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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.142 by root, Sun Apr 13 20:21:50 2008 UTC vs.
Revision 1.262 by root, Sun May 2 11:23:52 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
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.\n\n", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
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.\n\n", long_desc (id, pl)); 102 set (LAMP);
135 if (id->msg) 103 set (TORCH);
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 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 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("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;
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. "
629 "H<A weapon is considered magical if it changes regeneration, " 276 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>"); 277 "speed or ac, or has other protections.>");
631 return 0; 278 return 0;
632 } 279 }
633 280
634 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
642 "Your sacrifice was accepted." 289 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.", 290 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level 291 &weapon->name, weapon->level
645 )); 292 ));
646 293
647 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */ 296 slot at once! */
651 decrease_ob (improver); 297 improver->decrease ();
652 weapon->last_eat = 0; 298 weapon->last_eat = 0;
653 return 1; 299 return 1;
654} 300}
655
656 301
657/** 302/**
658 * 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.
659 * This is the new improve weapon code. 304 * This is the new improve weapon code.
660 * 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.
663 * 308 *
664 * 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
665 * 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 ??
666 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
667 */ 312 */
668int 313static int
669improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
670{ 315{
671 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
672 317
673 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon); 319 return prepare_weapon (op, improver, weapon);
675 320
676 if (weapon->level == 0) 321 if (weapon->level == 0)
677 { 322 {
678 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.>");
679 return 0; 326 return 0;
680 } 327 }
681 328
682 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
683 { 331 {
684 op->failmsg ("This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
685 return 0; 333 return 0;
686 } 334 }
687 335
688 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))
689 { 338 {
690 op->failmsg ("Improving the weapon will make it too " 339 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you " 340 "powerful for you to use. Unready it if you "
692 "really want to improve it."); 341 "really want to improve it.");
693 return 0; 342 return 0;
704 weapon->weight += 5000; /* 5 KG's */ 353 weapon->weight += 5000; /* 5 KG's */
705 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));
706 weapon->last_eat++; 355 weapon->last_eat++;
707 356
708 weapon->item_power++; 357 weapon->item_power++;
709 decrease_ob (improver); 358 improver->decrease ();
710 return 1; 359 return 1;
711 } 360 }
712 361
713 if (improver->stats.sp == IMPROVE_WEIGHT) 362 if (improver->stats.sp == IMPROVE_WEIGHT)
714 { 363 {
718 weapon->weight = 1; 367 weapon->weight = 1;
719 368
720 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));
721 weapon->last_eat++; 370 weapon->last_eat++;
722 weapon->item_power++; 371 weapon->item_power++;
723 decrease_ob (improver); 372 improver->decrease ();
724 return 1; 373 return 1;
725 } 374 }
375
726 if (improver->stats.sp == IMPROVE_ENCHANT) 376 if (improver->stats.sp == IMPROVE_ENCHANT)
727 { 377 {
728 weapon->magic++; 378 weapon->magic++;
729 weapon->last_eat++; 379 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 380 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 decrease_ob (improver); 381 improver->decrease ();
732 weapon->item_power++; 382 weapon->item_power++;
733 return 1; 383 return 1;
734 } 384 }
735 385
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 386 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
741 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
742 392
743 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
744 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
745 { 395 {
746 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);
747 return 0; 397 return 0;
748 } 398 }
749 399
750 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
751 weapon->item_power++; 401 weapon->item_power++;
770/** 420/**
771 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
772 * 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, ...),
773 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
774 */ 424 */
775int 425static int
776check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
777{ 427{
778 object *otmp;
779
780 if (op->type != PLAYER) 428 if (op->type != PLAYER)
781 return 0; 429 return 0;
782 430
783 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))
784 { 432 {
785 op->failmsg ("Something blocks the magic of the scroll!"); 433 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 434 return 0;
787 } 435 }
788 436
789 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
438
790 if (!otmp) 439 if (!otmp)
791 { 440 {
792 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.>");
793 return 0; 442 return 0;
794 } 443 }
795 444
796 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
797 { 446 {
798 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!");
799 return 0; 454 return 0;
800 } 455 }
801 456
802 op->statusmsg ("Applied weapon builder."); 457 op->statusmsg ("Applied weapon builder.");
803 458
826 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
827 * the users level or 90) 482 * the users level or 90)
828 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
829 * changing of physical area right now. 484 * changing of physical area right now.
830 */ 485 */
831int 486static int
832improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
833{ 488{
834 object *tmp;
835
836 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
837 { 490 {
838 op->failmsg ("This armour can not be enchanted any further!"); 491 op->failmsg ("This armour can not be enchanted any further!");
839 return 0; 492 return 0;
840 } 493 }
851 } 504 }
852 505
853 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
854 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
855 */ 508 */
856 if (armour->nrof > 1) 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
857 tmp = get_split_ob (armour, armour->nrof - 1);
858 else
859 tmp = NULL;
860 510
861 armour->magic++; 511 armour->magic++;
862 512
863 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
864 { 514 {
901 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);
902 552
903 if (op->type == PLAYER) 553 if (op->type == PLAYER)
904 { 554 {
905 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
906 if (QUERY_FLAG (armour, FLAG_APPLIED)) 556
557 if (armour->flag [FLAG_APPLIED])
907 op->update_stats (); 558 op->update_stats ();
908 } 559 }
909 560
910 decrease_ob (improver); 561 improver->decrease ();
911 562
912 if (tmp) 563 if (tmp)
913 { 564 op->insert (tmp);
914 insert_ob_in_ob (tmp, op);
915 esrv_send_item (op, tmp);
916 }
917 565
918 return 1; 566 return 1;
919} 567}
920 568
921/* 569/*
925 * Takes one type of items and makes another. 573 * Takes one type of items and makes another.
926 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
927 * 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
928 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
929 */ 577 */
930static int 578int
931convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
932{ 580{
933 sint64 nr, price_in; 581 sint64 nr = 0, price_in;
934 582
935 if (item->flag [FLAG_UNPAID]) 583 if (item->flag [FLAG_UNPAID])
936 return 0; 584 return 0;
937 585
938 shstr conv_from = converter->slaying; 586 shstr conv_from = converter->slaying;
939 archetype *conv_to = converter->other_arch; 587 archetype *conv_to = converter->other_arch;
940 sint64 need = converter->stats.food; 588 sint64 need = converter->stats.food;
941 sint64 give = converter->stats.sp; 589 sint64 give = converter->stats.sp;
942 590
955 603
956 converter->play_sound (sound_find ("shop_buy")); 604 converter->play_sound (sound_find ("shop_buy"));
957 605
958 sint64 cost = (nr * need + item->value - 1) / item->value; 606 sint64 cost = (nr * need + item->value - 1) / item->value;
959 607
960 decrease_ob_nr (item, cost); 608 item->decrease (cost);
961 609
962 price_in = cost * item->value; 610 price_in = cost * item->value;
963 } 611 }
964 else 612 else
965 { 613 {
971 converter->play_sound (sound_find ("convert_item")); 619 converter->play_sound (sound_find ("convert_item"));
972 620
973 if (need) 621 if (need)
974 { 622 {
975 nr = sint64 (item->nrof) / need; 623 nr = sint64 (item->nrof) / need;
976 decrease_ob_nr (item, nr * need); 624 item->decrease (nr * need);
977 price_in = nr * need * item->value; 625 price_in = nr * need * item->value;
978 } 626 }
979 else 627 else
980 { 628 {
981 price_in = item->value; 629 price_in = item->value;
993 ob_to_copy = converter->inv; 641 ob_to_copy = converter->inv;
994 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++)
995 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
996 ob_to_copy = ob; 644 ob_to_copy = ob;
997 645
998 item = object_create_clone (ob_to_copy); 646 item = ob_to_copy->deep_clone ();
999 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
1000 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1001 } 649 }
1002 else 650 else
1003 { 651 {
1004 if (!conv_to) 652 if (!conv_to)
1016 item->nrof = give; 664 item->nrof = give;
1017 665
1018 if (nr) 666 if (nr)
1019 item->nrof *= nr; 667 item->nrof *= nr;
1020 668
1021 if (is_in_shop (converter)) 669 if (converter->flag [FLAG_PRECIOUS])
1022 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 }
1023 else if (price_in < sint64 (item->nrof) * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
1024 { 681 {
1025 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",
1026 &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);
1027 /** 684 /**
1028 * 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
1029 * hopefully had something in mind when doing this. 686 * hopefully had something in mind when doing this.
1030 */ 687 */
1031 } 688 }
1032 689
1033 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
1034 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);
1035 return 1; 696 return 1;
1036} 697}
1037 698
1038/** 699/**
1039 * Handle apply on containers. 700 * Handle apply on containers.
1040 * By Eneq(@csd.uu.se). 701 * By Eneq(@csd.uu.se).
1041 * 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]
1042 * added the alchemical cauldron to the code -b.t. 703 * added the alchemical cauldron to the code -b.t.
1043 */ 704 */
1044int 705static int
1045apply_container (object *op, object *sack) 706apply_container (object *op, object *sack)
1046{ 707{
1047 if (op->type != PLAYER || !op->contr->ns) 708 if (op->type != PLAYER || !op->contr->ns)
1048 return 0; /* This might change */ 709 return 0; /* This might change */
1049 710
1062 } 723 }
1063 724
1064 // 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
1065 if (sack->flag [FLAG_APPLIED]) 726 if (sack->flag [FLAG_APPLIED])
1066 { 727 {
1067 if (op->container == sack) 728 if (op->container_ () == sack)
1068 { 729 {
1069 // open on ground or inv, so close 730 // open on ground or inv, so close
1070 op->close_container (); 731 op->close_container ();
1071 return 1; 732 return 1;
1072 } 733 }
1073 else if (!sack->env) 734 else if (!sack->env)
1074 { 735 {
1075 // active, but not ours: some other player has opened it 736 // active on floor, but not ours: some other player has opened it
737 // normally this only happens to dms standing on the same space.
738 // but it doesn't hurt to handle it.
1076 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 739 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1077 return 1; 740 return 1;
1078 } 741 }
742 }
1079 743
1080 // fall through to opening it (active in inv) 744 // it's locked?
745 if (sack->slaying)
1081 } 746 {
1082 else if (sack->env) 747 if (object *tmp = find_key (op, op, sack))
748 {
749 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
750 }
751 else
752 {
753 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
754 esrv_update_item (UPD_FLAGS, op, sack);
755 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
756 return 1;
757 }
758 }
759
760 if (sack->env && !sack->flag [FLAG_APPLIED])
1083 { 761 {
1084 // it is in our env, so activate it, do not open yet 762 // it is in our env, so activate it, do not open yet
1085 op->close_container (); 763 op->close_container ();
1086 sack->flag [FLAG_APPLIED] = 1; 764 sack->flag [FLAG_APPLIED] = true;
1087 esrv_update_item (UPD_FLAGS, op, sack); 765 esrv_update_item (UPD_FLAGS, op, sack);
1088 op->statusmsg (format ("You ready %s.", query_name (sack))); 766 op->statusmsg (format ("You ready %s.", query_name (sack)));
1089 return 1;
1090 }
1091
1092 // it's locked?
1093 if (sack->slaying)
1094 { 767 }
1095 if (object *tmp = find_key (op, op, sack))
1096 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1097 else 768 else
1098 {
1099 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1100 return 1;
1101 }
1102 }
1103
1104 op->open_container (sack); 769 op->open_container (sack);
1105 770
1106 return 1; 771 return 1;
1107} 772}
1108 773
1109/** 774/**
1115{ 780{
1116 /* Only players can make sacrifices on spell casting altars. */ 781 /* Only players can make sacrifices on spell casting altars. */
1117 if (altar->inv && (!originator || originator->type != PLAYER)) 782 if (altar->inv && (!originator || originator->type != PLAYER))
1118 return 0; 783 return 0;
1119 784
1120 if (operate_altar (altar, &sacrifice)) 785 if (operate_altar (altar, &sacrifice, originator))
1121 { 786 {
1122 /* Simple check. Unfortunately, it means you can't cast magic bullet 787 /* Simple check. Unfortunately, it means you can't cast magic bullet
1123 * with an altar. We call it a Potion - altars are stationary - it 788 * with an altar. We call it a Potion - altars are stationary - it
1124 * is up to map designers to use them properly. 789 * is up to map designers to use them properly.
1125 */ 790 */
1134/* push_button (altar);*/ 799/* push_button (altar);*/
1135 } 800 }
1136 else 801 else
1137 { 802 {
1138 altar->value = 1; /* works only once */ 803 altar->value = 1; /* works only once */
1139 push_button (altar); 804 push_button (altar, originator);
1140 } 805 }
1141 806
1142 return !sacrifice; 807 return !sacrifice;
1143 } 808 }
1144 else 809 else
1157{ 822{
1158 int rv = 0; 823 int rv = 0;
1159 double opinion; 824 double opinion;
1160 object *tmp, *next; 825 object *tmp, *next;
1161 826
1162 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 827 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1163 828
1164 bool has_unpaid = false; 829 bool has_unpaid = false;
1165 830
1166 // quite inefficient to do this here twice, but the api doesn'T lend itself to 831 // quite inefficient to do this here twice, but the api doesn't lend itself to
1167 // a quick and small change :( 832 // a quick and small change :(
1168 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 833 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1169 if (item->flag [FLAG_UNPAID]) 834 if (item->flag [FLAG_UNPAID])
1170 { 835 {
1171 has_unpaid = true; 836 has_unpaid = true;
1172 break; 837 break;
1173 } 838 }
1174 839
1175 if (op->type != PLAYER) 840 if (!op->is_player ())
1176 { 841 {
1177 /* Remove all the unpaid objects that may be carried here. 842 /* Remove all the unpaid objects that may be carried here.
1178 * This could be pets or monsters that are somehow in 843 * This could be pets or monsters that are somehow in
1179 * the shop. 844 * the shop.
1180 */ 845 */
1181 for (tmp = op->inv; tmp; tmp = next) 846 for (tmp = op->inv; tmp; tmp = next)
1182 { 847 {
1183 next = tmp->below; 848 next = tmp->below;
1184 849
1185 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 850 if (tmp->flag [FLAG_UNPAID])
1186 { 851 {
1187 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 852 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1188 853
854 if (i >= 0)
1189 tmp->remove (); 855 tmp->move (i);
1190
1191 if (i == -1)
1192 i = 0;
1193
1194 tmp->map = op->map;
1195 tmp->x = op->x + freearr_x[i];
1196 tmp->y = op->y + freearr_y[i];
1197 insert_ob_in_map (tmp, op->map, op, 0);
1198 } 856 }
1199 } 857 }
1200 858
1201 /* Don't teleport things like spell effects */ 859 /* Don't teleport things like spell effects */
1202 if (QUERY_FLAG (op, FLAG_NO_PICK)) 860 if (op->flag [FLAG_NO_PICK])
1203 return 0; 861 return 0;
1204 862
1205 /* unpaid objects, or non living objects, can't transfer by 863 /* unpaid objects, or non living objects, can't transfer by
1206 * shop mats. Instead, put it on a nearby space. 864 * shop mats. Instead, put it on a nearby space.
1207 */ 865 */
1208 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 866 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1209 { 867 {
1210 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 868 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1211 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 869 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1212 870
1213 if (i != -1) 871 if (i != -1)
1214 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 872 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1215 873
1216 return 0; 874 return 0;
1217 } 875 }
876
1218 /* Removed code that checked for multipart objects - it appears that 877 /* Removed code that checked for multipart objects - it appears that
1219 * the teleport function should be able to handle this just fine. 878 * the teleport function should be able to handle this just fine.
1220 */ 879 */
1221 rv = teleport (shop_mat, SHOP_MAT, op); 880 rv = teleport (shop_mat, SHOP_MAT, op);
1222 } 881 }
1225 /* this is only used for players */ 884 /* this is only used for players */
1226 rv = teleport (shop_mat, SHOP_MAT, op); 885 rv = teleport (shop_mat, SHOP_MAT, op);
1227 886
1228 if (has_unpaid) 887 if (has_unpaid)
1229 op->contr->play_sound (sound_find ("shop_buy")); 888 op->contr->play_sound (sound_find ("shop_buy"));
1230 else if (is_in_shop (op)) 889 else if (op->is_in_shop ())
1231 op->contr->play_sound (sound_find ("shop_enter")); 890 op->contr->play_sound (sound_find ("shop_enter"));
1232 else 891 else
1233 op->contr->play_sound (sound_find ("shop_leave")); 892 op->contr->play_sound (sound_find ("shop_leave"));
1234 893
1235 if (shop_mat->msg) 894 if (shop_mat->msg)
1236 op->statusmsg (shop_mat->msg); 895 op->statusmsg (shop_mat->msg);
1237 /* This check below is a bit simplistic - generally it should be correct, 896 /* This check below is a bit simplistic - generally it should be correct,
1238 * but there is never a guarantee that the bottom space on the map is 897 * but there is never a guarantee that the bottom space on the map is
1239 * actually the shop floor. 898 * actually the shop floor.
1240 */ 899 */
1241 else if (!rv && !is_in_shop (op)) 900 else if (!rv && !op->is_in_shop ())
1242 { 901 {
1243 opinion = shopkeeper_approval (op->map, op); 902 opinion = shopkeeper_approval (op->map, op);
1244 903
1245 op->statusmsg ( 904 op->statusmsg (
1246 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 905 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1267 op->y += freearr_y[i]; 926 op->y += freearr_y[i];
1268 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 927 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1269 } 928 }
1270 } 929 }
1271 930
1272 CLEAR_FLAG (op, FLAG_NO_APPLY); 931 op->clr_flag (FLAG_NO_APPLY);
1273 return rv; 932 return rv;
1274} 933}
1275 934
1276/** 935/**
1277 * Handles applying a sign. 936 * Handles applying a sign.
1278 */ 937 */
1279static void 938static void
1280apply_sign (object *op, object *sign, int autoapply) 939apply_sign (object *op, object *sign, int autoapply)
1281{ 940{
1282 readable_message_type *msgType; 941 if (!op->is_player())
942 return;
943
944 if (sign->has_dialogue ())
945 {
946 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
947 return;
948 }
1283 949
1284 if (!sign->msg) 950 if (!sign->msg)
1285 { 951 {
1286 op->statusmsg ("Nothing is written on it."); 952 op->contr->infobox (MSG_CHANNEL ("examine"),
953 format ("T<%s>\n\n Nothing %sis written on it.",
954 &sign->name,
955 sign->name == sign->arch->name ? "" : "else "));
1287 return; 956 return;
1288 } 957 }
1289 958
1290 if (sign->stats.food) 959 if (sign->stats.food)
1291 { 960 {
1292 if (sign->last_eat >= sign->stats.food) 961 if (sign->last_eat >= sign->stats.food)
1293 { 962 {
1294 if (!sign->move_on) 963 if (!sign->move_on)
1295 op->statusmsg ("You cannot read it anymore."); 964 op->failmsg ("You cannot read it anymore.");
1296 965
1297 return; 966 return;
1298 } 967 }
1299 968
1300 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 969 if (!op->flag [FLAG_WIZPASS])
1301 sign->last_eat++; 970 sign->last_eat++;
1302 } 971 }
1303 972
1304 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 973 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1305 * No way to know for sure. The presumption is basically that if 974 * No way to know for sure. The presumption is basically that if
1306 * move_on is zero, it needs to be manually applied (doesn't talk 975 * move_on is zero, it needs to be manually applied (doesn't talk
1307 * to us). 976 * to us).
1308 */ 977 */
1309 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 978 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1310 { 979 {
1311 op->failmsg ("You are unable to read while blind!"); 980 op->failmsg ("You are unable to read while blind!");
1312 return; 981 return;
1313 } 982 }
1314 983
1318 if (sign->sound) 987 if (sign->sound)
1319 ns->play_sound (sign->sound); 988 ns->play_sound (sign->sound);
1320 else if (autoapply) 989 else if (autoapply)
1321 ns->play_sound (sound_find ("msg_voice")); 990 ns->play_sound (sound_find ("msg_voice"));
1322 991
1323 if (ns->can_msg)
1324 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 992 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1325 else
1326 {
1327 msgType = get_readable_message_type (sign);
1328 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1329 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1330 }
1331 } 993 }
1332} 994}
1333 995
1334/** 996static void
1335 * 'victim' moves onto 'trap'
1336 * 'victim' leaves 'trap'
1337 * effect is determined by move_on/move_off of trap and move_type of victime.
