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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 1.283 by root, Sat Nov 17 23:40:03 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <cmath> 26#include <cmath>
25 27
29#include <skills.h> 31#include <skills.h>
30#include <tod.h> 32#include <tod.h>
31 33
32#include <sproto.h> 34#include <sproto.h>
33 35
34/* Want this regardless of rplay. */ 36// these must be in the inventory before they can be applied
35#include <sounds.h>
36 37
37/** 38static const struct apply_types_inv_only : typeset
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41int
42should_director_abort (object *op, object *victim)
43{ 39{
44 int arch_flag, name_flag, race_flag; 40 apply_types_inv_only ()
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 { 41 {
58 arch_flag = op->subtype & 1; 42 set (WEAPON);
59 name_flag = op->subtype & 2; 43 set (ARMOUR);
60 race_flag = op->subtype & 4; 44 set (BOOTS);
45 set (GLOVES);
46 set (AMULET);
47 set (GIRDLE);
48 set (BRACERS);
49 set (SHIELD);
50 set (HELMET);
51 set (RING);
52 set (CLOAK);
53 set (WAND);
54 set (ROD);
55 set (HORN);
56 set (SKILL);
57 set (SPELL);
58 set (BOW);
59 set (RANGED);
60 set (BUILDER);
61 set (SKILL_TOOL);
61 } 62 }
62 else 63} apply_types_inv_only;
64
65// these only make sense for the player
66
67static const struct apply_types_player_only : typeset
68{
69 apply_types_player_only ()
63 { 70 {
64 arch_flag = 1; 71 set (TRANSPORT);
65 name_flag = 1; 72 set (EXIT);
66 race_flag = 1; 73 set (BOOK);
74 set (SIGN);
75 set (BOOK);
76 set (SKILLSCROLL);
77 set (SPELLBOOK);
78 set (INSCRIBABLE);
79 set (TREASURE);
80 set (SAVEBED);
81 set (ARMOUR_IMPROVER);
82 set (WEAPON_IMPROVER);
83 set (CLOCK);
84 set (MENU);
85 set (LIGHTER); /* for lighting torches/lanterns/etc */
67 } 86 }
87} apply_types_player_only;
68 88
69 /* If the director has race set, only affect objects with a arch, 89// applying these _can_ be attempted, others cannot
70 * name or race that matches. 90// be applied at all. used by e.g. apply below.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 return 1;
77 91
78 /* If the director has slaying set, only affect objects where none 92static const struct apply_types : typeset
79 * of arch, name, or race match.
80 */
81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 ((victim->name && name_flag && op->slaying == victim->name)) ||
83 ((victim->race && race_flag && op->slaying == victim->race)))
84 return 1;
85
86 return 0;
87}
88
89/**
90 * This handles a player dropping money on an altar to identify stuff.
91 * It'll identify marked item, if none all items up to dropped money.
92 * Return value: 1 if money was destroyed, 0 if not.
93 */
94static int
95apply_id_altar (object *money, object *altar, object *pl)
96{ 93{
97 dynbuf_text buf; 94 apply_types ()
98 95 : 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 { 96 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 97 set (T_HANDLE);
129 { 98 set (TRIGGER);
130 if (operate_altar (altar, &money)) 99 set (SCROLL);
131 { 100 set (POTION);
132 identify (id); 101 set (CLOSE_CON);
133 102 set (CONTAINER);
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 103 set (LAMP);
135 if (id->msg) 104 set (TORCH);
136 buf << "The item has a story:\r" << id->msg << "\n\n"; 105 set (DRINK);
137 106 set (FOOD);
138 /* If no more money, might as well quit now */ 107 set (FLESH);
139 if (!money || !check_altar_sacrifice (altar, money)) 108 set (POISON);
140 break; 109 set (POWER_CRYSTAL);
141 } 110 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 } 111 }
149 112} 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}
402 113
403/**************************************************************************** 114/****************************************************************************
404 * Weapon improvement code follows 115 * Weapon improvement code follows
405 ****************************************************************************/ 116 ****************************************************************************/
406 117
407/** 118/**
119 * This function just checks whether who can handle equipping an item
120 * with item_power.
121 */
122static bool
123check_item_power (object *who, int item_power)
124{
125 if (who->type == PLAYER
126 && item_power
127 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
128 return false;
129 else
130 return true;
131}
132
133/**
408 * This returns the sum of nrof of item (arch name). 134 * This returns the sum of nrof of item (arch name).
409 */ 135 */
410static int 136static int
411check_item (object *op, const char *item) 137check_item (object *op, shstr_cmp item)
412{ 138{
413 int count = 0; 139 int count = 0;
414 140
415 if (!item) 141 if (!item)
416 return 0; 142 return 0;
417 143
418 for (op = op->below; op; op = op->below) 144 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 145 if (op->arch->archname == item)
421 { 146 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)) 147 && /* 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; 148 count += op->number_of ();
429 }
430 }
431 }
432 149
433 return count; 150 return count;
434} 151}
435 152
436/** 153/**
438 * op is typically the player, which is only 155 * op is typically the player, which is only
439 * really used to determine what space to look at. 156 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 157 * Modified to only eat 'nrof' of objects.
441 */ 158 */
442static void 159static void
443eat_item (object *op, const char *item, uint32 nrof) 160eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 161{
445 object *prev; 162 object *prev;
446 163
447 prev = op; 164 prev = op;
448 op = op->below; 165 op = op->below;
449 166
450 while (op) 167 while (op)
451 { 168 {
452 if (strcmp (op->arch->archname, item) == 0) 169 if (op->arch->archname == item)
453 { 170 {
454 if (op->nrof >= nrof) 171 if (op->nrof >= nrof)
455 { 172 {
456 op->decrease (nrof); 173 op->decrease (nrof);
457 return; 174 return;
469 op = op->below; 186 op = op->below;
470 } 187 }
471} 188}
472 189
473/** 190/**
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. 191 * 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. 192 * Will display a message if none found, and 1 if improver->slaying is NULL.
527 */ 193 */
528static int 194static int
529check_sacrifice (object *op, const object *improver) 195check_sacrifice (object *op, const object *improver)
533 if (improver->slaying) 199 if (improver->slaying)
534 { 200 {
535 count = check_item (op, improver->slaying); 201 count = check_item (op, improver->slaying);
536 if (count < 1) 202 if (count < 1)
537 { 203 {
538 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 204 op->failmsgf ("The gods want more %ss", &improver->slaying);
539 return 0; 205 return 0;
540 } 206 }
541 } 207 }
542 else 208 else
543 count = 1; 209 count = 1;
582 248
583/** 249/**
584 * This does the prepare weapon scroll. 250 * This does the prepare weapon scroll.
585 * Checks for sacrifice, and so on. 251 * Checks for sacrifice, and so on.
586 */ 252 */
587int 253static int
588prepare_weapon (object *op, object *improver, object *weapon) 254prepare_weapon (object *op, object *improver, object *weapon)
589{ 255{
590 int sacrifice_count, i; 256 int sacrifice_count, i;
591 char buf[MAX_BUF];
592 257
593 if (weapon->level != 0) 258 if (weapon->level != 0)
594 { 259 {
595 op->failmsg ("Weapon is already prepared!"); 260 op->failmsg ("Weapon is already prepared!");
596 return 0; 261 return 0;
625 "Your sacrifice was accepted." 290 "Your sacrifice was accepted."
626 "Your *%s may be improved %d times.", 291 "Your *%s may be improved %d times.",
627 &weapon->name, weapon->level 292 &weapon->name, weapon->level
628 )); 293 ));
629 294
630 sprintf (buf, "%s's %s", &op->name, &weapon->name); 295 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 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
633 slot at once! */ 297 slot at once! */
634 improver->decrease (); 298 improver->decrease ();
635 weapon->last_eat = 0; 299 weapon->last_eat = 0;
636 return 1; 300 return 1;
642 * Returns 0 if it was not able to work for some reason. 306 * Returns 0 if it was not able to work for some reason.
643 * 307 *
644 * Checks if weapon was prepared, if enough potions on the floor, ... 308 * Checks if weapon was prepared, if enough potions on the floor, ...
645 * 309 *
646 * We are hiding extra information about the weapon in the level and 310 * We are hiding extra information about the weapon in the level and
647 * last_eat numbers for an object. Hopefully this won't break anything ?? 311 * last_eat numbers for an object. Hopefully this won't break anything ??
648 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
649 */ 313 */
650int 314static int
651improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
652{ 316{
653 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
654 318
655 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
657 321
658 if (weapon->level == 0) 322 if (weapon->level == 0)
659 { 323 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 324 op->failmsg (
325 "This weapon has not been prepared."
326 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
661 return 0; 327 return 0;
662 } 328 }
663 329
664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 330 if (weapon->last_eat >= weapon->level // improvements used up
331 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
665 { 332 {
666 op->failmsg ("This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 334 return 0;
668 } 335 }
669 336
670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 337 if (weapon->flag [FLAG_APPLIED]
338 && !check_item_power (op, weapon->item_power + 1))
671 { 339 {
672 op->failmsg ("Improving the weapon will make it too " 340 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 341 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 342 "really want to improve it.");
675 return 0; 343 return 0;
676 } 344 }
677 345
678 /* This just increases damage by 5 points, no matter what. No sacrifice 346 /* This just increases damage by 5 points, no matter what. No sacrifice
679 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 347 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
680 * don't put any maximum value on damage - the limit is how much the 348 * don't put any maximum value on damage - the limit is how much the
681 * weapon can be improved. 349 * weapon can be improved.
682 */ 350 */
683 if (improver->stats.sp == IMPROVE_DAMAGE) 351 if (improver->stats.sp == IMPROVE_DAMAGE)
684 { 352 {
685 weapon->stats.dam += 5; 353 weapon->stats.dam += 5;
686 weapon->weight += 5000; /* 5 KG's */ 354 weapon->weight += 5000; /* 5 KG's */
724 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
725 393
726 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
728 { 396 {
729 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 397 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
730 return 0; 398 return 0;
731 } 399 }
732 400
733 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
734 weapon->item_power++; 402 weapon->item_power++;
753/** 421/**
754 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
755 * Checks a few things (not on a non-magic square, marked weapon, ...), 423 * Checks a few things (not on a non-magic square, marked weapon, ...),
756 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
757 */ 425 */
758int 426static int
759check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
760{ 428{
761 object *otmp;
762
763 if (op->type != PLAYER) 429 if (op->type != PLAYER)
764 return 0; 430 return 0;
765 431
766 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 432 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
767 { 433 {
768 op->failmsg ("Something blocks the magic of the scroll!"); 434 op->failmsg ("Something blocks the magic of the scroll!");
769 return 0; 435 return 0;
770 } 436 }
771 437
772 otmp = find_marked_object (op); 438 object *otmp = op->mark ();
773 439
774 if (!otmp) 440 if (!otmp)
775 { 441 {
776 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 442 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; 443 return 0;
778 } 444 }
779 445
780 if (otmp->type != WEAPON && otmp->type != BOW) 446 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 447 {
782 op->failmsg ("Marked item is not a weapon or bow!"); 448 op->failmsg ("Marked item is not a weapon or bow!");
449 return 0;
450 }
451
452 if (!op->apply (otmp, AP_UNAPPLY))
453 {
454 op->failmsg ("You are unable to take off your weapon to improve it!");
783 return 0; 455 return 0;
784 } 456 }
785 457
786 op->statusmsg ("Applied weapon builder."); 458 op->statusmsg ("Applied weapon builder.");
787 459
805 * the stats of a player w/ armour as well as a weapon 477 * the stats of a player w/ armour as well as a weapon
806 * will probably horribly unbalance the game. Magic enchanting 478 * will probably horribly unbalance the game. Magic enchanting
807 * depends on the level of the character - ie the plus 479 * depends on the level of the character - ie the plus
808 * value (magic) of the armour can never be increased beyond 480 * value (magic) of the armour can never be increased beyond
809 * the level of the character / 10 -- rounding upish, nor may 481 * the level of the character / 10 -- rounding upish, nor may
810 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
811 * the users level or 90) 483 * the users level or 90)
812 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
813 * changing of physical area right now. 485 * changing of physical area right now.
814 */ 486 */
815int 487static int
816improve_armour (object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
817{ 489{
818 object *tmp;
819
820 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
821 { 491 {
822 op->failmsg ("This armour can not be enchanted any further!"); 492 op->failmsg ("This armour can not be enchanted any further!");
823 return 0; 493 return 0;
824 } 494 }
835 } 505 }
836 506
837 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
838 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
839 */ 509 */
840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 510 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
841 511
842 armour->magic++; 512 armour->magic++;
843 513
844 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
845 { 515 {
883 553
884 if (op->type == PLAYER) 554 if (op->type == PLAYER)
885 { 555 {
886 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
887 557
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 558 if (armour->flag [FLAG_APPLIED])
889 op->update_stats (); 559 op->update_stats ();
890 } 560 }
891 561
892 improver->decrease (); 562 improver->decrease ();
893 563
904 * Takes one type of items and makes another. 574 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
906 * item is the object that triggered the converter - if it is not 576 * item is the object that triggered the converter - if it is not
907 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
908 */ 578 */
909static int 579int
910convert_item (object *item, object *converter) 580convert_item (object *item, object *converter)
911{ 581{
912 sint64 nr, price_in; 582 sint64 nr = 0, price_in;
913 583
914 if (item->flag [FLAG_UNPAID]) 584 if (item->flag [FLAG_UNPAID])
915 return 0; 585 return 0;
916 586
917 shstr conv_from = converter->slaying; 587 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch; 588 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food; 589 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp; 590 sint64 give = converter->stats.sp;
921 591
973 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 643 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
975 ob_to_copy = ob; 645 ob_to_copy = ob;
976 646
977 item = ob_to_copy->deep_clone (); 647 item = ob_to_copy->deep_clone ();
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 650 }
981 else 651 else
982 { 652 {
983 if (!conv_to) 653 if (!conv_to)
995 item->nrof = give; 665 item->nrof = give;
996 666
997 if (nr) 667 if (nr)
998 item->nrof *= nr; 668 item->nrof *= nr;
999 669
1000 if (is_in_shop (converter)) 670 if (converter->flag [FLAG_PRECIOUS])
1001 SET_FLAG (item, FLAG_UNPAID); 671 item->set_flag (FLAG_UNPAID);
672
673 if (converter->is_in_shop ())
674 {
675 // converters on shop floors don't work anymore, bug lets check for it
676 // and report in case someone still does it.
677 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
678 converter->debug_desc ());
679 item->set_flag (FLAG_UNPAID);
680 }
1002 else if (price_in < sint64 (item->nrof) * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
1003 { 682 {
1004 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 683 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1005 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 684 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1006 /** 685 /**
1007 * elmex: we are going to let the game continue, as the mapcreator 686 * elmex: we are going to let the game continue, as the mapcreator
1008 * hopefully had something in mind when doing this. 687 * hopefully had something in mind when doing this.
