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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 1.283 by root, Sat Nov 17 23:40:03 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <cmath> 26#include <cmath>
25 27
26#include <global.h> 28#include <global.h>
29#include <skills.h> 31#include <skills.h>
30#include <tod.h> 32#include <tod.h>
31 33
32#include <sproto.h> 34#include <sproto.h>
33 35
34/* Want this regardless of rplay. */ 36// these must be in the inventory before they can be applied
35#include <sounds.h>
36 37
37/** 38static 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{ 39{
44 int arch_flag, name_flag, race_flag; 40 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 { 41 {
58 arch_flag = (op->subtype & 1); 42 set (WEAPON);
59 name_flag = (op->subtype & 2); 43 set (ARMOUR);
60 race_flag = (op->subtype & 4); 44 set (BOOTS);
45 set (GLOVES);
46 set (AMULET);
47 set (GIRDLE);
48 set (BRACERS);
49 set (SHIELD);
50 set (HELMET);
51 set (RING);
52 set (CLOAK);
53 set (WAND);
54 set (ROD);
55 set (HORN);
56 set (SKILL);
57 set (SPELL);
58 set (BOW);
59 set (RANGED);
60 set (BUILDER);
61 set (SKILL_TOOL);
61 } 62 }
62 else 63} apply_types_inv_only;
64
65// these only make sense for the player
66
67static const struct apply_types_player_only : typeset
68{
69 apply_types_player_only ()
63 { 70 {
64 arch_flag = 1; 71 set (TRANSPORT);
65 name_flag = 1; 72 set (EXIT);
66 race_flag = 1; 73 set (BOOK);
74 set (SIGN);
75 set (BOOK);
76 set (SKILLSCROLL);
77 set (SPELLBOOK);
78 set (INSCRIBABLE);
79 set (TREASURE);
80 set (SAVEBED);
81 set (ARMOUR_IMPROVER);
82 set (WEAPON_IMPROVER);
83 set (CLOCK);
84 set (MENU);
85 set (LIGHTER); /* for lighting torches/lanterns/etc */
67 } 86 }
87} apply_types_player_only;
68 88
69 /* If the director has race set, only affect objects with a arch, 89// applying these _can_ be attempted, others cannot
70 * name or race that matches. 90// 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 91
78 /* If the director has slaying set, only affect objects where none 92static 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{ 93{
97 object *id, *marked; 94 apply_types ()
98 int success = 0; 95 : 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 { 96 {
115 if (operate_altar (altar, &money)) 97 set (T_HANDLE);
116 { 98 set (TRIGGER);
117 identify (marked); 99 set (SCROLL);
118 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 100 set (POTION);
119 if (marked->msg) 101 set (CLOSE_CON);
120 { 102 set (CONTAINER);
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 103 set (LAMP);
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 104 set (TORCH);
123 } 105 set (DRINK);
124 return money == NULL; 106 set (FOOD);
125 } 107 set (FLESH);
108 set (POISON);
109 set (POWER_CRYSTAL);
110 set (ITEM_TRANSFORMER);
126 } 111 }
127 112} 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}
409 113
410/**************************************************************************** 114/****************************************************************************
411 * Weapon improvement code follows 115 * Weapon improvement code follows
412 ****************************************************************************/ 116 ****************************************************************************/
413 117
414/** 118/**
119 * This function just checks whether who can handle equipping an item
120 * with item_power.
121 */
122static bool
123check_item_power (object *who, int item_power)
124{
125 if (who->type == PLAYER
126 && item_power
127 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
128 return false;
129 else
130 return true;
131}
132
133/**
415 * This returns the sum of nrof of item (arch name). 134 * This returns the sum of nrof of item (arch name).
416 */ 135 */
417static int 136static int
418check_item (object *op, const char *item) 137check_item (object *op, shstr_cmp item)
419{ 138{
420 int count = 0; 139 int count = 0;
421 140
422 141 if (!item)
423 if (item == NULL)
424 return 0; 142 return 0;
425 143
426 op = op->below; 144 for (op = op->below; op; op = op->below)
427 while (op != NULL)
428 {
429 if (strcmp (op->arch->archname, item) == 0) 145 if (op->arch->archname == item)
430 { 146 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)) 147 && /* 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; 148 count += op->number_of ();
438 }
439 }
440
441 op = op->below;
442 }
443 149
444 return count; 150 return count;
445} 151}
446 152
447/** 153/**
449 * op is typically the player, which is only 155 * op is typically the player, which is only
450 * really used to determine what space to look at. 156 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 157 * Modified to only eat 'nrof' of objects.
452 */ 158 */
453static void 159static void
454eat_item (object *op, const char *item, uint32 nrof) 160eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 161{
456 object *prev; 162 object *prev;
457 163
458 prev = op; 164 prev = op;
459 op = op->below; 165 op = op->below;
460 166
461 while (op != NULL) 167 while (op)
462 { 168 {
463 if (strcmp (op->arch->archname, item) == 0) 169 if (op->arch->archname == item)
464 { 170 {
465 if (op->nrof >= nrof) 171 if (op->nrof >= nrof)
466 { 172 {
467 decrease_ob_nr (op, nrof); 173 op->decrease (nrof);
468 return; 174 return;
469 } 175 }
470 else 176 else
471 { 177 {
472 decrease_ob_nr (op, op->nrof); 178 op->decrease (nrof);
473 nrof -= op->nrof; 179 nrof -= op->nrof;
474 } 180 }
181
475 op = prev; 182 op = prev;
476 } 183 }
184
477 prev = op; 185 prev = op;
478 op = op->below; 186 op = op->below;
479 } 187 }
480} 188}
481 189
482/** 190/**
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. 191 * 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. 192 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 193 */
538static int 194static int
539check_sacrifice (object *op, const object *improver) 195check_sacrifice (object *op, const object *improver)
540{ 196{
541 int count = 0; 197 int count = 0;
542 198
543 if (improver->slaying != NULL) 199 if (improver->slaying)
544 { 200 {
545 count = check_item (op, improver->slaying); 201 count = check_item (op, improver->slaying);
546 if (count < 1) 202 if (count < 1)
547 { 203 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 204 op->failmsgf ("The gods want more %ss", &improver->slaying);
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 205 return 0;
553 } 206 }
554 } 207 }
555 else 208 else
556 count = 1; 209 count = 1;
559} 212}
560 213
561/** 214/**
562 * Actually improves the weapon, and tells user. 215 * Actually improves the weapon, and tells user.
563 */ 216 */
564int 217static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 218improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 219{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 220 stat += sacrifice_count;
570 weapon->last_eat++; 221 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 222 improver->decrease ();
572 decrease_ob (improver);
573 223
574 /* So it updates the players stats and the window */ 224 /* So it updates the players stats and the window */
575 op->update_stats (); 225 op->update_stats ();
226
227 op->statusmsg (format (
228 "Your sacrifice was accepted.\n"
229 "Weapon's bonus to %s improved by %d.",
230 statname, sacrifice_count
231 ));
232
576 return 1; 233 return 1;
577} 234}
578 235
579/* Types of improvements, hidden in the sp field. */ 236/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 237#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 238#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 239#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 240#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 241#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 242#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 243#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 244#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 245#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 246#define IMPROVE_INT 10
590#define IMPROVE_POW 11 247#define IMPROVE_POW 11
591
592 248
593/** 249/**
594 * This does the prepare weapon scroll. 250 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 251 * Checks for sacrifice, and so on.
596 */ 252 */
597 253static int
598int
599prepare_weapon (object *op, object *improver, object *weapon) 254prepare_weapon (object *op, object *improver, object *weapon)
600{ 255{
601 int sacrifice_count, i; 256 int sacrifice_count, i;
602 char buf[MAX_BUF];
603 257
604 if (weapon->level != 0) 258 if (weapon->level != 0)
605 { 259 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 260 op->failmsg ("Weapon is already prepared!");
607 return 0; 261 return 0;
608 } 262 }
263
609 for (i = 0; i < NROFATTACKS; i++) 264 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 265 if (weapon->resist[i])
611 break; 266 break;
612 267
613 /* If we break out, i will be less than nrofattacks, preventing 268 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 271 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 272 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 273 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 274 weapon->stats.ac) /* AC - only taifu's I think */
620 { 275 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 276 op->failmsg ("You cannot prepare magic weapons. "
277 "H<A weapon is considered magical if it changes regeneration, "
278 "speed or ac, or has other protections.>");
622 return 0; 279 return 0;
623 } 280 }
281
624 sacrifice_count = check_sacrifice (op, improver); 282 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 283 if (sacrifice_count <= 0)
626 return 0; 284 return 0;
285
627 weapon->level = isqrt (sacrifice_count); 286 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); 287 eat_item (op, improver->slaying, sacrifice_count);
630 288
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 289 op->statusmsg (format (
290 "Your sacrifice was accepted."
291 "Your *%s may be improved %d times.",
292 &weapon->name, weapon->level
293 ));
632 294
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 295 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 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 297 slot at once! */
637 decrease_ob (improver); 298 improver->decrease ();
638 weapon->last_eat = 0; 299 weapon->last_eat = 0;
639 return 1; 300 return 1;
640} 301}
641
642 302
643/** 303/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 304 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 305 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 306 * Returns 0 if it was not able to work for some reason.
647 * 307 *
648 * Checks if weapon was prepared, if enough potions on the floor, ... 308 * Checks if weapon was prepared, if enough potions on the floor, ...
649 * 309 *
650 * We are hiding extra information about the weapon in the level and 310 * We are hiding extra information about the weapon in the level and
651 * last_eat numbers for an object. Hopefully this won't break anything ?? 311 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
653 */ 313 */
654int 314static int
655improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
656{ 316{
657 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
658 318
659 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
662 } 321
663 if (weapon->level == 0) 322 if (weapon->level == 0)
664 { 323 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 327 return 0;
667 } 328 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 329
330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 332 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 334 return 0;
672 } 335 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 336
337 if (weapon->flag [FLAG_APPLIED]
338 && !check_item_power (op, weapon->item_power + 1))
674 { 339 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 340 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"); 341 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 342 "really want to improve it.");
678 return 0; 343 return 0;
679 } 344 }
345
680 /* This just increases damage by 5 points, no matter what. No sacrifice 346 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 347 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 348 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 349 * weapon can be improved.
684 */ 350 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 351 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 352 {
687 weapon->stats.dam += 5; 353 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 354 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); 355 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 356 weapon->last_eat++;
691 357
692 weapon->item_power++; 358 weapon->item_power++;
693 decrease_ob (improver); 359 improver->decrease ();
694 return 1; 360 return 1;
695 } 361 }
362
696 if (improver->stats.sp == IMPROVE_WEIGHT) 363 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 364 {
698 /* Reduce weight by 20% */ 365 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 366 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 367 if (weapon->weight < 1)
701 weapon->weight = 1; 368 weapon->weight = 1;
369
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 370 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 371 weapon->last_eat++;
704 weapon->item_power++; 372 weapon->item_power++;
705 decrease_ob (improver); 373 improver->decrease ();
706 return 1; 374 return 1;
707 } 375 }
376
708 if (improver->stats.sp == IMPROVE_ENCHANT) 377 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 378 {
710 weapon->magic++; 379 weapon->magic++;
711 weapon->last_eat++; 380 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 381 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 382 improver->decrease ();
714 weapon->item_power++; 383 weapon->item_power++;
715 return 1; 384 return 1;
716 } 385 }
717 386
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 387 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
724 393
725 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
727 { 396 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
729 return 0; 398 return 0;
730 } 399 }
400
731 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 402 weapon->item_power++;
733 403
734 switch (improver->stats.sp) 404 switch (improver->stats.sp)
735 { 405 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 406 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 407 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 408 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 409 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 410 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 411 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 412 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 413 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 414 op->failmsg ("Unknown improvement type.");
752 } 415 }
416
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 417 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 418 return 0;
755} 419}
756 420
757/** 421/**
758 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...), 423 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
761 */ 425 */
762int 426static int
763check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
764{ 428{
765 object *otmp;
766
767 if (op->type != PLAYER) 429 if (op->type != PLAYER)
768 return 0; 430 return 0;
769 431
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 432 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 433 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 434 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 435 return 0;
774 } 436 }
775 437
776 otmp = find_marked_object (op); 438 object *otmp = op->mark ();
439
777 if (!otmp) 440 if (!otmp)
778 { 441 {
779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 442 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
780 return 0; 443 return 0;
781 } 444 }
782 445
783 if (otmp->type != WEAPON && otmp->type != BOW) 446 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 447 {
785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 448 op->failmsg ("Marked item is not a weapon or bow!");
786 return 0; 449 return 0;
787 } 450 }
788 451
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 452 if (!op->apply (otmp, AP_UNAPPLY))
453 {
454 op->failmsg ("You are unable to take off your weapon to improve it!");
455 return 0;
456 }
457
458 op->statusmsg ("Applied weapon builder.");
459
790 improve_weapon (op, tmp, otmp); 460 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 461 esrv_send_item (op, otmp);
792 return 1; 462 return 1;
793} 463}
794 464
807 * the stats of a player w/ armour as well as a weapon 477 * the stats of a player w/ armour as well as a weapon
808 * will probably horribly unbalance the game. Magic enchanting 478 * will probably horribly unbalance the game. Magic enchanting
809 * depends on the level of the character - ie the plus 479 * depends on the level of the character - ie the plus
810 * value (magic) of the armour can never be increased beyond 480 * value (magic) of the armour can never be increased beyond
811 * the level of the character / 10 -- rounding upish, nor may 481 * the level of the character / 10 -- rounding upish, nor may
812 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
813 * the users level or 90) 483 * the users level or 90)
814 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
815 * changing of physical area right now. 485 * changing of physical area right now.
816 */ 486 */
817int 487static int
818improve_armour (object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
819{ 489{
820 object *tmp;
821
822 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
823 { 491 {
824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 492 op->failmsg ("This armour can not be enchanted any further!");
825 return 0; 493 return 0;
826 } 494 }
495
827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 496 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
828 * etc), so take the easy way out and don't worry about it. 497 * etc), so take the easy way out and don't worry about it.
829 * Note - maybe add scrolls which make the random artifact versions (eg, armour 498 * Note - maybe add scrolls which make the random artifact versions (eg, armour
830 * of gnarg and what not?) 499 * of gnarg and what not?)
831 */ 500 */
832 if (armour->title) 501 if (armour->title)
833 { 502 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 503 op->failmsg ("This armour will not accept further enchantment.");
835 return 0; 504 return 0;
836 } 505 }
837 506
838 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
840 */ 509 */
841 if (armour->nrof > 1) 510 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;
845 511
846 armour->magic++; 512 armour->magic++;
847 513
848 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
849 { 515 {
886 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 552 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
887 553
888 if (op->type == PLAYER) 554 if (op->type == PLAYER)
889 { 555 {
890 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557
558 if (armour->flag [FLAG_APPLIED])
892 op->update_stats (); 559 op->update_stats ();
893 } 560 }
894 decrease_ob (improver); 561
562 improver->decrease ();
563
895 if (tmp) 564 if (tmp)
896 { 565 op->insert (tmp);
897 insert_ob_in_ob (tmp, op); 566
898 esrv_send_item (op, tmp);
899 }
900 return 1; 567 return 1;
901} 568}
902
903 569
904/* 570/*
905 * convert_item() returns 1 if anything was converted, 0 if the item was not 571 * convert_item() returns 1 if anything was converted, 0 if the item was not
906 * what the converter wants, -1 if the converter is broken. 572 * what the converter wants, -1 if the converter is broken.
