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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.169 by root, Sun Sep 7 21:31:23 2008 UTC vs.
Revision 1.265 by root, Tue May 18 01:45:16 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 (©) 2005,2006,2007,2008 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.\r", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\r" << 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.\r", long_desc (id, pl)); 102 set (LAMP);
135 if (id->msg) 103 set (TORCH);
136 buf << "The item has a story:\r" << 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 if (shstr yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167}
168
169/**
170 * Handles applying a potion.
171 */
172int
173apply_potion (object *op, object *tmp)
174{
175 int got_one = 0, i;
176 object *force = 0, *floor = 0;
177
178 floor = GET_MAP_OB (op->map, op->x, op->y);
179
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
184 CLEAR_FLAG (tmp, FLAG_APPLIED);
185 return 0;
186 }
187
188 if (op->type == PLAYER)
189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
190 identify (tmp);
191
192 handle_apply_yield (tmp);
193
194 /* Potion of restoration - only for players */
195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
196 {
197 object *depl;
198 archetype *at;
199
200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
201 {
202 op->drain_stat ();
203 op->update_stats ();
204 tmp->decrease ();
205 return 1;
206 }
207
208 if (!(at = archetype::find (ARCH_DEPLETION)))
209 {
210 LOG (llevError, "Could not find archetype depletion\n");
211 return 0;
212 }
213
214 depl = present_arch_in_ob (at, op);
215
216 if (depl)
217 {
218 for (i = 0; i < NUM_STATS; i++)
219 if (depl->stats.stat (i))
220 op->statusmsg (restore_msg[i]);
221
222 depl->destroy ();
223 op->update_stats ();
224 }
225 else
226 op->statusmsg ("Your potion had no effect.");
227
228 tmp->decrease ();
229 return 1;
230 }
231
232 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 {
235 for (i = 1; i < MIN (11, op->level); i++)
236 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 {
239 if (op->contr->levhp[i] != 1)
240 {
241 op->contr->levhp[i] = 1;
242 break;
243 }
244
245 if (op->contr->levsp[i] != 1)
246 {
247 op->contr->levsp[i] = 1;
248 break;
249 }
250
251 if (op->contr->levgrace[i] != 1)
252 {
253 op->contr->levgrace[i] = 1;
254 break;
255 }
256 }
257 else
258 {
259 if (op->contr->levhp[i] < 9)
260 {
261 op->contr->levhp[i] = 9;
262 break;
263 }
264
265 if (op->contr->levsp[i] < 6)
266 {
267 op->contr->levsp[i] = 6;
268 break;
269 }
270
271 if (op->contr->levgrace[i] < 3)
272 {
273 op->contr->levgrace[i] = 3;
274 break;
275 }
276 }
277 }
278
279 /* Just makes checking easier */
280 if (i < MIN (11, op->level))
281 got_one = 1;
282
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 {
285 if (got_one)
286 {
287 op->update_stats ();
288 op->statusmsg ("The Gods smile upon you and remake you "
289 "a little more in their image. "
290 "You feel a little more perfect.", NDI_GREEN);
291 }
292 else
293 op->statusmsg ("The potion had no effect - you are already perfect.");
294 }
295 else
296 { /* cursed potion */
297 if (got_one)
298 {
299 op->update_stats ();
300 op->failmsg ("The Gods are angry and punish you.");
301 }
302 else
303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
304 }
305
306 tmp->decrease ();
307 return 1;
308 }
309
310
311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
312 * and heroism all fit into this category. Given the spell object code,
313 * there is no limit to the number of spells that potions can be cast,
314 * but direction is problematic to try and imbue fireball potions for example.
315 */
316 if (tmp->inv)
317 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!");
323
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 }
332 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334
335 tmp->decrease ();
336
337 /* if youre dead, no point in doing this... */
338 if (!QUERY_FLAG (op, FLAG_REMOVED))
339 op->update_stats ();
340
341 return 1;
342 }
343
344 /* Deal with protection potions */
345 force = NULL;
346 for (i = 0; i < NROFATTACKS; i++)
347 {
348 if (tmp->resist[i])
349 {
350 if (!force)
351 force = get_archetype (FORCE_NAME);
352
353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
354 force->type = POTION_EFFECT;
355 break; /* Only need to find one protection since we copy entire batch */
356 }
357 }
358
359 /* This is a protection potion */
360 if (force)
361 {
362 /* cursed items last longer */
363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
364 {
365 force->stats.food *= 10;
366 for (i = 0; i < NROFATTACKS; i++)
367 if (force->resist[i] > 0)
368 force->resist[i] = -force->resist[i]; /* prot => vuln */
369 }
370
371 force->speed_left = -1;
372 force = insert_ob_in_ob (force, op);
373 CLEAR_FLAG (tmp, FLAG_APPLIED);
374 SET_FLAG (force, FLAG_APPLIED);
375 change_abil (op, force);
376 tmp->decrease ();
377 return 1;
378 }
379
380 /* Only thing left are the stat potions */
381 if (op->type == PLAYER)
382 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else
386 SET_FLAG (tmp, FLAG_APPLIED);
387
388 if (!change_abil (op, tmp))
389 op->statusmsg ("Nothing happened.");
390 }
391
392 /* CLEAR_FLAG is so that if the character has other potions
393 * that were grouped with the one consumed, his
394 * stat will not be raised by them. fix_player just clears
395 * up all the stats.
396 */
397 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 op->update_stats ();
399 tmp->decrease ();
400 return 1;
401}
402 112
403/**************************************************************************** 113/****************************************************************************
404 * Weapon improvement code follows 114 * Weapon improvement code follows
405 ****************************************************************************/ 115 ****************************************************************************/
406 116
407/** 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/**
408 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
409 */ 134 */
410static int 135static int
411check_item (object *op, const char *item) 136check_item (object *op, shstr_cmp item)
412{ 137{
413 int count = 0; 138 int count = 0;
414 139
415 if (!item) 140 if (!item)
416 return 0; 141 return 0;
417 142
418 for (op = op->below; op; op = op->below) 143 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 144 if (op->arch->archname == item)
421 { 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof; 147 count += op->number_of ();
429 }
430 }
431 }
432 148
433 return count; 149 return count;
434} 150}
435 151
436/** 152/**
438 * op is typically the player, which is only 154 * op is typically the player, which is only
439 * really used to determine what space to look at. 155 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
441 */ 157 */
442static void 158static void
443eat_item (object *op, const char *item, uint32 nrof) 159eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 160{
445 object *prev; 161 object *prev;
446 162
447 prev = op; 163 prev = op;
448 op = op->below; 164 op = op->below;
449 165
450 while (op) 166 while (op)
451 { 167 {
452 if (strcmp (op->arch->archname, item) == 0) 168 if (op->arch->archname == item)
453 { 169 {
454 if (op->nrof >= nrof) 170 if (op->nrof >= nrof)
455 { 171 {
456 op->decrease (nrof); 172 op->decrease (nrof);
457 return; 173 return;
469 op = op->below; 185 op = op->below;
470 } 186 }
471} 187}
472 188
473/** 189/**
474 * This checks to see of the player (who) is sufficient level to use a weapon
475 * with improvs improvements (typically last_eat). We take an int here
476 * instead of the object so that the improvement code can pass along the
477 * increased value to see if the object is usuable.
478 * we return 1 (true) if the player can use the weapon.
479 */
480static int
481check_weapon_power (const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
491 return 0;
492
493#else
494 int level = 0;
495
496 /* The skill system hands out wc and dam bonuses to fighters
497 * more generously than the old system (see fix_player). Thus
498 * we need to curtail the power of player enchanted weapons.
499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
500 * Note: Nothing should break by allowing this ratio to be different or
501 * using normal level - it is just a matter of play balance.
502 */
503 if (who->type == PLAYER)
504 {
505 object *wc_obj = NULL;
506
507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509 level = wc_obj->level;
510
511 if (!level)
512 {
513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
518 level = who->level;
519
520 return (improvs <= ((level / 5) + 5));
521#endif
522}
523
524/**
525 * 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.
526 * 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.
527 */ 192 */
528static int 193static int
529check_sacrifice (object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
533 if (improver->slaying) 198 if (improver->slaying)
534 { 199 {
535 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
536 if (count < 1) 201 if (count < 1)
537 { 202 {
538 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
539 return 0; 204 return 0;
540 } 205 }
541 } 206 }
542 else 207 else
543 count = 1; 208 count = 1;
582 247
583/** 248/**
584 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
585 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
586 */ 251 */
587int 252static int
588prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
589{ 254{
590 int sacrifice_count, i; 255 int sacrifice_count, i;
591 char buf[MAX_BUF];
592 256
593 if (weapon->level != 0) 257 if (weapon->level != 0)
594 { 258 {
595 op->failmsg ("Weapon is already prepared!"); 259 op->failmsg ("Weapon is already prepared!");
596 return 0; 260 return 0;
625 "Your sacrifice was accepted." 289 "Your sacrifice was accepted."
626 "Your *%s may be improved %d times.", 290 "Your *%s may be improved %d times.",
627 &weapon->name, weapon->level 291 &weapon->name, weapon->level
628 )); 292 ));
629 293
630 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
631 weapon->name = weapon->name_pl = buf;
632 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
633 slot at once! */ 296 slot at once! */
634 improver->decrease (); 297 improver->decrease ();
635 weapon->last_eat = 0; 298 weapon->last_eat = 0;
636 return 1; 299 return 1;
645 * 308 *
646 * 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
647 * 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 ??
648 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
649 */ 312 */
650int 313static int
651improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
652{ 315{
653 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
654 317
655 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 319 return prepare_weapon (op, improver, weapon);
657 320
658 if (weapon->level == 0) 321 if (weapon->level == 0)
659 { 322 {
660 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.>");
661 return 0; 326 return 0;
662 } 327 }
663 328
664 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
665 { 331 {
666 op->failmsg ("This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 333 return 0;
668 } 334 }
669 335
670 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))
671 { 338 {
672 op->failmsg ("Improving the weapon will make it too " 339 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 340 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 341 "really want to improve it.");
675 return 0; 342 return 0;
724 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
725 392
726 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
728 { 395 {
729 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);
730 return 0; 397 return 0;
731 } 398 }
732 399
733 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
734 weapon->item_power++; 401 weapon->item_power++;
753/** 420/**
754 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
755 * 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, ...),
756 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
757 */ 424 */
758int 425static int
759check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
760{ 427{
761 object *otmp;
762
763 if (op->type != PLAYER) 428 if (op->type != PLAYER)
764 return 0; 429 return 0;
765 430
766 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))
767 { 432 {
768 op->failmsg ("Something blocks the magic of the scroll!"); 433 op->failmsg ("Something blocks the magic of the scroll!");
769 return 0; 434 return 0;
770 } 435 }
771 436
772 otmp = find_marked_object (op); 437 object *otmp = op->mark ();
773 438
774 if (!otmp) 439 if (!otmp)
775 { 440 {
776 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.>");
777 return 0; 442 return 0;
778 } 443 }
779 444
780 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 446 {
782 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!");
783 return 0; 454 return 0;
784 } 455 }
785 456
786 op->statusmsg ("Applied weapon builder."); 457 op->statusmsg ("Applied weapon builder.");
787 458
810 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
811 * the users level or 90) 482 * the users level or 90)
812 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
813 * changing of physical area right now. 484 * changing of physical area right now.
814 */ 485 */
815int 486static int
816improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
817{ 488{
818 object *tmp;
819
820 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
821 { 490 {
822 op->failmsg ("This armour can not be enchanted any further!"); 491 op->failmsg ("This armour can not be enchanted any further!");
823 return 0; 492 return 0;
824 } 493 }
835 } 504 }
836 505
837 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
838 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
839 */ 508 */
840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
841 510
842 armour->magic++; 511 armour->magic++;
843 512
844 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
845 { 514 {
883 552
884 if (op->type == PLAYER) 553 if (op->type == PLAYER)
885 { 554 {
886 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
887 556
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557 if (armour->flag [FLAG_APPLIED])
889 op->update_stats (); 558 op->update_stats ();
890 } 559 }
891 560
892 improver->decrease (); 561 improver->decrease ();
893 562
904 * Takes one type of items and makes another. 573 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
906 * 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
907 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
908 */ 577 */
909static int 578int
910convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
911{ 580{
912 sint64 nr, price_in; 581 sint64 nr = 0, price_in;
913 582
914 if (item->flag [FLAG_UNPAID]) 583 if (item->flag [FLAG_UNPAID])
915 return 0; 584 return 0;
916 585
917 shstr conv_from = converter->slaying; 586 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch; 587 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food; 588 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp; 589 sint64 give = converter->stats.sp;
921 590
973 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++)
974 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
975 ob_to_copy = ob; 644 ob_to_copy = ob;
976 645
977 item = ob_to_copy->deep_clone (); 646 item = ob_to_copy->deep_clone ();
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 649 }
981 else 650 else
982 { 651 {
983 if (!conv_to) 652 if (!conv_to)
995 item->nrof = give; 664 item->nrof = give;
996 665
997 if (nr) 666 if (nr)
998 item->nrof *= nr; 667 item->nrof *= nr;
999 668
1000 if (is_in_shop (converter)) 669 if (converter->flag [FLAG_PRECIOUS])
1001 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 }
1002 else if (price_in < sint64 (item->nrof) * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
1003 { 681 {
1004 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",
1005 &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);
1006 /** 684 /**
1009 */ 687 */
1010 } 688 }
1011 689
1012 // elmex: only identify if we need to, for example so that generated money doesn't 690 // elmex: only identify if we need to, for example so that generated money doesn't
1013 // get an 'identified' flag so easily. 691 // get an 'identified' flag so easily.
1014 if (need_identify (item)) 692 if (item->need_identify ())
1015 identify (item); 693 identify (item);
1016 694
1017 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);
1018 return 1; 696 return 1;
1019} 697}
1022 * Handle apply on containers. 700 * Handle apply on containers.
1023 * By Eneq(@csd.uu.se). 701 * By Eneq(@csd.uu.se).
1024 * 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]
1025 * added the alchemical cauldron to the code -b.t. 703 * added the alchemical cauldron to the code -b.t.
1026 */ 704 */
1027int 705static int
1028apply_container (object *op, object *sack) 706apply_container (object *op, object *sack)
1029{ 707{
1030 if (op->type != PLAYER || !op->contr->ns) 708 if (op->type != PLAYER || !op->contr->ns)
1031 return 0; /* This might change */ 709 return 0; /* This might change */
1032 710
1045 } 723 }
1046 724
1047 // 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
1048 if (sack->flag [FLAG_APPLIED]) 726 if (sack->flag [FLAG_APPLIED])
1049 { 727 {
1050 if (op->container == sack) 728 if (op->container_ () == sack)
1051 { 729 {
1052 // open on ground or inv, so close 730 // open on ground or inv, so close
1053 op->close_container (); 731 op->close_container ();
1054 return 1; 732 return 1;
1055 } 733 }
1056 else if (!sack->env) 734 else if (!sack->env)
1057 { 735 {
1058 // 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.
1059 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));
1060 return 1; 740 return 1;
1061 } 741 }
742 }
1062 743
1063 // fall through to opening it (active in inv) 744 // it's locked?
745 if (sack->slaying)
1064 } 746 {
1065 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])
1066 { 761 {
1067 // 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
1068 op->close_container (); 763 op->close_container ();
1069 sack->flag [FLAG_APPLIED] = 1; 764 sack->flag [FLAG_APPLIED] = true;
1070 esrv_update_item (UPD_FLAGS, op, sack); 765 esrv_update_item (UPD_FLAGS, op, sack);
1071 op->statusmsg (format ("You ready %s.", query_name (sack))); 766 op->statusmsg (format ("You ready %s.", query_name (sack)));
1072 return 1;
1073 }
1074
1075 // it's locked?
1076 if (sack->slaying)
1077 { 767 }
1078 if (object *tmp = find_key (op, op, sack))
1079 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1080 else 768 else
1081 {
1082 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1083 return 1;
1084 }
1085 }
1086
1087 op->open_container (sack); 769 op->open_container (sack);
1088 770
1089 return 1; 771 return 1;
1090} 772}
1091 773
1092/** 774/**
1098{ 780{
1099 /* Only players can make sacrifices on spell casting altars. */ 781 /* Only players can make sacrifices on spell casting altars. */
1100 if (altar->inv && (!originator || originator->type != PLAYER)) 782 if (altar->inv && (!originator || originator->type != PLAYER))
1101 return 0; 783 return 0;
1102 784
1103 if (operate_altar (altar, &sacrifice)) 785 if (operate_altar (altar, &sacrifice, originator))
1104 { 786 {
1105 /* Simple check. Unfortunately, it means you can't cast magic bullet 787 /* Simple check. Unfortunately, it means you can't cast magic bullet
1106 * 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
1107 * is up to map designers to use them properly. 789 * is up to map designers to use them properly.
1108 */ 790 */
1117/* push_button (altar);*/ 799/* push_button (altar);*/
1118 } 800 }
1119 else 801 else
1120 { 802 {
1121 altar->value = 1; /* works only once */ 803 altar->value = 1; /* works only once */
1122 push_button (altar); 804 push_button (altar, originator);
1123 } 805 }
1124 806
1125 return !sacrifice; 807 return !sacrifice;
1126 } 808 }
1127 else 809 else
1140{ 822{
1141 int rv = 0; 823 int rv = 0;
1142 double opinion; 824 double opinion;
1143 object *tmp, *next; 825 object *tmp, *next;
1144 826
1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 827 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1146 828
1147 bool has_unpaid = false; 829 bool has_unpaid = false;
1148 830
1149 // 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
1150 // a quick and small change :( 832 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 833 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID]) 834 if (item->flag [FLAG_UNPAID])
1153 { 835 {
1154 has_unpaid = true; 836 has_unpaid = true;
1155 break; 837 break;
1156 } 838 }
1157 839
1158 if (op->type != PLAYER) 840 if (!op->is_player ())
1159 { 841 {
1160 /* Remove all the unpaid objects that may be carried here. 842 /* Remove all the unpaid objects that may be carried here.
1161 * This could be pets or monsters that are somehow in 843 * This could be pets or monsters that are somehow in
1162 * the shop. 844 * the shop.
1163 */ 845 */
1164 for (tmp = op->inv; tmp; tmp = next) 846 for (tmp = op->inv; tmp; tmp = next)
1165 { 847 {
1166 next = tmp->below; 848 next = tmp->below;
1167 849
1168 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 850 if (tmp->flag [FLAG_UNPAID])
1169 { 851 {
1170 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);
1171 853
854 if (i >= 0)
1172 tmp->remove (); 855 tmp->move (i);
1173
1174 if (i == -1)
1175 i = 0;
1176
1177 tmp->map = op->map;
1178 tmp->x = op->x + freearr_x[i];
1179 tmp->y = op->y + freearr_y[i];
1180 insert_ob_in_map (tmp, op->map, op, 0);
1181 } 856 }
1182 } 857 }
1183 858
1184 /* Don't teleport things like spell effects */ 859 /* Don't teleport things like spell effects */
1185 if (QUERY_FLAG (op, FLAG_NO_PICK)) 860 if (op->flag [FLAG_NO_PICK])
1186 return 0; 861 return 0;
1187 862
1188 /* unpaid objects, or non living objects, can't transfer by 863 /* unpaid objects, or non living objects, can't transfer by
1189 * shop mats. Instead, put it on a nearby space. 864 * shop mats. Instead, put it on a nearby space.