1009 */ 688 */
1010 } 689 }
1011 690
1012 // elmex: only identify if we need to, for example so that generated money doesn't 691 // elmex: only identify if we need to, for example so that generated money doesn't
1013 // get an 'identified' flag so easily. 692 // get an 'identified' flag so easily.
1014 if (need_identify (item)) 693 if (item->need_identify ())
1015 identify (item); 694 identify (item);
1016 695
1017 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 696 item->insert_at (converter, 0, INS_NO_WALK_ON);
697
1018 return 1; 698 return 1;
1019} 699}
1020 700
1021/** 701/**
1022 * Handle apply on containers. 702 * Handle apply on containers.
1023 * By Eneq(@csd.uu.se). 703 * By Eneq(@csd.uu.se).
1024 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 704 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1025 * added the alchemical cauldron to the code -b.t. 705 * added the alchemical cauldron to the code -b.t.
1026 */ 706 */
1027int 707static int
1028apply_container (object *op, object *sack) 708apply_container (object *op, object *sack)
1029{ 709{
1030 if (op->type != PLAYER || !op->contr->ns) 710 if (op->type != PLAYER || !op->contr->ns)
1031 return 0; /* This might change */ 711 return 0; /* This might change */
1032 712
1045 } 725 }
1046 726
1047 // already applied == open on ground, or open in inv, or active in inv 727 // already applied == open on ground, or open in inv, or active in inv
1048 if (sack->flag [FLAG_APPLIED]) 728 if (sack->flag [FLAG_APPLIED])
1049 { 729 {
1050 if (op->container == sack) 730 if (op->container_ () == sack)
1051 { 731 {
1052 // open on ground or inv, so close 732 // open on ground or inv, so close
1053 op->close_container (); 733 op->close_container ();
1054 return 1; 734 return 1;
1055 } 735 }
1056 else if (!sack->env) 736 else if (!sack->env)
1057 { 737 {
1058 // active, but not ours: some other player has opened it 738 // active on floor, but not ours: some other player has opened it
739 // normally this only happens to dms standing on the same space.
740 // but it doesn't hurt to handle it.
1059 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 741 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1060 return 1; 742 return 1;
1061 } 743 }
744 }
1062 745
1063 // fall through to opening it (active in inv) 746 // it's locked?
747 if (sack->slaying)
1064 } 748 {
1065 else if (sack->env) 749 if (object *tmp = find_key (op, op, sack))
750 {
751 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
752 }
753 else
754 {
755 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
756 esrv_update_item (UPD_FLAGS, op, sack);
757 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
758 return 1;
759 }
760 }
761
762 if (sack->env && !sack->flag [FLAG_APPLIED])
1066 { 763 {
1067 // it is in our env, so activate it, do not open yet 764 // it is in our env, so activate it, do not open yet
1068 op->close_container (); 765 op->close_container ();
1069 sack->flag [FLAG_APPLIED] = 1; 766 sack->flag [FLAG_APPLIED] = true;
1070 esrv_update_item (UPD_FLAGS, op, sack); 767 esrv_update_item (UPD_FLAGS, op, sack);
1071 op->statusmsg (format ("You ready %s.", query_name (sack))); 768 op->statusmsg (format ("You ready %s.", query_name (sack)));
1072 return 1;
1073 }
1074
1075 // it's locked?
1076 if (sack->slaying)
1077 { 769 }
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 770 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); 771 op->open_container (sack);
1088 772
1089 return 1; 773 return 1;
1090} 774}
1091 775
1092/** 776/**
1098{ 782{
1099 /* Only players can make sacrifices on spell casting altars. */ 783 /* Only players can make sacrifices on spell casting altars. */
1100 if (altar->inv && (!originator || originator->type != PLAYER)) 784 if (altar->inv && (!originator || originator->type != PLAYER))
1101 return 0; 785 return 0;
1102 786
1103 if (operate_altar (altar, &sacrifice)) 787 if (operate_altar (altar, &sacrifice, originator))
1104 { 788 {
1105 /* Simple check. Unfortunately, it means you can't cast magic bullet 789 /* Simple check. Unfortunately, it means you can't cast magic bullet
1106 * with an altar. We call it a Potion - altars are stationary - it 790 * with an altar. We call it a Potion - altars are stationary - it
1107 * is up to map designers to use them properly. 791 * is up to map designers to use them properly.
1108 */ 792 */
1117/* push_button (altar);*/ 801/* push_button (altar);*/
1118 } 802 }
1119 else 803 else
1120 { 804 {
1121 altar->value = 1; /* works only once */ 805 altar->value = 1; /* works only once */
1122 push_button (altar); 806 push_button (altar, originator);
1123 } 807 }
1124 808
1125 return !sacrifice; 809 return !sacrifice;
1126 } 810 }
1127 else 811 else
1140{ 824{
1141 int rv = 0; 825 int rv = 0;
1142 double opinion; 826 double opinion;
1143 object *tmp, *next; 827 object *tmp, *next;
1144 828
1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 829 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1146 830
1147 bool has_unpaid = false; 831 bool has_unpaid = false;
1148 832
1149 // quite inefficient to do this here twice, but the api doesn'T lend itself to 833 // quite inefficient to do this here twice, but the api doesn't lend itself to
1150 // a quick and small change :( 834 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 835 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID]) 836 if (item->flag [FLAG_UNPAID])
1153 { 837 {
1154 has_unpaid = true; 838 has_unpaid = true;
1155 break; 839 break;
1156 } 840 }
1157 841
1158 if (op->type != PLAYER) 842 if (!op->is_player ())
1159 { 843 {
1160 /* Remove all the unpaid objects that may be carried here. 844 /* Remove all the unpaid objects that may be carried here.
1161 * This could be pets or monsters that are somehow in 845 * This could be pets or monsters that are somehow in
1162 * the shop. 846 * the shop.
1163 */ 847 */
1164 for (tmp = op->inv; tmp; tmp = next) 848 for (tmp = op->inv; tmp; tmp = next)
1165 { 849 {
1166 next = tmp->below; 850 next = tmp->below;
1167 851
1168 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 852 if (tmp->flag [FLAG_UNPAID])
1169 { 853 {
1170 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 854 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1171 855
856 if (i >= 0)
1172 tmp->remove (); 857 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 } 858 }
1182 } 859 }
1183 860
1184 /* Don't teleport things like spell effects */ 861 /* Don't teleport things like spell effects */
1185 if (QUERY_FLAG (op, FLAG_NO_PICK)) 862 if (op->flag [FLAG_NO_PICK])
1186 return 0; 863 return 0;
1187 864
1188 /* unpaid objects, or non living objects, can't transfer by 865 /* unpaid objects, or non living objects, can't transfer by
1189 * shop mats. Instead, put it on a nearby space. 866 * shop mats. Instead, put it on a nearby space.
1190 */ 867 */
1191 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 868 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1192 { 869 {
1193 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 870 /* 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); 871 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1195 872
1196 if (i != -1) 873 if (i != -1)
1197 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 874 rv = transfer_ob (op, op->x + DIRX (i), op->y + DIRY (i), 0, shop_mat);
1198 875
1199 return 0; 876 return 0;
1200 } 877 }
878
1201 /* Removed code that checked for multipart objects - it appears that 879 /* Removed code that checked for multipart objects - it appears that
1202 * the teleport function should be able to handle this just fine. 880 * the teleport function should be able to handle this just fine.
1203 */ 881 */
1204 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1205 } 883 }
1208 /* this is only used for players */ 886 /* this is only used for players */
1209 rv = teleport (shop_mat, SHOP_MAT, op); 887 rv = teleport (shop_mat, SHOP_MAT, op);
1210 888
1211 if (has_unpaid) 889 if (has_unpaid)
1212 op->contr->play_sound (sound_find ("shop_buy")); 890 op->contr->play_sound (sound_find ("shop_buy"));
1213 else if (is_in_shop (op)) 891 else if (op->is_in_shop ())
1214 op->contr->play_sound (sound_find ("shop_enter")); 892 op->contr->play_sound (sound_find ("shop_enter"));
1215 else 893 else
1216 op->contr->play_sound (sound_find ("shop_leave")); 894 op->contr->play_sound (sound_find ("shop_leave"));
1217 895
1218 if (shop_mat->msg) 896 if (shop_mat->msg)
1219 op->statusmsg (shop_mat->msg); 897 op->statusmsg (shop_mat->msg);
1220 /* This check below is a bit simplistic - generally it should be correct, 898 /* This check below is a bit simplistic - generally it should be correct,
1221 * but there is never a guarantee that the bottom space on the map is 899 * but there is never a guarantee that the bottom space on the map is
1222 * actually the shop floor. 900 * actually the shop floor.
1223 */ 901 */
1224 else if (!rv && !is_in_shop (op)) 902 else if (!rv && !op->is_in_shop ())
1225 { 903 {
1226 opinion = shopkeeper_approval (op->map, op); 904 opinion = shopkeeper_approval (op->map, op);
1227 905
1228 op->statusmsg ( 906 op->statusmsg (
1229 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 907 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1244 if (i == -1) 922 if (i == -1)
1245 LOG (llevError, "Internal shop-mat problem.\n"); 923 LOG (llevError, "Internal shop-mat problem.\n");
1246 else 924 else
1247 { 925 {
1248 op->remove (); 926 op->remove ();
1249 op->x += freearr_x[i]; 927 op->x += DIRX (i);
1250 op->y += freearr_y[i]; 928 op->y += DIRY (i);
1251 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 929 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1252 } 930 }
1253 } 931 }
1254 932
1255 CLEAR_FLAG (op, FLAG_NO_APPLY); 933 op->clr_flag (FLAG_NO_APPLY);
1256 return rv; 934 return rv;
1257} 935}
1258 936
1259/** 937/**
1260 * Handles applying a sign. 938 * Handles applying a sign.
1261 */ 939 */
1262static void 940static void
1263apply_sign (object *op, object *sign, int autoapply) 941apply_sign (object *op, object *sign, int autoapply)
1264{ 942{
943 if (!op->is_player())
944 return;
945
1265 if (sign->has_dialogue ()) 946 if (sign->has_dialogue ())
1266 { 947 {
1267 op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name)); 948 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1268 return; 949 return;
1269 } 950 }
1270 951
1271 if (!sign->msg) 952 if (!sign->msg)
1272 { 953 {
1273 op->statusmsg ("Nothing is written on it."); 954 op->contr->infobox (MSG_CHANNEL ("examine"),
955 format ("T<%s>\n\n Nothing %sis written on it.",
956 &sign->name,
957 sign->name == sign->arch->name ? "" : "else "));
1274 return; 958 return;
1275 } 959 }
1276 960
1277 if (sign->stats.food) 961 if (sign->stats.food)
1278 { 962 {
1279 if (sign->last_eat >= sign->stats.food) 963 if (sign->last_eat >= sign->stats.food)
1280 { 964 {
1281 if (!sign->move_on) 965 if (!sign->move_on)
1282 op->statusmsg ("You cannot read it anymore."); 966 op->failmsg ("You cannot read it anymore.");
1283 967
1284 return; 968 return;
1285 } 969 }
1286 970
1287 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 971 if (!op->flag [FLAG_WIZPASS])
1288 sign->last_eat++; 972 sign->last_eat++;
1289 } 973 }
1290 974
1291 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 975 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1292 * No way to know for sure. The presumption is basically that if 976 * No way to know for sure. The presumption is basically that if
1293 * move_on is zero, it needs to be manually applied (doesn't talk 977 * move_on is zero, it needs to be manually applied (doesn't talk
1294 * to us). 978 * to us).
1295 */ 979 */
1296 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 980 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1297 { 981 {
1298 op->failmsg ("You are unable to read while blind!"); 982 op->failmsg ("You are unable to read while blind!");
1299 return; 983 return;
1300 } 984 }
1301 985
1305 if (sign->sound) 989 if (sign->sound)
1306 ns->play_sound (sign->sound); 990 ns->play_sound (sign->sound);
1307 else if (autoapply) 991 else if (autoapply)
1308 ns->play_sound (sound_find ("msg_voice")); 992 ns->play_sound (sound_find ("msg_voice"));
1309 993
1310 if (ns->can_msg)
1311 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 994 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 } 995 }
1319} 996}
1320 997
1321static void 998static void
1322move_apply_hole (object *trap, object *victim) 999move_apply_hole (object *trap, object *victim)
1343 1020
1344 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); 1021 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1345 victim->statusmsg ("You fall through the hole!", NDI_RED); 1022 victim->statusmsg ("You fall through the hole!", NDI_RED);
1346 1023
1347 transfer_ob (victim, 1024 transfer_ob (victim,
1348 EXIT_X (trap) + freearr_x[dir], 1025 EXIT_X (trap) + DIRX (dir),
1349 EXIT_Y (trap) + freearr_y[dir], 1026 EXIT_Y (trap) + DIRY (dir),
1350 0, victim); 1027 0, victim);
1351}
1352
1353/**
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} 1028}
2673 1029
2674/** 1030/**
2675 * Unapplies specified item. 1031 * Unapplies specified item.
2676 * No check done on cursed/damned. 1032 * No check done on cursed/damned.
2677 * Break this out of apply_special - this is just done 1033 * Break this out of apply_special - this is just done
2678 * to keep the size of apply_special to a more managable size. 1034 * to keep the size of apply_special to a more managable size.
2679 */ 1035 */
2680static int 1036static bool
2681unapply_special (object *who, object *op, int aflags) 1037unapply_special (object *who, object *op, int aflags)
2682{ 1038{
2683 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1039 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2684 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1040 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2685 return RESULT_INT (0); 1041 return RESULT_INT (0);
2686 1042
2687 CLEAR_FLAG (op, FLAG_APPLIED); 1043 if (who->current_weapon == op)
1044 who->current_weapon = 0;
1045
1046 op->flag [FLAG_APPLIED] = false;
2688 1047
2689 switch (op->type) 1048 switch (op->type)
2690 { 1049 {
2691 case SKILL_TOOL: 1050 case SKILL:
1051 if (player *pl = who->contr)
1052 if (op->invisible)
1053 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1054 else
1055 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1056
1057 change_abil (who, op);
1058 who->flag [FLAG_READY_SKILL] = false;
1059 break;
1060
1061 case WEAPON:
1062 who->statusmsg (format ("You unwield %s.", query_name (op)));
1063 change_abil (who, op);
1064 who->flag [FLAG_READY_WEAPON] = false;
1065
2692 // unapplying a skill tool should also unapply the skill it governs 1066 // unapplying a weapon or skill tool should also unapply the skill it governs
2693 // but this is hard, as it shouldn't do so when the skill can 1067 // but this is hard, as it shouldn't do so when the skill can
2694 // be used for other reasons 1068 // be used for other reasons
2695 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1069 //TODO: really?