907 */ 573 *
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. 574 * Takes one type of items and makes another.
914 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
915 * item is the object that triggered the converter - if it is not 576 * item is the object that triggered the converter - if it is not
916 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
917 */ 578 */
918int 579int
919convert_item (object *item, object *converter) 580convert_item (object *item, object *converter)
920{ 581{
921 int nr = 0; 582 sint64 nr = 0, price_in;
922 uint32 price_in; 583
584 if (item->flag [FLAG_UNPAID])
585 return 0;
586
587 shstr conv_from = converter->slaying;
588 archetype *conv_to = converter->other_arch;
589 sint64 need = converter->stats.food;
590 sint64 give = converter->stats.sp;
923 591
924 /* We make some assumptions - we assume if it takes money as it type, 592 /* We make some assumptions - we assume if it takes money as it type,
925 * it wants some amount. We don't make change (ie, if something costs 593 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck) 594 * 3 gp and player drops a platinum, tough luck)
927 */ 595 */
928 if (!strcmp (CONV_FROM (converter), "money")) 596 if (conv_from == shstr_money)
929 { 597 {
930 int cost;
931
932 if (item->type != MONEY) 598 if (item->type != MONEY)
933 return 0; 599 return 0;
934 600
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 601 nr = sint64 (item->nrof) * item->value / need;
936 if (!nr) 602 if (!nr)
937 return 0; 603 return 0;
938 cost = nr * CONV_NEED (converter) / item->value; 604
939 /* take into account rounding errors */ 605 converter->play_sound (sound_find ("shop_buy"));
940 if (nr * CONV_NEED (converter) % item->value) 606
941 cost++; 607 sint64 cost = (nr * need + item->value - 1) / item->value;
942 decrease_ob_nr (item, cost); 608
609 item->decrease (cost);
943 610
944 price_in = cost * item->value; 611 price_in = cost * item->value;
945 } 612 }
946 else 613 else
947 { 614 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 615 if (item->type == PLAYER
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 616 || conv_from != item->arch->archname
617 || (need && need > (uint16) item->nrof))
950 return 0; 618 return 0;
951 619
952 if (CONV_NEED (converter)) 620 converter->play_sound (sound_find ("convert_item"));
621
622 if (need)
953 { 623 {
954 nr = item->nrof / CONV_NEED (converter); 624 nr = sint64 (item->nrof) / need;
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 625 item->decrease (nr * need);
956 price_in = nr * CONV_NEED (converter) * item->value; 626 price_in = nr * need * item->value;
957 } 627 }
958 else 628 else
959 { 629 {
960 price_in = item->value; 630 price_in = item->value;
961 item->destroy (); 631 item->destroy ();
962 } 632 }
963 } 633 }
964 634
965 if (converter->inv != NULL) 635 if (converter->inv)
966 { 636 {
967 object *ob; 637 object *ob;
968 int i; 638 int i;
969 object *ob_to_copy; 639 object *ob_to_copy;
970 640
971 /* select random object from inventory to copy */ 641 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 642 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 643 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 {
975 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 645 ob_to_copy = ob;
978 } 646
979 } 647 item = ob_to_copy->deep_clone ();
980 item = object_create_clone (ob_to_copy); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 650 }
984 else 651 else
985 { 652 {
986 if (converter->other_arch == NULL) 653 if (!conv_to)
987 { 654 {
988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 655 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
989 &converter->name, &converter->map->path, converter->x, converter->y); 656 &converter->name, &converter->map->path, converter->x, converter->y);
990 return -1; 657 return -1;
991 } 658 }
992 659
993 item = object_create_arch (converter->other_arch); 660 item = object_create_arch (conv_to);
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 661 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 662 }
996 663
997 if (CONV_NR (converter)) 664 if (give)
998 item->nrof = CONV_NR (converter); 665 item->nrof = give;
666
999 if (nr) 667 if (nr)
1000 item->nrof *= nr; 668 item->nrof *= nr;
1001 if (is_in_shop (converter)) 669
1002 SET_FLAG (item, FLAG_UNPAID); 670 if (converter->flag [FLAG_PRECIOUS])
671 item->set_flag (FLAG_UNPAID);
672
673 if (converter->is_in_shop ())
674 {
675 // converters on shop floors don't work anymore, bug lets check for it
676 // and report in case someone still does it.
677 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
678 converter->debug_desc ());
679 item->set_flag (FLAG_UNPAID);
680 }
1003 else if (price_in < item->nrof * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
1004 { 682 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 683 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /** 685 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 686 * elmex: we are going to let the game continue, as the mapcreator
1010 * probably had something in mind when doing this 687 * hopefully had something in mind when doing this.
1011 */ 688 */
1012 } 689 }
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 690
691 // elmex: only identify if we need to, for example so that generated money doesn't
692 // get an 'identified' flag so easily.
693 if (item->need_identify ())
694 identify (item);
695
696 item->insert_at (converter, 0, INS_NO_WALK_ON);
697
1014 return 1; 698 return 1;
1015} 699}
1016 700
1017/** 701/**
1018 * Handle apply on containers. 702 * Handle apply on containers.
1019 * By Eneq(@csd.uu.se). 703 * By Eneq(@csd.uu.se).
1020 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 704 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1021 * added the alchemical cauldron to the code -b.t. 705 * added the alchemical cauldron to the code -b.t.
1022 */ 706 */
1023int 707static int
1024apply_container (object *op, object *sack) 708apply_container (object *op, object *sack)
1025{ 709{
1026 if (op->type != PLAYER || !op->contr->ns) 710 if (op->type != PLAYER || !op->contr->ns)
1027 return 0; /* This might change */ 711 return 0; /* This might change */
1028 712
1034 718
1035 op->contr->last_used = 0; 719 op->contr->last_used = 0;
1036 720
1037 if (sack->env && sack->env != op) 721 if (sack->env && sack->env != op)
1038 { 722 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 723 op->failmsg ("You must put it onto the floor or into your inventory first.");
1040 return 1; 724 return 1;
1041 } 725 }
1042 726
1043 // already applied == open on ground, or open in inv, or active in inv 727 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED]) 728 if (sack->flag [FLAG_APPLIED])
1045 { 729 {
1046 if (op->container == sack) 730 if (op->container_ () == sack)
1047 { 731 {
1048 // open on ground or inv, so close 732 // open on ground or inv, so close
1049 op->close_container (); 733 op->close_container ();
1050 return 1; 734 return 1;
1051 } 735 }
1052 else if (!sack->env) 736 else if (!sack->env)
1053 { 737 {
1054 // active, but not ours: some other player has opened it 738 // 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)); 739 // normally this only happens to dms standing on the same space.
740 // but it doesn't hurt to handle it.
741 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1056 return 1; 742 return 1;
1057 } 743 }
744 }
1058 745
1059 // fall through to opening it (active in inv) 746 // it's locked?
747 if (sack->slaying)
1060 } 748 {
1061 else if (sack->env) 749 if (object *tmp = find_key (op, op, sack))
750 {
751 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
752 }
753 else
754 {
755 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
756 esrv_update_item (UPD_FLAGS, op, sack);
757 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
758 return 1;
759 }
760 }
761
762 if (sack->env && !sack->flag [FLAG_APPLIED])
1062 { 763 {
1063 // it is in our env, so activate it, do not open yet 764 // it is in our env, so activate it, do not open yet
1064 op->close_container (); 765 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 766 sack->flag [FLAG_APPLIED] = true;
1066 esrv_update_item (UPD_FLAGS, op, sack); 767 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 768 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1;
1069 }
1070
1071 // it's locked?
1072 if (sack->slaying)
1073 { 769 }
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 770 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); 771 op->open_container (sack);
1084 772
1085 return 1; 773 return 1;
1086} 774}
1087 775
1088/** 776/**
1094{ 782{
1095 /* Only players can make sacrifices on spell casting altars. */ 783 /* Only players can make sacrifices on spell casting altars. */
1096 if (altar->inv && (!originator || originator->type != PLAYER)) 784 if (altar->inv && (!originator || originator->type != PLAYER))
1097 return 0; 785 return 0;
1098 786
1099 if (operate_altar (altar, &sacrifice)) 787 if (operate_altar (altar, &sacrifice, originator))
1100 { 788 {
1101 /* Simple check. Unfortunately, it means you can't cast magic bullet 789 /* Simple check. Unfortunately, it means you can't cast magic bullet
1102 * with an altar. We call it a Potion - altars are stationary - it 790 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly. 791 * is up to map designers to use them properly.
1104 */ 792 */
1105 if (altar->inv && altar->inv->type == SPELL) 793 if (altar->inv && altar->inv->type == SPELL)
1106 { 794 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 795 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 796 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 797 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 798 * old maps.
1111 */ 799 */
1112 800
1113/* push_button (altar);*/ 801/* push_button (altar);*/
1114 } 802 }
1115 else 803 else
1116 { 804 {
1117 altar->value = 1; /* works only once */ 805 altar->value = 1; /* works only once */
1118 push_button (altar); 806 push_button (altar, originator);
1119 } 807 }
1120 808
1121 return !sacrifice; 809 return !sacrifice;
1122 } 810 }
1123 else 811 else
1136{ 824{
1137 int rv = 0; 825 int rv = 0;
1138 double opinion; 826 double opinion;
1139 object *tmp, *next; 827 object *tmp, *next;
1140 828
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 829 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1142 830
1143 if (op->type != PLAYER) 831 bool has_unpaid = false;
832
833 // quite inefficient to do this here twice, but the api doesn't lend itself to
834 // a quick and small change :(
835 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
836 if (item->flag [FLAG_UNPAID])
837 {
838 has_unpaid = true;
839 break;
840 }
841
842 if (!op->is_player ())
1144 { 843 {
1145 /* Remove all the unpaid objects that may be carried here. 844 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 845 * This could be pets or monsters that are somehow in
1147 * the shop. 846 * the shop.
1148 */ 847 */
1149 for (tmp = op->inv; tmp; tmp = next) 848 for (tmp = op->inv; tmp; tmp = next)
1150 { 849 {
1151 next = tmp->below; 850 next = tmp->below;
1152 851
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 852 if (tmp->flag [FLAG_UNPAID])
1154 { 853 {
1155 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 854 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1156 855
856 if (i >= 0)
1157 tmp->remove (); 857 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 } 858 }
1167 } 859 }
1168 860
1169 /* Don't teleport things like spell effects */ 861 /* Don't teleport things like spell effects */
1170 if (QUERY_FLAG (op, FLAG_NO_PICK)) 862 if (op->flag [FLAG_NO_PICK])
1171 return 0; 863 return 0;
1172 864
1173 /* unpaid objects, or non living objects, can't transfer by 865 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 866 * shop mats. Instead, put it on a nearby space.
1175 */ 867 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 868 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1177 { 869 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 870 /* 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); 871 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 872
1182 if (i != -1) 873 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 874 rv = transfer_ob (op, op->x + DIRX (i), op->y + DIRY (i), 0, shop_mat);
1184 875
1185 return 0; 876 return 0;
1186 } 877 }
878
1187 /* Removed code that checked for multipart objects - it appears that 879 /* Removed code that checked for multipart objects - it appears that
1188 * the teleport function should be able to handle this just fine. 880 * the teleport function should be able to handle this just fine.
1189 */ 881 */
1190 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1191 } 883 }
1192 else if (can_pay (op) && get_payment (op)) 884 else if (can_pay (op) && get_payment (op))
1193 { 885 {
1194 /* this is only used for players */ 886 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 887 rv = teleport (shop_mat, SHOP_MAT, op);
1196 888
889 if (has_unpaid)
890 op->contr->play_sound (sound_find ("shop_buy"));
891 else if (op->is_in_shop ())
892 op->contr->play_sound (sound_find ("shop_enter"));
893 else
894 op->contr->play_sound (sound_find ("shop_leave"));
895
1197 if (shop_mat->msg) 896 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 897 op->statusmsg (shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct, 898 /* 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 899 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor. 900 * actually the shop floor.
1202 */ 901 */
1203 else if (!rv && !is_in_shop (op)) 902 else if (!rv && !op->is_in_shop ())
1204 { 903 {
1205 opinion = shopkeeper_approval (op->map, op); 904 opinion = shopkeeper_approval (op->map, op);
1206 905
1207 if (opinion > 0.9) 906 op->statusmsg (
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 907 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1209 else if (opinion > 0.75) 908 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 909 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 910 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 911 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 912 }
1216 } 913 }
1217 else 914 else
1218 { 915 {
1219 /* if we get here, a player tried to leave a shop but was not able 916 /* 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 917 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore 918 * they are not on the mat anymore
1222 */ 919 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 920 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 921
1225 if (i == -1) 922 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 923 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 924 else
1230 { 925 {
1231 op->remove (); 926 op->remove ();
1232 op->x += freearr_x[i]; 927 op->x += DIRX (i);
1233 op->y += freearr_y[i]; 928 op->y += DIRY (i);
1234 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 929 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1235 } 930 }
1236 } 931 }
1237 932
1238 CLEAR_FLAG (op, FLAG_NO_APPLY); 933 op->clr_flag (FLAG_NO_APPLY);
1239 return rv; 934 return rv;
1240} 935}
1241 936
1242/** 937/**
1243 * Handles applying a sign. 938 * Handles applying a sign.
1244 */ 939 */
1245static void 940static void
1246apply_sign (object *op, object *sign, int autoapply) 941apply_sign (object *op, object *sign, int autoapply)
1247{ 942{
1248 readable_message_type *msgType; 943 if (!op->is_player())
944 return;
1249 945
1250 if (sign->msg == NULL) 946 if (sign->has_dialogue ())
1251 { 947 {
1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 948 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1253 return; 949 return;
1254 } 950 }
1255 951
952 if (!sign->msg)
953 {
954 op->contr->infobox (MSG_CHANNEL ("examine"),
955 format ("T<%s>\n\n Nothing %sis written on it.",
956 &sign->name,
957 sign->name == sign->arch->name ? "" : "else "));
958 return;
959 }
960
1256 if (sign->stats.food) 961 if (sign->stats.food)
1257 { 962 {
1258 if (sign->last_eat >= sign->stats.food) 963 if (sign->last_eat >= sign->stats.food)
1259 { 964 {
1260 if (!sign->move_on) 965 if (!sign->move_on)
1261 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 966 op->failmsg ("You cannot read it anymore.");
967
1262 return; 968 return;
1263 } 969 }
1264 970
1265 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 971 if (!op->flag [FLAG_WIZPASS])
1266 sign->last_eat++; 972 sign->last_eat++;
1267 } 973 }
1268 974
1269 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 975 /* 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 976 * 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 977 * move_on is zero, it needs to be manually applied (doesn't talk
1272 * to us). 978 * to us).
1273 */ 979 */
1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 980 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1275 { 981 {
1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 982 op->failmsg ("You are unable to read while blind!");
1277 return; 983 return;
1278 } 984 }
1279 985
1280 if (op->contr) 986 if (op->contr)
1281 if (client *ns = op->contr->ns) 987 if (client *ns = op->contr->ns)
1282 { 988 {
1283 msgType = get_readable_message_type (sign); 989 if (sign->sound)
990 ns->play_sound (sign->sound);
991 else if (autoapply)
992 ns->play_sound (sound_find ("msg_voice"));
1284 993
1285 if (ns->can_msg) 994 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 } 995 }
1294} 996}
1295 997
1296/** 998static 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) 999move_apply_hole (object *trap, object *victim)
1307{ 1000{
1308 static int recursion_depth = 0; 1001 /* Hole not open? */
1309 1002 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; 1003 return;
1313 1004
1314 /* move_apply() is the most likely candidate for causing unwanted and 1005 /* Is this a multipart monster and not the head? If so, return.