1190 */ 865 */
1191 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 866 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1192 { 867 {
1193 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 868 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1194 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);
1195 870
1196 if (i != -1) 871 if (i != -1)
1197 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);
1198 873
1199 return 0; 874 return 0;
1200 } 875 }
876
1201 /* Removed code that checked for multipart objects - it appears that 877 /* Removed code that checked for multipart objects - it appears that
1202 * the teleport function should be able to handle this just fine. 878 * the teleport function should be able to handle this just fine.
1203 */ 879 */
1204 rv = teleport (shop_mat, SHOP_MAT, op); 880 rv = teleport (shop_mat, SHOP_MAT, op);
1205 } 881 }
1208 /* this is only used for players */ 884 /* this is only used for players */
1209 rv = teleport (shop_mat, SHOP_MAT, op); 885 rv = teleport (shop_mat, SHOP_MAT, op);
1210 886
1211 if (has_unpaid) 887 if (has_unpaid)
1212 op->contr->play_sound (sound_find ("shop_buy")); 888 op->contr->play_sound (sound_find ("shop_buy"));
1213 else if (is_in_shop (op)) 889 else if (op->is_in_shop ())
1214 op->contr->play_sound (sound_find ("shop_enter")); 890 op->contr->play_sound (sound_find ("shop_enter"));
1215 else 891 else
1216 op->contr->play_sound (sound_find ("shop_leave")); 892 op->contr->play_sound (sound_find ("shop_leave"));
1217 893
1218 if (shop_mat->msg) 894 if (shop_mat->msg)
1219 op->statusmsg (shop_mat->msg); 895 op->statusmsg (shop_mat->msg);
1220 /* 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,
1221 * 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
1222 * actually the shop floor. 898 * actually the shop floor.
1223 */ 899 */
1224 else if (!rv && !is_in_shop (op)) 900 else if (!rv && !op->is_in_shop ())
1225 { 901 {
1226 opinion = shopkeeper_approval (op->map, op); 902 opinion = shopkeeper_approval (op->map, op);
1227 903
1228 op->statusmsg ( 904 op->statusmsg (
1229 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 905 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1250 op->y += freearr_y[i]; 926 op->y += freearr_y[i];
1251 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;
1252 } 928 }
1253 } 929 }
1254 930
1255 CLEAR_FLAG (op, FLAG_NO_APPLY); 931 op->clr_flag (FLAG_NO_APPLY);
1256 return rv; 932 return rv;
1257} 933}
1258 934
1259/** 935/**
1260 * Handles applying a sign. 936 * Handles applying a sign.
1261 */ 937 */
1262static void 938static void
1263apply_sign (object *op, object *sign, int autoapply) 939apply_sign (object *op, object *sign, int autoapply)
1264{ 940{
941 if (!op->is_player())
942 return;
943
1265 if (sign->has_dialogue ()) 944 if (sign->has_dialogue ())
1266 { 945 {
1267 op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name)); 946 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1268 return; 947 return;
1269 } 948 }
1270 949
1271 if (!sign->msg) 950 if (!sign->msg)
1272 { 951 {
1273 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 "));
1274 return; 956 return;
1275 } 957 }
1276 958
1277 if (sign->stats.food) 959 if (sign->stats.food)
1278 { 960 {
1279 if (sign->last_eat >= sign->stats.food) 961 if (sign->last_eat >= sign->stats.food)
1280 { 962 {
1281 if (!sign->move_on) 963 if (!sign->move_on)
1282 op->statusmsg ("You cannot read it anymore."); 964 op->failmsg ("You cannot read it anymore.");
1283 965
1284 return; 966 return;
1285 } 967 }
1286 968
1287 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 969 if (!op->flag [FLAG_WIZPASS])
1288 sign->last_eat++; 970 sign->last_eat++;
1289 } 971 }
1290 972
1291 /* 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?
1292 * 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
1293 * 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
1294 * to us). 976 * to us).
1295 */ 977 */
1296 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)
1297 { 979 {
1298 op->failmsg ("You are unable to read while blind!"); 980 op->failmsg ("You are unable to read while blind!");
1299 return; 981 return;
1300 } 982 }
1301 983
1305 if (sign->sound) 987 if (sign->sound)
1306 ns->play_sound (sign->sound); 988 ns->play_sound (sign->sound);
1307 else if (autoapply) 989 else if (autoapply)
1308 ns->play_sound (sound_find ("msg_voice")); 990 ns->play_sound (sound_find ("msg_voice"));
1309 991
1310 if (ns->can_msg)
1311 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));
1312 else
1313 {
1314 readable_message_type *msgType = get_readable_message_type (sign);
1315 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1316 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1317 }
1318 } 993 }
1319} 994}
1320 995
1321static void 996static void
1322move_apply_hole (object *trap, object *victim) 997move_apply_hole (object *trap, object *victim)
1349 EXIT_Y (trap) + freearr_y[dir], 1024 EXIT_Y (trap) + freearr_y[dir],
1350 0, victim); 1025 0, victim);
1351} 1026}
1352 1027
1353/** 1028/**
1354 * 'victim' moves onto 'trap'
1355 * 'victim' leaves 'trap'
1356 * effect is determined by move_on/move_off of trap and move_type of victime.
1357 *
1358 * originator: Player, monster or other object that caused 'victim' to move
1359 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1360 * However, some types of traps require an originator to function.
1361 */
1362void
1363move_apply (object *trap, object *victim, object *originator)
1364{
1365 static int recursion_depth = 0;
1366
1367 /* Only exits affect DMs. */
1368 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1369 return;
1370
1371 /* move_apply() is the most likely candidate for causing unwanted and
1372 * possibly unlimited recursion.
1373 */
1374 /* The following was changed because it was causing perfeclty correct
1375 * maps to fail. 1) it's not an error to recurse:
1376 * rune detonates, summoning monster. monster lands on nearby rune.
1377 * nearby rune detonates. This sort of recursion is expected and
1378 * proper. This code was causing needless crashes.
1379 */
1380 if (recursion_depth >= 500)
1381 {
1382 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1383 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1384 return;
1385 }
1386
1387 recursion_depth++;
1388 if (trap->head)
1389 trap = trap->head;
1390
1391 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1392 goto leave;
1393
1394 switch (trap->type)
1395 {
1396 case PLAYERMOVER:
1397 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1398 {
1399 if (!trap->stats.maxsp)
1400 trap->stats.maxsp = 2;
1401
1402 /* Is this correct? From the docs, it doesn't look like it
1403 * should be divided by trap->speed
1404 */
1405 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1406
1407 /* Just put in some sanity check. I think there is a bug in the
1408 * above with some objects have zero speed, and thus the player
1409 * getting permanently paralyzed.
1410 */
1411 if (victim->speed_left < -50.f)
1412 victim->speed_left = -50.f;
1413 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1414 }
1415 goto leave;
1416
1417 case SPINNER:
1418 if (victim->direction)
1419 {
1420 victim->direction = absdir (victim->direction - trap->stats.sp);
1421 update_turn_face (victim);
1422 }
1423 goto leave;
1424
1425 case DIRECTOR:
1426 if (victim->direction && !should_director_abort (trap, victim))
1427 {
1428 victim->direction = trap->stats.sp;
1429 update_turn_face (victim);
1430 }
1431 goto leave;
1432
1433 case BUTTON:
1434 case PEDESTAL:
1435 update_button (trap);
1436 goto leave;
1437
1438 case ALTAR:
1439 /* sacrifice victim on trap */
1440 apply_altar (trap, victim, originator);
1441 goto leave;
1442
1443 case THROWN_OBJ:
1444 if (trap->inv == NULL)
1445 goto leave;
1446 /* fallthrough */
1447
1448 case ARROW:
1449 /* bad bug: monster throw a object, make a step forwards, step on object ,
1450 * trigger this here and get hit by own missile - and will be own enemy.
1451 * Victim then is his own enemy and will start to kill herself (this is
1452 * removed) but we have not synced victim and his missile. To avoid senseless
1453 * action, we avoid hits here
1454 */
1455 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1456 hit_with_arrow (trap, victim);
1457 goto leave;
1458
1459 case SPELL_EFFECT:
1460 apply_spell_effect (trap, victim);
1461 goto leave;
1462
1463 case TRAPDOOR:
1464 {
1465 int max, sound_was_played;
1466 object *ab, *ab_next;
1467
1468 if (!trap->value)
1469 {
1470 int tot;
1471
1472 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1473 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1474 tot += ab->head_ ()->total_weight ();
1475
1476 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1477 goto leave;
1478
1479 SET_ANIMATION (trap, trap->value);
1480 update_object (trap, UP_OBJ_FACE);
1481 }
1482
1483 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1484 {
1485 /* need to set this up, since if we do transfer the object,
1486 * ab->above would be bogus
1487 */
1488 ab_next = ab->above;
1489
1490 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1491 {
1492 if (!sound_was_played)
1493 {
1494 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1495 sound_was_played = 1;
1496 }
1497
1498 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1499 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1500 }
1501 }
1502 goto leave;
1503 }
1504
1505 case CONVERTER:
1506 if (convert_item (victim, trap) < 0)
1507 {
1508 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1509 archetype::get (shstr_burnout)->insert_at (trap, trap);
1510 }
1511
1512 goto leave;
1513
1514 case TRIGGER_BUTTON:
1515 case TRIGGER_PEDESTAL:
1516 case TRIGGER_ALTAR:
1517 check_trigger (trap, victim);
1518 goto leave;
1519
1520 case DEEP_SWAMP:
1521 walk_on_deep_swamp (trap, victim);
1522 goto leave;
1523
1524 case CHECK_INV:
1525 check_inv (victim, trap);
1526 goto leave;
1527
1528 case HOLE:
1529 move_apply_hole (trap, victim);
1530 goto leave;
1531
1532 case EXIT:
1533 if (victim->type == PLAYER && EXIT_PATH (trap))
1534 {
1535 /* Basically, don't show exits leading to random maps the
1536 * players output.
1537 */
1538 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1539 victim->statusmsg (trap->msg, NDI_NAVY);
1540
1541 trap->play_sound (trap->sound);
1542 victim->enter_exit (trap);
1543 }
1544 goto leave;
1545
1546 case ENCOUNTER:
1547 /* may be some leftovers on this */
1548 goto leave;
1549
1550 case SHOP_MAT:
1551 apply_shop_mat (trap, victim);
1552 goto leave;
1553
1554 /* Drop a certain amount of gold, and have one item identified */
1555 case IDENTIFY_ALTAR:
1556 apply_id_altar (victim, trap, originator);
1557 goto leave;
1558
1559 case SIGN:
1560 if (victim->type != PLAYER && trap->stats.food > 0)
1561 goto leave; /* monsters musn't apply magic_mouths with counters */
1562
1563 apply_sign (victim, trap, 1);
1564 goto leave;
1565
1566 case CONTAINER:
1567 apply_container (victim, trap);
1568 goto leave;
1569
1570 case RUNE:
1571 case TRAP:
1572 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1573 spring_trap (trap, victim);
1574 goto leave;
1575
1576 default:
1577 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1578 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1579 goto leave;
1580 }
1581
1582leave:
1583 recursion_depth--;
1584}
1585
1586/**
1587 * Handles reading a regular (ie not containing a spell) book.
1588 */
1589static void
1590apply_book (object *op, object *tmp)
1591{
1592 int lev_diff;
1593 object *skill_ob;
1594
1595 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1596 {
1597 op->failmsg ("You are unable to read while blind!");
1598 return;
1599 }
1600
1601 if (!tmp->msg)
1602 {
1603 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1604 return;
1605 }
1606
1607 /* need a literacy skill to read stuff! */
1608 skill_ob = find_skill_by_name (op, tmp->skill);
1609 if (!skill_ob)
1610 {
1611 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1612 return;
1613 }
1614
1615 lev_diff = tmp->level - (skill_ob->level + 5);
1616 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1617 {
1618 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1619 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1620 : lev_diff < 5 ? "This book is beyond your comprehension."
1621 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1622 : lev_diff < 15 ? "This book is way beyond your comprehension."
1623 : "This book is totally beyond your comprehension.");
1624 return;
1625 }
1626
1627 readable_message_type *msgType = get_readable_message_type (tmp);
1628
1629 if (player *pl = op->contr)
1630 if (client *ns = pl->ns)
1631 if (ns->can_msg)
1632 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1633 else
1634 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1635 msgType->message_type, msgType->message_subtype,
1636 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1637 long_desc (tmp, op), &tmp->msg);
1638
1639 /* gain xp from reading */
1640 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1641 { /* only if not read before */
1642 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1643
1644 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1645 {
1646 /*exp_gain *= 2; because they just identified it too */
1647 SET_FLAG (tmp, FLAG_IDENTIFIED);
1648
1649 if (object *pl = tmp->visible_to ())
1650 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1651 }
1652
1653 change_exp (op, exp_gain, skill_ob->skill, 0);
1654 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1655 }
1656}
1657
1658/**
1659 * Handles the applying of a skill scroll, calling learn_skill straight.
1660 * op is the person learning the skill, tmp is the skill scroll object
1661 */
1662static void
1663apply_skillscroll (object *op, object *tmp)
1664{
1665 switch (learn_skill (op, tmp))
1666 {
1667 case 0:
1668 op->play_sound (sound_find ("generic_fail"));
1669 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1670 break;
1671
1672 case 1:
1673 tmp->decrease ();
1674 op->play_sound (sound_find ("skill_learn"));
1675 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1676 break;
1677
1678 default:
1679 tmp->decrease ();
1680 op->play_sound (sound_find ("generic_fail"));
1681 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1682 break;
1683 }
1684}
1685
1686/**
1687 * Actually makes op learn spell.
1688 * Informs player of what happens.
1689 */
1690void
1691do_learn_spell (object *op, object *spell, int special_prayer)
1692{
1693 object *tmp;
1694
1695 if (op->type != PLAYER)
1696 {
1697 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1698 return;
1699 }
1700
1701 /* Upgrade special prayers to normal prayers */
1702 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1703 {
1704 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1705 {
1706 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1707 return;
1708 }
1709 return;
1710 }
1711
1712 op->contr->play_sound (sound_find ("learn_spell"));
1713
1714 tmp = spell->clone ();
1715 insert_ob_in_ob (tmp, op);
1716
1717 if (special_prayer)
1718 SET_FLAG (tmp, FLAG_STARTEQUIP);
1719
1720 esrv_add_spells (op->contr, tmp);
1721}
1722
1723/**
1724 * Erases spell from player's inventory.
1725 */
1726void
1727do_forget_spell (object *op, const char *spell)
1728{
1729 object *spob;
1730
1731 if (op->type != PLAYER)
1732 {
1733 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1734 return;
1735 }
1736 if ((spob = check_spell_known (op, spell)) == NULL)
1737 {
1738 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1739 return;
1740 }
1741
1742 op->failmsg (format ("You lose knowledge of %s.", spell));
1743 player_unready_range_ob (op->contr, spob);
1744 esrv_remove_spell (op->contr, spob);
1745 spob->destroy ();
1746}
1747
1748/**
1749 * Handles player applying a spellbook.
1750 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1751 * stuff like that. Random learning failure too.
1752 */
1753static void
1754apply_spellbook (object *op, object *tmp)
1755{
1756 object *skop, *spell, *spell_skill;
1757
1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1759 {
1760 op->failmsg ("You are unable to read while blind.");
1761 return;
1762 }
1763
1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1765 * instead of having their spell stored in stats.sp. These are
1766 * legacy spellbooks
1767 */
1768 if (tmp->slaying)
1769 {
1770 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1771 if (!spell)
1772 {
1773 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1774 return;
1775 }
1776 else
1777 insert_ob_in_ob (spell, tmp);
1778
1779 tmp->slaying = 0;
1780 }
1781
1782 skop = find_skill_by_name (op, tmp->skill);
1783
1784 /* need a literacy skill to learn spells. Also, having a literacy level
1785 * lower than the spell will make learning the spell more difficult */
1786 if (!skop)
1787 {
1788 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1789 return;
1790 }
1791
1792 spell = tmp->inv;
1793
1794 if (!spell)
1795 {
1796 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1797 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1798 return;
1799 }
1800
1801 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1802 {
1803 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1804 return;
1805 }
1806
1807 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1808
1809 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1810 identify (tmp);
1811
1812 /* I removed the check for special_prayer_mark here - it didn't make
1813 * a lot of sense - special prayers are not found in spellbooks, and
1814 * if the player doesn't know the spell, doesn't make a lot of sense that
1815 * they would have a special prayer mark.
1816 */
1817 if (check_spell_known (op, spell->name))
1818 {
1819 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1820 return;
1821 }
1822
1823 if (spell->skill)
1824 {
1825 spell_skill = find_skill_by_name (op, spell->skill);
1826
1827 if (!spell_skill)
1828 {
1829 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1830 return;
1831 }
1832
1833 if (spell_skill->level < spell->level)
1834 {
1835 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1836 return;
1837 }
1838 }
1839
1840 /* Logic as follows
1841 *
1842 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1843 *
1844 * 2- The learner's skill level in literacy adjusts the chance to learn
1845 * a spell.
1846 *
1847 * 3 -Automatically fail to learn if you read while confused
1848 *
1849 * Overall, chances are the same but a player will find having a high
1850 * literacy rate very useful! -b.t.
1851 */
1852 if (QUERY_FLAG (op, FLAG_CONFUSED))
1853 {
1854 op->failmsg ("In your confused state you flub the wording of the text!");
1855 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1856 }
1857 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1858 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1859 {
1860 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1861 do_learn_spell (op, spell, 0);
1862
1863 /* xp gain to literacy for spell learning */
1864 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1865 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1866 }
1867 else
1868 {
1869 op->contr->play_sound (sound_find ("fumble_spell"));
1870 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1871 }
1872
1873 tmp->decrease ();
1874}
1875
1876/**
1877 * Handles applying a spell scroll.
1878 */
1879void
1880apply_scroll (object *op, object *tmp, int dir)
1881{
1882 object *skop;
1883
1884 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1885 {
1886 op->failmsg ("You are unable to read while blind.");
1887 return;
1888 }
1889
1890 if (!tmp->inv || tmp->inv->type != SPELL)
1891 {
1892 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1893 return;
1894 }
1895
1896 if (op->type == PLAYER)
1897 {
1898 /* players need a literacy skill to read stuff! */
1899 int exp_gain = 0;
1900
1901 /* hard code literacy - tmp->skill points to where the exp
1902 * should go for anything killed by the spell.
