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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.147 by root, Tue Apr 22 02:46:18 2008 UTC vs.
Revision 1.257 by root, Thu Apr 15 00:36:51 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33 34
34/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
35#include <sounds.h>
36 36
37/** 37static const struct apply_types_inv_only : typeset
38 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue.
40 */
41int
42should_director_abort (object *op, object *victim)
43{ 38{
44 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
45
46 /* Get flags to determine what of arch, name, and race should be checked.
47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48 * the next is the name flag, and the last is the race flag. Also note,
49 * if subtype is set to zero, that also goes to defaults of all affecting
50 * it. Examples:
51 * subtype 1: only arch
52 * subtype 3: arch or name
53 * subtype 5: arch or race
54 * subtype 7: all three
55 */
56 if (op->subtype)
57 { 40 {
58 arch_flag = (op->subtype & 1); 41 set (WEAPON);
59 name_flag = (op->subtype & 2); 42 set (ARMOUR);
60 race_flag = (op->subtype & 4); 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
61 } 61 }
62 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
63 { 69 {
64 arch_flag = 1; 70 set (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 tmp->decrease ();
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
232 depl = present_arch_in_ob (at, op);
233
234 if (depl)
235 {
236 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i))
238 op->statusmsg (restore_msg[i]);
239
240 depl->destroy ();
241 op->update_stats ();
242 }
243 else
244 op->statusmsg ("Your potion had no effect.");
245
246 tmp->decrease ();
247 return 1;
248 }
249
250 /* improvement potion - only for players */
251 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 {
253 for (i = 1; i < MIN (11, op->level); i++)
254 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 {
257 if (op->contr->levhp[i] != 1)
258 {
259 op->contr->levhp[i] = 1;
260 break;
261 }
262
263 if (op->contr->levsp[i] != 1)
264 {
265 op->contr->levsp[i] = 1;
266 break;
267 }
268
269 if (op->contr->levgrace[i] != 1)
270 {
271 op->contr->levgrace[i] = 1;
272 break;
273 }
274 }
275 else
276 {
277 if (op->contr->levhp[i] < 9)
278 {
279 op->contr->levhp[i] = 9;
280 break;
281 }
282
283 if (op->contr->levsp[i] < 6)
284 {
285 op->contr->levsp[i] = 6;
286 break;
287 }
288
289 if (op->contr->levgrace[i] < 3)
290 {
291 op->contr->levgrace[i] = 3;
292 break;
293 }
294 }
295 }
296
297 /* Just makes checking easier */
298 if (i < MIN (11, op->level))
299 got_one = 1;
300
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 {
303 if (got_one)
304 {
305 op->update_stats ();
306 op->statusmsg ("The Gods smile upon you and remake you "
307 "a little more in their image. "
308 "You feel a little more perfect.", NDI_GREEN);
309 }
310 else
311 op->statusmsg ("The potion had no effect - you are already perfect.");
312 }
313 else
314 { /* cursed potion */
315 if (got_one)
316 {
317 op->update_stats ();
318 op->failmsg ("The Gods are angry and punish you.");
319 }
320 else
321 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
322 }
323
324 tmp->decrease ();
325 return 1;
326 }
327
328
329 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
330 * and heroism all fit into this category. Given the spell object code,
331 * there is no limit to the number of spells that potions can be cast,
332 * but direction is problematic to try and imbue fireball potions for example.
333 */
334 if (tmp->inv)
335 {
336 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
337 {
338 object *fball;
339
340 op->failmsg ("Yech! Your lungs are on fire!");
341
342 /* Explodes a fireball centered at player */
343 fball = get_archetype (EXPLODING_FIREBALL);
344 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
345 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
346 fball->x = op->x;
347 fball->y = op->y;
348 insert_ob_in_map (fball, op->map, NULL, 0);
349 }
350 else
351 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
352
353 tmp->decrease ();
354
355 /* if youre dead, no point in doing this... */
356 if (!QUERY_FLAG (op, FLAG_REMOVED))
357 op->update_stats ();
358
359 return 1;
360 }
361
362 /* Deal with protection potions */
363 force = NULL;
364 for (i = 0; i < NROFATTACKS; i++)
365 {
366 if (tmp->resist[i])
367 {
368 if (!force)
369 force = get_archetype (FORCE_NAME);
370
371 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
372 force->type = POTION_EFFECT;
373 break; /* Only need to find one protection since we copy entire batch */
374 }
375 }
376
377 /* This is a protection potion */
378 if (force)
379 {
380 /* cursed items last longer */
381 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
382 {
383 force->stats.food *= 10;
384 for (i = 0; i < NROFATTACKS; i++)
385 if (force->resist[i] > 0)
386 force->resist[i] = -force->resist[i]; /* prot => vuln */
387 }
388
389 force->speed_left = -1;
390 force = insert_ob_in_ob (force, op);
391 CLEAR_FLAG (tmp, FLAG_APPLIED);
392 SET_FLAG (force, FLAG_APPLIED);
393 change_abil (op, force);
394 tmp->decrease ();
395 return 1;
396 }
397
398 /* Only thing left are the stat potions */
399 if (op->type == PLAYER)
400 { /* only for players */
401 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
402 CLEAR_FLAG (tmp, FLAG_APPLIED);
403 else
404 SET_FLAG (tmp, FLAG_APPLIED);
405
406 if (!change_abil (op, tmp))
407 op->statusmsg ("Nothing happened.");
408 }
409
410 /* CLEAR_FLAG is so that if the character has other potions
411 * that were grouped with the one consumed, his
412 * stat will not be raised by them. fix_player just clears
413 * up all the stats.
414 */
415 CLEAR_FLAG (tmp, FLAG_APPLIED);
416 op->update_stats ();
417 op->decrease ();
418 return 1;
419}
420 111
421/**************************************************************************** 112/****************************************************************************
422 * Weapon improvement code follows 113 * Weapon improvement code follows
423 ****************************************************************************/ 114 ****************************************************************************/
424 115
425/** 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/**
426 * This returns the sum of nrof of item (arch name). 132 * This returns the sum of nrof of item (arch name).
427 */ 133 */
428static int 134static int
429check_item (object *op, const char *item) 135check_item (object *op, shstr_cmp item)
430{ 136{
431 int count = 0; 137 int count = 0;
432 138
433 if (!item) 139 if (!item)
434 return 0; 140 return 0;
435 141
436 for (op = op->below; op; op = op->below) 142 for (op = op->below; op; op = op->below)
437 {
438 if (strcmp (op->arch->archname, item) == 0) 143 if (op->arch->archname == item)
439 { 144 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
440 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
441 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 145 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
442 {
443 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
444 count++;
445 else
446 count += op->nrof; 146 count += op->number_of ();
447 }
448 }
449 }
450 147
451 return count; 148 return count;
452} 149}
453 150
454/** 151/**
456 * op is typically the player, which is only 153 * op is typically the player, which is only
457 * really used to determine what space to look at. 154 * really used to determine what space to look at.
458 * Modified to only eat 'nrof' of objects. 155 * Modified to only eat 'nrof' of objects.
459 */ 156 */
460static void 157static void
461eat_item (object *op, const char *item, uint32 nrof) 158eat_item (object *op, shstr_cmp item, uint32 nrof)
462{ 159{
463 object *prev; 160 object *prev;
464 161
465 prev = op; 162 prev = op;
466 op = op->below; 163 op = op->below;
467 164
468 while (op) 165 while (op)
469 { 166 {
470 if (strcmp (op->arch->archname, item) == 0) 167 if (op->arch->archname == item)
471 { 168 {
472 if (op->nrof >= nrof) 169 if (op->nrof >= nrof)
473 { 170 {
474 op->decrease (nrof); 171 op->decrease (nrof);
475 return; 172 return;
487 op = op->below; 184 op = op->below;
488 } 185 }
489} 186}
490 187
491/** 188/**
492 * This checks to see of the player (who) is sufficient level to use a weapon
493 * with improvs improvements (typically last_eat). We take an int here
494 * instead of the object so that the improvement code can pass along the
495 * increased value to see if the object is usuable.
496 * we return 1 (true) if the player can use the weapon.
497 */
498static int
499check_weapon_power (const object *who, int improvs)
500{
501/* Old code is below (commented out). Basically, since weapons are the only
502 * object players really have any control to improve, it's a bit harsh to
503 * require high level in some combat skill, so we just use overall level.
504 */
505#if 1
506 if (((who->level / 5) + 5) >= improvs)
507 return 1;
508 else
509 return 0;
510
511#else
512 int level = 0;
513
514 /* The skill system hands out wc and dam bonuses to fighters
515 * more generously than the old system (see fix_player). Thus
516 * we need to curtail the power of player enchanted weapons.
517 * I changed this to 1 improvement per "fighter" level/5 -b.t.
518 * Note: Nothing should break by allowing this ratio to be different or
519 * using normal level - it is just a matter of play balance.
520 */
521 if (who->type == PLAYER)
522 {
523 object *wc_obj = NULL;
524
525 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
526 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
527 level = wc_obj->level;
528
529 if (!level)
530 {
531 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
532 level = who->level;
533 }
534 }
535 else
536 level = who->level;
537
538 return (improvs <= ((level / 5) + 5));
539#endif
540}
541
542/**
543 * 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.
544 * 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.
545 */ 191 */
546static int 192static int
547check_sacrifice (object *op, const object *improver) 193check_sacrifice (object *op, const object *improver)
551 if (improver->slaying) 197 if (improver->slaying)
552 { 198 {
553 count = check_item (op, improver->slaying); 199 count = check_item (op, improver->slaying);
554 if (count < 1) 200 if (count < 1)
555 { 201 {
556 op->failmsg (format ("The gods want more %ss", &improver->slaying)); 202 op->failmsgf ("The gods want more %ss", &improver->slaying);
557 return 0; 203 return 0;
558 } 204 }
559 } 205 }
560 else 206 else
561 count = 1; 207 count = 1;
600 246
601/** 247/**
602 * This does the prepare weapon scroll. 248 * This does the prepare weapon scroll.
603 * Checks for sacrifice, and so on. 249 * Checks for sacrifice, and so on.
604 */ 250 */
605int 251static int
606prepare_weapon (object *op, object *improver, object *weapon) 252prepare_weapon (object *op, object *improver, object *weapon)
607{ 253{
608 int sacrifice_count, i; 254 int sacrifice_count, i;
609 char buf[MAX_BUF]; 255 char buf[MAX_BUF];
610 256
626 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
627 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
628 { 274 {
629 op->failmsg ("You cannot prepare magic weapons. " 275 op->failmsg ("You cannot prepare magic weapons. "
630 "H<A weapon is considered magical if it changes regeneration, " 276 "H<A weapon is considered magical if it changes regeneration, "
631 "speed or ac.>"); 277 "speed or ac, or has other protections.>");
632 return 0; 278 return 0;
633 } 279 }
634 280
635 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
636 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
651 slot at once! */ 297 slot at once! */
652 improver->decrease (); 298 improver->decrease ();
653 weapon->last_eat = 0; 299 weapon->last_eat = 0;
654 return 1; 300 return 1;
655} 301}
656
657 302
658/** 303/**
659 * 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.
660 * This is the new improve weapon code. 305 * This is the new improve weapon code.
661 * 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.
664 * 309 *
665 * 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
666 * 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 ??
667 * level == max improve last_eat == current improve 312 * level == max improve last_eat == current improve
668 */ 313 */
669int 314static int
670improve_weapon (object *op, object *improver, object *weapon) 315improve_weapon (object *op, object *improver, object *weapon)
671{ 316{
672 int sacrifice_count, sacrifice_needed = 0; 317 int sacrifice_count, sacrifice_needed = 0;
673 318
674 if (improver->stats.sp == IMPROVE_PREPARE) 319 if (improver->stats.sp == IMPROVE_PREPARE)
675 return prepare_weapon (op, improver, weapon); 320 return prepare_weapon (op, improver, weapon);
676 321
677 if (weapon->level == 0) 322 if (weapon->level == 0)
678 { 323 {
679 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.>");
680 return 0; 327 return 0;
681 } 328 }
682 329
683 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
684 { 332 {
685 op->failmsg ("This weapon cannot be improved any more."); 333 op->failmsg ("This weapon cannot be improved any more.");
686 return 0; 334 return 0;
687 } 335 }
688 336
689 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))
690 { 339 {
691 op->failmsg ("Improving the weapon will make it too " 340 op->failmsg ("Improving the weapon will make it too "
692 "powerful for you to use. Unready it if you " 341 "powerful for you to use. Unready it if you "
693 "really want to improve it."); 342 "really want to improve it.");
694 return 0; 343 return 0;
722 weapon->last_eat++; 371 weapon->last_eat++;
723 weapon->item_power++; 372 weapon->item_power++;
724 improver->decrease (); 373 improver->decrease ();
725 return 1; 374 return 1;
726 } 375 }
376
727 if (improver->stats.sp == IMPROVE_ENCHANT) 377 if (improver->stats.sp == IMPROVE_ENCHANT)
728 { 378 {
729 weapon->magic++; 379 weapon->magic++;
730 weapon->last_eat++; 380 weapon->last_eat++;
731 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 381 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
742 sacrifice_needed *= 2; 392 sacrifice_needed *= 2;
743 393
744 sacrifice_count = check_sacrifice (op, improver); 394 sacrifice_count = check_sacrifice (op, improver);
745 if (sacrifice_count < sacrifice_needed) 395 if (sacrifice_count < sacrifice_needed)
746 { 396 {
747 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);
748 return 0; 398 return 0;
749 } 399 }
750 400
751 eat_item (op, improver->slaying, sacrifice_needed); 401 eat_item (op, improver->slaying, sacrifice_needed);
752 weapon->item_power++; 402 weapon->item_power++;
771/** 421/**
772 * Handles the applying of improve/prepare/enchant weapon scroll. 422 * Handles the applying of improve/prepare/enchant weapon scroll.
