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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.127 by root, Fri Aug 17 21:18:01 2007 UTC vs.
Revision 1.261 by root, Wed Apr 28 19:59:06 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
26#include <global.h> 27#include <global.h>
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33 34
34/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
35#include <sounds.h>
36 36
37/** 37static const struct apply_types_inv_only : typeset
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41int
42should_director_abort (object *op, object *victim)
43{ 38{
44 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 { 40 {
58 arch_flag = (op->subtype & 1); 41 set (WEAPON);
59 name_flag = (op->subtype & 2); 42 set (ARMOUR);
60 race_flag = (op->subtype & 4); 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
61 } 61 }
62 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
63 { 69 {
64 arch_flag = 1; 70 set (TRANSPORT);
65 name_flag = 1; 71 set (EXIT);
66 race_flag = 1; 72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
67 } 85 }
86} apply_types_player_only;
68 87
69 /* If the director has race set, only affect objects with a arch, 88// applying these _can_ be attempted, others cannot
70 * name or race that matches. 89// be applied at all. used by e.g. apply below.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77 90
78 /* If the director has slaying set, only affect objects where none 91static const struct apply_types : typeset
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87}
88
89/**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94static int
95apply_id_altar (object *money, object *altar, object *pl)
96{ 92{
97 dynbuf_text buf; 93 apply_types ()
98 94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\n" << marked->msg;
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 { 95 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 96 set (T_HANDLE);
129 { 97 set (TRIGGER);
130 if (operate_altar (altar, &money)) 98 set (SCROLL);
131 { 99 set (POTION);
132 identify (id); 100 set (CLOSE_CON);
133 101 set (CONTAINER);
134 buf.printf ("You have %s.", long_desc (id, pl)); 102 set (LAMP);
135 if (id->msg) 103 set (TORCH);
136 buf << "The item has a story:\n" << id->msg; 104 set (DRINK);
137 105 set (FOOD);
138 /* If no more money, might as well quit now */ 106 set (FLESH);
139 if (!money || !check_altar_sacrifice (altar, money)) 107 set (POISON);
140 break; 108 set (POWER_CRYSTAL);
141 } 109 set (ITEM_TRANSFORMER);
142 else
143 {
144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145 break;
146 }
147 }
148 } 110 }
149 111} apply_types;
150 if (buf.empty ())
151 buf << ("You have nothing that needs identifying");
152
153 pl->contr->infobox ("Identify", buf);
154
155 return !money;
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 **/
162void
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 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
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 op->statusmsg (restore_msg[i]);
238
239 depl->destroy ();
240 op->update_stats ();
241 }
242 else
243 op->statusmsg ("Your 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
262 if (op->contr->levsp[i] != 1)
263 {
264 op->contr->levsp[i] = 1;
265 break;
266 }
267
268 if (op->contr->levgrace[i] != 1)
269 {
270 op->contr->levgrace[i] = 1;
271 break;
272 }
273 }
274 else
275 {
276 if (op->contr->levhp[i] < 9)
277 {
278 op->contr->levhp[i] = 9;
279 break;
280 }
281
282 if (op->contr->levsp[i] < 6)
283 {
284 op->contr->levsp[i] = 6;
285 break;
286 }
287
288 if (op->contr->levgrace[i] < 3)
289 {
290 op->contr->levgrace[i] = 3;
291 break;
292 }
293 }
294 }
295
296 /* Just makes checking easier */
297 if (i < MIN (11, op->level))
298 got_one = 1;
299
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 {
302 if (got_one)
303 {
304 op->update_stats ();
305 op->statusmsg ("The Gods smile upon you and remake you "
306 "a little more in their image. "
307 "You feel a little more perfect.", NDI_GREEN);
308 }
309 else
310 op->statusmsg ("The potion had no effect - you are already perfect.");
311 }
312 else
313 { /* cursed potion */
314 if (got_one)
315 {
316 op->update_stats ();
317 op->failmsg ("The Gods are angry and punish you.");
318 }
319 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 }
322
323 decrease_ob (tmp);
324 return 1;
325 }
326
327
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 * and heroism all fit into this category. Given the spell object code,
330 * there is no limit to the number of spells that potions can be cast,
331 * but direction is problematic to try and imbue fireball potions for example.
332 */
333 if (tmp->inv)
334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!");
340
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 }
349 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351
352 decrease_ob (tmp);
353
354 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats ();
357
358 return 1;
359 }
360
361 /* Deal with protection potions */
362 force = NULL;
363 for (i = 0; i < NROFATTACKS; i++)
364 {
365 if (tmp->resist[i])
366 {
367 if (!force)
368 force = get_archetype (FORCE_NAME);
369
370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
371 force->type = POTION_EFFECT;
372 break; /* Only need to find one protection since we copy entire batch */
373 }
374 }
375
376 /* This is a protection potion */
377 if (force)
378 {
379 /* cursed items last longer */
380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
381 {
382 force->stats.food *= 10;
383 for (i = 0; i < NROFATTACKS; i++)
384 if (force->resist[i] > 0)
385 force->resist[i] = -force->resist[i]; /* prot => vuln */
386 }
387
388 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force);
393 decrease_ob (tmp);
394 return 1;
395 }
396
397 /* Only thing left are the stat potions */
398 if (op->type == PLAYER)
399 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else
403 SET_FLAG (tmp, FLAG_APPLIED);
404
405 if (!change_abil (op, tmp))
406 op->statusmsg ("Nothing happened.");
407 }
408
409 /* CLEAR_FLAG is so that if the character has other potions
410 * that were grouped with the one consumed, his
411 * stat will not be raised by them. fix_player just clears
412 * up all the stats.
413 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats ();
416 decrease_ob (tmp);
417 return 1;
418}
419 112
420/**************************************************************************** 113/****************************************************************************
421 * Weapon improvement code follows 114 * Weapon improvement code follows
422 ****************************************************************************/ 115 ****************************************************************************/
423 116
424/** 117/**
118 * This function just checks whether who can handle equipping an item
119 * with item_power.
120 */
121static bool
122check_item_power (object *who, int item_power)
123{
124 if (who->type == PLAYER
125 && item_power
126 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
127 return false;
128 else
129 return true;
130}
131
132/**
425 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
426 */ 134 */
427static int 135static int
428check_item (object *op, const char *item) 136check_item (object *op, shstr_cmp item)
429{ 137{
430 int count = 0; 138 int count = 0;
431 139
432 if (!item) 140 if (!item)
433 return 0; 141 return 0;
434 142
435 for (op = op->below; op; op = op->below) 143 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 144 if (op->arch->archname == item)
438 { 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 147 count += op->number_of ();
446 }
447 }
448 }
449 148
450 return count; 149 return count;
451} 150}
452 151
453/** 152/**
455 * op is typically the player, which is only 154 * op is typically the player, which is only
456 * really used to determine what space to look at. 155 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
458 */ 157 */
459static void 158static void
460eat_item (object *op, const char *item, uint32 nrof) 159eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 160{
462 object *prev; 161 object *prev;
463 162
464 prev = op; 163 prev = op;
465 op = op->below; 164 op = op->below;
466 165
467 while (op) 166 while (op)
468 { 167 {
469 if (strcmp (op->arch->archname, item) == 0) 168 if (op->arch->archname == item)
470 { 169 {
471 if (op->nrof >= nrof) 170 if (op->nrof >= nrof)
472 { 171 {
473 decrease_ob_nr (op, nrof); 172 op->decrease (nrof);
474 return; 173 return;
475 } 174 }
476 else 175 else
477 { 176 {
478 decrease_ob_nr (op, op->nrof); 177 op->decrease (nrof);
479 nrof -= op->nrof; 178 nrof -= op->nrof;
480 } 179 }
481 180
482 op = prev; 181 op = prev;
483 } 182 }
486 op = op->below; 185 op = op->below;
487 } 186 }
488} 187}
489 188
490/** 189/**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497static int
498check_weapon_power (const object *who, int improvs)
499{
500/* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504#if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510#else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538#endif
539}
540
541/**
542 * Returns how many items of type improver->slaying there are under op. 190 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL. 191 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */ 192 */
545static int 193static int
546check_sacrifice (object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
550 if (improver->slaying) 198 if (improver->slaying)
551 { 199 {
552 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
553 if (count < 1) 201 if (count < 1)
554 { 202 {
555 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
556 return 0; 204 return 0;
557 } 205 }
558 } 206 }
559 else 207 else
560 count = 1; 208 count = 1;
568static int 216static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 217improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 218{
571 stat += sacrifice_count; 219 stat += sacrifice_count;
572 weapon->last_eat++; 220 weapon->last_eat++;
573 decrease_ob (improver); 221 improver->decrease ();
574 222
575 /* So it updates the players stats and the window */ 223 /* So it updates the players stats and the window */
576 op->update_stats (); 224 op->update_stats ();
577 225
578 op->statusmsg (format ( 226 op->statusmsg (format (
599 247
600/** 248/**
601 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
603 */ 251 */
604int 252static int
605prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
606{ 254{
607 int sacrifice_count, i; 255 int sacrifice_count, i;
608 char buf[MAX_BUF];
609 256
610 if (weapon->level != 0) 257 if (weapon->level != 0)
611 { 258 {
612 op->failmsg ("Weapon is already prepared!"); 259 op->failmsg ("Weapon is already prepared!");
613 return 0; 260 return 0;
623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
627 { 274 {
628 op->failmsg ("You cannot prepare magic weapons."); 275 op->failmsg ("You cannot prepare magic weapons. "
276 "H<A weapon is considered magical if it changes regeneration, "
277 "speed or ac, or has other protections.>");
629 return 0; 278 return 0;
630 } 279 }
631 280
632 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
633 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
640 "Your sacrifice was accepted." 289 "Your sacrifice was accepted."
641 "Your *%s may be improved %d times.", 290 "Your *%s may be improved %d times.",
642 &weapon->name, weapon->level 291 &weapon->name, weapon->level
643 )); 292 ));
644 293
645 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
646 weapon->name = weapon->name_pl = buf;
647 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
648 slot at once! */ 296 slot at once! */
649 decrease_ob (improver); 297 improver->decrease ();
650 weapon->last_eat = 0; 298 weapon->last_eat = 0;
651 return 1; 299 return 1;
652} 300}
653
654 301
655/** 302/**
656 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 303 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
657 * This is the new improve weapon code. 304 * This is the new improve weapon code.
658 * Returns 0 if it was not able to work for some reason. 305 * Returns 0 if it was not able to work for some reason.
661 * 308 *
662 * We are hiding extra information about the weapon in the level and 309 * We are hiding extra information about the weapon in the level and
663 * last_eat numbers for an object. Hopefully this won't break anything ?? 310 * last_eat numbers for an object. Hopefully this won't break anything ??
664 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
665 */ 312 */
666int 313static int
667improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
668{ 315{
669 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
670 317
671 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
672 return prepare_weapon (op, improver, weapon); 319 return prepare_weapon (op, improver, weapon);
673 320
674 if (weapon->level == 0) 321 if (weapon->level == 0)
675 { 322 {
676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 323 op->failmsg (
324 "This weapon has not been prepared."
325 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
677 return 0; 326 return 0;
678 } 327 }
679 328
680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 329 if (weapon->last_eat >= weapon->level // improvements used up
330 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
681 { 331 {
682 op->failmsg ("This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
683 return 0; 333 return 0;
684 } 334 }
685 335
686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 336 if (weapon->flag [FLAG_APPLIED]
337 && !check_item_power (op, weapon->item_power + 1))
687 { 338 {
688 op->failmsg ("Improving the weapon will make it too " 339 op->failmsg ("Improving the weapon will make it too "
689 "powerful for you to use. Unready it if you " 340 "powerful for you to use. Unready it if you "
690 "really want to improve it."); 341 "really want to improve it.");
691 return 0; 342 return 0;
702 weapon->weight += 5000; /* 5 KG's */ 353 weapon->weight += 5000; /* 5 KG's */
703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 354 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
704 weapon->last_eat++; 355 weapon->last_eat++;
705 356
706 weapon->item_power++; 357 weapon->item_power++;
707 decrease_ob (improver); 358 improver->decrease ();
708 return 1; 359 return 1;
709 } 360 }
710 361
711 if (improver->stats.sp == IMPROVE_WEIGHT) 362 if (improver->stats.sp == IMPROVE_WEIGHT)
712 { 363 {
716 weapon->weight = 1; 367 weapon->weight = 1;
717 368
718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 369 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
719 weapon->last_eat++; 370 weapon->last_eat++;
720 weapon->item_power++; 371 weapon->item_power++;
721 decrease_ob (improver); 372 improver->decrease ();
722 return 1; 373 return 1;
723 } 374 }
375
724 if (improver->stats.sp == IMPROVE_ENCHANT) 376 if (improver->stats.sp == IMPROVE_ENCHANT)
725 { 377 {
726 weapon->magic++; 378 weapon->magic++;
727 weapon->last_eat++; 379 weapon->last_eat++;
728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 380 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
729 decrease_ob (improver); 381 improver->decrease ();
730 weapon->item_power++; 382 weapon->item_power++;
731 return 1; 383 return 1;
732 } 384 }
733 385
734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 386 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
739 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
740 392
741 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
742 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
743 { 395 {
744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
745 return 0; 397 return 0;
746 } 398 }
747 399
748 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
749 weapon->item_power++; 401 weapon->item_power++;
768/** 420/**
769 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
770 * Checks a few things (not on a non-magic square, marked weapon, ...), 422 * Checks a few things (not on a non-magic square, marked weapon, ...),
771 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
772 */ 424 */
773int 425static int
774check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
775{ 427{
776 object *otmp;
777
778 if (op->type != PLAYER) 428 if (op->type != PLAYER)
779 return 0; 429 return 0;
780 430
781 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
782 { 432 {
783 op->failmsg ("Something blocks the magic of the scroll!"); 433 op->failmsg ("Something blocks the magic of the scroll!");
784 return 0; 434 return 0;
785 } 435 }
786 436
787 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
438
788 if (!otmp) 439 if (!otmp)
789 { 440 {
790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
791 return 0; 442 return 0;
792 } 443 }
793 444
794 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
795 { 446 {
796 op->failmsg ("Marked item is not a weapon or bow!"); 447 op->failmsg ("Marked item is not a weapon or bow!");
448 return 0;
449 }
450
451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
797 return 0; 454 return 0;
798 } 455 }
799 456
800 op->statusmsg ("Applied weapon builder."); 457 op->statusmsg ("Applied weapon builder.");
801 458
824 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
825 * the users level or 90) 482 * the users level or 90)
826 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
827 * changing of physical area right now. 484 * changing of physical area right now.
828 */ 485 */
829int 486static int
830improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
831{ 488{
832 object *tmp;
833
834 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
835 { 490 {
836 op->failmsg ("This armour can not be enchanted any further!"); 491 op->failmsg ("This armour can not be enchanted any further!");
837 return 0; 492 return 0;
838 } 493 }
494
839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 495 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
840 * etc), so take the easy way out and don't worry about it. 496 * etc), so take the easy way out and don't worry about it.
841 * Note - maybe add scrolls which make the random artifact versions (eg, armour 497 * Note - maybe add scrolls which make the random artifact versions (eg, armour
842 * of gnarg and what not?) 498 * of gnarg and what not?)
843 */ 499 */
845 { 501 {
846 op->failmsg ("This armour will not accept further enchantment."); 502 op->failmsg ("This armour will not accept further enchantment.");
847 return 0; 503 return 0;
848 } 504 }
849 505
850 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
851 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
852 */ 508 */
853 if (armour->nrof > 1) 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
854 tmp = get_split_ob (armour, armour->nrof - 1);
855 else
856 tmp = NULL;
857 510
858 armour->magic++; 511 armour->magic++;
859 512
860 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
861 { 514 {
898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 551 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
899 552
900 if (op->type == PLAYER) 553 if (op->type == PLAYER)
901 { 554 {
902 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
903 if (QUERY_FLAG (armour, FLAG_APPLIED)) 556
557 if (armour->flag [FLAG_APPLIED])
904 op->update_stats (); 558 op->update_stats ();
905 } 559 }
906 560
907 decrease_ob (improver); 561 improver->decrease ();
908 562
909 if (tmp) 563 if (tmp)
910 { 564 op->insert (tmp);
911 insert_ob_in_ob (tmp, op);
912 esrv_send_item (op, tmp);
913 }
914 565
915 return 1; 566 return 1;
916} 567}
917 568
918/* 569/*
919 * convert_item() returns 1 if anything was converted, 0 if the item was not 570 * convert_item() returns 1 if anything was converted, 0 if the item was not
920 * what the converter wants, -1 if the converter is broken. 571 * what the converter wants, -1 if the converter is broken.
921 */ 572 *
922#define CONV_FROM(xyz) xyz->slaying
923#define CONV_TO(xyz) xyz->other_arch
924#define CONV_NR(xyz) xyz->stats.sp
925#define CONV_NEED(xyz) xyz->stats.food
926
927/* Takes one items and makes another. 573 * Takes one type of items and makes another.
928 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
929 * item is the object that triggered the converter - if it is not 575 * item is the object that triggered the converter - if it is not
930 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
931 */ 577 */
932int 578int
933convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
934{ 580{
935 int nr = 0; 581 sint64 nr = 0, price_in;
936 uint32 price_in; 582
583 if (item->flag [FLAG_UNPAID])
584 return 0;
585
586 shstr conv_from = converter->slaying;
587 archetype *conv_to = converter->other_arch;
588 sint64 need = converter->stats.food;
589 sint64 give = converter->stats.sp;
937 590
938 /* We make some assumptions - we assume if it takes money as it type, 591 /* We make some assumptions - we assume if it takes money as it type,
939 * it wants some amount. We don't make change (ie, if something costs 592 * it wants some amount. We don't make change (ie, if something costs
940 * 3 gp and player drops a platinum, tough luck) 593 * 3 gp and player drops a platinum, tough luck)
941 */ 594 */
942 if (CONV_FROM (converter) == shstr_money) 595 if (conv_from == shstr_money)
943 { 596 {
944 if (item->type != MONEY) 597 if (item->type != MONEY)
945 return 0; 598 return 0;
946 599
947 nr = (item->nrof * item->value) / CONV_NEED (converter); 600 nr = sint64 (item->nrof) * item->value / need;
948 if (!nr) 601 if (!nr)
949 return 0; 602 return 0;
950 603
951 converter->play_sound (sound_find ("shop_buy")); 604 converter->play_sound (sound_find ("shop_buy"));
952 605
953 int cost = nr * CONV_NEED (converter) / item->value; 606 sint64 cost = (nr * need + item->value - 1) / item->value;
954 /* take into account rounding errors */
955 if (nr * CONV_NEED (converter) % item->value)
956 cost++;
957 607
958 decrease_ob_nr (item, cost); 608 item->decrease (cost);
959 609
960 price_in = cost * item->value; 610 price_in = cost * item->value;
961 } 611 }
962 else 612 else
963 { 613 {
964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 614 if (item->type == PLAYER
965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 615 || conv_from != item->arch->archname
616 || (need && need > (uint16) item->nrof))
966 return 0; 617 return 0;
967 618
968 converter->play_sound (sound_find ("convert_item")); 619 converter->play_sound (sound_find ("convert_item"));
969 620
970 if (CONV_NEED (converter)) 621 if (need)
971 { 622 {
972 nr = item->nrof / CONV_NEED (converter); 623 nr = sint64 (item->nrof) / need;
973 decrease_ob_nr (item, nr * CONV_NEED (converter)); 624 item->decrease (nr * need);
974 price_in = nr * CONV_NEED (converter) * item->value; 625 price_in = nr * need * item->value;
975 } 626 }
976 else 627 else
977 { 628 {
978 price_in = item->value; 629 price_in = item->value;
979 item->destroy (); 630 item->destroy ();
990 ob_to_copy = converter->inv; 641 ob_to_copy = converter->inv;
991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
992 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
993 ob_to_copy = ob; 644 ob_to_copy = ob;
994 645
995 item = object_create_clone (ob_to_copy); 646 item = ob_to_copy->deep_clone ();
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 } 649 }
999 else 650 else
1000 { 651 {
1001 if (converter->other_arch == NULL) 652 if (!conv_to)
1002 { 653 {
1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 654 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1004 &converter->name, &converter->map->path, converter->x, converter->y); 655 &converter->name, &converter->map->path, converter->x, converter->y);
1005 return -1; 656 return -1;
1006 } 657 }
1007 658
1008 item = object_create_arch (converter->other_arch); 659 item = object_create_arch (conv_to);
1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 660 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1010 } 661 }
1011 662
1012 if (CONV_NR (converter)) 663 if (give)
1013 item->nrof = CONV_NR (converter); 664 item->nrof = give;
1014 665
1015 if (nr) 666 if (nr)
1016 item->nrof *= nr; 667 item->nrof *= nr;
1017 668
1018 if (is_in_shop (converter)) 669 if (converter->flag [FLAG_PRECIOUS])
1019 SET_FLAG (item, FLAG_UNPAID); 670 item->set_flag (FLAG_UNPAID);
671
672 if (converter->is_in_shop ())
673 {
674 // converters on shop floors don't work anymore, bug lets check for it
675 // and report in case someone still does it.
