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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.107 by root, Mon May 28 21:28:35 2007 UTC vs.
Revision 1.255 by root, Sun Apr 11 02:12:45 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 (EXIT);
66 name_flag = 1; 71 set (BOOK);
67 race_flag = 1; 72 set (SIGN);
73 set (BOOK);
74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (INSCRIBABLE);
77 set (TREASURE);
78 set (SAVEBED);
79 set (ARMOUR_IMPROVER);
80 set (WEAPON_IMPROVER);
81 set (CLOCK);
82 set (MENU);
83 set (LIGHTER); /* for lighting torches/lanterns/etc */
68 } 84 }
85} apply_types_player_only;
69 86
70 /* If the director has race set, only affect objects with a arch, 87// applying these _can_ be attempted, others cannot
71 * name or race that matches. 88// 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 89
79 /* If the director has slaying set, only affect objects where none 90static 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{ 91{
98 object *id, *marked; 92 apply_types ()
99 int success = 0; 93 : 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 { 94 {
116 if (operate_altar (altar, &money)) 95 set (T_HANDLE);
117 { 96 set (TRIGGER);
118 identify (marked); 97 set (SCROLL);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 98 set (POTION);
120 if (marked->msg) 99 set (CLOSE_CON);
121 { 100 set (CONTAINER);
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 101 set (LAMP);
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 102 set (TORCH);
124 } 103 set (DRINK);
125 return money == NULL; 104 set (FOOD);
126 } 105 set (FLESH);
106 set (POISON);
107 set (POWER_CRYSTAL);
108 set (ITEM_TRANSFORMER);
127 } 109 }
128 110} 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}
410 111
411/**************************************************************************** 112/****************************************************************************
412 * Weapon improvement code follows 113 * Weapon improvement code follows
413 ****************************************************************************/ 114 ****************************************************************************/
414 115
415/** 116/**
117 * This function just checks whether who can handle equipping an item
118 * with item_power.
119 */
120static bool
121check_item_power (object *who, int item_power)
122{
123 if (who->type == PLAYER
124 && item_power
125 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
126 return false;
127 else
128 return true;
129}
130
131/**
416 * This returns the sum of nrof of item (arch name). 132 * This returns the sum of nrof of item (arch name).
417 */ 133 */
418static int 134static int
419check_item (object *op, const char *item) 135check_item (object *op, shstr_cmp item)
420{ 136{
421 int count = 0; 137 int count = 0;
422 138
423 139 if (!item)
424 if (item == NULL)
425 return 0; 140 return 0;
426 141
427 op = op->below; 142 for (op = op->below; op; op = op->below)
428 while (op != NULL) 143 if (op->arch->archname == item)
429 { 144 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)) 145 && /* 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; 146 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 147
445 return count; 148 return count;
446} 149}
447 150
448/** 151/**
450 * op is typically the player, which is only 153 * op is typically the player, which is only
451 * really used to determine what space to look at. 154 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 155 * Modified to only eat 'nrof' of objects.
453 */ 156 */
454static void 157static void
455eat_item (object *op, const char *item, uint32 nrof) 158eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 159{
457 object *prev; 160 object *prev;
458 161
459 prev = op; 162 prev = op;
460 op = op->below; 163 op = op->below;
461 164
462 while (op != NULL) 165 while (op)
463 { 166 {
464 if (strcmp (op->arch->name, item) == 0) 167 if (op->arch->archname == item)
465 { 168 {
466 if (op->nrof >= nrof) 169 if (op->nrof >= nrof)
467 { 170 {
468 decrease_ob_nr (op, nrof); 171 op->decrease (nrof);
469 return; 172 return;
470 } 173 }
471 else 174 else
472 { 175 {
473 decrease_ob_nr (op, op->nrof); 176 op->decrease (nrof);
474 nrof -= op->nrof; 177 nrof -= op->nrof;
475 } 178 }
179
476 op = prev; 180 op = prev;
477 } 181 }
182
478 prev = op; 183 prev = op;
479 op = op->below; 184 op = op->below;
480 } 185 }
481} 186}
482 187
483/** 188/**
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. 189 * 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. 190 * Will display a message if none found, and 1 if improver->slaying is NULL.
538 */ 191 */
539static int 192static int
540check_sacrifice (object *op, const object *improver) 193check_sacrifice (object *op, const object *improver)
541{ 194{
542 int count = 0; 195 int count = 0;
543 196
544 if (improver->slaying != NULL) 197 if (improver->slaying)
545 { 198 {
546 count = check_item (op, improver->slaying); 199 count = check_item (op, improver->slaying);
547 if (count < 1) 200 if (count < 1)
548 { 201 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 202 op->failmsgf ("The gods want more %ss", &improver->slaying);
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 203 return 0;
554 } 204 }
555 } 205 }
556 else 206 else
557 count = 1; 207 count = 1;
560} 210}
561 211
562/** 212/**
563 * Actually improves the weapon, and tells user. 213 * Actually improves the weapon, and tells user.
564 */ 214 */
565int 215static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 216improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 217{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 218 stat += sacrifice_count;
571 weapon->last_eat++; 219 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 220 improver->decrease ();
573 decrease_ob (improver);
574 221
575 /* So it updates the players stats and the window */ 222 /* So it updates the players stats and the window */
576 op->update_stats (); 223 op->update_stats ();
224
225 op->statusmsg (format (
226 "Your sacrifice was accepted.\n"
227 "Weapon's bonus to %s improved by %d.",
228 statname, sacrifice_count
229 ));
230
577 return 1; 231 return 1;
578} 232}
579 233
580/* Types of improvements, hidden in the sp field. */ 234/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 235#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 236#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 237#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 238#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 239#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 240#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 241#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 242#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 243#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 244#define IMPROVE_INT 10
591#define IMPROVE_POW 11 245#define IMPROVE_POW 11
592
593 246
594/** 247/**
595 * This does the prepare weapon scroll. 248 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 249 * Checks for sacrifice, and so on.
597 */ 250 */
598 251static int
599int
600prepare_weapon (object *op, object *improver, object *weapon) 252prepare_weapon (object *op, object *improver, object *weapon)
601{ 253{
602 int sacrifice_count, i; 254 int sacrifice_count, i;
603 char buf[MAX_BUF]; 255 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 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 295 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 297 slot at once! */
638 decrease_ob (improver); 298 improver->decrease ();
639 weapon->last_eat = 0; 299 weapon->last_eat = 0;
640 return 1; 300 return 1;
641} 301}
642
643 302
644/** 303/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 304 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 305 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 306 * Returns 0 if it was not able to work for some reason.
650 * 309 *
651 * We are hiding extra information about the weapon in the level and 310 * 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 ?? 311 * last_eat numbers for an object. Hopefully this won't break anything ??
653 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
654 */ 313 */
655int 314static int
656improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
657{ 316{
658 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
659 318
660 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
663 } 321
664 if (weapon->level == 0) 322 if (weapon->level == 0)
665 { 323 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 327 return 0;
668 } 328 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 329
330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
670 { 332 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 334 return 0;
673 } 335 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 336
337 if (weapon->flag [FLAG_APPLIED]
338 && !check_item_power (op, weapon->item_power + 1))
675 { 339 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 340 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"); 341 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 342 "really want to improve it.");
679 return 0; 343 return 0;
680 } 344 }
345
681 /* This just increases damage by 5 points, no matter what. No sacrifice 346 /* 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, 347 * 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 348 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 349 * weapon can be improved.
685 */ 350 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 351 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 352 {
688 weapon->stats.dam += 5; 353 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 354 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); 355 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 356 weapon->last_eat++;
692 357
693 weapon->item_power++; 358 weapon->item_power++;
694 decrease_ob (improver); 359 improver->decrease ();
695 return 1; 360 return 1;
696 } 361 }
362
697 if (improver->stats.sp == IMPROVE_WEIGHT) 363 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 364 {
699 /* Reduce weight by 20% */ 365 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 366 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 367 if (weapon->weight < 1)
702 weapon->weight = 1; 368 weapon->weight = 1;
369
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 370 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 371 weapon->last_eat++;
705 weapon->item_power++; 372 weapon->item_power++;
706 decrease_ob (improver); 373 improver->decrease ();
707 return 1; 374 return 1;
708 } 375 }
376
709 if (improver->stats.sp == IMPROVE_ENCHANT) 377 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 378 {
711 weapon->magic++; 379 weapon->magic++;
712 weapon->last_eat++; 380 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 381 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 382 improver->decrease ();
715 weapon->item_power++; 383 weapon->item_power++;
716 return 1; 384 return 1;
717 } 385 }
718 386
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 387 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
725 393
726 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
728 { 396 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
730 return 0; 398 return 0;
731 } 399 }
400
732 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 402 weapon->item_power++;
734 403
735 switch (improver->stats.sp) 404 switch (improver->stats.sp)
736 { 405 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 406 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"); 407 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"); 408 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"); 409 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"); 410 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"); 411 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"); 412 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 413 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 414 op->failmsg ("Unknown improvement type.");
753 } 415 }
416
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 417 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 418 return 0;
756} 419}
757 420
758/** 421/**
759 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * Checks a few things (not on a non-magic square, marked weapon, ...), 423 * Checks a few things (not on a non-magic square, marked weapon, ...),
761 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
762 */ 425 */
763int 426static int
764check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
765{ 428{
766 object *otmp;
767
768 if (op->type != PLAYER) 429 if (op->type != PLAYER)
769 return 0; 430 return 0;
770 431
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 432 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 433 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 434 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 435 return 0;
775 } 436 }
776 437
777 otmp = find_marked_object (op); 438 object *otmp = find_marked_object (op);
439
778 if (!otmp) 440 if (!otmp)
779 { 441 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 442 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; 443 return 0;
782 } 444 }
783 445
784 if (otmp->type != WEAPON && otmp->type != BOW) 446 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 447 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 448 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 449 return 0;
788 } 450 }
789 451
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 452 if (!op->apply (otmp, AP_UNAPPLY))
453 {
454 op->failmsg ("You are unable to take off your weapon to improve it!");
455 return 0;
456 }
457
458 op->statusmsg ("Applied weapon builder.");
459
791 improve_weapon (op, tmp, otmp); 460 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 461 esrv_send_item (op, otmp);
793 return 1; 462 return 1;
794} 463}
795 464
813 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
814 * the users level or 90) 483 * the users level or 90)
815 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
816 * changing of physical area right now. 485 * changing of physical area right now.
817 */ 486 */
818int 487static int
819improve_armour (object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
820{ 489{
821 object *tmp;
822
823 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
824 { 491 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 492 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 493 return 0;
827 } 494 }
495
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 496 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it. 497 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour 498 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 499 * of gnarg and what not?)
832 */ 500 */
833 if (armour->title) 501 if (armour->title)
834 { 502 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 503 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 504 return 0;
837 } 505 }
838 506
839 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
841 */ 509 */
842 if (armour->nrof > 1) 510 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;
846 511
847 armour->magic++; 512 armour->magic++;
848 513
849 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
850 { 515 {
855 { 520 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 521 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 522 pow++;
858 } 523 }
859 524
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 525 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 526 }
862 else 527 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 528 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 529
865 if (!settings.armor_weight_linear) 530 if (!settings.armor_weight_linear)
866 { 531 {
867 int base = 100; 532 int base = 100;
868 int pow = 0; 533 int pow = 0;
871 { 536 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 537 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 538 pow++;
874 } 539 }
875 540
876 armour->weight = (armour->arch->clone.weight * base) / 100; 541 armour->weight = (armour->arch->weight * base) / 100;
877 } 542 }
878 else 543 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 544 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 545
881 if (armour->weight <= 0) 546 if (armour->weight <= 0)
882 { 547 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 548 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 549 armour->weight = 1;
885 } 550 }
886 551
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 552 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 553
889 if (op->type == PLAYER) 554 if (op->type == PLAYER)
890 { 555 {
891 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557
558 if (armour->flag [FLAG_APPLIED])
893 op->update_stats (); 559 op->update_stats ();
894 } 560 }
895 decrease_ob (improver); 561
562 improver->decrease ();
563
896 if (tmp) 564 if (tmp)
897 { 565 op->insert (tmp);
898 insert_ob_in_ob (tmp, op); 566
899 esrv_send_item (op, tmp);
900 }
901 return 1; 567 return 1;
902} 568}
903
904 569
905/* 570/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 571 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken. 572 * what the converter wants, -1 if the converter is broken.
908 */ 573 *
909#define CONV_FROM(xyz) xyz->slaying
910#define CONV_TO(xyz) xyz->other_arch
911#define CONV_NR(xyz) xyz->stats.sp
912#define CONV_NEED(xyz) xyz->stats.food
913
914/* Takes one items and makes another. 574 * Takes one type of items and makes another.
915 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not 576 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
918 */ 578 */
919int 579int
920convert_item (object *item, object *converter) 580convert_item (object *item, object *converter)
921{ 581{
922 int nr = 0; 582 sint64 nr = 0, price_in;
923 uint32 price_in; 583
584 if (item->flag [FLAG_UNPAID])
585 return 0;
586
587 shstr conv_from = converter->slaying;
588 archetype *conv_to = converter->other_arch;
589 sint64 need = converter->stats.food;
590 sint64 give = converter->stats.sp;
924 591
925 /* We make some assumptions - we assume if it takes money as it type, 592 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs 593 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 594 * 3 gp and player drops a platinum, tough luck)
928 */ 595 */
929 if (!strcmp (CONV_FROM (converter), "money")) 596 if (conv_from == shstr_money)
930 { 597 {
931 int cost;
932
933 if (item->type != MONEY) 598 if (item->type != MONEY)
934 return 0; 599 return 0;
935 600
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 601 nr = sint64 (item->nrof) * item->value / need;
937 if (!nr) 602 if (!nr)
938 return 0; 603 return 0;
939 cost = nr * CONV_NEED (converter) / item->value; 604
940 /* take into account rounding errors */ 605 converter->play_sound (sound_find ("shop_buy"));
941 if (nr * CONV_NEED (converter) % item->value) 606
942 cost++; 607 sint64 cost = (nr * need + item->value - 1) / item->value;
943 decrease_ob_nr (item, cost); 608
609 item->decrease (cost);
944 610
945 price_in = cost * item->value; 611 price_in = cost * item->value;
946 } 612 }
947 else 613 else
948 { 614 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 615 if (item->type == PLAYER
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 616 || conv_from != item->arch->archname
617 || (need && need > (uint16) item->nrof))
951 return 0; 618 return 0;
952 619
953 if (CONV_NEED (converter)) 620 converter->play_sound (sound_find ("convert_item"));
621
622 if (need)
954 { 623 {
955 nr = item->nrof / CONV_NEED (converter); 624 nr = sint64 (item->nrof) / need;
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 625 item->decrease (nr * need);
957 price_in = nr * CONV_NEED (converter) * item->value; 626 price_in = nr * need * item->value;
958 } 627 }
959 else 628 else
960 { 629 {
961 price_in = item->value; 630 price_in = item->value;
962 item->destroy (); 631 item->destroy ();
963 } 632 }
964 } 633 }
965 634
966 if (converter->inv != NULL) 635 if (converter->inv)
967 { 636 {
968 object *ob; 637 object *ob;
969 int i; 638 int i;
970 object *ob_to_copy; 639 object *ob_to_copy;
971 640
972 /* select random object from inventory to copy */ 641 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 642 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 643 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 645 ob_to_copy = ob;
979 } 646
980 } 647 item = ob_to_copy->deep_clone ();
981 item = object_create_clone (ob_to_copy); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 650 }
985 else 651 else
986 { 652 {
987 if (converter->other_arch == NULL) 653 if (!conv_to)
988 { 654 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 655 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y); 656 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1; 657 return -1;
992 } 658 }
993 659
994 item = object_create_arch (converter->other_arch); 660 item = object_create_arch (conv_to);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 661 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 662 }
997 663
998 if (CONV_NR (converter)) 664 if (give)
999 item->nrof = CONV_NR (converter); 665 item->nrof = give;
666
1000 if (nr) 667 if (nr)
1001 item->nrof *= nr; 668 item->nrof *= nr;
1002 if (is_in_shop (converter)) 669
1003 SET_FLAG (item, FLAG_UNPAID); 670 if (converter->flag [FLAG_PRECIOUS])
671 item->set_flag (FLAG_UNPAID);
672
673 if (converter->is_in_shop ())
674 {
675 // converters on shop floors don't work anymore, bug lets check for it
676 // and report in case someone still does it.
677 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
678 converter->debug_desc ());
679 item->set_flag (FLAG_UNPAID);
680 }
1004 else if (price_in < item->nrof * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 682 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 683 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 685 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 686 * elmex: we are going to let the game continue, as the mapcreator
1011 * probably had something in mind when doing this 687 * hopefully had something in mind when doing this.
1012 */ 688 */
1013 } 689 }
690
691 // elmex: only identify if we need to, for example so that generated money doesn't
692 // get an 'identified' flag so easily.
693 if (need_identify (item))
694 identify (item);
695
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 696 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 697 return 1;
1016} 698}
1017 699
1018/** 700/**
1019 * Handle apply on containers. 701 * Handle apply on containers.
1020 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 703 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1022 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1023 */ 705 */
1024int 706static int
1025apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1026{ 708{
1027 if (op->type != PLAYER || !op->contr->ns) 709 if (op->type != PLAYER || !op->contr->ns)
1028 return 0; /* This might change */ 710 return 0; /* This might change */
1029 711
1035 717
1036 op->contr->last_used = 0; 718 op->contr->last_used = 0;
1037 719
1038 if (sack->env && sack->env != op) 720 if (sack->env && sack->env != op)
1039 { 721 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 722 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 723 return 1;
1042 } 724 }
1043 725
1044 // already applied == open on ground, or open in inv, or active in inv 726 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 727 if (sack->flag [FLAG_APPLIED])
1046 { 728 {
1047 if (op->container == sack) 729 if (op->container_ () == sack)
1048 { 730 {
1049 // open on ground or inv, so close 731 // open on ground or inv, so close
1050 op->close_container (); 732 op->close_container ();
1051 return 1; 733 return 1;
1052 } 734 }
1053 else if (!sack->env) 735 else if (!sack->env)
1054 { 736 {
1055 // active, but not ours: some other player has opened it 737 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 738 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1057 return 1; 739 return 1;
1058 } 740 }
1059 741
1060 // fall through to opening it (active in inv) 742 // fall through to opening it (active in inv)
1061 } 743 }
1063 { 745 {
1064 // it is in our env, so activate it, do not open yet 746 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 747 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 748 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 749 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 750 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 751 return 1;
1070 } 752 }
1071 753
1072 // it's locked? 754 // it's locked?