1315 * possibly unlimited recursion. 1006 * Processing will happen if the head runs into the pit
1316 */ 1007 */
1317 /* The following was changed because it was causing perfeclty correct 1008 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; 1009 return;
1328 }
1329 1010
1330 recursion_depth++; 1011 // now find all possible locations and randomly pick one
1331 if (trap->head) 1012 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1332 trap = trap->head; 1013 trap->range >= 3 ? SIZEOFFREE3 + 1
1014 : trap->range >= 2 ? SIZEOFFREE2 + 1
1015 : trap->range >= 1 ? SIZEOFFREE1 + 1
1016 : SIZEOFFREE0 + 1);
1333 1017
1334 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1018 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; 1019 return;
1555 }
1556 1020
1557 if (!tmp->msg) 1021 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1558 { 1022 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 1023
1563 /* need a literacy skill to read stuff! */ 1024 transfer_ob (victim,
1564 skill_ob = find_skill_by_name (op, tmp->skill); 1025 EXIT_X (trap) + DIRX (dir),
1565 if (!skill_ob) 1026 EXIT_Y (trap) + DIRY (dir),
1566 { 1027 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} 1028}
2628 1029
2629/** 1030/**
2630 * Unapplies specified item. 1031 * Unapplies specified item.
2631 * No check done on cursed/damned. 1032 * No check done on cursed/damned.
2632 * Break this out of apply_special - this is just done 1033 * Break this out of apply_special - this is just done
2633 * to keep the size of apply_special to a more managable size. 1034 * to keep the size of apply_special to a more managable size.
2634 */ 1035 */
2635static int 1036static bool
2636unapply_special (object *who, object *op, int aflags) 1037unapply_special (object *who, object *op, int aflags)
2637{ 1038{
2638 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1039 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2639 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1040 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2640 return RESULT_INT (0); 1041 return RESULT_INT (0);
2641 1042
2642 CLEAR_FLAG (op, FLAG_APPLIED); 1043 if (who->current_weapon == op)
1044 who->current_weapon = 0;
1045
1046 op->flag [FLAG_APPLIED] = false;
2643 1047
2644 switch (op->type) 1048 switch (op->type)
2645 { 1049 {
2646 case SKILL_TOOL: 1050 case SKILL:
1051 if (player *pl = who->contr)
1052 if (op->invisible)
1053 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1054 else
1055 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1056
1057 change_abil (who, op);
1058 who->flag [FLAG_READY_SKILL] = false;
1059 break;
1060
1061 case WEAPON:
1062 who->statusmsg (format ("You unwield %s.", query_name (op)));
1063 change_abil (who, op);
1064 who->flag [FLAG_READY_WEAPON] = false;
1065
2647 // unapplying a skill tool should also unapply the skill it governs 1066 // 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 1067 // but this is hard, as it shouldn't do so when the skill can
2649 // be used for other reasons 1068 // be used for other reasons
2650 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1069 //TODO: really?
2651 if (tmp->skill == op->skill 1070 if (who->chosen_skill)
2652 && tmp->type == SKILL 1071 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); 1072 unapply_special (who, who->chosen_skill, 0);
2656 1073
2657 change_abil (who, op);
2658 break; 1074 break;
2659 1075
1076 case RANGED:
1077 case BOW:
2660 case WEAPON: 1078 case WAND:
1079 case ROD:
1080 case HORN:
2661 if (player *pl = who->contr) 1081 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 { 1082 {
2677 if (!op->invisible) 1083 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)); 1084 change_abil (who, op);
1085 }
1086 else
1087 {
1088 if (op->type == BOW)
1089 op->flag [FLAG_READY_BOW ] = false;
2679 else 1090 else
2680 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 1091 op->flag [FLAG_READY_RANGE] = false;
2681 } 1092 }
2682 1093
2683 change_abil (who, op);
2684 CLEAR_FLAG (who, FLAG_READY_SKILL);
2685 break; 1094 break;
2686 1095
2687 case ARMOUR: 1096 case ARMOUR:
2688 case HELMET: 1097 case HELMET:
2689 case SHIELD: 1098 case SHIELD:
2692 case GLOVES: 1101 case GLOVES:
2693 case AMULET: 1102 case AMULET:
2694 case GIRDLE: 1103 case GIRDLE:
2695 case BRACERS: 1104 case BRACERS:
2696 case CLOAK: 1105 case CLOAK:
2697 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1106 who->statusmsg (format ("You unwear %s.", query_name (op)));
2698 change_abil (who, op); 1107 change_abil (who, op);
2699 break; 1108 break;
2700 1109
2701 case LAMP: 1110 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: 1111 case BUILDER:
2740 case WAND: 1112 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; 1113 break;
2764 1114
2765 case BUILDER: 1115 //case SKILL_TOOL://TODO
2766 if (who->contr) 1116 default:
2767 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 1117 who->statusmsg (format ("You unapply %s.", query_name (op)));
2768 break; 1118 break;
2769
2770 default:
2771 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2772 break;
2773 } 1119 }
1120
1121 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1122 if (object *pl = op->visible_to ())
1123 esrv_send_item (pl, op);
2774 1124
2775 who->update_stats (); 1125 who->update_stats ();
2776 1126
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; 1127 return 1;
2794} 1128}
2795 1129
2796/** 1130/**
2797 * Returns the object that is using location 'loc'. 1131 * Returns the object that is using location 'loc'.
2798 * Note that 'start' is the first object to start examing - we 1132 * Note that 'start' is the first object to start examing - we
2810static object * 1144static object *
2811get_next_item_from_body_location (int loc, object *start) 1145get_next_item_from_body_location (int loc, object *start)
2812{ 1146{
2813 for (object *tmp = start; tmp; tmp = tmp->below) 1147 for (object *tmp = start; tmp; tmp = tmp->below)
2814 if (tmp->flag [FLAG_APPLIED] 1148 if (tmp->flag [FLAG_APPLIED]
2815 && tmp->slot[loc].info 1149 && tmp->slot [loc].info
2816 && (!tmp->invisible || tmp->type == SKILL)) 1150 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2817 return tmp; 1151 return tmp;
2818 1152
2819 return 0; 1153 return 0;
2820} 1154}
2821 1155
2828 * Returns 0 on success, returns 1 if there is some problem. 1162 * Returns 0 on success, returns 1 if there is some problem.
2829 * if aflags is AP_PRINT, we instead print out waht to unapply 1163 * 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 1164 * instead of doing it. This is a lot less code than having
2831 * another function that does just that. 1165 * another function that does just that.
2832 */ 1166 */
2833int 1167
1168#define CANNOT_REMOVE_CURSED \
1169 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1170 "Praying over an altar, scrolls of remove curse/damnation, " \
1171 "priests or even other players might help.>"
1172
1173static bool
2834unapply_for_ob (object *who, object *op, int aflags) 1174unapply_for_ob (object *who, object *op, int aflags)
2835{ 1175{
2836 if (op->is_range ()) 1176 if (op->is_range ())
2837 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1177 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2838 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1178 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))) 1179 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2840 { 1180 {
2841 if (aflags & AP_PRINT) 1181 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1182 who->failmsg (query_name (tmp));
2843 else 1183 else
2844 unapply_special (who, tmp, aflags); 1184 unapply_special (who, tmp, aflags);
2845 } 1185 }
2846 else 1186 else
2847 { 1187 {
2848 /* In this case, we want to try and remove a cursed item. 1188 /* 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 1189 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 1190 * at least generate the message.
2851 */ 1191 */
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)); 1192 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2853 return 1; 1193 return 1;
2854 } 1194 }
2855 1195
2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1196 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2857 { 1197 {
2877#endif 1217#endif
2878 return 1; 1218 return 1;
2879 } 1219 }
2880 1220
2881 /* If we are just printing, we don't care about cursed status */ 1221 /* 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)))) 1222 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2883 { 1223 {
2884 if (aflags & AP_PRINT) 1224 if (aflags & AP_PRINT)
2885 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1225 who->failmsg (query_name (tmp));
2886 else 1226 else
2887 unapply_special (who, tmp, aflags); 1227 unapply_special (who, tmp, aflags);
2888 } 1228 }
2889 else 1229 else
2890 { 1230 {
2891 /* Cursed item that we can't unequip - tell the player. 1231 /* Cursed item that we can't unequip - tell the player.
2892 * Note this could be annoying if this is just one of a few, 1232 * 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 1233 * so it may not be critical (eg, putting on a ring and you have
2894 * one cursed ring.) 1234 * one cursed ring.)
2895 */ 1235 */
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1236 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2897 } 1237 }
2898 1238
2899 last = tmp->below; 1239 last = tmp->below;
2900 } 1240 }
2901 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1241 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2947 1287
2948 /* if we have an applied weapon/shield, and unapply it would free 1288 /* if we have an applied weapon/shield, and unapply it would free
2949 * enough slots to equip the new item, then just set "can 1289 * enough slots to equip the new item, then just set "can
2950 * apply unapply". We don't care about the logic below - if you have a 1290 * apply unapply". We don't care about the logic below - if you have a
2951 * shield equipped and try to equip another shield, there is only 1291 * shield equipped and try to equip another shield, there is only
2952 * one choice. However, the check for the number of body locations 1292 * one choice. However, the check for the number of body locations
2953 * does take into the account cases where what is being applied 1293 * does take into the account cases where what is being applied
2954 * may be two handed for example. 1294 * may be two handed for example.
2955 */ 1295 */
2956 if (ws) 1296 if (ws)
2957 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) 1297 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2960 continue; 1300 continue;
2961 } 1301 }
2962 1302
2963 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1303 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2964 if (!tmp1) 1304 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; 1305 retval |= CAN_APPLY_NEVER;
2973 }
2974 else 1306 else
2975 { 1307 {
2976 /* need to unapply something. However, if this something 1308 /* need to unapply something. However, if this something
2977 * is different than we had found before, it means they need 1309 * is different than we had found before, it means they need
2978 * to apply multiple objects 1310 * to apply multiple objects
2984 else if (tmp != tmp1) 1316 else if (tmp != tmp1)
2985 retval |= CAN_APPLY_UNAPPLY_MULT; 1317 retval |= CAN_APPLY_UNAPPLY_MULT;
2986 1318
2987 /* This object isn't using up all the slots, so there must 1319 /* This object isn't using up all the slots, so there must
2988 * be another. If so, and it the new item doesn't need all 1320 * be another. If so, and it the new item doesn't need all
2989 * the slots, the player then has a choice. 1321 * the slots, the player then has a choice.
2990 */ 1322 */
2991 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) 1323 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2992 && abs (op->slot[i].info) < who->slot[i].info) 1324 && abs (op->slot[i].info) < who->slot[i].info)
2993 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1325 retval |= CAN_APPLY_UNAPPLY_CHOICE;
2994 1326
3007 * the weapon/shield checks, and the range checks for monsters, 1339 * the weapon/shield checks, and the range checks for monsters,
3008 * because you can't control those just by body location - bows, shields, 1340 * 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 1341 * and weapons all use the same slot. Similar for horn/rod/wand - they
3010 * all use the same location. 1342 * all use the same location.
3011 */ 1343 */
3012 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1344 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3013 retval |= CAN_APPLY_RESTRICTION; 1345 retval |= CAN_APPLY_RESTRICTION;
3014 1346
3015 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1347 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3016 retval |= CAN_APPLY_RESTRICTION; 1348 retval |= CAN_APPLY_RESTRICTION;
3017 1349
3018 if (who->type != PLAYER) 1350 if (who->type != PLAYER)
3019 { 1351 {
3020 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1352 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3021 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
3022 1354
3023 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3024 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3025 1357
3026 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1358 if (op->type == RING && !who->flag [FLAG_USE_RING])
3027 retval |= CAN_APPLY_RESTRICTION; 1359 retval |= CAN_APPLY_RESTRICTION;
3028 1360
3029 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1361 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3030 retval |= CAN_APPLY_RESTRICTION; 1362 retval |= CAN_APPLY_RESTRICTION;
3031 } 1363 }
3032 1364
3033 return retval; 1365 return retval;
3034} 1366}
3054 * 1386 *
3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1387 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3056 * 1388 *
3057 * apply_special() doesn't check for unpaid items. 1389 * apply_special() doesn't check for unpaid items.
3058 */ 1390 */
3059int 1391
1392#define LACK_ITEM_POWER \
1393 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1394
1395static bool
3060apply_special (object *who, object *op, int aflags) 1396apply_special (object *who, object *op, int aflags)
3061{ 1397{
3062 int basic_flag = aflags & AP_BASIC_FLAGS; 1398 int basic_flag = aflags & AP_MODE;
3063 object *tmp, *tmp2, *skop = NULL; 1399 object *tmp, *skop = NULL;
3064
3065 if (who == NULL)
3066 {
3067 LOG (llevError, "apply_special() from object without environment.\n");
3068 return 1;
3069 }
3070
3071 if (op->env != who)
3072 return 1; /* op is not in inventory */
3073 1400
3074 /* trying to unequip op */ 1401 /* trying to unequip op */
3075 if (QUERY_FLAG (op, FLAG_APPLIED)) 1402 if (op->flag [FLAG_APPLIED])
3076 { 1403 {
3077 /* always apply, so no reason to unapply */ 1404 /* always apply, so no reason to unapply */
3078 if (basic_flag == AP_APPLY) 1405 if (basic_flag == AP_APPLY)
3079 return 0; 1406 return 0;
3080 1407
3081 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3082 {
3083 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3084 return 1;
3085 }
3086
3087 return unapply_special (who, op, aflags); 1408 return unapply_special (who, op, aflags);
3088 } 1409 }
3089
3090 if (basic_flag == AP_UNAPPLY) 1410 else if (basic_flag == AP_UNAPPLY)
3091 return 0; 1411 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 1412
3102 splay (op); 1413 splay (op);
3103 1414
3104 /* Can't just apply this object. Lets see what not and what to do */ 1415 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 1416 if (int i = can_apply_object (who, op))
3106 { 1417 {
3107 if (i & CAN_APPLY_NEVER) 1418 if (i & CAN_APPLY_NEVER)
3108 { 1419 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 1420 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; 1421 return 1;
3111 } 1422 }
3112 else if (i & CAN_APPLY_RESTRICTION) 1423 else if (i & CAN_APPLY_RESTRICTION)
3113 { 1424 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 1425 who->failmsgf (
1426 "You have a prohibition against using a %s. "
1427 "H<Your belief, profession or class prevents you from applying this item.>",
1428 query_name (op)
1429 );
3115 return 1; 1430 return 1;
3116 } 1431 }
3117 1432
3118 if (who->type != PLAYER) 1433 if (who->type != PLAYER)
3119 { 1434 {
3123 } 1438 }
3124 else 1439 else
3125 { 1440 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1441 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 { 1442 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 1443 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3129 unapply_for_ob (who, op, AP_PRINT); 1444 unapply_for_ob (who, op, AP_PRINT);
3130 return 1; 1445 return 1;
3131 } 1446 }
3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1447 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 if (unapply_for_ob (who, op, aflags)) 1448 if (unapply_for_ob (who, op, aflags))
3135 } 1450 }
3136 } 1451 }
3137 1452
3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1453 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3139 { 1454 {
1455 // try to ready attached skill first
3140 skop = find_skill_by_name (who, op->skill); 1456 skop = find_skill_by_name (who, op->skill);
3141 1457
3142 if (!skop) 1458 if (!skop)
3143 { 1459 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1460 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3145 return 1; 1461 return 1;
3146 } 1462 }
3147 else 1463 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 */ 1464 {
3151 who->change_skill (skop); 1465 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3152 } 1466 return 1;
3153 1467 }
3154 if (who->type == PLAYER
3155 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 1468 }
3158 new_draw_info (NDI_UNIQUE, 0, who, 1469
1470 if (!check_item_power (who, op->item_power))
1471 {
3159 "Equipping that combined with other items would consume your soul! " 1472 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; 1473 return 1;
3162 } 1474 }
3163 1475
3164 /* Ok. We are now at the state where we can apply the new object. 1476 /* 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_... 1477 * Note that we don't have the checks for can_use_...
