2643
2644 if (op->type == PLAYER)
2645 {
2646 /* players need a literacy skill to read stuff! */
2647 int exp_gain = 0;
2648
2649 /* hard code literacy - tmp->skill points to where the exp
2650 * should go for anything killed by the spell.
2651 */
2652 skop = find_skill_by_name (op, shstr_literacy);
2653
2654 if (!skop)
2655 {
2656 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2657 return;
2658 }
2659
2660 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2661 change_exp (op, exp_gain, skop->skill, 0);
2662 }
2663
2664 if (!tmp->flag [FLAG_IDENTIFIED])
2665 identify (tmp);
2666
2667 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2668
2669 cast_spell (op, tmp, dir, tmp->inv, NULL);
2670 tmp->decrease ();
2671}
2672
2673/**
2674 * Applies a treasure object - by default, chest. op
2675 * is the person doing the applying, tmp is the treasure
2676 * chest.
2677 */
2678static void
2679apply_treasure (object *op, object *tmp)
2680{
2681 /* Nice side effect of this treasure creation method is that the treasure
2682 * for the chest is done when the chest is created, and put into the chest
2683 * inventory. So that when the chest burns up, the items still exist. Also
2684 * prevents people from moving chests to more difficult maps to get better
2685 * treasure
2686 */
2687 object *treas = tmp->inv;
2688
2689 if (!treas)
2690 {
2691 op->statusmsg ("The chest was empty.");
2692 tmp->decrease ();
2693 return;
2694 }
2695
2696 while (tmp->inv)
2697 {
2698 treas = tmp->inv;
2699 treas->remove ();
2700
2701 treas->x = op->x;
2702 treas->y = op->y;
2703 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2704
2705 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2706 spring_trap (treas, op);
2707
2708 /* If either player or container was destroyed, no need to do
2709 * further processing. I think this should be enclused with
2710 * spring trap above, as I don't think there is otherwise
2711 * any way for the treasure chest or player to get killed.
2712 */
2713 if (op->destroyed () || tmp->destroyed ())
2714 break;
2715 }
2716
2717 if (!tmp->destroyed () && !tmp->inv)
2718 tmp->decrease (true);
2719}
2720
2721/**
2722 * A dragon is eating some flesh. If the flesh contains resistances,
2723 * there is a chance for the dragon's skin to get improved.
2724 *
2725 * attributes:
2726 * object *op the object (dragon player) eating the flesh
2727 * object *meal the flesh item, getting chewed in dragon's mouth
2728 * return:
2729 * int 1 if eating successful, 0 if it doesn't work
2730 */
2731static int
2732dragon_eat_flesh (object *op, object *meal)
2733{
2734 object *skin = NULL; /* pointer to dragon skin force */
2735 object *abil = NULL; /* pointer to dragon ability force */
2736 object *tmp = NULL; /* tmp. object */
2737
2738 double chance; /* improvement-chance of one resistance type */
2739 double totalchance = 1; /* total chance of gaining one resistance */
2740 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2741 double mbonus = 0; /* monster bonus */
2742 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2743 int winners = 0; /* number of winners */
2744 int i; /* index */
2745
2746 /* let's make sure and doublecheck the parameters */
2747 if (meal->type != FLESH || !op->is_dragon ())
2748 return 0;
2749
2750 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2751 from the player's inventory */
2752 for (tmp = op->inv; tmp; tmp = tmp->below)
2753 if (tmp->type == FORCE)
2754 if (tmp->arch->archname == shstr_dragon_skin_force)
2755 skin = tmp;
2756 else if (tmp->arch->archname == shstr_dragon_ability_force)
2757 abil = tmp;
2758
2759 /* if either skin or ability are missing, this is an old player
2760 which is not to be considered a dragon -> bail out */
2761 if (skin == NULL || abil == NULL)
2762 return 0;
2763
2764 /* now start by filling stomache and health, according to food-value */
2765 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2766 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2767 else
2768 op->stats.hp += meal->stats.food / 50;
2769
2770 min_it (op->stats.hp, op->stats.maxhp);
2771 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2772
2773 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2774
2775 /* on to the interesting part: chances for adding resistance */
2776 for (i = 0; i < NROFATTACKS; i++)
2777 {
2778 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2779 {
2780 /* got positive resistance, now calculate improvement chance (0-100) */
2781
2782 /* this bonus makes resistance increase easier at lower levels */
2783 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2784 if (i == abil->stats.exp)
2785 bonus += 5; /* additional bonus for resistance of ability-focus */
2786
2787 /* monster bonus increases with level, because high-level
2788 flesh is too rare */
2789 mbonus = op->level * 20. / ((double) settings.max_level);
2790
2791 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2792 ((double)settings.max_level)) - skin->resist[i];
2793
2794 if (chance >= 0.)
2795 chance += 1.;
2796 else
2797 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2798
2799 /* chance is proportional to amount of resistance (max. 50) */
2800 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2801
2802 /* doubled chance for resistance of ability-focus */
2803 if (i == abil->stats.exp)
2804 chance = min (100., chance * 2.);
2805
2806 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2807 if (rndm (10000) < (unsigned int)(chance * 100))
2808 {
2809 atnr_winner[winners] = i;
2810 winners++;
2811 }
2812
2813 if (chance >= 0.01)
2814 totalchance *= 1 - chance / 100;
2815
2816 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2817 }
2818 }
2819
2820 /* inverse totalchance as until now we have the failure-chance */
2821 totalchance = 100 - totalchance * 100;
2822
2823 /* print message according to totalchance */
2824 const char *buf;
2825 if (totalchance > 50.)