1338 *
1339 * originator: Player, monster or other object that caused 'victim' to move
1340 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1341 * However, some types of traps require an originator to function.
1342 */
1343void
1344move_apply (object *trap, object *victim, object *originator) 997move_apply_hole (object *trap, object *victim)
1345{ 998{
1346 static int recursion_depth = 0; 999 /* Hole not open? */
1347 1000 if (trap->stats.wc > 0)
1348 /* Only exits affect DMs. */
1349 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1350 return; 1001 return;
1351 1002
1352 /* move_apply() is the most likely candidate for causing unwanted and 1003 /* Is this a multipart monster and not the head? If so, return.
1353 * possibly unlimited recursion. 1004 * Processing will happen if the head runs into the pit
1354 */ 1005 */
1355 /* The following was changed because it was causing perfeclty correct 1006 if (victim->head)
1356 * maps to fail. 1) it's not an error to recurse:
1357 * rune detonates, summoning monster. monster lands on nearby rune.
1358 * nearby rune detonates. This sort of recursion is expected and
1359 * proper. This code was causing needless crashes.
1360 */
1361 if (recursion_depth >= 500)
1362 {
1363 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1364 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1365 return; 1007 return;
1366 }
1367 1008
1368 recursion_depth++; 1009 // now find all possible locations and randomly pick one
1369 if (trap->head) 1010 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1370 trap = trap->head; 1011 trap->range >= 3 ? SIZEOFFREE3 + 1
1012 : trap->range >= 2 ? SIZEOFFREE2 + 1
1013 : trap->range >= 1 ? SIZEOFFREE1 + 1
1014 : SIZEOFFREE0 + 1);
1371 1015
1372 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1016 if (dir < 0)
1373 goto leave; 1017 return;
1374 1018
1375 switch (trap->type)
1376 {
1377 case PLAYERMOVER:
1378 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1379 {
1380 if (!trap->stats.maxsp)
1381 trap->stats.maxsp = 2;
1382
1383 /* Is this correct? From the docs, it doesn't look like it
1384 * should be divided by trap->speed
1385 */
1386 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1387
1388 /* Just put in some sanity check. I think there is a bug in the
1389 * above with some objects have zero speed, and thus the player
1390 * getting permanently paralyzed.
1391 */
1392 if (victim->speed_left < -50.f)
1393 victim->speed_left = -50.f;
1394 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1395 }
1396 goto leave;
1397
1398 case SPINNER:
1399 if (victim->direction)
1400 {
1401 victim->direction = absdir (victim->direction - trap->stats.sp);
1402 update_turn_face (victim);
1403 }
1404 goto leave;
1405
1406 case DIRECTOR:
1407 if (victim->direction && !should_director_abort (trap, victim))
1408 {
1409 victim->direction = trap->stats.sp;
1410 update_turn_face (victim);
1411 }
1412 goto leave;
1413
1414 case BUTTON:
1415 case PEDESTAL:
1416 update_button (trap);
1417 goto leave;
1418
1419 case ALTAR:
1420 /* sacrifice victim on trap */
1421 apply_altar (trap, victim, originator);
1422 goto leave;
1423
1424 case THROWN_OBJ:
1425 if (trap->inv == NULL)
1426 goto leave;
1427 /* fallthrough */
1428
1429 case ARROW:
1430 /* bad bug: monster throw a object, make a step forwards, step on object ,
1431 * trigger this here and get hit by own missile - and will be own enemy.
1432 * Victim then is his own enemy and will start to kill herself (this is
1433 * removed) but we have not synced victim and his missile. To avoid senseless
1434 * action, we avoid hits here
1435 */
1436 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1437 hit_with_arrow (trap, victim);
1438 goto leave;
1439
1440 case SPELL_EFFECT:
1441 apply_spell_effect (trap, victim);
1442 goto leave;
1443
1444 case TRAPDOOR:
1445 {
1446 int max, sound_was_played;
1447 object *ab, *ab_next;
1448
1449 if (!trap->value)
1450 {
1451 int tot;
1452
1453 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1455 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1456
1457 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1458 goto leave;
1459
1460 SET_ANIMATION (trap, trap->value);
1461 update_object (trap, UP_OBJ_FACE);
1462 }
1463
1464 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1465 {
1466 /* need to set this up, since if we do transfer the object,
1467 * ab->above would be bogus
1468 */
1469 ab_next = ab->above;
1470
1471 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1472 {
1473 if (!sound_was_played)
1474 {
1475 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1476 sound_was_played = 1;
1477 }
1478
1479 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1480 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1481 }
1482 }
1483 goto leave;
1484 }
1485
1486 case CONVERTER:
1487 if (convert_item (victim, trap) < 0)
1488 {
1489 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1490 get_archetype ("burnout")->insert_at (trap, trap);
1491 }
1492
1493 goto leave;
1494
1495 case TRIGGER_BUTTON:
1496 case TRIGGER_PEDESTAL:
1497 case TRIGGER_ALTAR:
1498 check_trigger (trap, victim);
1499 goto leave;
1500
1501 case DEEP_SWAMP:
1502 walk_on_deep_swamp (trap, victim);
1503 goto leave;
1504
1505 case CHECK_INV:
1506 check_inv (victim, trap);
1507 goto leave;
1508
1509 case HOLE:
1510 /* Hole not open? */
1511 if (trap->stats.wc > 0)
1512 goto leave;
1513
1514 /* Is this a multipart monster and not the head? If so, return.
1515 * Processing will happen if the head runs into the pit
1516 */
1517 if (victim->head)
1518 goto leave;
1519
1520 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); 1019 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1521 victim->statusmsg ("You fall through the hole!", NDI_RED); 1020 victim->statusmsg ("You fall through the hole!", NDI_RED);
1522 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1523 goto leave;
1524 1021
1525 case EXIT: 1022 transfer_ob (victim,
1526 if (victim->type == PLAYER && EXIT_PATH (trap)) 1023 EXIT_X (trap) + freearr_x[dir],
1527 { 1024 EXIT_Y (trap) + freearr_y[dir],
1528 /* Basically, don't show exits leading to random maps the 1025 0, victim);
1529 * players output.
1530 */
1531 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1532 victim->statusmsg (trap->msg, NDI_NAVY);
1533
1534 trap->play_sound (trap->sound);
1535 victim->enter_exit (trap);
1536 }
1537 goto leave;
1538
1539 case ENCOUNTER:
1540 /* may be some leftovers on this */
1541 goto leave;
1542
1543 case SHOP_MAT:
1544 apply_shop_mat (trap, victim);
1545 goto leave;
1546
1547 /* Drop a certain amount of gold, and have one item identified */
1548 case IDENTIFY_ALTAR:
1549 apply_id_altar (victim, trap, originator);
1550 goto leave;
1551
1552 case SIGN:
1553 if (victim->type != PLAYER && trap->stats.food > 0)
1554 goto leave; /* monsters musn't apply magic_mouths with counters */
1555
1556 apply_sign (victim, trap, 1);
1557 goto leave;
1558
1559 case CONTAINER:
1560 apply_container (victim, trap);
1561 goto leave;
1562
1563 case RUNE:
1564 case TRAP:
1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1566 spring_trap (trap, victim);
1567 goto leave;
1568
1569 default:
1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1572 goto leave;
1573 }
1574
1575leave:
1576 recursion_depth--;
1577}
1578
1579/**
1580 * Handles reading a regular (ie not containing a spell) book.
1581 */
1582static void
1583apply_book (object *op, object *tmp)
1584{
1585 int lev_diff;
1586 object *skill_ob;
1587
1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1589 {
1590 op->failmsg ("You are unable to read while blind!");
1591 return;
1592 }
1593
1594 if (!tmp->msg)
1595 {
1596 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1597 return;
1598 }
1599
1600 /* need a literacy skill to read stuff! */
1601 skill_ob = find_skill_by_name (op, tmp->skill);
1602 if (!skill_ob)
1603 {
1604 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1605 return;
1606 }
1607
1608 lev_diff = tmp->level - (skill_ob->level + 5);
1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1610 {
1611 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1612 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1613 : lev_diff < 5 ? "This book is beyond your comprehension."
1614 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1615 : lev_diff < 15 ? "This book is way beyond your comprehension."
1616 : "This book is totally beyond your comprehension.");
1617 return;
1618 }
1619
1620 readable_message_type *msgType = get_readable_message_type (tmp);
1621
1622 if (player *pl = op->contr)
1623 if (client *ns = pl->ns)
1624 if (ns->can_msg)
1625 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1626 else
1627 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1628 msgType->message_type, msgType->message_subtype,
1629 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1630 long_desc (tmp, op), &tmp->msg);
1631
1632 /* gain xp from reading */
1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1634 { /* only if not read before */
1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1636
1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1638 {
1639 /*exp_gain *= 2; because they just identified it too */
1640 SET_FLAG (tmp, FLAG_IDENTIFIED);
1641
1642 /* If in a container, update how it looks */
1643 if (tmp->env)
1644 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1645 else
1646 op->contr->ns->floorbox_update ();
1647 }
1648
1649 change_exp (op, exp_gain, skill_ob->skill, 0);
1650 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1651 }
1652}
1653
1654/**
1655 * Handles the applying of a skill scroll, calling learn_skill straight.
1656 * op is the person learning the skill, tmp is the skill scroll object
1657 */
1658static void
1659apply_skillscroll (object *op, object *tmp)
1660{
1661 switch (learn_skill (op, tmp))
1662 {
1663 case 0:
1664 op->play_sound (sound_find ("generic_fail"));
1665 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1666 break;
1667
1668 case 1:
1669 decrease_ob (tmp);
1670 op->play_sound (sound_find ("skill_learn"));
1671 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1672 break;
1673
1674 default:
1675 decrease_ob (tmp);
1676 op->play_sound (sound_find ("generic_fail"));
1677 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1678 break;
1679 }
1680}
1681
1682/**
1683 * Actually makes op learn spell.
1684 * Informs player of what happens.
1685 */
1686void
1687do_learn_spell (object *op, object *spell, int special_prayer)
1688{
1689 object *tmp;
1690
1691 if (op->type != PLAYER)
1692 {
1693 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1694 return;
1695 }
1696
1697 /* Upgrade special prayers to normal prayers */
1698 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1699 {
1700 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1701 {
1702 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1703 return;
1704 }
1705 return;
1706 }
1707
1708 op->contr->play_sound (sound_find ("learn_spell"));
1709
1710 tmp = spell->clone ();
1711 insert_ob_in_ob (tmp, op);
1712
1713 if (special_prayer)
1714 SET_FLAG (tmp, FLAG_STARTEQUIP);
1715
1716 esrv_add_spells (op->contr, tmp);
1717}
1718
1719/**
1720 * Erases spell from player's inventory.
1721 */
1722void
1723do_forget_spell (object *op, const char *spell)
1724{
1725 object *spob;
1726
1727 if (op->type != PLAYER)
1728 {
1729 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1730 return;
1731 }
1732 if ((spob = check_spell_known (op, spell)) == NULL)
1733 {
1734 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1735 return;
1736 }
1737
1738 op->failmsg (format ("You lose knowledge of %s.", spell));
1739 player_unready_range_ob (op->contr, spob);
1740 esrv_remove_spell (op->contr, spob);
1741 spob->destroy ();
1742}
1743
1744/**
1745 * Handles player applying a spellbook.
1746 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1747 * stuff like that. Random learning failure too.
1748 */
1749static void
1750apply_spellbook (object *op, object *tmp)
1751{
1752 object *skop, *spell, *spell_skill;
1753
1754 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1755 {
1756 op->failmsg ("You are unable to read while blind.");
1757 return;
1758 }
1759
1760 /* artifact_spellbooks have 'slaying' field point to a spell name,
1761 * instead of having their spell stored in stats.sp. These are
1762 * legacy spellbooks
1763 */
1764 if (tmp->slaying)
1765 {
1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1767 if (!spell)
1768 {
1769 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1770 return;
1771 }
1772 else
1773 insert_ob_in_ob (spell, tmp);
1774
1775 tmp->slaying = 0;
1776 }
1777
1778 skop = find_skill_by_name (op, tmp->skill);
1779
1780 /* need a literacy skill to learn spells. Also, having a literacy level
1781 * lower than the spell will make learning the spell more difficult */
1782 if (!skop)
1783 {
1784 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1785 return;
1786 }
1787
1788 spell = tmp->inv;
1789
1790 if (!spell)
1791 {
1792 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1793 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1794 return;
1795 }
1796
1797 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1798 {
1799 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1800 return;
1801 }
1802
1803 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1804
1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1806 {
1807 identify (tmp);
1808
1809 if (tmp->env)
1810 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1811 else
1812 op->contr->ns->floorbox_update ();
1813 }
1814
1815 /* I removed the check for special_prayer_mark here - it didn't make
1816 * a lot of sense - special prayers are not found in spellbooks, and
1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1818 * they would have a special prayer mark.
1819 */
1820 if (check_spell_known (op, spell->name))
1821 {
1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1823 return;
1824 }
1825
1826 if (spell->skill)
1827 {
1828 spell_skill = find_skill_by_name (op, spell->skill);
1829
1830 if (!spell_skill)
1831 {
1832 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1833 return;
1834 }
1835
1836 if (spell_skill->level < spell->level)
1837 {
1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1839 return;
1840 }
1841 }
1842
1843 /* Logic as follows
1844 *
1845 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1846 *
1847 * 2- The learner's skill level in literacy adjusts the chance to learn
1848 * a spell.
1849 *
1850 * 3 -Automatically fail to learn if you read while confused
1851 *
1852 * Overall, chances are the same but a player will find having a high
1853 * literacy rate very useful! -b.t.
1854 */
1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1856 {
1857 op->failmsg ("In your confused state you flub the wording of the text!");
1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1859 }
1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1862 {
1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1864 do_learn_spell (op, spell, 0);
1865
1866 /* xp gain to literacy for spell learning */
1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1869 }
1870 else
1871 {
1872 op->contr->play_sound (sound_find ("fumble_spell"));
1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 }
1875
1876 decrease_ob (tmp);
1877}
1878
1879/**
1880 * Handles applying a spell scroll.
1881 */
1882void
1883apply_scroll (object *op, object *tmp, int dir)
1884{
1885 object *skop;
1886
1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1888 {
1889 op->failmsg ("You are unable to read while blind.");
1890 return;
1891 }
1892
1893 if (!tmp->inv || tmp->inv->type != SPELL)
1894 {
1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1896 return;
1897 }
1898
1899 if (op->type == PLAYER)
1900 {
1901 /* players need a literacy skill to read stuff! */
1902 int exp_gain = 0;
1903
1904 /* hard code literacy - tmp->skill points to where the exp
1905 * should go for anything killed by the spell.
1906 */
1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1908
1909 if (!skop)
1910 {
1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1912 return;
1913 }
1914
1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1916 change_exp (op, exp_gain, skop->skill, 0);
1917 }
1918
1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1920 identify (tmp);
1921
1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923
1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925 decrease_ob (tmp);
1926}
1927
1928/**
1929 * Applies a treasure object - by default, chest. op
1930 * is the person doing the applying, tmp is the treasure
1931 * chest.
1932 */
1933static void
1934apply_treasure (object *op, object *tmp)
1935{
1936 /* Nice side effect of this treasure creation method is that the treasure
1937 * for the chest is done when the chest is created, and put into the chest
1938 * inventory. So that when the chest burns up, the items still exist. Also
1939 * prevents people from moving chests to more difficult maps to get better
1940 * treasure
1941 */
1942 object *treas = tmp->inv;
1943
1944 if (!treas)
1945 {
1946 op->statusmsg ("The chest was empty.");
1947 decrease_ob (tmp);
1948 return;
1949 }
1950
1951 while (tmp->inv)
1952 {
1953 treas = tmp->inv;
1954 treas->remove ();
1955
1956 treas->x = op->x;
1957 treas->y = op->y;
1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1959
1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1961 spring_trap (treas, op);
1962
1963 /* If either player or container was destroyed, no need to do
1964 * further processing. I think this should be enclused with
1965 * spring trap above, as I don't think there is otherwise
1966 * any way for the treasure chest or player to get killed.
1967 */
1968 if (op->destroyed () || tmp->destroyed ())
1969 break;
1970 }
1971
1972 if (!tmp->destroyed () && !tmp->inv)
1973 decrease_ob (tmp);
1974}
1975
1976/**
1977 * op eats food.
1978 * If player, takes care of messages and dragon special food.
1979 */
1980static void
1981apply_food (object *op, object *tmp)
1982{
1983 int capacity_remaining;
1984
1985 if (op->type != PLAYER)
1986 op->stats.hp = op->stats.maxhp;
1987 else
1988 {
1989 /* check if this is a dragon (player), eating some flesh */
1990 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1991 ;
1992 else
1993 {
1994 /* usual case - no dragon meal: */
1995 if (op->stats.food + tmp->stats.food > 999)
1996 {
1997 if (tmp->type == FOOD || tmp->type == FLESH)
1998 op->failmsg ("You feel full, but what a waste of food!");
1999 else
2000 op->statusmsg ("Most of the drink goes down your face not your throat!");
2001 }
2002
2003 tmp->play_sound (
2004 tmp->sound
2005 ? tmp->sound
2006 : tmp->type == DRINK
2007 ? sound_find ("eat_drink")
2008 : sound_find ("eat_food")
2009 );
2010
2011 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2012 {
2013 const char *buf;
2014
2015 if (!is_dragon_pl (op))
2016 {
2017 /* eating message for normal players */
2018 if (tmp->type == DRINK)
2019 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2020 else
2021 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2022 }
2023 else
2024 /* eating message for dragon players */
2025 buf = format ("The %s tasted terrible!", &tmp->name);
2026
2027 op->statusmsg (buf);
2028
2029 capacity_remaining = 999 - op->stats.food;
2030 op->stats.food += tmp->stats.food;
2031 if (capacity_remaining < tmp->stats.food)
2032 op->stats.hp += capacity_remaining / 50;
2033 else
2034 op->stats.hp += tmp->stats.food / 50;
2035
2036 if (op->stats.hp > op->stats.maxhp)
2037 op->stats.hp = op->stats.maxhp;
2038 if (op->stats.food > 999)
2039 op->stats.food = 999;
2040 }
2041
2042 /* special food hack -b.t. */
2043 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2044 eat_special_food (op, tmp);
2045 }
2046 }
2047
2048 handle_apply_yield (tmp);
2049 decrease_ob (tmp);
2050}
2051
2052/**
2053 * A dragon is eating some flesh. If the flesh contains resistances,
2054 * there is a chance for the dragon's skin to get improved.