2696 if (tmp->skill == op->skill 1070 if (who->chosen_skill)
2697 && tmp->type == SKILL 1071 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); 1072 unapply_special (who, who->chosen_skill, 0);
2701 1073
2702 change_abil (who, op);
2703 break; 1074 break;
2704 1075
1076 case RANGED:
1077 case BOW:
2705 case WEAPON: 1078 case WAND:
1079 case ROD:
1080 case HORN:
2706 if (player *pl = who->contr) 1081 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 { 1082 {
2722 if (IS_COMBAT_SKILL (op->subtype)) 1083 who->statusmsg (format ("You unready %s.", query_name (op)));
2723 who->change_weapon (who->contr->combat_ob = 0); 1084 change_abil (who, op);
2724 else if (IS_RANGED_SKILL (op->subtype)) 1085 }
2725 who->change_weapon (who->contr->ranged_ob = 0); 1086 else
2726 1087 {
2727 if (op->invisible) 1088 if (op->type == BOW)
2728 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1089 op->flag [FLAG_READY_BOW ] = false;
2729 else 1090 else
2730 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1091 op->flag [FLAG_READY_RANGE] = false;
2731 } 1092 }
2732 1093
2733 change_abil (who, op);
2734 CLEAR_FLAG (who, FLAG_READY_SKILL);
2735 break; 1094 break;
2736 1095
2737 case ARMOUR: 1096 case ARMOUR:
2738 case HELMET: 1097 case HELMET:
2739 case SHIELD: 1098 case SHIELD:
2746 case CLOAK: 1105 case CLOAK:
2747 who->statusmsg (format ("You unwear %s.", query_name (op))); 1106 who->statusmsg (format ("You unwear %s.", query_name (op)));
2748 change_abil (who, op); 1107 change_abil (who, op);
2749 break; 1108 break;
2750 1109
2751 case LAMP: 1110 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: 1111 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))); 1112 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; 1113 break;
2808 1114
2809 case BUILDER: 1115 //case SKILL_TOOL://TODO
2810 if (who->contr)
2811 who->statusmsg (format ("You unready %s.", query_name (op)));
2812 break;
2813
2814 default: 1116 default:
2815 who->statusmsg (format ("You unapply %s.", query_name (op))); 1117 who->statusmsg (format ("You unapply %s.", query_name (op)));
2816 break; 1118 break;
2817 } 1119 }
2818 1120
2820 if (object *pl = op->visible_to ()) 1122 if (object *pl = op->visible_to ())
2821 esrv_send_item (pl, op); 1123 esrv_send_item (pl, op);
2822 1124
2823 who->update_stats (); 1125 who->update_stats ();
2824 1126
2825 return 0; 1127 return 1;
2826} 1128}
2827 1129
2828/** 1130/**
2829 * Returns the object that is using location 'loc'. 1131 * Returns the object that is using location 'loc'.
2830 * Note that 'start' is the first object to start examing - we 1132 * Note that 'start' is the first object to start examing - we
2842static object * 1144static object *
2843get_next_item_from_body_location (int loc, object *start) 1145get_next_item_from_body_location (int loc, object *start)
2844{ 1146{
2845 for (object *tmp = start; tmp; tmp = tmp->below) 1147 for (object *tmp = start; tmp; tmp = tmp->below)
2846 if (tmp->flag [FLAG_APPLIED] 1148 if (tmp->flag [FLAG_APPLIED]
2847 && tmp->slot[loc].info 1149 && tmp->slot [loc].info
2848 && (!tmp->invisible || tmp->type == SKILL)) 1150 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2849 return tmp; 1151 return tmp;
2850 1152
2851 return 0; 1153 return 0;
2852} 1154}
2853 1155
2866#define CANNOT_REMOVE_CURSED \ 1168#define CANNOT_REMOVE_CURSED \
2867 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1169 "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, " \ 1170 "Praying over an altar, scrolls of remove curse/damnation, " \
2869 "priests or even other players might help.>" 1171 "priests or even other players might help.>"
2870 1172
2871int 1173static bool
2872unapply_for_ob (object *who, object *op, int aflags) 1174unapply_for_ob (object *who, object *op, int aflags)
2873{ 1175{
2874 if (op->is_range ()) 1176 if (op->is_range ())
2875 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1177 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2876 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1178 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))) 1179 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2878 { 1180 {
2879 if (aflags & AP_PRINT) 1181 if (aflags & AP_PRINT)
2880 who->failmsg (query_name (tmp)); 1182 who->failmsg (query_name (tmp));
2881 else 1183 else
2882 unapply_special (who, tmp, aflags); 1184 unapply_special (who, tmp, aflags);
2885 { 1187 {
2886 /* In this case, we want to try and remove a cursed item. 1188 /* In this case, we want to try and remove a cursed item.
2887 * While we know it won't work, we want unapply_special to 1189 * While we know it won't work, we want unapply_special to
2888 * at least generate the message. 1190 * at least generate the message.
2889 */ 1191 */
2890 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1192 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2891 return 1; 1193 return 1;
2892 } 1194 }
2893 1195
2894 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1196 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2895 { 1197 {
2915#endif 1217#endif
2916 return 1; 1218 return 1;
2917 } 1219 }
2918 1220
2919 /* If we are just printing, we don't care about cursed status */ 1221 /* If we are just printing, we don't care about cursed status */
2920 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1222 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2921 { 1223 {
2922 if (aflags & AP_PRINT) 1224 if (aflags & AP_PRINT)
2923 who->failmsg (query_name (tmp)); 1225 who->failmsg (query_name (tmp));
2924 else 1226 else
2925 unapply_special (who, tmp, aflags); 1227 unapply_special (who, tmp, aflags);
2929 /* Cursed item that we can't unequip - tell the player. 1231 /* Cursed item that we can't unequip - tell the player.
2930 * Note this could be annoying if this is just one of a few, 1232 * Note this could be annoying if this is just one of a few,
2931 * so it may not be critical (eg, putting on a ring and you have 1233 * so it may not be critical (eg, putting on a ring and you have
2932 * one cursed ring.) 1234 * one cursed ring.)
2933 */ 1235 */
2934 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1236 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2935 } 1237 }
2936 1238
2937 last = tmp->below; 1239 last = tmp->below;
2938 } 1240 }
2939 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1241 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2985 1287
2986 /* if we have an applied weapon/shield, and unapply it would free 1288 /* if we have an applied weapon/shield, and unapply it would free
2987 * enough slots to equip the new item, then just set "can 1289 * enough slots to equip the new item, then just set "can
2988 * apply unapply". We don't care about the logic below - if you have a 1290 * apply unapply". We don't care about the logic below - if you have a
2989 * shield equipped and try to equip another shield, there is only 1291 * shield equipped and try to equip another shield, there is only
2990 * one choice. However, the check for the number of body locations 1292 * one choice. However, the check for the number of body locations
2991 * does take into the account cases where what is being applied 1293 * does take into the account cases where what is being applied
2992 * may be two handed for example. 1294 * may be two handed for example.
2993 */ 1295 */
2994 if (ws) 1296 if (ws)
2995 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) 1297 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2998 continue; 1300 continue;
2999 } 1301 }
3000 1302
3001 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1303 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3002 if (!tmp1) 1304 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; 1305 retval |= CAN_APPLY_NEVER;
3011 }
3012 else 1306 else
3013 { 1307 {
3014 /* need to unapply something. However, if this something 1308 /* need to unapply something. However, if this something
3015 * is different than we had found before, it means they need 1309 * is different than we had found before, it means they need
3016 * to apply multiple objects 1310 * to apply multiple objects
3022 else if (tmp != tmp1) 1316 else if (tmp != tmp1)
3023 retval |= CAN_APPLY_UNAPPLY_MULT; 1317 retval |= CAN_APPLY_UNAPPLY_MULT;
3024 1318
3025 /* This object isn't using up all the slots, so there must 1319 /* This object isn't using up all the slots, so there must
3026 * be another. If so, and it the new item doesn't need all 1320 * be another. If so, and it the new item doesn't need all
3027 * the slots, the player then has a choice. 1321 * the slots, the player then has a choice.
3028 */ 1322 */
3029 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) 1323 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3030 && abs (op->slot[i].info) < who->slot[i].info) 1324 && abs (op->slot[i].info) < who->slot[i].info)
3031 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1325 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3032 1326
3045 * the weapon/shield checks, and the range checks for monsters, 1339 * the weapon/shield checks, and the range checks for monsters,
3046 * because you can't control those just by body location - bows, shields, 1340 * because you can't control those just by body location - bows, shields,
3047 * and weapons all use the same slot. Similar for horn/rod/wand - they 1341 * and weapons all use the same slot. Similar for horn/rod/wand - they
3048 * all use the same location. 1342 * all use the same location.
3049 */ 1343 */
3050 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1344 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3051 retval |= CAN_APPLY_RESTRICTION; 1345 retval |= CAN_APPLY_RESTRICTION;
3052 1346
3053 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1347 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3054 retval |= CAN_APPLY_RESTRICTION; 1348 retval |= CAN_APPLY_RESTRICTION;
3055 1349
3056 if (who->type != PLAYER) 1350 if (who->type != PLAYER)
3057 { 1351 {
3058 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1352 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3059 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
3060 1354
3061 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3062 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3063 1357
3064 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1358 if (op->type == RING && !who->flag [FLAG_USE_RING])
3065 retval |= CAN_APPLY_RESTRICTION; 1359 retval |= CAN_APPLY_RESTRICTION;
3066 1360
3067 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1361 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3068 retval |= CAN_APPLY_RESTRICTION; 1362 retval |= CAN_APPLY_RESTRICTION;
3069 } 1363 }
3070 1364
3071 return retval; 1365 return retval;
3072} 1366}
3096 */ 1390 */
3097 1391
3098#define LACK_ITEM_POWER \ 1392#define LACK_ITEM_POWER \
3099 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1393 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3100 1394
3101int 1395static bool
3102apply_special (object *who, object *op, int aflags) 1396apply_special (object *who, object *op, int aflags)
3103{ 1397{
3104 int basic_flag = aflags & AP_BASIC_FLAGS; 1398 int basic_flag = aflags & AP_MODE;
3105 object *tmp, *tmp2, *skop = NULL; 1399 object *tmp, *skop = NULL;
3106
3107 if (who == NULL)
3108 {
3109 LOG (llevError, "apply_special() from object without environment.\n");
3110 return 1;
3111 }
3112
3113 if (op->env != who)
3114 return 1; /* op is not in inventory */
3115 1400
3116 /* trying to unequip op */ 1401 /* trying to unequip op */
3117 if (QUERY_FLAG (op, FLAG_APPLIED)) 1402 if (op->flag [FLAG_APPLIED])
3118 { 1403 {
3119 /* always apply, so no reason to unapply */ 1404 /* always apply, so no reason to unapply */
3120 if (basic_flag == AP_APPLY) 1405 if (basic_flag == AP_APPLY)
3121 return 0; 1406 return 0;
3122 1407
3123 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3124 {
3125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3126 return 1;
3127 }
3128
3129 return unapply_special (who, op, aflags); 1408 return unapply_special (who, op, aflags);
3130 } 1409 }
3131 else if (basic_flag == AP_UNAPPLY) 1410 else if (basic_flag == AP_UNAPPLY)
3132 return 0; 1411 return 0;
3133 1412
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); 1413 splay (op);
3144 1414
3145 /* Can't just apply this object. Lets see what not and what to do */ 1415 /* Can't just apply this object. Lets see what not and what to do */
3146 if (int i = can_apply_object (who, op)) 1416 if (int i = can_apply_object (who, op))
3147 { 1417 {
3148 if (i & CAN_APPLY_NEVER) 1418 if (i & CAN_APPLY_NEVER)
3149 { 1419 {
3150 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1420 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3151 return 1; 1421 return 1;
3152 } 1422 }
3153 else if (i & CAN_APPLY_RESTRICTION) 1423 else if (i & CAN_APPLY_RESTRICTION)
3154 { 1424 {
3155 who->failmsg (format ( 1425 who->failmsgf (
3156 "You have a prohibition against using a %s. " 1426 "You have a prohibition against using a %s. "
3157 "H<Your belief, profession or class prevents you from applying this item.>", 1427 "H<Your belief, profession or class prevents you from applying this item.>",
3158 query_name (op) 1428 query_name (op)
3159 )); 1429 );
3160 return 1; 1430 return 1;
3161 } 1431 }
3162 1432
3163 if (who->type != PLAYER) 1433 if (who->type != PLAYER)
3164 { 1434 {
3180 } 1450 }
3181 } 1451 }
3182 1452
3183 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1453 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3184 { 1454 {
1455 // try to ready attached skill first
3185 skop = find_skill_by_name (who, op->skill); 1456 skop = find_skill_by_name (who, op->skill);
3186 1457
3187 if (!skop) 1458 if (!skop)
3188 { 1459 {
3189 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1460 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3190 return 1; 1461 return 1;
3191 } 1462 }
3192 else 1463 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 */ 1464 {
3196 who->change_skill (skop); 1465 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1466 return 1;
1467 }
3197 } 1468 }
3198 1469
3199 if (who->type == PLAYER 1470 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 { 1471 {
3203 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1472 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3204 return 1; 1473 return 1;
3205 } 1474 }
3206 1475
3207 /* Ok. We are now at the state where we can apply the new object. 1476 /* Ok. We are now at the state where we can apply the new object.
3208 * Note that we don't have the checks for can_use_... 1477 * Note that we don't have the checks for can_use_...
3209 * below - that is already taken care of by can_apply_object. 1478 * below - that is already taken care of by can_apply_object.
