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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.136 by root, Sat Oct 20 05:13:31 2007 UTC vs.
Revision 1.257 by root, Thu Apr 15 00:36:51 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
26#include <global.h> 27#include <global.h>
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33 34
34/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
35#include <sounds.h>
36 36
37/** 37static const struct apply_types_inv_only : typeset
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41int
42should_director_abort (object *op, object *victim)
43{ 38{
44 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 { 40 {
58 arch_flag = (op->subtype & 1); 41 set (WEAPON);
59 name_flag = (op->subtype & 2); 42 set (ARMOUR);
60 race_flag = (op->subtype & 4); 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
61 } 61 }
62 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
63 { 69 {
64 arch_flag = 1; 70 set (EXIT);
65 name_flag = 1; 71 set (BOOK);
66 race_flag = 1; 72 set (SIGN);
73 set (BOOK);
74 set (SKILLSCROLL);
75 set (SPELLBOOK);
76 set (INSCRIBABLE);
77 set (TREASURE);
78 set (SAVEBED);
79 set (ARMOUR_IMPROVER);
80 set (WEAPON_IMPROVER);
81 set (CLOCK);
82 set (MENU);
83 set (LIGHTER); /* for lighting torches/lanterns/etc */
67 } 84 }
85} apply_types_player_only;
68 86
69 /* If the director has race set, only affect objects with a arch, 87// applying these _can_ be attempted, others cannot
70 * name or race that matches. 88// 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 89
78 /* If the director has slaying set, only affect objects where none 90static 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{ 91{
97 dynbuf_text buf; 92 apply_types ()
98 93 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
99 if (!pl || pl->type != PLAYER)
100 return 0;
101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be.
104 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106 return 0;
107
108 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory.
110 */
111 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 {
114 if (operate_altar (altar, &money))
115 {
116 identify (marked);
117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
119 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 { 94 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 95 set (T_HANDLE);
129 { 96 set (TRIGGER);
130 if (operate_altar (altar, &money)) 97 set (SCROLL);
131 { 98 set (POTION);
132 identify (id); 99 set (CLOSE_CON);
133 100 set (CONTAINER);
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 101 set (LAMP);
135 if (id->msg) 102 set (TORCH);
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 103 set (DRINK);
137 104 set (FOOD);
138 /* If no more money, might as well quit now */ 105 set (FLESH);
139 if (!money || !check_altar_sacrifice (altar, money)) 106 set (POISON);
140 break; 107 set (POWER_CRYSTAL);
141 } 108 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 } 109 }
149 110} apply_types;
150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
156}
157
158/**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item.
161 **/
162void
163handle_apply_yield (object *tmp)
164{
165 const char *yield;
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185}
186
187/**
188 * Handles applying a potion.
189 */
190int
191apply_potion (object *op, object *tmp)
192{
193 int got_one = 0, i;
194 object *force = 0, *floor = 0;
195
196 floor = GET_MAP_OB (op->map, op->x, op->y);
197
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 {
200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0;
204 }
205
206 if (op->type == PLAYER)
207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208 identify (tmp);
209
210 handle_apply_yield (tmp);
211
212 /* Potion of restoration - only for players */
213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 {
215 object *depl;
216 archetype *at;
217
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 {
220 op->drain_stat ();
221 op->update_stats ();
222 decrease_ob (tmp);
223 return 1;
224 }
225
226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 {
228 LOG (llevError, "Could not find archetype depletion\n");
229 return 0;
230 }
231 depl = present_arch_in_ob (at, op);
232
233 if (depl)
234 {
235 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i))
237 op->statusmsg (restore_msg[i]);
238
239 depl->destroy ();
240 op->update_stats ();
241 }
242 else
243 op->statusmsg ("Your potion had no effect.");
244
245 decrease_ob (tmp);
246 return 1;
247 }
248
249 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 {
252 for (i = 1; i < MIN (11, op->level); i++)
253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 {
256 if (op->contr->levhp[i] != 1)
257 {
258 op->contr->levhp[i] = 1;
259 break;
260 }
261
262 if (op->contr->levsp[i] != 1)
263 {
264 op->contr->levsp[i] = 1;
265 break;
266 }
267
268 if (op->contr->levgrace[i] != 1)
269 {
270 op->contr->levgrace[i] = 1;
271 break;
272 }
273 }
274 else
275 {
276 if (op->contr->levhp[i] < 9)
277 {
278 op->contr->levhp[i] = 9;
279 break;
280 }
281
282 if (op->contr->levsp[i] < 6)
283 {
284 op->contr->levsp[i] = 6;
285 break;
286 }
287
288 if (op->contr->levgrace[i] < 3)
289 {
290 op->contr->levgrace[i] = 3;
291 break;
292 }
293 }
294 }
295
296 /* Just makes checking easier */
297 if (i < MIN (11, op->level))
298 got_one = 1;
299
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 {
302 if (got_one)
303 {
304 op->update_stats ();
305 op->statusmsg ("The Gods smile upon you and remake you "
306 "a little more in their image. "
307 "You feel a little more perfect.", NDI_GREEN);
308 }
309 else
310 op->statusmsg ("The potion had no effect - you are already perfect.");
311 }
312 else
313 { /* cursed potion */
314 if (got_one)
315 {
316 op->update_stats ();
317 op->failmsg ("The Gods are angry and punish you.");
318 }
319 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 }
322
323 decrease_ob (tmp);
324 return 1;
325 }
326
327
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 * and heroism all fit into this category. Given the spell object code,
330 * there is no limit to the number of spells that potions can be cast,
331 * but direction is problematic to try and imbue fireball potions for example.
332 */
333 if (tmp->inv)
334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!");
340
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 }
349 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351
352 decrease_ob (tmp);
353
354 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats ();
357
358 return 1;
359 }
360
361 /* Deal with protection potions */
362 force = NULL;
363 for (i = 0; i < NROFATTACKS; i++)
364 {
365 if (tmp->resist[i])
366 {
367 if (!force)
368 force = get_archetype (FORCE_NAME);
369
370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
371 force->type = POTION_EFFECT;
372 break; /* Only need to find one protection since we copy entire batch */
373 }
374 }
375
376 /* This is a protection potion */
377 if (force)
378 {
379 /* cursed items last longer */
380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
381 {
382 force->stats.food *= 10;
383 for (i = 0; i < NROFATTACKS; i++)
384 if (force->resist[i] > 0)
385 force->resist[i] = -force->resist[i]; /* prot => vuln */
386 }
387
388 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force);
393 decrease_ob (tmp);
394 return 1;
395 }
396
397 /* Only thing left are the stat potions */
398 if (op->type == PLAYER)
399 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else
403 SET_FLAG (tmp, FLAG_APPLIED);
404
405 if (!change_abil (op, tmp))
406 op->statusmsg ("Nothing happened.");
407 }
408
409 /* CLEAR_FLAG is so that if the character has other potions
410 * that were grouped with the one consumed, his
411 * stat will not be raised by them. fix_player just clears
412 * up all the stats.
413 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats ();
416 decrease_ob (tmp);
417 return 1;
418}
419 111
420/**************************************************************************** 112/****************************************************************************
421 * Weapon improvement code follows 113 * Weapon improvement code follows
422 ****************************************************************************/ 114 ****************************************************************************/
423 115
424/** 116/**
117 * This function just checks whether who can handle equipping an item
118 * with item_power.
119 */
120static bool
121check_item_power (object *who, int item_power)
122{
123 if (who->type == PLAYER
124 && item_power
125 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
126 return false;
127 else
128 return true;
129}
130
131/**
425 * This returns the sum of nrof of item (arch name). 132 * This returns the sum of nrof of item (arch name).
426 */ 133 */
427static int 134static int
428check_item (object *op, const char *item) 135check_item (object *op, shstr_cmp item)
429{ 136{
430 int count = 0; 137 int count = 0;
431 138
432 if (!item) 139 if (!item)
433 return 0; 140 return 0;
434 141
435 for (op = op->below; op; op = op->below) 142 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 143 if (op->arch->archname == item)
438 { 144 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 145 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 146 count += op->number_of ();
446 }
447 }
448 }
449 147
450 return count; 148 return count;
451} 149}
452 150
453/** 151/**
455 * op is typically the player, which is only 153 * op is typically the player, which is only
456 * really used to determine what space to look at. 154 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 155 * Modified to only eat 'nrof' of objects.
458 */ 156 */
459static void 157static void
460eat_item (object *op, const char *item, uint32 nrof) 158eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 159{
462 object *prev; 160 object *prev;
463 161
464 prev = op; 162 prev = op;
465 op = op->below; 163 op = op->below;
466 164
467 while (op) 165 while (op)
468 { 166 {
469 if (strcmp (op->arch->archname, item) == 0) 167 if (op->arch->archname == item)
470 { 168 {
471 if (op->nrof >= nrof) 169 if (op->nrof >= nrof)
472 { 170 {
473 decrease_ob_nr (op, nrof); 171 op->decrease (nrof);
474 return; 172 return;
475 } 173 }
476 else 174 else
477 { 175 {
478 decrease_ob_nr (op, op->nrof); 176 op->decrease (nrof);
479 nrof -= op->nrof; 177 nrof -= op->nrof;
480 } 178 }
481 179
482 op = prev; 180 op = prev;
483 } 181 }
486 op = op->below; 184 op = op->below;
487 } 185 }
488} 186}
489 187
490/** 188/**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497static int
498check_weapon_power (const object *who, int improvs)
499{
500/* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504#if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510#else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538#endif
539}
540
541/**
542 * Returns how many items of type improver->slaying there are under op. 189 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL. 190 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */ 191 */
545static int 192static int
546check_sacrifice (object *op, const object *improver) 193check_sacrifice (object *op, const object *improver)
550 if (improver->slaying) 197 if (improver->slaying)
551 { 198 {
552 count = check_item (op, improver->slaying); 199 count = check_item (op, improver->slaying);
553 if (count < 1) 200 if (count < 1)
554 { 201 {
555 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 202 op->failmsgf ("The gods want more %ss", &improver->slaying);
556 return 0; 203 return 0;
557 } 204 }
558 } 205 }
559 else 206 else
560 count = 1; 207 count = 1;
568static int 215static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 216improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 217{
571 stat += sacrifice_count; 218 stat += sacrifice_count;
572 weapon->last_eat++; 219 weapon->last_eat++;
573 decrease_ob (improver); 220 improver->decrease ();
574 221
575 /* So it updates the players stats and the window */ 222 /* So it updates the players stats and the window */
576 op->update_stats (); 223 op->update_stats ();
577 224
578 op->statusmsg (format ( 225 op->statusmsg (format (
599 246
600/** 247/**
601 * This does the prepare weapon scroll. 248 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on. 249 * Checks for sacrifice, and so on.
603 */ 250 */
604int 251static int
605prepare_weapon (object *op, object *improver, object *weapon) 252prepare_weapon (object *op, object *improver, object *weapon)
606{ 253{
607 int sacrifice_count, i; 254 int sacrifice_count, i;
608 char buf[MAX_BUF]; 255 char buf[MAX_BUF];
609 256
625 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
627 { 274 {
628 op->failmsg ("You cannot prepare magic weapons. " 275 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, " 276 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>"); 277 "speed or ac, or has other protections.>");
631 return 0; 278 return 0;
632 } 279 }
633 280
634 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
646 293
647 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 sprintf (buf, "%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf; 295 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same 296 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */ 297 slot at once! */
651 decrease_ob (improver); 298 improver->decrease ();
652 weapon->last_eat = 0; 299 weapon->last_eat = 0;
653 return 1; 300 return 1;
654} 301}
655
656 302
657/** 303/**
658 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 304 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659 * This is the new improve weapon code. 305 * This is the new improve weapon code.
660 * 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.
663 * 309 *
664 * 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
665 * 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 ??
666 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
667 */ 313 */
668int 314static int
669improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
670{ 316{
671 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
672 318
673 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
675 321
676 if (weapon->level == 0) 322 if (weapon->level == 0)
677 { 323 {
678 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.>");
679 return 0; 327 return 0;
680 } 328 }
681 329
682 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
683 { 332 {
684 op->failmsg ("This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
685 return 0; 334 return 0;
686 } 335 }
687 336
688 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))
689 { 339 {
690 op->failmsg ("Improving the weapon will make it too " 340 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you " 341 "powerful for you to use. Unready it if you "
692 "really want to improve it."); 342 "really want to improve it.");
693 return 0; 343 return 0;
704 weapon->weight += 5000; /* 5 KG's */ 354 weapon->weight += 5000; /* 5 KG's */
705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 355 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
706 weapon->last_eat++; 356 weapon->last_eat++;
707 357
708 weapon->item_power++; 358 weapon->item_power++;
709 decrease_ob (improver); 359 improver->decrease ();
710 return 1; 360 return 1;
711 } 361 }
712 362
713 if (improver->stats.sp == IMPROVE_WEIGHT) 363 if (improver->stats.sp == IMPROVE_WEIGHT)
714 { 364 {
718 weapon->weight = 1; 368 weapon->weight = 1;
719 369
720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 370 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 weapon->last_eat++; 371 weapon->last_eat++;
722 weapon->item_power++; 372 weapon->item_power++;
723 decrease_ob (improver); 373 improver->decrease ();
724 return 1; 374 return 1;
725 } 375 }
376
726 if (improver->stats.sp == IMPROVE_ENCHANT) 377 if (improver->stats.sp == IMPROVE_ENCHANT)
727 { 378 {
728 weapon->magic++; 379 weapon->magic++;
729 weapon->last_eat++; 380 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 381 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 decrease_ob (improver); 382 improver->decrease ();
732 weapon->item_power++; 383 weapon->item_power++;
733 return 1; 384 return 1;
734 } 385 }
735 386
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 387 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
741 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
742 393
743 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
744 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
745 { 396 {
746 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);
747 return 0; 398 return 0;
748 } 399 }
749 400
750 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
751 weapon->item_power++; 402 weapon->item_power++;
770/** 421/**
771 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
772 * 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, ...),
773 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
774 */ 425 */
775int 426static int
776check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
777{ 428{
778 object *otmp;
779
780 if (op->type != PLAYER) 429 if (op->type != PLAYER)
781 return 0; 430 return 0;
782 431
783 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))
784 { 433 {
785 op->failmsg ("Something blocks the magic of the scroll!"); 434 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 435 return 0;
787 } 436 }
788 437
789 otmp = find_marked_object (op); 438 object *otmp = op->mark ();
439
790 if (!otmp) 440 if (!otmp)
791 { 441 {
792 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.>");
793 return 0; 443 return 0;
794 } 444 }
795 445
796 if (otmp->type != WEAPON && otmp->type != BOW) 446 if (otmp->type != WEAPON && otmp->type != BOW)
797 { 447 {
798 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!");
799 return 0; 455 return 0;
800 } 456 }
801 457
802 op->statusmsg ("Applied weapon builder."); 458 op->statusmsg ("Applied weapon builder.");
803 459
826 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
827 * the users level or 90) 483 * the users level or 90)
828 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
829 * changing of physical area right now. 485 * changing of physical area right now.
830 */ 486 */
831int 487static int
832improve_armour (object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
833{ 489{
834 object *tmp;
835
836 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
837 { 491 {
838 op->failmsg ("This armour can not be enchanted any further!"); 492 op->failmsg ("This armour can not be enchanted any further!");
839 return 0; 493 return 0;
840 } 494 }
495
841 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 496 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
842 * etc), so take the easy way out and don't worry about it. 497 * etc), so take the easy way out and don't worry about it.
843 * Note - maybe add scrolls which make the random artifact versions (eg, armour 498 * Note - maybe add scrolls which make the random artifact versions (eg, armour
844 * of gnarg and what not?) 499 * of gnarg and what not?)
845 */ 500 */
847 { 502 {
848 op->failmsg ("This armour will not accept further enchantment."); 503 op->failmsg ("This armour will not accept further enchantment.");
849 return 0; 504 return 0;
850 } 505 }
851 506
852 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
853 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
854 */ 509 */
855 if (armour->nrof > 1) 510 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
856 tmp = get_split_ob (armour, armour->nrof - 1);
857 else
858 tmp = NULL;
859 511
860 armour->magic++; 512 armour->magic++;
861 513
862 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
863 { 515 {
900 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 552 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
901 553
902 if (op->type == PLAYER) 554 if (op->type == PLAYER)
903 { 555 {
904 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
905 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557
558 if (armour->flag [FLAG_APPLIED])
906 op->update_stats (); 559 op->update_stats ();
907 } 560 }
908 561
909 decrease_ob (improver); 562 improver->decrease ();
910 563
911 if (tmp) 564 if (tmp)
912 { 565 op->insert (tmp);
913 insert_ob_in_ob (tmp, op);
914 esrv_send_item (op, tmp);
915 }
916 566
917 return 1; 567 return 1;
918} 568}
919 569
920/* 570/*
921 * convert_item() returns 1 if anything was converted, 0 if the item was not 571 * convert_item() returns 1 if anything was converted, 0 if the item was not
922 * what the converter wants, -1 if the converter is broken. 572 * what the converter wants, -1 if the converter is broken.
923 */ 573 *
924#define CONV_FROM(xyz) xyz->slaying
925#define CONV_TO(xyz) xyz->other_arch
926#define CONV_NR(xyz) xyz->stats.sp
927#define CONV_NEED(xyz) xyz->stats.food
928
929/* Takes one items and makes another. 574 * Takes one type of items and makes another.
930 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
931 * 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
932 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
933 */ 578 */
934int 579int
935convert_item (object *item, object *converter) 580convert_item (object *item, object *converter)
936{ 581{
937 int nr = 0; 582 sint64 nr = 0, price_in;
938 uint32 price_in; 583
584 if (item->flag [FLAG_UNPAID])
585 return 0;
586
587 shstr conv_from = converter->slaying;
588 archetype *conv_to = converter->other_arch;
589 sint64 need = converter->stats.food;
590 sint64 give = converter->stats.sp;
939 591
940 /* We make some assumptions - we assume if it takes money as it type, 592 /* We make some assumptions - we assume if it takes money as it type,
941 * it wants some amount. We don't make change (ie, if something costs 593 * it wants some amount. We don't make change (ie, if something costs
942 * 3 gp and player drops a platinum, tough luck) 594 * 3 gp and player drops a platinum, tough luck)
943 */ 595 */
944 if (CONV_FROM (converter) == shstr_money) 596 if (conv_from == shstr_money)
945 { 597 {
946 if (item->type != MONEY) 598 if (item->type != MONEY)
947 return 0; 599 return 0;
948 600
949 nr = (item->nrof * item->value) / CONV_NEED (converter); 601 nr = sint64 (item->nrof) * item->value / need;
950 if (!nr) 602 if (!nr)
951 return 0; 603 return 0;
952 604
953 converter->play_sound (sound_find ("shop_buy")); 605 converter->play_sound (sound_find ("shop_buy"));
954 606
955 int cost = nr * CONV_NEED (converter) / item->value; 607 sint64 cost = (nr * need + item->value - 1) / item->value;
956 /* take into account rounding errors */
957 if (nr * CONV_NEED (converter) % item->value)
958 cost++;
959 608
960 decrease_ob_nr (item, cost); 609 item->decrease (cost);
961 610
962 price_in = cost * item->value; 611 price_in = cost * item->value;
963 } 612 }
964 else 613 else
965 { 614 {
966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 615 if (item->type == PLAYER
967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 616 || conv_from != item->arch->archname
617 || (need && need > (uint16) item->nrof))
968 return 0; 618 return 0;
969 619
970 converter->play_sound (sound_find ("convert_item")); 620 converter->play_sound (sound_find ("convert_item"));
971 621
972 if (CONV_NEED (converter)) 622 if (need)
973 { 623 {
974 nr = item->nrof / CONV_NEED (converter); 624 nr = sint64 (item->nrof) / need;
975 decrease_ob_nr (item, nr * CONV_NEED (converter)); 625 item->decrease (nr * need);
976 price_in = nr * CONV_NEED (converter) * item->value; 626 price_in = nr * need * item->value;
977 } 627 }
978 else 628 else
979 { 629 {
980 price_in = item->value; 630 price_in = item->value;
981 item->destroy (); 631 item->destroy ();
992 ob_to_copy = converter->inv; 642 ob_to_copy = converter->inv;
993 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++)
994 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
995 ob_to_copy = ob; 645 ob_to_copy = ob;
996 646
997 item = object_create_clone (ob_to_copy); 647 item = ob_to_copy->deep_clone ();
998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
999 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1000 } 650 }
1001 else 651 else
1002 { 652 {
1003 if (converter->other_arch == NULL) 653 if (!conv_to)
1004 { 654 {
1005 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 655 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y); 656 &converter->name, &converter->map->path, converter->x, converter->y);
1007 return -1; 657 return -1;
1008 } 658 }
1009 659
1010 item = object_create_arch (converter->other_arch); 660 item = object_create_arch (conv_to);
1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 661 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1012 } 662 }
1013 663
1014 if (CONV_NR (converter)) 664 if (give)
1015 item->nrof = CONV_NR (converter); 665 item->nrof = give;
1016 666
1017 if (nr) 667 if (nr)
1018 item->nrof *= nr; 668 item->nrof *= nr;
1019 669
1020 if (is_in_shop (converter)) 670 if (converter->flag [FLAG_PRECIOUS])
1021 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 }
1022 else if (price_in < item->nrof * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
1023 { 682 {
1024 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",
1025 &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);
1026 /** 685 /**
1027 * 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
1028 * hopefully had something in mind when doing this. 687 * hopefully had something in mind when doing this.