2826 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2827 else if (totalchance > 10.)
2828 buf = format ("The %s tasted very good.", &meal->name);
2829 else if (totalchance > 1.)
2830 buf = format ("The %s tasted good.", &meal->name);
2831 else if (totalchance > 0.1)
2832 buf = format ("The %s tasted bland.", &meal->name);
2833 else if (totalchance >= 0.01)
2834 buf = format ("The %s had a boring taste.", &meal->name);
2835 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2836 buf = format ("The %s tasted strange.", &meal->name);
2837 else
2838 buf = format ("The %s had no taste.", &meal->name);
2839
2840 op->statusmsg (buf);
2841
2842 /* now choose a winner if we have any */
2843 i = -1;
2844 if (winners > 0)
2845 i = atnr_winner [rndm (winners)];
2846
2847 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2848 {
2849 /* resistance increased! */
2850 skin->resist[i]++;
2851 op->update_stats ();
2852
2853 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2854 }
2855
2856 /* if this flesh contains a new ability focus, we mark it
2857 into the ability_force and it will take effect on next level */
2858 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2859 {
2860 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2861
2862 if (meal->last_eat != abil->stats.exp)
2863 op->statusmsg (format (
2864 "Your metabolism prepares to focus on %s!\n"
2865 "The change will happen at level %d.",
2866 change_resist_msg[meal->last_eat],
2867 abil->level + 1
2868 ));
2869 else
2870 {
2871 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2872 abil->last_eat = 0;
2873 }
2874 }
2875
2876 return 1;
2877}
2878
2879/**
2880 * op eats food.
2881 * If player, takes care of messages and dragon special food.
2882 */
2883static void
2884apply_food (object *op, object *tmp)
2885{
2886 int capacity_remaining;
2887
2888 if (op->type != PLAYER)
2889 op->stats.hp = op->stats.maxhp;
2890 else
2891 {
2892 /* check if this is a dragon (player), eating some flesh */
2893 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2894 ;
2895 else
2896 {
2897 /* usual case - no dragon meal: */
2898 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2899 {
2900 if (tmp->type == FOOD || tmp->type == FLESH)
2901 op->failmsg ("You feel full, but what a waste of food!");
2902 else
2903 op->statusmsg ("Most of the drink goes down your face not your throat!");
2904 }
2905
2906 tmp->play_sound (
2907 tmp->sound
2908 ? tmp->sound
2909 : tmp->type == DRINK
2910 ? sound_find ("eat_drink")
2911 : sound_find ("eat_food")
2912 );
2913
2914 if (!tmp->flag [FLAG_CURSED])
2915 {
2916 const char *buf;
2917
2918 if (!op->is_dragon ())
2919 {
2920 /* eating message for normal players */
2921 if (tmp->type == DRINK)
2922 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2923 else
2924 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2925 }
2926 else
2927 /* eating message for dragon players */
2928 buf = format ("The %s tasted terrible!", &tmp->name);
2929
2930 op->statusmsg (buf);
2931
2932 capacity_remaining = MAX_FOOD - op->stats.food;
2933 op->stats.food += tmp->stats.food;
2934 if (capacity_remaining < tmp->stats.food)
2935 op->stats.hp += capacity_remaining / 50;
2936 else
2937 op->stats.hp += tmp->stats.food / 50;
2938
2939 min_it (op->stats.hp, op->stats.maxhp);
2940 min_it (op->stats.food, MAX_FOOD);
2941 }
2942
2943 /* special food hack -b.t. */
2944 if (tmp->title || tmp->flag [FLAG_CURSED])
2945 eat_special_food (op, tmp);
2946 }
2947 }
2948
2949 handle_apply_yield (tmp);
2950 tmp->decrease ();
2951}
2952
2953/**
2954 * Handles applying an improve armor scroll.
2955 * Does some sanity checks, then calls improve_armour.
2956 */
2957static void
2958apply_armour_improver (object *op, object *tmp)
2959{
2960 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2961 {
2962 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2963 return;
2964 }
2965
2966 object *armor = op->mark ();
2967
2968 if (!armor)
2969 {
2970 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2971 return;
2972 }
2973
2974 if (armor->type != ARMOUR
2975 && armor->type != CLOAK
2976 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2977 {
2978 op->failmsg ("Your marked item is not armour!\n");
2979 return;
2980 }
2981
2982 if (!op->apply (armor, AP_UNAPPLY))
2983 {
2984 op->failmsg ("You are unable to take off your armour to improve it!");
2985 return;
2986 }
2987
2988 op->statusmsg ("Applying armour enchantment.");
2989 improve_armour (op, tmp, armor);
2990}
2991
2992void
2993apply_poison (object *op, object *tmp)
2994{
2995 // need to do it now when it is still on the map
2996 handle_apply_yield (tmp);
2997
2998 object *poison = tmp->split (1);
2999
3000 if (op->type == PLAYER)
3001 {
3002 op->contr->play_sound (sound_find ("drink_poison"));
3003 op->failmsg ("Yech! That tasted poisonous!");
3004 op->contr->killer = poison;
3005 }
3006
3007 if (poison->stats.hp > 0)
3008 {
3009 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3010 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3011 }
3012
3013 op->stats.food -= op->stats.food / 4;
3014 poison->destroy ();
3015}
3016
3017/**
3018 * This function will try to apply a lighter and in case no lighter
3019 * is specified it will try to find a lighter in the players inventory,
3020 * and inform him about this requirement.