1073 if (sack->slaying) 755 if (sack->slaying)
1074 { 756 {
1075 if (object *tmp = find_key (op, op, sack)) 757 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 758 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 759 else
1078 { 760 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 761 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1080 return 1; 762 return 1;
1081 } 763 }
1082 } 764 }
1083 765
1084 op->open_container (sack); 766 op->open_container (sack);
1095{ 777{
1096 /* Only players can make sacrifices on spell casting altars. */ 778 /* Only players can make sacrifices on spell casting altars. */
1097 if (altar->inv && (!originator || originator->type != PLAYER)) 779 if (altar->inv && (!originator || originator->type != PLAYER))
1098 return 0; 780 return 0;
1099 781
1100 if (operate_altar (altar, &sacrifice)) 782 if (operate_altar (altar, &sacrifice, originator))
1101 { 783 {
1102 /* Simple check. Unfortunately, it means you can't cast magic bullet 784 /* Simple check. Unfortunately, it means you can't cast magic bullet
1103 * with an altar. We call it a Potion - altars are stationary - it 785 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly. 786 * is up to map designers to use them properly.
1105 */ 787 */
1106 if (altar->inv && altar->inv->type == SPELL) 788 if (altar->inv && altar->inv->type == SPELL)
1107 { 789 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 790 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 791 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 792 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 793 * old maps.
1112 */ 794 */
1113 795
1114/* push_button (altar);*/ 796/* push_button (altar);*/
1115 } 797 }
1116 else 798 else
1117 { 799 {
1118 altar->value = 1; /* works only once */ 800 altar->value = 1; /* works only once */
1119 push_button (altar); 801 push_button (altar, originator);
1120 } 802 }
1121 803
1122 return !sacrifice; 804 return !sacrifice;
1123 } 805 }
1124 else 806 else
1137{ 819{
1138 int rv = 0; 820 int rv = 0;
1139 double opinion; 821 double opinion;
1140 object *tmp, *next; 822 object *tmp, *next;
1141 823
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 824 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1143 825
1144 if (op->type != PLAYER) 826 bool has_unpaid = false;
827
828 // quite inefficient to do this here twice, but the api doesn't lend itself to
829 // a quick and small change :(
830 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
831 if (item->flag [FLAG_UNPAID])
832 {
833 has_unpaid = true;
834 break;
835 }
836
837 if (!op->is_player ())
1145 { 838 {
1146 /* Remove all the unpaid objects that may be carried here. 839 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 840 * This could be pets or monsters that are somehow in
1148 * the shop. 841 * the shop.
1149 */ 842 */
1150 for (tmp = op->inv; tmp; tmp = next) 843 for (tmp = op->inv; tmp; tmp = next)
1151 { 844 {
1152 next = tmp->below; 845 next = tmp->below;
1153 846
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 847 if (tmp->flag [FLAG_UNPAID])
1155 { 848 {
1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 849 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1157 850
851 if (i >= 0)
1158 tmp->remove (); 852 tmp->move (i);
1159
1160 if (i == -1)
1161 i = 0;
1162
1163 tmp->map = op->map;
1164 tmp->x = op->x + freearr_x[i];
1165 tmp->y = op->y + freearr_y[i];
1166 insert_ob_in_map (tmp, op->map, op, 0);
1167 } 853 }
1168 } 854 }
1169 855
1170 /* Don't teleport things like spell effects */ 856 /* Don't teleport things like spell effects */
1171 if (QUERY_FLAG (op, FLAG_NO_PICK)) 857 if (op->flag [FLAG_NO_PICK])
1172 return 0; 858 return 0;
1173 859
1174 /* unpaid objects, or non living objects, can't transfer by 860 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 861 * shop mats. Instead, put it on a nearby space.
1176 */ 862 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 863 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1178 { 864 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 865 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 866 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 867
1183 if (i != -1) 868 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 869 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185 870
1186 return 0; 871 return 0;
1187 } 872 }
873
1188 /* Removed code that checked for multipart objects - it appears that 874 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine. 875 * the teleport function should be able to handle this just fine.
1190 */ 876 */
1191 rv = teleport (shop_mat, SHOP_MAT, op); 877 rv = teleport (shop_mat, SHOP_MAT, op);
1192 } 878 }
1193 else if (can_pay (op) && get_payment (op)) 879 else if (can_pay (op) && get_payment (op))
1194 { 880 {
1195 /* this is only used for players */ 881 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1197 883
884 if (has_unpaid)
885 op->contr->play_sound (sound_find ("shop_buy"));
886 else if (op->is_in_shop ())
887 op->contr->play_sound (sound_find ("shop_enter"));
888 else
889 op->contr->play_sound (sound_find ("shop_leave"));
890
1198 if (shop_mat->msg) 891 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 892 op->statusmsg (shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 893 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is 894 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor. 895 * actually the shop floor.
1203 */ 896 */
1204 else if (!rv && !is_in_shop (op)) 897 else if (!rv && !op->is_in_shop ())
1205 { 898 {
1206 opinion = shopkeeper_approval (op->map, op); 899 opinion = shopkeeper_approval (op->map, op);
1207 900
1208 if (opinion > 0.9) 901 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 902 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 903 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 904 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 905 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 906 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 907 }
1217 } 908 }
1218 else 909 else
1219 { 910 {
1220 /* if we get here, a player tried to leave a shop but was not able 911 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that 912 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 913 * they are not on the mat anymore
1223 */ 914 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 915 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 916
1226 if (i == -1) 917 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 918 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 919 else
1231 { 920 {
1232 op->remove (); 921 op->remove ();
1233 op->x += freearr_x[i]; 922 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 923 op->y += freearr_y[i];
1235 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 924 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1236 } 925 }
1237 } 926 }
1238 927
1239 CLEAR_FLAG (op, FLAG_NO_APPLY); 928 op->clr_flag (FLAG_NO_APPLY);
1240 return rv; 929 return rv;
1241} 930}
1242 931
1243/** 932/**
1244 * Handles applying a sign. 933 * Handles applying a sign.
1245 */ 934 */
1246static void 935static void
1247apply_sign (object *op, object *sign, int autoapply) 936apply_sign (object *op, object *sign, int autoapply)
1248{ 937{
1249 readable_message_type *msgType; 938 if (!op->is_player())
1250 char newbuf[HUGE_BUF]; 939 return;
1251 940
1252 if (sign->msg == NULL) 941 if (sign->has_dialogue ())
1253 { 942 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 943 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1255 return; 944 return;
1256 } 945 }
1257 946
947 if (!sign->msg)
948 {
949 op->contr->infobox (MSG_CHANNEL ("examine"),
950 format ("T<%s>\n\n Nothing %sis written on it.",
951 &sign->name,
952 sign->name == sign->arch->name ? "" : "else "));
953 return;
954 }
955
1258 if (sign->stats.food) 956 if (sign->stats.food)
1259 { 957 {
1260 if (sign->last_eat >= sign->stats.food) 958 if (sign->last_eat >= sign->stats.food)
1261 { 959 {
1262 if (!sign->move_on) 960 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 961 op->failmsg ("You cannot read it anymore.");
962
1264 return; 963 return;
1265 } 964 }
1266 965
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 966 if (!op->flag [FLAG_WIZPASS])
1268 sign->last_eat++; 967 sign->last_eat++;
1269 } 968 }
1270 969
1271 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 970 /* 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 971 * 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 972 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us). 973 * to us).
1275 */ 974 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 975 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1277 { 976 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 977 op->failmsg ("You are unable to read while blind!");
1279 return; 978 return;
1280 } 979 }
1281 msgType = get_readable_message_type (sign);
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1284}
1285 980
1286/** 981 if (op->contr)
1287 * 'victim' moves onto 'trap' 982 if (client *ns = op->contr->ns)
1288 * 'victim' leaves 'trap' 983 {
1289 * effect is determined by move_on/move_off of trap and move_type of victime. 984 if (sign->sound)
1290 * 985 ns->play_sound (sign->sound);
1291 * originator: Player, monster or other object that caused 'victim' to move 986 else if (autoapply)
1292 * onto 'trap'. Will receive messages caused by this action. May be NULL. 987 ns->play_sound (sound_find ("msg_voice"));
1293 * However, some types of traps require an originator to function. 988
1294 */ 989 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1295void 990 }
991}
992
993static void
1296move_apply (object *trap, object *victim, object *originator) 994move_apply_hole (object *trap, object *victim)
1297{ 995{
1298 static int recursion_depth = 0; 996 /* Hole not open? */
1299 997 if (trap->stats.wc > 0)
1300 /* Only exits affect DMs. */
1301 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1302 return; 998 return;
1303 999
1304 /* move_apply() is the most likely candidate for causing unwanted and 1000 /* Is this a multipart monster and not the head? If so, return.
1305 * possibly unlimited recursion. 1001 * Processing will happen if the head runs into the pit
1306 */ 1002 */
1307 /* The following was changed because it was causing perfeclty correct 1003 if (victim->head)
1308 * maps to fail. 1) it's not an error to recurse:
1309 * rune detonates, summoning monster. monster lands on nearby rune.
1310 * nearby rune detonates. This sort of recursion is expected and
1311 * proper. This code was causing needless crashes.
1312 */
1313 if (recursion_depth >= 500)
1314 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1317 return; 1004 return;
1318 }
1319 recursion_depth++;
1320 if (trap->head)
1321 trap = trap->head;
1322 1005
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1006 // now find all possible locations and randomly pick one
1324 goto leave; 1007 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1008 trap->range >= 3 ? SIZEOFFREE3 + 1
1009 : trap->range >= 2 ? SIZEOFFREE2 + 1
1010 : trap->range >= 1 ? SIZEOFFREE1 + 1
1011 : SIZEOFFREE0 + 1);
1325 1012
1326 switch (trap->type) 1013 if (dir < 0)
1327 {
1328 case PLAYERMOVER:
1329 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1330 {
1331 if (!trap->stats.maxsp)
1332 trap->stats.maxsp = 2;
1333
1334 /* Is this correct? From the docs, it doesn't look like it
1335 * should be divided by trap->speed
1336 */
1337 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1338
1339 /* Just put in some sanity check. I think there is a bug in the
1340 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed.
1342 */
1343 if (victim->speed_left < -50.f)
1344 victim->speed_left = -50.f;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 }
1347 goto leave;
1348
1349 case SPINNER:
1350 if (victim->direction)
1351 {
1352 victim->direction = absdir (victim->direction - trap->stats.sp);
1353 update_turn_face (victim);
1354 }
1355 goto leave;
1356
1357 case DIRECTOR:
1358 if (victim->direction && !should_director_abort (trap, victim))
1359 {
1360 victim->direction = trap->stats.sp;
1361 update_turn_face (victim);
1362 }
1363 goto leave;
1364
1365 case BUTTON:
1366 case PEDESTAL:
1367 update_button (trap);
1368 goto leave;
1369
1370 case ALTAR:
1371 /* sacrifice victim on trap */
1372 apply_altar (trap, victim, originator);
1373 goto leave;
1374
1375 case THROWN_OBJ:
1376 if (trap->inv == NULL)
1377 goto leave;
1378 /* fallthrough */
1379
1380 case ARROW:
1381 /* bad bug: monster throw a object, make a step forwards, step on object ,
1382 * trigger this here and get hit by own missile - and will be own enemy.
1383 * Victim then is his own enemy and will start to kill herself (this is
1384 * removed) but we have not synced victim and his missile. To avoid senseless
1385 * action, we avoid hits here
1386 */
1387 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1388 hit_with_arrow (trap, victim);
1389 goto leave;
1390
1391 case SPELL_EFFECT:
1392 apply_spell_effect (trap, victim);
1393 goto leave;
1394
1395 case TRAPDOOR:
1396 {
1397 int max, sound_was_played;
1398 object *ab, *ab_next;
1399
1400 if (!trap->value)
1401 {
1402 int tot;
1403
1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1407
1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1409 goto leave;
1410
1411 SET_ANIMATION (trap, trap->value);
1412 update_object (trap, UP_OBJ_FACE);
1413 }
1414
1415 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1416 {
1417 /* need to set this up, since if we do transfer the object,
1418 * ab->above would be bogus
1419 */
1420 ab_next = ab->above;
1421
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 {
1424 if (!sound_was_played)
1425 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1427 sound_was_played = 1;
1428 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1431 }
1432 }
1433 goto leave;
1434 }
1435
1436
1437 case CONVERTER:
1438 if (convert_item (victim, trap) < 0)
1439 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1441 get_archetype ("burnout")->insert_at (trap, trap);
1442 }
1443
1444 goto leave;
1445
1446 case TRIGGER_BUTTON:
1447 case TRIGGER_PEDESTAL:
1448 case TRIGGER_ALTAR:
1449 check_trigger (trap, victim);
1450 goto leave;
1451
1452 case DEEP_SWAMP:
1453 walk_on_deep_swamp (trap, victim);
1454 goto leave;
1455
1456 case CHECK_INV:
1457 check_inv (victim, trap);
1458 goto leave;
1459
1460 case HOLE:
1461 /* Hole not open? */
1462 if (trap->stats.wc > 0)
1463 goto leave;
1464
1465 /* Is this a multipart monster and not the head? If so, return.
1466 * Processing will happen if the head runs into the pit
1467 */
1468 if (victim->head)
1469 goto leave;
1470
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave;
1475
1476 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 {
1479 /* Basically, don't show exits leading to random maps the
1480 * players output.
1481 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1485 victim->enter_exit (trap);
1486 }
1487 goto leave;
1488
1489 case ENCOUNTER:
1490 /* may be some leftovers on this */
1491 goto leave;
1492
1493 case SHOP_MAT:
1494 apply_shop_mat (trap, victim);
1495 goto leave;
1496
1497 /* Drop a certain amount of gold, and have one item identified */
1498 case IDENTIFY_ALTAR:
1499 apply_id_altar (victim, trap, originator);
1500 goto leave;
1501
1502 case SIGN:
1503 if (victim->type != PLAYER && trap->stats.food > 0)
1504 goto leave; /* monsters musn't apply magic_mouths with counters */
1505
1506 apply_sign (victim, trap, 1);
1507 goto leave;
1508
1509 case CONTAINER:
1510 apply_container (victim, trap);
1511 goto leave;
1512
1513 case RUNE:
1514 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim);
1518 }
1519 goto leave;
1520
1521 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1524 goto leave;
1525 }
1526
1527leave:
1528 recursion_depth--;
1529}
1530
1531/**
1532 * Handles reading a regular (ie not containing a spell) book.
1533 */
1534static void
1535apply_book (object *op, object *tmp)
1536{
1537 int lev_diff;
1538 object *skill_ob;
1539
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1543 return; 1014 return;
1544 }
1545 if (tmp->msg == NULL)
1546 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1548 return;
1549 }
1550 1015
1551 /* need a literacy skill to read stuff! */ 1016 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1017 victim->statusmsg ("You fall through the hole!", NDI_RED);
1553 if (!skill_ob)
1554 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1556 return;
1557 }
1558 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 {
1561 if (lev_diff < 2)
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1563 else if (lev_diff < 3)
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1565 else if (lev_diff < 5)
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1567 else if (lev_diff < 8)
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1569 else if (lev_diff < 15)
1570 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1571 else
1572 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1573 return;
1574 }
1575 1018
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1019 transfer_ob (victim,
1577 1020 EXIT_X (trap) + freearr_x[dir],
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1021 EXIT_Y (trap) + freearr_y[dir],
1579 msgType->message_type, msgType->message_subtype, 1022 0, victim);
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg);
1582
1583 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1587
1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589 {
1590 /*exp_gain *= 2; because they just identified it too */
1591 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592
1593 /* If in a container, update how it looks */
1594 if (tmp->env)
1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1596 else
1597 op->contr->ns->floorbox_update ();
1598 }
1599
1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1602 }
1603}
1604
1605/**
1606 * Handles the applying of a skill scroll, calling learn_skill straight.
1607 * op is the person learning the skill, tmp is the skill scroll object
1608 */
1609static void
1610apply_skillscroll (object *op, object *tmp)
1611{
1612 switch ((int) learn_skill (op, tmp))
1613 {
1614 case 0:
1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1617 return;
1618
1619 case 1:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621 decrease_ob (tmp);
1622 return;
1623
1624 default:
1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1626 decrease_ob (tmp);
1627 return;
1628 }
1629}
1630
1631/**
1632 * Actually makes op learn spell.
1633 * Informs player of what happens.
1634 */
1635void
1636do_learn_spell (object *op, object *spell, int special_prayer)
1637{
1638 object *tmp;
1639
1640 if (op->type != PLAYER)
1641 {
1642 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1643 return;
1644 }
1645
1646 /* Upgrade special prayers to normal prayers */
1647 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1648 {
1649 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1650 {
1651 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1652 return;
1653 }
1654 return;
1655 }
1656
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1658 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op);
1660
1661 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP);
1663
1664 esrv_add_spells (op->contr, tmp);
1665}
1666
1667/**
1668 * Erases spell from player's inventory.
1669 */
1670void
1671do_forget_spell (object *op, const char *spell)
1672{
1673 object *spob;
1674
1675 if (op->type != PLAYER)
1676 {
1677 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1678 return;
1679 }
1680 if ((spob = check_spell_known (op, spell)) == NULL)
1681 {
1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683 return;
1684 }
1685
1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1687 player_unready_range_ob (op->contr, spob);
1688 esrv_remove_spell (op->contr, spob);
1689 spob->destroy ();
1690}
1691
1692/**
1693 * Handles player applying a spellbook.
1694 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1695 * stuff like that. Random learning failure too.
1696 */
1697static void
1698apply_spellbook (object *op, object *tmp)
1699{
1700 object *skop, *spell, *spell_skill;
1701
1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 {
1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1705 return;
1706 }
1707
1708 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks
1711 */
1712
1713 if (tmp->slaying != NULL)
1714 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell)
1717 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1719 return;
1720 }
1721 else
1722 insert_ob_in_ob (spell, tmp);
1723 tmp->slaying = NULL;
1724 }
1725
1726 skop = find_skill_by_name (op, tmp->skill);
1727
1728 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */
1730 if (!skop)
1731 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1733 return;
1734 }
1735
1736 spell = tmp->inv;
1737
1738 if (!spell)
1739 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1741 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1742 return;
1743 }
1744
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1748 return;
1749 }
1750
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1752
1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 {
1755 identify (tmp);
1756
1757 if (tmp->env)
1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1759 else
1760 op->contr->ns->floorbox_update ();
1761 }
1762
1763 /* I removed the check for special_prayer_mark here - it didn't make
1764 * a lot of sense - special prayers are not found in spellbooks, and
1765 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark.