1029 */ 688 */
1030 } 689 }
1031 690
1032 SET_FLAG (item, FLAG_IDENTIFIED); 691 // elmex: only identify if we need to, for example so that generated money doesn't
692 // get an 'identified' flag so easily.
693 if (need_identify (item))
694 identify (item);
695
1033 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 696 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1034 return 1; 697 return 1;
1035} 698}
1036 699
1037/** 700/**
1038 * Handle apply on containers. 701 * Handle apply on containers.
1039 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1040 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 703 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1041 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1042 */ 705 */
1043int 706static int
1044apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1045{ 708{
1046 if (op->type != PLAYER || !op->contr->ns) 709 if (op->type != PLAYER || !op->contr->ns)
1047 return 0; /* This might change */ 710 return 0; /* This might change */
1048 711
1061 } 724 }
1062 725
1063 // already applied == open on ground, or open in inv, or active in inv 726 // already applied == open on ground, or open in inv, or active in inv
1064 if (sack->flag [FLAG_APPLIED]) 727 if (sack->flag [FLAG_APPLIED])
1065 { 728 {
1066 if (op->container == sack) 729 if (op->container_ () == sack)
1067 { 730 {
1068 // open on ground or inv, so close 731 // open on ground or inv, so close
1069 op->close_container (); 732 op->close_container ();
1070 return 1; 733 return 1;
1071 } 734 }
1072 else if (!sack->env) 735 else if (!sack->env)
1073 { 736 {
1074 // active, but not ours: some other player has opened it 737 // active, but not ours: some other player has opened it
1075 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); 738 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
1076 return 1; 739 return 1;
1077 } 740 }
1078 741
1079 // fall through to opening it (active in inv) 742 // fall through to opening it (active in inv)
1080 } 743 }
1114{ 777{
1115 /* Only players can make sacrifices on spell casting altars. */ 778 /* Only players can make sacrifices on spell casting altars. */
1116 if (altar->inv && (!originator || originator->type != PLAYER)) 779 if (altar->inv && (!originator || originator->type != PLAYER))
1117 return 0; 780 return 0;
1118 781
1119 if (operate_altar (altar, &sacrifice)) 782 if (operate_altar (altar, &sacrifice, originator))
1120 { 783 {
1121 /* Simple check. Unfortunately, it means you can't cast magic bullet 784 /* Simple check. Unfortunately, it means you can't cast magic bullet
1122 * with an altar. We call it a Potion - altars are stationary - it 785 * with an altar. We call it a Potion - altars are stationary - it
1123 * is up to map designers to use them properly. 786 * is up to map designers to use them properly.
1124 */ 787 */
1133/* push_button (altar);*/ 796/* push_button (altar);*/
1134 } 797 }
1135 else 798 else
1136 { 799 {
1137 altar->value = 1; /* works only once */ 800 altar->value = 1; /* works only once */
1138 push_button (altar); 801 push_button (altar, originator);
1139 } 802 }
1140 803
1141 return !sacrifice; 804 return !sacrifice;
1142 } 805 }
1143 else 806 else
1156{ 819{
1157 int rv = 0; 820 int rv = 0;
1158 double opinion; 821 double opinion;
1159 object *tmp, *next; 822 object *tmp, *next;
1160 823
1161 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 824 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1162 825
1163 bool has_unpaid = false; 826 bool has_unpaid = false;
1164 827
1165 // quite inefficient to do this here twice, but the api doesn'T lend itself to 828 // quite inefficient to do this here twice, but the api doesn't lend itself to
1166 // a quick and small change :( 829 // a quick and small change :(
1167 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 830 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168 if (item->flag [FLAG_UNPAID]) 831 if (item->flag [FLAG_UNPAID])
1169 { 832 {
1170 has_unpaid = true; 833 has_unpaid = true;
1171 break; 834 break;
1172 } 835 }
1173 836
1174 if (op->type != PLAYER) 837 if (!op->is_player ())
1175 { 838 {
1176 /* Remove all the unpaid objects that may be carried here. 839 /* Remove all the unpaid objects that may be carried here.
1177 * This could be pets or monsters that are somehow in 840 * This could be pets or monsters that are somehow in
1178 * the shop. 841 * the shop.
1179 */ 842 */
1180 for (tmp = op->inv; tmp; tmp = next) 843 for (tmp = op->inv; tmp; tmp = next)
1181 { 844 {
1182 next = tmp->below; 845 next = tmp->below;
1183 846
1184 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 847 if (tmp->flag [FLAG_UNPAID])
1185 { 848 {
1186 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 849 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1187 850
851 if (i >= 0)
1188 tmp->remove (); 852 tmp->move (i);
1189
1190 if (i == -1)
1191 i = 0;
1192
1193 tmp->map = op->map;
1194 tmp->x = op->x + freearr_x[i];
1195 tmp->y = op->y + freearr_y[i];
1196 insert_ob_in_map (tmp, op->map, op, 0);
1197 } 853 }
1198 } 854 }
1199 855
1200 /* Don't teleport things like spell effects */ 856 /* Don't teleport things like spell effects */
1201 if (QUERY_FLAG (op, FLAG_NO_PICK)) 857 if (op->flag [FLAG_NO_PICK])
1202 return 0; 858 return 0;
1203 859
1204 /* unpaid objects, or non living objects, can't transfer by 860 /* unpaid objects, or non living objects, can't transfer by
1205 * shop mats. Instead, put it on a nearby space. 861 * shop mats. Instead, put it on a nearby space.
1206 */ 862 */
1207 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 863 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1208 { 864 {
1209 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 865 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1210 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 866 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1211 867
1212 if (i != -1) 868 if (i != -1)
1213 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 869 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1214 870
1215 return 0; 871 return 0;
1216 } 872 }
873
1217 /* Removed code that checked for multipart objects - it appears that 874 /* Removed code that checked for multipart objects - it appears that
1218 * the teleport function should be able to handle this just fine. 875 * the teleport function should be able to handle this just fine.
1219 */ 876 */
1220 rv = teleport (shop_mat, SHOP_MAT, op); 877 rv = teleport (shop_mat, SHOP_MAT, op);
1221 } 878 }
1224 /* this is only used for players */ 881 /* this is only used for players */
1225 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1226 883
1227 if (has_unpaid) 884 if (has_unpaid)
1228 op->contr->play_sound (sound_find ("shop_buy")); 885 op->contr->play_sound (sound_find ("shop_buy"));
1229 else if (is_in_shop (op)) 886 else if (op->is_in_shop ())
1230 op->contr->play_sound (sound_find ("shop_enter")); 887 op->contr->play_sound (sound_find ("shop_enter"));
1231 else 888 else
1232 op->contr->play_sound (sound_find ("shop_leave")); 889 op->contr->play_sound (sound_find ("shop_leave"));
1233 890
1234 if (shop_mat->msg) 891 if (shop_mat->msg)
1235 op->statusmsg (shop_mat->msg); 892 op->statusmsg (shop_mat->msg);
1236 /* This check below is a bit simplistic - generally it should be correct, 893 /* This check below is a bit simplistic - generally it should be correct,
1237 * but there is never a guarantee that the bottom space on the map is 894 * but there is never a guarantee that the bottom space on the map is
1238 * actually the shop floor. 895 * actually the shop floor.
1239 */ 896 */
1240 else if (!rv && !is_in_shop (op)) 897 else if (!rv && !op->is_in_shop ())
1241 { 898 {
1242 opinion = shopkeeper_approval (op->map, op); 899 opinion = shopkeeper_approval (op->map, op);
1243 900
1244 op->statusmsg ( 901 op->statusmsg (
1245 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 902 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1266 op->y += freearr_y[i]; 923 op->y += freearr_y[i];
1267 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 924 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1268 } 925 }
1269 } 926 }
1270 927
1271 CLEAR_FLAG (op, FLAG_NO_APPLY); 928 op->clr_flag (FLAG_NO_APPLY);
1272 return rv; 929 return rv;
1273} 930}
1274 931
1275/** 932/**
1276 * Handles applying a sign. 933 * Handles applying a sign.
1277 */ 934 */
1278static void 935static void
1279apply_sign (object *op, object *sign, int autoapply) 936apply_sign (object *op, object *sign, int autoapply)
1280{ 937{
1281 readable_message_type *msgType; 938 if (!op->is_player())
939 return;
940
941 if (sign->has_dialogue ())
942 {
943 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
944 return;
945 }
1282 946
1283 if (!sign->msg) 947 if (!sign->msg)
1284 { 948 {
1285 op->statusmsg ("Nothing is written on it."); 949 op->contr->infobox (MSG_CHANNEL ("examine"),
950 format ("T<%s>\n\n Nothing %sis written on it.",
951 &sign->name,
952 sign->name == sign->arch->name ? "" : "else "));
1286 return; 953 return;
1287 } 954 }
1288 955
1289 if (sign->stats.food) 956 if (sign->stats.food)
1290 { 957 {
1291 if (sign->last_eat >= sign->stats.food) 958 if (sign->last_eat >= sign->stats.food)
1292 { 959 {
1293 if (!sign->move_on) 960 if (!sign->move_on)
1294 op->statusmsg ("You cannot read it anymore."); 961 op->failmsg ("You cannot read it anymore.");
1295 962
1296 return; 963 return;
1297 } 964 }
1298 965
1299 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 966 if (!op->flag [FLAG_WIZPASS])
1300 sign->last_eat++; 967 sign->last_eat++;
1301 } 968 }
1302 969
1303 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 970 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1304 * No way to know for sure. The presumption is basically that if 971 * No way to know for sure. The presumption is basically that if
1305 * move_on is zero, it needs to be manually applied (doesn't talk 972 * move_on is zero, it needs to be manually applied (doesn't talk
1306 * to us). 973 * to us).
1307 */ 974 */
1308 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 975 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1309 { 976 {
1310 op->failmsg ("You are unable to read while blind!"); 977 op->failmsg ("You are unable to read while blind!");
1311 return; 978 return;
1312 } 979 }
1313 980
1317 if (sign->sound) 984 if (sign->sound)
1318 ns->play_sound (sign->sound); 985 ns->play_sound (sign->sound);
1319 else if (autoapply) 986 else if (autoapply)
1320 ns->play_sound (sound_find ("msg_voice")); 987 ns->play_sound (sound_find ("msg_voice"));
1321 988
1322 if (ns->can_msg)
1323 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 989 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1324 else
1325 {
1326 msgType = get_readable_message_type (sign);
1327 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1328 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1329 }
1330 } 990 }
1331} 991}
1332 992
1333/** 993static void
1334 * 'victim' moves onto 'trap'
1335 * 'victim' leaves 'trap'
1336 * effect is determined by move_on/move_off of trap and move_type of victime.
1337 *
1338 * originator: Player, monster or other object that caused 'victim' to move
1339 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1340 * However, some types of traps require an originator to function.
1341 */
1342void
1343move_apply (object *trap, object *victim, object *originator) 994move_apply_hole (object *trap, object *victim)
1344{ 995{
1345 static int recursion_depth = 0; 996 /* Hole not open? */
1346 997 if (trap->stats.wc > 0)
1347 /* Only exits affect DMs. */
1348 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1349 return; 998 return;
1350 999
1351 /* move_apply() is the most likely candidate for causing unwanted and 1000 /* Is this a multipart monster and not the head? If so, return.
1352 * possibly unlimited recursion. 1001 * Processing will happen if the head runs into the pit
1353 */ 1002 */
1354 /* The following was changed because it was causing perfeclty correct 1003 if (victim->head)
1355 * maps to fail. 1) it's not an error to recurse:
1356 * rune detonates, summoning monster. monster lands on nearby rune.
1357 * nearby rune detonates. This sort of recursion is expected and
1358 * proper. This code was causing needless crashes.
1359 */
1360 if (recursion_depth >= 500)
1361 {
1362 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1363 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1364 return; 1004 return;
1365 }
1366 1005
1367 recursion_depth++; 1006 // now find all possible locations and randomly pick one
1368 if (trap->head) 1007 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1369 trap = trap->head; 1008 trap->range >= 3 ? SIZEOFFREE3 + 1
1009 : trap->range >= 2 ? SIZEOFFREE2 + 1
1010 : trap->range >= 1 ? SIZEOFFREE1 + 1
1011 : SIZEOFFREE0 + 1);
1370 1012
1371 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1013 if (dir < 0)
1372 goto leave; 1014 return;
1373 1015
1374 switch (trap->type)
1375 {
1376 case PLAYERMOVER:
1377 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1378 {
1379 if (!trap->stats.maxsp)
1380 trap->stats.maxsp = 2;
1381
1382 /* Is this correct? From the docs, it doesn't look like it
1383 * should be divided by trap->speed
1384 */
1385 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1386
1387 /* Just put in some sanity check. I think there is a bug in the
1388 * above with some objects have zero speed, and thus the player
1389 * getting permanently paralyzed.
1390 */
1391 if (victim->speed_left < -50.f)
1392 victim->speed_left = -50.f;
1393 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1394 }
1395 goto leave;
1396
1397 case SPINNER:
1398 if (victim->direction)
1399 {
1400 victim->direction = absdir (victim->direction - trap->stats.sp);
1401 update_turn_face (victim);
1402 }
1403 goto leave;
1404
1405 case DIRECTOR:
1406 if (victim->direction && !should_director_abort (trap, victim))
1407 {
1408 victim->direction = trap->stats.sp;
1409 update_turn_face (victim);
1410 }
1411 goto leave;
1412
1413 case BUTTON:
1414 case PEDESTAL:
1415 update_button (trap);
1416 goto leave;
1417
1418 case ALTAR:
1419 /* sacrifice victim on trap */
1420 apply_altar (trap, victim, originator);
1421 goto leave;
1422
1423 case THROWN_OBJ:
1424 if (trap->inv == NULL)
1425 goto leave;
1426 /* fallthrough */
1427
1428 case ARROW:
1429 /* bad bug: monster throw a object, make a step forwards, step on object ,
1430 * trigger this here and get hit by own missile - and will be own enemy.
1431 * Victim then is his own enemy and will start to kill herself (this is
1432 * removed) but we have not synced victim and his missile. To avoid senseless
1433 * action, we avoid hits here
1434 */
1435 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1436 hit_with_arrow (trap, victim);
1437 goto leave;
1438
1439 case SPELL_EFFECT:
1440 apply_spell_effect (trap, victim);
1441 goto leave;
1442
1443 case TRAPDOOR:
1444 {
1445 int max, sound_was_played;
1446 object *ab, *ab_next;
1447
1448 if (!trap->value)
1449 {
1450 int tot;
1451
1452 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1453 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1454 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1455
1456 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1457 goto leave;
1458
1459 SET_ANIMATION (trap, trap->value);
1460 update_object (trap, UP_OBJ_FACE);
1461 }
1462
1463 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1464 {
1465 /* need to set this up, since if we do transfer the object,
1466 * ab->above would be bogus
1467 */
1468 ab_next = ab->above;
1469
1470 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1471 {
1472 if (!sound_was_played)
1473 {
1474 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1475 sound_was_played = 1;
1476 }
1477
1478 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1479 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1480 }
1481 }
1482 goto leave;
1483 }
1484
1485 case CONVERTER:
1486 if (convert_item (victim, trap) < 0)
1487 {
1488 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1489 get_archetype ("burnout")->insert_at (trap, trap);
1490 }
1491
1492 goto leave;
1493
1494 case TRIGGER_BUTTON:
1495 case TRIGGER_PEDESTAL:
1496 case TRIGGER_ALTAR:
1497 check_trigger (trap, victim);
1498 goto leave;
1499
1500 case DEEP_SWAMP:
1501 walk_on_deep_swamp (trap, victim);
1502 goto leave;
1503
1504 case CHECK_INV:
1505 check_inv (victim, trap);
1506 goto leave;
1507
1508 case HOLE:
1509 /* Hole not open? */
1510 if (trap->stats.wc > 0)
1511 goto leave;
1512
1513 /* Is this a multipart monster and not the head? If so, return.
1514 * Processing will happen if the head runs into the pit
1515 */
1516 if (victim->head)
1517 goto leave;
1518
1519 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); 1016 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1520 victim->statusmsg ("You fall through the hole!", NDI_RED); 1017 victim->statusmsg ("You fall through the hole!", NDI_RED);
1521 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1522 goto leave;
1523 1018
1524 case EXIT: 1019 transfer_ob (victim,
1525 if (victim->type == PLAYER && EXIT_PATH (trap)) 1020 EXIT_X (trap) + freearr_x[dir],
1526 { 1021 EXIT_Y (trap) + freearr_y[dir],
1527 /* Basically, don't show exits leading to random maps the 1022 0, victim);
1528 * players output.
1529 */
1530 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1531 victim->statusmsg (trap->msg, NDI_NAVY);
1532
1533 trap->play_sound (trap->sound);
1534 victim->enter_exit (trap);
1535 }
1536 goto leave;
1537
1538 case ENCOUNTER:
1539 /* may be some leftovers on this */
1540 goto leave;
1541
1542 case SHOP_MAT:
1543 apply_shop_mat (trap, victim);
1544 goto leave;
1545
1546 /* Drop a certain amount of gold, and have one item identified */
1547 case IDENTIFY_ALTAR:
1548 apply_id_altar (victim, trap, originator);
1549 goto leave;
1550
1551 case SIGN:
1552 if (victim->type != PLAYER && trap->stats.food > 0)
1553 goto leave; /* monsters musn't apply magic_mouths with counters */
1554
1555 apply_sign (victim, trap, 1);
1556 goto leave;
1557
1558 case CONTAINER:
1559 apply_container (victim, trap);
1560 goto leave;
1561
1562 case RUNE:
1563 case TRAP:
1564 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1565 spring_trap (trap, victim);
1566 goto leave;
1567
1568 default:
1569 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1570 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1571 goto leave;
1572 }
1573
1574leave:
1575 recursion_depth--;
1576}
1577
1578/**
1579 * Handles reading a regular (ie not containing a spell) book.
1580 */
1581static void
1582apply_book (object *op, object *tmp)
1583{
1584 int lev_diff;
1585 object *skill_ob;
1586
1587 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1588 {
1589 op->failmsg ("You are unable to read while blind!");
1590 return;
1591 }
1592
1593 if (!tmp->msg)
1594 {
1595 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1596 return;
1597 }
1598
1599 /* need a literacy skill to read stuff! */
1600 skill_ob = find_skill_by_name (op, tmp->skill);
1601 if (!skill_ob)
1602 {
1603 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1604 return;
1605 }
1606
1607 lev_diff = tmp->level - (skill_ob->level + 5);
1608 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1609 {
1610 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1611 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1612 : lev_diff < 5 ? "This book is beyond your comprehension."
1613 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1614 : lev_diff < 15 ? "This book is way beyond your comprehension."
1615 : "This book is totally beyond your comprehension.");
1616 return;
1617 }
1618
1619 readable_message_type *msgType = get_readable_message_type (tmp);
1620
1621 if (player *pl = op->contr)
1622 if (client *ns = pl->ns)
1623 if (ns->can_msg)
1624 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1625 else
1626 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1627 msgType->message_type, msgType->message_subtype,
1628 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1629 long_desc (tmp, op), &tmp->msg);
1630
1631 /* gain xp from reading */
1632 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1633 { /* only if not read before */
1634 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1635
1636 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1637 {
1638 /*exp_gain *= 2; because they just identified it too */
1639 SET_FLAG (tmp, FLAG_IDENTIFIED);
1640
1641 /* If in a container, update how it looks */
1642 if (tmp->env)
1643 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1644 else
1645 op->contr->ns->floorbox_update ();
1646 }
1647
1648 change_exp (op, exp_gain, skill_ob->skill, 0);
1649 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1650 }
1651}
1652
1653/**
1654 * Handles the applying of a skill scroll, calling learn_skill straight.
1655 * op is the person learning the skill, tmp is the skill scroll object
1656 */
1657static void
1658apply_skillscroll (object *op, object *tmp)
1659{
1660 switch (learn_skill (op, tmp))
1661 {
1662 case 0:
1663 op->play_sound (sound_find ("generic_fail"));
1664 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1665 break;
1666
1667 case 1:
1668 decrease_ob (tmp);
1669 op->play_sound (sound_find ("skill_learn"));
1670 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1671 break;
1672
1673 default:
1674 decrease_ob (tmp);
1675 op->play_sound (sound_find ("generic_fail"));
1676 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1677 break;
1678 }
1679}
1680
1681/**
1682 * Actually makes op learn spell.
1683 * Informs player of what happens.
1684 */
1685void
1686do_learn_spell (object *op, object *spell, int special_prayer)
1687{
1688 object *tmp;
1689
1690 if (op->type != PLAYER)
1691 {
1692 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1693 return;
1694 }
1695
1696 /* Upgrade special prayers to normal prayers */
1697 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1698 {
1699 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1700 {
1701 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1702 return;
1703 }
1704 return;
1705 }
1706
1707 op->contr->play_sound (sound_find ("learn_spell"));
1708
1709 tmp = spell->clone ();
1710 insert_ob_in_ob (tmp, op);
1711
1712 if (special_prayer)
1713 SET_FLAG (tmp, FLAG_STARTEQUIP);
1714
1715 esrv_add_spells (op->contr, tmp);
1716}
1717
1718/**
1719 * Erases spell from player's inventory.