773 * 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, ...),
774 * then calls improve_weapon to do the dirty work. 424 * then calls improve_weapon to do the dirty work.
775 */ 425 */
776int 426static int
777check_improve_weapon (object *op, object *tmp) 427check_improve_weapon (object *op, object *tmp)
778{ 428{
779 object *otmp;
780
781 if (op->type != PLAYER) 429 if (op->type != PLAYER)
782 return 0; 430 return 0;
783 431
784 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))
785 { 433 {
786 op->failmsg ("Something blocks the magic of the scroll!"); 434 op->failmsg ("Something blocks the magic of the scroll!");
787 return 0; 435 return 0;
788 } 436 }
789 437
790 otmp = find_marked_object (op); 438 object *otmp = op->mark ();
439
791 if (!otmp) 440 if (!otmp)
792 { 441 {
793 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.>");
794 return 0; 443 return 0;
795 } 444 }
796 445
797 if (otmp->type != WEAPON && otmp->type != BOW) 446 if (otmp->type != WEAPON && otmp->type != BOW)
798 { 447 {
799 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!");
800 return 0; 455 return 0;
801 } 456 }
802 457
803 op->statusmsg ("Applied weapon builder."); 458 op->statusmsg ("Applied weapon builder.");
804 459
827 * the armour value of the piece of equipment exceed either 482 * the armour value of the piece of equipment exceed either
828 * the users level or 90) 483 * the users level or 90)
829 * Modified by MSW for partial resistance. Only support 484 * Modified by MSW for partial resistance. Only support
830 * changing of physical area right now. 485 * changing of physical area right now.
831 */ 486 */
832int 487static int
833improve_armour (object *op, object *improver, object *armour) 488improve_armour (object *op, object *improver, object *armour)
834{ 489{
835 object *tmp;
836
837 if (armour->magic >= settings.armor_max_enchant) 490 if (armour->magic >= settings.armor_max_enchant)
838 { 491 {
839 op->failmsg ("This armour can not be enchanted any further!"); 492 op->failmsg ("This armour can not be enchanted any further!");
840 return 0; 493 return 0;
841 } 494 }
852 } 505 }
853 506
854 /* Split objects if needed. Can't insert tmp until the 507 /* Split objects if needed. Can't insert tmp until the
855 * end of this function - otherwise it will just re-merge. 508 * end of this function - otherwise it will just re-merge.
856 */ 509 */
857 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; 510 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
858 511
859 armour->magic++; 512 armour->magic++;
860 513
861 if (!settings.armor_speed_linear) 514 if (!settings.armor_speed_linear)
862 { 515 {
899 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);
900 553
901 if (op->type == PLAYER) 554 if (op->type == PLAYER)
902 { 555 {
903 esrv_send_item (op, armour); 556 esrv_send_item (op, armour);
904 if (QUERY_FLAG (armour, FLAG_APPLIED)) 557
558 if (armour->flag [FLAG_APPLIED])
905 op->update_stats (); 559 op->update_stats ();
906 } 560 }
907 561
908 improver->decrease (); 562 improver->decrease ();
909 563
910 if (tmp) 564 if (tmp)
911 { 565 op->insert (tmp);
912 insert_ob_in_ob (tmp, op);
913 esrv_send_item (op, tmp);
914 }
915 566
916 return 1; 567 return 1;
917} 568}
918 569
919/* 570/*
923 * Takes one type of items and makes another. 574 * Takes one type of items and makes another.
924 * converter is the object that is doing the conversion. 575 * converter is the object that is doing the conversion.
925 * 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
926 * what the converter wants, this will not do anything. 577 * what the converter wants, this will not do anything.
927 */ 578 */
928static int 579int
929convert_item (object *item, object *converter) 580convert_item (object *item, object *converter)
930{ 581{
931 sint64 nr, price_in; 582 sint64 nr = 0, price_in;
932 583
933 if (item->flag [FLAG_UNPAID]) 584 if (item->flag [FLAG_UNPAID])
934 return 0; 585 return 0;
935 586
936 shstr conv_from = converter->slaying; 587 shstr conv_from = converter->slaying;
937 archetype *conv_to = converter->other_arch; 588 archetype *conv_to = converter->other_arch;
938 sint64 need = converter->stats.food; 589 sint64 need = converter->stats.food;
939 sint64 give = converter->stats.sp; 590 sint64 give = converter->stats.sp;
940 591
991 ob_to_copy = converter->inv; 642 ob_to_copy = converter->inv;
992 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++)
993 if (rndm (0, i) == 0) 644 if (rndm (0, i) == 0)
994 ob_to_copy = ob; 645 ob_to_copy = ob;
995 646
996 item = object_create_clone (ob_to_copy); 647 item = ob_to_copy->deep_clone ();
997 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 648 item->clr_flag (FLAG_IS_A_TEMPLATE);
998 unflag_inv (item, FLAG_IS_A_TEMPLATE); 649 unflag_inv (item, FLAG_IS_A_TEMPLATE);
999 } 650 }
1000 else 651 else
1001 { 652 {
1002 if (!conv_to) 653 if (!conv_to)
1014 item->nrof = give; 665 item->nrof = give;
1015 666
1016 if (nr) 667 if (nr)
1017 item->nrof *= nr; 668 item->nrof *= nr;
1018 669
1019 if (is_in_shop (converter)) 670 if (converter->flag [FLAG_PRECIOUS])
1020 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 }
1021 else if (price_in < sint64 (item->nrof) * item->value) 681 else if (price_in < sint64 (item->nrof) * item->value)
1022 { 682 {
1023 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",
1024 &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);
1025 /** 685 /**
1026 * 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
1027 * hopefully had something in mind when doing this. 687 * hopefully had something in mind when doing this.
1028 */ 688 */
1029 } 689 }
1030 690
1031 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
1032 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);
1033 return 1; 697 return 1;
1034} 698}
1035 699
1036/** 700/**
1037 * Handle apply on containers. 701 * Handle apply on containers.
1038 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1039 * 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]
1040 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1041 */ 705 */
1042int 706static int
1043apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1044{ 708{
1045 if (op->type != PLAYER || !op->contr->ns) 709 if (op->type != PLAYER || !op->contr->ns)
1046 return 0; /* This might change */ 710 return 0; /* This might change */
1047 711
1060 } 724 }
1061 725
1062 // 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
1063 if (sack->flag [FLAG_APPLIED]) 727 if (sack->flag [FLAG_APPLIED])
1064 { 728 {
1065 if (op->container == sack) 729 if (op->container_ () == sack)
1066 { 730 {
1067 // open on ground or inv, so close 731 // open on ground or inv, so close
1068 op->close_container (); 732 op->close_container ();
1069 return 1; 733 return 1;
1070 } 734 }
1071 else if (!sack->env) 735 else if (!sack->env)
1072 { 736 {
1073 // active, but not ours: some other player has opened it 737 // active, but not ours: some other player has opened it
1074 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));
1075 return 1; 739 return 1;
1076 } 740 }
1077 741
1078 // fall through to opening it (active in inv) 742 // fall through to opening it (active in inv)
1079 } 743 }
1113{ 777{
1114 /* Only players can make sacrifices on spell casting altars. */ 778 /* Only players can make sacrifices on spell casting altars. */
1115 if (altar->inv && (!originator || originator->type != PLAYER)) 779 if (altar->inv && (!originator || originator->type != PLAYER))
1116 return 0; 780 return 0;
1117 781
1118 if (operate_altar (altar, &sacrifice)) 782 if (operate_altar (altar, &sacrifice, originator))
1119 { 783 {
1120 /* Simple check. Unfortunately, it means you can't cast magic bullet 784 /* Simple check. Unfortunately, it means you can't cast magic bullet
1121 * 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
1122 * is up to map designers to use them properly. 786 * is up to map designers to use them properly.
1123 */ 787 */
1132/* push_button (altar);*/ 796/* push_button (altar);*/
1133 } 797 }
1134 else 798 else
1135 { 799 {
1136 altar->value = 1; /* works only once */ 800 altar->value = 1; /* works only once */
1137 push_button (altar); 801 push_button (altar, originator);
1138 } 802 }
1139 803
1140 return !sacrifice; 804 return !sacrifice;
1141 } 805 }
1142 else 806 else
1155{ 819{
1156 int rv = 0; 820 int rv = 0;
1157 double opinion; 821 double opinion;
1158 object *tmp, *next; 822 object *tmp, *next;
1159 823
1160 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 824 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1161 825
1162 bool has_unpaid = false; 826 bool has_unpaid = false;
1163 827
1164 // 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
1165 // a quick and small change :( 829 // a quick and small change :(
1166 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 830 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1167 if (item->flag [FLAG_UNPAID]) 831 if (item->flag [FLAG_UNPAID])
1168 { 832 {
1169 has_unpaid = true; 833 has_unpaid = true;
1170 break; 834 break;
1171 } 835 }
1172 836
1173 if (op->type != PLAYER) 837 if (!op->is_player ())
1174 { 838 {
1175 /* Remove all the unpaid objects that may be carried here. 839 /* Remove all the unpaid objects that may be carried here.
1176 * This could be pets or monsters that are somehow in 840 * This could be pets or monsters that are somehow in
1177 * the shop. 841 * the shop.
1178 */ 842 */
1179 for (tmp = op->inv; tmp; tmp = next) 843 for (tmp = op->inv; tmp; tmp = next)
1180 { 844 {
1181 next = tmp->below; 845 next = tmp->below;
1182 846
1183 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 847 if (tmp->flag [FLAG_UNPAID])
1184 { 848 {
1185 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);
1186 850
851 if (i >= 0)
1187 tmp->remove (); 852 tmp->move (i);
1188
1189 if (i == -1)
1190 i = 0;
1191
1192 tmp->map = op->map;
1193 tmp->x = op->x + freearr_x[i];
1194 tmp->y = op->y + freearr_y[i];
1195 insert_ob_in_map (tmp, op->map, op, 0);
1196 } 853 }
1197 } 854 }
1198 855
1199 /* Don't teleport things like spell effects */ 856 /* Don't teleport things like spell effects */
1200 if (QUERY_FLAG (op, FLAG_NO_PICK)) 857 if (op->flag [FLAG_NO_PICK])
1201 return 0; 858 return 0;
1202 859
1203 /* unpaid objects, or non living objects, can't transfer by 860 /* unpaid objects, or non living objects, can't transfer by
1204 * shop mats. Instead, put it on a nearby space. 861 * shop mats. Instead, put it on a nearby space.
1205 */ 862 */
1206 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 863 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1207 { 864 {
1208 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 865 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1209 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);
1210 867
1211 if (i != -1) 868 if (i != -1)
1212 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);
1213 870
1214 return 0; 871 return 0;
1215 } 872 }
873
1216 /* Removed code that checked for multipart objects - it appears that 874 /* Removed code that checked for multipart objects - it appears that
1217 * the teleport function should be able to handle this just fine. 875 * the teleport function should be able to handle this just fine.
1218 */ 876 */
1219 rv = teleport (shop_mat, SHOP_MAT, op); 877 rv = teleport (shop_mat, SHOP_MAT, op);
1220 } 878 }
1223 /* this is only used for players */ 881 /* this is only used for players */
1224 rv = teleport (shop_mat, SHOP_MAT, op); 882 rv = teleport (shop_mat, SHOP_MAT, op);
1225 883
1226 if (has_unpaid) 884 if (has_unpaid)
1227 op->contr->play_sound (sound_find ("shop_buy")); 885 op->contr->play_sound (sound_find ("shop_buy"));
1228 else if (is_in_shop (op)) 886 else if (op->is_in_shop ())
1229 op->contr->play_sound (sound_find ("shop_enter")); 887 op->contr->play_sound (sound_find ("shop_enter"));
1230 else 888 else
1231 op->contr->play_sound (sound_find ("shop_leave")); 889 op->contr->play_sound (sound_find ("shop_leave"));
1232 890
1233 if (shop_mat->msg) 891 if (shop_mat->msg)
1234 op->statusmsg (shop_mat->msg); 892 op->statusmsg (shop_mat->msg);
1235 /* 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,
1236 * 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
1237 * actually the shop floor. 895 * actually the shop floor.
1238 */ 896 */
1239 else if (!rv && !is_in_shop (op)) 897 else if (!rv && !op->is_in_shop ())
1240 { 898 {
1241 opinion = shopkeeper_approval (op->map, op); 899 opinion = shopkeeper_approval (op->map, op);
1242 900
1243 op->statusmsg ( 901 op->statusmsg (
1244 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 902 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1265 op->y += freearr_y[i]; 923 op->y += freearr_y[i];
1266 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;
1267 } 925 }
1268 } 926 }
1269 927
1270 CLEAR_FLAG (op, FLAG_NO_APPLY); 928 op->clr_flag (FLAG_NO_APPLY);
1271 return rv; 929 return rv;
1272} 930}
1273 931
1274/** 932/**
1275 * Handles applying a sign. 933 * Handles applying a sign.
1276 */ 934 */
1277static void 935static void
1278apply_sign (object *op, object *sign, int autoapply) 936apply_sign (object *op, object *sign, int autoapply)
1279{ 937{
1280 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 }
1281 946
1282 if (!sign->msg) 947 if (!sign->msg)
1283 { 948 {
1284 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 "));
1285 return; 953 return;
1286 } 954 }
1287 955
1288 if (sign->stats.food) 956 if (sign->stats.food)
1289 { 957 {
1290 if (sign->last_eat >= sign->stats.food) 958 if (sign->last_eat >= sign->stats.food)
1291 { 959 {
1292 if (!sign->move_on) 960 if (!sign->move_on)
1293 op->statusmsg ("You cannot read it anymore."); 961 op->failmsg ("You cannot read it anymore.");
1294 962
1295 return; 963 return;
1296 } 964 }
1297 965
1298 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 966 if (!op->flag [FLAG_WIZPASS])
1299 sign->last_eat++; 967 sign->last_eat++;
1300 } 968 }
1301 969
1302 /* 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?