3021 *
3022 * who - the player
3023 * op - the item we want to light
3024 * lighter - the lighter or 0 if a lighter has yet to be found
3025 */
3026static object *
3027auto_apply_lighter (object *who, object *op, object *lighter)
3028{
3029 if (lighter == 0)
3030 {
3031 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3032 {
3033 if (tmp->type == LIGHTER)
3034 {
3035 lighter = tmp;
3036 break;
3037 }
3038 }
3039
3040 if (!lighter)
3041 {
3042 who->failmsgf (
3043 "You can't light up the %s with your bare hands! "
3044 "H<You need a lighter in your inventory, for example a flint and steel.>",
3045 &op->name
3046 );
3047 return 0;
3048 }
3049 }
3050
3051 // last_eat == 0 means the lighter is not being used up!
3052 if (lighter->last_eat && lighter->stats.food)
3053 {
3054 /* lighter gets used up */
3055 lighter = lighter->split ();
3056 lighter->stats.food--;
3057 who->insert (lighter);
3058 }
3059 else if (lighter->last_eat)
3060 {
3061 /* no charges left in lighter */
3062 who->failmsgf (
3063 "You attempt to light the %s with a used up %s.",
3064 &op->name, &lighter->name
3065 );
3066 return 0;
3067 }
3068
3069 return lighter;
3070}
3071
3072/**
3073 * Designed primarily to light torches/lanterns/etc.
3074 * Also burns up burnable material too. First object in the inventory is
3075 * the selected object to "burn". -b.t.
3076 */
3077static void
3078apply_lighter (object *who, object *lighter)
3079{
3080 int is_player_env = 0;
3081
3082 if (object *item = who->mark ())
3083 {
3084 if (!auto_apply_lighter (who, item, lighter))
3085 return;
3086
3087 /* Perhaps we should split what we are trying to light on fire?
3088 * I can't see many times when you would want to light multiple
3089 * objects at once.
3090 */
3091
3092 save_throw_object (item, AT_FIRE, who);
3093
3094 if (item->destroyed ()
3095 || ((item->type == LAMP || item->type == TORCH)
3096 && item->glow_radius > 0))
3097 who->statusmsg (format (
3098 "You light the %s with the %s.",
3099 &item->name, &lighter->name
3100 ));
3101 else
3102 who->failmsgf (
3103 "You attempt to light the %s with the %s and fail.",
3104 &item->name, &lighter->name
3105 );
3106 }
3107 else
3108 who->failmsg ("You need to mark a lightable object.");
3109}
3110
3111/**
3112 * This function generates a cursed effect for cursed lamps and torches.
3113 */
3114static void
3115player_apply_lamp_cursed_effect (object *who, object *op)
3116{
3117 if (op->level)
3118 {
3119 who->failmsgf (
3120 "The %s was cursed, it explodes in a big fireball!",
3121 &op->name
3122 );
3123 create_exploding_ball_at (who, op->level);
3124 }
3125 else
3126 {
3127 who->failmsgf (
3128 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3129 &op->name
3130 );
3131 }
3132
3133 op->destroy ();
3134}
3135
3136/**
3137 * Apply for players and lamps
3138 *
3139 * who - the player
3140 * op - the lamp
3141 */
3142static void
3143player_apply_lamp (object *who, object *op)
3144{
3145 bool switch_on = op->glow_radius ? false : true;
3146
3147 if (switch_on)
3148 {
3149 object *lighter = 0;
3150
3151 if (op->flag [FLAG_IS_LIGHTABLE]
3152 && !(lighter = auto_apply_lighter (who, op, 0)))
3153 return;
3154
3155 if (op->stats.food < 1)
3156 {
3157 if (op->type == LAMP)
3158 who->failmsgf (
3159 "The %s is out of fuel! "
3160 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3161 &op->name
3162 );
3163 else
3164 who->failmsgf (
3165 "The %s is burnt out! "
3166 "H<Torches and similar items burn out and become worthless.>",
3167 &op->name
3168 );
3169 return;
3170 }
3171
3172 if (op->flag [FLAG_CURSED])
3173 {
3174 player_apply_lamp_cursed_effect (who, op);
3175 return;
3176 }
3177
3178 if (lighter)
3179 who->statusmsg (format (
3180 "You light up the %s with the %s.", &op->name, &lighter->name));
3181 else
3182 who->statusmsg (format ("You light up the %s.", &op->name));
3183 }
3184 else
3185 {
3186 if (op->flag [FLAG_CURSED])
3187 {
3188 player_apply_lamp_cursed_effect (who, op);
3189 return;
3190 }
3191
3192 if (op->type == TORCH)
3193 {
3194 if (!op->flag [FLAG_IS_LIGHTABLE])
3195 {
3196 who->statusmsg (format (
3197 "You put out the %s. "
3198 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3199 &op->name, &op->name));
3200 }
3201 else
3202 who->statusmsg (format (
3203 "You put out the %s."
3204 "H<Torches wear out if you put them out.>",
3205 &op->name));
3206 }
3207 else
3208 who->statusmsg (format ("You turn off the %s.", &op->name));
3209 }
3210
3211 apply_lamp (op, switch_on);
3212}
3213
3214void get_animation_from_arch (object *op, arch_ptr a)
3215{
3216 op->animation_id = a->animation_id;
3217 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3218 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3219 op->anim_speed = a->anim_speed;
3220 op->last_anim = 0;
3221 op->state = 0;
3222 op->face = a->face;
3223
3224 if (NUM_ANIMATIONS(op) > 1)
3225 {
3226 SET_ANIMATION(op, 0);
3227 animate_object (op, op->direction);
3228 }
3229 else
3230 update_object (op, UP_OBJ_FACE);
3231}
3232
3233/**
3234 * Apply for LAMPs and TORCHes.