1720 */
1721void
1722do_forget_spell (object *op, const char *spell)
1723{
1724 object *spob;
1725
1726 if (op->type != PLAYER)
1727 {
1728 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1729 return;
1730 }
1731 if ((spob = check_spell_known (op, spell)) == NULL)
1732 {
1733 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1734 return;
1735 }
1736
1737 op->failmsg (format ("You lose knowledge of %s.", spell));
1738 player_unready_range_ob (op->contr, spob);
1739 esrv_remove_spell (op->contr, spob);
1740 spob->destroy ();
1741}
1742
1743/**
1744 * Handles player applying a spellbook.
1745 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1746 * stuff like that. Random learning failure too.
1747 */
1748static void
1749apply_spellbook (object *op, object *tmp)
1750{
1751 object *skop, *spell, *spell_skill;
1752
1753 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1754 {
1755 op->failmsg ("You are unable to read while blind.");
1756 return;
1757 }
1758
1759 /* artifact_spellbooks have 'slaying' field point to a spell name,
1760 * instead of having their spell stored in stats.sp. These are
1761 * legacy spellbooks
1762 */
1763 if (tmp->slaying)
1764 {
1765 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1766 if (!spell)
1767 {
1768 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1769 return;
1770 }
1771 else
1772 insert_ob_in_ob (spell, tmp);
1773
1774 tmp->slaying = 0;
1775 }
1776
1777 skop = find_skill_by_name (op, tmp->skill);
1778
1779 /* need a literacy skill to learn spells. Also, having a literacy level
1780 * lower than the spell will make learning the spell more difficult */
1781 if (!skop)
1782 {
1783 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1784 return;
1785 }
1786
1787 spell = tmp->inv;
1788
1789 if (!spell)
1790 {
1791 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1792 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1793 return;
1794 }
1795
1796 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1797 {
1798 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1799 return;
1800 }
1801
1802 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1803
1804 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1805 {
1806 identify (tmp);
1807
1808 if (tmp->env)
1809 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1810 else
1811 op->contr->ns->floorbox_update ();
1812 }
1813
1814 /* I removed the check for special_prayer_mark here - it didn't make
1815 * a lot of sense - special prayers are not found in spellbooks, and
1816 * if the player doesn't know the spell, doesn't make a lot of sense that
1817 * they would have a special prayer mark.
1818 */
1819 if (check_spell_known (op, spell->name))
1820 {
1821 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1822 return;
1823 }
1824
1825 if (spell->skill)
1826 {
1827 spell_skill = find_skill_by_name (op, spell->skill);
1828
1829 if (!spell_skill)
1830 {
1831 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1832 return;
1833 }
1834
1835 if (spell_skill->level < spell->level)
1836 {
1837 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1838 return;
1839 }
1840 }
1841
1842 /* Logic as follows
1843 *
1844 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1845 *
1846 * 2- The learner's skill level in literacy adjusts the chance to learn
1847 * a spell.
1848 *
1849 * 3 -Automatically fail to learn if you read while confused
1850 *
1851 * Overall, chances are the same but a player will find having a high
1852 * literacy rate very useful! -b.t.
1853 */
1854 if (QUERY_FLAG (op, FLAG_CONFUSED))
1855 {
1856 op->failmsg ("In your confused state you flub the wording of the text!");
1857 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1858 }
1859 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1860 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1861 {
1862 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1863 do_learn_spell (op, spell, 0);
1864
1865 /* xp gain to literacy for spell learning */
1866 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1867 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1868 }
1869 else
1870 {
1871 op->contr->play_sound (sound_find ("fumble_spell"));
1872 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1873 }
1874
1875 decrease_ob (tmp);
1876}
1877
1878/**
1879 * Handles applying a spell scroll.
1880 */
1881void
1882apply_scroll (object *op, object *tmp, int dir)
1883{
1884 object *skop;
1885
1886 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1887 {
1888 op->failmsg ("You are unable to read while blind.");
1889 return;
1890 }
1891
1892 if (!tmp->inv || tmp->inv->type != SPELL)
1893 {
1894 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1895 return;
1896 }
1897
1898 if (op->type == PLAYER)
1899 {
1900 /* players need a literacy skill to read stuff! */
1901 int exp_gain = 0;
1902
1903 /* hard code literacy - tmp->skill points to where the exp
1904 * should go for anything killed by the spell.
1905 */
1906 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1907
1908 if (!skop)
1909 {
1910 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1911 return;
1912 }
1913
1914 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1915 change_exp (op, exp_gain, skop->skill, 0);
1916 }
1917
1918 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1919 identify (tmp);
1920
1921 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1922
1923 cast_spell (op, tmp, dir, tmp->inv, NULL);
1924 decrease_ob (tmp);
1925}
1926
1927/**
1928 * Applies a treasure object - by default, chest. op
1929 * is the person doing the applying, tmp is the treasure
1930 * chest.
1931 */
1932static void
1933apply_treasure (object *op, object *tmp)
1934{
1935 /* Nice side effect of this treasure creation method is that the treasure
1936 * for the chest is done when the chest is created, and put into the chest
1937 * inventory. So that when the chest burns up, the items still exist. Also
1938 * prevents people from moving chests to more difficult maps to get better
1939 * treasure
1940 */
1941 object *treas = tmp->inv;
1942
1943 if (!treas)
1944 {
1945 op->statusmsg ("The chest was empty.");
1946 decrease_ob (tmp);
1947 return;
1948 }
1949
1950 while (tmp->inv)
1951 {
1952 treas = tmp->inv;
1953 treas->remove ();
1954
1955 treas->x = op->x;
1956 treas->y = op->y;
1957 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1958
1959 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1960 spring_trap (treas, op);
1961
1962 /* If either player or container was destroyed, no need to do
1963 * further processing. I think this should be enclused with
1964 * spring trap above, as I don't think there is otherwise
1965 * any way for the treasure chest or player to get killed.
1966 */
1967 if (op->destroyed () || tmp->destroyed ())
1968 break;
1969 }
1970
1971 if (!tmp->destroyed () && !tmp->inv)
1972 decrease_ob (tmp);
1973}
1974
1975/**
1976 * op eats food.
1977 * If player, takes care of messages and dragon special food.
1978 */
1979static void
1980apply_food (object *op, object *tmp)
1981{
1982 int capacity_remaining;
1983
1984 if (op->type != PLAYER)
1985 op->stats.hp = op->stats.maxhp;
1986 else
1987 {
1988 /* check if this is a dragon (player), eating some flesh */
1989 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1990 ;
1991 else
1992 {
1993 /* usual case - no dragon meal: */
1994 if (op->stats.food + tmp->stats.food > 999)
1995 {
1996 if (tmp->type == FOOD || tmp->type == FLESH)
1997 op->failmsg ("You feel full, but what a waste of food!");
1998 else
1999 op->statusmsg ("Most of the drink goes down your face not your throat!");
2000 }
2001
2002 tmp->play_sound (
2003 tmp->sound
2004 ? tmp->sound
2005 : tmp->type == DRINK
2006 ? sound_find ("eat_drink")
2007 : sound_find ("eat_food")
2008 );
2009
2010 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2011 {
2012 const char *buf;
2013
2014 if (!is_dragon_pl (op))
2015 {
2016 /* eating message for normal players */
2017 if (tmp->type == DRINK)
2018 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2019 else
2020 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2021 }
2022 else
2023 /* eating message for dragon players */
2024 buf = format ("The %s tasted terrible!", &tmp->name);
2025
2026 op->statusmsg (buf);
2027
2028 capacity_remaining = 999 - op->stats.food;
2029 op->stats.food += tmp->stats.food;
2030 if (capacity_remaining < tmp->stats.food)
2031 op->stats.hp += capacity_remaining / 50;
2032 else
2033 op->stats.hp += tmp->stats.food / 50;
2034
2035 if (op->stats.hp > op->stats.maxhp)
2036 op->stats.hp = op->stats.maxhp;
2037 if (op->stats.food > 999)
2038 op->stats.food = 999;
2039 }
2040
2041 /* special food hack -b.t. */
2042 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2043 eat_special_food (op, tmp);
2044 }
2045 }
2046
2047 handle_apply_yield (tmp);
2048 decrease_ob (tmp);
2049}
2050
2051/**
2052 * A dragon is eating some flesh. If the flesh contains resistances,
2053 * there is a chance for the dragon's skin to get improved.
2054 *
2055 * attributes:
2056 * object *op the object (dragon player) eating the flesh
2057 * object *meal the flesh item, getting chewed in dragon's mouth
2058 * return:
2059 * int 1 if eating successful, 0 if it doesn't work
2060 */
2061int
2062dragon_eat_flesh (object *op, object *meal)
2063{
2064 object *skin = NULL; /* pointer to dragon skin force */
2065 object *abil = NULL; /* pointer to dragon ability force */
2066 object *tmp = NULL; /* tmp. object */
2067
2068 double chance; /* improvement-chance of one resistance type */
2069 double totalchance = 1; /* total chance of gaining one resistance */
2070 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2071 double mbonus = 0; /* monster bonus */
2072 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2073 int winners = 0; /* number of winners */
2074 int i; /* index */
2075
2076 /* let's make sure and doublecheck the parameters */
2077 if (meal->type != FLESH || !is_dragon_pl (op))
2078 return 0;
2079
2080 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2081 from the player's inventory */
2082 for (tmp = op->inv; tmp; tmp = tmp->below)
2083 if (tmp->type == FORCE)
2084 if (tmp->arch->archname == shstr_dragon_skin_force)
2085 skin = tmp;
2086 else if (tmp->arch->archname == shstr_dragon_ability_force)
2087 abil = tmp;
2088
2089 /* if either skin or ability are missing, this is an old player
2090 which is not to be considered a dragon -> bail out */
2091 if (skin == NULL || abil == NULL)
2092 return 0;
2093
2094 /* now start by filling stomache and health, according to food-value */
2095 if ((999 - op->stats.food) < meal->stats.food)
2096 op->stats.hp += (999 - op->stats.food) / 50;
2097 else
2098 op->stats.hp += meal->stats.food / 50;
2099
2100 if (op->stats.hp > op->stats.maxhp)
2101 op->stats.hp = op->stats.maxhp;
2102
2103 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2104
2105 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2106
2107 /* on to the interesting part: chances for adding resistance */
2108 for (i = 0; i < NROFATTACKS; i++)
2109 {
2110 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2111 {
2112 /* got positive resistance, now calculate improvement chance (0-100) */
2113
2114 /* this bonus makes resistance increase easier at lower levels */
2115 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2116 if (i == abil->stats.exp)
2117 bonus += 5; /* additional bonus for resistance of ability-focus */
2118
2119 /* monster bonus increases with level, because high-level
2120 flesh is too rare */
2121 mbonus = op->level * 20. / ((double) settings.max_level);
2122
2123 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2124 ((double) settings.max_level)) - skin->resist[i];
2125
2126 if (chance >= 0.)
2127 chance += 1.;
2128 else
2129 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2130
2131 /* chance is proportional to amount of resistance (max. 50) */
2132 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2133
2134 /* doubled chance for resistance of ability-focus */
2135 if (i == abil->stats.exp)
2136 chance = MIN (100., chance * 2.);
2137
2138 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2139 if (rndm (10000) < (unsigned int) (chance * 100))
2140 {
2141 atnr_winner[winners] = i;
2142 winners++;
2143 }
2144
2145 if (chance >= 0.01)
2146 totalchance *= 1 - chance / 100;
2147
2148 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2149 }
2150 }
2151
2152 /* inverse totalchance as until now we have the failure-chance */
2153 totalchance = 100 - totalchance * 100;
2154
2155 /* print message according to totalchance */
2156 const char *buf;
2157 if (totalchance > 50.)
2158 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2159 else if (totalchance > 10.)
2160 buf = format ("The %s tasted very good.", &meal->name);
2161 else if (totalchance > 1.)
2162 buf = format ("The %s tasted good.", &meal->name);
2163 else if (totalchance > 0.1)
2164 buf = format ("The %s tasted bland.", &meal->name);
2165 else if (totalchance >= 0.01)
2166 buf = format ("The %s had a boring taste.", &meal->name);
2167 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2168 buf = format ("The %s tasted strange.", &meal->name);
2169 else
2170 buf = format ("The %s had no taste.", &meal->name);
2171
2172 op->statusmsg (buf);
2173
2174 /* now choose a winner if we have any */
2175 i = -1;
2176 if (winners > 0)
2177 i = atnr_winner[RANDOM () % winners];
2178
2179 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2180 {
2181 /* resistance increased! */
2182 skin->resist[i]++;
2183 op->update_stats ();
2184
2185 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2186 }
2187
2188 /* if this flesh contains a new ability focus, we mark it
2189 into the ability_force and it will take effect on next level */
2190 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2191 {
2192 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2193
2194 if (meal->last_eat != abil->stats.exp)
2195 op->statusmsg (format (
2196 "Your metabolism prepares to focus on %s!\n"
2197 "The change will happen at level %d.",
2198 change_resist_msg[meal->last_eat],
2199 abil->level + 1
2200 ));
2201 else
2202 {
2203 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2204 abil->last_eat = 0;
2205 }
2206 }
2207
2208 return 1;
2209}
2210
2211/**
2212 * Handles applying an improve armor scroll.
2213 * Does some sanity checks, then calls improve_armour.
2214 */
2215static void
2216apply_armour_improver (object *op, object *tmp)
2217{
2218 object *armor;
2219
2220 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2221 {
2222 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2223 return;
2224 }
2225
2226 armor = find_marked_object (op);
2227
2228 if (!armor)
2229 {
2230 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2231 return;
2232 }
2233
2234 if (armor->type != ARMOUR
2235 && armor->type != CLOAK
2236 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2237 {
2238 op->failmsg ("Your marked item is not armour!\n");
2239 return;
2240 }
2241
2242 op->statusmsg ("Applying armour enchantment.");
2243 improve_armour (op, tmp, armor);
2244}
2245
2246extern void
2247apply_poison (object *op, object *tmp)
2248{
2249 if (op->type == PLAYER)
2250 {
2251 op->contr->play_sound (sound_find ("drink_poison"));
2252 op->failmsg ("Yech! That tasted poisonous!");
2253 strcpy (op->contr->killer, "poisonous booze");
2254 }
2255
2256 if (tmp->stats.hp > 0)
2257 {
2258 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2259 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2260 }
2261
2262 op->stats.food -= op->stats.food / 4;
2263 handle_apply_yield (tmp);
2264 decrease_ob (tmp);
2265}
2266
2267/**
2268 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2269 * A valid 2 way exit means:
2270 * -You can come back (there is another exit at the other side)
2271 * -You are
2272 * ° the owner of the exit
2273 * ° or in the same party as the owner
2274 *
2275 * Note: a owner in a 2 way exit is saved as the owner's name
2276 * in the field exit->name cause the field exit->owner doesn't
2277 * survive in the swapping (in fact the whole exit doesn't survive).
2278 */
2279int
2280is_legal_2ways_exit (object *op, object *exit)
2281{
2282 if (exit->stats.exp != 1)
2283 return 1; /*This is not a 2 way, so it is legal */
2284
2285#if 0 //TODO
2286 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2287 return 0; /* This is a reset town portal */
2288#endif
2289
2290 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2291
2292 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2293
2294 if (exitmap)
2295 {
2296 exitmap->load_sync ();
2297
2298 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2299
2300 if (!tmp)
2301 return 0;
2302
2303 for (; tmp; tmp = tmp->above)
2304 {
2305 if (tmp->type != EXIT)
2306 continue; /*Not an exit */
2307
2308 if (!EXIT_PATH (tmp))
2309 continue; /*Not a valid exit */
2310
2311 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2312 continue; /*Not in the same place */
2313
2314 if (exit->map->path != EXIT_PATH (tmp))
2315 continue; /*Not in the same map */
2316
2317 /* From here we have found the exit is valid. However we do
2318 * here the check of the exit owner. It is important for the
2319 * town portals to prevent strangers from visiting your appartments
2320 */
2321 if (!exit->race)
2322 return 1; /*No owner, free for all! */
2323
2324 object *exit_owner = 0;
2325
2326 for_all_players (pp)
2327 {
2328 if (!pp->ob)
2329 continue;
2330
2331 if (pp->ob->name != exit->race)
2332 continue;
2333
2334 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2335 break;
2336 }
2337
2338 if (!exit_owner)
2339 return 0; /* No more owner */
2340
2341 if (exit_owner->contr == op->contr)
2342 return 1; /*It is your exit */
2343
2344 if (exit_owner && /*There is a owner */
2345 (op->contr) && /*A player tries to pass */
2346 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2347 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2348 return 0;
2349
2350 return 1;
2351 }
2352 }
2353
2354 return 0;
2355}
2356
2357/**
2358 * Main apply handler.
2359 *
2360 * Checks for unpaid items before applying.
2361 *
2362 * Return value:
2363 * 0: player or monster can't apply objects of that type
2364 * 1: has been applied, or there was an error applying the object
2365 * 2: objects of that type can't be applied if not in inventory
2366 *
2367 * op is the object that is causing object to be applied, tmp is the object
2368 * being applied.
2369 *
2370 * aflag is special (always apply/unapply) flags. Nothing is done with
2371 * them in this function - they are passed to apply_special
2372 */
2373int
2374manual_apply (object *op, object *tmp, int aflag)
2375{
2376 if (tmp->head)
2377 tmp = tmp->head;
2378
2379 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2380 {
2381 if (op->type == PLAYER)
2382 {
2383 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2384 return 1;
2385 }
2386 else
2387 return 0; /* monsters just skip unpaid items */
2388 }
2389
2390 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2391 return RESULT_INT (0);
2392
2393 switch (tmp->type)
2394 {
2395 case CF_HANDLE:
2396 op->play_sound (sound_find ("turn_handle"));
2397 op->statusmsg ("You turn the handle.");
2398 tmp->value = tmp->value ? 0 : 1;
2399 SET_ANIMATION (tmp, tmp->value);
2400 update_object (tmp, UP_OBJ_FACE);
2401 push_button (tmp);
2402 return 1;
2403
2404 case TRIGGER:
2405 if (check_trigger (tmp, op))
2406 {
2407 op->statusmsg ("You turn the handle.");
2408 op->play_sound (sound_find ("turn_handle"));
2409 }
2410 else
2411 op->failmsg ("The handle doesn't move.");
2412
2413 return 1;
2414
2415 case EXIT:
2416 if (op->type != PLAYER)
2417 return 0;
2418
2419 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2420 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2421 else
2422 {
2423 /* Don't display messages for random maps. */
2424 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2425 op->statusmsg (tmp->msg, NDI_NAVY);
2426
2427 op->enter_exit (tmp);
2428 }
2429
2430 return 1;
2431
2432 case INSCRIBABLE:
2433 op->statusmsg (tmp->msg);
2434 // maybe show a spell menu to chose from or something like that
2435 return 1;
2436
2437 case SIGN:
2438 apply_sign (op, tmp, 0);
2439 return 1;
2440
2441 case BOOK:
2442 if (op->type == PLAYER)
2443 {
2444 apply_book (op, tmp);
2445 return 1;
2446 }
2447 else
2448 return 0;
2449
2450 case SKILLSCROLL:
2451 if (op->type == PLAYER)
2452 {
2453 apply_skillscroll (op, tmp);
2454 return 1;
2455 }
2456 else
2457 return 0;
2458
2459 case SPELLBOOK:
2460 if (op->type == PLAYER)
2461 {
2462 apply_spellbook (op, tmp);
2463 return 1;
2464 }
2465 else
2466 return 0;
2467
2468 case SCROLL:
2469 apply_scroll (op, tmp, 0);
2470 return 1;
2471
2472 case POTION:
2473 apply_potion (op, tmp);
2474 return 1;
2475
2476 /* Eneq(@csd.uu.se): Handle apply on containers. */
2477 //TODO: remove, as it is unsed?