3210 */ 1479 */
1480
1481 // 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; 1482 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3212 1483
3213 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1484 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3214 return RESULT_INT (0); 1485 return RESULT_INT (0);
3215 1486
3216 switch (op->type) 1487 switch (op->type)
3217 { 1488 {
3218 case WEAPON: 1489 case WEAPON:
3219 if (!check_weapon_power (who, op->last_eat)) 1490 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 { 1491 {
3233 /* if the weapon does not have the name as the character, can't use it. */ 1492 /* if the weapon does not have the name as the character, can't use it. */
3234 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1493 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3235 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 1494 who->failmsg ("The weapon does not recognize you as its owner. "
3236 1495 "H<Its name indicates that it belongs to somebody else.>");
3237 if (tmp) 1496 if (tmp) who->insert (tmp);
3238 insert_ob_in_ob (tmp, who);
3239
3240 return 1; 1497 return 1;
3241 } 1498 }
3242 1499
3243 if (!skop) 1500 op->flag [FLAG_APPLIED] = true;
1501
1502 if (player *pl = who->contr)
3244 { 1503 {
3245 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1504 who->statusmsg (format ("You wield %s.", query_name (op)));
3246 return 1; 1505 change_abil (who, op);
3247 } 1506 }
3248 1507
3249 SET_FLAG (op, FLAG_APPLIED); 1508 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; 1509 break;
3260 1510
3261 case ARMOUR: 1511 case ARMOUR:
3262 case HELMET: 1512 case HELMET:
3263 case SHIELD: 1513 case SHIELD:
3266 case GIRDLE: 1516 case GIRDLE:
3267 case BRACERS: 1517 case BRACERS:
3268 case CLOAK: 1518 case CLOAK:
3269 case RING: 1519 case RING:
3270 case AMULET: 1520 case AMULET:
3271 SET_FLAG (op, FLAG_APPLIED); 1521 op->set_flag (FLAG_APPLIED);
3272 who->statusmsg (format ("You wear %s.", query_name (op))); 1522 who->statusmsg (format ("You wear %s.", query_name (op)));
3273 change_abil (who, op); 1523 change_abil (who, op);
3274 break; 1524 break;
3275 1525
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: 1526 case SKILL_TOOL:
3317 // applying a skill tool also readies the skill 1527 // applying a skill tool does not ready the skill
3318 SET_FLAG (op, FLAG_APPLIED); 1528 // if something needs the skill, it has to ready it itself
3319 1529 //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]) 1530 op->set_flag (FLAG_APPLIED);
3324 apply_special (who, skop, AP_APPLY);
3325 }
3326 break; 1531 break;
3327 1532
3328 case SKILL: 1533 case SKILL:
3329 if (player *pl = who->contr) 1534 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) 1535 if (op->invisible)
3382 { 1536 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 1537 else
3391 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 1538 who->statusmsg (format ("You ready %s.", query_name (op)));
3392 } 1539
3393 else 1540 who->set_flag (FLAG_READY_SKILL);
3394 { 1541 op->set_flag (FLAG_APPLIED);
3395 SET_FLAG (op, FLAG_APPLIED);
3396 change_abil (who, op); 1542 change_abil (who, op);
3397 who->chosen_skill = op;
3398 SET_FLAG (who, FLAG_READY_SKILL);
3399 }
3400
3401 break; 1543 break;
3402 1544
3403 case BOW: 1545 case BOW:
3404 if (!check_weapon_power (who, op->last_eat)) 1546 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 { 1547 {
3416 who->failmsg ("The weapon does not recognize you as its owner. " 1548 who->failmsg ("The weapon does not recognize you as its owner. "
3417 "H<Its name indicates that it belongs to somebody else.>"); 1549 "H<Its name indicates that it belongs to somebody else.>");
3418 if (tmp) 1550 if (tmp) who->insert (tmp);
3419 insert_ob_in_ob (tmp, who);
3420
3421 return 1; 1551 return 1;
3422 } 1552 }
1553
1554 if (player *pl = who->contr)
1555 {
1556 op->flag [FLAG_APPLIED] = true;
1557 who->statusmsg (format ("You wield the %s.", query_name (op)));
1558 change_abil (who, op);
1559 }
1560 break;
1561
1562 case RANGED:
1563 if (player *pl = who->contr)
1564 {
1565 op->flag [FLAG_APPLIED] = true;
1566 who->statusmsg (format ("You applied the %s.", query_name (op)));
1567 }
1568 break;
1569
1570 case SPELL:
1571 if (player *pl = who->contr)
1572 {
1573 op->flag [FLAG_APPLIED] = true;
1574 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1575 }
1576 break;
3423 1577
3424 /*FALLTHROUGH*/ 1578 /*FALLTHROUGH*/
3425 case WAND: 1579 case WAND:
3426 case ROD: 1580 case ROD:
3427 case HORN: 1581 case HORN:
3428 /* check for skill, alter player status */ 1582 op->flag [FLAG_APPLIED] = true;
3429 1583
3430 if (!skop) 1584 if (player *pl = who->contr)
3431 { 1585 {
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))); 1586 who->statusmsg (format ("You ready %s.", query_name (op)));
3444 1587
3445 if (op->type == BOW) 1588 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))); 1589 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3450 } 1590
1591 change_abil (who, op);
3451 } 1592 }
3452 else 1593 else
3453 { 1594 {
3454 if (op->type == BOW) 1595 if (op->type == BOW)
3455 SET_FLAG (who, FLAG_READY_BOW); 1596 op->flag [FLAG_READY_BOW ] = true;
3456 else 1597 else
3457 SET_FLAG (who, FLAG_READY_RANGE); 1598 op->flag [FLAG_READY_RANGE] = true;
3458 } 1599 }
3459 1600
3460 break; 1601 break;
3461 1602
3462 case BUILDER: 1603 case BUILDER:
3463 if (who->type == PLAYER) 1604 if (player *pl = who->contr)
3464 { 1605 {
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))); 1606 who->statusmsg (format ("You ready your %s.", query_name (op)));
3470 1607 //TODO: change_abil?
3471 who->contr->ranged_ob = op;
3472 } 1608 }
3473 break; 1609 break;
3474 1610
3475 default: 1611 default:
3476 who->statusmsg (format ("You apply %s.", query_name (op))); 1612 who->statusmsg (format ("You apply %s.", query_name (op)));
3477 } 1613 }
3478 1614
3479 SET_FLAG (op, FLAG_APPLIED); 1615 op->set_flag (FLAG_APPLIED);
3480 1616
3481 if (tmp)
3482 who->insert (tmp); 1617 if (tmp) who->insert (tmp);
3483 1618
3484 who->update_stats (); 1619 who->update_stats ();
3485 1620
3486 /* We exclude spell casting objects. The fire code will set the 1621 /* We exclude spell casting objects. The fire code will set the
3487 * been applied flag when they are used - until that point, 1622 * been applied flag when they are used - until that point,
3488 * you don't know anything about them. 1623 * you don't know anything about them.
3489 */ 1624 */
3490 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1625 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3491 SET_FLAG (op, FLAG_BEEN_APPLIED); 1626 op->set_flag (FLAG_BEEN_APPLIED);
3492 1627
3493 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1628 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3494 if (who->type == PLAYER) 1629 if (who->type == PLAYER)
3495 { 1630 {
3496 who->failmsg ( 1631 who->failmsg (
3497 "Oops, it feels deadly cold! " 1632 "Oops, it feels deadly cold! "
3498 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 1633 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3499 ); 1634 );
3500 SET_FLAG (op, FLAG_KNOWN_CURSED); 1635 op->set_flag (FLAG_KNOWN_CURSED);
3501 } 1636 }
3502 1637
3503 if (object *pl = op->visible_to ()) 1638 if (object *pl = op->visible_to ())
3504 esrv_send_item (pl, op); 1639 esrv_send_item (pl, op);
3505 1640
3506 return 0; 1641 return 0;
3507} 1642}
3508 1643
1644/**
1645 * Check if op should abort moving victim because of it's race or slaying.
1646 * Returns 1 if it should abort, returns 0 if it should continue.
1647 */
3509int 1648int
3510monster_apply_special (object *who, object *op, int aflags) 1649should_director_abort (object *op, object *victim)
3511{ 1650{
3512 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1651 int arch_flag, name_flag, race_flag;
1652
1653 /* Get flags to determine what of arch, name, and race should be checked.
1654 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1655 * the next is the name flag, and the last is the race flag. Also note,
1656 * if subtype is set to zero, that also goes to defaults of all affecting
1657 * it. Examples:
1658 * subtype 1: only arch
1659 * subtype 3: arch or name
1660 * subtype 5: arch or race
1661 * subtype 7: all three
1662 */
1663 if (op->subtype)
1664 {
1665 arch_flag = op->subtype & 1;
1666 name_flag = op->subtype & 2;
1667 race_flag = op->subtype & 4;
1668 }
1669 else
1670 {
1671 arch_flag = 1;
1672 name_flag = 1;
1673 race_flag = 1;
1674 }
1675
1676 /* If the director has race set, only affect objects with a arch,
1677 * name or race that matches.
1678 */
1679 if ((op->race) &&
1680 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1681 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1682 ((!(victim->race && race_flag) || op->race != victim->race)))
3513 return 1; 1683 return 1;
3514 1684
1685 /* If the director has slaying set, only affect objects where none
1686 * of arch, name, or race match.
1687 */
1688 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1689 ((victim->name && name_flag && op->slaying == victim->name)) ||
1690 ((victim->race && race_flag && op->slaying == victim->race)))
1691 return 1;
1692
1693 return 0;
1694}
1695
1696/**
1697 * This handles a player dropping money on an altar to identify stuff.
1698 * It'll identify marked item, if none all items up to dropped money.
1699 * Return value: 1 if money was destroyed, 0 if not.
1700 */
1701static int
1702apply_id_altar (object *money, object *altar, object *pl)
1703{
1704 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1705
1706 if (!pl || pl->type != PLAYER)
1707 return 0;
1708
1709 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1710 * identifying' from being printed out more than it needs to be.
1711 */
1712 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1713 return 0;
1714
1715 /* if the player has a marked item, identify that if it needs to be
1716 * identified. If it doesn't, then go through the player inventory.
1717 */
1718 if (object *marked = pl->mark ())
1719 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1720 {
1721 if (operate_altar (altar, &money, pl))
1722 {
1723 identify (marked);
1724
1725 buf.printf ("You have %s.\r", long_desc (marked, pl));
1726 if (marked->msg)
1727 buf << "The item has a story:\r" << marked->msg << "\n\n";
1728
1729 return !money;
1730 }
1731 }
1732
1733 for (object *id = pl->inv; id; id = id->below)
1734 {
1735 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1736 {
1737 if (operate_altar (altar, &money, pl))
1738 {
1739 identify (id);
1740
1741 buf.printf ("You have %s.\r", long_desc (id, pl));
1742 if (id->msg)
1743 buf << "The item has a story:\r" << id->msg << "\n\n";
1744
1745 /* If no more money, might as well quit now */
1746 if (!money || !check_altar_sacrifice (altar, money))
1747 break;
1748 }
1749 else
1750 {
1751 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1752 break;
1753 }
1754 }
1755 }
1756
1757 if (buf.empty ())
1758 pl->failmsg ("You have nothing that needs identifying");
1759 else
1760 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1761
1762 return !money;
1763}
1764
1765/**
1766 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1767 * matching item.
1768 **/
1769void
1770handle_apply_yield (object *tmp)
1771{
1772 if (shstr_tmp yield = tmp->kv [shstr_on_use_yield])
1773 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1774}
1775
1776/**
1777 * Handles applying a potion.
1778 */
1779int
1780apply_potion (object *op, object *tmp)
1781{
1782 int got_one = 0, i;
1783 object *force = 0;
1784
1785 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1786 {
1787 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1788
1789 tmp->clr_flag (FLAG_APPLIED);
1790 return 0;
1791 }
1792
1793 if (op->type == PLAYER)
1794 if (!tmp->flag [FLAG_IDENTIFIED])
1795 identify (tmp);
1796
1797 handle_apply_yield (tmp);
1798
1799 /* Potion of restoration - only for players */
1800 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1801 {
1802 object *depl;
1803 archetype *at;
1804
1805 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1806 {
1807 op->drain_stat ();
1808 op->update_stats ();
1809 tmp->decrease ();
1810 return 1;
1811 }
1812
1813 if (!(at = archetype::find (shstr_depletion)))
1814 {
1815 LOG (llevError, "Could not find archetype depletion\n");
1816 return 0;
1817 }
1818
1819 depl = present_arch_in_ob (at, op);
1820
1821 if (depl)
1822 {
1823 for (i = 0; i < NUM_STATS; i++)
1824 if (depl->stats.stat (i))
1825 op->statusmsg (restore_msg[i]);
1826
1827 depl->destroy ();
1828 op->update_stats ();
1829 }
1830 else
1831 op->statusmsg ("Your potion had no effect.");
1832
1833 tmp->decrease ();
1834 return 1;
1835 }
1836
1837 /* improvement potion - only for players */
1838 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1839 {
1840 for (i = 1; i < min (11, op->level); i++)
1841 {
1842 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1843 {
1844 if (op->contr->levhp[i] != 1)
1845 {
1846 op->contr->levhp[i] = 1;
1847 break;
1848 }
1849
1850 if (op->contr->levsp[i] != 1)
1851 {
1852 op->contr->levsp[i] = 1;
1853 break;
1854 }
1855
1856 if (op->contr->levgrace[i] != 1)
1857 {
1858 op->contr->levgrace[i] = 1;
1859 break;
1860 }
1861 }
1862 else
1863 {
1864 if (op->contr->levhp[i] < 9)
1865 {
1866 op->contr->levhp[i] = 9;
1867 break;
1868 }
1869
1870 if (op->contr->levsp[i] < 6)
1871 {
1872 op->contr->levsp[i] = 6;
1873 break;
1874 }
1875
1876 if (op->contr->levgrace[i] < 3)
1877 {
1878 op->contr->levgrace[i] = 3;
1879 break;
1880 }
1881 }
1882 }
1883
1884 /* Just makes checking easier */
1885 if (i < min (11, op->level))
1886 got_one = 1;
1887
1888 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1889 {
1890 if (got_one)
1891 {
1892 op->update_stats ();
1893 op->statusmsg ("The Gods smile upon you and remake you "
1894 "a little more in their image. "
1895 "You feel a little more perfect.", NDI_GREEN);
1896 }
1897 else
1898 op->statusmsg ("The potion had no effect - you are already perfect.");
1899 }
1900 else
1901 { /* cursed potion */
1902 if (got_one)
1903 {
1904 op->update_stats ();
1905 op->failmsg ("The Gods are angry and punish you.");
1906 }
1907 else
1908 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1909 }
1910
1911 tmp->decrease ();
1912 return 1;
1913 }
1914
1915
1916 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1917 * and heroism all fit into this category. Given the spell object code,
1918 * there is no limit to the number of spells that potions can be cast,
1919 * but direction is problematic to try and imbue fireball potions for example.