3166 * below - that is already taken care of by can_apply_object. 1478 * below - that is already taken care of by can_apply_object.
3167 */ 1479 */
3168 if (op->nrof > 1) 1480
3169 tmp = get_split_ob (op, op->nrof - 1); 1481 // split away all the other items from the stack, so only one item is left
3170 else 1482 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3171 tmp = 0;
3172 1483
3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1484 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174 return RESULT_INT (0); 1485 return RESULT_INT (0);
3175 1486
3176 switch (op->type) 1487 switch (op->type)
3177 { 1488 {
3178 case WEAPON: 1489 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat)) 1490 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 { 1491 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 1492 /* 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) */ 1493 /* (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."); 1494 who->failmsg ("The weapon does not recognize you as its owner. "
3197 1495 "H<Its name indicates that it belongs to somebody else.>");
3198 if (tmp) 1496 if (tmp) who->insert (tmp);
3199 insert_ob_in_ob (tmp, who);
3200
3201 return 1; 1497 return 1;
3202 } 1498 }
3203 1499
3204 if (!skop) 1500 op->flag [FLAG_APPLIED] = true;
1501
1502 if (player *pl = who->contr)
3205 { 1503 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 1504 who->statusmsg (format ("You wield %s.", query_name (op)));
3207 return 1; 1505 change_abil (who, op);
3208 } 1506 }
3209 1507
3210 SET_FLAG (op, FLAG_APPLIED); 1508 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; 1509 break;
3221 1510
3222 case ARMOUR: 1511 case ARMOUR:
3223 case HELMET: 1512 case HELMET:
3224 case SHIELD: 1513 case SHIELD:
3227 case GIRDLE: 1516 case GIRDLE:
3228 case BRACERS: 1517 case BRACERS:
3229 case CLOAK: 1518 case CLOAK:
3230 case RING: 1519 case RING:
3231 case AMULET: 1520 case AMULET:
3232 SET_FLAG (op, FLAG_APPLIED); 1521 op->set_flag (FLAG_APPLIED);
3233 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1522 who->statusmsg (format ("You wear %s.", query_name (op)));
3234 change_abil (who, op); 1523 change_abil (who, op);
3235 break; 1524 break;
3236 1525
1526 case SKILL_TOOL:
1527 // applying a skill tool does not ready the skill
1528 // if something needs the skill, it has to ready it itself
1529 //TODO: unapplying should unapply the skill, though
1530 op->set_flag (FLAG_APPLIED);
1531 break;
1532
3237 case LAMP: 1533 case SKILL:
3238 if (op->stats.food < 1) 1534 if (who->contr)
1535 if (op->invisible)
1536 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1537 else
1538 who->statusmsg (format ("You ready %s.", query_name (op)));
1539
1540 who->set_flag (FLAG_READY_SKILL);
1541 op->set_flag (FLAG_APPLIED);
1542 change_abil (who, op);
1543 break;
1544
1545 case BOW:
1546 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3239 { 1547 {
3240 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 1548 who->failmsg ("The weapon does not recognize you as its owner. "
1549 "H<Its name indicates that it belongs to somebody else.>");
1550 if (tmp) who->insert (tmp);
3241 return 1; 1551 return 1;
3242 } 1552 }
3243 1553
3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 1554 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 { 1555 {
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]) 1556 op->flag [FLAG_APPLIED] = true;
3290 apply_special (who, skop, AP_APPLY); 1557 who->statusmsg (format ("You wield the %s.", query_name (op)));
1558 change_abil (who, op);
3291 } 1559 }
3292 break; 1560 break;
3293 1561
3294 case SKILL: 1562 case RANGED:
3295 if (player *pl = who->contr) 1563 if (player *pl = who->contr)
3296 { 1564 {
3297 if (IS_COMBAT_SKILL (op->subtype)) 1565 op->flag [FLAG_APPLIED] = true;
3298 { 1566 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 } 1567 }
3348 else 1568 break;
1569
1570 case SPELL:
1571 if (player *pl = who->contr)
3349 { 1572 {
3350 SET_FLAG (op, FLAG_APPLIED); 1573 op->flag [FLAG_APPLIED] = true;
3351 change_abil (who, op); 1574 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3352 who->chosen_skill = op;
3353 SET_FLAG (who, FLAG_READY_SKILL);
3354 } 1575 }
3355
3356 break; 1576 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 1577
3379 /*FALLTHROUGH*/ 1578 /*FALLTHROUGH*/
3380 case WAND: 1579 case WAND:
3381 case ROD: 1580 case ROD:
3382 case HORN: 1581 case HORN:
3383 /* check for skill, alter player status */ 1582 op->flag [FLAG_APPLIED] = true;
3384 1583
3385 if (!skop) 1584 if (player *pl = who->contr)
3386 { 1585 {
3387 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 1586 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 1587
3400 if (op->type == BOW) 1588 if (op->type == BOW)
3401 { 1589 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3402 who->current_weapon = op; 1590
3403 change_abil (who, op); 1591 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 } 1592 }
3408 else 1593 else
3409 { 1594 {
3410 if (op->type == BOW) 1595 if (op->type == BOW)
3411 SET_FLAG (who, FLAG_READY_BOW); 1596 op->flag [FLAG_READY_BOW ] = true;
3412 else 1597 else
3413 SET_FLAG (who, FLAG_READY_RANGE); 1598 op->flag [FLAG_READY_RANGE] = true;
3414 } 1599 }
3415 1600
3416 break; 1601 break;
3417 1602
3418 case BUILDER: 1603 case BUILDER:
3419 if (who->type == PLAYER) 1604 if (player *pl = who->contr)
3420 { 1605 {
3421 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 1606 who->statusmsg (format ("You ready your %s.", query_name (op)));
3422 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 1607 //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 } 1608 }
3429 break; 1609 break;
3430 1610
3431 default: 1611 default:
3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1612 who->statusmsg (format ("You apply %s.", query_name (op)));
3433 } /* end of switch op->type */ 1613 }
3434 1614
3435 SET_FLAG (op, FLAG_APPLIED); 1615 op->set_flag (FLAG_APPLIED);
3436 1616
3437 if (tmp) 1617 if (tmp) who->insert (tmp);
3438 tmp = insert_ob_in_ob (tmp, who);
3439 1618
3440 who->update_stats (); 1619 who->update_stats ();
3441 1620
3442 /* We exclude spell casting objects. The fire code will set the 1621 /* We exclude spell casting objects. The fire code will set the
3443 * been applied flag when they are used - until that point, 1622 * been applied flag when they are used - until that point,
3444 * you don't know anything about them. 1623 * you don't know anything about them.
3445 */ 1624 */
3446 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1625 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3447 SET_FLAG (op, FLAG_BEEN_APPLIED); 1626 op->set_flag (FLAG_BEEN_APPLIED);
3448 1627
3449 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1628 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3450 {
3451 if (who->type == PLAYER) 1629 if (who->type == PLAYER)
3452 { 1630 {
3453 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1631 who->failmsg (
3454 SET_FLAG (op, FLAG_KNOWN_CURSED); 1632 "Oops, it feels deadly cold! "
1633 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1634 );
1635 op->set_flag (FLAG_KNOWN_CURSED);
3455 } 1636 }
3456 }
3457 1637
3458 if (who->type == PLAYER) 1638 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); 1639 esrv_send_item (pl, op);
3465 }
3466 1640
3467 return 0; 1641 return 0;
3468} 1642}
3469 1643
1644/**
1645 * Check if op should abort moving victim because of it's race or slaying.
1646 * Returns 1 if it should abort, returns 0 if it should continue.
1647 */
3470int 1648int
3471monster_apply_special (object *who, object *op, int aflags) 1649should_director_abort (object *op, object *victim)
3472{ 1650{
3473 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1651 int arch_flag, name_flag, race_flag;
1652
1653 /* Get flags to determine what of arch, name, and race should be checked.
1654 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1655 * the next is the name flag, and the last is the race flag. Also note,
1656 * if subtype is set to zero, that also goes to defaults of all affecting
1657 * it. Examples:
1658 * subtype 1: only arch
1659 * subtype 3: arch or name
1660 * subtype 5: arch or race
1661 * subtype 7: all three
1662 */
1663 if (op->subtype)
1664 {
1665 arch_flag = op->subtype & 1;
1666 name_flag = op->subtype & 2;
1667 race_flag = op->subtype & 4;
1668 }
1669 else
1670 {
1671 arch_flag = 1;
1672 name_flag = 1;
1673 race_flag = 1;
1674 }
1675
1676 /* If the director has race set, only affect objects with a arch,
1677 * name or race that matches.
1678 */
1679 if ((op->race) &&
1680 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1681 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1682 ((!(victim->race && race_flag) || op->race != victim->race)))
3474 return 1; 1683 return 1;
1684
1685 /* If the director has slaying set, only affect objects where none
1686 * of arch, name, or race match.
1687 */
1688 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1689 ((victim->name && name_flag && op->slaying == victim->name)) ||
1690 ((victim->race && race_flag && op->slaying == victim->race)))
1691 return 1;
1692
1693 return 0;
1694}
1695
1696/**
1697 * This handles a player dropping money on an altar to identify stuff.
1698 * It'll identify marked item, if none all items up to dropped money.
1699 * Return value: 1 if money was destroyed, 0 if not.
1700 */
1701static int
1702apply_id_altar (object *money, object *altar, object *pl)
1703{
1704 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1705
1706 if (!pl || pl->type != PLAYER)
1707 return 0;
1708
1709 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1710 * identifying' from being printed out more than it needs to be.
1711 */
1712 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1713 return 0;
1714
1715 /* if the player has a marked item, identify that if it needs to be
1716 * identified. If it doesn't, then go through the player inventory.
1717 */
1718 if (object *marked = pl->mark ())
1719 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1720 {
1721 if (operate_altar (altar, &money, pl))
1722 {
1723 identify (marked);
1724
1725 buf.printf ("You have %s.\r", long_desc (marked, pl));
1726 if (marked->msg)
1727 buf << "The item has a story:\r" << marked->msg << "\n\n";
1728
1729 return !money;
1730 }
1731 }
1732
1733 for (object *id = pl->inv; id; id = id->below)
1734 {
1735 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1736 {
1737 if (operate_altar (altar, &money, pl))
1738 {
1739 identify (id);
1740
1741 buf.printf ("You have %s.\r", long_desc (id, pl));
1742 if (id->msg)
1743 buf << "The item has a story:\r" << id->msg << "\n\n";
1744
1745 /* If no more money, might as well quit now */
1746 if (!money || !check_altar_sacrifice (altar, money))
1747 break;
1748 }
1749 else
1750 {
1751 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1752 break;
1753 }
1754 }
1755 }
1756
1757 if (buf.empty ())
1758 pl->failmsg ("You have nothing that needs identifying");
1759 else
1760 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1761
1762 return !money;
1763}
1764
1765/**
1766 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1767 * matching item.
1768 **/
1769void
1770handle_apply_yield (object *tmp)
1771{
1772 if (shstr_tmp yield = tmp->kv [shstr_on_use_yield])
1773 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1774}
1775
1776/**
1777 * Handles applying a potion.
1778 */
1779int
1780apply_potion (object *op, object *tmp)
1781{
1782 int got_one = 0, i;
1783 object *force = 0;
1784
1785 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1786 {
1787 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1788
1789 tmp->clr_flag (FLAG_APPLIED);
1790 return 0;
1791 }
1792
1793 if (op->type == PLAYER)
1794 if (!tmp->flag [FLAG_IDENTIFIED])
1795 identify (tmp);
1796
1797 handle_apply_yield (tmp);
1798
1799 /* Potion of restoration - only for players */
1800 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1801 {
1802 object *depl;
1803 archetype *at;
1804
1805 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1806 {
1807 op->drain_stat ();
1808 op->update_stats ();
1809 tmp->decrease ();
1810 return 1;
1811 }
1812
1813 if (!(at = archetype::find (shstr_depletion)))
1814 {
1815 LOG (llevError, "Could not find archetype depletion\n");
1816 return 0;
1817 }
1818
1819 depl = present_arch_in_ob (at, op);
1820
1821 if (depl)
1822 {
1823 for (i = 0; i < NUM_STATS; i++)
1824 if (depl->stats.stat (i))
1825 op->statusmsg (restore_msg[i]);
1826
1827 depl->destroy ();
1828 op->update_stats ();
1829 }
1830 else
1831 op->statusmsg ("Your potion had no effect.");
1832
1833 tmp->decrease ();
1834 return 1;
1835 }
1836
1837 /* improvement potion - only for players */
1838 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1839 {
1840 for (i = 1; i < min (11, op->level); i++)
1841 {
1842 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1843 {
1844 if (op->contr->levhp[i] != 1)
1845 {
1846 op->contr->levhp[i] = 1;
1847 break;
1848 }
1849
1850 if (op->contr->levsp[i] != 1)
1851 {
1852 op->contr->levsp[i] = 1;
1853 break;
1854 }
1855
1856 if (op->contr->levgrace[i] != 1)
1857 {
1858 op->contr->levgrace[i] = 1;
1859 break;
1860 }
1861 }
1862 else
1863 {
1864 if (op->contr->levhp[i] < 9)
1865 {
1866 op->contr->levhp[i] = 9;
1867 break;
1868 }
1869
1870 if (op->contr->levsp[i] < 6)
1871 {
1872 op->contr->levsp[i] = 6;
1873 break;
1874 }
1875
1876 if (op->contr->levgrace[i] < 3)
1877 {
1878 op->contr->levgrace[i] = 3;
1879 break;
1880 }
1881 }
1882 }
1883
1884 /* Just makes checking easier */
1885 if (i < min (11, op->level))
1886 got_one = 1;
1887
1888 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1889 {
1890 if (got_one)
1891 {
1892 op->update_stats ();
1893 op->statusmsg ("The Gods smile upon you and remake you "
1894 "a little more in their image. "
1895 "You feel a little more perfect.", NDI_GREEN);
1896 }
1897 else
1898 op->statusmsg ("The potion had no effect - you are already perfect.");
1899 }
1900 else
1901 { /* cursed potion */
1902 if (got_one)
1903 {
1904 op->update_stats ();
1905 op->failmsg ("The Gods are angry and punish you.");
1906 }
1907 else
1908 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1909 }
1910
1911 tmp->decrease ();
1912 return 1;
1913 }
1914
1915
1916 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1917 * and heroism all fit into this category. Given the spell object code,
1918 * there is no limit to the number of spells that potions can be cast,
1919 * but direction is problematic to try and imbue fireball potions for example.
