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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.113 by root, Tue Jul 10 05:51:38 2007 UTC vs.
Revision 1.263 by root, Thu May 13 12:13:22 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * 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>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
26#include <global.h> 27#include <global.h>
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33 34
34/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
35#include <sounds.h>
36 36
37/** 37static const struct apply_types_inv_only : typeset
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41int
42should_director_abort (object *op, object *victim)
43{ 38{
44 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 { 40 {
58 arch_flag = (op->subtype & 1); 41 set (WEAPON);
59 name_flag = (op->subtype & 2); 42 set (ARMOUR);
60 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);
61 } 61 }
62 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 ()
63 { 69 {
64 arch_flag = 1; 70 set (TRANSPORT);
65 name_flag = 1; 71 set (EXIT);
66 race_flag = 1; 72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
67 } 85 }
86} apply_types_player_only;
68 87
69 /* If the director has race set, only affect objects with a arch, 88// applying these _can_ be attempted, others cannot
70 * name or race that matches. 89// be applied at all. used by e.g. apply below.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77 90
78 /* If the director has slaying set, only affect objects where none 91static const struct apply_types : typeset
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87}
88
89/**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94static int
95apply_id_altar (object *money, object *altar, object *pl)
96{ 92{
97 object *id, *marked; 93 apply_types ()
98 int success = 0; 94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
99
100 if (pl == NULL || pl->type != PLAYER)
101 return 0;
102
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be.
105 */
106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
107 return 0;
108
109 marked = find_marked_object (pl);
110 /* if the player has a marked item, identify that if it needs to be
111 * identified. IF it doesn't, then go through the player inventory.
112 */
113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 { 95 {
115 if (operate_altar (altar, &money)) 96 set (T_HANDLE);
116 { 97 set (TRIGGER);
117 identify (marked); 98 set (SCROLL);
118 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 99 set (POTION);
119 if (marked->msg) 100 set (CLOSE_CON);
120 { 101 set (CONTAINER);
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 102 set (LAMP);
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 103 set (TORCH);
123 } 104 set (DRINK);
124 return money == NULL; 105 set (FOOD);
125 } 106 set (FLESH);
107 set (POISON);
108 set (POWER_CRYSTAL);
109 set (ITEM_TRANSFORMER);
126 } 110 }
127 111} apply_types;
128 for (id = pl->inv; id; id = id->below)
129 {
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 {
132 if (operate_altar (altar, &money))
133 {
134 identify (id);
135 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
136 if (id->msg)
137 {
138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success = 1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || !check_altar_sacrifice (altar, money))
144 break;
145 }
146 else
147 {
148 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
149 break;
150 }
151 }
152 }
153 if (!success)
154 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
155 return money == NULL;
156}
157
158/**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162static void
163handle_apply_yield (object *tmp)
164{
165 const char *yield;
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185}
186
187/**
188 * Handles applying a potion.
189 */
190int
191apply_potion (object *op, object *tmp)
192{
193 int got_one = 0, i;
194 object *force = 0, *floor = 0;
195
196 floor = GET_MAP_OB (op->map, op->x, op->y);
197
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 {
200 if (op->type == PLAYER)
201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0;
204 }
205
206 if (op->type == PLAYER)
207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208 identify (tmp);
209
210 handle_apply_yield (tmp);
211
212 /* Potion of restoration - only for players */
213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 {
215 object *depl;
216 archetype *at;
217
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 {
220 op->drain_stat ();
221 op->update_stats ();
222 decrease_ob (tmp);
223 return 1;
224 }
225
226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 {
228 LOG (llevError, "Could not find archetype depletion\n");
229 return 0;
230 }
231 depl = present_arch_in_ob (at, op);
232
233 if (depl)
234 {
235 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
238
239 depl->destroy ();
240 op->update_stats ();
241 }
242 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
244
245 decrease_ob (tmp);
246 return 1;
247 }
248
249 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
251 {
252 for (i = 1; i < MIN (11, op->level); i++)
253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 {
256 if (op->contr->levhp[i] != 1)
257 {
258 op->contr->levhp[i] = 1;
259 break;
260 }
261 if (op->contr->levsp[i] != 1)
262 {
263 op->contr->levsp[i] = 1;
264 break;
265 }
266 if (op->contr->levgrace[i] != 1)
267 {
268 op->contr->levgrace[i] = 1;
269 break;
270 }
271 }
272 else
273 {
274 if (op->contr->levhp[i] < 9)
275 {
276 op->contr->levhp[i] = 9;
277 break;
278 }
279 if (op->contr->levsp[i] < 6)
280 {
281 op->contr->levsp[i] = 6;
282 break;
283 }
284 if (op->contr->levgrace[i] < 3)
285 {
286 op->contr->levgrace[i] = 3;
287 break;
288 }
289 }
290 }
291
292 /* Just makes checking easier */
293 if (i < MIN (11, op->level))
294 got_one = 1;
295
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 {
298 if (got_one)
299 {
300 op->update_stats ();
301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
304 }
305 else
306 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
307 }
308 else
309 { /* cursed potion */
310 if (got_one)
311 {
312 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
314 }
315 else
316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
317 }
318
319 decrease_ob (tmp);
320 return 1;
321 }
322
323
324 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
325 * and heroism all fit into this category. Given the spell object code,
326 * there is no limit to the number of spells that potions can be cast,
327 * but direction is problematic to try and imbue fireball potions for example.
328 */
329 if (tmp->inv)
330 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 {
333 object *fball;
334
335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
336 /* Explodes a fireball centered at player */
337 fball = get_archetype (EXPLODING_FIREBALL);
338 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
340 fball->x = op->x;
341 fball->y = op->y;
342 insert_ob_in_map (fball, op->map, NULL, 0);
343 }
344 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346
347 decrease_ob (tmp);
348 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats ();
351 return 1;
352 }
353
354 /* Deal with protection potions */
355 force = NULL;
356 for (i = 0; i < NROFATTACKS; i++)
357 {
358 if (tmp->resist[i])
359 {
360 if (!force)
361 force = get_archetype (FORCE_NAME);
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT;
364 break; /* Only need to find one protection since we copy entire batch */
365 }
366 }
367 /* This is a protection potion */
368 if (force)
369 {
370 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
372 {
373 force->stats.food *= 10;
374 for (i = 0; i < NROFATTACKS; i++)
375 if (force->resist[i] > 0)
376 force->resist[i] = -force->resist[i]; /* prot => vuln */
377 }
378
379 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force);
384 decrease_ob (tmp);
385 return 1;
386 }
387
388 /* Only thing left are the stat potions */
389 if (op->type == PLAYER)
390 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else
394 SET_FLAG (tmp, FLAG_APPLIED);
395 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
397 }
398
399 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears
402 * up all the stats.
403 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats ();
406 decrease_ob (tmp);
407 return 1;
408}
409 112
410/**************************************************************************** 113/****************************************************************************
411 * Weapon improvement code follows 114 * Weapon improvement code follows
412 ****************************************************************************/ 115 ****************************************************************************/
413 116
414/** 117/**
118 * This function just checks whether who can handle equipping an item
119 * with item_power.
120 */
121static bool
122check_item_power (object *who, int item_power)
123{
124 if (who->type == PLAYER
125 && item_power
126 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
127 return false;
128 else
129 return true;
130}
131
132/**
415 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
416 */ 134 */
417static int 135static int
418check_item (object *op, const char *item) 136check_item (object *op, shstr_cmp item)
419{ 137{
420 int count = 0; 138 int count = 0;
421 139
422 140 if (!item)
423 if (item == NULL)
424 return 0; 141 return 0;
425 142
426 op = op->below; 143 for (op = op->below; op; op = op->below)
427 while (op != NULL)
428 {
429 if (strcmp (op->arch->archname, item) == 0) 144 if (op->arch->archname == item)
430 { 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 147 count += op->number_of ();
438 }
439 }
440
441 op = op->below;
442 }
443 148
444 return count; 149 return count;
445} 150}
446 151
447/** 152/**
449 * op is typically the player, which is only 154 * op is typically the player, which is only
450 * really used to determine what space to look at. 155 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
452 */ 157 */
453static void 158static void
454eat_item (object *op, const char *item, uint32 nrof) 159eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 160{
456 object *prev; 161 object *prev;
457 162
458 prev = op; 163 prev = op;
459 op = op->below; 164 op = op->below;
460 165
461 while (op != NULL) 166 while (op)
462 { 167 {
463 if (strcmp (op->arch->archname, item) == 0) 168 if (op->arch->archname == item)
464 { 169 {
465 if (op->nrof >= nrof) 170 if (op->nrof >= nrof)
466 { 171 {
467 decrease_ob_nr (op, nrof); 172 op->decrease (nrof);
468 return; 173 return;
469 } 174 }
470 else 175 else
471 { 176 {
472 decrease_ob_nr (op, op->nrof); 177 op->decrease (nrof);
473 nrof -= op->nrof; 178 nrof -= op->nrof;
474 } 179 }
180
475 op = prev; 181 op = prev;
476 } 182 }
183
477 prev = op; 184 prev = op;
478 op = op->below; 185 op = op->below;
479 } 186 }
480} 187}
481 188
482/** 189/**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489static int
490check_weapon_power (const object *who, int improvs)
491{
492
493/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497#if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503#else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531#endif
532}
533
534/**
535 * Returns how many items of type improver->slaying there are under op. 190 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL. 191 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 192 */
538static int 193static int
539check_sacrifice (object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
540{ 195{
541 int count = 0; 196 int count = 0;
542 197
543 if (improver->slaying != NULL) 198 if (improver->slaying)
544 { 199 {
545 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
546 if (count < 1) 201 if (count < 1)
547 { 202 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 204 return 0;
553 } 205 }
554 } 206 }
555 else 207 else
556 count = 1; 208 count = 1;
559} 211}
560 212
561/** 213/**
562 * Actually improves the weapon, and tells user. 214 * Actually improves the weapon, and tells user.
563 */ 215 */
564int 216static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 217improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 218{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 219 stat += sacrifice_count;
570 weapon->last_eat++; 220 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 221 improver->decrease ();
572 decrease_ob (improver);
573 222
574 /* So it updates the players stats and the window */ 223 /* So it updates the players stats and the window */
575 op->update_stats (); 224 op->update_stats ();
225
226 op->statusmsg (format (
227 "Your sacrifice was accepted.\n"
228 "Weapon's bonus to %s improved by %d.",
229 statname, sacrifice_count
230 ));
231
576 return 1; 232 return 1;
577} 233}
578 234
579/* Types of improvements, hidden in the sp field. */ 235/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 236#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 237#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 238#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 239#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 240#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 241#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 242#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 243#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 244#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 245#define IMPROVE_INT 10
590#define IMPROVE_POW 11 246#define IMPROVE_POW 11
591
592 247
593/** 248/**
594 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
596 */ 251 */
597 252static int
598int
599prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
600{ 254{
601 int sacrifice_count, i; 255 int sacrifice_count, i;
602 char buf[MAX_BUF];
603 256
604 if (weapon->level != 0) 257 if (weapon->level != 0)
605 { 258 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 259 op->failmsg ("Weapon is already prepared!");
607 return 0; 260 return 0;
608 } 261 }
262
609 for (i = 0; i < NROFATTACKS; i++) 263 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 264 if (weapon->resist[i])
611 break; 265 break;
612 266
613 /* If we break out, i will be less than nrofattacks, preventing 267 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
620 { 274 {
621 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.>");
622 return 0; 278 return 0;
623 } 279 }
280
624 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
626 return 0; 283 return 0;
284
627 weapon->level = isqrt (sacrifice_count); 285 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 286 eat_item (op, improver->slaying, sacrifice_count);
630 287
631 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 ));
632 293
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 296 slot at once! */
637 decrease_ob (improver); 297 improver->decrease ();
638 weapon->last_eat = 0; 298 weapon->last_eat = 0;
639 return 1; 299 return 1;
640} 300}
641
642 301
643/** 302/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 303 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 304 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 305 * Returns 0 if it was not able to work for some reason.
649 * 308 *
650 * We are hiding extra information about the weapon in the level and 309 * We are hiding extra information about the weapon in the level and
651 * last_eat numbers for an object. Hopefully this won't break anything ?? 310 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
653 */ 312 */
654int 313static int
655improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
656{ 315{
657 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
658 317
659 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 319 return prepare_weapon (op, improver, weapon);
662 } 320
663 if (weapon->level == 0) 321 if (weapon->level == 0)
664 { 322 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 323 op->failmsg (
324 "This weapon has not been prepared."
325 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 326 return 0;
667 } 327 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 328
329 if (weapon->last_eat >= weapon->level // improvements used up
330 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 331 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 333 return 0;
672 } 334 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 335
336 if (weapon->flag [FLAG_APPLIED]
337 && !check_item_power (op, weapon->item_power + 1))
674 { 338 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 339 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 340 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 341 "really want to improve it.");
678 return 0; 342 return 0;
679 } 343 }
344
680 /* This just increases damage by 5 points, no matter what. No sacrifice 345 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 346 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 347 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 348 * weapon can be improved.
684 */ 349 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 350 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 351 {
687 weapon->stats.dam += 5; 352 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 353 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 354 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 355 weapon->last_eat++;
691 356
692 weapon->item_power++; 357 weapon->item_power++;
693 decrease_ob (improver); 358 improver->decrease ();
694 return 1; 359 return 1;
695 } 360 }
361
696 if (improver->stats.sp == IMPROVE_WEIGHT) 362 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 363 {
698 /* Reduce weight by 20% */ 364 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 365 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 366 if (weapon->weight < 1)
701 weapon->weight = 1; 367 weapon->weight = 1;
368
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 369 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 370 weapon->last_eat++;
704 weapon->item_power++; 371 weapon->item_power++;
705 decrease_ob (improver); 372 improver->decrease ();
706 return 1; 373 return 1;
707 } 374 }
375
708 if (improver->stats.sp == IMPROVE_ENCHANT) 376 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 377 {
710 weapon->magic++; 378 weapon->magic++;
711 weapon->last_eat++; 379 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 380 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 381 improver->decrease ();
714 weapon->item_power++; 382 weapon->item_power++;
715 return 1; 383 return 1;
716 } 384 }
717 385
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 386 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
724 392
725 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
727 { 395 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
729 return 0; 397 return 0;
730 } 398 }
399
731 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 401 weapon->item_power++;
733 402
734 switch (improver->stats.sp) 403 switch (improver->stats.sp)
735 { 404 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 405 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 406 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 407 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 408 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 409 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 410 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 411 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 412 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 413 op->failmsg ("Unknown improvement type.");
752 } 414 }
415
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 416 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 417 return 0;
755} 418}
756 419
757/** 420/**
758 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...), 422 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
761 */ 424 */
762int 425static int
763check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
764{ 427{
765 object *otmp;
766
767 if (op->type != PLAYER) 428 if (op->type != PLAYER)
768 return 0; 429 return 0;
769 430
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 432 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 433 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 434 return 0;
774 } 435 }
775 436
776 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
438
777 if (!otmp) 439 if (!otmp)
778 { 440 {
779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
780 return 0; 442 return 0;
781 } 443 }
782 444
783 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 446 {
785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 447 op->failmsg ("Marked item is not a weapon or bow!");
786 return 0; 448 return 0;
787 } 449 }
788 450
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
454 return 0;
455 }
456
457 op->statusmsg ("Applied weapon builder.");
458
790 improve_weapon (op, tmp, otmp); 459 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 460 esrv_send_item (op, otmp);
792 return 1; 461 return 1;
793} 462}
794 463
812 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
813 * the users level or 90) 482 * the users level or 90)
814 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
815 * changing of physical area right now. 484 * changing of physical area right now.
816 */ 485 */
817int 486static int
818improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
819{ 488{
820 object *tmp;
821
822 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
823 { 490 {
824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 491 op->failmsg ("This armour can not be enchanted any further!");
825 return 0; 492 return 0;
826 } 493 }
494
827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 495 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
828 * etc), so take the easy way out and don't worry about it. 496 * etc), so take the easy way out and don't worry about it.
829 * Note - maybe add scrolls which make the random artifact versions (eg, armour 497 * Note - maybe add scrolls which make the random artifact versions (eg, armour
830 * of gnarg and what not?) 498 * of gnarg and what not?)
831 */ 499 */
832 if (armour->title) 500 if (armour->title)
833 { 501 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 502 op->failmsg ("This armour will not accept further enchantment.");
835 return 0; 503 return 0;
836 } 504 }
837 505
838 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
840 */ 508 */
841 if (armour->nrof > 1) 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
842 tmp = get_split_ob (armour, armour->nrof - 1);
843 else
844 tmp = NULL;
845 510
846 armour->magic++; 511 armour->magic++;
847 512
848 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
849 { 514 {
886 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 551 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
887 552
888 if (op->type == PLAYER) 553 if (op->type == PLAYER)
889 { 554 {
890 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 556
557 if (armour->flag [FLAG_APPLIED])
892 op->update_stats (); 558 op->update_stats ();
893 } 559 }
894 decrease_ob (improver); 560
561 improver->decrease ();
562
895 if (tmp) 563 if (tmp)
896 { 564 op->insert (tmp);
897 insert_ob_in_ob (tmp, op); 565
898 esrv_send_item (op, tmp);
899 }
900 return 1; 566 return 1;
901} 567}
902
903 568
904/* 569/*
905 * convert_item() returns 1 if anything was converted, 0 if the item was not 570 * convert_item() returns 1 if anything was converted, 0 if the item was not
906 * what the converter wants, -1 if the converter is broken. 571 * what the converter wants, -1 if the converter is broken.
907 */ 572 *
908#define CONV_FROM(xyz) xyz->slaying
909#define CONV_TO(xyz) xyz->other_arch
910#define CONV_NR(xyz) xyz->stats.sp
911#define CONV_NEED(xyz) xyz->stats.food
912
913/* Takes one items and makes another. 573 * Takes one type of items and makes another.
914 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
915 * item is the object that triggered the converter - if it is not 575 * item is the object that triggered the converter - if it is not
916 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
917 */ 577 */
918int 578int
919convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
920{ 580{
921 int nr = 0; 581 sint64 nr = 0, price_in;
922 uint32 price_in; 582
583 if (item->flag [FLAG_UNPAID])
584 return 0;
585
586 shstr conv_from = converter->slaying;
587 archetype *conv_to = converter->other_arch;
588 sint64 need = converter->stats.food;
589 sint64 give = converter->stats.sp;
923 590
924 /* We make some assumptions - we assume if it takes money as it type, 591 /* We make some assumptions - we assume if it takes money as it type,
925 * it wants some amount. We don't make change (ie, if something costs 592 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck) 593 * 3 gp and player drops a platinum, tough luck)
927 */ 594 */
928 if (!strcmp (CONV_FROM (converter), "money")) 595 if (conv_from == shstr_money)
929 { 596 {
930 int cost;
931
932 if (item->type != MONEY) 597 if (item->type != MONEY)
933 return 0; 598 return 0;
934 599
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 600 nr = sint64 (item->nrof) * item->value / need;
936 if (!nr) 601 if (!nr)
937 return 0; 602 return 0;
938 cost = nr * CONV_NEED (converter) / item->value; 603
939 /* take into account rounding errors */ 604 converter->play_sound (sound_find ("shop_buy"));
940 if (nr * CONV_NEED (converter) % item->value) 605
941 cost++; 606 sint64 cost = (nr * need + item->value - 1) / item->value;
942 decrease_ob_nr (item, cost); 607
608 item->decrease (cost);
943 609
944 price_in = cost * item->value; 610 price_in = cost * item->value;
945 } 611 }
946 else 612 else
947 { 613 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 614 if (item->type == PLAYER
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 615 || conv_from != item->arch->archname
616 || (need && need > (uint16) item->nrof))
950 return 0; 617 return 0;
951 618
952 if (CONV_NEED (converter)) 619 converter->play_sound (sound_find ("convert_item"));
620
621 if (need)
953 { 622 {
954 nr = item->nrof / CONV_NEED (converter); 623 nr = sint64 (item->nrof) / need;
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 624 item->decrease (nr * need);
956 price_in = nr * CONV_NEED (converter) * item->value; 625 price_in = nr * need * item->value;
957 } 626 }
958 else 627 else
959 { 628 {
960 price_in = item->value; 629 price_in = item->value;
961 item->destroy (); 630 item->destroy ();
962 } 631 }
963 } 632 }
964 633
965 if (converter->inv != NULL) 634 if (converter->inv)
966 { 635 {
967 object *ob; 636 object *ob;
968 int i; 637 int i;
969 object *ob_to_copy; 638 object *ob_to_copy;
970 639
971 /* select random object from inventory to copy */ 640 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 641 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 {
975 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 644 ob_to_copy = ob;
978 } 645
979 } 646 item = ob_to_copy->deep_clone ();
980 item = object_create_clone (ob_to_copy); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 649 }
984 else 650 else
985 { 651 {
986 if (converter->other_arch == NULL) 652 if (!conv_to)
987 { 653 {
988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 654 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
989 &converter->name, &converter->map->path, converter->x, converter->y); 655 &converter->name, &converter->map->path, converter->x, converter->y);
990 return -1; 656 return -1;
991 } 657 }
992 658
993 item = object_create_arch (converter->other_arch); 659 item = object_create_arch (conv_to);
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 660 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 661 }
996 662
997 if (CONV_NR (converter)) 663 if (give)
998 item->nrof = CONV_NR (converter); 664 item->nrof = give;
665
999 if (nr) 666 if (nr)
1000 item->nrof *= nr; 667 item->nrof *= nr;
1001 if (is_in_shop (converter)) 668
1002 SET_FLAG (item, FLAG_UNPAID); 669 if (converter->flag [FLAG_PRECIOUS])
670 item->set_flag (FLAG_UNPAID);
671
672 if (converter->is_in_shop ())
673 {
674 // converters on shop floors don't work anymore, bug lets check for it
675 // and report in case someone still does it.