1903 */
1904 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1905
1906 if (!skop)
1907 {
1908 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1909 return;
1910 }
1911
1912 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1913 change_exp (op, exp_gain, skop->skill, 0);
1914 }
1915
1916 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1917 identify (tmp);
1918
1919 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1920
1921 cast_spell (op, tmp, dir, tmp->inv, NULL);
1922 tmp->decrease ();
1923}
1924
1925/**
1926 * Applies a treasure object - by default, chest. op
1927 * is the person doing the applying, tmp is the treasure
1928 * chest.
1929 */
1930static void
1931apply_treasure (object *op, object *tmp)
1932{
1933 /* Nice side effect of this treasure creation method is that the treasure
1934 * for the chest is done when the chest is created, and put into the chest
1935 * inventory. So that when the chest burns up, the items still exist. Also
1936 * prevents people from moving chests to more difficult maps to get better
1937 * treasure
1938 */
1939 object *treas = tmp->inv;
1940
1941 if (!treas)
1942 {
1943 op->statusmsg ("The chest was empty.");
1944 tmp->decrease ();
1945 return;
1946 }
1947
1948 while (tmp->inv)
1949 {
1950 treas = tmp->inv;
1951 treas->remove ();
1952
1953 treas->x = op->x;
1954 treas->y = op->y;
1955 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1956
1957 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1958 spring_trap (treas, op);
1959
1960 /* If either player or container was destroyed, no need to do
1961 * further processing. I think this should be enclused with
1962 * spring trap above, as I don't think there is otherwise
1963 * any way for the treasure chest or player to get killed.
1964 */
1965 if (op->destroyed () || tmp->destroyed ())
1966 break;
1967 }
1968
1969 if (!tmp->destroyed () && !tmp->inv)
1970 tmp->decrease ();
1971}
1972
1973/**
1974 * op eats food.
1975 * If player, takes care of messages and dragon special food.
1976 */
1977static void
1978apply_food (object *op, object *tmp)
1979{
1980 int capacity_remaining;
1981
1982 if (op->type != PLAYER)
1983 op->stats.hp = op->stats.maxhp;
1984 else
1985 {
1986 /* check if this is a dragon (player), eating some flesh */
1987 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1988 ;
1989 else
1990 {
1991 /* usual case - no dragon meal: */
1992 if (op->stats.food + tmp->stats.food > 999)
1993 {
1994 if (tmp->type == FOOD || tmp->type == FLESH)
1995 op->failmsg ("You feel full, but what a waste of food!");
1996 else
1997 op->statusmsg ("Most of the drink goes down your face not your throat!");
1998 }
1999
2000 tmp->play_sound (
2001 tmp->sound
2002 ? tmp->sound
2003 : tmp->type == DRINK
2004 ? sound_find ("eat_drink")
2005 : sound_find ("eat_food")
2006 );
2007
2008 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2009 {
2010 const char *buf;
2011
2012 if (!is_dragon_pl (op))
2013 {
2014 /* eating message for normal players */
2015 if (tmp->type == DRINK)
2016 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2017 else
2018 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2019 }
2020 else
2021 /* eating message for dragon players */
2022 buf = format ("The %s tasted terrible!", &tmp->name);
2023
2024 op->statusmsg (buf);
2025
2026 capacity_remaining = 999 - op->stats.food;
2027 op->stats.food += tmp->stats.food;
2028 if (capacity_remaining < tmp->stats.food)
2029 op->stats.hp += capacity_remaining / 50;
2030 else
2031 op->stats.hp += tmp->stats.food / 50;
2032
2033 if (op->stats.hp > op->stats.maxhp)
2034 op->stats.hp = op->stats.maxhp;
2035 if (op->stats.food > 999)
2036 op->stats.food = 999;
2037 }
2038
2039 /* special food hack -b.t. */
2040 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2041 eat_special_food (op, tmp);
2042 }
2043 }
2044
2045 handle_apply_yield (tmp);
2046 tmp->decrease ();
2047}
2048
2049/**
2050 * A dragon is eating some flesh. If the flesh contains resistances,
2051 * there is a chance for the dragon's skin to get improved.
2052 *
2053 * attributes:
2054 * object *op the object (dragon player) eating the flesh
2055 * object *meal the flesh item, getting chewed in dragon's mouth
2056 * return:
2057 * int 1 if eating successful, 0 if it doesn't work
2058 */
2059int
2060dragon_eat_flesh (object *op, object *meal)
2061{
2062 object *skin = NULL; /* pointer to dragon skin force */
2063 object *abil = NULL; /* pointer to dragon ability force */
2064 object *tmp = NULL; /* tmp. object */
2065
2066 double chance; /* improvement-chance of one resistance type */
2067 double totalchance = 1; /* total chance of gaining one resistance */
2068 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2069 double mbonus = 0; /* monster bonus */
2070 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2071 int winners = 0; /* number of winners */
2072 int i; /* index */
2073
2074 /* let's make sure and doublecheck the parameters */
2075 if (meal->type != FLESH || !is_dragon_pl (op))
2076 return 0;
2077
2078 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2079 from the player's inventory */
2080 for (tmp = op->inv; tmp; tmp = tmp->below)
2081 if (tmp->type == FORCE)
2082 if (tmp->arch->archname == shstr_dragon_skin_force)
2083 skin = tmp;
2084 else if (tmp->arch->archname == shstr_dragon_ability_force)
2085 abil = tmp;
2086
2087 /* if either skin or ability are missing, this is an old player
2088 which is not to be considered a dragon -> bail out */
2089 if (skin == NULL || abil == NULL)
2090 return 0;
2091
2092 /* now start by filling stomache and health, according to food-value */
2093 if ((999 - op->stats.food) < meal->stats.food)
2094 op->stats.hp += (999 - op->stats.food) / 50;
2095 else
2096 op->stats.hp += meal->stats.food / 50;
2097
2098 if (op->stats.hp > op->stats.maxhp)
2099 op->stats.hp = op->stats.maxhp;
2100
2101 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2102
2103 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2104
2105 /* on to the interesting part: chances for adding resistance */
2106 for (i = 0; i < NROFATTACKS; i++)
2107 {
2108 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2109 {
2110 /* got positive resistance, now calculate improvement chance (0-100) */
2111
2112 /* this bonus makes resistance increase easier at lower levels */
2113 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2114 if (i == abil->stats.exp)
2115 bonus += 5; /* additional bonus for resistance of ability-focus */
2116
2117 /* monster bonus increases with level, because high-level
2118 flesh is too rare */
2119 mbonus = op->level * 20. / ((double) settings.max_level);
2120
2121 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2122 ((double) settings.max_level)) - skin->resist[i];
2123
2124 if (chance >= 0.)
2125 chance += 1.;
2126 else
2127 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2128
2129 /* chance is proportional to amount of resistance (max. 50) */
2130 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2131
2132 /* doubled chance for resistance of ability-focus */
2133 if (i == abil->stats.exp)
2134 chance = MIN (100., chance * 2.);
2135
2136 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2137 if (rndm (10000) < (unsigned int) (chance * 100))
2138 {
2139 atnr_winner[winners] = i;
2140 winners++;
2141 }
2142
2143 if (chance >= 0.01)
2144 totalchance *= 1 - chance / 100;
2145
2146 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2147 }
2148 }
2149
2150 /* inverse totalchance as until now we have the failure-chance */
2151 totalchance = 100 - totalchance * 100;
2152
2153 /* print message according to totalchance */
2154 const char *buf;
2155 if (totalchance > 50.)
2156 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2157 else if (totalchance > 10.)
2158 buf = format ("The %s tasted very good.", &meal->name);
2159 else if (totalchance > 1.)
2160 buf = format ("The %s tasted good.", &meal->name);
2161 else if (totalchance > 0.1)
2162 buf = format ("The %s tasted bland.", &meal->name);
2163 else if (totalchance >= 0.01)
2164 buf = format ("The %s had a boring taste.", &meal->name);
2165 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2166 buf = format ("The %s tasted strange.", &meal->name);
2167 else
2168 buf = format ("The %s had no taste.", &meal->name);
2169
2170 op->statusmsg (buf);
2171
2172 /* now choose a winner if we have any */
2173 i = -1;
2174 if (winners > 0)
2175 i = atnr_winner[RANDOM () % winners];
2176
2177 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2178 {
2179 /* resistance increased! */
2180 skin->resist[i]++;
2181 op->update_stats ();
2182
2183 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2184 }
2185
2186 /* if this flesh contains a new ability focus, we mark it
2187 into the ability_force and it will take effect on next level */
2188 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2189 {
2190 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2191
2192 if (meal->last_eat != abil->stats.exp)
2193 op->statusmsg (format (
2194 "Your metabolism prepares to focus on %s!\n"
2195 "The change will happen at level %d.",
2196 change_resist_msg[meal->last_eat],
2197 abil->level + 1
2198 ));
2199 else
2200 {
2201 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2202 abil->last_eat = 0;
2203 }
2204 }
2205
2206 return 1;
2207}
2208
2209/**
2210 * Handles applying an improve armor scroll.
2211 * Does some sanity checks, then calls improve_armour.
2212 */
2213static void
2214apply_armour_improver (object *op, object *tmp)
2215{
2216 object *armor;
2217
2218 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2219 {
2220 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2221 return;
2222 }
2223
2224 armor = find_marked_object (op);
2225
2226 if (!armor)
2227 {
2228 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2229 return;
2230 }
2231
2232 if (armor->type != ARMOUR
2233 && armor->type != CLOAK
2234 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2235 {
2236 op->failmsg ("Your marked item is not armour!\n");
2237 return;
2238 }
2239
2240 op->statusmsg ("Applying armour enchantment.");
2241 improve_armour (op, tmp, armor);
2242}
2243
2244void
2245apply_poison (object *op, object *tmp)
2246{
2247 // need to do it now when it is still on the map
2248 handle_apply_yield (tmp);
2249
2250 object *poison = tmp->split (1);
2251
2252 if (op->type == PLAYER)
2253 {
2254 op->contr->play_sound (sound_find ("drink_poison"));
2255 op->failmsg ("Yech! That tasted poisonous!");
2256 op->contr->killer = poison;
2257 }
2258
2259 if (poison->stats.hp > 0)
2260 {
2261 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2262 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2263 }
2264
2265 op->stats.food -= op->stats.food / 4;
2266 poison->destroy ();
2267}
2268
2269/**
2270 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2271 * A valid 2 way exit means:
2272 * -You can come back (there is another exit at the other side)
2273 * -You are
2274 * ° the owner of the exit
2275 * ° or in the same party as the owner
2276 *
2277 * Note: a owner in a 2 way exit is saved as the owner's name
2278 * in the field exit->name cause the field exit->owner doesn't
2279 * survive in the swapping (in fact the whole exit doesn't survive).
2280 */
2281int
2282is_legal_2ways_exit (object *op, object *exit)
2283{
2284 if (exit->stats.exp != 1)
2285 return 1; /*This is not a 2 way, so it is legal */
2286
2287#if 0 //TODO
2288 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2289 return 0; /* This is a reset town portal */
2290#endif
2291
2292 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2293
2294 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2295
2296 if (exitmap)
2297 {
2298 exitmap->load_sync ();
2299
2300 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2301
2302 if (!tmp)
2303 return 0;
2304
2305 for (; tmp; tmp = tmp->above)
2306 {
2307 if (tmp->type != EXIT)
2308 continue; /*Not an exit */
2309
2310 if (!EXIT_PATH (tmp))
2311 continue; /*Not a valid exit */
2312
2313 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2314 continue; /*Not in the same place */
2315
2316 if (exit->map->path != EXIT_PATH (tmp))
2317 continue; /*Not in the same map */
2318
2319 /* From here we have found the exit is valid. However we do
2320 * here the check of the exit owner. It is important for the
2321 * town portals to prevent strangers from visiting your appartments
2322 */
2323 if (!exit->race)
2324 return 1; /*No owner, free for all! */
2325
2326 object *exit_owner = 0;
2327
2328 for_all_players (pp)
2329 {
2330 if (!pp->ob)
2331 continue;
2332
2333 if (pp->ob->name != exit->race)
2334 continue;
2335
2336 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2337 break;
2338 }
2339
2340 if (!exit_owner)
2341 return 0; /* No more owner */
2342
2343 if (exit_owner->contr == op->contr)
2344 return 1; /*It is your exit */
2345
2346 if (exit_owner && /*There is a owner */
2347 (op->contr) && /*A player tries to pass */
2348 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2349 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2350 return 0;
2351
2352 return 1;
2353 }
2354 }
2355
2356 return 0;
2357}
2358
2359/**
2360 * Main apply handler.
2361 *
2362 * Checks for unpaid items before applying.
2363 *
2364 * Return value:
2365 * 0: player or monster can't apply objects of that type
2366 * 1: has been applied, or there was an error applying the object
2367 * 2: objects of that type can't be applied if not in inventory
2368 *
2369 * op is the object that is causing object to be applied, tmp is the object
2370 * being applied.
2371 *
2372 * aflag is special (always apply/unapply) flags. Nothing is done with
2373 * them in this function - they are passed to apply_special
2374 */
2375int
2376manual_apply (object *op, object *tmp, int aflag)
2377{
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/* quiet suppresses the "don't know how to apply" and "you must get it first"
2597 * messages as needed by player_apply_below(). But there can still be
2598 * "but you are floating high above the ground" messages.
2599 *
2600 * Same return value as apply() function.
2601 */
2602int
2603player_apply (object *pl, object *op, int aflag, int quiet)
2604{
2605 if (!op->env && (pl->move_type & MOVE_FLYING))
2606 {
2607 /* player is flying and applying object not in inventory */
2608 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2609 {
2610 pl->failmsg ("But you are floating high above the ground! "
2611 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2612 "or waiting till the levitation effect wears off.>");
2613 return 0;
2614 }
2615 }
2616
2617 pl->contr->last_used = op;
2618
2619 int tmp = manual_apply (pl, op, aflag);
2620
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}
2673
2674/**
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 //TODO: really?
2696 if (tmp->skill == op->skill 1068 if (who->chosen_skill)
2697 && tmp->type == SKILL 1069 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2698 && tmp->flag [FLAG_APPLIED]
2699 && !tmp->flag [FLAG_CAN_USE_SKILL])
2700 unapply_special (who, tmp, 0); 1070 unapply_special (who, who->chosen_skill, 0);
2701 1071
2702 change_abil (who, op);
2703 break; 1072 break;
2704 1073
1074 case RANGED:
1075 case BOW:
2705 case WEAPON: 1076 case WAND:
1077 case ROD:
1078 case HORN:
2706 if (player *pl = who->contr) 1079 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 { 1080 {
2722 if (IS_COMBAT_SKILL (op->subtype)) 1081 who->statusmsg (format ("You unready %s.", query_name (op)));
2723 who->change_weapon (who->contr->combat_ob = 0); 1082 change_abil (who, op);
2724 else if (IS_RANGED_SKILL (op->subtype)) 1083 }
2725 who->change_weapon (who->contr->ranged_ob = 0); 1084 else
2726 1085 {
2727 if (op->invisible) 1086 if (op->type == BOW)
2728 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1087 op->flag [FLAG_READY_BOW ] = false;
2729 else 1088 else
2730 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1089 op->flag [FLAG_READY_RANGE] = false;
2731 } 1090 }
2732 1091
2733 change_abil (who, op);
2734 CLEAR_FLAG (who, FLAG_READY_SKILL);
2735 break; 1092 break;
2736 1093
2737 case ARMOUR: 1094 case ARMOUR:
2738 case HELMET: 1095 case HELMET:
2739 case SHIELD: 1096 case SHIELD:
2746 case CLOAK: 1103 case CLOAK:
2747 who->statusmsg (format ("You unwear %s.", query_name (op))); 1104 who->statusmsg (format ("You unwear %s.", query_name (op)));
2748 change_abil (who, op); 1105 change_abil (who, op);
2749 break; 1106 break;
2750 1107
2751 case LAMP: 1108 case SPELL:
2752 {
2753 who->statusmsg (format ("You turn off your %s.", &op->name));
2754
2755 object *tmp2 = arch_to_object (op->other_arch);
2756 tmp2->x = op->x;
2757 tmp2->y = op->y;
2758 tmp2->map = op->map;
2759 tmp2->below = op->below;
2760 tmp2->above = op->above;
2761 tmp2->stats.food = op->stats.food;
2762 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2763
2764 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2765 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2766
2767 op->destroy ();
2768 who->insert (tmp2);
2769 who->update_stats ();
2770
2771 if (who->contr)
2772 {
2773 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2774 {
2775 who->failmsg ("Oops, it feels deadly cold!");
2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2777 }
2778 }
2779 }
2780
2781 return 1; /* otherwise, an attempt to drop causes problems */
2782
2783 case BOW: 1109 case BUILDER:
2784 case WAND:
2785 case ROD:
2786 case HORN:
2787 if (player *pl = who->contr)
2788 {
2789 if (op == pl->ranged_ob)
2790 {
2791 pl->ranged_ob = 0;
2792 who->change_weapon (pl->combat_ob);
2793 }
2794
2795 who->statusmsg (format ("You unready %s.", query_name (op))); 1110 who->statusmsg (format ("You unready %s.", query_name (op)));
2796 }
2797 else
2798 {
2799 who->change_skill (0);
2800
2801 if (op->type == BOW)
2802 CLEAR_FLAG (who, FLAG_READY_BOW);
2803 else
2804 CLEAR_FLAG (who, FLAG_READY_RANGE);
2805 }
2806
2807 break; 1111 break;
2808 1112
2809 case BUILDER: 1113 //case SKILL_TOOL://TODO
2810 if (who->contr)
2811 who->statusmsg (format ("You unready %s.", query_name (op)));
2812 break;
2813
2814 default: 1114 default:
2815 who->statusmsg (format ("You unapply %s.", query_name (op))); 1115 who->statusmsg (format ("You unapply %s.", query_name (op)));
2816 break; 1116 break;
2817 } 1117 }
2818 1118
2820 if (object *pl = op->visible_to ()) 1120 if (object *pl = op->visible_to ())
2821 esrv_send_item (pl, op); 1121 esrv_send_item (pl, op);
2822 1122
2823 who->update_stats (); 1123 who->update_stats ();
2824 1124
2825 return 0; 1125 return 1;
2826} 1126}
2827 1127
2828/** 1128/**
2829 * Returns the object that is using location 'loc'. 1129 * Returns the object that is using location 'loc'.