3235 *
3236 * op - the lamp
3237 * switch_on - a flag which says whether the lamp should be switched on or off
3238 */
3239void apply_lamp (object *op, bool switch_on)
3240{
3241 op->set_glow_radius (switch_on ? op->range : 0);
3242 op->set_speed (switch_on ? op->arch->speed : 0);
3243
3244 // torches wear out if you put them out
3245 if (op->type == TORCH && !switch_on)
3246 {
3247 if (op->flag [FLAG_IS_LIGHTABLE])
3248 {
3249 op->stats.food -= (double) op->arch->stats.food / 15;
3250 if (op->stats.food < 0)
3251 op->stats.food = 0;
3252 }
3253 else
3254 op->stats.food = 0;
3255 }
3256
3257 // lamps and torched get worthless when used up
3258 if (op->stats.food <= 0)
3259 op->value = 0;
3260
3261 // FIXME: This is a hack to make the more sane torches and lamps
3262 // still animated ;-/
3263 if (op->other_arch)
3264 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3265
3266 if (object *pl = op->visible_to ())
3267 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3268}
3269
3270/**
3271 * This handles items of type 'transformer'.
3272 * Basically those items, used with a marked item, transform both items into something
3273 * else.
3274 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3275 * Change information is contained in the 'slaying' field of the marked item.
3276 * The format is as follow: transformer:[number ]yield[;transformer:...].
3277 * This way an item can be transformed in many things, and/or many objects.
3278 * The 'slaying' field for transformer is used as verb for the action.
3279 */
3280static void
3281apply_item_transformer (object *pl, object *transformer)
3282{
3283 object *new_item;
3284 const char *find;
3285 char *separator;
3286 int yield;
3287 char got[MAX_BUF];
3288 int len;
3289
3290 if (!pl || !transformer)
3291 return;
3292
3293 object *marked = pl->mark ();
3294
3295 if (!marked)
3296 {
3297 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3298 return;
3299 }
3300
3301 if (!marked->slaying)
3302 {
3303 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3304 return;
3305 }
3306
3307 /* check whether they are compatible or not */
3308 find = strstr (&marked->slaying, transformer->arch->archname);
3309 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3310 {
3311 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3312 return;
3313 }
3314
3315 find += strlen (transformer->arch->archname) + 1;
3316 /* Item can be used, now find how many and what it yields */
3317 if (isdigit (*(find)))
3318 {
3319 yield = atoi (find);
3320 if (yield < 1)
3321 {
3322 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3323 yield = 1;
3324 }
3325 }
3326 else
3327 yield = 1;
3328
3329 while (isdigit (*find))
3330 find++;
3331
3332 while (*find == ' ')
3333 find++;
3334
3335 memset (got, 0, MAX_BUF);
3336
3337 if ((separator = (char *) strchr (find, ';')))
3338 len = separator - find;
3339 else
3340 len = strlen (find);
3341
3342 min_it (len, MAX_BUF - 1);
3343
3344 strcpy (got, find);
3345 got[len] = '\0';
3346
3347 /* Now create new item, remove used ones when required. */
3348 new_item = get_archetype (got);
3349 if (!new_item)
3350 {
3351 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3352 return;
3353 }
3354
3355 new_item->nrof = yield;
3356
3357 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3358
3359 pl->insert (new_item);
3360 /* Eat up one item */
3361 marked->decrease ();
3362
3363 /* Eat one transformer if needed */
3364 if (transformer->stats.food)
3365 if (--transformer->stats.food == 0)
3366 transformer->decrease ();
3367}
3368
3369/**
3370 * Main apply handler.
3371 *
3372 * Checks for unpaid items before applying.
3373 *
3374 * Return value is currently not used
3375 *
3376 * who is the object that is causing object to be applied, op is the object
3377 * being applied.
3378 *
3379 * aflag is special (always apply/unapply) flags. Nothing is done with
3380 * them in this function - they are passed to apply_special
3381 */
3382static bool
3383manual_apply (object *who, object *op, int aflag)
3384{
3385 op = op->head_ ();
3386
3387 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3388 {
3389 if (who->contr)
3390 {
3391 examine (who, op);
3392 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3393 return 1;
3394 }
3395 else
3396 return 0; /* monsters just skip unpaid items */
3397 }
3398
3399 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3400 return RESULT_INT (0);
3401 else if (apply_types_inv_only [op->type])
3402 {
3403 // special item, using slot system, needs to be in inv
3404 if (op->env == who)
3453 return apply_special (who, op, aflags); 3405 return apply_special (who, op, aflag);
3406
3407 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3408 }
3409 else if (!who->contr && apply_types_player_only [op->type])
3410 return 0; // monsters shouldn't try to apply player-only stuff
3411 else if (apply_types [op->type])
3412 {
3413 // ordinary stuff, may be on the floor
3414 switch (op->type)
3415 {
3416 case T_HANDLE:
3417 who->play_sound (sound_find ("turn_handle"));
3418 who->statusmsg ("You turn the handle.");
3419 op->value = op->value ? 0 : 1;
3420 SET_ANIMATION (op, op->value);
3421 update_object (op, UP_OBJ_FACE);
3422 push_button (op, who);
3423 break;
3424
3425 case TRIGGER:
3426 if (check_trigger (op, who, who))
3427 {
3428 who->statusmsg ("You turn the handle.");
3429 who->play_sound (sound_find ("turn_handle"));
3430 }
3431 else
3432 who->failmsg ("The handle doesn't move.");
3433
3434 break;
3435
3436 case EXIT:
3437 if (!EXIT_PATH (op))
3438 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3439 else
3440 {
3441 /* Don't display messages for random maps. */
3442 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3443 who->statusmsg (op->msg, NDI_NAVY);
3444
3445 who->enter_exit (op);
3446 }
3447
3448 break;
3449
3450 case INSCRIBABLE:
3451 who->statusmsg (op->msg);
3452 // maybe show a spell menu to chose from or something like that
3453 break;
3454
3455 case SIGN:
3456 apply_sign (who, op, 0);
3457 break;
3458
3459 case BOOK:
3460 apply_book (who, op);
3461 break;
3462
3463 case SKILLSCROLL:
3464 apply_skillscroll (who, op);
3465 break;
3466
3467 case SPELLBOOK:
3468 apply_spellbook (who, op);
3469 break;
3470
3471 case SCROLL:
3472 apply_scroll (who, op, 0);
3473 break;
3474
3475 case POTION:
3476 apply_potion (who, op);
3477 break;
3478
3479 /* Eneq(@csd.uu.se): Handle apply on containers. */
3480 //TODO: remove, as it is unsed?