676 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
677 converter->debug_desc ());
678 item->set_flag (FLAG_UNPAID);
679 }
1003 else if (price_in < item->nrof * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
1004 { 681 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 682 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /** 684 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 685 * elmex: we are going to let the game continue, as the mapcreator
1010 * probably had something in mind when doing this 686 * hopefully had something in mind when doing this.
1011 */ 687 */
1012 } 688 }
689
690 // elmex: only identify if we need to, for example so that generated money doesn't
691 // get an 'identified' flag so easily.
692 if (item->need_identify ())
693 identify (item);
694
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 695 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014 return 1; 696 return 1;
1015} 697}
1016 698
1017/** 699/**
1018 * Handle apply on containers. 700 * Handle apply on containers.
1019 * By Eneq(@csd.uu.se). 701 * By Eneq(@csd.uu.se).
1020 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 702 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1021 * added the alchemical cauldron to the code -b.t. 703 * added the alchemical cauldron to the code -b.t.
1022 */ 704 */
1023int 705static int
1024apply_container (object *op, object *sack) 706apply_container (object *op, object *sack)
1025{ 707{
1026 if (op->type != PLAYER || !op->contr->ns) 708 if (op->type != PLAYER || !op->contr->ns)
1027 return 0; /* This might change */ 709 return 0; /* This might change */
1028 710
1034 716
1035 op->contr->last_used = 0; 717 op->contr->last_used = 0;
1036 718
1037 if (sack->env && sack->env != op) 719 if (sack->env && sack->env != op)
1038 { 720 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 721 op->failmsg ("You must put it onto the floor or into your inventory first.");
1040 return 1; 722 return 1;
1041 } 723 }
1042 724
1043 // already applied == open on ground, or open in inv, or active in inv 725 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED]) 726 if (sack->flag [FLAG_APPLIED])
1045 { 727 {
1046 if (op->container == sack) 728 if (op->container_ () == sack)
1047 { 729 {
1048 // open on ground or inv, so close 730 // open on ground or inv, so close
1049 op->close_container (); 731 op->close_container ();
1050 return 1; 732 return 1;
1051 } 733 }
1052 else if (!sack->env) 734 else if (!sack->env)
1053 { 735 {
1054 // active, but not ours: some other player has opened it 736 // active on floor, but not ours: some other player has opened it
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 737 // normally this only happens to dms standing on the same space.
738 // but it doesn't hurt to handle it.
739 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1056 return 1; 740 return 1;
1057 } 741 }
742 }
1058 743
1059 // fall through to opening it (active in inv) 744 // it's locked?
745 if (sack->slaying)
1060 } 746 {
1061 else if (sack->env) 747 if (object *tmp = find_key (op, op, sack))
748 {
749 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
750 }
751 else
752 {
753 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
754 esrv_update_item (UPD_FLAGS, op, sack);
755 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
756 return 1;
757 }
758 }
759
760 if (sack->env && !sack->flag [FLAG_APPLIED])
1062 { 761 {
1063 // it is in our env, so activate it, do not open yet 762 // it is in our env, so activate it, do not open yet
1064 op->close_container (); 763 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 764 sack->flag [FLAG_APPLIED] = true;
1066 esrv_update_item (UPD_FLAGS, op, sack); 765 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 766 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1;
1069 }
1070
1071 // it's locked?
1072 if (sack->slaying)
1073 { 767 }
1074 if (object *tmp = find_key (op, op, sack))
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1076 else 768 else
1077 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1079 return 1;
1080 }
1081 }
1082
1083 op->open_container (sack); 769 op->open_container (sack);
1084 770
1085 return 1; 771 return 1;
1086} 772}
1087 773
1088/** 774/**
1094{ 780{
1095 /* Only players can make sacrifices on spell casting altars. */ 781 /* Only players can make sacrifices on spell casting altars. */
1096 if (altar->inv && (!originator || originator->type != PLAYER)) 782 if (altar->inv && (!originator || originator->type != PLAYER))
1097 return 0; 783 return 0;
1098 784
1099 if (operate_altar (altar, &sacrifice)) 785 if (operate_altar (altar, &sacrifice, originator))
1100 { 786 {
1101 /* Simple check. Unfortunately, it means you can't cast magic bullet 787 /* Simple check. Unfortunately, it means you can't cast magic bullet
1102 * with an altar. We call it a Potion - altars are stationary - it 788 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly. 789 * is up to map designers to use them properly.
1104 */ 790 */
1105 if (altar->inv && altar->inv->type == SPELL) 791 if (altar->inv && altar->inv->type == SPELL)
1106 { 792 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 793 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 794 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 795 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 796 * old maps.
1111 */ 797 */
1112 798
1113/* push_button (altar);*/ 799/* push_button (altar);*/
1114 } 800 }
1115 else 801 else
1116 { 802 {
1117 altar->value = 1; /* works only once */ 803 altar->value = 1; /* works only once */
1118 push_button (altar); 804 push_button (altar, originator);
1119 } 805 }
1120 806
1121 return !sacrifice; 807 return !sacrifice;
1122 } 808 }
1123 else 809 else
1136{ 822{
1137 int rv = 0; 823 int rv = 0;
1138 double opinion; 824 double opinion;
1139 object *tmp, *next; 825 object *tmp, *next;
1140 826
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 827 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1142 828
1143 if (op->type != PLAYER) 829 bool has_unpaid = false;
830
831 // quite inefficient to do this here twice, but the api doesn't lend itself to
832 // a quick and small change :(
833 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
834 if (item->flag [FLAG_UNPAID])
835 {
836 has_unpaid = true;
837 break;
838 }
839
840 if (!op->is_player ())
1144 { 841 {
1145 /* Remove all the unpaid objects that may be carried here. 842 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 843 * This could be pets or monsters that are somehow in
1147 * the shop. 844 * the shop.
1148 */ 845 */
1149 for (tmp = op->inv; tmp; tmp = next) 846 for (tmp = op->inv; tmp; tmp = next)
1150 { 847 {
1151 next = tmp->below; 848 next = tmp->below;
1152 849
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 850 if (tmp->flag [FLAG_UNPAID])
1154 { 851 {
1155 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 852 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1156 853
854 if (i >= 0)
1157 tmp->remove (); 855 tmp->move (i);
1158
1159 if (i == -1)
1160 i = 0;
1161
1162 tmp->map = op->map;
1163 tmp->x = op->x + freearr_x[i];
1164 tmp->y = op->y + freearr_y[i];
1165 insert_ob_in_map (tmp, op->map, op, 0);
1166 } 856 }
1167 } 857 }
1168 858
1169 /* Don't teleport things like spell effects */ 859 /* Don't teleport things like spell effects */
1170 if (QUERY_FLAG (op, FLAG_NO_PICK)) 860 if (op->flag [FLAG_NO_PICK])
1171 return 0; 861 return 0;
1172 862
1173 /* unpaid objects, or non living objects, can't transfer by 863 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 864 * shop mats. Instead, put it on a nearby space.
1175 */ 865 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 866 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1177 { 867 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 868 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 869 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 870
1182 if (i != -1) 871 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 872 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1184 873
1185 return 0; 874 return 0;
1186 } 875 }
876
1187 /* Removed code that checked for multipart objects - it appears that 877 /* Removed code that checked for multipart objects - it appears that
1188 * the teleport function should be able to handle this just fine. 878 * the teleport function should be able to handle this just fine.
1189 */ 879 */
1190 rv = teleport (shop_mat, SHOP_MAT, op); 880 rv = teleport (shop_mat, SHOP_MAT, op);
1191 } 881 }
1192 else if (can_pay (op) && get_payment (op)) 882 else if (can_pay (op) && get_payment (op))
1193 { 883 {
1194 /* this is only used for players */ 884 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 885 rv = teleport (shop_mat, SHOP_MAT, op);
1196 886
887 if (has_unpaid)
888 op->contr->play_sound (sound_find ("shop_buy"));
889 else if (op->is_in_shop ())
890 op->contr->play_sound (sound_find ("shop_enter"));
891 else
892 op->contr->play_sound (sound_find ("shop_leave"));
893
1197 if (shop_mat->msg) 894 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 895 op->statusmsg (shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct, 896 /* This check below is a bit simplistic - generally it should be correct,
1200 * but there is never a guarantee that the bottom space on the map is 897 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor. 898 * actually the shop floor.
1202 */ 899 */
1203 else if (!rv && !is_in_shop (op)) 900 else if (!rv && !op->is_in_shop ())
1204 { 901 {
1205 opinion = shopkeeper_approval (op->map, op); 902 opinion = shopkeeper_approval (op->map, op);
1206 903
1207 if (opinion > 0.9) 904 op->statusmsg (
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 905 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1209 else if (opinion > 0.75) 906 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 907 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 908 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 909 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 910 }
1216 } 911 }
1217 else 912 else
1218 { 913 {
1219 /* if we get here, a player tried to leave a shop but was not able 914 /* if we get here, a player tried to leave a shop but was not able
1220 * to afford the items he has. We try to move the player so that 915 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore 916 * they are not on the mat anymore
1222 */ 917 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 918 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 919
1225 if (i == -1) 920 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 921 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 922 else
1230 { 923 {
1231 op->remove (); 924 op->remove ();
1232 op->x += freearr_x[i]; 925 op->x += freearr_x[i];
1233 op->y += freearr_y[i]; 926 op->y += freearr_y[i];
1234 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 927 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1235 } 928 }
1236 } 929 }
1237 930
1238 CLEAR_FLAG (op, FLAG_NO_APPLY); 931 op->clr_flag (FLAG_NO_APPLY);
1239 return rv; 932 return rv;
1240} 933}
1241 934
1242/** 935/**
1243 * Handles applying a sign. 936 * Handles applying a sign.
1244 */ 937 */
1245static void 938static void
1246apply_sign (object *op, object *sign, int autoapply) 939apply_sign (object *op, object *sign, int autoapply)
1247{ 940{
1248 readable_message_type *msgType; 941 if (!op->is_player())
942 return;
1249 943
1250 if (sign->msg == NULL) 944 if (sign->has_dialogue ())
1251 { 945 {
1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 946 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1253 return; 947 return;
1254 } 948 }
1255 949
950 if (!sign->msg)
951 {
952 op->contr->infobox (MSG_CHANNEL ("examine"),
953 format ("T<%s>\n\n Nothing %sis written on it.",
954 &sign->name,
955 sign->name == sign->arch->name ? "" : "else "));
956 return;
957 }
958
1256 if (sign->stats.food) 959 if (sign->stats.food)
1257 { 960 {
1258 if (sign->last_eat >= sign->stats.food) 961 if (sign->last_eat >= sign->stats.food)
1259 { 962 {
1260 if (!sign->move_on) 963 if (!sign->move_on)
1261 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 964 op->failmsg ("You cannot read it anymore.");
965
1262 return; 966 return;
1263 } 967 }
1264 968
1265 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 969 if (!op->flag [FLAG_WIZPASS])
1266 sign->last_eat++; 970 sign->last_eat++;
1267 } 971 }
1268 972
1269 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 973 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1270 * No way to know for sure. The presumption is basically that if 974 * No way to know for sure. The presumption is basically that if
1271 * move_on is zero, it needs to be manually applied (doesn't talk 975 * move_on is zero, it needs to be manually applied (doesn't talk
1272 * to us). 976 * to us).
1273 */ 977 */
1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 978 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1275 { 979 {
1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 980 op->failmsg ("You are unable to read while blind!");
1277 return; 981 return;
1278 } 982 }
1279 983
1280 if (op->contr) 984 if (op->contr)
1281 if (client *ns = op->contr->ns) 985 if (client *ns = op->contr->ns)
1282 { 986 {
1283 msgType = get_readable_message_type (sign); 987 if (sign->sound)
988 ns->play_sound (sign->sound);
989 else if (autoapply)
990 ns->play_sound (sound_find ("msg_voice"));
1284 991
1285 if (ns->can_msg) 992 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1287 else
1288 {
1289 char newbuf[HUGE_BUF];
1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1291 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1292 }
1293 } 993 }
1294} 994}
1295 995
1296/** 996static void
1297 * 'victim' moves onto 'trap'
1298 * 'victim' leaves 'trap'
1299 * effect is determined by move_on/move_off of trap and move_type of victime.
1300 *
1301 * originator: Player, monster or other object that caused 'victim' to move
1302 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1303 * However, some types of traps require an originator to function.
1304 */
1305void
1306move_apply (object *trap, object *victim, object *originator) 997move_apply_hole (object *trap, object *victim)
1307{ 998{
1308 static int recursion_depth = 0; 999 /* Hole not open? */
1309 1000 if (trap->stats.wc > 0)
1310 /* Only exits affect DMs. */
1311 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1312 return; 1001 return;
1313 1002
1314 /* move_apply() is the most likely candidate for causing unwanted and 1003 /* Is this a multipart monster and not the head? If so, return.
1315 * possibly unlimited recursion. 1004 * Processing will happen if the head runs into the pit
1316 */ 1005 */
1317 /* The following was changed because it was causing perfeclty correct 1006 if (victim->head)
1318 * maps to fail. 1) it's not an error to recurse:
1319 * rune detonates, summoning monster. monster lands on nearby rune.
1320 * nearby rune detonates. This sort of recursion is expected and
1321 * proper. This code was causing needless crashes.
1322 */
1323 if (recursion_depth >= 500)
1324 {
1325 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1326 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1327 return; 1007 return;
1328 }
1329 1008
1330 recursion_depth++; 1009 // now find all possible locations and randomly pick one
1331 if (trap->head) 1010 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1332 trap = trap->head; 1011 trap->range >= 3 ? SIZEOFFREE3 + 1
1012 : trap->range >= 2 ? SIZEOFFREE2 + 1
1013 : trap->range >= 1 ? SIZEOFFREE1 + 1
1014 : SIZEOFFREE0 + 1);
1333 1015
1334 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1016 if (dir < 0)
1335 goto leave;
1336
1337 switch (trap->type)
1338 {
1339 case PLAYERMOVER:
1340 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1341 {
1342 if (!trap->stats.maxsp)
1343 trap->stats.maxsp = 2;
1344
1345 /* Is this correct? From the docs, it doesn't look like it
1346 * should be divided by trap->speed
1347 */
1348 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1349
1350 /* Just put in some sanity check. I think there is a bug in the
1351 * above with some objects have zero speed, and thus the player
1352 * getting permanently paralyzed.
1353 */
1354 if (victim->speed_left < -50.f)
1355 victim->speed_left = -50.f;
1356 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1357 }
1358 goto leave;
1359
1360 case SPINNER:
1361 if (victim->direction)
1362 {
1363 victim->direction = absdir (victim->direction - trap->stats.sp);
1364 update_turn_face (victim);
1365 }
1366 goto leave;
1367
1368 case DIRECTOR:
1369 if (victim->direction && !should_director_abort (trap, victim))
1370 {
1371 victim->direction = trap->stats.sp;
1372 update_turn_face (victim);
1373 }
1374 goto leave;
1375
1376 case BUTTON:
1377 case PEDESTAL:
1378 update_button (trap);
1379 goto leave;
1380
1381 case ALTAR:
1382 /* sacrifice victim on trap */
1383 apply_altar (trap, victim, originator);
1384 goto leave;
1385
1386 case THROWN_OBJ:
1387 if (trap->inv == NULL)
1388 goto leave;
1389 /* fallthrough */
1390
1391 case ARROW:
1392 /* bad bug: monster throw a object, make a step forwards, step on object ,
1393 * trigger this here and get hit by own missile - and will be own enemy.
1394 * Victim then is his own enemy and will start to kill herself (this is
1395 * removed) but we have not synced victim and his missile. To avoid senseless
1396 * action, we avoid hits here
1397 */
1398 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1399 hit_with_arrow (trap, victim);
1400 goto leave;
1401
1402 case SPELL_EFFECT:
1403 apply_spell_effect (trap, victim);
1404 goto leave;
1405
1406 case TRAPDOOR:
1407 {
1408 int max, sound_was_played;
1409 object *ab, *ab_next;
1410
1411 if (!trap->value)
1412 {
1413 int tot;
1414
1415 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1416 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1417 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1418
1419 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1420 goto leave;
1421
1422 SET_ANIMATION (trap, trap->value);
1423 update_object (trap, UP_OBJ_FACE);
1424 }
1425
1426 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1427 {
1428 /* need to set this up, since if we do transfer the object,
1429 * ab->above would be bogus
1430 */
1431 ab_next = ab->above;
1432
1433 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1434 {
1435 if (!sound_was_played)
1436 {
1437 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1438 sound_was_played = 1;
1439 }
1440 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1441 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1442 }
1443 }
1444 goto leave;
1445 }
1446
1447
1448 case CONVERTER:
1449 if (convert_item (victim, trap) < 0)
1450 {
1451 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1452 get_archetype ("burnout")->insert_at (trap, trap);
1453 }
1454
1455 goto leave;
1456
1457 case TRIGGER_BUTTON:
1458 case TRIGGER_PEDESTAL:
1459 case TRIGGER_ALTAR:
1460 check_trigger (trap, victim);
1461 goto leave;
1462
1463 case DEEP_SWAMP:
1464 walk_on_deep_swamp (trap, victim);
1465 goto leave;
1466
1467 case CHECK_INV:
1468 check_inv (victim, trap);
1469 goto leave;
1470
1471 case HOLE:
1472 /* Hole not open? */
1473 if (trap->stats.wc > 0)
1474 goto leave;
1475
1476 /* Is this a multipart monster and not the head? If so, return.
1477 * Processing will happen if the head runs into the pit
1478 */
1479 if (victim->head)
1480 goto leave;
1481
1482 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1483 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1484 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1485 goto leave;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1490 /* Basically, don't show exits leading to random maps the
1491 * players output.
1492 */
1493 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1494 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1495
1496 victim->enter_exit (trap);
1497 }
1498 goto leave;
1499
1500 case ENCOUNTER:
1501 /* may be some leftovers on this */
1502 goto leave;
1503
1504 case SHOP_MAT:
1505 apply_shop_mat (trap, victim);
1506 goto leave;
1507
1508 /* Drop a certain amount of gold, and have one item identified */
1509 case IDENTIFY_ALTAR:
1510 apply_id_altar (victim, trap, originator);
1511 goto leave;
1512
1513 case SIGN:
1514 if (victim->type != PLAYER && trap->stats.food > 0)
1515 goto leave; /* monsters musn't apply magic_mouths with counters */
1516
1517 apply_sign (victim, trap, 1);
1518 goto leave;
1519
1520 case CONTAINER:
1521 apply_container (victim, trap);
1522 goto leave;
1523
1524 case RUNE:
1525 case TRAP:
1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1527 {
1528 spring_trap (trap, victim);
1529 }
1530 goto leave;
1531
1532 default:
1533 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1534 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1535 goto leave;
1536 }
1537
1538leave:
1539 recursion_depth--;
1540}
1541
1542/**
1543 * Handles reading a regular (ie not containing a spell) book.