2830 * Note that 'start' is the first object to start examing - we 1130 * Note that 'start' is the first object to start examing - we
2842static object * 1142static object *
2843get_next_item_from_body_location (int loc, object *start) 1143get_next_item_from_body_location (int loc, object *start)
2844{ 1144{
2845 for (object *tmp = start; tmp; tmp = tmp->below) 1145 for (object *tmp = start; tmp; tmp = tmp->below)
2846 if (tmp->flag [FLAG_APPLIED] 1146 if (tmp->flag [FLAG_APPLIED]
2847 && tmp->slot[loc].info 1147 && tmp->slot [loc].info
2848 && (!tmp->invisible || tmp->type == SKILL)) 1148 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2849 return tmp; 1149 return tmp;
2850 1150
2851 return 0; 1151 return 0;
2852} 1152}
2853 1153
2866#define CANNOT_REMOVE_CURSED \ 1166#define CANNOT_REMOVE_CURSED \
2867 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1167 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2868 "Praying over an altar, scrolls of remove curse/damnation, " \ 1168 "Praying over an altar, scrolls of remove curse/damnation, " \
2869 "priests or even other players might help.>" 1169 "priests or even other players might help.>"
2870 1170
2871int 1171static bool
2872unapply_for_ob (object *who, object *op, int aflags) 1172unapply_for_ob (object *who, object *op, int aflags)
2873{ 1173{
2874 if (op->is_range ()) 1174 if (op->is_range ())
2875 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1175 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2876 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1176 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2877 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1177 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2878 { 1178 {
2879 if (aflags & AP_PRINT) 1179 if (aflags & AP_PRINT)
2880 who->failmsg (query_name (tmp)); 1180 who->failmsg (query_name (tmp));
2881 else 1181 else
2882 unapply_special (who, tmp, aflags); 1182 unapply_special (who, tmp, aflags);
2885 { 1185 {
2886 /* In this case, we want to try and remove a cursed item. 1186 /* In this case, we want to try and remove a cursed item.
2887 * While we know it won't work, we want unapply_special to 1187 * While we know it won't work, we want unapply_special to
2888 * at least generate the message. 1188 * at least generate the message.
2889 */ 1189 */
2890 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1190 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2891 return 1; 1191 return 1;
2892 } 1192 }
2893 1193
2894 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1194 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2895 { 1195 {
2915#endif 1215#endif
2916 return 1; 1216 return 1;
2917 } 1217 }
2918 1218
2919 /* If we are just printing, we don't care about cursed status */ 1219 /* If we are just printing, we don't care about cursed status */
2920 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1220 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2921 { 1221 {
2922 if (aflags & AP_PRINT) 1222 if (aflags & AP_PRINT)
2923 who->failmsg (query_name (tmp)); 1223 who->failmsg (query_name (tmp));
2924 else 1224 else
2925 unapply_special (who, tmp, aflags); 1225 unapply_special (who, tmp, aflags);
2929 /* Cursed item that we can't unequip - tell the player. 1229 /* Cursed item that we can't unequip - tell the player.
2930 * Note this could be annoying if this is just one of a few, 1230 * Note this could be annoying if this is just one of a few,
2931 * so it may not be critical (eg, putting on a ring and you have 1231 * so it may not be critical (eg, putting on a ring and you have
2932 * one cursed ring.) 1232 * one cursed ring.)
2933 */ 1233 */
2934 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1234 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2935 } 1235 }
2936 1236
2937 last = tmp->below; 1237 last = tmp->below;
2938 } 1238 }
2939 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1239 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2998 continue; 1298 continue;
2999 } 1299 }
3000 1300
3001 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1301 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3002 if (!tmp1) 1302 if (!tmp1)
3003 {
3004#if 0
3005 /* This is sort of an error, but happens a lot when old players
3006 * join in with more stuff equipped than they are now allowed.
3007 */
3008 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3009#endif
3010 retval |= CAN_APPLY_NEVER; 1303 retval |= CAN_APPLY_NEVER;
3011 }
3012 else 1304 else
3013 { 1305 {
3014 /* need to unapply something. However, if this something 1306 /* need to unapply something. However, if this something
3015 * is different than we had found before, it means they need 1307 * is different than we had found before, it means they need
3016 * to apply multiple objects 1308 * to apply multiple objects
3045 * the weapon/shield checks, and the range checks for monsters, 1337 * the weapon/shield checks, and the range checks for monsters,
3046 * because you can't control those just by body location - bows, shields, 1338 * because you can't control those just by body location - bows, shields,
3047 * and weapons all use the same slot. Similar for horn/rod/wand - they 1339 * and weapons all use the same slot. Similar for horn/rod/wand - they
3048 * all use the same location. 1340 * all use the same location.
3049 */ 1341 */
3050 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1342 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3051 retval |= CAN_APPLY_RESTRICTION; 1343 retval |= CAN_APPLY_RESTRICTION;
3052 1344
3053 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1345 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3054 retval |= CAN_APPLY_RESTRICTION; 1346 retval |= CAN_APPLY_RESTRICTION;
3055 1347
3056 if (who->type != PLAYER) 1348 if (who->type != PLAYER)
3057 { 1349 {
3058 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1350 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3059 retval |= CAN_APPLY_RESTRICTION; 1351 retval |= CAN_APPLY_RESTRICTION;
3060 1352
3061 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1353 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3062 retval |= CAN_APPLY_RESTRICTION; 1354 retval |= CAN_APPLY_RESTRICTION;
3063 1355
3064 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1356 if (op->type == RING && !who->flag [FLAG_USE_RING])
3065 retval |= CAN_APPLY_RESTRICTION; 1357 retval |= CAN_APPLY_RESTRICTION;
3066 1358
3067 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1359 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3068 retval |= CAN_APPLY_RESTRICTION; 1360 retval |= CAN_APPLY_RESTRICTION;
3069 } 1361 }
3070 1362
3071 return retval; 1363 return retval;
3072} 1364}
3096 */ 1388 */
3097 1389
3098#define LACK_ITEM_POWER \ 1390#define LACK_ITEM_POWER \
3099 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1391 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3100 1392
3101int 1393static bool
3102apply_special (object *who, object *op, int aflags) 1394apply_special (object *who, object *op, int aflags)
3103{ 1395{
3104 int basic_flag = aflags & AP_BASIC_FLAGS; 1396 int basic_flag = aflags & AP_MODE;
3105 object *tmp, *tmp2, *skop = NULL; 1397 object *tmp, *tmp2, *skop = NULL;
3106 1398
3107 if (who == NULL) 1399 if (who == NULL)
3108 { 1400 {
3109 LOG (llevError, "apply_special() from object without environment.\n"); 1401 LOG (llevError, "apply_special() from object without environment.\n");
3110 return 1; 1402 return 1;
3111 } 1403 }
3112 1404
1405 //TODO: remove these when apply_special is no longer exposed
3113 if (op->env != who) 1406 if (op->env != who)
3114 return 1; /* op is not in inventory */ 1407 return 1; /* op is not in inventory */
3115 1408
3116 /* trying to unequip op */ 1409 /* trying to unequip op */
3117 if (QUERY_FLAG (op, FLAG_APPLIED)) 1410 if (op->flag [FLAG_APPLIED])
3118 { 1411 {
3119 /* always apply, so no reason to unapply */ 1412 /* always apply, so no reason to unapply */
3120 if (basic_flag == AP_APPLY) 1413 if (basic_flag == AP_APPLY)
3121 return 0; 1414 return 0;
3122 1415
3123 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1416 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3124 { 1417 {
3125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1418 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3126 return 1; 1419 return 1;
3127 } 1420 }
3128 1421
3129 return unapply_special (who, op, aflags); 1422 return unapply_special (who, op, aflags);
3130 } 1423 }
3131 else if (basic_flag == AP_UNAPPLY) 1424 else if (basic_flag == AP_UNAPPLY)
3132 return 0; 1425 return 0;
3133 1426
3134 // if the item is combat/ranged, wield the relevant slot first
3135 // to resolve conflicts.
3136 if (player *pl = who->contr)
3137 switch (op->slottype ())
3138 {
3139 case slot_combat: who->change_weapon (pl->combat_ob); break;
3140 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3141 }
3142
3143 splay (op); 1427 splay (op);
3144 1428
3145 /* Can't just apply this object. Lets see what not and what to do */ 1429 /* Can't just apply this object. Lets see what not and what to do */
3146 if (int i = can_apply_object (who, op)) 1430 if (int i = can_apply_object (who, op))
3147 { 1431 {
3148 if (i & CAN_APPLY_NEVER) 1432 if (i & CAN_APPLY_NEVER)
3149 { 1433 {
3150 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1434 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3151 return 1; 1435 return 1;
3152 } 1436 }
3153 else if (i & CAN_APPLY_RESTRICTION) 1437 else if (i & CAN_APPLY_RESTRICTION)
3154 { 1438 {
3155 who->failmsg (format ( 1439 who->failmsgf (
3156 "You have a prohibition against using a %s. " 1440 "You have a prohibition against using a %s. "
3157 "H<Your belief, profession or class prevents you from applying this item.>", 1441 "H<Your belief, profession or class prevents you from applying this item.>",
3158 query_name (op) 1442 query_name (op)
3159 )); 1443 );
3160 return 1; 1444 return 1;
3161 } 1445 }
3162 1446
3163 if (who->type != PLAYER) 1447 if (who->type != PLAYER)
3164 { 1448 {
3180 } 1464 }
3181 } 1465 }
3182 1466
3183 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1467 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3184 { 1468 {
1469 // try to ready attached skill first
3185 skop = find_skill_by_name (who, op->skill); 1470 skop = find_skill_by_name (who, op->skill);
3186 1471
3187 if (!skop) 1472 if (!skop)
3188 { 1473 {
3189 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1474 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3190 return 1; 1475 return 1;
3191 } 1476 }
3192 else 1477 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3193 /* While experience will be credited properly, we want to change the
3194 * skill so that the dam and wc get updated
3195 */ 1478 {
3196 who->change_skill (skop); 1479 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1480 return 1;
1481 }
3197 } 1482 }
3198 1483
3199 if (who->type == PLAYER 1484 if (!check_item_power (who, op->item_power))
3200 && op->item_power
3201 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3202 { 1485 {
3203 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1486 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3204 return 1; 1487 return 1;
3205 } 1488 }
3206 1489
3207 /* Ok. We are now at the state where we can apply the new object. 1490 /* Ok. We are now at the state where we can apply the new object.
3208 * Note that we don't have the checks for can_use_... 1491 * Note that we don't have the checks for can_use_...
3209 * below - that is already taken care of by can_apply_object. 1492 * below - that is already taken care of by can_apply_object.
3210 */ 1493 */
1494
1495 // split away all the other items from the stack, so only one item is left
3211 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 1496 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3212 1497
3213 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1498 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3214 return RESULT_INT (0); 1499 return RESULT_INT (0);
3215 1500
3216 switch (op->type) 1501 switch (op->type)
3217 { 1502 {
3218 case WEAPON: 1503 case WEAPON:
3219 if (!check_weapon_power (who, op->last_eat)) 1504 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3220 {
3221 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3222
3223 if (tmp)
3224 insert_ob_in_ob (tmp, who);
3225
3226 return 1;
3227 }
3228
3229 //TODO: this obviously fails for players using a shorter prefix
3230 // i.e. "R" can use Ragnarok's sword.
3231 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3232 { 1505 {
3233 /* if the weapon does not have the name as the character, can't use it. */ 1506 /* if the weapon does not have the name as the character, can't use it. */
3234 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1507 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3235 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 1508 who->failmsg ("The weapon does not recognize you as its owner. "
3236 1509 "H<Its name indicates that it belongs to somebody else.>");
3237 if (tmp) 1510 if (tmp) who->insert (tmp);
3238 insert_ob_in_ob (tmp, who);
3239
3240 return 1; 1511 return 1;
3241 } 1512 }
3242 1513
3243 if (!skop) 1514 op->flag [FLAG_APPLIED] = true;
1515
1516 if (player *pl = who->contr)
3244 { 1517 {
3245 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1518 who->statusmsg (format ("You wield %s.", query_name (op)));
3246 return 1; 1519 change_abil (who, op);
3247 } 1520 }
3248 1521
3249 SET_FLAG (op, FLAG_APPLIED); 1522 op->flag [FLAG_READY_WEAPON] = true;
3250 who->change_skill (skop);
3251
3252 if (who->contr)
3253 who->change_weapon (who->contr->combat_ob = op);
3254
3255 who->statusmsg (format ("You wield %s.", query_name (op)));
3256
3257 SET_FLAG (who, FLAG_READY_WEAPON);
3258 change_abil (who, op);
3259 break; 1523 break;
3260 1524
3261 case ARMOUR: 1525 case ARMOUR:
3262 case HELMET: 1526 case HELMET:
3263 case SHIELD: 1527 case SHIELD:
3266 case GIRDLE: 1530 case GIRDLE:
3267 case BRACERS: 1531 case BRACERS:
3268 case CLOAK: 1532 case CLOAK:
3269 case RING: 1533 case RING:
3270 case AMULET: 1534 case AMULET:
3271 SET_FLAG (op, FLAG_APPLIED); 1535 op->set_flag (FLAG_APPLIED);
3272 who->statusmsg (format ("You wear %s.", query_name (op))); 1536 who->statusmsg (format ("You wear %s.", query_name (op)));
3273 change_abil (who, op); 1537 change_abil (who, op);
3274 break; 1538 break;
3275 1539
3276 case LAMP:
3277 if (op->stats.food < 1)
3278 {
3279 who->failmsg (format (
3280 "Your %s is out of fuel! "
3281 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3282 &op->name
3283 ));
3284 return 1;
3285 }
3286
3287 who->statusmsg (format ("You turn on your %s.", &op->name));
3288
3289 tmp2 = arch_to_object (op->other_arch);
3290 tmp2->stats.food = op->stats.food;
3291 SET_FLAG (tmp2, FLAG_APPLIED);
3292
3293 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3294 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3295
3296 who->insert (tmp2);
3297
3298 /* Remove the old lantern */
3299 op->destroy ();
3300
3301 /* insert the portion that was split off */
3302 if (tmp)
3303 who->insert (tmp);
3304
3305 who->update_stats ();
3306
3307 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3308 if (who->type == PLAYER)
3309 {
3310 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3311 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3312 }
3313
3314 return 0;
3315
3316 case SKILL_TOOL: 1540 case SKILL_TOOL:
3317 // applying a skill tool also readies the skill 1541 // applying a skill tool does not ready the skill
3318 SET_FLAG (op, FLAG_APPLIED); 1542 // if something needs the skill, it has to ready it itself
3319 1543 //TODO: unapplying should unapply the skill, though
3320 if (!(aflags & AP_NO_READY))
3321 {
3322 skop = find_skill_by_name (who, op->skill);
3323 if (!skop->flag [FLAG_APPLIED]) 1544 op->set_flag (FLAG_APPLIED);
3324 apply_special (who, skop, AP_APPLY);
3325 }
3326 break; 1545 break;
3327 1546
3328 case SKILL: 1547 case SKILL:
3329 if (player *pl = who->contr) 1548 if (who->contr)
3330 {
3331 if (IS_COMBAT_SKILL (op->subtype))
3332 {
3333 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3334 {
3335 for (object *item = who->inv; item; item = item->below)
3336 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3337 {
3338 if (item->skill == op->skill)
3339 {
3340 who->change_weapon (pl->combat_ob = item);
3341 goto found_weapon;
3342 }
3343 }
3344
3345 who->failmsg (format (
3346 "You need to apply a '%s' melee weapon before readying this skill. "
3347 "H<Some skills need an item, in this case a melee weapon, to function.>",
3348 &op->skill
3349 ));
3350 return 1;
3351
3352 found_weapon:;
3353 }
3354 else
3355 who->change_weapon (pl->combat_ob = op);
3356 }
3357 else if (IS_RANGED_SKILL (op->subtype))
3358 {
3359 if (skill_flags [op->subtype] & SF_NEED_BOW)
3360 {
3361 for (object *item = who->inv; item; item = item->below)
3362 if (item->type == BOW && item->flag [FLAG_APPLIED])
3363 {
3364 //TODO: bows should/must all have skill missile weapon right now
3365 who->change_weapon (pl->ranged_ob = item);
3366 goto found_bow;
3367 }
3368
3369 who->failmsg (
3370 "You need to apply a missile weapon before readying this skill. "
3371 "H<Some skills need an item, in this case a missile weapon, to function.>"
3372 );
3373 return 1;
3374
3375 found_bow:;
3376 }
3377 else
3378 who->change_weapon (pl->ranged_ob = op);
3379 }
3380
3381 if (!op->invisible) 1549 if (op->invisible)
3382 { 1550 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
3383 who->statusmsg (format (
3384 "You ready %s."
3385 "You can now use the skill: %s.",
3386 query_name (op),
3387 &op->skill
3388 ));
3389 }
3390 else 1551 else
3391 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1552 who->statusmsg (format ("You ready %s.", query_name (op)));
3392 } 1553
3393 else 1554 who->set_flag (FLAG_READY_SKILL);
3394 { 1555 op->set_flag (FLAG_APPLIED);
3395 SET_FLAG (op, FLAG_APPLIED);
3396 change_abil (who, op); 1556 change_abil (who, op);
3397 who->chosen_skill = op;
3398 SET_FLAG (who, FLAG_READY_SKILL);
3399 }
3400
3401 break; 1557 break;
3402 1558
3403 case BOW: 1559 case BOW:
3404 if (!check_weapon_power (who, op->last_eat)) 1560 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3405 {
3406 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3407
3408 if (tmp)
3409 insert_ob_in_ob (tmp, who);
3410
3411 return 1;
3412 }
3413
3414 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3415 { 1561 {
3416 who->failmsg ("The weapon does not recognize you as its owner. " 1562 who->failmsg ("The weapon does not recognize you as its owner. "
3417 "H<Its name indicates that it belongs to somebody else.>"); 1563 "H<Its name indicates that it belongs to somebody else.>");
3418 if (tmp) 1564 if (tmp) who->insert (tmp);
3419 insert_ob_in_ob (tmp, who);
3420
3421 return 1; 1565 return 1;
3422 } 1566 }
1567
1568 if (player *pl = who->contr)
1569 {
1570 op->flag [FLAG_APPLIED] = true;
1571 who->statusmsg (format ("You wield the %s.", query_name (op)));
1572 change_abil (who, op);
1573 }
1574 break;
1575
1576 case RANGED:
1577 if (player *pl = who->contr)
1578 {
1579 op->flag [FLAG_APPLIED] = true;
1580 who->statusmsg (format ("You applied the %s.", query_name (op)));
1581 }
1582 break;
1583
1584 case SPELL:
1585 if (player *pl = who->contr)
1586 {
1587 op->flag [FLAG_APPLIED] = true;
1588 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1589 }
1590 break;
3423 1591
3424 /*FALLTHROUGH*/ 1592 /*FALLTHROUGH*/
3425 case WAND: 1593 case WAND:
3426 case ROD: 1594 case ROD:
3427 case HORN: 1595 case HORN:
3428 /* check for skill, alter player status */ 1596 op->flag [FLAG_APPLIED] = true;
3429 1597
3430 if (!skop) 1598 if (player *pl = who->contr)
3431 { 1599 {
3432 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3433 return 1;
3434 }
3435
3436 SET_FLAG (op, FLAG_APPLIED);
3437 who->change_skill (skop);
3438
3439 if (who->contr)
3440 {
3441 who->contr->ranged_ob = op;
3442
3443 who->statusmsg (format ("You ready %s.", query_name (op))); 1600 who->statusmsg (format ("You ready %s.", query_name (op)));
3444 1601
3445 if (op->type == BOW) 1602 if (op->type == BOW)
3446 {
3447 who->current_weapon = op;
3448 change_abil (who, op);
3449 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 1603 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3450 } 1604
1605 change_abil (who, op);
3451 } 1606 }
3452 else 1607 else
3453 { 1608 {
3454 if (op->type == BOW) 1609 if (op->type == BOW)
3455 SET_FLAG (who, FLAG_READY_BOW); 1610 op->flag [FLAG_READY_BOW ] = true;
3456 else 1611 else
3457 SET_FLAG (who, FLAG_READY_RANGE); 1612 op->flag [FLAG_READY_RANGE] = true;
3458 } 1613 }
3459 1614
3460 break; 1615 break;
3461 1616
3462 case BUILDER: 1617 case BUILDER:
3463 if (who->type == PLAYER) 1618 if (player *pl = who->contr)
3464 { 1619 {
3465 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3466 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3467 unapply_special (who, who->contr->ranged_ob, 0);
3468
3469 who->statusmsg (format ("You ready your %s.", query_name (op))); 1620 who->statusmsg (format ("You ready your %s.", query_name (op)));
3470 1621 //TODO: change_abil?