2478 case CLOSE_CON:
2479 apply_container (op, tmp->env);
2480 return 1;
2481
2482 case CONTAINER:
2483 apply_container (op, tmp);
2484 return 1;
2485
2486 case TREASURE:
2487 if (op->type == PLAYER)
2488 {
2489 apply_treasure (op, tmp);
2490 return 1;
2491 }
2492 else
2493 return 0;
2494
2495 case WEAPON:
2496 case ARMOUR:
2497 case BOOTS:
2498 case GLOVES:
2499 case AMULET:
2500 case GIRDLE:
2501 case BRACERS:
2502 case SHIELD:
2503 case HELMET:
2504 case RING:
2505 case CLOAK:
2506 case WAND:
2507 case ROD:
2508 case HORN:
2509 case SKILL:
2510 case BOW:
2511 case LAMP:
2512 case BUILDER:
2513 case SKILL_TOOL:
2514 if (tmp->env != op)
2515 return 2; /* not in inventory */
2516
2517 apply_special (op, tmp, aflag);
2518 return 1;
2519
2520 case DRINK:
2521 case FOOD:
2522 case FLESH:
2523 apply_food (op, tmp);
2524 return 1;
2525
2526 case POISON:
2527 apply_poison (op, tmp);
2528 return 1;
2529
2530 case SAVEBED:
2531 return 1;
2532
2533 case ARMOUR_IMPROVER:
2534 if (op->type == PLAYER)
2535 {
2536 apply_armour_improver (op, tmp);
2537 return 1;
2538 }
2539 else
2540 return 0;
2541
2542 case WEAPON_IMPROVER:
2543 check_improve_weapon (op, tmp);
2544 return 1;
2545
2546 case CLOCK:
2547 if (op->type == PLAYER)
2548 {
2549 char buf[MAX_BUF];
2550 timeofday_t tod;
2551
2552 get_tod (&tod);
2553 op->play_sound (sound_find ("sound_clock"));
2554 op->statusmsg (format (
2555 "It is %d minute%s past %d o'clock %s",
2556 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2557 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2558 ));
2559 return 1;
2560 }
2561 else
2562 return 0;
2563
2564 case MENU:
2565 if (op->type == PLAYER)
2566 {
2567 shop_listing (tmp, op);
2568 return 1;
2569 }
2570 else
2571 return 0;
2572
2573 case POWER_CRYSTAL:
2574 apply_power_crystal (op, tmp); /* see egoitem.c */
2575 return 1;
2576
2577 case LIGHTER: /* for lighting torches/lanterns/etc */
2578 if (op->type == PLAYER)
2579 {
2580 apply_lighter (op, tmp);
2581 return 1;
2582 }
2583 else
2584 return 0;
2585
2586 case ITEM_TRANSFORMER:
2587 apply_item_transformer (op, tmp);
2588 return 1;
2589
2590 default:
2591 return 0;
2592 }
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 int tmp;
2606
2607 if (op->env && (pl->move_type & MOVE_FLYING))
2608 {
2609 /* player is flying and applying object not in inventory */
2610 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2611 {
2612 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2613 return 0;
2614 }
2615 }
2616
2617 pl->contr->last_used = op;
2618
2619 tmp = manual_apply (pl, op, aflag);
2620 if (!quiet)
2621 {
2622 if (tmp == 0)
2623 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2624 else if (tmp == 2)
2625 op->failmsg ("You must get it first!\n");
2626 }
2627
2628 return tmp;
2629}
2630
2631/**
2632 * player_apply_below attempts to apply the object 'below' the player.
2633 * If the player has an open container, we use that for below, otherwise
2634 * we use the ground.
2635 */
2636void
2637player_apply_below (object *pl)
2638{
2639 int floors = 0;
2640
2641 /* If using a container, set the starting item to be the top
2642 * item in the container. Otherwise, use the map.
2643 * This is perhaps more complicated. However, I want to make sure that
2644 * we don't use a corrupt pointer for the next object, so we get the
2645 * next object in the stack before applying. This is can only be a
2646 * problem if player_apply() has a bug in that it uses the object but does
2647 * not return a proper value.
2648 */
2649 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2650 {
2651 next = tmp->below;
2652
2653 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2654 floors++;
2655 else if (floors > 0)
2656 return; /* process only floor objects after first floor object */
2657
2658 /* If it is visible, player can apply it. If it is applied by
2659 * person moving on it, also activate. Added code to make it
2660 * so that at least one of players movement types be that which
2661 * the item needs.
2662 */
2663 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2664 {
2665 if (player_apply (pl, tmp, 0, 1) == 1)
2666 return;
2667 }
2668 if (floors >= 2)
2669 return; /* process at most two floor objects */
2670 }
2671} 1023}
2672 1024
2673/** 1025/**
2674 * Unapplies specified item. 1026 * Unapplies specified item.
2675 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
2676 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
2677 * to keep the size of apply_special to a more managable size. 1029 * to keep the size of apply_special to a more managable size.
2678 */ 1030 */
2679static int 1031static bool
2680unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
2681{ 1033{
2682 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 1034 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2683 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1035 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2684 return RESULT_INT (0); 1036 return RESULT_INT (0);
2685 1037
2686 CLEAR_FLAG (op, FLAG_APPLIED); 1038 if (who->current_weapon == op)
1039 who->current_weapon = 0;
1040
1041 op->flag [FLAG_APPLIED] = false;
2687 1042
2688 switch (op->type) 1043 switch (op->type)
2689 { 1044 {
2690 case SKILL_TOOL: 1045 case SKILL:
1046 if (player *pl = who->contr)
1047 if (op->invisible)
1048 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1049 else
1050 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1051
1052 change_abil (who, op);
1053 who->flag [FLAG_READY_SKILL] = false;
1054 break;
1055
1056 case WEAPON:
1057 who->statusmsg (format ("You unwield %s.", query_name (op)));
1058 change_abil (who, op);
1059 who->flag [FLAG_READY_WEAPON] = false;
1060
2691 // unapplying a skill tool should also unapply the skill it governs 1061 // unapplying a weapon or skill tool should also unapply the skill it governs
2692 // but this is hard, as it shouldn't do so when the skill can 1062 // but this is hard, as it shouldn't do so when the skill can
2693 // be used for other reasons 1063 // be used for other reasons
2694 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1064 if (who->chosen_skill)
2695 if (tmp->skill == op->skill 1065 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2696 && tmp->type == SKILL
2697 && tmp->flag [FLAG_APPLIED]
2698 && !tmp->flag [FLAG_CAN_USE_SKILL])
2699 unapply_special (who, tmp, 0); 1066 unapply_special (who, op, 0);
2700 1067
2701 change_abil (who, op);
2702 break; 1068 break;
2703 1069
1070 case BOW:
2704 case WEAPON: 1071 case WAND:
1072 case ROD:
1073 case HORN:
1074 case RANGED:
2705 if (player *pl = who->contr) 1075 if (player *pl = who->contr)
2706 if (op == pl->combat_ob)
2707 {
2708 pl->combat_ob = 0;
2709 who->change_weapon (pl->ranged_ob);
2710 }
2711
2712 who->statusmsg (format ("You unwield %s.", query_name (op)));
2713
2714 change_abil (who, op);
2715 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2716 break;
2717
2718 case SKILL:
2719 if (who->contr)
2720 { 1076 {
2721 if (!op->invisible)
2722 who->statusmsg (format ("You stop using the %s.", query_name (op))); 1077 who->statusmsg (format ("You unready %s.", query_name (op)));
1078 change_abil (who, op);
1079 }
1080 else
1081 {
1082 if (op->type == BOW)
1083 op->flag [FLAG_READY_BOW ] = false;
2723 else 1084 else
2724 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1085 op->flag [FLAG_READY_RANGE] = false;
2725 } 1086 }
2726 1087
2727 change_abil (who, op);
2728 CLEAR_FLAG (who, FLAG_READY_SKILL);
2729 break; 1088 break;
2730 1089
2731 case ARMOUR: 1090 case ARMOUR:
2732 case HELMET: 1091 case HELMET:
2733 case SHIELD: 1092 case SHIELD:
2740 case CLOAK: 1099 case CLOAK:
2741 who->statusmsg (format ("You unwear %s.", query_name (op))); 1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
2742 change_abil (who, op); 1101 change_abil (who, op);
2743 break; 1102 break;
2744 1103
2745 case LAMP: 1104 case SPELL:
2746 {
2747 who->statusmsg (format ("You turn off your %s.", &op->name));
2748
2749 object *tmp2 = arch_to_object (op->other_arch);
2750 tmp2->x = op->x;
2751 tmp2->y = op->y;
2752 tmp2->map = op->map;
2753 tmp2->below = op->below;
2754 tmp2->above = op->above;
2755 tmp2->stats.food = op->stats.food;
2756 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2757
2758 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2759 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2760
2761 if (who->contr)
2762 esrv_del_item (who->contr, op->count);
2763
2764 op->destroy ();
2765 insert_ob_in_ob (tmp2, who);
2766 who->update_stats ();
2767
2768 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2769 {
2770 if (who->contr)
2771 {
2772 who->failmsg ("Oops, it feels deadly cold!");
2773 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2774 }
2775 }
2776
2777 if (who->contr)
2778 esrv_send_item (who, tmp2);
2779 }
2780
2781 return 1; /* otherwise, an attempt to drop causes problems */
2782
2783 case BOW: 1105 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))); 1106 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; 1107 break;
2808 1108
2809 case BUILDER: 1109 //case SKILL_TOOL://TODO
2810 if (who->contr)
2811 who->statusmsg (format ("You unready %s.", query_name (op)));
2812 break;
2813
2814 default: 1110 default:
2815 who->statusmsg (format ("You unapply %s.", query_name (op))); 1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
2816 break; 1112 break;
2817 } 1113 }
2818 1114
1115 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1116 if (object *pl = op->visible_to ())
1117 esrv_send_item (pl, op);
1118
2819 who->update_stats (); 1119 who->update_stats ();
2820 1120
2821 if (!(aflags & AP_NO_MERGE))
2822 {
2823 object *tmp = merge_ob (op, 0);
2824
2825 if (who->contr)
2826 {
2827 if (tmp)
2828 { /* it was merged */
2829 esrv_del_item (who->contr, op->count);
2830 op = tmp;
2831 }
2832
2833 esrv_send_item (who, op);
2834 }
2835 }
2836
2837 return 0; 1121 return 1;
2838} 1122}
2839 1123
2840/** 1124/**
2841 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
2842 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
2854static object * 1138static object *
2855get_next_item_from_body_location (int loc, object *start) 1139get_next_item_from_body_location (int loc, object *start)
2856{ 1140{
2857 for (object *tmp = start; tmp; tmp = tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
2858 if (tmp->flag [FLAG_APPLIED] 1142 if (tmp->flag [FLAG_APPLIED]
2859 && tmp->slot[loc].info 1143 && tmp->slot [loc].info
2860 && (!tmp->invisible || tmp->type == SKILL)) 1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2861 return tmp; 1145 return tmp;
2862 1146
2863 return 0; 1147 return 0;
2864} 1148}
2865 1149
2878#define CANNOT_REMOVE_CURSED \ 1162#define CANNOT_REMOVE_CURSED \
2879 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 1163 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2880 "Praying over an altar, scrolls of remove curse/damnation, " \ 1164 "Praying over an altar, scrolls of remove curse/damnation, " \
2881 "priests or even other players might help.>" 1165 "priests or even other players might help.>"
2882 1166
2883int 1167static bool
2884unapply_for_ob (object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
2885{ 1169{
2886 if (op->is_range ()) 1170 if (op->is_range ())
2887 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2888 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1172 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2889 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 1173 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
2890 { 1174 {
2891 if (aflags & AP_PRINT) 1175 if (aflags & AP_PRINT)
2892 who->failmsg (query_name (tmp)); 1176 who->failmsg (query_name (tmp));
2893 else 1177 else
2894 unapply_special (who, tmp, aflags); 1178 unapply_special (who, tmp, aflags);
2897 { 1181 {
2898 /* In this case, we want to try and remove a cursed item. 1182 /* In this case, we want to try and remove a cursed item.
2899 * While we know it won't work, we want unapply_special to 1183 * While we know it won't work, we want unapply_special to
2900 * at least generate the message. 1184 * at least generate the message.
2901 */ 1185 */
2902 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); 1186 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
2903 return 1; 1187 return 1;
2904 } 1188 }
2905 1189
2906 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2907 { 1191 {
2927#endif 1211#endif
2928 return 1; 1212 return 1;
2929 } 1213 }
2930 1214
2931 /* If we are just printing, we don't care about cursed status */ 1215 /* If we are just printing, we don't care about cursed status */
2932 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1216 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
2933 { 1217 {
2934 if (aflags & AP_PRINT) 1218 if (aflags & AP_PRINT)
2935 who->failmsg (query_name (tmp)); 1219 who->failmsg (query_name (tmp));
2936 else 1220 else
2937 unapply_special (who, tmp, aflags); 1221 unapply_special (who, tmp, aflags);
2941 /* Cursed item that we can't unequip - tell the player. 1225 /* Cursed item that we can't unequip - tell the player.
2942 * Note this could be annoying if this is just one of a few, 1226 * Note this could be annoying if this is just one of a few,
2943 * so it may not be critical (eg, putting on a ring and you have 1227 * so it may not be critical (eg, putting on a ring and you have
2944 * one cursed ring.) 1228 * one cursed ring.)
2945 */ 1229 */
2946 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); 1230 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2947 } 1231 }
2948 1232
2949 last = tmp->below; 1233 last = tmp->below;
2950 } 1234 }
2951 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1235 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3010 continue; 1294 continue;
3011 } 1295 }
3012 1296
3013 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3014 if (!tmp1) 1298 if (!tmp1)
3015 {
3016#if 0
3017 /* This is sort of an error, but happens a lot when old players
3018 * join in with more stuff equipped than they are now allowed.
3019 */
3020 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3021#endif
3022 retval |= CAN_APPLY_NEVER; 1299 retval |= CAN_APPLY_NEVER;
3023 }
3024 else 1300 else
3025 { 1301 {
3026 /* need to unapply something. However, if this something 1302 /* need to unapply something. However, if this something
3027 * is different than we had found before, it means they need 1303 * is different than we had found before, it means they need
3028 * to apply multiple objects 1304 * to apply multiple objects
3057 * the weapon/shield checks, and the range checks for monsters, 1333 * the weapon/shield checks, and the range checks for monsters,
3058 * because you can't control those just by body location - bows, shields, 1334 * because you can't control those just by body location - bows, shields,
3059 * and weapons all use the same slot. Similar for horn/rod/wand - they 1335 * and weapons all use the same slot. Similar for horn/rod/wand - they
3060 * all use the same location. 1336 * all use the same location.
3061 */ 1337 */
3062 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1338 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3063 retval |= CAN_APPLY_RESTRICTION; 1339 retval |= CAN_APPLY_RESTRICTION;
3064 1340
3065 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1341 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3066 retval |= CAN_APPLY_RESTRICTION; 1342 retval |= CAN_APPLY_RESTRICTION;
3067 1343
3068 if (who->type != PLAYER) 1344 if (who->type != PLAYER)
3069 { 1345 {
3070 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1346 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3071 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3072 1348
3073 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1349 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3074 retval |= CAN_APPLY_RESTRICTION; 1350 retval |= CAN_APPLY_RESTRICTION;
3075 1351
3076 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1352 if (op->type == RING && !who->flag [FLAG_USE_RING])
3077 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
3078 1354
3079 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3080 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3081 } 1357 }
3082 1358
3083 return retval; 1359 return retval;
3084} 1360}
3108 */ 1384 */
3109 1385
3110#define LACK_ITEM_POWER \ 1386#define LACK_ITEM_POWER \
3111 " H<You lack enough unused item power to use this weapon, see the skills command.>" 1387 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3112 1388
3113int 1389static bool
3114apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3115{ 1391{
3116 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3117 object *tmp, *tmp2, *skop = NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3118 1394
3119 if (who == NULL) 1395 if (who == NULL)
3120 { 1396 {
3121 LOG (llevError, "apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3122 return 1; 1398 return 1;
3123 } 1399 }
3124 1400
1401 //TODO: remove these when apply_special is no longer exposed
3125 if (op->env != who) 1402 if (op->env != who)
3126 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3127 1404
3128 /* trying to unequip op */ 1405 /* trying to unequip op */
3129 if (QUERY_FLAG (op, FLAG_APPLIED)) 1406 if (op->flag [FLAG_APPLIED])
3130 { 1407 {
3131 /* always apply, so no reason to unapply */ 1408 /* always apply, so no reason to unapply */
3132 if (basic_flag == AP_APPLY) 1409 if (basic_flag == AP_APPLY)
3133 return 0; 1410 return 0;
3134 1411
3135 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1412 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
3136 { 1413 {
3137 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); 1414 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
3138 return 1; 1415 return 1;
3139 } 1416 }
3140 1417
3141 return unapply_special (who, op, aflags); 1418 return unapply_special (who, op, aflags);
3142 } 1419 }
3143
3144 if (basic_flag == AP_UNAPPLY) 1420 else if (basic_flag == AP_UNAPPLY)
3145 return 0; 1421 return 0;
3146
3147 // if the item is combat/ranged, wield the relevant slot first
3148 // to resolve conflicts.
3149 if (player *pl = who->contr)
3150 switch (op->slottype ())
3151 {
3152 case slot_combat: who->change_weapon (pl->combat_ob); break;
3153 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3154 }
3155 1422
3156 splay (op); 1423 splay (op);
3157 1424
3158 /* Can't just apply this object. Lets see what not and what to do */ 1425 /* Can't just apply this object. Lets see what not and what to do */
3159 if (int i = can_apply_object (who, op)) 1426 if (int i = can_apply_object (who, op))
3160 { 1427 {
3161 if (i & CAN_APPLY_NEVER) 1428 if (i & CAN_APPLY_NEVER)
3162 { 1429 {
3163 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); 1430 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3164 return 1; 1431 return 1;
3165 } 1432 }
3166 else if (i & CAN_APPLY_RESTRICTION) 1433 else if (i & CAN_APPLY_RESTRICTION)
3167 { 1434 {
3168 who->failmsg (format ( 1435 who->failmsgf (
3169 "You have a prohibition against using a %s. " 1436 "You have a prohibition against using a %s. "
3170 "H<Your belief, profession or class prevents you from applying this item.>", 1437 "H<Your belief, profession or class prevents you from applying this item.>",
3171 query_name (op) 1438 query_name (op)
3172 )); 1439 );
3173 return 1; 1440 return 1;
3174 } 1441 }
3175 1442
3176 if (who->type != PLAYER) 1443 if (who->type != PLAYER)
3177 { 1444 {
3193 } 1460 }
3194 } 1461 }
3195 1462
3196 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3197 { 1464 {
1465 // try to ready attached skill first
3198 skop = find_skill_by_name (who, op->skill); 1466 skop = find_skill_by_name (who, op->skill);
3199 1467
3200 if (!skop) 1468 if (!skop)
3201 { 1469 {
3202 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 1470 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3203 return 1; 1471 return 1;
3204 } 1472 }
3205 else 1473 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3206 /* While experience will be credited properly, we want to change the
3207 * skill so that the dam and wc get updated
3208 */ 1474 {
3209 who->change_skill (skop); 1475 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1476 return 1;
1477 }
3210 } 1478 }
3211 1479
3212 if (who->type == PLAYER 1480 if (!check_item_power (who, op->item_power))
3213 && op->item_power
3214 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3215 { 1481 {
3216 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 1482 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3217 return 1; 1483 return 1;
3218 } 1484 }
3219 1485
3220 /* Ok. We are now at the state where we can apply the new object. 1486 /* Ok. We are now at the state where we can apply the new object.
3221 * Note that we don't have the checks for can_use_... 1487 * Note that we don't have the checks for can_use_...
3222 * below - that is already taken care of by can_apply_object. 1488 * below - that is already taken care of by can_apply_object.
3223 */ 1489 */
3224 if (op->nrof > 1) 1490
3225 tmp = get_split_ob (op, op->nrof - 1); 1491 // split away all the other items from the stack, so only one item is left
3226 else 1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3227 tmp = 0;
3228 1493
3229 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1494 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3230 return RESULT_INT (0); 1495 return RESULT_INT (0);
3231 1496
3232 switch (op->type) 1497 switch (op->type)
3233 { 1498 {
3234 case WEAPON: 1499 case WEAPON:
3235 if (!check_weapon_power (who, op->last_eat)) 1500 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3236 {
3237 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3238
3239 if (tmp)
3240 insert_ob_in_ob (tmp, who);
3241
3242 return 1;
3243 }
3244
3245 //TODO: this obviously fails for players using a shorter prefix
3246 // i.e. "R" can use Ragnarok's sword.