1767 */
1768 if (check_spell_known (op, spell->name))
1769 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1771 return;
1772 }
1773
1774 if (spell->skill)
1775 {
1776 spell_skill = find_skill_by_name (op, spell->skill);
1777
1778 if (!spell_skill)
1779 {
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1781 return;
1782 }
1783
1784 if (spell_skill->level < spell->level)
1785 {
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1787 return;
1788 }
1789 }
1790
1791 /* Logic as follows
1792 *
1793 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1794 *
1795 * 2- The learner's skill level in literacy adjusts the chance to learn
1796 * a spell.
1797 *
1798 * 3 -Automatically fail to learn if you read while confused
1799 *
1800 * Overall, chances are the same but a player will find having a high
1801 * literacy rate very useful! -b.t.
1802 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 {
1805 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1806 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1809 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810 {
1811
1812 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1813 do_learn_spell (op, spell, 0);
1814
1815 /* xp gain to literacy for spell learning */
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 }
1819 else
1820 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1823 }
1824
1825 decrease_ob (tmp);
1826}
1827
1828/**
1829 * Handles applying a spell scroll.
1830 */
1831void
1832apply_scroll (object *op, object *tmp, int dir)
1833{
1834 object *skop;
1835
1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1839 return;
1840 }
1841
1842 if (!tmp->inv || tmp->inv->type != SPELL)
1843 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1845 return;
1846 }
1847
1848 if (op->type == PLAYER)
1849 {
1850 /* players need a literacy skill to read stuff! */
1851 int exp_gain = 0;
1852
1853 /* hard code literacy - tmp->skill points to where the exp
1854 * should go for anything killed by the spell.
1855 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857
1858 if (!skop)
1859 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1861 return;
1862 }
1863
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0);
1866 }
1867
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp);
1870
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1872
1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874 decrease_ob (tmp);
1875}
1876
1877/**
1878 * Applies a treasure object - by default, chest. op
1879 * is the person doing the applying, tmp is the treasure
1880 * chest.
1881 */
1882static void
1883apply_treasure (object *op, object *tmp)
1884{
1885 /* Nice side effect of new treasure creation method is that the treasure
1886 * for the chest is done when the chest is created, and put into the chest
1887 * inventory. So that when the chest burns up, the items still exist. Also
1888 * prevents people fromt moving chests to more difficult maps to get better
1889 * treasure
1890 */
1891 object *treas = tmp->inv;
1892
1893 if (!treas)
1894 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1896 decrease_ob (tmp);
1897 return;
1898 }
1899
1900 while (tmp->inv)
1901 {
1902 treas = tmp->inv;
1903
1904 treas->remove ();
1905 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1906
1907 treas->x = op->x;
1908 treas->y = op->y;
1909 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1910
1911 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1912 spring_trap (treas, op);
1913
1914 /* If either player or container was destroyed, no need to do
1915 * further processing. I think this should be enclused with
1916 * spring trap above, as I don't think there is otherwise
1917 * any way for the treasure chest or player to get killed
1918 */
1919 if (op->destroyed () || tmp->destroyed ())
1920 break;
1921 }
1922
1923 if (!tmp->destroyed () && tmp->inv == NULL)
1924 decrease_ob (tmp);
1925
1926}
1927
1928/**
1929 * op eats food.
1930 * If player, takes care of messages and dragon special food.
1931 */
1932static void
1933apply_food (object *op, object *tmp)
1934{
1935 int capacity_remaining;
1936
1937 if (op->type != PLAYER)
1938 op->stats.hp = op->stats.maxhp;
1939 else
1940 {
1941 /* check if this is a dragon (player), eating some flesh */
1942 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1943 ;
1944 else
1945 {
1946 /* usual case - no dragon meal: */
1947 if (op->stats.food + tmp->stats.food > 999)
1948 {
1949 if (tmp->type == FOOD || tmp->type == FLESH)
1950 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1951 else
1952 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1953 }
1954
1955 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1956 {
1957 char buf[MAX_BUF];
1958
1959 if (!is_dragon_pl (op))
1960 {
1961 /* eating message for normal players */
1962 if (tmp->type == DRINK)
1963 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1964 else
1965 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1966 }
1967 else
1968 {
1969 /* eating message for dragon players */
1970 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1971 }
1972
1973 new_draw_info (NDI_UNIQUE, 0, op, buf);
1974 capacity_remaining = 999 - op->stats.food;
1975 op->stats.food += tmp->stats.food;
1976 if (capacity_remaining < tmp->stats.food)
1977 op->stats.hp += capacity_remaining / 50;
1978 else
1979 op->stats.hp += tmp->stats.food / 50;
1980 if (op->stats.hp > op->stats.maxhp)
1981 op->stats.hp = op->stats.maxhp;
1982 if (op->stats.food > 999)
1983 op->stats.food = 999;
1984 }
1985
1986 /* special food hack -b.t. */
1987 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1988 eat_special_food (op, tmp);
1989 }
1990 }
1991 handle_apply_yield (tmp);
1992 decrease_ob (tmp);
1993}
1994
1995/**
1996 * A dragon is eating some flesh. If the flesh contains resistances,
1997 * there is a chance for the dragon's skin to get improved.
1998 *
1999 * attributes:
2000 * object *op the object (dragon player) eating the flesh
2001 * object *meal the flesh item, getting chewed in dragon's mouth
2002 * return:
2003 * int 1 if eating successful, 0 if it doesn't work
2004 */
2005int
2006dragon_eat_flesh (object *op, object *meal)
2007{
2008 object *skin = NULL; /* pointer to dragon skin force */
2009 object *abil = NULL; /* pointer to dragon ability force */
2010 object *tmp = NULL; /* tmp. object */
2011
2012 char buf[MAX_BUF]; /* tmp. string buffer */
2013 double chance; /* improvement-chance of one resistance type */
2014 double totalchance = 1; /* total chance of gaining one resistance */
2015 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2016 double mbonus = 0; /* monster bonus */
2017 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2018 int winners = 0; /* number of winners */
2019 int i; /* index */
2020
2021 /* let's make sure and doublecheck the parameters */
2022 if (meal->type != FLESH || !is_dragon_pl (op))
2023 return 0;
2024
2025 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2026 from the player's inventory */
2027 shstr_cmp dragon_ability_force ("dragon_ability_force");
2028 shstr_cmp dragon_skin_force ("dragon_skin_force");
2029
2030 for (tmp = op->inv; tmp; tmp = tmp->below)
2031 if (tmp->type == FORCE)
2032 if (tmp->arch->name == dragon_skin_force)
2033 skin = tmp;
2034 else if (tmp->arch->name == dragon_ability_force)
2035 abil = tmp;
2036
2037 /* if either skin or ability are missing, this is an old player
2038 which is not to be considered a dragon -> bail out */
2039 if (skin == NULL || abil == NULL)
2040 return 0;
2041
2042 /* now start by filling stomache and health, according to food-value */
2043 if ((999 - op->stats.food) < meal->stats.food)
2044 op->stats.hp += (999 - op->stats.food) / 50;
2045 else
2046 op->stats.hp += meal->stats.food / 50;
2047 if (op->stats.hp > op->stats.maxhp)
2048 op->stats.hp = op->stats.maxhp;
2049
2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2051
2052 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2053
2054 /* on to the interesting part: chances for adding resistance */
2055 for (i = 0; i < NROFATTACKS; i++)
2056 {
2057 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2058 {
2059 /* got positive resistance, now calculate improvement chance (0-100) */
2060
2061 /* this bonus makes resistance increase easier at lower levels */
2062 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2063 if (i == abil->stats.exp)
2064 bonus += 5; /* additional bonus for resistance of ability-focus */
2065
2066 /* monster bonus increases with level, because high-level
2067 flesh is too rare */
2068 mbonus = op->level * 20. / ((double) settings.max_level);
2069
2070 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2071 ((double) settings.max_level)) - skin->resist[i];
2072
2073 if (chance >= 0.)
2074 chance += 1.;
2075 else
2076 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2077
2078 /* chance is proportional to amount of resistance (max. 50) */
2079 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2080
2081 /* doubled chance for resistance of ability-focus */
2082 if (i == abil->stats.exp)
2083 chance = MIN (100., chance * 2.);
2084
2085 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2086 if (rndm (10000) < (unsigned int) (chance * 100))
2087 {
2088 atnr_winner[winners] = i;
2089 winners++;
2090 }
2091
2092 if (chance >= 0.01)
2093 totalchance *= 1 - chance / 100;
2094
2095 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2096 }
2097 }
2098
2099 /* inverse totalchance as until now we have the failure-chance */
2100 totalchance = 100 - totalchance * 100;
2101 /* print message according to totalchance */
2102 if (totalchance > 50.)
2103 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2104 else if (totalchance > 10.)
2105 sprintf (buf, "The %s tasted very good.", &meal->name);
2106 else if (totalchance > 1.)
2107 sprintf (buf, "The %s tasted good.", &meal->name);
2108 else if (totalchance > 0.1)
2109 sprintf (buf, "The %s tasted bland.", &meal->name);
2110 else if (totalchance >= 0.01)
2111 sprintf (buf, "The %s had a boring taste.", &meal->name);
2112 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2113 sprintf (buf, "The %s tasted strange.", &meal->name);
2114 else
2115 sprintf (buf, "The %s had no taste.", &meal->name);
2116 new_draw_info (NDI_UNIQUE, 0, op, buf);
2117
2118 /* now choose a winner if we have any */
2119 i = -1;
2120 if (winners > 0)
2121 i = atnr_winner[RANDOM () % winners];
2122
2123 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2124 {
2125 /* resistance increased! */
2126 skin->resist[i]++;
2127 op->update_stats ();
2128
2129 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2130 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2131 }
2132
2133 /* if this flesh contains a new ability focus, we mark it
2134 into the ability_force and it will take effect on next level */
2135 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2136 {
2137 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2138
2139 if (meal->last_eat != abil->stats.exp)
2140 {
2141 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2142 new_draw_info (NDI_UNIQUE, 0, op, buf);
2143 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2144 new_draw_info (NDI_UNIQUE, 0, op, buf);
2145 }
2146 else
2147 {
2148 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2149 new_draw_info (NDI_UNIQUE, 0, op, buf);
2150 abil->last_eat = 0;
2151 }
2152 }
2153 return 1;
2154}
2155
2156/**
2157 * Handles applying an improve armor scroll.
2158 * Does some sanity checks, then calls improve_armour.
2159 */
2160static void
2161apply_armour_improver (object *op, object *tmp)
2162{
2163 object *armor;
2164
2165 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2166 {
2167 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2168 return;
2169 }
2170
2171 armor = find_marked_object (op);
2172
2173 if (!armor)
2174 {
2175 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2176 return;
2177 }
2178
2179 if (armor->type != ARMOUR
2180 && armor->type != CLOAK
2181 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2182 {
2183 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2184 return;
2185 }
2186
2187 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2188 improve_armour (op, tmp, armor);
2189}
2190
2191extern void
2192apply_poison (object *op, object *tmp)
2193{
2194 if (op->type == PLAYER)
2195 {
2196 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2197 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2198 strcpy (op->contr->killer, "poisonous booze");
2199 }
2200 if (tmp->stats.hp > 0)
2201 {
2202 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2203 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2204 }
2205 op->stats.food -= op->stats.food / 4;
2206 handle_apply_yield (tmp);
2207 decrease_ob (tmp);
2208}
2209
2210/**
2211 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2212 * A valid 2 way exit means:
2213 * -You can come back (there is another exit at the other side)
2214 * -You are
2215 * ° the owner of the exit
2216 * ° or in the same party as the owner
2217 *
2218 * Note: a owner in a 2 way exit is saved as the owner's name
2219 * in the field exit->name cause the field exit->owner doesn't
2220 * survive in the swapping (in fact the whole exit doesn't survive).
2221 */
2222int
2223is_legal_2ways_exit (object *op, object *exit)
2224{
2225 if (exit->stats.exp != 1)
2226 return 1; /*This is not a 2 way, so it is legal */
2227
2228#if 0 //TODO
2229 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2230 return 0; /* This is a reset town portal */
2231#endif
2232
2233 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2234
2235 if (exitmap)
2236 {
2237 exitmap->load_sync ();
2238
2239 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2240
2241 if (!tmp)
2242 return 0;
2243
2244 for (; tmp; tmp = tmp->above)
2245 {
2246 if (tmp->type != EXIT)
2247 continue; /*Not an exit */
2248
2249 if (!EXIT_PATH (tmp))
2250 continue; /*Not a valid exit */
2251
2252 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2253 continue; /*Not in the same place */
2254
2255 if (exit->map->path != EXIT_PATH (tmp))
2256 continue; /*Not in the same map */
2257
2258 /* From here we have found the exit is valid. However we do
2259 * here the check of the exit owner. It is important for the
2260 * town portals to prevent strangers from visiting your appartments
2261 */
2262 if (!exit->race)
2263 return 1; /*No owner, free for all! */
2264
2265 object *exit_owner = 0;
2266
2267 for_all_players (pp)
2268 {
2269 if (!pp->ob)
2270 continue;
2271
2272 if (pp->ob->name != exit->race)
2273 continue;
2274
2275 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2276 break;
2277 }
2278
2279 if (!exit_owner)
2280 return 0; /* No more owner */
2281
2282 if (exit_owner->contr == op->contr)
2283 return 1; /*It is your exit */
2284
2285 if (exit_owner && /*There is a owner */
2286 (op->contr) && /*A player tries to pass */
2287 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2288 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2289 return 0;
2290
2291 return 1;
2292 }
2293 }
2294
2295 return 0;
2296}
2297
2298/**
2299 * Main apply handler.
2300 *
2301 * Checks for unpaid items before applying.
2302 *
2303 * Return value:
2304 * 0: player or monster can't apply objects of that type
2305 * 1: has been applied, or there was an error applying the object
2306 * 2: objects of that type can't be applied if not in inventory
2307 *
2308 * op is the object that is causing object to be applied, tmp is the object
2309 * being applied.
2310 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special
2313 */
2314int
2315manual_apply (object *op, object *tmp, int aflag)
2316{
2317 if (tmp->head)
2318 tmp = tmp->head;
2319
2320 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2321 {
2322 if (op->type == PLAYER)
2323 {
2324 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2325 return 1;
2326 }
2327 else
2328 return 0; /* monsters just skip unpaid items */
2329 }
2330
2331 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2332 return RESULT_INT (0);
2333
2334 switch (tmp->type)
2335 {
2336 case CF_HANDLE:
2337 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2338 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2339 tmp->value = tmp->value ? 0 : 1;
2340 SET_ANIMATION (tmp, tmp->value);
2341 update_object (tmp, UP_OBJ_FACE);
2342 push_button (tmp);
2343 return 1;
2344
2345 case TRIGGER:
2346 if (check_trigger (tmp, op))
2347 {
2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2349 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2350 }
2351 else
2352 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2353
2354 return 1;
2355
2356 case EXIT:
2357 if (op->type != PLAYER)
2358 return 0;
2359
2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2362 else
2363 {
2364 /* Don't display messages for random maps. */
2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2367
2368 op->enter_exit (tmp);
2369 }
2370
2371 return 1;
2372
2373 case SIGN:
2374 apply_sign (op, tmp, 0);
2375 return 1;
2376
2377 case BOOK:
2378 if (op->type == PLAYER)
2379 {
2380 apply_book (op, tmp);
2381 return 1;
2382 }
2383 else
2384 return 0;
2385
2386 case SKILLSCROLL:
2387 if (op->type == PLAYER)
2388 {
2389 apply_skillscroll (op, tmp);
2390 return 1;
2391 }
2392 else
2393 return 0;
2394
2395 case SPELLBOOK:
2396 if (op->type == PLAYER)
2397 {
2398 apply_spellbook (op, tmp);
2399 return 1;
2400 }
2401 else
2402 return 0;
2403
2404 case SCROLL:
2405 apply_scroll (op, tmp, 0);
2406 return 1;
2407
2408 case POTION:
2409 apply_potion (op, tmp);
2410 return 1;
2411
2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2414 case CLOSE_CON:
2415 apply_container (op, tmp->env);
2416 return 1;
2417
2418 case CONTAINER:
2419 apply_container (op, tmp);
2420 return 1;
2421
2422 case TREASURE:
2423 if (op->type == PLAYER)
2424 {
2425 apply_treasure (op, tmp);
2426 return 1;
2427 }
2428 else
2429 return 0;
2430
2431 case WEAPON:
2432 case ARMOUR:
2433 case BOOTS:
2434 case GLOVES:
2435 case AMULET:
2436 case GIRDLE:
2437 case BRACERS:
2438 case SHIELD:
2439 case HELMET:
2440 case RING:
2441 case CLOAK:
2442 case WAND:
2443 case ROD:
2444 case HORN:
2445 case SKILL:
2446 case BOW:
2447 case LAMP:
2448 case BUILDER:
2449 case SKILL_TOOL:
2450 if (tmp->env != op)
2451 return 2; /* not in inventory */
2452
2453 apply_special (op, tmp, aflag);
2454 return 1;
2455
2456 case DRINK:
2457 case FOOD:
2458 case FLESH:
2459 apply_food (op, tmp);
2460 return 1;
2461
2462 case POISON:
2463 apply_poison (op, tmp);
2464 return 1;
2465
2466 case SAVEBED:
2467 return 1;
2468
2469 case ARMOUR_IMPROVER:
2470 if (op->type == PLAYER)
2471 {
2472 apply_armour_improver (op, tmp);
2473 return 1;
2474 }
2475 else
2476 return 0;
2477
2478 case WEAPON_IMPROVER:
2479 check_improve_weapon (op, tmp);
2480 return 1;
2481
2482 case CLOCK:
2483 if (op->type == PLAYER)
2484 {
2485 char buf[MAX_BUF];
2486 timeofday_t tod;
2487
2488 get_tod (&tod);
2489 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2490 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2491 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2494 return 1;
2495 }
2496 else
2497 return 0;
2498
2499 case MENU:
2500 if (op->type == PLAYER)
2501 {
2502 shop_listing (tmp, op);
2503 return 1;
2504 }
2505 else
2506 return 0;
2507
2508 case POWER_CRYSTAL:
2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2510 return 1;
2511
2512 case LIGHTER: /* for lighting torches/lanterns/etc */
2513 if (op->type == PLAYER)
2514 {
2515 apply_lighter (op, tmp);
2516 return 1;
2517 }
2518 else
2519 return 0;
2520
2521 case ITEM_TRANSFORMER:
2522 apply_item_transformer (op, tmp);
2523 return 1;
2524
2525 default:
2526 return 0;
2527 }
2528}
2529
2530
2531/* quiet suppresses the "don't know how to apply" and "you must get it first"
2532 * messages as needed by player_apply_below(). But there can still be
2533 * "but you are floating high above the ground" messages.
2534 *
2535 * Same return value as apply() function.