3471 who->contr->ranged_ob = op;
3472 } 1622 }
3473 break; 1623 break;
3474 1624
3475 default: 1625 default:
3476 who->statusmsg (format ("You apply %s.", query_name (op))); 1626 who->statusmsg (format ("You apply %s.", query_name (op)));
3477 } 1627 }
3478 1628
3479 SET_FLAG (op, FLAG_APPLIED); 1629 op->set_flag (FLAG_APPLIED);
3480 1630
3481 if (tmp)
3482 who->insert (tmp); 1631 if (tmp) who->insert (tmp);
3483 1632
3484 who->update_stats (); 1633 who->update_stats ();
3485 1634
3486 /* We exclude spell casting objects. The fire code will set the 1635 /* We exclude spell casting objects. The fire code will set the
3487 * been applied flag when they are used - until that point, 1636 * been applied flag when they are used - until that point,
3488 * you don't know anything about them. 1637 * you don't know anything about them.
3489 */ 1638 */
3490 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1639 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3491 SET_FLAG (op, FLAG_BEEN_APPLIED); 1640 op->set_flag (FLAG_BEEN_APPLIED);
3492 1641
3493 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1642 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3494 if (who->type == PLAYER) 1643 if (who->type == PLAYER)
3495 { 1644 {
3496 who->failmsg ( 1645 who->failmsg (
3497 "Oops, it feels deadly cold! " 1646 "Oops, it feels deadly cold! "
3498 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 1647 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3499 ); 1648 );
3500 SET_FLAG (op, FLAG_KNOWN_CURSED); 1649 op->set_flag (FLAG_KNOWN_CURSED);
3501 } 1650 }
3502 1651
3503 if (object *pl = op->visible_to ()) 1652 if (object *pl = op->visible_to ())
3504 esrv_send_item (pl, op); 1653 esrv_send_item (pl, op);
3505 1654
3506 return 0; 1655 return 0;
3507} 1656}
3508 1657
1658/**
1659 * Check if op should abort moving victim because of it's race or slaying.
1660 * Returns 1 if it should abort, returns 0 if it should continue.
1661 */
3509int 1662int
3510monster_apply_special (object *who, object *op, int aflags) 1663should_director_abort (object *op, object *victim)
3511{ 1664{
3512 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1665 int arch_flag, name_flag, race_flag;
1666
1667 /* Get flags to determine what of arch, name, and race should be checked.
1668 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1669 * the next is the name flag, and the last is the race flag. Also note,
1670 * if subtype is set to zero, that also goes to defaults of all affecting
1671 * it. Examples:
1672 * subtype 1: only arch
1673 * subtype 3: arch or name
1674 * subtype 5: arch or race
1675 * subtype 7: all three
1676 */
1677 if (op->subtype)
1678 {
1679 arch_flag = op->subtype & 1;
1680 name_flag = op->subtype & 2;
1681 race_flag = op->subtype & 4;
1682 }
1683 else
1684 {
1685 arch_flag = 1;
1686 name_flag = 1;
1687 race_flag = 1;
1688 }
1689
1690 /* If the director has race set, only affect objects with a arch,
1691 * name or race that matches.
1692 */
1693 if ((op->race) &&
1694 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1695 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1696 ((!(victim->race && race_flag) || op->race != victim->race)))
3513 return 1; 1697 return 1;
3514 1698
1699 /* If the director has slaying set, only affect objects where none
1700 * of arch, name, or race match.
1701 */
1702 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1703 ((victim->name && name_flag && op->slaying == victim->name)) ||
1704 ((victim->race && race_flag && op->slaying == victim->race)))
1705 return 1;
1706
1707 return 0;
1708}
1709
1710/**
1711 * This handles a player dropping money on an altar to identify stuff.
1712 * It'll identify marked item, if none all items up to dropped money.
1713 * Return value: 1 if money was destroyed, 0 if not.
1714 */
1715static int
1716apply_id_altar (object *money, object *altar, object *pl)
1717{
1718 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1719
1720 if (!pl || pl->type != PLAYER)
1721 return 0;
1722
1723 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1724 * identifying' from being printed out more than it needs to be.
1725 */
1726 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1727 return 0;
1728
1729 /* if the player has a marked item, identify that if it needs to be
1730 * identified. If it doesn't, then go through the player inventory.
1731 */
1732 if (object *marked = pl->mark ())
1733 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1734 {
1735 if (operate_altar (altar, &money, pl))
1736 {
1737 identify (marked);
1738
1739 buf.printf ("You have %s.\r", long_desc (marked, pl));
1740 if (marked->msg)
1741 buf << "The item has a story:\r" << marked->msg << "\n\n";
1742
1743 return !money;
1744 }
1745 }
1746
1747 for (object *id = pl->inv; id; id = id->below)
1748 {
1749 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1750 {
1751 if (operate_altar (altar, &money, pl))
1752 {
1753 identify (id);
1754
1755 buf.printf ("You have %s.\r", long_desc (id, pl));
1756 if (id->msg)
1757 buf << "The item has a story:\r" << id->msg << "\n\n";
1758
1759 /* If no more money, might as well quit now */
1760 if (!money || !check_altar_sacrifice (altar, money))
1761 break;
1762 }
1763 else
1764 {
1765 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1766 break;
1767 }
1768 }
1769 }
1770
1771 if (buf.empty ())
1772 pl->failmsg ("You have nothing that needs identifying");
1773 else
1774 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1775
1776 return !money;
1777}
1778
1779/**
1780 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1781 * matching item.
1782 **/
1783void
1784handle_apply_yield (object *tmp)
1785{
1786 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1787 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1788}
1789
1790/**
1791 * Handles applying a potion.
1792 */
1793int
1794apply_potion (object *op, object *tmp)
1795{
1796 int got_one = 0, i;
1797 object *force = 0;
1798
1799 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1800
1801 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1802 {
1803 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1804
1805 tmp->clr_flag (FLAG_APPLIED);
1806 return 0;
1807 }
1808
1809 if (op->type == PLAYER)
1810 if (!tmp->flag [FLAG_IDENTIFIED])
1811 identify (tmp);
1812
1813 handle_apply_yield (tmp);
1814
1815 /* Potion of restoration - only for players */
1816 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1817 {
1818 object *depl;
1819 archetype *at;
1820
1821 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1822 {
1823 op->drain_stat ();
1824 op->update_stats ();
1825 tmp->decrease ();
1826 return 1;
1827 }
1828
1829 if (!(at = archetype::find (shstr_depletion)))
1830 {
1831 LOG (llevError, "Could not find archetype depletion\n");
1832 return 0;
1833 }
1834
1835 depl = present_arch_in_ob (at, op);
1836
1837 if (depl)
1838 {
1839 for (i = 0; i < NUM_STATS; i++)
1840 if (depl->stats.stat (i))
1841 op->statusmsg (restore_msg[i]);
1842
1843 depl->destroy ();
1844 op->update_stats ();
1845 }
1846 else
1847 op->statusmsg ("Your potion had no effect.");
1848
1849 tmp->decrease ();
1850 return 1;
1851 }
1852
1853 /* improvement potion - only for players */
1854 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1855 {
1856 for (i = 1; i < min (11, op->level); i++)
1857 {
1858 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1859 {
1860 if (op->contr->levhp[i] != 1)
1861 {
1862 op->contr->levhp[i] = 1;
1863 break;
1864 }
1865
1866 if (op->contr->levsp[i] != 1)
1867 {
1868 op->contr->levsp[i] = 1;
1869 break;
1870 }
1871
1872 if (op->contr->levgrace[i] != 1)
1873 {
1874 op->contr->levgrace[i] = 1;
1875 break;
1876 }
1877 }
1878 else
1879 {
1880 if (op->contr->levhp[i] < 9)
1881 {
1882 op->contr->levhp[i] = 9;
1883 break;
1884 }
1885
1886 if (op->contr->levsp[i] < 6)
1887 {
1888 op->contr->levsp[i] = 6;
1889 break;
1890 }
1891
1892 if (op->contr->levgrace[i] < 3)
1893 {
1894 op->contr->levgrace[i] = 3;
1895 break;
1896 }
1897 }
1898 }
1899
1900 /* Just makes checking easier */
1901 if (i < min (11, op->level))
1902 got_one = 1;
1903
1904 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1905 {
1906 if (got_one)
1907 {
1908 op->update_stats ();
1909 op->statusmsg ("The Gods smile upon you and remake you "
1910 "a little more in their image. "
1911 "You feel a little more perfect.", NDI_GREEN);
1912 }
1913 else
1914 op->statusmsg ("The potion had no effect - you are already perfect.");
1915 }
1916 else
1917 { /* cursed potion */
1918 if (got_one)
1919 {
1920 op->update_stats ();
1921 op->failmsg ("The Gods are angry and punish you.");
1922 }
1923 else
1924 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1925 }
1926
1927 tmp->decrease ();
1928 return 1;
1929 }
1930
1931
1932 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1933 * and heroism all fit into this category. Given the spell object code,
1934 * there is no limit to the number of spells that potions can be cast,
1935 * but direction is problematic to try and imbue fireball potions for example.
1936 */
1937 if (tmp->inv)
1938 {
1939 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1940 {
1941 op->failmsg ("Yech! Your lungs are on fire!");
1942 create_exploding_ball_at (op, op->level);
1943 }
1944 else
1945 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1946
1947 tmp->decrease ();
1948
1949 /* if youre dead, no point in doing this... */
1950 if (!op->flag [FLAG_REMOVED])
1951 op->update_stats ();
1952
1953 return 1;
1954 }
1955
1956 /* Deal with protection potions */
1957 force = NULL;
1958 for (i = 0; i < NROFATTACKS; i++)
1959 {
1960 if (tmp->resist[i])
1961 {
1962 if (!force)
1963 force = get_archetype (FORCE_NAME);
1964
1965 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1966 force->type = POTION_EFFECT;
1967 break; /* Only need to find one protection since we copy entire batch */
1968 }
1969 }
1970
1971 /* This is a protection potion */
1972 if (force)
1973 {
1974 /* cursed items last longer */
1975 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1976 {
1977 force->stats.food *= 10;
1978 for (i = 0; i < NROFATTACKS; i++)
1979 if (force->resist[i] > 0)
1980 force->resist[i] = -force->resist[i]; /* prot => vuln */
1981 }
1982
1983 force->speed_left = -1;
1984 force = insert_ob_in_ob (force, op);
1985 tmp->clr_flag (FLAG_APPLIED);
1986 force->set_flag (FLAG_APPLIED);
1987 change_abil (op, force);
1988 tmp->decrease ();
1989 return 1;
1990 }
1991
1992 /* Only thing left are the stat potions */
1993 if (op->type == PLAYER)
1994 { /* only for players */
1995 if ((tmp->flag [FLAG_CURSED]
1996 || tmp->flag [FLAG_DAMNED])
1997 && tmp->value != 0)
1998 tmp->clr_flag (FLAG_APPLIED);
1999 else
2000 tmp->set_flag (FLAG_APPLIED);
2001
2002 if (!change_abil (op, tmp))
2003 op->statusmsg ("Nothing happened.");
2004 }
2005
2006 /* CLEAR_FLAG is so that if the character has other potions
2007 * that were grouped with the one consumed, his
2008 * stat will not be raised by them. fix_player just clears
2009 * up all the stats.
2010 */
2011 tmp->clr_flag (FLAG_APPLIED);
2012 op->update_stats ();
2013 tmp->decrease ();
2014 return 1;
2015}
2016
2017/**
2018 * 'victim' moves onto 'trap'
2019 * 'victim' leaves 'trap'
2020 * effect is determined by move_on/move_off of trap and move_type of victime.
2021 *
2022 * originator: Player, monster or other object that caused 'victim' to move
2023 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2024 * However, some types of traps require an originator to function.
2025 */
2026void
2027move_apply (object *trap, object *victim, object *originator)
2028{
2029 static int recursion_depth = 0;
2030
2031 trap = trap->head_ ();
2032
2033 /* Only exits affect DMs. */
2034 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2035 return;
2036
2037 /* move_apply() is the most likely candidate for causing unwanted and
2038 * possibly unlimited recursion.
2039 */
2040
2041 /* The following was changed because it was causing perfectly correct
2042 * maps to fail. 1) it's not an error to recurse:
2043 * rune detonates, summoning monster. monster lands on nearby rune.
2044 * nearby rune detonates. This sort of recursion is expected and
2045 * proper. This code was causing needless crashes.
2046 */
2047 if (recursion_depth >= 500)
2048 {
2049 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2050 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2051 return;
2052 }
2053
2054 recursion_depth++;
2055
2056 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2057 switch (trap->type)
2058 {
2059 case PLAYERMOVER:
2060 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2061 {
2062 if (!trap->stats.maxsp)
2063 trap->stats.maxsp = 2;
2064
2065 /* Is this correct? From the docs, it doesn't look like it
2066 * should be divided by trap->speed
2067 */
2068 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2069
2070 /* Just put in some sanity check. I think there is a bug in the
2071 * above with some objects have zero speed, and thus the player
2072 * getting permanently paralyzed.
2073 */
2074 victim->speed_left = max (-50.f, victim->speed_left);
2075 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2076 }
2077 break;
2078
2079 case SPINNER:
2080 if (victim->direction)
2081 {
2082 victim->direction = absdir (victim->direction - trap->stats.sp);
2083 update_turn_face (victim);
2084 }
2085 break;
2086
2087 case DIRECTOR:
2088 if (victim->direction && !should_director_abort (trap, victim))
2089 {
2090 victim->direction = trap->stats.sp;
2091 update_turn_face (victim);
2092 }
2093 break;
2094
2095 case BUTTON:
2096 case PEDESTAL:
2097 case T_MATCH:
2098 update_button (trap, originator);
2099 break;
2100
2101 case ALTAR:
2102 /* sacrifice victim on trap */
2103 apply_altar (trap, victim, originator);
2104 break;
2105
2106 case THROWN_OBJ:
2107 if (trap->inv == NULL)
2108 break;
2109 /* fallthrough */
2110
2111 case ARROW:
2112 /* bad bug: monster throw a object, make a step forwards, step on object ,
2113 * trigger this here and get hit by own missile - and will be own enemy.
2114 * Victim then is his own enemy and will start to kill herself (this is
2115 * removed) but we have not synced victim and his missile. To avoid senseless
2116 * action, we avoid hits here
2117 */
2118 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2119 && trap->owner != victim)
2120 hit_with_arrow (trap, victim);
2121 break;
2122
2123 case SPELL_EFFECT:
2124 apply_spell_effect (trap, victim);
2125 break;
2126
2127 case TRAPDOOR:
2128 {
2129 int max, sound_was_played;
2130 object *ab, *ab_next;
2131
2132 if (!trap->value)
2133 {
2134 int tot;
2135
2136 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2137 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2138 tot += ab->head_ ()->total_weight ();
2139
2140 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2141 break;
2142
2143 SET_ANIMATION (trap, trap->value);
2144 update_object (trap, UP_OBJ_FACE);
2145 }
2146
2147 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2148 {
2149 /* need to set this up, since if we do transfer the object,
2150 * ab->above would be bogus
2151 */
2152 ab_next = ab->above;
2153
2154 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2155 {
2156 if (!sound_was_played)
2157 {
2158 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2159 sound_was_played = 1;
2160 }
2161
2162 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2163 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2164 }
2165 }
2166 break;
2167 }
2168
2169 case CONVERTER:
2170 if (convert_item (victim, trap) < 0)
2171 {
2172 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2173 archetype::get (shstr_burnout)->insert_at (trap, trap);
2174 }
2175
2176 break;
2177
2178 case TRIGGER_BUTTON:
2179 case TRIGGER_PEDESTAL:
2180 case TRIGGER_ALTAR:
2181 check_trigger (trap, victim, originator);
2182 break;
2183
2184 case DEEP_SWAMP:
2185 walk_on_deep_swamp (trap, victim);
2186 break;
2187
2188 case CHECK_INV:
2189 check_inv (victim, trap);
2190 break;
2191
2192 case HOLE:
2193 move_apply_hole (trap, victim);
2194 break;
2195
2196 case EXIT:
2197 if (victim->type == PLAYER && EXIT_PATH (trap))
2198 {
2199 /* Basically, don't show exits leading to random maps the
2200 * players output.
2201 */
2202 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2203 victim->statusmsg (trap->msg, NDI_NAVY);
2204
2205 trap->play_sound (trap->sound);
2206 victim->enter_exit (trap);
2207 }
2208 break;
2209
2210 case ENCOUNTER:
2211 /* may be some leftovers on this */
2212 break;
2213
2214 case SHOP_MAT:
2215 apply_shop_mat (trap, victim);
2216 break;
2217
2218 /* Drop a certain amount of gold, and have one item identified */
2219 case IDENTIFY_ALTAR:
2220 apply_id_altar (victim, trap, originator);
2221 break;
2222
2223 case SIGN:
2224 if (victim->type != PLAYER && trap->stats.food > 0)
2225 break; /* monsters musn't apply magic_mouths with counters */
2226
2227 apply_sign (victim, trap, 1);
2228 break;
2229
2230 case CONTAINER:
2231 apply_container (victim, trap);
2232 break;
2233
2234 case RUNE:
2235 case TRAP:
2236 if (trap->level && victim->flag [FLAG_ALIVE])
2237 spring_trap (trap, victim);
2238 break;
2239
2240 default:
2241 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2242 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2243 break;
2244 }
2245
2246 recursion_depth--;
2247}
2248
2249/**
2250 * Handles reading a regular (ie not containing a spell) book.