3247 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3248 { 1501 {
3249 /* if the weapon does not have the name as the character, can't use it. */ 1502 /* if the weapon does not have the name as the character, can't use it. */
3250 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1503 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3251 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 1504 who->failmsg ("The weapon does not recognize you as its owner. "
3252 1505 "H<Its name indicates that it belongs to somebody else.>");
3253 if (tmp) 1506 if (tmp) who->insert (tmp);
3254 insert_ob_in_ob (tmp, who);
3255
3256 return 1; 1507 return 1;
3257 } 1508 }
3258 1509
3259 if (!skop) 1510 op->flag [FLAG_APPLIED] = true;
1511
1512 if (player *pl = who->contr)
3260 { 1513 {
3261 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 1514 who->statusmsg (format ("You wield %s.", query_name (op)));
3262 return 1; 1515 change_abil (who, op);
3263 } 1516 }
3264 1517
3265 SET_FLAG (op, FLAG_APPLIED); 1518 op->flag [FLAG_READY_WEAPON] = true;
3266 who->change_skill (skop);
3267
3268 if (who->contr)
3269 who->change_weapon (who->contr->combat_ob = op);
3270
3271 who->statusmsg (format ("You wield %s.", query_name (op)));
3272
3273 SET_FLAG (who, FLAG_READY_WEAPON);
3274 change_abil (who, op);
3275 break; 1519 break;
3276 1520
3277 case ARMOUR: 1521 case ARMOUR:
3278 case HELMET: 1522 case HELMET:
3279 case SHIELD: 1523 case SHIELD:
3282 case GIRDLE: 1526 case GIRDLE:
3283 case BRACERS: 1527 case BRACERS:
3284 case CLOAK: 1528 case CLOAK:
3285 case RING: 1529 case RING:
3286 case AMULET: 1530 case AMULET:
3287 SET_FLAG (op, FLAG_APPLIED); 1531 op->set_flag (FLAG_APPLIED);
3288 who->statusmsg (format ("You wear %s.", query_name (op))); 1532 who->statusmsg (format ("You wear %s.", query_name (op)));
3289 change_abil (who, op); 1533 change_abil (who, op);
3290 break; 1534 break;
3291 1535
1536 case SKILL_TOOL:
1537 // applying a skill tool does not ready the skill
1538 // if something needs the skill, it has to ready it itself
1539 //TODO: unapplying should unapply the skill, though
1540 op->set_flag (FLAG_APPLIED);
1541 break;
1542
3292 case LAMP: 1543 case SKILL:
3293 if (op->stats.food < 1) 1544 if (!(aflags & AP_NO_SLOT))
3294 { 1545 {
1546 // skill is used on it's own, as opposed to being a chosen_skill
1547
1548 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1549 {
3295 who->failmsg (format ( 1550 who->failmsgf (
3296 "Your %s is out of fuel! " 1551 "You feel as if you wanted to do something funny, but you can't remember what. "
3297 "H<Lamps and similar items need fuel. They cannot be refilled.>", 1552 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3298 &op->name 1553 "It cannot be used on its own.>",
1554 &op->skill
3299 )); 1555 );
1556 if (tmp) who->insert (tmp);
3300 return 1; 1557 return 1;
1558 }
1559
1560 if (skill_flags [op->subtype] & SF_AUTARK
1561 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1562 {
1563 if (skill_flags [op->subtype] & SF_USE)
1564 who->failmsgf (
1565 "You feel as if you wanted to do something funny, but you can't remember what. "
1566 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1567 &op->skill, &op->skill
1568 );
1569 else
1570 who->failmsgf (
1571 "You feel as if you wanted to do something funny, but you can't remember what. "
1572 "H<The %s skill cannot be readied or used, it is always active.>",
1573 &op->skill
1574 );
1575
1576 if (tmp) who->insert (tmp);
1577
1578 return 1;
1579 }
1580
1581 if (who->contr)
1582 if (op->invisible)
1583 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1584 else
1585 who->statusmsg (format ("You ready %s.", query_name (op)));
3301 } 1586 }
3302 1587
3303 who->statusmsg (format ("You turn on your %s.", &op->name)); 1588 who->set_flag (FLAG_READY_SKILL);
3304
3305 tmp2 = arch_to_object (op->other_arch);
3306 tmp2->stats.food = op->stats.food;
3307 SET_FLAG (tmp2, FLAG_APPLIED);
3308
3309 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3310 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3311
3312 insert_ob_in_ob (tmp2, who);
3313
3314 /* Remove the old lantern */
3315 if (who->type == PLAYER)
3316 esrv_del_item (who->contr, op->count);
3317
3318 op->destroy ();
3319
3320 /* insert the portion that was split off */
3321 if (tmp)
3322 {
3323 insert_ob_in_ob (tmp, who);
3324 if (who->type == PLAYER)
3325 esrv_send_item (who, tmp);
3326 }
3327
3328 who->update_stats ();
3329
3330 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3331 if (who->type == PLAYER)
3332 {
3333 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3334 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3335 }
3336
3337 if (who->type == PLAYER)
3338 esrv_send_item (who, tmp2);
3339
3340 return 0;
3341
3342 case SKILL_TOOL:
3343 // applying a skill tool also readies the skill
3344 SET_FLAG (op, FLAG_APPLIED);
3345
3346 if (!(aflags & AP_NO_READY))
3347 {
3348 skop = find_skill_by_name (who, op->skill);
3349 if (!skop->flag [FLAG_APPLIED]) 1589 op->set_flag (FLAG_APPLIED);
3350 apply_special (who, skop, AP_APPLY); 1590 change_abil (who, op);
3351 }
3352 break; 1591 break;
3353 1592
3354 case SKILL:
3355 if (player *pl = who->contr)
3356 {
3357 if (IS_COMBAT_SKILL (op->subtype))
3358 {
3359 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3360 {
3361 for (object *item = who->inv; item; item = item->below)
3362 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3363 {
3364 if (item->skill == op->skill)
3365 {
3366 who->change_weapon (pl->combat_ob = item);
3367 goto found_weapon;
3368 }
3369 }
3370
3371 who->failmsg (format (
3372 "You need to apply a '%s' melee weapon before readying this skill. "
3373 "H<Some skills need an item, in this case a melee weapon, to function.>",
3374 &op->skill
3375 ));
3376 return 1;
3377
3378 found_weapon:;
3379 }
3380 else
3381 who->change_weapon (pl->combat_ob = op);
3382 }
3383 else if (IS_RANGED_SKILL (op->subtype))
3384 {
3385 if (skill_flags [op->subtype] & SF_NEED_BOW)
3386 {
3387 for (object *item = who->inv; item; item = item->below)
3388 if (item->type == BOW && item->flag [FLAG_APPLIED])
3389 {
3390 //TODO: bows should/must all have skill missile weapon right now
3391 who->change_weapon (pl->ranged_ob = item);
3392 goto found_bow;
3393 }
3394
3395 who->failmsg (
3396 "You need to apply a missile weapon before readying this skill. "
3397 "H<Some skills need an item, in this case a missile weapon, to function.>"
3398 );
3399 return 1;
3400
3401 found_bow:;
3402 }
3403 else
3404 who->change_weapon (pl->ranged_ob = op);
3405 }
3406
3407 if (!op->invisible)
3408 {
3409 who->statusmsg (format (
3410 "You ready %s."
3411 "You can now use the skill: %s.",
3412 query_name (op),
3413 &op->skill
3414 ));
3415 }
3416 else
3417 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3418 }
3419 else
3420 {
3421 SET_FLAG (op, FLAG_APPLIED);
3422 change_abil (who, op);
3423 who->chosen_skill = op;
3424 SET_FLAG (who, FLAG_READY_SKILL);
3425 }
3426
3427 break;
3428
3429 case BOW: 1593 case BOW:
3430 if (!check_weapon_power (who, op->last_eat)) 1594 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3431 {
3432 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3433
3434 if (tmp)
3435 insert_ob_in_ob (tmp, who);
3436
3437 return 1;
3438 }
3439
3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 { 1595 {
3442 who->failmsg ("The weapon does not recognize you as its owner. " 1596 who->failmsg ("The weapon does not recognize you as its owner. "
3443 "H<Its name indicates that it belongs to somebody else.>"); 1597 "H<Its name indicates that it belongs to somebody else.>");
3444 if (tmp) 1598 if (tmp) who->insert (tmp);
3445 insert_ob_in_ob (tmp, who);
3446
3447 return 1; 1599 return 1;
3448 } 1600 }
1601
1602 if (player *pl = who->contr)
1603 {
1604 op->flag [FLAG_APPLIED] = true;
1605 who->statusmsg (format ("You wield the %s.", query_name (op)));
1606 change_abil (who, op);
1607 }
1608 break;
1609
1610 case RANGED:
1611 if (player *pl = who->contr)
1612 {
1613 op->flag [FLAG_APPLIED] = true;
1614 who->statusmsg (format ("You applied the %s.", query_name (op)));
1615 }
1616 break;
1617
1618 case SPELL:
1619 if (player *pl = who->contr)
1620 {
1621 op->flag [FLAG_APPLIED] = true;
1622 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1623 }
1624 break;
3449 1625
3450 /*FALLTHROUGH*/ 1626 /*FALLTHROUGH*/
3451 case WAND: 1627 case WAND:
3452 case ROD: 1628 case ROD:
3453 case HORN: 1629 case HORN:
3454 /* check for skill, alter player status */ 1630 op->flag [FLAG_APPLIED] = true;
3455 1631
3456 if (!skop) 1632 if (player *pl = who->contr)
3457 { 1633 {
3458 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3459 return 1;
3460 }
3461
3462 SET_FLAG (op, FLAG_APPLIED);
3463 who->change_skill (skop);
3464
3465 if (who->contr)
3466 {
3467 who->contr->ranged_ob = op;
3468
3469 who->statusmsg (format ("You ready %s.", query_name (op))); 1634 who->statusmsg (format ("You ready %s.", query_name (op)));
3470 1635
3471 if (op->type == BOW) 1636 if (op->type == BOW)
3472 {
3473 who->current_weapon = op;
3474 change_abil (who, op);
3475 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 1637 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3476 } 1638
1639 change_abil (who, op);
3477 } 1640 }
3478 else 1641 else
3479 { 1642 {
3480 if (op->type == BOW) 1643 if (op->type == BOW)
3481 SET_FLAG (who, FLAG_READY_BOW); 1644 op->flag [FLAG_READY_BOW ] = true;
3482 else 1645 else
3483 SET_FLAG (who, FLAG_READY_RANGE); 1646 op->flag [FLAG_READY_RANGE] = true;
3484 } 1647 }
3485 1648
3486 break; 1649 break;
3487 1650
3488 case BUILDER: 1651 case BUILDER:
3489 if (who->type == PLAYER) 1652 if (player *pl = who->contr)
3490 { 1653 {
3491 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3492 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3493 unapply_special (who, who->contr->ranged_ob, 0);
3494
3495 who->statusmsg (format ("You ready your %s.", query_name (op))); 1654 who->statusmsg (format ("You ready your %s.", query_name (op)));
3496 1655 //TODO: change_abil?
3497 who->contr->ranged_ob = op;
3498 } 1656 }
3499 break; 1657 break;
3500 1658
3501 default: 1659 default:
3502 who->statusmsg (format ("You apply %s.", query_name (op))); 1660 who->statusmsg (format ("You apply %s.", query_name (op)));
3503 } 1661 }
3504 1662
3505 SET_FLAG (op, FLAG_APPLIED); 1663 op->set_flag (FLAG_APPLIED);
3506 1664
3507 if (tmp) 1665 if (tmp) who->insert (tmp);
3508 tmp = insert_ob_in_ob (tmp, who);
3509 1666
3510 who->update_stats (); 1667 who->update_stats ();
3511 1668
3512 /* We exclude spell casting objects. The fire code will set the 1669 /* We exclude spell casting objects. The fire code will set the
3513 * been applied flag when they are used - until that point, 1670 * been applied flag when they are used - until that point,
3514 * you don't know anything about them. 1671 * you don't know anything about them.
3515 */ 1672 */
3516 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1673 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3517 SET_FLAG (op, FLAG_BEEN_APPLIED); 1674 op->set_flag (FLAG_BEEN_APPLIED);
3518 1675
3519 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1676 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3520 if (who->type == PLAYER) 1677 if (who->type == PLAYER)
3521 { 1678 {
3522 who->failmsg ( 1679 who->failmsg (
3523 "Oops, it feels deadly cold! " 1680 "Oops, it feels deadly cold! "
3524 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 1681 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3525 ); 1682 );
3526 SET_FLAG (op, FLAG_KNOWN_CURSED); 1683 op->set_flag (FLAG_KNOWN_CURSED);
3527 } 1684 }
3528 1685
3529 if (who->type == PLAYER) 1686 if (object *pl = op->visible_to ())
3530 {
3531 /* if multiple objects were applied, update both slots */
3532 if (tmp)
3533 esrv_send_item (who, tmp);
3534
3535 esrv_send_item (who, op); 1687 esrv_send_item (pl, op);
3536 }
3537 1688
3538 return 0; 1689 return 0;
3539} 1690}
3540 1691
1692/**
1693 * Check if op should abort moving victim because of it's race or slaying.
1694 * Returns 1 if it should abort, returns 0 if it should continue.
1695 */
3541int 1696int
3542monster_apply_special (object *who, object *op, int aflags) 1697should_director_abort (object *op, object *victim)
3543{ 1698{
3544 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1699 int arch_flag, name_flag, race_flag;
1700
1701 /* Get flags to determine what of arch, name, and race should be checked.
1702 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1703 * the next is the name flag, and the last is the race flag. Also note,
1704 * if subtype is set to zero, that also goes to defaults of all affecting
1705 * it. Examples:
1706 * subtype 1: only arch
1707 * subtype 3: arch or name
1708 * subtype 5: arch or race
1709 * subtype 7: all three
1710 */
1711 if (op->subtype)
1712 {
1713 arch_flag = op->subtype & 1;
1714 name_flag = op->subtype & 2;
1715 race_flag = op->subtype & 4;
1716 }
1717 else
1718 {
1719 arch_flag = 1;
1720 name_flag = 1;
1721 race_flag = 1;
1722 }
1723
1724 /* If the director has race set, only affect objects with a arch,
1725 * name or race that matches.
1726 */
1727 if ((op->race) &&
1728 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1729 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1730 ((!(victim->race && race_flag) || op->race != victim->race)))
3545 return 1; 1731 return 1;
3546 1732
1733 /* If the director has slaying set, only affect objects where none
1734 * of arch, name, or race match.
1735 */
1736 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1737 ((victim->name && name_flag && op->slaying == victim->name)) ||
1738 ((victim->race && race_flag && op->slaying == victim->race)))
1739 return 1;
1740
1741 return 0;
1742}
1743
1744/**
1745 * This handles a player dropping money on an altar to identify stuff.
1746 * It'll identify marked item, if none all items up to dropped money.
1747 * Return value: 1 if money was destroyed, 0 if not.
1748 */
1749static int
1750apply_id_altar (object *money, object *altar, object *pl)
1751{
1752 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1753
1754 if (!pl || pl->type != PLAYER)
1755 return 0;
1756
1757 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1758 * identifying' from being printed out more than it needs to be.
1759 */
1760 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1761 return 0;
1762
1763 /* if the player has a marked item, identify that if it needs to be
1764 * identified. If it doesn't, then go through the player inventory.
1765 */
1766 if (object *marked = pl->mark ())
1767 if (!marked->flag [FLAG_IDENTIFIED] && need_identify (marked))
1768 {
1769 if (operate_altar (altar, &money, pl))
1770 {
1771 identify (marked);
1772
1773 buf.printf ("You have %s.\r", long_desc (marked, pl));
1774 if (marked->msg)
1775 buf << "The item has a story:\r" << marked->msg << "\n\n";
1776
1777 return !money;
1778 }
1779 }
1780
1781 for (object *id = pl->inv; id; id = id->below)
1782 {
1783 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && need_identify (id))
1784 {
1785 if (operate_altar (altar, &money, pl))
1786 {
1787 identify (id);
1788
1789 buf.printf ("You have %s.\r", long_desc (id, pl));
1790 if (id->msg)
1791 buf << "The item has a story:\r" << id->msg << "\n\n";
1792
1793 /* If no more money, might as well quit now */
1794 if (!money || !check_altar_sacrifice (altar, money))
1795 break;
1796 }
1797 else
1798 {
1799 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1800 break;
1801 }
1802 }
1803 }
1804
1805 if (buf.empty ())
1806 pl->failmsg ("You have nothing that needs identifying");
1807 else
1808 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1809
1810 return !money;
1811}
1812
1813/**
1814 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1815 * matching item.
1816 **/
1817void
1818handle_apply_yield (object *tmp)
1819{
1820 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1821 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1822}
1823
1824/**
1825 * Handles applying a potion.
1826 */
1827int
1828apply_potion (object *op, object *tmp)
1829{
1830 int got_one = 0, i;
1831 object *force = 0;
1832
1833 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1834
1835 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1836 {
1837 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1838
1839 tmp->clr_flag (FLAG_APPLIED);
1840 return 0;
1841 }
1842
1843 if (op->type == PLAYER)
1844 if (!tmp->flag [FLAG_IDENTIFIED])
1845 identify (tmp);
1846
1847 handle_apply_yield (tmp);
1848
1849 /* Potion of restoration - only for players */
1850 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1851 {
1852 object *depl;
1853 archetype *at;
1854
1855 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1856 {
1857 op->drain_stat ();
1858 op->update_stats ();
1859 tmp->decrease ();
1860 return 1;
1861 }
1862
1863 if (!(at = archetype::find (shstr_depletion)))
1864 {
1865 LOG (llevError, "Could not find archetype depletion\n");
1866 return 0;
1867 }
1868
1869 depl = present_arch_in_ob (at, op);
1870
1871 if (depl)
1872 {
1873 for (i = 0; i < NUM_STATS; i++)
1874 if (depl->stats.stat (i))
1875 op->statusmsg (restore_msg[i]);
1876
1877 depl->destroy ();
1878 op->update_stats ();
1879 }
1880 else
1881 op->statusmsg ("Your potion had no effect.");
1882
1883 tmp->decrease ();
1884 return 1;
1885 }
1886
1887 /* improvement potion - only for players */
1888 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1889 {
1890 for (i = 1; i < min (11, op->level); i++)
1891 {
1892 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1893 {
1894 if (op->contr->levhp[i] != 1)
1895 {
1896 op->contr->levhp[i] = 1;
1897 break;
1898 }
1899
1900 if (op->contr->levsp[i] != 1)
1901 {
1902 op->contr->levsp[i] = 1;
1903 break;
1904 }
1905
1906 if (op->contr->levgrace[i] != 1)
1907 {
1908 op->contr->levgrace[i] = 1;
1909 break;
1910 }
1911 }
1912 else
1913 {
1914 if (op->contr->levhp[i] < 9)
1915 {
1916 op->contr->levhp[i] = 9;
1917 break;
1918 }
1919
1920 if (op->contr->levsp[i] < 6)
1921 {
1922 op->contr->levsp[i] = 6;
1923 break;
1924 }
1925
1926 if (op->contr->levgrace[i] < 3)
1927 {
1928 op->contr->levgrace[i] = 3;
1929 break;
1930 }
1931 }
1932 }
1933
1934 /* Just makes checking easier */
1935 if (i < min (11, op->level))
1936 got_one = 1;
1937
1938 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1939 {
1940 if (got_one)
1941 {
1942 op->update_stats ();
1943 op->statusmsg ("The Gods smile upon you and remake you "
1944 "a little more in their image. "
1945 "You feel a little more perfect.", NDI_GREEN);
1946 }
1947 else
1948 op->statusmsg ("The potion had no effect - you are already perfect.");
1949 }
1950 else
1951 { /* cursed potion */
1952 if (got_one)
1953 {
1954 op->update_stats ();
1955 op->failmsg ("The Gods are angry and punish you.");
1956 }
1957 else
1958 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1959 }
1960
1961 tmp->decrease ();
1962 return 1;
1963 }
1964
1965
1966 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1967 * and heroism all fit into this category. Given the spell object code,
1968 * there is no limit to the number of spells that potions can be cast,
1969 * but direction is problematic to try and imbue fireball potions for example.
1970 */
1971 if (tmp->inv)
1972 {
1973 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1974 {
1975 op->failmsg ("Yech! Your lungs are on fire!");
1976 create_exploding_ball_at (op, op->level);
1977 }
1978 else
1979 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1980
1981 tmp->decrease ();
1982
1983 /* if youre dead, no point in doing this... */
1984 if (!op->flag [FLAG_REMOVED])
1985 op->update_stats ();
1986
1987 return 1;
1988 }
1989
1990 /* Deal with protection potions */
1991 force = NULL;
1992 for (i = 0; i < NROFATTACKS; i++)
1993 {
1994 if (tmp->resist[i])
1995 {
1996 if (!force)
1997 force = get_archetype (FORCE_NAME);
1998
1999 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2000 force->type = POTION_EFFECT;
2001 break; /* Only need to find one protection since we copy entire batch */
2002 }
2003 }
2004
2005 /* This is a protection potion */
2006 if (force)
2007 {
2008 /* cursed items last longer */
2009 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2010 {
2011 force->stats.food *= 10;
2012 for (i = 0; i < NROFATTACKS; i++)
2013 if (force->resist[i] > 0)
2014 force->resist[i] = -force->resist[i]; /* prot => vuln */
2015 }
2016
2017 force->speed_left = -1;
2018 force = insert_ob_in_ob (force, op);
2019 tmp->clr_flag (FLAG_APPLIED);
2020 force->set_flag (FLAG_APPLIED);
2021 change_abil (op, force);
2022 tmp->decrease ();
2023 return 1;
2024 }
2025
2026 /* Only thing left are the stat potions */
2027 if (op->type == PLAYER)
2028 { /* only for players */
2029 if ((tmp->flag [FLAG_CURSED]
2030 || tmp->flag [FLAG_DAMNED])
2031 && tmp->value != 0)
2032 tmp->clr_flag (FLAG_APPLIED);
2033 else
2034 tmp->set_flag (FLAG_APPLIED);
2035
2036 if (!change_abil (op, tmp))
2037 op->statusmsg ("Nothing happened.");
2038 }
2039
2040 /* CLEAR_FLAG is so that if the character has other potions
2041 * that were grouped with the one consumed, his
2042 * stat will not be raised by them. fix_player just clears
2043 * up all the stats.
2044 */
2045 tmp->clr_flag (FLAG_APPLIED);
2046 op->update_stats ();
2047 tmp->decrease ();
2048 return 1;
2049}
2050
2051/**
2052 * 'victim' moves onto 'trap'
2053 * 'victim' leaves 'trap'
2054 * effect is determined by move_on/move_off of trap and move_type of victime.
2055 *
2056 * originator: Player, monster or other object that caused 'victim' to move
2057 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2058 * However, some types of traps require an originator to function.