1303 * 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
1304 * 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
1305 * to us). 973 * to us).
1306 */ 974 */
1307 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)
1308 { 976 {
1309 op->failmsg ("You are unable to read while blind!"); 977 op->failmsg ("You are unable to read while blind!");
1310 return; 978 return;
1311 } 979 }
1312 980
1316 if (sign->sound) 984 if (sign->sound)
1317 ns->play_sound (sign->sound); 985 ns->play_sound (sign->sound);
1318 else if (autoapply) 986 else if (autoapply)
1319 ns->play_sound (sound_find ("msg_voice")); 987 ns->play_sound (sound_find ("msg_voice"));
1320 988
1321 if (ns->can_msg)
1322 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));
1323 else
1324 {
1325 msgType = get_readable_message_type (sign);
1326 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1327 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1328 }
1329 } 990 }
1330} 991}
1331 992
1332/** 993static void
1333 * 'victim' moves onto 'trap'
1334 * 'victim' leaves 'trap'
1335 * effect is determined by move_on/move_off of trap and move_type of victime.
1336 *
1337 * originator: Player, monster or other object that caused 'victim' to move
1338 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1339 * However, some types of traps require an originator to function.
1340 */
1341void
1342move_apply (object *trap, object *victim, object *originator) 994move_apply_hole (object *trap, object *victim)
1343{ 995{
1344 static int recursion_depth = 0; 996 /* Hole not open? */
1345 997 if (trap->stats.wc > 0)
1346 /* Only exits affect DMs. */
1347 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1348 return; 998 return;
1349 999
1350 /* move_apply() is the most likely candidate for causing unwanted and 1000 /* Is this a multipart monster and not the head? If so, return.
1351 * possibly unlimited recursion. 1001 * Processing will happen if the head runs into the pit
1352 */ 1002 */
1353 /* The following was changed because it was causing perfeclty correct 1003 if (victim->head)
1354 * maps to fail. 1) it's not an error to recurse:
1355 * rune detonates, summoning monster. monster lands on nearby rune.
1356 * nearby rune detonates. This sort of recursion is expected and
1357 * proper. This code was causing needless crashes.
1358 */
1359 if (recursion_depth >= 500)
1360 {
1361 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1362 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1363 return; 1004 return;
1364 }
1365 1005
1366 recursion_depth++; 1006 // now find all possible locations and randomly pick one
1367 if (trap->head) 1007 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1368 trap = trap->head; 1008 trap->range >= 3 ? SIZEOFFREE3 + 1
1009 : trap->range >= 2 ? SIZEOFFREE2 + 1
1010 : trap->range >= 1 ? SIZEOFFREE1 + 1
1011 : SIZEOFFREE0 + 1);
1369 1012
1370 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1013 if (dir < 0)
1371 goto leave; 1014 return;
1372 1015
1373 switch (trap->type)
1374 {
1375 case PLAYERMOVER:
1376 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1377 {
1378 if (!trap->stats.maxsp)
1379 trap->stats.maxsp = 2;
1380
1381 /* Is this correct? From the docs, it doesn't look like it
1382 * should be divided by trap->speed
1383 */
1384 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1385
1386 /* Just put in some sanity check. I think there is a bug in the
1387 * above with some objects have zero speed, and thus the player
1388 * getting permanently paralyzed.
1389 */
1390 if (victim->speed_left < -50.f)
1391 victim->speed_left = -50.f;
1392 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1393 }
1394 goto leave;
1395
1396 case SPINNER:
1397 if (victim->direction)
1398 {
1399 victim->direction = absdir (victim->direction - trap->stats.sp);
1400 update_turn_face (victim);
1401 }
1402 goto leave;
1403
1404 case DIRECTOR:
1405 if (victim->direction && !should_director_abort (trap, victim))
1406 {
1407 victim->direction = trap->stats.sp;
1408 update_turn_face (victim);
1409 }
1410 goto leave;
1411
1412 case BUTTON:
1413 case PEDESTAL:
1414 update_button (trap);
1415 goto leave;
1416
1417 case ALTAR:
1418 /* sacrifice victim on trap */
1419 apply_altar (trap, victim, originator);
1420 goto leave;
1421
1422 case THROWN_OBJ:
1423 if (trap->inv == NULL)
1424 goto leave;
1425 /* fallthrough */
1426
1427 case ARROW:
1428 /* bad bug: monster throw a object, make a step forwards, step on object ,
1429 * trigger this here and get hit by own missile - and will be own enemy.
1430 * Victim then is his own enemy and will start to kill herself (this is
1431 * removed) but we have not synced victim and his missile. To avoid senseless
1432 * action, we avoid hits here
1433 */
1434 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1435 hit_with_arrow (trap, victim);
1436 goto leave;
1437
1438 case SPELL_EFFECT:
1439 apply_spell_effect (trap, victim);
1440 goto leave;
1441
1442 case TRAPDOOR:
1443 {
1444 int max, sound_was_played;
1445 object *ab, *ab_next;
1446
1447 if (!trap->value)
1448 {
1449 int tot;
1450
1451 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1452 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1453 tot += ab->head_ ()->total_weight ();
1454
1455 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1456 goto leave;
1457
1458 SET_ANIMATION (trap, trap->value);
1459 update_object (trap, UP_OBJ_FACE);
1460 }
1461
1462 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1463 {
1464 /* need to set this up, since if we do transfer the object,
1465 * ab->above would be bogus
1466 */
1467 ab_next = ab->above;
1468
1469 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1470 {
1471 if (!sound_was_played)
1472 {
1473 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1474 sound_was_played = 1;
1475 }
1476
1477 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1478 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1479 }
1480 }
1481 goto leave;
1482 }
1483
1484 case CONVERTER:
1485 if (convert_item (victim, trap) < 0)
1486 {
1487 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1488 get_archetype ("burnout")->insert_at (trap, trap);
1489 }
1490
1491 goto leave;
1492
1493 case TRIGGER_BUTTON:
1494 case TRIGGER_PEDESTAL:
1495 case TRIGGER_ALTAR:
1496 check_trigger (trap, victim);
1497 goto leave;
1498
1499 case DEEP_SWAMP:
1500 walk_on_deep_swamp (trap, victim);
1501 goto leave;
1502
1503 case CHECK_INV:
1504 check_inv (victim, trap);
1505 goto leave;
1506
1507 case HOLE:
1508 /* Hole not open? */
1509 if (trap->stats.wc > 0)
1510 goto leave;
1511
1512 /* Is this a multipart monster and not the head? If so, return.
1513 * Processing will happen if the head runs into the pit
1514 */
1515 if (victim->head)
1516 goto leave;
1517
1518 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); 1016 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1519 victim->statusmsg ("You fall through the hole!", NDI_RED); 1017 victim->statusmsg ("You fall through the hole!", NDI_RED);
1520 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1521 goto leave;
1522 1018
1523 case EXIT: 1019 transfer_ob (victim,
1524 if (victim->type == PLAYER && EXIT_PATH (trap)) 1020 EXIT_X (trap) + freearr_x[dir],
1525 { 1021 EXIT_Y (trap) + freearr_y[dir],
1526 /* Basically, don't show exits leading to random maps the 1022 0, victim);
1527 * players output.
1528 */
1529 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1530 victim->statusmsg (trap->msg, NDI_NAVY);
1531
1532 trap->play_sound (trap->sound);
1533 victim->enter_exit (trap);
1534 }
1535 goto leave;
1536
1537 case ENCOUNTER:
1538 /* may be some leftovers on this */
1539 goto leave;
1540
1541 case SHOP_MAT:
1542 apply_shop_mat (trap, victim);
1543 goto leave;
1544
1545 /* Drop a certain amount of gold, and have one item identified */
1546 case IDENTIFY_ALTAR:
1547 apply_id_altar (victim, trap, originator);
1548 goto leave;
1549
1550 case SIGN:
1551 if (victim->type != PLAYER && trap->stats.food > 0)
1552 goto leave; /* monsters musn't apply magic_mouths with counters */
1553
1554 apply_sign (victim, trap, 1);
1555 goto leave;
1556
1557 case CONTAINER:
1558 apply_container (victim, trap);
1559 goto leave;
1560
1561 case RUNE:
1562 case TRAP:
1563 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1564 spring_trap (trap, victim);
1565 goto leave;
1566
1567 default:
1568 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1569 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1570 goto leave;
1571 }
1572
1573leave:
1574 recursion_depth--;
1575}
1576
1577/**
1578 * Handles reading a regular (ie not containing a spell) book.
1579 */
1580static void
1581apply_book (object *op, object *tmp)
1582{
1583 int lev_diff;
1584 object *skill_ob;
1585
1586 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1587 {
1588 op->failmsg ("You are unable to read while blind!");
1589 return;
1590 }
1591
1592 if (!tmp->msg)
1593 {
1594 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1595 return;
1596 }
1597
1598 /* need a literacy skill to read stuff! */
1599 skill_ob = find_skill_by_name (op, tmp->skill);
1600 if (!skill_ob)
1601 {
1602 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1603 return;
1604 }
1605
1606 lev_diff = tmp->level - (skill_ob->level + 5);
1607 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1608 {
1609 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1610 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1611 : lev_diff < 5 ? "This book is beyond your comprehension."
1612 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1613 : lev_diff < 15 ? "This book is way beyond your comprehension."
1614 : "This book is totally beyond your comprehension.");
1615 return;
1616 }
1617
1618 readable_message_type *msgType = get_readable_message_type (tmp);
1619
1620 if (player *pl = op->contr)
1621 if (client *ns = pl->ns)
1622 if (ns->can_msg)
1623 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1624 else
1625 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1626 msgType->message_type, msgType->message_subtype,
1627 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1628 long_desc (tmp, op), &tmp->msg);
1629
1630 /* gain xp from reading */
1631 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1632 { /* only if not read before */
1633 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1634
1635 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1636 {
1637 /*exp_gain *= 2; because they just identified it too */
1638 SET_FLAG (tmp, FLAG_IDENTIFIED);
1639
1640 /* If in a container, update how it looks */
1641 if (tmp->env)
1642 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1643 else
1644 op->contr->ns->floorbox_update ();
1645 }
1646
1647 change_exp (op, exp_gain, skill_ob->skill, 0);
1648 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1649 }
1650}
1651
1652/**
1653 * Handles the applying of a skill scroll, calling learn_skill straight.
1654 * op is the person learning the skill, tmp is the skill scroll object
1655 */
1656static void
1657apply_skillscroll (object *op, object *tmp)
1658{
1659 switch (learn_skill (op, tmp))
1660 {
1661 case 0:
1662 op->play_sound (sound_find ("generic_fail"));
1663 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1664 break;
1665
1666 case 1:
1667 tmp->decrease ();
1668 op->play_sound (sound_find ("skill_learn"));
1669 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1670 break;
1671
1672 default:
1673 tmp->decrease ();
1674 op->play_sound (sound_find ("generic_fail"));
1675 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1676 break;
1677 }
1678}
1679
1680/**
1681 * Actually makes op learn spell.
1682 * Informs player of what happens.
1683 */
1684void
1685do_learn_spell (object *op, object *spell, int special_prayer)
1686{
1687 object *tmp;
1688
1689 if (op->type != PLAYER)
1690 {
1691 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1692 return;
1693 }
1694
1695 /* Upgrade special prayers to normal prayers */
1696 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1697 {
1698 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1699 {
1700 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1701 return;
1702 }
1703 return;
1704 }
1705
1706 op->contr->play_sound (sound_find ("learn_spell"));
1707
1708 tmp = spell->clone ();
1709 insert_ob_in_ob (tmp, op);
1710
1711 if (special_prayer)
1712 SET_FLAG (tmp, FLAG_STARTEQUIP);
1713
1714 esrv_add_spells (op->contr, tmp);
1715}
1716
1717/**
1718 * Erases spell from player's inventory.
1719 */
1720void
1721do_forget_spell (object *op, const char *spell)
1722{
1723 object *spob;
1724
1725 if (op->type != PLAYER)
1726 {
1727 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1728 return;
1729 }
1730 if ((spob = check_spell_known (op, spell)) == NULL)
1731 {
1732 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1733 return;
1734 }
1735
1736 op->failmsg (format ("You lose knowledge of %s.", spell));
1737 player_unready_range_ob (op->contr, spob);
1738 esrv_remove_spell (op->contr, spob);
1739 spob->destroy ();
1740}
1741
1742/**
1743 * Handles player applying a spellbook.
1744 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1745 * stuff like that. Random learning failure too.
1746 */
1747static void
1748apply_spellbook (object *op, object *tmp)
1749{
1750 object *skop, *spell, *spell_skill;
1751
1752 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1753 {
1754 op->failmsg ("You are unable to read while blind.");
1755 return;
1756 }
1757
1758 /* artifact_spellbooks have 'slaying' field point to a spell name,
1759 * instead of having their spell stored in stats.sp. These are
1760 * legacy spellbooks
1761 */
1762 if (tmp->slaying)
1763 {
1764 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1765 if (!spell)
1766 {
1767 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1768 return;
1769 }
1770 else
1771 insert_ob_in_ob (spell, tmp);
1772
1773 tmp->slaying = 0;
1774 }
1775
1776 skop = find_skill_by_name (op, tmp->skill);
1777
1778 /* need a literacy skill to learn spells. Also, having a literacy level
1779 * lower than the spell will make learning the spell more difficult */
1780 if (!skop)
1781 {
1782 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1783 return;
1784 }
1785
1786 spell = tmp->inv;
1787
1788 if (!spell)
1789 {
1790 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1791 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1792 return;
1793 }
1794
1795 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1796 {
1797 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1798 return;
1799 }
1800
1801 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1802
1803 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1804 {
1805 identify (tmp);
1806
1807 if (tmp->env)
1808 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1809 else
1810 op->contr->ns->floorbox_update ();
1811 }
1812
1813 /* I removed the check for special_prayer_mark here - it didn't make
1814 * a lot of sense - special prayers are not found in spellbooks, and
1815 * if the player doesn't know the spell, doesn't make a lot of sense that
1816 * they would have a special prayer mark.