3481 case CLOSE_CON:
3482 apply_container (who, op->env);
3483 break;
3484
3485 case CONTAINER:
3486 apply_container (who, op);
3487 break;
3488
3489 case TREASURE:
3490 apply_treasure (who, op);
3491 break;
3492
3493 case LAMP:
3494 case TORCH:
3495 player_apply_lamp (who, op);
3496 break;
3497
3498 case DRINK:
3499 case FOOD:
3500 case FLESH:
3501 apply_food (who, op);
3502 break;
3503
3504 case POISON:
3505 apply_poison (who, op);
3506 break;
3507
3508 case SAVEBED:
3509 break;
3510
3511 case ARMOUR_IMPROVER:
3512 apply_armour_improver (who, op);
3513 break;
3514
3515 case WEAPON_IMPROVER:
3516 check_improve_weapon (who, op);
3517 break;
3518
3519 case CLOCK:
3520 {
3521 timeofday_t tod;
3522
3523 get_tod (&tod);
3524 who->play_sound (sound_find ("sound_clock"));
3525 who->statusmsg (format (
3526 "It is %d minute%s past %d o'clock %s",
3527 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3528 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3529 ));
3530 }
3531 break;
3532
3533 case MENU:
3534 shop_listing (op, who);
3535 break;
3536
3537 case POWER_CRYSTAL:
3538 apply_power_crystal (who, op); /* see egoitem.c */
3539 break;
3540
3541 case LIGHTER: /* for lighting torches/lanterns/etc */
3542 apply_lighter (who, op);
3543 break;
3544
3545 case ITEM_TRANSFORMER:
3546 apply_item_transformer (who, op);
3547 break;
3548 }
3549
3550 return 1;
3551 }
3552 else
3553 {
3554 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3555 return 0;
3556 }
3557}
3558
3559/**
3560 * player_apply_below attempts to apply the object 'below' the player.
3561 * If the player has an open container, we use that for below, otherwise
3562 * we use the ground.
3563 */
3564void
3565player_apply_below (object *pl)
3566{
3567 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3568
3569 /* If using a container, set the starting item to be the top
3570 * item in the container. Otherwise, use the map.
3571 */
3572
3573 // first try to apply "applyables"
3574 for (object *tmp = top; tmp; tmp = tmp->below)
3575 if (!tmp->invisible && apply_types [tmp->type])
3576 {
3577 // If it is visible, player can apply it.
3578 pl->apply (tmp);
3579 return;
3580 }
3581
3582 while (top && top->invisible)
3583 top = top->below;
3584
3585 if (!top || top->flag [FLAG_IS_FLOOR])
3586 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3587 "H<There is nothing here that you can apply.>");
3588 else
3589 // next, try to explain the topmost object
3590 switch (top->type)
3591 {
3592 // TODO: all this should move to examine
3593 case ALTAR:
3594 case IDENTIFY_ALTAR:
3595 case TRIGGER_ALTAR:
3596 case CONVERTER:
3597 //case TRIGGER_PEDESTAL:
3598 pl->failmsgf (
3599 "You see no obvious mechanism on the %s."