1544 */
1545static void
1546apply_book (object *op, object *tmp)
1547{
1548 int lev_diff;
1549 object *skill_ob;
1550
1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1552 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1554 return; 1017 return;
1555 }
1556 1018
1557 if (!tmp->msg) 1019 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1558 { 1020 victim->statusmsg ("You fall through the hole!", NDI_RED);
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1560 return;
1561 }
1562 1021
1563 /* need a literacy skill to read stuff! */ 1022 transfer_ob (victim,
1564 skill_ob = find_skill_by_name (op, tmp->skill); 1023 EXIT_X (trap) + freearr_x[dir],
1565 if (!skill_ob) 1024 EXIT_Y (trap) + freearr_y[dir],
1566 { 1025 0, victim);
1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1568 return;
1569 }
1570
1571 lev_diff = tmp->level - (skill_ob->level + 5);
1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1573 {
1574 if (lev_diff < 2)
1575 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1576 else if (lev_diff < 3)
1577 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1578 else if (lev_diff < 5)
1579 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1580 else if (lev_diff < 8)
1581 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1582 else if (lev_diff < 15)
1583 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1584 else
1585 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1586 return;
1587 }
1588
1589 readable_message_type *msgType = get_readable_message_type (tmp);
1590
1591 if (player *pl = op->contr)
1592 if (client *ns = pl->ns)
1593 if (ns->can_msg)
1594 {
1595 dynbuf_text buf;
1596 buf << long_desc (tmp, op)
1597 << "\n\n"
1598 << tmp->msg
1599 << '\0';
1600 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1601 }
1602 else
1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1604 msgType->message_type, msgType->message_subtype,
1605 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1606 long_desc (tmp, op), &tmp->msg);
1607
1608 /* gain xp from reading */
1609 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1610 { /* only if not read before */
1611 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1612
1613 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1614 {
1615 /*exp_gain *= 2; because they just identified it too */
1616 SET_FLAG (tmp, FLAG_IDENTIFIED);
1617
1618 /* If in a container, update how it looks */
1619 if (tmp->env)
1620 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1621 else
1622 op->contr->ns->floorbox_update ();
1623 }
1624
1625 change_exp (op, exp_gain, skill_ob->skill, 0);
1626 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1627 }
1628}
1629
1630/**
1631 * Handles the applying of a skill scroll, calling learn_skill straight.
1632 * op is the person learning the skill, tmp is the skill scroll object
1633 */
1634static void
1635apply_skillscroll (object *op, object *tmp)
1636{
1637 switch ((int) learn_skill (op, tmp))
1638 {
1639 case 0:
1640 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1641 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1642 return;
1643
1644 case 1:
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1646 decrease_ob (tmp);
1647 return;
1648
1649 default:
1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1651 decrease_ob (tmp);
1652 return;
1653 }
1654}
1655
1656/**
1657 * Actually makes op learn spell.
1658 * Informs player of what happens.
1659 */
1660void
1661do_learn_spell (object *op, object *spell, int special_prayer)
1662{
1663 object *tmp;
1664
1665 if (op->type != PLAYER)
1666 {
1667 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1668 return;
1669 }
1670
1671 /* Upgrade special prayers to normal prayers */
1672 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1673 {
1674 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1675 {
1676 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1677 return;
1678 }
1679 return;
1680 }
1681
1682 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1683 tmp = spell->clone ();
1684 insert_ob_in_ob (tmp, op);
1685
1686 if (special_prayer)
1687 SET_FLAG (tmp, FLAG_STARTEQUIP);
1688
1689 esrv_add_spells (op->contr, tmp);
1690}
1691
1692/**
1693 * Erases spell from player's inventory.
1694 */
1695void
1696do_forget_spell (object *op, const char *spell)
1697{
1698 object *spob;
1699
1700 if (op->type != PLAYER)
1701 {
1702 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1703 return;
1704 }
1705 if ((spob = check_spell_known (op, spell)) == NULL)
1706 {
1707 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1708 return;
1709 }
1710
1711 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1712 player_unready_range_ob (op->contr, spob);
1713 esrv_remove_spell (op->contr, spob);
1714 spob->destroy ();
1715}
1716
1717/**
1718 * Handles player applying a spellbook.
1719 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1720 * stuff like that. Random learning failure too.
1721 */
1722static void
1723apply_spellbook (object *op, object *tmp)
1724{
1725 object *skop, *spell, *spell_skill;
1726
1727 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1728 {
1729 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1730 return;
1731 }
1732
1733 /* artifact_spellbooks have 'slaying' field point to a spell name,
1734 * instead of having their spell stored in stats.sp. These are
1735 * legacy spellbooks
1736 */
1737
1738 if (tmp->slaying != NULL)
1739 {
1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1741 if (!spell)
1742 {
1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1744 return;
1745 }
1746 else
1747 insert_ob_in_ob (spell, tmp);
1748 tmp->slaying = NULL;
1749 }
1750
1751 skop = find_skill_by_name (op, tmp->skill);
1752
1753 /* need a literacy skill to learn spells. Also, having a literacy level
1754 * lower than the spell will make learning the spell more difficult */
1755 if (!skop)
1756 {
1757 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1758 return;
1759 }
1760
1761 spell = tmp->inv;
1762
1763 if (!spell)
1764 {
1765 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1766 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1767 return;
1768 }
1769
1770 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1771 {
1772 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1773 return;
1774 }
1775
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1777
1778 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1779 {
1780 identify (tmp);
1781
1782 if (tmp->env)
1783 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1784 else
1785 op->contr->ns->floorbox_update ();
1786 }
1787
1788 /* I removed the check for special_prayer_mark here - it didn't make
1789 * a lot of sense - special prayers are not found in spellbooks, and
1790 * if the player doesn't know the spell, doesn't make a lot of sense that
1791 * they would have a special prayer mark.
1792 */
1793 if (check_spell_known (op, spell->name))
1794 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1796 return;
1797 }
1798
1799 if (spell->skill)
1800 {
1801 spell_skill = find_skill_by_name (op, spell->skill);
1802
1803 if (!spell_skill)
1804 {
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1806 return;
1807 }
1808
1809 if (spell_skill->level < spell->level)
1810 {
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1812 return;
1813 }
1814 }
1815
1816 /* Logic as follows
1817 *
1818 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1819 *
1820 * 2- The learner's skill level in literacy adjusts the chance to learn
1821 * a spell.
1822 *
1823 * 3 -Automatically fail to learn if you read while confused
1824 *
1825 * Overall, chances are the same but a player will find having a high
1826 * literacy rate very useful! -b.t.
1827 */
1828 if (QUERY_FLAG (op, FLAG_CONFUSED))
1829 {
1830 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1831 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1832 }
1833 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1834 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1835 {
1836
1837 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1838 do_learn_spell (op, spell, 0);
1839
1840 /* xp gain to literacy for spell learning */
1841 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1842 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1843 }
1844 else
1845 {
1846 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1847 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1848 }
1849
1850 decrease_ob (tmp);
1851}
1852
1853/**
1854 * Handles applying a spell scroll.
1855 */
1856void
1857apply_scroll (object *op, object *tmp, int dir)
1858{
1859 object *skop;
1860
1861 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1862 {
1863 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1864 return;
1865 }
1866
1867 if (!tmp->inv || tmp->inv->type != SPELL)
1868 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1870 return;
1871 }
1872
1873 if (op->type == PLAYER)
1874 {
1875 /* players need a literacy skill to read stuff! */
1876 int exp_gain = 0;
1877
1878 /* hard code literacy - tmp->skill points to where the exp
1879 * should go for anything killed by the spell.
1880 */
1881 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1882
1883 if (!skop)
1884 {
1885 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1886 return;
1887 }
1888
1889 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1890 change_exp (op, exp_gain, skop->skill, 0);
1891 }
1892
1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1894 identify (tmp);
1895
1896 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1897
1898 cast_spell (op, tmp, dir, tmp->inv, NULL);
1899 decrease_ob (tmp);
1900}
1901
1902/**
1903 * Applies a treasure object - by default, chest. op
1904 * is the person doing the applying, tmp is the treasure
1905 * chest.
1906 */
1907static void
1908apply_treasure (object *op, object *tmp)
1909{
1910 /* Nice side effect of new treasure creation method is that the treasure
1911 * for the chest is done when the chest is created, and put into the chest
1912 * inventory. So that when the chest burns up, the items still exist. Also
1913 * prevents people fromt moving chests to more difficult maps to get better
1914 * treasure
1915 */
1916 object *treas = tmp->inv;
1917
1918 if (!treas)
1919 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1921 decrease_ob (tmp);
1922 return;
1923 }
1924
1925 while (tmp->inv)
1926 {
1927 treas = tmp->inv;
1928
1929 treas->remove ();
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1931
1932 treas->x = op->x;
1933 treas->y = op->y;
1934 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1935
1936 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1937 spring_trap (treas, op);
1938
1939 /* If either player or container was destroyed, no need to do
1940 * further processing. I think this should be enclused with
1941 * spring trap above, as I don't think there is otherwise
1942 * any way for the treasure chest or player to get killed
1943 */
1944 if (op->destroyed () || tmp->destroyed ())
1945 break;
1946 }
1947
1948 if (!tmp->destroyed () && tmp->inv == NULL)
1949 decrease_ob (tmp);
1950
1951}
1952
1953/**
1954 * op eats food.
1955 * If player, takes care of messages and dragon special food.
1956 */
1957static void
1958apply_food (object *op, object *tmp)
1959{
1960 int capacity_remaining;
1961
1962 if (op->type != PLAYER)
1963 op->stats.hp = op->stats.maxhp;
1964 else
1965 {
1966 /* check if this is a dragon (player), eating some flesh */
1967 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1968 ;
1969 else
1970 {
1971 /* usual case - no dragon meal: */
1972 if (op->stats.food + tmp->stats.food > 999)
1973 {
1974 if (tmp->type == FOOD || tmp->type == FLESH)
1975 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1976 else
1977 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1978 }
1979
1980 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1981 {
1982 char buf[MAX_BUF];
1983
1984 if (!is_dragon_pl (op))
1985 {
1986 /* eating message for normal players */
1987 if (tmp->type == DRINK)
1988 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1989 else
1990 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1991 }
1992 else
1993 {
1994 /* eating message for dragon players */
1995 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1996 }
1997
1998 new_draw_info (NDI_UNIQUE, 0, op, buf);
1999 capacity_remaining = 999 - op->stats.food;
2000 op->stats.food += tmp->stats.food;
2001 if (capacity_remaining < tmp->stats.food)
2002 op->stats.hp += capacity_remaining / 50;
2003 else
2004 op->stats.hp += tmp->stats.food / 50;
2005 if (op->stats.hp > op->stats.maxhp)
2006 op->stats.hp = op->stats.maxhp;
2007 if (op->stats.food > 999)
2008 op->stats.food = 999;
2009 }
2010
2011 /* special food hack -b.t. */
2012 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2013 eat_special_food (op, tmp);
2014 }
2015 }
2016 handle_apply_yield (tmp);
2017 decrease_ob (tmp);
2018}
2019
2020/**
2021 * A dragon is eating some flesh. If the flesh contains resistances,
2022 * there is a chance for the dragon's skin to get improved.
2023 *
2024 * attributes:
2025 * object *op the object (dragon player) eating the flesh
2026 * object *meal the flesh item, getting chewed in dragon's mouth
2027 * return:
2028 * int 1 if eating successful, 0 if it doesn't work
2029 */
2030int
2031dragon_eat_flesh (object *op, object *meal)
2032{
2033 object *skin = NULL; /* pointer to dragon skin force */
2034 object *abil = NULL; /* pointer to dragon ability force */
2035 object *tmp = NULL; /* tmp. object */
2036
2037 char buf[MAX_BUF]; /* tmp. string buffer */
2038 double chance; /* improvement-chance of one resistance type */
2039 double totalchance = 1; /* total chance of gaining one resistance */
2040 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2041 double mbonus = 0; /* monster bonus */
2042 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2043 int winners = 0; /* number of winners */
2044 int i; /* index */
2045
2046 /* let's make sure and doublecheck the parameters */
2047 if (meal->type != FLESH || !is_dragon_pl (op))
2048 return 0;
2049
2050 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2051 from the player's inventory */
2052 for (tmp = op->inv; tmp; tmp = tmp->below)
2053 if (tmp->type == FORCE)
2054 if (tmp->arch->archname == shstr_dragon_skin_force)
2055 skin = tmp;
2056 else if (tmp->arch->archname == shstr_dragon_ability_force)
2057 abil = tmp;
2058
2059 /* if either skin or ability are missing, this is an old player
2060 which is not to be considered a dragon -> bail out */
2061 if (skin == NULL || abil == NULL)
2062 return 0;
2063
2064 /* now start by filling stomache and health, according to food-value */
2065 if ((999 - op->stats.food) < meal->stats.food)
2066 op->stats.hp += (999 - op->stats.food) / 50;
2067 else
2068 op->stats.hp += meal->stats.food / 50;
2069 if (op->stats.hp > op->stats.maxhp)
2070 op->stats.hp = op->stats.maxhp;
2071
2072 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2073
2074 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2075
2076 /* on to the interesting part: chances for adding resistance */
2077 for (i = 0; i < NROFATTACKS; i++)
2078 {
2079 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2080 {
2081 /* got positive resistance, now calculate improvement chance (0-100) */
2082
2083 /* this bonus makes resistance increase easier at lower levels */
2084 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2085 if (i == abil->stats.exp)
2086 bonus += 5; /* additional bonus for resistance of ability-focus */
2087
2088 /* monster bonus increases with level, because high-level
2089 flesh is too rare */
2090 mbonus = op->level * 20. / ((double) settings.max_level);
2091
2092 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2093 ((double) settings.max_level)) - skin->resist[i];
2094
2095 if (chance >= 0.)
2096 chance += 1.;
2097 else
2098 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2099
2100 /* chance is proportional to amount of resistance (max. 50) */
2101 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2102
2103 /* doubled chance for resistance of ability-focus */
2104 if (i == abil->stats.exp)
2105 chance = MIN (100., chance * 2.);
2106
2107 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2108 if (rndm (10000) < (unsigned int) (chance * 100))
2109 {
2110 atnr_winner[winners] = i;
2111 winners++;
2112 }
2113
2114 if (chance >= 0.01)
2115 totalchance *= 1 - chance / 100;
2116
2117 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2118 }
2119 }
2120
2121 /* inverse totalchance as until now we have the failure-chance */
2122 totalchance = 100 - totalchance * 100;
2123 /* print message according to totalchance */
2124 if (totalchance > 50.)
2125 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2126 else if (totalchance > 10.)
2127 sprintf (buf, "The %s tasted very good.", &meal->name);
2128 else if (totalchance > 1.)
2129 sprintf (buf, "The %s tasted good.", &meal->name);
2130 else if (totalchance > 0.1)
2131 sprintf (buf, "The %s tasted bland.", &meal->name);
2132 else if (totalchance >= 0.01)
2133 sprintf (buf, "The %s had a boring taste.", &meal->name);
2134 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2135 sprintf (buf, "The %s tasted strange.", &meal->name);
2136 else
2137 sprintf (buf, "The %s had no taste.", &meal->name);
2138 new_draw_info (NDI_UNIQUE, 0, op, buf);
2139
2140 /* now choose a winner if we have any */
2141 i = -1;
2142 if (winners > 0)
2143 i = atnr_winner[RANDOM () % winners];
2144
2145 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2146 {
2147 /* resistance increased! */
2148 skin->resist[i]++;
2149 op->update_stats ();
2150
2151 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2152 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2153 }
2154
2155 /* if this flesh contains a new ability focus, we mark it
2156 into the ability_force and it will take effect on next level */
2157 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2158 {
2159 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2160
2161 if (meal->last_eat != abil->stats.exp)
2162 {
2163 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2164 new_draw_info (NDI_UNIQUE, 0, op, buf);
2165 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2166 new_draw_info (NDI_UNIQUE, 0, op, buf);
2167 }
2168 else
2169 {
2170 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2172 abil->last_eat = 0;
2173 }
2174 }
2175 return 1;
2176}
2177
2178/**
2179 * Handles applying an improve armor scroll.
2180 * Does some sanity checks, then calls improve_armour.
2181 */
2182static void
2183apply_armour_improver (object *op, object *tmp)
2184{
2185 object *armor;
2186
2187 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2188 {
2189 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2190 return;
2191 }
2192
2193 armor = find_marked_object (op);
2194
2195 if (!armor)
2196 {
2197 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2198 return;
2199 }
2200
2201 if (armor->type != ARMOUR
2202 && armor->type != CLOAK
2203 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2204 {
2205 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2206 return;
2207 }
2208
2209 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2210 improve_armour (op, tmp, armor);
2211}
2212
2213extern void
2214apply_poison (object *op, object *tmp)
2215{
2216 if (op->type == PLAYER)
2217 {
2218 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2219 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2220 strcpy (op->contr->killer, "poisonous booze");
2221 }
2222 if (tmp->stats.hp > 0)
2223 {
2224 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2225 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2226 }
2227 op->stats.food -= op->stats.food / 4;
2228 handle_apply_yield (tmp);
2229 decrease_ob (tmp);
2230}
2231
2232/**
2233 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2234 * A valid 2 way exit means:
2235 * -You can come back (there is another exit at the other side)
2236 * -You are
2237 * ° the owner of the exit
2238 * ° or in the same party as the owner
2239 *
2240 * Note: a owner in a 2 way exit is saved as the owner's name
2241 * in the field exit->name cause the field exit->owner doesn't
2242 * survive in the swapping (in fact the whole exit doesn't survive).
2243 */
2244int
2245is_legal_2ways_exit (object *op, object *exit)
2246{
2247 if (exit->stats.exp != 1)
2248 return 1; /*This is not a 2 way, so it is legal */
2249
2250#if 0 //TODO
2251 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2252 return 0; /* This is a reset town portal */
2253#endif
2254
2255 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2256
2257 if (exitmap)
2258 {
2259 exitmap->load_sync ();
2260
2261 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2262
2263 if (!tmp)
2264 return 0;
2265
2266 for (; tmp; tmp = tmp->above)
2267 {
2268 if (tmp->type != EXIT)
2269 continue; /*Not an exit */
2270
2271 if (!EXIT_PATH (tmp))
2272 continue; /*Not a valid exit */
2273
2274 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2275 continue; /*Not in the same place */
2276
2277 if (exit->map->path != EXIT_PATH (tmp))
2278 continue; /*Not in the same map */
2279
2280 /* From here we have found the exit is valid. However we do
2281 * here the check of the exit owner. It is important for the
2282 * town portals to prevent strangers from visiting your appartments
2283 */
2284 if (!exit->race)
2285 return 1; /*No owner, free for all! */
2286
2287 object *exit_owner = 0;
2288
2289 for_all_players (pp)
2290 {
2291 if (!pp->ob)
2292 continue;
2293
2294 if (pp->ob->name != exit->race)
2295 continue;
2296
2297 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2298 break;
2299 }
2300
2301 if (!exit_owner)
2302 return 0; /* No more owner */
2303
2304 if (exit_owner->contr == op->contr)
2305 return 1; /*It is your exit */
2306
2307 if (exit_owner && /*There is a owner */
2308 (op->contr) && /*A player tries to pass */
2309 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2310 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2311 return 0;
2312
2313 return 1;
2314 }
2315 }
2316
2317 return 0;
2318}
2319
2320/**
2321 * Main apply handler.
2322 *
2323 * Checks for unpaid items before applying.
2324 *
2325 * Return value:
2326 * 0: player or monster can't apply objects of that type
2327 * 1: has been applied, or there was an error applying the object
2328 * 2: objects of that type can't be applied if not in inventory
2329 *
2330 * op is the object that is causing object to be applied, tmp is the object
2331 * being applied.