2536 */
2537int
2538player_apply (object *pl, object *op, int aflag, int quiet)
2539{
2540 int tmp;
2541
2542 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2543 {
2544 /* player is flying and applying object not in inventory */
2545 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2546 {
2547 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2548 return 0;
2549 }
2550 }
2551
2552 pl->contr->last_used = op;
2553
2554 tmp = manual_apply (pl, op, aflag);
2555 if (!quiet)
2556 {
2557 if (tmp == 0)
2558 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2559 else if (tmp == 2)
2560 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2561 }
2562 return tmp;
2563}
2564
2565/**
2566 * player_apply_below attempts to apply the object 'below' the player.
2567 * If the player has an open container, we use that for below, otherwise
2568 * we use the ground.
2569 */
2570void
2571player_apply_below (object *pl)
2572{
2573 int floors = 0;
2574
2575 /* If using a container, set the starting item to be the top
2576 * item in the container. Otherwise, use the map.
2577 * This is perhaps more complicated. However, I want to make sure that
2578 * we don't use a corrupt pointer for the next object, so we get the
2579 * next object in the stack before applying. This is can only be a
2580 * problem if player_apply() has a bug in that it uses the object but does
2581 * not return a proper value.
2582 */
2583 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2584 {
2585 next = tmp->below;
2586
2587 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2588 floors++;
2589 else if (floors > 0)
2590 return; /* process only floor objects after first floor object */
2591
2592 /* If it is visible, player can apply it. If it is applied by
2593 * person moving on it, also activate. Added code to make it
2594 * so that at least one of players movement types be that which
2595 * the item needs.
2596 */
2597 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2598 {
2599 if (player_apply (pl, tmp, 0, 1) == 1)
2600 return;
2601 }
2602 if (floors >= 2)
2603 return; /* process at most two floor objects */
2604 }
2605} 1023}
2606 1024
2607/** 1025/**
2608 * Unapplies specified item. 1026 * Unapplies specified item.
2609 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
2610 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
2611 * to keep the size of apply_special to a more managable size. 1029 * to keep the size of apply_special to a more managable size.
2612 */ 1030 */
2613static int 1031static bool
2614unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
2615{ 1033{
2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1034 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1035 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2618 return RESULT_INT (0); 1036 return RESULT_INT (0);
2619 1037
2620 CLEAR_FLAG (op, FLAG_APPLIED); 1038 if (who->current_weapon == op)
1039 who->current_weapon = 0;
1040
1041 op->flag [FLAG_APPLIED] = false;
2621 1042
2622 switch (op->type) 1043 switch (op->type)
2623 { 1044 {
2624 case SKILL_TOOL: 1045 case SKILL:
1046 if (player *pl = who->contr)
1047 if (op->invisible)
1048 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1049 else
1050 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1051
1052 change_abil (who, op);
1053 who->flag [FLAG_READY_SKILL] = false;
1054 break;
1055
1056 case WEAPON:
1057 who->statusmsg (format ("You unwield %s.", query_name (op)));
1058 change_abil (who, op);
1059 who->flag [FLAG_READY_WEAPON] = false;
1060
2625 // unapplying a skill tool should also unapply the skill it governs 1061 // unapplying a weapon or skill tool should also unapply the skill it governs
2626 // but this is hard, as it shouldn't do so when the skill can 1062 // but this is hard, as it shouldn't do so when the skill can
2627 // be used for other reasons 1063 // be used for other reasons
2628 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1064 if (who->chosen_skill)
2629 if (tmp->skill == op->skill 1065 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2630 && tmp->type == SKILL
2631 && tmp->flag [FLAG_APPLIED]
2632 && !tmp->flag [FLAG_CAN_USE_SKILL])
2633 unapply_special (who, tmp, 0); 1066 unapply_special (who, op, 0);
2634 1067
2635 change_abil (who, op);
2636 break; 1068 break;
2637 1069
1070 case BOW:
2638 case WEAPON: 1071 case WAND:
1072 case ROD:
1073 case HORN:
1074 case RANGED:
2639 if (player *pl = who->contr) 1075 if (player *pl = who->contr)
2640 if (op == pl->combat_ob)
2641 {
2642 pl->combat_ob = 0;
2643 who->change_weapon (pl->ranged_ob);
2644 }
2645
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2647
2648 change_abil (who, op);
2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2650 break;
2651
2652 case SKILL:
2653 if (who->contr)
2654 { 1076 {
2655 if (!op->invisible) 1077 who->statusmsg (format ("You unready %s.", query_name (op)));
2656 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 1078 change_abil (who, op);
1079 }
1080 else
1081 {
1082 if (op->type == BOW)
1083 op->flag [FLAG_READY_BOW ] = false;
2657 else 1084 else
2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 1085 op->flag [FLAG_READY_RANGE] = false;
2659 } 1086 }
2660 1087
2661 change_abil (who, op);
2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2663 break; 1088 break;
2664 1089
2665 case ARMOUR: 1090 case ARMOUR:
2666 case HELMET: 1091 case HELMET:
2667 case SHIELD: 1092 case SHIELD:
2670 case GLOVES: 1095 case GLOVES:
2671 case AMULET: 1096 case AMULET:
2672 case GIRDLE: 1097 case GIRDLE:
2673 case BRACERS: 1098 case BRACERS:
2674 case CLOAK: 1099 case CLOAK:
2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
2676 change_abil (who, op); 1101 change_abil (who, op);
2677 break; 1102 break;
2678 1103
2679 case LAMP: 1104 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: 1105 case BUILDER:
2718 case WAND: 1106 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; 1107 break;
2742 1108
2743 case BUILDER: 1109 //case SKILL_TOOL://TODO
2744 if (who->contr) 1110 default:
2745 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
2746 break; 1112 break;
2747
2748 default:
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2750 break;
2751 } 1113 }
1114
1115 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1116 if (object *pl = op->visible_to ())
1117 esrv_send_item (pl, op);
2752 1118
2753 who->update_stats (); 1119 who->update_stats ();
2754 1120
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; 1121 return 1;
2772} 1122}
2773 1123
2774/** 1124/**
2775 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
2776 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
2788static object * 1138static object *
2789get_next_item_from_body_location (int loc, object *start) 1139get_next_item_from_body_location (int loc, object *start)
2790{ 1140{
2791 for (object *tmp = start; tmp; tmp = tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
2792 if (tmp->flag [FLAG_APPLIED] 1142 if (tmp->flag [FLAG_APPLIED]
2793 && tmp->slot[loc].info 1143 && tmp->slot [loc].info
2794 && (!tmp->invisible || tmp->type == SKILL)) 1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2795 return tmp; 1145 return tmp;
2796 1146
2797 return 0; 1147 return 0;
2798} 1148}
2799 1149
2806 * Returns 0 on success, returns 1 if there is some problem. 1156 * Returns 0 on success, returns 1 if there is some problem.
2807 * if aflags is AP_PRINT, we instead print out waht to unapply 1157 * 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 1158 * instead of doing it. This is a lot less code than having
2809 * another function that does just that. 1159 * another function that does just that.
2810 */ 1160 */
2811int 1161
1162#define CANNOT_REMOVE_CURSED \
1163 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1164 "Praying over an altar, scrolls of remove curse/damnation, " \
1165 "priests or even other players might help.>"
1166
1167static bool
2812unapply_for_ob (object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
2813{ 1169{
2814 if (op->is_range ()) 1170 if (op->is_range ())
2815 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1172 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))) 1173 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2818 { 1174 {
2819 if (aflags & AP_PRINT) 1175 if (aflags & AP_PRINT)
2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1176 who->failmsg (query_name (tmp));
2821 else 1177 else
2822 unapply_special (who, tmp, aflags); 1178 unapply_special (who, tmp, aflags);
2823 } 1179 }
2824 else 1180 else
2825 { 1181 {
2826 /* In this case, we want to try and remove a cursed item. 1182 /* 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 1183 * While we know it won't work, we want unapply_special to
2828 * at least generate the message. 1184 * at least generate the message.
2829 */ 1185 */
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)); 1186 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2831 return 1; 1187 return 1;
2832 } 1188 }
2833 1189
2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2835 { 1191 {
2855#endif 1211#endif
2856 return 1; 1212 return 1;
2857 } 1213 }
2858 1214
2859 /* If we are just printing, we don't care about cursed status */ 1215 /* 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)))) 1216 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2861 { 1217 {
2862 if (aflags & AP_PRINT) 1218 if (aflags & AP_PRINT)
2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1219 who->failmsg (query_name (tmp));
2864 else 1220 else
2865 unapply_special (who, tmp, aflags); 1221 unapply_special (who, tmp, aflags);
2866 } 1222 }
2867 else 1223 else
2868 { 1224 {
2869 /* Cursed item that we can't unequip - tell the player. 1225 /* Cursed item that we can't unequip - tell the player.
2870 * Note this could be annoying if this is just one of a few, 1226 * 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 1227 * so it may not be critical (eg, putting on a ring and you have
2872 * one cursed ring.) 1228 * one cursed ring.)
2873 */ 1229 */
2874 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1230 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2875 } 1231 }
2876 1232
2877 last = tmp->below; 1233 last = tmp->below;
2878 } 1234 }
2879 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1235 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2938 continue; 1294 continue;
2939 } 1295 }
2940 1296
2941 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2942 if (!tmp1) 1298 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; 1299 retval |= CAN_APPLY_NEVER;
2951 }
2952 else 1300 else
2953 { 1301 {
2954 /* need to unapply something. However, if this something 1302 /* need to unapply something. However, if this something
2955 * is different than we had found before, it means they need 1303 * is different than we had found before, it means they need
2956 * to apply multiple objects 1304 * to apply multiple objects
2985 * the weapon/shield checks, and the range checks for monsters, 1333 * the weapon/shield checks, and the range checks for monsters,
2986 * because you can't control those just by body location - bows, shields, 1334 * 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 1335 * and weapons all use the same slot. Similar for horn/rod/wand - they
2988 * all use the same location. 1336 * all use the same location.
2989 */ 1337 */
2990 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1338 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
2991 retval |= CAN_APPLY_RESTRICTION; 1339 retval |= CAN_APPLY_RESTRICTION;
2992 1340
2993 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1341 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
2994 retval |= CAN_APPLY_RESTRICTION; 1342 retval |= CAN_APPLY_RESTRICTION;
2995 1343
2996 if (who->type != PLAYER) 1344 if (who->type != PLAYER)
2997 { 1345 {
2998 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1346 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
2999 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3000 1348
3001 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1349 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3002 retval |= CAN_APPLY_RESTRICTION; 1350 retval |= CAN_APPLY_RESTRICTION;
3003 1351
3004 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1352 if (op->type == RING && !who->flag [FLAG_USE_RING])
3005 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
3006 1354
3007 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3008 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3009 } 1357 }
3010 1358
3011 return retval; 1359 return retval;
3012} 1360}
3032 * 1380 *
3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1381 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3034 * 1382 *
3035 * apply_special() doesn't check for unpaid items. 1383 * apply_special() doesn't check for unpaid items.
3036 */ 1384 */
3037int 1385
1386#define LACK_ITEM_POWER \
1387 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1388
1389static bool
3038apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3039{ 1391{
3040 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3041 object *tmp, *tmp2, *skop = NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3042 1394
3043 if (who == NULL) 1395 if (who == NULL)
3044 { 1396 {
3045 LOG (llevError, "apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3046 return 1; 1398 return 1;
3047 } 1399 }
3048 1400
1401 //TODO: remove these when apply_special is no longer exposed
3049 if (op->env != who) 1402 if (op->env != who)
3050 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3051 1404
3052 /* trying to unequip op */ 1405 /* trying to unequip op */
3053 if (QUERY_FLAG (op, FLAG_APPLIED)) 1406 if (op->flag [FLAG_APPLIED])
3054 { 1407 {
3055 /* always apply, so no reason to unapply */ 1408 /* always apply, so no reason to unapply */
3056 if (basic_flag == AP_APPLY) 1409 if (basic_flag == AP_APPLY)
3057 return 0; 1410 return 0;
3058 1411
3059 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1412 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3060 { 1413 {
3061 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 1414 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3062 return 1; 1415 return 1;
3063 } 1416 }
3064 1417
3065 return unapply_special (who, op, aflags); 1418 return unapply_special (who, op, aflags);
3066 } 1419 }
3067
3068 if (basic_flag == AP_UNAPPLY) 1420 else if (basic_flag == AP_UNAPPLY)
3069 return 0; 1421 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 1422
3080 splay (op); 1423 splay (op);
3081 1424
3082 /* Can't just apply this object. Lets see what not and what to do */ 1425 /* Can't just apply this object. Lets see what not and what to do */
3083 if (int i = can_apply_object (who, op)) 1426 if (int i = can_apply_object (who, op))
3084 { 1427 {
3085 if (i & CAN_APPLY_NEVER) 1428 if (i & CAN_APPLY_NEVER)
3086 { 1429 {
3087 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 1430 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; 1431 return 1;
3089 } 1432 }
3090 else if (i & CAN_APPLY_RESTRICTION) 1433 else if (i & CAN_APPLY_RESTRICTION)
3091 { 1434 {
3092 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 1435 who->failmsgf (
1436 "You have a prohibition against using a %s. "
1437 "H<Your belief, profession or class prevents you from applying this item.>",
1438 query_name (op)
1439 );
3093 return 1; 1440 return 1;
3094 } 1441 }
3095 1442
3096 if (who->type != PLAYER) 1443 if (who->type != PLAYER)
3097 { 1444 {
3101 } 1448 }
3102 else 1449 else
3103 { 1450 {
3104 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1451 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3105 { 1452 {
3106 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 1453 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3107 unapply_for_ob (who, op, AP_PRINT); 1454 unapply_for_ob (who, op, AP_PRINT);
3108 return 1; 1455 return 1;
3109 } 1456 }
3110 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1457 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3111 if (unapply_for_ob (who, op, aflags)) 1458 if (unapply_for_ob (who, op, aflags))
3113 } 1460 }
3114 } 1461 }
3115 1462
3116 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3117 { 1464 {
1465 // try to ready attached skill first
3118 skop = find_skill_by_name (who, op->skill); 1466 skop = find_skill_by_name (who, op->skill);
3119 1467
3120 if (!skop) 1468 if (!skop)
3121 { 1469 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1470 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3123 return 1; 1471 return 1;
3124 } 1472 }
3125 else 1473 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 */ 1474 {
3129 who->change_skill (skop); 1475 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3130 } 1476 return 1;
3131 1477 }
3132 if (who->type == PLAYER
3133 && op->item_power
3134 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3135 { 1478 }
3136 new_draw_info (NDI_UNIQUE, 0, who, 1479
1480 if (!check_item_power (who, op->item_power))
1481 {
3137 "Equipping that combined with other items would consume your soul! " 1482 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; 1483 return 1;
3140 } 1484 }
3141 1485
3142 /* Ok. We are now at the state where we can apply the new object. 1486 /* 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_... 1487 * Note that we don't have the checks for can_use_...
3144 * below - that is already taken care of by can_apply_object. 1488 * below - that is already taken care of by can_apply_object.