676 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
677 converter->debug_desc ());
678 item->set_flag (FLAG_UNPAID);
679 }
1020 else if (price_in < item->nrof * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
1021 { 681 {
1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 682 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1024 /** 684 /**
1025 * elmex: we are going to let the game continue, as the mapcreator 685 * elmex: we are going to let the game continue, as the mapcreator
1026 * hopefully had something in mind when doing this. 686 * hopefully had something in mind when doing this.
1027 */ 687 */
1028 } 688 }
1029 689
1030 SET_FLAG (item, FLAG_IDENTIFIED); 690 // elmex: only identify if we need to, for example so that generated money doesn't
691 // get an 'identified' flag so easily.
692 if (item->need_identify ())
693 identify (item);
694
1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 695 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1032 return 1; 696 return 1;
1033} 697}
1034 698
1035/** 699/**
1036 * Handle apply on containers. 700 * Handle apply on containers.
1037 * By Eneq(@csd.uu.se). 701 * By Eneq(@csd.uu.se).
1038 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 702 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1039 * added the alchemical cauldron to the code -b.t. 703 * added the alchemical cauldron to the code -b.t.
1040 */ 704 */
1041int 705static int
1042apply_container (object *op, object *sack) 706apply_container (object *op, object *sack)
1043{ 707{
1044 if (op->type != PLAYER || !op->contr->ns) 708 if (op->type != PLAYER || !op->contr->ns)
1045 return 0; /* This might change */ 709 return 0; /* This might change */
1046 710
1059 } 723 }
1060 724
1061 // already applied == open on ground, or open in inv, or active in inv 725 // already applied == open on ground, or open in inv, or active in inv
1062 if (sack->flag [FLAG_APPLIED]) 726 if (sack->flag [FLAG_APPLIED])
1063 { 727 {
1064 if (op->container == sack) 728 if (op->container_ () == sack)
1065 { 729 {
1066 // open on ground or inv, so close 730 // open on ground or inv, so close
1067 op->close_container (); 731 op->close_container ();
1068 return 1; 732 return 1;
1069 } 733 }
1070 else if (!sack->env) 734 else if (!sack->env)
1071 { 735 {
1072 // active, but not ours: some other player has opened it 736 // active, but not ours: some other player has opened it
1073 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 737 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1074 return 1; 738 return 1;
1075 } 739 }
1076 740
1077 // fall through to opening it (active in inv) 741 // fall through to opening it (active in inv)
1078 } 742 }
1112{ 776{
1113 /* Only players can make sacrifices on spell casting altars. */ 777 /* Only players can make sacrifices on spell casting altars. */
1114 if (altar->inv && (!originator || originator->type != PLAYER)) 778 if (altar->inv && (!originator || originator->type != PLAYER))
1115 return 0; 779 return 0;
1116 780
1117 if (operate_altar (altar, &sacrifice)) 781 if (operate_altar (altar, &sacrifice, originator))
1118 { 782 {
1119 /* Simple check. Unfortunately, it means you can't cast magic bullet 783 /* Simple check. Unfortunately, it means you can't cast magic bullet
1120 * with an altar. We call it a Potion - altars are stationary - it 784 * with an altar. We call it a Potion - altars are stationary - it
1121 * is up to map designers to use them properly. 785 * is up to map designers to use them properly.
1122 */ 786 */
1131/* push_button (altar);*/ 795/* push_button (altar);*/
1132 } 796 }
1133 else 797 else
1134 { 798 {
1135 altar->value = 1; /* works only once */ 799 altar->value = 1; /* works only once */
1136 push_button (altar); 800 push_button (altar, originator);
1137 } 801 }
1138 802
1139 return !sacrifice; 803 return !sacrifice;
1140 } 804 }
1141 else 805 else
1154{ 818{
1155 int rv = 0; 819 int rv = 0;
1156 double opinion; 820 double opinion;
1157 object *tmp, *next; 821 object *tmp, *next;
1158 822
1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 823 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1160 824
1161 bool has_unpaid = false; 825 bool has_unpaid = false;
1162 826
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to 827 // quite inefficient to do this here twice, but the api doesn't lend itself to
1164 // a quick and small change :( 828 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 829 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID]) 830 if (item->flag [FLAG_UNPAID])
1167 { 831 {
1168 has_unpaid = true; 832 has_unpaid = true;
1169 break; 833 break;
1170 } 834 }
1171 835
1172 if (op->type != PLAYER) 836 if (!op->is_player ())
1173 { 837 {
1174 /* Remove all the unpaid objects that may be carried here. 838 /* Remove all the unpaid objects that may be carried here.
1175 * This could be pets or monsters that are somehow in 839 * This could be pets or monsters that are somehow in
1176 * the shop. 840 * the shop.
1177 */ 841 */
1178 for (tmp = op->inv; tmp; tmp = next) 842 for (tmp = op->inv; tmp; tmp = next)
1179 { 843 {
1180 next = tmp->below; 844 next = tmp->below;
1181 845
1182 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 846 if (tmp->flag [FLAG_UNPAID])
1183 { 847 {
1184 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 848 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1185 849
850 if (i >= 0)
1186 tmp->remove (); 851 tmp->move (i);
1187
1188 if (i == -1)
1189 i = 0;
1190
1191 tmp->map = op->map;
1192 tmp->x = op->x + freearr_x[i];
1193 tmp->y = op->y + freearr_y[i];
1194 insert_ob_in_map (tmp, op->map, op, 0);
1195 } 852 }
1196 } 853 }
1197 854
1198 /* Don't teleport things like spell effects */ 855 /* Don't teleport things like spell effects */
1199 if (QUERY_FLAG (op, FLAG_NO_PICK)) 856 if (op->flag [FLAG_NO_PICK])
1200 return 0; 857 return 0;
1201 858
1202 /* unpaid objects, or non living objects, can't transfer by 859 /* unpaid objects, or non living objects, can't transfer by
1203 * shop mats. Instead, put it on a nearby space. 860 * shop mats. Instead, put it on a nearby space.
1204 */ 861 */
1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 862 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1206 { 863 {
1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 864 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1208 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 865 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1209 866
1210 if (i != -1) 867 if (i != -1)
1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 868 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1212 869
1213 return 0; 870 return 0;
1214 } 871 }
872
1215 /* Removed code that checked for multipart objects - it appears that 873 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine. 874 * the teleport function should be able to handle this just fine.
1217 */ 875 */
1218 rv = teleport (shop_mat, SHOP_MAT, op); 876 rv = teleport (shop_mat, SHOP_MAT, op);
1219 } 877 }
1222 /* this is only used for players */ 880 /* this is only used for players */
1223 rv = teleport (shop_mat, SHOP_MAT, op); 881 rv = teleport (shop_mat, SHOP_MAT, op);
1224 882
1225 if (has_unpaid) 883 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy")); 884 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op)) 885 else if (op->is_in_shop ())
1228 op->contr->play_sound (sound_find ("shop_enter")); 886 op->contr->play_sound (sound_find ("shop_enter"));
1229 else 887 else
1230 op->contr->play_sound (sound_find ("shop_leave")); 888 op->contr->play_sound (sound_find ("shop_leave"));
1231 889
1232 if (shop_mat->msg) 890 if (shop_mat->msg)
1233 op->statusmsg (shop_mat->msg); 891 op->statusmsg (shop_mat->msg);
1234 /* This check below is a bit simplistic - generally it should be correct, 892 /* This check below is a bit simplistic - generally it should be correct,
1235 * but there is never a guarantee that the bottom space on the map is 893 * but there is never a guarantee that the bottom space on the map is
1236 * actually the shop floor. 894 * actually the shop floor.
1237 */ 895 */
1238 else if (!rv && !is_in_shop (op)) 896 else if (!rv && !op->is_in_shop ())
1239 { 897 {
1240 opinion = shopkeeper_approval (op->map, op); 898 opinion = shopkeeper_approval (op->map, op);
1241 899
1242 op->statusmsg ( 900 op->statusmsg (
1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 901 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1264 op->y += freearr_y[i]; 922 op->y += freearr_y[i];
1265 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 923 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1266 } 924 }
1267 } 925 }
1268 926
1269 CLEAR_FLAG (op, FLAG_NO_APPLY); 927 op->clr_flag (FLAG_NO_APPLY);
1270 return rv; 928 return rv;
1271} 929}
1272 930
1273/** 931/**
1274 * Handles applying a sign. 932 * Handles applying a sign.
1275 */ 933 */
1276static void 934static void
1277apply_sign (object *op, object *sign, int autoapply) 935apply_sign (object *op, object *sign, int autoapply)
1278{ 936{
1279 readable_message_type *msgType; 937 if (!op->is_player())
938 return;
939
940 if (sign->has_dialogue ())
941 {
942 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
943 return;
944 }
1280 945
1281 if (!sign->msg) 946 if (!sign->msg)
1282 { 947 {
1283 op->statusmsg ("Nothing is written on it."); 948 op->contr->infobox (MSG_CHANNEL ("examine"),
949 format ("T<%s>\n\n Nothing %sis written on it.",
950 &sign->name,
951 sign->name == sign->arch->name ? "" : "else "));
1284 return; 952 return;
1285 } 953 }
1286 954
1287 if (sign->stats.food) 955 if (sign->stats.food)
1288 { 956 {
1289 if (sign->last_eat >= sign->stats.food) 957 if (sign->last_eat >= sign->stats.food)
1290 { 958 {
1291 if (!sign->move_on) 959 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore."); 960 op->failmsg ("You cannot read it anymore.");
1293 961
1294 return; 962 return;
1295 } 963 }
1296 964
1297 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 965 if (!op->flag [FLAG_WIZPASS])
1298 sign->last_eat++; 966 sign->last_eat++;
1299 } 967 }
1300 968
1301 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 969 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1302 * No way to know for sure. The presumption is basically that if 970 * No way to know for sure. The presumption is basically that if
1303 * move_on is zero, it needs to be manually applied (doesn't talk 971 * move_on is zero, it needs to be manually applied (doesn't talk
1304 * to us). 972 * to us).
1305 */ 973 */
1306 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 974 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1307 { 975 {
1308 op->failmsg ("You are unable to read while blind!"); 976 op->failmsg ("You are unable to read while blind!");
1309 return; 977 return;
1310 } 978 }
1311 979
1312 if (op->contr) 980 if (op->contr)
1313 if (client *ns = op->contr->ns) 981 if (client *ns = op->contr->ns)
1314 { 982 {
983 if (sign->sound)
1315 ns->play_sound (sign->sound); 984 ns->play_sound (sign->sound);
1316 msgType = get_readable_message_type (sign); 985 else if (autoapply)
986 ns->play_sound (sound_find ("msg_voice"));
1317 987
1318 if (ns->can_msg) 988 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1319 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1320 else
1321 {
1322 char newbuf[HUGE_BUF];
1323 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1324 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1325 }
1326 } 989 }
1327} 990}
1328 991
1329/** 992static void
1330 * 'victim' moves onto 'trap'
1331 * 'victim' leaves 'trap'
1332 * effect is determined by move_on/move_off of trap and move_type of victime.
1333 *
1334 * originator: Player, monster or other object that caused 'victim' to move
1335 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1336 * However, some types of traps require an originator to function.
1337 */
1338void
1339move_apply (object *trap, object *victim, object *originator) 993move_apply_hole (object *trap, object *victim)
1340{ 994{
1341 static int recursion_depth = 0; 995 /* Hole not open? */
1342 996 if (trap->stats.wc > 0)
1343 /* Only exits affect DMs. */
1344 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1345 return; 997 return;
1346 998
1347 /* move_apply() is the most likely candidate for causing unwanted and 999 /* Is this a multipart monster and not the head? If so, return.
1348 * possibly unlimited recursion. 1000 * Processing will happen if the head runs into the pit
1349 */ 1001 */
1350 /* The following was changed because it was causing perfeclty correct 1002 if (victim->head)
1351 * maps to fail. 1) it's not an error to recurse:
1352 * rune detonates, summoning monster. monster lands on nearby rune.
1353 * nearby rune detonates. This sort of recursion is expected and
1354 * proper. This code was causing needless crashes.
1355 */
1356 if (recursion_depth >= 500)
1357 {
1358 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1359 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1360 return; 1003 return;
1361 }
1362 1004
1363 recursion_depth++; 1005 // now find all possible locations and randomly pick one
1364 if (trap->head) 1006 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1365 trap = trap->head; 1007 trap->range >= 3 ? SIZEOFFREE3 + 1
1008 : trap->range >= 2 ? SIZEOFFREE2 + 1
1009 : trap->range >= 1 ? SIZEOFFREE1 + 1
1010 : SIZEOFFREE0 + 1);
1366 1011
1367 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1012 if (dir < 0)
1368 goto leave; 1013 return;
1369 1014
1370 switch (trap->type)
1371 {
1372 case PLAYERMOVER:
1373 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1374 {
1375 if (!trap->stats.maxsp)
1376 trap->stats.maxsp = 2;
1377
1378 /* Is this correct? From the docs, it doesn't look like it
1379 * should be divided by trap->speed
1380 */
1381 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1382
1383 /* Just put in some sanity check. I think there is a bug in the
1384 * above with some objects have zero speed, and thus the player
1385 * getting permanently paralyzed.
1386 */
1387 if (victim->speed_left < -50.f)
1388 victim->speed_left = -50.f;
1389 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1390 }
1391 goto leave;
1392
1393 case SPINNER:
1394 if (victim->direction)
1395 {
1396 victim->direction = absdir (victim->direction - trap->stats.sp);
1397 update_turn_face (victim);
1398 }
1399 goto leave;
1400
1401 case DIRECTOR:
1402 if (victim->direction && !should_director_abort (trap, victim))
1403 {
1404 victim->direction = trap->stats.sp;
1405 update_turn_face (victim);
1406 }
1407 goto leave;
1408
1409 case BUTTON:
1410 case PEDESTAL:
1411 update_button (trap);
1412 goto leave;
1413
1414 case ALTAR:
1415 /* sacrifice victim on trap */
1416 apply_altar (trap, victim, originator);
1417 goto leave;
1418
1419 case THROWN_OBJ:
1420 if (trap->inv == NULL)
1421 goto leave;
1422 /* fallthrough */
1423
1424 case ARROW:
1425 /* bad bug: monster throw a object, make a step forwards, step on object ,
1426 * trigger this here and get hit by own missile - and will be own enemy.
1427 * Victim then is his own enemy and will start to kill herself (this is
1428 * removed) but we have not synced victim and his missile. To avoid senseless
1429 * action, we avoid hits here
1430 */
1431 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1432 hit_with_arrow (trap, victim);
1433 goto leave;
1434
1435 case SPELL_EFFECT:
1436 apply_spell_effect (trap, victim);
1437 goto leave;
1438
1439 case TRAPDOOR:
1440 {
1441 int max, sound_was_played;
1442 object *ab, *ab_next;
1443
1444 if (!trap->value)
1445 {
1446 int tot;
1447
1448 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1449 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1450 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1451
1452 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1453 goto leave;
1454
1455 SET_ANIMATION (trap, trap->value);
1456 update_object (trap, UP_OBJ_FACE);
1457 }
1458
1459 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1460 {
1461 /* need to set this up, since if we do transfer the object,
1462 * ab->above would be bogus
1463 */
1464 ab_next = ab->above;
1465
1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1467 {
1468 if (!sound_was_played)
1469 {
1470 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1471 sound_was_played = 1;
1472 }
1473
1474 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1475 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1476 }
1477 }
1478 goto leave;
1479 }
1480
1481 case CONVERTER:
1482 if (convert_item (victim, trap) < 0)
1483 {
1484 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1485 get_archetype ("burnout")->insert_at (trap, trap);
1486 }
1487
1488 goto leave;
1489
1490 case TRIGGER_BUTTON:
1491 case TRIGGER_PEDESTAL:
1492 case TRIGGER_ALTAR:
1493 check_trigger (trap, victim);
1494 goto leave;
1495
1496 case DEEP_SWAMP:
1497 walk_on_deep_swamp (trap, victim);
1498 goto leave;
1499
1500 case CHECK_INV:
1501 check_inv (victim, trap);
1502 goto leave;
1503
1504 case HOLE:
1505 /* Hole not open? */
1506 if (trap->stats.wc > 0)
1507 goto leave;
1508
1509 /* Is this a multipart monster and not the head? If so, return.
1510 * Processing will happen if the head runs into the pit
1511 */
1512 if (victim->head)
1513 goto leave;
1514
1515 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); 1015 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1516 victim->statusmsg ("You fall through the hole!", NDI_RED); 1016 victim->statusmsg ("You fall through the hole!", NDI_RED);
1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1518 goto leave;
1519 1017
1520 case EXIT: 1018 transfer_ob (victim,
1521 if (victim->type == PLAYER && EXIT_PATH (trap)) 1019 EXIT_X (trap) + freearr_x[dir],
1522 { 1020 EXIT_Y (trap) + freearr_y[dir],
1523 /* Basically, don't show exits leading to random maps the 1021 0, victim);
1524 * players output.
1525 */
1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1527 victim->statusmsg (trap->msg, NDI_NAVY);
1528
1529 victim->enter_exit (trap);
1530 }
1531 goto leave;
1532
1533 case ENCOUNTER:
1534 /* may be some leftovers on this */
1535 goto leave;
1536
1537 case SHOP_MAT:
1538 apply_shop_mat (trap, victim);
1539 goto leave;
1540
1541 /* Drop a certain amount of gold, and have one item identified */
1542 case IDENTIFY_ALTAR:
1543 apply_id_altar (victim, trap, originator);
1544 goto leave;
1545
1546 case SIGN:
1547 if (victim->type != PLAYER && trap->stats.food > 0)
1548 goto leave; /* monsters musn't apply magic_mouths with counters */
1549
1550 apply_sign (victim, trap, 1);
1551 goto leave;
1552
1553 case CONTAINER:
1554 apply_container (victim, trap);
1555 goto leave;
1556
1557 case RUNE:
1558 case TRAP:
1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1560 spring_trap (trap, victim);
1561 goto leave;
1562
1563 default:
1564 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1565 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1566 goto leave;
1567 }
1568
1569leave:
1570 recursion_depth--;
1571}
1572
1573/**
1574 * Handles reading a regular (ie not containing a spell) book.
1575 */
1576static void
1577apply_book (object *op, object *tmp)
1578{
1579 int lev_diff;
1580 object *skill_ob;
1581
1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1583 {
1584 op->failmsg ("You are unable to read while blind!");
1585 return;
1586 }
1587
1588 if (!tmp->msg)
1589 {
1590 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1591 return;
1592 }
1593
1594 /* need a literacy skill to read stuff! */
1595 skill_ob = find_skill_by_name (op, tmp->skill);
1596 if (!skill_ob)
1597 {
1598 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1599 return;
1600 }
1601
1602 lev_diff = tmp->level - (skill_ob->level + 5);
1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1604 {
1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1610 : "This book is totally beyond your comprehension.");
1611 return;
1612 }
1613
1614 readable_message_type *msgType = get_readable_message_type (tmp);
1615
1616 if (player *pl = op->contr)
1617 if (client *ns = pl->ns)
1618 if (ns->can_msg)
1619 {
1620 dynbuf_text buf;
1621 buf << long_desc (tmp, op)
1622 << "\n\n"
1623 << tmp->msg
1624 << '\0';
1625 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1626 }
1627 else
1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1629 msgType->message_type, msgType->message_subtype,
1630 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1631 long_desc (tmp, op), &tmp->msg);
1632
1633 /* gain xp from reading */
1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1635 { /* only if not read before */
1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1637
1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1639 {
1640 /*exp_gain *= 2; because they just identified it too */
1641 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642
1643 /* If in a container, update how it looks */
1644 if (tmp->env)
1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1646 else
1647 op->contr->ns->floorbox_update ();
1648 }
1649
1650 change_exp (op, exp_gain, skill_ob->skill, 0);
1651 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1652 }
1653}
1654
1655/**
1656 * Handles the applying of a skill scroll, calling learn_skill straight.
1657 * op is the person learning the skill, tmp is the skill scroll object
1658 */
1659static void
1660apply_skillscroll (object *op, object *tmp)
1661{
1662 switch (learn_skill (op, tmp))
1663 {
1664 case 0:
1665 op->play_sound (sound_find ("generic_fail"));
1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1667 break;
1668
1669 case 1:
1670 decrease_ob (tmp);
1671 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1673 break;
1674
1675 default:
1676 decrease_ob (tmp);
1677 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1679 break;
1680 }
1681}
1682
1683/**
1684 * Actually makes op learn spell.
1685 * Informs player of what happens.
1686 */
1687void
1688do_learn_spell (object *op, object *spell, int special_prayer)
1689{
1690 object *tmp;
1691
1692 if (op->type != PLAYER)
1693 {
1694 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1695 return;
1696 }
1697
1698 /* Upgrade special prayers to normal prayers */
1699 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1700 {
1701 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1702 {
1703 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1704 return;
1705 }
1706 return;
1707 }
1708
1709 op->contr->play_sound (sound_find ("learn_spell"));
1710
1711 tmp = spell->clone ();
1712 insert_ob_in_ob (tmp, op);
1713
1714 if (special_prayer)
1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1716
1717 esrv_add_spells (op->contr, tmp);
1718}
1719
1720/**
1721 * Erases spell from player's inventory.