1817 */
1818 if (check_spell_known (op, spell->name))
1819 {
1820 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1821 return;
1822 }
1823
1824 if (spell->skill)
1825 {
1826 spell_skill = find_skill_by_name (op, spell->skill);
1827
1828 if (!spell_skill)
1829 {
1830 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1831 return;
1832 }
1833
1834 if (spell_skill->level < spell->level)
1835 {
1836 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1837 return;
1838 }
1839 }
1840
1841 /* Logic as follows
1842 *
1843 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1844 *
1845 * 2- The learner's skill level in literacy adjusts the chance to learn
1846 * a spell.
1847 *
1848 * 3 -Automatically fail to learn if you read while confused
1849 *
1850 * Overall, chances are the same but a player will find having a high
1851 * literacy rate very useful! -b.t.
1852 */
1853 if (QUERY_FLAG (op, FLAG_CONFUSED))
1854 {
1855 op->failmsg ("In your confused state you flub the wording of the text!");
1856 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1857 }
1858 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1859 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1860 {
1861 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1862 do_learn_spell (op, spell, 0);
1863
1864 /* xp gain to literacy for spell learning */
1865 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1866 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1867 }
1868 else
1869 {
1870 op->contr->play_sound (sound_find ("fumble_spell"));
1871 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1872 }
1873
1874 tmp->decrease ();
1875}
1876
1877/**
1878 * Handles applying a spell scroll.
1879 */
1880void
1881apply_scroll (object *op, object *tmp, int dir)
1882{
1883 object *skop;
1884
1885 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1886 {
1887 op->failmsg ("You are unable to read while blind.");
1888 return;
1889 }
1890
1891 if (!tmp->inv || tmp->inv->type != SPELL)
1892 {
1893 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1894 return;
1895 }
1896
1897 if (op->type == PLAYER)
1898 {
1899 /* players need a literacy skill to read stuff! */
1900 int exp_gain = 0;
1901
1902 /* hard code literacy - tmp->skill points to where the exp
1903 * should go for anything killed by the spell.
1904 */
1905 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1906
1907 if (!skop)
1908 {
1909 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1910 return;
1911 }
1912
1913 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1914 change_exp (op, exp_gain, skop->skill, 0);
1915 }
1916
1917 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1918 identify (tmp);
1919
1920 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1921
1922 cast_spell (op, tmp, dir, tmp->inv, NULL);
1923 tmp->decrease ();
1924}
1925
1926/**
1927 * Applies a treasure object - by default, chest. op
1928 * is the person doing the applying, tmp is the treasure
1929 * chest.
1930 */
1931static void
1932apply_treasure (object *op, object *tmp)
1933{
1934 /* Nice side effect of this treasure creation method is that the treasure
1935 * for the chest is done when the chest is created, and put into the chest
1936 * inventory. So that when the chest burns up, the items still exist. Also
1937 * prevents people from moving chests to more difficult maps to get better
1938 * treasure
1939 */
1940 object *treas = tmp->inv;
1941
1942 if (!treas)
1943 {
1944 op->statusmsg ("The chest was empty.");
1945 tmp->decrease ();
1946 return;
1947 }
1948
1949 while (tmp->inv)
1950 {
1951 treas = tmp->inv;
1952 treas->remove ();
1953
1954 treas->x = op->x;
1955 treas->y = op->y;
1956 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1957
1958 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1959 spring_trap (treas, op);
1960
1961 /* If either player or container was destroyed, no need to do
1962 * further processing. I think this should be enclused with
1963 * spring trap above, as I don't think there is otherwise
1964 * any way for the treasure chest or player to get killed.
1965 */
1966 if (op->destroyed () || tmp->destroyed ())
1967 break;
1968 }
1969
1970 if (!tmp->destroyed () && !tmp->inv)
1971 tmp->decrease ();
1972}
1973
1974/**
1975 * op eats food.
1976 * If player, takes care of messages and dragon special food.
1977 */
1978static void
1979apply_food (object *op, object *tmp)
1980{
1981 int capacity_remaining;
1982
1983 if (op->type != PLAYER)
1984 op->stats.hp = op->stats.maxhp;
1985 else
1986 {
1987 /* check if this is a dragon (player), eating some flesh */
1988 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1989 ;
1990 else
1991 {
1992 /* usual case - no dragon meal: */
1993 if (op->stats.food + tmp->stats.food > 999)
1994 {
1995 if (tmp->type == FOOD || tmp->type == FLESH)
1996 op->failmsg ("You feel full, but what a waste of food!");
1997 else
1998 op->statusmsg ("Most of the drink goes down your face not your throat!");
1999 }
2000
2001 tmp->play_sound (
2002 tmp->sound
2003 ? tmp->sound
2004 : tmp->type == DRINK
2005 ? sound_find ("eat_drink")
2006 : sound_find ("eat_food")
2007 );
2008
2009 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2010 {
2011 const char *buf;
2012
2013 if (!is_dragon_pl (op))
2014 {
2015 /* eating message for normal players */
2016 if (tmp->type == DRINK)
2017 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2018 else
2019 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2020 }
2021 else
2022 /* eating message for dragon players */
2023 buf = format ("The %s tasted terrible!", &tmp->name);
2024
2025 op->statusmsg (buf);
2026
2027 capacity_remaining = 999 - op->stats.food;
2028 op->stats.food += tmp->stats.food;
2029 if (capacity_remaining < tmp->stats.food)
2030 op->stats.hp += capacity_remaining / 50;
2031 else
2032 op->stats.hp += tmp->stats.food / 50;
2033
2034 if (op->stats.hp > op->stats.maxhp)
2035 op->stats.hp = op->stats.maxhp;
2036 if (op->stats.food > 999)
2037 op->stats.food = 999;
2038 }
2039
2040 /* special food hack -b.t. */
2041 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2042 eat_special_food (op, tmp);
2043 }
2044 }
2045
2046 handle_apply_yield (tmp);
2047 tmp->decrease ();
2048}
2049
2050/**
2051 * A dragon is eating some flesh. If the flesh contains resistances,
2052 * there is a chance for the dragon's skin to get improved.
2053 *
2054 * attributes:
2055 * object *op the object (dragon player) eating the flesh
2056 * object *meal the flesh item, getting chewed in dragon's mouth
2057 * return:
2058 * int 1 if eating successful, 0 if it doesn't work
2059 */
2060int
2061dragon_eat_flesh (object *op, object *meal)
2062{
2063 object *skin = NULL; /* pointer to dragon skin force */
2064 object *abil = NULL; /* pointer to dragon ability force */
2065 object *tmp = NULL; /* tmp. object */
2066
2067 double chance; /* improvement-chance of one resistance type */
2068 double totalchance = 1; /* total chance of gaining one resistance */
2069 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2070 double mbonus = 0; /* monster bonus */
2071 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2072 int winners = 0; /* number of winners */
2073 int i; /* index */
2074
2075 /* let's make sure and doublecheck the parameters */
2076 if (meal->type != FLESH || !is_dragon_pl (op))
2077 return 0;
2078
2079 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2080 from the player's inventory */
2081 for (tmp = op->inv; tmp; tmp = tmp->below)
2082 if (tmp->type == FORCE)
2083 if (tmp->arch->archname == shstr_dragon_skin_force)
2084 skin = tmp;
2085 else if (tmp->arch->archname == shstr_dragon_ability_force)
2086 abil = tmp;
2087
2088 /* if either skin or ability are missing, this is an old player
2089 which is not to be considered a dragon -> bail out */
2090 if (skin == NULL || abil == NULL)
2091 return 0;
2092
2093 /* now start by filling stomache and health, according to food-value */
2094 if ((999 - op->stats.food) < meal->stats.food)
2095 op->stats.hp += (999 - op->stats.food) / 50;
2096 else
2097 op->stats.hp += meal->stats.food / 50;
2098
2099 if (op->stats.hp > op->stats.maxhp)
2100 op->stats.hp = op->stats.maxhp;
2101
2102 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2103
2104 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2105
2106 /* on to the interesting part: chances for adding resistance */
2107 for (i = 0; i < NROFATTACKS; i++)
2108 {
2109 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2110 {
2111 /* got positive resistance, now calculate improvement chance (0-100) */
2112
2113 /* this bonus makes resistance increase easier at lower levels */
2114 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2115 if (i == abil->stats.exp)
2116 bonus += 5; /* additional bonus for resistance of ability-focus */
2117
2118 /* monster bonus increases with level, because high-level
2119 flesh is too rare */
2120 mbonus = op->level * 20. / ((double) settings.max_level);
2121
2122 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2123 ((double) settings.max_level)) - skin->resist[i];
2124
2125 if (chance >= 0.)
2126 chance += 1.;
2127 else
2128 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2129
2130 /* chance is proportional to amount of resistance (max. 50) */
2131 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2132
2133 /* doubled chance for resistance of ability-focus */
2134 if (i == abil->stats.exp)
2135 chance = MIN (100., chance * 2.);
2136
2137 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2138 if (rndm (10000) < (unsigned int) (chance * 100))
2139 {
2140 atnr_winner[winners] = i;
2141 winners++;
2142 }
2143
2144 if (chance >= 0.01)
2145 totalchance *= 1 - chance / 100;
2146
2147 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2148 }
2149 }
2150
2151 /* inverse totalchance as until now we have the failure-chance */
2152 totalchance = 100 - totalchance * 100;
2153
2154 /* print message according to totalchance */
2155 const char *buf;
2156 if (totalchance > 50.)
2157 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2158 else if (totalchance > 10.)
2159 buf = format ("The %s tasted very good.", &meal->name);
2160 else if (totalchance > 1.)
2161 buf = format ("The %s tasted good.", &meal->name);
2162 else if (totalchance > 0.1)
2163 buf = format ("The %s tasted bland.", &meal->name);
2164 else if (totalchance >= 0.01)
2165 buf = format ("The %s had a boring taste.", &meal->name);
2166 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2167 buf = format ("The %s tasted strange.", &meal->name);
2168 else
2169 buf = format ("The %s had no taste.", &meal->name);
2170
2171 op->statusmsg (buf);
2172
2173 /* now choose a winner if we have any */
2174 i = -1;
2175 if (winners > 0)
2176 i = atnr_winner[RANDOM () % winners];
2177
2178 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2179 {
2180 /* resistance increased! */
2181 skin->resist[i]++;
2182 op->update_stats ();
2183
2184 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2185 }
2186
2187 /* if this flesh contains a new ability focus, we mark it
2188 into the ability_force and it will take effect on next level */
2189 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2190 {
2191 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2192
2193 if (meal->last_eat != abil->stats.exp)
2194 op->statusmsg (format (
2195 "Your metabolism prepares to focus on %s!\n"
2196 "The change will happen at level %d.",
2197 change_resist_msg[meal->last_eat],
2198 abil->level + 1
2199 ));
2200 else
2201 {
2202 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2203 abil->last_eat = 0;
2204 }
2205 }
2206
2207 return 1;
2208}
2209
2210/**
2211 * Handles applying an improve armor scroll.
2212 * Does some sanity checks, then calls improve_armour.
2213 */
2214static void
2215apply_armour_improver (object *op, object *tmp)
2216{
2217 object *armor;
2218
2219 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2220 {
2221 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2222 return;
2223 }
2224
2225 armor = find_marked_object (op);
2226
2227 if (!armor)
2228 {
2229 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2230 return;
2231 }
2232
2233 if (armor->type != ARMOUR
2234 && armor->type != CLOAK
2235 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2236 {
2237 op->failmsg ("Your marked item is not armour!\n");
2238 return;
2239 }
2240
2241 op->statusmsg ("Applying armour enchantment.");
2242 improve_armour (op, tmp, armor);
2243}
2244
2245extern void
2246apply_poison (object *op, object *tmp)
2247{
2248 if (op->type == PLAYER)
2249 {
2250 op->contr->play_sound (sound_find ("drink_poison"));
2251 op->failmsg ("Yech! That tasted poisonous!");
2252 strcpy (op->contr->killer, "poisonous booze");
2253 }
2254
2255 if (tmp->stats.hp > 0)
2256 {
2257 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2258 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2259 }
2260
2261 op->stats.food -= op->stats.food / 4;
2262 handle_apply_yield (tmp);
2263 tmp->decrease ();
2264}
2265
2266/**
2267 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2268 * A valid 2 way exit means:
2269 * -You can come back (there is another exit at the other side)
2270 * -You are
2271 * ° the owner of the exit
2272 * ° or in the same party as the owner
2273 *
2274 * Note: a owner in a 2 way exit is saved as the owner's name
2275 * in the field exit->name cause the field exit->owner doesn't
2276 * survive in the swapping (in fact the whole exit doesn't survive).