1920 */
1921 if (tmp->inv)
1922 {
1923 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1924 {
1925 op->failmsg ("Yech! Your lungs are on fire!");
1926 create_exploding_ball_at (op, op->level);
1927 }
1928 else
1929 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1930
1931 tmp->decrease ();
1932
1933 /* if youre dead, no point in doing this... */
1934 if (!op->flag [FLAG_REMOVED])
1935 op->update_stats ();
1936
1937 return 1;
1938 }
1939
1940 /* Deal with protection potions */
1941 force = NULL;
1942 for (i = 0; i < NROFATTACKS; i++)
1943 {
1944 if (tmp->resist[i])
1945 {
1946 if (!force)
1947 force = archetype::get (FORCE_NAME);
1948
1949 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1950 force->type = POTION_EFFECT;
1951 break; /* Only need to find one protection since we copy entire batch */
1952 }
1953 }
1954
1955 /* This is a protection potion */
1956 if (force)
1957 {
1958 /* cursed items last longer */
1959 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1960 {
1961 force->stats.food *= 10;
1962 for (i = 0; i < NROFATTACKS; i++)
1963 if (force->resist[i] > 0)
1964 force->resist[i] = -force->resist[i]; /* prot => vuln */
1965 }
1966
1967 force->speed_left = -1;
1968 force = insert_ob_in_ob (force, op);
1969 tmp->clr_flag (FLAG_APPLIED);
1970 force->set_flag (FLAG_APPLIED);
1971 change_abil (op, force);
1972 tmp->decrease ();
1973 return 1;
1974 }
1975
1976 /* Only thing left are the stat potions */
1977 if (op->type == PLAYER)
1978 { /* only for players */
1979 if ((tmp->flag [FLAG_CURSED]
1980 || tmp->flag [FLAG_DAMNED])
1981 && tmp->value != 0)
1982 tmp->clr_flag (FLAG_APPLIED);
1983 else
1984 tmp->set_flag (FLAG_APPLIED);
1985
1986 if (!change_abil (op, tmp))
1987 op->statusmsg ("Nothing happened.");
1988 }
1989
1990 /* CLEAR_FLAG is so that if the character has other potions
1991 * that were grouped with the one consumed, his
1992 * stat will not be raised by them. fix_player just clears
1993 * up all the stats.
1994 */
1995 tmp->clr_flag (FLAG_APPLIED);
1996 op->update_stats ();
1997 tmp->decrease ();
1998 return 1;
1999}
2000
2001/**
2002 * 'victim' moves onto 'trap'
2003 * 'victim' leaves 'trap'
2004 * effect is determined by move_on/move_off of trap and move_type of victime.
2005 *
2006 * originator: Player, monster or other object that caused 'victim' to move
2007 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2008 * However, some types of traps require an originator to function.
2009 */
2010void
2011move_apply (object *trap, object *victim, object *originator)
2012{
2013 static int recursion_depth = 0;
2014
2015 trap = trap->head_ ();
2016
2017 /* Only exits affect DMs. */
2018 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2019 return;
2020
2021 /* move_apply() is the most likely candidate for causing unwanted and
2022 * possibly unlimited recursion.
2023 */
2024
2025 /* The following was changed because it was causing perfectly correct
2026 * maps to fail. 1) it's not an error to recurse:
2027 * rune detonates, summoning monster. monster lands on nearby rune.
2028 * nearby rune detonates. This sort of recursion is expected and
2029 * proper. This code was causing needless crashes.
2030 */
2031 if (recursion_depth >= 500)
2032 {
2033 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2034 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2035 return;
2036 }
2037
2038 recursion_depth++;
2039
2040 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2041 switch (trap->type)
2042 {
2043 case PLAYERMOVER:
2044 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2045 {
2046 if (!trap->stats.maxsp)
2047 trap->stats.maxsp = 2;
2048
2049 /* Is this correct? From the docs, it doesn't look like it
2050 * should be divided by trap->speed
2051 */
2052 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2053
2054 /* Just put in some sanity check. I think there is a bug in the
2055 * above with some objects have zero speed, and thus the player
2056 * getting permanently paralyzed.
2057 */
2058 victim->speed_left = max (-50.f, victim->speed_left);
2059 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2060 }
2061 break;
2062
2063 case SPINNER:
2064 if (victim->direction)
2065 {
2066 victim->direction = absdir (victim->direction - trap->stats.sp);
2067 update_turn_face (victim);
2068 }
2069 break;
2070
2071 case DIRECTOR:
2072 if (victim->direction && !should_director_abort (trap, victim))
2073 {
2074 victim->direction = trap->stats.sp;
2075 update_turn_face (victim);
2076 }
2077 break;
2078
2079 case BUTTON:
2080 case PEDESTAL:
2081 case T_MATCH:
2082 update_button (trap, originator);
2083 break;
2084
2085 case ALTAR:
2086 /* sacrifice victim on trap */
2087 apply_altar (trap, victim, originator);
2088 break;
2089
2090 case THROWN_OBJ:
2091 if (trap->inv == NULL)
2092 break;
2093 /* fallthrough */
2094
2095 case ARROW:
2096 /* bad bug: monster throw a object, make a step forwards, step on object ,
2097 * trigger this here and get hit by own missile - and will be own enemy.
2098 * Victim then is his own enemy and will start to kill herself (this is
2099 * removed) but we have not synced victim and his missile. To avoid senseless
2100 * action, we avoid hits here
2101 */
2102 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2103 && trap->owner != victim)
2104 hit_with_arrow (trap, victim);
2105 break;
2106
2107 case SPELL_EFFECT:
2108 apply_spell_effect (trap, victim);
2109 break;
2110
2111 case TRAPDOOR:
2112 {
2113 int max, sound_was_played;
2114 object *ab, *ab_next;
2115
2116 if (!trap->value)
2117 {
2118 int tot;
2119
2120 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2121 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2122 tot += ab->head_ ()->total_weight ();
2123
2124 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2125 break;
2126
2127 SET_ANIMATION (trap, trap->value);
2128 update_object (trap, UP_OBJ_FACE);
2129 }
2130
2131 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2132 {
2133 /* need to set this up, since if we do transfer the object,
2134 * ab->above would be bogus
2135 */
2136 ab_next = ab->above;
2137
2138 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2139 {
2140 if (!sound_was_played)
2141 {
2142 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2143 sound_was_played = 1;
2144 }
2145
2146 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2147 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2148 }
2149 }
2150 break;
2151 }
2152
2153 case CONVERTER:
2154 if (convert_item (victim, trap) < 0)
2155 {
2156 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2157 archetype::get (shstr_burnout)->insert_at (trap, trap);
2158 }
2159
2160 break;
2161
2162 case TRIGGER_BUTTON:
2163 case TRIGGER_PEDESTAL:
2164 case TRIGGER_ALTAR:
2165 check_trigger (trap, victim, originator);
2166 break;
2167
2168 case DEEP_SWAMP:
2169 walk_on_deep_swamp (trap, victim);
2170 break;
2171
2172 case CHECK_INV:
2173 check_inv (victim, trap);
2174 break;
2175
2176 case HOLE:
2177 move_apply_hole (trap, victim);
2178 break;
2179
2180 case EXIT:
2181 if (victim->type == PLAYER && EXIT_PATH (trap))
2182 {
2183 /* Basically, don't show exits leading to random maps the
2184 * players output.
2185 */
2186 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2187 victim->statusmsg (trap->msg, NDI_NAVY);
2188
2189 trap->play_sound (trap->sound);
2190 victim->enter_exit (trap);
2191 }
2192 break;
2193
2194 case ENCOUNTER:
2195 /* may be some leftovers on this */
2196 break;
2197
2198 case SHOP_MAT:
2199 apply_shop_mat (trap, victim);
2200 break;
2201
2202 /* Drop a certain amount of gold, and have one item identified */
2203 case IDENTIFY_ALTAR:
2204 apply_id_altar (victim, trap, originator);
2205 break;
2206
2207 case SIGN:
2208 if (victim->type != PLAYER && trap->stats.food > 0)
2209 break; /* monsters musn't apply magic_mouths with counters */
2210
2211 apply_sign (victim, trap, 1);
2212 break;
2213
2214 case CONTAINER:
2215 apply_container (victim, trap);
2216 break;
2217
2218 case RUNE:
2219 case TRAP:
2220 if (trap->level && victim->flag [FLAG_ALIVE])
2221 spring_trap (trap, victim);
2222 break;
2223
2224 default:
2225 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2226 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2227 break;
2228 }
2229
2230 recursion_depth--;
2231}
2232
2233/**
2234 * Handles reading a regular (ie not containing a spell) book.
2235 */
2236static void
2237apply_book (object *op, object *tmp)
2238{
2239 int lev_diff;
2240 object *skill_ob;
2241
2242 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2243 {
2244 op->failmsg ("You are unable to read while blind!");
2245 return;
2246 }
2247
2248 if (!tmp->msg)
2249 {
2250 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2251 return;
2252 }
2253
2254 /* need a literacy skill to read stuff! */
2255 skill_ob = find_skill_by_name (op, tmp->skill);
2256 if (!skill_ob)
2257 {
2258 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2259 return;
2260 }
2261
2262 lev_diff = tmp->level - (skill_ob->level + 5);
2263 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2264 {
2265 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2266 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2267 : lev_diff < 5 ? "This book is beyond your comprehension."
2268 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2269 : lev_diff < 15 ? "This book is way beyond your comprehension."
2270 : "This book is totally beyond your comprehension.");
2271 return;
2272 }
2273
2274 // we currently don't use the message types for anything.
2275 // readable_message_type *msgType = get_readable_message_type (tmp);
2276
2277 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2278
2279 if (player *pl = op->contr)
2280 if (client *ns = pl->ns)
2281 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2282
2283 /* gain xp from reading */
2284 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2285 { /* only if not read before */
2286 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2287
2288 if (!tmp->flag [FLAG_IDENTIFIED])
2289 {
2290 /*exp_gain *= 2; because they just identified it too */
2291 tmp->set_flag (FLAG_IDENTIFIED);
2292
2293 if (object *pl = tmp->visible_to ())
2294 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2295 }
2296
2297 change_exp (op, exp_gain, skill_ob->skill, 0);
2298 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2299 }
2300}
2301
2302/**
2303 * op made some mistake with a scroll, this takes care of punishment.
2304 * scroll_failure()- hacked directly from spell_failure
2305 */
2306static void
2307scroll_failure (object *op, int failure, int power)
2308{
2309 if (abs (failure / 4) > power)
2310 power = abs (failure / 4); /* set minimum effect */
2311
2312 if (failure <= -1 && failure > -15)
2313 { /* wonder */
2314 object *tmp;
2315
2316 op->failmsg ("Your spell warps!");
2317 tmp = archetype::get (SPELL_WONDER);
2318 cast_wonder (op, op, 0, tmp);
2319 tmp->destroy ();
2320 }
2321 else if (failure <= -15 && failure > -35)
2322 { /* drain mana */
2323 op->failmsg ("Your mana is drained!");
2324 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2325 if (op->stats.sp < 0)
2326 op->stats.sp = 0;
2327 }
2328 else if (settings.spell_failure_effects == TRUE)
2329 {
2330 if (failure <= -35 && failure > -60)
2331 { /* confusion */
2332 op->failmsg ("The magic recoils on you!");
2333 confuse_player (op, op, power);
2334 }
2335 else if (failure <= -60 && failure > -70)
2336 { /* paralysis */
2337 op->failmsg ("The magic recoils and paralyzes you!");
2338 paralyze_player (op, op, power);
2339 }
2340 else if (failure <= -70 && failure > -80)
2341 { /* blind */
2342 op->failmsg ("The magic recoils on you!");
2343 blind_player (op, op, power);
2344 }
2345 else if (failure <= -80)
2346 { /* blast the immediate area */
2347 object *tmp = archetype::get (LOOSE_MANA);
2348 cast_magic_storm (op, tmp, power);
2349 op->failmsg ("You unleash uncontrolled mana!");
2350 tmp->destroy ();
2351 }
2352 }
2353}
2354
2355/**
2356 * Handles the applying of a skill scroll, calling learn_skill straight.
2357 * op is the person learning the skill, tmp is the skill scroll object
2358 */
2359static void
2360apply_skillscroll (object *op, object *tmp)
2361{
2362 switch (learn_skill (op, tmp))
2363 {
2364 case 0:
2365 op->play_sound (sound_find ("generic_fail"));
2366 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2367 break;
2368
2369 case 1:
2370 tmp->decrease ();
2371 op->play_sound (sound_find ("skill_learn"));
2372 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2373 break;
2374
2375 default:
2376 tmp->decrease ();
2377 op->play_sound (sound_find ("generic_fail"));
2378 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2379 break;
2380 }
2381}
2382
2383/**
2384 * Actually makes op learn spell.
2385 * Informs player of what happens.
2386 */
2387void
2388do_learn_spell (object *op, object *spell, int special_prayer)
2389{
2390 object *tmp;
2391
2392 if (op->type != PLAYER)
2393 {
2394 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2395 return;
2396 }
2397
2398 /* Upgrade special prayers to normal prayers */
2399 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2400 {
2401 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2402 {
2403 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2404 return;
2405 }
2406 return;
2407 }
2408
2409 op->contr->play_sound (sound_find ("learn_spell"));
2410
2411 tmp = spell->clone ();
2412 insert_ob_in_ob (tmp, op);
2413
2414 if (special_prayer)
2415 tmp->set_flag (FLAG_STARTEQUIP);
2416
2417 esrv_add_spells (op->contr, tmp);
2418}
2419
2420/**
2421 * Erases spell from player's inventory.
2422 */
2423void
2424do_forget_spell (object *op, const char *spell)
2425{
2426 object *spob;
2427
2428 if (op->type != PLAYER)
2429 {
2430 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2431 return;
2432 }
2433 if ((spob = check_spell_known (op, spell)) == NULL)
2434 {
2435 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2436 return;
2437 }
2438
2439 op->failmsgf ("You lose knowledge of %s.", spell);
2440 esrv_remove_spell (op->contr, spob);
2441 spob->destroy ();
2442}
2443
2444/**
2445 * Handles player applying a spellbook.
2446 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2447 * stuff like that. Random learning failure too.
2448 */
2449static void
2450apply_spellbook (object *op, object *tmp)
2451{
2452 object *skop, *spell, *spell_skill;
2453
2454 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2455 {
2456 op->failmsg ("You are unable to read while blind.");
2457 return;
2458 }
2459
2460 /* artifact_spellbooks have 'slaying' field point to a spell name,
2461 * instead of having their spell stored in stats.sp. These are
2462 * legacy spellbooks
2463 */
2464 if (tmp->slaying)
2465 {
2466 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2467
2468 if (!spell)
2469 {
2470 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2471 return;
2472 }
2473 else
2474 insert_ob_in_ob (spell, tmp);
2475
2476 tmp->slaying = 0;
2477 }
2478
2479 skop = find_skill_by_name (op, tmp->skill);
2480
2481 /* need a literacy skill to learn spells. Also, having a literacy level
2482 * lower than the spell will make learning the spell more difficult */
2483 if (!skop)
2484 {
2485 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2486 return;
2487 }
2488
2489 spell = tmp->inv;
2490
2491 if (!spell)
2492 {
2493 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2494 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2495 return;
2496 }
2497
2498 int learn_level = sqrtf (spell->level) * 1.5f;
2499 if (skop->level < learn_level)
2500 {
2501 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2502 &tmp->skill, learn_level);
2503 return;
2504 }
2505
2506 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2507
2508 if (!tmp->flag [FLAG_IDENTIFIED])
2509 identify (tmp);
2510
2511 /* I removed the check for special_prayer_mark here - it didn't make
2512 * a lot of sense - special prayers are not found in spellbooks, and
2513 * if the player doesn't know the spell, doesn't make a lot of sense that
2514 * they would have a special prayer mark.