1722 */
1723void
1724do_forget_spell (object *op, const char *spell)
1725{
1726 object *spob;
1727
1728 if (op->type != PLAYER)
1729 {
1730 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1731 return;
1732 }
1733 if ((spob = check_spell_known (op, spell)) == NULL)
1734 {
1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1736 return;
1737 }
1738
1739 op->failmsg (format ("You lose knowledge of %s.", spell));
1740 player_unready_range_ob (op->contr, spob);
1741 esrv_remove_spell (op->contr, spob);
1742 spob->destroy ();
1743}
1744
1745/**
1746 * Handles player applying a spellbook.
1747 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1748 * stuff like that. Random learning failure too.
1749 */
1750static void
1751apply_spellbook (object *op, object *tmp)
1752{
1753 object *skop, *spell, *spell_skill;
1754
1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1756 {
1757 op->failmsg ("You are unable to read while blind.");
1758 return;
1759 }
1760
1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1762 * instead of having their spell stored in stats.sp. These are
1763 * legacy spellbooks
1764 */
1765 if (tmp->slaying)
1766 {
1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1768 if (!spell)
1769 {
1770 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1771 return;
1772 }
1773 else
1774 insert_ob_in_ob (spell, tmp);
1775
1776 tmp->slaying = 0;
1777 }
1778
1779 skop = find_skill_by_name (op, tmp->skill);
1780
1781 /* need a literacy skill to learn spells. Also, having a literacy level
1782 * lower than the spell will make learning the spell more difficult */
1783 if (!skop)
1784 {
1785 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1786 return;
1787 }
1788
1789 spell = tmp->inv;
1790
1791 if (!spell)
1792 {
1793 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1794 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1795 return;
1796 }
1797
1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1799 {
1800 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1801 return;
1802 }
1803
1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1805
1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1807 {
1808 identify (tmp);
1809
1810 if (tmp->env)
1811 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1812 else
1813 op->contr->ns->floorbox_update ();
1814 }
1815
1816 /* I removed the check for special_prayer_mark here - it didn't make
1817 * a lot of sense - special prayers are not found in spellbooks, and
1818 * if the player doesn't know the spell, doesn't make a lot of sense that
1819 * they would have a special prayer mark.
1820 */
1821 if (check_spell_known (op, spell->name))
1822 {
1823 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1824 return;
1825 }
1826
1827 if (spell->skill)
1828 {
1829 spell_skill = find_skill_by_name (op, spell->skill);
1830
1831 if (!spell_skill)
1832 {
1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1834 return;
1835 }
1836
1837 if (spell_skill->level < spell->level)
1838 {
1839 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1840 return;
1841 }
1842 }
1843
1844 /* Logic as follows
1845 *
1846 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1847 *
1848 * 2- The learner's skill level in literacy adjusts the chance to learn
1849 * a spell.
1850 *
1851 * 3 -Automatically fail to learn if you read while confused
1852 *
1853 * Overall, chances are the same but a player will find having a high
1854 * literacy rate very useful! -b.t.
1855 */
1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1857 {
1858 op->failmsg ("In your confused state you flub the wording of the text!");
1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1860 }
1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1863 {
1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1865 do_learn_spell (op, spell, 0);
1866
1867 /* xp gain to literacy for spell learning */
1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1869 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1870 }
1871 else
1872 {
1873 op->contr->play_sound (sound_find ("fumble_spell"));
1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1875 }
1876
1877 decrease_ob (tmp);
1878}
1879
1880/**
1881 * Handles applying a spell scroll.
1882 */
1883void
1884apply_scroll (object *op, object *tmp, int dir)
1885{
1886 object *skop;
1887
1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1889 {
1890 op->failmsg ("You are unable to read while blind.");
1891 return;
1892 }
1893
1894 if (!tmp->inv || tmp->inv->type != SPELL)
1895 {
1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1897 return;
1898 }
1899
1900 if (op->type == PLAYER)
1901 {
1902 /* players need a literacy skill to read stuff! */
1903 int exp_gain = 0;
1904
1905 /* hard code literacy - tmp->skill points to where the exp
1906 * should go for anything killed by the spell.
1907 */
1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1909
1910 if (!skop)
1911 {
1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1913 return;
1914 }
1915
1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1917 change_exp (op, exp_gain, skop->skill, 0);
1918 }
1919
1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1921 identify (tmp);
1922
1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1924
1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1926 decrease_ob (tmp);
1927}
1928
1929/**
1930 * Applies a treasure object - by default, chest. op
1931 * is the person doing the applying, tmp is the treasure
1932 * chest.
1933 */
1934static void
1935apply_treasure (object *op, object *tmp)
1936{
1937 /* Nice side effect of this treasure creation method is that the treasure
1938 * for the chest is done when the chest is created, and put into the chest
1939 * inventory. So that when the chest burns up, the items still exist. Also
1940 * prevents people from moving chests to more difficult maps to get better
1941 * treasure
1942 */
1943 object *treas = tmp->inv;
1944
1945 if (!treas)
1946 {
1947 op->statusmsg ("The chest was empty.");
1948 decrease_ob (tmp);
1949 return;
1950 }
1951
1952 while (tmp->inv)
1953 {
1954 treas = tmp->inv;
1955 treas->remove ();
1956
1957 treas->x = op->x;
1958 treas->y = op->y;
1959 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1960
1961 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1962 spring_trap (treas, op);
1963
1964 /* If either player or container was destroyed, no need to do
1965 * further processing. I think this should be enclused with
1966 * spring trap above, as I don't think there is otherwise
1967 * any way for the treasure chest or player to get killed.
1968 */
1969 if (op->destroyed () || tmp->destroyed ())
1970 break;
1971 }
1972
1973 if (!tmp->destroyed () && !tmp->inv)
1974 decrease_ob (tmp);
1975}
1976
1977/**
1978 * op eats food.
1979 * If player, takes care of messages and dragon special food.
1980 */
1981static void
1982apply_food (object *op, object *tmp)
1983{
1984 int capacity_remaining;
1985
1986 if (op->type != PLAYER)
1987 op->stats.hp = op->stats.maxhp;
1988 else
1989 {
1990 /* check if this is a dragon (player), eating some flesh */
1991 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1992 ;
1993 else
1994 {
1995 /* usual case - no dragon meal: */
1996 if (op->stats.food + tmp->stats.food > 999)
1997 {
1998 if (tmp->type == FOOD || tmp->type == FLESH)
1999 op->failmsg ("You feel full, but what a waste of food!");
2000 else
2001 op->statusmsg ("Most of the drink goes down your face not your throat!");
2002 }
2003
2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2005 {
2006 const char *buf;
2007
2008 if (!is_dragon_pl (op))
2009 {
2010 /* eating message for normal players */
2011 if (tmp->type == DRINK)
2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2013 else
2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2015 }
2016 else
2017 /* eating message for dragon players */
2018 buf = format ("The %s tasted terrible!", &tmp->name);
2019
2020 op->statusmsg (buf);
2021
2022 capacity_remaining = 999 - op->stats.food;
2023 op->stats.food += tmp->stats.food;
2024 if (capacity_remaining < tmp->stats.food)
2025 op->stats.hp += capacity_remaining / 50;
2026 else
2027 op->stats.hp += tmp->stats.food / 50;
2028
2029 if (op->stats.hp > op->stats.maxhp)
2030 op->stats.hp = op->stats.maxhp;
2031 if (op->stats.food > 999)
2032 op->stats.food = 999;
2033 }
2034
2035 /* special food hack -b.t. */
2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2037 eat_special_food (op, tmp);
2038 }
2039 }
2040
2041 handle_apply_yield (tmp);
2042 decrease_ob (tmp);
2043}
2044
2045/**
2046 * A dragon is eating some flesh. If the flesh contains resistances,
2047 * there is a chance for the dragon's skin to get improved.
2048 *
2049 * attributes:
2050 * object *op the object (dragon player) eating the flesh
2051 * object *meal the flesh item, getting chewed in dragon's mouth
2052 * return:
2053 * int 1 if eating successful, 0 if it doesn't work
2054 */
2055int
2056dragon_eat_flesh (object *op, object *meal)
2057{
2058 object *skin = NULL; /* pointer to dragon skin force */
2059 object *abil = NULL; /* pointer to dragon ability force */
2060 object *tmp = NULL; /* tmp. object */
2061
2062 double chance; /* improvement-chance of one resistance type */
2063 double totalchance = 1; /* total chance of gaining one resistance */
2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2065 double mbonus = 0; /* monster bonus */
2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2067 int winners = 0; /* number of winners */
2068 int i; /* index */
2069
2070 /* let's make sure and doublecheck the parameters */
2071 if (meal->type != FLESH || !is_dragon_pl (op))
2072 return 0;
2073
2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2075 from the player's inventory */
2076 for (tmp = op->inv; tmp; tmp = tmp->below)
2077 if (tmp->type == FORCE)
2078 if (tmp->arch->archname == shstr_dragon_skin_force)
2079 skin = tmp;
2080 else if (tmp->arch->archname == shstr_dragon_ability_force)
2081 abil = tmp;
2082
2083 /* if either skin or ability are missing, this is an old player
2084 which is not to be considered a dragon -> bail out */
2085 if (skin == NULL || abil == NULL)
2086 return 0;
2087
2088 /* now start by filling stomache and health, according to food-value */
2089 if ((999 - op->stats.food) < meal->stats.food)
2090 op->stats.hp += (999 - op->stats.food) / 50;
2091 else
2092 op->stats.hp += meal->stats.food / 50;
2093
2094 if (op->stats.hp > op->stats.maxhp)
2095 op->stats.hp = op->stats.maxhp;
2096
2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2098
2099 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2100
2101 /* on to the interesting part: chances for adding resistance */
2102 for (i = 0; i < NROFATTACKS; i++)
2103 {
2104 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2105 {
2106 /* got positive resistance, now calculate improvement chance (0-100) */
2107
2108 /* this bonus makes resistance increase easier at lower levels */
2109 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2110 if (i == abil->stats.exp)
2111 bonus += 5; /* additional bonus for resistance of ability-focus */
2112
2113 /* monster bonus increases with level, because high-level
2114 flesh is too rare */
2115 mbonus = op->level * 20. / ((double) settings.max_level);
2116
2117 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2118 ((double) settings.max_level)) - skin->resist[i];
2119
2120 if (chance >= 0.)
2121 chance += 1.;
2122 else
2123 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2124
2125 /* chance is proportional to amount of resistance (max. 50) */
2126 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2127
2128 /* doubled chance for resistance of ability-focus */
2129 if (i == abil->stats.exp)
2130 chance = MIN (100., chance * 2.);
2131
2132 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2133 if (rndm (10000) < (unsigned int) (chance * 100))
2134 {
2135 atnr_winner[winners] = i;
2136 winners++;
2137 }
2138
2139 if (chance >= 0.01)
2140 totalchance *= 1 - chance / 100;
2141
2142 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2143 }
2144 }
2145
2146 /* inverse totalchance as until now we have the failure-chance */
2147 totalchance = 100 - totalchance * 100;
2148
2149 /* print message according to totalchance */
2150 const char *buf;
2151 if (totalchance > 50.)
2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2153 else if (totalchance > 10.)
2154 buf = format ("The %s tasted very good.", &meal->name);
2155 else if (totalchance > 1.)
2156 buf = format ("The %s tasted good.", &meal->name);
2157 else if (totalchance > 0.1)
2158 buf = format ("The %s tasted bland.", &meal->name);
2159 else if (totalchance >= 0.01)
2160 buf = format ("The %s had a boring taste.", &meal->name);
2161 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2162 buf = format ("The %s tasted strange.", &meal->name);
2163 else
2164 buf = format ("The %s had no taste.", &meal->name);
2165
2166 op->statusmsg (buf);
2167
2168 /* now choose a winner if we have any */
2169 i = -1;
2170 if (winners > 0)
2171 i = atnr_winner[RANDOM () % winners];
2172
2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174 {
2175 /* resistance increased! */
2176 skin->resist[i]++;
2177 op->update_stats ();
2178
2179 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2180 }
2181
2182 /* if this flesh contains a new ability focus, we mark it
2183 into the ability_force and it will take effect on next level */
2184 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2185 {
2186 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2187
2188 if (meal->last_eat != abil->stats.exp)
2189 op->statusmsg (format (
2190 "Your metabolism prepares to focus on %s!\n"
2191 "The change will happen at level %d.",
2192 change_resist_msg[meal->last_eat],
2193 abil->level + 1
2194 ));
2195 else
2196 {
2197 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2198 abil->last_eat = 0;
2199 }
2200 }
2201
2202 return 1;
2203}
2204
2205/**
2206 * Handles applying an improve armor scroll.
2207 * Does some sanity checks, then calls improve_armour.
2208 */
2209static void
2210apply_armour_improver (object *op, object *tmp)
2211{
2212 object *armor;
2213
2214 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2215 {
2216 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2217 return;
2218 }
2219
2220 armor = find_marked_object (op);
2221
2222 if (!armor)
2223 {
2224 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2225 return;
2226 }
2227
2228 if (armor->type != ARMOUR
2229 && armor->type != CLOAK
2230 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2231 {
2232 op->failmsg ("Your marked item is not armour!\n");
2233 return;
2234 }
2235
2236 op->statusmsg ("Applying armour enchantment.");
2237 improve_armour (op, tmp, armor);
2238}
2239
2240extern void
2241apply_poison (object *op, object *tmp)
2242{
2243 if (op->type == PLAYER)
2244 {
2245 op->contr->play_sound (sound_find ("drink_poison"));
2246 op->failmsg ("Yech! That tasted poisonous!");
2247 strcpy (op->contr->killer, "poisonous booze");
2248 }
2249
2250 if (tmp->stats.hp > 0)
2251 {
2252 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2254 }
2255
2256 op->stats.food -= op->stats.food / 4;
2257 handle_apply_yield (tmp);
2258 decrease_ob (tmp);
2259}
2260
2261/**
2262 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2263 * A valid 2 way exit means:
2264 * -You can come back (there is another exit at the other side)
2265 * -You are
2266 * ° the owner of the exit
2267 * ° or in the same party as the owner
2268 *
2269 * Note: a owner in a 2 way exit is saved as the owner's name
2270 * in the field exit->name cause the field exit->owner doesn't
2271 * survive in the swapping (in fact the whole exit doesn't survive).
2272 */
2273int
2274is_legal_2ways_exit (object *op, object *exit)
2275{
2276 if (exit->stats.exp != 1)
2277 return 1; /*This is not a 2 way, so it is legal */
2278
2279#if 0 //TODO
2280 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2281 return 0; /* This is a reset town portal */
2282#endif
2283
2284 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2285
2286 if (exitmap)
2287 {
2288 exitmap->load_sync ();
2289
2290 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2291
2292 if (!tmp)
2293 return 0;
2294
2295 for (; tmp; tmp = tmp->above)
2296 {
2297 if (tmp->type != EXIT)
2298 continue; /*Not an exit */
2299
2300 if (!EXIT_PATH (tmp))
2301 continue; /*Not a valid exit */
2302
2303 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2304 continue; /*Not in the same place */
2305
2306 if (exit->map->path != EXIT_PATH (tmp))
2307 continue; /*Not in the same map */
2308
2309 /* From here we have found the exit is valid. However we do
2310 * here the check of the exit owner. It is important for the
2311 * town portals to prevent strangers from visiting your appartments
2312 */
2313 if (!exit->race)
2314 return 1; /*No owner, free for all! */
2315
2316 object *exit_owner = 0;
2317
2318 for_all_players (pp)
2319 {
2320 if (!pp->ob)
2321 continue;
2322
2323 if (pp->ob->name != exit->race)
2324 continue;
2325
2326 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2327 break;
2328 }
2329
2330 if (!exit_owner)
2331 return 0; /* No more owner */
2332
2333 if (exit_owner->contr == op->contr)
2334 return 1; /*It is your exit */
2335
2336 if (exit_owner && /*There is a owner */
2337 (op->contr) && /*A player tries to pass */
2338 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2339 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2340 return 0;
2341
2342 return 1;
2343 }
2344 }
2345
2346 return 0;
2347}
2348
2349/**
2350 * Main apply handler.
2351 *
2352 * Checks for unpaid items before applying.
2353 *
2354 * Return value:
2355 * 0: player or monster can't apply objects of that type
2356 * 1: has been applied, or there was an error applying the object
2357 * 2: objects of that type can't be applied if not in inventory
2358 *
2359 * op is the object that is causing object to be applied, tmp is the object
2360 * being applied.
2361 *
2362 * aflag is special (always apply/unapply) flags. Nothing is done with
2363 * them in this function - they are passed to apply_special
2364 */
2365int
2366manual_apply (object *op, object *tmp, int aflag)
2367{
2368 if (tmp->head)
2369 tmp = tmp->head;
2370
2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2372 {
2373 if (op->type == PLAYER)
2374 {
2375 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2376 return 1;
2377 }
2378 else
2379 return 0; /* monsters just skip unpaid items */
2380 }
2381
2382 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2383 return RESULT_INT (0);
2384
2385 switch (tmp->type)
2386 {
2387 case CF_HANDLE:
2388 op->play_sound (sound_find ("turn_handle"));
2389 op->statusmsg ("You turn the handle.");
2390 tmp->value = tmp->value ? 0 : 1;
2391 SET_ANIMATION (tmp, tmp->value);
2392 update_object (tmp, UP_OBJ_FACE);
2393 push_button (tmp);
2394 return 1;
2395
2396 case TRIGGER:
2397 if (check_trigger (tmp, op))
2398 {
2399 op->statusmsg ("You turn the handle.");
2400 op->play_sound (sound_find ("turn_handle"));
2401 }
2402 else
2403 op->failmsg ("The handle doesn't move.");
2404
2405 return 1;
2406
2407 case EXIT:
2408 if (op->type != PLAYER)
2409 return 0;
2410
2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2412 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2413 else
2414 {
2415 /* Don't display messages for random maps. */
2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2417 op->statusmsg (tmp->msg, NDI_NAVY);
2418
2419 op->enter_exit (tmp);
2420 }
2421
2422 return 1;
2423
2424 case INSCRIBABLE:
2425 op->statusmsg (tmp->msg);
2426 // maybe show a spell menu to chose from or something like that
2427 return 1;
2428
2429 case SIGN:
2430 apply_sign (op, tmp, 0);
2431 return 1;
2432
2433 case BOOK:
2434 if (op->type == PLAYER)
2435 {
2436 apply_book (op, tmp);
2437 return 1;
2438 }
2439 else
2440 return 0;
2441
2442 case SKILLSCROLL:
2443 if (op->type == PLAYER)
2444 {
2445 apply_skillscroll (op, tmp);
2446 return 1;
2447 }
2448 else
2449 return 0;
2450
2451 case SPELLBOOK:
2452 if (op->type == PLAYER)
2453 {
2454 apply_spellbook (op, tmp);
2455 return 1;
2456 }
2457 else
2458 return 0;
2459
2460 case SCROLL:
2461 apply_scroll (op, tmp, 0);
2462 return 1;
2463
2464 case POTION:
2465 apply_potion (op, tmp);
2466 return 1;
2467
2468 /* Eneq(@csd.uu.se): Handle apply on containers. */
2469 //TODO: remove, as it is unsed?
2470 case CLOSE_CON:
2471 apply_container (op, tmp->env);
2472 return 1;
2473
2474 case CONTAINER:
2475 apply_container (op, tmp);
2476 return 1;
2477
2478 case TREASURE:
2479 if (op->type == PLAYER)
2480 {
2481 apply_treasure (op, tmp);
2482 return 1;
2483 }
2484 else
2485 return 0;
2486
2487 case WEAPON:
2488 case ARMOUR:
2489 case BOOTS:
2490 case GLOVES:
2491 case AMULET:
2492 case GIRDLE:
2493 case BRACERS:
2494 case SHIELD:
2495 case HELMET:
2496 case RING:
2497 case CLOAK:
2498 case WAND:
2499 case ROD:
2500 case HORN:
2501 case SKILL:
2502 case BOW:
2503 case LAMP:
2504 case BUILDER:
2505 case SKILL_TOOL:
2506 if (tmp->env != op)
2507 return 2; /* not in inventory */
2508
2509 apply_special (op, tmp, aflag);
2510 return 1;
2511
2512 case DRINK:
2513 case FOOD:
2514 case FLESH:
2515 apply_food (op, tmp);
2516 return 1;
2517
2518 case POISON:
2519 apply_poison (op, tmp);
2520 return 1;
2521
2522 case SAVEBED:
2523 return 1;
2524
2525 case ARMOUR_IMPROVER:
2526 if (op->type == PLAYER)
2527 {
2528 apply_armour_improver (op, tmp);
2529 return 1;
2530 }
2531 else
2532 return 0;
2533
2534 case WEAPON_IMPROVER:
2535 check_improve_weapon (op, tmp);
2536 return 1;
2537
2538 case CLOCK:
2539 if (op->type == PLAYER)
2540 {
2541 char buf[MAX_BUF];
2542 timeofday_t tod;
2543
2544 get_tod (&tod);
2545 op->play_sound (sound_find ("sound_clock"));
2546 op->statusmsg (format (
2547 "It is %d minute%s past %d o'clock %s",
2548 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2550 ));
2551 return 1;
2552 }
2553 else
2554 return 0;
2555
2556 case MENU:
2557 if (op->type == PLAYER)
2558 {
2559 shop_listing (tmp, op);
2560 return 1;
2561 }
2562 else
2563 return 0;
2564
2565 case POWER_CRYSTAL:
2566 apply_power_crystal (op, tmp); /* see egoitem.c */
2567 return 1;
2568
2569 case LIGHTER: /* for lighting torches/lanterns/etc */
2570 if (op->type == PLAYER)
2571 {
2572 apply_lighter (op, tmp);
2573 return 1;
2574 }
2575 else
2576 return 0;
2577
2578 case ITEM_TRANSFORMER:
2579 apply_item_transformer (op, tmp);
2580 return 1;
2581
2582 default:
2583 return 0;
2584 }
2585}
2586
2587
2588/* quiet suppresses the "don't know how to apply" and "you must get it first"
2589 * messages as needed by player_apply_below(). But there can still be
2590 * "but you are floating high above the ground" messages.