2332 *
2333 * aflag is special (always apply/unapply) flags. Nothing is done with
2334 * them in this function - they are passed to apply_special
2335 */
2336int
2337manual_apply (object *op, object *tmp, int aflag)
2338{
2339 if (tmp->head)
2340 tmp = tmp->head;
2341
2342 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2343 {
2344 if (op->type == PLAYER)
2345 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2347 return 1;
2348 }
2349 else
2350 return 0; /* monsters just skip unpaid items */
2351 }
2352
2353 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2354 return RESULT_INT (0);
2355
2356 switch (tmp->type)
2357 {
2358 case CF_HANDLE:
2359 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2360 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2361 tmp->value = tmp->value ? 0 : 1;
2362 SET_ANIMATION (tmp, tmp->value);
2363 update_object (tmp, UP_OBJ_FACE);
2364 push_button (tmp);
2365 return 1;
2366
2367 case TRIGGER:
2368 if (check_trigger (tmp, op))
2369 {
2370 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2371 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2372 }
2373 else
2374 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2375
2376 return 1;
2377
2378 case EXIT:
2379 if (op->type != PLAYER)
2380 return 0;
2381
2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2383 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2384 else
2385 {
2386 /* Don't display messages for random maps. */
2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2389
2390 op->enter_exit (tmp);
2391 }
2392
2393 return 1;
2394
2395 case SIGN:
2396 apply_sign (op, tmp, 0);
2397 return 1;
2398
2399 case BOOK:
2400 if (op->type == PLAYER)
2401 {
2402 apply_book (op, tmp);
2403 return 1;
2404 }
2405 else
2406 return 0;
2407
2408 case SKILLSCROLL:
2409 if (op->type == PLAYER)
2410 {
2411 apply_skillscroll (op, tmp);
2412 return 1;
2413 }
2414 else
2415 return 0;
2416
2417 case SPELLBOOK:
2418 if (op->type == PLAYER)
2419 {
2420 apply_spellbook (op, tmp);
2421 return 1;
2422 }
2423 else
2424 return 0;
2425
2426 case SCROLL:
2427 apply_scroll (op, tmp, 0);
2428 return 1;
2429
2430 case POTION:
2431 apply_potion (op, tmp);
2432 return 1;
2433
2434 /* Eneq(@csd.uu.se): Handle apply on containers. */
2435 //TODO: remove, as it is unsed?
2436 case CLOSE_CON:
2437 apply_container (op, tmp->env);
2438 return 1;
2439
2440 case CONTAINER:
2441 apply_container (op, tmp);
2442 return 1;
2443
2444 case TREASURE:
2445 if (op->type == PLAYER)
2446 {
2447 apply_treasure (op, tmp);
2448 return 1;
2449 }
2450 else
2451 return 0;
2452
2453 case WEAPON:
2454 case ARMOUR:
2455 case BOOTS:
2456 case GLOVES:
2457 case AMULET:
2458 case GIRDLE:
2459 case BRACERS:
2460 case SHIELD:
2461 case HELMET:
2462 case RING:
2463 case CLOAK:
2464 case WAND:
2465 case ROD:
2466 case HORN:
2467 case SKILL:
2468 case BOW:
2469 case LAMP:
2470 case BUILDER:
2471 case SKILL_TOOL:
2472 if (tmp->env != op)
2473 return 2; /* not in inventory */
2474
2475 apply_special (op, tmp, aflag);
2476 return 1;
2477
2478 case DRINK:
2479 case FOOD:
2480 case FLESH:
2481 apply_food (op, tmp);
2482 return 1;
2483
2484 case POISON:
2485 apply_poison (op, tmp);
2486 return 1;
2487
2488 case SAVEBED:
2489 return 1;
2490
2491 case ARMOUR_IMPROVER:
2492 if (op->type == PLAYER)
2493 {
2494 apply_armour_improver (op, tmp);
2495 return 1;
2496 }
2497 else
2498 return 0;
2499
2500 case WEAPON_IMPROVER:
2501 check_improve_weapon (op, tmp);
2502 return 1;
2503
2504 case CLOCK:
2505 if (op->type == PLAYER)
2506 {
2507 char buf[MAX_BUF];
2508 timeofday_t tod;
2509
2510 get_tod (&tod);
2511 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2512 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2513 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2516 return 1;
2517 }
2518 else
2519 return 0;
2520
2521 case MENU:
2522 if (op->type == PLAYER)
2523 {
2524 shop_listing (tmp, op);
2525 return 1;
2526 }
2527 else
2528 return 0;
2529
2530 case POWER_CRYSTAL:
2531 apply_power_crystal (op, tmp); /* see egoitem.c */
2532 return 1;
2533
2534 case LIGHTER: /* for lighting torches/lanterns/etc */
2535 if (op->type == PLAYER)
2536 {
2537 apply_lighter (op, tmp);
2538 return 1;
2539 }
2540 else
2541 return 0;
2542
2543 case ITEM_TRANSFORMER:
2544 apply_item_transformer (op, tmp);
2545 return 1;
2546
2547 default:
2548 return 0;
2549 }
2550}
2551
2552
2553/* quiet suppresses the "don't know how to apply" and "you must get it first"
2554 * messages as needed by player_apply_below(). But there can still be
2555 * "but you are floating high above the ground" messages.
2556 *
2557 * Same return value as apply() function.
2558 */
2559int
2560player_apply (object *pl, object *op, int aflag, int quiet)
2561{
2562 int tmp;
2563
2564 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2565 {
2566 /* player is flying and applying object not in inventory */
2567 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2568 {
2569 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2570 return 0;
2571 }
2572 }
2573
2574 pl->contr->last_used = op;
2575
2576 tmp = manual_apply (pl, op, aflag);
2577 if (!quiet)
2578 {
2579 if (tmp == 0)
2580 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2581 else if (tmp == 2)
2582 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2583 }
2584 return tmp;
2585}
2586
2587/**
2588 * player_apply_below attempts to apply the object 'below' the player.
2589 * If the player has an open container, we use that for below, otherwise
2590 * we use the ground.
2591 */
2592void
2593player_apply_below (object *pl)
2594{
2595 int floors = 0;
2596
2597 /* If using a container, set the starting item to be the top
2598 * item in the container. Otherwise, use the map.
2599 * This is perhaps more complicated. However, I want to make sure that
2600 * we don't use a corrupt pointer for the next object, so we get the
2601 * next object in the stack before applying. This is can only be a
2602 * problem if player_apply() has a bug in that it uses the object but does
2603 * not return a proper value.
2604 */
2605 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2606 {
2607 next = tmp->below;
2608
2609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2610 floors++;
2611 else if (floors > 0)
2612 return; /* process only floor objects after first floor object */
2613
2614 /* If it is visible, player can apply it. If it is applied by
2615 * person moving on it, also activate. Added code to make it
2616 * so that at least one of players movement types be that which
2617 * the item needs.
2618 */
2619 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2620 {
2621 if (player_apply (pl, tmp, 0, 1) == 1)
2622 return;
2623 }
2624 if (floors >= 2)
2625 return; /* process at most two floor objects */
2626 }
2627} 1026}
2628 1027
2629/** 1028/**
2630 * Unapplies specified item. 1029 * Unapplies specified item.
2631 * No check done on cursed/damned. 1030 * No check done on cursed/damned.
2632 * Break this out of apply_special - this is just done 1031 * Break this out of apply_special - this is just done
2633 * to keep the size of apply_special to a more managable size. 1032 * to keep the size of apply_special to a more managable size.
2634 */ 1033 */
2635static int 1034static bool
2636unapply_special (object *who, object *op, int aflags) 1035unapply_special (object *who, object *op, int aflags)
2637{ 1036{
2638 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1037 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2639 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1038 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2640 return RESULT_INT (0); 1039 return RESULT_INT (0);
2641 1040
2642 CLEAR_FLAG (op, FLAG_APPLIED); 1041 if (who->current_weapon == op)
1042 who->current_weapon = 0;
1043
1044 op->flag [FLAG_APPLIED] = false;
2643 1045
2644 switch (op->type) 1046 switch (op->type)
2645 { 1047 {
2646 case SKILL_TOOL: 1048 case SKILL:
1049 if (player *pl = who->contr)
1050 if (op->invisible)
1051 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1052 else
1053 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1054
1055 change_abil (who, op);
1056 who->flag [FLAG_READY_SKILL] = false;
1057 break;
1058
1059 case WEAPON:
1060 who->statusmsg (format ("You unwield %s.", query_name (op)));
1061 change_abil (who, op);
1062 who->flag [FLAG_READY_WEAPON] = false;
1063
2647 // unapplying a skill tool should also unapply the skill it governs 1064 // unapplying a weapon or skill tool should also unapply the skill it governs
2648 // but this is hard, as it shouldn't do so when the skill can 1065 // but this is hard, as it shouldn't do so when the skill can
2649 // be used for other reasons 1066 // be used for other reasons
2650 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1067 //TODO: really?
2651 if (tmp->skill == op->skill 1068 if (who->chosen_skill)
2652 && tmp->type == SKILL 1069 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2653 && tmp->flag [FLAG_APPLIED]
2654 && !tmp->flag [FLAG_CAN_USE_SKILL])
2655 unapply_special (who, tmp, 0); 1070 unapply_special (who, who->chosen_skill, 0);
2656 1071
2657 change_abil (who, op);
2658 break; 1072 break;
2659 1073
1074 case BOW:
2660 case WEAPON: 1075 case WAND:
1076 case ROD:
1077 case HORN:
1078 case RANGED:
2661 if (player *pl = who->contr) 1079 if (player *pl = who->contr)
2662 if (op == pl->combat_ob)
2663 {
2664 pl->combat_ob = 0;
2665 who->change_weapon (pl->ranged_ob);
2666 }
2667
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2669
2670 change_abil (who, op);
2671 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2672 break;
2673
2674 case SKILL:
2675 if (who->contr)
2676 { 1080 {
2677 if (!op->invisible) 1081 who->statusmsg (format ("You unready %s.", query_name (op)));
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 1082 change_abil (who, op);
1083 }
1084 else
1085 {
1086 if (op->type == BOW)
1087 op->flag [FLAG_READY_BOW ] = false;
2679 else 1088 else
2680 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 1089 op->flag [FLAG_READY_RANGE] = false;
2681 } 1090 }
2682 1091
2683 change_abil (who, op);
2684 CLEAR_FLAG (who, FLAG_READY_SKILL);
2685 break; 1092 break;
2686 1093
2687 case ARMOUR: 1094 case ARMOUR:
2688 case HELMET: 1095 case HELMET:
2689 case SHIELD: 1096 case SHIELD:
2692 case GLOVES: 1099 case GLOVES:
2693 case AMULET: 1100 case AMULET:
2694 case GIRDLE: 1101 case GIRDLE:
2695 case BRACERS: 1102 case BRACERS:
2696 case CLOAK: 1103 case CLOAK:
2697 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1104 who->statusmsg (format ("You unwear %s.", query_name (op)));
2698 change_abil (who, op); 1105 change_abil (who, op);
2699 break; 1106 break;
2700 1107
2701 case LAMP: 1108 case SPELL:
2702 {
2703 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2704
2705 object *tmp2 = arch_to_object (op->other_arch);
2706 tmp2->x = op->x;
2707 tmp2->y = op->y;
2708 tmp2->map = op->map;
2709 tmp2->below = op->below;
2710 tmp2->above = op->above;
2711 tmp2->stats.food = op->stats.food;
2712 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2713
2714 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2715 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2716
2717 if (who->contr)
2718 esrv_del_item (who->contr, op->count);
2719
2720 op->destroy ();
2721 insert_ob_in_ob (tmp2, who);
2722 who->update_stats ();
2723
2724 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2725 {
2726 if (who->contr)
2727 {
2728 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2729 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2730 }
2731 }
2732
2733 if (who->contr)
2734 esrv_send_item (who, tmp2);
2735 }
2736
2737 return 1; /* otherwise, an attempt to drop causes problems */
2738
2739 case BOW: 1109 case BUILDER:
2740 case WAND: 1110 who->statusmsg (format ("You unready %s.", query_name (op)));
2741 case ROD:
2742 case HORN:
2743 if (player *pl = who->contr)
2744 {
2745 if (op == pl->ranged_ob)
2746 {
2747 pl->ranged_ob = 0;
2748 who->change_weapon (pl->combat_ob);
2749 }
2750
2751 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2752 }
2753 else
2754 {
2755 who->change_skill (0);
2756
2757 if (op->type == BOW)
2758 CLEAR_FLAG (who, FLAG_READY_BOW);
2759 else
2760 CLEAR_FLAG (who, FLAG_READY_RANGE);
2761 }
2762
2763 break; 1111 break;
2764 1112
2765 case BUILDER: 1113 //case SKILL_TOOL://TODO
2766 if (who->contr) 1114 default:
2767 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 1115 who->statusmsg (format ("You unapply %s.", query_name (op)));
2768 break; 1116 break;
2769
2770 default:
2771 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2772 break;
2773 } 1117 }
1118
1119 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1120 if (object *pl = op->visible_to ())
1121 esrv_send_item (pl, op);
2774 1122
2775 who->update_stats (); 1123 who->update_stats ();
2776 1124
2777 if (!(aflags & AP_NO_MERGE))
2778 {
2779 object *tmp = merge_ob (op, 0);
2780
2781 if (who->contr)
2782 {
2783 if (tmp)
2784 { /* it was merged */
2785 esrv_del_item (who->contr, op->count);
2786 op = tmp;
2787 }
2788
2789 esrv_send_item (who, op);
2790 }
2791 }
2792
2793 return 0; 1125 return 1;
2794} 1126}
2795 1127
2796/** 1128/**
2797 * Returns the object that is using location 'loc'. 1129 * Returns the object that is using location 'loc'.
2798 * Note that 'start' is the first object to start examing - we 1130 * Note that 'start' is the first object to start examing - we
2810static object * 1142static object *
2811get_next_item_from_body_location (int loc, object *start) 1143get_next_item_from_body_location (int loc, object *start)
2812{ 1144{
2813 for (object *tmp = start; tmp; tmp = tmp->below) 1145 for (object *tmp = start; tmp; tmp = tmp->below)
2814 if (tmp->flag [FLAG_APPLIED] 1146 if (tmp->flag [FLAG_APPLIED]
2815 && tmp->slot[loc].info 1147 && tmp->slot [loc].info
2816 && (!tmp->invisible || tmp->type == SKILL)) 1148 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2817 return tmp; 1149 return tmp;
2818 1150
2819 return 0; 1151 return 0;
2820} 1152}
2821 1153
2828 * Returns 0 on success, returns 1 if there is some problem. 1160 * Returns 0 on success, returns 1 if there is some problem.
2829 * if aflags is AP_PRINT, we instead print out waht to unapply 1161 * if aflags is AP_PRINT, we instead print out waht to unapply
2830 * instead of doing it. This is a lot less code than having 1162 * instead of doing it. This is a lot less code than having
2831 * another function that does just that. 1163 * another function that does just that.
2832 */ 1164 */
2833int 1165
1166#define CANNOT_REMOVE_CURSED \
1167 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1168 "Praying over an altar, scrolls of remove curse/damnation, " \
1169 "priests or even other players might help.>"
1170
1171static bool
2834unapply_for_ob (object *who, object *op, int aflags) 1172unapply_for_ob (object *who, object *op, int aflags)
2835{ 1173{
2836 if (op->is_range ()) 1174 if (op->is_range ())
2837 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1175 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2838 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1176 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2839 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1177 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2840 { 1178 {
2841 if (aflags & AP_PRINT) 1179 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1180 who->failmsg (query_name (tmp));
2843 else 1181 else
2844 unapply_special (who, tmp, aflags); 1182 unapply_special (who, tmp, aflags);
2845 } 1183 }
2846 else 1184 else
2847 { 1185 {
2848 /* In this case, we want to try and remove a cursed item. 1186 /* In this case, we want to try and remove a cursed item.
2849 * While we know it won't work, we want unapply_special to 1187 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 1188 * at least generate the message.
2851 */ 1189 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 1190 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2853 return 1; 1191 return 1;
2854 } 1192 }
2855 1193
2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1194 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2857 { 1195 {
2877#endif 1215#endif
2878 return 1; 1216 return 1;
2879 } 1217 }
2880 1218
2881 /* If we are just printing, we don't care about cursed status */ 1219 /* If we are just printing, we don't care about cursed status */
2882 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1220 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2883 { 1221 {
2884 if (aflags & AP_PRINT) 1222 if (aflags & AP_PRINT)
2885 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1223 who->failmsg (query_name (tmp));
2886 else 1224 else
2887 unapply_special (who, tmp, aflags); 1225 unapply_special (who, tmp, aflags);
2888 } 1226 }
2889 else 1227 else
2890 { 1228 {
2891 /* Cursed item that we can't unequip - tell the player. 1229 /* Cursed item that we can't unequip - tell the player.
2892 * Note this could be annoying if this is just one of a few, 1230 * Note this could be annoying if this is just one of a few,
2893 * so it may not be critical (eg, putting on a ring and you have 1231 * so it may not be critical (eg, putting on a ring and you have
2894 * one cursed ring.) 1232 * one cursed ring.)
2895 */ 1233 */
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1234 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2897 } 1235 }
2898 1236
2899 last = tmp->below; 1237 last = tmp->below;
2900 } 1238 }
2901 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1239 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2960 continue; 1298 continue;
2961 } 1299 }
2962 1300
2963 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1301 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2964 if (!tmp1) 1302 if (!tmp1)
2965 {
2966#if 0
2967 /* This is sort of an error, but happens a lot when old players
2968 * join in with more stuff equipped than they are now allowed.
2969 */
2970 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2971#endif
2972 retval |= CAN_APPLY_NEVER; 1303 retval |= CAN_APPLY_NEVER;
2973 }
2974 else 1304 else
2975 { 1305 {
2976 /* need to unapply something. However, if this something 1306 /* need to unapply something. However, if this something
2977 * is different than we had found before, it means they need 1307 * is different than we had found before, it means they need
2978 * to apply multiple objects 1308 * to apply multiple objects
3007 * the weapon/shield checks, and the range checks for monsters, 1337 * the weapon/shield checks, and the range checks for monsters,
3008 * because you can't control those just by body location - bows, shields, 1338 * because you can't control those just by body location - bows, shields,
3009 * and weapons all use the same slot. Similar for horn/rod/wand - they 1339 * and weapons all use the same slot. Similar for horn/rod/wand - they
3010 * all use the same location. 1340 * all use the same location.
3011 */ 1341 */
3012 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1342 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3013 retval |= CAN_APPLY_RESTRICTION; 1343 retval |= CAN_APPLY_RESTRICTION;
3014 1344
3015 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1345 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3016 retval |= CAN_APPLY_RESTRICTION; 1346 retval |= CAN_APPLY_RESTRICTION;
3017 1347
3018 if (who->type != PLAYER) 1348 if (who->type != PLAYER)
3019 { 1349 {
3020 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1350 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3021 retval |= CAN_APPLY_RESTRICTION; 1351 retval |= CAN_APPLY_RESTRICTION;
3022 1352
3023 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1353 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3024 retval |= CAN_APPLY_RESTRICTION; 1354 retval |= CAN_APPLY_RESTRICTION;
3025 1355
3026 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1356 if (op->type == RING && !who->flag [FLAG_USE_RING])
3027 retval |= CAN_APPLY_RESTRICTION; 1357 retval |= CAN_APPLY_RESTRICTION;
3028 1358
3029 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1359 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3030 retval |= CAN_APPLY_RESTRICTION; 1360 retval |= CAN_APPLY_RESTRICTION;
3031 } 1361 }
3032 1362
3033 return retval; 1363 return retval;
3034} 1364}
3054 * 1384 *
3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1385 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3056 * 1386 *
3057 * apply_special() doesn't check for unpaid items. 1387 * apply_special() doesn't check for unpaid items.
3058 */ 1388 */
3059int 1389
1390#define LACK_ITEM_POWER \
1391 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1392
1393static bool
3060apply_special (object *who, object *op, int aflags) 1394apply_special (object *who, object *op, int aflags)
3061{ 1395{
3062 int basic_flag = aflags & AP_BASIC_FLAGS; 1396 int basic_flag = aflags & AP_MODE;
3063 object *tmp, *tmp2, *skop = NULL; 1397 object *tmp, *tmp2, *skop = NULL;
3064 1398
3065 if (who == NULL) 1399 if (who == NULL)
3066 { 1400 {
3067 LOG (llevError, "apply_special() from object without environment.\n"); 1401 LOG (llevError, "apply_special() from object without environment.\n");
3068 return 1; 1402 return 1;
3069 } 1403 }
3070 1404
1405 //TODO: remove these when apply_special is no longer exposed
3071 if (op->env != who) 1406 if (op->env != who)
3072 return 1; /* op is not in inventory */ 1407 return 1; /* op is not in inventory */
3073 1408
3074 /* trying to unequip op */ 1409 /* trying to unequip op */
3075 if (QUERY_FLAG (op, FLAG_APPLIED)) 1410 if (op->flag [FLAG_APPLIED])
3076 { 1411 {
3077 /* always apply, so no reason to unapply */ 1412 /* always apply, so no reason to unapply */
3078 if (basic_flag == AP_APPLY) 1413 if (basic_flag == AP_APPLY)
3079 return 0; 1414 return 0;
3080 1415
3081 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1416 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3082 { 1417 {
3083 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 1418 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3084 return 1; 1419 return 1;
3085 } 1420 }
3086 1421
3087 return unapply_special (who, op, aflags); 1422 return unapply_special (who, op, aflags);
3088 } 1423 }
3089
3090 if (basic_flag == AP_UNAPPLY) 1424 else if (basic_flag == AP_UNAPPLY)
3091 return 0; 1425 return 0;
3092
3093 // if the item is combat/ranged, wield the relevant slot first
3094 // to resolve conflicts.