2059 */
2060void
2061move_apply (object *trap, object *victim, object *originator)
2062{
2063 static int recursion_depth = 0;
2064
2065 /* Only exits affect DMs. */
2066 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2067 return;
2068
2069 /* move_apply() is the most likely candidate for causing unwanted and
2070 * possibly unlimited recursion.
2071 */
2072 /* The following was changed because it was causing perfectly correct
2073 * maps to fail. 1) it's not an error to recurse:
2074 * rune detonates, summoning monster. monster lands on nearby rune.
2075 * nearby rune detonates. This sort of recursion is expected and
2076 * proper. This code was causing needless crashes.
2077 */
2078 if (recursion_depth >= 500)
2079 {
2080 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2081 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2082 return;
2083 }
2084
2085 recursion_depth++;
2086 if (trap->head)
2087 trap = trap->head;
2088
2089 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2090 switch (trap->type)
2091 {
2092 case PLAYERMOVER:
2093 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2094 {
2095 if (!trap->stats.maxsp)
2096 trap->stats.maxsp = 2;
2097
2098 /* Is this correct? From the docs, it doesn't look like it
2099 * should be divided by trap->speed
2100 */
2101 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2102
2103 /* Just put in some sanity check. I think there is a bug in the
2104 * above with some objects have zero speed, and thus the player
2105 * getting permanently paralyzed.
2106 */
2107 if (victim->speed_left < -50.f)
2108 victim->speed_left = -50.f;
2109 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2110 }
2111 break;
2112
2113 case SPINNER:
2114 if (victim->direction)
2115 {
2116 victim->direction = absdir (victim->direction - trap->stats.sp);
2117 update_turn_face (victim);
2118 }
2119 break;
2120
2121 case DIRECTOR:
2122 if (victim->direction && !should_director_abort (trap, victim))
2123 {
2124 victim->direction = trap->stats.sp;
2125 update_turn_face (victim);
2126 }
2127 break;
2128
2129 case BUTTON:
2130 case PEDESTAL:
2131 case T_MATCH:
2132 update_button (trap, originator);
2133 break;
2134
2135 case ALTAR:
2136 /* sacrifice victim on trap */
2137 apply_altar (trap, victim, originator);
2138 break;
2139
2140 case THROWN_OBJ:
2141 if (trap->inv == NULL)
2142 break;
2143 /* fallthrough */
2144
2145 case ARROW:
2146 /* bad bug: monster throw a object, make a step forwards, step on object ,
2147 * trigger this here and get hit by own missile - and will be own enemy.
2148 * Victim then is his own enemy and will start to kill herself (this is
2149 * removed) but we have not synced victim and his missile. To avoid senseless
2150 * action, we avoid hits here
2151 */
2152 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2153 && trap->owner != victim)
2154 hit_with_arrow (trap, victim);
2155 break;
2156
2157 case SPELL_EFFECT:
2158 apply_spell_effect (trap, victim);
2159 break;
2160
2161 case TRAPDOOR:
2162 {
2163 int max, sound_was_played;
2164 object *ab, *ab_next;
2165
2166 if (!trap->value)
2167 {
2168 int tot;
2169
2170 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2171 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2172 tot += ab->head_ ()->total_weight ();
2173
2174 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2175 break;
2176
2177 SET_ANIMATION (trap, trap->value);
2178 update_object (trap, UP_OBJ_FACE);
2179 }
2180
2181 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2182 {
2183 /* need to set this up, since if we do transfer the object,
2184 * ab->above would be bogus
2185 */
2186 ab_next = ab->above;
2187
2188 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2189 {
2190 if (!sound_was_played)
2191 {
2192 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2193 sound_was_played = 1;
2194 }
2195
2196 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2197 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2198 }
2199 }
2200 break;
2201 }
2202
2203 case CONVERTER:
2204 if (convert_item (victim, trap) < 0)
2205 {
2206 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2207 archetype::get (shstr_burnout)->insert_at (trap, trap);
2208 }
2209
2210 break;
2211
2212 case TRIGGER_BUTTON:
2213 case TRIGGER_PEDESTAL:
2214 case TRIGGER_ALTAR:
2215 check_trigger (trap, victim, originator);
2216 break;
2217
2218 case DEEP_SWAMP:
2219 walk_on_deep_swamp (trap, victim);
2220 break;
2221
2222 case CHECK_INV:
2223 check_inv (victim, trap);
2224 break;
2225
2226 case HOLE:
2227 move_apply_hole (trap, victim);
2228 break;
2229
2230 case EXIT:
2231 if (victim->type == PLAYER && EXIT_PATH (trap))
2232 {
2233 /* Basically, don't show exits leading to random maps the
2234 * players output.
2235 */
2236 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2237 victim->statusmsg (trap->msg, NDI_NAVY);
2238
2239 trap->play_sound (trap->sound);
2240 victim->enter_exit (trap);
2241 }
2242 break;
2243
2244 case ENCOUNTER:
2245 /* may be some leftovers on this */
2246 break;
2247
2248 case SHOP_MAT:
2249 apply_shop_mat (trap, victim);
2250 break;
2251
2252 /* Drop a certain amount of gold, and have one item identified */
2253 case IDENTIFY_ALTAR:
2254 apply_id_altar (victim, trap, originator);
2255 break;
2256
2257 case SIGN:
2258 if (victim->type != PLAYER && trap->stats.food > 0)
2259 break; /* monsters musn't apply magic_mouths with counters */
2260
2261 apply_sign (victim, trap, 1);
2262 break;
2263
2264 case CONTAINER:
2265 apply_container (victim, trap);
2266 break;
2267
2268 case RUNE:
2269 case TRAP:
2270 if (trap->level && victim->flag [FLAG_ALIVE])
2271 spring_trap (trap, victim);
2272 break;
2273
2274 default:
2275 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2276 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2277 break;
2278 }
2279
2280 recursion_depth--;
2281}
2282
2283/**
2284 * Handles reading a regular (ie not containing a spell) book.
2285 */
2286static void
2287apply_book (object *op, object *tmp)
2288{
2289 int lev_diff;
2290 object *skill_ob;
2291
2292 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2293 {
2294 op->failmsg ("You are unable to read while blind!");
2295 return;
2296 }
2297
2298 if (!tmp->msg)
2299 {
2300 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2301 return;
2302 }
2303
2304 /* need a literacy skill to read stuff! */
2305 skill_ob = find_skill_by_name (op, tmp->skill);
2306 if (!skill_ob)
2307 {
2308 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2309 return;
2310 }
2311
2312 lev_diff = tmp->level - (skill_ob->level + 5);
2313 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2314 {
2315 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2316 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2317 : lev_diff < 5 ? "This book is beyond your comprehension."
2318 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2319 : lev_diff < 15 ? "This book is way beyond your comprehension."
2320 : "This book is totally beyond your comprehension.");
2321 return;
2322 }
2323
2324 // we currently don't use the message types for anything.
2325 // readable_message_type *msgType = get_readable_message_type (tmp);
2326
2327 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2328
2329 if (player *pl = op->contr)
2330 if (client *ns = pl->ns)
2331 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2332
2333 /* gain xp from reading */
2334 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2335 { /* only if not read before */
2336 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2337
2338 if (!tmp->flag [FLAG_IDENTIFIED])
2339 {
2340 /*exp_gain *= 2; because they just identified it too */
2341 tmp->set_flag (FLAG_IDENTIFIED);
2342
2343 if (object *pl = tmp->visible_to ())
2344 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2345 }
2346
2347 change_exp (op, exp_gain, skill_ob->skill, 0);
2348 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2349 }
2350}
2351
2352/**
2353 * op made some mistake with a scroll, this takes care of punishment.
2354 * scroll_failure()- hacked directly from spell_failure
2355 */
2356static void
2357scroll_failure (object *op, int failure, int power)
2358{
2359 if (abs (failure / 4) > power)
2360 power = abs (failure / 4); /* set minimum effect */
2361
2362 if (failure <= -1 && failure > -15)
2363 { /* wonder */
2364 object *tmp;
2365
2366 op->failmsg ("Your spell warps!");
2367 tmp = get_archetype (SPELL_WONDER);
2368 cast_wonder (op, op, 0, tmp);
2369 tmp->destroy ();
2370 }
2371 else if (failure <= -15 && failure > -35)
2372 { /* drain mana */
2373 op->failmsg ("Your mana is drained!");
2374 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2375 if (op->stats.sp < 0)
2376 op->stats.sp = 0;
2377 }
2378 else if (settings.spell_failure_effects == TRUE)
2379 {
2380 if (failure <= -35 && failure > -60)
2381 { /* confusion */
2382 op->failmsg ("The magic recoils on you!");
2383 confuse_player (op, op, power);
2384 }
2385 else if (failure <= -60 && failure > -70)
2386 { /* paralysis */
2387 op->failmsg ("The magic recoils and paralyzes you!");
2388 paralyze_player (op, op, power);
2389 }
2390 else if (failure <= -70 && failure > -80)
2391 { /* blind */
2392 op->failmsg ("The magic recoils on you!");
2393 blind_player (op, op, power);
2394 }
2395 else if (failure <= -80)
2396 { /* blast the immediate area */
2397 object *tmp = get_archetype (LOOSE_MANA);
2398 cast_magic_storm (op, tmp, power);
2399 op->failmsg ("You unleash uncontrolled mana!");
2400 tmp->destroy ();
2401 }
2402 }
2403}
2404
2405/**
2406 * Handles the applying of a skill scroll, calling learn_skill straight.
2407 * op is the person learning the skill, tmp is the skill scroll object
2408 */
2409static void
2410apply_skillscroll (object *op, object *tmp)
2411{
2412 switch (learn_skill (op, tmp))
2413 {
2414 case 0:
2415 op->play_sound (sound_find ("generic_fail"));
2416 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2417 break;
2418
2419 case 1:
2420 tmp->decrease ();
2421 op->play_sound (sound_find ("skill_learn"));
2422 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2423 break;
2424
2425 default:
2426 tmp->decrease ();
2427 op->play_sound (sound_find ("generic_fail"));
2428 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2429 break;
2430 }
2431}
2432
2433/**
2434 * Actually makes op learn spell.
2435 * Informs player of what happens.
2436 */
2437void
2438do_learn_spell (object *op, object *spell, int special_prayer)
2439{
2440 object *tmp;
2441
2442 if (op->type != PLAYER)
2443 {
2444 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2445 return;
2446 }
2447
2448 /* Upgrade special prayers to normal prayers */
2449 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2450 {
2451 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2452 {
2453 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2454 return;
2455 }
2456 return;
2457 }
2458
2459 op->contr->play_sound (sound_find ("learn_spell"));
2460
2461 tmp = spell->clone ();
2462 insert_ob_in_ob (tmp, op);
2463
2464 if (special_prayer)
2465 tmp->set_flag (FLAG_STARTEQUIP);
2466
2467 esrv_add_spells (op->contr, tmp);
2468}
2469
2470/**
2471 * Erases spell from player's inventory.
2472 */
2473void
2474do_forget_spell (object *op, const char *spell)
2475{
2476 object *spob;
2477
2478 if (op->type != PLAYER)
2479 {
2480 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2481 return;
2482 }
2483 if ((spob = check_spell_known (op, spell)) == NULL)
2484 {
2485 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2486 return;
2487 }
2488
2489 op->failmsgf ("You lose knowledge of %s.", spell);
2490 esrv_remove_spell (op->contr, spob);
2491 spob->destroy ();
2492}
2493
2494/**
2495 * Handles player applying a spellbook.
2496 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2497 * stuff like that. Random learning failure too.
2498 */
2499static void
2500apply_spellbook (object *op, object *tmp)
2501{
2502 object *skop, *spell, *spell_skill;
2503
2504 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2505 {
2506 op->failmsg ("You are unable to read while blind.");
2507 return;
2508 }
2509
2510 /* artifact_spellbooks have 'slaying' field point to a spell name,
2511 * instead of having their spell stored in stats.sp. These are
2512 * legacy spellbooks
2513 */
2514 if (tmp->slaying)
2515 {
2516 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2517
2518 if (!spell)
2519 {
2520 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2521 return;
2522 }
2523 else
2524 insert_ob_in_ob (spell, tmp);
2525
2526 tmp->slaying = 0;
2527 }
2528
2529 skop = find_skill_by_name (op, tmp->skill);
2530
2531 /* need a literacy skill to learn spells. Also, having a literacy level
2532 * lower than the spell will make learning the spell more difficult */
2533 if (!skop)
2534 {
2535 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2536 return;
2537 }
2538
2539 spell = tmp->inv;
2540
2541 if (!spell)
2542 {
2543 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2544 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2545 return;
2546 }
2547
2548 int learn_level = sqrtf (spell->level) * 1.5f;
2549 if (skop->level < learn_level)
2550 {
2551 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2552 &tmp->skill, learn_level);
2553 return;
2554 }
2555
2556 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2557
2558 if (!tmp->flag [FLAG_IDENTIFIED])
2559 identify (tmp);
2560
2561 /* I removed the check for special_prayer_mark here - it didn't make
2562 * a lot of sense - special prayers are not found in spellbooks, and
2563 * if the player doesn't know the spell, doesn't make a lot of sense that
2564 * they would have a special prayer mark.
2565 */
2566 if (check_spell_known (op, spell->name))
2567 {
2568 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2569 return;
2570 }
2571
2572 if (spell->skill)
2573 {
2574 spell_skill = find_skill_by_name (op, spell->skill);
2575
2576 if (!spell_skill)
2577 {
2578 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2579 return;
2580 }
2581
2582 if (spell_skill->level < spell->level)
2583 {
2584 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2585 return;
2586 }
2587 }
2588
2589 /* Logic as follows
2590 *
2591 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2592 *
2593 * 2- The learner's skill level in literacy adjusts the chance to learn
2594 * a spell.
2595 *
2596 * 3 -Automatically fail to learn if you read while confused
2597 *
2598 * Overall, chances are the same but a player will find having a high
2599 * literacy rate very useful! -b.t.
2600 */
2601 if (op->flag [FLAG_CONFUSED])
2602 {
2603 op->failmsg ("In your confused state you flub the wording of the text!");
2604 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2605 }
2606 else if (tmp->flag [FLAG_STARTEQUIP] ||
2607 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2608 {
2609 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2610 do_learn_spell (op, spell, 0);
2611
2612 /* xp gain to literacy for spell learning */
2613 if (!tmp->flag [FLAG_STARTEQUIP])
2614 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2615 }
2616 else
2617 {
2618 op->contr->play_sound (sound_find ("fumble_spell"));
2619 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2620 }
2621
2622 tmp->decrease ();
2623}
2624
2625/**
2626 * Handles applying a spell scroll.
2627 */
2628void
2629apply_scroll (object *op, object *tmp, int dir)
2630{
2631 object *skop;
2632
2633 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2634 {
2635 op->failmsg ("You are unable to read while blind.");
2636 return;
2637 }
2638
2639 if (!tmp->inv || tmp->inv->type != SPELL)
2640 {
2641 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2642 return;
2643 }
2644
2645 if (op->type == PLAYER)
2646 {
2647 /* players need a literacy skill to read stuff! */
2648 int exp_gain = 0;
2649
2650 /* hard code literacy - tmp->skill points to where the exp
2651 * should go for anything killed by the spell.
2652 */
2653 skop = find_skill_by_name (op, shstr_literacy);
2654
2655 if (!skop)
2656 {
2657 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2658 return;
2659 }
2660
2661 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2662 change_exp (op, exp_gain, skop->skill, 0);
2663 }
2664
2665 if (!tmp->flag [FLAG_IDENTIFIED])
2666 identify (tmp);
2667
2668 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2669
2670 cast_spell (op, tmp, dir, tmp->inv, NULL);
2671 tmp->decrease ();
2672}
2673
2674/**
2675 * Applies a treasure object - by default, chest. op
2676 * is the person doing the applying, tmp is the treasure
2677 * chest.
2678 */
2679static void
2680apply_treasure (object *op, object *tmp)
2681{
2682 /* Nice side effect of this treasure creation method is that the treasure
2683 * for the chest is done when the chest is created, and put into the chest
2684 * inventory. So that when the chest burns up, the items still exist. Also
2685 * prevents people from moving chests to more difficult maps to get better
2686 * treasure
2687 */
2688 object *treas = tmp->inv;
2689
2690 if (!treas)
2691 {
2692 op->statusmsg ("The chest was empty.");
2693 tmp->decrease ();
2694 return;
2695 }
2696
2697 while (tmp->inv)
2698 {
2699 treas = tmp->inv;
2700 treas->remove ();
2701
2702 treas->x = op->x;
2703 treas->y = op->y;
2704 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2705
2706 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2707 spring_trap (treas, op);
2708
2709 /* If either player or container was destroyed, no need to do
2710 * further processing. I think this should be enclused with
2711 * spring trap above, as I don't think there is otherwise
2712 * any way for the treasure chest or player to get killed.
2713 */
2714 if (op->destroyed () || tmp->destroyed ())
2715 break;
2716 }
2717
2718 if (!tmp->destroyed () && !tmp->inv)
2719 tmp->decrease (true);
2720}
2721
2722/**
2723 * A dragon is eating some flesh. If the flesh contains resistances,
2724 * there is a chance for the dragon's skin to get improved.
2725 *
2726 * attributes:
2727 * object *op the object (dragon player) eating the flesh
2728 * object *meal the flesh item, getting chewed in dragon's mouth
2729 * return:
2730 * int 1 if eating successful, 0 if it doesn't work
2731 */
2732static int
2733dragon_eat_flesh (object *op, object *meal)
2734{
2735 object *skin = NULL; /* pointer to dragon skin force */
2736 object *abil = NULL; /* pointer to dragon ability force */
2737 object *tmp = NULL; /* tmp. object */
2738
2739 double chance; /* improvement-chance of one resistance type */
2740 double totalchance = 1; /* total chance of gaining one resistance */
2741 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2742 double mbonus = 0; /* monster bonus */
2743 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2744 int winners = 0; /* number of winners */
2745 int i; /* index */
2746
2747 /* let's make sure and doublecheck the parameters */
2748 if (meal->type != FLESH || !op->is_dragon ())
2749 return 0;
2750
2751 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2752 from the player's inventory */
2753 for (tmp = op->inv; tmp; tmp = tmp->below)
2754 if (tmp->type == FORCE)
2755 if (tmp->arch->archname == shstr_dragon_skin_force)
2756 skin = tmp;
2757 else if (tmp->arch->archname == shstr_dragon_ability_force)
2758 abil = tmp;
2759
2760 /* if either skin or ability are missing, this is an old player
2761 which is not to be considered a dragon -> bail out */
2762 if (skin == NULL || abil == NULL)
2763 return 0;
2764
2765 /* now start by filling stomache and health, according to food-value */
2766 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2767 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2768 else
2769 op->stats.hp += meal->stats.food / 50;
2770
2771 min_it (op->stats.hp, op->stats.maxhp);
2772 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2773
2774 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2775
2776 /* on to the interesting part: chances for adding resistance */
2777 for (i = 0; i < NROFATTACKS; i++)
2778 {
2779 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2780 {
2781 /* got positive resistance, now calculate improvement chance (0-100) */
2782
2783 /* this bonus makes resistance increase easier at lower levels */
2784 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2785 if (i == abil->stats.exp)
2786 bonus += 5; /* additional bonus for resistance of ability-focus */
2787
2788 /* monster bonus increases with level, because high-level
2789 flesh is too rare */
2790 mbonus = op->level * 20. / ((double) settings.max_level);
2791
2792 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2793 ((double)settings.max_level)) - skin->resist[i];
2794
2795 if (chance >= 0.)
2796 chance += 1.;
2797 else
2798 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2799
2800 /* chance is proportional to amount of resistance (max. 50) */
2801 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2802
2803 /* doubled chance for resistance of ability-focus */
2804 if (i == abil->stats.exp)
2805 chance = min (100., chance * 2.);
2806
2807 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2808 if (rndm (10000) < (unsigned int)(chance * 100))
2809 {
2810 atnr_winner[winners] = i;
2811 winners++;
2812 }
2813
2814 if (chance >= 0.01)
2815 totalchance *= 1 - chance / 100;
2816
2817 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2818 }
2819 }
2820
2821 /* inverse totalchance as until now we have the failure-chance */
2822 totalchance = 100 - totalchance * 100;
2823
2824 /* print message according to totalchance */
2825 const char *buf;
2826 if (totalchance > 50.)
2827 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2828 else if (totalchance > 10.)
2829 buf = format ("The %s tasted very good.", &meal->name);
2830 else if (totalchance > 1.)