2591 *
2592 * Same return value as apply() function.
2593 */
2594int
2595player_apply (object *pl, object *op, int aflag, int quiet)
2596{
2597 int tmp;
2598
2599 if (op->env && (pl->move_type & MOVE_FLYING))
2600 {
2601 /* player is flying and applying object not in inventory */
2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2603 {
2604 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2605 return 0;
2606 }
2607 }
2608
2609 pl->contr->last_used = op;
2610
2611 tmp = manual_apply (pl, op, aflag);
2612 if (!quiet)
2613 {
2614 if (tmp == 0)
2615 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2616 else if (tmp == 2)
2617 op->failmsg ("You must get it first!\n");
2618 }
2619
2620 return tmp;
2621}
2622
2623/**
2624 * player_apply_below attempts to apply the object 'below' the player.
2625 * If the player has an open container, we use that for below, otherwise
2626 * we use the ground.
2627 */
2628void
2629player_apply_below (object *pl)
2630{
2631 int floors = 0;
2632
2633 /* If using a container, set the starting item to be the top
2634 * item in the container. Otherwise, use the map.
2635 * This is perhaps more complicated. However, I want to make sure that
2636 * we don't use a corrupt pointer for the next object, so we get the
2637 * next object in the stack before applying. This is can only be a
2638 * problem if player_apply() has a bug in that it uses the object but does
2639 * not return a proper value.
2640 */
2641 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2642 {
2643 next = tmp->below;
2644
2645 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2646 floors++;
2647 else if (floors > 0)
2648 return; /* process only floor objects after first floor object */
2649
2650 /* If it is visible, player can apply it. If it is applied by
2651 * person moving on it, also activate. Added code to make it
2652 * so that at least one of players movement types be that which
2653 * the item needs.
2654 */
2655 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2656 {
2657 if (player_apply (pl, tmp, 0, 1) == 1)
2658 return;
2659 }
2660 if (floors >= 2)
2661 return; /* process at most two floor objects */
2662 }
2663} 1022}
2664 1023
2665/** 1024/**
2666 * Unapplies specified item. 1025 * Unapplies specified item.
2667 * No check done on cursed/damned. 1026 * No check done on cursed/damned.
2668 * Break this out of apply_special - this is just done 1027 * Break this out of apply_special - this is just done
2669 * to keep the size of apply_special to a more managable size. 1028 * to keep the size of apply_special to a more managable size.
2670 */ 1029 */
2671static int 1030static bool
2672unapply_special (object *who, object *op, int aflags) 1031unapply_special (object *who, object *op, int aflags)
2673{ 1032{
2674 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1033 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2675 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1034 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2676 return RESULT_INT (0); 1035 return RESULT_INT (0);
2677 1036
2678 CLEAR_FLAG (op, FLAG_APPLIED); 1037 if (who->current_weapon == op)
1038 who->current_weapon = 0;
1039
1040 op->flag [FLAG_APPLIED] = false;
2679 1041
2680 switch (op->type) 1042 switch (op->type)
2681 { 1043 {
2682 case SKILL_TOOL: 1044 case SKILL:
1045 if (player *pl = who->contr)
1046 if (op->invisible)
1047 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1048 else
1049 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1050
1051 change_abil (who, op);
1052 who->flag [FLAG_READY_SKILL] = false;
1053 break;
1054
1055 case WEAPON:
1056 who->statusmsg (format ("You unwield %s.", query_name (op)));
1057 change_abil (who, op);
1058 who->flag [FLAG_READY_WEAPON] = false;
1059
2683 // unapplying a skill tool should also unapply the skill it governs 1060 // unapplying a weapon or skill tool should also unapply the skill it governs
2684 // but this is hard, as it shouldn't do so when the skill can 1061 // but this is hard, as it shouldn't do so when the skill can
2685 // be used for other reasons 1062 // be used for other reasons
2686 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1063 if (who->chosen_skill)
2687 if (tmp->skill == op->skill 1064 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2688 && tmp->type == SKILL
2689 && tmp->flag [FLAG_APPLIED]
2690 && !tmp->flag [FLAG_CAN_USE_SKILL])
2691 unapply_special (who, tmp, 0); 1065 unapply_special (who, op, 0);
2692 1066
2693 change_abil (who, op);
2694 break; 1067 break;
2695 1068
1069 case BOW:
2696 case WEAPON: 1070 case WAND:
1071 case ROD:
1072 case HORN:
1073 case RANGED:
2697 if (player *pl = who->contr) 1074 if (player *pl = who->contr)
2698 if (op == pl->combat_ob)
2699 {
2700 pl->combat_ob = 0;
2701 who->change_weapon (pl->ranged_ob);
2702 }
2703
2704 who->statusmsg (format ("You unwield %s.", query_name (op)));
2705
2706 change_abil (who, op);
2707 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2708 break;
2709
2710 case SKILL:
2711 if (who->contr)
2712 { 1075 {
2713 if (!op->invisible)
2714 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1076 who->statusmsg (format ("You unready %s.", query_name (op)));
1077 change_abil (who, op);
1078 }
1079 else
1080 {
1081 if (op->type == BOW)
1082 op->flag [FLAG_READY_BOW ] = false;
2715 else 1083 else
2716 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1084 op->flag [FLAG_READY_RANGE] = false;
2717 } 1085 }
2718 1086
2719 change_abil (who, op);
2720 CLEAR_FLAG (who, FLAG_READY_SKILL);
2721 break; 1087 break;
2722 1088
2723 case ARMOUR: 1089 case ARMOUR:
2724 case HELMET: 1090 case HELMET:
2725 case SHIELD: 1091 case SHIELD:
2732 case CLOAK: 1098 case CLOAK:
2733 who->statusmsg (format ("You unwear %s.", query_name (op))); 1099 who->statusmsg (format ("You unwear %s.", query_name (op)));
2734 change_abil (who, op); 1100 change_abil (who, op);
2735 break; 1101 break;
2736 1102
2737 case LAMP: 1103 case SPELL:
2738 {
2739 who->statusmsg (format ("You turn off your %s.", &op->name));
2740
2741 object *tmp2 = arch_to_object (op->other_arch);
2742 tmp2->x = op->x;
2743 tmp2->y = op->y;
2744 tmp2->map = op->map;
2745 tmp2->below = op->below;
2746 tmp2->above = op->above;
2747 tmp2->stats.food = op->stats.food;
2748 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2749
2750 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2751 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2752
2753 if (who->contr)
2754 esrv_del_item (who->contr, op->count);
2755
2756 op->destroy ();
2757 insert_ob_in_ob (tmp2, who);
2758 who->update_stats ();
2759
2760 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2761 {
2762 if (who->contr)
2763 {
2764 who->failmsg ("Oops, it feels deadly cold!");
2765 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2766 }
2767 }
2768
2769 if (who->contr)
2770 esrv_send_item (who, tmp2);
2771 }
2772
2773 return 1; /* otherwise, an attempt to drop causes problems */
2774
2775 case BOW: 1104 case BUILDER:
2776 case WAND:
2777 case ROD:
2778 case HORN:
2779 if (player *pl = who->contr)
2780 {
2781 if (op == pl->ranged_ob)
2782 {
2783 pl->ranged_ob = 0;
2784 who->change_weapon (pl->combat_ob);
2785 }
2786
2787 who->statusmsg (format ("You unready %s.", query_name (op))); 1105 who->statusmsg (format ("You unready %s.", query_name (op)));
2788 }
2789 else
2790 {
2791 who->change_skill (0);
2792
2793 if (op->type == BOW)
2794 CLEAR_FLAG (who, FLAG_READY_BOW);
2795 else
2796 CLEAR_FLAG (who, FLAG_READY_RANGE);
2797 }
2798
2799 break; 1106 break;
2800 1107
2801 case BUILDER: 1108 //case SKILL_TOOL://TODO
2802 if (who->contr)
2803 who->statusmsg (format ("You unready %s.", query_name (op)));
2804 break;
2805
2806 default: 1109 default:
2807 who->statusmsg (format ("You unapply %s.", query_name (op))); 1110 who->statusmsg (format ("You unapply %s.", query_name (op)));
2808 break; 1111 break;
2809 } 1112 }
2810 1113
1114 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1115 if (object *pl = op->visible_to ())
1116 esrv_send_item (pl, op);
1117
2811 who->update_stats (); 1118 who->update_stats ();
2812 1119
2813 if (!(aflags & AP_NO_MERGE))
2814 {
2815 object *tmp = merge_ob (op, 0);
2816
2817 if (who->contr)
2818 {
2819 if (tmp)
2820 { /* it was merged */
2821 esrv_del_item (who->contr, op->count);
2822 op = tmp;
2823 }
2824
2825 esrv_send_item (who, op);
2826 }
2827 }
2828
2829 return 0; 1120 return 1;
2830} 1121}
2831 1122
2832/** 1123/**
2833 * Returns the object that is using location 'loc'. 1124 * Returns the object that is using location 'loc'.
2834 * Note that 'start' is the first object to start examing - we 1125 * Note that 'start' is the first object to start examing - we
2846static object * 1137static object *
2847get_next_item_from_body_location (int loc, object *start) 1138get_next_item_from_body_location (int loc, object *start)
2848{ 1139{
2849 for (object *tmp = start; tmp; tmp = tmp->below) 1140 for (object *tmp = start; tmp; tmp = tmp->below)
2850 if (tmp->flag [FLAG_APPLIED] 1141 if (tmp->flag [FLAG_APPLIED]
2851 && tmp->slot[loc].info 1142 && tmp->slot [loc].info
2852 && (!tmp->invisible || tmp->type == SKILL)) 1143 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2853 return tmp; 1144 return tmp;
2854 1145
2855 return 0; 1146 return 0;
2856} 1147}
2857 1148
2870#define CANNOT_REMOVE_CURSED \ 1161#define CANNOT_REMOVE_CURSED \
2871 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1162 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2872 "Praying over an altar, scrolls of remove curse/damnation, " \ 1163 "Praying over an altar, scrolls of remove curse/damnation, " \
2873 "priests or even other players might help.>" 1164 "priests or even other players might help.>"
2874 1165
2875int 1166static bool
2876unapply_for_ob (object *who, object *op, int aflags) 1167unapply_for_ob (object *who, object *op, int aflags)
2877{ 1168{
2878 if (op->is_range ()) 1169 if (op->is_range ())
2879 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1170 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1171 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2881 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1172 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2882 { 1173 {
2883 if (aflags & AP_PRINT) 1174 if (aflags & AP_PRINT)
2884 who->failmsg (query_name (tmp)); 1175 who->failmsg (query_name (tmp));
2885 else 1176 else
2886 unapply_special (who, tmp, aflags); 1177 unapply_special (who, tmp, aflags);
2889 { 1180 {
2890 /* In this case, we want to try and remove a cursed item. 1181 /* In this case, we want to try and remove a cursed item.
2891 * While we know it won't work, we want unapply_special to 1182 * While we know it won't work, we want unapply_special to
2892 * at least generate the message. 1183 * at least generate the message.
2893 */ 1184 */
2894 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1185 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2895 return 1; 1186 return 1;
2896 } 1187 }
2897 1188
2898 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1189 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2899 { 1190 {
2919#endif 1210#endif
2920 return 1; 1211 return 1;
2921 } 1212 }
2922 1213
2923 /* If we are just printing, we don't care about cursed status */ 1214 /* If we are just printing, we don't care about cursed status */
2924 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1215 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2925 { 1216 {
2926 if (aflags & AP_PRINT) 1217 if (aflags & AP_PRINT)
2927 who->failmsg (query_name (tmp)); 1218 who->failmsg (query_name (tmp));
2928 else 1219 else
2929 unapply_special (who, tmp, aflags); 1220 unapply_special (who, tmp, aflags);
2933 /* Cursed item that we can't unequip - tell the player. 1224 /* Cursed item that we can't unequip - tell the player.
2934 * Note this could be annoying if this is just one of a few, 1225 * Note this could be annoying if this is just one of a few,
2935 * so it may not be critical (eg, putting on a ring and you have 1226 * so it may not be critical (eg, putting on a ring and you have
2936 * one cursed ring.) 1227 * one cursed ring.)
2937 */ 1228 */
2938 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1229 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2939 } 1230 }
2940 1231
2941 last = tmp->below; 1232 last = tmp->below;
2942 } 1233 }
2943 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1234 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3002 continue; 1293 continue;
3003 } 1294 }
3004 1295
3005 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1296 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3006 if (!tmp1) 1297 if (!tmp1)
3007 {
3008#if 0
3009 /* This is sort of an error, but happens a lot when old players
3010 * join in with more stuff equipped than they are now allowed.
3011 */
3012 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3013#endif
3014 retval |= CAN_APPLY_NEVER; 1298 retval |= CAN_APPLY_NEVER;
3015 }
3016 else 1299 else
3017 { 1300 {
3018 /* need to unapply something. However, if this something 1301 /* need to unapply something. However, if this something
3019 * is different than we had found before, it means they need 1302 * is different than we had found before, it means they need
3020 * to apply multiple objects 1303 * to apply multiple objects
3049 * the weapon/shield checks, and the range checks for monsters, 1332 * the weapon/shield checks, and the range checks for monsters,
3050 * because you can't control those just by body location - bows, shields, 1333 * because you can't control those just by body location - bows, shields,
3051 * and weapons all use the same slot. Similar for horn/rod/wand - they 1334 * and weapons all use the same slot. Similar for horn/rod/wand - they
3052 * all use the same location. 1335 * all use the same location.
3053 */ 1336 */
3054 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1337 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3055 retval |= CAN_APPLY_RESTRICTION; 1338 retval |= CAN_APPLY_RESTRICTION;
3056 1339
3057 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1340 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3058 retval |= CAN_APPLY_RESTRICTION; 1341 retval |= CAN_APPLY_RESTRICTION;
3059 1342
3060 if (who->type != PLAYER) 1343 if (who->type != PLAYER)
3061 { 1344 {
3062 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1345 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3063 retval |= CAN_APPLY_RESTRICTION; 1346 retval |= CAN_APPLY_RESTRICTION;
3064 1347
3065 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1348 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3066 retval |= CAN_APPLY_RESTRICTION; 1349 retval |= CAN_APPLY_RESTRICTION;
3067 1350
3068 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1351 if (op->type == RING && !who->flag [FLAG_USE_RING])
3069 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
3070 1353
3071 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3072 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
3073 } 1356 }
3074 1357
3075 return retval; 1358 return retval;
3076} 1359}
3100 */ 1383 */
3101 1384
3102#define LACK_ITEM_POWER \ 1385#define LACK_ITEM_POWER \
3103 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1386 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3104 1387
3105int 1388static bool
3106apply_special (object *who, object *op, int aflags) 1389apply_special (object *who, object *op, int aflags)
3107{ 1390{
3108 int basic_flag = aflags & AP_BASIC_FLAGS; 1391 int basic_flag = aflags & AP_MODE;
3109 object *tmp, *tmp2, *skop = NULL; 1392 object *tmp, *tmp2, *skop = NULL;
3110 1393
3111 if (who == NULL) 1394 if (who == NULL)
3112 { 1395 {
3113 LOG (llevError, "apply_special() from object without environment.\n"); 1396 LOG (llevError, "apply_special() from object without environment.\n");
3114 return 1; 1397 return 1;
3115 } 1398 }
3116 1399
1400 //TODO: remove these when apply_special is no longer exposed
3117 if (op->env != who) 1401 if (op->env != who)
3118 return 1; /* op is not in inventory */ 1402 return 1; /* op is not in inventory */
3119 1403
3120 /* trying to unequip op */ 1404 /* trying to unequip op */
3121 if (QUERY_FLAG (op, FLAG_APPLIED)) 1405 if (op->flag [FLAG_APPLIED])
3122 { 1406 {
3123 /* always apply, so no reason to unapply */ 1407 /* always apply, so no reason to unapply */
3124 if (basic_flag == AP_APPLY) 1408 if (basic_flag == AP_APPLY)
3125 return 0; 1409 return 0;
3126 1410
3127 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1411 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3128 { 1412 {
3129 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1413 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3130 return 1; 1414 return 1;
3131 } 1415 }
3132 1416
3133 return unapply_special (who, op, aflags); 1417 return unapply_special (who, op, aflags);
3134 } 1418 }
3135
3136 if (basic_flag == AP_UNAPPLY) 1419 else if (basic_flag == AP_UNAPPLY)
3137 return 0; 1420 return 0;
3138
3139 // if the item is combat/ranged, wield the relevant slot first
3140 // to resolve conflicts.
3141 if (player *pl = who->contr)
3142 switch (op->slottype ())
3143 {
3144 case slot_combat: who->change_weapon (pl->combat_ob); break;
3145 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3146 }
3147 1421
3148 splay (op); 1422 splay (op);
3149 1423
3150 /* Can't just apply this object. Lets see what not and what to do */ 1424 /* Can't just apply this object. Lets see what not and what to do */
3151 if (int i = can_apply_object (who, op)) 1425 if (int i = can_apply_object (who, op))
3152 { 1426 {
3153 if (i & CAN_APPLY_NEVER) 1427 if (i & CAN_APPLY_NEVER)
3154 { 1428 {
3155 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1429 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3156 return 1; 1430 return 1;
3157 } 1431 }
3158 else if (i & CAN_APPLY_RESTRICTION) 1432 else if (i & CAN_APPLY_RESTRICTION)
3159 { 1433 {
3160 who->failmsg (format ( 1434 who->failmsgf (
3161 "You have a prohibition against using a %s. " 1435 "You have a prohibition against using a %s. "
3162 "H<Your belief, profession or class prevents you from applying this item.>", 1436 "H<Your belief, profession or class prevents you from applying this item.>",
3163 query_name (op) 1437 query_name (op)
3164 )); 1438 );
3165 return 1; 1439 return 1;
3166 } 1440 }
3167 1441
3168 if (who->type != PLAYER) 1442 if (who->type != PLAYER)
3169 { 1443 {
3185 } 1459 }
3186 } 1460 }
3187 1461
3188 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1462 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3189 { 1463 {
1464 // try to ready attached skill first
3190 skop = find_skill_by_name (who, op->skill); 1465 skop = find_skill_by_name (who, op->skill);
3191 1466
3192 if (!skop) 1467 if (!skop)
3193 { 1468 {
3194 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1469 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3195 return 1; 1470 return 1;
3196 } 1471 }
3197 else 1472 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3198 /* While experience will be credited properly, we want to change the
3199 * skill so that the dam and wc get updated
3200 */ 1473 {
3201 who->change_skill (skop); 1474 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1475 return 1;
1476 }
3202 } 1477 }
3203 1478
3204 if (who->type == PLAYER 1479 if (!check_item_power (who, op->item_power))
3205 && op->item_power
3206 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3207 { 1480 {
3208 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1481 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3209 return 1; 1482 return 1;
3210 } 1483 }
3211 1484
3212 /* Ok. We are now at the state where we can apply the new object. 1485 /* Ok. We are now at the state where we can apply the new object.
3213 * Note that we don't have the checks for can_use_... 1486 * Note that we don't have the checks for can_use_...
3214 * below - that is already taken care of by can_apply_object. 1487 * below - that is already taken care of by can_apply_object.
3215 */ 1488 */
3216 if (op->nrof > 1) 1489
3217 tmp = get_split_ob (op, op->nrof - 1); 1490 // split away all the other items from the stack, so only one item is left
3218 else 1491 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3219 tmp = 0;
3220 1492
3221 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1493 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3222 return RESULT_INT (0); 1494 return RESULT_INT (0);
3223 1495
3224 switch (op->type) 1496 switch (op->type)
3225 { 1497 {
3226 case WEAPON: 1498 case WEAPON:
3227 if (!check_weapon_power (who, op->last_eat)) 1499 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3228 {
3229 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3230
3231 if (tmp)
3232 insert_ob_in_ob (tmp, who);
3233
3234 return 1;
3235 }
3236
3237 //TODO: this obviously fails for players using a shorter prefix
3238 // i.e. "R" can use Ragnarok's sword.