2055 *
2056 * attributes:
2057 * object *op the object (dragon player) eating the flesh
2058 * object *meal the flesh item, getting chewed in dragon's mouth
2059 * return:
2060 * int 1 if eating successful, 0 if it doesn't work
2061 */
2062int
2063dragon_eat_flesh (object *op, object *meal)
2064{
2065 object *skin = NULL; /* pointer to dragon skin force */
2066 object *abil = NULL; /* pointer to dragon ability force */
2067 object *tmp = NULL; /* tmp. object */
2068
2069 double chance; /* improvement-chance of one resistance type */
2070 double totalchance = 1; /* total chance of gaining one resistance */
2071 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2072 double mbonus = 0; /* monster bonus */
2073 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2074 int winners = 0; /* number of winners */
2075 int i; /* index */
2076
2077 /* let's make sure and doublecheck the parameters */
2078 if (meal->type != FLESH || !is_dragon_pl (op))
2079 return 0;
2080
2081 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2082 from the player's inventory */
2083 for (tmp = op->inv; tmp; tmp = tmp->below)
2084 if (tmp->type == FORCE)
2085 if (tmp->arch->archname == shstr_dragon_skin_force)
2086 skin = tmp;
2087 else if (tmp->arch->archname == shstr_dragon_ability_force)
2088 abil = tmp;
2089
2090 /* if either skin or ability are missing, this is an old player
2091 which is not to be considered a dragon -> bail out */
2092 if (skin == NULL || abil == NULL)
2093 return 0;
2094
2095 /* now start by filling stomache and health, according to food-value */
2096 if ((999 - op->stats.food) < meal->stats.food)
2097 op->stats.hp += (999 - op->stats.food) / 50;
2098 else
2099 op->stats.hp += meal->stats.food / 50;
2100
2101 if (op->stats.hp > op->stats.maxhp)
2102 op->stats.hp = op->stats.maxhp;
2103
2104 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2105
2106 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2107
2108 /* on to the interesting part: chances for adding resistance */
2109 for (i = 0; i < NROFATTACKS; i++)
2110 {
2111 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2112 {
2113 /* got positive resistance, now calculate improvement chance (0-100) */
2114
2115 /* this bonus makes resistance increase easier at lower levels */
2116 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2117 if (i == abil->stats.exp)
2118 bonus += 5; /* additional bonus for resistance of ability-focus */
2119
2120 /* monster bonus increases with level, because high-level
2121 flesh is too rare */
2122 mbonus = op->level * 20. / ((double) settings.max_level);
2123
2124 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2125 ((double) settings.max_level)) - skin->resist[i];
2126
2127 if (chance >= 0.)
2128 chance += 1.;
2129 else
2130 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2131
2132 /* chance is proportional to amount of resistance (max. 50) */
2133 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2134
2135 /* doubled chance for resistance of ability-focus */
2136 if (i == abil->stats.exp)
2137 chance = MIN (100., chance * 2.);
2138
2139 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2140 if (rndm (10000) < (unsigned int) (chance * 100))
2141 {
2142 atnr_winner[winners] = i;
2143 winners++;
2144 }
2145
2146 if (chance >= 0.01)
2147 totalchance *= 1 - chance / 100;
2148
2149 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2150 }
2151 }
2152
2153 /* inverse totalchance as until now we have the failure-chance */
2154 totalchance = 100 - totalchance * 100;
2155
2156 /* print message according to totalchance */
2157 const char *buf;
2158 if (totalchance > 50.)
2159 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2160 else if (totalchance > 10.)
2161 buf = format ("The %s tasted very good.", &meal->name);
2162 else if (totalchance > 1.)
2163 buf = format ("The %s tasted good.", &meal->name);
2164 else if (totalchance > 0.1)
2165 buf = format ("The %s tasted bland.", &meal->name);
2166 else if (totalchance >= 0.01)
2167 buf = format ("The %s had a boring taste.", &meal->name);
2168 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2169 buf = format ("The %s tasted strange.", &meal->name);
2170 else
2171 buf = format ("The %s had no taste.", &meal->name);
2172
2173 op->statusmsg (buf);
2174
2175 /* now choose a winner if we have any */
2176 i = -1;
2177 if (winners > 0)
2178 i = atnr_winner[RANDOM () % winners];
2179
2180 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2181 {
2182 /* resistance increased! */
2183 skin->resist[i]++;
2184 op->update_stats ();
2185
2186 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2187 }
2188
2189 /* if this flesh contains a new ability focus, we mark it
2190 into the ability_force and it will take effect on next level */
2191 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2192 {
2193 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2194
2195 if (meal->last_eat != abil->stats.exp)
2196 op->statusmsg (format (
2197 "Your metabolism prepares to focus on %s!\n"
2198 "The change will happen at level %d.",
2199 change_resist_msg[meal->last_eat],
2200 abil->level + 1
2201 ));
2202 else
2203 {
2204 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2205 abil->last_eat = 0;
2206 }
2207 }
2208
2209 return 1;
2210}
2211
2212/**
2213 * Handles applying an improve armor scroll.
2214 * Does some sanity checks, then calls improve_armour.
2215 */
2216static void
2217apply_armour_improver (object *op, object *tmp)
2218{
2219 object *armor;
2220
2221 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2222 {
2223 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2224 return;
2225 }
2226
2227 armor = find_marked_object (op);
2228
2229 if (!armor)
2230 {
2231 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2232 return;
2233 }
2234
2235 if (armor->type != ARMOUR
2236 && armor->type != CLOAK
2237 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2238 {
2239 op->failmsg ("Your marked item is not armour!\n");
2240 return;
2241 }
2242
2243 op->statusmsg ("Applying armour enchantment.");
2244 improve_armour (op, tmp, armor);
2245}
2246
2247extern void
2248apply_poison (object *op, object *tmp)
2249{
2250 if (op->type == PLAYER)
2251 {
2252 op->contr->play_sound (sound_find ("drink_poison"));
2253 op->failmsg ("Yech! That tasted poisonous!");
2254 strcpy (op->contr->killer, "poisonous booze");
2255 }
2256
2257 if (tmp->stats.hp > 0)
2258 {
2259 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2260 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2261 }
2262
2263 op->stats.food -= op->stats.food / 4;
2264 handle_apply_yield (tmp);
2265 decrease_ob (tmp);
2266}
2267
2268/**
2269 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2270 * A valid 2 way exit means:
2271 * -You can come back (there is another exit at the other side)
2272 * -You are
2273 * ° the owner of the exit
2274 * ° or in the same party as the owner
2275 *
2276 * Note: a owner in a 2 way exit is saved as the owner's name
2277 * in the field exit->name cause the field exit->owner doesn't
2278 * survive in the swapping (in fact the whole exit doesn't survive).
2279 */
2280int
2281is_legal_2ways_exit (object *op, object *exit)
2282{
2283 if (exit->stats.exp != 1)
2284 return 1; /*This is not a 2 way, so it is legal */
2285
2286#if 0 //TODO
2287 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2288 return 0; /* This is a reset town portal */
2289#endif
2290
2291 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2292
2293 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2294
2295 if (exitmap)
2296 {
2297 exitmap->load_sync ();
2298
2299 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2300
2301 if (!tmp)
2302 return 0;
2303
2304 for (; tmp; tmp = tmp->above)
2305 {
2306 if (tmp->type != EXIT)
2307 continue; /*Not an exit */
2308
2309 if (!EXIT_PATH (tmp))
2310 continue; /*Not a valid exit */
2311
2312 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2313 continue; /*Not in the same place */
2314
2315 if (exit->map->path != EXIT_PATH (tmp))
2316 continue; /*Not in the same map */
2317
2318 /* From here we have found the exit is valid. However we do
2319 * here the check of the exit owner. It is important for the
2320 * town portals to prevent strangers from visiting your appartments
2321 */
2322 if (!exit->race)
2323 return 1; /*No owner, free for all! */
2324
2325 object *exit_owner = 0;
2326
2327 for_all_players (pp)
2328 {
2329 if (!pp->ob)
2330 continue;
2331
2332 if (pp->ob->name != exit->race)
2333 continue;
2334
2335 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2336 break;
2337 }
2338
2339 if (!exit_owner)
2340 return 0; /* No more owner */
2341
2342 if (exit_owner->contr == op->contr)
2343 return 1; /*It is your exit */
2344
2345 if (exit_owner && /*There is a owner */
2346 (op->contr) && /*A player tries to pass */
2347 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2348 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2349 return 0;
2350
2351 return 1;
2352 }
2353 }
2354
2355 return 0;
2356}
2357
2358/**
2359 * Main apply handler.
2360 *
2361 * Checks for unpaid items before applying.
2362 *
2363 * Return value:
2364 * 0: player or monster can't apply objects of that type
2365 * 1: has been applied, or there was an error applying the object
2366 * 2: objects of that type can't be applied if not in inventory
2367 *
2368 * op is the object that is causing object to be applied, tmp is the object
2369 * being applied.
2370 *
2371 * aflag is special (always apply/unapply) flags. Nothing is done with
2372 * them in this function - they are passed to apply_special
2373 */
2374int
2375manual_apply (object *op, object *tmp, int aflag)
2376{
2377 if (tmp->head)
2378 tmp = tmp->head;
2379
2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2381 {
2382 if (op->type == PLAYER)
2383 {
2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2385 return 1;
2386 }
2387 else
2388 return 0; /* monsters just skip unpaid items */
2389 }
2390
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2392 return RESULT_INT (0);
2393
2394 switch (tmp->type)
2395 {
2396 case CF_HANDLE:
2397 op->play_sound (sound_find ("turn_handle"));
2398 op->statusmsg ("You turn the handle.");
2399 tmp->value = tmp->value ? 0 : 1;
2400 SET_ANIMATION (tmp, tmp->value);
2401 update_object (tmp, UP_OBJ_FACE);
2402 push_button (tmp);
2403 return 1;
2404
2405 case TRIGGER:
2406 if (check_trigger (tmp, op))
2407 {
2408 op->statusmsg ("You turn the handle.");
2409 op->play_sound (sound_find ("turn_handle"));
2410 }
2411 else
2412 op->failmsg ("The handle doesn't move.");
2413
2414 return 1;
2415
2416 case EXIT:
2417 if (op->type != PLAYER)
2418 return 0;
2419
2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2421 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2422 else
2423 {
2424 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2426 op->statusmsg (tmp->msg, NDI_NAVY);
2427
2428 op->enter_exit (tmp);
2429 }
2430
2431 return 1;
2432
2433 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg);
2435 // maybe show a spell menu to chose from or something like that
2436 return 1;
2437
2438 case SIGN:
2439 apply_sign (op, tmp, 0);
2440 return 1;
2441
2442 case BOOK:
2443 if (op->type == PLAYER)
2444 {
2445 apply_book (op, tmp);
2446 return 1;
2447 }
2448 else
2449 return 0;
2450
2451 case SKILLSCROLL:
2452 if (op->type == PLAYER)
2453 {
2454 apply_skillscroll (op, tmp);
2455 return 1;
2456 }
2457 else
2458 return 0;
2459
2460 case SPELLBOOK:
2461 if (op->type == PLAYER)
2462 {
2463 apply_spellbook (op, tmp);
2464 return 1;
2465 }
2466 else
2467 return 0;
2468
2469 case SCROLL:
2470 apply_scroll (op, tmp, 0);
2471 return 1;
2472
2473 case POTION:
2474 apply_potion (op, tmp);
2475 return 1;
2476
2477 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed?
2479 case CLOSE_CON:
2480 apply_container (op, tmp->env);
2481 return 1;
2482
2483 case CONTAINER:
2484 apply_container (op, tmp);
2485 return 1;
2486
2487 case TREASURE:
2488 if (op->type == PLAYER)
2489 {
2490 apply_treasure (op, tmp);
2491 return 1;
2492 }
2493 else
2494 return 0;
2495
2496 case WEAPON:
2497 case ARMOUR:
2498 case BOOTS:
2499 case GLOVES:
2500 case AMULET:
2501 case GIRDLE:
2502 case BRACERS:
2503 case SHIELD:
2504 case HELMET:
2505 case RING:
2506 case CLOAK:
2507 case WAND:
2508 case ROD:
2509 case HORN:
2510 case SKILL:
2511 case BOW:
2512 case LAMP:
2513 case BUILDER:
2514 case SKILL_TOOL:
2515 if (tmp->env != op)
2516 return 2; /* not in inventory */
2517
2518 apply_special (op, tmp, aflag);
2519 return 1;
2520
2521 case DRINK:
2522 case FOOD:
2523 case FLESH:
2524 apply_food (op, tmp);
2525 return 1;
2526
2527 case POISON:
2528 apply_poison (op, tmp);
2529 return 1;
2530
2531 case SAVEBED:
2532 return 1;
2533
2534 case ARMOUR_IMPROVER:
2535 if (op->type == PLAYER)
2536 {
2537 apply_armour_improver (op, tmp);
2538 return 1;
2539 }
2540 else
2541 return 0;
2542
2543 case WEAPON_IMPROVER:
2544 check_improve_weapon (op, tmp);
2545 return 1;
2546
2547 case CLOCK:
2548 if (op->type == PLAYER)
2549 {
2550 char buf[MAX_BUF];
2551 timeofday_t tod;
2552
2553 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format (
2556 "It is %d minute%s past %d o'clock %s",
2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 ));
2560 return 1;
2561 }
2562 else
2563 return 0;
2564
2565 case MENU:
2566 if (op->type == PLAYER)
2567 {
2568 shop_listing (tmp, op);
2569 return 1;
2570 }
2571 else
2572 return 0;
2573
2574 case POWER_CRYSTAL:
2575 apply_power_crystal (op, tmp); /* see egoitem.c */
2576 return 1;
2577
2578 case LIGHTER: /* for lighting torches/lanterns/etc */
2579 if (op->type == PLAYER)
2580 {
2581 apply_lighter (op, tmp);
2582 return 1;
2583 }
2584 else
2585 return 0;
2586
2587 case ITEM_TRANSFORMER:
2588 apply_item_transformer (op, tmp);
2589 return 1;
2590
2591 default:
2592 return 0;
2593 }
2594}
2595
2596
2597/* quiet suppresses the "don't know how to apply" and "you must get it first"
2598 * messages as needed by player_apply_below(). But there can still be
2599 * "but you are floating high above the ground" messages.
2600 *
2601 * Same return value as apply() function.
2602 */
2603int
2604player_apply (object *pl, object *op, int aflag, int quiet)
2605{
2606 int tmp;
2607
2608 if (op->env && (pl->move_type & MOVE_FLYING))
2609 {
2610 /* player is flying and applying object not in inventory */
2611 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2612 {
2613 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2614 return 0;
2615 }
2616 }
2617
2618 pl->contr->last_used = op;
2619
2620 tmp = manual_apply (pl, op, aflag);
2621 if (!quiet)
2622 {
2623 if (tmp == 0)
2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2625 else if (tmp == 2)
2626 pl->failmsg ("You must get it first!\n");
2627 }
2628
2629 return tmp;
2630}
2631
2632/**
2633 * player_apply_below attempts to apply the object 'below' the player.
2634 * If the player has an open container, we use that for below, otherwise
2635 * we use the ground.
2636 */
2637void
2638player_apply_below (object *pl)
2639{
2640 int floors = 0;
2641
2642 /* If using a container, set the starting item to be the top
2643 * item in the container. Otherwise, use the map.
2644 * This is perhaps more complicated. However, I want to make sure that
2645 * we don't use a corrupt pointer for the next object, so we get the
2646 * next object in the stack before applying. This is can only be a
2647 * problem if player_apply() has a bug in that it uses the object but does
2648 * not return a proper value.
2649 */
2650 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2651 {
2652 next = tmp->below;
2653
2654 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2655 floors++;
2656 else if (floors > 0)
2657 return; /* process only floor objects after first floor object */
2658
2659 /* If it is visible, player can apply it. If it is applied by
2660 * person moving on it, also activate. Added code to make it
2661 * so that at least one of players movement types be that which
2662 * the item needs.
2663 */
2664 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665 {
2666 if (player_apply (pl, tmp, 0, 1) == 1)
2667 return;
2668 }
2669 if (floors >= 2)
2670 return; /* process at most two floor objects */
2671 }
2672} 1026}
2673 1027
2674/** 1028/**
2675 * Unapplies specified item. 1029 * Unapplies specified item.
2676 * No check done on cursed/damned. 1030 * No check done on cursed/damned.
2677 * Break this out of apply_special - this is just done 1031 * Break this out of apply_special - this is just done
2678 * to keep the size of apply_special to a more managable size. 1032 * to keep the size of apply_special to a more managable size.
2679 */ 1033 */
2680static int 1034static bool
2681unapply_special (object *who, object *op, int aflags) 1035unapply_special (object *who, object *op, int aflags)
2682{ 1036{
2683 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1037 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2684 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1038 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2685 return RESULT_INT (0); 1039 return RESULT_INT (0);
2686 1040
2687 CLEAR_FLAG (op, FLAG_APPLIED); 1041 if (who->current_weapon == op)
1042 who->current_weapon = 0;
1043
1044 op->flag [FLAG_APPLIED] = false;
2688 1045
2689 switch (op->type) 1046 switch (op->type)
2690 { 1047 {
2691 case SKILL_TOOL: 1048 case SKILL:
1049 if (player *pl = who->contr)
1050 if (op->invisible)
1051 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1052 else
1053 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1054
1055 change_abil (who, op);
1056 who->flag [FLAG_READY_SKILL] = false;
1057 break;
1058
1059 case WEAPON:
1060 who->statusmsg (format ("You unwield %s.", query_name (op)));
1061 change_abil (who, op);
1062 who->flag [FLAG_READY_WEAPON] = false;
1063
2692 // unapplying a skill tool should also unapply the skill it governs 1064 // unapplying a weapon or skill tool should also unapply the skill it governs
2693 // but this is hard, as it shouldn't do so when the skill can 1065 // but this is hard, as it shouldn't do so when the skill can
2694 // be used for other reasons 1066 // be used for other reasons
2695 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1067 if (who->chosen_skill)
2696 if (tmp->skill == op->skill 1068 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2697 && tmp->type == SKILL
2698 && tmp->flag [FLAG_APPLIED]
2699 && !tmp->flag [FLAG_CAN_USE_SKILL])
2700 unapply_special (who, tmp, 0); 1069 unapply_special (who, op, 0);
2701 1070
2702 change_abil (who, op);
2703 break; 1071 break;
2704 1072
1073 case BOW:
2705 case WEAPON: 1074 case WAND:
1075 case ROD:
1076 case HORN:
1077 case RANGED:
2706 if (player *pl = who->contr) 1078 if (player *pl = who->contr)
2707 if (op == pl->combat_ob)
2708 {
2709 pl->combat_ob = 0;
2710 who->change_weapon (pl->ranged_ob);
2711 }
2712
2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714
2715 change_abil (who, op);
2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2717 break;
2718
2719 case SKILL:
2720 if (who->contr)
2721 { 1079 {
2722 if (!op->invisible)
2723 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1080 who->statusmsg (format ("You unready %s.", query_name (op)));
1081 change_abil (who, op);
1082 }
1083 else
1084 {
1085 if (op->type == BOW)
1086 op->flag [FLAG_READY_BOW ] = false;
2724 else 1087 else
2725 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1088 op->flag [FLAG_READY_RANGE] = false;
2726 } 1089 }
2727 1090
2728 change_abil (who, op);
2729 CLEAR_FLAG (who, FLAG_READY_SKILL);
2730 break; 1091 break;
2731 1092
2732 case ARMOUR: 1093 case ARMOUR:
2733 case HELMET: 1094 case HELMET:
2734 case SHIELD: 1095 case SHIELD:
2741 case CLOAK: 1102 case CLOAK:
2742 who->statusmsg (format ("You unwear %s.", query_name (op))); 1103 who->statusmsg (format ("You unwear %s.", query_name (op)));
2743 change_abil (who, op); 1104 change_abil (who, op);
2744 break; 1105 break;
2745 1106
2746 case LAMP: 1107 case SPELL:
2747 {
2748 who->statusmsg (format ("You turn off your %s.", &op->name));
2749
2750 object *tmp2 = arch_to_object (op->other_arch);
2751 tmp2->x = op->x;
2752 tmp2->y = op->y;
2753 tmp2->map = op->map;
2754 tmp2->below = op->below;
2755 tmp2->above = op->above;
2756 tmp2->stats.food = op->stats.food;
2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2758
2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2761
2762 if (who->contr)
2763 esrv_del_item (who->contr, op->count);
2764
2765 op->destroy ();
2766 insert_ob_in_ob (tmp2, who);
2767 who->update_stats ();
2768
2769 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2770 {
2771 if (who->contr)
2772 {
2773 who->failmsg ("Oops, it feels deadly cold!");
2774 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2775 }
2776 }
2777
2778 if (who->contr)
2779 esrv_send_item (who, tmp2);
2780 }
2781
2782 return 1; /* otherwise, an attempt to drop causes problems */
2783
2784 case BOW: 1108 case BUILDER:
2785 case WAND:
2786 case ROD:
2787 case HORN:
2788 if (player *pl = who->contr)
2789 {
2790 if (op == pl->ranged_ob)
2791 {
2792 pl->ranged_ob = 0;
2793 who->change_weapon (pl->combat_ob);
2794 }
2795
2796 who->statusmsg (format ("You unready %s.", query_name (op))); 1109 who->statusmsg (format ("You unready %s.", query_name (op)));
2797 }
2798 else
2799 {
2800 who->change_skill (0);
2801
2802 if (op->type == BOW)
2803 CLEAR_FLAG (who, FLAG_READY_BOW);
2804 else
2805 CLEAR_FLAG (who, FLAG_READY_RANGE);
2806 }
2807
2808 break; 1110 break;
2809 1111
2810 case BUILDER: 1112 //case SKILL_TOOL://TODO
2811 if (who->contr)
2812 who->statusmsg (format ("You unready %s.", query_name (op)));
2813 break;
2814
2815 default: 1113 default:
2816 who->statusmsg (format ("You unapply %s.", query_name (op))); 1114 who->statusmsg (format ("You unapply %s.", query_name (op)));
2817 break; 1115 break;
2818 } 1116 }
2819 1117
1118 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1119 if (object *pl = op->visible_to ())
1120 esrv_send_item (pl, op);
1121
2820 who->update_stats (); 1122 who->update_stats ();
2821 1123
2822 if (!(aflags & AP_NO_MERGE))
2823 {
2824 object *tmp = merge_ob (op, 0);
2825
2826 if (who->contr)
2827 {
2828 if (tmp)
2829 { /* it was merged */
2830 esrv_del_item (who->contr, op->count);
2831 op = tmp;
2832 }
2833
2834 esrv_send_item (who, op);
2835 }
2836 }
2837
2838 return 0; 1124 return 1;
2839} 1125}
2840 1126
2841/** 1127/**
2842 * Returns the object that is using location 'loc'. 1128 * Returns the object that is using location 'loc'.