3095 if (player *pl = who->contr)
3096 switch (op->slottype ())
3097 {
3098 case slot_combat: who->change_weapon (pl->combat_ob); break;
3099 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3100 }
3101 1426
3102 splay (op); 1427 splay (op);
3103 1428
3104 /* Can't just apply this object. Lets see what not and what to do */ 1429 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 1430 if (int i = can_apply_object (who, op))
3106 { 1431 {
3107 if (i & CAN_APPLY_NEVER) 1432 if (i & CAN_APPLY_NEVER)
3108 { 1433 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 1434 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3110 return 1; 1435 return 1;
3111 } 1436 }
3112 else if (i & CAN_APPLY_RESTRICTION) 1437 else if (i & CAN_APPLY_RESTRICTION)
3113 { 1438 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 1439 who->failmsgf (
1440 "You have a prohibition against using a %s. "
1441 "H<Your belief, profession or class prevents you from applying this item.>",
1442 query_name (op)
1443 );
3115 return 1; 1444 return 1;
3116 } 1445 }
3117 1446
3118 if (who->type != PLAYER) 1447 if (who->type != PLAYER)
3119 { 1448 {
3123 } 1452 }
3124 else 1453 else
3125 { 1454 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1455 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 { 1456 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 1457 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3129 unapply_for_ob (who, op, AP_PRINT); 1458 unapply_for_ob (who, op, AP_PRINT);
3130 return 1; 1459 return 1;
3131 } 1460 }
3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1461 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 if (unapply_for_ob (who, op, aflags)) 1462 if (unapply_for_ob (who, op, aflags))
3135 } 1464 }
3136 } 1465 }
3137 1466
3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1467 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3139 { 1468 {
1469 // try to ready attached skill first
3140 skop = find_skill_by_name (who, op->skill); 1470 skop = find_skill_by_name (who, op->skill);
3141 1471
3142 if (!skop) 1472 if (!skop)
3143 { 1473 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1474 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3145 return 1; 1475 return 1;
3146 } 1476 }
3147 else 1477 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3148 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated
3150 */ 1478 {
3151 who->change_skill (skop); 1479 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3152 } 1480 return 1;
3153 1481 }
3154 if (who->type == PLAYER
3155 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 1482 }
3158 new_draw_info (NDI_UNIQUE, 0, who, 1483
1484 if (!check_item_power (who, op->item_power))
1485 {
3159 "Equipping that combined with other items would consume your soul! " 1486 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3160 "[use the skills command to check your available item power]");
3161 return 1; 1487 return 1;
3162 } 1488 }
3163 1489
3164 /* Ok. We are now at the state where we can apply the new object. 1490 /* Ok. We are now at the state where we can apply the new object.
3165 * Note that we don't have the checks for can_use_... 1491 * Note that we don't have the checks for can_use_...
3166 * below - that is already taken care of by can_apply_object. 1492 * below - that is already taken care of by can_apply_object.
3167 */ 1493 */
3168 if (op->nrof > 1) 1494
3169 tmp = get_split_ob (op, op->nrof - 1); 1495 // split away all the other items from the stack, so only one item is left
3170 else 1496 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3171 tmp = 0;
3172 1497
3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1498 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174 return RESULT_INT (0); 1499 return RESULT_INT (0);
3175 1500
3176 switch (op->type) 1501 switch (op->type)
3177 { 1502 {
3178 case WEAPON: 1503 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat)) 1504 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3180 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3182 "It would consume your soul!.");
3183
3184 if (tmp)
3185 insert_ob_in_ob (tmp, who);
3186
3187 return 1;
3188 }
3189
3190 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 { 1505 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 1506 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1507 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 1508 who->failmsg ("The weapon does not recognize you as its owner. "
3197 1509 "H<Its name indicates that it belongs to somebody else.>");
3198 if (tmp) 1510 if (tmp) who->insert (tmp);
3199 insert_ob_in_ob (tmp, who);
3200
3201 return 1; 1511 return 1;
3202 } 1512 }
3203 1513
3204 if (!skop) 1514 op->flag [FLAG_APPLIED] = true;
1515
1516 if (player *pl = who->contr)
3205 { 1517 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 1518 who->statusmsg (format ("You wield %s.", query_name (op)));
3207 return 1; 1519 change_abil (who, op);
3208 } 1520 }
3209 1521
3210 SET_FLAG (op, FLAG_APPLIED); 1522 op->flag [FLAG_READY_WEAPON] = true;
3211 who->change_skill (skop);
3212
3213 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op);
3215
3216 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3217
3218 SET_FLAG (who, FLAG_READY_WEAPON);
3219 change_abil (who, op);
3220 break; 1523 break;
3221 1524
3222 case ARMOUR: 1525 case ARMOUR:
3223 case HELMET: 1526 case HELMET:
3224 case SHIELD: 1527 case SHIELD:
3227 case GIRDLE: 1530 case GIRDLE:
3228 case BRACERS: 1531 case BRACERS:
3229 case CLOAK: 1532 case CLOAK:
3230 case RING: 1533 case RING:
3231 case AMULET: 1534 case AMULET:
3232 SET_FLAG (op, FLAG_APPLIED); 1535 op->set_flag (FLAG_APPLIED);
3233 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1536 who->statusmsg (format ("You wear %s.", query_name (op)));
3234 change_abil (who, op); 1537 change_abil (who, op);
3235 break; 1538 break;
3236 1539
1540 case SKILL_TOOL:
1541 // applying a skill tool does not ready the skill
1542 // if something needs the skill, it has to ready it itself
1543 //TODO: unapplying should unapply the skill, though
1544 op->set_flag (FLAG_APPLIED);
1545 break;
1546
3237 case LAMP: 1547 case SKILL:
3238 if (op->stats.food < 1) 1548 if (!(aflags & AP_NO_SLOT))
3239 { 1549 {
3240 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 1550 // skill is used on it's own, as opposed to being a chosen_skill
1551
1552 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1553 {
1554 who->failmsgf (
1555 "You feel as if you wanted to do something funny, but you can't remember what. "
1556 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1557 "It cannot be used on its own.>",
1558 &op->skill
1559 );
1560 if (tmp) who->insert (tmp);
1561 return 1;
1562 }
1563
1564 if (skill_flags [op->subtype] & SF_AUTARK
1565 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1566 {
1567 if (skill_flags [op->subtype] & SF_USE)
1568 who->failmsgf (
1569 "You feel as if you wanted to do something funny, but you can't remember what. "
1570 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1571 &op->skill, &op->skill
1572 );
1573 else
1574 who->failmsgf (
1575 "You feel as if you wanted to do something funny, but you can't remember what. "
1576 "H<The %s skill cannot be readied or used, it is always active.>",
1577 &op->skill
1578 );
1579
1580 if (tmp) who->insert (tmp);
1581
1582 return 1;
1583 }
1584
1585 if (who->contr)
1586 if (op->invisible)
1587 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1588 else
1589 who->statusmsg (format ("You ready %s.", query_name (op)));
1590 }
1591
1592 who->set_flag (FLAG_READY_SKILL);
1593 op->set_flag (FLAG_APPLIED);
1594 change_abil (who, op);
1595 break;
1596
1597 case BOW:
1598 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1599 {
1600 who->failmsg ("The weapon does not recognize you as its owner. "
1601 "H<Its name indicates that it belongs to somebody else.>");
1602 if (tmp) who->insert (tmp);
3241 return 1; 1603 return 1;
3242 } 1604 }
3243 1605
3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 1606 if (player *pl = who->contr)
3245 tmp2 = arch_to_object (op->other_arch);
3246 tmp2->stats.food = op->stats.food;
3247 SET_FLAG (tmp2, FLAG_APPLIED);
3248
3249 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3250 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3251
3252 insert_ob_in_ob (tmp2, who);
3253
3254 /* Remove the old lantern */
3255 if (who->type == PLAYER)
3256 esrv_del_item (who->contr, op->count);
3257
3258 op->destroy ();
3259
3260 /* insert the portion that was split off */
3261 if (tmp)
3262 { 1607 {
3263 insert_ob_in_ob (tmp, who);
3264 if (who->type == PLAYER)
3265 esrv_send_item (who, tmp);
3266 }
3267
3268 who->update_stats ();
3269
3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3271 if (who->type == PLAYER)
3272 {
3273 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3274 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3275 }
3276
3277 if (who->type == PLAYER)
3278 esrv_send_item (who, tmp2);
3279
3280 return 0;
3281
3282 case SKILL_TOOL:
3283 // applying a skill tool also readies the skill
3284 SET_FLAG (op, FLAG_APPLIED);
3285
3286 if (!(aflags & AP_NO_READY))
3287 {
3288 skop = find_skill_by_name (who, op->skill);
3289 if (!skop->flag [FLAG_APPLIED]) 1608 op->flag [FLAG_APPLIED] = true;
3290 apply_special (who, skop, AP_APPLY); 1609 who->statusmsg (format ("You wield the %s.", query_name (op)));
1610 change_abil (who, op);
3291 } 1611 }
3292 break; 1612 break;
3293 1613
3294 case SKILL: 1614 case RANGED:
3295 if (player *pl = who->contr) 1615 if (player *pl = who->contr)
3296 { 1616 {
3297 if (IS_COMBAT_SKILL (op->subtype)) 1617 op->flag [FLAG_APPLIED] = true;
3298 { 1618 who->statusmsg (format ("You applied the %s.", query_name (op)));
3299 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3300 {
3301 for (object *item = who->inv; item; item = item->below)
3302 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3303 {
3304 if (item->skill == op->skill)
3305 {
3306 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon;
3308 }
3309 }
3310
3311 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3312 return 1;
3313
3314 found_weapon:;
3315 }
3316 else
3317 who->change_weapon (pl->combat_ob = op);
3318 }
3319 else if (IS_RANGED_SKILL (op->subtype))
3320 {
3321 if (skill_flags [op->subtype] & SF_NEED_BOW)
3322 {
3323 for (object *item = who->inv; item; item = item->below)
3324 if (item->type == BOW && item->flag [FLAG_APPLIED])
3325 {
3326 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow;
3329 }
3330
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3332 return 1;
3333
3334 found_bow:;
3335 }
3336 else
3337 who->change_weapon (pl->ranged_ob = op);
3338 }
3339
3340 if (!op->invisible)
3341 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3343 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3344 }
3345 else
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3347 } 1619 }
3348 else 1620 break;
1621
1622 case SPELL:
1623 if (player *pl = who->contr)
3349 { 1624 {
3350 SET_FLAG (op, FLAG_APPLIED); 1625 op->flag [FLAG_APPLIED] = true;
3351 change_abil (who, op); 1626 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3352 who->chosen_skill = op;
3353 SET_FLAG (who, FLAG_READY_SKILL);
3354 } 1627 }
3355
3356 break; 1628 break;
3357
3358 case BOW:
3359 if (!check_weapon_power (who, op->last_eat))
3360 {
3361 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3362 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3363
3364 if (tmp)
3365 insert_ob_in_ob (tmp, who);
3366
3367 return 1;
3368 }
3369
3370 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3371 {
3372 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3373 if (tmp)
3374 insert_ob_in_ob (tmp, who);
3375
3376 return 1;
3377 }
3378 1629
3379 /*FALLTHROUGH*/ 1630 /*FALLTHROUGH*/
3380 case WAND: 1631 case WAND:
3381 case ROD: 1632 case ROD:
3382 case HORN: 1633 case HORN:
3383 /* check for skill, alter player status */ 1634 op->flag [FLAG_APPLIED] = true;
3384 1635
3385 if (!skop) 1636 if (player *pl = who->contr)
3386 { 1637 {
3387 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 1638 who->statusmsg (format ("You ready %s.", query_name (op)));
3388 return 1;
3389 }
3390
3391 SET_FLAG (op, FLAG_APPLIED);
3392 who->change_skill (skop);
3393
3394 if (who->contr)
3395 {
3396 who->contr->ranged_ob = op;
3397
3398 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3399 1639
3400 if (op->type == BOW) 1640 if (op->type == BOW)
3401 { 1641 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3402 who->current_weapon = op; 1642
3403 change_abil (who, op); 1643 change_abil (who, op);
3404 new_draw_info_format (NDI_UNIQUE, 0, who,
3405 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3406 }
3407 } 1644 }
3408 else 1645 else
3409 { 1646 {
3410 if (op->type == BOW) 1647 if (op->type == BOW)
3411 SET_FLAG (who, FLAG_READY_BOW); 1648 op->flag [FLAG_READY_BOW ] = true;
3412 else 1649 else
3413 SET_FLAG (who, FLAG_READY_RANGE); 1650 op->flag [FLAG_READY_RANGE] = true;
3414 } 1651 }
3415 1652
3416 break; 1653 break;
3417 1654
3418 case BUILDER: 1655 case BUILDER:
3419 if (who->type == PLAYER) 1656 if (player *pl = who->contr)
3420 { 1657 {
3421 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 1658 who->statusmsg (format ("You ready your %s.", query_name (op)));
3422 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 1659 //TODO: change_abil?
3423 unapply_special (who, who->contr->ranged_ob, 0);
3424
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3426
3427 who->contr->ranged_ob = op;
3428 } 1660 }
3429 break; 1661 break;
3430 1662
3431 default: 1663 default:
3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1664 who->statusmsg (format ("You apply %s.", query_name (op)));
3433 } /* end of switch op->type */ 1665 }
3434 1666
3435 SET_FLAG (op, FLAG_APPLIED); 1667 op->set_flag (FLAG_APPLIED);
3436 1668
3437 if (tmp) 1669 if (tmp) who->insert (tmp);
3438 tmp = insert_ob_in_ob (tmp, who);
3439 1670
3440 who->update_stats (); 1671 who->update_stats ();
3441 1672
3442 /* We exclude spell casting objects. The fire code will set the 1673 /* We exclude spell casting objects. The fire code will set the
3443 * been applied flag when they are used - until that point, 1674 * been applied flag when they are used - until that point,
3444 * you don't know anything about them. 1675 * you don't know anything about them.
3445 */ 1676 */
3446 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1677 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3447 SET_FLAG (op, FLAG_BEEN_APPLIED); 1678 op->set_flag (FLAG_BEEN_APPLIED);
3448 1679
3449 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1680 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3450 {
3451 if (who->type == PLAYER) 1681 if (who->type == PLAYER)
3452 { 1682 {
3453 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1683 who->failmsg (
3454 SET_FLAG (op, FLAG_KNOWN_CURSED); 1684 "Oops, it feels deadly cold! "
1685 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1686 );
1687 op->set_flag (FLAG_KNOWN_CURSED);
3455 } 1688 }
3456 }
3457 1689
3458 if (who->type == PLAYER) 1690 if (object *pl = op->visible_to ())
3459 {
3460 /* if multiple objects were applied, update both slots */
3461 if (tmp)
3462 esrv_send_item (who, tmp);
3463
3464 esrv_send_item (who, op); 1691 esrv_send_item (pl, op);
3465 }
3466 1692
3467 return 0; 1693 return 0;
3468} 1694}
3469 1695
1696/**
1697 * Check if op should abort moving victim because of it's race or slaying.
1698 * Returns 1 if it should abort, returns 0 if it should continue.
1699 */
3470int 1700int
3471monster_apply_special (object *who, object *op, int aflags) 1701should_director_abort (object *op, object *victim)
3472{ 1702{
3473 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1703 int arch_flag, name_flag, race_flag;
1704
1705 /* Get flags to determine what of arch, name, and race should be checked.
1706 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1707 * the next is the name flag, and the last is the race flag. Also note,
1708 * if subtype is set to zero, that also goes to defaults of all affecting
1709 * it. Examples:
1710 * subtype 1: only arch
1711 * subtype 3: arch or name
1712 * subtype 5: arch or race
1713 * subtype 7: all three
1714 */
1715 if (op->subtype)
1716 {
1717 arch_flag = op->subtype & 1;
1718 name_flag = op->subtype & 2;
1719 race_flag = op->subtype & 4;
1720 }
1721 else
1722 {
1723 arch_flag = 1;
1724 name_flag = 1;
1725 race_flag = 1;
1726 }
1727
1728 /* If the director has race set, only affect objects with a arch,
1729 * name or race that matches.
1730 */
1731 if ((op->race) &&
1732 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1733 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1734 ((!(victim->race && race_flag) || op->race != victim->race)))
3474 return 1; 1735 return 1;
1736
1737 /* If the director has slaying set, only affect objects where none
1738 * of arch, name, or race match.
1739 */
1740 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1741 ((victim->name && name_flag && op->slaying == victim->name)) ||
1742 ((victim->race && race_flag && op->slaying == victim->race)))
1743 return 1;
1744
1745 return 0;
1746}
1747
1748/**
1749 * This handles a player dropping money on an altar to identify stuff.
1750 * It'll identify marked item, if none all items up to dropped money.
1751 * Return value: 1 if money was destroyed, 0 if not.
1752 */
1753static int
1754apply_id_altar (object *money, object *altar, object *pl)
1755{
1756 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1757
1758 if (!pl || pl->type != PLAYER)
1759 return 0;
1760
1761 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1762 * identifying' from being printed out more than it needs to be.
1763 */
1764 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1765 return 0;
1766
1767 /* if the player has a marked item, identify that if it needs to be
1768 * identified. If it doesn't, then go through the player inventory.
1769 */
1770 if (object *marked = pl->mark ())
1771 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1772 {
1773 if (operate_altar (altar, &money, pl))
1774 {
1775 identify (marked);
1776
1777 buf.printf ("You have %s.\r", long_desc (marked, pl));
1778 if (marked->msg)
1779 buf << "The item has a story:\r" << marked->msg << "\n\n";
1780
1781 return !money;
1782 }
1783 }
1784
1785 for (object *id = pl->inv; id; id = id->below)
1786 {
1787 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1788 {
1789 if (operate_altar (altar, &money, pl))
1790 {
1791 identify (id);
1792
1793 buf.printf ("You have %s.\r", long_desc (id, pl));
1794 if (id->msg)
1795 buf << "The item has a story:\r" << id->msg << "\n\n";
1796
1797 /* If no more money, might as well quit now */
1798 if (!money || !check_altar_sacrifice (altar, money))
1799 break;
1800 }
1801 else
1802 {
1803 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1804 break;
1805 }
1806 }
1807 }
1808
1809 if (buf.empty ())
1810 pl->failmsg ("You have nothing that needs identifying");
1811 else
1812 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1813
1814 return !money;
1815}
1816
1817/**
1818 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1819 * matching item.
1820 **/
1821void
1822handle_apply_yield (object *tmp)
1823{
1824 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1825 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1826}
1827
1828/**
1829 * Handles applying a potion.