1920 */
1921 if (tmp->inv)
1922 {
1923 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1924 {
1925 op->failmsg ("Yech! Your lungs are on fire!");
1926 create_exploding_ball_at (op, op->level);
1927 }
1928 else
1929 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1930
1931 tmp->decrease ();
1932
1933 /* if youre dead, no point in doing this... */
1934 if (!op->flag [FLAG_REMOVED])
1935 op->update_stats ();
1936
1937 return 1;
1938 }
1939
1940 /* Deal with protection potions */
1941 force = NULL;
1942 for (i = 0; i < NROFATTACKS; i++)
1943 {
1944 if (tmp->resist[i])
1945 {
1946 if (!force)
1947 force = archetype::get (FORCE_NAME);
1948
1949 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1950 force->type = POTION_EFFECT;
1951 break; /* Only need to find one protection since we copy entire batch */
1952 }
1953 }
1954
1955 /* This is a protection potion */
1956 if (force)
1957 {
1958 /* cursed items last longer */
1959 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1960 {
1961 force->stats.food *= 10;
1962 for (i = 0; i < NROFATTACKS; i++)
1963 if (force->resist[i] > 0)
1964 force->resist[i] = -force->resist[i]; /* prot => vuln */
1965 }
1966
1967 force->speed_left = -1;
1968 force = insert_ob_in_ob (force, op);
1969 tmp->clr_flag (FLAG_APPLIED);
1970 force->set_flag (FLAG_APPLIED);
1971 change_abil (op, force);
1972 tmp->decrease ();
1973 return 1;
1974 }
1975
1976 /* Only thing left are the stat potions */
1977 if (op->type == PLAYER)
1978 { /* only for players */
1979 if ((tmp->flag [FLAG_CURSED]
1980 || tmp->flag [FLAG_DAMNED])
1981 && tmp->value != 0)
1982 tmp->clr_flag (FLAG_APPLIED);
1983 else
1984 tmp->set_flag (FLAG_APPLIED);
1985
1986 if (!change_abil (op, tmp))
1987 op->statusmsg ("Nothing happened.");
1988 }
1989
1990 /* CLEAR_FLAG is so that if the character has other potions
1991 * that were grouped with the one consumed, his
1992 * stat will not be raised by them. fix_player just clears
1993 * up all the stats.
1994 */
1995 tmp->clr_flag (FLAG_APPLIED);
1996 op->update_stats ();
1997 tmp->decrease ();
1998 return 1;
1999}
2000
2001/**
2002 * 'victim' moves onto 'trap'
2003 * 'victim' leaves 'trap'
2004 * effect is determined by move_on/move_off of trap and move_type of victime.
2005 *
2006 * originator: Player, monster or other object that caused 'victim' to move
2007 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2008 * However, some types of traps require an originator to function.
2009 */
2010void
2011move_apply (object *trap, object *victim, object *originator)
2012{
2013 static int recursion_depth = 0;
2014
2015 trap = trap->head_ ();
2016
2017 /* Only exits affect DMs. */
2018 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2019 return;
2020
2021 /* move_apply() is the most likely candidate for causing unwanted and
2022 * possibly unlimited recursion.
2023 */
2024
2025 /* The following was changed because it was causing perfectly correct
2026 * maps to fail. 1) it's not an error to recurse:
2027 * rune detonates, summoning monster. monster lands on nearby rune.
2028 * nearby rune detonates. This sort of recursion is expected and
2029 * proper. This code was causing needless crashes.
2030 */
2031 if (recursion_depth >= 500)
2032 {
2033 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2034 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2035 return;
2036 }
2037
2038 recursion_depth++;
2039
2040 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2041 switch (trap->type)
2042 {
2043 case PLAYERMOVER:
2044 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2045 {
2046 if (!trap->stats.maxsp)
2047 trap->stats.maxsp = 2;
2048
2049 /* Is this correct? From the docs, it doesn't look like it
2050 * should be divided by trap->speed
2051 */
2052 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2053
2054 /* Just put in some sanity check. I think there is a bug in the
2055 * above with some objects have zero speed, and thus the player
2056 * getting permanently paralyzed.
2057 */
2058 victim->speed_left = max (-50.f, victim->speed_left);
2059 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2060 }
2061 break;
2062
2063 case SPINNER:
2064 if (victim->direction)
2065 {
2066 victim->direction = absdir (victim->direction - trap->stats.sp);
2067 update_turn_face (victim);
2068 }
2069 break;
2070
2071 case DIRECTOR:
2072 if (victim->direction && !should_director_abort (trap, victim))
2073 {
2074 victim->direction = trap->stats.sp;
2075 update_turn_face (victim);
2076 }
2077 break;
2078
2079 case BUTTON:
2080 case PEDESTAL:
2081 case T_MATCH:
2082 update_button (trap, originator);
2083 break;
2084
2085 case ALTAR:
2086 /* sacrifice victim on trap */
2087 apply_altar (trap, victim, originator);
2088 break;
2089
2090 case THROWN_OBJ:
2091 if (trap->inv == NULL)
2092 break;
2093 /* fallthrough */
2094
2095 case ARROW:
2096 /* bad bug: monster throw a object, make a step forwards, step on object ,
2097 * trigger this here and get hit by own missile - and will be own enemy.
2098 * Victim then is his own enemy and will start to kill herself (this is
2099 * removed) but we have not synced victim and his missile. To avoid senseless
2100 * action, we avoid hits here
2101 */
2102 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2103 && trap->owner != victim)
2104 hit_with_arrow (trap, victim);
2105 break;
2106
2107 case SPELL_EFFECT:
2108 apply_spell_effect (trap, victim);
2109 break;
2110
2111 case TRAPDOOR:
2112 {
2113 int max, sound_was_played;
2114 object *ab, *ab_next;
2115
2116 if (!trap->value)
2117 {
2118 int tot;
2119
2120 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2121 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2122 tot += ab->head_ ()->total_weight ();
2123
2124 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2125 break;
2126
2127 SET_ANIMATION (trap, trap->value);
2128 update_object (trap, UP_OBJ_FACE);
2129 }
2130
2131 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2132 {
2133 /* need to set this up, since if we do transfer the object,
2134 * ab->above would be bogus
2135 */
2136 ab_next = ab->above;
2137
2138 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2139 {
2140 if (!sound_was_played)
2141 {
2142 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2143 sound_was_played = 1;
2144 }
2145
2146 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2147 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2148 }
2149 }
2150 break;
2151 }
2152
2153 case CONVERTER:
2154 if (convert_item (victim, trap) < 0)
2155 {
2156 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2157 archetype::get (shstr_burnout)->insert_at (trap, trap);
2158 }
2159
2160 break;
2161
2162 case TRIGGER_BUTTON:
2163 case TRIGGER_PEDESTAL:
2164 case TRIGGER_ALTAR:
2165 check_trigger (trap, victim, originator);
2166 break;
2167
2168 case DEEP_SWAMP:
2169 walk_on_deep_swamp (trap, victim);
2170 break;
2171
2172 case CHECK_INV:
2173 check_inv (victim, trap);
2174 break;
2175
2176 case HOLE:
2177 move_apply_hole (trap, victim);
2178 break;
2179
2180 case EXIT:
2181 if (victim->type == PLAYER && EXIT_PATH (trap))
2182 {
2183 /* Basically, don't show exits leading to random maps the
2184 * players output.
2185 */
2186 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2187 victim->statusmsg (trap->msg, NDI_NAVY);
2188
2189 trap->play_sound (trap->sound);
2190 victim->enter_exit (trap);
2191 }
2192 break;
2193
2194 case ENCOUNTER:
2195 /* may be some leftovers on this */
2196 break;
2197
2198 case SHOP_MAT:
2199 apply_shop_mat (trap, victim);
2200 break;
2201
2202 /* Drop a certain amount of gold, and have one item identified */
2203 case IDENTIFY_ALTAR:
2204 apply_id_altar (victim, trap, originator);
2205 break;
2206
2207 case SIGN:
2208 if (victim->type != PLAYER && trap->stats.food > 0)
2209 break; /* monsters musn't apply magic_mouths with counters */
2210
2211 apply_sign (victim, trap, 1);
2212 break;
2213
2214 case CONTAINER:
2215 apply_container (victim, trap);
2216 break;
2217
2218 case RUNE:
2219 case TRAP:
2220 if (trap->level && victim->flag [FLAG_ALIVE])
2221 spring_trap (trap, victim);
2222 break;
2223
2224 default:
2225 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2226 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2227 break;
2228 }
2229
2230 recursion_depth--;
2231}
2232
2233/**
2234 * Handles reading a regular (ie not containing a spell) book.
2235 */
2236static void
2237apply_book (object *op, object *tmp)
2238{
2239 int lev_diff;
2240 object *skill_ob;
2241
2242 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2243 {
2244 op->failmsg ("You are unable to read while blind!");
2245 return;
2246 }
2247
2248 if (!tmp->msg)
2249 {
2250 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2251 return;
2252 }
2253
2254 /* need a literacy skill to read stuff! */
2255 skill_ob = find_skill_by_name (op, tmp->skill);
2256 if (!skill_ob)
2257 {
2258 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2259 return;
2260 }
2261
2262 lev_diff = tmp->level - (skill_ob->level + 5);
2263 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2264 {
2265 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2266 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2267 : lev_diff < 5 ? "This book is beyond your comprehension."
2268 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2269 : lev_diff < 15 ? "This book is way beyond your comprehension."
2270 : "This book is totally beyond your comprehension.");
2271 return;
2272 }
2273
2274 // we currently don't use the message types for anything.
2275 // readable_message_type *msgType = get_readable_message_type (tmp);
2276
2277 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2278
2279 if (player *pl = op->contr)
2280 if (client *ns = pl->ns)
2281 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2282
2283 /* gain xp from reading */
2284 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2285 { /* only if not read before */
2286 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2287
2288 if (!tmp->flag [FLAG_IDENTIFIED])
2289 {
2290 /*exp_gain *= 2; because they just identified it too */
2291 tmp->set_flag (FLAG_IDENTIFIED);
2292
2293 if (object *pl = tmp->visible_to ())
2294 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2295 }
2296
2297 change_exp (op, exp_gain, skill_ob->skill, 0);
2298 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2299 }
2300}
2301
2302/**
2303 * op made some mistake with a scroll, this takes care of punishment.
2304 * scroll_failure()- hacked directly from spell_failure
2305 */
2306static void
2307scroll_failure (object *op, int failure, int power)
2308{
2309 if (abs (failure / 4) > power)
2310 power = abs (failure / 4); /* set minimum effect */
2311
2312 if (failure <= -1 && failure > -15)
2313 { /* wonder */
2314 object *tmp;
2315
2316 op->failmsg ("Your spell warps!");
2317 tmp = archetype::get (SPELL_WONDER);
2318 cast_wonder (op, op, 0, tmp);
2319 tmp->destroy ();
2320 }
2321 else if (failure <= -15 && failure > -35)
2322 { /* drain mana */
2323 op->failmsg ("Your mana is drained!");
2324 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2325 if (op->stats.sp < 0)
2326 op->stats.sp = 0;
2327 }
2328 else if (settings.spell_failure_effects == TRUE)
2329 {
2330 if (failure <= -35 && failure > -60)
2331 { /* confusion */
2332 op->failmsg ("The magic recoils on you!");
2333 confuse_player (op, op, power);
2334 }
2335 else if (failure <= -60 && failure > -70)
2336 { /* paralysis */
2337 op->failmsg ("The magic recoils and paralyzes you!");
2338 paralyze_player (op, op, power);
2339 }
2340 else if (failure <= -70 && failure > -80)
2341 { /* blind */
2342 op->failmsg ("The magic recoils on you!");
2343 blind_player (op, op, power);
2344 }
2345 else if (failure <= -80)
2346 { /* blast the immediate area */
2347 object *tmp = archetype::get (LOOSE_MANA);
2348 cast_magic_storm (op, tmp, power);
2349 op->failmsg ("You unleash uncontrolled mana!");
2350 tmp->destroy ();
2351 }
2352 }
2353}
2354
2355/**
2356 * Handles the applying of a skill scroll, calling learn_skill straight.
2357 * op is the person learning the skill, tmp is the skill scroll object
2358 */
2359static void
2360apply_skillscroll (object *op, object *tmp)
2361{
2362 switch (learn_skill (op, tmp))
2363 {
2364 case 0:
2365 op->play_sound (sound_find ("generic_fail"));
2366 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2367 break;
2368
2369 case 1:
2370 tmp->decrease ();
2371 op->play_sound (sound_find ("skill_learn"));
2372 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2373 break;
2374
2375 default:
2376 tmp->decrease ();
2377 op->play_sound (sound_find ("generic_fail"));
2378 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2379 break;
2380 }
2381}
2382
2383/**
2384 * Actually makes op learn spell.
2385 * Informs player of what happens.
2386 */
2387void
2388do_learn_spell (object *op, object *spell, int special_prayer)
2389{
2390 object *tmp;
2391
2392 if (op->type != PLAYER)
2393 {
2394 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2395 return;
2396 }
2397
2398 /* Upgrade special prayers to normal prayers */
2399 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2400 {
2401 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2402 {
2403 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2404 return;
2405 }
2406 return;
2407 }
2408
2409 op->contr->play_sound (sound_find ("learn_spell"));
2410
2411 tmp = spell->clone ();
2412 insert_ob_in_ob (tmp, op);
2413
2414 if (special_prayer)
2415 tmp->set_flag (FLAG_STARTEQUIP);
2416
2417 esrv_add_spells (op->contr, tmp);
2418}
2419
2420/**
2421 * Erases spell from player's inventory.
2422 */
2423void
2424do_forget_spell (object *op, const char *spell)
2425{
2426 object *spob;
2427
2428 if (op->type != PLAYER)
2429 {
2430 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2431 return;
2432 }
2433 if ((spob = check_spell_known (op, spell)) == NULL)
2434 {
2435 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2436 return;
2437 }
2438
2439 op->failmsgf ("You lose knowledge of %s.", spell);
2440 esrv_remove_spell (op->contr, spob);
2441 spob->destroy ();
2442}
2443
2444/**
2445 * Handles player applying a spellbook.
2446 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2447 * stuff like that. Random learning failure too.
2448 */
2449static void
2450apply_spellbook (object *op, object *tmp)
2451{
2452 object *skop, *spell, *spell_skill;
2453
2454 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2455 {
2456 op->failmsg ("You are unable to read while blind.");
2457 return;
2458 }
2459
2460 /* artifact_spellbooks have 'slaying' field point to a spell name,
2461 * instead of having their spell stored in stats.sp. These are
2462 * legacy spellbooks
2463 */
2464 if (tmp->slaying)
2465 {
2466 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2467
2468 if (!spell)
2469 {
2470 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2471 return;
2472 }
2473 else
2474 insert_ob_in_ob (spell, tmp);
2475
2476 tmp->slaying = 0;
2477 }
2478
2479 skop = find_skill_by_name (op, tmp->skill);
2480
2481 /* need a literacy skill to learn spells. Also, having a literacy level
2482 * lower than the spell will make learning the spell more difficult */
2483 if (!skop)
2484 {
2485 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2486 return;
2487 }
2488
2489 spell = tmp->inv;
2490
2491 if (!spell)
2492 {
2493 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2494 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2495 return;
2496 }
2497
2498 int learn_level = sqrtf (spell->level) * 1.5f;
2499 if (skop->level < learn_level)
2500 {
2501 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2502 &tmp->skill, learn_level);
2503 return;
2504 }
2505
2506 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2507
2508 if (!tmp->flag [FLAG_IDENTIFIED])
2509 identify (tmp);
2510
2511 /* I removed the check for special_prayer_mark here - it didn't make
2512 * a lot of sense - special prayers are not found in spellbooks, and
2513 * if the player doesn't know the spell, doesn't make a lot of sense that
2514 * they would have a special prayer mark.