2831 buf = format ("The %s tasted good.", &meal->name);
2832 else if (totalchance > 0.1)
2833 buf = format ("The %s tasted bland.", &meal->name);
2834 else if (totalchance >= 0.01)
2835 buf = format ("The %s had a boring taste.", &meal->name);
2836 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2837 buf = format ("The %s tasted strange.", &meal->name);
2838 else
2839 buf = format ("The %s had no taste.", &meal->name);
2840
2841 op->statusmsg (buf);
2842
2843 /* now choose a winner if we have any */
2844 i = -1;
2845 if (winners > 0)
2846 i = atnr_winner [rndm (winners)];
2847
2848 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2849 {
2850 /* resistance increased! */
2851 skin->resist[i]++;
2852 op->update_stats ();
2853
2854 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2855 }
2856
2857 /* if this flesh contains a new ability focus, we mark it
2858 into the ability_force and it will take effect on next level */
2859 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2860 {
2861 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2862
2863 if (meal->last_eat != abil->stats.exp)
2864 op->statusmsg (format (
2865 "Your metabolism prepares to focus on %s!\n"
2866 "The change will happen at level %d.",
2867 change_resist_msg[meal->last_eat],
2868 abil->level + 1
2869 ));
2870 else
2871 {
2872 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2873 abil->last_eat = 0;
2874 }
2875 }
2876
2877 return 1;
2878}
2879
2880/**
2881 * op eats food.
2882 * If player, takes care of messages and dragon special food.
2883 */
2884static void
2885apply_food (object *op, object *tmp)
2886{
2887 int capacity_remaining;
2888
2889 if (op->type != PLAYER)
2890 op->stats.hp = op->stats.maxhp;
2891 else
2892 {
2893 /* check if this is a dragon (player), eating some flesh */
2894 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2895 ;
2896 else
2897 {
2898 /* usual case - no dragon meal: */
2899 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2900 {
2901 if (tmp->type == FOOD || tmp->type == FLESH)
2902 op->failmsg ("You feel full, but what a waste of food!");
2903 else
2904 op->statusmsg ("Most of the drink goes down your face not your throat!");
2905 }
2906
2907 tmp->play_sound (
2908 tmp->sound
2909 ? tmp->sound
2910 : tmp->type == DRINK
2911 ? sound_find ("eat_drink")
2912 : sound_find ("eat_food")
2913 );
2914
2915 if (!tmp->flag [FLAG_CURSED])
2916 {
2917 const char *buf;
2918
2919 if (!op->is_dragon ())
2920 {
2921 /* eating message for normal players */
2922 if (tmp->type == DRINK)
2923 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2924 else
2925 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2926 }
2927 else
2928 /* eating message for dragon players */
2929 buf = format ("The %s tasted terrible!", &tmp->name);
2930
2931 op->statusmsg (buf);
2932
2933 capacity_remaining = MAX_FOOD - op->stats.food;
2934 op->stats.food += tmp->stats.food;
2935 if (capacity_remaining < tmp->stats.food)
2936 op->stats.hp += capacity_remaining / 50;
2937 else
2938 op->stats.hp += tmp->stats.food / 50;
2939
2940 min_it (op->stats.hp, op->stats.maxhp);
2941 min_it (op->stats.food, MAX_FOOD);
2942 }
2943
2944 /* special food hack -b.t. */
2945 if (tmp->title || tmp->flag [FLAG_CURSED])
2946 eat_special_food (op, tmp);
2947 }
2948 }
2949
2950 handle_apply_yield (tmp);
2951 tmp->decrease ();
2952}
2953
2954/**
2955 * Handles applying an improve armor scroll.
2956 * Does some sanity checks, then calls improve_armour.
2957 */
2958static void
2959apply_armour_improver (object *op, object *tmp)
2960{
2961 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2962 {
2963 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2964 return;
2965 }
2966
2967 object *armor = op->mark ();
2968
2969 if (!armor)
2970 {
2971 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2972 return;
2973 }
2974
2975 if (armor->type != ARMOUR
2976 && armor->type != CLOAK
2977 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2978 {
2979 op->failmsg ("Your marked item is not armour!\n");
2980 return;
2981 }
2982
2983 if (!op->apply (armor, AP_UNAPPLY))
2984 {
2985 op->failmsg ("You are unable to take off your armour to improve it!");
2986 return;
2987 }
2988
2989 op->statusmsg ("Applying armour enchantment.");
2990 improve_armour (op, tmp, armor);
2991}
2992
2993void
2994apply_poison (object *op, object *tmp)
2995{
2996 // need to do it now when it is still on the map
2997 handle_apply_yield (tmp);
2998
2999 object *poison = tmp->split (1);
3000
3001 if (op->type == PLAYER)
3002 {
3003 op->contr->play_sound (sound_find ("drink_poison"));
3004 op->failmsg ("Yech! That tasted poisonous!");
3005 op->contr->killer = poison;
3006 }
3007
3008 if (poison->stats.hp > 0)
3009 {
3010 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3011 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3012 }
3013
3014 op->stats.food -= op->stats.food / 4;
3015 poison->destroy ();
3016}
3017
3018/**
3019 * This function will try to apply a lighter and in case no lighter
3020 * is specified it will try to find a lighter in the players inventory,
3021 * and inform him about this requirement.
3022 *
3023 * who - the player
3024 * op - the item we want to light
3025 * lighter - the lighter or 0 if a lighter has yet to be found
3026 */
3027static object *
3028auto_apply_lighter (object *who, object *op, object *lighter)
3029{
3030 if (lighter == 0)
3031 {
3032 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3033 {
3034 if (tmp->type == LIGHTER)
3035 {
3036 lighter = tmp;
3037 break;
3038 }
3039 }
3040
3041 if (!lighter)
3042 {
3043 who->failmsgf (
3044 "You can't light up the %s with your bare hands! "
3045 "H<You need a lighter in your inventory, for example a flint and steel.>",
3046 &op->name
3047 );
3048 return 0;
3049 }
3050 }
3051
3052 // last_eat == 0 means the lighter is not being used up!
3053 if (lighter->last_eat && lighter->stats.food)
3054 {
3055 /* lighter gets used up */
3056 lighter = lighter->split ();
3057 lighter->stats.food--;
3058 who->insert (lighter);
3059 }
3060 else if (lighter->last_eat)
3061 {
3062 /* no charges left in lighter */
3063 who->failmsgf (
3064 "You attempt to light the %s with a used up %s.",
3065 &op->name, &lighter->name
3066 );
3067 return 0;
3068 }
3069
3070 return lighter;
3071}
3072
3073/**
3074 * Designed primarily to light torches/lanterns/etc.
3075 * Also burns up burnable material too. First object in the inventory is
3076 * the selected object to "burn". -b.t.
3077 */
3078static void
3079apply_lighter (object *who, object *lighter)
3080{
3081 int is_player_env = 0;
3082
3083 if (object *item = who->mark ())
3084 {
3085 if (!auto_apply_lighter (who, item, lighter))
3086 return;
3087
3088 /* Perhaps we should split what we are trying to light on fire?
3089 * I can't see many times when you would want to light multiple
3090 * objects at once.
3091 */
3092
3093 save_throw_object (item, AT_FIRE, who);
3094
3095 if (item->destroyed ()
3096 || ((item->type == LAMP || item->type == TORCH)
3097 && item->glow_radius > 0))
3098 who->statusmsg (format (
3099 "You light the %s with the %s.",
3100 &item->name, &lighter->name
3101 ));
3102 else
3103 who->failmsgf (
3104 "You attempt to light the %s with the %s and fail.",
3105 &item->name, &lighter->name
3106 );
3107 }
3108 else
3109 who->failmsg ("You need to mark a lightable object.");
3110}
3111
3112/**
3113 * This function generates a cursed effect for cursed lamps and torches.
3114 */
3115static void
3116player_apply_lamp_cursed_effect (object *who, object *op)
3117{
3118 if (op->level)
3119 {
3120 who->failmsgf (
3121 "The %s was cursed, it explodes in a big fireball!",
3122 &op->name
3123 );
3124 create_exploding_ball_at (who, op->level);
3125 }
3126 else
3127 {
3128 who->failmsgf (
3129 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3130 &op->name
3131 );
3132 }
3133
3134 op->destroy ();
3135}
3136
3137/**
3138 * Apply for players and lamps
3139 *
3140 * who - the player
3141 * op - the lamp
3142 */
3143static void
3144player_apply_lamp (object *who, object *op)
3145{
3146 bool switch_on = op->glow_radius ? false : true;
3147
3148 if (switch_on)
3149 {
3150 object *lighter = 0;
3151
3152 if (op->flag [FLAG_IS_LIGHTABLE]
3153 && !(lighter = auto_apply_lighter (who, op, 0)))
3154 return;
3155
3156 if (op->stats.food < 1)
3157 {
3158 if (op->type == LAMP)
3159 who->failmsgf (
3160 "The %s is out of fuel! "
3161 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3162 &op->name
3163 );
3164 else
3165 who->failmsgf (
3166 "The %s is burnt out! "
3167 "H<Torches and similar items burn out and become worthless.>",
3168 &op->name
3169 );
3170 return;
3171 }
3172
3173 if (op->flag [FLAG_CURSED])
3174 {
3175 player_apply_lamp_cursed_effect (who, op);
3176 return;
3177 }
3178
3179 if (lighter)
3180 who->statusmsg (format (
3181 "You light up the %s with the %s.", &op->name, &lighter->name));
3182 else
3183 who->statusmsg (format ("You light up the %s.", &op->name));
3184 }
3185 else
3186 {
3187 if (op->flag [FLAG_CURSED])
3188 {
3189 player_apply_lamp_cursed_effect (who, op);
3190 return;
3191 }
3192
3193 if (op->type == TORCH)
3194 {
3195 if (!op->flag [FLAG_IS_LIGHTABLE])
3196 {
3197 who->statusmsg (format (
3198 "You put out the %s. "
3199 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3200 &op->name, &op->name));
3201 }
3202 else
3203 who->statusmsg (format (
3204 "You put out the %s."
3205 "H<Torches wear out if you put them out.>",
3206 &op->name));
3207 }
3208 else
3209 who->statusmsg (format ("You turn off the %s.", &op->name));
3210 }
3211
3212 apply_lamp (op, switch_on);
3213}
3214
3215void get_animation_from_arch (object *op, arch_ptr a)
3216{
3217 op->animation_id = a->animation_id;
3218 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3219 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3220 op->anim_speed = a->anim_speed;
3221 op->last_anim = 0;
3222 op->state = 0;
3223 op->face = a->face;
3224
3225 if (NUM_ANIMATIONS(op) > 1)
3226 {
3227 SET_ANIMATION(op, 0);
3228 animate_object (op, op->direction);
3229 }
3230 else
3231 update_object (op, UP_OBJ_FACE);
3232}
3233
3234/**
3235 * Apply for LAMPs and TORCHes.
3236 *
3237 * op - the lamp
3238 * switch_on - a flag which says whether the lamp should be switched on or off
3239 */
3240void apply_lamp (object *op, bool switch_on)
3241{
3242 op->set_glow_radius (switch_on ? op->range : 0);
3243 op->set_speed (switch_on ? op->arch->speed : 0);
3244
3245 // torches wear out if you put them out
3246 if (op->type == TORCH && !switch_on)
3247 {
3248 if (op->flag [FLAG_IS_LIGHTABLE])
3249 {
3250 op->stats.food -= (double) op->arch->stats.food / 15;
3251 if (op->stats.food < 0)
3252 op->stats.food = 0;
3253 }
3254 else
3255 op->stats.food = 0;
3256 }
3257
3258 // lamps and torched get worthless when used up
3259 if (op->stats.food <= 0)
3260 op->value = 0;
3261
3262 // FIXME: This is a hack to make the more sane torches and lamps
3263 // still animated ;-/
3264 if (op->other_arch)
3265 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3266
3267 if (object *pl = op->visible_to ())
3268 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3269}
3270
3271/**
3272 * This handles items of type 'transformer'.
3273 * Basically those items, used with a marked item, transform both items into something
3274 * else.
3275 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3276 * Change information is contained in the 'slaying' field of the marked item.
3277 * The format is as follow: transformer:[number ]yield[;transformer:...].
3278 * This way an item can be transformed in many things, and/or many objects.
3279 * The 'slaying' field for transformer is used as verb for the action.
3280 */
3281static void
3282apply_item_transformer (object *pl, object *transformer)
3283{
3284 object *new_item;
3285 const char *find;
3286 char *separator;
3287 int yield;
3288 char got[MAX_BUF];
3289 int len;
3290
3291 if (!pl || !transformer)
3292 return;
3293
3294 object *marked = pl->mark ();
3295
3296 if (!marked)
3297 {
3298 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3299 return;
3300 }
3301
3302 if (!marked->slaying)
3303 {
3304 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3305 return;
3306 }
3307
3308 /* check whether they are compatible or not */
3309 find = strstr (&marked->slaying, transformer->arch->archname);
3310 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3311 {
3312 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3313 return;
3314 }
3315
3316 find += strlen (transformer->arch->archname) + 1;
3317 /* Item can be used, now find how many and what it yields */
3318 if (isdigit (*(find)))
3319 {
3320 yield = atoi (find);
3321 if (yield < 1)
3322 {
3323 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3324 yield = 1;
3325 }
3326 }
3327 else
3328 yield = 1;
3329
3330 while (isdigit (*find))
3331 find++;
3332
3333 while (*find == ' ')
3334 find++;
3335
3336 memset (got, 0, MAX_BUF);
3337
3338 if ((separator = (char *) strchr (find, ';')))
3339 len = separator - find;
3340 else
3341 len = strlen (find);
3342
3343 min_it (len, MAX_BUF - 1);
3344
3345 strcpy (got, find);
3346 got[len] = '\0';
3347
3348 /* Now create new item, remove used ones when required. */
3349 new_item = get_archetype (got);
3350 if (!new_item)
3351 {
3352 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3353 return;
3354 }
3355
3356 new_item->nrof = yield;
3357
3358 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3359
3360 pl->insert (new_item);
3361 /* Eat up one item */
3362 marked->decrease ();
3363
3364 /* Eat one transformer if needed */
3365 if (transformer->stats.food)
3366 if (--transformer->stats.food == 0)
3367 transformer->decrease ();
3368}
3369
3370/**
3371 * Main apply handler.
3372 *
3373 * Checks for unpaid items before applying.
3374 *
3375 * Return value is currently not used
3376 *
3377 * who is the object that is causing object to be applied, op is the object
3378 * being applied.
3379 *
3380 * aflag is special (always apply/unapply) flags. Nothing is done with
3381 * them in this function - they are passed to apply_special
3382 */
3383static bool
3384manual_apply (object *who, object *op, int aflag)
3385{
3386 op = op->head_ ();
3387
3388 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3389 {
3390 if (who->contr)
3391 {
3392 examine (who, op);
3393 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3394 return 1;
3395 }
3396 else
3397 return 0; /* monsters just skip unpaid items */
3398 }
3399
3400 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3401 return RESULT_INT (0);
3402 else if (apply_types_inv_only [op->type])
3403 {
3404 // special item, using slot system, needs to be in inv
3405 if (op->env == who)
3547 return apply_special (who, op, aflags); 3406 return apply_special (who, op, aflag);
3407
3408 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3409 }
3410 else if (!who->contr && apply_types_player_only [op->type])
3411 return 0; // monsters shouldn't try to apply player-only stuff
3412 else if (apply_types [op->type])
3413 {
3414 // ordinary stuff, may be on the floor
3415 switch (op->type)
3416 {
3417 case T_HANDLE:
3418 who->play_sound (sound_find ("turn_handle"));
3419 who->statusmsg ("You turn the handle.");
3420 op->value = op->value ? 0 : 1;
3421 SET_ANIMATION (op, op->value);
3422 update_object (op, UP_OBJ_FACE);
3423 push_button (op, who);
3424 break;
3425
3426 case TRIGGER:
3427 if (check_trigger (op, who, who))
3428 {
3429 who->statusmsg ("You turn the handle.");
3430 who->play_sound (sound_find ("turn_handle"));
3431 }
3432 else
3433 who->failmsg ("The handle doesn't move.");
3434
3435 break;
3436
3437 case EXIT:
3438 if (!EXIT_PATH (op))
3439 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3440 else
3441 {
3442 /* Don't display messages for random maps. */
3443 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3444 who->statusmsg (op->msg, NDI_NAVY);
3445
3446 who->enter_exit (op);
3447 }
3448
3449 break;
3450
3451 case INSCRIBABLE:
3452 who->statusmsg (op->msg);
3453 // maybe show a spell menu to chose from or something like that
3454 break;
3455
3456 case SIGN:
3457 apply_sign (who, op, 0);
3458 break;
3459
3460 case BOOK:
3461 apply_book (who, op);
3462 break;
3463
3464 case SKILLSCROLL:
3465 apply_skillscroll (who, op);
3466 break;
3467
3468 case SPELLBOOK:
3469 apply_spellbook (who, op);
3470 break;
3471
3472 case SCROLL:
3473 apply_scroll (who, op, 0);
3474 break;
3475
3476 case POTION:
3477 apply_potion (who, op);
3478 break;
3479
3480 /* Eneq(@csd.uu.se): Handle apply on containers. */
3481 //TODO: remove, as it is unsed?
3482 case CLOSE_CON:
3483 apply_container (who, op->env);
3484 break;
3485
3486 case CONTAINER:
3487 apply_container (who, op);
3488 break;
3489
3490 case TREASURE:
3491 apply_treasure (who, op);
3492 break;
3493
3494 case LAMP:
3495 case TORCH:
3496 player_apply_lamp (who, op);
3497 break;
3498
3499 case DRINK:
3500 case FOOD:
3501 case FLESH:
3502 apply_food (who, op);
3503 break;
3504
3505 case POISON:
3506 apply_poison (who, op);
3507 break;
3508
3509 case SAVEBED:
3510 break;
3511
3512 case ARMOUR_IMPROVER:
3513 apply_armour_improver (who, op);
3514 break;
3515
3516 case WEAPON_IMPROVER:
3517 check_improve_weapon (who, op);
3518 break;
3519
3520 case CLOCK:
3521 {
3522 char buf[MAX_BUF];
3523 timeofday_t tod;
3524
3525 get_tod (&tod);
3526 who->play_sound (sound_find ("sound_clock"));
3527 who->statusmsg (format (
3528 "It is %d minute%s past %d o'clock %s",
3529 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3530 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3531 ));
3532 }
3533 break;
3534
3535 case MENU:
3536 shop_listing (op, who);
3537 break;
3538
3539 case POWER_CRYSTAL:
3540 apply_power_crystal (who, op); /* see egoitem.c */
3541 break;
3542
3543 case LIGHTER: /* for lighting torches/lanterns/etc */
3544 apply_lighter (who, op);
3545 break;
3546
3547 case ITEM_TRANSFORMER:
3548 apply_item_transformer (who, op);
3549 break;
3550 }
3551
3552 return 1;
3553 }
3554 else
3555 {
3556 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3557 return 0;
3558 }
3559}
3560
3561/**
3562 * player_apply_below attempts to apply the object 'below' the player.
3563 * If the player has an open container, we use that for below, otherwise
3564 * we use the ground.
3565 */
3566void
3567player_apply_below (object *pl)
3568{
3569 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3570
3571 /* If using a container, set the starting item to be the top
3572 * item in the container. Otherwise, use the map.
3573 */
3574
3575 // first try to apply "applyables"
3576 for (object *tmp = top; tmp; tmp = tmp->below)
3577 if (!tmp->invisible && apply_types [tmp->type])
3578 {
3579 // If it is visible, player can apply it.
3580 pl->apply (tmp);
3581 return;
3582 }
3583
3584 while (top && top->invisible)
3585 top = top->below;
3586
3587 if (!top || top->flag [FLAG_IS_FLOOR])
3588 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3589 "H<There is nothing here that you can apply.>");
3590 else
3591 // next, try to explain the topmost object
3592 switch (top->type)
3593 {
3594 // TODO: all this should move to examine
3595 case ALTAR:
3596 case IDENTIFY_ALTAR:
3597 case TRIGGER_ALTAR:
3598 case CONVERTER:
3599 //case TRIGGER_PEDESTAL:
3600 pl->failmsgf (
3601 "You see no obvious mechanism on the %s."