2843 * Note that 'start' is the first object to start examing - we 1129 * Note that 'start' is the first object to start examing - we
2855static object * 1141static object *
2856get_next_item_from_body_location (int loc, object *start) 1142get_next_item_from_body_location (int loc, object *start)
2857{ 1143{
2858 for (object *tmp = start; tmp; tmp = tmp->below) 1144 for (object *tmp = start; tmp; tmp = tmp->below)
2859 if (tmp->flag [FLAG_APPLIED] 1145 if (tmp->flag [FLAG_APPLIED]
2860 && tmp->slot[loc].info 1146 && tmp->slot [loc].info
2861 && (!tmp->invisible || tmp->type == SKILL)) 1147 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2862 return tmp; 1148 return tmp;
2863 1149
2864 return 0; 1150 return 0;
2865} 1151}
2866 1152
2879#define CANNOT_REMOVE_CURSED \ 1165#define CANNOT_REMOVE_CURSED \
2880 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1166 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2881 "Praying over an altar, scrolls of remove curse/damnation, " \ 1167 "Praying over an altar, scrolls of remove curse/damnation, " \
2882 "priests or even other players might help.>" 1168 "priests or even other players might help.>"
2883 1169
2884int 1170static bool
2885unapply_for_ob (object *who, object *op, int aflags) 1171unapply_for_ob (object *who, object *op, int aflags)
2886{ 1172{
2887 if (op->is_range ()) 1173 if (op->is_range ())
2888 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1174 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2889 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1175 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2890 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1176 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2891 { 1177 {
2892 if (aflags & AP_PRINT) 1178 if (aflags & AP_PRINT)
2893 who->failmsg (query_name (tmp)); 1179 who->failmsg (query_name (tmp));
2894 else 1180 else
2895 unapply_special (who, tmp, aflags); 1181 unapply_special (who, tmp, aflags);
2898 { 1184 {
2899 /* In this case, we want to try and remove a cursed item. 1185 /* In this case, we want to try and remove a cursed item.
2900 * While we know it won't work, we want unapply_special to 1186 * While we know it won't work, we want unapply_special to
2901 * at least generate the message. 1187 * at least generate the message.
2902 */ 1188 */
2903 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1189 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2904 return 1; 1190 return 1;
2905 } 1191 }
2906 1192
2907 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1193 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2908 { 1194 {
2928#endif 1214#endif
2929 return 1; 1215 return 1;
2930 } 1216 }
2931 1217
2932 /* If we are just printing, we don't care about cursed status */ 1218 /* If we are just printing, we don't care about cursed status */
2933 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1219 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2934 { 1220 {
2935 if (aflags & AP_PRINT) 1221 if (aflags & AP_PRINT)
2936 who->failmsg (query_name (tmp)); 1222 who->failmsg (query_name (tmp));
2937 else 1223 else
2938 unapply_special (who, tmp, aflags); 1224 unapply_special (who, tmp, aflags);
2942 /* Cursed item that we can't unequip - tell the player. 1228 /* Cursed item that we can't unequip - tell the player.
2943 * Note this could be annoying if this is just one of a few, 1229 * Note this could be annoying if this is just one of a few,
2944 * so it may not be critical (eg, putting on a ring and you have 1230 * so it may not be critical (eg, putting on a ring and you have
2945 * one cursed ring.) 1231 * one cursed ring.)
2946 */ 1232 */
2947 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1233 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2948 } 1234 }
2949 1235
2950 last = tmp->below; 1236 last = tmp->below;
2951 } 1237 }
2952 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1238 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3011 continue; 1297 continue;
3012 } 1298 }
3013 1299
3014 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1300 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3015 if (!tmp1) 1301 if (!tmp1)
3016 {
3017#if 0
3018 /* This is sort of an error, but happens a lot when old players
3019 * join in with more stuff equipped than they are now allowed.
3020 */
3021 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3022#endif
3023 retval |= CAN_APPLY_NEVER; 1302 retval |= CAN_APPLY_NEVER;
3024 }
3025 else 1303 else
3026 { 1304 {
3027 /* need to unapply something. However, if this something 1305 /* need to unapply something. However, if this something
3028 * is different than we had found before, it means they need 1306 * is different than we had found before, it means they need
3029 * to apply multiple objects 1307 * to apply multiple objects
3058 * the weapon/shield checks, and the range checks for monsters, 1336 * the weapon/shield checks, and the range checks for monsters,
3059 * because you can't control those just by body location - bows, shields, 1337 * because you can't control those just by body location - bows, shields,
3060 * and weapons all use the same slot. Similar for horn/rod/wand - they 1338 * and weapons all use the same slot. Similar for horn/rod/wand - they
3061 * all use the same location. 1339 * all use the same location.
3062 */ 1340 */
3063 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1341 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3064 retval |= CAN_APPLY_RESTRICTION; 1342 retval |= CAN_APPLY_RESTRICTION;
3065 1343
3066 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1344 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3067 retval |= CAN_APPLY_RESTRICTION; 1345 retval |= CAN_APPLY_RESTRICTION;
3068 1346
3069 if (who->type != PLAYER) 1347 if (who->type != PLAYER)
3070 { 1348 {
3071 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1349 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3072 retval |= CAN_APPLY_RESTRICTION; 1350 retval |= CAN_APPLY_RESTRICTION;
3073 1351
3074 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1352 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3075 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
3076 1354
3077 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1355 if (op->type == RING && !who->flag [FLAG_USE_RING])
3078 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3079 1357
3080 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1358 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3081 retval |= CAN_APPLY_RESTRICTION; 1359 retval |= CAN_APPLY_RESTRICTION;
3082 } 1360 }
3083 1361
3084 return retval; 1362 return retval;
3085} 1363}
3109 */ 1387 */
3110 1388
3111#define LACK_ITEM_POWER \ 1389#define LACK_ITEM_POWER \
3112 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1390 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3113 1391
3114int 1392static bool
3115apply_special (object *who, object *op, int aflags) 1393apply_special (object *who, object *op, int aflags)
3116{ 1394{
3117 int basic_flag = aflags & AP_BASIC_FLAGS; 1395 int basic_flag = aflags & AP_MODE;
3118 object *tmp, *tmp2, *skop = NULL; 1396 object *tmp, *tmp2, *skop = NULL;
3119 1397
3120 if (who == NULL) 1398 if (who == NULL)
3121 { 1399 {
3122 LOG (llevError, "apply_special() from object without environment.\n"); 1400 LOG (llevError, "apply_special() from object without environment.\n");
3123 return 1; 1401 return 1;
3124 } 1402 }
3125 1403
1404 //TODO: remove these when apply_special is no longer exposed
3126 if (op->env != who) 1405 if (op->env != who)
3127 return 1; /* op is not in inventory */ 1406 return 1; /* op is not in inventory */
3128 1407
3129 /* trying to unequip op */ 1408 /* trying to unequip op */
3130 if (QUERY_FLAG (op, FLAG_APPLIED)) 1409 if (op->flag [FLAG_APPLIED])
3131 { 1410 {
3132 /* always apply, so no reason to unapply */ 1411 /* always apply, so no reason to unapply */
3133 if (basic_flag == AP_APPLY) 1412 if (basic_flag == AP_APPLY)
3134 return 0; 1413 return 0;
3135 1414
3136 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1415 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3137 { 1416 {
3138 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1417 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3139 return 1; 1418 return 1;
3140 } 1419 }
3141 1420
3142 return unapply_special (who, op, aflags); 1421 return unapply_special (who, op, aflags);
3143 } 1422 }
3144
3145 if (basic_flag == AP_UNAPPLY) 1423 else if (basic_flag == AP_UNAPPLY)
3146 return 0; 1424 return 0;
3147
3148 // if the item is combat/ranged, wield the relevant slot first
3149 // to resolve conflicts.
3150 if (player *pl = who->contr)
3151 switch (op->slottype ())
3152 {
3153 case slot_combat: who->change_weapon (pl->combat_ob); break;
3154 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3155 }
3156 1425
3157 splay (op); 1426 splay (op);
3158 1427
3159 /* Can't just apply this object. Lets see what not and what to do */ 1428 /* Can't just apply this object. Lets see what not and what to do */
3160 if (int i = can_apply_object (who, op)) 1429 if (int i = can_apply_object (who, op))
3161 { 1430 {
3162 if (i & CAN_APPLY_NEVER) 1431 if (i & CAN_APPLY_NEVER)
3163 { 1432 {
3164 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1433 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3165 return 1; 1434 return 1;
3166 } 1435 }
3167 else if (i & CAN_APPLY_RESTRICTION) 1436 else if (i & CAN_APPLY_RESTRICTION)
3168 { 1437 {
3169 who->failmsg (format ( 1438 who->failmsgf (
3170 "You have a prohibition against using a %s. " 1439 "You have a prohibition against using a %s. "
3171 "H<Your belief, profession or class prevents you from applying this item.>", 1440 "H<Your belief, profession or class prevents you from applying this item.>",
3172 query_name (op) 1441 query_name (op)
3173 )); 1442 );
3174 return 1; 1443 return 1;
3175 } 1444 }
3176 1445
3177 if (who->type != PLAYER) 1446 if (who->type != PLAYER)
3178 { 1447 {
3194 } 1463 }
3195 } 1464 }
3196 1465
3197 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1466 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3198 { 1467 {
1468 // try to ready attached skill first
3199 skop = find_skill_by_name (who, op->skill); 1469 skop = find_skill_by_name (who, op->skill);
3200 1470
3201 if (!skop) 1471 if (!skop)
3202 { 1472 {
3203 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1473 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3204 return 1; 1474 return 1;
3205 } 1475 }
3206 else 1476 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3207 /* While experience will be credited properly, we want to change the
3208 * skill so that the dam and wc get updated
3209 */ 1477 {
3210 who->change_skill (skop); 1478 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1479 return 1;
1480 }
3211 } 1481 }
3212 1482
3213 if (who->type == PLAYER 1483 if (!check_item_power (who, op->item_power))
3214 && op->item_power
3215 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3216 { 1484 {
3217 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1485 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3218 return 1; 1486 return 1;
3219 } 1487 }
3220 1488
3221 /* Ok. We are now at the state where we can apply the new object. 1489 /* Ok. We are now at the state where we can apply the new object.
3222 * Note that we don't have the checks for can_use_... 1490 * Note that we don't have the checks for can_use_...
3223 * below - that is already taken care of by can_apply_object. 1491 * below - that is already taken care of by can_apply_object.
3224 */ 1492 */
3225 if (op->nrof > 1) 1493
3226 tmp = get_split_ob (op, op->nrof - 1); 1494 // split away all the other items from the stack, so only one item is left
3227 else 1495 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3228 tmp = 0;
3229 1496
3230 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1497 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3231 return RESULT_INT (0); 1498 return RESULT_INT (0);
3232 1499
3233 switch (op->type) 1500 switch (op->type)
3234 { 1501 {
3235 case WEAPON: 1502 case WEAPON:
3236 if (!check_weapon_power (who, op->last_eat)) 1503 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3237 {
3238 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3239
3240 if (tmp)
3241 insert_ob_in_ob (tmp, who);
3242
3243 return 1;
3244 }
3245
3246 //TODO: this obviously fails for players using a shorter prefix
3247 // i.e. "R" can use Ragnarok's sword.
3248 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3249 { 1504 {
3250 /* if the weapon does not have the name as the character, can't use it. */ 1505 /* if the weapon does not have the name as the character, can't use it. */
3251 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1506 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3252 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 1507 who->failmsg ("The weapon does not recognize you as its owner. "
3253 1508 "H<Its name indicates that it belongs to somebody else.>");
3254 if (tmp) 1509 if (tmp) who->insert (tmp);
3255 insert_ob_in_ob (tmp, who);
3256
3257 return 1; 1510 return 1;
3258 } 1511 }
3259 1512
3260 if (!skop) 1513 op->flag [FLAG_APPLIED] = true;
1514
1515 if (player *pl = who->contr)
3261 { 1516 {
3262 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1517 who->statusmsg (format ("You wield %s.", query_name (op)));
3263 return 1; 1518 change_abil (who, op);
3264 } 1519 }
3265 1520
3266 SET_FLAG (op, FLAG_APPLIED); 1521 op->flag [FLAG_READY_WEAPON] = true;
3267 who->change_skill (skop);
3268
3269 if (who->contr)
3270 who->change_weapon (who->contr->combat_ob = op);
3271
3272 who->statusmsg (format ("You wield %s.", query_name (op)));
3273
3274 SET_FLAG (who, FLAG_READY_WEAPON);
3275 change_abil (who, op);
3276 break; 1522 break;
3277 1523
3278 case ARMOUR: 1524 case ARMOUR:
3279 case HELMET: 1525 case HELMET:
3280 case SHIELD: 1526 case SHIELD:
3283 case GIRDLE: 1529 case GIRDLE:
3284 case BRACERS: 1530 case BRACERS:
3285 case CLOAK: 1531 case CLOAK:
3286 case RING: 1532 case RING:
3287 case AMULET: 1533 case AMULET:
3288 SET_FLAG (op, FLAG_APPLIED); 1534 op->set_flag (FLAG_APPLIED);
3289 who->statusmsg (format ("You wear %s.", query_name (op))); 1535 who->statusmsg (format ("You wear %s.", query_name (op)));
3290 change_abil (who, op); 1536 change_abil (who, op);
3291 break; 1537 break;
3292 1538
1539 case SKILL_TOOL:
1540 // applying a skill tool does not ready the skill
1541 // if something needs the skill, it has to ready it itself
1542 //TODO: unapplying should unapply the skill, though
1543 op->set_flag (FLAG_APPLIED);
1544 break;
1545
3293 case LAMP: 1546 case SKILL:
3294 if (op->stats.food < 1) 1547 if (!(aflags & AP_NO_SLOT))
3295 { 1548 {
1549 // skill is used on it's own, as opposed to being a chosen_skill
1550
1551 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1552 {
3296 who->failmsg (format ( 1553 who->failmsgf (
3297 "Your %s is out of fuel! " 1554 "You feel as if you wanted to do something funny, but you can't remember what. "
3298 "H<Lamps and similar items need fuel. They cannot be refilled.>", 1555 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3299 &op->name 1556 "It cannot be used on its own.>",
1557 &op->skill
3300 )); 1558 );
1559 if (tmp) who->insert (tmp);
3301 return 1; 1560 return 1;
1561 }
1562
1563 if (skill_flags [op->subtype] & SF_AUTARK
1564 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1565 {
1566 if (skill_flags [op->subtype] & SF_USE)
1567 who->failmsgf (
1568 "You feel as if you wanted to do something funny, but you can't remember what. "
1569 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1570 &op->skill, &op->skill
1571 );
1572 else
1573 who->failmsgf (
1574 "You feel as if you wanted to do something funny, but you can't remember what. "
1575 "H<The %s skill cannot be readied or used, it is always active.>",
1576 &op->skill
1577 );
1578
1579 if (tmp) who->insert (tmp);
1580
1581 return 1;
1582 }
1583
1584 if (who->contr)
1585 if (op->invisible)
1586 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1587 else
1588 who->statusmsg (format ("You ready %s.", query_name (op)));
3302 } 1589 }
3303 1590
3304 who->statusmsg (format ("You turn on your %s.", &op->name)); 1591 who->set_flag (FLAG_READY_SKILL);
3305
3306 tmp2 = arch_to_object (op->other_arch);
3307 tmp2->stats.food = op->stats.food;
3308 SET_FLAG (tmp2, FLAG_APPLIED);
3309
3310 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3311 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3312
3313 insert_ob_in_ob (tmp2, who);
3314
3315 /* Remove the old lantern */
3316 if (who->type == PLAYER)
3317 esrv_del_item (who->contr, op->count);
3318
3319 op->destroy ();
3320
3321 /* insert the portion that was split off */
3322 if (tmp)
3323 {
3324 insert_ob_in_ob (tmp, who);
3325 if (who->type == PLAYER)
3326 esrv_send_item (who, tmp);
3327 }
3328
3329 who->update_stats ();
3330
3331 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3332 if (who->type == PLAYER)
3333 {
3334 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3335 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3336 }
3337
3338 if (who->type == PLAYER)
3339 esrv_send_item (who, tmp2);
3340
3341 return 0;
3342
3343 case SKILL_TOOL:
3344 // applying a skill tool also readies the skill
3345 SET_FLAG (op, FLAG_APPLIED);
3346
3347 if (!(aflags & AP_NO_READY))
3348 {
3349 skop = find_skill_by_name (who, op->skill);
3350 if (!skop->flag [FLAG_APPLIED]) 1592 op->set_flag (FLAG_APPLIED);
3351 apply_special (who, skop, AP_APPLY); 1593 change_abil (who, op);
3352 }
3353 break; 1594 break;
3354 1595
3355 case SKILL:
3356 if (player *pl = who->contr)
3357 {
3358 if (IS_COMBAT_SKILL (op->subtype))
3359 {
3360 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3361 {
3362 for (object *item = who->inv; item; item = item->below)
3363 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3364 {
3365 if (item->skill == op->skill)
3366 {
3367 who->change_weapon (pl->combat_ob = item);
3368 goto found_weapon;
3369 }
3370 }
3371
3372 who->failmsg (format (
3373 "You need to apply a '%s' melee weapon before readying this skill. "
3374 "H<Some skills need an item, in this case a melee weapon, to function.>",
3375 &op->skill
3376 ));
3377 return 1;
3378
3379 found_weapon:;
3380 }
3381 else
3382 who->change_weapon (pl->combat_ob = op);
3383 }
3384 else if (IS_RANGED_SKILL (op->subtype))
3385 {
3386 if (skill_flags [op->subtype] & SF_NEED_BOW)
3387 {
3388 for (object *item = who->inv; item; item = item->below)
3389 if (item->type == BOW && item->flag [FLAG_APPLIED])
3390 {
3391 //TODO: bows should/must all have skill missile weapon right now
3392 who->change_weapon (pl->ranged_ob = item);
3393 goto found_bow;
3394 }
3395
3396 who->failmsg (
3397 "You need to apply a missile weapon before readying this skill. "
3398 "H<Some skills need an item, in this case a missile weapon, to function.>"
3399 );
3400 return 1;
3401
3402 found_bow:;
3403 }
3404 else
3405 who->change_weapon (pl->ranged_ob = op);
3406 }
3407
3408 if (!op->invisible)
3409 {
3410 who->statusmsg (format (
3411 "You ready %s."