3600 "H<You have to drop one or more specific items here.>",
3601 query_short_name (top)
3602 );
3603 break;
3604
3605 case BUTTON:
3606 case TRIGGER_BUTTON:
3607 pl->failmsgf (
3608 "The %s looks as if you could activate it with somehting heavy. "
3609 "H<You must put enough items here to activate it.>",
3610 query_short_name (top)
3611 );
3612 break;
3613
3614 default:
3615 examine (pl, top);
3616 break;
3617 }
3618}
3619
3620// saner interface, returns successful status
3621bool
3622object::apply (object *ob, int aflags)
3623{
3624 if (!ob) // simplifies a lot of callers
3625 return true;
3626
3627 if (contr)
3628 {
3629 if (!ob->env && (move_type & MOVE_FLYING))
3630 {
3631 /* player is flying and applying object not in inventory */
3632 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3633 {
3634 failmsg ("But you are floating high above the ground! "
3635 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3636 "or waiting till the levitation effect wears off.>");
3637 return 0;
3638 }
3639 }
3640
3641 contr->last_used = ob;
3642 }
3643
3644 bool want_apply =
3645 aflags & AP_APPLY ? true
3646 : aflags & AP_UNAPPLY ? false
3647 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3648
3649 object_ptr *slot = 0;
3650
3651 // detect the slot, if this is a player
3652 if (contr && !(aflags & AP_NO_SLOT))
3653 {
3654 object *oslot;
3655
3656 switch (ob->type)
3657 {
3658 case WEAPON:
3659 slot = &contr->combat_ob;
3660 oslot = contr->ranged_ob;
3661 break;
3662
3663 case BOW:
3664 case RANGED:
3665 case SPELL:
3666 case WAND:
3667 case ROD:
3668 case HORN:
3669 case BUILDER:
3670 slot = &contr->ranged_ob;
3671 oslot = contr->combat_ob;
3672 break;
3673
3674 // oh, the humanity
3675 case SKILL:
3676 if (aflags & AP_NO_SLOT)
3677 break;
3678
3679 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3680 break;
3681
3682 if (skill_flags [ob->subtype] & SF_COMBAT)
3683 {
3684 slot = &contr->combat_ob;
3685 oslot = contr->ranged_ob;
3686 }
3687 else if (skill_flags [ob->subtype] & SF_RANGED)
3688 {
3689 slot = &contr->ranged_ob;
3690 oslot = contr->combat_ob;
3691 }
3692
3693 break;
3694 }
3695
3696 // now handle slot exclusions
3697 if (slot)
3698 {
3699 // only one slot can be active
3700 if (want_apply)
3701 {
3702 // clear slot unless we are in it already
3703 if (*slot != ob)
3704 apply (*slot, AP_UNAPPLY);
3705
3706 // unapply other slot, because we want to become active
3707 apply (oslot, AP_UNAPPLY);
3708 }
3709
3710 // clear item from slot if applied
3711 if (!want_apply && current_weapon == ob)
3712 current_weapon = 0;
3713 }
3714 }
3715
3716 if (ob->flag [FLAG_APPLIED] != want_apply)
3717 manual_apply (this, ob, aflags);
3718
3719 if (ob->flag [FLAG_APPLIED] != want_apply)
3720 return false;
3721
3722 if (slot && want_apply)
3723 current_weapon = *slot = ob;
3724
3725 return true;
3454} 3726}
3455 3727
3456/** 3728/**
3457 * Map was just loaded, handle op's initialisation. 3729 * Map was just loaded, handle op's initialisation.
3458 * 3730 *
3461int 3733int
3462auto_apply (object *op) 3734auto_apply (object *op)
3463{ 3735{
3464 object *tmp = NULL, *tmp2; 3736 object *tmp = NULL, *tmp2;
3465 int i; 3737 int i;
3738
3739 op->clr_flag (FLAG_AUTO_APPLY);
3466 3740
3467 switch (op->type) 3741 switch (op->type)
3468 { 3742 {
3469 case SHOP_FLOOR: 3743 case SHOP_FLOOR:
3470 if (!op->has_random_items ()) 3744 if (!op->has_random_items ())
3472 3746
3473 do 3747 do
3474 { 3748 {
3475 i = 10; /* let's give it 10 tries */ 3749 i = 10; /* let's give it 10 tries */
3476 while ((tmp = generate_treasure (op->randomitems, 3750 while ((tmp = generate_treasure (op->randomitems,
3477 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3751 op->stats.exp
3752 ? (int) op->stats.exp
3753 : max (op->map->difficulty, 5)))
3754 == NULL && --i);
3755
3478 if (tmp == NULL) 3756 if (tmp == NULL)
3479 return 0; 3757 return 0;
3480 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3758
3759 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3481 { 3760 {
3482 tmp->destroy (); 3761 tmp->destroy ();
3483 tmp = NULL; 3762 tmp = NULL;
3484 } 3763 }
3485 } 3764 }
3486 while (!tmp); 3765 while (!tmp);
3487 3766
3488 tmp->x = op->x; 3767 tmp->x = op->x;
3489 tmp->y = op->y; 3768 tmp->y = op->y;
3490 SET_FLAG (tmp, FLAG_UNPAID); 3769 tmp->set_flag (FLAG_UNPAID);
3491 insert_ob_in_map (tmp, op->map, NULL, 0); 3770 insert_ob_in_map (tmp, op->map, NULL, 0);
3492 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3493 identify (tmp); 3771 identify (tmp);
3494 break; 3772 break;
3495 3773
3496 case TREASURE: 3774 case TREASURE:
3497 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3775 if (op->flag [FLAG_IS_A_TEMPLATE])
3498 return 0; 3776 return 0;
3499 3777
3500 while (op->stats.hp-- > 0) 3778 while (op->stats.hp-- > 0)
3501 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3779 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3502 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3780 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3504 /* If we generated an object and put it in this object inventory, 3782 /* 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 3783 * move it to the parent object as the current object is about
3506 * to disappear. An example of this item is the random_* stuff 3784 * to disappear. An example of this item is the random_* stuff
3507 * that is put inside other objects. 3785 * that is put inside other objects.