3145 */ 1489 */
3146 if (op->nrof > 1) 1490
3147 tmp = get_split_ob (op, op->nrof - 1); 1491 // split away all the other items from the stack, so only one item is left
3148 else 1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3149 tmp = 0;
3150 1493
3151 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1494 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3152 return RESULT_INT (0); 1495 return RESULT_INT (0);
3153 1496
3154 switch (op->type) 1497 switch (op->type)
3155 { 1498 {
3156 case WEAPON: 1499 case WEAPON:
3157 if (!check_weapon_power (who, op->last_eat)) 1500 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 { 1501 {
3172 /* if the weapon does not have the name as the character, can't use it. */ 1502 /* 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) */ 1503 /* (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."); 1504 who->failmsg ("The weapon does not recognize you as its owner. "
3175 1505 "H<Its name indicates that it belongs to somebody else.>");
3176 if (tmp) 1506 if (tmp) who->insert (tmp);
3177 insert_ob_in_ob (tmp, who);
3178
3179 return 1; 1507 return 1;
3180 } 1508 }
3181 1509
3182 if (!skop) 1510 op->flag [FLAG_APPLIED] = true;
1511
1512 if (player *pl = who->contr)
3183 { 1513 {
3184 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 1514 who->statusmsg (format ("You wield %s.", query_name (op)));
3185 return 1; 1515 change_abil (who, op);
3186 } 1516 }
3187 1517
3188 SET_FLAG (op, FLAG_APPLIED); 1518 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; 1519 break;
3199 1520
3200 case ARMOUR: 1521 case ARMOUR:
3201 case HELMET: 1522 case HELMET:
3202 case SHIELD: 1523 case SHIELD:
3205 case GIRDLE: 1526 case GIRDLE:
3206 case BRACERS: 1527 case BRACERS:
3207 case CLOAK: 1528 case CLOAK:
3208 case RING: 1529 case RING:
3209 case AMULET: 1530 case AMULET:
3210 SET_FLAG (op, FLAG_APPLIED); 1531 op->set_flag (FLAG_APPLIED);
3211 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1532 who->statusmsg (format ("You wear %s.", query_name (op)));
3212 change_abil (who, op); 1533 change_abil (who, op);
3213 break; 1534 break;
3214 1535
1536 case SKILL_TOOL:
1537 // applying a skill tool does not ready the skill
1538 // if something needs the skill, it has to ready it itself
1539 //TODO: unapplying should unapply the skill, though
1540 op->set_flag (FLAG_APPLIED);
1541 break;
1542
3215 case LAMP: 1543 case SKILL:
3216 if (op->stats.food < 1) 1544 if (!(aflags & AP_NO_SLOT))
3217 { 1545 {
3218 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 1546 // skill is used on it's own, as opposed to being a chosen_skill
1547
1548 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1549 {
1550 who->failmsgf (
1551 "You feel as if you wanted to do something funny, but you can't remember what. "
1552 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1553 "It cannot be used on its own.>",
1554 &op->skill
1555 );
1556 if (tmp) who->insert (tmp);
1557 return 1;
1558 }
1559
1560 if (skill_flags [op->subtype] & SF_AUTARK
1561 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1562 {
1563 if (skill_flags [op->subtype] & SF_USE)
1564 who->failmsgf (
1565 "You feel as if you wanted to do something funny, but you can't remember what. "
1566 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1567 &op->skill, &op->skill
1568 );
1569 else
1570 who->failmsgf (
1571 "You feel as if you wanted to do something funny, but you can't remember what. "
1572 "H<The %s skill cannot be readied or used, it is always active.>",
1573 &op->skill
1574 );
1575
1576 if (tmp) who->insert (tmp);
1577
1578 return 1;
1579 }
1580
1581 if (who->contr)
1582 if (op->invisible)
1583 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1584 else
1585 who->statusmsg (format ("You ready %s.", query_name (op)));
1586 }
1587
1588 who->set_flag (FLAG_READY_SKILL);
1589 op->set_flag (FLAG_APPLIED);
1590 change_abil (who, op);
1591 break;
1592
1593 case BOW:
1594 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1595 {
1596 who->failmsg ("The weapon does not recognize you as its owner. "
1597 "H<Its name indicates that it belongs to somebody else.>");
1598 if (tmp) who->insert (tmp);
3219 return 1; 1599 return 1;
3220 } 1600 }
3221 1601
3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 1602 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 { 1603 {
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]) 1604 op->flag [FLAG_APPLIED] = true;
3268 apply_special (who, skop, AP_APPLY); 1605 who->statusmsg (format ("You wield the %s.", query_name (op)));
1606 change_abil (who, op);
3269 } 1607 }
3270 break; 1608 break;
3271 1609
3272 case SKILL: 1610 case RANGED:
3273 if (player *pl = who->contr) 1611 if (player *pl = who->contr)
3274 { 1612 {
3275 if (IS_COMBAT_SKILL (op->subtype)) 1613 op->flag [FLAG_APPLIED] = true;
3276 { 1614 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 } 1615 }
3326 else 1616 break;
1617
1618 case SPELL:
1619 if (player *pl = who->contr)
3327 { 1620 {
3328 SET_FLAG (op, FLAG_APPLIED); 1621 op->flag [FLAG_APPLIED] = true;
3329 change_abil (who, op); 1622 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3330 who->chosen_skill = op;
3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 } 1623 }
3333
3334 break; 1624 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 1625
3357 /*FALLTHROUGH*/ 1626 /*FALLTHROUGH*/
3358 case WAND: 1627 case WAND:
3359 case ROD: 1628 case ROD:
3360 case HORN: 1629 case HORN:
3361 /* check for skill, alter player status */ 1630 op->flag [FLAG_APPLIED] = true;
3362 1631
3363 if (!skop) 1632 if (player *pl = who->contr)
3364 { 1633 {
3365 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 1634 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 1635
3378 if (op->type == BOW) 1636 if (op->type == BOW)
3379 { 1637 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3380 who->current_weapon = op; 1638
3381 change_abil (who, op); 1639 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 } 1640 }
3386 else 1641 else
3387 { 1642 {
3388 if (op->type == BOW) 1643 if (op->type == BOW)
3389 SET_FLAG (who, FLAG_READY_BOW); 1644 op->flag [FLAG_READY_BOW ] = true;
3390 else 1645 else
3391 SET_FLAG (who, FLAG_READY_RANGE); 1646 op->flag [FLAG_READY_RANGE] = true;
3392 } 1647 }
3393 1648
3394 break; 1649 break;
3395 1650
3396 case BUILDER: 1651 case BUILDER:
3397 if (who->type == PLAYER) 1652 if (player *pl = who->contr)
3398 { 1653 {
3399 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 1654 who->statusmsg (format ("You ready your %s.", query_name (op)));
3400 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 1655 //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 } 1656 }
3407 break; 1657 break;
3408 1658
3409 default: 1659 default:
3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1660 who->statusmsg (format ("You apply %s.", query_name (op)));
3411 } /* end of switch op->type */ 1661 }
3412 1662
3413 SET_FLAG (op, FLAG_APPLIED); 1663 op->set_flag (FLAG_APPLIED);
3414 1664
3415 if (tmp) 1665 if (tmp) who->insert (tmp);
3416 tmp = insert_ob_in_ob (tmp, who);
3417 1666
3418 who->update_stats (); 1667 who->update_stats ();
3419 1668
3420 /* We exclude spell casting objects. The fire code will set the 1669 /* We exclude spell casting objects. The fire code will set the
3421 * been applied flag when they are used - until that point, 1670 * been applied flag when they are used - until that point,
3422 * you don't know anything about them. 1671 * you don't know anything about them.
3423 */ 1672 */
3424 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1673 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3425 SET_FLAG (op, FLAG_BEEN_APPLIED); 1674 op->set_flag (FLAG_BEEN_APPLIED);
3426 1675
3427 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1676 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3428 {
3429 if (who->type == PLAYER) 1677 if (who->type == PLAYER)
3430 { 1678 {
3431 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1679 who->failmsg (
3432 SET_FLAG (op, FLAG_KNOWN_CURSED); 1680 "Oops, it feels deadly cold! "
1681 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1682 );
1683 op->set_flag (FLAG_KNOWN_CURSED);
3433 } 1684 }
3434 }
3435 1685
3436 if (who->type == PLAYER) 1686 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); 1687 esrv_send_item (pl, op);
3443 }
3444 1688
3445 return 0; 1689 return 0;
3446} 1690}
3447 1691
1692/**
1693 * Check if op should abort moving victim because of it's race or slaying.
1694 * Returns 1 if it should abort, returns 0 if it should continue.
1695 */
3448int 1696int
3449monster_apply_special (object *who, object *op, int aflags) 1697should_director_abort (object *op, object *victim)
3450{ 1698{
3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1699 int arch_flag, name_flag, race_flag;
1700
1701 /* Get flags to determine what of arch, name, and race should be checked.
1702 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1703 * the next is the name flag, and the last is the race flag. Also note,
1704 * if subtype is set to zero, that also goes to defaults of all affecting
1705 * it. Examples:
1706 * subtype 1: only arch
1707 * subtype 3: arch or name
1708 * subtype 5: arch or race
1709 * subtype 7: all three
1710 */
1711 if (op->subtype)
1712 {
1713 arch_flag = op->subtype & 1;
1714 name_flag = op->subtype & 2;
1715 race_flag = op->subtype & 4;
1716 }
1717 else
1718 {
1719 arch_flag = 1;
1720 name_flag = 1;
1721 race_flag = 1;
1722 }
1723
1724 /* If the director has race set, only affect objects with a arch,
1725 * name or race that matches.
1726 */
1727 if ((op->race) &&
1728 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1729 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1730 ((!(victim->race && race_flag) || op->race != victim->race)))
3452 return 1; 1731 return 1;
1732
1733 /* If the director has slaying set, only affect objects where none
1734 * of arch, name, or race match.
1735 */
1736 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1737 ((victim->name && name_flag && op->slaying == victim->name)) ||
1738 ((victim->race && race_flag && op->slaying == victim->race)))
1739 return 1;
1740
1741 return 0;
1742}
1743
1744/**
1745 * This handles a player dropping money on an altar to identify stuff.
1746 * It'll identify marked item, if none all items up to dropped money.
1747 * Return value: 1 if money was destroyed, 0 if not.
1748 */
1749static int
1750apply_id_altar (object *money, object *altar, object *pl)
1751{
1752 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1753
1754 if (!pl || pl->type != PLAYER)
1755 return 0;
1756
1757 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1758 * identifying' from being printed out more than it needs to be.
1759 */
1760 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1761 return 0;
1762
1763 /* if the player has a marked item, identify that if it needs to be
1764 * identified. If it doesn't, then go through the player inventory.
1765 */
1766 if (object *marked = find_marked_object (pl))
1767 if (!marked->flag [FLAG_IDENTIFIED] && need_identify (marked))
1768 {
1769 if (operate_altar (altar, &money, pl))
1770 {
1771 identify (marked);
1772
1773 buf.printf ("You have %s.\r", long_desc (marked, pl));
1774 if (marked->msg)
1775 buf << "The item has a story:\r" << marked->msg << "\n\n";
1776
1777 return !money;
1778 }
1779 }
1780
1781 for (object *id = pl->inv; id; id = id->below)
1782 {
1783 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && need_identify (id))
1784 {
1785 if (operate_altar (altar, &money, pl))
1786 {
1787 identify (id);
1788
1789 buf.printf ("You have %s.\r", long_desc (id, pl));
1790 if (id->msg)
1791 buf << "The item has a story:\r" << id->msg << "\n\n";
1792
1793 /* If no more money, might as well quit now */
1794 if (!money || !check_altar_sacrifice (altar, money))
1795 break;
1796 }
1797 else
1798 {
1799 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1800 break;
1801 }
1802 }
1803 }
1804
1805 if (buf.empty ())
1806 pl->failmsg ("You have nothing that needs identifying");
1807 else
1808 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1809
1810 return !money;
1811}
1812
1813/**
1814 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1815 * matching item.
1816 **/
1817void
1818handle_apply_yield (object *tmp)
1819{
1820 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1821 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1822}
1823
1824/**
1825 * Handles applying a potion.
1826 */
1827int
1828apply_potion (object *op, object *tmp)
1829{
1830 int got_one = 0, i;
1831 object *force = 0;
1832
1833 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1834
1835 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1836 {
1837 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1838
1839 tmp->clr_flag (FLAG_APPLIED);
1840 return 0;
1841 }
1842
1843 if (op->type == PLAYER)
1844 if (!tmp->flag [FLAG_IDENTIFIED])
1845 identify (tmp);
1846
1847 handle_apply_yield (tmp);
1848
1849 /* Potion of restoration - only for players */
1850 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1851 {
1852 object *depl;
1853 archetype *at;
1854
1855 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1856 {
1857 op->drain_stat ();
1858 op->update_stats ();
1859 tmp->decrease ();
1860 return 1;
1861 }
1862
1863 if (!(at = archetype::find (shstr_depletion)))
1864 {
1865 LOG (llevError, "Could not find archetype depletion\n");
1866 return 0;
1867 }
1868
1869 depl = present_arch_in_ob (at, op);
1870
1871 if (depl)
1872 {
1873 for (i = 0; i < NUM_STATS; i++)
1874 if (depl->stats.stat (i))
1875 op->statusmsg (restore_msg[i]);
1876
1877 depl->destroy ();
1878 op->update_stats ();
1879 }
1880 else
1881 op->statusmsg ("Your potion had no effect.");
1882
1883 tmp->decrease ();
1884 return 1;
1885 }
1886
1887 /* improvement potion - only for players */
1888 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1889 {
1890 for (i = 1; i < min (11, op->level); i++)
1891 {
1892 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1893 {
1894 if (op->contr->levhp[i] != 1)
1895 {
1896 op->contr->levhp[i] = 1;
1897 break;
1898 }
1899
1900 if (op->contr->levsp[i] != 1)
1901 {
1902 op->contr->levsp[i] = 1;
1903 break;
1904 }
1905
1906 if (op->contr->levgrace[i] != 1)
1907 {
1908 op->contr->levgrace[i] = 1;
1909 break;
1910 }
1911 }
1912 else
1913 {
1914 if (op->contr->levhp[i] < 9)
1915 {
1916 op->contr->levhp[i] = 9;
1917 break;
1918 }
1919
1920 if (op->contr->levsp[i] < 6)
1921 {
1922 op->contr->levsp[i] = 6;
1923 break;
1924 }
1925
1926 if (op->contr->levgrace[i] < 3)
1927 {
1928 op->contr->levgrace[i] = 3;
1929 break;
1930 }
1931 }
1932 }
1933
1934 /* Just makes checking easier */
1935 if (i < min (11, op->level))
1936 got_one = 1;
1937
1938 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1939 {
1940 if (got_one)
1941 {
1942 op->update_stats ();
1943 op->statusmsg ("The Gods smile upon you and remake you "
1944 "a little more in their image. "
1945 "You feel a little more perfect.", NDI_GREEN);
1946 }
1947 else
1948 op->statusmsg ("The potion had no effect - you are already perfect.");
1949 }
1950 else
1951 { /* cursed potion */
1952 if (got_one)
1953 {
1954 op->update_stats ();
1955 op->failmsg ("The Gods are angry and punish you.");
1956 }
1957 else
1958 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1959 }
1960
1961 tmp->decrease ();
1962 return 1;
1963 }
1964
1965
1966 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1967 * and heroism all fit into this category. Given the spell object code,
1968 * there is no limit to the number of spells that potions can be cast,
1969 * but direction is problematic to try and imbue fireball potions for example.
1970 */
1971 if (tmp->inv)
1972 {
1973 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1974 {
1975 op->failmsg ("Yech! Your lungs are on fire!");
1976 create_exploding_ball_at (op, op->level);
1977 }
1978 else
1979 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1980
1981 tmp->decrease ();
1982
1983 /* if youre dead, no point in doing this... */
1984 if (!op->flag [FLAG_REMOVED])
1985 op->update_stats ();
1986
1987 return 1;
1988 }
1989
1990 /* Deal with protection potions */
1991 force = NULL;
1992 for (i = 0; i < NROFATTACKS; i++)
1993 {
1994 if (tmp->resist[i])
1995 {
1996 if (!force)
1997 force = get_archetype (FORCE_NAME);
1998
1999 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2000 force->type = POTION_EFFECT;
2001 break; /* Only need to find one protection since we copy entire batch */
2002 }
2003 }
2004
2005 /* This is a protection potion */
2006 if (force)
2007 {
2008 /* cursed items last longer */
2009 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2010 {
2011 force->stats.food *= 10;
2012 for (i = 0; i < NROFATTACKS; i++)
2013 if (force->resist[i] > 0)
2014 force->resist[i] = -force->resist[i]; /* prot => vuln */
2015 }
2016
2017 force->speed_left = -1;
2018 force = insert_ob_in_ob (force, op);
2019 tmp->clr_flag (FLAG_APPLIED);
2020 force->set_flag (FLAG_APPLIED);
2021 change_abil (op, force);
2022 tmp->decrease ();
2023 return 1;
2024 }
2025
2026 /* Only thing left are the stat potions */
2027 if (op->type == PLAYER)
2028 { /* only for players */
2029 if ((tmp->flag [FLAG_CURSED]
2030 || tmp->flag [FLAG_DAMNED])
2031 && tmp->value != 0)
2032 tmp->clr_flag (FLAG_APPLIED);
2033 else
2034 tmp->set_flag (FLAG_APPLIED);
2035
2036 if (!change_abil (op, tmp))
2037 op->statusmsg ("Nothing happened.");
2038 }
2039
2040 /* CLEAR_FLAG is so that if the character has other potions
2041 * that were grouped with the one consumed, his
2042 * stat will not be raised by them. fix_player just clears
2043 * up all the stats.
2044 */
2045 tmp->clr_flag (FLAG_APPLIED);
2046 op->update_stats ();
2047 tmp->decrease ();
2048 return 1;
2049}
2050
2051/**
2052 * 'victim' moves onto 'trap'
2053 * 'victim' leaves 'trap'
2054 * effect is determined by move_on/move_off of trap and move_type of victime.
2055 *
2056 * originator: Player, monster or other object that caused 'victim' to move
2057 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2058 * However, some types of traps require an originator to function.
2059 */
2060void
2061move_apply (object *trap, object *victim, object *originator)
2062{
2063 static int recursion_depth = 0;
2064
2065 /* Only exits affect DMs. */
2066 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2067 return;
2068
2069 /* move_apply() is the most likely candidate for causing unwanted and
2070 * possibly unlimited recursion.
2071 */
2072 /* The following was changed because it was causing perfectly correct
2073 * maps to fail. 1) it's not an error to recurse:
2074 * rune detonates, summoning monster. monster lands on nearby rune.
2075 * nearby rune detonates. This sort of recursion is expected and
2076 * proper. This code was causing needless crashes.
2077 */
2078 if (recursion_depth >= 500)
2079 {
2080 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2081 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2082 return;
2083 }
2084
2085 recursion_depth++;
2086 if (trap->head)
2087 trap = trap->head;
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 if (victim->speed_left < -50.f)
2108 victim->speed_left = -50.f;
2109 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2110 }
2111 break;
2112
2113 case SPINNER:
2114 if (victim->direction)
2115 {
2116 victim->direction = absdir (victim->direction - trap->stats.sp);
2117 update_turn_face (victim);
2118 }
2119 break;
2120
2121 case DIRECTOR:
2122 if (victim->direction && !should_director_abort (trap, victim))
2123 {
2124 victim->direction = trap->stats.sp;
2125 update_turn_face (victim);
2126 }
2127 break;
2128
2129 case BUTTON:
2130 case PEDESTAL:
2131 case T_MATCH:
2132 update_button (trap, originator);
2133 break;
2134
2135 case ALTAR:
2136 /* sacrifice victim on trap */
2137 apply_altar (trap, victim, originator);
2138 break;
2139
2140 case THROWN_OBJ:
2141 if (trap->inv == NULL)
2142 break;
2143 /* fallthrough */
2144
2145 case ARROW:
2146 /* bad bug: monster throw a object, make a step forwards, step on object ,
2147 * trigger this here and get hit by own missile - and will be own enemy.
2148 * Victim then is his own enemy and will start to kill herself (this is
2149 * removed) but we have not synced victim and his missile. To avoid senseless
2150 * action, we avoid hits here
2151 */
2152 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2153 && trap->owner != victim)
2154 hit_with_arrow (trap, victim);
2155 break;
2156
2157 case SPELL_EFFECT:
2158 apply_spell_effect (trap, victim);
2159 break;
2160
2161 case TRAPDOOR:
2162 {
2163 int max, sound_was_played;
2164 object *ab, *ab_next;
2165
2166 if (!trap->value)
2167 {
2168 int tot;
2169
2170 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2171 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2172 tot += ab->head_ ()->total_weight ();
2173
2174 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2175 break;
2176
2177 SET_ANIMATION (trap, trap->value);
2178 update_object (trap, UP_OBJ_FACE);
2179 }
2180
2181 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2182 {
2183 /* need to set this up, since if we do transfer the object,
2184 * ab->above would be bogus
2185 */
2186 ab_next = ab->above;
2187
2188 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2189 {
2190 if (!sound_was_played)
2191 {
2192 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2193 sound_was_played = 1;
2194 }
2195
2196 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2197 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2198 }
2199 }
2200 break;
2201 }
2202
2203 case CONVERTER:
2204 if (convert_item (victim, trap) < 0)
2205 {
2206 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2207 archetype::get (shstr_burnout)->insert_at (trap, trap);
2208 }
2209
2210 break;
2211
2212 case TRIGGER_BUTTON:
2213 case TRIGGER_PEDESTAL:
2214 case TRIGGER_ALTAR:
2215 check_trigger (trap, victim, originator);
2216 break;
2217
2218 case DEEP_SWAMP:
2219 walk_on_deep_swamp (trap, victim);
2220 break;
2221
2222 case CHECK_INV:
2223 check_inv (victim, trap);
2224 break;
2225
2226 case HOLE:
2227 move_apply_hole (trap, victim);
2228 break;
2229
2230 case EXIT:
2231 if (victim->type == PLAYER && EXIT_PATH (trap))
2232 {
2233 /* Basically, don't show exits leading to random maps the
2234 * players output.