3412 "You can now use the skill: %s.",
3413 query_name (op),
3414 &op->skill
3415 ));
3416 }
3417 else
3418 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3419 }
3420 else
3421 {
3422 SET_FLAG (op, FLAG_APPLIED);
3423 change_abil (who, op);
3424 who->chosen_skill = op;
3425 SET_FLAG (who, FLAG_READY_SKILL);
3426 }
3427
3428 break;
3429
3430 case BOW: 1596 case BOW:
3431 if (!check_weapon_power (who, op->last_eat)) 1597 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3432 {
3433 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3434
3435 if (tmp)
3436 insert_ob_in_ob (tmp, who);
3437
3438 return 1;
3439 }
3440
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 { 1598 {
3443 who->failmsg ("The weapon does not recognize you as its owner. " 1599 who->failmsg ("The weapon does not recognize you as its owner. "
3444 "H<Its name indicates that it belongs to somebody else.>"); 1600 "H<Its name indicates that it belongs to somebody else.>");
3445 if (tmp) 1601 if (tmp) who->insert (tmp);
3446 insert_ob_in_ob (tmp, who);
3447
3448 return 1; 1602 return 1;
3449 } 1603 }
1604
1605 if (player *pl = who->contr)
1606 {
1607 op->flag [FLAG_APPLIED] = true;
1608 who->statusmsg (format ("You wield the %s.", query_name (op)));
1609 change_abil (who, op);
1610 }
1611 break;
1612
1613 case RANGED:
1614 if (player *pl = who->contr)
1615 {
1616 op->flag [FLAG_APPLIED] = true;
1617 who->statusmsg (format ("You applied the %s.", query_name (op)));
1618 }
1619 break;
1620
1621 case SPELL:
1622 if (player *pl = who->contr)
1623 {
1624 op->flag [FLAG_APPLIED] = true;
1625 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1626 }
1627 break;
3450 1628
3451 /*FALLTHROUGH*/ 1629 /*FALLTHROUGH*/
3452 case WAND: 1630 case WAND:
3453 case ROD: 1631 case ROD:
3454 case HORN: 1632 case HORN:
3455 /* check for skill, alter player status */ 1633 op->flag [FLAG_APPLIED] = true;
3456 1634
3457 if (!skop) 1635 if (player *pl = who->contr)
3458 { 1636 {
3459 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3460 return 1;
3461 }
3462
3463 SET_FLAG (op, FLAG_APPLIED);
3464 who->change_skill (skop);
3465
3466 if (who->contr)
3467 {
3468 who->contr->ranged_ob = op;
3469
3470 who->statusmsg (format ("You ready %s.", query_name (op))); 1637 who->statusmsg (format ("You ready %s.", query_name (op)));
3471 1638
3472 if (op->type == BOW) 1639 if (op->type == BOW)
3473 {
3474 who->current_weapon = op;
3475 change_abil (who, op);
3476 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 1640 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3477 } 1641
1642 change_abil (who, op);
3478 } 1643 }
3479 else 1644 else
3480 { 1645 {
3481 if (op->type == BOW) 1646 if (op->type == BOW)
3482 SET_FLAG (who, FLAG_READY_BOW); 1647 op->flag [FLAG_READY_BOW ] = true;
3483 else 1648 else
3484 SET_FLAG (who, FLAG_READY_RANGE); 1649 op->flag [FLAG_READY_RANGE] = true;
3485 } 1650 }
3486 1651
3487 break; 1652 break;
3488 1653
3489 case BUILDER: 1654 case BUILDER:
3490 if (who->type == PLAYER) 1655 if (player *pl = who->contr)
3491 { 1656 {
3492 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3493 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3494 unapply_special (who, who->contr->ranged_ob, 0);
3495
3496 who->statusmsg (format ("You ready your %s.", query_name (op))); 1657 who->statusmsg (format ("You ready your %s.", query_name (op)));
3497 1658 //TODO: change_abil?
3498 who->contr->ranged_ob = op;
3499 } 1659 }
3500 break; 1660 break;
3501 1661
3502 default: 1662 default:
3503 who->statusmsg (format ("You apply %s.", query_name (op))); 1663 who->statusmsg (format ("You apply %s.", query_name (op)));
3504 } 1664 }
3505 1665
3506 SET_FLAG (op, FLAG_APPLIED); 1666 op->set_flag (FLAG_APPLIED);
3507 1667
3508 if (tmp) 1668 if (tmp) who->insert (tmp);
3509 tmp = insert_ob_in_ob (tmp, who);
3510 1669
3511 who->update_stats (); 1670 who->update_stats ();
3512 1671
3513 /* We exclude spell casting objects. The fire code will set the 1672 /* We exclude spell casting objects. The fire code will set the
3514 * been applied flag when they are used - until that point, 1673 * been applied flag when they are used - until that point,
3515 * you don't know anything about them. 1674 * you don't know anything about them.
3516 */ 1675 */
3517 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1676 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3518 SET_FLAG (op, FLAG_BEEN_APPLIED); 1677 op->set_flag (FLAG_BEEN_APPLIED);
3519 1678
3520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1679 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3521 if (who->type == PLAYER) 1680 if (who->type == PLAYER)
3522 { 1681 {
3523 who->failmsg ( 1682 who->failmsg (
3524 "Oops, it feels deadly cold! " 1683 "Oops, it feels deadly cold! "
3525 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 1684 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3526 ); 1685 );
3527 SET_FLAG (op, FLAG_KNOWN_CURSED); 1686 op->set_flag (FLAG_KNOWN_CURSED);
3528 } 1687 }
3529 1688
3530 if (who->type == PLAYER) 1689 if (object *pl = op->visible_to ())
3531 {
3532 /* if multiple objects were applied, update both slots */
3533 if (tmp)
3534 esrv_send_item (who, tmp);
3535
3536 esrv_send_item (who, op); 1690 esrv_send_item (pl, op);
3537 }
3538 1691
3539 return 0; 1692 return 0;
3540} 1693}
3541 1694
1695/**
1696 * Check if op should abort moving victim because of it's race or slaying.
1697 * Returns 1 if it should abort, returns 0 if it should continue.
1698 */
3542int 1699int
3543monster_apply_special (object *who, object *op, int aflags) 1700should_director_abort (object *op, object *victim)
3544{ 1701{
3545 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1702 int arch_flag, name_flag, race_flag;
1703
1704 /* Get flags to determine what of arch, name, and race should be checked.
1705 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1706 * the next is the name flag, and the last is the race flag. Also note,
1707 * if subtype is set to zero, that also goes to defaults of all affecting
1708 * it. Examples:
1709 * subtype 1: only arch
1710 * subtype 3: arch or name
1711 * subtype 5: arch or race
1712 * subtype 7: all three
1713 */
1714 if (op->subtype)
1715 {
1716 arch_flag = op->subtype & 1;
1717 name_flag = op->subtype & 2;
1718 race_flag = op->subtype & 4;
1719 }
1720 else
1721 {
1722 arch_flag = 1;
1723 name_flag = 1;
1724 race_flag = 1;
1725 }
1726
1727 /* If the director has race set, only affect objects with a arch,
1728 * name or race that matches.
1729 */
1730 if ((op->race) &&
1731 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1732 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1733 ((!(victim->race && race_flag) || op->race != victim->race)))
3546 return 1; 1734 return 1;
3547 1735
1736 /* If the director has slaying set, only affect objects where none
1737 * of arch, name, or race match.
1738 */
1739 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1740 ((victim->name && name_flag && op->slaying == victim->name)) ||
1741 ((victim->race && race_flag && op->slaying == victim->race)))
1742 return 1;
1743
1744 return 0;
1745}
1746
1747/**
1748 * This handles a player dropping money on an altar to identify stuff.
1749 * It'll identify marked item, if none all items up to dropped money.
1750 * Return value: 1 if money was destroyed, 0 if not.
1751 */
1752static int
1753apply_id_altar (object *money, object *altar, object *pl)
1754{
1755 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1756
1757 if (!pl || pl->type != PLAYER)
1758 return 0;
1759
1760 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1761 * identifying' from being printed out more than it needs to be.
1762 */
1763 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1764 return 0;
1765
1766 /* if the player has a marked item, identify that if it needs to be
1767 * identified. If it doesn't, then go through the player inventory.
1768 */
1769 if (object *marked = pl->mark ())
1770 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1771 {
1772 if (operate_altar (altar, &money, pl))
1773 {
1774 identify (marked);
1775
1776 buf.printf ("You have %s.\r", long_desc (marked, pl));
1777 if (marked->msg)
1778 buf << "The item has a story:\r" << marked->msg << "\n\n";
1779
1780 return !money;
1781 }
1782 }
1783
1784 for (object *id = pl->inv; id; id = id->below)
1785 {
1786 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1787 {
1788 if (operate_altar (altar, &money, pl))
1789 {
1790 identify (id);
1791
1792 buf.printf ("You have %s.\r", long_desc (id, pl));
1793 if (id->msg)
1794 buf << "The item has a story:\r" << id->msg << "\n\n";
1795
1796 /* If no more money, might as well quit now */
1797 if (!money || !check_altar_sacrifice (altar, money))
1798 break;
1799 }
1800 else
1801 {
1802 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1803 break;
1804 }
1805 }
1806 }
1807
1808 if (buf.empty ())
1809 pl->failmsg ("You have nothing that needs identifying");
1810 else
1811 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1812
1813 return !money;
1814}
1815
1816/**
1817 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1818 * matching item.
1819 **/
1820void
1821handle_apply_yield (object *tmp)
1822{
1823 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1824 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1825}
1826
1827/**
1828 * Handles applying a potion.
1829 */
1830int
1831apply_potion (object *op, object *tmp)
1832{
1833 int got_one = 0, i;
1834 object *force = 0;
1835
1836 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1837
1838 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1839 {
1840 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1841
1842 tmp->clr_flag (FLAG_APPLIED);
1843 return 0;
1844 }
1845
1846 if (op->type == PLAYER)
1847 if (!tmp->flag [FLAG_IDENTIFIED])
1848 identify (tmp);
1849
1850 handle_apply_yield (tmp);
1851
1852 /* Potion of restoration - only for players */
1853 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1854 {
1855 object *depl;
1856 archetype *at;
1857
1858 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1859 {
1860 op->drain_stat ();
1861 op->update_stats ();
1862 tmp->decrease ();
1863 return 1;
1864 }
1865
1866 if (!(at = archetype::find (shstr_depletion)))
1867 {
1868 LOG (llevError, "Could not find archetype depletion\n");
1869 return 0;
1870 }
1871
1872 depl = present_arch_in_ob (at, op);
1873
1874 if (depl)
1875 {
1876 for (i = 0; i < NUM_STATS; i++)
1877 if (depl->stats.stat (i))
1878 op->statusmsg (restore_msg[i]);
1879
1880 depl->destroy ();
1881 op->update_stats ();
1882 }
1883 else
1884 op->statusmsg ("Your potion had no effect.");
1885
1886 tmp->decrease ();
1887 return 1;
1888 }
1889
1890 /* improvement potion - only for players */
1891 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1892 {
1893 for (i = 1; i < min (11, op->level); i++)
1894 {
1895 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1896 {
1897 if (op->contr->levhp[i] != 1)
1898 {
1899 op->contr->levhp[i] = 1;
1900 break;
1901 }
1902
1903 if (op->contr->levsp[i] != 1)
1904 {
1905 op->contr->levsp[i] = 1;
1906 break;
1907 }
1908
1909 if (op->contr->levgrace[i] != 1)
1910 {
1911 op->contr->levgrace[i] = 1;
1912 break;
1913 }
1914 }
1915 else
1916 {
1917 if (op->contr->levhp[i] < 9)
1918 {
1919 op->contr->levhp[i] = 9;
1920 break;
1921 }
1922
1923 if (op->contr->levsp[i] < 6)
1924 {
1925 op->contr->levsp[i] = 6;
1926 break;
1927 }
1928
1929 if (op->contr->levgrace[i] < 3)
1930 {
1931 op->contr->levgrace[i] = 3;
1932 break;
1933 }
1934 }
1935 }
1936
1937 /* Just makes checking easier */
1938 if (i < min (11, op->level))
1939 got_one = 1;
1940
1941 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1942 {
1943 if (got_one)
1944 {
1945 op->update_stats ();
1946 op->statusmsg ("The Gods smile upon you and remake you "
1947 "a little more in their image. "
1948 "You feel a little more perfect.", NDI_GREEN);
1949 }
1950 else
1951 op->statusmsg ("The potion had no effect - you are already perfect.");
1952 }
1953 else
1954 { /* cursed potion */
1955 if (got_one)
1956 {
1957 op->update_stats ();
1958 op->failmsg ("The Gods are angry and punish you.");
1959 }
1960 else
1961 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1962 }
1963
1964 tmp->decrease ();
1965 return 1;
1966 }
1967
1968
1969 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1970 * and heroism all fit into this category. Given the spell object code,
1971 * there is no limit to the number of spells that potions can be cast,
1972 * but direction is problematic to try and imbue fireball potions for example.
1973 */
1974 if (tmp->inv)
1975 {
1976 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1977 {
1978 op->failmsg ("Yech! Your lungs are on fire!");
1979 create_exploding_ball_at (op, op->level);
1980 }
1981 else
1982 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1983
1984 tmp->decrease ();
1985
1986 /* if youre dead, no point in doing this... */
1987 if (!op->flag [FLAG_REMOVED])
1988 op->update_stats ();
1989
1990 return 1;
1991 }
1992
1993 /* Deal with protection potions */
1994 force = NULL;
1995 for (i = 0; i < NROFATTACKS; i++)
1996 {
1997 if (tmp->resist[i])
1998 {
1999 if (!force)
2000 force = get_archetype (FORCE_NAME);
2001
2002 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2003 force->type = POTION_EFFECT;
2004 break; /* Only need to find one protection since we copy entire batch */
2005 }
2006 }
2007
2008 /* This is a protection potion */
2009 if (force)
2010 {
2011 /* cursed items last longer */
2012 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2013 {
2014 force->stats.food *= 10;
2015 for (i = 0; i < NROFATTACKS; i++)
2016 if (force->resist[i] > 0)
2017 force->resist[i] = -force->resist[i]; /* prot => vuln */
2018 }
2019
2020 force->speed_left = -1;
2021 force = insert_ob_in_ob (force, op);
2022 tmp->clr_flag (FLAG_APPLIED);
2023 force->set_flag (FLAG_APPLIED);
2024 change_abil (op, force);
2025 tmp->decrease ();
2026 return 1;
2027 }
2028
2029 /* Only thing left are the stat potions */
2030 if (op->type == PLAYER)
2031 { /* only for players */
2032 if ((tmp->flag [FLAG_CURSED]
2033 || tmp->flag [FLAG_DAMNED])
2034 && tmp->value != 0)
2035 tmp->clr_flag (FLAG_APPLIED);
2036 else
2037 tmp->set_flag (FLAG_APPLIED);
2038
2039 if (!change_abil (op, tmp))
2040 op->statusmsg ("Nothing happened.");
2041 }
2042
2043 /* CLEAR_FLAG is so that if the character has other potions
2044 * that were grouped with the one consumed, his
2045 * stat will not be raised by them. fix_player just clears
2046 * up all the stats.
2047 */
2048 tmp->clr_flag (FLAG_APPLIED);
2049 op->update_stats ();
2050 tmp->decrease ();
2051 return 1;
2052}
2053
2054/**
2055 * 'victim' moves onto 'trap'
2056 * 'victim' leaves 'trap'
2057 * effect is determined by move_on/move_off of trap and move_type of victime.
2058 *
2059 * originator: Player, monster or other object that caused 'victim' to move
2060 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2061 * However, some types of traps require an originator to function.
2062 */
2063void
2064move_apply (object *trap, object *victim, object *originator)
2065{
2066 static int recursion_depth = 0;
2067
2068 trap = trap->head_ ();
2069
2070 /* Only exits affect DMs. */
2071 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2072 return;
2073
2074 /* move_apply() is the most likely candidate for causing unwanted and
2075 * possibly unlimited recursion.
2076 */
2077
2078 /* The following was changed because it was causing perfectly correct
2079 * maps to fail. 1) it's not an error to recurse:
2080 * rune detonates, summoning monster. monster lands on nearby rune.
2081 * nearby rune detonates. This sort of recursion is expected and
2082 * proper. This code was causing needless crashes.
2083 */
2084 if (recursion_depth >= 500)
2085 {
2086 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2087 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2088 return;
2089 }
2090
2091 recursion_depth++;
2092
2093 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2094 switch (trap->type)
2095 {
2096 case PLAYERMOVER:
2097 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2098 {
2099 if (!trap->stats.maxsp)
2100 trap->stats.maxsp = 2;
2101
2102 /* Is this correct? From the docs, it doesn't look like it
2103 * should be divided by trap->speed
2104 */
2105 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2106
2107 /* Just put in some sanity check. I think there is a bug in the
2108 * above with some objects have zero speed, and thus the player
2109 * getting permanently paralyzed.
2110 */
2111 victim->speed_left = max (-50.f, victim->speed_left);
2112 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2113 }
2114 break;
2115
2116 case SPINNER:
2117 if (victim->direction)
2118 {
2119 victim->direction = absdir (victim->direction - trap->stats.sp);
2120 update_turn_face (victim);
2121 }
2122 break;
2123
2124 case DIRECTOR:
2125 if (victim->direction && !should_director_abort (trap, victim))
2126 {
2127 victim->direction = trap->stats.sp;
2128 update_turn_face (victim);
2129 }
2130 break;
2131
2132 case BUTTON:
2133 case PEDESTAL:
2134 case T_MATCH:
2135 update_button (trap, originator);
2136 break;
2137
2138 case ALTAR:
2139 /* sacrifice victim on trap */
2140 apply_altar (trap, victim, originator);
2141 break;
2142
2143 case THROWN_OBJ:
2144 if (trap->inv == NULL)
2145 break;
2146 /* fallthrough */
2147
2148 case ARROW:
2149 /* bad bug: monster throw a object, make a step forwards, step on object ,
2150 * trigger this here and get hit by own missile - and will be own enemy.
2151 * Victim then is his own enemy and will start to kill herself (this is
2152 * removed) but we have not synced victim and his missile. To avoid senseless
2153 * action, we avoid hits here
2154 */
2155 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2156 && trap->owner != victim)
2157 hit_with_arrow (trap, victim);
2158 break;
2159
2160 case SPELL_EFFECT:
2161 apply_spell_effect (trap, victim);
2162 break;
2163
2164 case TRAPDOOR:
2165 {
2166 int max, sound_was_played;
2167 object *ab, *ab_next;
2168
2169 if (!trap->value)
2170 {
2171 int tot;
2172
2173 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2174 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2175 tot += ab->head_ ()->total_weight ();
2176
2177 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2178 break;
2179
2180 SET_ANIMATION (trap, trap->value);
2181 update_object (trap, UP_OBJ_FACE);
2182 }
2183
2184 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2185 {
2186 /* need to set this up, since if we do transfer the object,
2187 * ab->above would be bogus
2188 */
2189 ab_next = ab->above;
2190
2191 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2192 {
2193 if (!sound_was_played)
2194 {
2195 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2196 sound_was_played = 1;
2197 }
2198
2199 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2200 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2201 }
2202 }
2203 break;
2204 }
2205
2206 case CONVERTER:
2207 if (convert_item (victim, trap) < 0)
2208 {
2209 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2210 archetype::get (shstr_burnout)->insert_at (trap, trap);
2211 }
2212
2213 break;
2214
2215 case TRIGGER_BUTTON:
2216 case TRIGGER_PEDESTAL:
2217 case TRIGGER_ALTAR:
2218 check_trigger (trap, victim, originator);
2219 break;
2220
2221 case DEEP_SWAMP:
2222 walk_on_deep_swamp (trap, victim);
2223 break;
2224
2225 case CHECK_INV:
2226 check_inv (victim, trap);
2227 break;
2228
2229 case HOLE:
2230 move_apply_hole (trap, victim);
2231 break;
2232
2233 case EXIT:
2234 if (victim->type == PLAYER && EXIT_PATH (trap))
2235 {
2236 /* Basically, don't show exits leading to random maps the
2237 * players output.