1830 */
1831int
1832apply_potion (object *op, object *tmp)
1833{
1834 int got_one = 0, i;
1835 object *force = 0;
1836
1837 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1838
1839 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1840 {
1841 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1842
1843 tmp->clr_flag (FLAG_APPLIED);
1844 return 0;
1845 }
1846
1847 if (op->type == PLAYER)
1848 if (!tmp->flag [FLAG_IDENTIFIED])
1849 identify (tmp);
1850
1851 handle_apply_yield (tmp);
1852
1853 /* Potion of restoration - only for players */
1854 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1855 {
1856 object *depl;
1857 archetype *at;
1858
1859 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1860 {
1861 op->drain_stat ();
1862 op->update_stats ();
1863 tmp->decrease ();
1864 return 1;
1865 }
1866
1867 if (!(at = archetype::find (shstr_depletion)))
1868 {
1869 LOG (llevError, "Could not find archetype depletion\n");
1870 return 0;
1871 }
1872
1873 depl = present_arch_in_ob (at, op);
1874
1875 if (depl)
1876 {
1877 for (i = 0; i < NUM_STATS; i++)
1878 if (depl->stats.stat (i))
1879 op->statusmsg (restore_msg[i]);
1880
1881 depl->destroy ();
1882 op->update_stats ();
1883 }
1884 else
1885 op->statusmsg ("Your potion had no effect.");
1886
1887 tmp->decrease ();
1888 return 1;
1889 }
1890
1891 /* improvement potion - only for players */
1892 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1893 {
1894 for (i = 1; i < min (11, op->level); i++)
1895 {
1896 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1897 {
1898 if (op->contr->levhp[i] != 1)
1899 {
1900 op->contr->levhp[i] = 1;
1901 break;
1902 }
1903
1904 if (op->contr->levsp[i] != 1)
1905 {
1906 op->contr->levsp[i] = 1;
1907 break;
1908 }
1909
1910 if (op->contr->levgrace[i] != 1)
1911 {
1912 op->contr->levgrace[i] = 1;
1913 break;
1914 }
1915 }
1916 else
1917 {
1918 if (op->contr->levhp[i] < 9)
1919 {
1920 op->contr->levhp[i] = 9;
1921 break;
1922 }
1923
1924 if (op->contr->levsp[i] < 6)
1925 {
1926 op->contr->levsp[i] = 6;
1927 break;
1928 }
1929
1930 if (op->contr->levgrace[i] < 3)
1931 {
1932 op->contr->levgrace[i] = 3;
1933 break;
1934 }
1935 }
1936 }
1937
1938 /* Just makes checking easier */
1939 if (i < min (11, op->level))
1940 got_one = 1;
1941
1942 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1943 {
1944 if (got_one)
1945 {
1946 op->update_stats ();
1947 op->statusmsg ("The Gods smile upon you and remake you "
1948 "a little more in their image. "
1949 "You feel a little more perfect.", NDI_GREEN);
1950 }
1951 else
1952 op->statusmsg ("The potion had no effect - you are already perfect.");
1953 }
1954 else
1955 { /* cursed potion */
1956 if (got_one)
1957 {
1958 op->update_stats ();
1959 op->failmsg ("The Gods are angry and punish you.");
1960 }
1961 else
1962 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1963 }
1964
1965 tmp->decrease ();
1966 return 1;
1967 }
1968
1969
1970 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1971 * and heroism all fit into this category. Given the spell object code,
1972 * there is no limit to the number of spells that potions can be cast,
1973 * but direction is problematic to try and imbue fireball potions for example.
1974 */
1975 if (tmp->inv)
1976 {
1977 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1978 {
1979 op->failmsg ("Yech! Your lungs are on fire!");
1980 create_exploding_ball_at (op, op->level);
1981 }
1982 else
1983 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1984
1985 tmp->decrease ();
1986
1987 /* if youre dead, no point in doing this... */
1988 if (!op->flag [FLAG_REMOVED])
1989 op->update_stats ();
1990
1991 return 1;
1992 }
1993
1994 /* Deal with protection potions */
1995 force = NULL;
1996 for (i = 0; i < NROFATTACKS; i++)
1997 {
1998 if (tmp->resist[i])
1999 {
2000 if (!force)
2001 force = get_archetype (FORCE_NAME);
2002
2003 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2004 force->type = POTION_EFFECT;
2005 break; /* Only need to find one protection since we copy entire batch */
2006 }
2007 }
2008
2009 /* This is a protection potion */
2010 if (force)
2011 {
2012 /* cursed items last longer */
2013 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2014 {
2015 force->stats.food *= 10;
2016 for (i = 0; i < NROFATTACKS; i++)
2017 if (force->resist[i] > 0)
2018 force->resist[i] = -force->resist[i]; /* prot => vuln */
2019 }
2020
2021 force->speed_left = -1;
2022 force = insert_ob_in_ob (force, op);
2023 tmp->clr_flag (FLAG_APPLIED);
2024 force->set_flag (FLAG_APPLIED);
2025 change_abil (op, force);
2026 tmp->decrease ();
2027 return 1;
2028 }
2029
2030 /* Only thing left are the stat potions */
2031 if (op->type == PLAYER)
2032 { /* only for players */
2033 if ((tmp->flag [FLAG_CURSED]
2034 || tmp->flag [FLAG_DAMNED])
2035 && tmp->value != 0)
2036 tmp->clr_flag (FLAG_APPLIED);
2037 else
2038 tmp->set_flag (FLAG_APPLIED);
2039
2040 if (!change_abil (op, tmp))
2041 op->statusmsg ("Nothing happened.");
2042 }
2043
2044 /* CLEAR_FLAG is so that if the character has other potions
2045 * that were grouped with the one consumed, his
2046 * stat will not be raised by them. fix_player just clears
2047 * up all the stats.
2048 */
2049 tmp->clr_flag (FLAG_APPLIED);
2050 op->update_stats ();
2051 tmp->decrease ();
2052 return 1;
2053}
2054
2055/**
2056 * 'victim' moves onto 'trap'
2057 * 'victim' leaves 'trap'
2058 * effect is determined by move_on/move_off of trap and move_type of victime.
2059 *
2060 * originator: Player, monster or other object that caused 'victim' to move
2061 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2062 * However, some types of traps require an originator to function.
2063 */
2064void
2065move_apply (object *trap, object *victim, object *originator)
2066{
2067 static int recursion_depth = 0;
2068
2069 trap = trap->head_ ();
2070
2071 /* Only exits affect DMs. */
2072 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2073 return;
2074
2075 /* move_apply() is the most likely candidate for causing unwanted and
2076 * possibly unlimited recursion.
2077 */
2078
2079 /* The following was changed because it was causing perfectly correct
2080 * maps to fail. 1) it's not an error to recurse:
2081 * rune detonates, summoning monster. monster lands on nearby rune.
2082 * nearby rune detonates. This sort of recursion is expected and
2083 * proper. This code was causing needless crashes.
2084 */
2085 if (recursion_depth >= 500)
2086 {
2087 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2088 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2089 return;
2090 }
2091
2092 recursion_depth++;
2093
2094 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2095 switch (trap->type)
2096 {
2097 case PLAYERMOVER:
2098 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2099 {
2100 if (!trap->stats.maxsp)
2101 trap->stats.maxsp = 2;
2102
2103 /* Is this correct? From the docs, it doesn't look like it
2104 * should be divided by trap->speed
2105 */
2106 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2107
2108 /* Just put in some sanity check. I think there is a bug in the
2109 * above with some objects have zero speed, and thus the player
2110 * getting permanently paralyzed.
2111 */
2112 victim->speed_left = max (-50.f, victim->speed_left);
2113 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2114 }
2115 break;
2116
2117 case SPINNER:
2118 if (victim->direction)
2119 {
2120 victim->direction = absdir (victim->direction - trap->stats.sp);
2121 update_turn_face (victim);
2122 }
2123 break;
2124
2125 case DIRECTOR:
2126 if (victim->direction && !should_director_abort (trap, victim))
2127 {
2128 victim->direction = trap->stats.sp;
2129 update_turn_face (victim);
2130 }
2131 break;
2132
2133 case BUTTON:
2134 case PEDESTAL:
2135 case T_MATCH:
2136 update_button (trap, originator);
2137 break;
2138
2139 case ALTAR:
2140 /* sacrifice victim on trap */
2141 apply_altar (trap, victim, originator);
2142 break;
2143
2144 case THROWN_OBJ:
2145 if (trap->inv == NULL)
2146 break;
2147 /* fallthrough */
2148
2149 case ARROW:
2150 /* bad bug: monster throw a object, make a step forwards, step on object ,
2151 * trigger this here and get hit by own missile - and will be own enemy.
2152 * Victim then is his own enemy and will start to kill herself (this is
2153 * removed) but we have not synced victim and his missile. To avoid senseless
2154 * action, we avoid hits here
2155 */
2156 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2157 && trap->owner != victim)
2158 hit_with_arrow (trap, victim);
2159 break;
2160
2161 case SPELL_EFFECT:
2162 apply_spell_effect (trap, victim);
2163 break;
2164
2165 case TRAPDOOR:
2166 {
2167 int max, sound_was_played;
2168 object *ab, *ab_next;
2169
2170 if (!trap->value)
2171 {
2172 int tot;
2173
2174 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2175 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2176 tot += ab->head_ ()->total_weight ();
2177
2178 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2179 break;
2180
2181 SET_ANIMATION (trap, trap->value);
2182 update_object (trap, UP_OBJ_FACE);
2183 }
2184
2185 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2186 {
2187 /* need to set this up, since if we do transfer the object,
2188 * ab->above would be bogus
2189 */
2190 ab_next = ab->above;
2191
2192 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2193 {
2194 if (!sound_was_played)
2195 {
2196 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2197 sound_was_played = 1;
2198 }
2199
2200 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2201 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2202 }
2203 }
2204 break;
2205 }
2206
2207 case CONVERTER:
2208 if (convert_item (victim, trap) < 0)
2209 {
2210 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2211 archetype::get (shstr_burnout)->insert_at (trap, trap);
2212 }
2213
2214 break;
2215
2216 case TRIGGER_BUTTON:
2217 case TRIGGER_PEDESTAL:
2218 case TRIGGER_ALTAR:
2219 check_trigger (trap, victim, originator);
2220 break;
2221
2222 case DEEP_SWAMP:
2223 walk_on_deep_swamp (trap, victim);
2224 break;
2225
2226 case CHECK_INV:
2227 check_inv (victim, trap);
2228 break;
2229
2230 case HOLE:
2231 move_apply_hole (trap, victim);
2232 break;
2233
2234 case EXIT:
2235 if (victim->type == PLAYER && EXIT_PATH (trap))
2236 {
2237 /* Basically, don't show exits leading to random maps the
2238 * players output.
2239 */
2240 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2241 victim->statusmsg (trap->msg, NDI_NAVY);
2242
2243 trap->play_sound (trap->sound);
2244 victim->enter_exit (trap);
2245 }
2246 break;
2247
2248 case ENCOUNTER:
2249 /* may be some leftovers on this */
2250 break;
2251
2252 case SHOP_MAT:
2253 apply_shop_mat (trap, victim);
2254 break;
2255
2256 /* Drop a certain amount of gold, and have one item identified */
2257 case IDENTIFY_ALTAR:
2258 apply_id_altar (victim, trap, originator);
2259 break;
2260
2261 case SIGN:
2262 if (victim->type != PLAYER && trap->stats.food > 0)
2263 break; /* monsters musn't apply magic_mouths with counters */
2264
2265 apply_sign (victim, trap, 1);
2266 break;
2267
2268 case CONTAINER:
2269 apply_container (victim, trap);
2270 break;
2271
2272 case RUNE:
2273 case TRAP:
2274 if (trap->level && victim->flag [FLAG_ALIVE])
2275 spring_trap (trap, victim);
2276 break;
2277
2278 default:
2279 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2280 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2281 break;
2282 }
2283
2284 recursion_depth--;
2285}
2286
2287/**
2288 * Handles reading a regular (ie not containing a spell) book.
2289 */
2290static void
2291apply_book (object *op, object *tmp)
2292{
2293 int lev_diff;
2294 object *skill_ob;
2295
2296 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2297 {
2298 op->failmsg ("You are unable to read while blind!");
2299 return;
2300 }
2301
2302 if (!tmp->msg)
2303 {
2304 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2305 return;
2306 }
2307
2308 /* need a literacy skill to read stuff! */
2309 skill_ob = find_skill_by_name (op, tmp->skill);
2310 if (!skill_ob)
2311 {
2312 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2313 return;
2314 }
2315
2316 lev_diff = tmp->level - (skill_ob->level + 5);
2317 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2318 {
2319 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2320 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2321 : lev_diff < 5 ? "This book is beyond your comprehension."
2322 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2323 : lev_diff < 15 ? "This book is way beyond your comprehension."
2324 : "This book is totally beyond your comprehension.");
2325 return;
2326 }
2327
2328 // we currently don't use the message types for anything.
2329 // readable_message_type *msgType = get_readable_message_type (tmp);
2330
2331 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2332
2333 if (player *pl = op->contr)
2334 if (client *ns = pl->ns)
2335 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2336
2337 /* gain xp from reading */
2338 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2339 { /* only if not read before */
2340 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2341
2342 if (!tmp->flag [FLAG_IDENTIFIED])
2343 {
2344 /*exp_gain *= 2; because they just identified it too */
2345 tmp->set_flag (FLAG_IDENTIFIED);
2346
2347 if (object *pl = tmp->visible_to ())
2348 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2349 }
2350
2351 change_exp (op, exp_gain, skill_ob->skill, 0);
2352 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2353 }
2354}
2355
2356/**
2357 * op made some mistake with a scroll, this takes care of punishment.
2358 * scroll_failure()- hacked directly from spell_failure
2359 */
2360static void
2361scroll_failure (object *op, int failure, int power)
2362{
2363 if (abs (failure / 4) > power)
2364 power = abs (failure / 4); /* set minimum effect */
2365
2366 if (failure <= -1 && failure > -15)
2367 { /* wonder */
2368 object *tmp;
2369
2370 op->failmsg ("Your spell warps!");
2371 tmp = get_archetype (SPELL_WONDER);
2372 cast_wonder (op, op, 0, tmp);
2373 tmp->destroy ();
2374 }
2375 else if (failure <= -15 && failure > -35)
2376 { /* drain mana */
2377 op->failmsg ("Your mana is drained!");
2378 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2379 if (op->stats.sp < 0)
2380 op->stats.sp = 0;
2381 }
2382 else if (settings.spell_failure_effects == TRUE)
2383 {
2384 if (failure <= -35 && failure > -60)
2385 { /* confusion */
2386 op->failmsg ("The magic recoils on you!");
2387 confuse_player (op, op, power);
2388 }
2389 else if (failure <= -60 && failure > -70)
2390 { /* paralysis */
2391 op->failmsg ("The magic recoils and paralyzes you!");
2392 paralyze_player (op, op, power);
2393 }
2394 else if (failure <= -70 && failure > -80)
2395 { /* blind */
2396 op->failmsg ("The magic recoils on you!");
2397 blind_player (op, op, power);
2398 }
2399 else if (failure <= -80)
2400 { /* blast the immediate area */
2401 object *tmp = get_archetype (LOOSE_MANA);
2402 cast_magic_storm (op, tmp, power);
2403 op->failmsg ("You unleash uncontrolled mana!");
2404 tmp->destroy ();
2405 }
2406 }
2407}
2408
2409/**
2410 * Handles the applying of a skill scroll, calling learn_skill straight.
2411 * op is the person learning the skill, tmp is the skill scroll object
2412 */
2413static void
2414apply_skillscroll (object *op, object *tmp)
2415{
2416 switch (learn_skill (op, tmp))
2417 {
2418 case 0:
2419 op->play_sound (sound_find ("generic_fail"));
2420 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2421 break;
2422
2423 case 1:
2424 tmp->decrease ();
2425 op->play_sound (sound_find ("skill_learn"));
2426 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2427 break;
2428
2429 default:
2430 tmp->decrease ();
2431 op->play_sound (sound_find ("generic_fail"));
2432 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2433 break;
2434 }
2435}
2436
2437/**
2438 * Actually makes op learn spell.
2439 * Informs player of what happens.
2440 */
2441void
2442do_learn_spell (object *op, object *spell, int special_prayer)
2443{
2444 object *tmp;
2445
2446 if (op->type != PLAYER)
2447 {
2448 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2449 return;
2450 }
2451
2452 /* Upgrade special prayers to normal prayers */
2453 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2454 {
2455 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2456 {
2457 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2458 return;
2459 }
2460 return;
2461 }
2462
2463 op->contr->play_sound (sound_find ("learn_spell"));
2464
2465 tmp = spell->clone ();
2466 insert_ob_in_ob (tmp, op);
2467
2468 if (special_prayer)
2469 tmp->set_flag (FLAG_STARTEQUIP);
2470
2471 esrv_add_spells (op->contr, tmp);
2472}
2473
2474/**
2475 * Erases spell from player's inventory.
2476 */
2477void
2478do_forget_spell (object *op, const char *spell)
2479{
2480 object *spob;
2481
2482 if (op->type != PLAYER)
2483 {
2484 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2485 return;
2486 }
2487 if ((spob = check_spell_known (op, spell)) == NULL)
2488 {
2489 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2490 return;
2491 }
2492
2493 op->failmsgf ("You lose knowledge of %s.", spell);
2494 esrv_remove_spell (op->contr, spob);
2495 spob->destroy ();
2496}
2497
2498/**
2499 * Handles player applying a spellbook.
2500 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2501 * stuff like that. Random learning failure too.
2502 */
2503static void
2504apply_spellbook (object *op, object *tmp)
2505{
2506 object *skop, *spell, *spell_skill;
2507
2508 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2509 {
2510 op->failmsg ("You are unable to read while blind.");
2511 return;
2512 }
2513
2514 /* artifact_spellbooks have 'slaying' field point to a spell name,
2515 * instead of having their spell stored in stats.sp. These are
2516 * legacy spellbooks
2517 */
2518 if (tmp->slaying)
2519 {
2520 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2521
2522 if (!spell)
2523 {
2524 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2525 return;
2526 }
2527 else
2528 insert_ob_in_ob (spell, tmp);
2529
2530 tmp->slaying = 0;
2531 }
2532
2533 skop = find_skill_by_name (op, tmp->skill);
2534
2535 /* need a literacy skill to learn spells. Also, having a literacy level
2536 * lower than the spell will make learning the spell more difficult */
2537 if (!skop)
2538 {
2539 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2540 return;
2541 }
2542
2543 spell = tmp->inv;
2544
2545 if (!spell)
2546 {
2547 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2548 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2549 return;
2550 }
2551
2552 int learn_level = sqrtf (spell->level) * 1.5f;
2553 if (skop->level < learn_level)
2554 {
2555 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2556 &tmp->skill, learn_level);
2557 return;
2558 }
2559
2560 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2561
2562 if (!tmp->flag [FLAG_IDENTIFIED])
2563 identify (tmp);
2564
2565 /* I removed the check for special_prayer_mark here - it didn't make
2566 * a lot of sense - special prayers are not found in spellbooks, and
2567 * if the player doesn't know the spell, doesn't make a lot of sense that
2568 * they would have a special prayer mark.
2569 */
2570 if (check_spell_known (op, spell->name))
2571 {
2572 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2573 return;
2574 }
2575
2576 if (spell->skill)
2577 {
2578 spell_skill = find_skill_by_name (op, spell->skill);
2579
2580 if (!spell_skill)
2581 {
2582 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2583 return;
2584 }
2585
2586 if (spell_skill->level < spell->level)
2587 {
2588 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2589 return;
2590 }
2591 }
2592
2593 /* Logic as follows
2594 *
2595 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2596 *
2597 * 2- The learner's skill level in literacy adjusts the chance to learn
2598 * a spell.
2599 *
2600 * 3 -Automatically fail to learn if you read while confused
2601 *
2602 * Overall, chances are the same but a player will find having a high
2603 * literacy rate very useful! -b.t.
2604 */
2605 if (op->flag [FLAG_CONFUSED])
2606 {
2607 op->failmsg ("In your confused state you flub the wording of the text!");
2608 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2609 }
2610 else if (tmp->flag [FLAG_STARTEQUIP] ||
2611 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2612 {
2613 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2614 do_learn_spell (op, spell, 0);
2615
2616 /* xp gain to literacy for spell learning */
2617 if (!tmp->flag [FLAG_STARTEQUIP])
2618 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2619 }
2620 else
2621 {
2622 op->contr->play_sound (sound_find ("fumble_spell"));
2623 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2624 }
2625
2626 tmp->decrease ();
2627}
2628
2629/**
2630 * Handles applying a spell scroll.
2631 */
2632void
2633apply_scroll (object *op, object *tmp, int dir)
2634{
2635 object *skop;
2636
2637 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2638 {
2639 op->failmsg ("You are unable to read while blind.");
2640 return;
2641 }
2642
2643 if (!tmp->inv || tmp->inv->type != SPELL)
2644 {
2645 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2646 return;
2647 }
2648
2649 if (op->type == PLAYER)
2650 {
2651 /* players need a literacy skill to read stuff! */
2652 int exp_gain = 0;
2653
2654 /* hard code literacy - tmp->skill points to where the exp
2655 * should go for anything killed by the spell.
2656 */
2657 skop = find_skill_by_name (op, shstr_literacy);
2658
2659 if (!skop)
2660 {
2661 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2662 return;
2663 }
2664
2665 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2666 change_exp (op, exp_gain, skop->skill, 0);
2667 }
2668
2669 if (!tmp->flag [FLAG_IDENTIFIED])
2670 identify (tmp);
2671
2672 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2673
2674 cast_spell (op, tmp, dir, tmp->inv, NULL);
2675 tmp->decrease ();
2676}
2677
2678/**
2679 * Applies a treasure object - by default, chest. op
2680 * is the person doing the applying, tmp is the treasure
2681 * chest.