2277 */
2278int
2279is_legal_2ways_exit (object *op, object *exit)
2280{
2281 if (exit->stats.exp != 1)
2282 return 1; /*This is not a 2 way, so it is legal */
2283
2284#if 0 //TODO
2285 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2286 return 0; /* This is a reset town portal */
2287#endif
2288
2289 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2290
2291 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2292
2293 if (exitmap)
2294 {
2295 exitmap->load_sync ();
2296
2297 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2298
2299 if (!tmp)
2300 return 0;
2301
2302 for (; tmp; tmp = tmp->above)
2303 {
2304 if (tmp->type != EXIT)
2305 continue; /*Not an exit */
2306
2307 if (!EXIT_PATH (tmp))
2308 continue; /*Not a valid exit */
2309
2310 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2311 continue; /*Not in the same place */
2312
2313 if (exit->map->path != EXIT_PATH (tmp))
2314 continue; /*Not in the same map */
2315
2316 /* From here we have found the exit is valid. However we do
2317 * here the check of the exit owner. It is important for the
2318 * town portals to prevent strangers from visiting your appartments
2319 */
2320 if (!exit->race)
2321 return 1; /*No owner, free for all! */
2322
2323 object *exit_owner = 0;
2324
2325 for_all_players (pp)
2326 {
2327 if (!pp->ob)
2328 continue;
2329
2330 if (pp->ob->name != exit->race)
2331 continue;
2332
2333 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2334 break;
2335 }
2336
2337 if (!exit_owner)
2338 return 0; /* No more owner */
2339
2340 if (exit_owner->contr == op->contr)
2341 return 1; /*It is your exit */
2342
2343 if (exit_owner && /*There is a owner */
2344 (op->contr) && /*A player tries to pass */
2345 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2346 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2347 return 0;
2348
2349 return 1;
2350 }
2351 }
2352
2353 return 0;
2354}
2355
2356/**
2357 * Main apply handler.
2358 *
2359 * Checks for unpaid items before applying.
2360 *
2361 * Return value:
2362 * 0: player or monster can't apply objects of that type
2363 * 1: has been applied, or there was an error applying the object
2364 * 2: objects of that type can't be applied if not in inventory
2365 *
2366 * op is the object that is causing object to be applied, tmp is the object
2367 * being applied.
2368 *
2369 * aflag is special (always apply/unapply) flags. Nothing is done with
2370 * them in this function - they are passed to apply_special
2371 */
2372int
2373manual_apply (object *op, object *tmp, int aflag)
2374{
2375 if (tmp->head)
2376 tmp = tmp->head;
2377
2378 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2379 {
2380 if (op->type == PLAYER)
2381 {
2382 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2383 return 1;
2384 }
2385 else
2386 return 0; /* monsters just skip unpaid items */
2387 }
2388
2389 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2390 return RESULT_INT (0);
2391
2392 switch (tmp->type)
2393 {
2394 case CF_HANDLE:
2395 op->play_sound (sound_find ("turn_handle"));
2396 op->statusmsg ("You turn the handle.");
2397 tmp->value = tmp->value ? 0 : 1;
2398 SET_ANIMATION (tmp, tmp->value);
2399 update_object (tmp, UP_OBJ_FACE);
2400 push_button (tmp);
2401 return 1;
2402
2403 case TRIGGER:
2404 if (check_trigger (tmp, op))
2405 {
2406 op->statusmsg ("You turn the handle.");
2407 op->play_sound (sound_find ("turn_handle"));
2408 }
2409 else
2410 op->failmsg ("The handle doesn't move.");
2411
2412 return 1;
2413
2414 case EXIT:
2415 if (op->type != PLAYER)
2416 return 0;
2417
2418 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2419 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2420 else
2421 {
2422 /* Don't display messages for random maps. */
2423 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2424 op->statusmsg (tmp->msg, NDI_NAVY);
2425
2426 op->enter_exit (tmp);
2427 }
2428
2429 return 1;
2430
2431 case INSCRIBABLE:
2432 op->statusmsg (tmp->msg);
2433 // maybe show a spell menu to chose from or something like that
2434 return 1;
2435
2436 case SIGN:
2437 apply_sign (op, tmp, 0);
2438 return 1;
2439
2440 case BOOK:
2441 if (op->type == PLAYER)
2442 {
2443 apply_book (op, tmp);
2444 return 1;
2445 }
2446 else
2447 return 0;
2448
2449 case SKILLSCROLL:
2450 if (op->type == PLAYER)
2451 {
2452 apply_skillscroll (op, tmp);
2453 return 1;
2454 }
2455 else
2456 return 0;
2457
2458 case SPELLBOOK:
2459 if (op->type == PLAYER)
2460 {
2461 apply_spellbook (op, tmp);
2462 return 1;
2463 }
2464 else
2465 return 0;
2466
2467 case SCROLL:
2468 apply_scroll (op, tmp, 0);
2469 return 1;
2470
2471 case POTION:
2472 apply_potion (op, tmp);
2473 return 1;
2474
2475 /* Eneq(@csd.uu.se): Handle apply on containers. */
2476 //TODO: remove, as it is unsed?
2477 case CLOSE_CON:
2478 apply_container (op, tmp->env);
2479 return 1;
2480
2481 case CONTAINER:
2482 apply_container (op, tmp);
2483 return 1;
2484
2485 case TREASURE:
2486 if (op->type == PLAYER)
2487 {
2488 apply_treasure (op, tmp);
2489 return 1;
2490 }
2491 else
2492 return 0;
2493
2494 case WEAPON:
2495 case ARMOUR:
2496 case BOOTS:
2497 case GLOVES:
2498 case AMULET:
2499 case GIRDLE:
2500 case BRACERS:
2501 case SHIELD:
2502 case HELMET:
2503 case RING:
2504 case CLOAK:
2505 case WAND:
2506 case ROD:
2507 case HORN:
2508 case SKILL:
2509 case BOW:
2510 case LAMP:
2511 case BUILDER:
2512 case SKILL_TOOL:
2513 if (tmp->env != op)
2514 return 2; /* not in inventory */
2515
2516 apply_special (op, tmp, aflag);
2517 return 1;
2518
2519 case DRINK:
2520 case FOOD:
2521 case FLESH:
2522 apply_food (op, tmp);
2523 return 1;
2524
2525 case POISON:
2526 apply_poison (op, tmp);
2527 return 1;
2528
2529 case SAVEBED:
2530 return 1;
2531
2532 case ARMOUR_IMPROVER:
2533 if (op->type == PLAYER)
2534 {
2535 apply_armour_improver (op, tmp);
2536 return 1;
2537 }
2538 else
2539 return 0;
2540
2541 case WEAPON_IMPROVER:
2542 check_improve_weapon (op, tmp);
2543 return 1;
2544
2545 case CLOCK:
2546 if (op->type == PLAYER)
2547 {
2548 char buf[MAX_BUF];
2549 timeofday_t tod;
2550
2551 get_tod (&tod);
2552 op->play_sound (sound_find ("sound_clock"));
2553 op->statusmsg (format (
2554 "It is %d minute%s past %d o'clock %s",
2555 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2556 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2557 ));
2558 return 1;
2559 }
2560 else
2561 return 0;
2562
2563 case MENU:
2564 if (op->type == PLAYER)
2565 {
2566 shop_listing (tmp, op);
2567 return 1;
2568 }
2569 else
2570 return 0;
2571
2572 case POWER_CRYSTAL:
2573 apply_power_crystal (op, tmp); /* see egoitem.c */
2574 return 1;
2575
2576 case LIGHTER: /* for lighting torches/lanterns/etc */
2577 if (op->type == PLAYER)
2578 {
2579 apply_lighter (op, tmp);
2580 return 1;
2581 }
2582 else
2583 return 0;
2584
2585 case ITEM_TRANSFORMER:
2586 apply_item_transformer (op, tmp);
2587 return 1;
2588
2589 default:
2590 return 0;
2591 }
2592}
2593
2594
2595/* quiet suppresses the "don't know how to apply" and "you must get it first"
2596 * messages as needed by player_apply_below(). But there can still be
2597 * "but you are floating high above the ground" messages.
2598 *
2599 * Same return value as apply() function.
2600 */
2601int
2602player_apply (object *pl, object *op, int aflag, int quiet)
2603{
2604 int tmp;
2605
2606 if (op->env && (pl->move_type & MOVE_FLYING))
2607 {
2608 /* player is flying and applying object not in inventory */
2609 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2610 {
2611 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2612 return 0;
2613 }
2614 }
2615
2616 pl->contr->last_used = op;
2617
2618 tmp = manual_apply (pl, op, aflag);
2619 if (!quiet)
2620 {
2621 if (tmp == 0)
2622 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2623 else if (tmp == 2)
2624 pl->failmsg ("You must get it first!\n");
2625 }
2626
2627 return tmp;
2628}
2629
2630/**
2631 * player_apply_below attempts to apply the object 'below' the player.
2632 * If the player has an open container, we use that for below, otherwise
2633 * we use the ground.
2634 */
2635void
2636player_apply_below (object *pl)
2637{
2638 int floors = 0;
2639
2640 /* If using a container, set the starting item to be the top
2641 * item in the container. Otherwise, use the map.
2642 * This is perhaps more complicated. However, I want to make sure that
2643 * we don't use a corrupt pointer for the next object, so we get the
2644 * next object in the stack before applying. This is can only be a
2645 * problem if player_apply() has a bug in that it uses the object but does
2646 * not return a proper value.
2647 */
2648 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2649 {
2650 next = tmp->below;
2651
2652 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2653 floors++;
2654 else if (floors > 0)
2655 return; /* process only floor objects after first floor object */
2656
2657 /* If it is visible, player can apply it. If it is applied by
2658 * person moving on it, also activate. Added code to make it
2659 * so that at least one of players movement types be that which
2660 * the item needs.
2661 */
2662 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2663 {
2664 if (player_apply (pl, tmp, 0, 1) == 1)
2665 return;
2666 }
2667 if (floors >= 2)
2668 return; /* process at most two floor objects */
2669 }
2670} 1023}
2671 1024
2672/** 1025/**
2673 * Unapplies specified item. 1026 * Unapplies specified item.
2674 * No check done on cursed/damned. 1027 * No check done on cursed/damned.
2675 * Break this out of apply_special - this is just done 1028 * Break this out of apply_special - this is just done
2676 * 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.
2677 */ 1030 */
2678static int 1031static bool
2679unapply_special (object *who, object *op, int aflags) 1032unapply_special (object *who, object *op, int aflags)
2680{ 1033{
2681 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))
2682 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1035 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2683 return RESULT_INT (0); 1036 return RESULT_INT (0);
2684 1037
2685 CLEAR_FLAG (op, FLAG_APPLIED); 1038 if (who->current_weapon == op)
1039 who->current_weapon = 0;
1040
1041 op->flag [FLAG_APPLIED] = false;
2686 1042
2687 switch (op->type) 1043 switch (op->type)
2688 { 1044 {
2689 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
2690 // 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
2691 // 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
2692 // be used for other reasons 1063 // be used for other reasons
2693 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1064 if (who->chosen_skill)
2694 if (tmp->skill == op->skill 1065 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2695 && tmp->type == SKILL
2696 && tmp->flag [FLAG_APPLIED]
2697 && !tmp->flag [FLAG_CAN_USE_SKILL])
2698 unapply_special (who, tmp, 0); 1066 unapply_special (who, op, 0);
2699 1067
2700 change_abil (who, op);
2701 break; 1068 break;
2702 1069
1070 case BOW:
2703 case WEAPON: 1071 case WAND:
1072 case ROD:
1073 case HORN:
1074 case RANGED:
2704 if (player *pl = who->contr) 1075 if (player *pl = who->contr)
2705 if (op == pl->combat_ob)
2706 {
2707 pl->combat_ob = 0;
2708 who->change_weapon (pl->ranged_ob);
2709 }
2710
2711 who->statusmsg (format ("You unwield %s.", query_name (op)));
2712
2713 change_abil (who, op);
2714 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2715 break;
2716
2717 case SKILL:
2718 if (who->contr)
2719 { 1076 {
2720 if (!op->invisible)
2721 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;
2722 else 1084 else
2723 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 1085 op->flag [FLAG_READY_RANGE] = false;
2724 } 1086 }
2725 1087
2726 change_abil (who, op);
2727 CLEAR_FLAG (who, FLAG_READY_SKILL);
2728 break; 1088 break;
2729 1089
2730 case ARMOUR: 1090 case ARMOUR:
2731 case HELMET: 1091 case HELMET:
2732 case SHIELD: 1092 case SHIELD:
2739 case CLOAK: 1099 case CLOAK:
2740 who->statusmsg (format ("You unwear %s.", query_name (op))); 1100 who->statusmsg (format ("You unwear %s.", query_name (op)));
2741 change_abil (who, op); 1101 change_abil (who, op);
2742 break; 1102 break;
2743 1103
2744 case LAMP: 1104 case SPELL:
2745 {
2746 who->statusmsg (format ("You turn off your %s.", &op->name));
2747
2748 object *tmp2 = arch_to_object (op->other_arch);
2749 tmp2->x = op->x;
2750 tmp2->y = op->y;
2751 tmp2->map = op->map;
2752 tmp2->below = op->below;
2753 tmp2->above = op->above;
2754 tmp2->stats.food = op->stats.food;
2755 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2756
2757 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2758 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2759
2760 op->destroy ();
2761 insert_ob_in_ob (tmp2, who);
2762 who->update_stats ();
2763
2764 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2765 {
2766 if (who->contr)
2767 {
2768 who->failmsg ("Oops, it feels deadly cold!");
2769 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2770 }
2771 }
2772
2773 if (who->contr)
2774 esrv_send_item (who, tmp2);
2775 }
2776
2777 return 1; /* otherwise, an attempt to drop causes problems */
2778
2779 case BOW: 1105 case BUILDER:
2780 case WAND:
2781 case ROD:
2782 case HORN:
2783 if (player *pl = who->contr)
2784 {
2785 if (op == pl->ranged_ob)
2786 {
2787 pl->ranged_ob = 0;
2788 who->change_weapon (pl->combat_ob);
2789 }
2790
2791 who->statusmsg (format ("You unready %s.", query_name (op))); 1106 who->statusmsg (format ("You unready %s.", query_name (op)));
2792 }
2793 else
2794 {
2795 who->change_skill (0);
2796
2797 if (op->type == BOW)
2798 CLEAR_FLAG (who, FLAG_READY_BOW);
2799 else
2800 CLEAR_FLAG (who, FLAG_READY_RANGE);
2801 }
2802
2803 break; 1107 break;
2804 1108
2805 case BUILDER: 1109 //case SKILL_TOOL://TODO
2806 if (who->contr)
2807 who->statusmsg (format ("You unready %s.", query_name (op)));
2808 break;
2809
2810 default: 1110 default:
2811 who->statusmsg (format ("You unapply %s.", query_name (op))); 1111 who->statusmsg (format ("You unapply %s.", query_name (op)));
2812 break; 1112 break;
2813 } 1113 }
2814 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
2815 who->update_stats (); 1119 who->update_stats ();
2816 1120
2817 if (!(aflags & AP_NO_MERGE))
2818 {
2819 object *tmp = merge_ob (op, 0);
2820
2821 if (who->contr)
2822 {
2823 if (tmp)
2824 { /* it was merged */
2825 esrv_del_item (who->contr, op->count);
2826 op = tmp;
2827 }
2828
2829 esrv_send_item (who, op);
2830 }
2831 }
2832
2833 return 0; 1121 return 1;
2834} 1122}
2835 1123
2836/** 1124/**
2837 * Returns the object that is using location 'loc'. 1125 * Returns the object that is using location 'loc'.