2238 */
2239 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2240 victim->statusmsg (trap->msg, NDI_NAVY);
2241
2242 trap->play_sound (trap->sound);
2243 victim->enter_exit (trap);
2244 }
2245 break;
2246
2247 case ENCOUNTER:
2248 /* may be some leftovers on this */
2249 break;
2250
2251 case SHOP_MAT:
2252 apply_shop_mat (trap, victim);
2253 break;
2254
2255 /* Drop a certain amount of gold, and have one item identified */
2256 case IDENTIFY_ALTAR:
2257 apply_id_altar (victim, trap, originator);
2258 break;
2259
2260 case SIGN:
2261 if (victim->type != PLAYER && trap->stats.food > 0)
2262 break; /* monsters musn't apply magic_mouths with counters */
2263
2264 apply_sign (victim, trap, 1);
2265 break;
2266
2267 case CONTAINER:
2268 apply_container (victim, trap);
2269 break;
2270
2271 case RUNE:
2272 case TRAP:
2273 if (trap->level && victim->flag [FLAG_ALIVE])
2274 spring_trap (trap, victim);
2275 break;
2276
2277 default:
2278 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2279 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2280 break;
2281 }
2282
2283 recursion_depth--;
2284}
2285
2286/**
2287 * Handles reading a regular (ie not containing a spell) book.
2288 */
2289static void
2290apply_book (object *op, object *tmp)
2291{
2292 int lev_diff;
2293 object *skill_ob;
2294
2295 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2296 {
2297 op->failmsg ("You are unable to read while blind!");
2298 return;
2299 }
2300
2301 if (!tmp->msg)
2302 {
2303 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2304 return;
2305 }
2306
2307 /* need a literacy skill to read stuff! */
2308 skill_ob = find_skill_by_name (op, tmp->skill);
2309 if (!skill_ob)
2310 {
2311 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2312 return;
2313 }
2314
2315 lev_diff = tmp->level - (skill_ob->level + 5);
2316 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2317 {
2318 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2319 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2320 : lev_diff < 5 ? "This book is beyond your comprehension."
2321 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2322 : lev_diff < 15 ? "This book is way beyond your comprehension."
2323 : "This book is totally beyond your comprehension.");
2324 return;
2325 }
2326
2327 // we currently don't use the message types for anything.
2328 // readable_message_type *msgType = get_readable_message_type (tmp);
2329
2330 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2331
2332 if (player *pl = op->contr)
2333 if (client *ns = pl->ns)
2334 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2335
2336 /* gain xp from reading */
2337 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2338 { /* only if not read before */
2339 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2340
2341 if (!tmp->flag [FLAG_IDENTIFIED])
2342 {
2343 /*exp_gain *= 2; because they just identified it too */
2344 tmp->set_flag (FLAG_IDENTIFIED);
2345
2346 if (object *pl = tmp->visible_to ())
2347 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2348 }
2349
2350 change_exp (op, exp_gain, skill_ob->skill, 0);
2351 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2352 }
2353}
2354
2355/**
2356 * op made some mistake with a scroll, this takes care of punishment.
2357 * scroll_failure()- hacked directly from spell_failure
2358 */
2359static void
2360scroll_failure (object *op, int failure, int power)
2361{
2362 if (abs (failure / 4) > power)
2363 power = abs (failure / 4); /* set minimum effect */
2364
2365 if (failure <= -1 && failure > -15)
2366 { /* wonder */
2367 object *tmp;
2368
2369 op->failmsg ("Your spell warps!");
2370 tmp = get_archetype (SPELL_WONDER);
2371 cast_wonder (op, op, 0, tmp);
2372 tmp->destroy ();
2373 }
2374 else if (failure <= -15 && failure > -35)
2375 { /* drain mana */
2376 op->failmsg ("Your mana is drained!");
2377 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2378 if (op->stats.sp < 0)
2379 op->stats.sp = 0;
2380 }
2381 else if (settings.spell_failure_effects == TRUE)
2382 {
2383 if (failure <= -35 && failure > -60)
2384 { /* confusion */
2385 op->failmsg ("The magic recoils on you!");
2386 confuse_player (op, op, power);
2387 }
2388 else if (failure <= -60 && failure > -70)
2389 { /* paralysis */
2390 op->failmsg ("The magic recoils and paralyzes you!");
2391 paralyze_player (op, op, power);
2392 }
2393 else if (failure <= -70 && failure > -80)
2394 { /* blind */
2395 op->failmsg ("The magic recoils on you!");
2396 blind_player (op, op, power);
2397 }
2398 else if (failure <= -80)
2399 { /* blast the immediate area */
2400 object *tmp = get_archetype (LOOSE_MANA);
2401 cast_magic_storm (op, tmp, power);
2402 op->failmsg ("You unleash uncontrolled mana!");
2403 tmp->destroy ();
2404 }
2405 }
2406}
2407
2408/**
2409 * Handles the applying of a skill scroll, calling learn_skill straight.
2410 * op is the person learning the skill, tmp is the skill scroll object
2411 */
2412static void
2413apply_skillscroll (object *op, object *tmp)
2414{
2415 switch (learn_skill (op, tmp))
2416 {
2417 case 0:
2418 op->play_sound (sound_find ("generic_fail"));
2419 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2420 break;
2421
2422 case 1:
2423 tmp->decrease ();
2424 op->play_sound (sound_find ("skill_learn"));
2425 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2426 break;
2427
2428 default:
2429 tmp->decrease ();
2430 op->play_sound (sound_find ("generic_fail"));
2431 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2432 break;
2433 }
2434}
2435
2436/**
2437 * Actually makes op learn spell.
2438 * Informs player of what happens.
2439 */
2440void
2441do_learn_spell (object *op, object *spell, int special_prayer)
2442{
2443 object *tmp;
2444
2445 if (op->type != PLAYER)
2446 {
2447 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2448 return;
2449 }
2450
2451 /* Upgrade special prayers to normal prayers */
2452 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2453 {
2454 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2455 {
2456 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2457 return;
2458 }
2459 return;
2460 }
2461
2462 op->contr->play_sound (sound_find ("learn_spell"));
2463
2464 tmp = spell->clone ();
2465 insert_ob_in_ob (tmp, op);
2466
2467 if (special_prayer)
2468 tmp->set_flag (FLAG_STARTEQUIP);
2469
2470 esrv_add_spells (op->contr, tmp);
2471}
2472
2473/**
2474 * Erases spell from player's inventory.
2475 */
2476void
2477do_forget_spell (object *op, const char *spell)
2478{
2479 object *spob;
2480
2481 if (op->type != PLAYER)
2482 {
2483 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2484 return;
2485 }
2486 if ((spob = check_spell_known (op, spell)) == NULL)
2487 {
2488 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2489 return;
2490 }
2491
2492 op->failmsgf ("You lose knowledge of %s.", spell);
2493 esrv_remove_spell (op->contr, spob);
2494 spob->destroy ();
2495}
2496
2497/**
2498 * Handles player applying a spellbook.
2499 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2500 * stuff like that. Random learning failure too.
2501 */
2502static void
2503apply_spellbook (object *op, object *tmp)
2504{
2505 object *skop, *spell, *spell_skill;
2506
2507 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2508 {
2509 op->failmsg ("You are unable to read while blind.");
2510 return;
2511 }
2512
2513 /* artifact_spellbooks have 'slaying' field point to a spell name,
2514 * instead of having their spell stored in stats.sp. These are
2515 * legacy spellbooks
2516 */
2517 if (tmp->slaying)
2518 {
2519 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2520
2521 if (!spell)
2522 {
2523 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2524 return;
2525 }
2526 else
2527 insert_ob_in_ob (spell, tmp);
2528
2529 tmp->slaying = 0;
2530 }
2531
2532 skop = find_skill_by_name (op, tmp->skill);
2533
2534 /* need a literacy skill to learn spells. Also, having a literacy level
2535 * lower than the spell will make learning the spell more difficult */
2536 if (!skop)
2537 {
2538 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2539 return;
2540 }
2541
2542 spell = tmp->inv;
2543
2544 if (!spell)
2545 {
2546 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2547 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2548 return;
2549 }
2550
2551 int learn_level = sqrtf (spell->level) * 1.5f;
2552 if (skop->level < learn_level)
2553 {
2554 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2555 &tmp->skill, learn_level);
2556 return;
2557 }
2558
2559 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2560
2561 if (!tmp->flag [FLAG_IDENTIFIED])
2562 identify (tmp);
2563
2564 /* I removed the check for special_prayer_mark here - it didn't make
2565 * a lot of sense - special prayers are not found in spellbooks, and
2566 * if the player doesn't know the spell, doesn't make a lot of sense that
2567 * they would have a special prayer mark.
2568 */
2569 if (check_spell_known (op, spell->name))
2570 {
2571 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2572 return;
2573 }
2574
2575 if (spell->skill)
2576 {
2577 spell_skill = find_skill_by_name (op, spell->skill);
2578
2579 if (!spell_skill)
2580 {
2581 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2582 return;
2583 }
2584
2585 if (spell_skill->level < spell->level)
2586 {
2587 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2588 return;
2589 }
2590 }
2591
2592 /* Logic as follows
2593 *
2594 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2595 *
2596 * 2- The learner's skill level in literacy adjusts the chance to learn
2597 * a spell.
2598 *
2599 * 3 -Automatically fail to learn if you read while confused
2600 *
2601 * Overall, chances are the same but a player will find having a high
2602 * literacy rate very useful! -b.t.
2603 */
2604 if (op->flag [FLAG_CONFUSED])
2605 {
2606 op->failmsg ("In your confused state you flub the wording of the text!");
2607 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2608 }
2609 else if (tmp->flag [FLAG_STARTEQUIP] ||
2610 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2611 {
2612 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2613 do_learn_spell (op, spell, 0);
2614
2615 /* xp gain to literacy for spell learning */
2616 if (!tmp->flag [FLAG_STARTEQUIP])
2617 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2618 }
2619 else
2620 {
2621 op->contr->play_sound (sound_find ("fumble_spell"));
2622 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2623 }
2624
2625 tmp->decrease ();
2626}
2627
2628/**
2629 * Handles applying a spell scroll.
2630 */
2631void
2632apply_scroll (object *op, object *tmp, int dir)
2633{
2634 object *skop;
2635
2636 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2637 {
2638 op->failmsg ("You are unable to read while blind.");
2639 return;
2640 }
2641
2642 if (!tmp->inv || tmp->inv->type != SPELL)
2643 {
2644 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2645 return;
2646 }
2647
2648 if (op->type == PLAYER)
2649 {
2650 /* players need a literacy skill to read stuff! */
2651 int exp_gain = 0;
2652
2653 /* hard code literacy - tmp->skill points to where the exp
2654 * should go for anything killed by the spell.
2655 */
2656 skop = find_skill_by_name (op, shstr_literacy);
2657
2658 if (!skop)
2659 {
2660 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2661 return;
2662 }
2663
2664 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2665 change_exp (op, exp_gain, skop->skill, 0);
2666 }
2667
2668 if (!tmp->flag [FLAG_IDENTIFIED])
2669 identify (tmp);
2670
2671 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2672
2673 cast_spell (op, tmp, dir, tmp->inv, NULL);
2674 tmp->decrease ();
2675}
2676
2677/**
2678 * Applies a treasure object - by default, chest. op
2679 * is the person doing the applying, tmp is the treasure
2680 * chest.
2681 */
2682static void
2683apply_treasure (object *op, object *tmp)
2684{
2685 /* Nice side effect of this treasure creation method is that the treasure
2686 * for the chest is done when the chest is created, and put into the chest
2687 * inventory. So that when the chest burns up, the items still exist. Also
2688 * prevents people from moving chests to more difficult maps to get better
2689 * treasure
2690 */
2691 object *treas = tmp->inv;
2692
2693 if (!treas)
2694 {
2695 op->statusmsg ("The chest was empty.");
2696 tmp->decrease ();
2697 return;
2698 }
2699
2700 while (tmp->inv)
2701 {
2702 treas = tmp->inv;
2703 treas->remove ();
2704
2705 treas->x = op->x;
2706 treas->y = op->y;
2707 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2708
2709 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2710 spring_trap (treas, op);
2711
2712 /* If either player or container was destroyed, no need to do
2713 * further processing. I think this should be enclused with
2714 * spring trap above, as I don't think there is otherwise
2715 * any way for the treasure chest or player to get killed.
2716 */
2717 if (op->destroyed () || tmp->destroyed ())
2718 break;
2719 }
2720
2721 if (!tmp->destroyed () && !tmp->inv)
2722 tmp->decrease (true);
2723}
2724
2725/**
2726 * A dragon is eating some flesh. If the flesh contains resistances,
2727 * there is a chance for the dragon's skin to get improved.
2728 *
2729 * attributes:
2730 * object *op the object (dragon player) eating the flesh
2731 * object *meal the flesh item, getting chewed in dragon's mouth
2732 * return:
2733 * int 1 if eating successful, 0 if it doesn't work
2734 */
2735static int
2736dragon_eat_flesh (object *op, object *meal)
2737{
2738 object *skin = NULL; /* pointer to dragon skin force */
2739 object *abil = NULL; /* pointer to dragon ability force */
2740 object *tmp = NULL; /* tmp. object */
2741
2742 double chance; /* improvement-chance of one resistance type */
2743 double totalchance = 1; /* total chance of gaining one resistance */
2744 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2745 double mbonus = 0; /* monster bonus */
2746 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2747 int winners = 0; /* number of winners */
2748 int i; /* index */
2749
2750 /* let's make sure and doublecheck the parameters */
2751 if (meal->type != FLESH || !op->is_dragon ())
2752 return 0;
2753
2754 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2755 from the player's inventory */
2756 for (tmp = op->inv; tmp; tmp = tmp->below)
2757 if (tmp->type == FORCE)
2758 if (tmp->arch->archname == shstr_dragon_skin_force)
2759 skin = tmp;
2760 else if (tmp->arch->archname == shstr_dragon_ability_force)
2761 abil = tmp;
2762
2763 /* if either skin or ability are missing, this is an old player
2764 which is not to be considered a dragon -> bail out */
2765 if (skin == NULL || abil == NULL)
2766 return 0;
2767
2768 /* now start by filling stomache and health, according to food-value */
2769 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2770 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2771 else
2772 op->stats.hp += meal->stats.food / 50;
2773
2774 min_it (op->stats.hp, op->stats.maxhp);
2775 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2776
2777 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2778
2779 /* on to the interesting part: chances for adding resistance */
2780 for (i = 0; i < NROFATTACKS; i++)
2781 {
2782 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2783 {
2784 /* got positive resistance, now calculate improvement chance (0-100) */
2785
2786 /* this bonus makes resistance increase easier at lower levels */
2787 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2788 if (i == abil->stats.exp)
2789 bonus += 5; /* additional bonus for resistance of ability-focus */
2790
2791 /* monster bonus increases with level, because high-level
2792 flesh is too rare */
2793 mbonus = op->level * 20. / ((double) settings.max_level);
2794
2795 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2796 ((double)settings.max_level)) - skin->resist[i];
2797
2798 if (chance >= 0.)
2799 chance += 1.;
2800 else
2801 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2802
2803 /* chance is proportional to amount of resistance (max. 50) */
2804 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2805
2806 /* doubled chance for resistance of ability-focus */
2807 if (i == abil->stats.exp)
2808 chance = min (100., chance * 2.);
2809
2810 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2811 if (rndm (10000) < (unsigned int)(chance * 100))
2812 {
2813 atnr_winner[winners] = i;
2814 winners++;
2815 }
2816
2817 if (chance >= 0.01)
2818 totalchance *= 1 - chance / 100;
2819
2820 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2821 }
2822 }
2823
2824 /* inverse totalchance as until now we have the failure-chance */
2825 totalchance = 100 - totalchance * 100;
2826
2827 /* print message according to totalchance */
2828 const char *buf;
2829 if (totalchance > 50.)
2830 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2831 else if (totalchance > 10.)
2832 buf = format ("The %s tasted very good.", &meal->name);
2833 else if (totalchance > 1.)
2834 buf = format ("The %s tasted good.", &meal->name);
2835 else if (totalchance > 0.1)
2836 buf = format ("The %s tasted bland.", &meal->name);
2837 else if (totalchance >= 0.01)
2838 buf = format ("The %s had a boring taste.", &meal->name);
2839 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2840 buf = format ("The %s tasted strange.", &meal->name);
2841 else
2842 buf = format ("The %s had no taste.", &meal->name);
2843
2844 op->statusmsg (buf);
2845
2846 /* now choose a winner if we have any */
2847 i = -1;
2848 if (winners > 0)
2849 i = atnr_winner [rndm (winners)];
2850
2851 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2852 {
2853 /* resistance increased! */
2854 skin->resist[i]++;
2855 op->update_stats ();
2856
2857 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2858 }
2859
2860 /* if this flesh contains a new ability focus, we mark it
2861 into the ability_force and it will take effect on next level */
2862 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2863 {
2864 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2865
2866 if (meal->last_eat != abil->stats.exp)
2867 op->statusmsg (format (
2868 "Your metabolism prepares to focus on %s!\n"
2869 "The change will happen at level %d.",
2870 change_resist_msg[meal->last_eat],
2871 abil->level + 1
2872 ));
2873 else
2874 {
2875 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2876 abil->last_eat = 0;
2877 }
2878 }
2879
2880 return 1;
2881}
2882
2883/**
2884 * op eats food.
2885 * If player, takes care of messages and dragon special food.
2886 */
2887static void
2888apply_food (object *op, object *tmp)
2889{
2890 int capacity_remaining;
2891
2892 if (op->type != PLAYER)
2893 op->stats.hp = op->stats.maxhp;
2894 else
2895 {
2896 /* check if this is a dragon (player), eating some flesh */
2897 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2898 ;
2899 else
2900 {
2901 /* usual case - no dragon meal: */
2902 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2903 {
2904 if (tmp->type == FOOD || tmp->type == FLESH)
2905 op->failmsg ("You feel full, but what a waste of food!");
2906 else
2907 op->statusmsg ("Most of the drink goes down your face not your throat!");
2908 }
2909
2910 tmp->play_sound (
2911 tmp->sound
2912 ? tmp->sound
2913 : tmp->type == DRINK
2914 ? sound_find ("eat_drink")
2915 : sound_find ("eat_food")
2916 );
2917
2918 if (!tmp->flag [FLAG_CURSED])
2919 {
2920 const char *buf;
2921
2922 if (!op->is_dragon ())
2923 {
2924 /* eating message for normal players */
2925 if (tmp->type == DRINK)
2926 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2927 else
2928 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2929 }
2930 else
2931 /* eating message for dragon players */
2932 buf = format ("The %s tasted terrible!", &tmp->name);
2933
2934 op->statusmsg (buf);
2935
2936 capacity_remaining = MAX_FOOD - op->stats.food;
2937 op->stats.food += tmp->stats.food;
2938 if (capacity_remaining < tmp->stats.food)
2939 op->stats.hp += capacity_remaining / 50;
2940 else
2941 op->stats.hp += tmp->stats.food / 50;
2942
2943 min_it (op->stats.hp, op->stats.maxhp);
2944 min_it (op->stats.food, MAX_FOOD);
2945 }
2946
2947 /* special food hack -b.t. */
2948 if (tmp->title || tmp->flag [FLAG_CURSED])
2949 eat_special_food (op, tmp);
2950 }
2951 }
2952
2953 handle_apply_yield (tmp);
2954 tmp->decrease ();
2955}
2956
2957/**
2958 * Handles applying an improve armor scroll.