2515 */
2516 if (check_spell_known (op, spell->name))
2517 {
2518 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2519 return;
2520 }
2521
2522 if (spell->skill)
2523 {
2524 spell_skill = find_skill_by_name (op, spell->skill);
2525
2526 if (!spell_skill)
2527 {
2528 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2529 return;
2530 }
2531
2532 if (spell_skill->level < spell->level)
2533 {
2534 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2535 return;
2536 }
2537 }
2538
2539 /* Logic as follows
2540 *
2541 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2542 *
2543 * 2- The learner's skill level in literacy adjusts the chance to learn
2544 * a spell.
2545 *
2546 * 3 -Automatically fail to learn if you read while confused
2547 *
2548 * Overall, chances are the same but a player will find having a high
2549 * literacy rate very useful! -b.t.
2550 */
2551 if (op->flag [FLAG_CONFUSED])
2552 {
2553 op->failmsg ("In your confused state you flub the wording of the text!");
2554 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2555 }
2556 else if (tmp->flag [FLAG_STARTEQUIP] ||
2557 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2558 {
2559 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2560 do_learn_spell (op, spell, 0);
2561
2562 /* xp gain to literacy for spell learning */
2563 if (!tmp->flag [FLAG_STARTEQUIP])
2564 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2565 }
2566 else
2567 {
2568 op->contr->play_sound (sound_find ("fumble_spell"));
2569 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2570 }
2571
2572 tmp->decrease ();
2573}
2574
2575/**
2576 * Handles applying a spell scroll.
2577 */
2578void
2579apply_scroll (object *op, object *tmp, int dir)
2580{
2581 object *skop;
2582
2583 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2584 {
2585 op->failmsg ("You are unable to read while blind.");
2586 return;
2587 }
2588
2589 if (!tmp->inv || tmp->inv->type != SPELL)
2590 {
2591 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2592 return;
2593 }
2594
2595 if (op->type == PLAYER)
2596 {
2597 /* players need a literacy skill to read stuff! */
2598 int exp_gain = 0;
2599
2600 /* hard code literacy - tmp->skill points to where the exp
2601 * should go for anything killed by the spell.
2602 */
2603 skop = find_skill_by_name (op, shstr_literacy);
2604
2605 if (!skop)
2606 {
2607 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2608 return;
2609 }
2610
2611 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2612 change_exp (op, exp_gain, skop->skill, 0);
2613 }
2614
2615 if (!tmp->flag [FLAG_IDENTIFIED])
2616 identify (tmp);
2617
2618 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2619
2620 cast_spell (op, tmp, dir, tmp->inv, NULL);
2621 tmp->decrease ();
2622}
2623
2624/**
2625 * Applies a treasure object - by default, chest. op
2626 * is the person doing the applying, tmp is the treasure
2627 * chest.
2628 */
2629static void
2630apply_treasure (object *op, object *tmp)
2631{
2632 /* Nice side effect of this treasure creation method is that the treasure
2633 * for the chest is done when the chest is created, and put into the chest
2634 * inventory. So that when the chest burns up, the items still exist. Also
2635 * prevents people from moving chests to more difficult maps to get better
2636 * treasure
2637 */
2638 object *treas = tmp->inv;
2639
2640 if (!treas)
2641 {
2642 op->statusmsg ("The chest was empty.");
2643 tmp->decrease ();
2644 return;
2645 }
2646
2647 while (tmp->inv)
2648 {
2649 treas = tmp->inv;
2650 treas->remove ();
2651
2652 treas->x = op->x;
2653 treas->y = op->y;
2654 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2655
2656 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2657 spring_trap (treas, op);
2658
2659 /* If either player or container was destroyed, no need to do
2660 * further processing. I think this should be enclused with
2661 * spring trap above, as I don't think there is otherwise
2662 * any way for the treasure chest or player to get killed.
2663 */
2664 if (op->destroyed () || tmp->destroyed ())
2665 break;
2666 }
2667
2668 if (!tmp->destroyed () && !tmp->inv)
2669 tmp->decrease (true);
2670}
2671
2672/**
2673 * A dragon is eating some flesh. If the flesh contains resistances,
2674 * there is a chance for the dragon's skin to get improved.
2675 *
2676 * attributes:
2677 * object *op the object (dragon player) eating the flesh
2678 * object *meal the flesh item, getting chewed in dragon's mouth
2679 * return:
2680 * int 1 if eating successful, 0 if it doesn't work
2681 */
2682static int
2683dragon_eat_flesh (object *op, object *meal)
2684{
2685 object *skin = NULL; /* pointer to dragon skin force */
2686 object *abil = NULL; /* pointer to dragon ability force */
2687 object *tmp = NULL; /* tmp. object */
2688
2689 double chance; /* improvement-chance of one resistance type */
2690 double totalchance = 1; /* total chance of gaining one resistance */
2691 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2692 double mbonus = 0; /* monster bonus */
2693 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2694 int winners = 0; /* number of winners */
2695 int i; /* index */
2696
2697 /* let's make sure and doublecheck the parameters */
2698 if (meal->type != FLESH || !op->is_dragon ())
2699 return 0;
2700
2701 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2702 from the player's inventory */
2703 for (tmp = op->inv; tmp; tmp = tmp->below)
2704 if (tmp->type == FORCE)
2705 if (tmp->arch->archname == shstr_dragon_skin_force)
2706 skin = tmp;
2707 else if (tmp->arch->archname == shstr_dragon_ability_force)
2708 abil = tmp;
2709
2710 /* if either skin or ability are missing, this is an old player
2711 which is not to be considered a dragon -> bail out */
2712 if (skin == NULL || abil == NULL)
2713 return 0;
2714
2715 /* now start by filling stomache and health, according to food-value */
2716 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2717 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2718 else
2719 op->stats.hp += meal->stats.food / 50;
2720
2721 min_it (op->stats.hp, op->stats.maxhp);
2722 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2723
2724 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2725
2726 /* on to the interesting part: chances for adding resistance */
2727 for (i = 0; i < NROFATTACKS; i++)
2728 {
2729 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2730 {
2731 /* got positive resistance, now calculate improvement chance (0-100) */
2732
2733 /* this bonus makes resistance increase easier at lower levels */
2734 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2735 if (i == abil->stats.exp)
2736 bonus += 5; /* additional bonus for resistance of ability-focus */
2737
2738 /* monster bonus increases with level, because high-level
2739 flesh is too rare */
2740 mbonus = op->level * 20. / ((double) settings.max_level);
2741
2742 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2743 ((double)settings.max_level)) - skin->resist[i];
2744
2745 if (chance >= 0.)
2746 chance += 1.;
2747 else
2748 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2749
2750 /* chance is proportional to amount of resistance (max. 50) */
2751 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2752
2753 /* doubled chance for resistance of ability-focus */
2754 if (i == abil->stats.exp)
2755 chance = min (100., chance * 2.);
2756
2757 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2758 if (rndm (10000) < (unsigned int)(chance * 100))
2759 {
2760 atnr_winner[winners] = i;
2761 winners++;
2762 }
2763
2764 if (chance >= 0.01)
2765 totalchance *= 1 - chance / 100;
2766
2767 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2768 }
2769 }
2770
2771 /* inverse totalchance as until now we have the failure-chance */
2772 totalchance = 100 - totalchance * 100;
2773
2774 /* print message according to totalchance */
2775 const char *buf;
2776 if (totalchance > 50.)
2777 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2778 else if (totalchance > 10.)
2779 buf = format ("The %s tasted very good.", &meal->name);
2780 else if (totalchance > 1.)
2781 buf = format ("The %s tasted good.", &meal->name);
2782 else if (totalchance > 0.1)
2783 buf = format ("The %s tasted bland.", &meal->name);
2784 else if (totalchance >= 0.01)
2785 buf = format ("The %s had a boring taste.", &meal->name);
2786 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2787 buf = format ("The %s tasted strange.", &meal->name);
2788 else
2789 buf = format ("The %s had no taste.", &meal->name);
2790
2791 op->statusmsg (buf);
2792
2793 /* now choose a winner if we have any */
2794 i = -1;
2795 if (winners > 0)
2796 i = atnr_winner [rndm (winners)];
2797
2798 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2799 {
2800 /* resistance increased! */
2801 skin->resist[i]++;
2802 op->update_stats ();
2803
2804 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2805 }
2806
2807 /* if this flesh contains a new ability focus, we mark it
2808 into the ability_force and it will take effect on next level */
2809 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2810 {
2811 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2812
2813 if (meal->last_eat != abil->stats.exp)
2814 op->statusmsg (format (
2815 "Your metabolism prepares to focus on %s!\n"
2816 "The change will happen at level %d.",
2817 change_resist_msg[meal->last_eat],
2818 abil->level + 1
2819 ));
2820 else
2821 {
2822 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2823 abil->last_eat = 0;
2824 }
2825 }
2826
2827 return 1;
2828}
2829
2830/**
2831 * op eats food.
2832 * If player, takes care of messages and dragon special food.
2833 */
2834static void
2835apply_food (object *op, object *tmp)
2836{
2837 int capacity_remaining;
2838
2839 if (op->type != PLAYER)
2840 op->stats.hp = op->stats.maxhp;
2841 else
2842 {
2843 /* check if this is a dragon (player), eating some flesh */
2844 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2845 ;
2846 else
2847 {
2848 /* usual case - no dragon meal: */
2849 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2850 {
2851 if (tmp->type == FOOD || tmp->type == FLESH)
2852 op->failmsg ("You feel full, but what a waste of food!");
2853 else
2854 op->statusmsg ("Most of the drink goes down your face not your throat!");
2855 }
2856
2857 tmp->play_sound (
2858 tmp->sound
2859 ? tmp->sound
2860 : tmp->type == DRINK
2861 ? sound_find ("eat_drink")
2862 : sound_find ("eat_food")
2863 );
2864
2865 if (!tmp->flag [FLAG_CURSED])
2866 {
2867 const char *buf;
2868
2869 if (!op->is_dragon ())
2870 {
2871 /* eating message for normal players */
2872 if (tmp->type == DRINK)
2873 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2874 else
2875 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2876 }
2877 else
2878 /* eating message for dragon players */
2879 buf = format ("The %s tasted terrible!", &tmp->name);
2880
2881 op->statusmsg (buf);
2882
2883 capacity_remaining = MAX_FOOD - op->stats.food;
2884 op->stats.food += tmp->stats.food;
2885 if (capacity_remaining < tmp->stats.food)
2886 op->stats.hp += capacity_remaining / 50;
2887 else
2888 op->stats.hp += tmp->stats.food / 50;
2889
2890 min_it (op->stats.hp, op->stats.maxhp);
2891 min_it (op->stats.food, MAX_FOOD);
2892 }
2893
2894 /* special food hack -b.t. */
2895 if (tmp->title || tmp->flag [FLAG_CURSED])
2896 eat_special_food (op, tmp);
2897 }
2898 }
2899
2900 handle_apply_yield (tmp);
2901 tmp->decrease ();
2902}
2903
2904/**
2905 * Handles applying an improve armor scroll.
2906 * Does some sanity checks, then calls improve_armour.
2907 */
2908static void
2909apply_armour_improver (object *op, object *tmp)
2910{
2911 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2912 {
2913 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2914 return;
2915 }
2916
2917 object *armor = op->mark ();
2918
2919 if (!armor)
2920 {
2921 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2922 return;
2923 }
2924
2925 if (armor->type != ARMOUR
2926 && armor->type != CLOAK
2927 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2928 {
2929 op->failmsg ("Your marked item is not armour!\n");
2930 return;
2931 }
2932
2933 if (!op->apply (armor, AP_UNAPPLY))
2934 {
2935 op->failmsg ("You are unable to take off your armour to improve it!");
2936 return;
2937 }
2938
2939 op->statusmsg ("Applying armour enchantment.");
2940 improve_armour (op, tmp, armor);
2941}
2942
2943void
2944apply_poison (object *op, object *tmp)
2945{
2946 // need to do it now when it is still on the map
2947 handle_apply_yield (tmp);
2948
2949 object *poison = tmp->split (1);
2950
2951 if (op->type == PLAYER)
2952 {
2953 op->contr->play_sound (sound_find ("drink_poison"));
2954 op->failmsg ("Yech! That tasted poisonous!");
2955 op->contr->killer = poison;
2956 }
2957
2958 if (poison->stats.hp > 0)
2959 {
2960 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2961 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2962 }
2963
2964 op->stats.food -= op->stats.food / 4;
2965 poison->destroy ();
2966}
2967
2968/**
2969 * This function will try to apply a lighter and in case no lighter
2970 * is specified it will try to find a lighter in the players inventory,
2971 * and inform him about this requirement.
2972 *
2973 * who - the player
2974 * op - the item we want to light
2975 * lighter - the lighter or 0 if a lighter has yet to be found
2976 */
2977static object *
2978auto_apply_lighter (object *who, object *op, object *lighter)
2979{
2980 if (lighter == 0)
2981 {
2982 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2983 {
2984 if (tmp->type == LIGHTER)
2985 {
2986 lighter = tmp;
2987 break;
2988 }
2989 }
2990
2991 if (!lighter)
2992 {
2993 who->failmsgf (
2994 "You can't light up the %s with your bare hands! "
2995 "H<You need a lighter in your inventory, for example a flint and steel.>",
2996 &op->name
2997 );
2998 return 0;
2999 }
3000 }
3001
3002 // last_eat == 0 means the lighter is not being used up!
3003 if (lighter->last_eat && lighter->stats.food)
3004 {
3005 /* lighter gets used up */
3006 lighter = lighter->split ();
3007 lighter->stats.food--;
3008 who->insert (lighter);
3009 }
3010 else if (lighter->last_eat)
3011 {
3012 /* no charges left in lighter */
3013 who->failmsgf (
3014 "You attempt to light the %s with a used up %s.",
3015 &op->name, &lighter->name
3016 );
3017 return 0;
3018 }
3019
3020 return lighter;
3021}
3022
3023/**
3024 * Designed primarily to light torches/lanterns/etc.
3025 * Also burns up burnable material too. First object in the inventory is
3026 * the selected object to "burn". -b.t.
3027 */
3028static void
3029apply_lighter (object *who, object *lighter)
3030{
3031 if (object *item = who->mark ())
3032 {
3033 if (!auto_apply_lighter (who, item, lighter))
3034 return;
3035
3036 /* Perhaps we should split what we are trying to light on fire?
3037 * I can't see many times when you would want to light multiple
3038 * objects at once.