2515 */
2516 if (check_spell_known (op, spell->name))
2517 {
2518 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2519 return;
2520 }
2521
2522 if (spell->skill)
2523 {
2524 spell_skill = find_skill_by_name (op, spell->skill);
2525
2526 if (!spell_skill)
2527 {
2528 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2529 return;
2530 }
2531
2532 if (spell_skill->level < spell->level)
2533 {
2534 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2535 return;
2536 }
2537 }
2538
2539 /* Logic as follows
2540 *
2541 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2542 *
2543 * 2- The learner's skill level in literacy adjusts the chance to learn
2544 * a spell.
2545 *
2546 * 3 -Automatically fail to learn if you read while confused
2547 *
2548 * Overall, chances are the same but a player will find having a high
2549 * literacy rate very useful! -b.t.
2550 */
2551 if (op->flag [FLAG_CONFUSED])
2552 {
2553 op->failmsg ("In your confused state you flub the wording of the text!");
2554 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2555 }
2556 else if (tmp->flag [FLAG_STARTEQUIP] ||
2557 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2558 {
2559 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2560 do_learn_spell (op, spell, 0);
2561
2562 /* xp gain to literacy for spell learning */
2563 if (!tmp->flag [FLAG_STARTEQUIP])
2564 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2565 }
2566 else
2567 {
2568 op->contr->play_sound (sound_find ("fumble_spell"));
2569 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2570 }
2571
2572 tmp->decrease ();
2573}
2574
2575/**
2576 * Handles applying a spell scroll.
2577 */
2578void
2579apply_scroll (object *op, object *tmp, int dir)
2580{
2581 object *skop;
2582
2583 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2584 {
2585 op->failmsg ("You are unable to read while blind.");
2586 return;
2587 }
2588
2589 if (!tmp->inv || tmp->inv->type != SPELL)
2590 {
2591 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2592 return;
2593 }
2594
2595 if (op->type == PLAYER)
2596 {
2597 /* players need a literacy skill to read stuff! */
2598 int exp_gain = 0;
2599
2600 /* hard code literacy - tmp->skill points to where the exp
2601 * should go for anything killed by the spell.
2602 */
2603 skop = find_skill_by_name (op, shstr_literacy);
2604
2605 if (!skop)
2606 {
2607 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2608 return;
2609 }
2610
2611 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2612 change_exp (op, exp_gain, skop->skill, 0);
2613 }
2614
2615 if (!tmp->flag [FLAG_IDENTIFIED])
2616 identify (tmp);
2617
2618 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2619
2620 cast_spell (op, tmp, dir, tmp->inv, NULL);
2621 tmp->decrease ();
2622}
2623
2624/**
2625 * Applies a treasure object - by default, chest. op
2626 * is the person doing the applying, tmp is the treasure
2627 * chest.
2628 */
2629static void
2630apply_treasure (object *op, object *tmp)
2631{
2632 /* Nice side effect of this treasure creation method is that the treasure
2633 * for the chest is done when the chest is created, and put into the chest
2634 * inventory. So that when the chest burns up, the items still exist. Also
2635 * prevents people from moving chests to more difficult maps to get better
2636 * treasure
2637 */
2638 object *treas = tmp->inv;
2639
2640 if (!treas)
2641 {
2642 op->statusmsg ("The chest was empty.");
2643 tmp->decrease ();
2644 return;
2645 }
2646
2647 while (tmp->inv)
2648 {
2649 treas = tmp->inv;
2650 treas->remove ();
2651
2652 treas->x = op->x;
2653 treas->y = op->y;
2654 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2655
2656 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2657 spring_trap (treas, op);
2658
2659 /* If either player or container was destroyed, no need to do
2660 * further processing. I think this should be enclused with
2661 * spring trap above, as I don't think there is otherwise
2662 * any way for the treasure chest or player to get killed.
2663 */
2664 if (op->destroyed () || tmp->destroyed ())
2665 break;
2666 }
2667
2668 if (!tmp->destroyed () && !tmp->inv)
2669 tmp->decrease (true);
2670}
2671
2672/**
2673 * A dragon is eating some flesh. If the flesh contains resistances,
2674 * there is a chance for the dragon's skin to get improved.
2675 *
2676 * attributes:
2677 * object *op the object (dragon player) eating the flesh
2678 * object *meal the flesh item, getting chewed in dragon's mouth
2679 * return:
2680 * int 1 if eating successful, 0 if it doesn't work
2681 */
2682static int
2683dragon_eat_flesh (object *op, object *meal)
2684{
2685 object *skin = NULL; /* pointer to dragon skin force */
2686 object *abil = NULL; /* pointer to dragon ability force */
2687 object *tmp = NULL; /* tmp. object */
2688
2689 double chance; /* improvement-chance of one resistance type */
2690 double totalchance = 1; /* total chance of gaining one resistance */
2691 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2692 double mbonus = 0; /* monster bonus */
2693 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2694 int winners = 0; /* number of winners */
2695 int i; /* index */
2696
2697 /* let's make sure and doublecheck the parameters */
2698 if (meal->type != FLESH || !op->is_dragon ())
2699 return 0;
2700
2701 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2702 from the player's inventory */
2703 for (tmp = op->inv; tmp; tmp = tmp->below)
2704 if (tmp->type == FORCE)
2705 if (tmp->arch->archname == shstr_dragon_skin_force)
2706 skin = tmp;
2707 else if (tmp->arch->archname == shstr_dragon_ability_force)
2708 abil = tmp;
2709
2710 /* if either skin or ability are missing, this is an old player
2711 which is not to be considered a dragon -> bail out */
2712 if (skin == NULL || abil == NULL)
2713 return 0;
2714
2715 /* now start by filling stomache and health, according to food-value */
2716 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2717 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2718 else
2719 op->stats.hp += meal->stats.food / 50;
2720
2721 min_it (op->stats.hp, op->stats.maxhp);
2722 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2723
2724 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2725
2726 /* on to the interesting part: chances for adding resistance */
2727 for (i = 0; i < NROFATTACKS; i++)
2728 {
2729 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2730 {
2731 /* got positive resistance, now calculate improvement chance (0-100) */
2732
2733 /* this bonus makes resistance increase easier at lower levels */
2734 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2735 if (i == abil->stats.exp)
2736 bonus += 5; /* additional bonus for resistance of ability-focus */
2737
2738 /* monster bonus increases with level, because high-level
2739 flesh is too rare */
2740 mbonus = op->level * 20. / ((double) settings.max_level);
2741
2742 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2743 ((double)settings.max_level)) - skin->resist[i];
2744
2745 if (chance >= 0.)
2746 chance += 1.;
2747 else
2748 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2749
2750 /* chance is proportional to amount of resistance (max. 50) */
2751 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2752
2753 /* doubled chance for resistance of ability-focus */
2754 if (i == abil->stats.exp)
2755 chance = min (100., chance * 2.);
2756
2757 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2758 if (rndm (10000) < (unsigned int)(chance * 100))
2759 {
2760 atnr_winner[winners] = i;
2761 winners++;
2762 }
2763
2764 if (chance >= 0.01)
2765 totalchance *= 1 - chance / 100;
2766
2767 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2768 }
2769 }
2770
2771 /* inverse totalchance as until now we have the failure-chance */
2772 totalchance = 100 - totalchance * 100;
2773
2774 /* print message according to totalchance */
2775 const char *buf;
2776 if (totalchance > 50.)
2777 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2778 else if (totalchance > 10.)
2779 buf = format ("The %s tasted very good.", &meal->name);
2780 else if (totalchance > 1.)
2781 buf = format ("The %s tasted good.", &meal->name);
2782 else if (totalchance > 0.1)
2783 buf = format ("The %s tasted bland.", &meal->name);
2784 else if (totalchance >= 0.01)
2785 buf = format ("The %s had a boring taste.", &meal->name);
2786 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2787 buf = format ("The %s tasted strange.", &meal->name);
2788 else
2789 buf = format ("The %s had no taste.", &meal->name);
2790
2791 op->statusmsg (buf);
2792
2793 /* now choose a winner if we have any */
2794 i = -1;
2795 if (winners > 0)
2796 i = atnr_winner [rndm (winners)];
2797
2798 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2799 {
2800 /* resistance increased! */
2801 skin->resist[i]++;
2802 op->update_stats ();
2803
2804 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2805 }
2806
2807 /* if this flesh contains a new ability focus, we mark it
2808 into the ability_force and it will take effect on next level */
2809 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2810 {
2811 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2812
2813 if (meal->last_eat != abil->stats.exp)
2814 op->statusmsg (format (
2815 "Your metabolism prepares to focus on %s!\n"
2816 "The change will happen at level %d.",
2817 change_resist_msg[meal->last_eat],
2818 abil->level + 1
2819 ));
2820 else
2821 {
2822 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2823 abil->last_eat = 0;
2824 }
2825 }
2826
2827 return 1;
2828}
2829
2830/**
2831 * op eats food.
2832 * If player, takes care of messages and dragon special food.
2833 */
2834static void
2835apply_food (object *op, object *tmp)
2836{
2837 int capacity_remaining;
2838
2839 if (op->type != PLAYER)
2840 op->stats.hp = op->stats.maxhp;
2841 else
2842 {
2843 /* check if this is a dragon (player), eating some flesh */
2844 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2845 ;
2846 else
2847 {
2848 /* usual case - no dragon meal: */
2849 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2850 {
2851 if (tmp->type == FOOD || tmp->type == FLESH)
2852 op->failmsg ("You feel full, but what a waste of food!");
2853 else
2854 op->statusmsg ("Most of the drink goes down your face not your throat!");
2855 }
2856
2857 tmp->play_sound (
2858 tmp->sound
2859 ? tmp->sound
2860 : tmp->type == DRINK
2861 ? sound_find ("eat_drink")
2862 : sound_find ("eat_food")
2863 );
2864
2865 if (!tmp->flag [FLAG_CURSED])
2866 {
2867 const char *buf;
2868
2869 if (!op->is_dragon ())
2870 {
2871 /* eating message for normal players */
2872 if (tmp->type == DRINK)
2873 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2874 else
2875 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2876 }
2877 else
2878 /* eating message for dragon players */
2879 buf = format ("The %s tasted terrible!", &tmp->name);
2880
2881 op->statusmsg (buf);
2882
2883 capacity_remaining = MAX_FOOD - op->stats.food;
2884 op->stats.food += tmp->stats.food;
2885 if (capacity_remaining < tmp->stats.food)
2886 op->stats.hp += capacity_remaining / 50;
2887 else
2888 op->stats.hp += tmp->stats.food / 50;
2889
2890 min_it (op->stats.hp, op->stats.maxhp);
2891 min_it (op->stats.food, MAX_FOOD);
2892 }
2893
2894 /* special food hack -b.t. */
2895 if (tmp->title || tmp->flag [FLAG_CURSED])
2896 eat_special_food (op, tmp);
2897 }
2898 }
2899
2900 handle_apply_yield (tmp);
2901 tmp->decrease ();
2902}
2903
2904/**
2905 * Handles applying an improve armor scroll.
2906 * Does some sanity checks, then calls improve_armour.
2907 */
2908static void
2909apply_armour_improver (object *op, object *tmp)
2910{
2911 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2912 {
2913 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2914 return;
2915 }
2916
2917 object *armor = op->mark ();
2918
2919 if (!armor)
2920 {
2921 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2922 return;
2923 }
2924
2925 if (armor->type != ARMOUR
2926 && armor->type != CLOAK
2927 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2928 {
2929 op->failmsg ("Your marked item is not armour!\n");
2930 return;
2931 }
2932
2933 if (!op->apply (armor, AP_UNAPPLY))
2934 {
2935 op->failmsg ("You are unable to take off your armour to improve it!");
2936 return;
2937 }
2938
2939 op->statusmsg ("Applying armour enchantment.");
2940 improve_armour (op, tmp, armor);
2941}
2942
2943void
2944apply_poison (object *op, object *tmp)
2945{
2946 // need to do it now when it is still on the map
2947 handle_apply_yield (tmp);
2948
2949 object *poison = tmp->split (1);
2950
2951 if (op->type == PLAYER)
2952 {
2953 op->contr->play_sound (sound_find ("drink_poison"));
2954 op->failmsg ("Yech! That tasted poisonous!");
2955 op->contr->killer = poison;
2956 }
2957
2958 if (poison->stats.hp > 0)
2959 {
2960 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2961 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2962 }
2963
2964 op->stats.food -= op->stats.food / 4;
2965 poison->destroy ();
2966}
2967
2968/**
2969 * This function will try to apply a lighter and in case no lighter
2970 * is specified it will try to find a lighter in the players inventory,
2971 * and inform him about this requirement.
2972 *
2973 * who - the player
2974 * op - the item we want to light
2975 * lighter - the lighter or 0 if a lighter has yet to be found
2976 */
2977static object *
2978auto_apply_lighter (object *who, object *op, object *lighter)
2979{
2980 if (lighter == 0)
2981 {
2982 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2983 {
2984 if (tmp->type == LIGHTER)
2985 {
2986 lighter = tmp;
2987 break;
2988 }
2989 }
2990
2991 if (!lighter)
2992 {
2993 who->failmsgf (
2994 "You can't light up the %s with your bare hands! "
2995 "H<You need a lighter in your inventory, for example a flint and steel.>",
2996 &op->name
2997 );
2998 return 0;
2999 }
3000 }
3001
3002 // last_eat == 0 means the lighter is not being used up!
3003 if (lighter->last_eat && lighter->stats.food)
3004 {
3005 /* lighter gets used up */
3006 lighter = lighter->split ();
3007 lighter->stats.food--;
3008 who->insert (lighter);
3009 }
3010 else if (lighter->last_eat)
3011 {
3012 /* no charges left in lighter */
3013 who->failmsgf (
3014 "You attempt to light the %s with a used up %s.",
3015 &op->name, &lighter->name
3016 );
3017 return 0;
3018 }
3019
3020 return lighter;
3021}
3022
3023/**
3024 * Designed primarily to light torches/lanterns/etc.
3025 * Also burns up burnable material too. First object in the inventory is
3026 * the selected object to "burn". -b.t.
3027 */
3028static void
3029apply_lighter (object *who, object *lighter)
3030{
3031 if (object *item = who->mark ())
3032 {
3033 if (!auto_apply_lighter (who, item, lighter))
3034 return;
3035
3036 /* Perhaps we should split what we are trying to light on fire?
3037 * I can't see many times when you would want to light multiple
3038 * objects at once.