2838 * Note that 'start' is the first object to start examing - we 1126 * Note that 'start' is the first object to start examing - we
2850static object * 1138static object *
2851get_next_item_from_body_location (int loc, object *start) 1139get_next_item_from_body_location (int loc, object *start)
2852{ 1140{
2853 for (object *tmp = start; tmp; tmp = tmp->below) 1141 for (object *tmp = start; tmp; tmp = tmp->below)
2854 if (tmp->flag [FLAG_APPLIED] 1142 if (tmp->flag [FLAG_APPLIED]
2855 && tmp->slot[loc].info 1143 && tmp->slot [loc].info
2856 && (!tmp->invisible || tmp->type == SKILL)) 1144 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2857 return tmp; 1145 return tmp;
2858 1146
2859 return 0; 1147 return 0;
2860} 1148}
2861 1149
2874#define CANNOT_REMOVE_CURSED \ 1162#define CANNOT_REMOVE_CURSED \
2875 "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. " \
2876 "Praying over an altar, scrolls of remove curse/damnation, " \ 1164 "Praying over an altar, scrolls of remove curse/damnation, " \
2877 "priests or even other players might help.>" 1165 "priests or even other players might help.>"
2878 1166
2879int 1167static bool
2880unapply_for_ob (object *who, object *op, int aflags) 1168unapply_for_ob (object *who, object *op, int aflags)
2881{ 1169{
2882 if (op->is_range ()) 1170 if (op->is_range ())
2883 for (object *tmp = who->inv; tmp; tmp = tmp->below) 1171 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2884 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 1172 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2885 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]))
2886 { 1174 {
2887 if (aflags & AP_PRINT) 1175 if (aflags & AP_PRINT)
2888 who->failmsg (query_name (tmp)); 1176 who->failmsg (query_name (tmp));
2889 else 1177 else
2890 unapply_special (who, tmp, aflags); 1178 unapply_special (who, tmp, aflags);
2893 { 1181 {
2894 /* 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.
2895 * 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
2896 * at least generate the message. 1184 * at least generate the message.
2897 */ 1185 */
2898 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));
2899 return 1; 1187 return 1;
2900 } 1188 }
2901 1189
2902 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1190 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2903 { 1191 {
2923#endif 1211#endif
2924 return 1; 1212 return 1;
2925 } 1213 }
2926 1214
2927 /* 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 */
2928 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])))
2929 { 1217 {
2930 if (aflags & AP_PRINT) 1218 if (aflags & AP_PRINT)
2931 who->failmsg (query_name (tmp)); 1219 who->failmsg (query_name (tmp));
2932 else 1220 else
2933 unapply_special (who, tmp, aflags); 1221 unapply_special (who, tmp, aflags);
2937 /* Cursed item that we can't unequip - tell the player. 1225 /* Cursed item that we can't unequip - tell the player.
2938 * 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,
2939 * 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
2940 * one cursed ring.) 1228 * one cursed ring.)
2941 */ 1229 */
2942 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));
2943 } 1231 }
2944 1232
2945 last = tmp->below; 1233 last = tmp->below;
2946 } 1234 }
2947 /* 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
3006 continue; 1294 continue;
3007 } 1295 }
3008 1296
3009 object *tmp1 = get_next_item_from_body_location (i, who->inv); 1297 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3010 if (!tmp1) 1298 if (!tmp1)
3011 {
3012#if 0
3013 /* This is sort of an error, but happens a lot when old players
3014 * join in with more stuff equipped than they are now allowed.
3015 */
3016 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3017#endif
3018 retval |= CAN_APPLY_NEVER; 1299 retval |= CAN_APPLY_NEVER;
3019 }
3020 else 1300 else
3021 { 1301 {
3022 /* need to unapply something. However, if this something 1302 /* need to unapply something. However, if this something
3023 * is different than we had found before, it means they need 1303 * is different than we had found before, it means they need
3024 * to apply multiple objects 1304 * to apply multiple objects
3053 * the weapon/shield checks, and the range checks for monsters, 1333 * the weapon/shield checks, and the range checks for monsters,
3054 * 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,
3055 * 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
3056 * all use the same location. 1336 * all use the same location.
3057 */ 1337 */
3058 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1338 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3059 retval |= CAN_APPLY_RESTRICTION; 1339 retval |= CAN_APPLY_RESTRICTION;
3060 1340
3061 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1341 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3062 retval |= CAN_APPLY_RESTRICTION; 1342 retval |= CAN_APPLY_RESTRICTION;
3063 1343
3064 if (who->type != PLAYER) 1344 if (who->type != PLAYER)
3065 { 1345 {
3066 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])
3067 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3068 1348
3069 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1349 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3070 retval |= CAN_APPLY_RESTRICTION; 1350 retval |= CAN_APPLY_RESTRICTION;
3071 1351
3072 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1352 if (op->type == RING && !who->flag [FLAG_USE_RING])
3073 retval |= CAN_APPLY_RESTRICTION; 1353 retval |= CAN_APPLY_RESTRICTION;
3074 1354
3075 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1355 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3076 retval |= CAN_APPLY_RESTRICTION; 1356 retval |= CAN_APPLY_RESTRICTION;
3077 } 1357 }
3078 1358
3079 return retval; 1359 return retval;
3080} 1360}
3104 */ 1384 */
3105 1385
3106#define LACK_ITEM_POWER \ 1386#define LACK_ITEM_POWER \
3107 " 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.>"
3108 1388
3109int 1389static bool
3110apply_special (object *who, object *op, int aflags) 1390apply_special (object *who, object *op, int aflags)
3111{ 1391{
3112 int basic_flag = aflags & AP_BASIC_FLAGS; 1392 int basic_flag = aflags & AP_MODE;
3113 object *tmp, *tmp2, *skop = NULL; 1393 object *tmp, *tmp2, *skop = NULL;
3114 1394
3115 if (who == NULL) 1395 if (who == NULL)
3116 { 1396 {
3117 LOG (llevError, "apply_special() from object without environment.\n"); 1397 LOG (llevError, "apply_special() from object without environment.\n");
3118 return 1; 1398 return 1;
3119 } 1399 }
3120 1400
1401 //TODO: remove these when apply_special is no longer exposed
3121 if (op->env != who) 1402 if (op->env != who)
3122 return 1; /* op is not in inventory */ 1403 return 1; /* op is not in inventory */
3123 1404
3124 /* trying to unequip op */ 1405 /* trying to unequip op */
3125 if (QUERY_FLAG (op, FLAG_APPLIED)) 1406 if (op->flag [FLAG_APPLIED])
3126 { 1407 {
3127 /* always apply, so no reason to unapply */ 1408 /* always apply, so no reason to unapply */
3128 if (basic_flag == AP_APPLY) 1409 if (basic_flag == AP_APPLY)
3129 return 0; 1410 return 0;
3130 1411
3131 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]))
3132 { 1413 {
3133 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));
3134 return 1; 1415 return 1;
3135 } 1416 }
3136 1417
3137 return unapply_special (who, op, aflags); 1418 return unapply_special (who, op, aflags);
3138 } 1419 }
3139
3140 if (basic_flag == AP_UNAPPLY) 1420 else if (basic_flag == AP_UNAPPLY)
3141 return 0; 1421 return 0;
3142
3143 // if the item is combat/ranged, wield the relevant slot first
3144 // to resolve conflicts.
3145 if (player *pl = who->contr)
3146 switch (op->slottype ())
3147 {
3148 case slot_combat: who->change_weapon (pl->combat_ob); break;
3149 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3150 }
3151 1422
3152 splay (op); 1423 splay (op);
3153 1424
3154 /* 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 */
3155 if (int i = can_apply_object (who, op)) 1426 if (int i = can_apply_object (who, op))
3156 { 1427 {
3157 if (i & CAN_APPLY_NEVER) 1428 if (i & CAN_APPLY_NEVER)
3158 { 1429 {
3159 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));
3160 return 1; 1431 return 1;
3161 } 1432 }
3162 else if (i & CAN_APPLY_RESTRICTION) 1433 else if (i & CAN_APPLY_RESTRICTION)
3163 { 1434 {
3164 who->failmsg (format ( 1435 who->failmsgf (
3165 "You have a prohibition against using a %s. " 1436 "You have a prohibition against using a %s. "
3166 "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.>",
3167 query_name (op) 1438 query_name (op)
3168 )); 1439 );
3169 return 1; 1440 return 1;
3170 } 1441 }
3171 1442
3172 if (who->type != PLAYER) 1443 if (who->type != PLAYER)
3173 { 1444 {
3189 } 1460 }
3190 } 1461 }
3191 1462
3192 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1463 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3193 { 1464 {
1465 // try to ready attached skill first
3194 skop = find_skill_by_name (who, op->skill); 1466 skop = find_skill_by_name (who, op->skill);
3195 1467
3196 if (!skop) 1468 if (!skop)
3197 { 1469 {
3198 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);
3199 return 1; 1471 return 1;
3200 } 1472 }
3201 else 1473 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3202 /* While experience will be credited properly, we want to change the
3203 * skill so that the dam and wc get updated
3204 */ 1474 {
3205 who->change_skill (skop); 1475 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1476 return 1;
1477 }
3206 } 1478 }
3207 1479
3208 if (who->type == PLAYER 1480 if (!check_item_power (who, op->item_power))
3209 && op->item_power
3210 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3211 { 1481 {
3212 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);
3213 return 1; 1483 return 1;
3214 } 1484 }
3215 1485
3216 /* 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.
3217 * Note that we don't have the checks for can_use_... 1487 * Note that we don't have the checks for can_use_...
3218 * below - that is already taken care of by can_apply_object. 1488 * below - that is already taken care of by can_apply_object.
3219 */ 1489 */
1490
1491 // split away all the other items from the stack, so only one item is left
3220 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 1492 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3221 1493
3222 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)))
3223 return RESULT_INT (0); 1495 return RESULT_INT (0);
3224 1496
3225 switch (op->type) 1497 switch (op->type)
3226 { 1498 {
3227 case WEAPON: 1499 case WEAPON:
3228 if (!check_weapon_power (who, op->last_eat)) 1500 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3229 {
3230 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3231
3232 if (tmp)
3233 insert_ob_in_ob (tmp, who);
3234
3235 return 1;
3236 }
3237
3238 //TODO: this obviously fails for players using a shorter prefix
3239 // i.e. "R" can use Ragnarok's sword.