2235 */
2236 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2237 victim->statusmsg (trap->msg, NDI_NAVY);
2238
2239 trap->play_sound (trap->sound);
2240 victim->enter_exit (trap);
2241 }
2242 break;
2243
2244 case ENCOUNTER:
2245 /* may be some leftovers on this */
2246 break;
2247
2248 case SHOP_MAT:
2249 apply_shop_mat (trap, victim);
2250 break;
2251
2252 /* Drop a certain amount of gold, and have one item identified */
2253 case IDENTIFY_ALTAR:
2254 apply_id_altar (victim, trap, originator);
2255 break;
2256
2257 case SIGN:
2258 if (victim->type != PLAYER && trap->stats.food > 0)
2259 break; /* monsters musn't apply magic_mouths with counters */
2260
2261 apply_sign (victim, trap, 1);
2262 break;
2263
2264 case CONTAINER:
2265 apply_container (victim, trap);
2266 break;
2267
2268 case RUNE:
2269 case TRAP:
2270 if (trap->level && victim->flag [FLAG_ALIVE])
2271 spring_trap (trap, victim);
2272 break;
2273
2274 default:
2275 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2276 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2277 break;
2278 }
2279
2280 recursion_depth--;
2281}
2282
2283/**
2284 * Handles reading a regular (ie not containing a spell) book.
2285 */
2286static void
2287apply_book (object *op, object *tmp)
2288{
2289 int lev_diff;
2290 object *skill_ob;
2291
2292 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2293 {
2294 op->failmsg ("You are unable to read while blind!");
2295 return;
2296 }
2297
2298 if (!tmp->msg)
2299 {
2300 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2301 return;
2302 }
2303
2304 /* need a literacy skill to read stuff! */
2305 skill_ob = find_skill_by_name (op, tmp->skill);
2306 if (!skill_ob)
2307 {
2308 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2309 return;
2310 }
2311
2312 lev_diff = tmp->level - (skill_ob->level + 5);
2313 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2314 {
2315 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2316 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2317 : lev_diff < 5 ? "This book is beyond your comprehension."
2318 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2319 : lev_diff < 15 ? "This book is way beyond your comprehension."
2320 : "This book is totally beyond your comprehension.");
2321 return;
2322 }
2323
2324 // we currently don't use the message types for anything.
2325 // readable_message_type *msgType = get_readable_message_type (tmp);
2326
2327 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2328
2329 if (player *pl = op->contr)
2330 if (client *ns = pl->ns)
2331 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2332
2333 /* gain xp from reading */
2334 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2335 { /* only if not read before */
2336 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2337
2338 if (!tmp->flag [FLAG_IDENTIFIED])
2339 {
2340 /*exp_gain *= 2; because they just identified it too */
2341 tmp->set_flag (FLAG_IDENTIFIED);
2342
2343 if (object *pl = tmp->visible_to ())
2344 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2345 }
2346
2347 change_exp (op, exp_gain, skill_ob->skill, 0);
2348 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2349 }
2350}
2351
2352/**
2353 * op made some mistake with a scroll, this takes care of punishment.
2354 * scroll_failure()- hacked directly from spell_failure
2355 */
2356static void
2357scroll_failure (object *op, int failure, int power)
2358{
2359 if (abs (failure / 4) > power)
2360 power = abs (failure / 4); /* set minimum effect */
2361
2362 if (failure <= -1 && failure > -15)
2363 { /* wonder */
2364 object *tmp;
2365
2366 op->failmsg ("Your spell warps!");
2367 tmp = get_archetype (SPELL_WONDER);
2368 cast_wonder (op, op, 0, tmp);
2369 tmp->destroy ();
2370 }
2371 else if (failure <= -15 && failure > -35)
2372 { /* drain mana */
2373 op->failmsg ("Your mana is drained!");
2374 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2375 if (op->stats.sp < 0)
2376 op->stats.sp = 0;
2377 }
2378 else if (settings.spell_failure_effects == TRUE)
2379 {
2380 if (failure <= -35 && failure > -60)
2381 { /* confusion */
2382 op->failmsg ("The magic recoils on you!");
2383 confuse_player (op, op, power);
2384 }
2385 else if (failure <= -60 && failure > -70)
2386 { /* paralysis */
2387 op->failmsg ("The magic recoils and paralyzes you!");
2388 paralyze_player (op, op, power);
2389 }
2390 else if (failure <= -70 && failure > -80)
2391 { /* blind */
2392 op->failmsg ("The magic recoils on you!");
2393 blind_player (op, op, power);
2394 }
2395 else if (failure <= -80)
2396 { /* blast the immediate area */
2397 object *tmp = get_archetype (LOOSE_MANA);
2398 cast_magic_storm (op, tmp, power);
2399 op->failmsg ("You unleash uncontrolled mana!");
2400 tmp->destroy ();
2401 }
2402 }
2403}
2404
2405/**
2406 * Handles the applying of a skill scroll, calling learn_skill straight.
2407 * op is the person learning the skill, tmp is the skill scroll object
2408 */
2409static void
2410apply_skillscroll (object *op, object *tmp)
2411{
2412 switch (learn_skill (op, tmp))
2413 {
2414 case 0:
2415 op->play_sound (sound_find ("generic_fail"));
2416 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2417 break;
2418
2419 case 1:
2420 tmp->decrease ();
2421 op->play_sound (sound_find ("skill_learn"));
2422 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2423 break;
2424
2425 default:
2426 tmp->decrease ();
2427 op->play_sound (sound_find ("generic_fail"));
2428 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2429 break;
2430 }
2431}
2432
2433/**
2434 * Actually makes op learn spell.
2435 * Informs player of what happens.
2436 */
2437void
2438do_learn_spell (object *op, object *spell, int special_prayer)
2439{
2440 object *tmp;
2441
2442 if (op->type != PLAYER)
2443 {
2444 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2445 return;
2446 }
2447
2448 /* Upgrade special prayers to normal prayers */
2449 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2450 {
2451 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2452 {
2453 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2454 return;
2455 }
2456 return;
2457 }
2458
2459 op->contr->play_sound (sound_find ("learn_spell"));
2460
2461 tmp = spell->clone ();
2462 insert_ob_in_ob (tmp, op);
2463
2464 if (special_prayer)
2465 tmp->set_flag (FLAG_STARTEQUIP);
2466
2467 esrv_add_spells (op->contr, tmp);
2468}
2469
2470/**
2471 * Erases spell from player's inventory.
2472 */
2473void
2474do_forget_spell (object *op, const char *spell)
2475{
2476 object *spob;
2477
2478 if (op->type != PLAYER)
2479 {
2480 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2481 return;
2482 }
2483 if ((spob = check_spell_known (op, spell)) == NULL)
2484 {
2485 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2486 return;
2487 }
2488
2489 op->failmsgf ("You lose knowledge of %s.", spell);
2490 esrv_remove_spell (op->contr, spob);
2491 spob->destroy ();
2492}
2493
2494/**
2495 * Handles player applying a spellbook.
2496 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2497 * stuff like that. Random learning failure too.
2498 */
2499static void
2500apply_spellbook (object *op, object *tmp)
2501{
2502 object *skop, *spell, *spell_skill;
2503
2504 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2505 {
2506 op->failmsg ("You are unable to read while blind.");
2507 return;
2508 }
2509
2510 /* artifact_spellbooks have 'slaying' field point to a spell name,
2511 * instead of having their spell stored in stats.sp. These are
2512 * legacy spellbooks
2513 */
2514 if (tmp->slaying)
2515 {
2516 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2517
2518 if (!spell)
2519 {
2520 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2521 return;
2522 }
2523 else
2524 insert_ob_in_ob (spell, tmp);
2525
2526 tmp->slaying = 0;
2527 }
2528
2529 skop = find_skill_by_name (op, tmp->skill);
2530
2531 /* need a literacy skill to learn spells. Also, having a literacy level
2532 * lower than the spell will make learning the spell more difficult */
2533 if (!skop)
2534 {
2535 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2536 return;
2537 }
2538
2539 spell = tmp->inv;
2540
2541 if (!spell)
2542 {
2543 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2544 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2545 return;
2546 }
2547
2548 int learn_level = sqrtf (spell->level) * 1.5f;
2549 if (skop->level < learn_level)
2550 {
2551 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2552 &tmp->skill, learn_level);
2553 return;
2554 }
2555
2556 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2557
2558 if (!tmp->flag [FLAG_IDENTIFIED])
2559 identify (tmp);
2560
2561 /* I removed the check for special_prayer_mark here - it didn't make
2562 * a lot of sense - special prayers are not found in spellbooks, and
2563 * if the player doesn't know the spell, doesn't make a lot of sense that
2564 * they would have a special prayer mark.
2565 */
2566 if (check_spell_known (op, spell->name))
2567 {
2568 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2569 return;
2570 }
2571
2572 if (spell->skill)
2573 {
2574 spell_skill = find_skill_by_name (op, spell->skill);
2575
2576 if (!spell_skill)
2577 {
2578 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2579 return;
2580 }
2581
2582 if (spell_skill->level < spell->level)
2583 {
2584 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2585 return;
2586 }
2587 }
2588
2589 /* Logic as follows
2590 *
2591 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2592 *
2593 * 2- The learner's skill level in literacy adjusts the chance to learn
2594 * a spell.
2595 *
2596 * 3 -Automatically fail to learn if you read while confused
2597 *
2598 * Overall, chances are the same but a player will find having a high
2599 * literacy rate very useful! -b.t.
2600 */
2601 if (op->flag [FLAG_CONFUSED])
2602 {
2603 op->failmsg ("In your confused state you flub the wording of the text!");
2604 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2605 }
2606 else if (tmp->flag [FLAG_STARTEQUIP] ||
2607 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2608 {
2609 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2610 do_learn_spell (op, spell, 0);
2611
2612 /* xp gain to literacy for spell learning */
2613 if (!tmp->flag [FLAG_STARTEQUIP])
2614 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2615 }
2616 else
2617 {
2618 op->contr->play_sound (sound_find ("fumble_spell"));
2619 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2620 }
2621
2622 tmp->decrease ();
2623}
2624
2625/**
2626 * Handles applying a spell scroll.
2627 */
2628void
2629apply_scroll (object *op, object *tmp, int dir)
2630{
2631 object *skop;
2632
2633 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2634 {
2635 op->failmsg ("You are unable to read while blind.");
2636 return;
2637 }
2638
2639 if (!tmp->inv || tmp->inv->type != SPELL)
2640 {
2641 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2642 return;
2643 }
2644
2645 if (op->type == PLAYER)
2646 {
2647 /* players need a literacy skill to read stuff! */
2648 int exp_gain = 0;
2649
2650 /* hard code literacy - tmp->skill points to where the exp
2651 * should go for anything killed by the spell.
2652 */
2653 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2654
2655 if (!skop)
2656 {
2657 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]);
2658 return;
2659 }
2660
2661 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2662 change_exp (op, exp_gain, skop->skill, 0);
2663 }
2664
2665 if (!tmp->flag [FLAG_IDENTIFIED])
2666 identify (tmp);
2667
2668 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2669
2670 cast_spell (op, tmp, dir, tmp->inv, NULL);
2671 tmp->decrease ();
2672}
2673
2674/**
2675 * Applies a treasure object - by default, chest. op
2676 * is the person doing the applying, tmp is the treasure
2677 * chest.
2678 */
2679static void
2680apply_treasure (object *op, object *tmp)
2681{
2682 /* Nice side effect of this treasure creation method is that the treasure
2683 * for the chest is done when the chest is created, and put into the chest
2684 * inventory. So that when the chest burns up, the items still exist. Also
2685 * prevents people from moving chests to more difficult maps to get better
2686 * treasure
2687 */
2688 object *treas = tmp->inv;
2689
2690 if (!treas)
2691 {
2692 op->statusmsg ("The chest was empty.");
2693 tmp->decrease ();
2694 return;
2695 }
2696
2697 while (tmp->inv)
2698 {
2699 treas = tmp->inv;
2700 treas->remove ();
2701
2702 treas->x = op->x;
2703 treas->y = op->y;
2704 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2705
2706 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2707 spring_trap (treas, op);
2708
2709 /* If either player or container was destroyed, no need to do
2710 * further processing. I think this should be enclused with
2711 * spring trap above, as I don't think there is otherwise
2712 * any way for the treasure chest or player to get killed.
2713 */
2714 if (op->destroyed () || tmp->destroyed ())
2715 break;
2716 }
2717
2718 if (!tmp->destroyed () && !tmp->inv)
2719 tmp->decrease (true);
2720}
2721
2722/**
2723 * A dragon is eating some flesh. If the flesh contains resistances,
2724 * there is a chance for the dragon's skin to get improved.
2725 *
2726 * attributes:
2727 * object *op the object (dragon player) eating the flesh
2728 * object *meal the flesh item, getting chewed in dragon's mouth
2729 * return:
2730 * int 1 if eating successful, 0 if it doesn't work
2731 */
2732static int
2733dragon_eat_flesh (object *op, object *meal)
2734{
2735 object *skin = NULL; /* pointer to dragon skin force */
2736 object *abil = NULL; /* pointer to dragon ability force */
2737 object *tmp = NULL; /* tmp. object */
2738
2739 double chance; /* improvement-chance of one resistance type */
2740 double totalchance = 1; /* total chance of gaining one resistance */
2741 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2742 double mbonus = 0; /* monster bonus */
2743 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2744 int winners = 0; /* number of winners */
2745 int i; /* index */
2746
2747 /* let's make sure and doublecheck the parameters */
2748 if (meal->type != FLESH || !op->is_dragon ())
2749 return 0;
2750
2751 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2752 from the player's inventory */
2753 for (tmp = op->inv; tmp; tmp = tmp->below)
2754 if (tmp->type == FORCE)
2755 if (tmp->arch->archname == shstr_dragon_skin_force)
2756 skin = tmp;
2757 else if (tmp->arch->archname == shstr_dragon_ability_force)
2758 abil = tmp;
2759
2760 /* if either skin or ability are missing, this is an old player
2761 which is not to be considered a dragon -> bail out */
2762 if (skin == NULL || abil == NULL)
2763 return 0;
2764
2765 /* now start by filling stomache and health, according to food-value */
2766 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2767 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2768 else
2769 op->stats.hp += meal->stats.food / 50;
2770
2771 min_it (op->stats.hp, op->stats.maxhp);
2772 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2773
2774 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2775
2776 /* on to the interesting part: chances for adding resistance */
2777 for (i = 0; i < NROFATTACKS; i++)
2778 {
2779 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2780 {
2781 /* got positive resistance, now calculate improvement chance (0-100) */
2782
2783 /* this bonus makes resistance increase easier at lower levels */
2784 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2785 if (i == abil->stats.exp)
2786 bonus += 5; /* additional bonus for resistance of ability-focus */
2787
2788 /* monster bonus increases with level, because high-level
2789 flesh is too rare */
2790 mbonus = op->level * 20. / ((double) settings.max_level);
2791
2792 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2793 ((double)settings.max_level)) - skin->resist[i];
2794
2795 if (chance >= 0.)
2796 chance += 1.;
2797 else
2798 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2799
2800 /* chance is proportional to amount of resistance (max. 50) */
2801 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2802
2803 /* doubled chance for resistance of ability-focus */
2804 if (i == abil->stats.exp)
2805 chance = min (100., chance * 2.);
2806
2807 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2808 if (rndm (10000) < (unsigned int)(chance * 100))
2809 {
2810 atnr_winner[winners] = i;
2811 winners++;
2812 }
2813
2814 if (chance >= 0.01)
2815 totalchance *= 1 - chance / 100;
2816
2817 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2818 }
2819 }
2820
2821 /* inverse totalchance as until now we have the failure-chance */
2822 totalchance = 100 - totalchance * 100;
2823
2824 /* print message according to totalchance */
2825 const char *buf;
2826 if (totalchance > 50.)
2827 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2828 else if (totalchance > 10.)
2829 buf = format ("The %s tasted very good.", &meal->name);
2830 else if (totalchance > 1.)
2831 buf = format ("The %s tasted good.", &meal->name);
2832 else if (totalchance > 0.1)
2833 buf = format ("The %s tasted bland.", &meal->name);
2834 else if (totalchance >= 0.01)
2835 buf = format ("The %s had a boring taste.", &meal->name);
2836 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2837 buf = format ("The %s tasted strange.", &meal->name);
2838 else
2839 buf = format ("The %s had no taste.", &meal->name);
2840
2841 op->statusmsg (buf);
2842
2843 /* now choose a winner if we have any */
2844 i = -1;
2845 if (winners > 0)
2846 i = atnr_winner [rndm (winners)];
2847
2848 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2849 {
2850 /* resistance increased! */
2851 skin->resist[i]++;
2852 op->update_stats ();
2853
2854 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2855 }
2856
2857 /* if this flesh contains a new ability focus, we mark it
2858 into the ability_force and it will take effect on next level */
2859 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2860 {
2861 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2862
2863 if (meal->last_eat != abil->stats.exp)
2864 op->statusmsg (format (
2865 "Your metabolism prepares to focus on %s!\n"
2866 "The change will happen at level %d.",
2867 change_resist_msg[meal->last_eat],
2868 abil->level + 1
2869 ));
2870 else
2871 {
2872 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2873 abil->last_eat = 0;
2874 }
2875 }
2876
2877 return 1;
2878}
2879
2880/**
2881 * op eats food.
2882 * If player, takes care of messages and dragon special food.
2883 */
2884static void
2885apply_food (object *op, object *tmp)
2886{
2887 int capacity_remaining;
2888
2889 if (op->type != PLAYER)
2890 op->stats.hp = op->stats.maxhp;
2891 else
2892 {
2893 /* check if this is a dragon (player), eating some flesh */
2894 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2895 ;
2896 else
2897 {
2898 /* usual case - no dragon meal: */
2899 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2900 {
2901 if (tmp->type == FOOD || tmp->type == FLESH)
2902 op->failmsg ("You feel full, but what a waste of food!");
2903 else
2904 op->statusmsg ("Most of the drink goes down your face not your throat!");
2905 }
2906
2907 tmp->play_sound (
2908 tmp->sound
2909 ? tmp->sound
2910 : tmp->type == DRINK
2911 ? sound_find ("eat_drink")
2912 : sound_find ("eat_food")
2913 );
2914
2915 if (!tmp->flag [FLAG_CURSED])
2916 {
2917 const char *buf;
2918
2919 if (!op->is_dragon ())
2920 {
2921 /* eating message for normal players */
2922 if (tmp->type == DRINK)
2923 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2924 else
2925 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2926 }
2927 else
2928 /* eating message for dragon players */
2929 buf = format ("The %s tasted terrible!", &tmp->name);
2930
2931 op->statusmsg (buf);
2932
2933 capacity_remaining = MAX_FOOD - op->stats.food;
2934 op->stats.food += tmp->stats.food;
2935 if (capacity_remaining < tmp->stats.food)
2936 op->stats.hp += capacity_remaining / 50;
2937 else
2938 op->stats.hp += tmp->stats.food / 50;
2939
2940 min_it (op->stats.hp, op->stats.maxhp);
2941 min_it (op->stats.food, MAX_FOOD);
2942 }
2943
2944 /* special food hack -b.t. */
2945 if (tmp->title || tmp->flag [FLAG_CURSED])
2946 eat_special_food (op, tmp);
2947 }
2948 }
2949
2950 handle_apply_yield (tmp);
2951 tmp->decrease ();
2952}
2953
2954/**
2955 * Handles applying an improve armor scroll.