3039 */
3040
3041 save_throw_object (item, AT_FIRE, who);
3042
3043 if (item->destroyed ()
3044 || ((item->type == LAMP || item->type == TORCH)
3045 && item->glow_radius > 0))
3046 who->statusmsg (format (
3047 "You light the %s with the %s.",
3048 &item->name, &lighter->name
3049 ));
3050 else
3051 who->failmsgf (
3052 "You attempt to light the %s with the %s and fail.",
3053 &item->name, &lighter->name
3054 );
3055 }
3056 else
3057 who->failmsg ("You need to mark a lightable object.");
3058}
3059
3060/**
3061 * This function generates a cursed effect for cursed lamps and torches.
3062 */
3063static void
3064player_apply_lamp_cursed_effect (object *who, object *op)
3065{
3066 if (op->level)
3067 {
3068 who->failmsgf (
3069 "The %s was cursed, it explodes in a big fireball!",
3070 &op->name
3071 );
3072 create_exploding_ball_at (who, op->level);
3073 }
3074 else
3075 {
3076 who->failmsgf (
3077 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3078 &op->name
3079 );
3080 }
3081
3082 op->destroy ();
3083}
3084
3085/**
3086 * Apply for players and lamps
3087 *
3088 * who - the player
3089 * op - the lamp
3090 */
3091static void
3092player_apply_lamp (object *who, object *op)
3093{
3094 bool switch_on = op->glow_radius ? false : true;
3095
3096 if (switch_on)
3097 {
3098 object *lighter = 0;
3099
3100 if (op->flag [FLAG_IS_LIGHTABLE]
3101 && !(lighter = auto_apply_lighter (who, op, 0)))
3102 return;
3103
3104 if (op->stats.food < 1)
3105 {
3106 if (op->type == LAMP)
3107 who->failmsgf (
3108 "The %s is out of fuel! "
3109 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3110 &op->name
3111 );
3112 else
3113 who->failmsgf (
3114 "The %s is burnt out! "
3115 "H<Torches and similar items burn out and become worthless.>",
3116 &op->name
3117 );
3118 return;
3119 }
3120
3121 if (op->flag [FLAG_CURSED])
3122 {
3123 player_apply_lamp_cursed_effect (who, op);
3124 return;
3125 }
3126
3127 if (lighter)
3128 who->statusmsg (format (
3129 "You light up the %s with the %s.", &op->name, &lighter->name));
3130 else
3131 who->statusmsg (format ("You light up the %s.", &op->name));
3132 }
3133 else
3134 {
3135 if (op->flag [FLAG_CURSED])
3136 {
3137 player_apply_lamp_cursed_effect (who, op);
3138 return;
3139 }
3140
3141 if (op->type == TORCH)
3142 {
3143 if (!op->flag [FLAG_IS_LIGHTABLE])
3144 {
3145 who->statusmsg (format (
3146 "You put out the %s. "
3147 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3148 &op->name, &op->name));
3149 }
3150 else
3151 who->statusmsg (format (
3152 "You put out the %s."
3153 "H<Torches wear out if you put them out.>",
3154 &op->name));
3155 }
3156 else
3157 who->statusmsg (format ("You turn off the %s.", &op->name));
3158 }
3159
3160 apply_lamp (op, switch_on);
3161}
3162
3163void get_animation_from_arch (object *op, arch_ptr a)
3164{
3165 op->animation_id = a->animation_id;
3166 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3167 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3168 op->anim_speed = a->anim_speed;
3169 op->last_anim = 0;
3170 op->state = 0;
3171 op->face = a->face;
3172
3173 if (NUM_ANIMATIONS(op) > 1)
3174 {
3175 SET_ANIMATION(op, 0);
3176 animate_object (op, op->direction);
3177 }
3178 else
3179 update_object (op, UP_OBJ_FACE);
3180}
3181
3182/**
3183 * Apply for LAMPs and TORCHes.
3184 *
3185 * op - the lamp
3186 * switch_on - a flag which says whether the lamp should be switched on or off
3187 */
3188void apply_lamp (object *op, bool switch_on)
3189{
3190 op->set_glow_radius (switch_on ? op->range : 0);
3191 op->set_speed (switch_on ? op->arch->speed : 0);
3192
3193 // torches wear out if you put them out
3194 if (op->type == TORCH && !switch_on)
3195 {
3196 if (op->flag [FLAG_IS_LIGHTABLE])
3197 {
3198 op->stats.food -= (double) op->arch->stats.food / 15;
3199 if (op->stats.food < 0)
3200 op->stats.food = 0;
3201 }
3202 else
3203 op->stats.food = 0;
3204 }
3205
3206 // lamps and torched get worthless when used up
3207 if (op->stats.food <= 0)
3208 op->value = 0;
3209
3210 // FIXME: This is a hack to make the more sane torches and lamps
3211 // still animated ;-/
3212 if (op->other_arch)
3213 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3214
3215 if (object *pl = op->visible_to ())
3216 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3217}
3218
3219/**
3220 * This handles items of type 'transformer'.
3221 * Basically those items, used with a marked item, transform both items into something
3222 * else.
3223 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3224 * Change information is contained in the 'slaying' field of the marked item.
3225 * The format is as follow: transformer:[number ]yield[;transformer:...].
3226 * This way an item can be transformed in many things, and/or many objects.
3227 * The 'slaying' field for transformer is used as verb for the action.
3228 */
3229static void
3230apply_item_transformer (object *pl, object *transformer)
3231{
3232 object *new_item;
3233 const char *find;
3234 char *separator;
3235 int yield;
3236 char got[MAX_BUF];
3237 int len;
3238
3239 if (!pl || !transformer)
3240 return;
3241
3242 object *marked = pl->mark ();
3243
3244 if (!marked)
3245 {
3246 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3247 return;
3248 }
3249
3250 if (!marked->slaying)
3251 {
3252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3253 return;
3254 }
3255
3256 /* check whether they are compatible or not */
3257 find = strstr (&marked->slaying, transformer->arch->archname);
3258 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3259 {
3260 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3261 return;
3262 }
3263
3264 find += strlen (transformer->arch->archname) + 1;
3265 /* Item can be used, now find how many and what it yields */
3266 if (isdigit (*(find)))
3267 {
3268 yield = atoi (find);
3269 if (yield < 1)
3270 {
3271 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3272 yield = 1;
3273 }
3274 }
3275 else
3276 yield = 1;
3277
3278 while (isdigit (*find))
3279 find++;
3280
3281 while (*find == ' ')
3282 find++;
3283
3284 memset (got, 0, MAX_BUF);
3285
3286 if ((separator = (char *) strchr (find, ';')))
3287 len = separator - find;
3288 else
3289 len = strlen (find);
3290
3291 min_it (len, MAX_BUF - 1);
3292
3293 strcpy (got, find);
3294 got[len] = '\0';
3295
3296 /* Now create new item, remove used ones when required. */
3297 new_item = archetype::get (got);
3298 if (!new_item)
3299 {
3300 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3301 return;
3302 }
3303
3304 new_item->nrof = yield;
3305
3306 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3307
3308 pl->insert (new_item);
3309 /* Eat up one item */
3310 marked->decrease ();
3311
3312 /* Eat one transformer if needed */
3313 if (transformer->stats.food)
3314 if (--transformer->stats.food == 0)
3315 transformer->decrease ();
3316}
3317
3318/**
3319 * Main apply handler.
3320 *
3321 * Checks for unpaid items before applying.
3322 *
3323 * Return value is currently not used
3324 *
3325 * who is the object that is causing object to be applied, op is the object
3326 * being applied.
3327 *
3328 * aflag is special (always apply/unapply) flags. Nothing is done with
3329 * them in this function - they are passed to apply_special
3330 */
3331static bool
3332manual_apply (object *who, object *op, int aflag)
3333{
3334 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3335 return RESULT_INT (0);
3336 else if (apply_types_inv_only [op->type])
3337 {
3338 // special item, using slot system, needs to be in inv
3339 if (op->env == who)
3515 return apply_special (who, op, aflags); 3340 return apply_special (who, op, aflag);
3341
3342 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3343 }
3344 else if (!who->contr && apply_types_player_only [op->type])
3345 return 0; // monsters shouldn't try to apply player-only stuff
3346 else if (apply_types [op->type])
3347 {
3348 // ordinary stuff, may be on the floor
3349 switch (op->type)
3350 {
3351 case T_HANDLE:
3352 who->play_sound (sound_find ("turn_handle"));
3353 who->statusmsg ("You turn the handle.");
3354 op->value = op->value ? 0 : 1;
3355 SET_ANIMATION (op, op->value);
3356 update_object (op, UP_OBJ_FACE);
3357 push_button (op, who);
3358 break;
3359
3360 case TRIGGER:
3361 if (check_trigger (op, who, who))
3362 {
3363 who->statusmsg ("You turn the handle.");
3364 who->play_sound (sound_find ("turn_handle"));
3365 }
3366 else
3367 who->failmsg ("The handle doesn't move.");
3368
3369 break;
3370
3371 case EXIT:
3372 if (!EXIT_PATH (op))
3373 who->failmsgf ("The %s is closed. H<This exit doesn't lead anywhere at the moment, and this is unlikely to change.>", query_name (op));
3374 else
3375 {
3376 /* Don't display messages for random maps. */
3377 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3378 who->statusmsg (op->msg, NDI_NAVY);
3379
3380 who->enter_exit (op);
3381 }
3382
3383 break;
3384
3385 case INSCRIBABLE:
3386 who->statusmsg (op->msg);
3387 // maybe show a spell menu to chose from or something like that
3388 break;
3389
3390 case SIGN:
3391 apply_sign (who, op, 0);
3392 break;
3393
3394 case BOOK:
3395 apply_book (who, op);
3396 break;
3397
3398 case SKILLSCROLL:
3399 apply_skillscroll (who, op);
3400 break;
3401
3402 case SPELLBOOK:
3403 apply_spellbook (who, op);
3404 break;
3405
3406 case SCROLL:
3407 apply_scroll (who, op, 0);
3408 break;
3409
3410 case POTION:
3411 apply_potion (who, op);
3412 break;
3413
3414 /* Eneq(@csd.uu.se): Handle apply on containers. */
3415 //TODO: remove, as it is unsed?
3416 case CLOSE_CON:
3417 apply_container (who, op->env);
3418 break;
3419
3420 case CONTAINER:
3421 apply_container (who, op);
3422 break;
3423
3424 case TREASURE:
3425 apply_treasure (who, op);
3426 break;
3427
3428 case LAMP:
3429 case TORCH:
3430 player_apply_lamp (who, op);
3431 break;
3432
3433 case DRINK:
3434 case FOOD:
3435 case FLESH:
3436 apply_food (who, op);
3437 break;
3438
3439 case POISON:
3440 apply_poison (who, op);
3441 break;
3442
3443 case SAVEBED:
3444 break;
3445
3446 case ARMOUR_IMPROVER:
3447 apply_armour_improver (who, op);
3448 break;
3449
3450 case WEAPON_IMPROVER:
3451 check_improve_weapon (who, op);
3452 break;
3453
3454 case CLOCK:
3455 {
3456 timeofday_t tod;
3457
3458 get_tod (&tod);
3459 who->play_sound (sound_find ("sound_clock"));
3460 who->statusmsg (format (
3461 "It is %d minute%s past %d o'clock %s",
3462 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3463 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3464 ));
3465 }
3466 break;
3467
3468 case MENU:
3469 shop_listing (op, who);
3470 break;
3471
3472 case POWER_CRYSTAL:
3473 apply_power_crystal (who, op); /* see egoitem.c */
3474 break;
3475
3476 case LIGHTER: /* for lighting torches/lanterns/etc */
3477 apply_lighter (who, op);
3478 break;
3479
3480 case ITEM_TRANSFORMER:
3481 apply_item_transformer (who, op);
3482 break;
3483 }
3484
3485 return 1;
3486 }
3487 else
3488 {
3489 who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op)));
3490 return 0;
3491 }
3492}
3493
3494/**
3495 * player_apply_below attempts to apply the object 'below' the player.
3496 * If the player has an open container, we use that for below, otherwise
3497 * we use the ground.
3498 */
3499void
3500player_apply_below (object *pl)
3501{
3502 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3503
3504 /* If using a container, set the starting item to be the top
3505 * item in the container. Otherwise, use the map.
3506 */
3507
3508 // first try to apply "applyables"
3509 for (object *tmp = top; tmp; tmp = tmp->below)
3510 if (!tmp->invisible && apply_types [tmp->type])
3511 {
3512 // If it is visible, player can apply it.
3513 pl->apply (tmp);
3514 return;
3515 }
3516
3517 while (top && top->invisible)
3518 top = top->below;
3519
3520 if (!top || top->flag [FLAG_IS_FLOOR])
3521 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3522 "H<There is nothing here that you can apply.>");
3523 else
3524 // next, try to explain the topmost object
3525 switch (top->type)
3526 {
3527 // TODO: all this should move to examine
3528 case ALTAR:
3529 case IDENTIFY_ALTAR:
3530 case TRIGGER_ALTAR:
3531 case CONVERTER:
3532 //case TRIGGER_PEDESTAL:
3533 pl->failmsgf (
3534 "You see no obvious mechanism on the %s."