2959 * Does some sanity checks, then calls improve_armour.
2960 */
2961static void
2962apply_armour_improver (object *op, object *tmp)
2963{
2964 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2965 {
2966 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2967 return;
2968 }
2969
2970 object *armor = op->mark ();
2971
2972 if (!armor)
2973 {
2974 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2975 return;
2976 }
2977
2978 if (armor->type != ARMOUR
2979 && armor->type != CLOAK
2980 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2981 {
2982 op->failmsg ("Your marked item is not armour!\n");
2983 return;
2984 }
2985
2986 if (!op->apply (armor, AP_UNAPPLY))
2987 {
2988 op->failmsg ("You are unable to take off your armour to improve it!");
2989 return;
2990 }
2991
2992 op->statusmsg ("Applying armour enchantment.");
2993 improve_armour (op, tmp, armor);
2994}
2995
2996void
2997apply_poison (object *op, object *tmp)
2998{
2999 // need to do it now when it is still on the map
3000 handle_apply_yield (tmp);
3001
3002 object *poison = tmp->split (1);
3003
3004 if (op->type == PLAYER)
3005 {
3006 op->contr->play_sound (sound_find ("drink_poison"));
3007 op->failmsg ("Yech! That tasted poisonous!");
3008 op->contr->killer = poison;
3009 }
3010
3011 if (poison->stats.hp > 0)
3012 {
3013 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3014 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3015 }
3016
3017 op->stats.food -= op->stats.food / 4;
3018 poison->destroy ();
3019}
3020
3021/**
3022 * This function will try to apply a lighter and in case no lighter
3023 * is specified it will try to find a lighter in the players inventory,
3024 * and inform him about this requirement.
3025 *
3026 * who - the player
3027 * op - the item we want to light
3028 * lighter - the lighter or 0 if a lighter has yet to be found
3029 */
3030static object *
3031auto_apply_lighter (object *who, object *op, object *lighter)
3032{
3033 if (lighter == 0)
3034 {
3035 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3036 {
3037 if (tmp->type == LIGHTER)
3038 {
3039 lighter = tmp;
3040 break;
3041 }
3042 }
3043
3044 if (!lighter)
3045 {
3046 who->failmsgf (
3047 "You can't light up the %s with your bare hands! "
3048 "H<You need a lighter in your inventory, for example a flint and steel.>",
3049 &op->name
3050 );
3051 return 0;
3052 }
3053 }
3054
3055 // last_eat == 0 means the lighter is not being used up!
3056 if (lighter->last_eat && lighter->stats.food)
3057 {
3058 /* lighter gets used up */
3059 lighter = lighter->split ();
3060 lighter->stats.food--;
3061 who->insert (lighter);
3062 }
3063 else if (lighter->last_eat)
3064 {
3065 /* no charges left in lighter */
3066 who->failmsgf (
3067 "You attempt to light the %s with a used up %s.",
3068 &op->name, &lighter->name
3069 );
3070 return 0;
3071 }
3072
3073 return lighter;
3074}
3075
3076/**
3077 * Designed primarily to light torches/lanterns/etc.
3078 * Also burns up burnable material too. First object in the inventory is
3079 * the selected object to "burn". -b.t.
3080 */
3081static void
3082apply_lighter (object *who, object *lighter)
3083{
3084 int is_player_env = 0;
3085
3086 if (object *item = who->mark ())
3087 {
3088 if (!auto_apply_lighter (who, item, lighter))
3089 return;
3090
3091 /* Perhaps we should split what we are trying to light on fire?
3092 * I can't see many times when you would want to light multiple
3093 * objects at once.
3094 */
3095
3096 save_throw_object (item, AT_FIRE, who);
3097
3098 if (item->destroyed ()
3099 || ((item->type == LAMP || item->type == TORCH)
3100 && item->glow_radius > 0))
3101 who->statusmsg (format (
3102 "You light the %s with the %s.",
3103 &item->name, &lighter->name
3104 ));
3105 else
3106 who->failmsgf (
3107 "You attempt to light the %s with the %s and fail.",
3108 &item->name, &lighter->name
3109 );
3110 }
3111 else
3112 who->failmsg ("You need to mark a lightable object.");
3113}
3114
3115/**
3116 * This function generates a cursed effect for cursed lamps and torches.
3117 */
3118static void
3119player_apply_lamp_cursed_effect (object *who, object *op)
3120{
3121 if (op->level)
3122 {
3123 who->failmsgf (
3124 "The %s was cursed, it explodes in a big fireball!",
3125 &op->name
3126 );
3127 create_exploding_ball_at (who, op->level);
3128 }
3129 else
3130 {
3131 who->failmsgf (
3132 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3133 &op->name
3134 );
3135 }
3136
3137 op->destroy ();
3138}
3139
3140/**
3141 * Apply for players and lamps
3142 *
3143 * who - the player
3144 * op - the lamp
3145 */
3146static void
3147player_apply_lamp (object *who, object *op)
3148{
3149 bool switch_on = op->glow_radius ? false : true;
3150
3151 if (switch_on)
3152 {
3153 object *lighter = 0;
3154
3155 if (op->flag [FLAG_IS_LIGHTABLE]
3156 && !(lighter = auto_apply_lighter (who, op, 0)))
3157 return;
3158
3159 if (op->stats.food < 1)
3160 {
3161 if (op->type == LAMP)
3162 who->failmsgf (
3163 "The %s is out of fuel! "
3164 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3165 &op->name
3166 );
3167 else
3168 who->failmsgf (
3169 "The %s is burnt out! "
3170 "H<Torches and similar items burn out and become worthless.>",
3171 &op->name
3172 );
3173 return;
3174 }
3175
3176 if (op->flag [FLAG_CURSED])
3177 {
3178 player_apply_lamp_cursed_effect (who, op);
3179 return;
3180 }
3181
3182 if (lighter)
3183 who->statusmsg (format (
3184 "You light up the %s with the %s.", &op->name, &lighter->name));
3185 else
3186 who->statusmsg (format ("You light up the %s.", &op->name));
3187 }
3188 else
3189 {
3190 if (op->flag [FLAG_CURSED])
3191 {
3192 player_apply_lamp_cursed_effect (who, op);
3193 return;
3194 }
3195
3196 if (op->type == TORCH)
3197 {
3198 if (!op->flag [FLAG_IS_LIGHTABLE])
3199 {
3200 who->statusmsg (format (
3201 "You put out the %s. "
3202 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3203 &op->name, &op->name));
3204 }
3205 else
3206 who->statusmsg (format (
3207 "You put out the %s."
3208 "H<Torches wear out if you put them out.>",
3209 &op->name));
3210 }
3211 else
3212 who->statusmsg (format ("You turn off the %s.", &op->name));
3213 }
3214
3215 apply_lamp (op, switch_on);
3216}
3217
3218void get_animation_from_arch (object *op, arch_ptr a)
3219{
3220 op->animation_id = a->animation_id;
3221 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3222 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3223 op->anim_speed = a->anim_speed;
3224 op->last_anim = 0;
3225 op->state = 0;
3226 op->face = a->face;
3227
3228 if (NUM_ANIMATIONS(op) > 1)
3229 {
3230 SET_ANIMATION(op, 0);
3231 animate_object (op, op->direction);
3232 }
3233 else
3234 update_object (op, UP_OBJ_FACE);
3235}
3236
3237/**
3238 * Apply for LAMPs and TORCHes.
3239 *
3240 * op - the lamp
3241 * switch_on - a flag which says whether the lamp should be switched on or off
3242 */
3243void apply_lamp (object *op, bool switch_on)
3244{
3245 op->set_glow_radius (switch_on ? op->range : 0);
3246 op->set_speed (switch_on ? op->arch->speed : 0);
3247
3248 // torches wear out if you put them out
3249 if (op->type == TORCH && !switch_on)
3250 {
3251 if (op->flag [FLAG_IS_LIGHTABLE])
3252 {
3253 op->stats.food -= (double) op->arch->stats.food / 15;
3254 if (op->stats.food < 0)
3255 op->stats.food = 0;
3256 }
3257 else
3258 op->stats.food = 0;
3259 }
3260
3261 // lamps and torched get worthless when used up
3262 if (op->stats.food <= 0)
3263 op->value = 0;
3264
3265 // FIXME: This is a hack to make the more sane torches and lamps
3266 // still animated ;-/
3267 if (op->other_arch)
3268 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3269
3270 if (object *pl = op->visible_to ())
3271 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3272}
3273
3274/**
3275 * This handles items of type 'transformer'.
3276 * Basically those items, used with a marked item, transform both items into something
3277 * else.
3278 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3279 * Change information is contained in the 'slaying' field of the marked item.
3280 * The format is as follow: transformer:[number ]yield[;transformer:...].
3281 * This way an item can be transformed in many things, and/or many objects.
3282 * The 'slaying' field for transformer is used as verb for the action.
3283 */
3284static void
3285apply_item_transformer (object *pl, object *transformer)
3286{
3287 object *new_item;
3288 const char *find;
3289 char *separator;
3290 int yield;
3291 char got[MAX_BUF];
3292 int len;
3293
3294 if (!pl || !transformer)
3295 return;
3296
3297 object *marked = pl->mark ();
3298
3299 if (!marked)
3300 {
3301 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3302 return;
3303 }
3304
3305 if (!marked->slaying)
3306 {
3307 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3308 return;
3309 }
3310
3311 /* check whether they are compatible or not */
3312 find = strstr (&marked->slaying, transformer->arch->archname);
3313 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3314 {
3315 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3316 return;
3317 }
3318
3319 find += strlen (transformer->arch->archname) + 1;
3320 /* Item can be used, now find how many and what it yields */
3321 if (isdigit (*(find)))
3322 {
3323 yield = atoi (find);
3324 if (yield < 1)
3325 {
3326 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3327 yield = 1;
3328 }
3329 }
3330 else
3331 yield = 1;
3332
3333 while (isdigit (*find))
3334 find++;
3335
3336 while (*find == ' ')
3337 find++;
3338
3339 memset (got, 0, MAX_BUF);
3340
3341 if ((separator = (char *) strchr (find, ';')))
3342 len = separator - find;
3343 else
3344 len = strlen (find);
3345
3346 min_it (len, MAX_BUF - 1);
3347
3348 strcpy (got, find);
3349 got[len] = '\0';
3350
3351 /* Now create new item, remove used ones when required. */
3352 new_item = get_archetype (got);
3353 if (!new_item)
3354 {
3355 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3356 return;
3357 }
3358
3359 new_item->nrof = yield;
3360
3361 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3362
3363 pl->insert (new_item);
3364 /* Eat up one item */
3365 marked->decrease ();
3366
3367 /* Eat one transformer if needed */
3368 if (transformer->stats.food)
3369 if (--transformer->stats.food == 0)
3370 transformer->decrease ();
3371}
3372
3373/**
3374 * Main apply handler.
3375 *
3376 * Checks for unpaid items before applying.
3377 *
3378 * Return value is currently not used
3379 *
3380 * who is the object that is causing object to be applied, op is the object
3381 * being applied.
3382 *
3383 * aflag is special (always apply/unapply) flags. Nothing is done with
3384 * them in this function - they are passed to apply_special
3385 */
3386static bool
3387manual_apply (object *who, object *op, int aflag)
3388{
3389 op = op->head_ ();
3390
3391 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3392 {
3393 if (who->contr)
3394 {
3395 examine (who, op);
3396 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3397 return 1;
3398 }
3399 else
3400 return 0; /* monsters just skip unpaid items */
3401 }
3402
3403 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3404 return RESULT_INT (0);
3405 else if (apply_types_inv_only [op->type])
3406 {
3407 // special item, using slot system, needs to be in inv
3408 if (op->env == who)
3548 return apply_special (who, op, aflags); 3409 return apply_special (who, op, aflag);
3410
3411 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3412 }
3413 else if (!who->contr && apply_types_player_only [op->type])
3414 return 0; // monsters shouldn't try to apply player-only stuff
3415 else if (apply_types [op->type])
3416 {
3417 // ordinary stuff, may be on the floor
3418 switch (op->type)
3419 {
3420 case T_HANDLE:
3421 who->play_sound (sound_find ("turn_handle"));
3422 who->statusmsg ("You turn the handle.");
3423 op->value = op->value ? 0 : 1;
3424 SET_ANIMATION (op, op->value);
3425 update_object (op, UP_OBJ_FACE);
3426 push_button (op, who);
3427 break;
3428
3429 case TRIGGER:
3430 if (check_trigger (op, who, who))
3431 {
3432 who->statusmsg ("You turn the handle.");
3433 who->play_sound (sound_find ("turn_handle"));
3434 }
3435 else
3436 who->failmsg ("The handle doesn't move.");
3437
3438 break;
3439
3440 case EXIT:
3441 if (!EXIT_PATH (op))
3442 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3443 else
3444 {
3445 /* Don't display messages for random maps. */
3446 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3447 who->statusmsg (op->msg, NDI_NAVY);
3448
3449 who->enter_exit (op);
3450 }
3451
3452 break;
3453
3454 case INSCRIBABLE:
3455 who->statusmsg (op->msg);
3456 // maybe show a spell menu to chose from or something like that
3457 break;
3458
3459 case SIGN:
3460 apply_sign (who, op, 0);
3461 break;
3462
3463 case BOOK:
3464 apply_book (who, op);
3465 break;
3466
3467 case SKILLSCROLL:
3468 apply_skillscroll (who, op);
3469 break;
3470
3471 case SPELLBOOK:
3472 apply_spellbook (who, op);
3473 break;
3474
3475 case SCROLL:
3476 apply_scroll (who, op, 0);
3477 break;
3478
3479 case POTION:
3480 apply_potion (who, op);
3481 break;
3482
3483 /* Eneq(@csd.uu.se): Handle apply on containers. */
3484 //TODO: remove, as it is unsed?
3485 case CLOSE_CON:
3486 apply_container (who, op->env);
3487 break;
3488
3489 case CONTAINER:
3490 apply_container (who, op);
3491 break;
3492
3493 case TREASURE:
3494 apply_treasure (who, op);
3495 break;
3496
3497 case LAMP:
3498 case TORCH:
3499 player_apply_lamp (who, op);
3500 break;
3501
3502 case DRINK:
3503 case FOOD:
3504 case FLESH:
3505 apply_food (who, op);
3506 break;
3507
3508 case POISON:
3509 apply_poison (who, op);
3510 break;
3511
3512 case SAVEBED:
3513 break;
3514
3515 case ARMOUR_IMPROVER:
3516 apply_armour_improver (who, op);
3517 break;
3518
3519 case WEAPON_IMPROVER:
3520 check_improve_weapon (who, op);
3521 break;
3522
3523 case CLOCK:
3524 {
3525 timeofday_t tod;
3526
3527 get_tod (&tod);
3528 who->play_sound (sound_find ("sound_clock"));
3529 who->statusmsg (format (
3530 "It is %d minute%s past %d o'clock %s",
3531 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3532 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3533 ));
3534 }
3535 break;
3536
3537 case MENU:
3538 shop_listing (op, who);
3539 break;
3540
3541 case POWER_CRYSTAL:
3542 apply_power_crystal (who, op); /* see egoitem.c */
3543 break;
3544
3545 case LIGHTER: /* for lighting torches/lanterns/etc */
3546 apply_lighter (who, op);
3547 break;
3548
3549 case ITEM_TRANSFORMER:
3550 apply_item_transformer (who, op);
3551 break;
3552 }
3553
3554 return 1;
3555 }
3556 else
3557 {
3558 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3559 return 0;
3560 }
3561}
3562
3563/**
3564 * player_apply_below attempts to apply the object 'below' the player.
3565 * If the player has an open container, we use that for below, otherwise
3566 * we use the ground.
3567 */
3568void
3569player_apply_below (object *pl)
3570{
3571 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3572
3573 /* If using a container, set the starting item to be the top
3574 * item in the container. Otherwise, use the map.
3575 */
3576
3577 // first try to apply "applyables"
3578 for (object *tmp = top; tmp; tmp = tmp->below)
3579 if (!tmp->invisible && apply_types [tmp->type])
3580 {
3581 // If it is visible, player can apply it.
3582 pl->apply (tmp);
3583 return;
3584 }
3585
3586 while (top && top->invisible)
3587 top = top->below;
3588
3589 if (!top || top->flag [FLAG_IS_FLOOR])
3590 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3591 "H<There is nothing here that you can apply.>");
3592 else
3593 // next, try to explain the topmost object
3594 switch (top->type)
3595 {
3596 // TODO: all this should move to examine
3597 case ALTAR:
3598 case IDENTIFY_ALTAR:
3599 case TRIGGER_ALTAR:
3600 case CONVERTER:
3601 //case TRIGGER_PEDESTAL:
3602 pl->failmsgf (
3603 "You see no obvious mechanism on the %s."
3604 "H<You have to drop one or more specific items here.>",
3605 query_short_name (top)
3606 );
3607 break;
3608
3609 case BUTTON:
3610 case TRIGGER_BUTTON:
3611 pl->failmsgf (
3612 "The %s looks as if you could activate it with somehting heavy. "
3613 "H<You must put enough items here to activate it.>",
3614 query_short_name (top)
3615 );
3616 break;
3617
3618 default:
3619 examine (pl, top);
3620 break;
3621 }
3622}
3623
3624// saner interface, returns successful status
3625bool
3626object::apply (object *ob, int aflags)
3627{
3628 if (!ob) // simplifies a lot of callers
3629 return true;
3630
3631 if (contr)
3632 {
3633 if (!ob->env && (move_type & MOVE_FLYING))
3634 {
3635 /* player is flying and applying object not in inventory */
3636 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3637 {
3638 failmsg ("But you are floating high above the ground! "
3639 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3640 "or waiting till the levitation effect wears off.>");
3641 return 0;
3642 }
3643 }
3644
3645 contr->last_used = ob;
3646 }
3647
3648 bool want_apply =
3649 aflags & AP_APPLY ? true
3650 : aflags & AP_UNAPPLY ? false
3651 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3652
3653 object_ptr *slot = 0;
3654
3655 // detect the slot, if this is a player
3656 if (contr && !(aflags & AP_NO_SLOT))
3657 {
3658 object *oslot;
3659
3660 switch (ob->type)
3661 {
3662 case WEAPON:
3663 slot = &contr->combat_ob;
3664 oslot = contr->ranged_ob;
3665 break;
3666
3667 case BOW:
3668 case RANGED:
3669 case SPELL:
3670 case WAND:
3671 case ROD:
3672 case HORN:
3673 case BUILDER:
3674 slot = &contr->ranged_ob;
3675 oslot = contr->combat_ob;
3676 break;
3677
3678 // oh, the humanity
3679 case SKILL:
3680 if (aflags & AP_NO_SLOT)
3681 break;
3682
3683 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3684 break;
3685
3686 if (skill_flags [ob->subtype] & SF_COMBAT)
3687 {
3688 slot = &contr->combat_ob;
3689 oslot = contr->ranged_ob;
3690 }
3691 else if (skill_flags [ob->subtype] & SF_RANGED)
3692 {
3693 slot = &contr->ranged_ob;
3694 oslot = contr->combat_ob;
3695 }
3696
3697 break;
3698 }
3699
3700 // now handle slot exclusions
3701 if (slot)
3702 {
3703 // only one slot can be active
3704 if (want_apply)
3705 {
3706 // clear slot unless we are in it already
3707 if (*slot != ob)
3708 apply (*slot, AP_UNAPPLY);
3709
3710 // unapply other slot, because we want to become active
3711 apply (oslot, AP_UNAPPLY);
3712 }
3713
3714 // clear item from slot if applied
3715 if (!want_apply && current_weapon == ob)
3716 current_weapon = 0;
3717 }
3718 }
3719
3720 if (ob->flag [FLAG_APPLIED] != want_apply)
3721 manual_apply (this, ob, aflags);
3722
3723 if (ob->flag [FLAG_APPLIED] != want_apply)
3724 return false;
3725
3726 if (slot && want_apply)
3727 current_weapon = *slot = ob;
3728
3729 return true;
3549} 3730}
3550 3731
3551/** 3732/**
3552 * Map was just loaded, handle op's initialisation. 3733 * Map was just loaded, handle op's initialisation.