3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3240 { 1500 {
3241 /* if the weapon does not have the name as the character, can't use it. */ 1501 /* if the weapon does not have the name as the character, can't use it. */
3242 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1502 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3243 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 1503 who->failmsg ("The weapon does not recognize you as its owner. "
3244 1504 "H<Its name indicates that it belongs to somebody else.>");
3245 if (tmp) 1505 if (tmp) who->insert (tmp);
3246 insert_ob_in_ob (tmp, who);
3247
3248 return 1; 1506 return 1;
3249 } 1507 }
3250 1508
3251 if (!skop) 1509 op->flag [FLAG_APPLIED] = true;
1510
1511 if (player *pl = who->contr)
3252 { 1512 {
3253 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1513 who->statusmsg (format ("You wield %s.", query_name (op)));
3254 return 1; 1514 change_abil (who, op);
3255 } 1515 }
3256 1516
3257 SET_FLAG (op, FLAG_APPLIED); 1517 op->flag [FLAG_READY_WEAPON] = true;
3258 who->change_skill (skop);
3259
3260 if (who->contr)
3261 who->change_weapon (who->contr->combat_ob = op);
3262
3263 who->statusmsg (format ("You wield %s.", query_name (op)));
3264
3265 SET_FLAG (who, FLAG_READY_WEAPON);
3266 change_abil (who, op);
3267 break; 1518 break;
3268 1519
3269 case ARMOUR: 1520 case ARMOUR:
3270 case HELMET: 1521 case HELMET:
3271 case SHIELD: 1522 case SHIELD:
3274 case GIRDLE: 1525 case GIRDLE:
3275 case BRACERS: 1526 case BRACERS:
3276 case CLOAK: 1527 case CLOAK:
3277 case RING: 1528 case RING:
3278 case AMULET: 1529 case AMULET:
3279 SET_FLAG (op, FLAG_APPLIED); 1530 op->set_flag (FLAG_APPLIED);
3280 who->statusmsg (format ("You wear %s.", query_name (op))); 1531 who->statusmsg (format ("You wear %s.", query_name (op)));
3281 change_abil (who, op); 1532 change_abil (who, op);
3282 break; 1533 break;
3283 1534
1535 case SKILL_TOOL:
1536 // applying a skill tool does not ready the skill
1537 // if something needs the skill, it has to ready it itself
1538 //TODO: unapplying should unapply the skill, though
1539 op->set_flag (FLAG_APPLIED);
1540 break;
1541
3284 case LAMP: 1542 case SKILL:
3285 if (op->stats.food < 1) 1543 if (!(aflags & AP_NO_SLOT))
3286 { 1544 {
1545 // skill is used on it's own, as opposed to being a chosen_skill
1546
1547 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1548 {
3287 who->failmsg (format ( 1549 who->failmsgf (
3288 "Your %s is out of fuel! " 1550 "You feel as if you wanted to do something funny, but you can't remember what. "
3289 "H<Lamps and similar items need fuel. They cannot be refilled.>", 1551 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3290 &op->name 1552 "It cannot be used on its own.>",
1553 &op->skill
3291 )); 1554 );
1555 if (tmp) who->insert (tmp);
3292 return 1; 1556 return 1;
1557 }
1558
1559 if (skill_flags [op->subtype] & SF_AUTARK
1560 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1561 {
1562 if (skill_flags [op->subtype] & SF_USE)
1563 who->failmsgf (
1564 "You feel as if you wanted to do something funny, but you can't remember what. "
1565 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1566 &op->skill, &op->skill
1567 );
1568 else
1569 who->failmsgf (
1570 "You feel as if you wanted to do something funny, but you can't remember what. "
1571 "H<The %s skill cannot be readied or used, it is always active.>",
1572 &op->skill
1573 );
1574
1575 if (tmp) who->insert (tmp);
1576
1577 return 1;
1578 }
1579
1580 if (who->contr)
1581 if (op->invisible)
1582 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1583 else
1584 who->statusmsg (format ("You ready %s.", query_name (op)));
3293 } 1585 }
3294 1586
3295 who->statusmsg (format ("You turn on your %s.", &op->name)); 1587 who->set_flag (FLAG_READY_SKILL);
3296
3297 tmp2 = arch_to_object (op->other_arch);
3298 tmp2->stats.food = op->stats.food;
3299 SET_FLAG (tmp2, FLAG_APPLIED);
3300
3301 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3302 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3303
3304 insert_ob_in_ob (tmp2, who);
3305
3306 /* Remove the old lantern */
3307 if (who->type == PLAYER)
3308 esrv_del_item (who->contr, op->count);
3309
3310 op->destroy ();
3311
3312 /* insert the portion that was split off */
3313 if (tmp)
3314 {
3315 insert_ob_in_ob (tmp, who);
3316 if (who->type == PLAYER)
3317 esrv_send_item (who, tmp);
3318 }
3319
3320 who->update_stats ();
3321
3322 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3323 if (who->type == PLAYER)
3324 {
3325 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3326 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3327 }
3328
3329 if (who->type == PLAYER)
3330 esrv_send_item (who, tmp2);
3331
3332 return 0;
3333
3334 case SKILL_TOOL:
3335 // applying a skill tool also readies the skill
3336 SET_FLAG (op, FLAG_APPLIED);
3337
3338 if (!(aflags & AP_NO_READY))
3339 {
3340 skop = find_skill_by_name (who, op->skill);
3341 if (!skop->flag [FLAG_APPLIED]) 1588 op->set_flag (FLAG_APPLIED);
3342 apply_special (who, skop, AP_APPLY); 1589 change_abil (who, op);
3343 }
3344 break; 1590 break;
3345 1591
3346 case SKILL:
3347 if (player *pl = who->contr)
3348 {
3349 if (IS_COMBAT_SKILL (op->subtype))
3350 {
3351 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3352 {
3353 for (object *item = who->inv; item; item = item->below)
3354 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3355 {
3356 if (item->skill == op->skill)
3357 {
3358 who->change_weapon (pl->combat_ob = item);
3359 goto found_weapon;
3360 }
3361 }
3362
3363 who->failmsg (format (
3364 "You need to apply a '%s' melee weapon before readying this skill. "
3365 "H<Some skills need an item, in this case a melee weapon, to function.>",
3366 &op->skill
3367 ));
3368 return 1;
3369
3370 found_weapon:;
3371 }
3372 else
3373 who->change_weapon (pl->combat_ob = op);
3374 }
3375 else if (IS_RANGED_SKILL (op->subtype))
3376 {
3377 if (skill_flags [op->subtype] & SF_NEED_BOW)
3378 {
3379 for (object *item = who->inv; item; item = item->below)
3380 if (item->type == BOW && item->flag [FLAG_APPLIED])
3381 {
3382 //TODO: bows should/must all have skill missile weapon right now
3383 who->change_weapon (pl->ranged_ob = item);
3384 goto found_bow;
3385 }
3386
3387 who->failmsg (
3388 "You need to apply a missile weapon before readying this skill. "
3389 "H<Some skills need an item, in this case a missile weapon, to function.>"
3390 );
3391 return 1;
3392
3393 found_bow:;
3394 }
3395 else
3396 who->change_weapon (pl->ranged_ob = op);
3397 }
3398
3399 if (!op->invisible)
3400 {
3401 who->statusmsg (format (
3402 "You ready %s."
3403 "You can now use the skill: %s.",
3404 query_name (op),
3405 &op->skill
3406 ));
3407 }
3408 else
3409 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3410 }
3411 else
3412 {
3413 SET_FLAG (op, FLAG_APPLIED);
3414 change_abil (who, op);
3415 who->chosen_skill = op;
3416 SET_FLAG (who, FLAG_READY_SKILL);
3417 }
3418
3419 break;
3420
3421 case BOW: 1592 case BOW:
3422 if (!check_weapon_power (who, op->last_eat)) 1593 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3423 {
3424 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3425
3426 if (tmp)
3427 insert_ob_in_ob (tmp, who);
3428
3429 return 1;
3430 }
3431
3432 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3433 { 1594 {
3434 who->failmsg ("The weapon does not recognize you as its owner. " 1595 who->failmsg ("The weapon does not recognize you as its owner. "
3435 "H<Its name indicates that it belongs to somebody else.>"); 1596 "H<Its name indicates that it belongs to somebody else.>");
3436 if (tmp) 1597 if (tmp) who->insert (tmp);
3437 insert_ob_in_ob (tmp, who);
3438
3439 return 1; 1598 return 1;
3440 } 1599 }
1600
1601 if (player *pl = who->contr)
1602 {
1603 op->flag [FLAG_APPLIED] = true;
1604 who->statusmsg (format ("You wield the %s.", query_name (op)));
1605 change_abil (who, op);
1606 }
1607 break;
1608
1609 case RANGED:
1610 if (player *pl = who->contr)
1611 {
1612 op->flag [FLAG_APPLIED] = true;
1613 who->statusmsg (format ("You applied the %s.", query_name (op)));
1614 }
1615 break;
1616
1617 case SPELL:
1618 if (player *pl = who->contr)
1619 {
1620 op->flag [FLAG_APPLIED] = true;
1621 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1622 }
1623 break;
3441 1624
3442 /*FALLTHROUGH*/ 1625 /*FALLTHROUGH*/
3443 case WAND: 1626 case WAND:
3444 case ROD: 1627 case ROD:
3445 case HORN: 1628 case HORN:
3446 /* check for skill, alter player status */ 1629 op->flag [FLAG_APPLIED] = true;
3447 1630
3448 if (!skop) 1631 if (player *pl = who->contr)
3449 { 1632 {
3450 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3451 return 1;
3452 }
3453
3454 SET_FLAG (op, FLAG_APPLIED);
3455 who->change_skill (skop);
3456
3457 if (who->contr)
3458 {
3459 who->contr->ranged_ob = op;
3460
3461 who->statusmsg (format ("You ready %s.", query_name (op))); 1633 who->statusmsg (format ("You ready %s.", query_name (op)));
3462 1634
3463 if (op->type == BOW) 1635 if (op->type == BOW)
3464 {
3465 who->current_weapon = op;
3466 change_abil (who, op);
3467 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 1636 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3468 } 1637
1638 change_abil (who, op);
3469 } 1639 }
3470 else 1640 else
3471 { 1641 {
3472 if (op->type == BOW) 1642 if (op->type == BOW)
3473 SET_FLAG (who, FLAG_READY_BOW); 1643 op->flag [FLAG_READY_BOW ] = true;
3474 else 1644 else
3475 SET_FLAG (who, FLAG_READY_RANGE); 1645 op->flag [FLAG_READY_RANGE] = true;
3476 } 1646 }
3477 1647
3478 break; 1648 break;
3479 1649
3480 case BUILDER: 1650 case BUILDER:
3481 if (who->type == PLAYER) 1651 if (player *pl = who->contr)
3482 { 1652 {
3483 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3484 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3485 unapply_special (who, who->contr->ranged_ob, 0);
3486
3487 who->statusmsg (format ("You ready your %s.", query_name (op))); 1653 who->statusmsg (format ("You ready your %s.", query_name (op)));
3488 1654 //TODO: change_abil?
3489 who->contr->ranged_ob = op;
3490 } 1655 }
3491 break; 1656 break;
3492 1657
3493 default: 1658 default:
3494 who->statusmsg (format ("You apply %s.", query_name (op))); 1659 who->statusmsg (format ("You apply %s.", query_name (op)));
3495 } 1660 }
3496 1661
3497 SET_FLAG (op, FLAG_APPLIED); 1662 op->set_flag (FLAG_APPLIED);
3498 1663
3499 if (tmp) 1664 if (tmp) who->insert (tmp);
3500 tmp = insert_ob_in_ob (tmp, who);
3501 1665
3502 who->update_stats (); 1666 who->update_stats ();
3503 1667
3504 /* We exclude spell casting objects. The fire code will set the 1668 /* We exclude spell casting objects. The fire code will set the
3505 * been applied flag when they are used - until that point, 1669 * been applied flag when they are used - until that point,
3506 * you don't know anything about them. 1670 * you don't know anything about them.
3507 */ 1671 */
3508 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1672 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3509 SET_FLAG (op, FLAG_BEEN_APPLIED); 1673 op->set_flag (FLAG_BEEN_APPLIED);
3510 1674
3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1675 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3512 if (who->type == PLAYER) 1676 if (who->type == PLAYER)
3513 { 1677 {
3514 who->failmsg ( 1678 who->failmsg (
3515 "Oops, it feels deadly cold! " 1679 "Oops, it feels deadly cold! "
3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 1680 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3517 ); 1681 );
3518 SET_FLAG (op, FLAG_KNOWN_CURSED); 1682 op->set_flag (FLAG_KNOWN_CURSED);
3519 } 1683 }
3520 1684
3521 if (who->type == PLAYER) 1685 if (object *pl = op->visible_to ())
3522 {
3523 /* if multiple objects were applied, update both slots */
3524 if (tmp)
3525 esrv_send_item (who, tmp);
3526
3527 esrv_send_item (who, op); 1686 esrv_send_item (pl, op);
3528 }
3529 1687
3530 return 0; 1688 return 0;
3531} 1689}
3532 1690
1691/**
1692 * Check if op should abort moving victim because of it's race or slaying.
1693 * Returns 1 if it should abort, returns 0 if it should continue.
1694 */
3533int 1695int
3534monster_apply_special (object *who, object *op, int aflags) 1696should_director_abort (object *op, object *victim)
3535{ 1697{
3536 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1698 int arch_flag, name_flag, race_flag;
1699
1700 /* Get flags to determine what of arch, name, and race should be checked.
1701 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1702 * the next is the name flag, and the last is the race flag. Also note,
1703 * if subtype is set to zero, that also goes to defaults of all affecting
1704 * it. Examples:
1705 * subtype 1: only arch
1706 * subtype 3: arch or name
1707 * subtype 5: arch or race
1708 * subtype 7: all three
1709 */
1710 if (op->subtype)
1711 {
1712 arch_flag = op->subtype & 1;
1713 name_flag = op->subtype & 2;
1714 race_flag = op->subtype & 4;
1715 }
1716 else
1717 {
1718 arch_flag = 1;
1719 name_flag = 1;
1720 race_flag = 1;
1721 }
1722
1723 /* If the director has race set, only affect objects with a arch,
1724 * name or race that matches.
1725 */
1726 if ((op->race) &&
1727 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1728 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1729 ((!(victim->race && race_flag) || op->race != victim->race)))
3537 return 1; 1730 return 1;
3538 1731
1732 /* If the director has slaying set, only affect objects where none
1733 * of arch, name, or race match.
1734 */
1735 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1736 ((victim->name && name_flag && op->slaying == victim->name)) ||
1737 ((victim->race && race_flag && op->slaying == victim->race)))
1738 return 1;
1739
1740 return 0;
1741}
1742
1743/**
1744 * This handles a player dropping money on an altar to identify stuff.
1745 * It'll identify marked item, if none all items up to dropped money.
1746 * Return value: 1 if money was destroyed, 0 if not.
1747 */
1748static int
1749apply_id_altar (object *money, object *altar, object *pl)
1750{
1751 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1752
1753 if (!pl || pl->type != PLAYER)
1754 return 0;
1755
1756 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1757 * identifying' from being printed out more than it needs to be.
1758 */
1759 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1760 return 0;
1761
1762 /* if the player has a marked item, identify that if it needs to be
1763 * identified. If it doesn't, then go through the player inventory.
1764 */
1765 if (object *marked = pl->mark ())
1766 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1767 {
1768 if (operate_altar (altar, &money, pl))
1769 {
1770 identify (marked);
1771
1772 buf.printf ("You have %s.\r", long_desc (marked, pl));
1773 if (marked->msg)
1774 buf << "The item has a story:\r" << marked->msg << "\n\n";
1775
1776 return !money;
1777 }
1778 }
1779
1780 for (object *id = pl->inv; id; id = id->below)
1781 {
1782 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1783 {
1784 if (operate_altar (altar, &money, pl))
1785 {
1786 identify (id);
1787
1788 buf.printf ("You have %s.\r", long_desc (id, pl));
1789 if (id->msg)
1790 buf << "The item has a story:\r" << id->msg << "\n\n";
1791
1792 /* If no more money, might as well quit now */
1793 if (!money || !check_altar_sacrifice (altar, money))
1794 break;
1795 }
1796 else
1797 {
1798 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1799 break;
1800 }
1801 }
1802 }
1803
1804 if (buf.empty ())
1805 pl->failmsg ("You have nothing that needs identifying");
1806 else
1807 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1808
1809 return !money;
1810}
1811
1812/**
1813 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1814 * matching item.
1815 **/
1816void
1817handle_apply_yield (object *tmp)
1818{
1819 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1820 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1821}
1822
1823/**
1824 * Handles applying a potion.
1825 */
1826int
1827apply_potion (object *op, object *tmp)
1828{
1829 int got_one = 0, i;
1830 object *force = 0;
1831
1832 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1833
1834 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1835 {
1836 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1837
1838 tmp->clr_flag (FLAG_APPLIED);
1839 return 0;
1840 }
1841
1842 if (op->type == PLAYER)
1843 if (!tmp->flag [FLAG_IDENTIFIED])
1844 identify (tmp);
1845
1846 handle_apply_yield (tmp);
1847
1848 /* Potion of restoration - only for players */
1849 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1850 {
1851 object *depl;
1852 archetype *at;
1853
1854 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1855 {
1856 op->drain_stat ();
1857 op->update_stats ();
1858 tmp->decrease ();
1859 return 1;
1860 }
1861
1862 if (!(at = archetype::find (shstr_depletion)))
1863 {
1864 LOG (llevError, "Could not find archetype depletion\n");
1865 return 0;
1866 }
1867
1868 depl = present_arch_in_ob (at, op);
1869
1870 if (depl)
1871 {
1872 for (i = 0; i < NUM_STATS; i++)
1873 if (depl->stats.stat (i))
1874 op->statusmsg (restore_msg[i]);
1875
1876 depl->destroy ();
1877 op->update_stats ();
1878 }
1879 else
1880 op->statusmsg ("Your potion had no effect.");
1881
1882 tmp->decrease ();
1883 return 1;
1884 }
1885
1886 /* improvement potion - only for players */
1887 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1888 {
1889 for (i = 1; i < min (11, op->level); i++)
1890 {
1891 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1892 {
1893 if (op->contr->levhp[i] != 1)
1894 {
1895 op->contr->levhp[i] = 1;
1896 break;
1897 }
1898
1899 if (op->contr->levsp[i] != 1)
1900 {
1901 op->contr->levsp[i] = 1;
1902 break;
1903 }
1904
1905 if (op->contr->levgrace[i] != 1)
1906 {
1907 op->contr->levgrace[i] = 1;
1908 break;
1909 }
1910 }
1911 else
1912 {
1913 if (op->contr->levhp[i] < 9)
1914 {
1915 op->contr->levhp[i] = 9;
1916 break;
1917 }
1918
1919 if (op->contr->levsp[i] < 6)
1920 {
1921 op->contr->levsp[i] = 6;
1922 break;
1923 }
1924
1925 if (op->contr->levgrace[i] < 3)
1926 {
1927 op->contr->levgrace[i] = 3;
1928 break;
1929 }
1930 }
1931 }
1932
1933 /* Just makes checking easier */
1934 if (i < min (11, op->level))
1935 got_one = 1;
1936
1937 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1938 {
1939 if (got_one)
1940 {
1941 op->update_stats ();
1942 op->statusmsg ("The Gods smile upon you and remake you "
1943 "a little more in their image. "
1944 "You feel a little more perfect.", NDI_GREEN);
1945 }
1946 else
1947 op->statusmsg ("The potion had no effect - you are already perfect.");
1948 }
1949 else
1950 { /* cursed potion */
1951 if (got_one)
1952 {
1953 op->update_stats ();
1954 op->failmsg ("The Gods are angry and punish you.");
1955 }
1956 else
1957 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1958 }
1959
1960 tmp->decrease ();
1961 return 1;
1962 }
1963
1964
1965 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1966 * and heroism all fit into this category. Given the spell object code,
1967 * there is no limit to the number of spells that potions can be cast,
1968 * but direction is problematic to try and imbue fireball potions for example.
1969 */
1970 if (tmp->inv)
1971 {
1972 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1973 {
1974 op->failmsg ("Yech! Your lungs are on fire!");
1975 create_exploding_ball_at (op, op->level);
1976 }
1977 else
1978 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1979
1980 tmp->decrease ();
1981
1982 /* if youre dead, no point in doing this... */
1983 if (!op->flag [FLAG_REMOVED])
1984 op->update_stats ();
1985
1986 return 1;
1987 }
1988
1989 /* Deal with protection potions */
1990 force = NULL;
1991 for (i = 0; i < NROFATTACKS; i++)
1992 {
1993 if (tmp->resist[i])
1994 {
1995 if (!force)
1996 force = get_archetype (FORCE_NAME);
1997
1998 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1999 force->type = POTION_EFFECT;
2000 break; /* Only need to find one protection since we copy entire batch */
2001 }
2002 }
2003
2004 /* This is a protection potion */
2005 if (force)
2006 {
2007 /* cursed items last longer */
2008 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2009 {
2010 force->stats.food *= 10;
2011 for (i = 0; i < NROFATTACKS; i++)
2012 if (force->resist[i] > 0)
2013 force->resist[i] = -force->resist[i]; /* prot => vuln */
2014 }
2015
2016 force->speed_left = -1;
2017 force = insert_ob_in_ob (force, op);
2018 tmp->clr_flag (FLAG_APPLIED);
2019 force->set_flag (FLAG_APPLIED);
2020 change_abil (op, force);
2021 tmp->decrease ();
2022 return 1;
2023 }
2024
2025 /* Only thing left are the stat potions */
2026 if (op->type == PLAYER)
2027 { /* only for players */
2028 if ((tmp->flag [FLAG_CURSED]
2029 || tmp->flag [FLAG_DAMNED])
2030 && tmp->value != 0)
2031 tmp->clr_flag (FLAG_APPLIED);
2032 else
2033 tmp->set_flag (FLAG_APPLIED);
2034
2035 if (!change_abil (op, tmp))
2036 op->statusmsg ("Nothing happened.");
2037 }
2038
2039 /* CLEAR_FLAG is so that if the character has other potions
2040 * that were grouped with the one consumed, his
2041 * stat will not be raised by them. fix_player just clears
2042 * up all the stats.