2251 */
2252static void
2253apply_book (object *op, object *tmp)
2254{
2255 int lev_diff;
2256 object *skill_ob;
2257
2258 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2259 {
2260 op->failmsg ("You are unable to read while blind!");
2261 return;
2262 }
2263
2264 if (!tmp->msg)
2265 {
2266 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2267 return;
2268 }
2269
2270 /* need a literacy skill to read stuff! */
2271 skill_ob = find_skill_by_name (op, tmp->skill);
2272 if (!skill_ob)
2273 {
2274 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2275 return;
2276 }
2277
2278 lev_diff = tmp->level - (skill_ob->level + 5);
2279 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2280 {
2281 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2282 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2283 : lev_diff < 5 ? "This book is beyond your comprehension."
2284 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2285 : lev_diff < 15 ? "This book is way beyond your comprehension."
2286 : "This book is totally beyond your comprehension.");
2287 return;
2288 }
2289
2290 // we currently don't use the message types for anything.
2291 // readable_message_type *msgType = get_readable_message_type (tmp);
2292
2293 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2294
2295 if (player *pl = op->contr)
2296 if (client *ns = pl->ns)
2297 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2298
2299 /* gain xp from reading */
2300 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2301 { /* only if not read before */
2302 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2303
2304 if (!tmp->flag [FLAG_IDENTIFIED])
2305 {
2306 /*exp_gain *= 2; because they just identified it too */
2307 tmp->set_flag (FLAG_IDENTIFIED);
2308
2309 if (object *pl = tmp->visible_to ())
2310 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2311 }
2312
2313 change_exp (op, exp_gain, skill_ob->skill, 0);
2314 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2315 }
2316}
2317
2318/**
2319 * op made some mistake with a scroll, this takes care of punishment.
2320 * scroll_failure()- hacked directly from spell_failure
2321 */
2322static void
2323scroll_failure (object *op, int failure, int power)
2324{
2325 if (abs (failure / 4) > power)
2326 power = abs (failure / 4); /* set minimum effect */
2327
2328 if (failure <= -1 && failure > -15)
2329 { /* wonder */
2330 object *tmp;
2331
2332 op->failmsg ("Your spell warps!");
2333 tmp = get_archetype (SPELL_WONDER);
2334 cast_wonder (op, op, 0, tmp);
2335 tmp->destroy ();
2336 }
2337 else if (failure <= -15 && failure > -35)
2338 { /* drain mana */
2339 op->failmsg ("Your mana is drained!");
2340 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2341 if (op->stats.sp < 0)
2342 op->stats.sp = 0;
2343 }
2344 else if (settings.spell_failure_effects == TRUE)
2345 {
2346 if (failure <= -35 && failure > -60)
2347 { /* confusion */
2348 op->failmsg ("The magic recoils on you!");
2349 confuse_player (op, op, power);
2350 }
2351 else if (failure <= -60 && failure > -70)
2352 { /* paralysis */
2353 op->failmsg ("The magic recoils and paralyzes you!");
2354 paralyze_player (op, op, power);
2355 }
2356 else if (failure <= -70 && failure > -80)
2357 { /* blind */
2358 op->failmsg ("The magic recoils on you!");
2359 blind_player (op, op, power);
2360 }
2361 else if (failure <= -80)
2362 { /* blast the immediate area */
2363 object *tmp = get_archetype (LOOSE_MANA);
2364 cast_magic_storm (op, tmp, power);
2365 op->failmsg ("You unleash uncontrolled mana!");
2366 tmp->destroy ();
2367 }
2368 }
2369}
2370
2371/**
2372 * Handles the applying of a skill scroll, calling learn_skill straight.
2373 * op is the person learning the skill, tmp is the skill scroll object
2374 */
2375static void
2376apply_skillscroll (object *op, object *tmp)
2377{
2378 switch (learn_skill (op, tmp))
2379 {
2380 case 0:
2381 op->play_sound (sound_find ("generic_fail"));
2382 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2383 break;
2384
2385 case 1:
2386 tmp->decrease ();
2387 op->play_sound (sound_find ("skill_learn"));
2388 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2389 break;
2390
2391 default:
2392 tmp->decrease ();
2393 op->play_sound (sound_find ("generic_fail"));
2394 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2395 break;
2396 }
2397}
2398
2399/**
2400 * Actually makes op learn spell.
2401 * Informs player of what happens.
2402 */
2403void
2404do_learn_spell (object *op, object *spell, int special_prayer)
2405{
2406 object *tmp;
2407
2408 if (op->type != PLAYER)
2409 {
2410 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2411 return;
2412 }
2413
2414 /* Upgrade special prayers to normal prayers */
2415 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2416 {
2417 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2418 {
2419 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2420 return;
2421 }
2422 return;
2423 }
2424
2425 op->contr->play_sound (sound_find ("learn_spell"));
2426
2427 tmp = spell->clone ();
2428 insert_ob_in_ob (tmp, op);
2429
2430 if (special_prayer)
2431 tmp->set_flag (FLAG_STARTEQUIP);
2432
2433 esrv_add_spells (op->contr, tmp);
2434}
2435
2436/**
2437 * Erases spell from player's inventory.
2438 */
2439void
2440do_forget_spell (object *op, const char *spell)
2441{
2442 object *spob;
2443
2444 if (op->type != PLAYER)
2445 {
2446 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2447 return;
2448 }
2449 if ((spob = check_spell_known (op, spell)) == NULL)
2450 {
2451 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2452 return;
2453 }
2454
2455 op->failmsgf ("You lose knowledge of %s.", spell);
2456 esrv_remove_spell (op->contr, spob);
2457 spob->destroy ();
2458}
2459
2460/**
2461 * Handles player applying a spellbook.
2462 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2463 * stuff like that. Random learning failure too.
2464 */
2465static void
2466apply_spellbook (object *op, object *tmp)
2467{
2468 object *skop, *spell, *spell_skill;
2469
2470 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2471 {
2472 op->failmsg ("You are unable to read while blind.");
2473 return;
2474 }
2475
2476 /* artifact_spellbooks have 'slaying' field point to a spell name,
2477 * instead of having their spell stored in stats.sp. These are
2478 * legacy spellbooks
2479 */
2480 if (tmp->slaying)
2481 {
2482 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2483
2484 if (!spell)
2485 {
2486 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2487 return;
2488 }
2489 else
2490 insert_ob_in_ob (spell, tmp);
2491
2492 tmp->slaying = 0;
2493 }
2494
2495 skop = find_skill_by_name (op, tmp->skill);
2496
2497 /* need a literacy skill to learn spells. Also, having a literacy level
2498 * lower than the spell will make learning the spell more difficult */
2499 if (!skop)
2500 {
2501 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2502 return;
2503 }
2504
2505 spell = tmp->inv;
2506
2507 if (!spell)
2508 {
2509 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2510 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2511 return;
2512 }
2513
2514 int learn_level = sqrtf (spell->level) * 1.5f;
2515 if (skop->level < learn_level)
2516 {
2517 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2518 &tmp->skill, learn_level);
2519 return;
2520 }
2521
2522 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2523
2524 if (!tmp->flag [FLAG_IDENTIFIED])
2525 identify (tmp);
2526
2527 /* I removed the check for special_prayer_mark here - it didn't make
2528 * a lot of sense - special prayers are not found in spellbooks, and
2529 * if the player doesn't know the spell, doesn't make a lot of sense that
2530 * they would have a special prayer mark.
2531 */
2532 if (check_spell_known (op, spell->name))
2533 {
2534 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2535 return;
2536 }
2537
2538 if (spell->skill)
2539 {
2540 spell_skill = find_skill_by_name (op, spell->skill);
2541
2542 if (!spell_skill)
2543 {
2544 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2545 return;
2546 }
2547
2548 if (spell_skill->level < spell->level)
2549 {
2550 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2551 return;
2552 }
2553 }
2554
2555 /* Logic as follows
2556 *
2557 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2558 *
2559 * 2- The learner's skill level in literacy adjusts the chance to learn
2560 * a spell.
2561 *
2562 * 3 -Automatically fail to learn if you read while confused
2563 *
2564 * Overall, chances are the same but a player will find having a high
2565 * literacy rate very useful! -b.t.
2566 */
2567 if (op->flag [FLAG_CONFUSED])
2568 {
2569 op->failmsg ("In your confused state you flub the wording of the text!");
2570 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2571 }
2572 else if (tmp->flag [FLAG_STARTEQUIP] ||
2573 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2574 {
2575 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2576 do_learn_spell (op, spell, 0);
2577
2578 /* xp gain to literacy for spell learning */
2579 if (!tmp->flag [FLAG_STARTEQUIP])
2580 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2581 }
2582 else
2583 {
2584 op->contr->play_sound (sound_find ("fumble_spell"));
2585 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2586 }
2587
2588 tmp->decrease ();
2589}
2590
2591/**
2592 * Handles applying a spell scroll.
2593 */
2594void
2595apply_scroll (object *op, object *tmp, int dir)
2596{
2597 object *skop;
2598
2599 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2600 {
2601 op->failmsg ("You are unable to read while blind.");
2602 return;
2603 }
2604
2605 if (!tmp->inv || tmp->inv->type != SPELL)
2606 {
2607 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2608 return;
2609 }
2610
2611 if (op->type == PLAYER)
2612 {
2613 /* players need a literacy skill to read stuff! */
2614 int exp_gain = 0;
2615
2616 /* hard code literacy - tmp->skill points to where the exp
2617 * should go for anything killed by the spell.
2618 */
2619 skop = find_skill_by_name (op, shstr_literacy);
2620
2621 if (!skop)
2622 {
2623 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2624 return;
2625 }
2626
2627 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2628 change_exp (op, exp_gain, skop->skill, 0);
2629 }
2630
2631 if (!tmp->flag [FLAG_IDENTIFIED])
2632 identify (tmp);
2633
2634 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2635
2636 cast_spell (op, tmp, dir, tmp->inv, NULL);
2637 tmp->decrease ();
2638}
2639
2640/**
2641 * Applies a treasure object - by default, chest. op
2642 * is the person doing the applying, tmp is the treasure
2643 * chest.
2644 */
2645static void
2646apply_treasure (object *op, object *tmp)
2647{
2648 /* Nice side effect of this treasure creation method is that the treasure
2649 * for the chest is done when the chest is created, and put into the chest
2650 * inventory. So that when the chest burns up, the items still exist. Also
2651 * prevents people from moving chests to more difficult maps to get better
2652 * treasure
2653 */
2654 object *treas = tmp->inv;
2655
2656 if (!treas)
2657 {
2658 op->statusmsg ("The chest was empty.");
2659 tmp->decrease ();
2660 return;
2661 }
2662
2663 while (tmp->inv)
2664 {
2665 treas = tmp->inv;
2666 treas->remove ();
2667
2668 treas->x = op->x;
2669 treas->y = op->y;
2670 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2671
2672 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2673 spring_trap (treas, op);
2674
2675 /* If either player or container was destroyed, no need to do
2676 * further processing. I think this should be enclused with
2677 * spring trap above, as I don't think there is otherwise
2678 * any way for the treasure chest or player to get killed.
2679 */
2680 if (op->destroyed () || tmp->destroyed ())
2681 break;
2682 }
2683
2684 if (!tmp->destroyed () && !tmp->inv)
2685 tmp->decrease (true);
2686}
2687
2688/**
2689 * A dragon is eating some flesh. If the flesh contains resistances,
2690 * there is a chance for the dragon's skin to get improved.
2691 *
2692 * attributes:
2693 * object *op the object (dragon player) eating the flesh
2694 * object *meal the flesh item, getting chewed in dragon's mouth
2695 * return:
2696 * int 1 if eating successful, 0 if it doesn't work
2697 */
2698static int
2699dragon_eat_flesh (object *op, object *meal)
2700{
2701 object *skin = NULL; /* pointer to dragon skin force */
2702 object *abil = NULL; /* pointer to dragon ability force */
2703 object *tmp = NULL; /* tmp. object */
2704
2705 double chance; /* improvement-chance of one resistance type */
2706 double totalchance = 1; /* total chance of gaining one resistance */
2707 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2708 double mbonus = 0; /* monster bonus */
2709 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2710 int winners = 0; /* number of winners */
2711 int i; /* index */
2712
2713 /* let's make sure and doublecheck the parameters */
2714 if (meal->type != FLESH || !op->is_dragon ())
2715 return 0;
2716
2717 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2718 from the player's inventory */
2719 for (tmp = op->inv; tmp; tmp = tmp->below)
2720 if (tmp->type == FORCE)
2721 if (tmp->arch->archname == shstr_dragon_skin_force)
2722 skin = tmp;
2723 else if (tmp->arch->archname == shstr_dragon_ability_force)
2724 abil = tmp;
2725
2726 /* if either skin or ability are missing, this is an old player
2727 which is not to be considered a dragon -> bail out */
2728 if (skin == NULL || abil == NULL)
2729 return 0;
2730
2731 /* now start by filling stomache and health, according to food-value */
2732 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2733 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2734 else
2735 op->stats.hp += meal->stats.food / 50;
2736
2737 min_it (op->stats.hp, op->stats.maxhp);
2738 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2739
2740 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2741
2742 /* on to the interesting part: chances for adding resistance */
2743 for (i = 0; i < NROFATTACKS; i++)
2744 {
2745 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2746 {
2747 /* got positive resistance, now calculate improvement chance (0-100) */
2748
2749 /* this bonus makes resistance increase easier at lower levels */
2750 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2751 if (i == abil->stats.exp)
2752 bonus += 5; /* additional bonus for resistance of ability-focus */
2753
2754 /* monster bonus increases with level, because high-level
2755 flesh is too rare */
2756 mbonus = op->level * 20. / ((double) settings.max_level);
2757
2758 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2759 ((double)settings.max_level)) - skin->resist[i];
2760
2761 if (chance >= 0.)
2762 chance += 1.;
2763 else
2764 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2765
2766 /* chance is proportional to amount of resistance (max. 50) */
2767 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2768
2769 /* doubled chance for resistance of ability-focus */
2770 if (i == abil->stats.exp)
2771 chance = min (100., chance * 2.);
2772
2773 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2774 if (rndm (10000) < (unsigned int)(chance * 100))
2775 {
2776 atnr_winner[winners] = i;
2777 winners++;
2778 }
2779
2780 if (chance >= 0.01)
2781 totalchance *= 1 - chance / 100;
2782
2783 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2784 }
2785 }
2786
2787 /* inverse totalchance as until now we have the failure-chance */
2788 totalchance = 100 - totalchance * 100;
2789
2790 /* print message according to totalchance */
2791 const char *buf;
2792 if (totalchance > 50.)
2793 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2794 else if (totalchance > 10.)
2795 buf = format ("The %s tasted very good.", &meal->name);
2796 else if (totalchance > 1.)
2797 buf = format ("The %s tasted good.", &meal->name);
2798 else if (totalchance > 0.1)
2799 buf = format ("The %s tasted bland.", &meal->name);
2800 else if (totalchance >= 0.01)
2801 buf = format ("The %s had a boring taste.", &meal->name);
2802 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2803 buf = format ("The %s tasted strange.", &meal->name);
2804 else
2805 buf = format ("The %s had no taste.", &meal->name);
2806
2807 op->statusmsg (buf);
2808
2809 /* now choose a winner if we have any */
2810 i = -1;
2811 if (winners > 0)
2812 i = atnr_winner [rndm (winners)];
2813
2814 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2815 {
2816 /* resistance increased! */
2817 skin->resist[i]++;
2818 op->update_stats ();
2819
2820 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2821 }
2822
2823 /* if this flesh contains a new ability focus, we mark it
2824 into the ability_force and it will take effect on next level */
2825 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2826 {
2827 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2828
2829 if (meal->last_eat != abil->stats.exp)
2830 op->statusmsg (format (
2831 "Your metabolism prepares to focus on %s!\n"
2832 "The change will happen at level %d.",
2833 change_resist_msg[meal->last_eat],
2834 abil->level + 1
2835 ));
2836 else
2837 {
2838 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2839 abil->last_eat = 0;
2840 }
2841 }
2842
2843 return 1;
2844}
2845
2846/**
2847 * op eats food.
2848 * If player, takes care of messages and dragon special food.
2849 */
2850static void
2851apply_food (object *op, object *tmp)
2852{
2853 int capacity_remaining;
2854
2855 if (op->type != PLAYER)
2856 op->stats.hp = op->stats.maxhp;
2857 else
2858 {
2859 /* check if this is a dragon (player), eating some flesh */
2860 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2861 ;
2862 else
2863 {
2864 /* usual case - no dragon meal: */
2865 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2866 {
2867 if (tmp->type == FOOD || tmp->type == FLESH)
2868 op->failmsg ("You feel full, but what a waste of food!");
2869 else
2870 op->statusmsg ("Most of the drink goes down your face not your throat!");
2871 }
2872
2873 tmp->play_sound (
2874 tmp->sound
2875 ? tmp->sound
2876 : tmp->type == DRINK
2877 ? sound_find ("eat_drink")
2878 : sound_find ("eat_food")
2879 );
2880
2881 if (!tmp->flag [FLAG_CURSED])
2882 {
2883 const char *buf;
2884
2885 if (!op->is_dragon ())
2886 {
2887 /* eating message for normal players */
2888 if (tmp->type == DRINK)
2889 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2890 else
2891 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2892 }
2893 else
2894 /* eating message for dragon players */
2895 buf = format ("The %s tasted terrible!", &tmp->name);
2896
2897 op->statusmsg (buf);
2898
2899 capacity_remaining = MAX_FOOD - op->stats.food;
2900 op->stats.food += tmp->stats.food;
2901 if (capacity_remaining < tmp->stats.food)
2902 op->stats.hp += capacity_remaining / 50;
2903 else
2904 op->stats.hp += tmp->stats.food / 50;
2905
2906 min_it (op->stats.hp, op->stats.maxhp);
2907 min_it (op->stats.food, MAX_FOOD);
2908 }
2909
2910 /* special food hack -b.t. */
2911 if (tmp->title || tmp->flag [FLAG_CURSED])
2912 eat_special_food (op, tmp);
2913 }
2914 }
2915
2916 handle_apply_yield (tmp);
2917 tmp->decrease ();
2918}
2919
2920/**
2921 * Handles applying an improve armor scroll.
2922 * Does some sanity checks, then calls improve_armour.