3553 * 3734 *
3556int 3737int
3557auto_apply (object *op) 3738auto_apply (object *op)
3558{ 3739{
3559 object *tmp = NULL, *tmp2; 3740 object *tmp = NULL, *tmp2;
3560 int i; 3741 int i;
3742
3743 op->clr_flag (FLAG_AUTO_APPLY);
3561 3744
3562 switch (op->type) 3745 switch (op->type)
3563 { 3746 {
3564 case SHOP_FLOOR: 3747 case SHOP_FLOOR:
3565 if (!op->has_random_items ()) 3748 if (!op->has_random_items ())
3567 3750
3568 do 3751 do
3569 { 3752 {
3570 i = 10; /* let's give it 10 tries */ 3753 i = 10; /* let's give it 10 tries */
3571 while ((tmp = generate_treasure (op->randomitems, 3754 while ((tmp = generate_treasure (op->randomitems,
3572 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3755 op->stats.exp
3756 ? (int) op->stats.exp
3757 : max (op->map->difficulty, 5)))
3758 == NULL && --i);
3759
3573 if (tmp == NULL) 3760 if (tmp == NULL)
3574 return 0; 3761 return 0;
3575 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3762
3763 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3576 { 3764 {
3577 tmp->destroy (); 3765 tmp->destroy ();
3578 tmp = NULL; 3766 tmp = NULL;
3579 } 3767 }
3580 } 3768 }
3581 while (!tmp); 3769 while (!tmp);
3582 3770
3583 tmp->x = op->x; 3771 tmp->x = op->x;
3584 tmp->y = op->y; 3772 tmp->y = op->y;
3585 SET_FLAG (tmp, FLAG_UNPAID); 3773 tmp->set_flag (FLAG_UNPAID);
3586 insert_ob_in_map (tmp, op->map, NULL, 0); 3774 insert_ob_in_map (tmp, op->map, NULL, 0);
3587 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3588 identify (tmp); 3775 identify (tmp);
3589 break; 3776 break;
3590 3777
3591 case TREASURE: 3778 case TREASURE:
3592 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3779 if (op->flag [FLAG_IS_A_TEMPLATE])
3593 return 0; 3780 return 0;
3594 3781
3595 while (op->stats.hp-- > 0) 3782 while (op->stats.hp-- > 0)
3596 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3783 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3597 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3784 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3599 /* If we generated an object and put it in this object inventory, 3786 /* If we generated an object and put it in this object inventory,
3600 * move it to the parent object as the current object is about 3787 * move it to the parent object as the current object is about
3601 * to disappear. An example of this item is the random_* stuff 3788 * to disappear. An example of this item is the random_* stuff
3602 * that is put inside other objects. 3789 * that is put inside other objects.
3603 */ 3790 */
3604 for (tmp = op->inv; tmp; tmp = tmp2)
3605 {
3606 tmp2 = tmp->below;
3607 tmp->remove ();
3608
3609 if (op->env) 3791 if (op->env)
3610 insert_ob_in_ob (tmp, op->env); 3792 while (op->inv)
3611 else 3793 op->env->insert (op->inv);
3612 tmp->destroy ();
3613 }
3614 3794
3615 op->destroy (); 3795 op->destroy ();
3616 break; 3796 break;
3617 } 3797 }
3618 return tmp ? 1 : 0; 3798
3799 return !!tmp;
3619} 3800}
3620 3801
3621/** 3802/**
3622 * fix_auto_apply goes through the entire map every time a map 3803 * fix_auto_apply goes through the entire map every time a map
3623 * is loaded or swapped in and performs special actions for 3804 * is loaded or swapped in and performs special actions for
3637 3818
3638 if (tmp->inv) 3819 if (tmp->inv)
3639 { 3820 {
3640 object *invtmp, *invnext; 3821 object *invtmp, *invnext;
3641 3822
3642 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3823 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3643 { 3824 {
3644 invnext = invtmp->below; 3825 invnext = invtmp->below;
3645 3826
3646 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3827 if (invtmp->flag [FLAG_AUTO_APPLY])
3647 auto_apply (invtmp); 3828 auto_apply (invtmp);
3648 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3829 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3649 { 3830 {
3650 while ((invtmp->stats.hp--) > 0) 3831 while (invtmp->stats.hp-- > 0)
3651 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3832 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3652 3833
3653 invtmp->randomitems = NULL; 3834 invtmp->randomitems = NULL;
3654 } 3835 }
3655 else if (invtmp && invtmp->arch 3836 else if (invtmp && invtmp->arch
3660 * treasure again for this object 3841 * treasure again for this object
3661 */ 3842 */
3662 invtmp->randomitems = NULL; 3843 invtmp->randomitems = NULL;
3663 } 3844 }
3664 } 3845 }
3846
3665 /* This is really temporary - the code at the bottom will 3847 /* This is really temporary - the code at the bottom will
3666 * also set randomitems to null. The problem is there are bunches 3848 * also set randomitems to null. The problem is there are bunches
3667 * of maps/players already out there with items that have spells 3849 * of maps/players already out there with items that have spells
3668 * which haven't had the randomitems set to null yet. 3850 * which haven't had the randomitems set to null yet.
3669 * MSW 2004-05-13 3851 * MSW 2004-05-13
3673 * Ryo 2004-08-16 3855 * Ryo 2004-08-16
3674 */ 3856 */
3675 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3857 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3676 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3858 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3677 tmp->randomitems = NULL; 3859 tmp->randomitems = NULL;
3678
3679 } 3860 }
3680 3861
3681 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3862 if (tmp->flag [FLAG_AUTO_APPLY])
3682 auto_apply (tmp); 3863 auto_apply (tmp);
3683 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3864 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3684 { 3865 {
3685 while ((tmp->stats.hp--) > 0) 3866 while ((tmp->stats.hp--) > 0)
3686 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3867 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3688 } 3869 }
3689 else if (tmp->type == TIMED_GATE) 3870 else if (tmp->type == TIMED_GATE)
3690 { 3871 {
3691 object *head = tmp->head != NULL ? tmp->head : tmp; 3872 object *head = tmp->head != NULL ? tmp->head : tmp;
3692 3873
3693 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3874 if (head->flag [FLAG_IS_LINKED])
3694 tmp->set_speed (0); 3875 tmp->set_speed (0);
3695 } 3876 }
3696 /* This function can be called everytime a map is loaded, even when 3877 /* This function can be called everytime a map is loaded, even when
3697 * swapping back in. As such, we don't want to create the treasure 3878 * swapping back in. As such, we don't want to create the treasure
3698 * over and ove again, so after we generate the treasure, blank out 3879 * over and ove again, so after we generate the treasure, blank out
3716 } 3897 }
3717 3898
3718 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3899 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3719 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3900 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3720 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3901 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3721 check_trigger (tmp, tmp->above); 3902 check_trigger (tmp, tmp->above, tmp->above);
3722} 3903}
3723 3904
3724/** 3905/**
3725 * Handles player eating food that temporarily changes status (resistances, stats). 3906 * Handles player eating food that temporarily changes status (resistances, stats).
3726 * This used to call cast_change_attr(), but 3907 * This used to call cast_change_attr(), but
3731eat_special_food (object *who, object *food) 3912eat_special_food (object *who, object *food)
3732{ 3913{
3733 object *force; 3914 object *force;
3734 int i, did_one = 0; 3915 int i, did_one = 0;
3735 3916
3736 force = get_archetype (FORCE_NAME); 3917 char buf[64];
3918 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3919 shstr key (buf);
3737 3920
3738 for (i = 0; i < NUM_STATS; i++)
3739 if (sint8 k = food->stats.stat (i))
3740 {
3741 force->stats.stat (i) = k;
3742 did_one = 1;
3743 }
3744
3745 /* check if we can protect the eater */
3746 for (i = 0; i < NROFATTACKS; i++)
3747 {
3748 if (food->resist[i] > 0)
3749 {
3750 force->resist[i] = food->resist[i] / 2;
3751 did_one = 1;
3752 }
3753 }
3754
3755 if (did_one)
3756 {
3757 force->set_speed (0.1);
3758 /* bigger morsel of food = longer effect time */ 3921 /* bigger morsel of food = longer effect time */
3759 force->duration = food->stats.food / 5; 3922 int duration = TIME2TICK (food->stats.food);
3760 SET_FLAG (force, FLAG_APPLIED); 3923
3761 change_abil (who, force); 3924 if (force = who->force_find (key))
3762 insert_ob_in_ob (force, who); 3925 {
3926 if (duration > fabs (force->speed_left / force->speed))
3927 {
3928 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));
3929 force->force_set_timer (duration);
3930 }
3931 else
3932 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3933
3934 return;
3763 } 3935 }
3764 else 3936 else
3937 {
3938 force = who->force_add (key, duration);
3939 force->name = key;
3940
3941 /* check if the food affects a stat */
3942 for (i = 0; i < NUM_STATS; i++)
3943 if (sint8 k = food->stats.stat (i))
3944 {
3945 force->stats.stat (i) = k;
3946 did_one = 1;
3947 }
3948
3949 /* check if we can protect the eater */
3950 for (i = 0; i < NROFATTACKS; i++)
3951 {
3952 if (food->resist[i] > 0)
3953 {
3954 force->resist[i] = food->resist[i];
3955 did_one = 1;
3956 }
3957 }
3958
3959 if (did_one)
3960 {
3961 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));
3962
3963 /* make the force take effect and report effects to user */
3964 change_abil (who, force);
3965 }
3966 else
3765 force->destroy (); 3967 force->destroy ();
3968 }
3766 3969
3767 /* check for hp, sp change */ 3970 /* check for hp, sp change */
3768 if (food->stats.hp != 0) 3971 if (food->stats.hp != 0)
3769 { 3972 {
3770 if (QUERY_FLAG (food, FLAG_CURSED)) 3973 if (food->flag [FLAG_CURSED])
3771 { 3974 {
3772 assign (who->contr->killer, food->name); 3975 who->contr->killer = food;
3773 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3976 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3774 who->failmsg ("Eck!...that was poisonous!"); 3977 who->failmsg ("Eck!...that was poisonous!");
3775 } 3978 }
3776 else 3979 else
3777 { 3980 {
3781 who->failmsg ("Eck!...that was poisonous!"); 3984 who->failmsg ("Eck!...that was poisonous!");
3782 3985
3783 who->stats.hp += food->stats.hp; 3986 who->stats.hp += food->stats.hp;
3784 } 3987 }
3785 } 3988 }
3989
3786 if (food->stats.sp != 0) 3990 if (food->stats.sp != 0)
3787 { 3991 {
3788 if (QUERY_FLAG (food, FLAG_CURSED)) 3992 if (food->flag [FLAG_CURSED])
3789 { 3993 {
3790 who->failmsg ("You are drained of mana!"); 3994 who->failmsg ("You are drained of mana!");
3791 who->stats.sp -= food->stats.sp; 3995 who->stats.sp -= food->stats.sp;
3792 if (who->stats.sp < 0) 3996 if (who->stats.sp < 0)
3793 who->stats.sp = 0; 3997 who->stats.sp = 0;
3799 /* place limit on max sp from food? */ 4003 /* place limit on max sp from food? */
3800 } 4004 }
3801 } 4005 }
3802 4006
3803 who->update_stats (); 4007 who->update_stats ();
3804}
3805
3806/**
3807 * Designed primarily to light torches/lanterns/etc.
3808 * Also burns up burnable material too. First object in the inventory is
3809 * the selected object to "burn". -b.t.
3810 */
3811void
3812apply_lighter (object *who, object *lighter)
3813{
3814 object *item;
3815 int is_player_env = 0;
3816
3817 item = find_marked_object (who);
3818 if (item)
3819 {
3820 if (lighter->last_eat && lighter->stats.food)
3821 { /* lighter gets used up */
3822 /* Split multiple lighters if they're being used up. Otherwise *
3823 * one charge from each would be used up. --DAMN */
3824 if (lighter->nrof > 1)
3825 {
3826 object *oneLighter = lighter->clone ();
3827
3828 lighter->nrof -= 1;
3829 oneLighter->nrof = 1;
3830 oneLighter->stats.food--;
3831 esrv_send_item (who, lighter);
3832 oneLighter = insert_ob_in_ob (oneLighter, who);
3833 esrv_send_item (who, oneLighter);
3834 }
3835 else
3836 lighter->stats.food--;
3837 }
3838 else if (lighter->last_eat)
3839 {
3840 /* no charges left in lighter */
3841 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3842 return;
3843 }
3844
3845 /* Perhaps we should split what we are trying to light on fire?
3846 * I can't see many times when you would want to light multiple
3847 * objects at once.
3848 */
3849
3850 if (who == item->in_player ())
3851 is_player_env = 1;
3852
3853 save_throw_object (item, AT_FIRE, who);
3854
3855 if (item->destroyed ())
3856 {
3857 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3858 /* Need to update the player so that the players glow radius
3859 * gets changed.
3860 */
3861 if (is_player_env)
3862 who->update_stats ();
3863 }
3864 else
3865 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3866 }
3867 else
3868 who->failmsg ("You need to mark a lightable object.");
3869}
3870
3871/**
3872 * op made some mistake with a scroll, this takes care of punishment.
3873 * scroll_failure()- hacked directly from spell_failure
3874 */
3875void
3876scroll_failure (object *op, int failure, int power)
3877{
3878 if (abs (failure / 4) > power)
3879 power = abs (failure / 4); /* set minimum effect */
3880
3881 if (failure <= -1 && failure > -15)
3882 { /* wonder */
3883 object *tmp;
3884
3885 op->failmsg ("Your spell warps!");
3886 tmp = get_archetype (SPELL_WONDER);
3887 cast_wonder (op, op, 0, tmp);
3888 tmp->destroy ();
3889 }
3890 else if (failure <= -15 && failure > -35)
3891 { /* drain mana */
3892 op->failmsg ("Your mana is drained!");
3893 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3894 if (op->stats.sp < 0)
3895 op->stats.sp = 0;
3896 }
3897 else if (settings.spell_failure_effects == TRUE)
3898 {
3899 if (failure <= -35 && failure > -60)
3900 { /* confusion */
3901 op->failmsg ("The magic recoils on you!");
3902 confuse_player (op, op, power);
3903 }
3904 else if (failure <= -60 && failure > -70)
3905 { /* paralysis */
3906 op->failmsg ("The magic recoils and paralyzes you!");
3907 paralyze_player (op, op, power);
3908 }
3909 else if (failure <= -70 && failure > -80)
3910 { /* blind */
3911 op->failmsg ("The magic recoils on you!");
3912 blind_player (op, op, power);
3913 }
3914 else if (failure <= -80)
3915 { /* blast the immediate area */
3916 object *tmp = get_archetype (LOOSE_MANA);
3917 cast_magic_storm (op, tmp, power);
3918 op->failmsg ("You unleash uncontrolled mana!");
3919 tmp->destroy ();
3920 }
3921 }
3922} 4008}
3923 4009
3924void 4010void
3925apply_changes_to_player (object *pl, object *change) 4011apply_changes_to_player (object *pl, object *change)
3926{ 4012{
3974 } 4060 }
3975 4061
3976 /* insert the randomitems from the change's treasurelist into 4062 /* insert the randomitems from the change's treasurelist into
3977 * the player ref: player.c 4063 * the player ref: player.c
3978 */ 4064 */
3979 if (change->randomitems != NULL) 4065 if (change->randomitems)
3980 give_initial_items (pl, change->randomitems); 4066 give_initial_items (pl, change->randomitems);
3981 4067
3982 /* set up the face, for some races. */ 4068 /* set up the face, for some races. */
3983 4069
3984 /* first, look for the force object banning 4070 /* first, look for the force object banning
3985 * changing the face. Certain races never change face with class. 4071 * changing the face. Certain races never change face with class.
3986 */ 4072 */
3987 for (walk = pl->inv; walk != NULL; walk = walk->below) 4073 for (walk = pl->inv; walk; walk = walk->below)
3988 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4074 if (walk->name == shstr_NOCLASSFACECHANGE)
3989 flag_change_face = 0; 4075 flag_change_face = 0;
3990 4076
3991 if (flag_change_face) 4077 if (flag_change_face)
3992 { 4078 {
3993 pl->animation_id = GET_ANIM_ID (change);
3994 pl->face = change->face; 4079 pl->face = change->face;
3995 4080 pl->animation_id = change->animation_id;
3996 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4081 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3997 SET_FLAG (pl, FLAG_ANIMATE);
3998 else
3999 CLEAR_FLAG (pl, FLAG_ANIMATE);
4000 } 4082 }
4001 4083
4002 /* check the special case of can't use weapons */ 4084 /* check the special case of can't use weapons */
4003 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4085 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4004 if (!strcmp (change->name, "monk")) 4086 if (change->name == shstr_monk)
4005 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4087 pl->clr_flag (FLAG_USE_WEAPON);
4006 4088
4007 break; 4089 break;
4008 } 4090 }
4009 } 4091 }
4010} 4092}
4011 4093
4012/**
4013 * This handles items of type 'transformer'.
4014 * Basically those items, used with a marked item, transform both items into something
4015 * else.
4016 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4017 * Change information is contained in the 'slaying' field of the marked item.
4018 * The format is as follow: transformer:[number ]yield[;transformer:...].
4019 * This way an item can be transformed in many things, and/or many objects.
4020 * The 'slaying' field for transformer is used as verb for the action.
4021 */
4022void
4023apply_item_transformer (object *pl, object *transformer)
4024{
4025 object *marked;
4026 object *new_item;
4027 char *find;
4028 char *separator;
4029 int yield;
4030 char got[MAX_BUF];
4031 int len;
4032
4033 if (!pl || !transformer)
4034 return;
4035
4036 marked = find_marked_object (pl);
4037
4038 if (!marked)
4039 {
4040 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4041 return;
4042 }
4043
4044 if (!marked->slaying)
4045 {
4046 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4047 return;
4048 }
4049
4050 /* check whether they are compatible or not */
4051 find = strstr (marked->slaying, transformer->arch->archname);
4052 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4053 {
4054 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4055 return;
4056 }
4057
4058 find += strlen (transformer->arch->archname) + 1;
4059 /* Item can be used, now find how many and what it yields */
4060 if (isdigit (*(find)))
4061 {
4062 yield = atoi (find);
4063 if (yield < 1)
4064 {
4065 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4066 yield = 1;
4067 }
4068 }
4069 else
4070 yield = 1;
4071
4072 while (isdigit (*find))
4073 find++;
4074
4075 while (*find == ' ')
4076 find++;
4077
4078 memset (got, 0, MAX_BUF);
4079
4080 if ((separator = strchr (find, ';')) != NULL)
4081 len = separator - find;
4082 else
4083 len = strlen (find);
4084
4085 if (len > MAX_BUF - 1)
4086 len = MAX_BUF - 1;
4087
4088 strcpy (got, find);
4089 got[len] = '\0';
4090
4091 /* Now create new item, remove used ones when required. */
4092 new_item = get_archetype (got);
4093 if (!new_item)
4094 {
4095 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4096 return;
4097 }
4098
4099 new_item->nrof = yield;
4100
4101 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4102
4103 insert_ob_in_ob (new_item, pl);
4104 esrv_send_inventory (pl, pl);
4105 /* Eat up one item */
4106 decrease_ob_nr (marked, 1);
4107
4108 /* Eat one transformer if needed */
4109 if (transformer->stats.food)
4110 if (--transformer->stats.food == 0)
4111 decrease_ob_nr (transformer, 1);
4112}
4113

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