2043 */
2044 tmp->clr_flag (FLAG_APPLIED);
2045 op->update_stats ();
2046 tmp->decrease ();
2047 return 1;
2048}
2049
2050/**
2051 * 'victim' moves onto 'trap'
2052 * 'victim' leaves 'trap'
2053 * effect is determined by move_on/move_off of trap and move_type of victime.
2054 *
2055 * originator: Player, monster or other object that caused 'victim' to move
2056 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2057 * However, some types of traps require an originator to function.
2058 */
2059void
2060move_apply (object *trap, object *victim, object *originator)
2061{
2062 static int recursion_depth = 0;
2063
2064 trap = trap->head_ ();
2065
2066 /* Only exits affect DMs. */
2067 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2068 return;
2069
2070 /* move_apply() is the most likely candidate for causing unwanted and
2071 * possibly unlimited recursion.
2072 */
2073
2074 /* The following was changed because it was causing perfectly correct
2075 * maps to fail. 1) it's not an error to recurse:
2076 * rune detonates, summoning monster. monster lands on nearby rune.
2077 * nearby rune detonates. This sort of recursion is expected and
2078 * proper. This code was causing needless crashes.
2079 */
2080 if (recursion_depth >= 500)
2081 {
2082 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2083 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2084 return;
2085 }
2086
2087 recursion_depth++;
2088
2089 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2090 switch (trap->type)
2091 {
2092 case PLAYERMOVER:
2093 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2094 {
2095 if (!trap->stats.maxsp)
2096 trap->stats.maxsp = 2;
2097
2098 /* Is this correct? From the docs, it doesn't look like it
2099 * should be divided by trap->speed
2100 */
2101 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2102
2103 /* Just put in some sanity check. I think there is a bug in the
2104 * above with some objects have zero speed, and thus the player
2105 * getting permanently paralyzed.
2106 */
2107 victim->speed_left = max (-50.f, victim->speed_left);
2108 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2109 }
2110 break;
2111
2112 case SPINNER:
2113 if (victim->direction)
2114 {
2115 victim->direction = absdir (victim->direction - trap->stats.sp);
2116 update_turn_face (victim);
2117 }
2118 break;
2119
2120 case DIRECTOR:
2121 if (victim->direction && !should_director_abort (trap, victim))
2122 {
2123 victim->direction = trap->stats.sp;
2124 update_turn_face (victim);
2125 }
2126 break;
2127
2128 case BUTTON:
2129 case PEDESTAL:
2130 case T_MATCH:
2131 update_button (trap, originator);
2132 break;
2133
2134 case ALTAR:
2135 /* sacrifice victim on trap */
2136 apply_altar (trap, victim, originator);
2137 break;
2138
2139 case THROWN_OBJ:
2140 if (trap->inv == NULL)
2141 break;
2142 /* fallthrough */
2143
2144 case ARROW:
2145 /* bad bug: monster throw a object, make a step forwards, step on object ,
2146 * trigger this here and get hit by own missile - and will be own enemy.
2147 * Victim then is his own enemy and will start to kill herself (this is
2148 * removed) but we have not synced victim and his missile. To avoid senseless
2149 * action, we avoid hits here
2150 */
2151 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2152 && trap->owner != victim)
2153 hit_with_arrow (trap, victim);
2154 break;
2155
2156 case SPELL_EFFECT:
2157 apply_spell_effect (trap, victim);
2158 break;
2159
2160 case TRAPDOOR:
2161 {
2162 int max, sound_was_played;
2163 object *ab, *ab_next;
2164
2165 if (!trap->value)
2166 {
2167 int tot;
2168
2169 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2170 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2171 tot += ab->head_ ()->total_weight ();
2172
2173 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2174 break;
2175
2176 SET_ANIMATION (trap, trap->value);
2177 update_object (trap, UP_OBJ_FACE);
2178 }
2179
2180 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2181 {
2182 /* need to set this up, since if we do transfer the object,
2183 * ab->above would be bogus
2184 */
2185 ab_next = ab->above;
2186
2187 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2188 {
2189 if (!sound_was_played)
2190 {
2191 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2192 sound_was_played = 1;
2193 }
2194
2195 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2196 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2197 }
2198 }
2199 break;
2200 }
2201
2202 case CONVERTER:
2203 if (convert_item (victim, trap) < 0)
2204 {
2205 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2206 archetype::get (shstr_burnout)->insert_at (trap, trap);
2207 }
2208
2209 break;
2210
2211 case TRIGGER_BUTTON:
2212 case TRIGGER_PEDESTAL:
2213 case TRIGGER_ALTAR:
2214 check_trigger (trap, victim, originator);
2215 break;
2216
2217 case DEEP_SWAMP:
2218 walk_on_deep_swamp (trap, victim);
2219 break;
2220
2221 case CHECK_INV:
2222 check_inv (victim, trap);
2223 break;
2224
2225 case HOLE:
2226 move_apply_hole (trap, victim);
2227 break;
2228
2229 case EXIT:
2230 if (victim->type == PLAYER && EXIT_PATH (trap))
2231 {
2232 /* Basically, don't show exits leading to random maps the
2233 * players output.
2234 */
2235 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2236 victim->statusmsg (trap->msg, NDI_NAVY);
2237
2238 trap->play_sound (trap->sound);
2239 victim->enter_exit (trap);
2240 }
2241 break;
2242
2243 case ENCOUNTER:
2244 /* may be some leftovers on this */
2245 break;
2246
2247 case SHOP_MAT:
2248 apply_shop_mat (trap, victim);
2249 break;
2250
2251 /* Drop a certain amount of gold, and have one item identified */
2252 case IDENTIFY_ALTAR:
2253 apply_id_altar (victim, trap, originator);
2254 break;
2255
2256 case SIGN:
2257 if (victim->type != PLAYER && trap->stats.food > 0)
2258 break; /* monsters musn't apply magic_mouths with counters */
2259
2260 apply_sign (victim, trap, 1);
2261 break;
2262
2263 case CONTAINER:
2264 apply_container (victim, trap);
2265 break;
2266
2267 case RUNE:
2268 case TRAP:
2269 if (trap->level && victim->flag [FLAG_ALIVE])
2270 spring_trap (trap, victim);
2271 break;
2272
2273 default:
2274 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2275 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2276 break;
2277 }
2278
2279 recursion_depth--;
2280}
2281
2282/**
2283 * Handles reading a regular (ie not containing a spell) book.
2284 */
2285static void
2286apply_book (object *op, object *tmp)
2287{
2288 int lev_diff;
2289 object *skill_ob;
2290
2291 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2292 {
2293 op->failmsg ("You are unable to read while blind!");
2294 return;
2295 }
2296
2297 if (!tmp->msg)
2298 {
2299 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2300 return;
2301 }
2302
2303 /* need a literacy skill to read stuff! */
2304 skill_ob = find_skill_by_name (op, tmp->skill);
2305 if (!skill_ob)
2306 {
2307 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2308 return;
2309 }
2310
2311 lev_diff = tmp->level - (skill_ob->level + 5);
2312 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2313 {
2314 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2315 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2316 : lev_diff < 5 ? "This book is beyond your comprehension."
2317 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2318 : lev_diff < 15 ? "This book is way beyond your comprehension."
2319 : "This book is totally beyond your comprehension.");
2320 return;
2321 }
2322
2323 // we currently don't use the message types for anything.
2324 // readable_message_type *msgType = get_readable_message_type (tmp);
2325
2326 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2327
2328 if (player *pl = op->contr)
2329 if (client *ns = pl->ns)
2330 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2331
2332 /* gain xp from reading */
2333 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2334 { /* only if not read before */
2335 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2336
2337 if (!tmp->flag [FLAG_IDENTIFIED])
2338 {
2339 /*exp_gain *= 2; because they just identified it too */
2340 tmp->set_flag (FLAG_IDENTIFIED);
2341
2342 if (object *pl = tmp->visible_to ())
2343 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2344 }
2345
2346 change_exp (op, exp_gain, skill_ob->skill, 0);
2347 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2348 }
2349}
2350
2351/**
2352 * op made some mistake with a scroll, this takes care of punishment.
2353 * scroll_failure()- hacked directly from spell_failure
2354 */
2355static void
2356scroll_failure (object *op, int failure, int power)
2357{
2358 if (abs (failure / 4) > power)
2359 power = abs (failure / 4); /* set minimum effect */
2360
2361 if (failure <= -1 && failure > -15)
2362 { /* wonder */
2363 object *tmp;
2364
2365 op->failmsg ("Your spell warps!");
2366 tmp = get_archetype (SPELL_WONDER);
2367 cast_wonder (op, op, 0, tmp);
2368 tmp->destroy ();
2369 }
2370 else if (failure <= -15 && failure > -35)
2371 { /* drain mana */
2372 op->failmsg ("Your mana is drained!");
2373 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2374 if (op->stats.sp < 0)
2375 op->stats.sp = 0;
2376 }
2377 else if (settings.spell_failure_effects == TRUE)
2378 {
2379 if (failure <= -35 && failure > -60)
2380 { /* confusion */
2381 op->failmsg ("The magic recoils on you!");
2382 confuse_player (op, op, power);
2383 }
2384 else if (failure <= -60 && failure > -70)
2385 { /* paralysis */
2386 op->failmsg ("The magic recoils and paralyzes you!");
2387 paralyze_player (op, op, power);
2388 }
2389 else if (failure <= -70 && failure > -80)
2390 { /* blind */
2391 op->failmsg ("The magic recoils on you!");
2392 blind_player (op, op, power);
2393 }
2394 else if (failure <= -80)
2395 { /* blast the immediate area */
2396 object *tmp = get_archetype (LOOSE_MANA);
2397 cast_magic_storm (op, tmp, power);
2398 op->failmsg ("You unleash uncontrolled mana!");
2399 tmp->destroy ();
2400 }
2401 }
2402}
2403
2404/**
2405 * Handles the applying of a skill scroll, calling learn_skill straight.
2406 * op is the person learning the skill, tmp is the skill scroll object
2407 */
2408static void
2409apply_skillscroll (object *op, object *tmp)
2410{
2411 switch (learn_skill (op, tmp))
2412 {
2413 case 0:
2414 op->play_sound (sound_find ("generic_fail"));
2415 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2416 break;
2417
2418 case 1:
2419 tmp->decrease ();
2420 op->play_sound (sound_find ("skill_learn"));
2421 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2422 break;
2423
2424 default:
2425 tmp->decrease ();
2426 op->play_sound (sound_find ("generic_fail"));
2427 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2428 break;
2429 }
2430}
2431
2432/**
2433 * Actually makes op learn spell.
2434 * Informs player of what happens.
2435 */
2436void
2437do_learn_spell (object *op, object *spell, int special_prayer)
2438{
2439 object *tmp;
2440
2441 if (op->type != PLAYER)
2442 {
2443 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2444 return;
2445 }
2446
2447 /* Upgrade special prayers to normal prayers */
2448 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2449 {
2450 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2451 {
2452 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2453 return;
2454 }
2455 return;
2456 }
2457
2458 op->contr->play_sound (sound_find ("learn_spell"));
2459
2460 tmp = spell->clone ();
2461 insert_ob_in_ob (tmp, op);
2462
2463 if (special_prayer)
2464 tmp->set_flag (FLAG_STARTEQUIP);
2465
2466 esrv_add_spells (op->contr, tmp);
2467}
2468
2469/**
2470 * Erases spell from player's inventory.
2471 */
2472void
2473do_forget_spell (object *op, const char *spell)
2474{
2475 object *spob;
2476
2477 if (op->type != PLAYER)
2478 {
2479 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2480 return;
2481 }
2482 if ((spob = check_spell_known (op, spell)) == NULL)
2483 {
2484 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2485 return;
2486 }
2487
2488 op->failmsgf ("You lose knowledge of %s.", spell);
2489 esrv_remove_spell (op->contr, spob);
2490 spob->destroy ();
2491}
2492
2493/**
2494 * Handles player applying a spellbook.
2495 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2496 * stuff like that. Random learning failure too.
2497 */
2498static void
2499apply_spellbook (object *op, object *tmp)
2500{
2501 object *skop, *spell, *spell_skill;
2502
2503 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2504 {
2505 op->failmsg ("You are unable to read while blind.");
2506 return;
2507 }
2508
2509 /* artifact_spellbooks have 'slaying' field point to a spell name,
2510 * instead of having their spell stored in stats.sp. These are
2511 * legacy spellbooks
2512 */
2513 if (tmp->slaying)
2514 {
2515 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2516
2517 if (!spell)
2518 {
2519 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2520 return;
2521 }
2522 else
2523 insert_ob_in_ob (spell, tmp);
2524
2525 tmp->slaying = 0;
2526 }
2527
2528 skop = find_skill_by_name (op, tmp->skill);
2529
2530 /* need a literacy skill to learn spells. Also, having a literacy level
2531 * lower than the spell will make learning the spell more difficult */
2532 if (!skop)
2533 {
2534 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2535 return;
2536 }
2537
2538 spell = tmp->inv;
2539
2540 if (!spell)
2541 {
2542 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2543 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2544 return;
2545 }
2546
2547 int learn_level = sqrtf (spell->level) * 1.5f;
2548 if (skop->level < learn_level)
2549 {
2550 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2551 &tmp->skill, learn_level);
2552 return;
2553 }
2554
2555 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2556
2557 if (!tmp->flag [FLAG_IDENTIFIED])
2558 identify (tmp);
2559
2560 /* I removed the check for special_prayer_mark here - it didn't make
2561 * a lot of sense - special prayers are not found in spellbooks, and
2562 * if the player doesn't know the spell, doesn't make a lot of sense that
2563 * they would have a special prayer mark.
2564 */
2565 if (check_spell_known (op, spell->name))
2566 {
2567 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2568 return;
2569 }
2570
2571 if (spell->skill)
2572 {
2573 spell_skill = find_skill_by_name (op, spell->skill);
2574
2575 if (!spell_skill)
2576 {
2577 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2578 return;
2579 }
2580
2581 if (spell_skill->level < spell->level)
2582 {
2583 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2584 return;
2585 }
2586 }
2587
2588 /* Logic as follows
2589 *
2590 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2591 *
2592 * 2- The learner's skill level in literacy adjusts the chance to learn
2593 * a spell.
2594 *
2595 * 3 -Automatically fail to learn if you read while confused
2596 *
2597 * Overall, chances are the same but a player will find having a high
2598 * literacy rate very useful! -b.t.
2599 */
2600 if (op->flag [FLAG_CONFUSED])
2601 {
2602 op->failmsg ("In your confused state you flub the wording of the text!");
2603 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2604 }
2605 else if (tmp->flag [FLAG_STARTEQUIP] ||
2606 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2607 {
2608 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2609 do_learn_spell (op, spell, 0);
2610
2611 /* xp gain to literacy for spell learning */
2612 if (!tmp->flag [FLAG_STARTEQUIP])
2613 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2614 }
2615 else
2616 {
2617 op->contr->play_sound (sound_find ("fumble_spell"));
2618 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2619 }
2620
2621 tmp->decrease ();
2622}
2623
2624/**
2625 * Handles applying a spell scroll.
2626 */
2627void
2628apply_scroll (object *op, object *tmp, int dir)
2629{
2630 object *skop;
2631
2632 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2633 {
2634 op->failmsg ("You are unable to read while blind.");
2635 return;
2636 }
2637
2638 if (!tmp->inv || tmp->inv->type != SPELL)
2639 {
2640 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2641 return;
2642 }
2643
2644 if (op->type == PLAYER)
2645 {
2646 /* players need a literacy skill to read stuff! */
2647 int exp_gain = 0;
2648
2649 /* hard code literacy - tmp->skill points to where the exp
2650 * should go for anything killed by the spell.
2651 */
2652 skop = find_skill_by_name (op, shstr_literacy);
2653
2654 if (!skop)
2655 {
2656 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2657 return;
2658 }
2659
2660 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2661 change_exp (op, exp_gain, skop->skill, 0);
2662 }
2663
2664 if (!tmp->flag [FLAG_IDENTIFIED])
2665 identify (tmp);
2666
2667 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2668
2669 cast_spell (op, tmp, dir, tmp->inv, NULL);
2670 tmp->decrease ();
2671}
2672
2673/**
2674 * Applies a treasure object - by default, chest. op
2675 * is the person doing the applying, tmp is the treasure
2676 * chest.
2677 */
2678static void
2679apply_treasure (object *op, object *tmp)
2680{
2681 /* Nice side effect of this treasure creation method is that the treasure
2682 * for the chest is done when the chest is created, and put into the chest
2683 * inventory. So that when the chest burns up, the items still exist. Also
2684 * prevents people from moving chests to more difficult maps to get better
2685 * treasure
2686 */
2687 object *treas = tmp->inv;
2688
2689 if (!treas)
2690 {
2691 op->statusmsg ("The chest was empty.");
2692 tmp->decrease ();
2693 return;
2694 }
2695
2696 while (tmp->inv)
2697 {
2698 treas = tmp->inv;
2699 treas->remove ();
2700
2701 treas->x = op->x;
2702 treas->y = op->y;
2703 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2704
2705 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2706 spring_trap (treas, op);
2707
2708 /* If either player or container was destroyed, no need to do
2709 * further processing. I think this should be enclused with
2710 * spring trap above, as I don't think there is otherwise
2711 * any way for the treasure chest or player to get killed.
2712 */
2713 if (op->destroyed () || tmp->destroyed ())
2714 break;
2715 }
2716
2717 if (!tmp->destroyed () && !tmp->inv)
2718 tmp->decrease (true);
2719}
2720
2721/**
2722 * A dragon is eating some flesh. If the flesh contains resistances,
2723 * there is a chance for the dragon's skin to get improved.
2724 *
2725 * attributes:
2726 * object *op the object (dragon player) eating the flesh
2727 * object *meal the flesh item, getting chewed in dragon's mouth
2728 * return:
2729 * int 1 if eating successful, 0 if it doesn't work
2730 */
2731static int
2732dragon_eat_flesh (object *op, object *meal)
2733{
2734 object *skin = NULL; /* pointer to dragon skin force */
2735 object *abil = NULL; /* pointer to dragon ability force */
2736 object *tmp = NULL; /* tmp. object */
2737
2738 double chance; /* improvement-chance of one resistance type */
2739 double totalchance = 1; /* total chance of gaining one resistance */
2740 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2741 double mbonus = 0; /* monster bonus */
2742 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2743 int winners = 0; /* number of winners */
2744 int i; /* index */
2745
2746 /* let's make sure and doublecheck the parameters */
2747 if (meal->type != FLESH || !op->is_dragon ())
2748 return 0;
2749
2750 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2751 from the player's inventory */
2752 for (tmp = op->inv; tmp; tmp = tmp->below)
2753 if (tmp->type == FORCE)
2754 if (tmp->arch->archname == shstr_dragon_skin_force)
2755 skin = tmp;
2756 else if (tmp->arch->archname == shstr_dragon_ability_force)
2757 abil = tmp;
2758
2759 /* if either skin or ability are missing, this is an old player
2760 which is not to be considered a dragon -> bail out */
2761 if (skin == NULL || abil == NULL)
2762 return 0;
2763
2764 /* now start by filling stomache and health, according to food-value */
2765 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2766 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2767 else
2768 op->stats.hp += meal->stats.food / 50;
2769
2770 min_it (op->stats.hp, op->stats.maxhp);
2771 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2772
2773 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2774
2775 /* on to the interesting part: chances for adding resistance */
2776 for (i = 0; i < NROFATTACKS; i++)
2777 {
2778 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2779 {
2780 /* got positive resistance, now calculate improvement chance (0-100) */
2781
2782 /* this bonus makes resistance increase easier at lower levels */
2783 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2784 if (i == abil->stats.exp)
2785 bonus += 5; /* additional bonus for resistance of ability-focus */
2786
2787 /* monster bonus increases with level, because high-level
2788 flesh is too rare */
2789 mbonus = op->level * 20. / ((double) settings.max_level);
2790
2791 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2792 ((double)settings.max_level)) - skin->resist[i];
2793
2794 if (chance >= 0.)
2795 chance += 1.;
2796 else
2797 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2798
2799 /* chance is proportional to amount of resistance (max. 50) */
2800 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2801
2802 /* doubled chance for resistance of ability-focus */
2803 if (i == abil->stats.exp)
2804 chance = min (100., chance * 2.);
2805
2806 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2807 if (rndm (10000) < (unsigned int)(chance * 100))
2808 {
2809 atnr_winner[winners] = i;
2810 winners++;
2811 }
2812
2813 if (chance >= 0.01)
2814 totalchance *= 1 - chance / 100;
2815
2816 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2817 }
2818 }
2819
2820 /* inverse totalchance as until now we have the failure-chance */
2821 totalchance = 100 - totalchance * 100;
2822
2823 /* print message according to totalchance */
2824 const char *buf;
2825 if (totalchance > 50.)
2826 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2827 else if (totalchance > 10.)
2828 buf = format ("The %s tasted very good.", &meal->name);
2829 else if (totalchance > 1.)