3508 */ 3786 */
3509 for (tmp = op->inv; tmp; tmp = tmp2)
3510 {
3511 tmp2 = tmp->below;
3512 tmp->remove ();
3513
3514 if (op->env) 3787 if (op->env)
3515 insert_ob_in_ob (tmp, op->env); 3788 while (op->inv)
3516 else 3789 op->env->insert (op->inv);
3517 tmp->destroy ();
3518 }
3519 3790
3520 op->destroy (); 3791 op->destroy ();
3521 break; 3792 break;
3522 } 3793 }
3523 return tmp ? 1 : 0; 3794
3795 return !!tmp;
3524} 3796}
3525 3797
3526/** 3798/**
3527 * fix_auto_apply goes through the entire map every time a map 3799 * fix_auto_apply goes through the entire map every time a map
3528 * is loaded or swapped in and performs special actions for 3800 * is loaded or swapped in and performs special actions for
3542 3814
3543 if (tmp->inv) 3815 if (tmp->inv)
3544 { 3816 {
3545 object *invtmp, *invnext; 3817 object *invtmp, *invnext;
3546 3818
3547 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3819 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3548 { 3820 {
3549 invnext = invtmp->below; 3821 invnext = invtmp->below;
3550 3822
3551 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3823 if (invtmp->flag [FLAG_AUTO_APPLY])
3552 auto_apply (invtmp); 3824 auto_apply (invtmp);
3553 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3825 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3554 { 3826 {
3555 while ((invtmp->stats.hp--) > 0) 3827 while (invtmp->stats.hp-- > 0)
3556 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3828 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3557 3829
3558 invtmp->randomitems = NULL; 3830 invtmp->randomitems = NULL;
3559 } 3831 }
3560 else if (invtmp && invtmp->arch 3832 else if (invtmp && invtmp->arch
3565 * treasure again for this object 3837 * treasure again for this object
3566 */ 3838 */
3567 invtmp->randomitems = NULL; 3839 invtmp->randomitems = NULL;
3568 } 3840 }
3569 } 3841 }
3842
3570 /* This is really temporary - the code at the bottom will 3843 /* This is really temporary - the code at the bottom will
3571 * also set randomitems to null. The problem is there are bunches 3844 * also set randomitems to null. The problem is there are bunches
3572 * of maps/players already out there with items that have spells 3845 * of maps/players already out there with items that have spells
3573 * which haven't had the randomitems set to null yet. 3846 * which haven't had the randomitems set to null yet.
3574 * MSW 2004-05-13 3847 * MSW 2004-05-13
3578 * Ryo 2004-08-16 3851 * Ryo 2004-08-16
3579 */ 3852 */
3580 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3853 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) 3854 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3582 tmp->randomitems = NULL; 3855 tmp->randomitems = NULL;
3583
3584 } 3856 }
3585 3857
3586 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3858 if (tmp->flag [FLAG_AUTO_APPLY])
3587 auto_apply (tmp); 3859 auto_apply (tmp);
3588 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3860 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3589 { 3861 {
3590 while ((tmp->stats.hp--) > 0) 3862 while ((tmp->stats.hp--) > 0)
3591 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3863 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3593 } 3865 }
3594 else if (tmp->type == TIMED_GATE) 3866 else if (tmp->type == TIMED_GATE)
3595 { 3867 {
3596 object *head = tmp->head != NULL ? tmp->head : tmp; 3868 object *head = tmp->head != NULL ? tmp->head : tmp;
3597 3869
3598 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3870 if (head->flag [FLAG_IS_LINKED])
3599 tmp->set_speed (0); 3871 tmp->set_speed (0);
3600 } 3872 }
3601 /* This function can be called everytime a map is loaded, even when 3873 /* This function can be called everytime a map is loaded, even when
3602 * swapping back in. As such, we don't want to create the treasure 3874 * swapping back in. As such, we don't want to create the treasure
3603 * over and ove again, so after we generate the treasure, blank out 3875 * over and ove again, so after we generate the treasure, blank out
3621 } 3893 }
3622 3894
3623 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3895 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3624 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3896 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3625 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3897 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3626 check_trigger (tmp, tmp->above); 3898 check_trigger (tmp, tmp->above, tmp->above);
3627} 3899}
3628 3900
3629/** 3901/**
3630 * Handles player eating food that temporarily changes status (resistances, stats). 3902 * Handles player eating food that temporarily changes status (resistances, stats).
3631 * This used to call cast_change_attr(), but 3903 * This used to call cast_change_attr(), but
3636eat_special_food (object *who, object *food) 3908eat_special_food (object *who, object *food)
3637{ 3909{
3638 object *force; 3910 object *force;
3639 int i, did_one = 0; 3911 int i, did_one = 0;
3640 3912
3641 force = get_archetype (FORCE_NAME); 3913 char buf[64];
3914 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3915 shstr key (buf);
3642 3916
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 */ 3917 /* bigger morsel of food = longer effect time */
3664 force->duration = food->stats.food / 5; 3918 int duration = TIME2TICK (food->stats.food);
3665 SET_FLAG (force, FLAG_APPLIED); 3919
3666 change_abil (who, force); 3920 if (force = who->force_find (key))
3667 insert_ob_in_ob (force, who); 3921 {
3922 if (duration > fabs (force->speed_left / force->speed))
3923 {
3924 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));
3925 force->force_set_timer (duration);
3926 }
3927 else
3928 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3929
3930 return;
3668 } 3931 }
3669 else 3932 else
3933 {