2923 */
2924static void
2925apply_armour_improver (object *op, object *tmp)
2926{
2927 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2928 {
2929 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2930 return;
2931 }
2932
2933 object *armor = op->mark ();
2934
2935 if (!armor)
2936 {
2937 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2938 return;
2939 }
2940
2941 if (armor->type != ARMOUR
2942 && armor->type != CLOAK
2943 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2944 {
2945 op->failmsg ("Your marked item is not armour!\n");
2946 return;
2947 }
2948
2949 if (!op->apply (armor, AP_UNAPPLY))
2950 {
2951 op->failmsg ("You are unable to take off your armour to improve it!");
2952 return;
2953 }
2954
2955 op->statusmsg ("Applying armour enchantment.");
2956 improve_armour (op, tmp, armor);
2957}
2958
2959void
2960apply_poison (object *op, object *tmp)
2961{
2962 // need to do it now when it is still on the map
2963 handle_apply_yield (tmp);
2964
2965 object *poison = tmp->split (1);
2966
2967 if (op->type == PLAYER)
2968 {
2969 op->contr->play_sound (sound_find ("drink_poison"));
2970 op->failmsg ("Yech! That tasted poisonous!");
2971 op->contr->killer = poison;
2972 }
2973
2974 if (poison->stats.hp > 0)
2975 {
2976 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2977 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2978 }
2979
2980 op->stats.food -= op->stats.food / 4;
2981 poison->destroy ();
2982}
2983
2984/**
2985 * This function will try to apply a lighter and in case no lighter
2986 * is specified it will try to find a lighter in the players inventory,
2987 * and inform him about this requirement.
2988 *
2989 * who - the player
2990 * op - the item we want to light
2991 * lighter - the lighter or 0 if a lighter has yet to be found
2992 */
2993static object *
2994auto_apply_lighter (object *who, object *op, object *lighter)
2995{
2996 if (lighter == 0)
2997 {
2998 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2999 {
3000 if (tmp->type == LIGHTER)
3001 {
3002 lighter = tmp;
3003 break;
3004 }
3005 }
3006
3007 if (!lighter)
3008 {
3009 who->failmsgf (
3010 "You can't light up the %s with your bare hands! "
3011 "H<You need a lighter in your inventory, for example a flint and steel.>",
3012 &op->name
3013 );
3014 return 0;
3015 }
3016 }
3017
3018 // last_eat == 0 means the lighter is not being used up!
3019 if (lighter->last_eat && lighter->stats.food)
3020 {
3021 /* lighter gets used up */
3022 lighter = lighter->split ();
3023 lighter->stats.food--;
3024 who->insert (lighter);
3025 }
3026 else if (lighter->last_eat)
3027 {
3028 /* no charges left in lighter */
3029 who->failmsgf (
3030 "You attempt to light the %s with a used up %s.",
3031 &op->name, &lighter->name
3032 );
3033 return 0;
3034 }
3035
3036 return lighter;
3037}
3038
3039/**
3040 * Designed primarily to light torches/lanterns/etc.
3041 * Also burns up burnable material too. First object in the inventory is
3042 * the selected object to "burn". -b.t.
3043 */
3044static void
3045apply_lighter (object *who, object *lighter)
3046{
3047 int is_player_env = 0;
3048
3049 if (object *item = who->mark ())
3050 {
3051 if (!auto_apply_lighter (who, item, lighter))
3052 return;
3053
3054 /* Perhaps we should split what we are trying to light on fire?
3055 * I can't see many times when you would want to light multiple
3056 * objects at once.
3057 */
3058
3059 save_throw_object (item, AT_FIRE, who);
3060
3061 if (item->destroyed ()
3062 || ((item->type == LAMP || item->type == TORCH)
3063 && item->glow_radius > 0))
3064 who->statusmsg (format (
3065 "You light the %s with the %s.",
3066 &item->name, &lighter->name
3067 ));
3068 else
3069 who->failmsgf (
3070 "You attempt to light the %s with the %s and fail.",
3071 &item->name, &lighter->name
3072 );
3073 }
3074 else
3075 who->failmsg ("You need to mark a lightable object.");
3076}
3077
3078/**
3079 * This function generates a cursed effect for cursed lamps and torches.
3080 */
3081static void
3082player_apply_lamp_cursed_effect (object *who, object *op)
3083{
3084 if (op->level)
3085 {
3086 who->failmsgf (
3087 "The %s was cursed, it explodes in a big fireball!",
3088 &op->name
3089 );
3090 create_exploding_ball_at (who, op->level);
3091 }
3092 else
3093 {
3094 who->failmsgf (
3095 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3096 &op->name
3097 );
3098 }
3099
3100 op->destroy ();
3101}
3102
3103/**
3104 * Apply for players and lamps
3105 *
3106 * who - the player
3107 * op - the lamp
3108 */
3109static void
3110player_apply_lamp (object *who, object *op)
3111{
3112 bool switch_on = op->glow_radius ? false : true;
3113
3114 if (switch_on)
3115 {
3116 object *lighter = 0;
3117
3118 if (op->flag [FLAG_IS_LIGHTABLE]
3119 && !(lighter = auto_apply_lighter (who, op, 0)))
3120 return;
3121
3122 if (op->stats.food < 1)
3123 {
3124 if (op->type == LAMP)
3125 who->failmsgf (
3126 "The %s is out of fuel! "
3127 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3128 &op->name
3129 );
3130 else
3131 who->failmsgf (
3132 "The %s is burnt out! "
3133 "H<Torches and similar items burn out and become worthless.>",
3134 &op->name
3135 );
3136 return;
3137 }
3138
3139 if (op->flag [FLAG_CURSED])
3140 {
3141 player_apply_lamp_cursed_effect (who, op);
3142 return;
3143 }
3144
3145 if (lighter)
3146 who->statusmsg (format (
3147 "You light up the %s with the %s.", &op->name, &lighter->name));
3148 else
3149 who->statusmsg (format ("You light up the %s.", &op->name));
3150 }
3151 else
3152 {
3153 if (op->flag [FLAG_CURSED])
3154 {
3155 player_apply_lamp_cursed_effect (who, op);
3156 return;
3157 }
3158
3159 if (op->type == TORCH)
3160 {
3161 if (!op->flag [FLAG_IS_LIGHTABLE])
3162 {
3163 who->statusmsg (format (
3164 "You put out the %s. "
3165 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3166 &op->name, &op->name));
3167 }
3168 else
3169 who->statusmsg (format (
3170 "You put out the %s."
3171 "H<Torches wear out if you put them out.>",
3172 &op->name));
3173 }
3174 else
3175 who->statusmsg (format ("You turn off the %s.", &op->name));
3176 }
3177
3178 apply_lamp (op, switch_on);
3179}
3180
3181void get_animation_from_arch (object *op, arch_ptr a)
3182{
3183 op->animation_id = a->animation_id;
3184 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3185 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3186 op->anim_speed = a->anim_speed;
3187 op->last_anim = 0;
3188 op->state = 0;
3189 op->face = a->face;
3190
3191 if (NUM_ANIMATIONS(op) > 1)
3192 {
3193 SET_ANIMATION(op, 0);
3194 animate_object (op, op->direction);
3195 }
3196 else
3197 update_object (op, UP_OBJ_FACE);
3198}
3199
3200/**
3201 * Apply for LAMPs and TORCHes.
3202 *
3203 * op - the lamp
3204 * switch_on - a flag which says whether the lamp should be switched on or off
3205 */
3206void apply_lamp (object *op, bool switch_on)
3207{
3208 op->set_glow_radius (switch_on ? op->range : 0);
3209 op->set_speed (switch_on ? op->arch->speed : 0);
3210
3211 // torches wear out if you put them out
3212 if (op->type == TORCH && !switch_on)
3213 {
3214 if (op->flag [FLAG_IS_LIGHTABLE])
3215 {
3216 op->stats.food -= (double) op->arch->stats.food / 15;
3217 if (op->stats.food < 0)
3218 op->stats.food = 0;
3219 }
3220 else
3221 op->stats.food = 0;
3222 }
3223
3224 // lamps and torched get worthless when used up
3225 if (op->stats.food <= 0)
3226 op->value = 0;
3227
3228 // FIXME: This is a hack to make the more sane torches and lamps
3229 // still animated ;-/
3230 if (op->other_arch)
3231 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3232
3233 if (object *pl = op->visible_to ())
3234 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3235}
3236
3237/**
3238 * This handles items of type 'transformer'.
3239 * Basically those items, used with a marked item, transform both items into something
3240 * else.
3241 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3242 * Change information is contained in the 'slaying' field of the marked item.
3243 * The format is as follow: transformer:[number ]yield[;transformer:...].
3244 * This way an item can be transformed in many things, and/or many objects.
3245 * The 'slaying' field for transformer is used as verb for the action.
3246 */
3247static void
3248apply_item_transformer (object *pl, object *transformer)
3249{
3250 object *new_item;
3251 const char *find;
3252 char *separator;
3253 int yield;
3254 char got[MAX_BUF];
3255 int len;
3256
3257 if (!pl || !transformer)
3258 return;
3259
3260 object *marked = pl->mark ();
3261
3262 if (!marked)
3263 {
3264 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3265 return;
3266 }
3267
3268 if (!marked->slaying)
3269 {
3270 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3271 return;
3272 }
3273
3274 /* check whether they are compatible or not */
3275 find = strstr (&marked->slaying, transformer->arch->archname);
3276 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3277 {
3278 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3279 return;
3280 }
3281
3282 find += strlen (transformer->arch->archname) + 1;
3283 /* Item can be used, now find how many and what it yields */
3284 if (isdigit (*(find)))
3285 {
3286 yield = atoi (find);
3287 if (yield < 1)
3288 {
3289 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3290 yield = 1;
3291 }
3292 }
3293 else
3294 yield = 1;
3295
3296 while (isdigit (*find))
3297 find++;
3298
3299 while (*find == ' ')
3300 find++;
3301
3302 memset (got, 0, MAX_BUF);
3303
3304 if ((separator = (char *) strchr (find, ';')))
3305 len = separator - find;
3306 else
3307 len = strlen (find);
3308
3309 min_it (len, MAX_BUF - 1);
3310
3311 strcpy (got, find);
3312 got[len] = '\0';
3313
3314 /* Now create new item, remove used ones when required. */
3315 new_item = get_archetype (got);
3316 if (!new_item)
3317 {
3318 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3319 return;
3320 }
3321
3322 new_item->nrof = yield;
3323
3324 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3325
3326 pl->insert (new_item);
3327 /* Eat up one item */
3328 marked->decrease ();
3329
3330 /* Eat one transformer if needed */
3331 if (transformer->stats.food)
3332 if (--transformer->stats.food == 0)
3333 transformer->decrease ();
3334}
3335
3336/**
3337 * Main apply handler.
3338 *
3339 * Checks for unpaid items before applying.
3340 *
3341 * Return value is currently not used
3342 *
3343 * who is the object that is causing object to be applied, op is the object
3344 * being applied.
3345 *
3346 * aflag is special (always apply/unapply) flags. Nothing is done with
3347 * them in this function - they are passed to apply_special
3348 */
3349static bool
3350manual_apply (object *who, object *op, int aflag)
3351{
3352 op = op->head_ ();
3353
3354 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3355 {
3356 if (who->contr)
3357 {
3358 examine (who, op);
3359 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3360 return 1;
3361 }
3362 else
3363 return 0; /* monsters just skip unpaid items */
3364 }
3365
3366 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3367 return RESULT_INT (0);
3368 else if (apply_types_inv_only [op->type])
3369 {
3370 // special item, using slot system, needs to be in inv
3371 if (op->env == who)
3515 return apply_special (who, op, aflags); 3372 return apply_special (who, op, aflag);
3373
3374 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3375 }
3376 else if (!who->contr && apply_types_player_only [op->type])
3377 return 0; // monsters shouldn't try to apply player-only stuff
3378 else if (apply_types [op->type])
3379 {
3380 // ordinary stuff, may be on the floor
3381 switch (op->type)
3382 {
3383 case T_HANDLE:
3384 who->play_sound (sound_find ("turn_handle"));
3385 who->statusmsg ("You turn the handle.");
3386 op->value = op->value ? 0 : 1;
3387 SET_ANIMATION (op, op->value);
3388 update_object (op, UP_OBJ_FACE);
3389 push_button (op, who);
3390 break;
3391
3392 case TRIGGER:
3393 if (check_trigger (op, who, who))
3394 {
3395 who->statusmsg ("You turn the handle.");
3396 who->play_sound (sound_find ("turn_handle"));
3397 }
3398 else
3399 who->failmsg ("The handle doesn't move.");
3400
3401 break;
3402
3403 case EXIT:
3404 if (!EXIT_PATH (op))
3405 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3406 else
3407 {
3408 /* Don't display messages for random maps. */
3409 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3410 who->statusmsg (op->msg, NDI_NAVY);
3411
3412 who->enter_exit (op);
3413 }
3414
3415 break;
3416
3417 case INSCRIBABLE:
3418 who->statusmsg (op->msg);
3419 // maybe show a spell menu to chose from or something like that
3420 break;
3421
3422 case SIGN:
3423 apply_sign (who, op, 0);
3424 break;
3425
3426 case BOOK:
3427 apply_book (who, op);
3428 break;
3429
3430 case SKILLSCROLL:
3431 apply_skillscroll (who, op);
3432 break;
3433
3434 case SPELLBOOK:
3435 apply_spellbook (who, op);
3436 break;
3437
3438 case SCROLL:
3439 apply_scroll (who, op, 0);
3440 break;
3441
3442 case POTION:
3443 apply_potion (who, op);
3444 break;
3445
3446 /* Eneq(@csd.uu.se): Handle apply on containers. */
3447 //TODO: remove, as it is unsed?
3448 case CLOSE_CON:
3449 apply_container (who, op->env);
3450 break;
3451
3452 case CONTAINER:
3453 apply_container (who, op);
3454 break;
3455
3456 case TREASURE:
3457 apply_treasure (who, op);
3458 break;
3459
3460 case LAMP:
3461 case TORCH:
3462 player_apply_lamp (who, op);
3463 break;
3464
3465 case DRINK:
3466 case FOOD:
3467 case FLESH:
3468 apply_food (who, op);
3469 break;
3470
3471 case POISON:
3472 apply_poison (who, op);
3473 break;
3474
3475 case SAVEBED:
3476 break;
3477
3478 case ARMOUR_IMPROVER:
3479 apply_armour_improver (who, op);
3480 break;
3481
3482 case WEAPON_IMPROVER:
3483 check_improve_weapon (who, op);
3484 break;
3485
3486 case CLOCK:
3487 {
3488 timeofday_t tod;
3489
3490 get_tod (&tod);
3491 who->play_sound (sound_find ("sound_clock"));
3492 who->statusmsg (format (
3493 "It is %d minute%s past %d o'clock %s",
3494 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3495 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3496 ));
3497 }
3498 break;
3499
3500 case MENU:
3501 shop_listing (op, who);
3502 break;
3503
3504 case POWER_CRYSTAL:
3505 apply_power_crystal (who, op); /* see egoitem.c */
3506 break;
3507
3508 case LIGHTER: /* for lighting torches/lanterns/etc */
3509 apply_lighter (who, op);
3510 break;
3511
3512 case ITEM_TRANSFORMER:
3513 apply_item_transformer (who, op);
3514 break;
3515 }
3516
3517 return 1;
3518 }
3519 else
3520 {
3521 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3522 return 0;
3523 }
3524}
3525
3526/**
3527 * player_apply_below attempts to apply the object 'below' the player.
3528 * If the player has an open container, we use that for below, otherwise
3529 * we use the ground.
3530 */
3531void
3532player_apply_below (object *pl)
3533{
3534 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3535
3536 /* If using a container, set the starting item to be the top
3537 * item in the container. Otherwise, use the map.
3538 */
3539
3540 // first try to apply "applyables"
3541 for (object *tmp = top; tmp; tmp = tmp->below)
3542 if (!tmp->invisible && apply_types [tmp->type])
3543 {
3544 // If it is visible, player can apply it.
3545 pl->apply (tmp);
3546 return;
3547 }
3548
3549 while (top && top->invisible)
3550 top = top->below;
3551
3552 if (!top || top->flag [FLAG_IS_FLOOR])
3553 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3554 "H<There is nothing here that you can apply.>");
3555 else
3556 // next, try to explain the topmost object
3557 switch (top->type)
3558 {
3559 // TODO: all this should move to examine
3560 case ALTAR:
3561 case IDENTIFY_ALTAR:
3562 case TRIGGER_ALTAR:
3563 case CONVERTER:
3564 //case TRIGGER_PEDESTAL:
3565 pl->failmsgf (
3566 "You see no obvious mechanism on the %s."
3567 "H<You have to drop one or more specific items here.>",
3568 query_short_name (top)
3569 );
3570 break;
3571
3572 case BUTTON:
3573 case TRIGGER_BUTTON:
3574 pl->failmsgf (
3575 "The %s looks as if you could activate it with somehting heavy. "
3576 "H<You must put enough items here to activate it.>",
3577 query_short_name (top)
3578 );
3579 break;
3580
3581 default:
3582 examine (pl, top);
3583 break;
3584 }
3585}
3586
3587// saner interface, returns successful status
3588bool
3589object::apply (object *ob, int aflags)
3590{
3591 if (!ob) // simplifies a lot of callers
3592 return true;
3593
3594 if (contr)
3595 {
3596 if (!ob->env && (move_type & MOVE_FLYING))
3597 {
3598 /* player is flying and applying object not in inventory */
3599 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3600 {
3601 failmsg ("But you are floating high above the ground! "
3602 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3603 "or waiting till the levitation effect wears off.>");
3604 return 0;
3605 }
3606 }
3607
3608 contr->last_used = ob;
3609 }
3610
3611 bool want_apply =
3612 aflags & AP_APPLY ? true
3613 : aflags & AP_UNAPPLY ? false
3614 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3615
3616 object_ptr *slot = 0;
3617
3618 // detect the slot, if this is a player
3619 if (contr && !(aflags & AP_NO_SLOT))
3620 {
3621 object *oslot;
3622
3623 switch (ob->type)
3624 {
3625 case WEAPON:
3626 slot = &contr->combat_ob;
3627 oslot = contr->ranged_ob;
3628 break;
3629
3630 case RANGED:
3631 case BOW:
3632 case SPELL:
3633 case WAND:
3634 case ROD:
3635 case HORN:
3636 case BUILDER:
3637 slot = &contr->ranged_ob;
3638 oslot = contr->combat_ob;
3639 break;
3640
3641 // oh, the humanity
3642 case SKILL:
3643 // skill is used on it's own, as opposed to being a chosen_skill
3644
3645 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3646 {
3647 failmsgf (
3648 "You feel as if you wanted to do something funny, but you can't remember what. "
3649 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3650 "It cannot be used on its own.>",
3651 &ob->skill
3652 );
3653 return 1;
3654 }
3655
3656 if (skill_flags [ob->subtype] & SF_AUTARK
3657 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3658 {
3659 if (skill_flags [ob->subtype] & SF_USE)
3660 failmsgf (
3661 "You feel as if you wanted to do something funny, but you can't remember what. "
3662 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3663 &ob->skill, &ob->skill
3664 );
3665 else
3666 failmsgf (
3667 "You feel as if you wanted to do something funny, but you can't remember what. "
3668 "H<The %s skill cannot be readied or used, it is always active.>",
3669 &ob->skill
3670 );
3671
3672 return 1;
3673 }
3674
3675 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3676 break;
3677
3678 if (skill_flags [ob->subtype] & SF_COMBAT)
3679 {
3680 slot = &contr->combat_ob;
3681 oslot = contr->ranged_ob;
3682 }
3683 else if (skill_flags [ob->subtype] & SF_RANGED)
3684 {
3685 slot = &contr->ranged_ob;
3686 oslot = contr->combat_ob;
3687 }
3688
3689 break;
3690 }
3691
3692 // now handle slot exclusions
3693 if (slot)
3694 {
3695 // only one slot can be active
3696 if (want_apply)
3697 {
3698 // clear slot unless we are in it already
3699 if (*slot != ob)
3700 apply (*slot, AP_UNAPPLY);
3701
3702 // unapply other slot, because we want to become active
3703 apply (oslot, AP_UNAPPLY);
3704 }
3705
3706 // clear item from slot if applied
3707 if (!want_apply && current_weapon == ob)
3708 current_weapon = 0;
3709 }
3710 }
3711
3712 if (ob->flag [FLAG_APPLIED] != want_apply)
3713 manual_apply (this, ob, aflags);
3714
3715 if (ob->flag [FLAG_APPLIED] != want_apply)
3716 return false;
3717
3718 if (slot && want_apply)
3719 current_weapon = *slot = ob;
3720
3721 return true;
3516} 3722}
3517 3723
3518/** 3724/**
3519 * Map was just loaded, handle op's initialisation. 3725 * Map was just loaded, handle op's initialisation.