2830 buf = format ("The %s tasted good.", &meal->name);
2831 else if (totalchance > 0.1)
2832 buf = format ("The %s tasted bland.", &meal->name);
2833 else if (totalchance >= 0.01)
2834 buf = format ("The %s had a boring taste.", &meal->name);
2835 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2836 buf = format ("The %s tasted strange.", &meal->name);
2837 else
2838 buf = format ("The %s had no taste.", &meal->name);
2839
2840 op->statusmsg (buf);
2841
2842 /* now choose a winner if we have any */
2843 i = -1;
2844 if (winners > 0)
2845 i = atnr_winner [rndm (winners)];
2846
2847 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2848 {
2849 /* resistance increased! */
2850 skin->resist[i]++;
2851 op->update_stats ();
2852
2853 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2854 }
2855
2856 /* if this flesh contains a new ability focus, we mark it
2857 into the ability_force and it will take effect on next level */
2858 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2859 {
2860 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2861
2862 if (meal->last_eat != abil->stats.exp)
2863 op->statusmsg (format (
2864 "Your metabolism prepares to focus on %s!\n"
2865 "The change will happen at level %d.",
2866 change_resist_msg[meal->last_eat],
2867 abil->level + 1
2868 ));
2869 else
2870 {
2871 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2872 abil->last_eat = 0;
2873 }
2874 }
2875
2876 return 1;
2877}
2878
2879/**
2880 * op eats food.
2881 * If player, takes care of messages and dragon special food.
2882 */
2883static void
2884apply_food (object *op, object *tmp)
2885{
2886 int capacity_remaining;
2887
2888 if (op->type != PLAYER)
2889 op->stats.hp = op->stats.maxhp;
2890 else
2891 {
2892 /* check if this is a dragon (player), eating some flesh */
2893 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2894 ;
2895 else
2896 {
2897 /* usual case - no dragon meal: */
2898 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2899 {
2900 if (tmp->type == FOOD || tmp->type == FLESH)
2901 op->failmsg ("You feel full, but what a waste of food!");
2902 else
2903 op->statusmsg ("Most of the drink goes down your face not your throat!");
2904 }
2905
2906 tmp->play_sound (
2907 tmp->sound
2908 ? tmp->sound
2909 : tmp->type == DRINK
2910 ? sound_find ("eat_drink")
2911 : sound_find ("eat_food")
2912 );
2913
2914 if (!tmp->flag [FLAG_CURSED])
2915 {
2916 const char *buf;
2917
2918 if (!op->is_dragon ())
2919 {
2920 /* eating message for normal players */
2921 if (tmp->type == DRINK)
2922 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2923 else
2924 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2925 }
2926 else
2927 /* eating message for dragon players */
2928 buf = format ("The %s tasted terrible!", &tmp->name);
2929
2930 op->statusmsg (buf);
2931
2932 capacity_remaining = MAX_FOOD - op->stats.food;
2933 op->stats.food += tmp->stats.food;
2934 if (capacity_remaining < tmp->stats.food)
2935 op->stats.hp += capacity_remaining / 50;
2936 else
2937 op->stats.hp += tmp->stats.food / 50;
2938
2939 min_it (op->stats.hp, op->stats.maxhp);
2940 min_it (op->stats.food, MAX_FOOD);
2941 }
2942
2943 /* special food hack -b.t. */
2944 if (tmp->title || tmp->flag [FLAG_CURSED])
2945 eat_special_food (op, tmp);
2946 }
2947 }
2948
2949 handle_apply_yield (tmp);
2950 tmp->decrease ();
2951}
2952
2953/**
2954 * Handles applying an improve armor scroll.
2955 * Does some sanity checks, then calls improve_armour.
2956 */
2957static void
2958apply_armour_improver (object *op, object *tmp)
2959{
2960 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2961 {
2962 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2963 return;
2964 }
2965
2966 object *armor = op->mark ();
2967
2968 if (!armor)
2969 {
2970 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2971 return;
2972 }
2973
2974 if (armor->type != ARMOUR
2975 && armor->type != CLOAK
2976 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2977 {
2978 op->failmsg ("Your marked item is not armour!\n");
2979 return;
2980 }
2981
2982 if (!op->apply (armor, AP_UNAPPLY))
2983 {
2984 op->failmsg ("You are unable to take off your armour to improve it!");
2985 return;
2986 }
2987
2988 op->statusmsg ("Applying armour enchantment.");
2989 improve_armour (op, tmp, armor);
2990}
2991
2992void
2993apply_poison (object *op, object *tmp)
2994{
2995 // need to do it now when it is still on the map
2996 handle_apply_yield (tmp);
2997
2998 object *poison = tmp->split (1);
2999
3000 if (op->type == PLAYER)
3001 {
3002 op->contr->play_sound (sound_find ("drink_poison"));
3003 op->failmsg ("Yech! That tasted poisonous!");
3004 op->contr->killer = poison;
3005 }
3006
3007 if (poison->stats.hp > 0)
3008 {
3009 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3010 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3011 }
3012
3013 op->stats.food -= op->stats.food / 4;
3014 poison->destroy ();
3015}
3016
3017/**
3018 * This function will try to apply a lighter and in case no lighter
3019 * is specified it will try to find a lighter in the players inventory,
3020 * and inform him about this requirement.
3021 *
3022 * who - the player
3023 * op - the item we want to light
3024 * lighter - the lighter or 0 if a lighter has yet to be found
3025 */
3026static object *
3027auto_apply_lighter (object *who, object *op, object *lighter)
3028{
3029 if (lighter == 0)
3030 {
3031 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3032 {
3033 if (tmp->type == LIGHTER)
3034 {
3035 lighter = tmp;
3036 break;
3037 }
3038 }
3039
3040 if (!lighter)
3041 {
3042 who->failmsgf (
3043 "You can't light up the %s with your bare hands! "
3044 "H<You need a lighter in your inventory, for example a flint and steel.>",
3045 &op->name
3046 );
3047 return 0;
3048 }
3049 }
3050
3051 // last_eat == 0 means the lighter is not being used up!
3052 if (lighter->last_eat && lighter->stats.food)
3053 {
3054 /* lighter gets used up */
3055 lighter = lighter->split ();
3056 lighter->stats.food--;
3057 who->insert (lighter);
3058 }
3059 else if (lighter->last_eat)
3060 {
3061 /* no charges left in lighter */
3062 who->failmsgf (
3063 "You attempt to light the %s with a used up %s.",
3064 &op->name, &lighter->name
3065 );
3066 return 0;
3067 }
3068
3069 return lighter;
3070}
3071
3072/**
3073 * Designed primarily to light torches/lanterns/etc.
3074 * Also burns up burnable material too. First object in the inventory is
3075 * the selected object to "burn". -b.t.
3076 */
3077static void
3078apply_lighter (object *who, object *lighter)
3079{
3080 int is_player_env = 0;
3081
3082 if (object *item = who->mark ())
3083 {
3084 if (!auto_apply_lighter (who, item, lighter))
3085 return;
3086
3087 /* Perhaps we should split what we are trying to light on fire?
3088 * I can't see many times when you would want to light multiple
3089 * objects at once.
3090 */
3091
3092 save_throw_object (item, AT_FIRE, who);
3093
3094 if (item->destroyed ()
3095 || ((item->type == LAMP || item->type == TORCH)
3096 && item->glow_radius > 0))
3097 who->statusmsg (format (
3098 "You light the %s with the %s.",
3099 &item->name, &lighter->name
3100 ));
3101 else
3102 who->failmsgf (
3103 "You attempt to light the %s with the %s and fail.",
3104 &item->name, &lighter->name
3105 );
3106 }
3107 else
3108 who->failmsg ("You need to mark a lightable object.");
3109}
3110
3111/**
3112 * This function generates a cursed effect for cursed lamps and torches.
3113 */
3114static void
3115player_apply_lamp_cursed_effect (object *who, object *op)
3116{
3117 if (op->level)
3118 {
3119 who->failmsgf (
3120 "The %s was cursed, it explodes in a big fireball!",
3121 &op->name
3122 );
3123 create_exploding_ball_at (who, op->level);
3124 }
3125 else
3126 {
3127 who->failmsgf (
3128 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3129 &op->name
3130 );
3131 }
3132
3133 op->destroy ();
3134}
3135
3136/**
3137 * Apply for players and lamps
3138 *
3139 * who - the player
3140 * op - the lamp
3141 */
3142static void
3143player_apply_lamp (object *who, object *op)
3144{
3145 bool switch_on = op->glow_radius ? false : true;
3146
3147 if (switch_on)
3148 {
3149 object *lighter = 0;
3150
3151 if (op->flag [FLAG_IS_LIGHTABLE]
3152 && !(lighter = auto_apply_lighter (who, op, 0)))
3153 return;
3154
3155 if (op->stats.food < 1)
3156 {
3157 if (op->type == LAMP)
3158 who->failmsgf (
3159 "The %s is out of fuel! "
3160 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3161 &op->name
3162 );
3163 else
3164 who->failmsgf (
3165 "The %s is burnt out! "
3166 "H<Torches and similar items burn out and become worthless.>",
3167 &op->name
3168 );
3169 return;
3170 }
3171
3172 if (op->flag [FLAG_CURSED])
3173 {
3174 player_apply_lamp_cursed_effect (who, op);
3175 return;
3176 }
3177
3178 if (lighter)
3179 who->statusmsg (format (
3180 "You light up the %s with the %s.", &op->name, &lighter->name));
3181 else
3182 who->statusmsg (format ("You light up the %s.", &op->name));
3183 }
3184 else
3185 {
3186 if (op->flag [FLAG_CURSED])
3187 {
3188 player_apply_lamp_cursed_effect (who, op);
3189 return;
3190 }
3191
3192 if (op->type == TORCH)
3193 {
3194 if (!op->flag [FLAG_IS_LIGHTABLE])
3195 {
3196 who->statusmsg (format (
3197 "You put out the %s. "
3198 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3199 &op->name, &op->name));
3200 }
3201 else
3202 who->statusmsg (format (
3203 "You put out the %s."
3204 "H<Torches wear out if you put them out.>",
3205 &op->name));
3206 }
3207 else
3208 who->statusmsg (format ("You turn off the %s.", &op->name));
3209 }
3210
3211 apply_lamp (op, switch_on);
3212}
3213
3214void get_animation_from_arch (object *op, arch_ptr a)
3215{
3216 op->animation_id = a->animation_id;
3217 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3218 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3219 op->anim_speed = a->anim_speed;
3220 op->last_anim = 0;
3221 op->state = 0;
3222 op->face = a->face;
3223
3224 if (NUM_ANIMATIONS(op) > 1)
3225 {
3226 SET_ANIMATION(op, 0);
3227 animate_object (op, op->direction);
3228 }
3229 else
3230 update_object (op, UP_OBJ_FACE);
3231}
3232
3233/**
3234 * Apply for LAMPs and TORCHes.
3235 *
3236 * op - the lamp
3237 * switch_on - a flag which says whether the lamp should be switched on or off
3238 */
3239void apply_lamp (object *op, bool switch_on)
3240{
3241 op->set_glow_radius (switch_on ? op->range : 0);
3242 op->set_speed (switch_on ? op->arch->speed : 0);
3243
3244 // torches wear out if you put them out
3245 if (op->type == TORCH && !switch_on)
3246 {
3247 if (op->flag [FLAG_IS_LIGHTABLE])
3248 {
3249 op->stats.food -= (double) op->arch->stats.food / 15;
3250 if (op->stats.food < 0)
3251 op->stats.food = 0;
3252 }
3253 else
3254 op->stats.food = 0;
3255 }
3256
3257 // lamps and torched get worthless when used up
3258 if (op->stats.food <= 0)
3259 op->value = 0;
3260
3261 // FIXME: This is a hack to make the more sane torches and lamps
3262 // still animated ;-/
3263 if (op->other_arch)
3264 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3265
3266 if (object *pl = op->visible_to ())
3267 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3268}
3269
3270/**
3271 * This handles items of type 'transformer'.
3272 * Basically those items, used with a marked item, transform both items into something
3273 * else.
3274 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3275 * Change information is contained in the 'slaying' field of the marked item.
3276 * The format is as follow: transformer:[number ]yield[;transformer:...].
3277 * This way an item can be transformed in many things, and/or many objects.
3278 * The 'slaying' field for transformer is used as verb for the action.
3279 */
3280static void
3281apply_item_transformer (object *pl, object *transformer)
3282{
3283 object *new_item;
3284 const char *find;
3285 char *separator;
3286 int yield;
3287 char got[MAX_BUF];
3288 int len;
3289
3290 if (!pl || !transformer)
3291 return;
3292
3293 object *marked = pl->mark ();
3294
3295 if (!marked)
3296 {
3297 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3298 return;
3299 }
3300
3301 if (!marked->slaying)
3302 {
3303 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3304 return;
3305 }
3306
3307 /* check whether they are compatible or not */
3308 find = strstr (&marked->slaying, transformer->arch->archname);
3309 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3310 {
3311 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3312 return;
3313 }
3314
3315 find += strlen (transformer->arch->archname) + 1;
3316 /* Item can be used, now find how many and what it yields */
3317 if (isdigit (*(find)))
3318 {
3319 yield = atoi (find);
3320 if (yield < 1)
3321 {
3322 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3323 yield = 1;
3324 }
3325 }
3326 else
3327 yield = 1;
3328
3329 while (isdigit (*find))
3330 find++;
3331
3332 while (*find == ' ')
3333 find++;
3334
3335 memset (got, 0, MAX_BUF);
3336
3337 if ((separator = (char *) strchr (find, ';')))
3338 len = separator - find;
3339 else
3340 len = strlen (find);
3341
3342 min_it (len, MAX_BUF - 1);
3343
3344 strcpy (got, find);
3345 got[len] = '\0';
3346
3347 /* Now create new item, remove used ones when required. */
3348 new_item = get_archetype (got);
3349 if (!new_item)
3350 {
3351 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3352 return;
3353 }
3354
3355 new_item->nrof = yield;
3356
3357 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3358
3359 pl->insert (new_item);
3360 /* Eat up one item */
3361 marked->decrease ();
3362
3363 /* Eat one transformer if needed */
3364 if (transformer->stats.food)
3365 if (--transformer->stats.food == 0)
3366 transformer->decrease ();
3367}
3368
3369/**
3370 * Main apply handler.
3371 *
3372 * Checks for unpaid items before applying.
3373 *
3374 * Return value is currently not used
3375 *
3376 * who is the object that is causing object to be applied, op is the object
3377 * being applied.
3378 *
3379 * aflag is special (always apply/unapply) flags. Nothing is done with
3380 * them in this function - they are passed to apply_special
3381 */
3382static bool
3383manual_apply (object *who, object *op, int aflag)
3384{
3385 op = op->head_ ();
3386
3387 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3388 {
3389 if (who->contr)
3390 {
3391 examine (who, op);
3392 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3393 return 1;
3394 }
3395 else
3396 return 0; /* monsters just skip unpaid items */
3397 }
3398
3399 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3400 return RESULT_INT (0);
3401 else if (apply_types_inv_only [op->type])
3402 {
3403 // special item, using slot system, needs to be in inv
3404 if (op->env == who)
3539 return apply_special (who, op, aflags); 3405 return apply_special (who, op, aflag);
3406
3407 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3408 }
3409 else if (!who->contr && apply_types_player_only [op->type])
3410 return 0; // monsters shouldn't try to apply player-only stuff
3411 else if (apply_types [op->type])
3412 {
3413 // ordinary stuff, may be on the floor
3414 switch (op->type)
3415 {
3416 case T_HANDLE:
3417 who->play_sound (sound_find ("turn_handle"));
3418 who->statusmsg ("You turn the handle.");
3419 op->value = op->value ? 0 : 1;
3420 SET_ANIMATION (op, op->value);
3421 update_object (op, UP_OBJ_FACE);
3422 push_button (op, who);
3423 break;
3424
3425 case TRIGGER:
3426 if (check_trigger (op, who, who))
3427 {
3428 who->statusmsg ("You turn the handle.");
3429 who->play_sound (sound_find ("turn_handle"));
3430 }
3431 else
3432 who->failmsg ("The handle doesn't move.");
3433
3434 break;
3435
3436 case EXIT:
3437 if (!EXIT_PATH (op))
3438 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3439 else
3440 {
3441 /* Don't display messages for random maps. */
3442 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3443 who->statusmsg (op->msg, NDI_NAVY);
3444
3445 who->enter_exit (op);
3446 }
3447
3448 break;
3449
3450 case INSCRIBABLE:
3451 who->statusmsg (op->msg);
3452 // maybe show a spell menu to chose from or something like that
3453 break;
3454
3455 case SIGN:
3456 apply_sign (who, op, 0);
3457 break;
3458
3459 case BOOK:
3460 apply_book (who, op);
3461 break;
3462
3463 case SKILLSCROLL:
3464 apply_skillscroll (who, op);
3465 break;
3466
3467 case SPELLBOOK:
3468 apply_spellbook (who, op);
3469 break;
3470
3471 case SCROLL:
3472 apply_scroll (who, op, 0);
3473 break;
3474
3475 case POTION:
3476 apply_potion (who, op);
3477 break;
3478
3479 /* Eneq(@csd.uu.se): Handle apply on containers. */
3480 //TODO: remove, as it is unsed?
3481 case CLOSE_CON:
3482 apply_container (who, op->env);
3483 break;
3484
3485 case CONTAINER:
3486 apply_container (who, op);
3487 break;
3488
3489 case TREASURE:
3490 apply_treasure (who, op);
3491 break;
3492
3493 case LAMP:
3494 case TORCH:
3495 player_apply_lamp (who, op);
3496 break;
3497
3498 case DRINK:
3499 case FOOD:
3500 case FLESH:
3501 apply_food (who, op);
3502 break;
3503
3504 case POISON:
3505 apply_poison (who, op);
3506 break;
3507
3508 case SAVEBED:
3509 break;
3510
3511 case ARMOUR_IMPROVER:
3512 apply_armour_improver (who, op);
3513 break;
3514
3515 case WEAPON_IMPROVER:
3516 check_improve_weapon (who, op);
3517 break;
3518
3519 case CLOCK:
3520 {
3521 timeofday_t tod;
3522
3523 get_tod (&tod);
3524 who->play_sound (sound_find ("sound_clock"));
3525 who->statusmsg (format (
3526 "It is %d minute%s past %d o'clock %s",
3527 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3528 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3529 ));
3530 }
3531 break;
3532
3533 case MENU:
3534 shop_listing (op, who);
3535 break;
3536
3537 case POWER_CRYSTAL:
3538 apply_power_crystal (who, op); /* see egoitem.c */
3539 break;
3540
3541 case LIGHTER: /* for lighting torches/lanterns/etc */
3542 apply_lighter (who, op);
3543 break;
3544
3545 case ITEM_TRANSFORMER:
3546 apply_item_transformer (who, op);
3547 break;
3548 }
3549
3550 return 1;
3551 }
3552 else
3553 {
3554 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3555 return 0;
3556 }
3557}
3558
3559/**
3560 * player_apply_below attempts to apply the object 'below' the player.
3561 * If the player has an open container, we use that for below, otherwise
3562 * we use the ground.
3563 */
3564void
3565player_apply_below (object *pl)
3566{
3567 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3568
3569 /* If using a container, set the starting item to be the top
3570 * item in the container. Otherwise, use the map.
3571 */
3572
3573 // first try to apply "applyables"
3574 for (object *tmp = top; tmp; tmp = tmp->below)
3575 if (!tmp->invisible && apply_types [tmp->type])
3576 {
3577 // If it is visible, player can apply it.
3578 pl->apply (tmp);
3579 return;
3580 }
3581
3582 while (top && top->invisible)
3583 top = top->below;
3584
3585 if (!top || top->flag [FLAG_IS_FLOOR])
3586 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3587 "H<There is nothing here that you can apply.>");
3588 else
3589 // next, try to explain the topmost object
3590 switch (top->type)
3591 {
3592 // TODO: all this should move to examine
3593 case ALTAR:
3594 case IDENTIFY_ALTAR:
3595 case TRIGGER_ALTAR:
3596 case CONVERTER:
3597 //case TRIGGER_PEDESTAL:
3598 pl->failmsgf (
3599 "You see no obvious mechanism on the %s."