3602 "H<You have to drop one or more specific items here.>",
3603 query_short_name (top)
3604 );
3605 break;
3606
3607 case BUTTON:
3608 case TRIGGER_BUTTON:
3609 pl->failmsgf (
3610 "The %s looks as if you could activate it with somehting heavy. "
3611 "H<You must put enough items here to activate it.>",
3612 query_short_name (top)
3613 );
3614 break;
3615
3616 default:
3617 examine (pl, top);
3618 break;
3619 }
3620}
3621
3622// saner interface, returns successful status
3623bool
3624object::apply (object *ob, int aflags)
3625{
3626 if (!ob) // simplifies a lot of callers
3627 return true;
3628
3629 if (contr)
3630 {
3631 if (!ob->env && (move_type & MOVE_FLYING))
3632 {
3633 /* player is flying and applying object not in inventory */
3634 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3635 {
3636 failmsg ("But you are floating high above the ground! "
3637 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3638 "or waiting till the levitation effect wears off.>");
3639 return 0;
3640 }
3641 }
3642
3643 contr->last_used = ob;
3644 }
3645
3646 bool want_apply =
3647 aflags & AP_APPLY ? true
3648 : aflags & AP_UNAPPLY ? false
3649 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3650
3651 object_ptr *slot = 0;
3652
3653 // detect the slot, if this is a player
3654 if (contr && !(aflags & AP_NO_SLOT))
3655 {
3656 object *oslot;
3657
3658 switch (ob->type)
3659 {
3660 case WEAPON:
3661 slot = &contr->combat_ob;
3662 oslot = contr->ranged_ob;
3663 break;
3664
3665 case BOW:
3666 case RANGED:
3667 case SPELL:
3668 case WAND:
3669 case ROD:
3670 case HORN:
3671 case BUILDER:
3672 slot = &contr->ranged_ob;
3673 oslot = contr->combat_ob;
3674 break;
3675
3676 // oh, the humanity
3677 case SKILL:
3678 if (aflags & AP_NO_SLOT)
3679 break;
3680
3681 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3682 break;
3683
3684 if (skill_flags [ob->subtype] & SF_COMBAT)
3685 {
3686 slot = &contr->combat_ob;
3687 oslot = contr->ranged_ob;
3688 }
3689 else if (skill_flags [ob->subtype] & SF_RANGED)
3690 {
3691 slot = &contr->ranged_ob;
3692 oslot = contr->combat_ob;
3693 }
3694
3695 break;
3696 }
3697
3698 // now handle slot exclusions
3699 if (slot)
3700 {
3701 // only one slot can be active
3702 if (want_apply)
3703 {
3704 // clear slot unless we are in it already
3705 if (*slot != ob)
3706 apply (*slot, AP_UNAPPLY);
3707
3708 // unapply other slot, because we want to become active
3709 apply (oslot, AP_UNAPPLY);
3710 }
3711
3712 // clear item from slot if applied
3713 if (!want_apply && current_weapon == ob)
3714 current_weapon = 0;
3715 }
3716 }
3717
3718 if (ob->flag [FLAG_APPLIED] != want_apply)
3719 manual_apply (this, ob, aflags);
3720
3721 if (ob->flag [FLAG_APPLIED] != want_apply)
3722 return false;
3723
3724 if (slot && want_apply)
3725 current_weapon = *slot = ob;
3726
3727 return true;
3548} 3728}
3549 3729
3550/** 3730/**
3551 * Map was just loaded, handle op's initialisation. 3731 * Map was just loaded, handle op's initialisation.
3552 * 3732 *
3555int 3735int
3556auto_apply (object *op) 3736auto_apply (object *op)
3557{ 3737{
3558 object *tmp = NULL, *tmp2; 3738 object *tmp = NULL, *tmp2;
3559 int i; 3739 int i;
3740
3741 op->clr_flag (FLAG_AUTO_APPLY);
3560 3742
3561 switch (op->type) 3743 switch (op->type)
3562 { 3744 {
3563 case SHOP_FLOOR: 3745 case SHOP_FLOOR:
3564 if (!op->has_random_items ()) 3746 if (!op->has_random_items ())
3566 3748
3567 do 3749 do
3568 { 3750 {
3569 i = 10; /* let's give it 10 tries */ 3751 i = 10; /* let's give it 10 tries */
3570 while ((tmp = generate_treasure (op->randomitems, 3752 while ((tmp = generate_treasure (op->randomitems,
3571 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3753 op->stats.exp
3754 ? (int) op->stats.exp
3755 : max (op->map->difficulty, 5)))
3756 == NULL && --i);
3757
3572 if (tmp == NULL) 3758 if (tmp == NULL)
3573 return 0; 3759 return 0;
3574 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3760
3761 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3575 { 3762 {
3576 tmp->destroy (); 3763 tmp->destroy ();
3577 tmp = NULL; 3764 tmp = NULL;
3578 } 3765 }
3579 } 3766 }
3580 while (!tmp); 3767 while (!tmp);
3581 3768
3582 tmp->x = op->x; 3769 tmp->x = op->x;
3583 tmp->y = op->y; 3770 tmp->y = op->y;
3584 SET_FLAG (tmp, FLAG_UNPAID); 3771 tmp->set_flag (FLAG_UNPAID);
3585 insert_ob_in_map (tmp, op->map, NULL, 0); 3772 insert_ob_in_map (tmp, op->map, NULL, 0);
3586 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3587 identify (tmp); 3773 identify (tmp);
3588 break; 3774 break;
3589 3775
3590 case TREASURE: 3776 case TREASURE:
3591 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3777 if (op->flag [FLAG_IS_A_TEMPLATE])
3592 return 0; 3778 return 0;
3593 3779
3594 while (op->stats.hp-- > 0) 3780 while (op->stats.hp-- > 0)
3595 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3781 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3596 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3782 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3598 /* If we generated an object and put it in this object inventory, 3784 /* If we generated an object and put it in this object inventory,
3599 * move it to the parent object as the current object is about 3785 * move it to the parent object as the current object is about
3600 * to disappear. An example of this item is the random_* stuff 3786 * to disappear. An example of this item is the random_* stuff
3601 * that is put inside other objects. 3787 * that is put inside other objects.
3602 */ 3788 */
3603 for (tmp = op->inv; tmp; tmp = tmp2)
3604 {
3605 tmp2 = tmp->below;
3606 tmp->remove ();
3607
3608 if (op->env) 3789 if (op->env)
3609 insert_ob_in_ob (tmp, op->env); 3790 while (op->inv)
3610 else 3791 op->env->insert (op->inv);
3611 tmp->destroy ();
3612 }
3613 3792
3614 op->destroy (); 3793 op->destroy ();
3615 break; 3794 break;
3616 } 3795 }
3617 return tmp ? 1 : 0; 3796
3797 return !!tmp;
3618} 3798}
3619 3799
3620/** 3800/**
3621 * fix_auto_apply goes through the entire map every time a map 3801 * fix_auto_apply goes through the entire map every time a map
3622 * is loaded or swapped in and performs special actions for 3802 * is loaded or swapped in and performs special actions for
3636 3816
3637 if (tmp->inv) 3817 if (tmp->inv)
3638 { 3818 {
3639 object *invtmp, *invnext; 3819 object *invtmp, *invnext;
3640 3820
3641 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3821 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3642 { 3822 {
3643 invnext = invtmp->below; 3823 invnext = invtmp->below;
3644 3824
3645 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3825 if (invtmp->flag [FLAG_AUTO_APPLY])
3646 auto_apply (invtmp); 3826 auto_apply (invtmp);
3647 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3827 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3648 { 3828 {
3649 while ((invtmp->stats.hp--) > 0) 3829 while (invtmp->stats.hp-- > 0)
3650 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3830 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3651 3831
3652 invtmp->randomitems = NULL; 3832 invtmp->randomitems = NULL;
3653 } 3833 }
3654 else if (invtmp && invtmp->arch 3834 else if (invtmp && invtmp->arch
3659 * treasure again for this object 3839 * treasure again for this object
3660 */ 3840 */
3661 invtmp->randomitems = NULL; 3841 invtmp->randomitems = NULL;
3662 } 3842 }
3663 } 3843 }
3844
3664 /* This is really temporary - the code at the bottom will 3845 /* This is really temporary - the code at the bottom will
3665 * also set randomitems to null. The problem is there are bunches 3846 * also set randomitems to null. The problem is there are bunches
3666 * of maps/players already out there with items that have spells 3847 * of maps/players already out there with items that have spells
3667 * which haven't had the randomitems set to null yet. 3848 * which haven't had the randomitems set to null yet.
3668 * MSW 2004-05-13 3849 * MSW 2004-05-13
3672 * Ryo 2004-08-16 3853 * Ryo 2004-08-16
3673 */ 3854 */
3674 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3855 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3675 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3856 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3676 tmp->randomitems = NULL; 3857 tmp->randomitems = NULL;
3677
3678 } 3858 }
3679 3859
3680 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3860 if (tmp->flag [FLAG_AUTO_APPLY])
3681 auto_apply (tmp); 3861 auto_apply (tmp);
3682 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3862 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3683 { 3863 {
3684 while ((tmp->stats.hp--) > 0) 3864 while ((tmp->stats.hp--) > 0)
3685 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3865 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3687 } 3867 }
3688 else if (tmp->type == TIMED_GATE) 3868 else if (tmp->type == TIMED_GATE)
3689 { 3869 {
3690 object *head = tmp->head != NULL ? tmp->head : tmp; 3870 object *head = tmp->head != NULL ? tmp->head : tmp;
3691 3871
3692 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3872 if (head->flag [FLAG_IS_LINKED])
3693 tmp->set_speed (0); 3873 tmp->set_speed (0);
3694 } 3874 }
3695 /* This function can be called everytime a map is loaded, even when 3875 /* This function can be called everytime a map is loaded, even when
3696 * swapping back in. As such, we don't want to create the treasure 3876 * swapping back in. As such, we don't want to create the treasure
3697 * over and ove again, so after we generate the treasure, blank out 3877 * over and ove again, so after we generate the treasure, blank out
3715 } 3895 }
3716 3896
3717 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3897 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3718 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3898 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3719 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3899 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3720 check_trigger (tmp, tmp->above); 3900 check_trigger (tmp, tmp->above, tmp->above);
3721} 3901}
3722 3902
3723/** 3903/**
3724 * Handles player eating food that temporarily changes status (resistances, stats). 3904 * Handles player eating food that temporarily changes status (resistances, stats).
3725 * This used to call cast_change_attr(), but 3905 * This used to call cast_change_attr(), but
3730eat_special_food (object *who, object *food) 3910eat_special_food (object *who, object *food)
3731{ 3911{
3732 object *force; 3912 object *force;
3733 int i, did_one = 0; 3913 int i, did_one = 0;
3734 3914
3735 force = get_archetype (FORCE_NAME); 3915 char buf[64];
3916 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3917 shstr key (buf);
3736 3918
3737 for (i = 0; i < NUM_STATS; i++)
3738 if (sint8 k = food->stats.stat (i))
3739 {
3740 force->stats.stat (i) = k;
3741 did_one = 1;
3742 }
3743
3744 /* check if we can protect the eater */
3745 for (i = 0; i < NROFATTACKS; i++)
3746 {
3747 if (food->resist[i] > 0)
3748 {
3749 force->resist[i] = food->resist[i] / 2;
3750 did_one = 1;
3751 }
3752 }
3753
3754 if (did_one)
3755 {
3756 force->set_speed (0.1);
3757 /* bigger morsel of food = longer effect time */ 3919 /* bigger morsel of food = longer effect time */
3758 force->duration = food->stats.food / 5; 3920 int duration = TIME2TICK (food->stats.food);
3759 SET_FLAG (force, FLAG_APPLIED); 3921
3760 change_abil (who, force); 3922 if (force = who->force_find (key))
3761 insert_ob_in_ob (force, who); 3923 {
3924 if (duration > fabs (force->speed_left / force->speed))
3925 {
3926 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));
3927 force->force_set_timer (duration);
3928 }
3929 else
3930 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3931
3932 return;
3762 } 3933 }
3763 else 3934 else
3935 {
3936 force = who->force_add (key, duration);
3937 force->name = key;
3938
3939 /* check if the food affects a stat */
3940 for (i = 0; i < NUM_STATS; i++)
3941 if (sint8 k = food->stats.stat (i))
3942 {
3943 force->stats.stat (i) = k;
3944 did_one = 1;
3945 }
3946
3947 /* check if we can protect the eater */
3948 for (i = 0; i < NROFATTACKS; i++)
3949 {
3950 if (food->resist[i] > 0)
3951 {
3952 force->resist[i] = food->resist[i];
3953 did_one = 1;
3954 }
3955 }
3956
3957 if (did_one)
3958 {
3959 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));
3960
3961 /* make the force take effect and report effects to user */
3962 change_abil (who, force);
3963 }
3964 else
3764 force->destroy (); 3965 force->destroy ();
3966 }
3765 3967
3766 /* check for hp, sp change */ 3968 /* check for hp, sp change */
3767 if (food->stats.hp != 0) 3969 if (food->stats.hp != 0)
3768 { 3970 {
3769 if (QUERY_FLAG (food, FLAG_CURSED)) 3971 if (food->flag [FLAG_CURSED])
3770 { 3972 {
3771 assign (who->contr->killer, food->name); 3973 who->contr->killer = food;
3772 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3974 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3773 who->failmsg ("Eck!...that was poisonous!"); 3975 who->failmsg ("Eck!...that was poisonous!");
3774 } 3976 }
3775 else 3977 else
3776 { 3978 {
3780 who->failmsg ("Eck!...that was poisonous!"); 3982 who->failmsg ("Eck!...that was poisonous!");
3781 3983
3782 who->stats.hp += food->stats.hp; 3984 who->stats.hp += food->stats.hp;
3783 } 3985 }
3784 } 3986 }
3987
3785 if (food->stats.sp != 0) 3988 if (food->stats.sp != 0)
3786 { 3989 {
3787 if (QUERY_FLAG (food, FLAG_CURSED)) 3990 if (food->flag [FLAG_CURSED])
3788 { 3991 {
3789 who->failmsg ("You are drained of mana!"); 3992 who->failmsg ("You are drained of mana!");
3790 who->stats.sp -= food->stats.sp; 3993 who->stats.sp -= food->stats.sp;
3791 if (who->stats.sp < 0) 3994 if (who->stats.sp < 0)
3792 who->stats.sp = 0; 3995 who->stats.sp = 0;
3798 /* place limit on max sp from food? */ 4001 /* place limit on max sp from food? */
3799 } 4002 }
3800 } 4003 }
3801 4004
3802 who->update_stats (); 4005 who->update_stats ();
3803}
3804
3805/**
3806 * Designed primarily to light torches/lanterns/etc.
3807 * Also burns up burnable material too. First object in the inventory is
3808 * the selected object to "burn". -b.t.
3809 */
3810void
3811apply_lighter (object *who, object *lighter)
3812{
3813 object *item;
3814 int is_player_env = 0;
3815
3816 item = find_marked_object (who);
3817 if (item)
3818 {
3819 if (lighter->last_eat && lighter->stats.food)
3820 { /* lighter gets used up */
3821 /* Split multiple lighters if they're being used up. Otherwise *
3822 * one charge from each would be used up. --DAMN */
3823 if (lighter->nrof > 1)
3824 {
3825 object *oneLighter = lighter->clone ();
3826
3827 lighter->nrof -= 1;
3828 oneLighter->nrof = 1;
3829 oneLighter->stats.food--;
3830 esrv_send_item (who, lighter);
3831 oneLighter = insert_ob_in_ob (oneLighter, who);
3832 esrv_send_item (who, oneLighter);
3833 }
3834 else
3835 lighter->stats.food--;
3836 }
3837 else if (lighter->last_eat)
3838 {
3839 /* no charges left in lighter */
3840 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3841 return;
3842 }
3843
3844 /* Perhaps we should split what we are trying to light on fire?
3845 * I can't see many times when you would want to light multiple
3846 * objects at once.
3847 */
3848
3849 if (who == item->in_player ())
3850 is_player_env = 1;
3851
3852 save_throw_object (item, AT_FIRE, who);
3853
3854 if (item->destroyed ())
3855 {
3856 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3857 /* Need to update the player so that the players glow radius
3858 * gets changed.
3859 */
3860 if (is_player_env)
3861 who->update_stats ();
3862 }
3863 else
3864 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3865 }
3866 else
3867 who->failmsg ("You need to mark a lightable object.");
3868}
3869
3870/**
3871 * op made some mistake with a scroll, this takes care of punishment.
3872 * scroll_failure()- hacked directly from spell_failure
3873 */
3874void
3875scroll_failure (object *op, int failure, int power)
3876{
3877 if (abs (failure / 4) > power)
3878 power = abs (failure / 4); /* set minimum effect */
3879
3880 if (failure <= -1 && failure > -15)
3881 { /* wonder */
3882 object *tmp;
3883
3884 op->failmsg ("Your spell warps!");
3885 tmp = get_archetype (SPELL_WONDER);
3886 cast_wonder (op, op, 0, tmp);
3887 tmp->destroy ();
3888 }
3889 else if (failure <= -15 && failure > -35)
3890 { /* drain mana */
3891 op->failmsg ("Your mana is drained!");
3892 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3893 if (op->stats.sp < 0)
3894 op->stats.sp = 0;
3895 }
3896 else if (settings.spell_failure_effects == TRUE)
3897 {
3898 if (failure <= -35 && failure > -60)
3899 { /* confusion */
3900 op->failmsg ("The magic recoils on you!");
3901 confuse_player (op, op, power);
3902 }
3903 else if (failure <= -60 && failure > -70)
3904 { /* paralysis */
3905 op->failmsg ("The magic recoils and paralyzes you!");
3906 paralyze_player (op, op, power);
3907 }
3908 else if (failure <= -70 && failure > -80)
3909 { /* blind */
3910 op->failmsg ("The magic recoils on you!");
3911 blind_player (op, op, power);
3912 }
3913 else if (failure <= -80)
3914 { /* blast the immediate area */
3915 object *tmp = get_archetype (LOOSE_MANA);
3916 cast_magic_storm (op, tmp, power);
3917 op->failmsg ("You unleash uncontrolled mana!");
3918 tmp->destroy ();
3919 }
3920 }
3921} 4006}
3922 4007
3923void 4008void
3924apply_changes_to_player (object *pl, object *change) 4009apply_changes_to_player (object *pl, object *change)
3925{ 4010{
3973 } 4058 }
3974 4059
3975 /* insert the randomitems from the change's treasurelist into 4060 /* insert the randomitems from the change's treasurelist into
3976 * the player ref: player.c 4061 * the player ref: player.c
3977 */ 4062 */
3978 if (change->randomitems != NULL) 4063 if (change->randomitems)
3979 give_initial_items (pl, change->randomitems); 4064 give_initial_items (pl, change->randomitems);
3980 4065
3981 /* set up the face, for some races. */ 4066 /* set up the face, for some races. */
3982 4067
3983 /* first, look for the force object banning 4068 /* first, look for the force object banning
3984 * changing the face. Certain races never change face with class. 4069 * changing the face. Certain races never change face with class.
3985 */ 4070 */
3986 for (walk = pl->inv; walk != NULL; walk = walk->below) 4071 for (walk = pl->inv; walk; walk = walk->below)
3987 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4072 if (walk->name == shstr_NOCLASSFACECHANGE)
3988 flag_change_face = 0; 4073 flag_change_face = 0;
3989 4074
3990 if (flag_change_face) 4075 if (flag_change_face)
3991 { 4076 {
3992 pl->animation_id = GET_ANIM_ID (change);
3993 pl->face = change->face; 4077 pl->face = change->face;
3994 4078 pl->animation_id = change->animation_id;
3995 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4079 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3996 SET_FLAG (pl, FLAG_ANIMATE);
3997 else
3998 CLEAR_FLAG (pl, FLAG_ANIMATE);
3999 } 4080 }
4000 4081
4001 /* check the special case of can't use weapons */ 4082 /* check the special case of can't use weapons */
4002 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4083 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4003 if (!strcmp (change->name, "monk")) 4084 if (change->name == shstr_monk)
4004 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4085 pl->clr_flag (FLAG_USE_WEAPON);
4005 4086
4006 break; 4087 break;
4007 } 4088 }
4008 } 4089 }
4009} 4090}
4010 4091
4011/**
4012 * This handles items of type 'transformer'.
4013 * Basically those items, used with a marked item, transform both items into something
4014 * else.
4015 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4016 * Change information is contained in the 'slaying' field of the marked item.
4017 * The format is as follow: transformer:[number ]yield[;transformer:...].
4018 * This way an item can be transformed in many things, and/or many objects.
4019 * The 'slaying' field for transformer is used as verb for the action.
4020 */
4021void
4022apply_item_transformer (object *pl, object *transformer)
4023{
4024 object *marked;
4025 object *new_item;
4026 char *find;
4027 char *separator;
4028 int yield;
4029 char got[MAX_BUF];
4030 int len;
4031
4032 if (!pl || !transformer)
4033 return;
4034
4035 marked = find_marked_object (pl);
4036
4037 if (!marked)
4038 {
4039 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4040 return;
4041 }
4042
4043 if (!marked->slaying)
4044 {
4045 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4046 return;
4047 }
4048
4049 /* check whether they are compatible or not */
4050 find = strstr (marked->slaying, transformer->arch->archname);
4051 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4052 {
4053 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4054 return;
4055 }
4056
4057 find += strlen (transformer->arch->archname) + 1;
4058 /* Item can be used, now find how many and what it yields */
4059 if (isdigit (*(find)))
4060 {
4061 yield = atoi (find);
4062 if (yield < 1)
4063 {
4064 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4065 yield = 1;
4066 }
4067 }
4068 else
4069 yield = 1;
4070
4071 while (isdigit (*find))
4072 find++;
4073
4074 while (*find == ' ')
4075 find++;
4076
4077 memset (got, 0, MAX_BUF);
4078
4079 if ((separator = strchr (find, ';')) != NULL)
4080 len = separator - find;
4081 else
4082 len = strlen (find);
4083
4084 if (len > MAX_BUF - 1)
4085 len = MAX_BUF - 1;
4086
4087 strcpy (got, find);
4088 got[len] = '\0';
4089
4090 /* Now create new item, remove used ones when required. */
4091 new_item = get_archetype (got);
4092 if (!new_item)
4093 {
4094 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4095 return;
4096 }
4097
4098 new_item->nrof = yield;
4099
4100 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4101
4102 insert_ob_in_ob (new_item, pl);
4103 esrv_send_inventory (pl, pl);
4104 /* Eat up one item */
4105 decrease_ob_nr (marked, 1);
4106
4107 /* Eat one transformer if needed */
4108 if (transformer->stats.food)
4109 if (--transformer->stats.food == 0)
4110 decrease_ob_nr (transformer, 1);
4111}
4112

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