3535 "H<You have to drop one or more specific items here.>",
3536 query_short_name (top)
3537 );
3538 break;
3539
3540 case BUTTON:
3541 case TRIGGER_BUTTON:
3542 pl->failmsgf (
3543 "The %s looks as if you could activate it with somehting heavy. "
3544 "H<You must put enough items here to activate it.>",
3545 query_short_name (top)
3546 );
3547 break;
3548
3549 default:
3550 examine (pl, top);
3551 break;
3552 }
3553}
3554
3555// saner interface, returns successful status
3556bool
3557object::apply (object *ob, int aflags)
3558{
3559 if (!ob) // simplifies a lot of callers
3560 return true;
3561
3562 ob = ob->head_ ();
3563
3564 if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED])
3565 {
3566 if (contr)
3567 {
3568 examine (this, ob);
3569 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3570 return 1;
3571 }
3572 else
3573 return 0; /* monsters just skip unpaid items */
3574 }
3575
3576 if (contr)
3577 {
3578 if (!ob->env && (move_type & MOVE_FLYING))
3579 {
3580 /* player is flying and applying object not in inventory */
3581 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3582 {
3583 failmsg ("But you are floating high above the ground! "
3584 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3585 "or waiting till the levitation effect wears off.>");
3586 return 0;
3587 }
3588 }
3589
3590 contr->last_used = ob;
3591 }
3592
3593 bool want_apply =
3594 aflags & AP_APPLY ? true
3595 : aflags & AP_UNAPPLY ? false
3596 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3597
3598 // cannot unapply cursed items
3599 if (!want_apply
3600 && (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED])
3601 && ob->flag [FLAG_APPLIED]
3602 && !(aflags & AP_IGNORE_CURSE))
3603 {
3604 failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ());
3605 return 0;
3606 }
3607
3608 object_ptr *slot = 0;
3609
3610 // detect the slot, if this is a player
3611 if (contr && !(aflags & AP_NO_SLOT))
3612 {
3613 object *oslot;
3614
3615 switch (ob->type)
3616 {
3617 case WEAPON:
3618 slot = &contr->combat_ob;
3619 oslot = contr->ranged_ob;
3620 break;
3621
3622 case RANGED:
3623 case BOW:
3624 case SPELL:
3625 case WAND:
3626 case ROD:
3627 case HORN:
3628 case BUILDER:
3629 slot = &contr->ranged_ob;
3630 oslot = contr->combat_ob;
3631 break;
3632
3633 // oh, the humanity
3634 case SKILL:
3635 // skill is used on it's own, as opposed to being a chosen_skill
3636
3637 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3638 {
3639 failmsgf (
3640 "You feel as if you wanted to do something funny, but you can't remember what. "
3641 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3642 "It cannot be used on its own.>",
3643 &ob->skill
3644 );
3645 return 1;
3646 }
3647
3648 if (skill_flags [ob->subtype] & SF_AUTARK
3649 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3650 {
3651 if (skill_flags [ob->subtype] & SF_USE)
3652 failmsgf (
3653 "You feel as if you wanted to do something funny, but you can't remember what. "
3654 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3655 &ob->skill, &ob->skill
3656 );
3657 else
3658 failmsgf (
3659 "You feel as if you wanted to do something funny, but you can't remember what. "
3660 "H<The %s skill cannot be readied or used, it is always active.>",
3661 &ob->skill
3662 );
3663
3664 return 1;
3665 }
3666
3667 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3668 break;
3669
3670 if (skill_flags [ob->subtype] & SF_COMBAT)
3671 {
3672 slot = &contr->combat_ob;
3673 oslot = contr->ranged_ob;
3674 }
3675 else if (skill_flags [ob->subtype] & SF_RANGED)
3676 {
3677 slot = &contr->ranged_ob;
3678 oslot = contr->combat_ob;
3679 }
3680
3681 break;
3682 }
3683
3684 // now handle slot exclusions
3685 if (slot)
3686 {
3687 // only one slot can be active
3688 if (want_apply)
3689 {
3690 // clear slot unless we are in it already
3691 if (*slot != ob)
3692 if (!apply (*slot, AP_UNAPPLY))
3693 return false;
3694
3695 // unapply other slot, because we want to become active
3696 if (!apply (oslot, AP_UNAPPLY))
3697 return false;
3698 }
3699
3700 // clear item from slot if applied
3701 if (!want_apply && current_weapon == ob)
3702 current_weapon = 0;
3703 }
3704 }
3705
3706 if (ob->flag [FLAG_APPLIED] != want_apply)
3707 manual_apply (this, ob, aflags);
3708
3709 if (ob->flag [FLAG_APPLIED] != want_apply)
3710 return false;
3711
3712 if (slot && want_apply)
3713 current_weapon = *slot = ob;
3714
3715 return true;
3516} 3716}
3517 3717
3518/** 3718/**
3519 * Map was just loaded, handle op's initialisation. 3719 * Map was just loaded, handle op's initialisation.
3520 * 3720 *
3521 * Generates shop floor's item, and treasures. 3721 * Generates shop floor's item, and treasures.
3522 */ 3722 */
3523int 3723int
3524auto_apply (object *op) 3724auto_apply (object *op)
3525{ 3725{
3526 object *tmp = NULL, *tmp2; 3726 object *tmp = NULL;
3527 int i; 3727 int i;
3528 3728
3529 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3729 op->clr_flag (FLAG_AUTO_APPLY);
3530 3730
3531 switch (op->type) 3731 switch (op->type)
3532 { 3732 {
3533 case SHOP_FLOOR: 3733 case SHOP_FLOOR:
3534 if (!op->has_random_items ()) 3734 if (!op->has_random_items ())
3544 == NULL && --i); 3744 == NULL && --i);
3545 3745
3546 if (tmp == NULL) 3746 if (tmp == NULL)
3547 return 0; 3747 return 0;
3548 3748
3549 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3749 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3550 { 3750 {
3551 tmp->destroy (); 3751 tmp->destroy ();
3552 tmp = NULL; 3752 tmp = NULL;
3553 } 3753 }
3554 } 3754 }
3555 while (!tmp); 3755 while (!tmp);
3556 3756
3557 tmp->x = op->x; 3757 tmp->x = op->x;
3558 tmp->y = op->y; 3758 tmp->y = op->y;
3559 SET_FLAG (tmp, FLAG_UNPAID); 3759 tmp->set_flag (FLAG_UNPAID);
3560 insert_ob_in_map (tmp, op->map, NULL, 0); 3760 insert_ob_in_map (tmp, op->map, NULL, 0);
3561 identify (tmp); 3761 identify (tmp);
3562 break; 3762 break;
3563 3763
3564 case TREASURE: 3764 case TREASURE:
3565 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3765 if (op->flag [FLAG_IS_A_TEMPLATE])
3566 return 0; 3766 return 0;
3567 3767
3568 while (op->stats.hp-- > 0) 3768 while (op->stats.hp-- > 0)
3569 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3769 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); 3770 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, 3772 /* 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 3773 * move it to the parent object as the current object is about
3574 * to disappear. An example of this item is the random_* stuff 3774 * to disappear. An example of this item is the random_* stuff
3575 * that is put inside other objects. 3775 * that is put inside other objects.
3576 */ 3776 */
3577 for (tmp = op->inv; tmp; tmp = tmp2)
3578 {
3579 tmp2 = tmp->below;
3580 tmp->remove ();
3581
3582 if (op->env) 3777 if (op->env)
3583 insert_ob_in_ob (tmp, op->env); 3778 while (op->inv)
3584 else 3779 op->env->insert (op->inv);
3585 tmp->destroy ();
3586 }
3587 3780
3588 op->destroy (); 3781 op->destroy ();
3589 break; 3782 break;
3590 } 3783 }
3591 3784
3615 3808
3616 for (invtmp = tmp->inv; invtmp; invtmp = invnext) 3809 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3617 { 3810 {
3618 invnext = invtmp->below; 3811 invnext = invtmp->below;
3619 3812
3620 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3813 if (invtmp->flag [FLAG_AUTO_APPLY])
3621 auto_apply (invtmp); 3814 auto_apply (invtmp);
3622 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3815 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3623 { 3816 {
3624 while (invtmp->stats.hp-- > 0) 3817 while (invtmp->stats.hp-- > 0)
3625 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3818 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3626 3819
3627 invtmp->randomitems = NULL; 3820 invtmp->randomitems = NULL;
3628 } 3821 }
3629 else if (invtmp && invtmp->arch 3822 else if (invtmp->arch
3630 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3823 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS
3824 && invtmp->has_random_items ())
3631 { 3825 {
3632 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3826 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3633 /* Need to clear this so that we never try to create 3827 /* Need to clear this so that we never try to create
3634 * treasure again for this object 3828 * treasure again for this object
3635 */ 3829 */
3636 invtmp->randomitems = NULL; 3830 invtmp->randomitems = NULL;
3637 } 3831 }
3638 } 3832 }
3833
3639 /* This is really temporary - the code at the bottom will 3834 /* This is really temporary - the code at the bottom will
3640 * also set randomitems to null. The problem is there are bunches 3835 * also set randomitems to null. The problem is there are bunches
3641 * of maps/players already out there with items that have spells 3836 * of maps/players already out there with items that have spells
3642 * which haven't had the randomitems set to null yet. 3837 * which haven't had the randomitems set to null yet.
3643 * MSW 2004-05-13 3838 * MSW 2004-05-13
3647 * Ryo 2004-08-16 3842 * Ryo 2004-08-16
3648 */ 3843 */
3649 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3844 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) 3845 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3651 tmp->randomitems = NULL; 3846 tmp->randomitems = NULL;
3652
3653 } 3847 }
3654 3848
3655 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3849 if (tmp->flag [FLAG_AUTO_APPLY])
3656 auto_apply (tmp); 3850 auto_apply (tmp);
3657 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3851 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3658 { 3852 {
3659 while ((tmp->stats.hp--) > 0) 3853 while ((tmp->stats.hp--) > 0)
3660 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3854 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3662 } 3856 }
3663 else if (tmp->type == TIMED_GATE) 3857 else if (tmp->type == TIMED_GATE)
3664 { 3858 {
3665 object *head = tmp->head != NULL ? tmp->head : tmp; 3859 object *head = tmp->head != NULL ? tmp->head : tmp;
3666 3860
3667 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3861 if (head->flag [FLAG_IS_LINKED])
3668 tmp->set_speed (0); 3862 tmp->set_speed (0);
3669 } 3863 }
3670 /* This function can be called everytime a map is loaded, even when 3864 /* This function can be called everytime a map is loaded, even when
3671 * swapping back in. As such, we don't want to create the treasure 3865 * swapping back in. As such, we don't want to create the treasure
3672 * over and ove again, so after we generate the treasure, blank out 3866 * over and ove again, so after we generate the treasure, blank out
3690 } 3884 }
3691 3885
3692 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3886 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3693 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3887 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3694 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3888 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3695 check_trigger (tmp, tmp->above); 3889 check_trigger (tmp, tmp->above, tmp->above);
3696} 3890}
3697 3891
3698/** 3892/**
3699 * Handles player eating food that temporarily changes status (resistances, stats). 3893 * Handles player eating food that temporarily changes status (resistances, stats).
3700 * This used to call cast_change_attr(), but 3894 * This used to call cast_change_attr(), but
3705eat_special_food (object *who, object *food) 3899eat_special_food (object *who, object *food)
3706{ 3900{
3707 object *force; 3901 object *force;
3708 int i, did_one = 0; 3902 int i, did_one = 0;
3709 3903
3710 force = get_archetype (FORCE_NAME); 3904 char buf[64];
3905 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3906 shstr key (buf);
3711 3907
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 */ 3908 /* bigger morsel of food = longer effect time */
3733 force->duration = food->stats.food / 5; 3909 int duration = TIME2TICK (food->stats.food);
3734 SET_FLAG (force, FLAG_APPLIED); 3910
3735 change_abil (who, force); 3911 if (force = who->force_find (key))
3736 insert_ob_in_ob (force, who); 3912 {
3913 if (duration > fabs (force->speed_left / force->speed))
3914 {
3915 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3916 force->force_set_timer (duration);
3917 }
3918 else
3919 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3920
3921 return;
3737 } 3922 }
3738 else 3923 else
3924 {
3925 force = who->force_add (key, duration);
3926 force->name = key;
3927
3928 /* check if the food affects a stat */
3929 for (i = 0; i < NUM_STATS; i++)
3930 if (sint8 k = food->stats.stat (i))
3931 {
3932 force->stats.stat (i) = k;
3933 did_one = 1;
3934 }
3935
3936 /* check if we can protect the eater */
3937 for (i = 0; i < NROFATTACKS; i++)
3938 {
3939 if (food->resist[i] > 0)
3940 {
3941 force->resist[i] = food->resist[i];
3942 did_one = 1;
3943 }
3944 }
3945
3946 if (did_one)
3947 {
3948 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3949
3950 /* make the force take effect and report effects to user */
3951 change_abil (who, force);
3952 }
3953 else
3739 force->destroy (); 3954 force->destroy ();
3955 }
3740 3956
3741 /* check for hp, sp change */ 3957 /* check for hp, sp change */
3742 if (food->stats.hp != 0) 3958 if (food->stats.hp != 0)
3743 { 3959 {
3744 if (QUERY_FLAG (food, FLAG_CURSED)) 3960 if (food->flag [FLAG_CURSED])
3745 { 3961 {
3746 who->contr->killer = food; 3962 who->contr->killer = food;
3747 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3963 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3748 who->failmsg ("Eck!...that was poisonous!"); 3964 who->failmsg ("Eck!...that was poisonous!");
3749 } 3965 }
3758 } 3974 }
3759 } 3975 }
3760 3976
3761 if (food->stats.sp != 0) 3977 if (food->stats.sp != 0)
3762 { 3978 {
3763 if (QUERY_FLAG (food, FLAG_CURSED)) 3979 if (food->flag [FLAG_CURSED])
3764 { 3980 {
3765 who->failmsg ("You are drained of mana!"); 3981 who->failmsg ("You are drained of mana!");
3766 who->stats.sp -= food->stats.sp; 3982 who->stats.sp -= food->stats.sp;
3767 if (who->stats.sp < 0) 3983 if (who->stats.sp < 0)
3768 who->stats.sp = 0; 3984 who->stats.sp = 0;
3774 /* place limit on max sp from food? */ 3990 /* place limit on max sp from food? */
3775 } 3991 }
3776 } 3992 }
3777 3993
3778 who->update_stats (); 3994 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} 3995}
3886 3996
3887void 3997void
3888apply_changes_to_player (object *pl, object *change) 3998apply_changes_to_player (object *pl, object *change)
3889{ 3999{
3937 } 4047 }
3938 4048
3939 /* insert the randomitems from the change's treasurelist into 4049 /* insert the randomitems from the change's treasurelist into
3940 * the player ref: player.c 4050 * the player ref: player.c
3941 */ 4051 */
3942 if (change->randomitems != NULL) 4052 if (change->randomitems)
3943 give_initial_items (pl, change->randomitems); 4053 give_initial_items (pl, change->randomitems);
3944 4054
3945 /* set up the face, for some races. */ 4055 /* set up the face, for some races. */
3946 4056
3947 /* first, look for the force object banning 4057 /* first, look for the force object banning
3948 * changing the face. Certain races never change face with class. 4058 * changing the face. Certain races never change face with class.
3949 */ 4059 */
3950 for (walk = pl->inv; walk != NULL; walk = walk->below) 4060 for (walk = pl->inv; walk; walk = walk->below)
3951 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4061 if (walk->name == shstr_NOCLASSFACECHANGE)
3952 flag_change_face = 0; 4062 flag_change_face = 0;
3953 4063
3954 if (flag_change_face) 4064 if (flag_change_face)
3955 { 4065 {
3956 pl->face = change->face; 4066 pl->face = change->face;
3957 pl->animation_id = change->animation_id; 4067 pl->animation_id = change->animation_id;
3958 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4068 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3959 } 4069 }
3960 4070
3961 /* check the special case of can't use weapons */ 4071 /* check the special case of can't use weapons */
3962 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4072 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
3963 if (!strcmp (change->name, "monk")) 4073 if (change->name == shstr_monk)
3964 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4074 pl->clr_flag (FLAG_USE_WEAPON);
3965 4075
3966 break; 4076 break;
3967 } 4077 }
3968 } 4078 }
3969} 4079}
3970 4080
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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