3039 */
3040
3041 save_throw_object (item, AT_FIRE, who);
3042
3043 if (item->destroyed ()
3044 || ((item->type == LAMP || item->type == TORCH)
3045 && item->glow_radius > 0))
3046 who->statusmsg (format (
3047 "You light the %s with the %s.",
3048 &item->name, &lighter->name
3049 ));
3050 else
3051 who->failmsgf (
3052 "You attempt to light the %s with the %s and fail.",
3053 &item->name, &lighter->name
3054 );
3055 }
3056 else
3057 who->failmsg ("You need to mark a lightable object.");
3058}
3059
3060/**
3061 * This function generates a cursed effect for cursed lamps and torches.
3062 */
3063static void
3064player_apply_lamp_cursed_effect (object *who, object *op)
3065{
3066 if (op->level)
3067 {
3068 who->failmsgf (
3069 "The %s was cursed, it explodes in a big fireball!",
3070 &op->name
3071 );
3072 create_exploding_ball_at (who, op->level);
3073 }
3074 else
3075 {
3076 who->failmsgf (
3077 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3078 &op->name
3079 );
3080 }
3081
3082 op->destroy ();
3083}
3084
3085/**
3086 * Apply for players and lamps
3087 *
3088 * who - the player
3089 * op - the lamp
3090 */
3091static void
3092player_apply_lamp (object *who, object *op)
3093{
3094 bool switch_on = op->glow_radius ? false : true;
3095
3096 if (switch_on)
3097 {
3098 object *lighter = 0;
3099
3100 if (op->flag [FLAG_IS_LIGHTABLE]
3101 && !(lighter = auto_apply_lighter (who, op, 0)))
3102 return;
3103
3104 if (op->stats.food < 1)
3105 {
3106 if (op->type == LAMP)
3107 who->failmsgf (
3108 "The %s is out of fuel! "
3109 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3110 &op->name
3111 );
3112 else
3113 who->failmsgf (
3114 "The %s is burnt out! "
3115 "H<Torches and similar items burn out and become worthless.>",
3116 &op->name
3117 );
3118 return;
3119 }
3120
3121 if (op->flag [FLAG_CURSED])
3122 {
3123 player_apply_lamp_cursed_effect (who, op);
3124 return;
3125 }
3126
3127 if (lighter)
3128 who->statusmsg (format (
3129 "You light up the %s with the %s.", &op->name, &lighter->name));
3130 else
3131 who->statusmsg (format ("You light up the %s.", &op->name));
3132 }
3133 else
3134 {
3135 if (op->flag [FLAG_CURSED])
3136 {
3137 player_apply_lamp_cursed_effect (who, op);
3138 return;
3139 }
3140
3141 if (op->type == TORCH)
3142 {
3143 if (!op->flag [FLAG_IS_LIGHTABLE])
3144 {
3145 who->statusmsg (format (
3146 "You put out the %s. "
3147 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3148 &op->name, &op->name));
3149 }
3150 else
3151 who->statusmsg (format (
3152 "You put out the %s."
3153 "H<Torches wear out if you put them out.>",
3154 &op->name));
3155 }
3156 else
3157 who->statusmsg (format ("You turn off the %s.", &op->name));
3158 }
3159
3160 apply_lamp (op, switch_on);
3161}
3162
3163void get_animation_from_arch (object *op, arch_ptr a)
3164{
3165 op->animation_id = a->animation_id;
3166 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3167 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3168 op->anim_speed = a->anim_speed;
3169 op->last_anim = 0;
3170 op->state = 0;
3171 op->face = a->face;
3172
3173 if (NUM_ANIMATIONS(op) > 1)
3174 {
3175 SET_ANIMATION(op, 0);
3176 animate_object (op, op->direction);
3177 }
3178 else
3179 update_object (op, UP_OBJ_FACE);
3180}
3181
3182/**
3183 * Apply for LAMPs and TORCHes.
3184 *
3185 * op - the lamp
3186 * switch_on - a flag which says whether the lamp should be switched on or off
3187 */
3188void apply_lamp (object *op, bool switch_on)
3189{
3190 op->set_glow_radius (switch_on ? op->range : 0);
3191 op->set_speed (switch_on ? op->arch->speed : 0);
3192
3193 // torches wear out if you put them out
3194 if (op->type == TORCH && !switch_on)
3195 {
3196 if (op->flag [FLAG_IS_LIGHTABLE])
3197 {
3198 op->stats.food -= (double) op->arch->stats.food / 15;
3199 if (op->stats.food < 0)
3200 op->stats.food = 0;
3201 }
3202 else
3203 op->stats.food = 0;
3204 }
3205
3206 // lamps and torched get worthless when used up
3207 if (op->stats.food <= 0)
3208 op->value = 0;
3209
3210 // FIXME: This is a hack to make the more sane torches and lamps
3211 // still animated ;-/
3212 if (op->other_arch)
3213 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3214
3215 if (object *pl = op->visible_to ())
3216 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3217}
3218
3219/**
3220 * This handles items of type 'transformer'.
3221 * Basically those items, used with a marked item, transform both items into something
3222 * else.
3223 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3224 * Change information is contained in the 'slaying' field of the marked item.
3225 * The format is as follow: transformer:[number ]yield[;transformer:...].
3226 * This way an item can be transformed in many things, and/or many objects.
3227 * The 'slaying' field for transformer is used as verb for the action.
3228 */
3229static void
3230apply_item_transformer (object *pl, object *transformer)
3231{
3232 object *new_item;
3233 const char *find;
3234 char *separator;
3235 int yield;
3236 char got[MAX_BUF];
3237 int len;
3238
3239 if (!pl || !transformer)
3240 return;
3241
3242 object *marked = pl->mark ();
3243
3244 if (!marked)
3245 {
3246 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3247 return;
3248 }
3249
3250 if (!marked->slaying)
3251 {
3252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3253 return;
3254 }
3255
3256 /* check whether they are compatible or not */
3257 find = strstr (&marked->slaying, transformer->arch->archname);
3258 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3259 {
3260 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3261 return;
3262 }
3263
3264 find += strlen (transformer->arch->archname) + 1;
3265 /* Item can be used, now find how many and what it yields */
3266 if (isdigit (*(find)))
3267 {
3268 yield = atoi (find);
3269 if (yield < 1)
3270 {
3271 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3272 yield = 1;
3273 }
3274 }
3275 else
3276 yield = 1;
3277
3278 while (isdigit (*find))
3279 find++;
3280
3281 while (*find == ' ')
3282 find++;
3283
3284 memset (got, 0, MAX_BUF);
3285
3286 if ((separator = (char *) strchr (find, ';')))
3287 len = separator - find;
3288 else
3289 len = strlen (find);
3290
3291 min_it (len, MAX_BUF - 1);
3292
3293 strcpy (got, find);
3294 got[len] = '\0';
3295
3296 /* Now create new item, remove used ones when required. */
3297 new_item = archetype::get (got);
3298 if (!new_item)
3299 {
3300 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3301 return;
3302 }
3303
3304 new_item->nrof = yield;
3305
3306 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3307
3308 pl->insert (new_item);
3309 /* Eat up one item */
3310 marked->decrease ();
3311
3312 /* Eat one transformer if needed */
3313 if (transformer->stats.food)
3314 if (--transformer->stats.food == 0)
3315 transformer->decrease ();
3316}
3317
3318/**
3319 * Main apply handler.
3320 *
3321 * Checks for unpaid items before applying.
3322 *
3323 * Return value is currently not used
3324 *
3325 * who is the object that is causing object to be applied, op is the object
3326 * being applied.
3327 *
3328 * aflag is special (always apply/unapply) flags. Nothing is done with
3329 * them in this function - they are passed to apply_special
3330 */
3331static bool
3332manual_apply (object *who, object *op, int aflag)
3333{
3334 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3335 return RESULT_INT (0);
3336 else if (apply_types_inv_only [op->type])
3337 {
3338 // special item, using slot system, needs to be in inv
3339 if (op->env == who)
3475 return apply_special (who, op, aflags); 3340 return apply_special (who, op, aflag);
3341
3342 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3343 }
3344 else if (!who->contr && apply_types_player_only [op->type])
3345 return 0; // monsters shouldn't try to apply player-only stuff
3346 else if (apply_types [op->type])
3347 {
3348 // ordinary stuff, may be on the floor
3349 switch (op->type)
3350 {
3351 case T_HANDLE:
3352 who->play_sound (sound_find ("turn_handle"));
3353 who->statusmsg ("You turn the handle.");
3354 op->value = op->value ? 0 : 1;
3355 SET_ANIMATION (op, op->value);
3356 update_object (op, UP_OBJ_FACE);
3357 push_button (op, who);
3358 break;
3359
3360 case TRIGGER:
3361 if (check_trigger (op, who, who))
3362 {
3363 who->statusmsg ("You turn the handle.");
3364 who->play_sound (sound_find ("turn_handle"));
3365 }
3366 else
3367 who->failmsg ("The handle doesn't move.");
3368
3369 break;
3370
3371 case EXIT:
3372 if (!EXIT_PATH (op))
3373 who->failmsgf ("The %s is closed. H<This exit doesn't lead anywhere at the moment, and this is unlikely to change.>", query_name (op));
3374 else
3375 {
3376 /* Don't display messages for random maps. */
3377 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3378 who->statusmsg (op->msg, NDI_NAVY);
3379
3380 who->enter_exit (op);
3381 }
3382
3383 break;
3384
3385 case INSCRIBABLE:
3386 who->statusmsg (op->msg);
3387 // maybe show a spell menu to chose from or something like that
3388 break;
3389
3390 case SIGN:
3391 apply_sign (who, op, 0);
3392 break;
3393
3394 case BOOK:
3395 apply_book (who, op);
3396 break;
3397
3398 case SKILLSCROLL:
3399 apply_skillscroll (who, op);
3400 break;
3401
3402 case SPELLBOOK:
3403 apply_spellbook (who, op);
3404 break;
3405
3406 case SCROLL:
3407 apply_scroll (who, op, 0);
3408 break;
3409
3410 case POTION:
3411 apply_potion (who, op);
3412 break;
3413
3414 /* Eneq(@csd.uu.se): Handle apply on containers. */
3415 //TODO: remove, as it is unsed?
3416 case CLOSE_CON:
3417 apply_container (who, op->env);
3418 break;
3419
3420 case CONTAINER:
3421 apply_container (who, op);
3422 break;
3423
3424 case TREASURE:
3425 apply_treasure (who, op);
3426 break;
3427
3428 case LAMP:
3429 case TORCH:
3430 player_apply_lamp (who, op);
3431 break;
3432
3433 case DRINK:
3434 case FOOD:
3435 case FLESH:
3436 apply_food (who, op);
3437 break;
3438
3439 case POISON:
3440 apply_poison (who, op);
3441 break;
3442
3443 case SAVEBED:
3444 break;
3445
3446 case ARMOUR_IMPROVER:
3447 apply_armour_improver (who, op);
3448 break;
3449
3450 case WEAPON_IMPROVER:
3451 check_improve_weapon (who, op);
3452 break;
3453
3454 case CLOCK:
3455 {
3456 timeofday_t tod;
3457
3458 get_tod (&tod);
3459 who->play_sound (sound_find ("sound_clock"));
3460 who->statusmsg (format (
3461 "It is %d minute%s past %d o'clock %s",
3462 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3463 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3464 ));
3465 }
3466 break;
3467
3468 case MENU:
3469 shop_listing (op, who);
3470 break;
3471
3472 case POWER_CRYSTAL:
3473 apply_power_crystal (who, op); /* see egoitem.c */
3474 break;
3475
3476 case LIGHTER: /* for lighting torches/lanterns/etc */
3477 apply_lighter (who, op);
3478 break;
3479
3480 case ITEM_TRANSFORMER:
3481 apply_item_transformer (who, op);
3482 break;
3483 }
3484
3485 return 1;
3486 }
3487 else
3488 {
3489 who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op)));
3490 return 0;
3491 }
3492}
3493
3494/**
3495 * player_apply_below attempts to apply the object 'below' the player.
3496 * If the player has an open container, we use that for below, otherwise
3497 * we use the ground.
3498 */
3499void
3500player_apply_below (object *pl)
3501{
3502 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3503
3504 /* If using a container, set the starting item to be the top
3505 * item in the container. Otherwise, use the map.
3506 */
3507
3508 // first try to apply "applyables"
3509 for (object *tmp = top; tmp; tmp = tmp->below)
3510 if (!tmp->invisible && apply_types [tmp->type])
3511 {
3512 // If it is visible, player can apply it.
3513 pl->apply (tmp);
3514 return;
3515 }
3516
3517 while (top && top->invisible)
3518 top = top->below;
3519
3520 if (!top || top->flag [FLAG_IS_FLOOR])
3521 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3522 "H<There is nothing here that you can apply.>");
3523 else
3524 // next, try to explain the topmost object
3525 switch (top->type)
3526 {
3527 // TODO: all this should move to examine
3528 case ALTAR:
3529 case IDENTIFY_ALTAR:
3530 case TRIGGER_ALTAR:
3531 case CONVERTER:
3532 //case TRIGGER_PEDESTAL:
3533 pl->failmsgf (
3534 "You see no obvious mechanism on the %s."