3240 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3241 { 1501 {
3242 /* 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. */
3243 /* (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) */
3244 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. "
3245 1505 "H<Its name indicates that it belongs to somebody else.>");
3246 if (tmp) 1506 if (tmp) who->insert (tmp);
3247 insert_ob_in_ob (tmp, who);
3248
3249 return 1; 1507 return 1;
3250 } 1508 }
3251 1509
3252 if (!skop) 1510 op->flag [FLAG_APPLIED] = true;
1511
1512 if (player *pl = who->contr)
3253 { 1513 {
3254 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)));
3255 return 1; 1515 change_abil (who, op);
3256 } 1516 }
3257 1517
3258 SET_FLAG (op, FLAG_APPLIED); 1518 op->flag [FLAG_READY_WEAPON] = true;
3259 who->change_skill (skop);
3260
3261 if (who->contr)
3262 who->change_weapon (who->contr->combat_ob = op);
3263
3264 who->statusmsg (format ("You wield %s.", query_name (op)));
3265
3266 SET_FLAG (who, FLAG_READY_WEAPON);
3267 change_abil (who, op);
3268 break; 1519 break;
3269 1520
3270 case ARMOUR: 1521 case ARMOUR:
3271 case HELMET: 1522 case HELMET:
3272 case SHIELD: 1523 case SHIELD:
3275 case GIRDLE: 1526 case GIRDLE:
3276 case BRACERS: 1527 case BRACERS:
3277 case CLOAK: 1528 case CLOAK:
3278 case RING: 1529 case RING:
3279 case AMULET: 1530 case AMULET:
3280 SET_FLAG (op, FLAG_APPLIED); 1531 op->set_flag (FLAG_APPLIED);
3281 who->statusmsg (format ("You wear %s.", query_name (op))); 1532 who->statusmsg (format ("You wear %s.", query_name (op)));
3282 change_abil (who, op); 1533 change_abil (who, op);
3283 break; 1534 break;
3284 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
3285 case LAMP: 1543 case SKILL:
3286 if (op->stats.food < 1) 1544 if (!(aflags & AP_NO_SLOT))
3287 { 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 {
3288 who->failmsg (format ( 1550 who->failmsgf (
3289 "Your %s is out of fuel! " 1551 "You feel as if you wanted to do something funny, but you can't remember what. "
3290 "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. "
3291 &op->name 1553 "It cannot be used on its own.>",
1554 &op->skill
3292 )); 1555 );
1556 if (tmp) who->insert (tmp);
3293 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)));
3294 } 1586 }
3295 1587
3296 who->statusmsg (format ("You turn on your %s.", &op->name)); 1588 who->set_flag (FLAG_READY_SKILL);
3297
3298 tmp2 = arch_to_object (op->other_arch);
3299 tmp2->stats.food = op->stats.food;
3300 SET_FLAG (tmp2, FLAG_APPLIED);
3301
3302 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3303 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3304
3305 insert_ob_in_ob (tmp2, who);
3306
3307 /* Remove the old lantern */
3308 op->destroy ();
3309
3310 /* insert the portion that was split off */
3311 if (tmp)
3312 {
3313 insert_ob_in_ob (tmp, who);
3314 if (who->type == PLAYER)
3315 esrv_send_item (who, tmp);
3316 }
3317
3318 who->update_stats ();
3319
3320 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3321 if (who->type == PLAYER)
3322 {
3323 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3324 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3325 }
3326
3327 if (who->type == PLAYER)
3328 esrv_send_item (who, tmp2);
3329
3330 return 0;
3331
3332 case SKILL_TOOL:
3333 // applying a skill tool also readies the skill
3334 SET_FLAG (op, FLAG_APPLIED);
3335
3336 if (!(aflags & AP_NO_READY))
3337 {
3338 skop = find_skill_by_name (who, op->skill);
3339 if (!skop->flag [FLAG_APPLIED]) 1589 op->set_flag (FLAG_APPLIED);
3340 apply_special (who, skop, AP_APPLY); 1590 change_abil (who, op);
3341 }
3342 break; 1591 break;
3343 1592
3344 case SKILL:
3345 if (player *pl = who->contr)
3346 {
3347 if (IS_COMBAT_SKILL (op->subtype))
3348 {
3349 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3350 {
3351 for (object *item = who->inv; item; item = item->below)
3352 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3353 {
3354 if (item->skill == op->skill)
3355 {
3356 who->change_weapon (pl->combat_ob = item);
3357 goto found_weapon;
3358 }
3359 }
3360
3361 who->failmsg (format (
3362 "You need to apply a '%s' melee weapon before readying this skill. "
3363 "H<Some skills need an item, in this case a melee weapon, to function.>",
3364 &op->skill
3365 ));
3366 return 1;
3367
3368 found_weapon:;
3369 }
3370 else
3371 who->change_weapon (pl->combat_ob = op);
3372 }
3373 else if (IS_RANGED_SKILL (op->subtype))
3374 {
3375 if (skill_flags [op->subtype] & SF_NEED_BOW)
3376 {
3377 for (object *item = who->inv; item; item = item->below)
3378 if (item->type == BOW && item->flag [FLAG_APPLIED])
3379 {
3380 //TODO: bows should/must all have skill missile weapon right now
3381 who->change_weapon (pl->ranged_ob = item);
3382 goto found_bow;
3383 }
3384
3385 who->failmsg (
3386 "You need to apply a missile weapon before readying this skill. "
3387 "H<Some skills need an item, in this case a missile weapon, to function.>"
3388 );
3389 return 1;
3390
3391 found_bow:;
3392 }
3393 else
3394 who->change_weapon (pl->ranged_ob = op);
3395 }
3396
3397 if (!op->invisible)
3398 {
3399 who->statusmsg (format (
3400 "You ready %s."
3401 "You can now use the skill: %s.",
3402 query_name (op),
3403 &op->skill
3404 ));
3405 }
3406 else
3407 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3408 }
3409 else
3410 {
3411 SET_FLAG (op, FLAG_APPLIED);
3412 change_abil (who, op);
3413 who->chosen_skill = op;
3414 SET_FLAG (who, FLAG_READY_SKILL);
3415 }
3416
3417 break;
3418
3419 case BOW: 1593 case BOW:
3420 if (!check_weapon_power (who, op->last_eat)) 1594 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3421 {
3422 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3423
3424 if (tmp)
3425 insert_ob_in_ob (tmp, who);
3426
3427 return 1;
3428 }
3429
3430 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3431 { 1595 {
3432 who->failmsg ("The weapon does not recognize you as its owner. " 1596 who->failmsg ("The weapon does not recognize you as its owner. "
3433 "H<Its name indicates that it belongs to somebody else.>"); 1597 "H<Its name indicates that it belongs to somebody else.>");
3434 if (tmp) 1598 if (tmp) who->insert (tmp);
3435 insert_ob_in_ob (tmp, who);
3436
3437 return 1; 1599 return 1;
3438 } 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;
3439 1625
3440 /*FALLTHROUGH*/ 1626 /*FALLTHROUGH*/
3441 case WAND: 1627 case WAND:
3442 case ROD: 1628 case ROD:
3443 case HORN: 1629 case HORN:
3444 /* check for skill, alter player status */ 1630 op->flag [FLAG_APPLIED] = true;
3445 1631
3446 if (!skop) 1632 if (player *pl = who->contr)
3447 { 1633 {
3448 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3449 return 1;
3450 }
3451
3452 SET_FLAG (op, FLAG_APPLIED);
3453 who->change_skill (skop);
3454
3455 if (who->contr)
3456 {
3457 who->contr->ranged_ob = op;
3458
3459 who->statusmsg (format ("You ready %s.", query_name (op))); 1634 who->statusmsg (format ("You ready %s.", query_name (op)));
3460 1635
3461 if (op->type == BOW) 1636 if (op->type == BOW)
3462 {
3463 who->current_weapon = op;
3464 change_abil (who, op);
3465 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)));
3466 } 1638
1639 change_abil (who, op);
3467 } 1640 }
3468 else 1641 else
3469 { 1642 {
3470 if (op->type == BOW) 1643 if (op->type == BOW)
3471 SET_FLAG (who, FLAG_READY_BOW); 1644 op->flag [FLAG_READY_BOW ] = true;
3472 else 1645 else
3473 SET_FLAG (who, FLAG_READY_RANGE); 1646 op->flag [FLAG_READY_RANGE] = true;
3474 } 1647 }
3475 1648
3476 break; 1649 break;
3477 1650
3478 case BUILDER: 1651 case BUILDER:
3479 if (who->type == PLAYER) 1652 if (player *pl = who->contr)
3480 { 1653 {
3481 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3482 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3483 unapply_special (who, who->contr->ranged_ob, 0);
3484
3485 who->statusmsg (format ("You ready your %s.", query_name (op))); 1654 who->statusmsg (format ("You ready your %s.", query_name (op)));
3486 1655 //TODO: change_abil?
3487 who->contr->ranged_ob = op;
3488 } 1656 }
3489 break; 1657 break;
3490 1658
3491 default: 1659 default:
3492 who->statusmsg (format ("You apply %s.", query_name (op))); 1660 who->statusmsg (format ("You apply %s.", query_name (op)));
3493 } 1661 }
3494 1662
3495 SET_FLAG (op, FLAG_APPLIED); 1663 op->set_flag (FLAG_APPLIED);
3496 1664
3497 if (tmp) 1665 if (tmp) who->insert (tmp);
3498 tmp = insert_ob_in_ob (tmp, who);
3499 1666
3500 who->update_stats (); 1667 who->update_stats ();
3501 1668
3502 /* We exclude spell casting objects. The fire code will set the 1669 /* We exclude spell casting objects. The fire code will set the
3503 * been applied flag when they are used - until that point, 1670 * been applied flag when they are used - until that point,
3504 * you don't know anything about them. 1671 * you don't know anything about them.
3505 */ 1672 */
3506 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)
3507 SET_FLAG (op, FLAG_BEEN_APPLIED); 1674 op->set_flag (FLAG_BEEN_APPLIED);
3508 1675
3509 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1676 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3510 if (who->type == PLAYER) 1677 if (who->type == PLAYER)
3511 { 1678 {
3512 who->failmsg ( 1679 who->failmsg (
3513 "Oops, it feels deadly cold! " 1680 "Oops, it feels deadly cold! "
3514 "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.>"
3515 ); 1682 );
3516 SET_FLAG (op, FLAG_KNOWN_CURSED); 1683 op->set_flag (FLAG_KNOWN_CURSED);
3517 } 1684 }
3518 1685
3519 if (who->type == PLAYER) 1686 if (object *pl = op->visible_to ())
3520 {
3521 /* if multiple objects were applied, update both slots */
3522 if (tmp)
3523 esrv_send_item (who, tmp);
3524
3525 esrv_send_item (who, op); 1687 esrv_send_item (pl, op);
3526 }
3527 1688
3528 return 0; 1689 return 0;
3529} 1690}
3530 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 */
3531int 1696int
3532monster_apply_special (object *who, object *op, int aflags) 1697should_director_abort (object *op, object *victim)
3533{ 1698{
3534 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)))
3535 return 1; 1731 return 1;
3536 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)
3537 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;
3538} 3728}
3539 3729
3540/** 3730/**
3541 * Map was just loaded, handle op's initialisation. 3731 * Map was just loaded, handle op's initialisation.
3542 * 3732 *
3545int 3735int
3546auto_apply (object *op) 3736auto_apply (object *op)
3547{ 3737{
3548 object *tmp = NULL, *tmp2; 3738 object *tmp = NULL, *tmp2;
3549 int i; 3739 int i;
3740
3741 op->clr_flag (FLAG_AUTO_APPLY);
3550 3742
3551 switch (op->type) 3743 switch (op->type)
3552 { 3744 {
3553 case SHOP_FLOOR: 3745 case SHOP_FLOOR:
3554 if (!op->has_random_items ()) 3746 if (!op->has_random_items ())
3556 3748
3557 do 3749 do
3558 { 3750 {
3559 i = 10; /* let's give it 10 tries */ 3751 i = 10; /* let's give it 10 tries */
3560 while ((tmp = generate_treasure (op->randomitems, 3752 while ((tmp = generate_treasure (op->randomitems,
3561 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
3562 if (tmp == NULL) 3758 if (tmp == NULL)
3563 return 0; 3759 return 0;
3564 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3760
3761 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3565 { 3762 {
3566 tmp->destroy (); 3763 tmp->destroy ();
3567 tmp = NULL; 3764 tmp = NULL;
3568 } 3765 }
3569 } 3766 }
3570 while (!tmp); 3767 while (!tmp);
3571 3768
3572 tmp->x = op->x; 3769 tmp->x = op->x;
3573 tmp->y = op->y; 3770 tmp->y = op->y;
3574 SET_FLAG (tmp, FLAG_UNPAID); 3771 tmp->set_flag (FLAG_UNPAID);
3575 insert_ob_in_map (tmp, op->map, NULL, 0); 3772 insert_ob_in_map (tmp, op->map, NULL, 0);
3576 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3577 identify (tmp); 3773 identify (tmp);
3578 break; 3774 break;
3579 3775
3580 case TREASURE: 3776 case TREASURE:
3581 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3777 if (op->flag [FLAG_IS_A_TEMPLATE])
3582 return 0; 3778 return 0;
3583 3779
3584 while (op->stats.hp-- > 0) 3780 while (op->stats.hp-- > 0)
3585 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3781 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3586 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);
3588 /* 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,
3589 * 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
3590 * to disappear. An example of this item is the random_* stuff 3786 * to disappear. An example of this item is the random_* stuff
3591 * that is put inside other objects. 3787 * that is put inside other objects.
3592 */ 3788 */
3593 for (tmp = op->inv; tmp; tmp = tmp2)
3594 {
3595 tmp2 = tmp->below;
3596 tmp->remove ();
3597
3598 if (op->env) 3789 if (op->env)
3599 insert_ob_in_ob (tmp, op->env); 3790 while (op->inv)
3600 else 3791 op->env->insert (op->inv);
3601 tmp->destroy ();
3602 }
3603 3792
3604 op->destroy (); 3793 op->destroy ();
3605 break; 3794 break;
3606 } 3795 }
3607 return tmp ? 1 : 0; 3796
3797 return !!tmp;
3608} 3798}
3609 3799
3610/** 3800/**
3611 * 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
3612 * is loaded or swapped in and performs special actions for 3802 * is loaded or swapped in and performs special actions for
3626 3816
3627 if (tmp->inv) 3817 if (tmp->inv)
3628 { 3818 {
3629 object *invtmp, *invnext; 3819 object *invtmp, *invnext;
3630 3820
3631 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3821 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3632 { 3822 {
3633 invnext = invtmp->below; 3823 invnext = invtmp->below;
3634 3824
3635 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3825 if (invtmp->flag [FLAG_AUTO_APPLY])
3636 auto_apply (invtmp); 3826 auto_apply (invtmp);
3637 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3827 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3638 { 3828 {
3639 while ((invtmp->stats.hp--) > 0) 3829 while (invtmp->stats.hp-- > 0)
3640 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3830 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3641 3831
3642 invtmp->randomitems = NULL; 3832 invtmp->randomitems = NULL;
3643 } 3833 }
3644 else if (invtmp && invtmp->arch 3834 else if (invtmp && invtmp->arch
3649 * treasure again for this object 3839 * treasure again for this object
3650 */ 3840 */
3651 invtmp->randomitems = NULL; 3841 invtmp->randomitems = NULL;
3652 } 3842 }
3653 } 3843 }
3844
3654 /* This is really temporary - the code at the bottom will 3845 /* This is really temporary - the code at the bottom will
3655 * also set randomitems to null. The problem is there are bunches 3846 * also set randomitems to null. The problem is there are bunches
3656 * of maps/players already out there with items that have spells 3847 * of maps/players already out there with items that have spells
3657 * which haven't had the randomitems set to null yet. 3848 * which haven't had the randomitems set to null yet.