3600 "H<You have to drop one or more specific items here.>",
3601 query_short_name (top)
3602 );
3603 break;
3604
3605 case BUTTON:
3606 case TRIGGER_BUTTON:
3607 pl->failmsgf (
3608 "The %s looks as if you could activate it with somehting heavy. "
3609 "H<You must put enough items here to activate it.>",
3610 query_short_name (top)
3611 );
3612 break;
3613
3614 default:
3615 examine (pl, top);
3616 break;
3617 }
3618}
3619
3620// saner interface, returns successful status
3621bool
3622object::apply (object *ob, int aflags)
3623{
3624 if (!ob) // simplifies a lot of callers
3625 return true;
3626
3627 if (contr)
3628 {
3629 if (!ob->env && (move_type & MOVE_FLYING))
3630 {
3631 /* player is flying and applying object not in inventory */
3632 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3633 {
3634 failmsg ("But you are floating high above the ground! "
3635 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3636 "or waiting till the levitation effect wears off.>");
3637 return 0;
3638 }
3639 }
3640
3641 contr->last_used = ob;
3642 }
3643
3644 bool want_apply =
3645 aflags & AP_APPLY ? true
3646 : aflags & AP_UNAPPLY ? false
3647 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3648
3649 object_ptr *slot = 0;
3650
3651 // detect the slot, if this is a player
3652 if (contr && !(aflags & AP_NO_SLOT))
3653 {
3654 object *oslot;
3655
3656 switch (ob->type)
3657 {
3658 case WEAPON:
3659 slot = &contr->combat_ob;
3660 oslot = contr->ranged_ob;
3661 break;
3662
3663 case BOW:
3664 case RANGED:
3665 case SPELL:
3666 case WAND:
3667 case ROD:
3668 case HORN:
3669 case BUILDER:
3670 slot = &contr->ranged_ob;
3671 oslot = contr->combat_ob;
3672 break;
3673
3674 // oh, the humanity
3675 case SKILL:
3676 if (aflags & AP_NO_SLOT)
3677 break;
3678
3679 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3680 break;
3681
3682 if (skill_flags [ob->subtype] & SF_COMBAT)
3683 {
3684 slot = &contr->combat_ob;
3685 oslot = contr->ranged_ob;
3686 }
3687 else if (skill_flags [ob->subtype] & SF_RANGED)
3688 {
3689 slot = &contr->ranged_ob;
3690 oslot = contr->combat_ob;
3691 }
3692
3693 break;
3694 }
3695
3696 // now handle slot exclusions
3697 if (slot)
3698 {
3699 // only one slot can be active
3700 if (want_apply)
3701 {
3702 // clear slot unless we are in it already
3703 if (*slot != ob)
3704 apply (*slot, AP_UNAPPLY);
3705
3706 // unapply other slot, because we want to become active
3707 apply (oslot, AP_UNAPPLY);
3708 }
3709
3710 // clear item from slot if applied
3711 if (!want_apply && current_weapon == ob)
3712 current_weapon = 0;
3713 }
3714 }
3715
3716 if (ob->flag [FLAG_APPLIED] != want_apply)
3717 manual_apply (this, ob, aflags);
3718
3719 if (ob->flag [FLAG_APPLIED] != want_apply)
3720 return false;
3721
3722 if (slot && want_apply)
3723 current_weapon = *slot = ob;
3724
3725 return true;
3540} 3726}
3541 3727
3542/** 3728/**
3543 * Map was just loaded, handle op's initialisation. 3729 * Map was just loaded, handle op's initialisation.
3544 * 3730 *
3547int 3733int
3548auto_apply (object *op) 3734auto_apply (object *op)
3549{ 3735{
3550 object *tmp = NULL, *tmp2; 3736 object *tmp = NULL, *tmp2;
3551 int i; 3737 int i;
3738
3739 op->clr_flag (FLAG_AUTO_APPLY);
3552 3740
3553 switch (op->type) 3741 switch (op->type)
3554 { 3742 {
3555 case SHOP_FLOOR: 3743 case SHOP_FLOOR:
3556 if (!op->has_random_items ()) 3744 if (!op->has_random_items ())
3558 3746
3559 do 3747 do
3560 { 3748 {
3561 i = 10; /* let's give it 10 tries */ 3749 i = 10; /* let's give it 10 tries */
3562 while ((tmp = generate_treasure (op->randomitems, 3750 while ((tmp = generate_treasure (op->randomitems,
3563 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3751 op->stats.exp
3752 ? (int) op->stats.exp
3753 : max (op->map->difficulty, 5)))
3754 == NULL && --i);
3755
3564 if (tmp == NULL) 3756 if (tmp == NULL)
3565 return 0; 3757 return 0;
3566 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3758
3759 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3567 { 3760 {
3568 tmp->destroy (); 3761 tmp->destroy ();
3569 tmp = NULL; 3762 tmp = NULL;
3570 } 3763 }
3571 } 3764 }
3572 while (!tmp); 3765 while (!tmp);
3573 3766
3574 tmp->x = op->x; 3767 tmp->x = op->x;
3575 tmp->y = op->y; 3768 tmp->y = op->y;
3576 SET_FLAG (tmp, FLAG_UNPAID); 3769 tmp->set_flag (FLAG_UNPAID);
3577 insert_ob_in_map (tmp, op->map, NULL, 0); 3770 insert_ob_in_map (tmp, op->map, NULL, 0);
3578 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3579 identify (tmp); 3771 identify (tmp);
3580 break; 3772 break;
3581 3773
3582 case TREASURE: 3774 case TREASURE:
3583 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3775 if (op->flag [FLAG_IS_A_TEMPLATE])
3584 return 0; 3776 return 0;
3585 3777
3586 while (op->stats.hp-- > 0) 3778 while (op->stats.hp-- > 0)
3587 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3779 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3588 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3780 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3590 /* If we generated an object and put it in this object inventory, 3782 /* If we generated an object and put it in this object inventory,
3591 * move it to the parent object as the current object is about 3783 * move it to the parent object as the current object is about
3592 * to disappear. An example of this item is the random_* stuff 3784 * to disappear. An example of this item is the random_* stuff
3593 * that is put inside other objects. 3785 * that is put inside other objects.
3594 */ 3786 */
3595 for (tmp = op->inv; tmp; tmp = tmp2)
3596 {
3597 tmp2 = tmp->below;
3598 tmp->remove ();
3599
3600 if (op->env) 3787 if (op->env)
3601 insert_ob_in_ob (tmp, op->env); 3788 while (op->inv)
3602 else 3789 op->env->insert (op->inv);
3603 tmp->destroy ();
3604 }
3605 3790
3606 op->destroy (); 3791 op->destroy ();
3607 break; 3792 break;
3608 } 3793 }
3609 return tmp ? 1 : 0; 3794
3795 return !!tmp;
3610} 3796}
3611 3797
3612/** 3798/**
3613 * fix_auto_apply goes through the entire map every time a map 3799 * fix_auto_apply goes through the entire map every time a map
3614 * is loaded or swapped in and performs special actions for 3800 * is loaded or swapped in and performs special actions for
3628 3814
3629 if (tmp->inv) 3815 if (tmp->inv)
3630 { 3816 {
3631 object *invtmp, *invnext; 3817 object *invtmp, *invnext;
3632 3818
3633 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3819 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3634 { 3820 {
3635 invnext = invtmp->below; 3821 invnext = invtmp->below;
3636 3822
3637 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3823 if (invtmp->flag [FLAG_AUTO_APPLY])
3638 auto_apply (invtmp); 3824 auto_apply (invtmp);
3639 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3825 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3640 { 3826 {
3641 while ((invtmp->stats.hp--) > 0) 3827 while (invtmp->stats.hp-- > 0)
3642 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3828 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3643 3829
3644 invtmp->randomitems = NULL; 3830 invtmp->randomitems = NULL;
3645 } 3831 }
3646 else if (invtmp && invtmp->arch 3832 else if (invtmp && invtmp->arch
3651 * treasure again for this object 3837 * treasure again for this object
3652 */ 3838 */
3653 invtmp->randomitems = NULL; 3839 invtmp->randomitems = NULL;
3654 } 3840 }
3655 } 3841 }
3842
3656 /* This is really temporary - the code at the bottom will 3843 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches 3844 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells 3845 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet. 3846 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13 3847 * MSW 2004-05-13
3664 * Ryo 2004-08-16 3851 * Ryo 2004-08-16
3665 */ 3852 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3853 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3667 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3854 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3668 tmp->randomitems = NULL; 3855 tmp->randomitems = NULL;
3669
3670 } 3856 }
3671 3857
3672 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3858 if (tmp->flag [FLAG_AUTO_APPLY])
3673 auto_apply (tmp); 3859 auto_apply (tmp);
3674 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3860 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3675 { 3861 {
3676 while ((tmp->stats.hp--) > 0) 3862 while ((tmp->stats.hp--) > 0)
3677 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3863 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3679 } 3865 }
3680 else if (tmp->type == TIMED_GATE) 3866 else if (tmp->type == TIMED_GATE)
3681 { 3867 {
3682 object *head = tmp->head != NULL ? tmp->head : tmp; 3868 object *head = tmp->head != NULL ? tmp->head : tmp;
3683 3869
3684 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3870 if (head->flag [FLAG_IS_LINKED])
3685 tmp->set_speed (0); 3871 tmp->set_speed (0);
3686 } 3872 }
3687 /* This function can be called everytime a map is loaded, even when 3873 /* This function can be called everytime a map is loaded, even when
3688 * swapping back in. As such, we don't want to create the treasure 3874 * swapping back in. As such, we don't want to create the treasure
3689 * over and ove again, so after we generate the treasure, blank out 3875 * over and ove again, so after we generate the treasure, blank out
3707 } 3893 }
3708 3894
3709 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3895 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3710 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3896 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3711 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3897 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3712 check_trigger (tmp, tmp->above); 3898 check_trigger (tmp, tmp->above, tmp->above);
3713} 3899}
3714 3900
3715/** 3901/**
3716 * Handles player eating food that temporarily changes status (resistances, stats). 3902 * Handles player eating food that temporarily changes status (resistances, stats).
3717 * This used to call cast_change_attr(), but 3903 * This used to call cast_change_attr(), but
3722eat_special_food (object *who, object *food) 3908eat_special_food (object *who, object *food)
3723{ 3909{
3724 object *force; 3910 object *force;
3725 int i, did_one = 0; 3911 int i, did_one = 0;
3726 3912
3727 force = get_archetype (FORCE_NAME); 3913 char buf[64];
3914 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3915 shstr key (buf);
3728 3916
3729 for (i = 0; i < NUM_STATS; i++)
3730 if (sint8 k = food->stats.stat (i))
3731 {
3732 force->stats.stat (i) = k;
3733 did_one = 1;
3734 }
3735
3736 /* check if we can protect the eater */
3737 for (i = 0; i < NROFATTACKS; i++)
3738 {
3739 if (food->resist[i] > 0)
3740 {
3741 force->resist[i] = food->resist[i] / 2;
3742 did_one = 1;
3743 }
3744 }
3745
3746 if (did_one)
3747 {
3748 force->set_speed (0.1);
3749 /* bigger morsel of food = longer effect time */ 3917 /* bigger morsel of food = longer effect time */
3750 force->duration = food->stats.food / 5; 3918 int duration = TIME2TICK (food->stats.food);
3751 SET_FLAG (force, FLAG_APPLIED); 3919
3752 change_abil (who, force); 3920 if (force = who->force_find (key))
3753 insert_ob_in_ob (force, who); 3921 {
3922 if (duration > fabs (force->speed_left / force->speed))
3923 {
3924 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3925 force->force_set_timer (duration);
3926 }
3927 else
3928 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3929
3930 return;
3754 } 3931 }
3755 else 3932 else
3933 {
3934 force = who->force_add (key, duration);
3935 force->name = key;
3936
3937 /* check if the food affects a stat */
3938 for (i = 0; i < NUM_STATS; i++)
3939 if (sint8 k = food->stats.stat (i))
3940 {
3941 force->stats.stat (i) = k;
3942 did_one = 1;
3943 }
3944
3945 /* check if we can protect the eater */
3946 for (i = 0; i < NROFATTACKS; i++)
3947 {
3948 if (food->resist[i] > 0)
3949 {
3950 force->resist[i] = food->resist[i];
3951 did_one = 1;
3952 }
3953 }
3954
3955 if (did_one)
3956 {
3957 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3958
3959 /* make the force take effect and report effects to user */
3960 change_abil (who, force);
3961 }
3962 else
3756 force->destroy (); 3963 force->destroy ();
3964 }
3757 3965
3758 /* check for hp, sp change */ 3966 /* check for hp, sp change */
3759 if (food->stats.hp != 0) 3967 if (food->stats.hp != 0)
3760 { 3968 {
3761 if (QUERY_FLAG (food, FLAG_CURSED)) 3969 if (food->flag [FLAG_CURSED])
3762 { 3970 {
3763 assign (who->contr->killer, food->name); 3971 who->contr->killer = food;
3764 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3972 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3765 who->failmsg ("Eck!...that was poisonous!"); 3973 who->failmsg ("Eck!...that was poisonous!");
3766 } 3974 }
3767 else 3975 else
3768 { 3976 {
3772 who->failmsg ("Eck!...that was poisonous!"); 3980 who->failmsg ("Eck!...that was poisonous!");
3773 3981
3774 who->stats.hp += food->stats.hp; 3982 who->stats.hp += food->stats.hp;
3775 } 3983 }
3776 } 3984 }
3985
3777 if (food->stats.sp != 0) 3986 if (food->stats.sp != 0)
3778 { 3987 {
3779 if (QUERY_FLAG (food, FLAG_CURSED)) 3988 if (food->flag [FLAG_CURSED])
3780 { 3989 {
3781 who->failmsg ("You are drained of mana!"); 3990 who->failmsg ("You are drained of mana!");
3782 who->stats.sp -= food->stats.sp; 3991 who->stats.sp -= food->stats.sp;
3783 if (who->stats.sp < 0) 3992 if (who->stats.sp < 0)
3784 who->stats.sp = 0; 3993 who->stats.sp = 0;
3790 /* place limit on max sp from food? */ 3999 /* place limit on max sp from food? */
3791 } 4000 }
3792 } 4001 }
3793 4002
3794 who->update_stats (); 4003 who->update_stats ();
3795}
3796
3797/**
3798 * Designed primarily to light torches/lanterns/etc.
3799 * Also burns up burnable material too. First object in the inventory is
3800 * the selected object to "burn". -b.t.
3801 */
3802void
3803apply_lighter (object *who, object *lighter)
3804{
3805 object *item;
3806 int is_player_env = 0;
3807
3808 item = find_marked_object (who);
3809 if (item)
3810 {
3811 if (lighter->last_eat && lighter->stats.food)
3812 { /* lighter gets used up */
3813 /* Split multiple lighters if they're being used up. Otherwise *
3814 * one charge from each would be used up. --DAMN */
3815 if (lighter->nrof > 1)
3816 {
3817 object *oneLighter = lighter->clone ();
3818
3819 lighter->nrof -= 1;
3820 oneLighter->nrof = 1;
3821 oneLighter->stats.food--;
3822 esrv_send_item (who, lighter);
3823 oneLighter = insert_ob_in_ob (oneLighter, who);
3824 esrv_send_item (who, oneLighter);
3825 }
3826 else
3827 lighter->stats.food--;
3828 }
3829 else if (lighter->last_eat)
3830 {
3831 /* no charges left in lighter */
3832 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3833 return;
3834 }
3835
3836 /* Perhaps we should split what we are trying to light on fire?
3837 * I can't see many times when you would want to light multiple
3838 * objects at once.
3839 */
3840
3841 if (who == item->in_player ())
3842 is_player_env = 1;
3843
3844 save_throw_object (item, AT_FIRE, who);
3845
3846 if (item->destroyed ())
3847 {
3848 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3849 /* Need to update the player so that the players glow radius
3850 * gets changed.
3851 */
3852 if (is_player_env)
3853 who->update_stats ();
3854 }
3855 else
3856 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3857 }
3858 else
3859 who->failmsg ("You need to mark a lightable object.");
3860}
3861
3862/**
3863 * op made some mistake with a scroll, this takes care of punishment.
3864 * scroll_failure()- hacked directly from spell_failure
3865 */
3866void
3867scroll_failure (object *op, int failure, int power)
3868{
3869 if (abs (failure / 4) > power)
3870 power = abs (failure / 4); /* set minimum effect */
3871
3872 if (failure <= -1 && failure > -15)
3873 { /* wonder */
3874 object *tmp;
3875
3876 op->failmsg ("Your spell warps!");
3877 tmp = get_archetype (SPELL_WONDER);
3878 cast_wonder (op, op, 0, tmp);
3879 tmp->destroy ();
3880 }
3881 else if (failure <= -15 && failure > -35)
3882 { /* drain mana */
3883 op->failmsg ("Your mana is drained!");
3884 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3885 if (op->stats.sp < 0)
3886 op->stats.sp = 0;
3887 }
3888 else if (settings.spell_failure_effects == TRUE)
3889 {
3890 if (failure <= -35 && failure > -60)
3891 { /* confusion */
3892 op->failmsg ("The magic recoils on you!");
3893 confuse_player (op, op, power);
3894 }
3895 else if (failure <= -60 && failure > -70)
3896 { /* paralysis */
3897 op->failmsg ("The magic recoils and paralyzes you!");
3898 paralyze_player (op, op, power);
3899 }
3900 else if (failure <= -70 && failure > -80)
3901 { /* blind */
3902 op->failmsg ("The magic recoils on you!");
3903 blind_player (op, op, power);
3904 }
3905 else if (failure <= -80)
3906 { /* blast the immediate area */
3907 object *tmp = get_archetype (LOOSE_MANA);
3908 cast_magic_storm (op, tmp, power);
3909 op->failmsg ("You unleash uncontrolled mana!");
3910 tmp->destroy ();
3911 }
3912 }
3913} 4004}
3914 4005
3915void 4006void
3916apply_changes_to_player (object *pl, object *change) 4007apply_changes_to_player (object *pl, object *change)
3917{ 4008{
3965 } 4056 }
3966 4057
3967 /* insert the randomitems from the change's treasurelist into 4058 /* insert the randomitems from the change's treasurelist into
3968 * the player ref: player.c 4059 * the player ref: player.c
3969 */ 4060 */
3970 if (change->randomitems != NULL) 4061 if (change->randomitems)
3971 give_initial_items (pl, change->randomitems); 4062 give_initial_items (pl, change->randomitems);
3972 4063
3973 /* set up the face, for some races. */ 4064 /* set up the face, for some races. */
3974 4065
3975 /* first, look for the force object banning 4066 /* first, look for the force object banning
3976 * changing the face. Certain races never change face with class. 4067 * changing the face. Certain races never change face with class.
3977 */ 4068 */
3978 for (walk = pl->inv; walk != NULL; walk = walk->below) 4069 for (walk = pl->inv; walk; walk = walk->below)
3979 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4070 if (walk->name == shstr_NOCLASSFACECHANGE)
3980 flag_change_face = 0; 4071 flag_change_face = 0;
3981 4072
3982 if (flag_change_face) 4073 if (flag_change_face)
3983 { 4074 {
3984 pl->animation_id = GET_ANIM_ID (change);
3985 pl->face = change->face; 4075 pl->face = change->face;
3986 4076 pl->animation_id = change->animation_id;
3987 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4077 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3988 SET_FLAG (pl, FLAG_ANIMATE);
3989 else
3990 CLEAR_FLAG (pl, FLAG_ANIMATE);
3991 } 4078 }
3992 4079
3993 /* check the special case of can't use weapons */ 4080 /* check the special case of can't use weapons */
3994 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4081 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
3995 if (!strcmp (change->name, "monk")) 4082 if (change->name == shstr_monk)
3996 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4083 pl->clr_flag (FLAG_USE_WEAPON);
3997 4084
3998 break; 4085 break;
3999 } 4086 }
4000 } 4087 }
4001} 4088}
4002 4089
4003/**
4004 * This handles items of type 'transformer'.
4005 * Basically those items, used with a marked item, transform both items into something
4006 * else.
4007 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4008 * Change information is contained in the 'slaying' field of the marked item.
4009 * The format is as follow: transformer:[number ]yield[;transformer:...].
4010 * This way an item can be transformed in many things, and/or many objects.
4011 * The 'slaying' field for transformer is used as verb for the action.
4012 */
4013void
4014apply_item_transformer (object *pl, object *transformer)
4015{
4016 object *marked;
4017 object *new_item;
4018 char *find;
4019 char *separator;
4020 int yield;
4021 char got[MAX_BUF];
4022 int len;
4023
4024 if (!pl || !transformer)
4025 return;
4026
4027 marked = find_marked_object (pl);
4028
4029 if (!marked)
4030 {
4031 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4032 return;
4033 }
4034
4035 if (!marked->slaying)
4036 {
4037 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4038 return;
4039 }
4040
4041 /* check whether they are compatible or not */
4042 find = strstr (marked->slaying, transformer->arch->archname);
4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4044 {
4045 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4046 return;
4047 }
4048
4049 find += strlen (transformer->arch->archname) + 1;
4050 /* Item can be used, now find how many and what it yields */
4051 if (isdigit (*(find)))
4052 {
4053 yield = atoi (find);
4054 if (yield < 1)
4055 {
4056 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4057 yield = 1;
4058 }
4059 }
4060 else
4061 yield = 1;
4062
4063 while (isdigit (*find))
4064 find++;
4065
4066 while (*find == ' ')
4067 find++;
4068
4069 memset (got, 0, MAX_BUF);
4070
4071 if ((separator = strchr (find, ';')) != NULL)
4072 len = separator - find;
4073 else
4074 len = strlen (find);
4075
4076 if (len > MAX_BUF - 1)
4077 len = MAX_BUF - 1;
4078
4079 strcpy (got, find);
4080 got[len] = '\0';
4081
4082 /* Now create new item, remove used ones when required. */
4083 new_item = get_archetype (got);
4084 if (!new_item)
4085 {
4086 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4087 return;
4088 }
4089
4090 new_item->nrof = yield;
4091
4092 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4093
4094 insert_ob_in_ob (new_item, pl);
4095 esrv_send_inventory (pl, pl);
4096 /* Eat up one item */
4097 decrease_ob_nr (marked, 1);
4098
4099 /* Eat one transformer if needed */
4100 if (transformer->stats.food)
4101 if (--transformer->stats.food == 0)
4102 decrease_ob_nr (transformer, 1);
4103}
4104

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