3535 "H<You have to drop one or more specific items here.>",
3536 query_short_name (top)
3537 );
3538 break;
3539
3540 case BUTTON:
3541 case TRIGGER_BUTTON:
3542 pl->failmsgf (
3543 "The %s looks as if you could activate it with somehting heavy. "
3544 "H<You must put enough items here to activate it.>",
3545 query_short_name (top)
3546 );
3547 break;
3548
3549 default:
3550 examine (pl, top);
3551 break;
3552 }
3553}
3554
3555// saner interface, returns successful status
3556bool
3557object::apply (object *ob, int aflags)
3558{
3559 if (!ob) // simplifies a lot of callers
3560 return true;
3561
3562 ob = ob->head_ ();
3563
3564 if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED])
3565 {
3566 if (contr)
3567 {
3568 examine (this, ob);
3569 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3570 return 1;
3571 }
3572 else
3573 return 0; /* monsters just skip unpaid items */
3574 }
3575
3576 if (contr)
3577 {
3578 if (!ob->env && (move_type & MOVE_FLYING))
3579 {
3580 /* player is flying and applying object not in inventory */
3581 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3582 {
3583 failmsg ("But you are floating high above the ground! "
3584 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3585 "or waiting till the levitation effect wears off.>");
3586 return 0;
3587 }
3588 }
3589
3590 contr->last_used = ob;
3591 }
3592
3593 bool want_apply =
3594 aflags & AP_APPLY ? true
3595 : aflags & AP_UNAPPLY ? false
3596 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3597
3598 // cannot unapply cursed items
3599 if (!want_apply
3600 && (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED])
3601 && ob->flag [FLAG_APPLIED]
3602 && !(aflags & AP_IGNORE_CURSE))
3603 {
3604 failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ());
3605 return 0;
3606 }
3607
3608 object_ptr *slot = 0;
3609
3610 // detect the slot, if this is a player
3611 if (contr && !(aflags & AP_NO_SLOT))
3612 {
3613 object *oslot;
3614
3615 switch (ob->type)
3616 {
3617 case WEAPON:
3618 slot = &contr->combat_ob;
3619 oslot = contr->ranged_ob;
3620 break;
3621
3622 case RANGED:
3623 case BOW:
3624 case SPELL:
3625 case WAND:
3626 case ROD:
3627 case HORN:
3628 case BUILDER:
3629 slot = &contr->ranged_ob;
3630 oslot = contr->combat_ob;
3631 break;
3632
3633 // oh, the humanity
3634 case SKILL:
3635 // skill is used on it's own, as opposed to being a chosen_skill
3636
3637 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3638 {
3639 failmsgf (
3640 "You feel as if you wanted to do something funny, but you can't remember what. "
3641 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3642 "It cannot be used on its own.>",
3643 &ob->skill
3644 );
3645 return 1;
3646 }
3647
3648 if (skill_flags [ob->subtype] & SF_AUTARK
3649 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3650 {
3651 if (skill_flags [ob->subtype] & SF_USE)
3652 failmsgf (
3653 "You feel as if you wanted to do something funny, but you can't remember what. "
3654 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3655 &ob->skill, &ob->skill
3656 );
3657 else
3658 failmsgf (
3659 "You feel as if you wanted to do something funny, but you can't remember what. "
3660 "H<The %s skill cannot be readied or used, it is always active.>",
3661 &ob->skill
3662 );
3663
3664 return 1;
3665 }
3666
3667 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3668 break;
3669
3670 if (skill_flags [ob->subtype] & SF_COMBAT)
3671 {
3672 slot = &contr->combat_ob;
3673 oslot = contr->ranged_ob;
3674 }
3675 else if (skill_flags [ob->subtype] & SF_RANGED)
3676 {
3677 slot = &contr->ranged_ob;
3678 oslot = contr->combat_ob;
3679 }
3680
3681 break;
3682 }
3683
3684 // now handle slot exclusions
3685 if (slot)
3686 {
3687 // only one slot can be active
3688 if (want_apply)
3689 {
3690 // clear slot unless we are in it already
3691 if (*slot != ob)
3692 if (!apply (*slot, AP_UNAPPLY))
3693 return false;
3694
3695 // unapply other slot, because we want to become active
3696 if (!apply (oslot, AP_UNAPPLY))
3697 return false;
3698 }
3699
3700 // clear item from slot if applied
3701 if (!want_apply && current_weapon == ob)
3702 current_weapon = 0;
3703 }
3704 }
3705
3706 if (ob->flag [FLAG_APPLIED] != want_apply)
3707 manual_apply (this, ob, aflags);
3708
3709 if (ob->flag [FLAG_APPLIED] != want_apply)
3710 return false;
3711
3712 if (slot && want_apply)
3713 current_weapon = *slot = ob;
3714
3715 return true;
3476} 3716}
3477 3717
3478/** 3718/**
3479 * Map was just loaded, handle op's initialisation. 3719 * Map was just loaded, handle op's initialisation.
3480 * 3720 *
3481 * Generates shop floor's item, and treasures. 3721 * Generates shop floor's item, and treasures.
3482 */ 3722 */
3483int 3723int
3484auto_apply (object *op) 3724auto_apply (object *op)
3485{ 3725{
3486 object *tmp = NULL, *tmp2; 3726 object *tmp = NULL;
3487 int i; 3727 int i;
3728
3729 op->clr_flag (FLAG_AUTO_APPLY);
3488 3730
3489 switch (op->type) 3731 switch (op->type)
3490 { 3732 {
3491 case SHOP_FLOOR: 3733 case SHOP_FLOOR:
3492 if (!op->has_random_items ()) 3734 if (!op->has_random_items ())
3494 3736
3495 do 3737 do
3496 { 3738 {
3497 i = 10; /* let's give it 10 tries */ 3739 i = 10; /* let's give it 10 tries */
3498 while ((tmp = generate_treasure (op->randomitems, 3740 while ((tmp = generate_treasure (op->randomitems,
3499 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3741 op->stats.exp
3742 ? (int) op->stats.exp
3743 : max (op->map->difficulty, 5)))
3744 == NULL && --i);
3745
3500 if (tmp == NULL) 3746 if (tmp == NULL)
3501 return 0; 3747 return 0;
3502 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3748
3749 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3503 { 3750 {
3504 tmp->destroy (); 3751 tmp->destroy ();
3505 tmp = NULL; 3752 tmp = NULL;
3506 } 3753 }
3507 } 3754 }
3508 while (!tmp); 3755 while (!tmp);
3509 3756
3510 tmp->x = op->x; 3757 tmp->x = op->x;
3511 tmp->y = op->y; 3758 tmp->y = op->y;
3512 SET_FLAG (tmp, FLAG_UNPAID); 3759 tmp->set_flag (FLAG_UNPAID);
3513 insert_ob_in_map (tmp, op->map, NULL, 0); 3760 insert_ob_in_map (tmp, op->map, NULL, 0);
3514 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3515 identify (tmp); 3761 identify (tmp);
3516 break; 3762 break;
3517 3763
3518 case TREASURE: 3764 case TREASURE:
3519 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3765 if (op->flag [FLAG_IS_A_TEMPLATE])
3520 return 0; 3766 return 0;
3521 3767
3522 while (op->stats.hp-- > 0) 3768 while (op->stats.hp-- > 0)
3523 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3769 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); 3770 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, 3772 /* 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 3773 * move it to the parent object as the current object is about
3528 * to disappear. An example of this item is the random_* stuff 3774 * to disappear. An example of this item is the random_* stuff
3529 * that is put inside other objects. 3775 * that is put inside other objects.
3530 */ 3776 */
3531 for (tmp = op->inv; tmp; tmp = tmp2)
3532 {
3533 tmp2 = tmp->below;
3534 tmp->remove ();
3535
3536 if (op->env) 3777 if (op->env)
3537 insert_ob_in_ob (tmp, op->env); 3778 while (op->inv)
3538 else 3779 op->env->insert (op->inv);
3539 tmp->destroy ();
3540 }
3541 3780
3542 op->destroy (); 3781 op->destroy ();
3543 break; 3782 break;
3544 } 3783 }
3545 return tmp ? 1 : 0; 3784
3785 return !!tmp;
3546} 3786}
3547 3787
3548/** 3788/**
3549 * fix_auto_apply goes through the entire map every time a map 3789 * fix_auto_apply goes through the entire map every time a map
3550 * is loaded or swapped in and performs special actions for 3790 * is loaded or swapped in and performs special actions for
3564 3804
3565 if (tmp->inv) 3805 if (tmp->inv)
3566 { 3806 {
3567 object *invtmp, *invnext; 3807 object *invtmp, *invnext;
3568 3808
3569 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3809 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3570 { 3810 {
3571 invnext = invtmp->below; 3811 invnext = invtmp->below;
3572 3812
3573 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3813 if (invtmp->flag [FLAG_AUTO_APPLY])
3574 auto_apply (invtmp); 3814 auto_apply (invtmp);
3575 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3815 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3576 { 3816 {
3577 while ((invtmp->stats.hp--) > 0) 3817 while (invtmp->stats.hp-- > 0)
3578 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3818 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3579 3819
3580 invtmp->randomitems = NULL; 3820 invtmp->randomitems = NULL;
3581 } 3821 }
3582 else if (invtmp && invtmp->arch 3822 else if (invtmp->arch
3583 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3823 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS
3824 && invtmp->has_random_items ())
3584 { 3825 {
3585 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3826 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3586 /* Need to clear this so that we never try to create 3827 /* Need to clear this so that we never try to create
3587 * treasure again for this object 3828 * treasure again for this object
3588 */ 3829 */
3589 invtmp->randomitems = NULL; 3830 invtmp->randomitems = NULL;
3590 } 3831 }
3591 } 3832 }
3833
3592 /* This is really temporary - the code at the bottom will 3834 /* This is really temporary - the code at the bottom will
3593 * also set randomitems to null. The problem is there are bunches 3835 * also set randomitems to null. The problem is there are bunches
3594 * of maps/players already out there with items that have spells 3836 * of maps/players already out there with items that have spells
3595 * which haven't had the randomitems set to null yet. 3837 * which haven't had the randomitems set to null yet.
3596 * MSW 2004-05-13 3838 * MSW 2004-05-13
3600 * Ryo 2004-08-16 3842 * Ryo 2004-08-16
3601 */ 3843 */
3602 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3844 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) 3845 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3604 tmp->randomitems = NULL; 3846 tmp->randomitems = NULL;
3605
3606 } 3847 }
3607 3848
3608 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3849 if (tmp->flag [FLAG_AUTO_APPLY])
3609 auto_apply (tmp); 3850 auto_apply (tmp);
3610 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3851 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3611 { 3852 {
3612 while ((tmp->stats.hp--) > 0) 3853 while ((tmp->stats.hp--) > 0)
3613 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3854 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3615 } 3856 }
3616 else if (tmp->type == TIMED_GATE) 3857 else if (tmp->type == TIMED_GATE)
3617 { 3858 {
3618 object *head = tmp->head != NULL ? tmp->head : tmp; 3859 object *head = tmp->head != NULL ? tmp->head : tmp;
3619 3860
3620 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3861 if (head->flag [FLAG_IS_LINKED])
3621 tmp->set_speed (0); 3862 tmp->set_speed (0);
3622 } 3863 }
3623 /* This function can be called everytime a map is loaded, even when 3864 /* 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 3865 * 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 3866 * over and ove again, so after we generate the treasure, blank out
3643 } 3884 }
3644 3885
3645 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3886 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3646 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3887 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3647 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3888 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3648 check_trigger (tmp, tmp->above); 3889 check_trigger (tmp, tmp->above, tmp->above);
3649} 3890}
3650 3891
3651/** 3892/**
3652 * Handles player eating food that temporarily changes status (resistances, stats). 3893 * Handles player eating food that temporarily changes status (resistances, stats).
3653 * This used to call cast_change_attr(), but 3894 * This used to call cast_change_attr(), but
3658eat_special_food (object *who, object *food) 3899eat_special_food (object *who, object *food)
3659{ 3900{
3660 object *force; 3901 object *force;
3661 int i, did_one = 0; 3902 int i, did_one = 0;
3662 3903
3663 force = get_archetype (FORCE_NAME); 3904 char buf[64];
3905 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3906 shstr key (buf);
3664 3907
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 */ 3908 /* bigger morsel of food = longer effect time */
3686 force->duration = food->stats.food / 5; 3909 int duration = TIME2TICK (food->stats.food);
3687 SET_FLAG (force, FLAG_APPLIED); 3910
3688 change_abil (who, force); 3911 if (force = who->force_find (key))
3689 insert_ob_in_ob (force, who); 3912 {
3913 if (duration > fabs (force->speed_left / force->speed))
3914 {
3915 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));
3916 force->force_set_timer (duration);
3917 }
3918 else
3919 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3920
3921 return;
3690 } 3922 }
3691 else 3923 else
3924 {
3925 force = who->force_add (key, duration);
3926 force->name = key;
3927
3928 /* check if the food affects a stat */
3929 for (i = 0; i < NUM_STATS; i++)
3930 if (sint8 k = food->stats.stat (i))
3931 {
3932 force->stats.stat (i) = k;
3933 did_one = 1;
3934 }
3935
3936 /* check if we can protect the eater */
3937 for (i = 0; i < NROFATTACKS; i++)
3938 {
3939 if (food->resist[i] > 0)
3940 {
3941 force->resist[i] = food->resist[i];
3942 did_one = 1;
3943 }
3944 }
3945
3946 if (did_one)
3947 {
3948 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));
3949
3950 /* make the force take effect and report effects to user */
3951 change_abil (who, force);
3952 }
3953 else
3692 force->destroy (); 3954 force->destroy ();
3955 }
3693 3956
3694 /* check for hp, sp change */ 3957 /* check for hp, sp change */
3695 if (food->stats.hp != 0) 3958 if (food->stats.hp != 0)
3696 { 3959 {
3697 if (QUERY_FLAG (food, FLAG_CURSED)) 3960 if (food->flag [FLAG_CURSED])
3698 { 3961 {
3699 assign (who->contr->killer, food->name); 3962 who->contr->killer = food;
3700 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3963 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3701 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3964 who->failmsg ("Eck!...that was poisonous!");
3702 } 3965 }
3703 else 3966 else
3704 { 3967 {
3705 if (food->stats.hp > 0) 3968 if (food->stats.hp > 0)
3706 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3969 who->statusmsg ("You begin to feel better.");
3707 else 3970 else
3708 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3971 who->failmsg ("Eck!...that was poisonous!");
3972
3709 who->stats.hp += food->stats.hp; 3973 who->stats.hp += food->stats.hp;
3710 } 3974 }
3711 } 3975 }
3976
3712 if (food->stats.sp != 0) 3977 if (food->stats.sp != 0)
3713 { 3978 {
3714 if (QUERY_FLAG (food, FLAG_CURSED)) 3979 if (food->flag [FLAG_CURSED])
3715 { 3980 {
3716 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3981 who->failmsg ("You are drained of mana!");
3717 who->stats.sp -= food->stats.sp; 3982 who->stats.sp -= food->stats.sp;
3718 if (who->stats.sp < 0) 3983 if (who->stats.sp < 0)
3719 who->stats.sp = 0; 3984 who->stats.sp = 0;
3720 } 3985 }
3721 else 3986 else
3722 { 3987 {
3723 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3988 who->statusmsg ("You feel a rush of magical energy!");
3724 who->stats.sp += food->stats.sp; 3989 who->stats.sp += food->stats.sp;
3725 /* place limit on max sp from food? */ 3990 /* place limit on max sp from food? */
3726 } 3991 }
3727 } 3992 }
3993
3728 who->update_stats (); 3994 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} 3995}
3848 3996
3849void 3997void
3850apply_changes_to_player (object *pl, object *change) 3998apply_changes_to_player (object *pl, object *change)
3851{ 3999{
3899 } 4047 }
3900 4048
3901 /* insert the randomitems from the change's treasurelist into 4049 /* insert the randomitems from the change's treasurelist into
3902 * the player ref: player.c 4050 * the player ref: player.c
3903 */ 4051 */
3904 if (change->randomitems != NULL) 4052 if (change->randomitems)
3905 give_initial_items (pl, change->randomitems); 4053 give_initial_items (pl, change->randomitems);
3906 4054
3907 /* set up the face, for some races. */ 4055 /* set up the face, for some races. */
3908 4056
3909 /* first, look for the force object banning 4057 /* first, look for the force object banning
3910 * changing the face. Certain races never change face with class. 4058 * changing the face. Certain races never change face with class.
3911 */ 4059 */
3912 for (walk = pl->inv; walk != NULL; walk = walk->below) 4060 for (walk = pl->inv; walk; walk = walk->below)
3913 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4061 if (walk->name == shstr_NOCLASSFACECHANGE)
3914 flag_change_face = 0; 4062 flag_change_face = 0;
3915 4063
3916 if (flag_change_face) 4064 if (flag_change_face)
3917 { 4065 {
3918 pl->animation_id = GET_ANIM_ID (change);
3919 pl->face = change->face; 4066 pl->face = change->face;
3920 4067 pl->animation_id = change->animation_id;
3921 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4068 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3922 SET_FLAG (pl, FLAG_ANIMATE);
3923 else
3924 CLEAR_FLAG (pl, FLAG_ANIMATE);
3925 } 4069 }
3926 4070
3927 /* check the special case of can't use weapons */ 4071 /* check the special case of can't use weapons */
3928 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4072 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
3929 if (!strcmp (change->name, "monk")) 4073 if (change->name == shstr_monk)
3930 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4074 pl->clr_flag (FLAG_USE_WEAPON);
3931 4075
3932 break; 4076 break;
3933 } 4077 }
3934 } 4078 }
3935} 4079}
3936 4080
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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