3658 * MSW 2004-05-13 3849 * MSW 2004-05-13
3662 * Ryo 2004-08-16 3853 * Ryo 2004-08-16
3663 */ 3854 */
3664 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3855 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3665 || 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)
3666 tmp->randomitems = NULL; 3857 tmp->randomitems = NULL;
3667
3668 } 3858 }
3669 3859
3670 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3860 if (tmp->flag [FLAG_AUTO_APPLY])
3671 auto_apply (tmp); 3861 auto_apply (tmp);
3672 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 ())
3673 { 3863 {
3674 while ((tmp->stats.hp--) > 0) 3864 while ((tmp->stats.hp--) > 0)
3675 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3865 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3677 } 3867 }
3678 else if (tmp->type == TIMED_GATE) 3868 else if (tmp->type == TIMED_GATE)
3679 { 3869 {
3680 object *head = tmp->head != NULL ? tmp->head : tmp; 3870 object *head = tmp->head != NULL ? tmp->head : tmp;
3681 3871
3682 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3872 if (head->flag [FLAG_IS_LINKED])
3683 tmp->set_speed (0); 3873 tmp->set_speed (0);
3684 } 3874 }
3685 /* 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
3686 * 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
3687 * 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
3705 } 3895 }
3706 3896
3707 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3897 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3708 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3898 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3709 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3899 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3710 check_trigger (tmp, tmp->above); 3900 check_trigger (tmp, tmp->above, tmp->above);
3711} 3901}
3712 3902
3713/** 3903/**
3714 * Handles player eating food that temporarily changes status (resistances, stats). 3904 * Handles player eating food that temporarily changes status (resistances, stats).
3715 * This used to call cast_change_attr(), but 3905 * This used to call cast_change_attr(), but
3720eat_special_food (object *who, object *food) 3910eat_special_food (object *who, object *food)
3721{ 3911{
3722 object *force; 3912 object *force;
3723 int i, did_one = 0; 3913 int i, did_one = 0;
3724 3914
3725 force = get_archetype (FORCE_NAME); 3915 char buf[64];
3916 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3917 shstr key (buf);
3726 3918
3727 for (i = 0; i < NUM_STATS; i++)
3728 if (sint8 k = food->stats.stat (i))
3729 {
3730 force->stats.stat (i) = k;
3731 did_one = 1;
3732 }
3733
3734 /* check if we can protect the eater */
3735 for (i = 0; i < NROFATTACKS; i++)
3736 {
3737 if (food->resist[i] > 0)
3738 {
3739 force->resist[i] = food->resist[i] / 2;
3740 did_one = 1;
3741 }
3742 }
3743
3744 if (did_one)
3745 {
3746 force->set_speed (0.1);
3747 /* bigger morsel of food = longer effect time */ 3919 /* bigger morsel of food = longer effect time */
3748 force->duration = food->stats.food / 5; 3920 int duration = TIME2TICK (food->stats.food);
3749 SET_FLAG (force, FLAG_APPLIED); 3921
3750 change_abil (who, force); 3922 if (force = who->force_find (key))
3751 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;
3752 } 3933 }
3753 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
3754 force->destroy (); 3965 force->destroy ();
3966 }
3755 3967
3756 /* check for hp, sp change */ 3968 /* check for hp, sp change */
3757 if (food->stats.hp != 0) 3969 if (food->stats.hp != 0)
3758 { 3970 {
3759 if (QUERY_FLAG (food, FLAG_CURSED)) 3971 if (food->flag [FLAG_CURSED])
3760 { 3972 {
3761 assign (who->contr->killer, food->name); 3973 who->contr->killer = food;
3762 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3974 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3763 who->failmsg ("Eck!...that was poisonous!"); 3975 who->failmsg ("Eck!...that was poisonous!");
3764 } 3976 }
3765 else 3977 else
3766 { 3978 {
3770 who->failmsg ("Eck!...that was poisonous!"); 3982 who->failmsg ("Eck!...that was poisonous!");
3771 3983
3772 who->stats.hp += food->stats.hp; 3984 who->stats.hp += food->stats.hp;
3773 } 3985 }
3774 } 3986 }
3987
3775 if (food->stats.sp != 0) 3988 if (food->stats.sp != 0)
3776 { 3989 {
3777 if (QUERY_FLAG (food, FLAG_CURSED)) 3990 if (food->flag [FLAG_CURSED])
3778 { 3991 {
3779 who->failmsg ("You are drained of mana!"); 3992 who->failmsg ("You are drained of mana!");
3780 who->stats.sp -= food->stats.sp; 3993 who->stats.sp -= food->stats.sp;
3781 if (who->stats.sp < 0) 3994 if (who->stats.sp < 0)
3782 who->stats.sp = 0; 3995 who->stats.sp = 0;
3788 /* place limit on max sp from food? */ 4001 /* place limit on max sp from food? */
3789 } 4002 }
3790 } 4003 }
3791 4004
3792 who->update_stats (); 4005 who->update_stats ();
3793}
3794
3795/**
3796 * Designed primarily to light torches/lanterns/etc.
3797 * Also burns up burnable material too. First object in the inventory is
3798 * the selected object to "burn". -b.t.
3799 */
3800void
3801apply_lighter (object *who, object *lighter)
3802{
3803 object *item;
3804 int is_player_env = 0;
3805
3806 item = find_marked_object (who);
3807 if (item)
3808 {
3809 if (lighter->last_eat && lighter->stats.food)
3810 { /* lighter gets used up */
3811 /* Split multiple lighters if they're being used up. Otherwise *
3812 * one charge from each would be used up. --DAMN */
3813 if (lighter->nrof > 1)
3814 {
3815 object *oneLighter = lighter->clone ();
3816
3817 lighter->nrof -= 1;
3818 oneLighter->nrof = 1;
3819 oneLighter->stats.food--;
3820 esrv_send_item (who, lighter);
3821 oneLighter = insert_ob_in_ob (oneLighter, who);
3822 esrv_send_item (who, oneLighter);
3823 }
3824 else
3825 lighter->stats.food--;
3826 }
3827 else if (lighter->last_eat)
3828 {
3829 /* no charges left in lighter */
3830 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3831 return;
3832 }
3833
3834 /* Perhaps we should split what we are trying to light on fire?
3835 * I can't see many times when you would want to light multiple
3836 * objects at once.
3837 */
3838
3839 if (who == item->in_player ())
3840 is_player_env = 1;
3841
3842 save_throw_object (item, AT_FIRE, who);
3843
3844 if (item->destroyed ())
3845 {
3846 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3847 /* Need to update the player so that the players glow radius
3848 * gets changed.
3849 */
3850 if (is_player_env)
3851 who->update_stats ();
3852 }
3853 else
3854 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3855 }
3856 else
3857 who->failmsg ("You need to mark a lightable object.");
3858}
3859
3860/**
3861 * op made some mistake with a scroll, this takes care of punishment.
3862 * scroll_failure()- hacked directly from spell_failure
3863 */
3864void
3865scroll_failure (object *op, int failure, int power)
3866{
3867 if (abs (failure / 4) > power)
3868 power = abs (failure / 4); /* set minimum effect */
3869
3870 if (failure <= -1 && failure > -15)
3871 { /* wonder */
3872 object *tmp;
3873
3874 op->failmsg ("Your spell warps!");
3875 tmp = get_archetype (SPELL_WONDER);
3876 cast_wonder (op, op, 0, tmp);
3877 tmp->destroy ();
3878 }
3879 else if (failure <= -15 && failure > -35)
3880 { /* drain mana */
3881 op->failmsg ("Your mana is drained!");
3882 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3883 if (op->stats.sp < 0)
3884 op->stats.sp = 0;
3885 }
3886 else if (settings.spell_failure_effects == TRUE)
3887 {
3888 if (failure <= -35 && failure > -60)
3889 { /* confusion */
3890 op->failmsg ("The magic recoils on you!");
3891 confuse_player (op, op, power);
3892 }
3893 else if (failure <= -60 && failure > -70)
3894 { /* paralysis */
3895 op->failmsg ("The magic recoils and paralyzes you!");
3896 paralyze_player (op, op, power);
3897 }
3898 else if (failure <= -70 && failure > -80)
3899 { /* blind */
3900 op->failmsg ("The magic recoils on you!");
3901 blind_player (op, op, power);
3902 }
3903 else if (failure <= -80)
3904 { /* blast the immediate area */
3905 object *tmp = get_archetype (LOOSE_MANA);
3906 cast_magic_storm (op, tmp, power);
3907 op->failmsg ("You unleash uncontrolled mana!");
3908 tmp->destroy ();
3909 }
3910 }
3911} 4006}
3912 4007
3913void 4008void
3914apply_changes_to_player (object *pl, object *change) 4009apply_changes_to_player (object *pl, object *change)
3915{ 4010{
3963 } 4058 }
3964 4059
3965 /* insert the randomitems from the change's treasurelist into 4060 /* insert the randomitems from the change's treasurelist into
3966 * the player ref: player.c 4061 * the player ref: player.c
3967 */ 4062 */
3968 if (change->randomitems != NULL) 4063 if (change->randomitems)
3969 give_initial_items (pl, change->randomitems); 4064 give_initial_items (pl, change->randomitems);
3970 4065
3971 /* set up the face, for some races. */ 4066 /* set up the face, for some races. */
3972 4067
3973 /* first, look for the force object banning 4068 /* first, look for the force object banning
3974 * changing the face. Certain races never change face with class. 4069 * changing the face. Certain races never change face with class.
3975 */ 4070 */
3976 for (walk = pl->inv; walk != NULL; walk = walk->below) 4071 for (walk = pl->inv; walk; walk = walk->below)
3977 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4072 if (walk->name == shstr_NOCLASSFACECHANGE)
3978 flag_change_face = 0; 4073 flag_change_face = 0;
3979 4074
3980 if (flag_change_face) 4075 if (flag_change_face)
3981 { 4076 {
3982 pl->animation_id = GET_ANIM_ID (change);
3983 pl->face = change->face; 4077 pl->face = change->face;
3984 4078 pl->animation_id = change->animation_id;
3985 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4079 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3986 SET_FLAG (pl, FLAG_ANIMATE);
3987 else
3988 CLEAR_FLAG (pl, FLAG_ANIMATE);
3989 } 4080 }
3990 4081
3991 /* check the special case of can't use weapons */ 4082 /* check the special case of can't use weapons */
3992 /*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); */
3993 if (!strcmp (change->name, "monk")) 4084 if (change->name == shstr_monk)
3994 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4085 pl->clr_flag (FLAG_USE_WEAPON);
3995 4086
3996 break; 4087 break;
3997 } 4088 }
3998 } 4089 }
3999} 4090}
4000 4091
4001/**
4002 * This handles items of type 'transformer'.
4003 * Basically those items, used with a marked item, transform both items into something
4004 * else.
4005 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4006 * Change information is contained in the 'slaying' field of the marked item.
4007 * The format is as follow: transformer:[number ]yield[;transformer:...].
4008 * This way an item can be transformed in many things, and/or many objects.
4009 * The 'slaying' field for transformer is used as verb for the action.
4010 */
4011void
4012apply_item_transformer (object *pl, object *transformer)
4013{
4014 object *marked;
4015 object *new_item;
4016 char *find;
4017 char *separator;
4018 int yield;
4019 char got[MAX_BUF];
4020 int len;
4021
4022 if (!pl || !transformer)
4023 return;
4024
4025 marked = find_marked_object (pl);
4026
4027 if (!marked)
4028 {
4029 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4030 return;
4031 }
4032
4033 if (!marked->slaying)
4034 {
4035 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4036 return;
4037 }
4038
4039 /* check whether they are compatible or not */
4040 find = strstr (marked->slaying, transformer->arch->archname);
4041 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4042 {
4043 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4044 return;
4045 }
4046
4047 find += strlen (transformer->arch->archname) + 1;
4048 /* Item can be used, now find how many and what it yields */
4049 if (isdigit (*(find)))
4050 {
4051 yield = atoi (find);
4052 if (yield < 1)
4053 {
4054 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4055 yield = 1;
4056 }
4057 }
4058 else
4059 yield = 1;
4060
4061 while (isdigit (*find))
4062 find++;
4063
4064 while (*find == ' ')
4065 find++;
4066
4067 memset (got, 0, MAX_BUF);
4068
4069 if ((separator = strchr (find, ';')) != NULL)
4070 len = separator - find;
4071 else
4072 len = strlen (find);
4073
4074 if (len > MAX_BUF - 1)
4075 len = MAX_BUF - 1;
4076
4077 strcpy (got, find);
4078 got[len] = '\0';
4079
4080 /* Now create new item, remove used ones when required. */
4081 new_item = get_archetype (got);
4082 if (!new_item)
4083 {
4084 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4085 return;
4086 }
4087
4088 new_item->nrof = yield;
4089
4090 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4091
4092 insert_ob_in_ob (new_item, pl);
4093 esrv_send_inventory (pl, pl);
4094 /* Eat up one item */
4095 marked->decrease ();
4096
4097 /* Eat one transformer if needed */
4098 if (transformer->stats.food)
4099 if (--transformer->stats.food == 0)
4100 transformer->decrease ();
4101}
4102

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