2956 * Does some sanity checks, then calls improve_armour.
2957 */
2958static void
2959apply_armour_improver (object *op, object *tmp)
2960{
2961 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2962 {
2963 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2964 return;
2965 }
2966
2967 object *armor = find_marked_object (op);
2968
2969 if (!armor)
2970 {
2971 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2972 return;
2973 }
2974
2975 if (armor->type != ARMOUR
2976 && armor->type != CLOAK
2977 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2978 {
2979 op->failmsg ("Your marked item is not armour!\n");
2980 return;
2981 }
2982
2983 if (!op->apply (armor, AP_UNAPPLY))
2984 {
2985 op->failmsg ("You are unable to take off your armour to improve it!");
2986 return;
2987 }
2988
2989 op->statusmsg ("Applying armour enchantment.");
2990 improve_armour (op, tmp, armor);
2991}
2992
2993void
2994apply_poison (object *op, object *tmp)
2995{
2996 // need to do it now when it is still on the map
2997 handle_apply_yield (tmp);
2998
2999 object *poison = tmp->split (1);
3000
3001 if (op->type == PLAYER)
3002 {
3003 op->contr->play_sound (sound_find ("drink_poison"));
3004 op->failmsg ("Yech! That tasted poisonous!");
3005 op->contr->killer = poison;
3006 }
3007
3008 if (poison->stats.hp > 0)
3009 {
3010 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3011 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3012 }
3013
3014 op->stats.food -= op->stats.food / 4;
3015 poison->destroy ();
3016}
3017
3018/**
3019 * This function will try to apply a lighter and in case no lighter
3020 * is specified it will try to find a lighter in the players inventory,
3021 * and inform him about this requirement.
3022 *
3023 * who - the player
3024 * op - the item we want to light
3025 * lighter - the lighter or 0 if a lighter has yet to be found
3026 */
3027static object *
3028auto_apply_lighter (object *who, object *op, object *lighter)
3029{
3030 if (lighter == 0)
3031 {
3032 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3033 {
3034 if (tmp->type == LIGHTER)
3035 {
3036 lighter = tmp;
3037 break;
3038 }
3039 }
3040
3041 if (!lighter)
3042 {
3043 who->failmsgf (
3044 "You can't light up the %s with your bare hands! "
3045 "H<You need a lighter in your inventory, for example a flint and steel.>",
3046 &op->name
3047 );
3048 return 0;
3049 }
3050 }
3051
3052 // last_eat == 0 means the lighter is not being used up!
3053 if (lighter->last_eat && lighter->stats.food)
3054 {
3055 /* lighter gets used up */
3056 lighter = lighter->split ();
3057 lighter->stats.food--;
3058 who->insert (lighter);
3059 }
3060 else if (lighter->last_eat)
3061 {
3062 /* no charges left in lighter */
3063 who->failmsgf (
3064 "You attempt to light the %s with a used up %s.",
3065 &op->name, &lighter->name
3066 );
3067 return 0;
3068 }
3069
3070 return lighter;
3071}
3072
3073/**
3074 * Designed primarily to light torches/lanterns/etc.
3075 * Also burns up burnable material too. First object in the inventory is
3076 * the selected object to "burn". -b.t.
3077 */
3078static void
3079apply_lighter (object *who, object *lighter)
3080{
3081 object *item;
3082 int is_player_env = 0;
3083
3084 item = find_marked_object (who);
3085 if (item)
3086 {
3087 if (!auto_apply_lighter (who, item, lighter))
3088 return;
3089
3090 /* Perhaps we should split what we are trying to light on fire?
3091 * I can't see many times when you would want to light multiple
3092 * objects at once.
3093 */
3094
3095 save_throw_object (item, AT_FIRE, who);
3096
3097 if (item->destroyed ()
3098 || ((item->type == LAMP || item->type == TORCH)
3099 && item->glow_radius > 0))
3100 who->statusmsg (format (
3101 "You light the %s with the %s.",
3102 &item->name, &lighter->name
3103 ));
3104 else
3105 who->failmsgf (
3106 "You attempt to light the %s with the %s and fail.",
3107 &item->name, &lighter->name
3108 );
3109 }
3110 else
3111 who->failmsg ("You need to mark a lightable object.");
3112}
3113
3114/**
3115 * This function generates a cursed effect for cursed lamps and torches.
3116 */
3117static void
3118player_apply_lamp_cursed_effect (object *who, object *op)
3119{
3120 if (op->level)
3121 {
3122 who->failmsgf (
3123 "The %s was cursed, it explodes in a big fireball!",
3124 &op->name
3125 );
3126 create_exploding_ball_at (who, op->level);
3127 }
3128 else
3129 {
3130 who->failmsgf (
3131 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3132 &op->name
3133 );
3134 }
3135
3136 op->destroy ();
3137}
3138
3139/**
3140 * Apply for players and lamps
3141 *
3142 * who - the player
3143 * op - the lamp
3144 */
3145static void
3146player_apply_lamp (object *who, object *op)
3147{
3148 bool switch_on = op->glow_radius ? false : true;
3149
3150 if (switch_on)
3151 {
3152 object *lighter = 0;
3153
3154 if (op->flag [FLAG_IS_LIGHTABLE]
3155 && !(lighter = auto_apply_lighter (who, op, 0)))
3156 return;
3157
3158 if (op->stats.food < 1)
3159 {
3160 if (op->type == LAMP)
3161 who->failmsgf (
3162 "The %s is out of fuel! "
3163 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3164 &op->name
3165 );
3166 else
3167 who->failmsgf (
3168 "The %s is burnt out! "
3169 "H<Torches and similar items burn out and become worthless.>",
3170 &op->name
3171 );
3172 return;
3173 }
3174
3175 if (op->flag [FLAG_CURSED])
3176 {
3177 player_apply_lamp_cursed_effect (who, op);
3178 return;
3179 }
3180
3181 if (lighter)
3182 who->statusmsg (format (
3183 "You light up the %s with the %s.", &op->name, &lighter->name));
3184 else
3185 who->statusmsg (format ("You light up the %s.", &op->name));
3186 }
3187 else
3188 {
3189 if (op->flag [FLAG_CURSED])
3190 {
3191 player_apply_lamp_cursed_effect (who, op);
3192 return;
3193 }
3194
3195 if (op->type == TORCH)
3196 {
3197 if (!op->flag [FLAG_IS_LIGHTABLE])
3198 {
3199 who->statusmsg (format (
3200 "You put out the %s. "
3201 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3202 &op->name, &op->name));
3203 }
3204 else
3205 who->statusmsg (format (
3206 "You put out the %s."
3207 "H<Torches wear out if you put them out.>",
3208 &op->name));
3209 }
3210 else
3211 who->statusmsg (format ("You turn off the %s.", &op->name));
3212 }
3213
3214 apply_lamp (op, switch_on);
3215}
3216
3217void get_animation_from_arch (object *op, arch_ptr a)
3218{
3219 op->animation_id = a->animation_id;
3220 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3221 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3222 op->anim_speed = a->anim_speed;
3223 op->last_anim = 0;
3224 op->state = 0;
3225 op->face = a->face;
3226
3227 if (NUM_ANIMATIONS(op) > 1)
3228 {
3229 SET_ANIMATION(op, 0);
3230 animate_object (op, op->direction);
3231 }
3232 else
3233 update_object (op, UP_OBJ_FACE);
3234}
3235
3236/**
3237 * Apply for LAMPs and TORCHes.
3238 *
3239 * op - the lamp
3240 * switch_on - a flag which says whether the lamp should be switched on or off
3241 */
3242void apply_lamp (object *op, bool switch_on)
3243{
3244 op->set_glow_radius (switch_on ? op->range : 0);
3245 op->set_speed (switch_on ? op->arch->speed : 0);
3246
3247 // torches wear out if you put them out
3248 if (op->type == TORCH && !switch_on)
3249 {
3250 if (op->flag [FLAG_IS_LIGHTABLE])
3251 {
3252 op->stats.food -= (double) op->arch->stats.food / 15;
3253 if (op->stats.food < 0)
3254 op->stats.food = 0;
3255 }
3256 else
3257 op->stats.food = 0;
3258 }
3259
3260 // lamps and torched get worthless when used up
3261 if (op->stats.food <= 0)
3262 op->value = 0;
3263
3264 // FIXME: This is a hack to make the more sane torches and lamps
3265 // still animated ;-/
3266 if (op->other_arch)
3267 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3268
3269 if (object *pl = op->visible_to ())
3270 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3271}
3272
3273/**
3274 * This handles items of type 'transformer'.
3275 * Basically those items, used with a marked item, transform both items into something
3276 * else.
3277 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3278 * Change information is contained in the 'slaying' field of the marked item.
3279 * The format is as follow: transformer:[number ]yield[;transformer:...].
3280 * This way an item can be transformed in many things, and/or many objects.
3281 * The 'slaying' field for transformer is used as verb for the action.
3282 */
3283static void
3284apply_item_transformer (object *pl, object *transformer)
3285{
3286 object *marked;
3287 object *new_item;
3288 const char *find;
3289 char *separator;
3290 int yield;
3291 char got[MAX_BUF];
3292 int len;
3293
3294 if (!pl || !transformer)
3295 return;
3296
3297 marked = find_marked_object (pl);
3298
3299 if (!marked)
3300 {
3301 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3302 return;
3303 }
3304
3305 if (!marked->slaying)
3306 {
3307 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3308 return;
3309 }
3310
3311 /* check whether they are compatible or not */
3312 find = strstr (&marked->slaying, transformer->arch->archname);
3313 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3314 {
3315 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3316 return;
3317 }
3318
3319 find += strlen (transformer->arch->archname) + 1;
3320 /* Item can be used, now find how many and what it yields */
3321 if (isdigit (*(find)))
3322 {
3323 yield = atoi (find);
3324 if (yield < 1)
3325 {
3326 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3327 yield = 1;
3328 }
3329 }
3330 else
3331 yield = 1;
3332
3333 while (isdigit (*find))
3334 find++;
3335
3336 while (*find == ' ')
3337 find++;
3338
3339 memset (got, 0, MAX_BUF);
3340
3341 if ((separator = (char *) strchr (find, ';')))
3342 len = separator - find;
3343 else
3344 len = strlen (find);
3345
3346 min_it (len, MAX_BUF - 1);
3347
3348 strcpy (got, find);
3349 got[len] = '\0';
3350
3351 /* Now create new item, remove used ones when required. */
3352 new_item = get_archetype (got);
3353 if (!new_item)
3354 {
3355 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3356 return;
3357 }
3358
3359 new_item->nrof = yield;
3360
3361 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3362
3363 pl->insert (new_item);
3364 /* Eat up one item */
3365 marked->decrease ();
3366
3367 /* Eat one transformer if needed */
3368 if (transformer->stats.food)
3369 if (--transformer->stats.food == 0)
3370 transformer->decrease ();
3371}
3372
3373/**
3374 * Main apply handler.
3375 *
3376 * Checks for unpaid items before applying.
3377 *
3378 * Return value is currently not used
3379 *
3380 * who is the object that is causing object to be applied, op is the object
3381 * being applied.
3382 *
3383 * aflag is special (always apply/unapply) flags. Nothing is done with
3384 * them in this function - they are passed to apply_special
3385 */
3386static bool
3387manual_apply (object *who, object *op, int aflag)
3388{
3389 op = op->head_ ();
3390
3391 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3392 {
3393 if (who->contr)
3394 {
3395 examine (who, op);
3396 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3397 return 1;
3398 }
3399 else
3400 return 0; /* monsters just skip unpaid items */
3401 }
3402
3403 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3404 return RESULT_INT (0);
3405 else if (apply_types_inv_only [op->type])
3406 {
3407 // special item, using slot system, needs to be in inv
3408 if (op->env == who)
3453 return apply_special (who, op, aflags); 3409 return apply_special (who, op, aflag);
3410
3411 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3412 }
3413 else if (!who->contr && apply_types_player_only [op->type])
3414 return 0; // monsters shouldn't try to apply player-only stuff
3415 else if (apply_types [op->type])
3416 {
3417 // ordinary stuff, may be on the floor
3418 switch (op->type)
3419 {
3420 case T_HANDLE:
3421 who->play_sound (sound_find ("turn_handle"));
3422 who->statusmsg ("You turn the handle.");
3423 op->value = op->value ? 0 : 1;
3424 SET_ANIMATION (op, op->value);
3425 update_object (op, UP_OBJ_FACE);
3426 push_button (op, who);
3427 break;
3428
3429 case TRIGGER:
3430 if (check_trigger (op, who, who))
3431 {
3432 who->statusmsg ("You turn the handle.");
3433 who->play_sound (sound_find ("turn_handle"));
3434 }
3435 else
3436 who->failmsg ("The handle doesn't move.");
3437
3438 break;
3439
3440 case EXIT:
3441 if (!EXIT_PATH (op))
3442 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3443 else
3444 {
3445 /* Don't display messages for random maps. */
3446 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3447 who->statusmsg (op->msg, NDI_NAVY);
3448
3449 who->enter_exit (op);
3450 }
3451
3452 break;
3453
3454 case INSCRIBABLE:
3455 who->statusmsg (op->msg);
3456 // maybe show a spell menu to chose from or something like that
3457 break;
3458
3459 case SIGN:
3460 apply_sign (who, op, 0);
3461 break;
3462
3463 case BOOK:
3464 apply_book (who, op);
3465 break;
3466
3467 case SKILLSCROLL:
3468 apply_skillscroll (who, op);
3469 break;
3470
3471 case SPELLBOOK:
3472 apply_spellbook (who, op);
3473 break;
3474
3475 case SCROLL:
3476 apply_scroll (who, op, 0);
3477 break;
3478
3479 case POTION:
3480 apply_potion (who, op);
3481 break;
3482
3483 /* Eneq(@csd.uu.se): Handle apply on containers. */
3484 //TODO: remove, as it is unsed?
3485 case CLOSE_CON:
3486 apply_container (who, op->env);
3487 break;
3488
3489 case CONTAINER:
3490 apply_container (who, op);
3491 break;
3492
3493 case TREASURE:
3494 apply_treasure (who, op);
3495 break;
3496
3497 case LAMP:
3498 case TORCH:
3499 player_apply_lamp (who, op);
3500 break;
3501
3502 case DRINK:
3503 case FOOD:
3504 case FLESH:
3505 apply_food (who, op);
3506 break;
3507
3508 case POISON:
3509 apply_poison (who, op);
3510 break;
3511
3512 case SAVEBED:
3513 break;
3514
3515 case ARMOUR_IMPROVER:
3516 apply_armour_improver (who, op);
3517 break;
3518
3519 case WEAPON_IMPROVER:
3520 check_improve_weapon (who, op);
3521 break;
3522
3523 case CLOCK:
3524 {
3525 char buf[MAX_BUF];
3526 timeofday_t tod;
3527
3528 get_tod (&tod);
3529 who->play_sound (sound_find ("sound_clock"));
3530 who->statusmsg (format (
3531 "It is %d minute%s past %d o'clock %s",
3532 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3533 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3534 ));
3535 }
3536 break;
3537
3538 case MENU:
3539 shop_listing (op, who);
3540 break;
3541
3542 case POWER_CRYSTAL:
3543 apply_power_crystal (who, op); /* see egoitem.c */
3544 break;
3545
3546 case LIGHTER: /* for lighting torches/lanterns/etc */
3547 apply_lighter (who, op);
3548 break;
3549
3550 case ITEM_TRANSFORMER:
3551 apply_item_transformer (who, op);
3552 break;
3553 }
3554
3555 return 1;
3556 }
3557 else
3558 {
3559 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3560 return 0;
3561 }
3562}
3563
3564/**
3565 * player_apply_below attempts to apply the object 'below' the player.
3566 * If the player has an open container, we use that for below, otherwise
3567 * we use the ground.
3568 */
3569void
3570player_apply_below (object *pl)
3571{
3572 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3573
3574 /* If using a container, set the starting item to be the top
3575 * item in the container. Otherwise, use the map.
3576 */
3577
3578 // first try to apply "applyables"
3579 for (object *tmp = top; tmp; tmp = tmp->below)
3580 if (!tmp->invisible && apply_types [tmp->type])
3581 {
3582 // If it is visible, player can apply it.
3583 pl->apply (tmp);
3584 return;
3585 }
3586
3587 while (top && top->invisible)
3588 top = top->below;
3589
3590 if (!top || top->flag [FLAG_IS_FLOOR])
3591 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3592 "H<There is nothing here that you can apply.>");
3593 else
3594 // next, try to explain the topmost object
3595 switch (top->type)
3596 {
3597 // TODO: all this should move to examine
3598 case ALTAR:
3599 case IDENTIFY_ALTAR:
3600 case TRIGGER_ALTAR:
3601 case CONVERTER:
3602 //case TRIGGER_PEDESTAL:
3603 pl->failmsgf (
3604 "You see no obvious mechanism on the %s."