2682 */
2683static void
2684apply_treasure (object *op, object *tmp)
2685{
2686 /* Nice side effect of this treasure creation method is that the treasure
2687 * for the chest is done when the chest is created, and put into the chest
2688 * inventory. So that when the chest burns up, the items still exist. Also
2689 * prevents people from moving chests to more difficult maps to get better
2690 * treasure
2691 */
2692 object *treas = tmp->inv;
2693
2694 if (!treas)
2695 {
2696 op->statusmsg ("The chest was empty.");
2697 tmp->decrease ();
2698 return;
2699 }
2700
2701 while (tmp->inv)
2702 {
2703 treas = tmp->inv;
2704 treas->remove ();
2705
2706 treas->x = op->x;
2707 treas->y = op->y;
2708 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2709
2710 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2711 spring_trap (treas, op);
2712
2713 /* If either player or container was destroyed, no need to do
2714 * further processing. I think this should be enclused with
2715 * spring trap above, as I don't think there is otherwise
2716 * any way for the treasure chest or player to get killed.
2717 */
2718 if (op->destroyed () || tmp->destroyed ())
2719 break;
2720 }
2721
2722 if (!tmp->destroyed () && !tmp->inv)
2723 tmp->decrease (true);
2724}
2725
2726/**
2727 * A dragon is eating some flesh. If the flesh contains resistances,
2728 * there is a chance for the dragon's skin to get improved.
2729 *
2730 * attributes:
2731 * object *op the object (dragon player) eating the flesh
2732 * object *meal the flesh item, getting chewed in dragon's mouth
2733 * return:
2734 * int 1 if eating successful, 0 if it doesn't work
2735 */
2736static int
2737dragon_eat_flesh (object *op, object *meal)
2738{
2739 object *skin = NULL; /* pointer to dragon skin force */
2740 object *abil = NULL; /* pointer to dragon ability force */
2741 object *tmp = NULL; /* tmp. object */
2742
2743 double chance; /* improvement-chance of one resistance type */
2744 double totalchance = 1; /* total chance of gaining one resistance */
2745 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2746 double mbonus = 0; /* monster bonus */
2747 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2748 int winners = 0; /* number of winners */
2749 int i; /* index */
2750
2751 /* let's make sure and doublecheck the parameters */
2752 if (meal->type != FLESH || !op->is_dragon ())
2753 return 0;
2754
2755 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2756 from the player's inventory */
2757 for (tmp = op->inv; tmp; tmp = tmp->below)
2758 if (tmp->type == FORCE)
2759 if (tmp->arch->archname == shstr_dragon_skin_force)
2760 skin = tmp;
2761 else if (tmp->arch->archname == shstr_dragon_ability_force)
2762 abil = tmp;
2763
2764 /* if either skin or ability are missing, this is an old player
2765 which is not to be considered a dragon -> bail out */
2766 if (skin == NULL || abil == NULL)
2767 return 0;
2768
2769 /* now start by filling stomache and health, according to food-value */
2770 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2771 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2772 else
2773 op->stats.hp += meal->stats.food / 50;
2774
2775 min_it (op->stats.hp, op->stats.maxhp);
2776 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2777
2778 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2779
2780 /* on to the interesting part: chances for adding resistance */
2781 for (i = 0; i < NROFATTACKS; i++)
2782 {
2783 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2784 {
2785 /* got positive resistance, now calculate improvement chance (0-100) */
2786
2787 /* this bonus makes resistance increase easier at lower levels */
2788 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2789 if (i == abil->stats.exp)
2790 bonus += 5; /* additional bonus for resistance of ability-focus */
2791
2792 /* monster bonus increases with level, because high-level
2793 flesh is too rare */
2794 mbonus = op->level * 20. / ((double) settings.max_level);
2795
2796 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2797 ((double)settings.max_level)) - skin->resist[i];
2798
2799 if (chance >= 0.)
2800 chance += 1.;
2801 else
2802 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2803
2804 /* chance is proportional to amount of resistance (max. 50) */
2805 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2806
2807 /* doubled chance for resistance of ability-focus */
2808 if (i == abil->stats.exp)
2809 chance = min (100., chance * 2.);
2810
2811 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2812 if (rndm (10000) < (unsigned int)(chance * 100))
2813 {
2814 atnr_winner[winners] = i;
2815 winners++;
2816 }
2817
2818 if (chance >= 0.01)
2819 totalchance *= 1 - chance / 100;
2820
2821 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2822 }
2823 }
2824
2825 /* inverse totalchance as until now we have the failure-chance */
2826 totalchance = 100 - totalchance * 100;
2827
2828 /* print message according to totalchance */
2829 const char *buf;
2830 if (totalchance > 50.)
2831 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2832 else if (totalchance > 10.)
2833 buf = format ("The %s tasted very good.", &meal->name);
2834 else if (totalchance > 1.)
2835 buf = format ("The %s tasted good.", &meal->name);
2836 else if (totalchance > 0.1)
2837 buf = format ("The %s tasted bland.", &meal->name);
2838 else if (totalchance >= 0.01)
2839 buf = format ("The %s had a boring taste.", &meal->name);
2840 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2841 buf = format ("The %s tasted strange.", &meal->name);
2842 else
2843 buf = format ("The %s had no taste.", &meal->name);
2844
2845 op->statusmsg (buf);
2846
2847 /* now choose a winner if we have any */
2848 i = -1;
2849 if (winners > 0)
2850 i = atnr_winner [rndm (winners)];
2851
2852 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2853 {
2854 /* resistance increased! */
2855 skin->resist[i]++;
2856 op->update_stats ();
2857
2858 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2859 }
2860
2861 /* if this flesh contains a new ability focus, we mark it
2862 into the ability_force and it will take effect on next level */
2863 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2864 {
2865 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2866
2867 if (meal->last_eat != abil->stats.exp)
2868 op->statusmsg (format (
2869 "Your metabolism prepares to focus on %s!\n"
2870 "The change will happen at level %d.",
2871 change_resist_msg[meal->last_eat],
2872 abil->level + 1
2873 ));
2874 else
2875 {
2876 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2877 abil->last_eat = 0;
2878 }
2879 }
2880
2881 return 1;
2882}
2883
2884/**
2885 * op eats food.
2886 * If player, takes care of messages and dragon special food.
2887 */
2888static void
2889apply_food (object *op, object *tmp)
2890{
2891 int capacity_remaining;
2892
2893 if (op->type != PLAYER)
2894 op->stats.hp = op->stats.maxhp;
2895 else
2896 {
2897 /* check if this is a dragon (player), eating some flesh */
2898 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2899 ;
2900 else
2901 {
2902 /* usual case - no dragon meal: */
2903 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2904 {
2905 if (tmp->type == FOOD || tmp->type == FLESH)
2906 op->failmsg ("You feel full, but what a waste of food!");
2907 else
2908 op->statusmsg ("Most of the drink goes down your face not your throat!");
2909 }
2910
2911 tmp->play_sound (
2912 tmp->sound
2913 ? tmp->sound
2914 : tmp->type == DRINK
2915 ? sound_find ("eat_drink")
2916 : sound_find ("eat_food")
2917 );
2918
2919 if (!tmp->flag [FLAG_CURSED])
2920 {
2921 const char *buf;
2922
2923 if (!op->is_dragon ())
2924 {
2925 /* eating message for normal players */
2926 if (tmp->type == DRINK)
2927 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2928 else
2929 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2930 }
2931 else
2932 /* eating message for dragon players */
2933 buf = format ("The %s tasted terrible!", &tmp->name);
2934
2935 op->statusmsg (buf);
2936
2937 capacity_remaining = MAX_FOOD - op->stats.food;
2938 op->stats.food += tmp->stats.food;
2939 if (capacity_remaining < tmp->stats.food)
2940 op->stats.hp += capacity_remaining / 50;
2941 else
2942 op->stats.hp += tmp->stats.food / 50;
2943
2944 min_it (op->stats.hp, op->stats.maxhp);
2945 min_it (op->stats.food, MAX_FOOD);
2946 }
2947
2948 /* special food hack -b.t. */
2949 if (tmp->title || tmp->flag [FLAG_CURSED])
2950 eat_special_food (op, tmp);
2951 }
2952 }
2953
2954 handle_apply_yield (tmp);
2955 tmp->decrease ();
2956}
2957
2958/**
2959 * Handles applying an improve armor scroll.
2960 * Does some sanity checks, then calls improve_armour.
2961 */
2962static void
2963apply_armour_improver (object *op, object *tmp)
2964{
2965 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2966 {
2967 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2968 return;
2969 }
2970
2971 object *armor = op->mark ();
2972
2973 if (!armor)
2974 {
2975 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2976 return;
2977 }
2978
2979 if (armor->type != ARMOUR
2980 && armor->type != CLOAK
2981 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2982 {
2983 op->failmsg ("Your marked item is not armour!\n");
2984 return;
2985 }
2986
2987 if (!op->apply (armor, AP_UNAPPLY))
2988 {
2989 op->failmsg ("You are unable to take off your armour to improve it!");
2990 return;
2991 }
2992
2993 op->statusmsg ("Applying armour enchantment.");
2994 improve_armour (op, tmp, armor);
2995}
2996
2997void
2998apply_poison (object *op, object *tmp)
2999{
3000 // need to do it now when it is still on the map
3001 handle_apply_yield (tmp);
3002
3003 object *poison = tmp->split (1);
3004
3005 if (op->type == PLAYER)
3006 {
3007 op->contr->play_sound (sound_find ("drink_poison"));
3008 op->failmsg ("Yech! That tasted poisonous!");
3009 op->contr->killer = poison;
3010 }
3011
3012 if (poison->stats.hp > 0)
3013 {
3014 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3015 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3016 }
3017
3018 op->stats.food -= op->stats.food / 4;
3019 poison->destroy ();
3020}
3021
3022/**
3023 * This function will try to apply a lighter and in case no lighter
3024 * is specified it will try to find a lighter in the players inventory,
3025 * and inform him about this requirement.
3026 *
3027 * who - the player
3028 * op - the item we want to light
3029 * lighter - the lighter or 0 if a lighter has yet to be found
3030 */
3031static object *
3032auto_apply_lighter (object *who, object *op, object *lighter)
3033{
3034 if (lighter == 0)
3035 {
3036 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3037 {
3038 if (tmp->type == LIGHTER)
3039 {
3040 lighter = tmp;
3041 break;
3042 }
3043 }
3044
3045 if (!lighter)
3046 {
3047 who->failmsgf (
3048 "You can't light up the %s with your bare hands! "
3049 "H<You need a lighter in your inventory, for example a flint and steel.>",
3050 &op->name
3051 );
3052 return 0;
3053 }
3054 }
3055
3056 // last_eat == 0 means the lighter is not being used up!
3057 if (lighter->last_eat && lighter->stats.food)
3058 {
3059 /* lighter gets used up */
3060 lighter = lighter->split ();
3061 lighter->stats.food--;
3062 who->insert (lighter);
3063 }
3064 else if (lighter->last_eat)
3065 {
3066 /* no charges left in lighter */
3067 who->failmsgf (
3068 "You attempt to light the %s with a used up %s.",
3069 &op->name, &lighter->name
3070 );
3071 return 0;
3072 }
3073
3074 return lighter;
3075}
3076
3077/**
3078 * Designed primarily to light torches/lanterns/etc.
3079 * Also burns up burnable material too. First object in the inventory is
3080 * the selected object to "burn". -b.t.
3081 */
3082static void
3083apply_lighter (object *who, object *lighter)
3084{
3085 int is_player_env = 0;
3086
3087 if (object *item = who->mark ())
3088 {
3089 if (!auto_apply_lighter (who, item, lighter))
3090 return;
3091
3092 /* Perhaps we should split what we are trying to light on fire?
3093 * I can't see many times when you would want to light multiple
3094 * objects at once.
3095 */
3096
3097 save_throw_object (item, AT_FIRE, who);
3098
3099 if (item->destroyed ()
3100 || ((item->type == LAMP || item->type == TORCH)
3101 && item->glow_radius > 0))
3102 who->statusmsg (format (
3103 "You light the %s with the %s.",
3104 &item->name, &lighter->name
3105 ));
3106 else
3107 who->failmsgf (
3108 "You attempt to light the %s with the %s and fail.",
3109 &item->name, &lighter->name
3110 );
3111 }
3112 else
3113 who->failmsg ("You need to mark a lightable object.");
3114}
3115
3116/**
3117 * This function generates a cursed effect for cursed lamps and torches.
3118 */
3119static void
3120player_apply_lamp_cursed_effect (object *who, object *op)
3121{
3122 if (op->level)
3123 {
3124 who->failmsgf (
3125 "The %s was cursed, it explodes in a big fireball!",
3126 &op->name
3127 );
3128 create_exploding_ball_at (who, op->level);
3129 }
3130 else
3131 {
3132 who->failmsgf (
3133 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3134 &op->name
3135 );
3136 }
3137
3138 op->destroy ();
3139}
3140
3141/**
3142 * Apply for players and lamps
3143 *
3144 * who - the player
3145 * op - the lamp
3146 */
3147static void
3148player_apply_lamp (object *who, object *op)
3149{
3150 bool switch_on = op->glow_radius ? false : true;
3151
3152 if (switch_on)
3153 {
3154 object *lighter = 0;
3155
3156 if (op->flag [FLAG_IS_LIGHTABLE]
3157 && !(lighter = auto_apply_lighter (who, op, 0)))
3158 return;
3159
3160 if (op->stats.food < 1)
3161 {
3162 if (op->type == LAMP)
3163 who->failmsgf (
3164 "The %s is out of fuel! "
3165 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3166 &op->name
3167 );
3168 else
3169 who->failmsgf (
3170 "The %s is burnt out! "
3171 "H<Torches and similar items burn out and become worthless.>",
3172 &op->name
3173 );
3174 return;
3175 }
3176
3177 if (op->flag [FLAG_CURSED])
3178 {
3179 player_apply_lamp_cursed_effect (who, op);
3180 return;
3181 }
3182
3183 if (lighter)
3184 who->statusmsg (format (
3185 "You light up the %s with the %s.", &op->name, &lighter->name));
3186 else
3187 who->statusmsg (format ("You light up the %s.", &op->name));
3188 }
3189 else
3190 {
3191 if (op->flag [FLAG_CURSED])
3192 {
3193 player_apply_lamp_cursed_effect (who, op);
3194 return;
3195 }
3196
3197 if (op->type == TORCH)
3198 {
3199 if (!op->flag [FLAG_IS_LIGHTABLE])
3200 {
3201 who->statusmsg (format (
3202 "You put out the %s. "
3203 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3204 &op->name, &op->name));
3205 }
3206 else
3207 who->statusmsg (format (
3208 "You put out the %s."
3209 "H<Torches wear out if you put them out.>",
3210 &op->name));
3211 }
3212 else
3213 who->statusmsg (format ("You turn off the %s.", &op->name));
3214 }
3215
3216 apply_lamp (op, switch_on);
3217}
3218
3219void get_animation_from_arch (object *op, arch_ptr a)
3220{
3221 op->animation_id = a->animation_id;
3222 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3223 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3224 op->anim_speed = a->anim_speed;
3225 op->last_anim = 0;
3226 op->state = 0;
3227 op->face = a->face;
3228
3229 if (NUM_ANIMATIONS(op) > 1)
3230 {
3231 SET_ANIMATION(op, 0);
3232 animate_object (op, op->direction);
3233 }
3234 else
3235 update_object (op, UP_OBJ_FACE);
3236}
3237
3238/**
3239 * Apply for LAMPs and TORCHes.
3240 *
3241 * op - the lamp
3242 * switch_on - a flag which says whether the lamp should be switched on or off
3243 */
3244void apply_lamp (object *op, bool switch_on)
3245{
3246 op->set_glow_radius (switch_on ? op->range : 0);
3247 op->set_speed (switch_on ? op->arch->speed : 0);
3248
3249 // torches wear out if you put them out
3250 if (op->type == TORCH && !switch_on)
3251 {
3252 if (op->flag [FLAG_IS_LIGHTABLE])
3253 {
3254 op->stats.food -= (double) op->arch->stats.food / 15;
3255 if (op->stats.food < 0)
3256 op->stats.food = 0;
3257 }
3258 else
3259 op->stats.food = 0;
3260 }
3261
3262 // lamps and torched get worthless when used up
3263 if (op->stats.food <= 0)
3264 op->value = 0;
3265
3266 // FIXME: This is a hack to make the more sane torches and lamps
3267 // still animated ;-/
3268 if (op->other_arch)
3269 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3270
3271 if (object *pl = op->visible_to ())
3272 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3273}
3274
3275/**
3276 * This handles items of type 'transformer'.
3277 * Basically those items, used with a marked item, transform both items into something
3278 * else.
3279 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3280 * Change information is contained in the 'slaying' field of the marked item.
3281 * The format is as follow: transformer:[number ]yield[;transformer:...].
3282 * This way an item can be transformed in many things, and/or many objects.
3283 * The 'slaying' field for transformer is used as verb for the action.
3284 */
3285static void
3286apply_item_transformer (object *pl, object *transformer)
3287{
3288 object *new_item;
3289 const char *find;
3290 char *separator;
3291 int yield;
3292 char got[MAX_BUF];
3293 int len;
3294
3295 if (!pl || !transformer)
3296 return;
3297
3298 object *marked = pl->mark ();
3299
3300 if (!marked)
3301 {
3302 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3303 return;
3304 }
3305
3306 if (!marked->slaying)
3307 {
3308 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3309 return;
3310 }
3311
3312 /* check whether they are compatible or not */
3313 find = strstr (&marked->slaying, transformer->arch->archname);
3314 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3315 {
3316 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3317 return;
3318 }
3319
3320 find += strlen (transformer->arch->archname) + 1;
3321 /* Item can be used, now find how many and what it yields */
3322 if (isdigit (*(find)))
3323 {
3324 yield = atoi (find);
3325 if (yield < 1)
3326 {
3327 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3328 yield = 1;
3329 }
3330 }
3331 else
3332 yield = 1;
3333
3334 while (isdigit (*find))
3335 find++;
3336
3337 while (*find == ' ')
3338 find++;
3339
3340 memset (got, 0, MAX_BUF);
3341
3342 if ((separator = (char *) strchr (find, ';')))
3343 len = separator - find;
3344 else
3345 len = strlen (find);
3346
3347 min_it (len, MAX_BUF - 1);
3348
3349 strcpy (got, find);
3350 got[len] = '\0';
3351
3352 /* Now create new item, remove used ones when required. */
3353 new_item = get_archetype (got);
3354 if (!new_item)
3355 {
3356 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3357 return;
3358 }
3359
3360 new_item->nrof = yield;
3361
3362 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3363
3364 pl->insert (new_item);
3365 /* Eat up one item */
3366 marked->decrease ();
3367
3368 /* Eat one transformer if needed */
3369 if (transformer->stats.food)
3370 if (--transformer->stats.food == 0)
3371 transformer->decrease ();
3372}
3373
3374/**
3375 * Main apply handler.
3376 *
3377 * Checks for unpaid items before applying.
3378 *
3379 * Return value is currently not used
3380 *
3381 * who is the object that is causing object to be applied, op is the object
3382 * being applied.