3520 * 3726 *
3524auto_apply (object *op) 3730auto_apply (object *op)
3525{ 3731{
3526 object *tmp = NULL, *tmp2; 3732 object *tmp = NULL, *tmp2;
3527 int i; 3733 int i;
3528 3734
3529 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3735 op->clr_flag (FLAG_AUTO_APPLY);
3530 3736
3531 switch (op->type) 3737 switch (op->type)
3532 { 3738 {
3533 case SHOP_FLOOR: 3739 case SHOP_FLOOR:
3534 if (!op->has_random_items ()) 3740 if (!op->has_random_items ())
3544 == NULL && --i); 3750 == NULL && --i);
3545 3751
3546 if (tmp == NULL) 3752 if (tmp == NULL)
3547 return 0; 3753 return 0;
3548 3754
3549 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3755 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3550 { 3756 {
3551 tmp->destroy (); 3757 tmp->destroy ();
3552 tmp = NULL; 3758 tmp = NULL;
3553 } 3759 }
3554 } 3760 }
3555 while (!tmp); 3761 while (!tmp);
3556 3762
3557 tmp->x = op->x; 3763 tmp->x = op->x;
3558 tmp->y = op->y; 3764 tmp->y = op->y;
3559 SET_FLAG (tmp, FLAG_UNPAID); 3765 tmp->set_flag (FLAG_UNPAID);
3560 insert_ob_in_map (tmp, op->map, NULL, 0); 3766 insert_ob_in_map (tmp, op->map, NULL, 0);
3561 identify (tmp); 3767 identify (tmp);
3562 break; 3768 break;
3563 3769
3564 case TREASURE: 3770 case TREASURE:
3565 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3771 if (op->flag [FLAG_IS_A_TEMPLATE])
3566 return 0; 3772 return 0;
3567 3773
3568 while (op->stats.hp-- > 0) 3774 while (op->stats.hp-- > 0)
3569 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3775 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3570 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3776 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3572 /* If we generated an object and put it in this object inventory, 3778 /* If we generated an object and put it in this object inventory,
3573 * move it to the parent object as the current object is about 3779 * move it to the parent object as the current object is about
3574 * to disappear. An example of this item is the random_* stuff 3780 * to disappear. An example of this item is the random_* stuff
3575 * that is put inside other objects. 3781 * that is put inside other objects.
3576 */ 3782 */
3577 for (tmp = op->inv; tmp; tmp = tmp2)
3578 {
3579 tmp2 = tmp->below;
3580 tmp->remove ();
3581
3582 if (op->env) 3783 if (op->env)
3583 insert_ob_in_ob (tmp, op->env); 3784 while (op->inv)
3584 else 3785 op->env->insert (op->inv);
3585 tmp->destroy ();
3586 }
3587 3786
3588 op->destroy (); 3787 op->destroy ();
3589 break; 3788 break;
3590 } 3789 }
3591 3790
3615 3814
3616 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3815 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3617 { 3816 {
3618 invnext = invtmp->below; 3817 invnext = invtmp->below;
3619 3818
3620 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3819 if (invtmp->flag [FLAG_AUTO_APPLY])
3621 auto_apply (invtmp); 3820 auto_apply (invtmp);
3622 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3821 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3623 { 3822 {
3624 while (invtmp->stats.hp-- > 0) 3823 while (invtmp->stats.hp-- > 0)
3625 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3824 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3634 * treasure again for this object 3833 * treasure again for this object
3635 */ 3834 */
3636 invtmp->randomitems = NULL; 3835 invtmp->randomitems = NULL;
3637 } 3836 }
3638 } 3837 }
3838
3639 /* This is really temporary - the code at the bottom will 3839 /* This is really temporary - the code at the bottom will
3640 * also set randomitems to null. The problem is there are bunches 3840 * also set randomitems to null. The problem is there are bunches
3641 * of maps/players already out there with items that have spells 3841 * of maps/players already out there with items that have spells
3642 * which haven't had the randomitems set to null yet. 3842 * which haven't had the randomitems set to null yet.
3643 * MSW 2004-05-13 3843 * MSW 2004-05-13
3647 * Ryo 2004-08-16 3847 * Ryo 2004-08-16
3648 */ 3848 */
3649 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3849 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3650 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3850 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3651 tmp->randomitems = NULL; 3851 tmp->randomitems = NULL;
3652
3653 } 3852 }
3654 3853
3655 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3854 if (tmp->flag [FLAG_AUTO_APPLY])
3656 auto_apply (tmp); 3855 auto_apply (tmp);
3657 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3856 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3658 { 3857 {
3659 while ((tmp->stats.hp--) > 0) 3858 while ((tmp->stats.hp--) > 0)
3660 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3859 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3662 } 3861 }
3663 else if (tmp->type == TIMED_GATE) 3862 else if (tmp->type == TIMED_GATE)
3664 { 3863 {
3665 object *head = tmp->head != NULL ? tmp->head : tmp; 3864 object *head = tmp->head != NULL ? tmp->head : tmp;
3666 3865
3667 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3866 if (head->flag [FLAG_IS_LINKED])
3668 tmp->set_speed (0); 3867 tmp->set_speed (0);
3669 } 3868 }
3670 /* This function can be called everytime a map is loaded, even when 3869 /* This function can be called everytime a map is loaded, even when
3671 * swapping back in. As such, we don't want to create the treasure 3870 * swapping back in. As such, we don't want to create the treasure
3672 * over and ove again, so after we generate the treasure, blank out 3871 * over and ove again, so after we generate the treasure, blank out
3690 } 3889 }
3691 3890
3692 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3891 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3693 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3892 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3694 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3893 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3695 check_trigger (tmp, tmp->above); 3894 check_trigger (tmp, tmp->above, tmp->above);
3696} 3895}
3697 3896
3698/** 3897/**
3699 * Handles player eating food that temporarily changes status (resistances, stats). 3898 * Handles player eating food that temporarily changes status (resistances, stats).
3700 * This used to call cast_change_attr(), but 3899 * This used to call cast_change_attr(), but
3705eat_special_food (object *who, object *food) 3904eat_special_food (object *who, object *food)
3706{ 3905{
3707 object *force; 3906 object *force;
3708 int i, did_one = 0; 3907 int i, did_one = 0;
3709 3908
3710 force = get_archetype (FORCE_NAME); 3909 char buf[64];
3910 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3911 shstr key (buf);
3711 3912
3712 for (i = 0; i < NUM_STATS; i++)
3713 if (sint8 k = food->stats.stat (i))
3714 {
3715 force->stats.stat (i) = k;
3716 did_one = 1;
3717 }
3718
3719 /* check if we can protect the eater */
3720 for (i = 0; i < NROFATTACKS; i++)
3721 {
3722 if (food->resist[i] > 0)
3723 {
3724 force->resist[i] = food->resist[i] / 2;
3725 did_one = 1;
3726 }
3727 }
3728
3729 if (did_one)
3730 {
3731 force->set_speed (0.1);
3732 /* bigger morsel of food = longer effect time */ 3913 /* bigger morsel of food = longer effect time */
3733 force->duration = food->stats.food / 5; 3914 int duration = TIME2TICK (food->stats.food);
3734 SET_FLAG (force, FLAG_APPLIED); 3915
3735 change_abil (who, force); 3916 if (force = who->force_find (key))
3736 insert_ob_in_ob (force, who); 3917 {
3918 if (duration > fabs (force->speed_left / force->speed))
3919 {
3920 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));
3921 force->force_set_timer (duration);
3922 }
3923 else
3924 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3925
3926 return;
3737 } 3927 }
3738 else 3928 else
3929 {
3930 force = who->force_add (key, duration);
3931 force->name = key;
3932
3933 /* check if the food affects a stat */
3934 for (i = 0; i < NUM_STATS; i++)
3935 if (sint8 k = food->stats.stat (i))
3936 {
3937 force->stats.stat (i) = k;
3938 did_one = 1;
3939 }
3940
3941 /* check if we can protect the eater */
3942 for (i = 0; i < NROFATTACKS; i++)
3943 {
3944 if (food->resist[i] > 0)
3945 {
3946 force->resist[i] = food->resist[i];
3947 did_one = 1;
3948 }
3949 }
3950
3951 if (did_one)
3952 {
3953 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));
3954
3955 /* make the force take effect and report effects to user */
3956 change_abil (who, force);
3957 }
3958 else
3739 force->destroy (); 3959 force->destroy ();
3960 }
3740 3961
3741 /* check for hp, sp change */ 3962 /* check for hp, sp change */
3742 if (food->stats.hp != 0) 3963 if (food->stats.hp != 0)
3743 { 3964 {
3744 if (QUERY_FLAG (food, FLAG_CURSED)) 3965 if (food->flag [FLAG_CURSED])
3745 { 3966 {
3746 who->contr->killer = food; 3967 who->contr->killer = food;
3747 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3968 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3748 who->failmsg ("Eck!...that was poisonous!"); 3969 who->failmsg ("Eck!...that was poisonous!");
3749 } 3970 }
3758 } 3979 }
3759 } 3980 }
3760 3981
3761 if (food->stats.sp != 0) 3982 if (food->stats.sp != 0)
3762 { 3983 {
3763 if (QUERY_FLAG (food, FLAG_CURSED)) 3984 if (food->flag [FLAG_CURSED])
3764 { 3985 {
3765 who->failmsg ("You are drained of mana!"); 3986 who->failmsg ("You are drained of mana!");
3766 who->stats.sp -= food->stats.sp; 3987 who->stats.sp -= food->stats.sp;
3767 if (who->stats.sp < 0) 3988 if (who->stats.sp < 0)
3768 who->stats.sp = 0; 3989 who->stats.sp = 0;
3774 /* place limit on max sp from food? */ 3995 /* place limit on max sp from food? */
3775 } 3996 }
3776 } 3997 }
3777 3998
3778 who->update_stats (); 3999 who->update_stats ();
3779}
3780
3781/**
3782 * Designed primarily to light torches/lanterns/etc.
3783 * Also burns up burnable material too. First object in the inventory is
3784 * the selected object to "burn". -b.t.
3785 */
3786void
3787apply_lighter (object *who, object *lighter)
3788{
3789 object *item;
3790 int is_player_env = 0;
3791
3792 item = find_marked_object (who);
3793 if (item)
3794 {
3795 if (lighter->last_eat && lighter->stats.food)
3796 { /* lighter gets used up */
3797 object *oneLighter = lighter->split ();
3798 oneLighter->stats.food--;
3799 who->insert (oneLighter);
3800 }
3801 else if (lighter->last_eat)
3802 {
3803 /* no charges left in lighter */
3804 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3805 return;
3806 }
3807
3808 /* Perhaps we should split what we are trying to light on fire?
3809 * I can't see many times when you would want to light multiple
3810 * objects at once.
3811 */
3812
3813 if (who == item->in_player ())
3814 is_player_env = 1;
3815
3816 save_throw_object (item, AT_FIRE, who);
3817
3818 if (item->destroyed ())
3819 {
3820 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3821 /* Need to update the player so that the players glow radius
3822 * gets changed.
3823 */
3824 if (is_player_env)
3825 who->update_stats ();
3826 }
3827 else
3828 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3829 }
3830 else
3831 who->failmsg ("You need to mark a lightable object.");
3832}
3833
3834/**
3835 * op made some mistake with a scroll, this takes care of punishment.
3836 * scroll_failure()- hacked directly from spell_failure
3837 */
3838void
3839scroll_failure (object *op, int failure, int power)
3840{
3841 if (abs (failure / 4) > power)
3842 power = abs (failure / 4); /* set minimum effect */
3843
3844 if (failure <= -1 && failure > -15)
3845 { /* wonder */
3846 object *tmp;
3847
3848 op->failmsg ("Your spell warps!");
3849 tmp = get_archetype (SPELL_WONDER);
3850 cast_wonder (op, op, 0, tmp);
3851 tmp->destroy ();
3852 }
3853 else if (failure <= -15 && failure > -35)
3854 { /* drain mana */
3855 op->failmsg ("Your mana is drained!");
3856 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3857 if (op->stats.sp < 0)
3858 op->stats.sp = 0;
3859 }
3860 else if (settings.spell_failure_effects == TRUE)
3861 {
3862 if (failure <= -35 && failure > -60)
3863 { /* confusion */
3864 op->failmsg ("The magic recoils on you!");
3865 confuse_player (op, op, power);
3866 }
3867 else if (failure <= -60 && failure > -70)
3868 { /* paralysis */
3869 op->failmsg ("The magic recoils and paralyzes you!");
3870 paralyze_player (op, op, power);
3871 }
3872 else if (failure <= -70 && failure > -80)
3873 { /* blind */
3874 op->failmsg ("The magic recoils on you!");
3875 blind_player (op, op, power);
3876 }
3877 else if (failure <= -80)
3878 { /* blast the immediate area */
3879 object *tmp = get_archetype (LOOSE_MANA);
3880 cast_magic_storm (op, tmp, power);
3881 op->failmsg ("You unleash uncontrolled mana!");
3882 tmp->destroy ();
3883 }
3884 }
3885} 4000}
3886 4001
3887void 4002void
3888apply_changes_to_player (object *pl, object *change) 4003apply_changes_to_player (object *pl, object *change)
3889{ 4004{
3937 } 4052 }
3938 4053
3939 /* insert the randomitems from the change's treasurelist into 4054 /* insert the randomitems from the change's treasurelist into
3940 * the player ref: player.c 4055 * the player ref: player.c
3941 */ 4056 */
3942 if (change->randomitems != NULL) 4057 if (change->randomitems)
3943 give_initial_items (pl, change->randomitems); 4058 give_initial_items (pl, change->randomitems);
3944 4059
3945 /* set up the face, for some races. */ 4060 /* set up the face, for some races. */
3946 4061
3947 /* first, look for the force object banning 4062 /* first, look for the force object banning
3948 * changing the face. Certain races never change face with class. 4063 * changing the face. Certain races never change face with class.
3949 */ 4064 */
3950 for (walk = pl->inv; walk != NULL; walk = walk->below) 4065 for (walk = pl->inv; walk; walk = walk->below)
3951 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4066 if (walk->name == shstr_NOCLASSFACECHANGE)
3952 flag_change_face = 0; 4067 flag_change_face = 0;
3953 4068
3954 if (flag_change_face) 4069 if (flag_change_face)
3955 { 4070 {
3956 pl->face = change->face; 4071 pl->face = change->face;
3957 pl->animation_id = change->animation_id; 4072 pl->animation_id = change->animation_id;
3958 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4073 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3959 } 4074 }
3960 4075
3961 /* check the special case of can't use weapons */ 4076 /* check the special case of can't use weapons */
3962 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4077 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
3963 if (!strcmp (change->name, "monk")) 4078 if (change->name == shstr_monk)
3964 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4079 pl->clr_flag (FLAG_USE_WEAPON);
3965 4080
3966 break; 4081 break;
3967 } 4082 }
3968 } 4083 }
3969} 4084}
3970 4085
3971/**
3972 * This handles items of type 'transformer'.
3973 * Basically those items, used with a marked item, transform both items into something
3974 * else.
3975 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3976 * Change information is contained in the 'slaying' field of the marked item.
3977 * The format is as follow: transformer:[number ]yield[;transformer:...].
3978 * This way an item can be transformed in many things, and/or many objects.
3979 * The 'slaying' field for transformer is used as verb for the action.
3980 */
3981void
3982apply_item_transformer (object *pl, object *transformer)
3983{
3984 object *marked;
3985 object *new_item;
3986 char *find;
3987 char *separator;
3988 int yield;
3989 char got[MAX_BUF];
3990 int len;
3991
3992 if (!pl || !transformer)
3993 return;
3994
3995 marked = find_marked_object (pl);
3996
3997 if (!marked)
3998 {
3999 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4000 return;
4001 }
4002
4003 if (!marked->slaying)
4004 {
4005 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4006 return;
4007 }
4008
4009 /* check whether they are compatible or not */
4010 find = strstr (marked->slaying, transformer->arch->archname);
4011 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4012 {
4013 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4014 return;
4015 }
4016
4017 find += strlen (transformer->arch->archname) + 1;
4018 /* Item can be used, now find how many and what it yields */
4019 if (isdigit (*(find)))
4020 {
4021 yield = atoi (find);
4022 if (yield < 1)
4023 {
4024 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4025 yield = 1;
4026 }
4027 }
4028 else
4029 yield = 1;
4030
4031 while (isdigit (*find))
4032 find++;
4033
4034 while (*find == ' ')
4035 find++;
4036
4037 memset (got, 0, MAX_BUF);
4038
4039 if ((separator = strchr (find, ';')) != NULL)
4040 len = separator - find;
4041 else
4042 len = strlen (find);
4043
4044 if (len > MAX_BUF - 1)
4045 len = MAX_BUF - 1;
4046
4047 strcpy (got, find);
4048 got[len] = '\0';
4049
4050 /* Now create new item, remove used ones when required. */
4051 new_item = get_archetype (got);
4052 if (!new_item)
4053 {
4054 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4055 return;
4056 }
4057
4058 new_item->nrof = yield;
4059
4060 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4061
4062 pl->insert (new_item);
4063 /* Eat up one item */
4064 marked->decrease ();
4065
4066 /* Eat one transformer if needed */
4067 if (transformer->stats.food)
4068 if (--transformer->stats.food == 0)
4069 transformer->decrease ();
4070}
4071

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