3605 "H<You have to drop one or more specific items here.>",
3606 query_short_name (top)
3607 );
3608 break;
3609
3610 case BUTTON:
3611 case TRIGGER_BUTTON:
3612 pl->failmsgf (
3613 "The %s looks as if you could activate it with somehting heavy. "
3614 "H<You must put enough items here to activate it.>",
3615 query_short_name (top)
3616 );
3617 break;
3618
3619 default:
3620 examine (pl, top);
3621 break;
3622 }
3623}
3624
3625// saner interface, returns successful status
3626bool
3627object::apply (object *ob, int aflags)
3628{
3629 if (!ob) // simplifies a lot of callers
3630 return true;
3631
3632 if (contr)
3633 {
3634 if (!ob->env && (move_type & MOVE_FLYING))
3635 {
3636 /* player is flying and applying object not in inventory */
3637 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3638 {
3639 failmsg ("But you are floating high above the ground! "
3640 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3641 "or waiting till the levitation effect wears off.>");
3642 return 0;
3643 }
3644 }
3645
3646 contr->last_used = ob;
3647 }
3648
3649 bool want_apply =
3650 aflags & AP_APPLY ? true
3651 : aflags & AP_UNAPPLY ? false
3652 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3653
3654 object_ptr *slot = 0;
3655
3656 // detect the slot, if this is a player
3657 if (contr && !(aflags & AP_NO_SLOT))
3658 {
3659 object *oslot;
3660
3661 switch (ob->type)
3662 {
3663 case WEAPON:
3664 slot = &contr->combat_ob;
3665 oslot = contr->ranged_ob;
3666 break;
3667
3668 case BOW:
3669 case RANGED:
3670 case SPELL:
3671 case WAND:
3672 case ROD:
3673 case HORN:
3674 case BUILDER:
3675 slot = &contr->ranged_ob;
3676 oslot = contr->combat_ob;
3677 break;
3678
3679 // oh, the humanity
3680 case SKILL:
3681 if (aflags & AP_NO_SLOT)
3682 break;
3683
3684 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3685 break;
3686
3687 if (skill_flags [ob->subtype] & SF_COMBAT)
3688 {
3689 slot = &contr->combat_ob;
3690 oslot = contr->ranged_ob;
3691 }
3692 else if (skill_flags [ob->subtype] & SF_RANGED)
3693 {
3694 slot = &contr->ranged_ob;
3695 oslot = contr->combat_ob;
3696 }
3697
3698 break;
3699 }
3700
3701 // now handle slot exclusions
3702 if (slot)
3703 {
3704 // only one slot can be active
3705 if (want_apply)
3706 {
3707 // clear slot unless we are in it already
3708 if (*slot != ob)
3709 apply (*slot, AP_UNAPPLY);
3710
3711 // unapply other slot, because we want to become active
3712 apply (oslot, AP_UNAPPLY);
3713 }
3714
3715 // clear item from slot if applied
3716 if (!want_apply && current_weapon == ob)
3717 current_weapon = 0;
3718 }
3719 }
3720
3721 if (ob->flag [FLAG_APPLIED] != want_apply)
3722 manual_apply (this, ob, aflags);
3723
3724 if (ob->flag [FLAG_APPLIED] != want_apply)
3725 return false;
3726
3727 if (slot && want_apply)
3728 current_weapon = *slot = ob;
3729
3730 return true;
3454} 3731}
3455 3732
3456/** 3733/**
3457 * Map was just loaded, handle op's initialisation. 3734 * Map was just loaded, handle op's initialisation.
3458 * 3735 *
3461int 3738int
3462auto_apply (object *op) 3739auto_apply (object *op)
3463{ 3740{
3464 object *tmp = NULL, *tmp2; 3741 object *tmp = NULL, *tmp2;
3465 int i; 3742 int i;
3743
3744 op->clr_flag (FLAG_AUTO_APPLY);
3466 3745
3467 switch (op->type) 3746 switch (op->type)
3468 { 3747 {
3469 case SHOP_FLOOR: 3748 case SHOP_FLOOR:
3470 if (!op->has_random_items ()) 3749 if (!op->has_random_items ())
3472 3751
3473 do 3752 do
3474 { 3753 {
3475 i = 10; /* let's give it 10 tries */ 3754 i = 10; /* let's give it 10 tries */
3476 while ((tmp = generate_treasure (op->randomitems, 3755 while ((tmp = generate_treasure (op->randomitems,
3477 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3756 op->stats.exp
3757 ? (int) op->stats.exp
3758 : max (op->map->difficulty, 5)))
3759 == NULL && --i);
3760
3478 if (tmp == NULL) 3761 if (tmp == NULL)
3479 return 0; 3762 return 0;
3480 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3763
3764 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3481 { 3765 {
3482 tmp->destroy (); 3766 tmp->destroy ();
3483 tmp = NULL; 3767 tmp = NULL;
3484 } 3768 }
3485 } 3769 }
3486 while (!tmp); 3770 while (!tmp);
3487 3771
3488 tmp->x = op->x; 3772 tmp->x = op->x;
3489 tmp->y = op->y; 3773 tmp->y = op->y;
3490 SET_FLAG (tmp, FLAG_UNPAID); 3774 tmp->set_flag (FLAG_UNPAID);
3491 insert_ob_in_map (tmp, op->map, NULL, 0); 3775 insert_ob_in_map (tmp, op->map, NULL, 0);
3492 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3493 identify (tmp); 3776 identify (tmp);
3494 break; 3777 break;
3495 3778
3496 case TREASURE: 3779 case TREASURE:
3497 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3780 if (op->flag [FLAG_IS_A_TEMPLATE])
3498 return 0; 3781 return 0;
3499 3782
3500 while (op->stats.hp-- > 0) 3783 while (op->stats.hp-- > 0)
3501 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3784 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); 3785 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, 3787 /* 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 3788 * move it to the parent object as the current object is about
3506 * to disappear. An example of this item is the random_* stuff 3789 * to disappear. An example of this item is the random_* stuff
3507 * that is put inside other objects. 3790 * that is put inside other objects.
3508 */ 3791 */
3509 for (tmp = op->inv; tmp; tmp = tmp2)
3510 {
3511 tmp2 = tmp->below;
3512 tmp->remove ();
3513
3514 if (op->env) 3792 if (op->env)
3515 insert_ob_in_ob (tmp, op->env); 3793 while (op->inv)
3516 else 3794 op->env->insert (op->inv);
3517 tmp->destroy ();
3518 }
3519 3795
3520 op->destroy (); 3796 op->destroy ();
3521 break; 3797 break;
3522 } 3798 }
3523 return tmp ? 1 : 0; 3799
3800 return !!tmp;
3524} 3801}
3525 3802
3526/** 3803/**
3527 * fix_auto_apply goes through the entire map every time a map 3804 * fix_auto_apply goes through the entire map every time a map
3528 * is loaded or swapped in and performs special actions for 3805 * is loaded or swapped in and performs special actions for
3542 3819
3543 if (tmp->inv) 3820 if (tmp->inv)
3544 { 3821 {
3545 object *invtmp, *invnext; 3822 object *invtmp, *invnext;
3546 3823
3547 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3824 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3548 { 3825 {
3549 invnext = invtmp->below; 3826 invnext = invtmp->below;
3550 3827
3551 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3828 if (invtmp->flag [FLAG_AUTO_APPLY])
3552 auto_apply (invtmp); 3829 auto_apply (invtmp);
3553 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3830 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3554 { 3831 {
3555 while ((invtmp->stats.hp--) > 0) 3832 while (invtmp->stats.hp-- > 0)
3556 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3833 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3557 3834
3558 invtmp->randomitems = NULL; 3835 invtmp->randomitems = NULL;
3559 } 3836 }
3560 else if (invtmp && invtmp->arch 3837 else if (invtmp && invtmp->arch
3565 * treasure again for this object 3842 * treasure again for this object
3566 */ 3843 */
3567 invtmp->randomitems = NULL; 3844 invtmp->randomitems = NULL;
3568 } 3845 }
3569 } 3846 }
3847
3570 /* This is really temporary - the code at the bottom will 3848 /* This is really temporary - the code at the bottom will
3571 * also set randomitems to null. The problem is there are bunches 3849 * also set randomitems to null. The problem is there are bunches
3572 * of maps/players already out there with items that have spells 3850 * of maps/players already out there with items that have spells
3573 * which haven't had the randomitems set to null yet. 3851 * which haven't had the randomitems set to null yet.
3574 * MSW 2004-05-13 3852 * MSW 2004-05-13
3578 * Ryo 2004-08-16 3856 * Ryo 2004-08-16
3579 */ 3857 */
3580 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3858 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) 3859 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3582 tmp->randomitems = NULL; 3860 tmp->randomitems = NULL;
3583
3584 } 3861 }
3585 3862
3586 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3863 if (tmp->flag [FLAG_AUTO_APPLY])
3587 auto_apply (tmp); 3864 auto_apply (tmp);
3588 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3865 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3589 { 3866 {
3590 while ((tmp->stats.hp--) > 0) 3867 while ((tmp->stats.hp--) > 0)
3591 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3868 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3593 } 3870 }
3594 else if (tmp->type == TIMED_GATE) 3871 else if (tmp->type == TIMED_GATE)
3595 { 3872 {
3596 object *head = tmp->head != NULL ? tmp->head : tmp; 3873 object *head = tmp->head != NULL ? tmp->head : tmp;
3597 3874
3598 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3875 if (head->flag [FLAG_IS_LINKED])
3599 tmp->set_speed (0); 3876 tmp->set_speed (0);
3600 } 3877 }
3601 /* This function can be called everytime a map is loaded, even when 3878 /* 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 3879 * 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 3880 * over and ove again, so after we generate the treasure, blank out
3621 } 3898 }
3622 3899
3623 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3900 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3624 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3901 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3625 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3902 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3626 check_trigger (tmp, tmp->above); 3903 check_trigger (tmp, tmp->above, tmp->above);
3627} 3904}
3628 3905
3629/** 3906/**
3630 * Handles player eating food that temporarily changes status (resistances, stats). 3907 * Handles player eating food that temporarily changes status (resistances, stats).
3631 * This used to call cast_change_attr(), but 3908 * This used to call cast_change_attr(), but
3636eat_special_food (object *who, object *food) 3913eat_special_food (object *who, object *food)
3637{ 3914{
3638 object *force; 3915 object *force;
3639 int i, did_one = 0; 3916 int i, did_one = 0;
3640 3917
3641 force = get_archetype (FORCE_NAME); 3918 char buf[64];
3919 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3920 shstr key (buf);
3642 3921
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 */ 3922 /* bigger morsel of food = longer effect time */
3664 force->duration = food->stats.food / 5; 3923 int duration = TIME2TICK (food->stats.food);
3665 SET_FLAG (force, FLAG_APPLIED); 3924
3666 change_abil (who, force); 3925 if (force = who->force_find (key))
3667 insert_ob_in_ob (force, who); 3926 {
3927 if (duration > fabs (force->speed_left / force->speed))
3928 {
3929 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));
3930 force->force_set_timer (duration);
3931 }
3932 else
3933 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3934
3935 return;
3668 } 3936 }
3669 else 3937 else
3938 {
3939 force = who->force_add (key, duration);
3940 force->name = key;
3941
3942 /* check if the food affects a stat */
3943 for (i = 0; i < NUM_STATS; i++)
3944 if (sint8 k = food->stats.stat (i))
3945 {
3946 force->stats.stat (i) = k;
3947 did_one = 1;
3948 }
3949
3950 /* check if we can protect the eater */
3951 for (i = 0; i < NROFATTACKS; i++)
3952 {
3953 if (food->resist[i] > 0)
3954 {
3955 force->resist[i] = food->resist[i];
3956 did_one = 1;
3957 }
3958 }
3959
3960 if (did_one)
3961 {
3962 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));
3963
3964 /* make the force take effect and report effects to user */
3965 change_abil (who, force);
3966 }
3967 else
3670 force->destroy (); 3968 force->destroy ();
3969 }
3671 3970
3672 /* check for hp, sp change */ 3971 /* check for hp, sp change */
3673 if (food->stats.hp != 0) 3972 if (food->stats.hp != 0)
3674 { 3973 {
3675 if (QUERY_FLAG (food, FLAG_CURSED)) 3974 if (food->flag [FLAG_CURSED])
3676 { 3975 {
3677 assign (who->contr->killer, food->name); 3976 who->contr->killer = food;
3678 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3977 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3679 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3978 who->failmsg ("Eck!...that was poisonous!");
3680 } 3979 }
3681 else 3980 else
3682 { 3981 {
3683 if (food->stats.hp > 0) 3982 if (food->stats.hp > 0)
3684 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3983 who->statusmsg ("You begin to feel better.");
3685 else 3984 else
3686 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3985 who->failmsg ("Eck!...that was poisonous!");
3986
3687 who->stats.hp += food->stats.hp; 3987 who->stats.hp += food->stats.hp;
3688 } 3988 }
3689 } 3989 }
3990
3690 if (food->stats.sp != 0) 3991 if (food->stats.sp != 0)
3691 { 3992 {
3692 if (QUERY_FLAG (food, FLAG_CURSED)) 3993 if (food->flag [FLAG_CURSED])
3693 { 3994 {
3694 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3995 who->failmsg ("You are drained of mana!");
3695 who->stats.sp -= food->stats.sp; 3996 who->stats.sp -= food->stats.sp;
3696 if (who->stats.sp < 0) 3997 if (who->stats.sp < 0)
3697 who->stats.sp = 0; 3998 who->stats.sp = 0;
3698 } 3999 }
3699 else 4000 else
3700 { 4001 {
3701 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 4002 who->statusmsg ("You feel a rush of magical energy!");
3702 who->stats.sp += food->stats.sp; 4003 who->stats.sp += food->stats.sp;
3703 /* place limit on max sp from food? */ 4004 /* place limit on max sp from food? */
3704 } 4005 }
3705 } 4006 }
4007
3706 who->update_stats (); 4008 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} 4009}
3826 4010
3827void 4011void
3828apply_changes_to_player (object *pl, object *change) 4012apply_changes_to_player (object *pl, object *change)
3829{ 4013{
3846 */ 4030 */
3847 int i, j; 4031 int i, j;
3848 4032
3849 for (i = 0; i < NUM_STATS; i++) 4033 for (i = 0; i < NUM_STATS; i++)
3850 { 4034 {
3851 int race_bonus = pl->arch->clone.stats.stat (i); 4035 int race_bonus = pl->arch->stats.stat (i);
3852 sint8 stat = stats->stat (i) + ns->stat (i); 4036 sint8 stat = stats->stat (i) + ns->stat (i);
3853 4037
3854 if (stat > 20 + race_bonus) 4038 if (stat > 20 + race_bonus)
3855 { 4039 {
3856 excess_stat++; 4040 excess_stat++;
3866 4050
3867 if (i == CHA) 4051 if (i == CHA)
3868 continue; /* exclude cha from this */ 4052 continue; /* exclude cha from this */
3869 4053
3870 int stat = stats->stat (i); 4054 int stat = stats->stat (i);
3871 int race_bonus = pl->arch->clone.stats.stat (i); 4055 int race_bonus = pl->arch->stats.stat (i);
3872 if (stat < 20 + race_bonus) 4056 if (stat < 20 + race_bonus)
3873 { 4057 {
3874 change_attr_value (stats, i, 1); 4058 change_attr_value (stats, i, 1);
3875 excess_stat--; 4059 excess_stat--;
3876 } 4060 }
3877 } 4061 }
3878 4062
3879 /* insert the randomitems from the change's treasurelist into 4063 /* insert the randomitems from the change's treasurelist into
3880 * the player ref: player.c 4064 * the player ref: player.c
3881 */ 4065 */
3882 if (change->randomitems != NULL) 4066 if (change->randomitems)
3883 give_initial_items (pl, change->randomitems); 4067 give_initial_items (pl, change->randomitems);
3884 4068
3885 /* set up the face, for some races. */ 4069 /* set up the face, for some races. */
3886 4070
3887 /* first, look for the force object banning 4071 /* first, look for the force object banning
3888 * changing the face. Certain races never change face with class. 4072 * changing the face. Certain races never change face with class.
3889 */ 4073 */
3890 for (walk = pl->inv; walk != NULL; walk = walk->below) 4074 for (walk = pl->inv; walk; walk = walk->below)
3891 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4075 if (walk->name == shstr_NOCLASSFACECHANGE)
3892 flag_change_face = 0; 4076 flag_change_face = 0;
3893 4077
3894 if (flag_change_face) 4078 if (flag_change_face)
3895 { 4079 {
3896 pl->animation_id = GET_ANIM_ID (change);
3897 pl->face = change->face; 4080 pl->face = change->face;
3898 4081 pl->animation_id = change->animation_id;
3899 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4082 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3900 SET_FLAG (pl, FLAG_ANIMATE);
3901 else
3902 CLEAR_FLAG (pl, FLAG_ANIMATE);
3903 } 4083 }
3904 4084
3905 /* check the special case of can't use weapons */ 4085 /* check the special case of can't use weapons */
3906 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4086 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
3907 if (!strcmp (change->name, "monk")) 4087 if (change->name == shstr_monk)
3908 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4088 pl->clr_flag (FLAG_USE_WEAPON);
3909 4089
3910 break; 4090 break;
3911 } 4091 }
3912 } 4092 }
3913} 4093}
3914 4094
3915/**
3916 * This handles items of type 'transformer'.
3917 * Basically those items, used with a marked item, transform both items into something
3918 * else.
3919 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3920 * Change information is contained in the 'slaying' field of the marked item.
3921 * The format is as follow: transformer:[number ]yield[;transformer:...].
3922 * This way an item can be transformed in many things, and/or many objects.
3923 * The 'slaying' field for transformer is used as verb for the action.
3924 */
3925void
3926apply_item_transformer (object *pl, object *transformer)
3927{
3928 object *marked;
3929 object *new_item;
3930 char *find;
3931 char *separator;
3932 int yield;
3933 char got[MAX_BUF];
3934 int len;
3935
3936 if (!pl || !transformer)
3937 return;
3938 marked = find_marked_object (pl);
3939 if (!marked)
3940 {
3941 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3942 return;
3943 }
3944 if (!marked->slaying)
3945 {
3946 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3947 return;
3948 }
3949 /* check whether they are compatible or not */
3950 find = strstr (marked->slaying, transformer->arch->name);
3951 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3952 {
3953 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3954 return;
3955 }
3956 find += strlen (transformer->arch->name) + 1;
3957 /* Item can be used, now find how many and what it yields */
3958 if (isdigit (*(find)))
3959 {
3960 yield = atoi (find);
3961 if (yield < 1)
3962 {
3963 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3964 yield = 1;
3965 }
3966 }
3967 else
3968 yield = 1;
3969
3970 while (isdigit (*find))
3971 find++;
3972 while (*find == ' ')
3973 find++;
3974 memset (got, 0, MAX_BUF);
3975 if ((separator = strchr (find, ';')) != NULL)
3976 {
3977 len = separator - find;
3978 }
3979 else
3980 {
3981 len = strlen (find);
3982 }
3983 if (len > MAX_BUF - 1)
3984 len = MAX_BUF - 1;
3985 strcpy (got, find);
3986 got[len] = '\0';
3987
3988 /* Now create new item, remove used ones when required. */
3989 new_item = get_archetype (got);
3990 if (!new_item)
3991 {
3992 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3993 return;
3994 }
3995
3996 new_item->nrof = yield;
3997 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3998 insert_ob_in_ob (new_item, pl);
3999 esrv_send_inventory (pl, pl);
4000 /* Eat up one item */
4001 decrease_ob_nr (marked, 1);
4002 /* Eat one transformer if needed */
4003 if (transformer->stats.food)
4004 if (--transformer->stats.food == 0)
4005 decrease_ob_nr (transformer, 1);
4006}

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