3383 *
3384 * aflag is special (always apply/unapply) flags. Nothing is done with
3385 * them in this function - they are passed to apply_special
3386 */
3387static bool
3388manual_apply (object *who, object *op, int aflag)
3389{
3390 op = op->head_ ();
3391
3392 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3393 {
3394 if (who->contr)
3395 {
3396 examine (who, op);
3397 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3398 return 1;
3399 }
3400 else
3401 return 0; /* monsters just skip unpaid items */
3402 }
3403
3404 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3405 return RESULT_INT (0);
3406 else if (apply_types_inv_only [op->type])
3407 {
3408 // special item, using slot system, needs to be in inv
3409 if (op->env == who)
3475 return apply_special (who, op, aflags); 3410 return apply_special (who, op, aflag);
3411
3412 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3413 }
3414 else if (!who->contr && apply_types_player_only [op->type])
3415 return 0; // monsters shouldn't try to apply player-only stuff
3416 else if (apply_types [op->type])
3417 {
3418 // ordinary stuff, may be on the floor
3419 switch (op->type)
3420 {
3421 case T_HANDLE:
3422 who->play_sound (sound_find ("turn_handle"));
3423 who->statusmsg ("You turn the handle.");
3424 op->value = op->value ? 0 : 1;
3425 SET_ANIMATION (op, op->value);
3426 update_object (op, UP_OBJ_FACE);
3427 push_button (op, who);
3428 break;
3429
3430 case TRIGGER:
3431 if (check_trigger (op, who, who))
3432 {
3433 who->statusmsg ("You turn the handle.");
3434 who->play_sound (sound_find ("turn_handle"));
3435 }
3436 else
3437 who->failmsg ("The handle doesn't move.");
3438
3439 break;
3440
3441 case EXIT:
3442 if (!EXIT_PATH (op))
3443 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3444 else
3445 {
3446 /* Don't display messages for random maps. */
3447 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3448 who->statusmsg (op->msg, NDI_NAVY);
3449
3450 who->enter_exit (op);
3451 }
3452
3453 break;
3454
3455 case INSCRIBABLE:
3456 who->statusmsg (op->msg);
3457 // maybe show a spell menu to chose from or something like that
3458 break;
3459
3460 case SIGN:
3461 apply_sign (who, op, 0);
3462 break;
3463
3464 case BOOK:
3465 apply_book (who, op);
3466 break;
3467
3468 case SKILLSCROLL:
3469 apply_skillscroll (who, op);
3470 break;
3471
3472 case SPELLBOOK:
3473 apply_spellbook (who, op);
3474 break;
3475
3476 case SCROLL:
3477 apply_scroll (who, op, 0);
3478 break;
3479
3480 case POTION:
3481 apply_potion (who, op);
3482 break;
3483
3484 /* Eneq(@csd.uu.se): Handle apply on containers. */
3485 //TODO: remove, as it is unsed?
3486 case CLOSE_CON:
3487 apply_container (who, op->env);
3488 break;
3489
3490 case CONTAINER:
3491 apply_container (who, op);
3492 break;
3493
3494 case TREASURE:
3495 apply_treasure (who, op);
3496 break;
3497
3498 case LAMP:
3499 case TORCH:
3500 player_apply_lamp (who, op);
3501 break;
3502
3503 case DRINK:
3504 case FOOD:
3505 case FLESH:
3506 apply_food (who, op);
3507 break;
3508
3509 case POISON:
3510 apply_poison (who, op);
3511 break;
3512
3513 case SAVEBED:
3514 break;
3515
3516 case ARMOUR_IMPROVER:
3517 apply_armour_improver (who, op);
3518 break;
3519
3520 case WEAPON_IMPROVER:
3521 check_improve_weapon (who, op);
3522 break;
3523
3524 case CLOCK:
3525 {
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;
3476} 3731}
3477 3732
3478/** 3733/**
3479 * Map was just loaded, handle op's initialisation. 3734 * Map was just loaded, handle op's initialisation.
3480 * 3735 *
3483int 3738int
3484auto_apply (object *op) 3739auto_apply (object *op)
3485{ 3740{
3486 object *tmp = NULL, *tmp2; 3741 object *tmp = NULL, *tmp2;
3487 int i; 3742 int i;
3743
3744 op->clr_flag (FLAG_AUTO_APPLY);
3488 3745
3489 switch (op->type) 3746 switch (op->type)
3490 { 3747 {
3491 case SHOP_FLOOR: 3748 case SHOP_FLOOR:
3492 if (!op->has_random_items ()) 3749 if (!op->has_random_items ())
3494 3751
3495 do 3752 do
3496 { 3753 {
3497 i = 10; /* let's give it 10 tries */ 3754 i = 10; /* let's give it 10 tries */
3498 while ((tmp = generate_treasure (op->randomitems, 3755 while ((tmp = generate_treasure (op->randomitems,
3499 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
3500 if (tmp == NULL) 3761 if (tmp == NULL)
3501 return 0; 3762 return 0;
3502 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3763
3764 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3503 { 3765 {
3504 tmp->destroy (); 3766 tmp->destroy ();
3505 tmp = NULL; 3767 tmp = NULL;
3506 } 3768 }
3507 } 3769 }
3508 while (!tmp); 3770 while (!tmp);
3509 3771
3510 tmp->x = op->x; 3772 tmp->x = op->x;
3511 tmp->y = op->y; 3773 tmp->y = op->y;
3512 SET_FLAG (tmp, FLAG_UNPAID); 3774 tmp->set_flag (FLAG_UNPAID);
3513 insert_ob_in_map (tmp, op->map, NULL, 0); 3775 insert_ob_in_map (tmp, op->map, NULL, 0);
3514 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3515 identify (tmp); 3776 identify (tmp);
3516 break; 3777 break;
3517 3778
3518 case TREASURE: 3779 case TREASURE:
3519 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3780 if (op->flag [FLAG_IS_A_TEMPLATE])
3520 return 0; 3781 return 0;
3521 3782
3522 while (op->stats.hp-- > 0) 3783 while (op->stats.hp-- > 0)
3523 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3784 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3524 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);
3526 /* 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,
3527 * 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
3528 * to disappear. An example of this item is the random_* stuff 3789 * to disappear. An example of this item is the random_* stuff
3529 * that is put inside other objects. 3790 * that is put inside other objects.
3530 */ 3791 */
3531 for (tmp = op->inv; tmp; tmp = tmp2)
3532 {
3533 tmp2 = tmp->below;
3534 tmp->remove ();
3535
3536 if (op->env) 3792 if (op->env)
3537 insert_ob_in_ob (tmp, op->env); 3793 while (op->inv)
3538 else 3794 op->env->insert (op->inv);
3539 tmp->destroy ();
3540 }
3541 3795
3542 op->destroy (); 3796 op->destroy ();
3543 break; 3797 break;
3544 } 3798 }
3545 return tmp ? 1 : 0; 3799
3800 return !!tmp;
3546} 3801}
3547 3802
3548/** 3803/**
3549 * 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
3550 * is loaded or swapped in and performs special actions for 3805 * is loaded or swapped in and performs special actions for
3564 3819
3565 if (tmp->inv) 3820 if (tmp->inv)
3566 { 3821 {
3567 object *invtmp, *invnext; 3822 object *invtmp, *invnext;
3568 3823
3569 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3824 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3570 { 3825 {
3571 invnext = invtmp->below; 3826 invnext = invtmp->below;
3572 3827
3573 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3828 if (invtmp->flag [FLAG_AUTO_APPLY])
3574 auto_apply (invtmp); 3829 auto_apply (invtmp);
3575 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3830 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3576 { 3831 {
3577 while ((invtmp->stats.hp--) > 0) 3832 while (invtmp->stats.hp-- > 0)
3578 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3833 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3579 3834
3580 invtmp->randomitems = NULL; 3835 invtmp->randomitems = NULL;
3581 } 3836 }
3582 else if (invtmp && invtmp->arch 3837 else if (invtmp && invtmp->arch
3587 * treasure again for this object 3842 * treasure again for this object
3588 */ 3843 */
3589 invtmp->randomitems = NULL; 3844 invtmp->randomitems = NULL;
3590 } 3845 }
3591 } 3846 }
3847
3592 /* This is really temporary - the code at the bottom will 3848 /* This is really temporary - the code at the bottom will
3593 * also set randomitems to null. The problem is there are bunches 3849 * also set randomitems to null. The problem is there are bunches
3594 * of maps/players already out there with items that have spells 3850 * of maps/players already out there with items that have spells
3595 * which haven't had the randomitems set to null yet. 3851 * which haven't had the randomitems set to null yet.
3596 * MSW 2004-05-13 3852 * MSW 2004-05-13
3600 * Ryo 2004-08-16 3856 * Ryo 2004-08-16
3601 */ 3857 */
3602 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3858 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3603 || 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)
3604 tmp->randomitems = NULL; 3860 tmp->randomitems = NULL;
3605
3606 } 3861 }
3607 3862
3608 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3863 if (tmp->flag [FLAG_AUTO_APPLY])
3609 auto_apply (tmp); 3864 auto_apply (tmp);
3610 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 ())
3611 { 3866 {
3612 while ((tmp->stats.hp--) > 0) 3867 while ((tmp->stats.hp--) > 0)
3613 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3868 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3615 } 3870 }
3616 else if (tmp->type == TIMED_GATE) 3871 else if (tmp->type == TIMED_GATE)
3617 { 3872 {
3618 object *head = tmp->head != NULL ? tmp->head : tmp; 3873 object *head = tmp->head != NULL ? tmp->head : tmp;
3619 3874
3620 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3875 if (head->flag [FLAG_IS_LINKED])
3621 tmp->set_speed (0); 3876 tmp->set_speed (0);
3622 } 3877 }
3623 /* 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
3624 * 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
3625 * 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
3643 } 3898 }
3644 3899
3645 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3900 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3646 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3901 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3647 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3902 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3648 check_trigger (tmp, tmp->above); 3903 check_trigger (tmp, tmp->above, tmp->above);
3649} 3904}
3650 3905
3651/** 3906/**
3652 * Handles player eating food that temporarily changes status (resistances, stats). 3907 * Handles player eating food that temporarily changes status (resistances, stats).
3653 * This used to call cast_change_attr(), but 3908 * This used to call cast_change_attr(), but
3658eat_special_food (object *who, object *food) 3913eat_special_food (object *who, object *food)
3659{ 3914{
3660 object *force; 3915 object *force;
3661 int i, did_one = 0; 3916 int i, did_one = 0;
3662 3917
3663 force = get_archetype (FORCE_NAME); 3918 char buf[64];
3919 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3920 shstr key (buf);
3664 3921
3665 for (i = 0; i < NUM_STATS; i++)
3666 if (sint8 k = food->stats.stat (i))
3667 {
3668 force->stats.stat (i) = k;
3669 did_one = 1;
3670 }
3671
3672 /* check if we can protect the eater */
3673 for (i = 0; i < NROFATTACKS; i++)
3674 {
3675 if (food->resist[i] > 0)
3676 {
3677 force->resist[i] = food->resist[i] / 2;
3678 did_one = 1;
3679 }
3680 }
3681
3682 if (did_one)
3683 {
3684 force->set_speed (0.1);
3685 /* bigger morsel of food = longer effect time */ 3922 /* bigger morsel of food = longer effect time */
3686 force->duration = food->stats.food / 5; 3923 int duration = TIME2TICK (food->stats.food);
3687 SET_FLAG (force, FLAG_APPLIED); 3924
3688 change_abil (who, force); 3925 if (force = who->force_find (key))
3689 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;
3690 } 3936 }
3691 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
3692 force->destroy (); 3968 force->destroy ();
3969 }
3693 3970
3694 /* check for hp, sp change */ 3971 /* check for hp, sp change */
3695 if (food->stats.hp != 0) 3972 if (food->stats.hp != 0)
3696 { 3973 {
3697 if (QUERY_FLAG (food, FLAG_CURSED)) 3974 if (food->flag [FLAG_CURSED])
3698 { 3975 {
3699 assign (who->contr->killer, food->name); 3976 who->contr->killer = food;
3700 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3977 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3701 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3978 who->failmsg ("Eck!...that was poisonous!");
3702 } 3979 }
3703 else 3980 else
3704 { 3981 {
3705 if (food->stats.hp > 0) 3982 if (food->stats.hp > 0)
3706 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3983 who->statusmsg ("You begin to feel better.");
3707 else 3984 else
3708 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3985 who->failmsg ("Eck!...that was poisonous!");
3986
3709 who->stats.hp += food->stats.hp; 3987 who->stats.hp += food->stats.hp;
3710 } 3988 }
3711 } 3989 }
3990
3712 if (food->stats.sp != 0) 3991 if (food->stats.sp != 0)
3713 { 3992 {
3714 if (QUERY_FLAG (food, FLAG_CURSED)) 3993 if (food->flag [FLAG_CURSED])
3715 { 3994 {
3716 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3995 who->failmsg ("You are drained of mana!");
3717 who->stats.sp -= food->stats.sp; 3996 who->stats.sp -= food->stats.sp;
3718 if (who->stats.sp < 0) 3997 if (who->stats.sp < 0)
3719 who->stats.sp = 0; 3998 who->stats.sp = 0;
3720 } 3999 }
3721 else 4000 else
3722 { 4001 {
3723 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 4002 who->statusmsg ("You feel a rush of magical energy!");
3724 who->stats.sp += food->stats.sp; 4003 who->stats.sp += food->stats.sp;
3725 /* place limit on max sp from food? */ 4004 /* place limit on max sp from food? */
3726 } 4005 }
3727 } 4006 }
4007
3728 who->update_stats (); 4008 who->update_stats ();
3729}
3730
3731/**
3732 * Designed primarily to light torches/lanterns/etc.
3733 * Also burns up burnable material too. First object in the inventory is
3734 * the selected object to "burn". -b.t.
3735 */
3736void
3737apply_lighter (object *who, object *lighter)
3738{
3739 object *item;
3740 int is_player_env = 0;
3741
3742 item = find_marked_object (who);
3743 if (item)
3744 {
3745 if (lighter->last_eat && lighter->stats.food)
3746 { /* lighter gets used up */
3747 /* Split multiple lighters if they're being used up. Otherwise *
3748 * one charge from each would be used up. --DAMN */
3749 if (lighter->nrof > 1)
3750 {
3751 object *oneLighter = lighter->clone ();
3752
3753 lighter->nrof -= 1;
3754 oneLighter->nrof = 1;
3755 oneLighter->stats.food--;
3756 esrv_send_item (who, lighter);
3757 oneLighter = insert_ob_in_ob (oneLighter, who);
3758 esrv_send_item (who, oneLighter);
3759 }
3760 else
3761 lighter->stats.food--;
3762 }
3763 else if (lighter->last_eat)
3764 { /* no charges left in lighter */
3765 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3766 return;
3767 }
3768
3769 /* Perhaps we should split what we are trying to light on fire?
3770 * I can't see many times when you would want to light multiple
3771 * objects at once.
3772 */
3773
3774 if (who == item->in_player ())
3775 is_player_env = 1;
3776
3777 save_throw_object (item, AT_FIRE, who);
3778
3779 if (item->destroyed ())
3780 {
3781 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3782 /* Need to update the player so that the players glow radius
3783 * gets changed.
3784 */
3785 if (is_player_env)
3786 who->update_stats ();
3787 }
3788 else
3789 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3790 }
3791 else /* nothing to light */
3792 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3793
3794}
3795
3796/**
3797 * op made some mistake with a scroll, this takes care of punishment.
3798 * scroll_failure()- hacked directly from spell_failure
3799 */
3800void
3801scroll_failure (object *op, int failure, int power)
3802{
3803 if (abs (failure / 4) > power)
3804 power = abs (failure / 4); /* set minimum effect */
3805
3806 if (failure <= -1 && failure > -15)
3807 { /* wonder */
3808 object *tmp;
3809
3810 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3811 tmp = get_archetype (SPELL_WONDER);
3812 cast_wonder (op, op, 0, tmp);
3813 tmp->destroy ();
3814 }
3815 else if (failure <= -15 && failure > -35)
3816 { /* drain mana */
3817 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3818 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3819 if (op->stats.sp < 0)
3820 op->stats.sp = 0;
3821 }
3822 else if (settings.spell_failure_effects == TRUE)
3823 {
3824 if (failure <= -35 && failure > -60)
3825 { /* confusion */
3826 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3827 confuse_player (op, op, power);
3828 }
3829 else if (failure <= -60 && failure > -70)
3830 { /* paralysis */
3831 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3832 paralyze_player (op, op, power);
3833 }
3834 else if (failure <= -70 && failure > -80)
3835 { /* blind */
3836 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3837 blind_player (op, op, power);
3838 }
3839 else if (failure <= -80)
3840 { /* blast the immediate area */
3841 object *tmp = get_archetype (LOOSE_MANA);
3842 cast_magic_storm (op, tmp, power);
3843 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3844 tmp->destroy ();
3845 }
3846 }
3847} 4009}
3848 4010
3849void 4011void
3850apply_changes_to_player (object *pl, object *change) 4012apply_changes_to_player (object *pl, object *change)
3851{ 4013{
3899 } 4061 }
3900 4062
3901 /* insert the randomitems from the change's treasurelist into 4063 /* insert the randomitems from the change's treasurelist into
3902 * the player ref: player.c 4064 * the player ref: player.c
3903 */ 4065 */
3904 if (change->randomitems != NULL) 4066 if (change->randomitems)
3905 give_initial_items (pl, change->randomitems); 4067 give_initial_items (pl, change->randomitems);
3906 4068
3907 /* set up the face, for some races. */ 4069 /* set up the face, for some races. */
3908 4070
3909 /* first, look for the force object banning 4071 /* first, look for the force object banning
3910 * changing the face. Certain races never change face with class. 4072 * changing the face. Certain races never change face with class.
3911 */ 4073 */
3912 for (walk = pl->inv; walk != NULL; walk = walk->below) 4074 for (walk = pl->inv; walk; walk = walk->below)
3913 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4075 if (walk->name == shstr_NOCLASSFACECHANGE)
3914 flag_change_face = 0; 4076 flag_change_face = 0;
3915 4077
3916 if (flag_change_face) 4078 if (flag_change_face)
3917 { 4079 {
3918 pl->animation_id = GET_ANIM_ID (change);
3919 pl->face = change->face; 4080 pl->face = change->face;
3920 4081 pl->animation_id = change->animation_id;
3921 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4082 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3922 SET_FLAG (pl, FLAG_ANIMATE);
3923 else
3924 CLEAR_FLAG (pl, FLAG_ANIMATE);
3925 } 4083 }
3926 4084
3927 /* check the special case of can't use weapons */ 4085 /* check the special case of can't use weapons */
3928 /*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); */
3929 if (!strcmp (change->name, "monk")) 4087 if (change->name == shstr_monk)
3930 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4088 pl->clr_flag (FLAG_USE_WEAPON);
3931 4089
3932 break; 4090 break;
3933 } 4091 }
3934 } 4092 }
3935} 4093}
3936 4094
3937/**
3938 * This handles items of type 'transformer'.
3939 * Basically those items, used with a marked item, transform both items into something
3940 * else.
3941 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3942 * Change information is contained in the 'slaying' field of the marked item.
3943 * The format is as follow: transformer:[number ]yield[;transformer:...].
3944 * This way an item can be transformed in many things, and/or many objects.
3945 * The 'slaying' field for transformer is used as verb for the action.
3946 */
3947void
3948apply_item_transformer (object *pl, object *transformer)
3949{
3950 object *marked;
3951 object *new_item;
3952 char *find;
3953 char *separator;
3954 int yield;
3955 char got[MAX_BUF];
3956 int len;
3957
3958 if (!pl || !transformer)
3959 return;
3960 marked = find_marked_object (pl);
3961 if (!marked)
3962 {
3963 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3964 return;
3965 }
3966 if (!marked->slaying)
3967 {
3968 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3969 return;
3970 }
3971 /* check whether they are compatible or not */
3972 find = strstr (marked->slaying, transformer->arch->archname);
3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3974 {
3975 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3976 return;
3977 }
3978 find += strlen (transformer->arch->archname) + 1;
3979 /* Item can be used, now find how many and what it yields */
3980 if (isdigit (*(find)))
3981 {
3982 yield = atoi (find);
3983 if (yield < 1)
3984 {
3985 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3986 yield = 1;
3987 }
3988 }
3989 else
3990 yield = 1;
3991
3992 while (isdigit (*find))
3993 find++;
3994 while (*find == ' ')
3995 find++;
3996 memset (got, 0, MAX_BUF);
3997 if ((separator = strchr (find, ';')) != NULL)
3998 {
3999 len = separator - find;
4000 }
4001 else
4002 {
4003 len = strlen (find);
4004 }
4005 if (len > MAX_BUF - 1)
4006 len = MAX_BUF - 1;
4007 strcpy (got, find);
4008 got[len] = '\0';
4009
4010 /* Now create new item, remove used ones when required. */
4011 new_item = get_archetype (got);
4012 if (!new_item)
4013 {
4014 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4015 return;
4016 }
4017
4018 new_item->nrof = yield;
4019 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4020 insert_ob_in_ob (new_item, pl);
4021 esrv_send_inventory (pl, pl);
4022 /* Eat up one item */
4023 decrease_ob_nr (marked, 1);
4024 /* Eat one transformer if needed */
4025 if (transformer->stats.food)
4026 if (--transformer->stats.food == 0)
4027 decrease_ob_nr (transformer, 1);
4028}

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