3934 force = who->force_add (key, duration);
3935 force->name = key;
3936
3937 /* check if the food affects a stat */
3938 for (i = 0; i < NUM_STATS; i++)
3939 if (sint8 k = food->stats.stat (i))
3940 {
3941 force->stats.stat (i) = k;
3942 did_one = 1;
3943 }
3944
3945 /* check if we can protect the eater */
3946 for (i = 0; i < NROFATTACKS; i++)
3947 {
3948 if (food->resist[i] > 0)
3949 {
3950 force->resist[i] = food->resist[i];
3951 did_one = 1;
3952 }
3953 }
3954
3955 if (did_one)
3956 {
3957 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));
3958
3959 /* make the force take effect and report effects to user */
3960 change_abil (who, force);
3961 }
3962 else
3670 force->destroy (); 3963 force->destroy ();
3964 }
3671 3965
3672 /* check for hp, sp change */ 3966 /* check for hp, sp change */
3673 if (food->stats.hp != 0) 3967 if (food->stats.hp != 0)
3674 { 3968 {
3675 if (QUERY_FLAG (food, FLAG_CURSED)) 3969 if (food->flag [FLAG_CURSED])
3676 { 3970 {
3677 assign (who->contr->killer, food->name); 3971 who->contr->killer = food;
3678 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3972 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3679 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3973 who->failmsg ("Eck!...that was poisonous!");
3680 } 3974 }
3681 else 3975 else
3682 { 3976 {
3683 if (food->stats.hp > 0) 3977 if (food->stats.hp > 0)
3684 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3978 who->statusmsg ("You begin to feel better.");
3685 else 3979 else
3686 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3980 who->failmsg ("Eck!...that was poisonous!");
3981
3687 who->stats.hp += food->stats.hp; 3982 who->stats.hp += food->stats.hp;
3688 } 3983 }
3689 } 3984 }
3985
3690 if (food->stats.sp != 0) 3986 if (food->stats.sp != 0)
3691 { 3987 {
3692 if (QUERY_FLAG (food, FLAG_CURSED)) 3988 if (food->flag [FLAG_CURSED])
3693 { 3989 {
3694 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3990 who->failmsg ("You are drained of mana!");
3695 who->stats.sp -= food->stats.sp; 3991 who->stats.sp -= food->stats.sp;
3696 if (who->stats.sp < 0) 3992 if (who->stats.sp < 0)
3697 who->stats.sp = 0; 3993 who->stats.sp = 0;
3698 } 3994 }
3699 else 3995 else
3700 { 3996 {
3701 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3997 who->statusmsg ("You feel a rush of magical energy!");
3702 who->stats.sp += food->stats.sp; 3998 who->stats.sp += food->stats.sp;
3703 /* place limit on max sp from food? */ 3999 /* place limit on max sp from food? */
3704 } 4000 }
3705 } 4001 }
4002
3706 who->update_stats (); 4003 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} 4004}
3826 4005
3827void 4006void
3828apply_changes_to_player (object *pl, object *change) 4007apply_changes_to_player (object *pl, object *change)
3829{ 4008{
3846 */ 4025 */
3847 int i, j; 4026 int i, j;
3848 4027
3849 for (i = 0; i < NUM_STATS; i++) 4028 for (i = 0; i < NUM_STATS; i++)
3850 { 4029 {
3851 int race_bonus = pl->arch->clone.stats.stat (i); 4030 int race_bonus = pl->arch->stats.stat (i);
3852 sint8 stat = stats->stat (i) + ns->stat (i); 4031 sint8 stat = stats->stat (i) + ns->stat (i);
3853 4032
3854 if (stat > 20 + race_bonus) 4033 if (stat > 20 + race_bonus)
3855 { 4034 {
3856 excess_stat++; 4035 excess_stat++;
3866 4045
3867 if (i == CHA) 4046 if (i == CHA)
3868 continue; /* exclude cha from this */ 4047 continue; /* exclude cha from this */
3869 4048
3870 int stat = stats->stat (i); 4049 int stat = stats->stat (i);
3871 int race_bonus = pl->arch->clone.stats.stat (i); 4050 int race_bonus = pl->arch->stats.stat (i);
3872 if (stat < 20 + race_bonus) 4051 if (stat < 20 + race_bonus)
3873 { 4052 {
3874 change_attr_value (stats, i, 1); 4053 change_attr_value (stats, i, 1);
3875 excess_stat--; 4054 excess_stat--;
3876 } 4055 }
3877 } 4056 }
3878 4057
3879 /* insert the randomitems from the change's treasurelist into 4058 /* insert the randomitems from the change's treasurelist into
3880 * the player ref: player.c 4059 * the player ref: player.c
3881 */ 4060 */
3882 if (change->randomitems != NULL) 4061 if (change->randomitems)
3883 give_initial_items (pl, change->randomitems); 4062 give_initial_items (pl, change->randomitems);
3884 4063
3885 /* set up the face, for some races. */ 4064 /* set up the face, for some races. */
3886 4065
3887 /* first, look for the force object banning 4066 /* first, look for the force object banning
3888 * changing the face. Certain races never change face with class. 4067 * changing the face. Certain races never change face with class.
3889 */ 4068 */
3890 for (walk = pl->inv; walk != NULL; walk = walk->below) 4069 for (walk = pl->inv; walk; walk = walk->below)
3891 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4070 if (walk->name == shstr_NOCLASSFACECHANGE)
3892 flag_change_face = 0; 4071 flag_change_face = 0;
3893 4072
3894 if (flag_change_face) 4073 if (flag_change_face)
3895 { 4074 {
3896 pl->animation_id = GET_ANIM_ID (change);
3897 pl->face = change->face; 4075 pl->face = change->face;
3898 4076 pl->animation_id = change->animation_id;
3899 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4077 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3900 SET_FLAG (pl, FLAG_ANIMATE);
3901 else
3902 CLEAR_FLAG (pl, FLAG_ANIMATE);
3903 } 4078 }
3904 4079
3905 /* check the special case of can't use weapons */ 4080 /* check the special case of can't use weapons */
3906 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4081 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
3907 if (!strcmp (change->name, "monk")) 4082 if (change->name == shstr_monk)
3908 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4083 pl->clr_flag (FLAG_USE_WEAPON);
3909 4084
3910 break; 4085 break;
3911 } 4086 }
3912 } 4087 }
3913} 4088}
3914 4089
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}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines